~ Leon's Games ~

Original games

Game titleCreatedSoundColourInput deviceDifficultyEngine
IconYou are SpamZapper 3.1 Colour KeyboardMouse Easy Twine "DISTINGUISH TRUTH AND SCAMS IN OVER 130 UNIQUE EMAILS • PROTECT THE INBOX FROM URBAN LEGENDS • EXCHANGE WITTY REPARTEE WITH YOUR PLUGIN COWORKERS • CROSS SWORDS WITH A DEADLY EMAIL WORM • LEARN WAY TOO MUCH ABOUT YOUR USER'S FRIENDS"

This was slowly written from mid-April to September 28. It's inspired mainly by 3 in Three, Digital: A Love Story, and Secret Little Haven, and minorly by Kentucky Route Zero, Gone Home, Chroma, Birdland, ZUN's Music Collection, Start Again: A Prologue, 17776, Clicky.exe, and Everything2.

It was not inspired by: Her Story, Hypnospace Outlaw, Gödel, Escher, Bach: An Eternal Golden Braid, or Homestuck.

Click here to watch the original launch trailer, by me! Trailer music is by dalezy, used without permission.

This took 9th place out of 72 in IFComp 2021.
IconUnfreezing Your Friend, The Blob With A Face Colour Mouse Easy Twine All but six passages in this were written in April 2019, but only completed and released in December.
IconChoice Collector Colour Mouse Hard GameMaker This was an abandoned puzzle game project from February 2012. All four levels are presented as they were - only the ending reward is new in 2019.
This game, of course, takes some inspiration from Transmission Received as well as the more obvious Pipe Dream.
IconMagenta Box Colour Keyboard Easy GameMaker This was an abandoned puzzle platformer prototype from December 2011. Only the single extant level is presented. Its inspirations are, of course, English Country Tune, Stardust and suteF.
Arrow keys: roll.
Space bar: adjust gravity according to your orientation.
IconTiny Sorceress's Second Chance Keyboard Easy GameMaker This is a sequel to Tiny Sorceress.
Made for Halloween, 2018.

Brief nudity

IconYour Utterly Unbeatable Natalya Colour Mouse Easy Twine This was made during Ludum Dare #39.

BDSM

IconTournament 2015 Mouse Easy Twine This game is primarily inspired by many hours watching streamed Smash Bros. tournaments. Some inspiration must also come from my prior work, Terra Tam and Certain Defeat.

This was made for Klik of The Month Klub #100.
IconPhone in Mouth Colour Mouse Easy Twine This game was commissioned by The Lifted Brow.

This was inspired by Gravity Bone, Eyes Wide Shut, the The Simpsons episode Homer the Great, the Mighty Boosh episode The Nightmare of Milky Joe, Homestuck Act 5 Act 2, and who knows what else.
IconSlush Switch Sound Colour Keyboard Easy PuzzleScript "Guide Li'l Slushy to the hole!"

This was made for Klik of the Month Klub #76.
IconA Forest, A.D. Mouse Easy Twine This is very diffusely inspired by You Will Select A Decision, and climbing 208 feet up the ruin wall.
IconCertain Defeat Easy GameMaker This is inspired primarily by the memory of trying to emulate old ZX Spectrum games, and being unable to find the controls. Additional inspirations include Terra Tam, WarioWare, Inc.: Mega Microgame$!, The Shadowlands Prophesy, Homestuck Act 6 Act 6, and, visually, OFF, Lamezone and La La Land.
This game was made during Ludum Dare #27. It placed #4 for Humour.
IconShow Yourself! Sound Colour KeyboardMouse Medium GameMaker Music by Lassi Nikko, used without permission.
This is loosely inspired by Single Screen Spelunky
The palette is loosely inspired by SHARECART 1000 (unreleased as of 17-8-13).
IconApp Escape Colour Keyboard Easy GameMaker This is somewhat inspired by Terra Tam, with some inspiration from Another World and Lim.
This game was made during Ludum Dare #26.

