in this video I'm going to reimagine the original Super Mario World in 3D I'm going to make absolutely everything in levels 1 2 and even Yoshi's Island itself starting with this guy so the original Mario is made up of a lot of 2D Sprites which means the first thing I had to do was model every single one in 3D this took days but as soon as I saw his animations it definitely felt worth the effort now our Mario can run jump Sprint with his little Italian legs Crouch and even soar through the air when he
Sprint jumps just like he can in the original after that I made Mario's ability to jump and spin jump on his enemies as well as his HP system so super mushrooms transform into Super Mario taking a hit turns him back into small Mario and the second hit is game over now that Mario's ready let's start making our first of two levels level 1-2 I started by converting all the 2D platform tiles into 3D and then use those to make a level building tool this lets us build this massive base platform that we need for this
level along with the smaller platforms that go on top for the background I placed this tree asset I made a few hundred times until it looked like a treetop canopy then I added the classic Mario clouds and changed the color of the sky to feel like a Sunset and after adding some finishing touches like the fog and falling leaves the environment is ready time to start making everything in the level starting with the Koopas the first thing we need to do for these guys is make the their movement AI so let's have them Patrol along
a path then if Mario gets in range they break away from their patrol path and start chasing Mario but if Mario gets far enough away from them they'll stop chasing Mario and organize themselves back into their patrol path unless they literally have zero IQ and get stuck on everything but that won't happen because that gave them the ability to Traverse most platforms so Mario can defeat Koopas with a single spin jump but if he normal jumps on one it drops its shell and becomes a shelless Koopa e I didn't know this but if Mario walks
into it while it's vulnerable he actually kicks it automatically finish [Music] him fatal but if it somehow survives the wiggly stage it looks for a shell to jump back into and becomes a full Koopa again Mario can also pick up shells and kick them at his enemies we also need to make shells bounce off of any walls or blocks they hit as well as at the UI for the game and the score system there's actually a slight difference between the red and green Koopas the red ones will avoid Cliffs and turn around while the green
ones [Music] [Applause] well all right the Koopas are ready and look great in the level but there's one more problem since the Koopas immediately run at you the second you're in range you never get an opportunity to get that perfect one up with the shell like he can in the original so to fix this we're going to have these Koopas ignore Mario until he jumps on one then they'll Panic for a second before chasing Mario like normal now you'll always have a chance to get that nostalgic one up and next I started working on this
Treasure Chest that I don't remember being here Mario go check it [Music] out oh yeah it's the sponsor of today's video ag1 ag1 is a daily health drink that's packed with 75 vitamins minerals and Whole Food Source ingredients with prebiotics and probiotics for gut Health Plus antioxidants and functional mushrooms to help support your immune system no wonder Mario loves his mushroom so much finish him all this makes it one of the easiest things you could do for your health which is exactly why it's been a part of my morning routine for quite a while now
my personal favorite thing is how convenient it is to make all I need to do is pour some powder into a water bottle and just like that I have clean energy and peace in mind knowing all my nutritional BAS are covered for the day and honestly if it's good enough for a seven times Olympic gold medalist it's definitely good enough for me so what do you waiting for use the link in my description or scan the QR code to get a free bottle of vitamin D3 and K2 plus a welcome kit that comes with four
free items with your first subscription of ag1 thank you to ag1 for sponsoring this segment of the video all right time to make Yoshi let's add another 30 Yoshi frames to the pile of models I already made I'm getting faster started making these but it still took me easily 10 hours maybe I should stop making these models one pixel at a time but like I said before the results are always worth it especially after coding Mario's ability to ride Yoshi which looks amazing now it's time to add Yoshi's jump attack which defeats most enemies in
one hit Yoshi also takes the first hit for Mario but then he'll endlessly run away while crying until you manage to catch him most importantly though jumping off Yoshi gives you an extra boost so you can as God intended sacrifice him to make those extra long jumps I also Co Yoshi's tongue he can eat stuff now and I can add as many as I want like two tongues 10 or however many this is based on the color a shell Yoshi eats he gains different abilities like spitting out a green shell or fire breathing if you
eat red shells Koopas are also supposed to drop coins when they get hit by Fireballs so let's make the coins real quick collecting one 100 regular coins or five or more Dragon Coins grants Mario an extra life now let's try this again with a couple more Koopas next I made the berries and the berry bushes the green berries are only found in the final two levels and add 20 seconds to the timer for each Berry Yoshi eats after Yoshi eats two pink berries lay egg that hatches into a small Cloud which drops 10 of these
bonus coins if Mario collects all 10 he's rewarded with a one of mushroom the red berries are the most common type if Yoshi eats 10 red berries he pops down an egg that hatches into a super mushroom then I gave Mario the ability to run through bushes and place them in the level along with the two shedless Koopas and coins that go here after that I made and place the question mark block it can give coins super mushrooms oneup mushrooms or whatever I want and the last one's important because this block spawns Yoshi I know
