Browser Game Pick: Infinite Mario Bros (Notch)
Infinite Mario Bros is a Java-based browser game which offers unending 2D platforming action, featuring the lovable plumber in another one of his princess rescue missions. Use the arrow keys to move Mario around, press the S key to jump, and hold the A key to run faster or pick up shells.
A new random seed is set whenever the applet is loaded, then all areas and level selection maps are generated from that single seed. No secret rooms in this build, but the entire source code is made available for download by the developer. (source: Retro Remakes)
Name: Infinite Mario Bros
Developer: Markus Persson
Category: Platform
Type: Browser










Comments
This is where you go when you die. Infinite Mario. Endless number of worlds. Endless minor variation. No points. Fireball-immune spineys. No gimmicky levels. Castles hidden in mushroom houses.
This is purgatory.
Posted by: Deceased Crab | October 5, 2008 6:52 PM
This is the most terrifying game that I have ever played.
Posted by: Chetyre | October 5, 2008 7:09 PM
how is this a cave story ripoff? o_O
Posted by: porath | October 5, 2008 7:23 PM
hey guy who made this: you ever consider making a platforming roguelike? toss some axes and skeletons in this thing and you'd have it
Posted by: Anonymous | October 5, 2008 8:01 PM
Well, it's very polished and feels just like the real thing.
Posted by: Quetz | October 5, 2008 8:07 PM
If only it wasn't normal Mario but Syobon Action... Infinite generated torment.
Posted by: Gr.Viper | October 5, 2008 8:46 PM
The engine has ALOT of potential.. definitly feels like mario, but id love to see the engine used in a roguelike too.
Posted by: Anonymous | October 5, 2008 9:24 PM
I remember this from...Like a year ago? Its interesting, but I noticed that not entirely fun because none of the levels get interesting level design. Its basically a flat dash to each exit.
Posted by: Troy RULES | October 5, 2008 9:58 PM
The developer seems to have missed the entire point of procedural generation: it's supposed to add variety, not take it away.
There are no set pieces that stand out at all in this game. Every level may have pits in different spots, and a few hills, but they're for most intents and purposes they're all exactly the same. For procedural generation to work you can't just blow your load and show the player everything they're going to see (aside from some tile swaps) in the first level they play. You need to make some set pieces rare, you need to add variety.
Posted by: Zmann | October 6, 2008 4:28 AM
The developer never finished the idea. If you don't like it, the source code is right there. Fix it yourself.
Now if you procedurally generated level in a roguelike play MegamanRL. Be warned, it's also incomplete.
Posted by: Joe Larson | October 6, 2008 4:00 PM
This feels like Mario like Angband feels like Diablo.
The map design of Mario 3/Mario World is what makes the game. If you look at any levels, you'll see that they are finely crafted puzzles, not linear affairs like this generator seem to produce.
A roguelike platformer is possible, but it will end up looking like Castlevania, not Mario Bros.
Posted by: Gutter | October 8, 2008 12:30 AM
@Joe Larson : It's not a question of "fixing" the sources. What the original author set out to do (ei : making randomly generated levels that are reminiscent of Mario and fun to play) cannot be done randomly.
Bits and pieces of levels could be stringed up together to give some sort of semi-generated content, but those bits and pieces would quickly become repetitive, and probably longer to design than just making "real" levels.
Posted by: Gutter | October 8, 2008 12:33 AM
Making good random levels is definitely a huge challenge. Since I never finished this project, the levels obviously aren't very good, but that's not the entire truth.
I believe making random levels the way I tried to do it is pretty much impossible, as good mario levels require unique challenges.
Posted by: Notch | October 20, 2008 9:57 AM