Video Game: Super Mario Bros Crossover
Super Mario Bros. Crossover
(Also known as Super Mario Crossover
due to space limits) is a Flash game by Exploding Rabbit (initially comprised solely of Jay Pavlina, but has expanded to include more people, with Zach Robinson contributing additional graphics to Version 2.0 and Blaine Hanna taking over as the lead developer after Version 3.0). Basically, it's the original Super Mario Bros. 1
(and ever since a few updates Super Mario Bros. Special
and Super Mario Bros.: The Lost Levels
) but with Mario's brother Luigi having his Divergent Character Evolution
from the later Mario games, as well as Bill Rizer
, Samus Aran
, Mega Man
and his rival Bass
, Simon Belmont
, Ryu Hayabusa
, and Sophia the 3rd
as additional playable characters, retaining the moves and physics of their source games. There's also a variety of art styles to choose from
and alternate level design based on the difficulty
Being based on Super Mario Bros. 1
, most of the tropes present there apply here.
Not to be confused with Mushroom Kingdom Fusion
, which is a different game entirely.
As of December 16, 2013, the game has been considered done. However, that's not the end of the fun. Back in June 2012, the developers ran a Kickstarter
campaign for Super Retro Squad
(later renamed Super Action Squad
), a Spiritual Successor
to Super Mario Bros. Crossover
as a tribute to the sixteen-bit generation, and successfully funded the project. They're currently running another funding campaign
, this time focusing on getting members of the development team to stop their other jobs to accelerate development on the game. This apparently wasn't working out, since the donations weren't as frequent as they'd perfer. They're now retooling the game into an Episodic Game
This game provides examples of:
- Abandoned Info Page: As of the end of August 2013, the wiki for the most part is pretty outdated.
- Adobe Flash: And as far as Flash games go, it's a pretty damn good one.
- Ascended Glitch: As of 3.0, it is now possible to jump over the flagpole in the original Super Mario Bros. maps, since there were certain areas in Special and Lost Levels that require you to jump over the flagpole in order to reach them.
- April Fools' Day: On April 2012, the game was updated with a skin inspired by the Atari 2600. However, it also came with a massive downgrade — all the other skins were removed, there's only one soundtrack to listen to, the "Single Character Random" game mode is removed, and you can't play as Link, Ryu, Bill, or Samus (thus rendering the Classic Samus cheat useless). Version 3.0 later added the Atari skins and soundtrack to the official game, including new Atari skins for Link, Ryu, Bill and Samus.
- Artifact Title: An inversion! The first iterations of the game didn't have Luigi in it (although, he was planned). Only much later on did he finally make it in, now rendering the Super Mario Bros. title accurate.
- Audience Participation: Most of the skins, features, and characters were all decided by fans. However Author Appeal plays a big part in this.
- Bag of Spilling: Whenever the game has a major update, all previous save files are rendered incompatible, thus forcing every player to start over.
- Behind the Black: Hard map difficulty is all about mooks waiting beyond the edge of the screen to catch you as you land.
- Big Bad Ensemble: Sort of. Bowser is replaced with another antagonist depending on what enemy skin is being used. The Zelda II The Adventure Of Link enemy skin replaces him with Ganon (or if you want to be technical the Great Moblin) note , the Super Mario Bros. 2 enemy skinsnote replaces him with Wart, the Castlevania enemy skin replaces him with Deathnote , and the Blaster Master enemy skin replaces him with... some weird monster dude thingynote . In versions 3.0 and upwards, the Demon Returns enemy skin replaces Bowser with... a vampiress.
- Boring but Practical: In earlier versions, Goomba Stomp worked quicker than most character's weapons (without a Fire Flower) against most mooks; 2.0 goes around this aspect by having everyone but the Mario Bros. be unable to stomp. Fortunately, 3.0 features a cheat (which is one of the immediately available ones) that enables everyone else to stomp enemies again. Mario's better jumping tends to make him the easiest character to use, as the stages were designed with him in mind. Among the other characters, the best jumpers are about on par with Mario (though Ryu, Mega Man, and Simon all have ways to deal with their subpar jumping height.) With the timer turned on, Mario and Luigi also help get through the longer levels, being the only characters able to run.
- Boss Subtitles: This is how new characters are introduced in the trailers, a la Super Smash Bros. Brawl.
