I have a small quality-of-life suggestion for Android: allow reversed landscape rotation. Some controllers (ones wrapping sides of the phone like Gamesir X2) work well with that orientation only.
this tiny demo uses the control scheme from the original flash game, which i realized could be simplified:
it’s easier to press the Up (or down) arrow key to talk to signs instead of Z, and when i go to a sign it should have not just the white outline but also the Up (or down) arrow symbol so that i know which button to press to talk with the sign
the ground pound could be done by pressing the Down arrow — instead of the dive, which could be done by pressing the Up arrow once after jumping
this leaves only F.L.U.D.D. assigned to a Non-arrow key, which could be the Space bar
the original control scheme can — at least while playtesting — still be an option, call it the “Classic” preset. but i think for many players this simplified control scheme (or a variation of it, if you find improvements through playtesting) could make the game much more fun for many players including me.
So cool! I was never able to play the original, but I only heard good stuff about it so to be able to play it like this is so cool! Let's just hope Nintendo doesn't take it down.
So. For mobile, can you make the on screen controls editable? Not a fan of the movement on the right hand and the buttons being so big. Other than that, pretty solid.
What I’m saying is that I cannot use the Itch app to install and manage it because of this bug – which is quite simple to fix, but it must be done before zipping the package.
Oh, I have no knowledge of how the Itch app works. Care to explain the fix? I probably won't fix it for v0.1.x, but I might be able to do it for v0.2.0.
The Itch app manages game installations and updates, but if the game executable is not executable on the current architecture, the app refuses to install (or update) the game.
So, before you make the ZIP package, you need to set the file executable flag, only after that, you can put it in the ZIP file.
This is precisely the chmod +x redux.x86_64 you mention, but before zipping the package.
I'm really liking this so far! I hope you build more of it, the original mario 63 was really good and this is the same thing but with better graphics! I like it and hope you keep going.
Really solid game, this remake is really good but I really want you guys to replace the tutorial stage music from that one stage from super smash bros. melee just like the original and graphics need to be overhauled so it could be like the original but you guys can upgrade the original sprites because there is a sequel being developed by another team that are fans of Super Mario 63 called super Mario 127 and graphic style is like the original except it tries to modernize it and tries to mimic the style of the M&L sprites and for the F.L.U.D.D. box design just add E.gadds face on it and put the F.L.U.D.D. pack behind it and yes this goes for all the F.L.U.D.D. packs.
The game is a remake, we are remaking the graphics in a new style. If you want the graphics to more closely match the original, I suggest a texture mod once the game is released fully.
great demo so far! really gave me the feel of playing mario 63 for the first time again.
my only complaint is that in the original game you can kill enemies with F.L.U.D.D and the spin attack in the air has no time limit. tho i dont remember if the spin attack in the air move has a time limit been a while since i played mario 63 lol
Your device/browser likely doesn't support some of the features we need to run the game. What operating system are you using? And, what browser are you using?
This is awesome! Great remake of a great Flash game!
Only thing that could be better imo is the physics feel a little stiff (e.g. Mario coming to an abrupt halt when you stop pressing the side buttons instead of slightly skidding), also could you please make the ability to cancel out of ground pounds?
YES! So hyped to see this come back, I can't tell you how many hours I sunk into the original as a kid on Newgrounds! Excited to see the level maker come back too!
Love this! Glad to see someone keeping 63 alive! I played through the demo twice, and here are my thoughts: Looks: it's beautiful. Koopas need more expression but things mostly look amazing. Feels: restrictive, jumps feel weighed down and FLUDD as well feels like it barely lifts you. Glitches, camera freaks out when I get near to the top or bottom of a level's edge. The transition to the area with FLUDD begins with Mario far off camera to the left, and for a while I thought I had disappeared. Other: I liked that you gave the signs names, very fun! I think you should let the camera follow Mario a bit higher and lower, which may take care of the glitch, but regardless he got way to close to the bottom of the screen when you take the underwater passageway, and if you climb up the hill over the waterway Mario can jump to the top of the screen. Consider giving the camera more space to keep Mario fairly centered.
It's been 3,000 years... Joking aside, this demo feels really nice. Its physics are familiar. Only notable issues I had were some camera weirdness, which were already reported in the discord.
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Looks stunning! Can’t wait to see more of it.
I have a small quality-of-life suggestion for Android: allow reversed landscape rotation. Some controllers (ones wrapping sides of the phone like Gamesir X2) work well with that orientation only.
Huh, I didn't know that wasn't already possible. I'll see what I can do.
this tiny demo uses the control scheme from the original flash game, which i realized could be simplified:
the original control scheme can — at least while playtesting — still be an option, call it the “Classic” preset. but i think for many players this simplified control scheme (or a variation of it, if you find improvements through playtesting) could make the game much more fun for many players including me.
So cool! I was never able to play the original, but I only heard good stuff about it so to be able to play it like this is so cool! Let's just hope Nintendo doesn't take it down.
You can play the original using the .exe found on Runouw.com, or by using a Flash Projector.
Yay, thank you so much!
So. For mobile, can you make the on screen controls editable? Not a fan of the movement on the right hand and the buttons being so big. Other than that, pretty solid.
Editable controls are planned. It's like that as the default for accessibility purposes, but we'll try to make it customisable. Glad you enjoyed it
Great Game/Demo, it was a lot of fun, would like to see if you could Incorporate the WASD keys to into movement. Can't wait to see what you do next!!
Good Work, i hope Nintendo don't take is project down.
