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.
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.