Super Mario Bros. X


Mariogasm is a Super Mario fan game by Andrew Spinks, a.k.a. Redigit, a.k.a. demilogic, a.k.a. the guy who made Terraria. Imagine you took Super Mario All-Stars, World, Zelda II, and Super Metroid graphics, and threw them into a blender, after which you’d pour out the resulting blob of epic into a game and could not only build stuff in it, but play as Mario, Luigi, Peach, Toad, or Link (because fuck Samus, right?). That’s what this is, and calling it the best 2-D Mario game ever made would be an understatement.


The 90s called, they’re writhing in jealous agony.


Better Than New Super Mario Bros In Every Way is… well… that, really. It may only allow for one or two players, but it has more characters with different powers, more level variety, a battle mode, a level editor, and actual co-op with splitting motherfucking screens, as opposed to inevitably crushing your slower partners against a wall. The game comes with a pre-packaged “episode,” which is what you would call a series of levels, a world, story, or campaign. You can then download many more of these episodes from the website, or make your own.




The controls are as tight as the original SNES games, and the graphics as faithful. Of course, changing the appearance of the default tiles and characters is also doable, but even without going as far as that, the level editor’s capabilities allow for incredible variety, along with some downright weird possibilities, such as Mario and Link in a Super Metroid environment. It sounds like something out of a 13-year old’s SNES hack, but for some reason Best Fan Game Ever allows anyone with good level-design skills to make it work. The inclusion of slightly different power-up effects depending on who you’re playing with, and stars a la Super Mario 64 are just some of the added details that make Forever Shooting Bullet Bills all the richer.


Nothing to say. Just look at it.


The music is ripped from several Nintendo titles, from the SNES to the Wii, and some of the tracks’ fidelity was lowered on purpose, presumably to match the SNES soundchip, of which I’m not the greatest fan. If that was not the case, I cast a curse on the poor fool who is unaware of the concept of audio fidelity.

Regardless,  the tracks fade out and start over instead of looping, for some reason. It is technically a loop, but fading out serves no purpose besides annoyance. It baffles me that such an elementary thing could have been overlooked.


Yes ma’am.



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