For the last six months or so, Shesez has been making some very interesting video game videos. Focused on secrets not normally seen by the player and covering everything from Smash Bros Brawl to Resident Evil 4, these videos have gained a lot of popularity in recent years. They’ve been on the Nintendo subreddit, mentioned here on Gaming Reinvented, posted on GoNintendo… heck, they’re so well liked that it’s gotten Shesez’s channel from 150 to over 9000 subscribers in half a year! Talk about an insane popularity boost!
And now, we’ve got an exclusive interview with him. So sit back, relax and see how those interesting Boundary Break videos originally came to be!
1. So, let’s start out as usual here. Can you tell us a bit about yourself? Who is Shesez when he’s at home anyway?
Shesez is my online persona. In real life at home I go by the name Derrek who absolutely loves video games more than any other hobby.
2. And what’s the whole ‘Pencake and Wuffle’ thing about? Cause I remember your channel originally being a shared YouTube channel or something…
It all started when I told my then girlfriend at the time that I was planning to entertain on YouTube. That I had strongly defined opinions and knowledge about video games and I wanted an outlet to share them.
She then suggested we do a “boyfriend Girlfriend” channel. Which I was very interested in given that I didn’t see many channels like that back then.
Above: An example of what used to be on Shesez’s channel
However, the my goals and drive were stifled by creative differences. And when we had finally broken up, I changed the password, changed the name, and changed the identity. At that time I believe we only had 150 people subscribed which i thought was enormous and didn’t want to abandon hahahaha.
3. Either way, your channel became much more well known after the first Boundary Break episode was posted. How did you feel knowing you’d stumbled onto a successful formula for a series?
I felt I found a purpose for sharing videos to the gaming community. People we’re coming to see my videos because I offered something we’ve all wanted to see before. And I felt very thankful and privileged to be the one to deliver that content.
4. Some general Boundary Break questions now. Out of all the games you’ve covered, which were the most interesting to look at and why?
Melee definitely had the best content. Seeing “SMASH BROS” hidden all over the menus and how some of the stages worked, was incredibly interesting. It was that sort of detail you hope to find that for some reason we were never able to see.
5. How about the least interesting? The ones without anything too unusual outside of the typical camera view?
The Mario Kart episode was a real challenge. But by far the hardest to produce new and interesting content for was Pikmin. I combined two games, showed all beta areas, showed some fairly uninteresting content just to pad out a moderately sized episode.
6. Did you ever scrap an episode because it wasn’t working? Like, where the developers didn’t put anything interesting in the game (that you couldn’t see normally)?
I have! Pokepark Wii was the first example of this. There was just NOTHING going on with that game.
7. I also remember you saying Wii U hacking wasn’t quite there for a Boundary Break episode yet. Did that ever get fixed? Is there now a better free camera mod for Super Smash Bros for Wii U?
As far as i know there haven’t been any developments. I have tried commissioning modders but there doesn’t seem to be an interest there.
I think I just have to luck out and make a fan out of a very intelligent programmer hahahaha!
Where Zelda remakes are concerned, Nintendo doesn’t seem to like reimagining 2D games as 3D ones. Yeah, you might get a upgraded port that fixes a few features for a new system (like Ocarina of Time or Majora’s Mask on 3DS). Or you might get a HD reimagining of a game from a few generations ago (like Wind Waker and Twilight Princess on Wii U).
But it’s very rare you’ll see a classic Zelda game changed into a 3D one, or a 3D one made 2D.
That’s not Nintendo’s style.
But that doesn’t stop the fans though! Oh no, while Nintendo might not be interested in remaking Link’s Awakening, ROM hacker Ty Anderson certainly is, with his fantastic looking Link’s Awakening 64 project:
So let’s see what the story is here, shall we? Let’s find out more about Link’s Awakening 64 and the people who worked on it with our Ty Anderson interview!
First up, let’s find out a bit more about the game’s creator Ty Anderson. Who are you as a person, outside of ROM hacking and creating this game? What’s your background here?
Outside ROM hacking, I am a simple, laid back man. I am 23, I love Reggae music and long days out walking in the mountains and hillside where I live, just being in being in nature really.
In fact, it is moments sat on my own in woodland on a hillside, looking at the world that heavily inspired the landscape styles of my ROM hack/Patch. I am a student at university Studying mathematics and Physics, and I work as a carer for the elderly and mentally ill. I hope someday to find myself more permanent employment within the games industry, but for now it’s just love and passion for old school gaming that seems to keep me up each night working obsessively on Link’s Awakening 64.
