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Member of the Month: January.
Forum Index - Serious Business - Talk - Member of the Month: January.
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December has ended, you can all say good-bye to 2011 now. At the same time, you can say hi to this brand new year, and with this, I'll introduce the first member of the month, and staff member of the month of 2012:

AxemJinx and Alcaro




AxemJinx has been a top-notch member for the most part of 2011. He's helped the userbase in many ways, like giving them advices on their level design and he even wrote a level design guide named "APPALLED" which contains 30 tips to make your levels better. He also heped a lot in the organization of SMWCP2.

Camerin conduced the interview with him. Be warned, this is a very long one:

1. What originally got you interested in SMW hacking and SMW Central?

Like many of my interests, SMW hacking started off on a rather random note. I stumbled upon a TSRP video on Youtube- most likely this one- and I was fascinated. Mind you, I had already seen one of those dime-a-dozen "Mario Bros. Frustration" videos, so I wasn't entirely unfamiliar with the concept of hacking Mario games. Still, while that video's purpose was more to entertain viewers with optimistic->frustrated commentary, this one looked like it was genuinely trying to be fun to play. It was an exhilarating discovery, because it suggested the author had user-friendly tools at their disposal. After all, the video was labeled "3-4," and there were other videos on that account for later levels, so whoever made this level had probably made at least a couple dozen more, right? Maybe even a full game...

All I had to go on was the name "FPI Productions," so I count myself lucky that the hack's author had their own website. Hell, the romhack section even had "How to Play" instructions right on the main page! I had pretty much zero familiarity with emulators at the time (and even now I use them sparingly), so to have a path laid out so simply for me was reassuring. The setup went very quickly, and TSRP1 became the first SMW hack I ever played- a good note to start out on for sure! The more I played, the more apparent it became how much effort the author must have spent making a coherent game with somewhere around 80 levels. Imagine my astonishment when I realized there was already a sequel! I mean, what the hell? Talk about a productive designer... :b

Around the same time I started to become deathly curious about how feasible it was to make my own levels, I also began to take note of the links section of FPI's website, which seemed to point to various emulation and romhacking sites. At first, I didn't really pay much attention to smwcentral over any of the others- it was kind of an information overload for me. My memory's fuzzy on this point, but I guess the reason I eventually settled here is because it has the name of the game in its title, so it seemed like it would be the most focused on SMW, specifically. In any case, I eventually found FuSoYa's niche and downloaded Lunar Magic 1.63- the latest version back then, which makes me feel old in this community- and tried creating a few simple levels. At first I was concerned about learning the program, but the help file was thorough and the interface intuitive, so before a month had passed I had created the ridiculously difficult yet mildly entertaining Tornado Zone, a sadistic love letter to Star Road 1 from the original game. Like most beginners' first levels, it hardly used any ground tiles and wasn't particularly fun. Still, the ability to easily design Mario levels was intoxicating, and before long I had created several variants on the idea- perhaps the most infamous would be Tornado Castle (or Torpedo Ted Shed, as I called it later). Apparently Youtube loves watching ridiculously hard levels, because that one probably still has the most views (of the ones I posted). I even learned how to use the old block tool and made an updated version of Tornado Zone with discolored turn blocks (I believe one of them killed players who weren't spin-jumping, to prevent cheating, but then I needed blocks that Mario could only pass through when small).

Of course, in order to post these levels on Youtube I had to find a way to record video through ZSNES. At the time it felt like a pain to get set up- I needed very specific codecs and a compatible version of the emulator, and then I had to learn how to record user input and dump a compressed video file from that (all firsts for me). However, after a lot of frustrating trial and error, I got it to work, and I figured I may as well exploit the opportunity to demonstrate levels from other hacks as well, TSRP1 and 2 being prime candidates. I immediately tried contacting FPI about whether it would be alright to post solution videos for Hotel Horror and Old Aquaria, two labyrinthine stages from TSRP2. I could be wrong, but at the time, I didn't think everyone who was playing these hacks knew where to go for help if they were stuck on a level, so judging by the combined 40,000+ views those videos have generated, I'd say they must have been helpful, which was vindicating for me.

