
trans christian, any pronouns. artist at heart, programmer by trade. this is my journal of sketches, project notes, and assorted thoughts – spanning games, technology, creativity, neurodiversity, and more!
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Dev Commentary Time! As We Start Going Through The Remixes It's Important To Keep In Mind How Much Of
dev commentary time! as we start going through the remixes it's important to keep in mind how much of a technical marvel these have always been, both in old and new versions of the engine... in ways that frequently made it a headache to work with them.
current versions of the red coins are a fully custom object – collecting one does all of the work behind the scenes to adjust the timer, spawn the flashing time indicator, and count both how many and which ones have been collected. they can be collected in all the ways a regular coin can – such as being bumped from below – and they can also be "precollected" when restarting from a checkpoint. there's even dynamic red coins set up to fly around or fall in from the top of the screen!


new "single-object" red coin on the left, old hacky nonsense on the right.
suffice to say, all of that was practically impossible in old versions of Mari0. the old red coins were a much different beast; they were in fact regular coin tiles with a custom graphic and a region trigger attached to several stage entities that would adjust the timer and track collection. there was no way to make the coins move from their spot, and no way to "precollect" them from checkpoints – meaning no checkpoints in remixes AT ALL.
worse still, those old red coins were very challenging just to add to the level in the first place. let's say i placed one already and i wanted to move it later; there's no way to just "move" the coin and the entities attached, so i'd have to delete it completely and replace each component in the new location.
on top of that, the size of the coin's hitbox is less than one tile, and the region trigger couldn't be made that small in the editor... so when i was ready to "lock in" the red coins, i would open the level in a text editor and manually adjust the size of the region triggers. yes, really. (pictured on the right is how i got "bumping" the coins below the bricks to work – the region trigger extends below the brick!)


the little orange squares over the top of the red coin show the size of the region trigger. it's tiny.
anyway, you get the point by now. the old red coins were inflexible – hard to place, hard to replace, and hard to find good places for. but i was ambitious enough that i did all that work anyway... i finished HALF of the remixes in the old version! and Applesauce Autumn is probably the best of those early attempts, because it has the least changes of them all.
most of what i did to patch up this level (besides smooth out the enemies a bit) was add things that i wanted to do in the original but couldn't, like… pre-placed Koopa shells. can you believe something that simple was impossible in older versions of Mari0???


also pictured is a star that was removed due to being too hard to reach.
adding red coin bits was also a pretty major change – those weren't possible in old versions either. the old red coin location was just floating over these bricks, just out of reach for anything but a running jump. really mean for being the first remix!


there also wasn't a koopa shell here originally. i like how the shell bounces around after it's kicked, meaning the floor here is never truly safe~
finally there's the two coins between the pipes, which had their times adjusted. in the new version, both give 20 time. in the old version, the first gives 30... and the second gives 10, which was purposefully not enough time to reach the next coin.

no old version needed, the difference is just numbers.
why did i do this? i wanted the player to puzzle out why the first one was giving way too much time and the second wasn't giving enough, with the eventual solution being to grab the one on the right first and double back for the one on the left. i wanted the player to discover this early on in the remixes... because i intended to pull a similar stunt in several remixes!!
suffice to say this did NOT survive into the final release. it's purposefully obtuse, it adds nothing to the level, and it's impossible to tell this is happening on your first time through because the coins aren't marked.
a recurring theme throughout these remixes is going to be how much more mean they used to be, because when i first made the remixes, i did not intend for anyone but the most hardcore challengers to tackle them. these weren't supposed to be for casual players; that's what the main levels were for. besides, it's not like i could add checkpoints or anything...
well, thank god i eventually could, because that got me to rethink practically all of the remixes.
Applesauce Autumn (A-1) | Retrush
Welcome back to familiar plains of bricks and pipes... with a seasonal shift! This first Red Coin Remix is crawling with Spinies, all lined up for a good old shell combo. Just watch where you kick those things!
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More Posts from Skysometric
dev commentary time! Tilapia Trench is practically the poster child of remixes, to the point that i revealed this remix first and crammed it in all the trailers that i could find room for. like, a desert level that turns into an ocean? hot DAMN that's sick!! i wish i remembered what inspired the idea initially... it might as well have come to me in a vision!