Vore

IconGRAVEDIG.TWS Mouse Easy Twine This is inspired by Stygia, Graveyard Quest and Frankenstein's Helper.
IconDining Table Colour Mouse Easy Twine This is very, very loosely inspired by Ant Comic, Incinerator, the Twine game 'Mastaba Snoopy', the taste of alfalfa sprouts, and some other stuff.
IconThe Blob Family Sound Colour KeyboardMouse Hard GameMaker Music by finnr and JKOEV, used without permission.
This is inspired by Liquisity, Pac-Man, Dodge Bouncing Balls and Finderseek.
IconYour Mission Mouse Easy Twine This is very, very loosely inspired by Praser 12.
IconCapri Toot Colour Mouse Easy Twine This is inspired by Darius Gaiden, Darius II (in particular the music track "say PaPa"), Meteos, Super Mario Galaxy, Yoshi's Story and Star Wench, and, to a lesser extent, Tropical Lazor Beams, R-Type Leo and the book "Puzzle Planets" by Stephen Stanley.
IconDodge Bouncing Balls Sound Colour KeyboardMouse Medium GameMaker This is inspired by Hundreds, Deadly Balls Bounce and Minesweeper.
IconU-Bend Sound Colour Mouse Hard GameMaker This was inspired by Pong/Antipong, pinball, and to a lesser extent Beebop 3.

Score table:

Hit a smile card - 1 point + rotates letter cards.
Hit an alert card - 1 point + get a stress card.
Hit a stress card - 2 points + get a ball card.
Hit a ball card - Extra ball.
Hit a red skull card - Lose a ball.
Complete a mission - Get a letter card.
Hit a letter card - 10 points.
Spell U-B-E-N-D - Win the game.
IconTiny Sorceress Keyboard Easy GameMaker This was inspired by Terra Tam, Chuck Jones, Spike: A Love Story, and, for specific scenes, LIMBO and Trine.
This game was made during Ludum Dare #25. It placed #1 for Humour and #17 Overall.

The introduction is inspired by Castlevania Legends:

Vore, Arachnids

IconAssault on Crater Bulb Sound Colour Mouse Time GameMaker This game is inspired primarily by ZiGGURAT, Outpost Nexus and SpaceInvader!
The news ticker is inspired by Super Mario Sunshine. The tractors are inspired by Team Fortress 2. The environment is loosely inspired by Return of the Invaders.
IconRelease Me! KeyboardMouse Easy GameMaker This is inspired by the WarioWare, Inc.: Mega Microgame$! microgame, 'Gear Head Fred' (shown below), and by Screwball Scramble.

BDSM, Tickling

IconFire Triss Sound Colour KeyboardMouse Medium GameMaker Music by Matt Simmonds, used without permission.

This is inspired by the arcade game Bosconian, and to a lesser extent by Transdimensional Hellspider. This was created for Themed Trainwreck Somedays #4: Trainwrecks from Spaaaace.
IconTerra Tam: The World Warrior Keyboard Easy GameMaker This is inspired by Another World and Alien Soldier, and to a minor extent by the video Unreleased NES Game!! RARE!!!!1 and the webcomic U.F.O.
This game was made during Ludum Dare #24. It placed #2 for Humour.

This game appeared in the 'Best of 2012: Story' list on FreeIndieGam.es.

Nudity

IconSaucer Sandy's Moon Escape Sound Colour Keyboard Hard GameMaker Music by Aleksi Eeben, used without permission. Font by codeman38.

This is loosely inspired by Hero Core, The Binding of Isaac, You Have To Win The Game, Clu Clu Land, and my own game Heart of Gold.

IconSSStop Me Colour Keyboard Time GameMaker Font by codeman38.

This is inspired by Snakes on a Cartesian Plane, DefeatMe and, to a lesser extent, Run.
IconVertical Impulse Sound Colour Keyboard Hard GameMaker This is based on an unreleased game of mine which I never finished, which itself was based on the old Macintosh shareware game Diamonds. There's also some inspiration from Mark Essen's Punishment: The Punishing and VVVVVV.
IconRapidly Advancing Laser Colour Mouse Time GameMaker This is a follow-up to Trusty Assistant

Nudity

IconBeneath Her Belly Colour Keyboard Easy GameMaker This game appeared in the 'Best of 2012: Multiplayer' list on FreeIndieGam.es.

Nudity

IconBrainpan Sound Colour Mouse Time GameMaker This is inspired by "The One Time I Went Hunting", Lililput, Ant Comic, Calamity Annie, ZiGGURAT, and The Tube Monkey Game, and to a lesser extent by WarioWare: Touched!.
Music generated using Drumcircle.
IconSpirograph Skies Colour Keyboard Time GameMaker "Light up the night sky with a scintillating array of automatic laser fire! Use the arrows to rotate the ring of cannons, and see how long you can last before they are destroyed in a glorious blaze."

