3/21/2024 0 Comments Super mario world peach sprite![]() Despite my best efforts, I haven’t been able to to find the article that initially brought it to my attention - it was something I learned before the age of social media, and for all I know, it might have been on a message board that no longer exists. I recall reading about a connection between Mario’s sprites in SMB2 and SMB3, with one being based off the other in some kind of observable way. Sure, graphics can be revised and updated as a game moves through production, but I’m going to present some evidence that suggests Nintendo had already finalized Peach’s look for the ending of SMB3 - and then, while turning Doki Doki Panic into a Mario game for the west, used that pre-existing SMB3 sprite. Based on the way game production works, it’s possible a lot of the graphics design for SMB2 were desigend after similar work had been done for SMB3. Meanwhile, Doki Doki Panic was released on July 10, 1987, and the game it became - SMB2 - hit American shelves on October 9, 1988, less than a month before Japanese gamers were getting their hands on SMB3. Production on SMB3 began in 1986, not long after the game we westerners call The Lost Levels was released, and it hit shelves in Japan on October 23, 1988. 2, and not the other way around, despite their release date order. 3 influenced what Peach would look like in Super Mario Bros. That might still be true, in a sense, but what is more likely the case here is that Super Mario Bros. Nintendo had not forgotten about the one game where Peach was playable, because the SMB3 version of her looked the same. Given that SMB3 chucked nearly all of the elements introduced in the previous game, this read to me as a subtle acknowledgement that it all somehow still counted. For me, an American kid who played SMB2 for years before I beat SMB3, Peach looked almost exactly as she had in SMB2. I mean, come on - black overalls?įor players outside Japan, however, the SMB3 ending scene played out differently. Even the sprite for Mario himself, if better than the original SMB one, leaves a lot to be desired. ![]() After all, the spritework in SMB3 is actually not Nintendo’s best from its 8-bit days. ![]() At the same time, I can understand if the staff might not see the need for it with how few uploads there currently are under the SMBX umbrella.I’ve always assumed the graphical limitations of the NES are to blame for this brunette travesty of a princess. The qualifiers in the sheet titles are appreciated, but I agree with Void that it'd be nice to at least have separate sections. That's why each engine's community has largely dropped the version number-based names, to avoid people thinking they're different iterations of the same codebase. There is some overlap between the two and both used 1.3's assets and base features as a starting point, but by and large they're different projects with different physics, file formats and specifications, programming languages, etc. It is interesting that X2 and 38-A graphics are grouped together given that they are, in fact, two separate engines - SMBX2 is an expansion of Redigit's original SMBX package with a surrounding framework hooked into the 1.3 executable, while 38-A was built from the ground up as its own software by a separate developer. ![]() I know there's some original block and NPC graphics we could probably compile into one or more bulk sheets, assuming the rest of the team would be on board. I remembered SMBX2 had at least one sprite sheet here and was curious if any more had been uploaded since. ![]()
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