I Made Super Mario Bros but it's 3D

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Published 2021-03-20
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After turning the original Sonic the Hedgehog into a 3D game, I decided to try and do the same thing with the original Super Mario Bros. This time I actually made all the models myself by using voxel art to turn Super Mario Bros into a 3D game.

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Second Channel: youtube.com/c/CodyCantEatThisToo
Twitch: www.twitch.tv/codycanteatthis

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Music:
"Voxel Revolution", "Getting It Done", "Cyborg Ninja", "Mega Hyper Ultrastorm", "Cruising for Goblins", "Bit Shift"
Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0 License
creativecommons.org/licenses/by/4.0/

All Comments (21)
  • Him: “Now I know how to use Unitys particle system” Dani: “Welcone Aboard, student.”
  • @hatandhoodie_
    9:50 Fun Fact: In the original game, they actually did that block trick to stop Mario from walking forever too.
  • @Knockout609
    An absolute masterpiece. I'm so glad I found this page. But I was hoping you were gonna say something about how the art for the bush is actually the exact same as the clouds just with different colours.
  • @davidobrien8683
    "I won't be releasing this for obvious reasons" Nintendo : You just avoided A CEASE AND DESIST
  • “Hey kid, you want to see something illegal” pulls out 3D original mario flashdrive
  • @Leon-es7oj
    Bro got over 13 MILLION views. I guess the idea worked! Great Video!
  • @cademakesgames
    Hey man! I just found this video, and I love it so much! It actually inspired me to make an endless 3D runner-type Mario game with this art style. If I ever publish it, I'll be sure to put your name in the credits! Thanks dude!
  • @lemonadesnake
    Fun fact: Skinny Mario actually looked like this in the original betas of the game due to a glitch, and Nintendo thought this was so funny that they made it a custom power up you could unlock in a challenge level.
  • Pro tip: in the original Mario bros they programmed the stompable enemys in such a way, that if Mario is moving downwards and collides with an enemy, the enemy takes damage, in any other case, Mario takes damage. Maybe this could help you with the hit box problems
  • @rtyuik7
    9:54 - yeah, thats how SMB did it too...its hard to tell because the blocks all look the same, but the one block in the bottom right corner of the 'door' is a Solid Object, so that Mario's auto-walk sequence doesnt make him walk off the screen, and then the layer on the Black Door is swapped to the foreground to put Mario 'behind' it...
  • @twovthree
    I love the way coders'/developers' minds work: seeing correlations everywhere and recognizing the simple within the complex.
  • 11:23 This is why Mario has a shadow directly under him at all times in SM64. That way you'll always know where he'll land.
  • @Ankhyl
    That’s why original mario 64 placed shadow directly under mario disregarding the light source, so that you could know where you are.
  • @koolbrayden21
    What I woulda done for hurting the enemies is put a hit box on Mario’s feet and on on the enemies head and is both hit boxes meet than the enemy dies, so if Mario is slightly off he won’t get hurt and will still kill the enemy
  • @rgnszeb123
    Love the spinning coins. You did an incredible job. Great video!!