This game should be on nintendo!
1. enter water
2. press and hold up, down, and C
3. ???
4. PROFIT
(please don't fix this it's incredibly fun)
I don't play super Mario but this got my attention and I'm good at it-
nice game btw :D
Trying to install on Linux, I got the following message:
Try the following Bash command in the game directory:
chmod +x redux.x86_64
If that doesn't work, try contacting me elsewhere and I might be able to lend a hand.
So, that works, that’s how I’m running the game.
What I’m saying is that I cannot use the Itch app to install and manage it because of this bug – which is quite simple to fix, but it must be done before zipping the package.
Oh, I have no knowledge of how the Itch app works. Care to explain the fix? I probably won't fix it for v0.1.x, but I might be able to do it for v0.2.0.
No problem.
The Itch app manages game installations and updates, but if the game executable is not executable on the current architecture, the app refuses to install (or update) the game.
So, before you make the ZIP package, you need to set the file executable flag, only after that, you can put it in the ZIP file.
This is precisely the
chmod +x redux.x86_64
you mention, but before zipping the package.Ahh, of course, that makes sense. I should be able to do that easily for next release. Thank you!
I'm really liking this so far! I hope you build more of it, the original mario 63 was really good and this is the same thing but with better graphics! I like it and hope you keep going.
so. frickin. buttery. smooth.
Keep it up!
this looks and feels amazing but i could not un pause in touch controls
I was just revisiting the original a while back. this is a pleasant surprise.
Really solid game, this remake is really good but I really want you guys to replace the tutorial stage music from that one stage from super smash bros. melee just like the original and graphics need to be overhauled so it could be like the original but you guys can upgrade the original sprites because there is a sequel being developed by another team that are fans of Super Mario 63 called super Mario 127 and graphic style is like the original except it tries to modernize it and tries to mimic the style of the M&L sprites and for the F.L.U.D.D. box design just add E.gadds face on it and put the F.L.U.D.D. pack behind it and yes this goes for all the F.L.U.D.D. packs.
The game is a remake, we are remaking the graphics in a new style. If you want the graphics to more closely match the original, I suggest a texture mod once the game is released fully.
Well that's kinda understandable but ok =)
But can you at least remix the tutorial level music from the original
Tried Speedrunning The Demo Got a 1:16 On fluddless
heres fluddles + Glitches
great demo so far! really gave me the feel of playing mario 63 for the first time again.
my only complaint is that in the original game you can kill enemies with F.L.U.D.D and the spin attack in the air has no time limit. tho i dont remember if the spin attack in the air move has a time limit been a while since i played mario 63 lol
also love the music and how accurate the tutorial was!
i cant play the game, whenever i press the "run game" button, it ends up saying "WebGL not available"
Your device/browser likely doesn't support some of the features we need to run the game. What operating system are you using? And, what browser are you using?
The game is great, it feels like i'm playing real game. Keep it up.
Control problem
My only problem on Mobile is the controls are not comfy at all.
It suppose the movement will be on the left and the jump on the right and buttons.
Great game!
Add gamepad support and remap control support
Gamepad support is already implemented, control remapping is planned.
My bad, my controller wasnt connecting so I thought it didnt have it. Amazing game so far.
Great Art!
another feature was enemies getting knocked down by water, but I imagine that would be hard to implement, as the change from a sprite to a particle...
This is a little picky, but the icon on fludd is supposed to be Prof. E. Gadd.
Please add much slower falling when repeatedly pressing <- and -> to spin
Like in gam
The game really has that Mario feel to it. I can't wait to see more.
This is really like a mario 2 d super nintendo! Great times about 90s gaming!
plzzz make more levels!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
This is awesome! Great remake of a great Flash game!
Only thing that could be better imo is the physics feel a little stiff (e.g. Mario coming to an abrupt halt when you stop pressing the side buttons instead of slightly skidding), also could you please make the ability to cancel out of ground pounds?
Cheese :)
Very good, but a jump button other than up would be nice, it makes it hard to do backflips
:turnip_todd:
Really loved it! Smooth controls and it looks so good, GJ!
very noice
this is way too good
Wait Super Mario 63? I though I would never hear that name again... wow, I am genuienly happy. Thank you so much for working on this project!
I really loved this Demo of the project! It's beatiful to see an old gem from my childhood coming back better than ever.
Really hoping to the project to go in good way!
YES! So hyped to see this come back, I can't tell you how many hours I sunk into the original as a kid on Newgrounds! Excited to see the level maker come back too!
Love this! Glad to see someone keeping 63 alive!
I played through the demo twice, and here are my thoughts:
Looks: it's beautiful. Koopas need more expression but things mostly look amazing.
Feels: restrictive, jumps feel weighed down and FLUDD as well feels like it barely lifts you.
Glitches, camera freaks out when I get near to the top or bottom of a level's edge. The transition to the area with FLUDD begins with Mario far off camera to the left, and for a while I thought I had disappeared.
Other: I liked that you gave the signs names, very fun! I think you should let the camera follow Mario a bit higher and lower, which may take care of the glitch, but regardless he got way to close to the bottom of the screen when you take the underwater passageway, and if you climb up the hill over the waterway Mario can jump to the top of the screen. Consider giving the camera more space to keep Mario fairly centered.
It's been 3,000 years... Joking aside, this demo feels really nice. Its physics are familiar. Only notable issues I had were some camera weirdness, which were already reported in the discord.
Hopefully the camera issues should be fixed now. Glad you enjoy it!