Super Mario Retro | Super Mario Bros. 5

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EclipseMain
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Super Mario Retro | Super Mario Bros. 5

Postby EclipseMain » Sun Aug 25, 2019 4:31 am

About

A Mario fangame where Mario goes back in time to the year 1989.
You can play through many 8-bit-styled levels to find out what caused the time portals to open.

SMR isn't your typical SMBX game you drag into your episodes folder. This is a total conversion of SMBX. I hope to make it so you can forget the final product is built upon SMBX.

Why?

There's no large-scale 8-bit SMBX episode, and SMBX would be the perfect engine for an 8-bit Mario fangame.

What kind of title is "Super Mario Bros 5"?

The game has a plot that takes place after Super Mario World. The core gameplay/aesthetics build on SMB1, 2, 3 and World.
I'm also designing the game in a very 90s-Nintendo-like way. I'd like the final product to feel polished and official.

What to expect
  • 110 levels. Most of them being 8-bit, but some 16-bit areas are included as well.
  • New objects, items and enemies
  • New level themes that aren't in any previous Mario game (For example, the game has a Lucid Dream and Retro Cyberpunk world)
  • Difficulty: The game will start off easy and get more difficult as you progress. The game will never be kaizo.
Download Links
Also check out the website: https://supermarioretro.neocities.org/

Le Screenshots

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Le Video



Release date

The game is 50% complete as of right now.
I'll have it finished next year. I don't have an exact date as of yet.
Last edited by EclipseMain on Fri Nov 13, 2020 4:36 pm, edited 4 times in total.

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Re: Super Mario Retro (Beta 2)

Postby EclipseMain » Mon Sep 02, 2019 1:16 am

Just completed another level

https://www.youtube.com/watch?v=g-KSSe4LNaQ

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Re: Super Mario Retro (Beta 2)

Postby PrinceApple » Mon Sep 02, 2019 4:05 pm

The level design looks really solid, but I think a lot of people might discredit you because of the massive clash with graphics (especially in the intro level). But otherwise, it looks great.
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Re: Super Mario Retro (Beta 2)

Postby EclipseMain » Wed Sep 18, 2019 1:04 pm

I've thought of doing level sampler episodes for this.

Aka, I'll take a few levels that I like and make an SMBX episode out of them. That way people can play some more levels before this episode is released, without that many spoilers.

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Re: Super Mario Retro (Beta 2)

Postby Cedur » Wed Sep 18, 2019 1:12 pm

EclipseMain wrote:
Wed Sep 18, 2019 1:04 pm
I've thought of doing level sampler episodes for this.

Aka, I'll take a few levels that I like and make an SMBX episode out of them. That way people can play some more levels before this episode is released, without that many spoilers.

Just make a level collection thread and put a level in there every now and then? would make more sense than posting a handful of minisodes in the Episodes subforum
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Re: Super Mario Retro (Beta 2)

Postby EclipseMain » Thu Oct 10, 2019 10:31 am



I wonder why nobody's made a Lucid Dream world in a sidescrolling game yet.

Well, I'm gonna make one for Super Mario Retro. The gimmick is that anything can change at any time, impossible things can happen and the world overall looks abstract and neat (hopefully).

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Re: Super Mario Retro (Beta 2)

Postby Cedur » Thu Oct 10, 2019 10:39 am

That's a really cool idea. Good luck with executing it.
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Re: Super Mario Retro (Beta 2)

Postby MegaDood » Fri Nov 01, 2019 5:46 am

It's pretty creative for an idea, it actually reminds me of Vinesauce's corruption streams, and how when he did his SMBX level contests, people would send intentional corruption inspired levels to replicate those.
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Re: Super Mario Retro (Beta 2)

Postby EclipseMain » Sun Nov 10, 2019 2:21 pm



The oldest prototype for Super Mario Retro, back when it was called "Return to Retroville".
I'll post a download link in a bit and I'll post more screenshots about the progress of Super Mario Retro. I've done a lot behind the scenes, including beefing up the levels in beta 2 and working on a lot of levels in future worlds. Stay tuned!

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Re: Super Mario Retro (Beta 2)

Postby EclipseMain » Thu May 21, 2020 12:24 am

Greetings humans. I apologize for being absent for so long. I may have not been giving updates, but I have been working on Super Mario Retro and a lot of progress has been made.

For now, here's a crudely put together website for the game, complete with 90s Geocities aesthetic.

https://supermarioretro.neocities.org/

Also, some screenshots
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Re: Super Mario Retro (Beta 2)

Postby FireyPaperMario » Thu May 21, 2020 11:25 am

I got 2 complaints about this SMBX episode from looking at the screenshots:

  • Complaint #1: The colors in the screenshot of the world map hurts mah eyes! Should've used a medium hue color from the (NES) color palette that's friendlier to the eyes imo.

  • Complaint #2: The 8-bit "Yoshi's Island" Yoshi looks too SMB1 like. Maybe you should've took notes from resources from either, the Yoshi design from Hummer Team's SMW demake, or the Yoshi design from SMB3 Mix.

