FAN MASTERS PART 6- SUPER MARIO (PART 2)

Second part of Mario games fan article

  • sbester
  • 04/29/2013 08:10 PM
  • 7542 views

Interviewees:
Deckiller
nin8halos

Welcome to the sixth issue of Fan Master!

Here’s the conclusion of our Mario fangame articles. I’m sure I could have stretched this to parts 3 and 4 if I’d wanted to. I didn’t, obviously.

Here we have two more developers who have participated in making a whole bunch of these games: Deckiller and nin8halos.



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I’m not going to start with the usual first question, why a Mario fangame. Instead, I’m going to ask- why so many? What keeps bringing you back to make more of these fangames?

Nin8halos: Well, I guess I just keep getting ideas, and I need to do something with them. I've always wanted to try something like this, but I wasn't quite satisfied with my first game. So I tried something else, and then I got more ideas, and well, I enjoyed it enough that I was able to keep making games.

Deckiller: Most of the fangames I've worked on have been community projects: collaborations between numerous Mario fans here on RMN. I probably wouldn't have made this many SMBX games by myself. With that said, there are three things that keep me coming back to work on Mario games. I can't speak for the rest of the community, but I know others share similar feelings.

(1) We've yet to have a truly successful full-length community game. Sure, some of our individual/team Mario games have been successful, but Super RMN Bros 1-3 have been critically panned. I want to be involved in a truly awesome community game: one that won't be laughed at. Super RMN World is shaping up to be that game. Practice makes perfect, after all.

(2) Most of us are primarily RPG developers; sometimes it's nice to work on a different kind of creative project. Platformers are obviously unlike RPGs in many respects: levels are smaller and the games far shorter. It's all about gameplay and visuals: there's no need for stories, programming, or massive strategic battles. I can contribute to 3-4 Mario games in the time it takes to complete one RPG. And because the games don't take as long to make, we can explore more ideas in a shorter amount of time. It's a different kind of fun and creativity, of course - one that could never replace the intricacies and scope of an RPG. An RPG is a novel: an SMBX game is a short story. Both are fun and part of my life.

(3) The SMBX community is very positive, active, competitive, and feedback-oriented. And it's still fresh; think of the RPG Maker community from 10 years ago. There are still lots of angles to explore.



Image from Mario's Mansion.

Of all the Mario fangames you’ve made, which is your favorite and why?

Nin8halos: That's a tough one. I'm gonna have to go with Super Mario Bros 3X. I'm a big fan of SMB3, and I've always wanted to make a fan-game in that style.

Deckiller: Super Doki Doki World is my favorite, mainly because Kentona and I were the leads. I made nearly half the levels in that project; it was my boot camp. I was a total newbie when I started, so I learned much about SMBX and platforming in general. It taught me all about level pacing, enemy placement, gimmicks - skills that aren't really used as much in RPGs. I'm fairly proud of the project, but it's definitely not without its flaws. The journey was more important than the destination.

I have a feeling that Super RMN World may take over that top spot, mainly because everyone involved wants it to be the best game possible. Halibabica is pulling out all the stops. To use a few sports-related cliches: we're playing with a chip on our shoulders due to all the adversity we're facing. We've been outclassed by the outstanding Talking Time community games on two occasions. Ours won't be the most cohesive game in the world, but it will be well polished and hopefully a lot of fun.



Image from Mario's Mansion 2.

What would your ultimate Mario fangame be like?

Nin8halos: A collaborative effort that actually works out well.

Deckiller: It would feature SMB3 or SMW-based graphics, as well as levels that are intricate and unique, but also consistent and cohesive. I still think it's possible to bring something unique and interesting to the table in every single level. Unique graphic styles, puzzles, layouts, environmental twists...all are fair game if used properly. That, combined with a secret-packed world map, is all it would take. Uniqueness and depth.


Image from Super Doki Doki World.

What are the major advantages and disadvantages, in your opinion, of working within the frameworks of a work that isn’t entirely your own?

Nin8halos: Well, it's definitely easier to work on an existing foundation. Most of the hard work is already done for you. The downside is that it's not nearly as fulfilling as creating a work that's entirely your own.

Deckiller: The major disadvantage is that most things have been done at some point. That and there are graphical limitations: not all funky graphics will look good or belong in the context of Mario. Another problem is that the fangames will always be compared to the real thing, for better or for worse. That last point could be an advantage for those who don't mind being critiqued like a pro.

Plus, there is a stigma of unoriginality attached to fangames. Developers need to add some flavor to their fangames - recreating the same game chapter and verse will accomplish nothing...unless you're a first-time developer who needs to go through the motions of using the program, understanding game development logic, etc. That stigma could cause developers to overcompensate by making their levels highly experimental and original to a fault. Originality and experimentation are good and even necessary, but not at the expense of the tried-and-true fundamentals. The result could be an unplayable or chaotic level - one with poor game feel or annoying gimmicks. There's a reason the pros didn't indulge in fetch quests, repetitive gimmicks, and overly complicated levels: in the framework of Mario, it's just not fun.

It's hard to make levels that are insanely unique but also playable and Mario worthy. Nin8halos does a good job playing the balancing act; he knows how to make levels -look- unique (or simply atmospheric) while keeping to the playability of classic Mario. That's one way to approach it, but like I said, it takes the right designer with the right ideas to work: otherwise it will be a mess. Another feasible approach is to use mostly traditional Mario graphics and insert some sort of wrinkle into the gameplay. This is equally risky because most gimmicks are tedious or cheap. Fangames have to have some sort of link to their source material - if that link is virtually gone, then what's the point of making one? Making original levels is really a balancing act between old and new: an act that is high risk, high reward.