From then on, I lived a dual existence in SMW hacking land- one week I would be posting a TSRP level on Youtube, another I would be working on one of my own. I also started exploring other hacks that smwcentral hosted- Luigi's Adventure, Return to Dinosaur Land, Brutal Mario, and Bowser's Return, among others. To me personally, none of them really matched the overall quality of the TSRP series, but it was fun to see how everyone had a different style. Clearly, even if hacking SMW was fairly obscure, it was something plenty of people who knew about it liked to do. I began to crave something more ambitious. I could see the flaws in many of these hacks and felt like making my own as a tribute to what FPI had accomplished. Could I do that, though? Could I rise to the challenge of making a coherent full-length hack? I really wasn't sure- as much as I wanted to try, it seemed an awfully daunting task.

Still, I finally made an account on the site in which I had been lurking for several months, made a thread about my project, and started designing. I'm not going to talk about the development- this answer is already an autobiography- but it was definitely a roller-coaster experience, and I got a years' worth of first-hand experience making levels for other people to play (see question 2 for why I italicized that). At the end of it all, though, I felt a gnawing lack of direction. It was exactly like when I finished reading The Hobbit, The Lord of the Rings, and The Silmarillion: what was I supposed to do now? What was supposed to motivate me to keep going? I had achieved my goal; should I still be here? How could I possibly top what I had just done? These questions really bothered me, and I faded away for a while. Apart from brief appearances at the Essence Star release thread and a very theoretical level design thread, I rarely surfaced. You could say I was a SMW hacker, but not a smwcentralite- for whatever reason, I didn't really identify all that much with the community and mostly kept to myself.

In fact, if it weren't for a series of events nearly two years later, I may not have come back to the community at all. A user calling themself Mineyl asked permission to use songs from the RttC soundtrack for a couple of videos, and in passing mentioned a collab hack being run on the forums. After a little investigating, I was delighted to discover that this collab was actually aiming to be THE collab- the one hack to end them all, made by the community (or at least, that's how I imagined it at the time). It was already pretty far along in development, so I figured I could help out as a tester, applied, and was accepted. In the meantime, Mineyl had gone on to post a full-length run of RttC (even after all this time, no less), and another user named Zeldara109, who had apparently discussed the hack at length with Mineyl, sent me an extremely thorough and detailed critique which made the testers I originally had for RttC look...well...unprofessional. I was intrigued. The community must had grown for all of these things to happen- what was it like now? I began “tuning in” to the forums again.

Now that I had started lurking again, I began to notice something strange: SMWCP1 was being delayed a long time. Wasn't I accepted as a tester months ago? I was finally contacted during finals week, but as there was no way I could give a thorough critique in a couple of weeks during such a busy month, I had to decline. Surely the other testers would take care of it, and then the pride of the entire site would be released. As Smallhacker later said, “then I played the hack.” I won't rant about SMWCP1 here, as I've already done so quite thoroughly elsewhere, but apart from smoldering indignation, it ignited within me a desire to be whiny vocal- a desire to steer things in the right direction. So, I started speaking up about a lot of things, and when talk of a “SMWCP2” spread, I was determined to be actively involved for a change. Since then, I've found myself much more entrenched in smwcentral than perhaps I ever originally intended to be :b

2. Level design appears to be your main hacking specialty. Where did this interest in level design come from? If from video-games, which ones?

I've wanted to make my own levels in video games for almost as long as I've been playing them. When I was younger, in my naivete I just couldn't understand why the games' creators would not include editing tools with their games, especially games like Super Mario World. After all, I'm sure everyone had ideas, and with new levels, the games would never get boring! Despite this self-evident truth, level editing on consoles was rare, so I ended up getting my fix on computers. For whatever reason, computer games seemed more amenable to the idea of modding- perhaps it was because of the burgeoning Doom modding community? I'm not sure.

In any case, I may have mentioned these games elsewhere, but for me, the two big ones were Lode Runner: The Legend Returns (Sierra) and Jetpack (Adept Software), two puzzle platformers that I devoured with more zeal than I did Christmas tree cake once a year. Discovering that both of them had level editors was a dream come true, and I created literally hundreds of levels between the two that have long been lost to my ignorance toward backing up files. Mind you, most of the first ones I made weren't very good, but I didn't care- so long as I could create levels, I made more and more. Over time I began to notice flaws in my designs. Too many of my levels were perfectly symmetrical, which was getting boring; many of them demanded too much precision or went on for too long; some didn't really have pleasing architecture; some were just unfairly difficult. As I noticed these problems and worked on them one by one, I began to make stages that actually looked like they could fit in the original game, which was enormously gratifying.

