Release uMario


On most modern Mario games I tend to use what would be on the Pandora the buttons known as B(jump) and Y(run), and it's simple relocation to use X(jump) and A(run) (and in my experience, most Mario games on 4 button controllers map both B and X to jump and A and Y to run). I like this orientation as it allows me to shift my thumb up and across and put run on the tip of my thumb and jump on the knuckle.

On the NES though, the buttons are laid out in a way that doesn't let me do that, so on that controller I tend to switch my right hand over and use fingers. I've never felt confident enough in the hold of my Pandora to do that.

But perhaps the best solution overall would be to make keyboard configuration persistent, so those of us who don't like the default can just configure it the once. As is the game doesn't seem to remember that from one run to the next.
 
@levi this is far from a modern Mario. :p. Also, your description of where buttons are confuses me. I wish everyone just used compass points on their controllers instead of trying to be different from everyone else using the same characters (usually).

If everyone else prefers it the other way, that should be the default. I spend a lot of my gaming time with NES controllers and GBs in my hand, so there are only two buttons, and none of them really match with the Pandora buttons. I will just change it to sit my taste. I do think run need to be on the left and jump on the right, regardless of which exact buttons they are on.
[doublepost=1460846007,1460845290][/doublepost]Ok, I am doing much better on my second run through, and I was able to adjust my technique to the weird feeling of things (I hit every enemy exactly right, even when going to 1-2).

Ok, so you know that area in 1-2 near the beginning where you get the star then run and slide under the low blocks...well, I can't fit under those blocks.
[doublepost=1460846141][/doublepost]Also, Mario slides forever!
 
Just spent 20 minutes playing it, thanks for the port! It's been ages since I played Mario and this was a lot of fun. I like that it uses the entire screen.
 
@levi this is far from a modern Mario. :p. Also, your description of where buttons are confuses me. I wish everyone just used compass points on their controllers instead of trying to be different from everyone else using the same characters (usually).
Okay, I prefer arrangements where the buttons are northwest-southeast of each other, and on the Pandora's 4-button diamond that means right and top or bottom and left. It's because my thumb comes in from the south-east naturally, so I can easily chord those pairs of buttons.

I'll have to play a little more uMario and see if I can replicate your problem on 1-2.

Edit: I haven't found a star on 1-2. Sure you don't mean 2-1? I found a star there but no low blocks to slide under.

Also, FWIW, I didn't mean this is a modern mario. I was referring to games like Super Mario Land 3D which I've been playing recently.
 
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I wouldn't really call mine a preference, it was just what I spent decades with, so I got used to it, and that is how I expect 2 button games to work. The arrangement of those buttons is different than diamond shaped layouts with 4, but those are close enough to GBs if I use the 2 I mentioned. When I need both buttons, as I said, I roll my thumb a bit. It is sort of between the buttons, yet more centered over the lower one, if that makes any sense. Basically, I have it over the main button (lower one in a diamond or GB, B on NES) but in a way that a slight shift of the thumb hits the other one. It sounds like my arms might come in more from the side than yours, probably from all the time I spent playing the game this one is based on, and SMB3, on an NES (so they trained me to fit the controller, and the GB only changed it slightly).

This is the part where I was unable to fit:

The fireballs are really rockin in this version, and sometimes I can smash 2 enemies with a space between them at the same time. Collision detection seems to be very different here (not a problem, it is just different than the original).
 
Hmm, evidently you can turn around in mid air on that version played in that video. Now I'm doubting both versions of the game I have from the NES aren't cracked.

But I was unaware of that star block in 1-2, and a mushroom block in the ceiling, and that coin block in the 5 seconds or so of that video I watched! Damnit, they put a lot in these old games!
 
Did you not play it much back in the 80s (or were you even playing games back then)? My friends and I used to go through levels slowly to find all the secrets, then work on speed and get just the important things, like that 1-up (and we usually jumped above the level and ran across the top until the warp zone). With SMB3 we did that too, but we had to rely on other sources of information for some things. There was a lot of word of mouth sharing of info about games in the places I lived back then. Now people just look for info online and don't even bother figuring things out on their own, it seems. As one of those explorers it might make sense why I never complete some games (too busy looking around and experimenting). Many of the somewhat recent games I have played appear to lack secrets like early ones had. Do they still put hidden rooms in FPSs?

I can check if you can turn and stuff mid-air on my original cart copy, but that will be in a few days at the earliest. I seem to recall you had some control over things when jumping (which is why I bash the d-pad hard sometimes, as if that will make me go further).
 
Yes, you can certainly control your speed even after jumping in all versions I've tried.

I didn't play much of Super Mario in the decade of its production. Well, I played it quite a lot of the Woolworths demo system, but that cut the power every five minutes, so that was always a rush to see how far you got. Personally I had home computers back then, and any of my friends who had consoles always had Sega (and a Gameboy).

FWIW, I note in this version I'm getting less fireworks than I'm used to; in fact I see none! Reading up on it it depends on the time on the clock when you finish the level, so it may just be that I tend to finish the level with non qualifying times on this version. Anyone else seen any?
 
Yes, I confirmed it was based on time long ago, but I forgot what the numbers were. Kinda like your early experiences, I usually just run through as fast as I can (not as speedrun attempts, but to challenge my memory and reaction), so I just get to the flag when I do. I noticed at least some fireworks in this version, I thought (maybe my brain put them there for me :D), but it was really like one. I don't really have much time to play, but I will try to make some later.

I think 6 was one of the ones that got you fireworks. This agrees with me (1, 3, 6).
 
Yes, the game as a resolution of 800x448, that is shown as-is on the 800x480 screen (that's why there is a bit of "sky" color in the bottom of the screen). Aspect-ratio should be ok.

I was not talking about the port's aspect ratio, rather the graphics used by the person who made this rewrite. I think the sprites are off versus the NES originals.
 
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