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Super Mario Arbitrium Demo Release

Super Mario WorldStandardWork in ProgressDemoScreenshots


Just in time for the end of C3

Many of you probably don't know, but in 2018 I released a hack called Super Mario CERN. It was my first attempt at level design and was rejected for having many issues (and rightfully so). At first, I attempted to fix these issues, but I started to play more hacks like JUMP 1/2 and saw just how lackluster my level design was at the time. I started to learn more about the tools available and how to create levels I thought were fun, and for the past few years, I've been slowly but surely working on a game that was the culmination of everything I've learned.

Today, I can finally present what I've been working on for the past few years. Super Mario Arbitrium is a large Hard-Very Hard traditional hack with many custom elements thrown in. It started as an attempt to replicate the feeling of a JUMP hack, but over time I think it's evolved into being its own thing. The levels are intended to be moderately challenging, but also not frustratingly hard and take hours to finally beat. In the final game, I aim to have at least 80 exits, although this might be reduced, as I am a college senior who hasn't had as much time to design levels in the past 6 months.
This demo is a 13 exit taste of what the full game has to offer. The levels are not in the order they will be in the final release.



Some notable features of the game include:
-An original story (although there isn't much of it in the demo)
-Lx5's custom powerups
-Messages in Minimalist status bar patch
-Many custom graphics, sprites, music, and blocks
-NPCs with dialogue (some giving hints)
-An item box system where you have to purchase items using red coins found throughout the world (Thanks to MarioFanGamer for helping me figure out the ASM for this)
-A variety of level design styles, such as some with branching pathways and some with linear setups (JUMP inspired)
-Hidden moons in most levels are used to unlock a final secret in the game (Moons save to SRAM, so you don't have to worry about losing them when resetting the game.)
-Indicators on the overworld to show when a moon is hidden in a level

Thanks for playing if you decide to give it a download! Any and all feedback, positive and negative, would be appreciated!

Originally posted by Evernn

Just in time for the end of C3

Many of you probably don't know, but in 2018 I released a hack called Super Mario CERN. It was my first attempt at level design and was rejected for having many issues (and rightfully so). At first, I attempted to fix these issues, but I started to play more hacks like JUMP 1/2 and saw just how lackluster my level design was at the time. I started to learn more about the tools available and how to create levels I thought were fun, and for the past few years, I've been slowly but surely working on a game that was the culmination of everything I've learned.

Today, I can finally present what I've been working on for the past few years. Super Mario Arbitrium is a large Hard-Very Hard traditional hack with many custom elements thrown in. It started as an attempt to replicate the feeling of a JUMP hack, but over time I think it's evolved into being its own thing. The levels are intended to be moderately challenging, but also not frustratingly hard and take hours to finally beat. In the final game, I aim to have at least 80 exits, although this might be reduced, as I am a college senior who hasn't had as much time to design levels in the past 6 months.
This demo is a 13 exit taste of what the full game has to offer. The levels are not in the order they will be in the final release.



Some notable features of the game include:
-An original story (although there isn't much of it in the demo)
-Lx5's custom powerups
-Messages in Minimalist status bar patch
-Many custom graphics, sprites, music, and blocks
-NPCs with dialogue (some giving hints)
-An item box system where you have to purchase items using red coins found throughout the world (Thanks to MarioFanGamer for helping me figure out the ASM for this)
-A variety of level design styles, such as some with branching pathways and some with linear setups (JUMP inspired)
-Hidden moons in most levels are used to unlock a final secret in the game (Moons save to SRAM, so you don't have to worry about losing them when resetting the game.)
-Indicators on the overworld to show when a moon is hidden in a level

Thanks for playing if you decide to give it a download! Any and all feedback, positive and negative, would be appreciated!


your awesome my man keep going with the full game #w{=D}#smw{:peace:}

Super Mario WorldStandardWork in ProgressDemoScreenshots