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Super Mario Bros. & Midas Machine - 25th Anniversary Edition - VinnyVideo - 07-08-2026

Download it here!

It lives.

I'm not making this up. This is not a late April Fool's prank.

Super Mario Bros. & Midas Machine, the most-anticipated game on MFGG, is finally getting a new demo! I was trying to figure out how to celebrate MFGG's 25th birthday, and I decided that this would be a pretty good way to celebrate!

What's new in this demo?
The main thing that's new is a LOT of new levels. The 2021 anniversary build gave players three mostly-functioning worlds and a brief glimpse of the first quarter of World 4. Now, the demo takes us all the way to the start of World 7! Some of the levels in later worlds aren't 100% complete, but I think you'll find them to be fully playable.

Other things worth noting:
  • Updated the Golden Mushroom counts for every level - some previous builds showed the wrong number of shrooms for a lot of levels
  • Proofread the entire game script - the old version had quite a few typos
  • Ensured that every room has a unique E. Gadd message - a lot of areas, especially in Worlds 3 and 4, were missing these
  • Updated level names - some of the levels had generic placeholder names in previous builds
  • Fixed various bugs - ranging from small graphical issues (like missing backgrounds) to game-breaking bugs
  • Added several new secret areas (you'll understand why they were added soon)
  • Fixed a sharp difficulty spike in the train level

Wait, what's up? I thought this thing was dead!
I thought so too! There hadn't been any progress on Midas Machine since the 2021 anniversary demo. Pretty much everyone had given up on the hope of there being any further progress, as the game had a very complicated tech stack, and modifying existing levels proved to be very complicated.

Last spring, Chaoxys shared the rest of the Midas Machine graphics on the mainsite, since it was looking like we'd never see another Midas Machine demo. However, I got to thinking: What if there was some way I could revive this thing? I chatted with Chaoxys and Mors for a bit, and I got access to the Midas Machine GitHub to start analyzing the problems that had been holding us back.

While I never was able to find a way to get Ogmo Editor running, I found a workaround that ensured I could still update existing levels! I realized that getting this thing to the finish line was not an insurmountable challenge. Since then, I've been doing at least some work on this project almost every day.

When will this game be finished?
I wish I could give you a definitive release date, but I'm not at that point yet. I still haven't seen much of the later worlds, and I'm still getting a feel for how complex the bosses and cutscenes will be to code. But I can confirm that we're a lot closer to being done than we were three months ago.

How far along are you?
Currently, I've been able to test about 74% of the game's planned content. To put things in perspective, the most recent public demo had only about 30% of the game's planned levels fully playable, and even those first three worlds had some defects and missing things. This demo includes 92 goals and 150 Golden Mushrooms, which is about 60% of the game.

What's left to do?
Here's a high-level view of what's left:
  • Test the levels in Worlds 9 and 10 and fix any issues I find
  • Finish implementing postgame content
  • Add missing bosses
  • Add a few more cutscenes
  • Add a few missing objects - certain levels need enemies or NPCs that aren't in the current engine
  • Fix bugs (yes, there will be some of those)

Will there be any more demos?
I'm not sure - that's something I'll discuss with Chaoxys as we make more progress on the remaining levels.

Can I help?
You can definitely help by playing the demo! It's helpful to get multiple pairs of eyes on this game. There are probably bugs and issues that no one's caught yet. It's also helpful to know if some section seems unreasonably difficult.

Otherwise, finishing this project is mostly a solo job. It's a matter of playing through each level, fixing any bugs I find, and adding any missing enemies or NPCs. At this point I'm the only person who has an OK-ish idea of how to do this.

That said, there are two tasks where there's a small chance you can help.

If you're an excellent composer, there are a couple more areas where I'd love to have a groovy original composition. PM me if you're interested.

If you have a proven track record of developing top-notch platformers in older versions of Game Maker, and you're interested in helping code boss fights, let me know. This is the hardest remaining work.