baby Yoshi and the different colors are not in the first two levels but after seeing how adorable they looked I just had to make them Mario can feed baby Yoshi by picking him up and running into enemies he can even kick Baby Yoshi at them which is a bit mean but after eating five times he grows into a big Yoshi this is the only way to get red yellow or blue Yoshis in the game red Yoshis will always shoot Fireballs no matter what color shell they eat and the next two have different powers that are
only active while there's a shell in their mouth for the yellow Yoshis they create earthquakes whenever they land after a jump [Applause] and the blue Yoshis have the ability to fly so you can technically just skip the entire level and fly straight to the end if you wanted to and now if you combine them all together we have a flying earthquake making fire breathing shell spinning cthulu OFA Yoshi okay now that I got that out of my system let's move on to the lookout Chuck this guy has 3 HP and is immune to Mario's jumps
for a brief second after each hit but but shells and Yoshi Fireballs are super effective defeating him in only one hit once Lookout Chuck spots Mario in range he charges at Mario in a straight line but this is a bit too easy to Dodge in 3D and I didn't want to just keep on increasing Lookout Chuck's speed until he BEC some sort of anime super villain mom mommy so to give old Chuck a chance he now follows Mario as he charges this is looking good but I still don't like how he faces away from Mario
and then instantly turns and charges so I give him a little hop to help visualize his attack and after adding a couple more things like these coins and this checkpoint this part is done and we can move on to the Monty mole the personality of the Monty moles is all in the way they move so instead of having them run straight towards Mario let's have them Trail and drift as they approach this really helps make them feel pesky and way too fast for their own good which fits them perfectly monteo also has that abilia to
Hof and that's when I ran into this problem they would jump on each other a bit too much and formed to some kind of boss from Elden R I'm not going to place this many in the level but still they shouldn't stack on top of each other at all so I give them a separate taller capsule Collision that only blocks other Monty moles and that solved the problem also you don't just find Monty moles out in the wild they live in these Den that they Spawn from whenever Mario gets too close and after placing a
reasonable amount of spawners in the level I started working on the spinning BLX when Mario hits them they either spin for a bit before returning back to normal or they turn into empty blocks if they have anything in them like these beanock ladders on top of that if they're empty and Super Mario spin jumps on them they crumble now we can place the spinning blocks in the level and have Mario shimmy his way up to the heavens where the cloud blocks weit and he can collect some more coins and after adding these coins in the
daughter blocks this section is completed and we can move on to the cave [Music] so that we're all on the same page here's what the original cave looks like the game has such a Timeless look I really hope I could do it justice I started by adding the cave textures and lighting then I made the green exit pipe and placed some rocks around the edges after that I used the single pillar asset to make the background I also Place some in the foreground to help frame the cave to make the flying block we just need
to combine the question mark block with the wings that we already made then make them fly along a path and most importantly they need to lose their wings and turn into an empty block when hit seeing them fly around makes them feel like they're alive so I thought it would be interesting to include them in the background as a migrating colony of flying blocks now if you look closely enough you can see them flying around next I made the Blue Block when Mario grabs one he has 10 seconds to use it to hit a flying
block before it crumbles and with that here's what the cave looks like with everything put together I'm really happy with how it turned out so let's move on to the the next section the piranha plant the piranha plant was a pretty easy one to make the only thing it does is jump up when Mario is not in range pretty simple that and Mario takes no damage if he spin jumps on it or while he's on Yoshi it's a shame we can just easily walk past it in 3D though maybe I can add a dragon coin
to bait Mario into the piranha plant or I can turn the pipe into a piranha plant spawner this way it's impossible to run past it without consequence or my personal favorite solution I can give the piranha plant some piranha guns but I decided adding whole R them is probably the best option after all it gets the job done and I like seeing more piranha plants next up is the P switch when Mario jumps on it we just need to turn on the regular coins into empty blocks for 10 seconds and when the timer ends sorry
Mario let's place the P switch between these spinning blocks add the coins along with the charging Chuck and the exit gate that he guards when Mario crosses the exit gate the ends and this iconic sequence plays the only issue is it's really complicated to remake perfectly in 3D so I'll save it for the end of the next level which we're going to make in a bit that being said we finished everything for this level and we can move on to the next exciting challenge Yoshi's Island Yoshi's Island is at legendary levels of nostalgia so I'm
going to try my absolute best to make it look proper in 3D let's start by making all the props there are about 15 of them and I made sure to place them as accurately as possible to the original then I added the water which turned out to be one of my favorite Parts after that I placed a different types of foliage and added the moving elements like the clouds and chimney smoke from Yoshi's house along with some VFX next I added Mario's level selector and made the animations that play after beating level two and level
