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SUPER MARIO (for MZX) It's coming!

#241 User is offline   T-Bone 

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Posted 27 December 2012 - 07:04 AM

Not sure if people read these things anymore... but here it goes! :(

The original release date for SM4MZX was set for 2006 and the project was started in 1998. Its going to be the year 2013 in a few days. So I've missed the mark by quite a number of years. I feel its important to actually get this project finished in the new year and I've decided to promise a full version of the game sometime in the new year. Its the longest running project I've ever started in my entire life. something as big as this would generally require a team and I've mainly been working alone on it. I feel it will be quite rewarding to actually complete it. So I've decided to dedicate weekly attention to it, reguardless if nobody is following the project anymore. I will be promoting it as a 1-bit Super Mario Game online.

A few things I've been working on this month: I've been finally working on all the stages in the game. I've been referencing not only old Super Mario games like SMB2 and SMB3 and SMW but also Super Mario Wii and Wii U games. I'm studying what makes each stage not only challenging but also enjoyable to play.

Rather than keep posting new updates, I'll be spending more time working towards a better functioning game with tons of levels to test out. Your support and feedback is important :laughing:

Below are two bosses you will encounter in the game from SMB2 and in the next screenshot you will some of my tests I've done with new stages.

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This post has been edited by T-Bone: 02 January 2013 - 09:19 AM

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#242 User is offline   Graham 

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Posted 07 January 2013 - 08:02 PM

I'm really excited to hear you're still working on this. It was a good demo and I thought the idea had a lot of potential. I'll keep my fingers crossed you can finish this one. I can't wait to play it.
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

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#243 User is offline   Otto Germain 

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Posted 15 January 2013 - 02:55 AM

I'm a huge dork for Mario games... this is some incredible work and I can't wait to test out these levels! It's even got Snifits. :(
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#244 User is offline   Graham 

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Posted 24 January 2013 - 04:34 AM

Greetings T-Bone, I was wondering if I could ask how you handle your sprite enemies in each level. Do they all spawn at once? I ask because, as you know, animation space is at a premium in Megazeux for a game that uses several characters or more to produce an enemy.

I am working on a similar game, in that it is side scrolling, sprite based, and uses large sprites comprised of several characters. What I am considering doing is setting aside a certain area of the character set for enemies alone. when the player gets within range of one, it would spawn off screen. It would set counters like 'character133' - 'character139' for whichever characters they are using. that way if another enemy wants to spawn, it would search for characters that are not in use yet. when they are out of range (offscreen) or die, those counters go to zero and they can be used for other enemies.

It would make the game fairly dynamic, if you are already dealing with a few enemies and have no more character space, none would spawn at the determined location, yet, if you'd killed an enemy back a short ways, suddenly you have this new foe appearing where there would otherwise not have been.

I'm still toying with the idea, not sure if it would actually work or not. Are you doing anything like this? I would love to get your input on it. The game looks amazing so far.
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

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#245 User is offline   Lachesis 

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Posted 24 January 2013 - 07:23 AM

I believe Thanatos Insignia 2 uses something like that for its enemies, and one of my current projects does as well. Dynamically allocating enemy graphics is a good way to gain a lot of diversity at the expense of how many things you can have onscreen. For the best results usually you have to sacrifice your font chars (32-127). I'm not sure you'll get much out of looking at TI2's code, though. It was written during a DoZ and written by Lancer-X, two strikes against readability there! It's just an example.
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#246 User is offline   Dr Lancer-X 

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Posted 24 January 2013 - 08:36 AM

Thanatos Insignia 2 sorta does that. It does the dynamic allocation stuff you're talking about- but every enemy that exists has graphical space allocated to it. The idea is that I just quickly destroy enemies when they venture too far so there's room for more. This is so I didn't have to deal with the issue of previously-spawned enemies swarming the player and overwhelming the charset (which would require, for things to work smoothly, silently destroying those enemies anyway- so might as well just do it when they go some distance out of view.)
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#247 User is offline   Lachesis 

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Posted 24 January 2013 - 09:35 AM