Still, there was a problem- I was essentially making these levels for myself. Sure, sometimes I asked family and friends to try them out, but I knew that most of these levels would never be played by the outside world. At the time, I really didn't know anything about internet forums, and although there were some repositories holding custom level packs, by the time I actually thought to look for them, they appeared mostly inactive. Around the same time I became slightly fascinated with the question “If you were stuck alone on an island, would you still write?” I didn't really have an answer. I hung up my designer goggles and told myself I would come back to it later, but I never really did- I suppose other responsibilities got the better of me for a while. I did make my own content for a few other games in the meantime- The Incredible Toon Machine, Icebreaker, and Pinball Builder come to mind- but not with the same passion I used to have. I thought maybe I could make my own games instead, but I had no idea where to start, and perhaps it was simply easier to focus on climbing out of the great heaping pile of schoolwork under which I always seemed to be buried.

And then, many, many years later, I stumbled across Lunar Magic and smwcentral. At first I didn't really think about it, but as I worked on RttC I began to realize that the community filled that hole- I was making levels for others to play. Even now, I'm pretty amazed that people are still posting playthroughs of RttC on Youtube- I mean look, this video was made only yesterday at the time of this writing. Yesterday. And this is three years after the hack's release! Back in the days of Lode Runner and Jetpack, custom level making seemed like such an ephemeral thing- I made a level, tried it out, and immediately moved on to the next one. Occasionally I would have others try them out, but I knew that I wasn't really leaving any sort of legacy- especially when my hard drive would fail (and it happened multiple times long before I caught on to the idea of backing up data). With RttC, though, it was different: these levels would be shared. Knowing that refueled my motivation to create. Moreover, despite the fact that I now look back and think I can do even better, RttC still seems to be held in relatively high regard, something I never could have predicted but which nonetheless inspires me to try to go above and beyond what I've already done.

I should also mention that while I was making Jetpack and Lode Runner levels, I was also playing an inordinate amount of obscure PC games. Back then, my father often took me to a “computer fair” (at least, that's what it called itself) held monthly at a hotel in the area, and I would find compilation CDs housing hundreds upon hundreds of computer games (among stand-alone titles as well). They went by names such as Galaxy of Games, Leisure Game Pak, and the like, and I still have a couple saved from that time in my life. At the time, shareware versions of games were in ripe abundance, so it was common to see these unofficial collections being distributed either to garner attention for the developers, or to profit impermissibly from their work. At that age, though, I was too young to understand such subtleties- every game was a new experience and had to be tried at least once, end of story. Mind you, these CDs were no Action 52- many held cult classics and other obscure but entertaining games. In fact, if it weren't for the very first one I had, I probably would not have known about Jetpack until much later. However, I won't deny that many of the games were seriously flawed. That was fine, though- the more games I played, the more I developed a very keen sense of what I wanted from them, and a solid understanding of why some games failed to meet those expectations. If all those custom levels gave me first-hand experience, these compilation CDs were the theory that guided my hand.

In any case, if you'd like to see what a custom Jetpack level is like, I made this video a while back. The level title is actually inspired by one of those classic Super Solver games. As far as I know, both Jetpack and Lode Runner: The Legend Returns have become freeware at this point, so if you're curious, give them a try. Hell, if ever they garner enough interest here at smwcentral, I'd love the idea of a little level design event for it ^_^

3. A lot of people respect you for your maturity and knowledge. Are there any particular users whom you would in turn respect? Who are some of your friends or comrades on SMWC?

Hmm...let it suffice to say that if there weren't users I respected and enjoyed talking to, I wouldn't be here :b

I don't want to turn this into a “I'd like to thank the academy” sort of answer, nor do I particularly want to single out a couple of users and leave out others. I will say, though, that working on SMWCP2 has helped me realize just how many talented and upstanding members we have in this community. A giant collab effort like that takes all kinds of people to succeed, and I'm ecstatic that we've come as far as we have. It just goes to show how much we can accomplish as a collective. I think the reason I voted in the mosts this year (for the first time) was simply because I suddenly had a clearer picture of that.

