Super Mario 64 Wii Port

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Amabella Batton

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Aug 5, 2024, 12:51:40 PM8/5/24
to nyaflatbalse
Thisis a demo for my Pico-8 port of Super Mario Bros., and it includes all of World 1, along with the secret 'minus world'. I plan to reskin the game before a full release to avoid potential Cease-and-Desist letters, but wanted to give people a taste of it in its original form. Also, not everything is quite finished, and I figured this would be a good way to get some playtesting and feedback, so please let me know if you encounter any bugs.

This is incredible! There were a few times I forgot I was playing a pico-8 game, with the only thing reminding being the Visuals and Audio! Now, I do notice the Physics are a little bit different, which there is a pretty good write-up on online if you go looking, but it's not bad for what it is and plays great! It wasn't like I didn't know if I could make jumps or whatever.

Can't wait to see more of this!


Thank you very much. I put more of a focus on getting everything working than exactly mirroring the physics, but I'll look and see if I can find some better info on that to tweak things. Just uploaded a new version that fixes a couple small bugs.


Pretty good recreation. Better then many I've seen on Pico 8. Enemy hitboxes seem to be a bit taller than they should be, Mario bounces off of them earlier then expected, but other then that, the game feel is pretty much spot on. Good job!


@rrops_real,

Hmm, that's a tricky one. I had to use a minifier to fit under the compressed size limit, partially because I'm storing all the music as strings, but even if I could squeeze it down enough without compression, the level data is all super-compressed as well, and requires a separate editor cart. Even then, I'm purposely avoiding releasing the full game so as to hopefully not run afoul of Nintendo's over-eager lawyers. I am planning to reskin the game and release that, and I could release a level editor along with it. I've also been thinking of releasing a streamlined version of the engine as a starting point for platformers.


Thanks.=) Changing the graphics and sound back might be tricky, as they're tied up in an elaborate compression system, but if someone can figure it out, they're free to do that. The game's basically done except for tweaking some character behaviors, haven't gotten the art style all figured out for the reskin, though.


Oh, thought I'd fixed that here, thanks for pointing that out. It's fixed in the basically-finished full version. I'll see about copying over the updated parts. Interestingly, it's not a bug in the sense of a system not working, rather that the flagpole area is (in both this and the original game) using the world 1-1 map, so the checkpoint system has to implement some extra steps in this case, which it's not doing.


Well, I'm not planning to release that in its current state, as Nintendo would in all likelihood swoop in and threaten legal action. My plan is to release a version reskinned with different graphics and sound, and no connection with the Mario IP.


Super Mario Bros.[b] is a platform game developed and published in 1985 by Nintendo for the Famicom in Japan and for the Nintendo Entertainment System (NES) in North America. It is the successor to the 1983 arcade game Mario Bros. and the first game in the Super Mario series. Following a US test market release for the NES, it was converted to international arcades on the Nintendo VS. System in early 1986. The NES version received a wide release in North America that year and in PAL regions in 1987.


Players control Mario, or his brother Luigi in the multiplayer mode, to explore the Mushroom Kingdom to rescue Princess Toadstool from King Koopa (later named Bowser). They traverse side-scrolling stages while avoiding hazards such as enemies and pits with the aid of power-ups such as the Super Mushroom, Fire Flower, and Starman.


The game was designed by Shigeru Miyamoto and Takashi Tezuka as "a grand culmination" of the Famicom team's three years of game mechanics and programming, drawing from their experiences working on Devil World and the side-scrollers Excitebike and Kung Fu to advance their previous work on platforming "athletic games" such as Donkey Kong and Mario Bros. The design of the first level, World 1-1, is a tutorial for platform gameplay.


Super Mario Bros. is frequently cited as one of the greatest video games of all time, and is particularly admired for its precise controls. It has been re-released on most Nintendo systems, and is one of the bestselling games of all time, with more than 58 million copies sold worldwide. It is credited alongside the NES as one of the key factors in reviving the video game industry after the 1983 crash, and helped popularize the side-scrolling platform game genre. Koji Kondo's soundtrack is one of the earliest and most popular in video games, making music a centerpiece of game design and has since been considered one of the best video game soundtracks of all time as a result. Mario has become prominent in popular culture, and Super Mario Bros. began a multimedia franchise including a long-running game series, an animated television series, a Japanese anime feature film, a live-action feature film and an animated feature film.


