The day has finally come. Super Mario Bros. Crossover 2.0 is now playable. We’ve been working on this update for over a year, and there are a lot of changes. The two big things added are skinnable graphics and a new power up system. There are about 800 tracks of music in the game now. We also added Luigi and Bass as playable characters, and because of the skinning system, it seems as if there are many more characters. For a full list of changes, see the version history.
Although I still did all of the programming, I had some help for this version. Zach Robinson did all of the custom graphics in the game and helped design the skinning system. Him and I are a team now and we’ll be working together on many future games. We also have custom music made by Mathew Valente. He’s been making Super Nintendo versions of the Blaster Master music. He’s not completely done, but you can hear a few of them in the game if you play as 16-bit SOPHIA. I’ll add the rest of the songs as he finishes them. He also made nsf versions of the Mega Man 9 and 10 soundtracks which we use in the game.
Sadly, there are a few problems in the game that I can’t do anything about at this current time because of the Flash platform. The music emulation will slow down the game for some people, especially Super Nintendo music. If this is the case for you, you can change the music console in the options menu. Adobe is releasing an update at some unknown time in the future that should address this. As soon as they release it, I’ll update the game.
The other small problem is that there is a delay when the game loads at the beginning because it is very heavily compressed. It may appear that the game is not working, but it will continue on after a few seconds. I apologize for that, but there doesn’t appear to be anything that can be done about it at this current time. This is what we get for cramming so much awesomeness into a flash game.
I’ve been working on this game for almost 3 years now. When I started, I knew nothing about making games or programming. With all of the experience I got from working on this, I now feel I’m ready to make my own game. Exploding Rabbit will now be shifting focus away from Super Mario Bros. Crossover to work on an original game, which we feel will be awesome. We’ll still update this game a few times a year with more skins, and I’ve mentioned before that we’ll add the Lost Levels in the next update. So we’ll still be updating this game, but it won’t have our full attention like it has in the past.
I expect that there will be bugs that were missed by the testers. Please report them in the bugs forum. I’m not going to fix every bug because the game is free and I could spend my whole life doing that, but I’ll be sure to get the important ones.
I am very happy this day has finally come. It’s been a lot of hard work, but it’s worth it to see it all come together. We hope you’ll enjoy playing Super Mario Bros. Crossover 2.0. We’re very excited to finally release it, and even more excited to start working on our awesome original game. Exploding Rabbit will entertain you for many years to come!
Early on, you should decide on a game unit that is simple and intuitive.
I implemented sprite flipping in the level editor and game engine. The image above shows flipping on hill. Those are both the same sprite. I also built the first level of Super Mario Bros. There is a toad there because the story takes place after Mario beats Bowser, so he has freed the toads. Speaking of that… does […]
Switched to using one collider per tile to make it quicker to build levels. The sides that are in red are ignored so they still behave properly. For comparison, this is how colliders looked before. They are bigger, so they’re more efficient, but it takes longer to make them. I’ll probably eventually have something […]