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Super Mario Bros - Classic Remix [Latest News!]

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First Overworld Map

Being that this is a "Remix". I am going to feature GFX from SMB1, SMB2, SMB3, and more! Sprites from STARSW.zip were used to make these levels feel more original such as the SMB1Scroll to make the level not scroll backwards.







Some SMB2 Work. (Big thanks to Sonikku for the recent blocks!)



This level has the side warping effects. Also, the block on the left is... yeah you guessed it... the info box.



Subspace. I have it set up that the level automatically teleports you back after a few seconds. You have to pick up the mushroom from the top to get it.



Now as far as the status bar goes, there is no reserve box. After many days of thinking, I have decided that it's more original without it. Also, yeah no bonus stars either. I'll have other ways to special bonus games. The clock icon at the top is only used in some levels where the on/off switch goes back and forth automatically. For example, some of the levels in You VS Boo in SMBDX... which had the timer switch block.

Also, being that I'm featuring SMB3, Cape Mario has been replaced with Raccoon Mario. No SMB3 levels have been created yet although I managed to get the screen scrolling pipes finally installed successfully with all the other custom stuff. I only have minor knowledge with ASM. I only know how to do some minor tweaking with existing ASM code, but nothing major.

Thanks to those who have posted feedback so far in the C3 forum. Any further questions? Comments? Feel free to share! More to come soon! :)


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It looks good,but I had enough of the SMB series <.<!
But I hope this is one of the good SMB remakes (like SMBDX).

F-Mario X News:C3 Thread Ahead!
By the way, I gaved up hacking SMW. I think I'll come back, but not yet. ~ X-King
This one won't feature any familiar levels such as SMB1's or SMB3's 1-1, 1-3, 2-3, etc... I'm making completely new levels with an 8-bit approach. There are a lot of remakes of those familiar levels and I promise that you won't recognize any levels in this hack.
Great looking overworld, and some very nice looking levels and GFX. However...



CUTOFFNESS ON THE LEFT SIDE

...But just a question: how have you got it to teleport back after a few seconds in the subspace place?

Overall, looks great, and i can't wait. This looks so much better and original than usual crappy level remake hacks.

Whens the demo out..?
Doomdragon,

Thanks for the feedback. However, the thing with NES games is that there is a lot of "cutoffness"... Some examples below:

SMB1 World 8-4 The pipe you come out of in the water portion.
SMB2 1-1: Platforms in the waterfalls and some clouds...
Or how about the gaps in SMB3's World 2-3?
You can see it for yourself at vgmaps.com

Now if the log was missing it's top tile, or the tall plants were missing stems, then I suppose that would look weird. But I also feel that NES games can get away with some cutoffness, but not too much... I'm just trying to be as original as possible in an all-in-one hack.

As for Subspace? I had a teleport sprite which teleports you once all sprites are cleared off the screen. A sprite has been placed offscreen to trigger it. Technically, the mushroom is not a sprite being that you have to press Y or X to pick it up.

A demo may be released soon. Maybe after I finish World 2...
Those links are broken, but i take your word for it. Infact I've seen some cutoffness in games in the past, I just don't think the mods here will let you submit this hack with blatant cutoffness...
This is looking awsome.Seems like a lot of work is being put into this.
Can you make a donkey kong stage? there is exgfx and custim music here for that.
Who knows what post number this is?
Originally posted by YoshiFan501
Can you make a donkey kong stage? there is exgfx and custim music here for that.

I made that ExGFX :D


Originally posted by Big Al
This one won't feature any familiar levels such as SMB1's or SMB3's 1-1, 1-3, 2-3, etc... I'm making completely new levels with an 8-bit approach. There are a lot of remakes of those familiar levels and I promise that you won't recognize any levels in this hack.

Good!
I thought you are one this people,that makes a lot of new remakes of SMB1-3.When i was a noob,I did a lot of SMB remakes!
Omg...I was stupid....

F-Mario X News:C3 Thread Ahead!
By the way, I gaved up hacking SMW. I think I'll come back, but not yet. ~ X-King
Sorry to post again with no real incentive, but I just wanted to say:

i've checked this thread like 3 times today, and I must admit, i'm pretty excited about this hack. Can i help in any way, or beta-test?
Now being that there's no way to get bonus stars. So some of you are probably wondering how exits are going to be set up. Well, here's how SMB1's exit will be set up:





If you notice the time, it went up. That's because where the flag is (which is the standard goal sphere) lies a +100 time block. So what's 100x50? Exactly! The most points you can get from the flagpole. However, there are also some drawbacks. It's either bonus points or nothing meaning if you miss the flag, you only get the original time bonus without the extra 100 added.

