Super Mario for MegaZeux: Difference between revisions

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''( some of the names may change in the final release. )''
''( some of the names may change in the final release. )''


Bamma, Flare, Hamma Jamma, Thunder Lakitu and Lakithunder (double team boss), Karmek, Stone Buzzy, Army Hammer Bro., Birdo and Bud
Bamma, Flare, Hamma Jamma, Thunder Lakitu and Lakithunder (double team boss), Karmek, Stone Buzzy, Army Hammer Bro., Birdo and Bud, Dark Koopa


==Story==
==Story==

Revision as of 20:42, 14 February 2009

Template:Futuregame


Super Mario for MegaZeux
File:Sm4mzx.png
Author T-Bone
Company T-Bone Productions
Release Date unreleased
Genre Side-Scrolling
Download No link available.

Super Mario for MegaZeux ( commonly abbreviated as SM4MZX), was originally produced by T-Bone in 1999 as an attempt to convert the Nintendo (NES) version of the Super Mario series into the MegaZeux platform.

The game was hardly playable in its early stages due to its sluggish game play. Ever since the introduction of the sprite drawing commands, in the MegaZeux program, the game's functionality and graphics have improved greatly.

Super Mario for MegaZeux suffers from the demo curse of which many large MegaZeux projects end up facing.

The game has been in production off and on since its start. The final version's supposed release date was set for 2008, but however only BETA demo versions of the game have been released as of yet. T-Bone is hopeful that the project will see its first complete full version in mid 2009.

Development

The Sprites NES Style

In-game Screenshot

T-Bone achieved the "appearance" of 2-bit graphics not by using software to convert 2-bit sprites. He tediously drew each sprite's animation pixel by pixel. This is what gave SM4MZX its near identical appearance to the commercialized Super Mario video games by Nintendo. The MegaZeux pixel limit per character is smaller than that of the characters in Nintendo. So all sprites have been changed to fit to scale, manually. T-Bone would often redraw the sprites onto graphic paper and figure out which pixels to shift to scale to maintain the same look as the Nintendo characters.

The Sprites SNES Style

The conversions of Super Nintendo (SNES) sprites to MegaZeux sprites would not be possible without the alteration of the original sprites' image size to suit the scale of 256 limited character table. The SNES to MZX graphics are T-Bone's self-proclaimed proudest achievements in MegaZeux graphics editing.

In-game Screenshot

Enemies

Super Mario for MegaZeux features over 100 enemies from the popular Super Mario series. Some of which have never been seen in the same game as one another.

The enemies in this game are sourced from:

Super Mario Bros. , Super Mario Bros. 2 (The American Release), Super Mario Bros 3. , Super Mario World, Super Mario World 2: Yoshi's Island, Super Mario RPG, Super Mario Land, Super Mario Land 2, Paper Mario, Super Mario Sunshine and Mario & Luigi: Partners in Time.

Bosses and Mini-Bosses

( some of the names may change in the final release. )

Bamma, Flare, Hamma Jamma, Thunder Lakitu and Lakithunder (double team boss), Karmek, Stone Buzzy, Army Hammer Bro., Birdo and Bud, Dark Koopa

Story

The story of the game is still being finalized. There was mention of the appearance of Kirby in the storyline, (a Kirby Sprite can also be seen in the SM4MZX demo title screen) but T-Bone maintains that nothing has been written in stone. An early screenshot of the game displays Kirby standing up high watching Mario as he approaches.

Notes

  • Super Mario for MegaZeux does not use SMZX Mode graphics.
  • Super Mario for MegaZeux is not a licensed game of Nintendo.