#smb fangame
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irbcallmefynn · 1 year ago
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I made a Mari0 Mappack!
This is Alphahub, a mappack for a mod of a Mario fangame, Mari0: Alesan99's Entities.
Enter the mysterious and disjointed Alphahub. Discover its secrets, learn about the enigmatic voice in control, and leave nothing behind.
FINAL UPDATE: V1.5 is (finally) out! This mainly fixes some issues across the mappack (like one of the levels not being accessible at all... oops.) It was going to add dev commentary as well, but unfortunately this mod of a 2012 mario fangame does not have the memory to handle that. Oh well. Time to move on to other things, I'm sick of this shit. Goodbye Mari0, you were fun, and then got really fucking annoying.
RAR download
ZIP download
I would've uploaded this on the stabyourself.net forums, but it's a nightmare to register an account there. You gotta email them ahead of time for a secret password, which could take up to 24 hours. But of course they won't make the email easy to find! Who knows where they hid that thing! So I gave up and am posting this here.
Screenshots!
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Install instructions: Extract the files from the RAR or ZIP file you downloaded. Navigate to the Mappacks folder of wherever you've installed Mari0 (most likely AppData/Roaming/mari0/mappacks) and paste the "alphahub v.1" folder into there. From there, open Mari0: Alesan's Entities and choose "Select Mappack". Alphahub should be present (look for the Purple Alpha sign on a white background).
Thank you, and Have Fun!
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daisytower · 2 years ago
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We have a menu everyone!
The menu can take you to the two levels that will be available in the demo, as well as give you a summary of the story, show you the credits, or show you my desperate plea that nintendo doesn't sue me!
I want to take this opportunity to remind everyone that this is a fangame, it's not for profit, and it does not seek to compete against official Mario platformers. And that if you play this game, that you also support Nintendo by buying an official Mario game if you haven't already.
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drivelikescooters14 · 2 months ago
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⭐️Mario & Luigi Soundwave Stars⭐️
(AKA: My Mario & Luigi series fangame concept!!)
This game feels like it’d be in between Dream Team and Paper Jam, but I can always change that!!
So basically, here’s the plot!! Mario & Luigi get a call for help from Music Kingdom. The ruler of the Kingdom, Prince Motif, knew that they could fix his current situation. Motif is a nervous, fearful, little man, but he tags along with the Mario Bros because he wants to prove himself to his kingdom. He has his own abilities that benefit the Bros during the game (more on Prince Motif here, but if you want to know more, please let me know!!)
Apparently Bowser and the Koopalings stole the kingdoms most prized possessions, the Genre Gems. They’re gems that give the kingdom its musical energy, and they are supposed to be on the princes crown. The most all of them are separated, the kingdom falls into more disarray. (If that makes sense, lol) Each gem is a different music genre, which are the following:
Folk, Funk, Pop, Techno, Swing, Metal, and Classical.
With seven gems, each Koopaling has taken one to gain its power. The bosses will go as the following:
Wendy-Folk Music
Morton-Funk Music
Lemmy-Pop Music
Larry-Techno Music
Iggy-Swing Music
Roy-Metal Music
Ludwig-Classical Music
Bowser- Multi Genre (Final Boss)
Makes sense baseline. Each battle will have very music based attacks, with most attacks focused on timing that coincides with the music. (I also wanted to have a funny gimmick where each Koopaling forces Prince Motif to dance with them, with the exception being Ludwig. Though, that part is explained later..)
I know what you’re thinking: “Why does the Koopa Kingdom even want to invade?” Good question! The answer is quite simple: Him and Ludwig are rivals (though, the rivalry is very one-sided.) They used to be friends, but had a falling out due to miscommunication. Ever since then, Ludwig’s been quite bitter about it, so he planned this invasion.
This is already a lot of information, so I’ll leave it at that for now!! If you want to know more, or ask about certain things, let me know!! Thank you!!
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dragon-in-the-watery-bowl · 10 months ago
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A dumb crossover drawing.
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catta1ll · 5 months ago
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and by the way, here’s our boss theme!