Background by Till Credner. Font by codeman38.

This was created for Pirate Kart V.
Icon!!!!!! Sound Colour Keyboard Hard GameMaker Music by Christophe Resigne, used without permission. Font by codeman38.

This is a quick game inspired by VVVVVV, and the webcomic Surrealist Obituaries, which is no longer accessible.

This game was made for the GDC Pirate Kart.
IconYour Mischievous Mouse Sound Colour Mouse Time GameMaker Music by Giovanni Bagaccin, used without permission.

This is inspired by The Haunted Mouse, WarioWare: Smooth Moves and WarioWare: Twisted!.

This game was made for the GDC Pirate Kart.

Created 24/2/2012.
IconDisc Gunship Sound Colour Keyboard Hard GameMaker Music by Aleksi Eeben, used without permission.

This is a conflation of Gravity Gunner and Disc Gunner. Apart from using the famous Super Crate Box weapon, this is also inspired thematically by Darius II, and to a lesser extent R-Type III and They Came From Verminest.

Pilot the Disc Gunship, a ship armed with the most dangerous weapon in the light fighter arsenal - so dangerous that even you are at risk of death when you use it. But no other weapon can defeat the Green Pestilence so swiftly, so use it you must.
IconFrozen Planetini Sound Colour Mouse Medium GameMaker Music by Jonatan Borling, used without permission.

This is a quick game inspired primarily by forum posts describing ZiGGURAT, a game I had, at the time, not yet played or seen footage of. (For a similar game I made after I had played ZiGGURAT, see Assault on Crater Bulb.) It is also a continuation of the themes of Make Me a Moon and Satellalune, as well as the gravity-well aiming oddities of Super Calamity Annie Galaxy.

This game was made for the GDC Pirate Kart.
IconBind Her! Colour Mouse Medium GameMaker Font 'Giddyup Std' by Laurie Szujewska.

This is a game based on the idea of 'Qix as bondage'. Although its inception came about by thinking of Qix, it owes more to Jezzball in its mechanics.
And it has some thematic similarities to Trusty Assistant.
The phrase 'Indra's Net' is an Immortal Defense reference more than anything. (The woman's name is Demi, not Indra.)

Demi's torso expressions are inspired by the intro to Game Boy Wars:


This game was made for the GDC Pirate Kart.

Sexualised nudity, BDSM

IconAll Against One Sound Colour Keyboard Easy GameMaker Music by Gilles Guirand, used without permission.

This is inspired primarily by Ciel Gris and White Butterfly, and to a lesser extent by Guxt.

This game was made for the GDC Pirate Kart.

This game appeared in the Top 10 Indie Shoot-Em-Ups of 2012 list by IndieGames.com.

Nudity

IconDanger Quad Sound Colour Keyboard Time GameMaker Music by ko0ty, used without permission.

This is inspired by NS-Shaft, and possibly Gunstar Heroes.

This game was made for the GDC Pirate Kart.
IconReturn Alive Keyboard Medium GameMaker Controls:
Arrow keys - Move, attack, take item, move cursor.
X - Wait one turn, close inventory.
C - Open inventory, use inventory item.

This is a turn-based puzzle-roguelike game. Enter the dungeons, complete your mission, and escape.
Higher-level missions are unlocked by completing easier missions.

Your progress should be saved in browser storage when you complete a mission.

There is no audio in this version for now.

This game is highly inspired by Konami's 1991 game, Cave Noire.
IconPrizeturret Sound Colour Keyboard Easy GameMaker This is inspired by my own The Terrible Terrible Turret and In The Well, as well as Mr. Driller.
IconMonoLudiCon Sound Colour KeyboardMouse Medium GameMaker This is a less ambitious remake of OmniLudiCon. It also takes inspiration from Knytt and Donkey Kong Jr.
IconABOVE v. BELOW Mouse Hard GameMaker This was inspired by Mega Mash, ROM CHECK FAIL and WarioWare, Inc.: Mega Microgame$!.

It also directly quotes from: Pong, Breakout, Space Invaders, Pinball, Missile Command, Buster Bros. and Crystal Quest.