Yes. To make it useful at all you have to allocate a block of chars to each individual enemy and either load in its frames from partial char sets (easier) or store the graphical data in strings and load it in code (more advanced).
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

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#248 User is offline   Graham 

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Posted 24 January 2013 - 05:10 PM

I've thought about using font characters before, but then I'd have to load a font char set every time I need to put some new text up. Then the Enemies would look like a block of letters. Not sure how to get around that one.
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

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#249 User is offline   Lachesis 

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Posted 24 January 2013 - 06:30 PM

Solutions:
  • "Zones" that enemies can't enter
  • Pausing the AI and turning off the enemy sprites when text needs to be displayed, and unpausing the AI after you're done with the text.
  • Limiting the size of the enemy char buffer at some point prior and dynamically allocating font chars. I've found that generally I end up needing less than 32 chars any given time I want text unless I'm using multiple chars per letter (IE SMZX fonts, pixel-precise sliding).
  • TI2 did it by making the player kill all of the enemies onscreen before dialogue would trigger and automatically killing everything that went offscreen.

"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

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#250 User is offline   Graham 

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Posted 24 January 2013 - 09:21 PM

You are so helpful Lachesis. Thank you for the suggestions, I am winding up with a cleaner, better game that is easier & quicker to produce thanks to suggestions and help from you and others in this great community. I'm so glad I made the extra effort to be more social, I don't know what I was worried about. (Maybe i was a little worried about the kind of interactions made by former community members who are now banned, thank goodness).

I may have all text be in caps only, and I don't use any of the symbols beyond basic punctuation. So I could free up some chars there.

P.S. sorry T-Bone for hijacking your journal page.
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

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#251 User is offline   T-Bone 

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Posted 25 January 2013 - 07:06 AM

Hi Graham, it’s no problem at all to ask questions and plus I may learn a couple new tricks as well through these conversions. These are the types of questions I've asked myself when trying to solve the issue of char-space, as I call it. I have bounced around over the years from many different methods to conserve char-space. When I first started working on the game there were no sprite counters and very limited character editing commands. Originally I had just used whole .CHR files load for each stage's enemies and terrain. But as new commands were implemented to MegaZeux to allow for more control over the character board in robotics I was able to achieve a variety of solutions to my biggest problem with char-space limitations.

I did at one point create an event whereas if an enemy was 10 spaces out of the viewport, it would disappear and its graphics would change into the next enemy coming up into view. I decided to get rid of this idea since I really wanted to have the ability to have many different kinds of enemies on screen at the same time, bumping into each other.

Toying with a few ideas, I ended up with sticking with a base template that would contain all text (including uppercase and some punctuations). Originally I had the Mario sprite occupy several characters for each direction he faced and for specific animations, now he only occupies 4 characters.

The real challenge was making the game allow for a large variety of enemies per stage. Having them all animate at all times and even have unique animations for specific behaviors was an issue. For each enemy there are several characters that control the left animations and several other characters that control the right. If it’s an enemy that only occurs once in a stage, it would only occupy one set of characters with a robot that would control its animations depending on direction its facing or what its doing.

For terrain I make sure a row of graphics will be set for stage specific graphics. This would include plants, trees, water, ice blocks, clouds and desert. This way I can either create .CHR files for each stage that contains their unique terrains and blocks or even so I can use special commands to pull a row of characters from a .CHR file and placing them in the current character board at the start of a new level, in robotics.

One thing that I don’t think I’ve ever mentioned on the forums yet, is that I have not used any tool-assistance for creating the graphics for this game. What I have done is physically draw out the pixels on graph paper within the limitations of 1x2 or 2x2 character blocks. Nintendo using a row of pixels that are out of the range of 1x1 enemies so I had to creatively problem solve how to draw each and every graphic smaller by a row of pixels. Essentially if I used any software to import NES sprites and skew them it would distort very easily since we are working with very few pixels to represent different tones of colour and to define forms like limbs and eyes.

Lachesis solution is great if you really want to make the most out of the 256 character table; by completely removing the letter characters or even just the row of uppercase characters. I currently keep my letter and number characters in at all times - though I may even myself consider using them for graphics too in the future if I need to really add more graphics to my stages.