And how about your experience with the Zelda series itself? What got you interested in these games?
I’m an N64 generation of gamer. My fascination with the Legend of Zelda series started with the Ocarina of Time, then blossomed with Majora’s Mask. I remember playing these games as a kid, becoming infatuated with exploring this amazing and imaginative world where all these different creatures and beings resided. As a child I used to make up adventures that Link would have, whilst playing with little paper cut-outs and drawings I would make. For me personally, the Legend of Zelda series has always been a place of sanctuary and creativity.
What’s the deal with Link’s Awakening? Is that one of your favourite Zelda games in general?
Link’s Awakening was the first 2D Zelda game I ever played, and always felt like a really underappreciated title. It was also the Zelda title released immediately before Ocarina of Time.
Another reason is that it was set in a dream, which has allowed me to have greater creative freedom as it would not interfere with Zelda historia or preceding events within other Zelda titles.
Finally, the manga version of Link’s Awakening had a very in depth and completely untouched storyline that wasn’t really covered in the Game Boy version and I wanted to take a lot of inspiration from this – really delve into this whole dynamic, and yet incredibly dark, love story between Link and Marin.
The Link’s Awakening manga was an influence on Link’s Awakening 64
Onto the game itself now. Why did you decide to remake Link’s Awakening anyway?
We had all felt very denied after the cancellation of Zethn64’s URA Zelda project, which was for many such as myself a last hope of rekindling a forgotten nostalgia from a Nintendo 64 era of Zelda games. I wanted to give back to everyone and hope that we could all feel like children again, staying up way past our bedtimes exploring all the little secrets the old n64 game had to offer.
And why in the form of an Ocarina of Time mod? Why not say, a fan game or 2D Zelda ROM hack?
As I said before, the N64 era of Zelda-gaming was the most iconic, in my humble opinion. An Ocarina of Time mod was my attempt to deliver on a broken promise from the URA Zelda restoration project.
Did the URA Zelda Restoration Project influence you here? Because your Facebook page still mentions URA Zelda in the URL…
Absolutely. Originally this started as a similar URA Zelda project, as I just wanted to make some temples, just a small expansion. Then, my child-like imagination ran wild and I wanted to conquer something far greater.
On a technical level, is it difficult to remake Koholint Island in Ocarina of Time’s engine? Because it seems like the 2D Zelda games have much larger and more open worlds than the 3D ones do…
Hacking an N64 ROM and forcing it to behave as though it is a games engine is a very inexact science, and inherently very difficult. Most of my time I spend studying and taking a reductionist view of the ROM itself, trying to break down its inner mechanisms in order to exploit them. But with passion, perseverance and a little bit of luck, I have been extremely successful and finally have all the knowledge and skill required to make an entire game within the Ocarina of Time ROM as though it were a games engine and not a compiled and finished product.
How about the dungeons? Are you planning to remake the likes of Eagle’s Tower or Turtle Rock in this game? Are level mechanics like knocking down one of the tower’s floors going to be recreated here?
I intend to have a combination of original dungeons as well as dungeons inspired by the Game Boy game. For you see, I don’t want people to play my game already knowing how to complete it having played the original title. I don’t want to deny a single person that fresh new experience we all love from a new Zelda game. As far as mechanics go, we will have to see.
There are also a lot of interesting enemies found in Link’s Awakening. Do all of these appear in this remake?
As many as possible, as well as some of my own personal creations thrown in the mix.
What about the bosses? They seem like they could be fairly difficult to recreate in 3D…
Absolutely. The bosses are going to be one of the most difficult portions of the ROM hack as I am, of course, extremely limited by the original boundaries of Ocarina of Time. However, I have made the models for a few of the bosses already and am working diligently on their animations.
But this will be the very final step, I am working on building the world first and developing the story is my first priority, then will come the temples and all the mind boggling puzzles, and then finally the bosses.
When it comes to Super Mario 64 ROM hacking, pretty much everyone knows Kaze Emanuar (or Kazeshin as he’s known on SMW Central). Responsible for ASM hacks involving everything from a rideable Yoshi to a Fire Flower power up and the sole creator of Super Mario 64 Last Impact, he’s seen as one of the most accomplished modders in the entire community.
And now, he’s discussing his works with us on Gaming Reinvented! So here it is, our exclusive interview with Super Mario 64 ROM hack Kaze Emanuar!
1. So, a quick personal question to start off. Can you tell us a bit about your background?
I’m a math student in Germany, have been hacking Mario 64 for 4 years, no prior experience in programming.