This game appeared on the IGF Pirate Kart.
IconPong/Antipong Sound Colour Mouse Time GameMaker Music by Tero Laihanen, used without permission. Score font by Anna Anthropy.
IconTrusty Assistant Keyboard Medium GameMaker This is a game about a knife-thrower's assistant, but the knives and buzzsaws have been replaced with feathers and street sweeper brushes.This is inspired by THE AMAZING KNIFE THROWER and Kuru Kuru Kururin.

BDSM, Tickling

IconTri Stri Sound Colour Mouse Easy GameMaker This simple game is based on a game mechanic from Glum Buster.
This game was made for Klik of the Month Klub #50
IconPrizeleaper Sound Colour Keyboard Hard GameMaker Music by Hans Johansen, used without permission.
This is primarily inspired by the microgame 'The Frog Flap' from WarioWare, Inc.


This game was made for Klik of the Month Klub #50 and appeared on the IGF Pirate Kart.
IconTransmission Received Colour Mouse Medium GameMaker This game was made for Klik of the Month Klub #50.
IconDisc Gunner Sound Colour Keyboard Medium GameMaker "Stand aside, Portal Gun! Gravity Gun? More like Gravity Gone, because here's the latest, greatest addition to the ridiculous super-science videogame arsenal."

This game stars the Disc Gun from the Vlambeer game Super Crate Box. This deadly weapon bounces off walls and has a habit of killing its wielder more often than not. Nevertheless, you must use it to bust through this cave, in the hope of finding a great treasure.
This is also largely inspired by You Found The Grappling Hook.
IconFinderseek Sound Colour Mouse Medium GameMaker This is primarily inspired by Frequon Invaders and This Is The Only Level.
IconGravity Gunner Sound KeyboardMouse Hard GameMaker Music by Matt Simmonds, used without permission.

This game is inspired mechanically by Half-Life 2 and graphically by the Game Boy game Nemesis II.
IconOperation Lodestone Sound Colour Mouse Hard GameMaker Music by Matt Simmonds, used without permission.

This is inspired by Immortal Defense, Advance Wars and various works by Stephen Lavelle.

This game was made for Klik of the Month Klub #50 and appeared on the IGF Pirate Kart.
IconTrepidatious Peak Sound Keyboard Medium GameMaker This game is inspired by the game Knytt, "Climb" from Famicase 09, and "Ice Climbing" from Brawl in the Family.
The player character is inspired by the Little Green Man of Bolo.

This game was made for Klik of the Month Klub #50 and appeared on the IGF Pirate Kart.
IconParachute Skiing Sound Colour Mouse Time GameMaker Music by Mark Knight, used without permission.

This game is inspired by Radical Fishing.This game was made for Klik of the Month Klub #50 and appeared on the IGF Pirate Kart.
IconWee Sound Colour Keyboard Hard GameMaker Music by Anders Carlsson, used without permission. Font by Anna Anthropy.

This is inspired by Congo Bongo, Donkey Kong, various comics by Michael Leunig, and the Just So Stories. (Lately, though, I've grown to dislike those stories' colonialist influence upon this game, as well as the Adam-and-Eve framing of its characters. In 2019 decided to reduce the latter by removing 'man' and 'woman' from the game's text, leaving them as 'he' and 'she'. Nevertheless, the game is still what it is.)

Nudity, Piss

IconNoggin Quest Sound Colour Mouse Medium GameMaker Music by Optic, used without permission.
This was inspired by a number of prototypes I'd made exploring mouse-controlled ball physics, as well as a 2010 game of mine called 'Catatoniac', in which a fairy had to click and drag an inert player-character through the level (and which I no longer support because I feel its narrative premise was insensitive toward PTSD).
The decapitated head is reused from a horror game I made earlier that month called 'Headwrench'.

Decapitation

IconLivestock Longstack Sound Colour Keyboard Hard GameMaker Music by Mark Knight, used without permission.
This was inspired mainly by the video Rubicon, as well as WarioWare, Inc.
IconKeylugger Sound Colour Keyboard Medium GameMaker Music by *ToK*, Pawei 'Cyberius' Lesniorowski and Don Williamson, used without permission.

This is a 33-level puzzle-platformer inspired chiefly by Game Boy Donkey Kong and Glider PRO (and thematically by Drill Dozer).
IconMagnetball Sound Colour Mouse Time GameMaker This is heavily inspired by GravityBalls by Aaron Davidson.

