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{{Infobox XBOX Homebrews
{{Infobox XBOX Homebrews
| title       = Super Mario War  
|title=Super Mario War
| image       = supermariowarx2.png/supermariowarx3.png/supermariowarx4.png/supermariowarx5.png/supermariowarx.7z(nosrc)
|image=smwxbox2.png
| type        = Platform
|description=A stomp-battle multiplayer.
| version    = 1.8 Beta1 & Halloween
|author=Florian Hufsky, Two52 and contributors
| description = A stomp-battle multiplayer.
|lastupdated=2008/05/21
| lastupdated = 2008/11/06
|type=Platform
| format      = XBE
|version=1.8 Beta1
| license    = Mixed
|license=Mixed
| author      = Florian Hufsky, Two52 and contributors
|format=XBE
| website    = http://smw.72dpiarmy.com/
|download=https://dlhb.gamebrew.org/xboxhomebrews/smwxbox.7z?k33p0fil35
| download   = https://www.gamebrew.org/images/xboxhomebrew/Super%20Mario%20War.rar
|website=http://72dpiarmy.supersanctuary.net/index.php
| source      = https://www.gamebrew.org/images/xboxhomebrew/Super%20Mario%20War.rar
}}
}}
Super Mario War is a game for up to four players with many different modes of play.  
This is a port of the SDL Super Mario War, this game is a stomp-battle multiplayer that resembles Super Mario 3 sprites/scenery. It's a tribute to Mario War by Samuele Poletto.


The basic goal of the game is to be the last player standing, and to accomplish this goal you must jump on your opponents' heads to kill them. There are many Mario-themed items you can use to help you kill your opponents, as well.  
The basic goal of the game is to be the last player standing, and to accomplish this goal you must jump on your opponents' heads to kill them. There are many Mario-themed items you can use to help you kill your opponents, as well.  


In addition, there are several variations on this basic gameplay mechanic which you can try, such as Chicken, Capture The Flag, and so on. Plus, for those who enjoy customization, there are several aspects of the game which you can tweak to your liking through the Options menus, and if you like, you can make your own maps, skins, and other custom content to use (or download others' to use), too.
In addition, there are several variations on this basic gameplay mechanic which you can try, such as Chicken, Capture The Flag, and so on. Plus, for those who enjoy customization, there are several aspects of the game which you can tweak to your liking through the Options menus, and if you like, you can make your own maps, skins, and other custom content to use (or download others' to use), too.
==Features==
* Up to four players deathmatch fun.
* Hilarious unreal tournament announcers .
* Comes with the leveleditor - you can create your own maps.
* The whole source code of the game is available.
* Based on the jnrdev #2 tutorial example.
* uses SDL+SDL_Mixer and is fully portable to windows, linux, etc.
* CPU Players.
* A whole bunch of game modes (featuring GetTheChicken, Domination, and more).


==User guide==
==User guide==
Line 107: Line 116:


Back - Exit
Back - Exit
==Screenshots==
https://dlhb.gamebrew.org/xboxhomebrews/smwxbox3.png
https://dlhb.gamebrew.org/xboxhomebrews/smwxbox4.png
https://dlhb.gamebrew.org/xboxhomebrews/smwxbox5.png


==Changelog==
==Changelog==
Line 439: Line 455:
==External links==
==External links==
* Official website - http://smw.72dpiarmy.com/
* Official website - http://smw.72dpiarmy.com/
*Official forum - http://72dpiarmy.supersanctuary.net/

Latest revision as of 09:06, 28 Ocak 2024

Super Mario War
Smwxbox2.png
General
AuthorFlorian Hufsky, Two52 and contributors
TypePlatform
Version1.8 Beta1
LicenseMixed
Last Updated2008/05/21
Links
Download
Website

This is a port of the SDL Super Mario War, this game is a stomp-battle multiplayer that resembles Super Mario 3 sprites/scenery. It's a tribute to Mario War by Samuele Poletto.

The basic goal of the game is to be the last player standing, and to accomplish this goal you must jump on your opponents' heads to kill them. There are many Mario-themed items you can use to help you kill your opponents, as well.

In addition, there are several variations on this basic gameplay mechanic which you can try, such as Chicken, Capture The Flag, and so on. Plus, for those who enjoy customization, there are several aspects of the game which you can tweak to your liking through the Options menus, and if you like, you can make your own maps, skins, and other custom content to use (or download others' to use), too.

