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super mario bros java game 240x320

Super Mario Bros Java Game 240x320 -

This report documents the design, implementation, and testing of a 2D side-scrolling platform game inspired by Super Mario Bros., developed in Java for devices with a 240×320 pixel display. The game implements core mechanics: player movement, jumping, enemy collision, coin collection, flagpole level completion, and scrolling camera logic within the limited memory and processing constraints of Java ME environments.

The project successfully achieves ~25–30 frames per second on target emulators and mid-range hardware.


In the Java version, Mario’s collision detection was often a single pixel (his feet) vs. a rectangle (the enemy). This made jumps feel "sticky" but consistent. The 240x320 screen allowed a hitbox of roughly 16x16 pixels—double the size of 128x160 versions—making the game actually playable. super mario bros java game 240x320

emulator -Xdescriptor:mario.jad -Xdevice:DefaultColorPhone -screen 240x320

Use J2ME Loader from the Play Store.

| Asset | Resolution | Format | Memory (approx) | |-------|------------|--------|----------------| | Mario spritesheet | 48×48 (3 frames) | Indexed PNG | ~1.5 KB | | Goomba | 32×32 | Indexed PNG | ~0.8 KB | | Tileset (grass, bricks, question blocks) | 128×128 | Indexed PNG | ~4 KB | | Background (clouds, hills) | 240×320 (tiled) | Raw RGB array | ~225 KB (cached) | In the Java version, Mario’s collision detection was

For the retro archivist, KEMPer (freeware) is the best Windows emulator for Java games.

To understand the significance of this specific resolution, we have to go back to the hardware limitations of 2005–2010. Mobile screens were divided into three tiers: Use J2ME Loader from the Play Store

The 240x320 resolution was a breakthrough because it provided an aspect ratio close to 3:4, which, when playing a landscape game (by tilting the phone sideways or using a virtual horizontal view), allowed developers to render Mario at a scale where you could actually see his hat, eyes, and mustache. More importantly, it gave enough horizontal buffer to see incoming Goombas before they hit you—a luxury smaller resolutions couldn't afford.

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