Part of what made the demo special was a John Carmack-coded scrolling algorithm that went way beyond the stuttering background movements and full-screen wipes you'd usually see in late '80s DOS games. "When looking at PC games of the era, there really weren't titles with the smooth scrolling seen in Nintendo’s hits," Museum of Play Digital Games Curator Andrew Borman told Ars via email. And though Nintendo would never entertain the idea of a PC port for SMB3, id Software was "not deterred by the rejection, [and] the technology was reused for Commander Keen, which is still one of my favorite series of that era," Borman said.
Museum obtains rare demo of id Software’s Super Mario Bros. 3 PC port
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- Grunt
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Museum obtains rare demo of id Software’s Super Mario Bros. 3 PC port
1990 demo was rejected by Nintendo but led to id's own Commander Keen.
Re: Museum obtains rare demo of id Software’s Super Mario Bros. 3 PC port
I'm not sure who gave it to them, but it wasn't from me. Not that I would have been against it. Glad to see it's out there.
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Re: Museum obtains rare demo of id Software’s Super Mario Bros. 3 PC port
Awesome!
The museum sent me a list of the filenames, and it's a bit interesting to look at this as a mid-point between Dangerous Dave in Copyright Infringement and Keen.
It looks — from the filenames — to be closer to DDiCI: it's still using the EGAPICS format, rather than the EGAHEAD/EGALATCH/EGASPRIT format Keen uses, but interestingly there seems to be a separate tileset and extension (.WLD) for the world map. I wonder what it was that made them merge them (and just use level 80) for Keen. There's also a left-over preferences file for Deluxepaint.
In any case, here's the list of filenames:
The museum sent me a list of the filenames, and it's a bit interesting to look at this as a mid-point between Dangerous Dave in Copyright Infringement and Keen.
It looks — from the filenames — to be closer to DDiCI: it's still using the EGAPICS format, rather than the EGAHEAD/EGALATCH/EGASPRIT format Keen uses, but interestingly there seems to be a separate tileset and extension (.WLD) for the world map. I wonder what it was that made them merge them (and just use level 80) for Keen. There's also a left-over preferences file for Deluxepaint.
In any case, here's the list of filenames:
Code: Select all
CTLPANEL.MS3
DP_PREFS
EGAPICS.SM3
EGAPICS.WLD
LEVEL01.SM3
LEVEL01.WLD
LEVEL02.SM3
LEVEL03.SM3
LEVEL04.SM3
LEVEL05.SM3
LEVEL06.SM3
LEVEL07.SM3
LEVEL08.SM3
SCORES.SM3
SM3.EXE
SOUNDS.SM3
Re: Museum obtains rare demo of id Software’s Super Mario Bros. 3 PC port
I wonder who donated the disk. Someone of Apogee?
Re: Museum obtains rare demo of id Software’s Super Mario Bros. 3 PC port
Wait, is this John Romero himself?
Re: Museum obtains rare demo of id Software’s Super Mario Bros. 3 PC port
Wow I didn't even see that. That whole thing about new users' posts being invisible and then not giving notifications sometimes.
Anyway, glad this stuff is being preserved, even if it seems to be somewhat restricted access for the time being. Hopefully the same can be done for the TUiT tech demo someday.
Anyway, glad this stuff is being preserved, even if it seems to be somewhat restricted access for the time being. Hopefully the same can be done for the TUiT tech demo someday.
Re: Museum obtains rare demo of id Software’s Super Mario Bros. 3 PC port
This is what the Super Mario Bros. 3 Demo Disk looks like:
https://twitter.com/mikerubits/status/1 ... 4554576898
https://twitter.com/mikerubits/status/1 ... 4554576898
Re: Museum obtains rare demo of id Software’s Super Mario Bros. 3 PC port
Unsurprisingly, this sort of 2d gameplay style have been reused and reinvoked by a plentiful count of 2d game engine,
throughout the recent half-century.
Reminescent of a paradigm for resource renewal; and the sharing, distribution, & advancement of technology.
I fully anticipate the 20s will be: if not a resurgance or revival of 2d games, then at the least;
I expect to see some form of brilliance coming about from a result of the 2d games in this current decade of the 20s.
However, unrealistic to think that a developer releasing hardware and software simultaneously,
would be willing to over-reach by publishing a port of its software to the hardware of a competing developer.
Ascertainably, that's a statement on the importance of not over-reaching.
I'm shocked the article lacks details about the interconnective evolutionary lineage chain of 2d game engines, wholelistically.
throughout the recent half-century.
Reminescent of a paradigm for resource renewal; and the sharing, distribution, & advancement of technology.
I fully anticipate the 20s will be: if not a resurgance or revival of 2d games, then at the least;
I expect to see some form of brilliance coming about from a result of the 2d games in this current decade of the 20s.
However, unrealistic to think that a developer releasing hardware and software simultaneously,
would be willing to over-reach by publishing a port of its software to the hardware of a competing developer.
Ascertainably, that's a statement on the importance of not over-reaching.
I'm shocked the article lacks details about the interconnective evolutionary lineage chain of 2d game engines, wholelistically.