Features

  • Up to four players deathmatch fun.
  • Hilarious unreal tournament announcers .
  • Comes with the leveleditor - you can create your own maps.
  • The whole source code of the game is available.
  • Based on the jnrdev #2 tutorial example.
  • uses SDL+SDL_Mixer and is fully portable to windows, linux, etc.
  • CPU Players.
  • A whole bunch of game modes (featuring GetTheChicken, Domination, and more).

User guide

Th manual explains how to navigate the game's menus, and contains a short explanation of Tournaments and Tours as well. All of the controls listed in this section are defaults, and can be reconfigured if you like.

Main Menu

From this menu, you can access everything else in the game.

  • Start - Take you to the Match Type Menu (see below).
  • Players - Choose between Player (human), Bot (computer), and None. Must have at least two players active at any time.
  • Options - Options menu.
  • Controls - Configure the players' control schemes to your liking.
  • Exit - Quit the game.

Match Type Menu

From this screen, you can choose which type of match you'd like to play. You can change the type of match by selecting the Match option and pressing Enter (if you're using a joystick, press Jump to lock in your selection).

The match choices available are Single Game, Tournament, Tour, and the new World Map mode. Once the Match option has been selected, you can choose the type of match with Left and Right.

After you've decided on a match type, select Start and press Enter (or Jump using a joystick) to go to the Team and Character Selection Menu.

Team and Character Selection

From this screen, you can configure who is using which character and is on which team.

You can select what character you'd like to be, out of all the skins you have on your machine, with Up and Down. You can select what team you want to be on with Left and Right. If you want to have the game select a skin for you at random, press Up and Down together (or if using a joystick, press the Random button).

If you want to have a different random skin at the beginning of each match, without being able to see it beforehand, press Left and Right together (or with a joystick, press the Fast-Scroll and Random buttons together), which will change your skin into a flashing letter R.

Press your Turbo key to lock in your selection, unless you're Player 1, who uses Enter. (If you're using a joystick, press Jump to lock in your selection, no matter which player you are.)

After all players have locked in, you can press Enter on this screen to start your selected match type.

Single Game Menu

From this menu, you can select your game mode, select the map you wish to use, change various mode settings, and tag your maps for easy selection (when playing a Tour or World Map, all options on this screen, besides Start, are disabled.)

  • Start - Starts the game.
  • Mode - Change game modes. For info on these, please refer to the Game Modes section of the manual.
  • Lives/Kills/Time/Etc - Set the current game mode's basic parameter (i.e. the game length).
  • Map - Select the map you want to use.
  • Filters - Select maps that only meet certain criteria.
  • Thumbs - View many maps at once with a thumbnail-style view.

Playing the Game

The main goal of the game is to stomp on your opponents' heads to kill them, although depending on the map you're playing on, you may be able to kill them in other ways, such as with items.

There may also be additional rules or a different way of winning, depending on the mode you are playing; for information on these, you can check the Game Modes section of the manual.

Tournaments and Tours

In a Tournament, players play games until one player has amassed a certain number of wins. The number of the Tournament determines how many wins are required (so, if you pick Tournament 4, you have to win four times). Each time a player wins, they will receive an icon on the scoreboard (first picture, above). This icon will be representative of the mode played.

In a Tour, players play a series of predetermined games ("tour stops"). At the end of each game, players receive points based on how well they placed, and icons will be displayed on the scoreboard (second picture, above) to show just how each player placed in that round. Tours can be created by making a text file in the game's Tours subdirectory, following the correct format (check out simple.txt for more info). It is possible to designate how valuable each individual tour stop is (this information is displayed along the top of the scoreboard - see the screenshot), as well as which tour stops grant a bonus item to the winner.

At the end of a Tournament, or after every game within the Tournament if that option is set, the winner will get a chance to spin the bonus wheel to acquire an item that they can use in the next game or games. However, in Tours, the bonus wheel will only appear in places where the tour's creator designates it, regardless of any current settings. Tour stops with this opportunity are represented on the scoreboard as small winged yellow boxes.

World Maps

In a World Map, a random player is given control of the board to start. Players navigate the map and play predetermined games to compete for the best score. To check and/or play a game on the map, press Turbo on the game's tile. (Enter for Player 1.) The screen preceding a game shows the name of the Map Stop, map, mode, and goal. Also shown are any items rewarded after the game and the point value for the Map Stop. The winner of the game gains control of the board. Items gained from Mushroom Houses, game rewards, etc., can be accessed by pressing Use Item. To use an item in your inventory, select it and press Turbo.

