Open the floodgates!

Hello there.

I heard you are screaming for news about new content? The NPC array was extended exactly a week ago (April 1st) and since then we’ve seen new NPCs daily. Here are some of them:

Oh, was that too fast? Don’t worry. I prepared a small level to showcase some of the stuff some of these new NPCs can do:

So yeah. Things are appearing rapidly and are a ton of fun to use. These enemies are all pretty self-explanatory. We’re trying our best to accurately recreate the source game behaviour of all NPCs. Regardless, there are a few things I want to take a closer look at today:


Probably the most diverse enemy species in all of Super Mario World is making its way into the game! Soon enough everyone can create football tournaments in SMBX. At this point not all of them are finished, but even now they are threat you shouldn’t underestimate:


When looking at the path of the Snake Block, you might’ve been intimidated by how hard it might be to define. Don’t worry, though, as it’s as easy as putting down a platform track:

These arrows will be invisible in-game and move the snake block when it touches them. Here’s what this section looks like in action:

Yes, you can freely customise the block which an eater block spawns and eats! Want a castle where the lava moves on a set path? Very easy to do! I’m excited to see lots of eater block patterns in future levels. The possibilities are endless!


The main focus of this post is NPCs for sure, but The0x539 has been working on some new blocks as well! They’re not inserted yet, but a great addition to any level’s geometry! Glass pipes!


Well… not literally, but still! A big focus of ours is to add interactions to the game and give designers like you a variety of things to do with all the objects added to the engine. We hope this blog post gave you some ideas for stuff to do with these early additions. If you’re interested in more, check out the claims sheet where you can track our progress, check what slots have been claimed, who made what and what npcs, blocks, effects and bgos to look forward to in the future! To end this peek into the future of 2.0 off I want to introduce a new segment to these blog posts:


See you soon!


Worldmap Week™

Before SMBX 2.0’s development spirals into a massive vortex of new NPCs and bug fixes I want to talk a bit about the world map and how recent events made accessing it through lua easier for everyone. Yes, even you, Jimmy!

Spring Cleaning

While we don’t quite have access to things like new world map events yet, we rediscovered some undocumented classes while dusting off the shelves last week which have unfortunately been lost up there for a long time… Whoops.

You can play around with them in SMBX 2.0 Beta 3 right now, but make sure to get rid of the heaps of dust that have gathered on them first:

Tile, Scenery, Path and Music Classes for the overworld!

“Wait instead of minigames you’ll just forget about your engine’s features?” you might be asking yourself right now. Kinda. Unintentionally. The point is: they’re here now and YOU CAN DO COOL STUFF!

How cool? Well, a simple example: You can resize ALL THE THINGS! MAKING PRE-RENDERED WORLD MAPS HAS NEVER BEEN THIS EASY!  except for the past 14 months but we don’t talk about those

A peek into the future of world maps

While Beta 4 won’t bring many new things in terms of world maps to the table, it does add some small features such as checking the visibility of path and level items. We immediately put these features to use to bring to you travL.lua, an API designed to make the player automatically walk between levels and intersections:

Game: Return to Dinosaur Land by Valtteri

And that’s our unexpected world map chapter which nobody saw coming and everyone on the team is excited about. I hope you’re also excited for the creative things that will be done with these (re)discoveries in the future! To give you an idea of something more creative that is possible with these classes: A fully three-dimensional world map.

Until next time!