I think it’s been Boinged at the moment…
But is it DRM’d?
Open source and free and entirely unencumbered by bothersome copyrights and trademarks. Oh wait.
…I do have to hand it to Nintendo for not coming down hard on Super Mario Crossover and Mari0 and the various other creative concepts that have cropped up over the years, but then they’re probably well aware of the Streisand Effect.
Well, yes, you are right.
Using ‘canvas’ just shows that you are a traitor to HTML tables and abusing cell fills! Heretic, we know your perfidity.
This is impressive, but there’s a lot off about it. The speed Mario moves, how he jumps, the responsiveness—these things are all very, very important—and they’re not quite right. It’s open source, so I bet someone ail come along and fix these sooner or later.
If you want to see a Super Mario clone that seems like they got these things exactly right, check out Mari0. Mari0 isn’t a straight port. It’s a Mario-Portal crossover, but the little things were clearly painstakingly reproduced. It’s cross-platform and the source is available as well.
It would be interesting if both the level editor and the generator could optionally enforce NES limits. Those limits heavily influenced the design of the games themselves and the levels.
For example the generator just made a level with 5 goobas 2 helmut guys, and 2 turtles blocked by 2 piranha plants. It’s unlikely an NES game could do that and (a) not slow down a bunch and (b) it would flicker like made given it’s 8 sprite limit per scan line. A sprite on NES being 8x8 pixels means most enemies are 2x2 sprites so if you want no flicker you can never have more than 3 enemies in a horizontal area of the level on screen at the same time since once Mario enters that area he’s 2x2 to 2x4 sprites.
A good designer like Miyamoto would generally not have allowed the slowdown or the flicker and so would have designed around it. If the editor could warn you when you’re breaking those rules it would be really interesting feedback for new game designers
Yeah, it is
- CSS3 transitions - especially within the editor (also not technically HTML5)
<audio>element - which is actually HTML5
<canvas>element (most importantly) - what made it all possible. The first builds of the game just used
<div>s for everything, which was crappy for performance and elegance. Now that it uses HTML5’s canvas, it runs way faster. Most elements are generated with the createElement() function.
tl;dr: There’s HTML5 there
If you want to be angry about the term being used in a technically incorrect way, please blame Google. It is the fault of their marketing department.
To be fair though, people write games mostly in C and then call them “OpenGL” games. That’s a kind of similar situation.
P.S. I didn’t know it was ok to steal Nintendo sprites.
Man, I bet this is a hoot. Too bad I can’t find a browser that will run it. Chrome doesn’t do anything, Firefox and Safari give me the error saying to use it in chrome and now I just want to get get my NES and dust that off…
It’s worth noting that what’s being called HTML5 is almost antithetical to what W3C originally intended HTML5 to be. It was supposed to be a push back toward separating semantic markup and rendering.
I also am unable to get it to run (Chrome, Firefox, or IE).
Ok… I’m going full-on off topic now! HTML5 was the kitchen sink spec vs XHTML2 which was very much about advanced, semantically meaningful markup. HTML5 was about flattening all markup languages and conventions into one spec. For example, using SVG in HTML5 is way easier than what was proposed for XHTML2… that’s good. The HTML5 spec also supports all the bad, sloppy forms of markup that aren’t valid XML… that’s less good. So anyway, HTML5 won out over XHTML2 (follow the money), and while some of its document/text tags provide semantic meaning that used to have to come via class attribute (e.g. article/section/paragraph tags), HTML5 did NOT bring us any closer to a machine readable web with real semantics. We’re still left with micro format bandaids that aren’t widely adopted for things like phone numbers, contact info, product meta data, etc etc. XHTML2 would have been more sophisticated and better for content consumers… but I’ll concede potentially less accessible for content authors.
Thanks for the reply, and I realize now I didn’t give proper kudos on the project. It’s a great idea well executed. I’ve done a couple of small animated and interactive projects with JS/CSS on the canvas, so I can only imagine the commitment and creativity this took. Again, I hope my comment didn’t come across as diminishing the project itself, but rather, following a lot of what @zachstronaut said, I think that the buzzwordliness of HTML5 actually conceals and confuses the domains where the balance of the effort learning and talent take place.
That was exactly my take as well. The speed, jumping, etc are a bit off and when you want to clone a game that is so universally loved, getting those things right is ultimately more important than having it be pixel for pixel visually correct.
We didn’t love SMB for the graphics. We loved it for the way it played.