- Bottomless Pit Rescue Service: The "Bouncy Pits" cheat, which also affects mushrooms and enemies. It works on all pits, including pools of boiling lava.
- Bonus Feature Failure: However, the bouncy pits cheat, on the other hand, makes Poison Mushrooms nightmarishly hard to avoid, as when they bounce off of the bottom of the screen, you can easily end up picking one up and being hurt if it bounces into you. They can also pass straight through platforms as they bounce upwards.
- Cap: In older versions, the score counter maxed out at 999950. The 3.0 update later increased it to 9999999.
- Continuity Nod:
- Special and the hard/easy maps add a powerup that increases the time you have. This powerup, like most of them, can change appearance depending on what skin you're using. In the Super Mario World skin, the powerup is represented by a green berry.
- World 6-2 in Special is a Pipe Maze, which gets even more intricate on hard difficulty. This references the same level from the original Super Mario Bros. 1, which was also a pipe maze and is included in the Super Mario Bros. stages as well.
- Couch Gag: The game's Start Screen always loads up a different map skin. Complete with matching skins and interface.
- Damn You, Muscle Memory: When playing on a keyboard with default controls, Z jumps and X runs or performs an attack. Translating this into NES controller format, that would equal B jumping and A running/attacking.
- In later versions, editing the controls does not change the controls for the menus, Z will always accept and X will always cancel.
- The Dev Team Thinks of Everything:
- In underground levels that have access to Warp Zones, the block right next to the pipe that takes you to the normal path is indestructible in order to at least have a way to play through the game normally, even as characters that easily destroy blocks.
- Given the levels were made for the Mario Bros., many jumps are impossible for most of the other characters. In that case, elevators are added in their playthroughs in order to help them across (although not for the Mario Bros., so they'll have to get through the jumps proper).
- The map skins have a "corresponding" character skin, such as Mario's sprite from Super Mario World in the map skin of the same game. This map turns World 7 into a ghost house, and if you play as SMW Mario with this on, the Ghost House theme plays. But this would seem odd if you used another skin, since World 7 by default isn't ghost-themed, right? Well, simply playing on it with another graphic skin causes the regular "ground" theme to play instead.
- Normally, there's only one music per character used as a castle theme. However, when using the Zelda II map skin, if you have the music options set to "Map", the final level plays the Great Palace theme instead of the normal Palace theme.
- Difficulty Levels: As of Version 3.0, there are two types of difficulty settings: Map Difficulty and More Settings. Map Difficulty changes the levels with Easy, Normal, and Hard. More Settings, however, averts this, as it allows you to customize general game behavior.
- Drop the Hammer: Courtesy of the Hammer Bros.
- Dummied Out: LOTS of sprites are unused in most of the characters' skins.
- The Vic Viper can be found in a sheet using a flash decompiler.
- Sprites from the original Final Fantasy I can be found in another sheet the same way.
- Dungeon Bypass: Link and Samus (through morphball) can quickly beat 3-2 of Special by going through the small space above the warp pipe, skipping most of the level. Like most if not all shortcuts, this was prevented in the hard mode.
- Ryu Hayabusa's ability to climb walls can help reach the block ceiling of some levels and skip lengthy sections of them. Most notable in Special 6-2 which would otherwise be a Pipe Maze. Subverted in some levels after finding out the blocks are unbreakable and the pipe must be reached the normal way.
- DVD Commentary: Jay Pavlina's "Playing My Own Game" series of videos on YouTube.
- Easier Than Easy: Playing the game with the Map Difficulty set to Easy and setting up the other difficulty settings accordingly.
- Easter Egg: As the character select music of the Super Mario World skin is the Special World music, the Super Mario Bros. theme will play if it loops nine times, as it did in Super Mario World.
- Like in Super Mario Land 2: 6 Golden Coins, if you get a Game Over as Mario or Luigi in either their SML2 skin or their space suit skin and then idle on the continue screen for about 3 minutes, Totaka's Song will play.
- World 4-2 of Super Mario Bros. Special has a hidden warp zone that leads to World ?. However, this is not an actual world. Going inside the warp pipe brings the player to a Bonus Stage called the "Exploding Rabbit Room" (according to the Exploding Rabbit Wiki). In this room, the words "Exploding Rabbit" are spelled out in coins, along with a few hidden boxes. It is also currently the only level that has the Exploding Rabbit Power-Up, hidden in a block, which gives the current character all his/her power-up (for Samus, Ryu, Simon, and Bill, it will give him or her a random Power-Up). However, this also counts as an Ascended Glitch, as this pipe was also present in Special. Although it originally just had the player wait until time ran out if entered, as the pipe didn't go anywhere thanks to a programer oversight.
