Overview
A ground-up recreation of the original Super Mario Bros. built in the Godot engine. The project was an exercise in reverse-engineering classic game mechanics — physics, tile-based collision, enemy behavior patterns, and the precise feel of Mario's movement that makes the original so playable.
Implementation
The recreation covers the core mechanics: Mario's acceleration curves, jump height tied to button hold duration, brick breaking, coin collection, enemy stomp physics, and pipe transitions. The goal was accuracy to the original feel rather than pixel-perfect visual reproduction.
Built entirely in GDScript with Godot's 2D physics system. The project deepened my understanding of game feel — how small tweaks to acceleration, coyote time, and input buffering make the difference between a game that feels responsive and one that feels off.