For a list of the World Map items, take a look at the Items and Special Blocks section towards the middle of the manual. Mushroom Houses can be found on many World Maps, so make good use of them! Each Mushroom House can hold up to five items to choose from. The items may be in order, or they may be random, depending on how it's set up in the world's txt file. To open a chest, simply stand in front of it and press Turbo.

In addition to predetermined games and Mushroom Houses, there are vehicle tiles, which move after every game or Mushroom House. Upon landing on one, it will automatically start the game set to it. In some maps, there are bridges that rise and lower with each game, blocking players from travelling across. There are also warp pipes that can be used to travel. Along with those, there are locked doors, which can be opened with a key obtained through one of the games on the map. The World Map match ends when the game marked "End Stage" has been played. There can be more than one of these per map.

Controls

Menu:

D-Pad - Move through options

A - Select

Back - Cancel

X - Random

Y - Fast Scroll

In game:

D-Pad Left/Right - Move left/right

A - Jump

D-Pad Down+A - Jump down certain platform

X - Turbo

X+D-Pad Left/Right - Run

Y - Use Item

Start - Pause

Back - Exit

Screenshots

smwxbox3.png

smwxbox4.png

smwxbox5.png

Changelog

1.8

  • Added pipe minigame to world.
  • Added center flag option to capture the flag mode.
  • Added coin disappear time to greed mode.
  • Added suicide timer so players that sit still for too long will countdown and die.
  • Added shatter death to players that are frozen.
  • Added menu option to configure the amount of time a player is frozen.
  • Added spiny, buzzy beetle, paragoomba and parakoopas to stomp.
  • New wand powerup with sgraff wand blast gfx.
  • New map hazards flame cannon, bullet bills, pirhana plants, fireball strings, and rotodiscs.
  • Added powerup limit fields for leaf, pwings, bomb, tanooki and wand.
  • Moved weapon limits options to a seperate menu from the projectile settings menu.
  • Removed all of the special moves from AFE.
  • Removed super kick for shells and blocks but added a small amount of velocity depending on how fast the player is moving.
  • Added both a left and right direction for the goomba enemy gfx.
  • Fixed invincibility music so it doesn't pause when you pause or start to exit the game.
  • Added ability to search map field for more than just a single character by typing multiple chars.
  • Updated egg gfx to use animated gfx.
  • Added glide option to chicken in chicken mode (unlimited leaf powerup for player that is the chicken).
  • Added new jail key item to jail mode.
  • Added exploding eggs option to Yoshi's eggs mode.
  • Added hidden blocks option to note blocks, powerup blocks, flip blocks.
  • Added feature to allow hidden blocks to rehide after a specified time.
  • Added 3 new map filters for item destroyable blocks, hidden blocks, and map hazards.
  • Added push only kills option to timed and frag modes (sumo mode).
  • Updated flag bases to relocate after a period of time.
  • Added two new types of platform paths -> continuous path and ellipse path.
  • Updated straight paths to allow the path to be at any angle, not just vertical and horizontal.
  • Added team specific spawn areas.
  • Optimized collision detection loop.
  • Added new options to yoshi's eggs mode to allow for 4 different colors of yoshis and eggs.
  • Added warp lock options - enterance only, exit only, both, whole connection, all warps.
  • Added feature to break/trigger blocks when a player warps into them. This will help players not get stuck in breakable blocks when they are on the other side of a warp..
  • Added a style option to frag and classic mode allowing players to shield instead of respawn after being killed.
  • Added "Collection" mode that has players collecting cards for points.
  • Added kill credits for pushing other players into hazards.
  • Added Health Mode where players have a certain number of hearts and only die when they lose all their hearts.
  • Added mode specific extra time powerup for time limit and star modes.
  • Added greed mode where players have a certain number of coins that pop out when they are attacked - last player with coins wins.
  • Level editor can now specify where flag bases and race goals will start in a map.
  • Updated bonus wheel - only 10 bonuses are displayed and the player can choose when to stop the spinner.
  • Added 6 new tile types: Right and Left death tiles, Ice Solid On Top, Ice Death On Bottom, Ice Death On Left and Ice Death On Right.
  • Added weapon destroyable blocks that can only be destroyed by that weapon - i.e. fireball breakable blocks, hammer breakable blocks, etc..
  • Added fish, snow and leaves eyecandy.
  • Flipped over shells when hit with POW, MOd, spin attack or bounced from below.
  • Red and Gray throwable blocks (bounce and keep going when they hit a player/enemy).
  • New spin move for tail and cape powerups.
  • New powerups tanooki, podobo (from AFE), ice wand, leaf, pwings, bombs (from AFE).
  • Allow powerup weights to be specified in the map and added options to use weights from game, map or an average of both.
  • New world match type and world editor (prototype) with working screenshots.
    • Stages, paths, bridges, lots of the stuff from SMB3.
    • Item menu system with new types of multiplayer style items like change controls, score multipliers and stage resurection.
    • Moving stages in the form of hammer brothers and tanks.
    • Bonus houses to visit and a pipe minigame to play.
    • Doors/keys and warp pipes.
  • Added two alternate modes to jail "Owned" and "Free for All". Named the 1.7 jail mode to "Classic".
  • New animated tileset that gives you complete control over animated tiles in multiple layers.
  • New tail powerup that can spin attack and allow the player to float down slowly.
  • Added Kuribo's shoe map item (in addition to the spike and spring items from AFE).
  • Added super stomp move to kuribo's shoe and tanooki statue.
  • New "poof" gfx for transforming player into different forms.
  • New fireworks eyecandy on scoreboard.
  • Expanded tilesets - allows player to use any number of customized tileset inside the game (ships with SMB1, SMB2, SMB3 and SMWorld).
  • New blue and orange note blocks.
  • Display different poses for different places in tour and world scoreboard.
  • New Move mode option in level editor allows "replace" and "merge" moves so that the newly placed tiles either take over or are merged with existing data there.
  • Fixed move mode to move map objects as well.
  • Added new world music packs section.
  • Added tile_gap tile type that is automatically detected and allows players to run across 1 tile wide gaps.
  • Removed dependency on tileset.tls -> this file is now only used for default tile types assigned in the level editor.
  • Allow platforms to have tile types set independently o fhte tileset.tls.
  • Added ability to jump off of falling donut blocks.
  • Added mode settings to tours -> all mode settings are now settable using the tour file and old tour files are still supported (settings default to what they are set in the game mode menu).
  • Added view blocks (from AFE), similar to powerup block except you can see what you're going to get when you hit it.