- Fake Difficulty: The Bullet Bill cannons fire at erratic intervals.
- Fan Remake: Doubles as a Polished Port for Super Mario Bros. Special.
- Follow the Money: On the easy maps, if there is a single coin floating in the air by itself, chances are that there is an Invisible Block just underneath it.
- Genre-Busting: Some characters' original games were not platformers, but were adapted to the platform genre.
- Link, being from a top-view adventure game, was given physics to match those of Zelda II: The Adventure of Link.
- SOPHIA III and Samus, both games being the Metroidvania genre, were both adapted to a more "point A to point B" style of play.
- Ryu and Bill were both adapted to platforming as opposed to the "Run and Gun" style of their original games.
- Harder Than Hard: Playing the game with the Map Difficulty set to Hard and setting up the other difficulty settings accordingly. Have fun dying.
- Invincible Minor Mook:
- In the difficulty settings, you can replace the Goombas with Spike Tops. They can still be killed off by Star Power or Samus' Missles, though.
- Special (and the hard maps) adds Barrels and Fires from the original Donkey Kong. The former actually acts much like Spike Tops (in fact the Super Mario Bros 3 skins replace them with what seems like bulkier Spike Tops) and can still be killed by misiles, however the Fires are almost completely invincible.
- Jump Physics: Even though the stages are all designed with Mario's jump in mind, all characters retain theirs.
- Konami Code: How you can quickly unlock cheats in Version 3.0 onwards* . The title screen fanfare from Contra plays when you select "Enter Code" in the Cheats menu as a hint for which Classic Cheat Code you need to use.
- Leitmotif: Each character skin comes with the musical score from their original game, although it can be set to match the map skin, a certain game's score or just randomized.
- Marathon Level: World 8-1 is still as long as it was in the original, which means a lot of trouble for every character but the Mario Bros., as they're the only ones who can run. Fortunately, unlocking the "Infinite Time" cheat is as easy as completing the first level, providing an easy way to escape the dreaded time limit if you don't want to speedrun with the other characters in this level.
- Massive Multiplayer Crossover
- Medium Blending: Depending on how you set the graphic options and the character skin.
- Musical Nod: The Atari skin uses many songs from different Atari 2600 games (although some of them are just chiptunes).
- Musical Spoiler: When selecting the "Enter Code" option on the Cheats menu, the music changes to the title theme from Contra. It's the Konami Code.
- Nintendo Hard: It can be hard for the other characters to adapt to some of the harder Super Mario Bros levels.
- In the 2.0 update, all characters lose their power ups and abilities upon taking damage, except on Very Easy. And then there's Bill...
- Also, the 3.1 update includes levels from Super Mario Bros. 2. And that's the Japanese one, by the way. If you thought those levels are already as hard as they are as Mario and Luigi, then try playing through those levels as everyone else — or even better, playing through them with the Map Difficulty set to Hard...
- Speaking of the hard maps, one might expect the game to start out with only mild and minor changes to add a little more challenge, slowly curving into something much harder. Nope, on the first level of the SMB set there's a Lakitu at the first half, Paratroopas positioned in akward places over pits, and an ending staircase where every other block column is a tiny bottomless pit, and every other column out of what remains is a Bullet Bill cannon.
- And that bonus room that serves as a shortcut to the end of the level? It now exits into the pipe before the entry pipe to said bonus room.
- Remember the first Super Mushroom of Super Mario Bros? Inside that arrangement of 6 blocks ingrained forever into the collective gamer mind? Well, in Hard Map difficulty, it's a Poison Mushroom now.note
- Poison Mushroom: The Trope Namer shows up in The Lost Levels as usual, but it also shows up in the Hard Maps for the other two sets.
- Power Creep, Power Seep: Used and averted. Each character's weapons are greatly nerfed, but characters do retain their jump physics.
- Product Placement: Downplayed. Mario and Luigi's "Modern" skins say that the skins are designed after Super Mario 3D World (although the "Modern Mario" skin is more reminiscent of the Mario sprite used in Paper Mario: The Thousand-Year Door)
- Also, the first loading screen advises players to support the official game releases.