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drfetusdaily · 12 days ago
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because of the fact multiple people have asked about it both here and the team meat server, im gonna say it now
IM GOING OFF OF THE CURRENT (SMBF) CANON, NOT THE OG (FMB/SMB) CANON!! in this household dr fetus is a second father figure to nugget, as said in the smbf art book.
i just wanted to clear that up because . yeah . in the most lighthearted way, i dont really care what the original lore was, when it was rewritten already !!
of course, you can like whichever version of the lore you want, but i like this lore so im gonna stick with it 👍
ALSO. the lore of smbb (my fangame) ALSO has rewrites and adjustments and i go off THAT the most!!!! which most of that writing is based directly off of smbf so. i think you get it
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vaporloox · 9 months ago
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One thing I really miss about the older Mario games is how they couldn't really figure out a good looking way to make it obvious when you have a star, so they created continuously cycling palettes along with the stars.
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If a game has 3D models, you're most likely just gonna get this effect where there's a bunch of multi-color effects surrounding him and lighting up his model. These games (just assuming here) don't have ways to recolor these textures on command so it just wouldn't even be considered anyway.
Some 2D fangames have even added this sort of effect, too, by overlaying a rainbow effect on the character and sometimes even afterimages.
It looks nice but I still prefer the color palette cycling. I don't know, but there's something special about unique color palettes that only show up for a few frames. Like, look:
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That's literally just Wario
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SMB has some cool ones. Mario with the underground enemy palette, Monochromatic Mario. weird grey-yellow Mario. Secret blue brown Mario brother. I always interpreted the last overworld star palette as "SMB Waluigi palette" for some reason. Maybe it's the black.
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Mario World gets a bit lazy and just alternates between the Mario and Luigi palette and their fire palette. But I guess that means you can see official Maruigi. Also you can see what Cape Fire Mario looks like. Plus small fire Mario.
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I guess I'm just a sucker for official alternate palettes, though.
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lrandconkdors · 1 year ago
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Super Mario Bros. F Around and Find Out does not feel like a real game. The first second I saw of it, I thought, This is a fangame. They accidentally mixed somebody's SMB fan project into the livestream. By the end, I thought, This is a game I made up. I am currently dreaming and my mind is remembering the weird game ideas I sketched when I was 13. This is appealing way too hard to my specific interests to be a real Nintendo product. Quirky character animation? Wacky new enemy designs? Actual furry TF??? lol. ok. nice try, subconsciousness. You're not pulling my leg twice in one month.
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latin-dr-robotnik · 4 years ago
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1, 6, 16, 18, 29 :D
Oh, ‘sup beev :P
1. Why did you become interested in Sonic?
That’s the beauty of childhood - cool thing you see, cool thing you love. Technically I should’ve been a Mario fan (since SMB is the first game I’ve ever played), but Sonic was vibin’ better with me. It’s the SEGA marketing reasoning: he’s blue, he’s fast, he’s cool. That was enough to get me interested. Then the music and Sonic X helped me get invested for real in everything the series had to offer.
Also the worlds! The colors, shapes, sprites, the whole idea of an adventure interconnected instead of regular-ass 1-1, 1-2, 1-3, etc. Everything came together quite well, honestly.
6. Favourite game(s)?
At this point I think you know the answer better than me :P
S3K is the absolute holy grail of Sonic, no questions asked and full nostalgia. But it’s a well-deserved nostalgia in my opinion, since even the biggest of Sonic’s detractors can’t bring down that game.
Sonic CD. I’ll forever defend this game’s lack of flow and weird pinballing across time periods. Beyond that, the music and art style carry this game all day.
Sonic Adventure. There’s no room for discussing nuances of Sonic’s transition to 3D, this was an almost perfect transition of classic era Sonic to 3D. Everything about this game is so cool, even the poorly aged cutscenes are endearing in a “so bad it’s good” way. Probably my favorite level lineup for Sonic, while I like to consider the others as little bonuses I can go for if I’m in the mood. And, of course, the music.
Sonic Unleashed. No nostalgia bias, but this is peak 3D Sonic for me - yes, even with the werehog. The world, the adventure, the world adventure; everything is so right with this game. It takes one of my favorite parts of Adventure (hub worlds) and makes them genuine places you want to live in. And while the gameplay is not exactly Adventure-formula, it got so many things right for its first time (if I want to go slower than normal Sonic I can boot up a werehog level, and trust me, I do that a lot.) And the music... well we are very trained on that aspect :P (Jungle Joyride Night > everything else.)
