Super Mario Bros. Crossover 2.0 Released

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johnblade
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Posts: 270
Joined: Sun Sep 21, 2008 10:02 pm

Super Mario Bros. Crossover 2.0 Released

Post by johnblade »

Don`t know if this been post yet but I think everyone should at least know about this release.
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!
http://www.explodingrabbit.com/news/sup ... 0-released

Here is the trailer of the game


So, what is your opinion about this game
pakopako
Next-Gen
Posts: 1654
Joined: Wed Jul 07, 2010 2:29 pm

Re: Super Mario Bros. Crossover 2.0 Released

Post by pakopako »

Just got through 1-4 and here are the Pro/Cons

Pro
  • Skins. Soooo many skins. SNES skins, NES skins, GB skins...
  • ...skins for stages, skins for enemies, skins for characters (Dr.Wily sliding? Priceless.)
  • Much deeper weapons systems for everyone (not just the Rock guys)
  • Took away save-scumming for accumulate power-ups
Cons
  • The removal of the "stomp" ability for all characters. This makes Hard (not hardest) a little more difficult for non-plumbers
  • No option to go back to SMB-CO1 mechanics (not the stomping, but some of the characters get nerfed like Bombless Samus.. especially with Classic Samus on)
  • Some glitches when the 8-bit characters are on the 16-bit screens (like travelling down pipes or ladders)
  • Starman, because it is a song change, means after the effect is over, your "Random" song choice gets randomized again
  • Took away save-scumming for accumulate power-ups
The pros outweigh the cons and make for a really great sequel (as opposed to a patch), and all the work the Exploding Rabbit team put in is really impressive. Again, this is a true "sequel" and not just an upgrade.
My scheduling skills have died of dysentery; I hope to visit at least on a monthly basis.
Still, don't forget to tip your waitress.
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