- Ratchet Scrolling: Removed by default, though it can be turned on in the Cheats menu (listed as "Classic Screen Scroll", which is available from the beginning).
- Remake Cameo: The Hachisuke (also known as the Hudson Bee and "Hu-Bee") is a one-time Power-Up in Special, although it changes depending on the skin.
- Every level in Hard Mode has one Hachisuke.
- Retraux: The Atari skins for most characters and the Atari map layout. The choice of musical score turns it into hilarious Stylistic Suck.
- Save the Princess: While originally you were always saving Toads and Peach like in the original game, the 2.1 update changes them to characters appropriate to each playable character.
- Schedule Slip: The V3.0 update — featuring even more skins (including the April Fools' Day Atari skin), additional cheats, refined difficulty settings (including Remixed Level maps based on difficulty) and the Super Mario Bros. Special levels — was initially announced for the end of June 2013, but it was delayed for the end of July instead.
- Schrödinger's Player Character: The Toad inside each castle and Princess Peach turn into characters/objects from the game the current player character belongs to, and the "Your Princess Is in Another Castle" response changes accordingly. Even if the new Toad or Princess are characters the player can control at any given moment.
- Self-Imposed Challenge: The various cheats and difficulty options make opportunities for quite a few of these. The game's forums provide a few examples.
- Serendipity Writes the Plot: The Super Mario Bros.: The Lost Levels map set is modelled after the levels used in Super Mario Bros. Deluxe since the developers had no time to add new code to the characters, such as being pushed by wind. This fits well, since the Super Mario Bros. Deluxe versions of the levels were specifically modified to use the same physics as the original game.
- Shout-Out: The character select screen from version 2.0 onwards resembles that of the ones found in the Super Smash Bros. series.
- In 2.1 and onwards, Luigi's Peach skin has her saving Mario.
- Silliness Switch: There's an "Invisible" skin that gives the game the appearance of the original game, but with all possible ground, platforms and footholds removed in addition to enemies. There's also a cheat to replace all enemies with Hammer Bros. Finally, you could set all possible options to random* and play "Single Character Random" mode. Each time you play this way is essentially a new adventure.
- Soundtrack Dissonance: In either the Atari version of the game or when using the Atari map skins and characters in the latest version, the music that plays whenever you encounter Bowser is... "Fever" from Dr. Mario?
- Speed Run: In the Super Mario Bros. 1 map set, the same shortcut route ((1-1)-(1-2)-(Warp Zone to World 4)-(4-1)-(4-2)-(Warp Zone to World 8)-(8-1)-(8-2)-(8-3)-(8-4)) works as well.
- Timed Mission: Like in the original, levels have time limits by default, but it can be turned off with a very easily unlockable cheat (just beat a level).
- Trolling Creator: There was a vote to see if either Super Mario Bros.: The Lost Levels or Super Mario Bros. Special would be added to 3.0. Even though Lost Levels won, Jay Pavlina did Special instead, since he had more interest in doing so (he wanted a more obscure set of levels to use thanks to Special being an example of No Export for You and not having any official remakes).
- Turns Red: The Sidestepper enemies in the Special mapsnote become angry and double in speed as they lose health.
- Video Game Demake: The Atari 2600 skin is an in-universe example.
- Video Game Settings: Several map skins gives themes to the worlds, which were otherwise rather plain in the original game. The Super Mario Bros 3 skins, specifically, gives each world its own theme as seen in Super Mario Bros. 3 itself.
- What Could Have Been: Originally planned to have an Excuse Plot of Luigi gathering others to help him rescue Mario.
- According to a GameXplain interview, Ryu, Sophia, and Luigi were all planned to be in the game from the beginning, but they were cut from the first release due to time and have since been reinstated into the game as of 2.0. Radd Spencer from Bionic Commando was also under consideration.
- The game was planned to be ported to the Unity engine, but the port (as well as its planned multiplayer mode) was cancelled so that Jay could concentrate on Super Retro Squad. However, there will still be further updates to SMBC, including the aforementioned skin and level additions.
- The v2.0 trailer showed that in addition to the Game Boy filter, there could have been filters based on the Game Boy Color bootstrap ROM and Super Game Boy. The trailer at one point also shows the Game Boy filter applied to the background, but not to the player or the enemies.
- The Wiki Rule: SMBC has its own section on the Exploding Rabbit Wiki.