1.7 April Fools Edition

  • Animated lava and water tiles.
  • 20% chance of a held spiked shell dies when hitting another player .
  • Hammers are fired from a better position relative to the player.
  • Fixed Screen shake POW bug.
  • Fixes to AI to deal with podobos, bowser fire and new stuff .
  • Fixed gfx bug when switching places with mystery mushroom while holding an item.
  • Menu option to turn off/on secret moves.
  • More than 20 Secret April Fools Features. Here are some hints:
    • Some features are special moves for players based on what powerup they have or what they are carrying.
    • Some are new items and powerups.
    • Some are tweaks to existing features.
    • and some things don't fall into any of these categories.
  • There is a contest at http://forum.72dpiarmy.com to see who can unlock the most hidden features.
    • Contest winner gets special forum status and badge on splash screen for next release of SMW.
    • So keep checking the forums for the latest codes and unlocked features!.


1.7

  • Game Graphics Pack, Menu Graphics Pack, and Sound Pack Support.
  • Graphics in PNG format.
  • Better menu system.
  • Support for map browsing by thumbnails.
  • New background/music system.
    • Includes support for any number of arbitrarily-named BGs.
    • Map makers may freely pick music categories in editor.
    • Music can now be in MP3 format.
    • Music packs for 1.6 will no longer work! (But they can be upgraded).
  • Fully customizable controls, including joystick support.
  • Game engine improved with support for carryable stuff.
  • Support for Tournament Tours.
  • Multiple A.I. difficulty settings.
  • New interaction blocks.
    • Blue throwable blocks.
    • ON/OFF blocks and switches (4 colors).
  • Increased interaction block limit (shouldn't crash with too many bricks now).
  • Players now gradually slow down on ice (there is now a little friction).
  • 11 new items.
    • Shells (4 types - green, red, spiny, and buzzy).
    • 2UP, 3UP, and 5UP mushrooms.
    • MOd Block.
    • Feather.
    • Mystery Mushroom.
    • Boomerang (includes three trajectory options - flat, SMB3, and Zelda).
  • Item switch which lets you change which items appear and at what frequencies.
  • Bullet Bills are now color-coded and properly attribute kills.
    • If two Bullet Bills of different colors collide, they explode.
    • This can kill anyone, including the owners of the B.B.s.
    • Bullet Bills can also now kill enemies in Stomp mode.
    • If a player uses two B.B.s in succession, their effects now overlap.
  • 3 new modes.
    • Star.
    • Capture The Flag.
    • King Of The Hill.
  • Goomba mode expanded into Stomp mode, which now includes Cheep-Cheeps and Koopas.
    • Enemies in Stomp mode now also burn up by falling (just like players).
  • Fire Frenzy, Hammer, and Bob-Omb modes combined into Frenzy mode.
    • Also includes 9 more cards.
    • You can still configure it so that it plays like the old modes.
  • Eggs in Yoshi's Eggs now have to be manually carried by players.
    • Can kick eggs to Yoshi and still get the points.
  • Jumping an already-owned player in Owned mode is now worth a 5-point bonus.
    • Chicken kill bonus is also 5 points now.
    • Tag death penalty also 5 points.
  • Podoboos and Bowser Fireballs added to Survival mode.
  • Most modes now have extended scoring options (i.e. you can set the goal higher).
    • Point-based modes still only go to 1000 but you can select by 50s now.
