It is nice to see a change of palette as Mario braves this fire-filled fortress.
Retro Challenge 2016/10 - Day 9
While I don't know if the Commodore can move this many pixels at once, the demoscene knows.
Retro Challenge 2016/10 - Day 8
Mario has discovered another Mushroom House, this one more secret than last.
Retro Challenge 2016/10 - Day 7
This level focuses on platforms and brick assets. Mario receives his first 5-up of the game.
Retro Challenge 2016/10 - Day 6
Today's entry represents a well deserved break for both Mario and myself.
Retro Challenge 2016/10 - Day 5
Mario soars to new heights and goes behind the scenes to find a big surprise. Well it was to me, once upon a time.
Retro Challenge 2016/10 - Day 2
Day two and I am seeing double-wide Commodore pixels in my dreams.
Retro Challenge 2016/10 - Day 1
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.
Commodore 64 - Super Mario Bros. 3 - Loader Graphic
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.