2. How about Mario 64 ROM hacks now? How did you get interested in those?
I first got interested when I saw star road. It was pretty cool to see that people made custom levels in SM64 and since I always liked inventing games I thought it’d be fun.
3. Back to your first hack now. What was it like developing Organ of Matrias?
My first hack is actually called “sm64: madness”. it was more like a playground for testing what the tools can do. it was a full hack with 122 stars that I’ve finished within 2 weeks and it really tells from the games design. It’s awful, don’t play it.
4. Another thing you seem to have a lot of experience with is ASM programming, with a lot of your hacks featuring a lot of custom gimmicks and game mechanics. How did you get interested in that side of Mario hacking?
I wanted the freedom to do whatever is in my mind and when I found some old documents from the people that first started rom hacking, I decided to look into it myself.
5. And were there any other hacks that inspired your work?
As I said before, Star Road first got me into hacking, but that game was more like a message “this stuff can be done” rather than something that inspires my hacks.
6. Onto Last Impact now. What was the inspiration behind that title?
The title is related to the story of the game.
7. According to what I’ve read, this game is going to have unique boss fights, which are a rarity in Mario 64 mods. Can you tell us a bit about any of them?
There are about 10 custom boss fights, there’s one that I’ve shown at a charity marathon before, so I can tell a bit about that.
It happens in the old ruins of an ancient culture that had a flying snake as their god. So after you’ve gone and inspected the ruins, the snake goddess appears and wants to throw you out. you fight the flying snake by getting on her back with the FLUDD power up. her body is build out of many segments (kinda like the Sonic Adventure lost world snake) that can be stomped out.
8. What about FLUDD? What made you decide to put that as a power up in Last Impact?
Whenever i cant think of any more stars to fit into a level theme I try to find a power up that would fit well into that level and that offers new possibilities for missions.
FLUDD fits quite well into an early level, because it makes everything so easy and because i could think of many fitting missions, so that was the perfect chance for that power up.
9. From the enemies and videos shown, it seems like a fair bit of the game was inspired by Super Mario Galaxy. Do you have a lot of memories regarding that game and its sequel?
I actually barely remember SMG and SMG2, played them 10 years ago. if you look at my spring Mario for example, my memory of that power up was way off.
10. What’s your favourite level in the hack so far? Why?
Hard to pick a favourite child
11. And are there any aspects you couldn’t get working/decided to cut out?
Nope, with ASM, you can do whatever you want. Though there are some things I’ve cut out, because I noticed casuals couldn’t beat them or that they were not fun enough.
12. What about difficulty? Because the wiki page and topic for Last Impact says it’ll have a reasonable difficulty level, so how did you balance that out? Cause a lot of ROM hacks do tend to be way too hard…
I’ve had casuals come over to my house and play the game, I observed where they had difficulties and then balanced those out by putting extra coins, making jumps easier or moving enemies.
13. Let’s talk a bit about Super Mario Run 64 now. Did you really make the whole game in just 3 hours?
Yes, the whole thing took 3 hours, though it should be noted that the music and many of the decorations were available online. I’ve only had to do the coding and the level itself.
14. How hard was it to make? Was it easy making Mario run automatically and limiting movement to a 2D plane?
Yeah those are low level ASM hacks.
15. So as you can probably tell, the game kind of blew up online. Did you expect so many people to play it? Or for news sites like GoNintendo to cover the title?
The video has 50k views, wouldn’t call that “blowing up”, but yeah it was in the realm of my expectations.
I was a little surprised by how many news sites covered it though, didnt think people would find it that interesting.
16. You also made a mod where every texture was replaced with Toad’s face. What was the thought process there? Boredom? A message about Paper Mario Color Splash?
No, I’ve only made that hack because some of my subscribers were upset about me making the Super Mario Run mod instead of giving my undivided attention to Last Impact, it was basically a “fuck off I do what I want” message to those who wanted to make me their slave.
17. In a recent video, you posted a list of ideas for games to follow Last Impact (like a Mario 64 DS remake and a game where Mario has to defeat Donald Trump). Which of those do you think would be most fun for you to make?
The Legend of Super Mario would be most fun. you could unlock characters to go new paths, collect badges that help you solve puzzles, unlock item boxes for unique interactions and have a huge story around the gamework.
18. Another thing that’s happening a bit more recently are DMCA notices for fan games. Do you ever worry about Nintendo going after your own works?
Not at all, if they ever do, I’ll just upload a patch instead of a rom and they are screwed.
19. How about the whole Jason Allen thing? That name seems to stopped being used for takedowns at the moment. Do you think your video might have stopped the troll in his tracks?