Super Mario Bros. was designed by Shigeru Miyamoto and Takashi Tezuka of the Nintendo Creative Department, and largely programmed by Toshihiko Nakago of SRD Company, Ltd, which became a longtime Nintendo partner and later a wholly owned subsidiary.[9][10] The original Mario Bros., released in 1983, is an arcade platformer that takes place on a single screen with a black background. Miyamoto used the term "athletic games" to refer to what would later be known as platform games. For Super Mario Bros., Miyamoto wanted to create a more colorful "athletic game" with a scrolling screen and larger characters.[9]


Development was a culmination of their technical knowledge from working on the 1984 games Devil World, Excitebike and Kung Fu along with their desire to further advance the platforming "athletic game" genre they had created with their earlier games.[11] The side-scrolling gameplay of racing game Excitebike and beat 'em up game Kung-Fu Master, the latter ported by Miyamoto's team to the NES as Kung Fu, were key steps towards Miyamoto's vision of an expansive side-scrolling platformer;[12] in turn, Kung-Fu Master was an adaptation of the Jackie Chan film Wheels on Meals (1984).[13] While working on Excitebike and Kung Fu, he came up with the concept of a platformer that would have the player "strategize while scrolling sideways" over long distances, have aboveground and underground levels, and have colorful backgrounds rather than black backgrounds.[14] Super Mario Bros. used the fast scrolling game engine Miyamoto's team had originally developed for Excitebike, which allowed Mario to smoothly accelerate from a walk to a run, rather than move at a constant speed like in earlier platformers.[15]


Miyamoto also wanted to create a game that would be the "final exclamation point" for the ROM cartridge format before the forthcoming Famicom Disk System was released.[11] Development for Super Mario Bros. began in the fall of 1984 at the same time as The Legend of Zelda,[16] another Famicom game directed and designed by Miyamoto and released in Japan five months later, and the games shared some elements; for instance, the fire bars that appear in the Mario castle levels began as objects in Zelda.[17]


To have a new game available for the end-of-year shopping season, Nintendo aimed for simplicity.[18] In December 1984, the team created a prototype in which the player moved a 16x32-pixel rectangle around a single screen.[19] Tezuka suggested using Mario after seeing the sales figures of Mario Bros.[16] In February 1985, the team chose the name Super Mario Bros. after implementing the Super Mushroom power-up.[20][19] The game initially used a concept in which Mario or Luigi could fly a rocket ship while firing at enemies, but this went unused;[21] the final game's sky-based bonus stages are a remnant of this concept.[11][22] The team found it illogical that Mario was hurt by stomping on turtles in Mario Bros. so decided that future Mario games would "definitely have it so that you could jump on turtles all you want".[11] Miyamoto initially imagined Bowser as an ox, inspired by the Ox King from the Toei Animation film Alakazam the Great (1960). However, Tezuka decided he looked more like a turtle, and they collaborated to create his final design.[23]


The development of Super Mario Bros. is an early example of specialization in the video game industry, made possible and necessary by the Famicom's arcade-capable hardware. Miyamoto designed the game world and led a team of seven programmers and artists who turned his ideas into code, sprites, music, and sound effects.[24] Developers of previous hit games joined the team in February 1985, importing many special programming techniques, features, and design refinements such as these: "Donkey Kong's slopes, lifts, conveyor belts, and ladders; Donkey Kong Jr.'s ropes, logs and springs; and Mario Bros.'s enemy attacks, enemy movement, frozen platforms and POW Blocks".[25][26]


The team based the level design around a small Mario, intending to later make his size bigger in the final version, but they decided it would be fun to let Mario change his size via a power-up. The early level design was focused on teaching players that mushrooms were distinct from Goombas and would be beneficial to them, so in World 1-1, the first mushroom is difficult to avoid if it is released.[27] The use of mushrooms to change size was influenced by Japanese folktales in which people wander into forests and eat magical mushrooms; this also resulted in the game world being named the "Mushroom Kingdom". The team had Mario begin levels as small Mario to make obtaining a mushroom more gratifying.[20] Miyamoto explained: "When we made the prototype of the big Mario, we did not feel he was big enough. So, we came up with the idea of showing the smaller Mario first, who could be made bigger later in the game; then players could see and feel that he was bigger."[28] Miyamoto denied rumors that developers implemented a small Mario after a bug caused only his upper half to appear.[20] Miyamoto said the shell-kicking 1-up trick was carefully tested, but "people turned out to be a lot better at pulling the trick off for ages on end than we thought".[11] Other features, such as blocks containing multiple coins, were inspired by programming glitches.[28]

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