This game appeared on the IGF Pirate Kart.
IconStork Ride Sound Colour KeyboardMouse Hard GameMaker Music by Aleksi Eeben, used without permission.

Scoring:
Each second - 1 point. Mango (checkpoint) - 50 points.
Kiwifruit (bonus) - 100 points. Collision - lose 100 points.

This is primarily inspired by Balloon Kid. This was created for Themed Trainwreck Somedays #3: Single Button.
IconNitty Gritty Sound Colour Keyboard Medium GameMaker Music 'Twelfth Street Rag' by E.L.Bowman.
This is very strongly inspired by Tanaka's Friendly Adventure by Bentosmile, as well as 'The Muppet Show'. The character of Nitty in particular bears strong resemblance to Mell from the webcomic 'Narbonic'.

Tip: if one of the characters reaches the bottom of the screen, they may reappear later in an evolved form. Eight characters are capable of evolving, some more than once.
IconOn An Iron Isle Sound Colour Keyboard Hard GameMaker This is inspired primarily by the Mega Man series and the NES game Battle Kid: Fortress of Peril, and secondarily by Knytt Stories.

This game was made during Ludum Dare #17.
IconIn The Well Sound Colour Keyboard Easy GameMaker This was created for Themed Trainwreck Thursdays #1: Falling Block Puzzle.
IconThe Terrible, Terrible Turret Colour Keyboard Time GameMaker This is loosely inspired by Scorched Earth.
This game was made for Pirate Kart II.
IconWater Water Colour Keyboard Easy GameMaker This is a silly game very loosely inspired by The Rime of the Ancient Mariner.
This game was made for Pirate Kart II.
IconParallel Holes Colour Keyboard Hard GameMaker This is heavily visually inspired by Mark Essen's Punishment: The Punishing. The name 'Championship Edition' derives from Pac-Man Championship Edition.
This game was made for Pirate Kart II
IconGridball Sound Colour Mouse Hard GameMaker This game's central mechanic is inspired by a bonus stage in the classic Macintosh game Beebop 3.
IconHeart of Gold Colour Keyboard Hard GameMaker One of my first released games, this was inspired by Invader, Aether, Monuments of Mars, the Game Boy game Nemesis II, the arcade game RayForce, and of course by Metroid.
This was made during Ludum Dare #15. It placed #5 for Innovation.

In 2019 the control scheme was changed to make the early game easier - now, planet rotation is off by default, and the rotation scheme is relative to Sandy while outside the core, instead of absolute in all places, which forced the player to move in awkward diagonals that keyboard controls weren't suitable for.

This is the first game to star Saucer Sandy, who appears in a few later games.

WARNING: This game contains very large sprites, so you may need a lot of RAM to run it at full speed.

Fangames

Game titleCreatedSoundColourInput deviceDifficultyEngine
IconEverywhere At Once Colour Mouse Easy Twine This fangame of the webcomic 'Narbonic' is mechanically inspired by Rematch by Andrew Pontious and All Things Devours by half sick of shadows.

Super Mario Bros. ROM hacks

DownloadableCreated
IconScrolling Mario Bros. 2012-04-07 This hack is identical to the original game, but all of the levels have automatic scrolling, and Mario will be killed if he is crushed against a solid object and the left edge of the screen. This makes many levels much more intense (such as 2-2 with its springboard finish, or 2-3 with its Bloopers).
IconNormal Mario Bros. Extreme 2011-06-30 This is a combination of Normal Mario Bros. and the Fast Foes hack. This actually makes some parts easier (jumping over Goombas, dodging Bowser's fire) as well as some parts harder (dodging kicked shells, jumping on lifts, running under Bowser).
IconSuper Mario Ghost 2011-06-30

In this hack, it seems like everything is the same. But something is seriously wrong with Mario! His ability to interact with the physical world has been changed drastically.

