People have been asking for The Lost Levels to be added to Super Mario Bros. Crossover for a long time, so we decided to do it. Instead of the usual 32, The Lost Levels has 52 levels. We’ve also included easy and hard versions of each, so that’s an additional 156 levels. That means there is now a total of 348 levels in the game. That’s a lot!
We did not change the physics for Mario and Luigi, so this is not the “true” version of The Lost Levels. Instead, it’s based on the version that was in Super Mario Bros. Deluxe. We didn’t have time to write new code for any of the characters, so this was the only realistic way for us to do it.
We decided to make this the final update to Super Mario Bros. Crossover, so you can now consider the game “done.” It is possible I may release a level editor in the future, but there are no plans as of right now, so consider it a bonus if it happens. For now, the game will continue to only be playable while connected to the Internet, but after Super Action Squad is released, I’ll remove that requirement and will consider releasing the source code.
So… if you are a fan of this game, should you be sad? NO! You should actually be happy. Super Action Squad is the spiritual successor to Super Mario Bros. Crossover, so it’s basically an expanded version of the game without all of the frustrating limits. It’s been in development since August 2013, and it’s coming along fairly well.
Since we want to make Super Action Squad the best game possible, I created an SMBC feedback forum. Please tell us everything you like and don’t like about SMBC, and we’ll keep it in mind while working on SAS. I am especially interested in feedback on the weapon, power-up, and health systems. I feel like they could be better, but it’s hard to figure out the best way to do them, so any ideas are welcome.
And remember, if you like SMBC, the best way for you to see more of it is to support Super Action Squad. My goal with the game is to take the best elements of all platformers, especially retro ones, and combine them into a single game. It’s a difficult task, but we already have a solid foundation to build upon, so I think we can do it.
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 […]