Today's entry represents a well deserved break for both Mario and myself.
Only basic power-ups are available in Mushroom House 1.
Only basic power-ups are available in Mushroom House 1.
Today's entry represents a well deserved break for both Mario and myself.
World 1-3 - Highlights
Mario soars to new heights and goes behind the scenes to find a big surprise. Well it was to me, once upon a time.
World 1-2 Highlights
There are a few unique elevations on these hills. It was a bit confusing at first but eventually I figured it out.
World 1-1 - Highlights
The first world has been completed. For each post I will include some highlighted scenes as well as a level map.
World 1 Map - Mario at various stages of progress
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.
Super Mario Bros. 3 - C64 Title Tileset
A paper craft version of the Amstrad CPC 464 available for download here! Please enjoy.
This paper craft model of the Amstrad CPC is as close I am likely to get to the UK classic 8-bit computer. Even though it is not a computer I had exposure to as a kid, YouTube has provided me with many hours of entertainment with this system. Here's looking at you, Novabug!
One of several new bandana designs being prepped for printing.
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.
In 1992, Nintendo teamed up with Sony to produce a SNES with built-in CD-ROM capabilities. After many development issues, Nintendo decided to focus on proprietary cartridges for the Nintendo 64, while Sony would use the experience to develop the Sony PlayStation.
A surreal mashup of branding on the iconic Super Famicom controller hints at a reality that never would be.
The Sega Neptune combined the Genesis with the 32X, which Sega planned to release in fall 1995. The Neptune was delayed for over a year then canceled with the discontinuation of 32X hardware and the recent release of the more powerful Saturn.
The Atari 2700 was was intended to be a 1981 follow-up to the famous Atari 2600 and would feature wireless controllers. At least 12 of these units are rumored to be in existence.