Other than those 2 complaints, I'm really feeling like supporting this!
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Danny wrote:
Thu Oct 09, 2014 2:49 pm
No creativeness.

Never released an episode anyway.

Never plan to right now, but maybe in the future.
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That’s how evolution works, nothing disturbing about it.
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Re: Super Mario Retro (Beta 2)

Postby Enjl » Fri May 22, 2020 2:43 am

FireyPaperMario wrote:
Thu May 21, 2020 11:25 am
medium hue color
Hue is the part of a color that most closely corresponds to wavelength, so something like "red", "blue", "yellow" or "magenta". Going off red being hue 0 and 360, a "medium hue color" would be cyan at hue 180. Did you mean lightness (brightness/value), or saturation (color intensity, greyness)?
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Re: Super Mario Retro (Beta 2)

Postby FireyPaperMario » Fri May 22, 2020 4:08 am

Enjl wrote:
Fri May 22, 2020 2:43 am
FireyPaperMario wrote:
Thu May 21, 2020 11:25 am
medium hue color
Hue is the part of a color that most closely corresponds to wavelength, so something like "red", "blue", "yellow" or "magenta". Going off red being hue 0 and 360, a "medium hue color" would be cyan at hue 180. Did you mean lightness (brightness/value), or saturation (color intensity, greyness)?
I mean the brightness of the color. Thanks for correcting me
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Danny wrote:
Thu Oct 09, 2014 2:49 pm
No creativeness.

Never released an episode anyway.

Never plan to right now, but maybe in the future.
Idunn wrote:
Thu Oct 15, 2020 9:26 am
That’s how evolution works, nothing disturbing about it.
I'm autistic & have ADHD

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Re: Super Mario Retro (Beta 2)

Postby DoraemonPepe » Sun Jun 14, 2020 8:15 pm

Is this project canceled? Or put in hold? Or else...?!

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Re: Super Mario Retro (Beta 2)

Postby EclipseMain » Mon Jun 15, 2020 4:40 pm

DoraemonPepe wrote:
Sun Jun 14, 2020 8:15 pm
Is this project canceled? Or put in hold? Or else...?!
No I'm still working on it. I've just been doing a crappy job at providing updates on this forum post.

Added in 1 minute 26 seconds:
FireyPaperMario wrote:
Thu May 21, 2020 11:25 am
I got 2 complaints about this SMBX episode from looking at the screenshots:

  • Complaint #1: The colors in the screenshot of the world map hurts mah eyes! Should've used a medium hue color from the (NES) color palette that's friendlier to the eyes imo.

  • Complaint #2: The 8-bit "Yoshi's Island" Yoshi looks too SMB1 like. Maybe you should've took notes from resources from either, the Yoshi design from Hummer Team's SMW demake, or the Yoshi design from SMB3 Mix.

Other than those 2 complaints, I'm really feeling like supporting this!
Thanks, I'll see what I can do. I agree the world map is way too saturated, I just haven't got around to fixing it yet.

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Re: Super Mario Retro (Beta 2)

Postby EclipseMain » Wed Jun 24, 2020 7:38 pm



Here are some level previews. Each level in this preview is something I haven't shown yet (except for the screenshots :/)
I'm also gonna update this thread in a bit with more recent info on the game and its progress. Stay tuned! :D

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Re: Super Mario Retro | Super Mario Bros. 5

Postby EclipseMain » Fri Oct 16, 2020 9:43 pm

Super Mario Retro has now been fully ported to SMBX2 and will use it going forward.

You probably know this already but, I can now implement custom objects as well as use 16-bit sounds in 16-bit levels, and 8-bit sounds in 8-bit levels. SMBX2 also uses a better sound driver which in my case fixed a music-looping issue I had with smbx 1.3.0.1, fullscreen is no longer stretched out, and overall SMBX2 allows for better performance and more customization.


If a new beta/release of SMBX2 is released, I'll port it over to that as well. SMBX2 Beta 4 has its problems, but the benefits far outweigh the negatives.

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Re: Super Mario Retro | Super Mario Bros. 5

Postby dericobanjo » Thu Oct 29, 2020 6:02 pm

WOW, 110 level and I love SMB1 styled episode, any month you think it will get released? I cant wait :)

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Re: Super Mario Retro | Super Mario Bros. 5

Postby Cedur » Tue Nov 03, 2020 5:15 pm

Can you also update the progress count next time you come to the site?
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Still using the legacy editor? Get SMBX2 and PGE, it will improve your experience significantly. Here's why. And remember, Yoshis are tools to be used and discarded.

ShadowStarX (06/14/18) wrote: South Korea is easy deal

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Re: Super Mario Retro | Super Mario Bros. 5

Postby EclipseMain » Fri Nov 13, 2020 4:34 pm

dericobanjo wrote:
Thu Oct 29, 2020 6:02 pm
WOW, 110 level and I love SMB1 styled episode, any month you think it will get released? I cant wait :)
Mid-next-year. If everything goes swell, July.


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