Maybe he noticed that people noticed and didnt want any more trouble… I’m not sure.
20. And on a more general note, what do you expect to see in the world of Super Mario 64 hacking in the foreseeable future? Any interesting technological breakthroughs around the corner?
No, SM64 hacking hasn’t evolved in the last 3 years apart from my animation converter and the tool that Jedi started but never finished, that I now use to vertex colour. There is no one left that actually hacks the game after I leave, so its gonna be a while until something new happens, unless someone who is already experienced joins in. but even then, we basically have everything already, other hackers just need to start using it.
21. Any hacks you’re looking forward to personally? Any other promising Mario 64 hacks you’re watching over at SMW Central?
SS3 looks interesting, SM64: Blast Off looks interesting and SM64: Missing Memories (if the last 2 ever get finished)
22. And while you’ve mostly made Mario 64 hacks for the last few years or so, have you ever considered making one for another game? Like Super Mario World, or New Super Mario Bros Wii, or Super Mario 64 DS?
I wont hack any of those horrible games
23. How about a fan game or indie game on a different engine?
I only do ASM coding and its really inefficient to do that for PC games, because it wouldn’t run on most computers.
24. Depressing I know, but do you ever plan to stop making Mario 64 hacks?
It’ll probably be my hobby as a creative outlet for a while, but I’ll definitely stop spending my life on it after Last Impact.
25. But let’s end this on a positive note, shall we? What advice would you give anyone who wants to start hacking Super Mario 64?
Watch my tutorials and try to understand them, Don’t just start using tools without learning about them.
And that concludes another interview! It’s was an interesting look at the world of Super Mario 64 hacking for sure, though it also made me a bit depressed about the state it’s in at the moment, especially the points about technology not really moving on much outside of Kaze’s work.
But what do you think about the interview? Was it enjoyable to read? Do you need anything else clarified? Because if so, head on over to the Gaming Reinvented forums or comment about it on social media today!
Well, it’s been a while hasn’t it? The last developer interview on Gaming Reinvented was the one with Jay Pavlina, and that was all the way back in May! Oh how the months fly by!
But let’s back get to interviews shall we? So first up, an interview with a Mario Fan Games Galaxy creator known as Chaoxys.
Chaoxys, in case you don’t know, is the artist and co-creator of a game called Super Mario Bros & the Midas Machine. Sound familiar? Of course it does, since we interviewed the other developer a while back (look up our interview with Guinea for that one).
Either way, here’s our interview with him about the game, Mario Fan Games Galaxy and life in general…
1. So, one to start. Can you tell me a bit about yourself?
Aw, now I’m not one to talk about myself. Actually, I’m not sure there’s much to say on that. I like to play video games, cook, sprite, and sketch. I also enjoy listening to various video game remixes (generally while I’m spriting).
2. And how did you start playing Mario games? What generation do you start with?
I’ve actually been playing video games since I was only two years old. My sister used to babysit me when I was young, and we’d play SMB3, SMB, Duck Hunt, Doctor Mario, and Pinball on the original NES. She and I would often try to beat SMB3 on the two player mode, and we’d always lose at the door maze in the last world.
Dark Land was brutal in Super Mario Bros 3
3. Fan game stuff now. How do you learn about Mario fan games in general?
It was actually through a friend of mine when I was in Middle School (back in the summer of 2006 actually, not sure how I remember that). He proposed the idea to me to make our own Mario game. At the time, I was like “WHAAAAAT? You can MAKE you own Mario games? What is this witchcraft?”.
4. How did you learn about Mario Fan Games Galaxy? What’s your history on the site?
This answer sort of piggybacks off of my last one. My friend knew that I couldn’t program worth a spit in the dirt, so he suggested I try my hand at making the graphics, both making, and finding ripped ones (this is also how I got into spriting in general). Well, one short Google search later for some Shy Guy sprites, and I ended up on a little site called MFGG.
5. How did you get involved with Midas Machine? Did you just decide to join when it was a collab? Were you invited by anyone specifically?
I think I jumped on board early on, and at the time, I think I was mainly tossing ideas into the mix as I wasn’t confident in my spriting abilities. Well, it was around that time that I won one of the MFGG sprite comps, and that little boost in my moral prompted me to take a shot at making a sprite sheet for Midas Machine. My first sprite for it was actually a Buzzy Beetle. Heh, I remember getting really frustrated with it, to the point that I almost gave up, because I couldn’t get the shell spin animation right.
