The Original Mario Makers
450K views · Jun 17, 2024 · Gaming
Comments · 895
@Toadfan · 2 years ago (edited) · pinned
The next video definitely won't take another 8 months to release I swear<br><br>[Edit] Corrections: The SMBX source code wasn't actually decompiled, but rather given to a member of the community by Andrew Spinks himself. Apologies for missing this, and thanks to @ddscave for pointing this out!<br><br>At <a href="https://www.youtube.com/watch?v=5TlhSuyNumg&t=553">9:13</a> I mention how custom graphics for SMBX levels are level-specific. While you can have level-specific graphics if you put them in a folder matching the level name, you can also have multiple levels share the same set of graphics if the levels are within the same folder as the graphics. Credit to @xbox_360_player for this info!<br><br>It’s also worth noting that these days there exist methods to bypass limitations of Super Mario World such as the low sprite limit. Credit to @Altilt for mentioning this!
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@yurekusan · 2 years ago (edited)
Super Mario 63 had also a good browser level editor back in the days
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@CrizzzCra · 2 years ago
Super Mario Bros X is truly the definitive Mario Fangame. It had everything. And to this day there's still an active community sharing levels on the best two versions: SMBX2 and 38a
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@UUPDirector · 1 year ago
It's so crazy to me that not only is the creator of Terraria the one behind SMBX, but also the fact that the game is still up TO THIS DAY. This guy shaped a childhood fangame, respected Nintendo by earning no profits for it and even encouraging players to support the company, THEN made one of the most popular indie games out there which would eventually gain the greenlight from Nintendo to release on their platforms. <br><br>If that's not a success story, I don't know what is.
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@nornan12 · 1 year ago
what do you mean somebody made a highly popular mario fan game with complex level editor, decompiled the project for public use, leading to multiple ports of it for official hardware, and wasn't obliterated by a nintendo hitsquad
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@lagswitch4322 · 2 years ago
I actually found an old Mario level editor dating all the way back to 1985, wrecking crew actually did have an editor, I was messing around with it a little bit, and for NES hardware, it’s not bad!<br><br>I do just find it funny that all the way back in the 90s we had an editor!
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@Morphéwo · 2 years ago
Super Mario Bros. X is one of my childhood's games<br>I spent so much time playing games made by people, messing around with the editor or just playing the base game over and over<br>I still like to check what's going on from time to time, fans are doing a great job with SMBX2, and Red is doing a great job with Terraria
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@Fupicat · 2 years ago
The one I remember the most was Mario Builder! It was a full Mario game editor for Game Maker that let you export your games into their own executables, so the mario fangame websites were full of Mario Builder games that were mostly pretty similar and janky, but IMO that's the magic of a level editor!
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@Gust3883 · 2 years ago
Fun fact: Not many people know of its existance, but there's a Super Mario Flash 3 (in the style of NES Mario Bros 3). It was really just more of the same, and they didnt bring back luigi which is a real big shame.
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@Fireydweevil · 2 years ago
And don’t forget that the same person who made Super Mario Bros. X also made the hit game Terraria
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@caldera11 · 1 year ago
As someone in their 30s the modding, romhacking, decompiling, and general indie game dev scene has gradually become the best part of the video game community over the years. There is a hell of a lot of passion put into a lot of these pieces of modding software, completely remade games, level creators, and tools. There are so many excellent games coming out of this community!
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@Wohlstand · 2 years ago
<a href="https://www.youtube.com/watch?v=5TlhSuyNumg&t=654">10:54</a>: No, the SMBX was NOT decompiled, the original source code of SMBX (as a VB6 project) has been released in 2nd of February, 2020, and after one month, it was been ported into C++ that born the TheXTech project which is a cross-platform unofficial continuation of SMBX as a separated branch. And TheXTech is the project that allows to play SMBX games on various hardware and operating systems. And... I am who founded TheXTech project. Right now I work on it together with my co-developer ds-sloth who actually maintains the 3DS port of the game and helps me to optimize the code to allow it work on way weaker hardware. Before the source code was being released, there is a lot of attempts to decompile, and result is a mess that allows to just figure for some logic parts but it doesn't allows to make a full replica of the original game. There is also Chinese branch of SMBX developed independently, called SMBX-38A, it's the one branch of SMBX developed fully through reverse engineering, however, author don't want to share his source code at all. And the note about SMBX2: it's a big mod of the original SMBX, not a fully standalone engine, so, it has several technical limitations that making challenges to add some new features. The Moondust Devkit known by SMBX2 is my independent standalone project of the game engine and devkit I started in 2014 with a goal to make a fully standalone kit, and while runtime engine is in deep development, the devkit had been utilized by the SMBX community as an alternative way to develop their stuff. At X2 Since Beta5, they has a forked version of Moondust Devkit which soon will be too different from my mainstream version.
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