Cyber Mario — Public Testing Beta — hero banner

Cyber Mario — Public Testing Beta

September 14, 2025·3 min read

Welcome to the Cyber Mario testing beta — a neon-soaked platformer engineered for the open web.
It’s fast, punchy, and built to feel great on both keyboard and gamepad, desktop or phone.


🚀 Play the Beta

The game runs right here, in the blog — no install, no sign-in.
Launch it here → Play Cyber Mario
Grab a controller if you’ve got one. Press ~ to open the map.
See how far you can push your chain, and tag your best flag-pole bonus.

Neon on. Coins up. See you in World 1-1.


🎮 How to Play

  • Move: Arrow keys / A-D or left stick
  • Jump: Z / Space / A (Xbox)
  • Fire (when powered): X (Xbox) / K (keyboard)
  • Slam: Press Down while in the air
  • World Map: Press ~ (Backquote) or click World Map ▾
  • Reserve power-up (SMW-style): Press R to drop from the top-center box

The HUD keeps things clean: hearts, time, coins, and your running score. A lightweight profiler HUD (Ctrl+Shift+D) is available for devs who want frame timing and draw-call stats.


✨ What’s New in the Beta

A SMW-inspired Reserve Box

Pick up a mushroom/wing/fire while you’re already powered? It gets tucked into a top-center reserve box. Tap/click it or press R to deploy — perfect for clutch saves or boss runs.

World Map with True Unlocks

The World Map auto-filters and shows lock icons on levels you haven’t earned yet. Beat 1-2 to unlock 1-3, and so on — first level in each world is always open. Locks match the castle lock styling for a consistent vibe.

Course-Clear Summary (Single Modal)

Finish a level and see a single, consolidated summary: coins, enemy KOs, chain max, flag bonus, time bonus, clear bonus, and the total. From there, confirm and roll into the next course.

Controller UX on Desktop

A small controller indicator sits at the top-right: grey when disconnected, cyber-lime when a pad is live. You’ll also get toasts on connect/disconnect and a one-click controls sheet tailored for Xbox mapping.


🧠 Design Notes

Controls That Forgive (and Reward)

The jump logic includes coyote time and a jump buffer, so late jumps still register, and you can chain stomps or slam attacks without fighting your inputs.

Scoring That Feels Right

Like SMW, score is lifetime-style across a run and tallies only when you clear a course. Sub-levels contribute to their parent; dying mid-course won’t corrupt your saved totals.

Sub-Levels & Checkpoints

Ducts, pipes, and side rooms act as segments; their loot and KOs feed the parent level’s totals. Checkpoint flags provide a one-time respawn with remaining time preserved.


📟 Tech Under the Hood (for the curious)

  • Pure Canvas + React single page with careful draw batching
  • PWA niceties: manifest, theme color, iOS icons, and full-screen helpers
  • Mobile polish: orientation nudge, input-zoom prevention, touch-gesture hard locks, and dynamic viewport sizing
  • Local storage: world-clear state and scoring durability live client-side now, with a clean path to a server later
  • Performance tools: an optional on-screen frame budget profiler for FPS/ms and tile/draw counts

(If you like peeking behind the curtain, many of these features are wired directly in cyber-mario.js — reserve box, world map, controller UI, summary modal, mobile UX helpers, and more.)


🗺 Progression & Unlocks

  • First level of each world is always playable.
  • Subsequent levels unlock once you’ve cleared the previous main level.
  • Sub-levels never appear in the map and always roll up to their parent.
  • Your cleared worlds persist in cm_worlds_cleared_v1 (browser storage).

🔊 Audio & Feel

A chill chiptune loop sets the mood. Jumps, wins, and the occasional Boo cackle round out the soundscape. Toggle BGM on/off from the HUD anytime.


📱 Devices & Performance

  • Desktop: Chrome or Edge recommended; gamepad strongly supported.
  • iOS/Android: Mobile-first tweaks reduce accidental pinch-zoom and keep the canvas full-bleed.
  • Debug HUD: Enable when needed; it’s hidden by default so players stay immersed.

🧪 What to Test Right Now

  • Map unlocks after clearing a level (1-2 → 1-3, etc.)
  • Reserve box behavior when picking up a second power-up
  • Course-clear modal totals vs HUD totals
  • Gamepad mapping: A = Jump, X = Fire; slam + world-map shortcuts
  • Sub-level coin/score roll-up into the parent course

If you spot glitches, capture a short clip or screenshot plus the level ID and what you were doing just before it happened.


🛣 Roadmap

  • Boss pass with telegraphed patterns and arena locks
  • Particle polish on stomps, bricks, and flag bonuses
  • Optional leaderboards (opt-in, seed-based submission)
  • Achievements and time-attack variants

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