I know I probably sound selfish here, because I'm writing such long answers about myself without specifically mentioning anyone else in this question...but there are just too many people I could write about. Dozens, at least. And it would be easy to focus on just one alone for several paragraphs...Look at it this way: I'm sure many of those people will be Member of the Month, too, and then you can hear all about them (assuming they want to talk about themselves) :b

4. You have an aptitude in music, as you have demonstrated during the weekly music composing activity. Does this aptitude and interest carry over to the rest of your life?

When I was much younger, I attended a piano/organ school for about two years in addition to my regular studies. If you asked me why, though, I'd be kind of hard-pressed to give you an honest answer. Was I genuinely interested in learning to play? Was I just trying to impress/appease my parents? I'm not sure. I'm not saying it wasn't fun in its own right, but in the end, I stopped going. At the time I think I rationalized the decision by saying it would make it easier to focus on my other responsibilities (schoolwork and such), but...I'm fairly certain that, to a degree, I was just trying to escape the expectations and sense of pressure I felt (or imagined) while pursuing that activity. Whenever I watch the episode 'Coda' from The Wonder Years, I can empathize with the way Kevin feels. My experience doesn't exactly mirror his by any means, but the episode pretty much sums up the ambivalence I've had for a long time about my own abilities...an ambivalence that I've been viciously trying to exterminate over the past few years.

In the meantime, though, the keyboard my parents had bought for me was still there years after I quit that school, so when I discovered sites where people wrote sheet music for themes from video games, I felt drawn back to the field. It was fun to see how the songs I loved listening to worked on a note-by-note basis, and being able to play them correctly built my self-confidence, even if many of them were simplifications or approximations of the real thing. When I was asked to perform in front of people, though- when we had guests or friends over, for example- I became uncomfortable. My ability to play wasn't really something I wanted to showcase; it was more for my own enjoyment, and maybe something to share with close friends, nothing more. This dissonance eventually drove me away again, but this time it wasn't without a sense of regret. I think I just wanted to find a way to explore music without having to deal with the “performing” side of things.

And then, Rise to the Challenge. Around the time I was finishing up levels, Addmusic was released and I figured I may as well try to make a custom soundtrack. I held no illusions about my ability as a composer- in fact, I was naively convinced you had to take specialized classes or understand theoretical material in order to make any music that sounds good. And yet, for some reason, I still tried to do it. Maybe it was just another aspect of rising to the challenge for me- daring to brave to the unknown and uncertain. I must have been really determined, because the way I composed those songs was extremely circuitous. For the first few, I didn't have any music software, so I ran to the keyboard, tried some notes out, rushed back to the computer and typed them in notepad, saw how it sounded in SMW, and then ran back to the keyboard. A bit later on I switched over to a slightly obscure composing program called ORG Maker that comes with the Cave Story Deluxe package on PC, but it was still quite the back-and-forth process, and sometimes I would still use the keyboard anyway if only because having ten fingers is faster than clicking on notes one-by-one to try out melodies.

Amazingly, I actually made 15 songs- a feat I would have labeled impossible for me at any earlier point in my life. As I worked, I came to despise the notion of “talent”- to me, all such a word did was make people doubt themselves too much, thinking “there's no way I could ever do this or that, even if I wanted to.” Sure, I'm sure my songs had flaws, but I did a decent enough job considering I rushed into this endeavor with pretty much no experience or planning. If I wanted to make songs in the future, what could possibly stop me besides my own self-doubt? Unfortunately, the “What next?” feeling upon finishing RttC extended over to the musical side as well. I suppose you could say I was afraid of my own potential, not knowing where it would lead me. So, for a time, I again withdrew from the wild world of music.

Now, another major antagonist in this short story is the U.S. education system- to me, the great advocate of “talent” yet the chief executioner of creative endeavors. Every winter and summer break, I was reluctant to try starting a creative project, because I was always afraid school would start again before it was finished, which was akin to the project being slowly yet forcibly drowned in a bathtub, limbs thrashing until finally still. A new school year (or semester) meant a new deluge of busywork, contrived assignments, and “group” projects that I felt compelled to ace for appearances' sake- after all, if I wasn't getting good grades, I wasn't learning. Yes, that was sardonicism. Eventually (and somewhat recently) I became so fed up with the cycle that I ceased to care- I started to prioritize what I actually wanted to do over good grades, and now I honestly feel much better for it, personally. But the issues I have with “education” are a discussion for another time.