Will this affect progress on Tusk Trouble?
We're still making good progress on Tusk Trouble, MFGG's new Community Fangame Project. Most of the work on Tusk Trouble is being led by people other than myself, since we have a pretty good-sized team, and I should still have time to work on my Tusk Trouble levels once the pending assets have been completed. My primary role in that CFP is the reverse of what I'm doing for Midas Machine (making new levels instead of fixing existing levels), so I get to use a different part of the brain.

Go play this demo
Have fun and let me know what you think! I'll be checking this topic and the mainsite page regularly. This is a big moment for MFGG, and I hope seeing this new release puts a big smile on your face!


RE: Super Mario Bros. & Midas Machine - 25th Anniversary Edition - Louis Paul - 07-08-2026

So is this the Highly Classified Project that you were working on? A fangame with 100% custom graphics and music is a cool idea, unfortunately I tried to run it on Linux using Wine and it gave me an error (yes I read the readme and it said to use a virtual machine). It would be great if it was ported to Linux.

And I see that this fangame was created with Game Maker 8. Have you thought of porting it to GameMaker Studio? Or would it be too much trouble?


RE: Super Mario Bros. & Midas Machine - 25th Anniversary Edition - fireball3k - 07-09-2026

I can finally talk about it?! Hot damn! Finally, The Midas Machine has returned to the MFGG!

I’m stoked that you’re bringing it back, Vinny. Everyone who reads this topic, you ought to give the game a try. I can’t confirm yet that it runs on Windows XP, but as something running in GM8, it should work fine. This game is, after all, nearing twenty years old.

I wish the level editor worked right, but maybe there’s a fix for that too.


RE: Super Mario Bros. & Midas Machine - 25th Anniversary Edition - Mors - 07-09-2026

It's finally public! Vinny's been working HARD on this, and it's been really cool seeing the project come back to life after all these years. Happy birthday MFGG!!!

(07-08-2026, 11:33 PM)Louis Paul Wrote: unfortunately I tried to run it on Linux using Wine and it gave me an error (yes I read the readme and it said to use a virtual machine). It would be great if it was ported to Linux.

You can use Proton via Steam, and while I haven't tested it, it should work. Just add it as a non-Steam game. Using a VM isn't actually a very good way to experience the game on Linux, the readme should probably be updated on that.

(07-08-2026, 11:33 PM)Louis Paul Wrote: And I see that this fangame was created with Game Maker 8. Have you thought of porting it to GameMaker Studio? Or would it be too much trouble?
We have tried it, it's just not viable. This is a game that started development in the mid-2000s, and there's a lot of code that relies on things that current versions of GameMaker don't have. I have plans to replace certain components of GameMaker 8 that can cause compatibility issues (like controller support) but the plan right now is to stick with GM8 otherwise.


RE: Super Mario Bros. & Midas Machine - 25th Anniversary Edition - DJ Coco - 07-09-2026

Incredible, the former CFP has become a real CFP again.
I will check it out for sure, would be cool if this thing really gets finished.

I'm available for programming questions if the need arises.


RE: Super Mario Bros. & Midas Machine - 25th Anniversary Edition - DaBigJ - 07-09-2026

I thought I had an account on the forums but apparently I did not. Anyways, this is really cool. I'll have to try this later. Does it support controllers?


RE: Super Mario Bros. & Midas Machine - 25th Anniversary Edition - Mors - 07-09-2026

(07-09-2026, 02:26 PM)DaBigJ Wrote: Does it support controllers?

It should, though it might not work with every controller out there. This is something that'll be improved in the future.


RE: Super Mario Bros. & Midas Machine - 25th Anniversary Edition - VinnyVideo - 07-09-2026

One more important FAQ:

Can I use a save file from a previous version of the game?
Unfortunately, the answer is no. You can try, but you'll almost certainly run into error messages or weird issues. Because of the way the save system was built, even small changes to the game (adding new levels, adding new exits, changing the number of mushrooms in a level, or sometimes even rearranging the map screen) can break compatibility with previous save files. The good news is that if you play through the first three worlds again, you'll have a fresh experience - we've added a few new secrets to find, and I've fixed a bunch of bugs and issues.

