Phaser AE

Floor-bump platform rounds

Pro packv3.0.0-12DArcade

A single-screen arena where you never jump on enemies: you bump the floor beneath them from below, flip them, and kick them away. The classic 1983 phase table is the preset, and every table, timing and score can be changed.

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Released October 19, 2026 · updated October 20, 2026

Floor-bump platform rounds: a screenshot of its demo
A note about these graphics

Expansion packs don't come with graphics. This screenshot is one way of drawing what the pack does, made for its demo: none of the sprites, tiles or backgrounds in it are in the pack.

That's by design. A pack is a game's logic, mechanics and effects, and it works with whatever art you give it. Some packs draw effects, backdrops or 3D scenes of their own, but none carries a game's sprites.

So the look is yours. Make the art on phaser.io, bring your own, or let your agent draw it in code: the same pack can look like anything.

What it does

This pack is data and builders for the platform-rounds session. It supplies the screen, the enemy kinds, the interaction rules, the hero's handling and a phase table, and platform-rounds runs them with the platform mechanic packs underneath. The screen wraps left and right. Enemies leave the two top pipes in roster order, drop off ledge ends, enter the bottom pipes and come back from the top on the same side, and the last enemy of the phase speeds up.

Bumping a floor from below flips what stands on it. One kind flips at once, one grows angry on its first bump, and a hopping kind only flips while it is on a floor. A flipped enemy recovers after about five seconds, faster and recoloured, so the player has to get there and kick it first. Kicks in quick succession build a chain, 800, 1,600, 2,400 and 3,200, and a coin drops from a pipe after every kick but the last. The POW block hits every grounded enemy at once and destroys fireballs; its uses carry between phases and it refills at later coin phases.

The phase table brings the variety. Coin phases ask for ten coins against the clock with a perfect bonus, later on ice and on hidden floors. Later phases add a creature that freezes floors when it reaches the middle of a platform, icicles that form under the top ledges and drop, and red fireballs that ricochet and green ones that cross the screen. A death keeps the phase running, and the hero returns on a platform at the top that vanishes after ten seconds. Movement and the platform layout follow a home-console port's code: a fixed jump, no air control and a skid on turning, with gentler handling available.

Features

  • Bump from below — flip what stands on the floor above, with per-kind rules for flipping and anger.
  • Kick chains — 800 to 3,200 for quick successive kicks, a chain window, and a coin after each kick.
  • Pipes on a wrapping screen — enemies emitted in roster order, returning through the bottom pipes.
  • The POW block — a set number of uses that carry between phases, refilled at later coin phases.
  • Coin phases — ten coins against the clock with a perfect bonus, on normal, icy or hidden floors.
  • Later hazards — floor-freezing creatures, icicles, and red and green fireballs; the creatures and fireballs score when bumped.
  • The classic phase table — 35 phases, then the last seven repeat, with pace grades per phase.
  • Three handlings — arcade momentum and skids, normal with snappier turns and a little air steering, and easy, changeable mid-game.

Good for

  • Bump-and-kick arena platformers in the style of Mario Bros, with pipes, flips, kicks and a POW block.
  • Remixed phase tables, such as a run with no coin phases or a short endless loop of the hardest phases.
  • Gentler versions for new players, with easy handling, a longer flip time and more POW uses.
  • Your own single-screen arena, from the phase builder, the enemy kinds and a new map.

Make it yours

marioBrosPreset takes the phase table and where it loops, lives, the extra-life score, difficulty, seed, the map rows, how long a flipped enemy stays down, the interval between enemies leaving the pipes, the kick-chain scores and window, the POW uses, a player profile override and the handling. A phase lists the enemies it emits in order, its pace, whether the freezing creature and icicles appear and how many red fireballs may be out; a coin phase sets its time, perfect bonus, floor type and whether it refills the POW block. marioKinds, marioRules and marioPhaseStage are there to build your own phases.

Two different games from one pack: the classic table with its coin phases, three POW uses and the original handling; and a remix with no coin phases, five POW uses, snappier normal handling and a longer flip time, with the hero's handling switched to easy mid-game if a player struggles.

A quick look

A remixed phase table, more POW uses and gentler handling:

const PR = game.platformRounds, MB = game.floorBump;
const phases = MB.marioPhases().filter((p) => !p.bonus);                 // a remix: no coin phases
const rounds = PR.createRounds(MB.marioBrosPreset({ phases, powUses: 5, handling: "normal" }));
rounds.start();
rounds.setPlayerProfile(MB.marioPlayer("easy"));                        // change the handling mid-game

Works with

Good to know

  • One player; a second player and two-player play are not modelled.
  • Enemies do not turn when they meet each other, because the walker has no body-to-body collision.
  • Movement and layout come from a home-console port and are assumed to match the arcade; many timings, speeds and intervals are estimates from play.
  • The hang after bumping a ceiling and the red fireball's speed-up are not modelled.

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