Staredit Network > Starcraft I Database > File: Super Mario SC 1.2

Sunken Treasure
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Super Mario SC 1.2
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Filename: Super_Mario_SC_1.2.scx
Filesize: 474.13KB

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File Information
General
Uploaded on:Apr 1 2013, 1:53 am
Uploaded by:Roy
Author:Not Given.
Downloads:790

Map-Data
Tileset:Badlands
Dimension:192x96

Forces
Mario
Human (Zerg)
Human (Terran)
Human (Protoss)
Human (Zerg)
Human (Terran)
Human (Protoss)
(USWest) Made By: Roy
Computer (Zerg)
Clan xBc
Computer (Terran)
Force 4

Map-Statistics
Units:1631
Triggers:291
Locations:131
Strings:766
File Description
Super Mario SC
Topic link

Failed to get ImageSize ( http://i41.tinypic.com/8w9rer.gif )

Concept:
You are Mario. Your goal? Grab several coins and reach the end of the level. To grab a coin, you simply run up to it and touch it. Of course, if it's in the air or a difficult spot, you'll have to jump and maneuver to safely claim it. There are three forces of evil trying to stop you: a time limit, baddies, and gravity.

Gameplay:
You don't select Mario directly. Instead, you have a Terran Dropship Barracks with two units, a Siege Tank and an Archon a Firebat and Ghost (There you go, Viet), named used to "Change Direction" and "Jump" respectively. Mario is constantly walking; you can only control the direction in which he moves. The jump feature seems pretty self-explanatory, so I'll leave that to your mind. You must grab all of the coins to open the end of the level. There are also 1-ups to grab on each level, so be sure to hunt those down.

When a player dies, it goes to the next player. When a player beats a level, it goes to the next player. Why, you ask? Because people don't want to watch a professional beat all of the levels. The level timer has plenty of time to grab everything and reach the end of the level is you don't lallygag; its main purpose is to kill Mario when someone keeps trying to go for a hard-to-reach 1-up, or if someone deselects their Dropship Barracks and did not hotkey it. There's also a short timer to start the level which serves as an anti-idle trigger.

*** Disclaimer: All coins and 1-ups are possible to grab without dying ***

Screenshots


And for those of you who are technically interested:

Triggering

(If you want me to elaborate on any of those, I will. This map was protected with GUEdit, so you can unprotect it and retain location/trigger names if you feel like having a look.)

On a final note, if someone does accidentally deselect the Barracks, it is possible to hold down the spacebar and reselect it. In other words, if someone deselects the Barracks and tries hard enough, the players won't have to wait for the timer to hit 0.


Updated the map to 1.2. Changes:

- Fixed a Display Text bug
- Fixed a missing roof on level 6
- Optimized jumping to prevent accidental double-jumps

1.1 Changes:

- Button system swapped to Barracks
- Goombas swapped to High Templars
- Removed cooldown / Enabled spam for buttons
- Removed a bonus life on level 5 because I felt like it
- Changed various strings respective to the above mentioned changes.

All Images

Comments
Arcade wrote on May 6 2014, 8:01 pm:
Outstanding! Thank You for this entertaining game. Dying is the funniest part :D

[10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
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