PS:

I've been working on a 'making of' documentary video over the past couple years that details all the work involved in this project. I'll be releasing that up to youtube sometime after I complete the full game and release it.

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This post has been edited by T-Bone: 03 October 2014 - 07:16 PM

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#252 User is offline   Graham 

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Posted 27 January 2013 - 04:06 PM

Wow T-Bone, it's amazing to think about how far that game has come. I am definitely very interested in watching that documentary. Thank you for all the feedback. From looking at your character set I can see you have done some very careful space allocation. It doesn't look like there are any wasted characters. Also, the pixel art is fantastic! I love how you've rendered the 8 and 16 bit mario sprites to work within megazeux.

I also see you've designed all the characters to be around 2x1 or 2x2 size. A very wise caracter saving idea. I wish I had done that, but I felt the main character needed to be 3x3. so all of my enemies need to be a little larger as well. But this is ok, because I am focusing on smaller levels with a few puzzles to get past versus long levels. So fewer enemies is good.

I'm setting aside the bottom 32 characters in the last row of the character set for the enemies. I will handle the allocation of characters on a per level basis. Those robots will be pre allocated the characters they will use on that board. So there will be no juggling of characters or queing for space. It's a simpler apporach and I like it better. Thanks to you and Lachesis for the input.

This post has been edited by Graham: 27 January 2013 - 04:07 PM

Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

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#253 User is offline   T-Bone 

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Posted 14 March 2013 - 02:29 PM

Have two head injuries back to back only 2 weeks apart so I won't be able to do much on my computer quite sometime. Least my stiches will be coming out soon.
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#254 User is offline   Graham 

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Posted 14 March 2013 - 04:31 PM

Oh wow, I'm really sorry to hear that. Glad you're still here. Take care of your self.
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

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#255 User is offline   T-Bone 

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Posted 30 March 2013 - 09:08 AM

I'm starting to feel better and for the first time I have returned to programming. Started fixing up the Mario suits firemario and icemario. Got lots of work to do to apply all the possible effects on enemies. Since not all enemies react the same way to various effects. Like say you shot a beetle with a fireball he's not going to die from that considering its hardshell. Its a different story if you shoot a goomba. I'm thinking of making all things that are fire die from ice shoots. The best research is playing the many super mario games out there from Nintento to Super Nintendo to Wii. I haven't played any on the Wii U yet though but I'd asssume they are very much the same as Super Mario wii.

Anywhos! Lots of work to do!
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#256 User is offline   Otto Germain 

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Posted 04 April 2013 - 06:19 AM

View PostT-Bone, on 30 March 2013 - 10:08 AM, said:

I'm starting to feel better and for the first time I have returned to programming. Started fixing up the Mario suits firemario and icemario. Got lots of work to do to apply all the possible effects on enemies. Since not all enemies react the same way to various effects. Like say you shot a beetle with a fireball he's not going to die from that considering its hardshell. Its a different story if you shoot a goomba. I'm thinking of making all things that are fire die from ice shoots. The best research is playing the many super mario games out there from Nintento to Super Nintendo to Wii. I haven't played any on the Wii U yet though but I'd asssume they are very much the same as Super Mario wii.

Anywhos! Lots of work to do!


Yeah, not many new mechanics to worry about in the Wii U version. I'm a sucker for Nintendo games so of course I bought the damn console even though there's hardly any games for it yet.

Are you including the hammer suit from smb3? I love that thing... nothing quite like knocking out Boos and Thwomps with hammers!
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#257 User is offline   T-Bone 

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Posted 04 April 2013 - 12:44 PM

I could add the hammer suit in there for sure. Though the current one i have is pretty half ass the hammers are as small as the ones hammer brothers throw in SMB1. I should make them as big as the onese you can toss in SMB3. I'd probably make the suit quite rare since I believe hammers can knock out ANY enemy much like the star can lol

PS: I wanted to deeply thank everyone that has sent out there concerns via PM, emails and facebook. It means a lot, even more so when I found out my injuries could have been fatal last month. I'm really not used to hearing much positive things from this community directed at my personal life so thanks a lot guys. Also thanks to the few that have taken over after me on the MegaZeux Facebook Page keeping it alive, well and freash showing the world MegaZeux is still a functional system with a active fanbase.

