Mario mode
Mario mode is a supplementary level type for SRB2 which emulates the gameplay of the Super Mario Bros. series. In SRB2, it is used for the Pipe Towers Zone unlockable. The only things this level type does are modifying score chain behavior, exchanging some sound effects, and disabling drowning. Apart from these, proper emulation of Mario games depends on the mapping resources used for the level.
Mario mode is enabled for a map by adding the keyword Mario
to the TypeOfLevel
parameter of its level header. It is typically used together with Single Player and often with 2D mode, because these most closely resemble the style of the original Mario games. It can be theoretically used with any gametype, but shot rings do not transform into coins, which makes it undesirable for most competitive gametypes.
Score chains
Score chains in Mario mode work largely the same as normal, except with different scores for every enemy destroyed and an extra life for the 9th enemy onwards. In Record Attack, the extra life bonuses are replaced with 10,000 point bonuses.
Number of enemies | Point value per enemy |
---|---|
1 | 100 |
2 | 200 |
3 | 400 |
4 | 800 |
5 | 1,000 |
6 | 2,000 |
7 | 4,000 |
8 | 8,000 |
9 and above | Extra life 10,000 (Record Attack) |
Exchanged and added sounds
Sound name | Sound(s) replaced | Description |
---|---|---|
sfx_mario1 | sfx_tink | Hitting a ceiling |
sfx_mario2 | sfx_lose | Hitting a Koopa Shell |
sfx_mario3 | sfx_shield | Collecting a power-up |
sfx_mario4 | sfx_itemup | Collecting a Coin |
sfx_mario5 | sfx_pop | Killing a Goomba |
sfx_mario6 | sfx_jump | Jumping |
sfx_mario7 | sfx_thok | Thokking/Shooting |
sfx_mario8 | sfx_altow1 sfx_altow2 sfx_altow3 sfx_altow4 |
Getting hurt |
sfx_mario9 | sfx_cgot | Opening a power-up |
sfx_marioa | O_XTLIFE | Extra Life |
O_MINVNC | O_INVINC | Invincibility music |
Resources
Graphics
- Flats and textures/Mario
- Mario Sky – SKY30
Things
Several Thing types are meant for use with Mario mode, although most of them can be used without the level type. All of these are taken from the original Super Mario games.
- Coin: The coin is used instead of the ring for Mario levels. The only difference is in the graphics. Coins are not spilled by players unless Mario mode is enabled for the map.
- Goomba and Goomba (Blue): The standard enemies of the Super Mario games.
- Koopa Shell: When pushed, this Thing will bounce around and harm any enemies that touch it while moving.
- Puma: A hazardous fireball that bounces up and down and deals elemental damage upon being touched.
- Fire Flower: A power-up item that allows the player to shoot fireballs with the Fire button, and protects the player from one hit.
- Bowser and Axe: These are used for Mario boss stages. Specific hard-coded tags are used to make them work in a level.
- Toad: A scenery item that was originally used to display a message at the end of Mario Koopa Blast Zone Act 3 in Version 2.0 and previous versions.
- Mario Bush (Short) and Mario Bush (Tall): Scenery items.
Other resources
Game modes | [view] | |
Game modes | Campaign • Ultimate mode • Marathon Run • Record Attack/NiGHTS Mode • Multiplayer | |
Gametypes | Single Player/Co-op • Competition • Race • Match/Team Match • Tag/Hide & Seek • Capture the Flag | |
Level types | Supplementary: 2D mode • Mario mode • NiGHTS Other: Special Stage • Emerald Hunt |