Sonic Mania. Yeah, I said it. Mania was the game I didn’t know I needed until I saw it for the first time. Growing up with the Genesis games you can absolutely conclude I was also part of the target demographic for this game, and I honestly don’t care. Mania looks great, plays great and sounds great (even if I’m getting a little tired of everyone recreating Tee’s Mania style for fangames and remixes), and while it ain’t S3K, it gets pretty close at times.
(Special mention to Sonic Colors, a little gem I still love 10 years later, and probably even more than ever right now. It’s fun, it’s harmless and it’s a pretty good time.)
16. Favourite Sonic soundtrack(s)?
Look at the previous question and guess which are my favorites, lol.
I’d add Rush, ‘06, probably half of Genesis 3D Blast, half of SA2 and Forces’ Avatar songs to the mix, and we’re golden. Hell, I’ll probably even add Lost World at some point.
18. Got any remixes you like?
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heh, “any”?
An entire article, and also an entire Spotlight series dedicated to great musicians that have done at least one great Sonic remix in the past :P
Need more? Metal Sonic (Progressive House Remix); Aquarium Park ~ Act 1 (Remix); Turquoise Hill Zone Act 1 (Sonic Chaos Remake); My Sweet Passion (EuRosy Mix); Marble Zone '12; Labyrinth Zone '12; Evening Star ~ Tudd Future Funk Remix; Marble Zone ~ Joshua Morse Chiptune Funk Remix; Mystic Cave Zone ~ NewJackSwing Remix; Special Stage: Sonic 3D Blast Main Theme.
Funnily enough, I just noticed I’m mentioning fan remixes. For official remixes I think I’ll pick...
Seven Rings in Hand (Fairytales in Trance) (this is a great remix, I don’t know why you guys hate it so much </3)
Generations’ Stardust Speedway Bad Future US (it beat Forces for 6 years lol)
Hell, Gens’ S3 File Select is still so great.
Well, does a cover fit in the description? Because Crush 40′s Un-gravitify is probably the greatest underrated cover.
Green Light Ride (Tyler Smyth Remix), of course.
Ice Mountain.
The Sonic and All Stars Racing Transformed Metal Sonic’s theme from S4E2. (This is the ultimate Metal Sonic theme and they just don’t use it anymore, SEGA you cowards.)
Also, Pleasure Castle is my favorite 3D Blast Remix, lol.
29. Met any Sonic friends through the fandom?
Face to face? Not really. I know about 3 people that live not that far from me, and technically we could meet up one day if we want to, but I don’t think it’s gonna happen haha.
Internet friends, on the other hand? Oh boy, a lot...
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skysometric · 5 years ago
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Catching Up: Retrush
Before working, before college, before even this blog, my earliest days on the Internet were spent toying with a little fangame called Mari0, a mashup of Super Mario Bros. and Portal. It was my first time with a Mario level editor, and I made tons of mappacks – everything from traditional Mario levels to Portal-style puzzles, and even a mappack where Mario can't jump. My latest project, Retrush, is a speedrunning mappack where you have a limited amount of time to get from checkpoint to checkpoint, and I'm really proud of how it's coming along!
However, I started work on it in 2014... and five years later, the mappack is still not finished. What gives?
First, a little context. Retrush started out as a tileset demo of sorts, to see what kinds of levels I could make with just the tiles from the original SMB, but with tons of different color palettes for each tile (also all from SMB). I had no shortage of ideas – a fiery cavern, a train chase, an abandoned aquarium – and the "hook" of having limited time for each section of the level was a lot of fun! So I decided to make twelve levels, which I thought was plenty of levels to play without being too overboard to work on. College slowed my output on this considerably, but even still, I had ten of the twelve levels finished within a year or so.
As I was starting to wrap things up (I even sent out a beta to several people), I had an idea: what if there were extra challenges for each level after you finish? Say, scouting the level for red coins or having to beat the whole level in one run (no deaths). It was supposed to be a quick way to add extra content for people who wanted more to do.