@Louis Paul Yep, this was the Highly Classified Project I mentioned! I dropped a few breadcrumbs but wanted to keep this under wraps so it would be a big surprise.

It would be quite difficult to port this game to GM Studio. I can't say it's impossible, but for now we're focusing on getting the remaining levels done and fixing bugs rather than experimenting with major architectural changes.

@fireball3k We'll see if there's some way to get Ogmo Editor running. But even if we don't, I have some workarounds for editing existing rooms and creating new rooms as needed.

@Mors Thanks for the note about Linux compatibility. I don't have a dedicated Linux machine of my own, though I'm interested in trying one sometime. But I digress. Feel free to tweak the Readme file with your recommendations for getting this to run in Linux.

@DaBigJ I've actually been playing this game with a Mayflash adapter and an old GameCube controller, and it's worked well for me. I can't guarantee that this game will recognize every controller, though.


RE: Super Mario Bros. & Midas Machine - 25th Anniversary Edition - fireball3k - 07-09-2026

For whatever it's worth, I tried an Xbox Series X pad on it and it worked fine. The default binds were a bit strange, but I think you can change it through the pause menu.

Honestly, I wouldn't mind a look inside the source code myself to see if there's anything else hidden in there. This project's close to 20 years old now, and there's gotta be some clues to the mystery of "Ogma Editor won't load levels for squat, and idk why."

Is there a list of credits for contributors to the game? Like the credits for the soundtrack.


RE: Super Mario Bros. & Midas Machine - 25th Anniversary Edition - VinnyVideo - 07-09-2026

@fireball3k To see the game's credits, you can select the "Credits" option from the title screen. (You might be accustomed to tuning out title screen options!)

I *think* we've included everyone. If anyone has contributed graphics, music, or code to this game, and you're not listed, shoot me a message and I'll be sure to get it fixed for the next build.

I'm still not quite sure why the Ogmo Editor doesn't seem to work for anyone. Though obscure file formats designed for outdated versions of bespoke level editors with weird dependencies are a pretty good recipe for finickiness...


RE: Super Mario Bros. & Midas Machine - 25th Anniversary Edition - Louis Paul - 07-09-2026

(07-09-2026, 06:01 AM)Mors Wrote: You can use Proton via Steam, and while I haven't tested it, it should work. Just add it as a non-Steam game. Using a VM isn't actually a very good way to experience the game on Linux, the readme should probably be updated on that.

Thanks for the tip @Mors, I followed the instructions of this repository to run Proton outside of Steam:
https://github.com/Open-Wine-Components/umu-launcher

With that, I tried it again to run on Linux with Proton and this time worked, it even recognized my PS1 controller:
[Image: the-midas-machine.png]

(07-09-2026, 06:01 AM)Mors Wrote: We have tried it, it's just not viable. This is a game that started development in the mid-2000s, and there's a lot of code that relies on things that current versions of GameMaker don't have. I have plans to replace certain components of GameMaker 8 that can cause compatibility issues (like controller support) but the plan right now is to stick with GM8 otherwise.
(07-09-2026, 07:55 PM)VinnyVideo Wrote: @Louis Paul Yep, this was the Highly Classified Project I mentioned! I dropped a few breadcrumbs but wanted to keep this under wraps so it would be a big surprise.
It would be quite difficult to port this game to GM Studio. I can't say it's impossible, but for now we're focusing on getting the remaining levels done and fixing bugs rather than experimenting with major architectural changes.

That's okay, I understand that the priority for the moment is to finish the levels and fix the bugs.


RE: Super Mario Bros. & Midas Machine - 25th Anniversary Edition - Roo - 07-10-2026

Sadly, it doesn't work on Windows XP, or at least not on my machine. I get this fairly non-descript error when it launches. A real shame; would've loved to play it as Thunder Dragon intended.