6. And what inspired your graphics style in this game? It certainly looks very colourful, a bit like a GBA era game…
The style is mainly inspired from the original style, just enhanced. My goal with the graphics was to capture the character’s design clearly, while making sure they keep their bright and cartoony style that the Mario series is known for. I will say, part of my inspiration was the original SMB3, but in an odd way. When I was little, I would sometime just look at the game without actually playing, and I’d focus on all the enemies, and Mario, and everything else, because I just loved their designs. There was so much thought and care put into them. In the end, I wanted players to simply be able to enjoy looking at the graphics in the same manner.
An impressive looking bonus room in Chaoxys’ style
The ship is impressive too. Same with the captain.
7. Did anything get added to the game specifically because you drew graphics for it? Or were the mechanics/technical side implemented first?
Pffff, hahaha… Ooooooh yeah, a LOT, much to Guinea’s dismay. I seriously have a lot of respect for Guinea for putting up with me for this. Basically, for the longest time, I’d just sprite new enemies and objects, then send them to Guinea and be like “Hey Guinea, lets add this enemy into the game”, or “What do you think of having a level themed to this gimmick?”, but I have stopped doing that since then (for the most part). But yeah, a lot of elements in the game started from me just spriting something, however a lot of other ones were planned out first, usually the bosses.
8. Midas Machine uses quite a few visuals reminiscent of the Wario Land series, like the casino level. Were you specifically inspired by those games?
I took inspiration from all over, but Wario Land was a really big one. Anyone who played one of the earlier demo’s that included most of world 3 probably noticed a level with a strong SML2 vibe. But yeah, there are clear nods to all sorts of series throughout the game, as well as some original things.
A level here takes a lot of inspiration from Mario Land 2
9. Level design stuff now. What inspired the level design in Midas Machine?
Sigh… This is the part I’m not super proud of. Truth be told, Midas Machine is the first time I’ve designed levels. Granted, I think I’ve improved since the start (some of the levels I originally made and have since replaced were terrible). Oh, I guess that didn’t really answer the question, did it? Lets see, as far as inspiration goes… I don’t really have any to be honest, I try to pick a gimmick for a level, then I’ll think of how I can use it in different ways. I will admit, I’ve gotten lots of ideas for how to use enemies and objects in unique ways by watching raocow’s videos on Youtube (mainly his MaGL (Make a Good Level) videos).
10. What was the logic behind the game’s bosses? I recall a skeleton fish and a weird forest imp creature, so what’s their deal?
There’s two types of bosses in the game. I’d call them “Opportunity” types, and “Pattern” types. Opportunity bosses have a large medley of attacks that they will use at random, and the player can counter whenever they are able. Pattern bosses on the other hand will generally do a planned attack/series of attacks, then leave themselves open for a counter attack, in true Mario fashion.
Midas Machine’s bosses in an early demo
Super Mario Bros Crossover is a name that quite a few Nintendo fans likely know of by now. A Super Mario Bros remake where you can play as characters from other games (like Link, Mega Man and Samus Aran), it’s notable for also featuring various other extra features like stuff from the Lost Levels and character skins. And well, it became pretty popular as a result. It’s been covered on Kotaku, it’s been on Destructoid, heck, it even has a Wikipedia page!
Above: A trailer for version 3 of Super Mario Bros Crossover
But how do you want to find out a bit more about its creator? Or its development in general? Because we now have an exclusive interview with Super Mario Bros Crossover creator and Exploding Rabbit owner Jay Pavlina! So here’s the interview…
1. So, can you tell us a bit about yourself? How did you get into playing video games?
I’ve always loved playing and reading about games, though I never thought about making them until I was in my mid-twenties. I spent much of my childhood making funny short films, and I went to school to become a filmmaker. I was good at it and enjoyed it, but I didn’t really know how to make a living from it. I was also very focused on music performance during my middle school and high school years, so that is another strong passion of mine, and it’s something I almost went to college for instead of filmmaking. Another thing I’ve always loved is drawing and writing stories, but I haven’t really drawn for a long time, so my skills are very weak in that area now.
It’s always been in my nature to be a creator. It doesn’t really matter what the medium is to me, which is probably why I’ve explored a lot of different creative areas, but I’ve had most success with creating games. Games are my favorited art form to experience, so I think it makes sense that I get a lot of satisfaction out of creating them. They are the most challenging media to create as well, and I’ve always liked a challenge.
