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Instructions

Check the studio for the latest release! https://scratch.mit.edu/studios/25367176/ CONTROLS: WASD or arrow keys to move K or X to sprint/shoot fireballs if Fire Mario L or Z to jump W or up to enter doors Space for Pause / START C for SELECT P to change character M to play music (enter a number in the range) Hold 1 while starting a stage to use the black and white effect Hold up while starting a stage to start at CP1 Q mode coming soon Music (1) Ground Theme: Nintendo (2) Underground Theme: Nintendo (3) Sky Theme: Nintendo (4) Underwater Theme: Nintendo (5) Castle Theme: Nintendo (6) Generator Theme: @superpi2 (7) Tumbling Temple: @smartwimp4 (8) Jungle Theme: Nintendo (9) Mountain Theme: @smartwimp4 (10) Space Theme: Nintendo (arranged by Loverboyy) (11) Galagan Hornets, Galagan Hornets Everywhere: @smartwimp4 This game uses a physics system that stores every object's data in multiple lists. This allows Mario, enemies, power-ups, and blocks to all interact with each other, something not possible in my other project, Super Mario Bros. 2.

Notes and Credits

Credits: Mario and many sprites from Nintendo, sourced by The Spriters Resource (Super Mario Maker 2) Other sprites from @superpi2, @smartwimp4, and @iNeverBrokeTheRules Music by Nintendo, @superpi2, @smartwimp4, and Loverboyy Menu design and title design by @iNeverBrokeTheRules SFX by Nintendo or edited by @superpi2, sourced by @PaulKoning and @WillWam Gameplay code by @superpi2 Other code by @superpi2 and @iNeverBrokeTheRules Feel free to leave suggestions for what I should add next, or if you find any bugs. Update Log: 11/12: v 1.8: Added Bowser Fire and Bowser. The game will soon go into execute development 1 for final touches before Beta 2. 11/10 v 1.7.9: Added lakitus. 11/9 v 1.7.8: Added flying fish. 11/8 v 1.7.6: Added spiny eggs. 11/7 v 1.7.5: Added the ending axe and axe bridge. 11/6 v 1.7.4: Added red paratroopas. 11/5 v 1.7.3: Added green paratroopas. 11/3 v 1.7.2: Added a pause screen. A pause menu will be added later. 11/2 v 1.7.1: Added new climbing and flagpole sliding animations for every character. 11/1 v 1.7: Added Wario as a new playable character. Added gray cheep cheeps that move slowly. A flag now raises from the castle after completing a level. 10/31 v 1.6.2: Added bullet bills and bill blasters. 10/29 v 1.6.1: Arrow keys can now be used to play the game. The jump button cannot be held to auto-jump or auto-swim anymore, to be consistent with Nintendo games. 10/28 v 1.6: Finalized blooper animation. Added vine blocks (no vine entities yet). Started key mapping implementation. 10/27 v 1.5.12: Added bloopers. They don't have an animation yet. 10/25 v 1.5.11: Added flag raising animation after finishing a level. 10/24 v 1.5.10: Bricks, ? Blocks, and ON/OFF blocks can now be bumped to eliminate enemies on top of them, just like they can in Super Mario Bros. 10/22 v 1.5.9: Started adding hammer bros. 10/20 v 1.5.8: Added coin blocks. 8/19 v 1.5.7: New swimming animations. Added fire bars. 10/14 v 1.5.6: Added brick break particles. 10/11 v 1.5.5: Added lava and water. Both interact with the player. 10/9 v 1.5.4: Added music for stars and P-Switches. 10/8 v 1.5.3: Entities now have the correct underwater physics. 10/7 v 1.5.2: Added scroll boundaries and water physics for the player (swimmy time). 10/6 v 1.5.1: Added scroll-stop, room warping, and 3 new music tracks. 10/4 v 1.5: Fixed scaling and starting working on scrolling. Bug Tracker: ^Pending *Fixed +Fixed in BETA 2 %Bypassed ?Unknown -Partial *1: Shells don't hurt the player *2: Fire Mario's and small Luigi's color palettes are incorrect -3: Running into a wall while big causes the player to jump slightly *4: If the player dies and the level restarts while an enemy is standing on the player's spawn point, the player takes damage. ^5: Entities still collide with enemies that have already been hit. *6: P switches randomly stop working. *7: The player can jump off of walls -8: The last block added to a level is added twice *9: Entities cause the game to slow to unplayable rates *10: Goombrats and red koopas don't check for block entities before flipping. *11: Lifts continue to move after the player dies, while entities do not. ^12: Collision broadcast overlap. *13: Enemies randomly disappear. -14: General slopes errors. *15: Piranha Plants (plant.pipe) only face downwards. *16: After sliding down the flagpole, the player sprints off the edge of the map. ^17: Entity lag. *18: Goombrats and red koopas don't check for semisolid platforms before flipping. *19: Block data isn't cleared when changing levels or rooms. ^20: Level reset animation bug. *21: No swimming animations. ^22: mountain_day is too quiet. ?23: If the player is big and runs fast enough, they can squeeze through a Z-shaped gap. *24: The Mario lives counter sprite has the wrong colors. *25: P-switch coins are visible at the wrong times. ?26: Lag when jumping or landing. *27: Lots of lag while transitioning between rooms. *28: Bloopers and vines are way too fast. *29: Incorrect animation for flagpole sliding/climbing for certain characters. *30: Bullet Bills don't have mob collision. *31: Red parakoopas "stick" to walls and ceilings. *32: The player gets an extra life at 101 coins, not 100. *33: Backdrop scroll issues. *34: Mobs don't collide with each other. ^35: Entities can't interact with coins. *36: Ducking under a 1-block-tall gap while big will cause a softlock. This bug is required to be fixed for the SMB1 recreation. ^37: Hammer bros can't jump between platforms. ^101: Various missing sounds ^102: The background will unload prematurely. ^103: Jump height is too low (this causes a softlock in 1-2). +104: Warping players can cause the level to automatically clear. ^105: Errors when bumping enemies off of blocks. ^106: Block bumps can't interact with coins. ^107: Entity limit of 1-2 is way too high.

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