IconSuper Mario Bros. Fast Foes 2011-06-28 This hack is identical to the original game, but the enemies are slightly faster than normal. This includes the powerups and moving platforms, too. It's interesting how this physics tweak causes the 'feel' of certain levels to change - 2-2 and 6-2, for instance, seem much more hectic and hostile.
IconSlower Mario Bros. 2011-05-01 In this hack, Mario is slightly slower than normal. The levels have been refurbished to accomodate this change. There's only one world in this one, but it's awfully hard to get to the end. Nonetheless, try your best.
IconSuper Mario Bros. with Respawning 2011-05-01

This hack is mostly identical to the original game, but changes were made to make it more "modern" (by which I mean "Knytt-like") in its sensibilities. Most of the game's text is removed - there are no interstitial "World 1-1" title cards, the status bar is gone, and the floating score numbers are absent. You have unlimited time, unlimited lives, and instead of midway points, you respawn at either the start of the room you died in or the last pipe/vine you exited. This last change makes some levels easier (6-2, 8-1, 8-4) and some harder (the X-3 levels).

IconSuper Mario Bros: Time and Place 2011-04-29 This is Super Mario Bros: Time And Place. In this variation, time stands still when Mario stands still and speeds up when Mario speeds up. It took me ages to code this darned thing, so be sure you check out all of the strange new behaviours that result from this temporospatial anomaly. Like the balance-lift platforms, for instance.
IconSuper Mario Bros: Windup Music 2011-04-27 This hack simply changes the music, so that it speeds up when Mario runs forward, and stops when he stops, in a manner reminiscent of Dig Dug. This was the main inspiration for the Time And Place hack.
IconSuper KinokoFry 2011-04-09

This is Super KinokoFry, a fangame for the webcomic KinokoFry. Enjoy!

IconPlumberbalt 2011-04-02

In this hack, the D-Pad does nothing. Control Mario using the A key to jump and the B key to speed up. It can be thought of a cheeky test of the maxim that the easiest way to beat a Super Mario Bros. stage involves running to the right without stopping. The levels are largely unmodified versions of Super Mario Bros. levels. Unlike its inspiration, you often need to slow Mario down or speed him up to get past obstacles and to claim purchase on vital platforms. Like its inspiration, running into solid objects can be useful for earning a temporary break in the action.

I've ordered these levels based on aesthetics and their overall difficulty.

  • World 1 contains 1-1, 4-1, 2-3 and 1-4.
  • World 2 contains 3-1, 3-2, 3-3 and 3-4.
  • World 3 contains 5-1, 5-3, 6-3 and 5-4.
  • World 4 contains 8-1, 8-2, 8-3 and 7-4. This world is very hard to complete, but don't give up.

And, as in Normal Mario Bros., you only need 10 coins for a 1UP. This means, among other things, that hitting the ?-blocks in mid-run is essential to maximising your lives.

IconNormal Mario Bros. 2011-04-01

In this hack, Mario's jump has been reduced to one block high - the jump height he had in Donkey Kong. To permit Mario to clear the levels, several changes were made, such as reducing the height of pipes, the addition of bottomless pits to inescapable holes, and lowering the platforms in the sky stages. Only the most necessary changes were made - most of the levels' geography is unaffected.

Being deprived of his mighty jump has transformed Mario's relationship with his foes. Each of the enemies must be treated as a powerful opponent which Mario can no longer vertically elude. A trio of goombas is now a significant threat. A hopping paratroopa is a mighty stomping giant. Eliminating a row of foes with a shell, or performing a three-goomba jump, is suddenly so much more meaningful now. This hack has made us properly realise what those tiny enemies always were - huge and deadly monsters that, from the safety of the air, merely seemed so small. And as for Bowser - confrontations with him now have the ebb and flow of a swordfight, where he baits Mario with his hops and sends Mario retreating with his fire, and where one lightning-fast strike during a moment of opportunity can spell his end.

In counterbalance with the greater difficulty of this hack, and owing to Mario's inability to access most of the ?-blocks now, you now earn a 1UP when you collect 10 coins instead of 100. This has altered the significance and value of free-standing coins. Suddenly, those guarded caches of coins in 2-2 and the bonus caves are much more rewarding. Timing your jumps to seize floating coins in 1-3 and 3-3 reaps more valuable benefits. And, the 10-coin block is now more than just the frivolous instrument of percussive joy that it once was.

The game ends and the Princess is saved at the end of 3-4. This shortening is for a number of reasons. It's not impossible, but still unreasonable, to jump over Spinies in 4-1. The maze in 4-4 is not feasable in this game. And 3-4 is already very, very hard, and feels suitable as a conclusion to this game.