2. How about the Mario series? Did you grow up with the NES games, or rediscover them later?
I grew up on Nintendo games. I wasn’t that drawn to the Mario series until Super Mario Bros. 3 came out though. My favourite Nintendo game was always The Legend of Zelda because of the exploration involved. The console that influenced me most was definitely Super Nintendo though, and I love Super Mario World, Mega Man X, The Legend of Zelda: A Link to the Past and Chrono Trigger on there.
As for the Mario series, I will always love Super Mario Bros. 3 the most. Lately I’ve become less interested in the series because I feel that the games have become more and more kiddy. I think it’s both the graphics and the simplified gameplay that I’ve been turned off by lately. Super Mario Maker was the first Mario game that legitimately excited me for a long, long time.
Above: Maybe he’s referring to games like this as slightly kiddy…
3. And what about fan games? What were your experiences with them before Super Mario Bros Crossover?
I didn’t really have any experience with fan games before Super Mario Bros. Crossover. I don’t think I even knew what a fan game was at that point. I think it was like 8 years ago now that I started working on it, so it’s always hard to remember that far back about what I thought about things. I think I was searching for other fan games while I was working on it to see what other people were doing, and I remember coming across one called Mega Man X: Corrupted that I thought looked awesome. I think I was mostly looking at what other flash games were being made at that point, since I was working with Flash.
Above: Mega Man X: Corrupted
4. Onto Super Mario Bros Crossover now. What inspired you to make a version of SMB 1 with various other gaming characters as playable in addition to Mario?
I was always fascinated about the worlds that games take place in, and I thought about how each game takes place in basically its own universe, and you don’t really see different games combined. It seemed like it would be cool if the stuff I liked from different games was all combined into one game. To me it just seemed like a thing that should exist, and it didn’t really feel like a unique idea to me. I just really wanted to play it, and I also wanted to know what it was like to make a game, so I decided to make it.
5. How about the character choices? Why say, Ryu from Ninja Gaiden or SOPHIA III from Blaster Master rather than the likes of Arthur or Wario or whoever else?
I chose those characters because I thought they would be fun, and they’re also games I played a lot growing up. Characters that are a lot different than Mario were ones that I was most interested in, because then you have a more unique experience with them. Arthur would be fun too, but his abilities are not really that unique, and I already had the double jump in for Simon anyway. Wario is similar to Mario, so again, it just doesn’t seem like it would be that novel of an experience to play as him in SMB 1. I just did the characters I was personally interested in playing with.
Above: Arthur and Wario weren’t added because they were too similar to Simon and Mario respectively.
Bass and Luigi were only added because they were easy due to the work I already did on Mega Man and Mario. For all of the other characters though, I feel that they are classic and novel. For me, they represent the Nintendo era of gaming.
6. So why are all the levels remakes of those from Super Mario Bros 1 or the Lost Levels or the likes? Was it to avoid some of the level design issues found in certain other fan crossover platformers?
The levels aren’t remakes; they are the actual levels from Super Mario Bros. The idea was to play Super Mario Bros. with characters from other games, so the levels were only modified when a character couldn’t complete the original level. We later added levels from The Lost Levels and Super Mario Bros. Special. We also made hard and easy versions of the levels to make them more fun. I personally enjoy hard mode, since some of the levels are too easy with the characters besides Mario.
Above: Hard mode in Super Mario Bros Crossover
7. On another note, how do you balance these characters so they don’t utterly break the game or end up useless? Because that was a big problem with Mushroom Kingdom Fusion, and I’d have imagined it’d be even more difficult to balance when all the levels are from a game specifically tuned to Mario’s abilities.
Balancing is an organic process. Basically, you play the game, and if it feels too easy or boring, you modify things until it doesn’t. Super Mario Bros. Crossover is a little different from other games though, because the goal is just to make it fun. I don’t really worry about making it too hard or too easy, since it’s just an online game you play in the web browser, and it’s unrealistic to make it balanced with such different characters in one game. We have modified the attack power of some characters to make them feel better relative to other characters, but you can’t really have all of these characters without some of them being overpowered. It’s just the nature of this type of game.
The only requirement I had was that every level is completable by every character. As we started to add more levels, this became difficult, but we still did it. Sometimes levels were impossible for characters without us realizing it, but people told us about bugs like this on the forums, and we were able to fix them.
8. And what are your plans for the game in future? Content based off Super Mario Bros DX on Game Boy? More art styles? Extra characters? Or is it feature complete now?
I stopped working on the game about 2 and a half years ago. At that time, I was working on a spiritual successor called Super Retro Squad, but we had trouble with development. I think the game will return in some form, whether it’s in a spiritual successor or a similar game. I was also working on a game that combined other games besides just Super Mario Bros. called Super Retro Crossover, but had to stop so that I could work on projects that make money. When you’re dealing with fan games, money is a big issue, because you can’t make money from them directly.