This post has been edited by T-Bone: 24 April 2013 - 08:21 AM

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#258 User is offline   Graham 

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Posted 30 April 2013 - 10:57 PM

How's the noggin? Are you all better?
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#259 User is offline   T-Bone 

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Posted 23 May 2013 - 01:37 AM

Hey thanks for asking its been an incredibly slow recovery but I'm doing very well now! No idea when I'll return to MZX however. We shall see. Glad to see the amount of facebook likes in the fan page for MegaZeux though! Was worried we lost our audience here.

Guess the biggest challenge for me is my memory. Its been greatly affected by my brain injuries but I'm slowly relearning everything all over again :(

This post has been edited by T-Bone: 23 May 2013 - 01:47 AM

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#260 User is offline   Graham 

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Posted 23 May 2013 - 02:16 AM

So sorry to hear that. The very thought scares me. Glad you seem to be staying so positive, I hope you have a good support system of friends and family.

When you're ready to relearn MegaZeux I have started a tutorial series on YouTube. Haha, just kidding. I've only got the basics up so far, haven't even done a robotic tutorial yet, but I will soon.
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

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#261 User is offline   smilymzx 

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Posted 28 May 2013 - 06:38 AM

Hope you come back well, T-bone, I miss you! Posted Image
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Posted 14 June 2013 - 05:14 AM

View PostT-Bone, on 22 May 2013 - 08:37 PM, said:

Hey thanks for asking its been an incredibly slow recovery but I'm doing very well now! No idea when I'll return to MZX however. We shall see. Glad to see the amount of facebook likes in the fan page for MegaZeux though! Was worried we lost our audience here.

Guess the biggest challenge for me is my memory. Its been greatly affected by my brain injuries but I'm slowly relearning everything all over again :laughing:


You're having to relearn everything and your memory was seriously affected? OUCH. :(

Not trying to offend anyone here, but I'm just saying going through something like that has GOT to suck.
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#263 User is offline   T-Bone 

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Posted 19 June 2013 - 07:35 AM

Thanks guys for your concerns. Thankfully I had no trouble getting back into robotics. Just had to get used to the short cuts and what not again... as odd as that sounds; been using the software for over a decade.
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#264 User is offline   Otto Germain 

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Posted 19 June 2013 - 04:49 PM

It's pretty well ingrained, isn't it?

Glad you're doing better, T-Bone.
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#265 User is offline   Graham 

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Posted 19 June 2013 - 04:53 PM

Yeah, that's awesome.
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

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#266 User is offline   T-Bone 

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Posted 20 June 2013 - 03:05 AM

Going to have to touch on some small stuff first before moving to the big stuff (Super Mario).

This post has been edited by T-Bone: 20 June 2013 - 03:42 AM

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#267 User is offline   T-Bone 

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Posted 07 February 2014 - 08:25 AM

Hey everyone! I just wanted to share a bit of a back-story to this never-ending project.

It was quite the ambitious project to take on, when MegaZeux was so young and early in its development. Before sprites and all those glamorous other graphic modes and helpful counters that have been introduced. Its a project that has developed along side MegaZeux's own development. Each time a new feature was added to MegaZeux I would go back and re-do the engine for SM4MZX. I remember first sharing the first test shot with Exophase and Chronos many years ago via email and then joining the community to share it among the masses. To share my love and passion for a large piece of my childhood that was Nintendo's Super Mario.

I had such an obsession with the Nintendo game that I had several scrap books filled with artwork related to it. I also remember receiving my first computer (I believe sometime in 1990 - 1992) which was completely green monochrome and using green ASCII characters in a blank black screen building platforms and asking my friends to navigate through it with their finger or mind.

