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#1

Super Mario Bros 3 (SNES)

Archive: 12 posts


As we all know on LBP there are alot of remakes, reimagenings of various Mario, Sonic and other Iconic 2D platformers but very few really feel like the originals due to things not looking right or simply bad translation from a simple 2D to 3D platformer.

So I have decided to try and create an accurate as I can get it version of Super Mario Bros 3 - World 1 which will consist of roughly 8 levels... but it's been years since I've played it so I needed a refresh and a guide.

When I then stumbled upon this site The Video Game Atlas (http://vgmaps.com/Atlas/NES/index.htm#SuperMarioBros) which has maps of old SNES games, so with a guideline for the level layout I thought I would turn to the community to see if anyone wants to help either with taking on a level or giving any suggestions on how to make it more in keeping with the LBP interface.
2008-12-27 01:23:00

Author:
Taggarik
Posts: 6


Sounds good. Maybe you can make nice goombas and koopas and the "?" blocks?2008-12-27 09:50:00

Author:
Rhcpmikey
Posts: 120


Awesome! Got my PS3, but not lbp. 2008-12-27 11:07:00

Author:
DrMelon
Posts: 51


I have a good idea how to do the blocks... and the enemys shouldnt be a problem.2008-12-28 07:05:00

Author:
Taggarik
Posts: 6


How do you make the blocks, then? 2008-12-28 09:53:00

Author:
Rhcpmikey
Posts: 120


Well I'm either going to put a button inside of the block on top and bottom OR put a motion trigger in the centre so when u jump high enough into it... the sensor will trigger and give u a points bubble.2008-12-28 19:19:00

Author:
Taggarik
Posts: 6


that last one (with motion trigger) works crappy.
most people have been using it.. and ive never (yet) seen it work as fine as in the original mario games.

good luck making the koopa's grabable and throwable
2008-12-30 15:22:00

Author:
Luos_83
Posts: 2136


well my "accurate" version of Mario was going well until I got to a point where I had a playable level and it looked extremely bland... so I took a little bit of creative license and made Super Sack Bros VR World 1... the first playable version is up now... so if anyone wants to check it out go ahead... and yes the blocks don't work great but they work fine for now.2008-12-30 19:34:00

Author:
Taggarik
Posts: 6


good luck with the raccoon tail and stuff2008-12-30 19:58:00

Author:
UltraNative
Posts: 59


1. Use small grid
2. Make everything actual size [ie. "?" block is x pixels tall so make it x pixels tall in grid mode]
3. Do step 2 for everything that will be in your level
4. Highlight EVERYTHING at once, shrink all until it is at a good height [you can jump high enough to land on the pipes, blocks, enemies, etc]
5. Everything should be proportionate and look good.
2009-01-02 08:07:00

Author:
whatisnarwhal
Posts: 164


As we all know on LBP there are alot of remakes, reimagenings of various Mario, Sonic and other Iconic 2D platformers but very few really feel like the originals due to things not looking right or simply bad translation from a simple 2D to 3D platformer.

So I have decided to try and create an accurate as I can get it version of Super Mario Bros 3 - World 1 which will consist of roughly 8 levels... but it's been years since I've played it so I needed a refresh and a guide.

When I then stumbled upon this site The Video Game Atlas (http://vgmaps.com/Atlas/NES/index.htm#SuperMarioBros) which has maps of old SNES games, so with a guideline for the level layout I thought I would turn to the community to see if anyone wants to help either with taking on a level or giving any suggestions on how to make it more in keeping with the LBP interface.

The best way to go about it is to try and figure out how you'd represent each enemy and obstacle in Little Big Planet and create the level so that the player doesn't feel that he's been given a cheap death.

The problem with most translations is the assumption that it's enough for them to just copy the level exactly the way it was. I think that by trying to figure out why an enemy or an obstacle exists the way it is, is a good way to start on your way to really taking what's familiar and putting your own little spin on it.

I'll give more concrete advise once we start seeing some of your early concepts on here
2009-01-02 08:30:00

Author:
eternityinblack
Posts: 12


I decided to only go as far as three levels purely because I had another idea for one of my own levels and there are plenty of remakes out there already, I wanted to make the Mario levels accurate but also different... hopefully I did that, there not special you won't see any thing that will amaze you, what I wanted was for someone to instantly know what there were playing and have the same experience as the original.

The 3-parts are called Super Sack Bros - VR World 1, 2 and Castle.

I wasn't totally happy with the way 2 and 3 came across... but I believe I nailed the feel of Mario in 1, If anyone gets the time please check them out, my new project is going to take quite awhile to finish... but a brief demo of the first part is already up.
2009-01-02 09:30:00

Author:
Taggarik
Posts: 6


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