have i posted this gif enough yet? no? here it is again.
unlike the 12 levels in the original plan, this one was made with remixes in mind from the get-go. that means a lot of the base layout of the level was already designed to be "punched up" in the remix, like this vertical pit that forms the centerpiece of the level. in the original the challenge is to avoid falling back into the plant at the bottom; in the remix, the eel is designed to harass you no matter how far up you are.


also love how this section has a shortcut designed to test your knowledge of standing vs running jumps...
speaking of the eels, these are a fully custom sprite! i think this might be my first character animation ever, so i'm pretty proud of what i was able to accomplish here. especially considering i chose the whole "recolored SMB1 tiles" aesthetic to avoid making my own sprites in the first place...

CHOMP CHOMP CHOMP
i also found some really old iterations on the eels buried deep in my screenshots folder; this first attempt was designed to be one tile wide, just like the plants (16 pixels). these don't look scary at all, they're just adorable!


nibble nibble nibble
the final eel sprites are one and a half tiles wide (24 pixels) to make them bigger and more imposing, as well as give myself more room to add detail. for the most part, though, they carry the same style as the smaller version... i knew i was on to something, i just couldn't make it fit in 16 pixels!
but getting back to the level... designing the base layout around making it remix-able means that i pretty much knew what i wanted to do the moment i started working on the remix. i wanted to focus on enemy bounces and flying gracefully over the whole level, just like you're swimming – even though you can't swim in this one.
and since i made this back in older versions of Mari0, that means i was using the old red coins... which can't move. so to build the level around enemy bounces, a lot of red coins were just floating in the middle of the screen, out of reach of a regular jump. you needed to get a running jump to reach them, or even bounce off an enemy at the right time! and if you missed, you had just a few stressful seconds to come up with a backup plan, or double back and jump again.


the first and second coins, respectively. they're too far up to grab from the ground.
this was... fine, when i wasn't designing the remixes for casual players to complete. but when i switched gears, i wanted to make it more fair for players seeing the level for the first time, while preserving the speedrun flow that i had already built the layout around.
that's when it hit me – i'm using a new red coin object, and i can do whatever i want. so i made them slowly drop into the ocean from the top of the screen!




left is the first coin, right is the second; top is the fast way, bottom is taking it slow.
it took a little work to line up the gravity so that speedruns collect them in the same places, but the result plays AMAZINGLY well and i'm really happy with how it satisfies both types of players. skilled players can grab them in style; casual players can wait for them to drop to the sea floor. it's way more forgiving and way more dynamic!

not discussed: these old cannons used to fire bullet bills underwater. they were changed to fire more cheep cheeps in the final... to feed the eels, of course.
in the old version, some red coins were already on the sea floor to begin with, caught in little corners that were admittedly a pain to get into. the new dynamic red coins allowed me to rethink those as well, giving skilled players a chance to nab them with a jump before they land in the corners. that makes running the level even more fun!

pretty slick jump, if i do say so myself.
all in all, between the main level and the remix, i think Dijon Dunes and Tilapia Trench are among the most polished levels in all of Retrush. i really pushed my limits here – inspired themes, custom sprites, a fantastic dual-purpose layout, and then elevating the remix with dynamic red coins... definitely one of my biggest level design accomplishments 💖
Tilapia Trench (A-3) | Retrush
The fish might be swimming in this sandy reef... but you still have normal gravity! Some well-timed enemy bounces will help you catch Red Coins dropping in from the top of the level, making for a fun, dynamic run~
Kolache Keep (3-4) | Retrush #Mari0
This classic castle features bridges that sink behind the lava on a timer, meaning less room to slip past the fire bars and other enemies. The cycles all line up for an impressive run, but the execution is extra tight!