Also, I realize that it's not perfect either. There are times, although rare, where you may grab the edge/corner of the flag but you won't get the extra points. Above the flag and below it are exit trigger blocks depending on which exit you found so there's no way to jump over the flagpole. (Like in SMBDX)

As for SMB2? I'm using the SMB3 goal sphere and just used ExAnimation to make it look like the crystal ball that Birdo usually spits out. It drops out of the sky after you defeat Birdo and/or any other lurking enemies.

Also, you may have noticed the locked doors on the OW. If you remember from the first fortress in SMB3, if you got the whistle, the door didn't open even though the castle crumbled. That's because you didn't get the ? sphere from Boom Boom. Therefore, and ? sphere you encounter in any type of mario level, you know that a door will be opening.

@DaisyFan
Thanks. I actually started this a little less than a year ago working on and off mainly importing GFX.

@YoshiFan501
There will be some surprise levels in this game featuring GFX from games not mentioned in this thread.

@Doomdragon
Thanks for the feedback. Are you good with making custom blocks/sprites? I'm pretty excited working on this. I used to work around with SMB1 and SMB3 years ago and now that I have imported everything into SMW I have more editing options since I can now make freeform objects.
Originally posted by Big Al
@Doomdragon
Thanks for the feedback. Are you good with making custom blocks/sprites? I'm pretty excited working on this. I used to work around with SMB1 and SMB3 years ago and now that I have imported everything into SMW I have more editing options since I can now make freeform objects.

To see how good I am with sprites, why not check out the enclosed instruction book my C3 thread?

Don't get your hopes up though. The reason I showed only screenshots is because it's really quite buggy, and well, fairly shitty.

Custom blocks I'm ok with though.
Originally posted by Doomdragon
Originally posted by YoshiFan501
Can you make a donkey kong stage? there is exgfx and custim music here for that.

I made that ExGFX :D


cool! So he can use it in his hack, right?

Who knows what post number this is?
Originally posted by YoshiFan501
Originally posted by Doomdragon
Originally posted by YoshiFan501
Can you make a donkey kong stage? there is exgfx and custim music here for that.

I made that ExGFX :D


cool! So he can use it in his hack, right?

well yeah, i guess so, or else I wouldn't have uploaded it :D


1. cutoff is present in this picture.
Who knows what post number this is?
Errr... If you look above, he mentioned he uses cutoffness because in the original games there also was cutoffness
Your layout has been removed.
Another thing, I would like to get the Boom Boom. But being, that the only version out there is by Carol in Brutal Mario, I'd figure a ground pounding koopa boss can take his place. Any kind of simple boss is better than nothing. I'm not going to base this off Brutal Mario like I have seen some noobs do!

@Doomdragon
I'm very bad with ASM, therefore I only know how to tweak around with existing ASM files. I don't know how to make my own stuff from scratch. If I knew how to make blocks and sprites, I would make a 1-way custom shooter that ignores mario's position, so I can have the giant cannonball shooters in the SMB3 tank levels. I want to make the SMB2 jars work as well using an exit enabled skinny vertical pipe. Those are my two biggest desires right now. I'm not asking you to make them though. If you can though it would definitely be most appreciated!
maybe he could do some levels off mario pirate games.
Who knows what post number this is?
Originally posted by Big Al
Another thing, I would like to get the Boom Boom. But being, that the only version out there is by Carol in Brutal Mario, I'd figure a ground pounding koopa boss can take his place. Any kind of simple boss is better than nothing. I'm not going to base this off Brutal Mario like I have seen some noobs do!

@Doomdragon
I'm very bad with ASM, therefore I only know how to tweak around with existing ASM files. I don't know how to make my own stuff from scratch. If I knew how to make blocks and sprites, I would make a 1-way custom shooter that ignores mario's position, so I can have the giant cannonball shooters in the SMB3 tank levels. I want to make the SMB2 jars work as well using an exit enabled skinny vertical pipe. Those are my two biggest desires right now. I'm not asking you to make them though. If you can though it would definitely be most appreciated!

Firstly, I really need Boom Boom as well. if you ever find him s a sprite, can you ltet me know? :D

Secondly, in the sprite tool folder there is already a 1 way shooter. all you'd need is to modify it using the custom shooter code to enable it to shoot a custom sprite.

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