[Image: saxuQK2.png]


RE: Super Mario Bros. & Midas Machine - 25th Anniversary Edition - fireball3k - 07-11-2026

@Roo I'm curious to know what kind of setup you were running the game under. I gave it a shot on my own XP machine and it worked okay. So maybe there's hope yet for doing TD proud.

I have a video here, which should have the specs of my machine.


RE: Super Mario Bros. & Midas Machine - 25th Anniversary Edition - DJ Yoshiman - 07-14-2026

(07-11-2026, 07:57 PM)fireball3k Wrote: @Roo I'm curious to know what kind of setup you were running the game under. I gave it a shot on my own XP machine and it worked okay. So maybe there's hope yet for doing TD proud.

I have a video here, which should have the specs of my machine.
You somehow sound exactly as I expected you would. That's a compliment, by the way!

Kudos to you, Vinny, for continuing the work on this, and I will get playing this demo when I get more time!


RE: Super Mario Bros. & Midas Machine - 25th Anniversary Edition - Roo - 07-15-2026

(07-11-2026, 07:57 PM)fireball3k Wrote: @Roo I'm curious to know what kind of setup you were running the game under. I gave it a shot on my own XP machine and it worked okay. So maybe there's hope yet for doing TD proud.

I have a video here, which should have the specs of my machine.
I've "only" got 512 MB of RAM, so that's probably it. Might have to upgrade a bit some day.

[Image: gv2Mzkc.png]


RE: Super Mario Bros. & Midas Machine - 25th Anniversary Edition - fireball3k - 07-15-2026

@Roo On a VM, I got the game to boot with only 192MB of emulated RAM. Granted, it crashed right after the loading screen because I don't have a graphics card set up on it, but I got a different error than you did specifically complaining about my lack of GPU. Given this, I think it's not likely to be your RAM. It's hard to suggest a concrete solution without knowing much else about that computer, but I did come across something on GitHub called gm8x_fix that might or might not work.

@DJ Yoshiman Hell yeah! Now you know what a Hoosier sounds like!


RE: Super Mario Bros. & Midas Machine - 25th Anniversary Edition - Roo - 07-16-2026

(07-15-2026, 05:47 PM)fireball3k Wrote: @Roo On a VM, I got the game to boot with only 192MB of emulated RAM. Granted, it crashed right after the loading screen because I don't have a graphics card set up on it, but I got a different error than you did specifically complaining about my lack of GPU. Given this, I think it's not likely to be your RAM. It's hard to suggest a concrete solution without knowing much else about that computer, but I did come across something on GitHub called gm8x_fix that might or might not work.
Sadly, it still didn't work. Guess I'll have to play it on my regular gaming PC like some sort of a peasant.


RE: Super Mario Bros. & Midas Machine - 25th Anniversary Edition - VinnyVideo - 07-16-2026

I haven't had time to set up my old Windows XP machine and try this out, but I think it would be pretty cool to get this working in XP.

Back in 2011 and 2012, I was able to play older builds of this game without issue on my Windows XP machine. On the other hand, there have been a few changes since then (converting from GM 7 to 8, and adding more rooms and objects). It could be a memory limitation, or it could be a more esoteric bug.


RE: Super Mario Bros. & Midas Machine - 25th Anniversary Edition - MoonBall - 08-03-2026

After playing through the theater stage and going back to talk to E.Gadd I got this error message on the world map.
ERROR in
action number 1
of Step Event
for object objMapChar:

Error in code at line 70:

^
at position 26: Unknown variable vPathLeft


RE: Super Mario Bros. & Midas Machine - 25th Anniversary Edition - VinnyVideo - 08-03-2026

@MoonBall Could you share a screenshot showing exactly where this happened?

Also, all levels in World 9 are now playable! There are still some adjustments needed, including adding a missing boss and a few NPCs, but it's progress.

I took a few days off because I had a really busy work week, and I've just started playing through World 10 and fixing anything that needs fixing. World 10 is a big and important world, as you might guess, so this part might take some time. It'll be worth it though!