- Brought Down to Normal: Inverted. When v1.1 came around, Bill was the only character (besides Mario) not to get some sort of gameplay improvement.
- Charged Attack: Mega Man's Mega Buster and (prior to v2.0) Ryu's Windmill Shuriken.
- Divergent Character Evolution: Certain skins (such as Quick Man, Proto Man, and Pit) play differently than their parent character, essentially making them new characters built on the same base.
- Double Jump:
- Simon has one to compensate for his short and awkward jump. Comes out of nowhere (Maria and later Metroidvania player characters would have a double jump, but Simon wouldn't have it until Harmony of Despair, which was released after this game).
- Bass also has a double jump ability, that is unless his Quick Man skin is used.
- Goomba Stomp: As of 2.0, only Mario and Luigi can do this without getting hurt.
- Link can do this with a downward thrust.
- 3.0 introduces a cheat that allows everybody to do this.
- Go-Karting with Bowser: The 2.0 update included three playable villian characters: Dark Samus, Dark Link, and Dr. Wily, as skins for Samus, Link, and Bass, retrospectively. You can also play as six Robot Masters note .
- Moveset Clone: Mario and Luigi share similar abilities. Mega Man and Bass also share the same weapons as each other except their default busters and Rush Coil.
- One-Hit-Point Wonder: Bill has become this in the 2.0 update. No matter what difficulty is being played or what powerups he has, he will always die in one hit.
- Everyone becomes this on Very Hard difficulty.
- Precision-Guided Boomerang: Link's special weapon.
- Ryu's Windmill Shuriken can stretch one's Willing Suspension of Disbelief: No matter how long you keep dodging it, it will keep attempting to come back to you.
- Self-Imposed Challenge: Arguably Simon's entire purpose. Except the odd underwater stage where the angle of his axes deals with the highly annoying bloopers perfectly. On the other hand, his axes also have a wider arc than the Hammer Bros' hammers. Plus there's his whip, which eventually becomes super-long and flaming. And as of v1.1, an option exists that lets you control his jumps more easily.
- These days it's a "classic Simon" option in which having it off makes it easier to control his jumps.
- Sword Beam: Link's Fire Flower ability.
- In later versions, it's tied to the red ring power up.
- Underwear of Power: Getting a Fire Flower as Samus changes her sprite to the "Justin Bailey" power-suit-less version, along with upgrading her weapon to the Wave Beam... Well, that was in an earlier version. Now, it's averted, as she gains her Power Suit when she gets a Super Mushroom (and the Justin Bailey suit is, as of 2.0, a skin).
- Unexpected Character:
- Robot Ninja Haggle Man of all things is in Version 2.0, as a skin for Ryu. The "Demon Returns" game from Game Center CX 2 also provides both level graphics and a pair of skins for Mario.
- Dr. Wily himself is a skin for Bass, making him one of the first three playable villain characters in the game, alongside Dark Samus and Dark Link.
- Wily himself also gets two skins based on Mr. X and two more skins based on Quick Man.
- Toad and Peach as skins for Mario and Luigi respectively. Similarly, Pit can replace Samus, Roll and Rokko Chan can replace Mega Man, and Zelda, the Old Man, and the heroes of the BSX Zelda remake can replace Link.
- A "T" tetrimino from Tetris is a skin for Sophia.
- Shadow from Final Fantasy VI is a skin for Ryu. He comes with some Final Fantasy tracks (mostly from his own game).
- Cut Man, Ice Man and Fire Man serve as skins for Mega Man, while Quick Man, Gemini Man and Skull Man serve as skins for Bass. Some of these skins even differ from Mega Man and Bass:
- Cut Man's projectiles pass through blocks and enemies.
- Ice Man's uncharged shots do less damage, but his charged shots can freeze enemies like Samus' Ice Beam.
- Fire Man is immune to the rotating firebars, but receives more knockback from enemy attacks.
- Quick Man has a different movement patternnote .
- 3.0 Brings us Benjamin as a skin for Link, complete with his game's music (including awesome boss theme). He isn't functionally different from Link at all.
- Walk, Don't Swim: Only Mario, Luigi and Sophia the 3rd can swim. Everyone else has this trope applied to them, giving you a whole new challenge tackling the water levels.
- Wall Crawl: Ryu and Sophia can cling to walls, just like in their original games. (And ceilings, in Sophia's case.) However, as of 2.0, Sophia needs to find a power-up to do this.
- Whip It Good: Simon.