one which we're going to make in a moment what we need to do next is capture this view that we're looking at right now and project it onto this 3D plane add the background and space it out a bit to get this very important cash Shadow then anchor camera here for our perspective and now when we rotate the 3D plane we get this really interesting illusion kind of like we're looking through a window or a portal into Yoshi's Island now we just need to add the text at the top along with Mario in the original
this Mario reflects your current state big small or whatever power up you have but for some reason the original doesn't show Mario riding Yoshi here even though he's shown riding Yoshi on the map I didn't want to perpetuate this discrimination so I added all the different colors of Yoshi to the UI also did you know Luigi was a playable character in this game and he was literally just Mario Sprite but green so I'll just copy Mario over make him objectively worse and we have Luigi and now that we completed Yoshi's Island let's move on to
our next level level 1-1 I remember this level being packed with so much fun things as a kid that I honestly can't wait to see how this turns out I started by making the stylized fog and simple Blue Sky then I added these Polkka doted Blue Hills and pill clouds along with some V effects like wind lines and God race you know the usual all right I can't wait to make all the new things in this level so let's get started with the blue shellis Koopa the blue variant of the shellis Koopa is the most
powerful type they're thicker and faster than the other types on top of that the blue Koopaling is the only enemy that has the ability to stop throwable objects like shells and kick them right back at Luigi what an absolute Menace but this does come at the cost of them not being able to jump back into their shells one of them slides down the slope right when the level starts and unlike the other types Luigi doesn't just instinctually kick it in the face when it's vulnerable you take damage instead foul creature let's add this Dragon coin
and move on to Rex Rex is a pretty simple enemy when Luigi jumps on one It suffers tremendous brain damage but gains the ability to run a bit faster and the second hit puts the poor thing out of its misery also if Luigi's feeling merciful a single spin jump sends it to the afterlife so let's add a couple of them here along with the flying block that has one of my favorite powerups in it the fireflow for the fireflow I started by creating its color palette for both Luigi and Mario then I made the fireball
model along with its material and VFX I thought it would be interesting to experiment with the Fireballs physics but I didn't like how they would just slowly stop bouncing and eventually just roll on the ground so I just kept it like the original also Mario is only supposed to shoot Fireballs at of his right hand but instead I made him switch his firing hand with each shot and made this seamlessly blend with all of Mario's running and jumping animations the other thing is when fire Mario spin jumps he shoots two Fireballs but this feels a
little bit lackluster in 3D luckily I coated it to easily shoot any amount of fireballs we want like 10 100 or as much as my computer can handle as fun as it is to see Mario shoot Fireballs as much as his little Italian heart desires it's probably best that we cap the max amount of fireballs alive at once to eight oh and I forgot to mention extra powerups are stored up here in the item slot and are dropped down whenever you want or automatically when damage is taken next I added these green pipes some more
dino dudes and a few more that run around these slanted platforms to fill the space better and another Dragon coin this next part of the level has some piranha plants as well as this cheeky mushroom that pops out of this bush whenever Luigi walks too close and this pipe surrounded by stone blocks which leads to another cave but this one has some coins in it instead of flying blocks also this cave exit leads Luigi through a launch pipe which sends them flying over some piranha plants and into a checkpoint we skipped over what the message
block does in the last level so this time let's see what it does interesting this platform has a lot more rexes and a slope that Luigi can slide down I did run into a sliding bug though but eventually I managed to fix it and made Luigi damage enemies while sliding moving on we have the Bonsai bill I really wanted Bonsai Bild to look exactly like his original Sprite so I modeled him without using any voxal that and I may be a little bit traumatized for making more than a 100 models one pixel at a time
anyways all we need to do is make them fly in a straight line add the traia effects and have them die if Luigi jumps on them now here comes the challenging part with the Bonsai bills how do we spawn them into the level we know that he spawns offs screen in the original the problem is in 3D we can see what's ahead of us so they can't just spawn out of thin air originally I thought the only way to solve this problem was to add Cannon but there's a couple of problems one Cannon is way
too easy to walk past and a whole row takes up way too much space so I tried making Bonsai bills follow Luigi so they can provide more of a challenge and I wouldn't need to place as many cannons But ultimately I still don't like how I'm adding any cannons at all when they're not in the level in the original so here's my final solution now they Spawn from underneath the fog and curve onto the level I really like how this turned out so I added the rest of the Bonsai bills throughout the level like at
the start and this bit near the end next I added the rest of this section where Luigi can get this one up if he's fast enough by running ahead and catching it before it falls into this pit and after building out more of the level like this spot here and this section we have the Clapping Chuck this version of Chuck doesn't charge Luigi the moment he's in range instead he tries his best to mirror Luigi's jumps in an attempt to block him from passing this looks great but once again we can just walk right past
him in 3D so I gave our boy the ability to strafe along a path while still trying to get in between Luigi and the exate and if Luigi manages to jump on his head he forgets all of that and starts charging again all right thanks for watching [Music]