Super Mario Bros 0. is a prequel to the original Super Mario Bros. The princess has supposedly been kidnapped for the very first time, and it's up to Mario and Luigi to save her! Journey through an early Mushroom Kingdom with its strange brick-like ground and eyeless mushrooms in this comfy old-school style episode.
Features
64 levels
Many secret worlds
Mario and Luigi playable (with retro outfit colors)
Retro one-way scrolling
Many new custom graphics and tilesets
A fairly nice-looking world map (with fairly short paths for your convenience)
SMB1 soundtrack remixes, including different variations of the overworld theme for different worlds
Collectable stars found at the end of each world (along with rewards for finding them)
All custom assets used in this episode are made by myself (with much inspiration from the real Mario games, of course).
Co-op mode is playable, but may be buggy due to the one-way scrolling. Tread with caution.
Due to complaints regarding the unfair difficulty towards the end of the episode, an optional lua difficulty patch has been made by Eclipsed to help remedy the difficulty of episode's final section. Use it if you wish for an easier time. http://www.mediafire.com/file/mhldn5vs1 ... h.zip/file
This is really neat. I love the reimagined music and sprites and the whole 'retro' package was delivered really well. The level design feels almost just like the original games, though it might be somewhat repetitive.
Looks interesting not just to play but also for Speedrun.com. I may give it a try on Monday or Tuesday.
Edit: I may do a long play on this if it is just 64 levels.
Just from looking in the episode files list I can say the routing will be interesting.
Edit:
I was doing a long play (which means record the entire episode 100% in one sitting), but after the game got just unfair with the design such as make one mistake and you have to suicide, I had enough for one session. It is already 08:03 and I lasted a full 10 hours and 15 minutes. Here is a screenshot of my furthest progress:
and here is a picture of where I made it when I just crashed. (My self, not the game, the game crashed more than 50 times.)
Sorry since the spoilers seem to no longer be a thing. The 10 hour video will be uploading now.
This episode looks interesting and the graphics are well made but the difficulty is a bit annoying considering that there isn't that many power ups to collect in a level , also i played through world 1 and world 2 but i am a disappointed with the repetitive level design and the lack of bosses that aren't your usual SMB1 Bowser fight on a bridge, but i think its a solid episode for people who prefer old mario games.
So I just 100% this episode, and I gotta say, it's pretty good! However, some of the levels suffer from some pretty big design flaws, more specifically in the special worlds. You'll come across a pit, where if you fall in it, you'll be stuck and be forced to reset because there's no invisible blocks to get you out, and you can't scroll the screen backwards. There are also some sections with Lakitus, where if you kill the lakitu you can't continue, like the ones that throw you bombs. There are some sections where scolling the screen too far can get you stuck, like sections where you need bombs to advance, or just sections with platforms you need to advance.
If all of these could be remedied, this'll be even better than it already is! And I know I just did a criticism of the episode, but I really do love this episode. The levels have a nice, straightforward design to them, and the secrets are fun to discover! Well done on this episode man!
So I just 100% this episode, and I gotta say, it's pretty good! However, some of the levels suffer from some pretty big design flaws, more specifically in the special worlds. You'll come across a pit, where if you fall in it, you'll be stuck and be forced to reset because there's no invisible blocks to get you out, and you can't scroll the screen backwards. There are also some sections with Lakitus, where if you kill the lakitu you can't continue, like the ones that throw you bombs. There are some sections where scolling the screen too far can get you stuck, like sections where you need bombs to advance, or just sections with platforms you need to advance.
If all of these could be remedied, this'll be even better than it already is! And I know I just did a criticism of the episode, but I really do love this episode. The levels have a nice, straightforward design to them, and the secrets are fun to discover! Well done on this episode man!
Looks like I was not the first to beat 0-4, but yeah, that sums up my complaints mostly as well. 4-2 and D-2 as well as 8-2, G-1, G-3 and 0-2 have known soflocks for me. Not Softlocks, but still. (Forced to take a death is not the best action.) Beating 0-4 is interesting, but I would like to get both the first half and the second half in 1 video, so it may take a bit longer. (0-4 Section 12 is the biggest pain.)
So I just 100% this episode, and I gotta say, it's pretty good! However, some of the levels suffer from some pretty big design flaws, more specifically in the special worlds. You'll come across a pit, where if you fall in it, you'll be stuck and be forced to reset because there's no invisible blocks to get you out, and you can't scroll the screen backwards. There are also some sections with Lakitus, where if you kill the lakitu you can't continue, like the ones that throw you bombs. There are some sections where scolling the screen too far can get you stuck, like sections where you need bombs to advance, or just sections with platforms you need to advance.
If all of these could be remedied, this'll be even better than it already is! And I know I just did a criticism of the episode, but I really do love this episode. The levels have a nice, straightforward design to them, and the secrets are fun to discover! Well done on this episode man!
Thanks for the honesty, it's good to hear people actually pointing out the problems they find so those problems can be addressed. Truth is, if I had specifically designed everything so that there were no points where the one-way scroll gets you stuck, it would have limited the level design extremely to the point where so many levels would have ended up nearly identical due to measures needed. It was a choice between ditching one-way scrolling, stunted level design, and random bits where you can get stuck, and I chose the latter after much consideration (I felt that without one-way scrolling it probably would have lost a lot of the retro charm, so this was something I really did want to keep).
In other news (unrelated to the above) I've re-uploaded the episode with a few problems fixed. A pretty nasty typo in 0-4 has been fixed, as well as a misplaced "wrong" Spiny in 4-3. I've also very slightly remedied the overly-hard difficulty in 0-4 (but only to such an extent that it's nearly completely unnoticable).