On the other hand, one of the major advantages of working on fangames is that there is a low barrier to entry. People can focus more effort into design and implementation because the physics, graphics, and music are available (though they can be customized if desired). More importantly, there's an entire library of relevant games to study - games that demonstrate how these graphics and mechanics should be used. The professionals have already figured out some of the things to avoid and what to master. If you have a knack for design, you don't have to be a traditional artist or programmer to become good at making Mario levels. You can scaffold on what Nintendo has already done, learn a lot about basic design principals by making similar games, and have fun doing it.

There's also the nostalgia factor: working on fangames allows us to relive our childhood and entertain some of those old level ideas. Maybe we were on to something!



Image from Castles: Masterpiece Set.

What is your best Super Mario moment? When did you first fall in love with the franchise?

Nin8halos: I was raised on Super Mario Bros. Probably started playing when I was six. I don't really have a best moment though.

Deckiller: It's all about Super Mario World for me. I enjoyed the simplicity and the numerous hidden areas, levels, power-ups...the game was just so deep, especially for the early 90s. I felt rewarded every time I beat a level or found a secret. The game was just -fun-, and it was a nice change of pace from my usual RPGing.


Image from Subcon Hearts.

What advice do you have for other creators who are trying to make their own Mario fan games?

Nin8halos: Play a lot of games. Not just Mario games, but platformers in general. Learn what works and what doesn't, what's fun and what isn't. Pay attention to feedback.

Deckiller: - Don't fall into archaic design traps! Be friendly to the player by including checkpoints, properly placed powerups, etc. Solitayre really knows how to avoid these issues.

- Use multiple playtesters. Platforming skill varies wildly among the gamer population; a level that one person may find easy could very well be sadistic as all **** to everyone else. Difficulty balance is one of the most important elements of platforming.
- Don't forget secrets! Hide some in plain sight, but make sure the reward matches the difficulty in discovering the secret. Kentona is great at this.
- Have something that makes your level unique, but don't ignore the fundamentals in the process. A crazy, random level might be memorable, but for the wrong reasons. A simple level design with unique graphics will often be just as memorable as a plain-looking level with inspired gameplay, as long as the graphics make sense. Gimmicks should feel like they belong in the level and the environment. The gameplay and visuals have to be cohesive, no matter how unique the level is.
- Mash-ups are fun, as long as they work in the context of Mario (a phrase that keeps coming up here).
- Keep backtracking to a minimum! 2D Mario is one of the simplest forms of platforming there is. Metroid is maze-like without any sort of time limit. Sonic is linear due to its speedy nature, but there are multiple paths and secrets because of the numerous checkpoints. Mario is really just one or two paths with a few secret areas along the way. Sure, SMBX doesn't have a built-in timer, but there's still only one check point allowed! Some backtracking and puzzles are okay, but going too crazy will result in angry players. Nobody wants to die near the end of the level and go through 4 minutes of collecting red coins for the 5th time.
- Strike a balance with decoration. An under-decorated level looks lazy and boring, but an over-decorated level can cause lag and confuse/distract the player. Hazards need to be salient.
- Difficulty should be smart, not artificial. Cleverly placed blocks and enemies is important. Pattern recognition is fundamentally important to mastering platformers. Isrieri is all about this sort of thing; one thing he stresses is that all developers should be able to beat their level without taking a hit.



Image from Subcon Stars.

What are your future SMX fangame plans?

Nin8halos: I have a few projects in the early stages. I really want to make a sequel to Super Princess Dreamland. I'm thinking about collaborating with others in the future, but it's really tough to find someone who has the right style.

Deckiller: Super RMN World might be my last game with the maker: we'll see! I'm certainly not done with side-scrolling games though. There's a secret project on the horizon that will be all side-view...and I've always wanted to make a Metroid game...


Image from Super Princess Dreamland.

Any final thoughts?

Nin8halos: Nah, that's probably it. Good luck with your interview series!

Deckiller: Thanks for giving me the chance to ramble about SMBX!

If you've always wanted to make a Mario level, give SMBX a shot - it's very user friendly, even though it doesn't have an undo feature (>_>;). The SMBX community here on RMN is pretty serious about the craft, and we're here to help.


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And so ends the first and (so far only) 2-parter of the RMN Masters Series. Hope you enjoyed! It's back to RPGs next week!

Posts

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halibabica
RMN's Official Reviewmonger
16948
nin8halos is such a man of few words! By comparison, at least. Interesting to see you guys' views.
This was a good read! It's interesting to hear your thoughts on what does and doesn't constitute a good Mario level, and I'm very much looking forward to what you folks eventually come up with for Super RMN World, and to see how it compares to your earlier works in the Super RMN Bros. series.

I might just have to review it when it comes out.
halibabica
RMN's Official Reviewmonger
16948
from Minus
I might just have to review it when it comes out.

Do All-Stars while you're waiting!{/shameless}
I might just have to after finishing up my finals.
Decky
I'm a dog pirate
19645
author=halibabica
nin8halos is such a man of few words! By comparison, at least. Interesting to see you guys' views.


I was born a ramblin' man.
Pages: 1