    • As a result, 1UPs in point-based modes are now only worth 10 points.
  • Free Play mode removed (replaced by infinite limit in all modes).
  • New configurable options available in most modes.
    • Too many to list here - see Readme for more info.
  • Random skin selection (pick a skin at random).
  • "Random" skin selection (pick a skin at random at the beginning of each game).
  • Skins are now alphabetized regardless of creator, like maps.
  • New option to turn off the bonus wheel after a tournament.
  • New option to clear currently stored powerups.
  • Moving platforms in maps (and test function in editor).
  • Ability to filter maps based on several attributes and custom lists.
  • Ability to browse maps by thumbs.
  • Expanded and better-organized tileset.
  • Ability to limit or increase frames per second.
  • Respawn time now settable in half-seconds.
  • Configurable off-screen arrow time and item respawn rate.
  • Option to turn off warp locks.
  • Option to put the crown on the leader in-game (not just on the HUD).
  • Lots of new projectile options (fireball life, shell life, etc.).
  • New race lap and game-start sounds.
  • New chicken skin.
  • POW and MOd now animated.
  • Players are now animated on the team select screen.
  • Skin names are displayed on the team select screen.
  • "Ready" icon on team select screen.
  • At the end of the game, losers are shown with their aerial death sprite.
  • Pause button can now terminate the game when someone has won.
  • Lots of extra eyecandy added to lots of things.
  • Item no-spawn zones in editor (prevent coins, eggs, bases, etc. from spawning).
  • Can now choose tile type for each tile on the map in editor.
  • Map screenshot option in editor.
  • Default map eyecandy set to None (was clouds).
  • Tons of new maps and skins, and new and fixed BGs (thanks, forum regulars).
  • Skin error checking (skins of the wrong size or color depth won't work now).
  • The game now detects no sound card and will default sound/music to off.
  • There is now an option to change music tracks instead of looping one repeatedly.
  • Spawning code greatly improved - players/items shouldn't spawn in blocks/walls now.
  • Bugfixes.
    • When shielded, you can now kill Goombas &co and Bullet Bills.
    • B.B. kills now register as such with Souls spawn.
    • Fixed crash bug caused by one-off error in bonus wheel init.
    • Fixed escape-on-squish -> messed-up screen bug.
    • Fixed music bug when grabbing 1UP after end-of-game in Yoshi's Eggs mode.
    • Fixed music bug when winning while opponent has a star.
    • Dead corpses now fall through transparent ON/OFF and flip blocks.
    • Fixed bug that allowed players to move through flip blocks on edges of map.
    • Sprites going into warps now snap to the right place (no more sprite slicing).
    • Invincibility and clock sounds no longer strictly time-based.
    • Invincible players no longer die when touching the sides of death tiles.
    • Fixed screen-off-center-after-crunch bug.
    • Fixed lost-with-more-than-0-when-grabbing-poison-and-life-shroom-at-once bug.
    • Players now receive multikill credit for killing 2+ opponents w/ POW/MOd.
    • Tag touch transfer now possible when shielded.
    • Pressing Down and Jump now makes you jump when not on a solid-on-top tile.
    • Lots of A.I. bugs fixed.
    • Some XBOX-related bugs fixed.
  • Much-improved Readme.
  • Various minor bugfixes and whatnot.
  • And probably something else I forgot, because Two52 put in so much new stuff (yay).