Eds Note: As many people are found out after they got shut down for it.
I have been doing quite a bit of work on an online multiplayer platformer-style game that hasn’t been announced yet. I’ve been thinking about using that engine to port Super Mario Bros. Crossover to Unity. I might do that, or I might do something like Super Retro Crossover, or I might do something original. So I think you will see some kind of crossverish game from me in the future, but it’s hard to say exactly what it will be and when. It’s highly likely it will have online multiplayer, since I’ve already spent a lot of time on that for one of the projects I’m working on.
9. HTML 5 port question now. How hard has it been to port it from Flash to HTML 5? Any major technical problems when doing so?
There weren’t technical issues, but everything takes time. It was really just a question of if it was worth it to port the game to HTML5. Making a game is a huge investment in time, and time you spend on a fan game is time you can’t spend on projects that pay the bills. I explored a lot of different options for porting, and none of them were as simple as I hoped. Instead of porting only this game, I wanted to have a platforming engine that I could use on multiple projects.
I do contract work to pay the bills, and I was lucky enough to get a client that wanted an online platformer made, so I expect to use the code from that project to either do a fan game or an original project. There are basically 4 platformer projects I’ve dabbled in over the last 4 years. Their names are Super Retro Squad, Super Retro Crossover, Operation Pyxel, and Super Mario Bros. Crossover. These are all different games, but none of them have been released except the last one, and if I try to explain the differences between them, I think people will just get confused. They are all basically different takes on the multiple characters in a platformer idea.
Above: A video showing some of Super Retro Squad, from its Kickstarter
Above: Vinny from Vinesauce playing Super Retro Crossover
Above: A preview video for Operation Pyxel
10. Did you ever expect to see Super Mario Bros Crossover becoming as popular as it did?
At the time I released it, I didn’t really have any expectations, since I had never made a game before, and I didn’t know what it was like to release a game. It’s safe to say I didn’t expect it to be anywhere near as popular as it was, but I was really pleased about the reception. People really love the game, and I still get positive comments about it nearly every day. It’s nice to know I’ve made something that so many people love and feel passionate about.
11. Were there any ideas or concepts that were scrapped when making a version of Super Mario Bros Crossover? What were they?
The biggest thing I can remember is that we were going to have a mode that let you switch between Game Boy palettes. When the Super Game Boy came out, it let you play Game Boy games with a lot of different palettes, and we were going to put all of those in and allow you to switch between them. It ended up being complicated because different objects used different palettes, so since it was taking so long, we scrapped it. There are a few other things that were cut like Rad Spencer (Bionic Commando), a few other characters, and a challenge mode. There are also a lot of features that were added that were never planned, so it sort of balances out.
Above: Rad Spencer from Bionic Commando was planned. Yes, trailer is of the Game Boy one, where his name was changed from Ladd Spencer to Rad Spencer.
12. A general fan scene question now. Are you a part of Mario Fan Games Galaxy? Have you ever considered submitting one of the SMB Crossover versions to the site, or any of the resources from it?
I’m not familiar with Mario Fan Games Galaxy, so I haven’t considered submitting to it. I haven’t been that involved in the fan scene besides talking to a few other fan game developers and answering questions I get through email. I think I was trying to stop being known as a fan game developer because I wanted to do original stuff and be known for that instead, but I don’t feel that way any more. I took a lot of stuff for granted after having such success with Super Mario Bros. Crossover, but have grown up a lot since then.
13. And have you played any of the other crossover Mario fan games? Like Mushroom Kingdom Fusion, Mario’s Nostalgic Worlds or Brutal Mario? If so, what did you think of them?
I’ve watched videos of a lot of Mario fan games, but the only other one I’ve actually played is Super Mario Bros. X, and I think it’s great. I especially liked the 2 player coop and the way it transitioned from single screen to split screen. I’ve played some hacks of Mario games, like The Tale of Elementia, and I thought that was a lot of fun as well. I’m aware of Mushroom Kingdom Fusion since it’s somewhat similar to my game, but I haven’t played it. I sometimes watch videos of it just to see all of the crazy stuff that game is doing. It’s fun to see all of the games they’re combining.
Above: Jay has tried out Super Mario Bros X before.
Above: And Tales of Elementia. That’s even on video, as seen above.
