Super Mario Bros.

Super Mario Bros.

by Cameron_Johnson

πŸ‘ 222 ❀️ 4 ⭐ 5 πŸ”„ 0
Created: Oct 23, 2023 Last modified: Oct 23, 2023 Shared: Oct 23, 2023

Description

there are many many quirks/differences/nuances/changes to the original, i wont be able to list them all here. important things that come to mind: - scratch has been giving me such a hard time saving/sharing this project, as a result, i had to remove a considerable amount of content. mainly, i had to reduce the tileset and enemies down to just smb1. so any options/levels involving smas, smb3, morepipes tiles will not work correctly on this particular version. there are also some other things in the level editor i had to take out. i am working on uploading a full featured version thats still compatible with this one as far as level codes go, on my website, and will link it here as soon as its ready. - added boomerang powerup (shows up in x-3 levels) - added hammer powerup (shows up when a powerup item block is hit while there is a hammer bro on screen) - added mega mushroom (available in the editor or can replace the star via an option in the dev menu; see below, very bottom) - world 1-2 warp pipes are in the order 2-3-4, not 4-3-2 like in the original. - bowser is replaced with random 'shadow' enemies, the number of which is determined by the world number. they are just like regular enemies except for their color and give you a 1-up when jumped on. - theres a level editor - in the editor, just below bowsers bridge/to the right of the axe, there is an invisible spring tile you can select and place. this will be visible when playing the level. likewise, just below the ? block, there is a super spring tile (like in smb2j), again invisible but will show up when playing. - no normal cheep-cheeps - no whirlpool areas in water levels - no wind in smb2j levels - no halfway points - no enemy/powerup/sprite limit - multiple lakitus can be on screen at once - spinys can go in their shells when hit from below - shells move faster. to do infinite 1-up, position shell approx. 3 and 1/2 blocks away from wall, jump on it from the left side. alternatively, jump on a koopa stuck between two walls. - no left-right moving green koopas - added venus fire trap from smb3 (in editor) - added firebros and boomerang bros - added para-goombas, para-hammerbros, parafirebros(behave like red paratroopas), and para-boomerangbros - sliding/crouching in general doesnt work very well - moving platforms can be buggy in certain situations; such as if you are colliding with anything else (ie. a solid tile, another platform) at the same time, or hit it at a weird angle, but this is rare in my own testing playing the game normally. - the physics (obviously), but you can make most jumps you could in the original. tight gaps do need some work though. - luigi is effed up - no 2 player mode - pause (spacebar), type in konami code. indulge yourself.

Instructions

play here: https://turbowarp.org/912225146 includes SMB1, SMB2J (aka lost levels), custom level editor, complete with import/export no pipes work after world 4 in SMB2J. you can skip levels with the dev menu activated (see Notes and Credits, very bottom) hotkeys in editor: space - pause menu with general level options p - pan d - delete l - fill (tiles) (takes two clicks, first click chooses starting point, second click chooses ending point and fills in the rectangle in between with current tile selected. be careful to keep track of which click youre on if you choose to use this as theres currently no ui indication to show this.)

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