1.6

  • Readme in HTML format.
  • Tournament Mode.
  • 6 new powerups.
    • Hammer.
    • Poison Mushroom.
    • Slowdown clock.
    • Bob-omb.
    • POW Block.
    • Bullet Bill Frenzy.
  • Skins (and changed sprite structure for easier skin creation).
    • Mario.
    • Bahamut.
    • Black Mage.
    • Bub/Bob.
    • Classic Mario.
    • Kirby.
    • Link.
    • Luigi.
    • Monty Mole.
    • Ninji.
    • Pig (FF1).
    • Shyguy.
    • Snifit.
    • Tweeter.
    • White Mage.
    • DigDug.
    • Fygar.
    • Pooka.
    • Mappy.
    • Dino Torch.
    • Flurry.
    • Pacman.
    • Ghost.
    • Spike.
    • Toad.
    • Cecil.
    • Buzzy Beetle.
  • Background Music.
    • Customizable using config files in the music directory.
  • Team Play.
  • Warping pipes.
  • 5 New Game Modes.
    • Jail.
    • Goomba.
    • Race.
    • Owned.
    • Hammers.
  • Updated Game Modes.
    • Tag - now you can transfer the tag by touching other players.
  • Added new options on menu.
    • Scoreboard placement.
    • Announcer voice.
    • Team kill (friendly fire).
    • Team colors (players on same team get same color).
    • Screen crunch.
    • Map over layer like chains and railings.
  • Different options for cloud eye candy.
  • Fixed top row collision problems.
  • Fixed general collision detection problems where players would end up inside blocks.
    • Improved performance.
  • New Maps (from 4matsy, j rok, nitsuja, ventuz, Xijar, Fernando Márquez and Quinn Storm).
  • New map layers (4 tile layers + 1 block layer).
  • Out-of-bounds indicator and timer.
  • Exit confirmation box.
  • Better powerup collision detection (no bouncing off of thin air).
  • Coins, powerup cards, eggs and yoshi move if not collected in time.
  • Improved AI.
    • Collects goal items like powerups and coins.
    • Avoids threats like fireballs and thwomps.
    • Attemps to avoid spikes (needs improvement).
  • Improved spawn location performance.
  • Team colored fireballs/hammers.
  • Fixed player spawning under spikes.
  • Fixed CPU hogging (runs at 30% CPU on my 2ghz P4).
  • Improved tools in the level editor.
    • Select eyecandy.
    • Select tiles and move them around.
    • Copy tiles and paste them.
    • Designate "no spawn" areas.
  • Adjustable music and sound volume.
  • Configurable respawn time.

1.5

  • New interaction blocks.
    • Breakable blocks.
    • Note blocks.
    • Powerup blocks.
    • Flip blocks.
    • Bounce blocks.
    • Donut blocks.
  • Powerups.
    • Star.
    • Fireflower.
    • 1up.
  • 17 new background images.
  • 280 tiles.
    • Ice tiles.
    • Death tiles (above only, below only or any side death).
  • 7 New Game modes.
    • Coin Limit.
    • Yoshi's Eggs.
    • Tag.
    • Domination.
    • Fire Frenzy.
    • Bob-Omb.
    • Survival.
  • Improved collision detection (fixed screen edge bugs).
  • Chocobo sprites in Chicken Mode.
  • Down jumping through solid on top blocks.
  • Improved menu.
    • Graphics.
    • Map view.
    • Player select (allows any player to be in any state: disabled, player, cpu).
    • Help keys at bottom of screen.
  • Choice of spawn styles.
    • Added door and swirl to help you find your player when spawning.
  • Pause game feature.
  • Improved game scoreboard - game leader wears crown.
  • Two layers on map (one for tiles and one for blocks).
  • 10 new maps and updated old maps with new blocks and backgrounds.
  • Various eyecandy effects like dust and explosions.
  • Friction jumping through air is less than on ground.
  • Added classic Mario sound effects.
  • More vibrantly colored player sprites.

External links

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