14. How about Super Mario Maker? Have you played it/made levels for it?
Yes, Super Mario Maker is the first Wii U game that has excited me for some time. I bought it just to play an unlimited supply of Mario levels. I experimented with making a few levels for it, but I found it cumbersome to use the low resolution screen of the Wii U gamepad. It made me wish the game was made for iOS, so that I could use an iPad Pro and Apple Pencil to make levels. That would be amazing.
A general feeling I’ve had about Nintendo lately is that they should stop making their own hardware since it’s generally inferior to other hardware and it holds back their games. It always feels like a chore to turn on my Wii U. The console is only a few years old, but somehow it feels dated and clunky to me. At least they’re finally starting to open up a bit and they’re beginning to make games for iOS.
I was never that interested in making levels in Mario Maker since I can do that with my own games. I was mostly just interested in what Nintendo was doing with their level creation. I appreciate the simplicity and fun of it. I was initially disappointed that they didn’t allow checkpoints, but I’m glad they fixed that with an update. I was also kind of bummed out about not having slopes. I don’t expect them to add that though.
15. What do you think of the Costume Mario/Mystery Mushroom stuff anyway? It’s a bit like the SMB Crossover concept, except without the unique abilities…
When footage of the costume mushroom was first released, many people made the connection to SMBC. It was the first time we could see other Nintendo characters, like Link, officially in classic Super Mario Bros. games. I think it’s kind of lame that the costumes don’t change your abilities, but I understand why they did it. It’s an easy way for them to integrate amiibos into the game, and since there are no gameplay changes required, they can make as many costumes as they want with minimal work. So I totally understand why they did it this way, but I don’t like it. I’m more disappointed that they didn’t include multiplayer than I am about the lack of more playable characters though.
Above: The Costume Mario forms in Super Mario Maker are often compared to Super Mario Bros Crossover, but they don’t have the special abilities of the latter’s characters.
16. Has anything from Mario Maker inspired you in regards to Super Mario Bros Crossover additions?
I stopped working on Super Mario Bros. Crossover before Mario Maker was announced, so nothing in the game was inspired by it, but if I was still working on it, there is definitely stuff I would add. The cool thing that Mario Maker would bring to SMBC is the addition of new enemies and hazards, since they are now in an official version of Super Mario Bros. I generally only add things that are in official games. I like how you can make any enemy bigger by giving it a mushroom or make it fly by giving it wings . I probably would have made an option/cheat where random enemies have power-ups, and in the hard mode versions of levels, there would be powered-up enemies scattered throughout.
17. Outside of Mario Maker, have you tried any other level editors for the Mario series? Like Lunar Magic or Super Mario Bros X or the Hello Engine?
I haven’t actually used them, but I’m familiar with both the Super Mario Bros. X level editor and the Hello Engine. It seems like you can do quite a lot with them.
18. Some site related stuff now. Why Exploding Rabbit? Is there a funny story behind that name?
During the development of Super Mario Bros. Crossover, my roommate had a pet rabbit named Squid. I used to play with Squid during breaks. We would let him out of his cage and I would chase him while he’d jump around. I wanted a name that sounded kind of funny, and I liked Squid the bunny a lot, so I came up with Exploding Rabbit.
19. And what does the future have in store for your site and forums anyhow? Anything interesting planned for it?
It’s hard to say exactly what the future of the website is. I’ve debated for a long time about getting rid of the forums and just making it a blog again where I can post updates. My main feeling right now is that the website is too complicated and I’d like to simplify it. I haven’t been focusing much on it lately though. I’ll probably change it next time I release something.
As for Exploding Rabbit, I’ve mainly been working on other people’s projects lately. It’s been good getting experience not being the person in charge, so I know what it’s like to be the person receiving orders. And I’ve been working on many different projects, so I’m a much more well-rounded developer now. I still prefer working on my own stuff, but I’m okay with working on other people’s stuff until I have enough money to survive on my own for a while. With that said though, I do still work periodically on Super Retro Squad, but there isn’t much time for it. Since I share code between projects as much as possible, I’m indirectly working on my own stuff any time I’m working on a game.
20. Finally, what advice would you give anyone wanting to make a Mario fan game like Super Mario Bros Crossover? Especially a crossover fan game of some sort…
My advice is simple. Just do it. I used to give more complicated advice, but 8 years of game development has taught me that simple is best.
And that wraps up another interview. Thanks to Jay Pavlina for agreeing to it, as well as answering all our questions and making Super Mario Bros Crossover in the first place. If you want to try it for yourself, get yourself over to Exploding Rabbit or (the older version at) Newgrounds and play the game right now, it’s definitely worth it! Or just give us feedback on the article, that’s cool too!