The idea of making a game out of my personal life is a theme that has followed me for a long time. I hope to celebrate life's many hardships, struggles, triumphs and victories in our quest to reach the lofty heights of the 16-bit.
Retro Challenge 2016/10 - Day 31 - FINAL
It was a lot of had work but I have finally completed the Retro Challenger for 2016. It was a fun experience as always. Perhaps one day I will team up with a programmer and Super Mario will find another home on the Commodore.
But that'll be for another Challenge. Thanks a million for all the support!
Retro Challenge 2016/10 - Day 29
Thought I was finished? So did I, well almost. The SMB3 experience would not be complete without the Battle Game which is a shout out to the original Mario Bros. game.
Retro Challenge 2016/10 - Day 25
I remember playing Super Mario Bros 3 for the first time. I rented it from out Canadian Tire (CT rented out games in our small town). I remember it like it was yesterday. My younger sister and I sat in front of our television and were transfixed as we played through the whole experience. I always had similar times with the Commodore so it only seems fitting to pay tribute to two of my favourite systems.
Retro Challenge 2016/10 - Day 23
Mario reaches the final bonus stage before reaching the castle.
Retro Challenge 2016/10 - Day 21
The leaf is green on the map screen and in the Mushroom Houses but red in the game. I wonder why this is?
Retro Challenge 2016/10 - Day 19
The NES uses 2x2 tiles (16x16px) to define its world whereas my Commodore version uses 3x2 tiles (12x16px). This can make certain objects, like the rotating hammer especially challenging and interesting to translate.
Retro Challenge 2016/10 - Day 17
Mario takes a break from stomping Goombas to play a card game with Toad.
Retro Challenge 2016/10 - Day 14
World 1-6 represents the final numbered level in the Grass Lands. Do you remember all the other areas hidden in World 1? Stay tuned for the answer!
Retro Challenge 2016/10 - Day 12
Mario goes spelunking, takes a dip, and flies into coin-filled clouds in World 1-5.
Retro Challenge 2016/10 - Day 10
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.