But like all things I make, it spiraled out of control, and became Red Coin Remixes. Each level still has the same layout, but all the enemies and obstacles are rearranged, and the challenge is increased. Even the color palettes are changed, so now the fiery cavern becomes an icy one, the aquarium becomes a chemical plant, and so on. Rather than a quick way to re-use content, it effectively means there are twice as many levels to make!
And then, in the process of making the remix levels, I got an itch to make some more levels from scratch. It's hard to pass up on the idea of a desert level with a shimmering, hazy sky whose remix is a seabed with shimmering refracted light. I decided to make four more to round out the level count, which is actually eight more levels including the remixes...
And that's the story of how I went from 12 levels to 32 levels.
That said, it has been five years. You'd think I would be close to done with them by now. And I am! At the time of this writing, twenty levels are completed (or mostly completed), six levels are in progress, and the other six haven't been started for various reasons. I've made a bunch of animated tiles and backgrounds, tons of custom enemies including an Unagi with custom graphics (my first pixel art!), and systems for keeping track of Red Coins collected and resetting them on death (which do not exist directly in Mari0).
Obviously, progress has been slow because of mental health issues and working full-time. But even with that, I'm fairly certain I could finish all the levels and polish everything up with two or three months of focused effort. The reason I haven't finished Retrush isn’t really about the number of levels, or the graphics, or the polish, or even being an adult.
The reason... is music!
At first, I had no idea what music I wanted to add to the mappack. I tried using music from Kirby Canvas Curse, but I couldn't find good tracks for some of the levels. Once I added the Red Coin Remixes, all pretense of finding a fitting soundtrack was out the window. I need a song for every level in the game, with tracks that fit both the original level and the remix – and frankly, that's not happening. So I took the only logical course of action and decided to compose my own soundtrack.
I've kept quiet about this for a while, partly because I wanted it to be a surprise, but mostly because I didn't know whether I would actually follow through with it. I've always wanted to make music, but this is my first time doing so, and it's for a [checks notes] 30+ track OST. That's a lot even for a seasoned composer! Eventually I realized that, in my mind, Retrush would be incomplete without an original soundtrack. So, whether or not I actually can do this, I have committed myself to trying.
I was hoping to have something to show before I actually announced this, but frankly, this is the biggest stonewall in Retrush's development by far. Due to working full-time and struggling to learn Famitracker and music theory, I only have a handful of tracks in various states of completion, all from two years ago. I've felt like there's some aspect of composition that I haven't picked up on, and once I "get it" I'll finally hit the ground running... but that's simply not how real life works, and in the meantime the rest of the mappack is languishing.
You might be wondering, "why are you doing this to yourself?" The answer is that, before I started working full-time, it seemed within my reach. Now, I don't have the energy to push myself that hard – to make something so big while learning how to do it along the way. I've done this before with other things, which is why I continue to aim that high so frequently... but I don't know if I can at this point in my life, as much as I want to.
Regardless, Retrush is still one of my most important projects on deck, and I still intend to finish it at some point... with or without music.
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irbcallmefynn · 1 year ago
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Here's a little teaser for somethin' coming at some point probably
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irbcallmefynn · 1 year ago
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Another little teaser for Mari0tale. I'm kinda stuck at the moment trying to get the Act and Fight options working right, but I'll get there eventually.
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irbcallmefynn · 1 year ago
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Happy Birthday, Undertale!
Here's a demo of a new Mari0 Pack I'm working on, Mari0tale.
Explore a version of the familiar Underground from a new perspective (quite literally). Explore how the characters react to such Fundamentally different humans, and how their otherworldly origins lead to some... conundrums... for monsterkind.
This demo will go up through the long hallway in the ruins. It's not much, but it's enough to get a good idea of what it'll be like.
Oh and btw I'm not gonna bother updating this demo. Any issues found will be fixed in future releases.
RAR download
ZIP download
Screenshots
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I'd like to get another demo out on Halloween, but we'll see where I'm at then.
For reading this far, you get a little tip! If you hold Jump, it will automatically advance textboxes! Could be useful for trying to speed through things!
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