I became so excited about recreating the game to my own liking once I got a hold MegaZeux (after ZZT) that it become my only drive in life. Living in a very dangerous neighborhood, it was not safe to play outside. So during most of my pre-teen life I was left in my room with a computer and a Nintendo. Void of friends in what I considered the outside world which realistically was just anyone outside of the projects, I relied heavily on the support of people online to keep me driven to make this re-creation of Super Mario using MegaZeux. At times excessively promoted and spammed the concept on IRC and on the forums here. Even at one point shamefully started logging in as different username to direct people's attention to the project. It became a nasty obsession to build so much hype around something that may never even see the light of day. But I was resilient and still am to this day.

With that said I have recently jumped right back into MegaZeux and rather then creating a new world or touching up some small-half-assed project I decided to open up the behemoth that was SM4MZX (Super Mario for MegaZeux). Over 12 years in the making and I'm now nearly reaching the age of 30, I feel this would be one of my life long completions. So I'm dedicating any extra time I may have to finishing this game.

I hope for whoever is still left active in the community, that they enjoys it when its done. It took a lot of support from everyone to get it to where it is today.

This post has been edited by T-Bone: 07 February 2014 - 08:33 AM

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#268 User is offline   Graham 

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Posted 08 February 2014 - 05:13 AM

That is a fantastic story T-Bone, I hope you include it with the actual finished game. I'd love to help beta test it as you get close, as I would also enjoy your help beta testing my game one day. I commend you on your dedication to this project, not many can stick with something for that long. Good going.
Currently working on Servo for MegaZeux, I hope to complete it by the middle of 2015? Who knows...

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#269 User is offline   T-Bone 

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Posted 08 February 2014 - 06:39 AM

Thanks a lot man! I'm having so much fun getting back into it and creating new stages. Not just randomly tossing blocks together either. I'm designing each stage with challenge and fun in each. There will be a few frustrating stages for sure, where the player will surely have to stop and think about what to do in order to get through the coarse. There are also plenty of hidden secrets throughout every stage.

This post has been edited by T-Bone: 08 February 2014 - 06:41 AM

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#270 User is offline   djtiesto 

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Posted 08 February 2014 - 08:31 AM

View PostT-Bone, on 07 February 2014 - 08:25 AM, said:

Hey everyone! I just wanted to share a bit of a back-story to this never-ending project.

It was quite the ambitious project to take on, when MegaZeux was so young and early in its development. Before sprites and all those glamorous other graphic modes and helpful counters that have been introduced. Its a project that has developed along side MegaZeux's own development. Each time a new feature was added to MegaZeux I would go back and re-do the engine for SM4MZX. I remember first sharing the first test shot with Exophase and Chronos many years ago via email and then joining the community to share it among the masses. To share my love and passion for a large piece of my childhood that was Nintendo's Super Mario.

I had such an obsession with the Nintendo game that I had several scrap books filled with artwork related to it. I also remember receiving my first computer (I believe sometime in 1990 - 1992) which was completely green monochrome and using green ASCII characters in a blank black screen building platforms and asking my friends to navigate through it with their finger or mind.

I became so excited about recreating the game to my own liking once I got a hold MegaZeux (after ZZT) that it become my only drive in life. Living in a very dangerous neighborhood, it was not safe to play outside. So during most of my pre-teen life I was left in my room with a computer and a Nintendo. Void of friends in what I considered the outside world which realistically was just anyone outside of the projects, I relied heavily on the support of people online to keep me driven to make this re-creation of Super Mario using MegaZeux. At times excessively promoted and spammed the concept on IRC and on the forums here. Even at one point shamefully started logging in as different username to direct people's attention to the project. It became a nasty obsession to build so much hype around something that may never even see the light of day. But I was resilient and still am to this day.

With that said I have recently jumped right back into MegaZeux and rather then creating a new world or touching up some small-half-assed project I decided to open up the behemoth that was SM4MZX (Super Mario for MegaZeux). Over 12 years in the making and I'm now nearly reaching the age of 30, I feel this would be one of my life long completions. So I'm dedicating any extra time I may have to finishing this game.

I hope for whoever is still left active in the community, that they enjoys it when its done. It took a lot of support from everyone to get it to where it is today.


Very dangerous neighborhood? Were you in Toronto back then? Was it Jane and Finch?
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