It is nice to see a change of palette as Mario braves this fire-filled fortress.
While I don't know if the Commodore can move this many pixels at once, the demoscene knows.
Mario has discovered another Mushroom House, this one more secret than last.
This level focuses on platforms and brick assets. Mario receives his first 5-up of the game.
Today's entry represents a well deserved break for both Mario and myself.
Mario soars to new heights and goes behind the scenes to find a big surprise. Well it was to me, once upon a time.
There are a few unique elevations on these hills. It was a bit confusing at first but eventually I figured it out.
The first world has been completed. For each post I will include some highlighted scenes as well as a level map.
Day two and I am seeing double-wide Commodore pixels in my dreams.
For this RetroChallenge I will port the World 1 graphics from Nintendo's Super Mario Bros. 3 to the Commodore 64.
This is not the first time I have done a graphics port of a Super Mario game. Over the past few years I have converted the graphics for Super Mario Bros. 1 & 2.
I am slightly overwhelmed by the number of unique maps, characters, enemies, objects and other assets. I suspect there are more unique graphics in the first world of SMB3 than in the entire game of SMB1. Each day I plan to post my progress, so please join my in this exciting retrographic adventure.
New bandana designs are being produced. The Commodore logo and the system's iconic colour palette join in a confetti-like celebration of geek culture and high fashion.
The Commodore 64 was my first and most beloved computer of all time. As a child, I always dreamed of porting NES games to my aging C64, particularly the Super Mario Bros. series. More examples of my Commodore Mario graphics.
Industrial case design plays an integral role in a gamer's relationship with their console. Here are my illustrations of a few designs that would never see a wide release, save for a handful of rare prototypes.