IconSuper Mario Brown 2011-03-27 This is Super Mario Brown, a palette hack of Super Mario Bros. that changes all of the hues to the NES's approximation of yellow. Depending on your emulator, this will be either a pleasing gold (FCEUX) or an acrid, not-quite-liquid-crystal green (Nestopia).
IconSuper Mario Static 2011-03-26 This graphics hack was created by copying over the program data of the ROM over the graphics data, and then changing the palette to black and white. It is another experiment in seeing how Super Mario Bros. behaves when most of its original, recognisable graphical forms are eliminated.
IconSuper Mario Rect 2011-01-17

This ROM hack replaces the detailed graphics with simple rectangles. It bestows a surprising pop-art style to the original game. This graphical reduction demonstrates how Super Mario Bros' uses colour to differentiate its various elements, and how effective this is when form is eliminated. Also, it perhaps serves as an interactive demonstration of that 'abstract minimalist pixel art' meme that was around a while back. Or, perhaps, it serves as a parody of the primitive pixel graphics aesthetic that some indie games employ, and that some people misremember the Atari 2600 as having?

This hack's central concept has also been independantly explored in two other hacks: The Pixel Kingdom (2008) and Minimal Mario (2010). It's interesting to see how these approaches differ from my own, and from each other - such as how they approach the in-game text.
IconSilhouette Mario Bros. 2008-04-22 This ROM hack replaces daytime with deep sunset. The graphics are reduced to black outlines over strong colour. It has a few interesting ramifications - for one, the hills and bushes of the overworld suddenly become disguises and concealments for walking enemies.

Gravity Has Almost Disappeared

While a lot of this level's visual design comes from Super Mario All-Stars, the use of statues shooting lasers from their eyes, in place of lava pits, came from a much earlier game design I'd made as a child.

The wireframe blocks phase in and out of existence, in synch with other such blocks that, in the picture, are currently phased out.

The use of a cannon in place of Bowser derives from an old Classic Mac clone of Super Mario Bros. called 'Amazing Dudes. In this game, it shoots fire across multiple screens that must be used to burn the thorns (if you don't have the firewheel powerup).

The teardrop is another powerup that makes you immune to fire damage as long as you carry it, intended for use throughout hypothetical later levels as well as the boss.

Screenshot of a very unfinished 2-1:

The use of palm-trees and waterfalls over ragged cliffs is inspired by Super Mario All-Stars. The use of long tangling thorns is inspired by Donkey Kong Country 2.

Not shown in this picture: the first mailbox already has its flag raised, so bringing the firewheel powerup from a previous level lets one burn the thorns, jump down, and warp to the end of the level.

If the lemon powerup was brought instead, the Li'l Suns that are proliferate in the top path can be changed into coins.

Screenshots of this level in-game:

The colouration of this level is directly taken from Super Mario All-Stars's rendition of Super Mario Bros.'s course 1-2.

In this stage, the spikes which deal damage gleam with sparkling particles. This design innovation was directly taken from Giana Sisters DS.

The lava vents are directly inspired by the map 'SeaCaves' from Glider PRO.

Not shown in this picture: the first mailbox already has its flag raised, thus changing the meaning of the mailboxes from a fast-travel device to the mandatory path.

The exit pipe transports you to the goal, which is at the end of 1-1's map.

Gravity Has Almost Disappeared is an abandoned game project I made in 2009. A platformer very directly inspired by The Great Giana Sisters (itself directly referencing Super Mario Bros.) and named after a phrase in its opening story, the protagonist is a frog doll named Ribbon, who senses that the dream world she lives in is about to vanish, and wants to find the girl who's dreaming her before she wakes up.

Implemented entirely in Zelda Classic, only the first world was completed.

The implemented mechanics were as follows:

If you collect exactly 3 coins within 3 seconds of touching the first coin, your EXP increases. Similar to La Mulana and the games it was inspired by, EXP is used solely for healing.

Spelling RIBBON, using letters taken from Bubble Bobble, also fully heals you.

Powerups other than the apple have unlimited uses, but you can only carry one. The firewheel candy is directly taken from The Great Giana Sisters. The banana is, of course, Zelda Classic's built-in boomerang from The Legend of Zelda.

Touch mailboxes to raise their red flag. If both boxes have their flags raised, you may enter them to warp between them, as you can in Glider PRO.

In these screenshot maps, enemies and powerups are missing, as well as screen boundaries, but the coins and letters remain visible.

All original content on this site, except where noted, is property of Leon, all rights reserved.