In any case, I began to research all manner of things on my own- music software being one of them- and came across FL Studio, which I managed to buy at a discount. Since then, I've been gradually plowing through the last vestiges of my (irrational) self-doubt and am much more comfortable with composing on the whole. I've come to realize that a lot of it is just psychological, and that people tend to have greater potential than they realize. I suppose that's why I sometimes leave feedback for compositions despite not knowing whether what I say is very helpful. You could say I have a personal interest in making sure that people who are trying to compose stick with it and don't get discouraged by a crushing sense of uncertainty :b

5. Finally, what are your thoughts on SMW Central as a whole? What do you think of the community, including the forums and hacking resources? Have you enjoyed your time here? What have been the highlights of your experiences with SMW Central?

That's a lot of questions >_<

To be honest, sometimes I look at smwcentral in the present and- as I'm sure others do- become nostalgic for a time when “only the levels mattered”- that is, a time when we had to get by with very limited resources, a time when many of us had to impress with nothing more than the nuts and bolts of our designs. Nowadays, we can do just about anything with SMW in comparison, but this also means that the expectations have been raised a lot higher, and it's common to see team projects just because hack production involves so much more nowadays. Having said that, I can never wear my nostalgia goggles for long, because a lot of designers are doing wonderful things with the new resources, and it shows how far we've come. When SMWCP2 is done, I think I'll have fun exploring what everyone is cooking up.

The community has always struck me as somewhat close-knit, and while I don't object to growth, I hope this is a quality the site protects. I've been on other forums where there is simply too much noise, where the staff members can hardly ever address things on a personal level, and it's harder for me to feel connected to a place like that. Smwcentral, though, is closer to a “home away from home” sort of place. Everyone's trying to create something fun; there's a lot of feedback flying around, and I feel like it's a great avenue for personal development and growth, in a way. I'd go as far to say that some of the relationships between people here border on familial. I think those things are part of what make a lot of people stay (though obviously I can't speak for everyone).

Overall, it's just been fun seeing people create, helping each other create, and having a fun time creating, all the while participating in close-knit chats and discussions. I guess that's what this site is really about in the end, right?




Alcaro has been a very hard-working staff member, not only he's been doing a good job on the forums, but he's also been taking good care of many sections of the site. Here's my interview with him:

1. How did you find about SMWC and SMW hacking?

A friend told me about Lunar Magic in middle school, which I'd guess was about five years ago. I'm not sure how that lead to SMWC, but I'd guess the same friend showed me that too.
I found that SMW is programmable pretty quickly (though I did keep writing machine code for many months), which lead to me spewing out large amounts of weird and useless codes (and trying to figure out a way to stick progress reports in my avatar without exceeding the size limit), as well as many dubious claims of being able to do anything I wanted to. I did eventually learn my place, but not after getting stuck on about a million different projects.

2. Why did you decide to specialize in ASM?

It's the task around here that fits my thought patterns best. Everything else (graphics, levels, music) requires picking one of 5000 pretty much equivalent options (should this Koopa be here, or should I move it one tile to the right? Or maybe it should be a Goomba?). Programming feels much more obvious for some reason.
But my favourite task is making tools; ASMing requires annoyingly many commands to do a certain task, and the debuggers are annoyingly limited.

3. So, besides ASM, you know a lot of programming languages like C++ and HTML, what got your interest into coding?

My first encounter with programming was an Acorn Basic emulator my dad showed me when I was nine or ten or something, but it didn't really stick. The real start was Game Maker, which a friend showed me (I think it's another friend though) a few years later.
A few years later, after SMWC had become an important part of my life, I decided to try to toss together an LM clone and grabbed Game Maker again (using a lot of weird tricks that aren't very GM-like), but it got horribly slow when I tried rendering the graphics dynamically. In an unexpected flash of intelligence, I blamed it on Game Maker and grabbed a C++ book instead (and got stuck thrice more due to me finding wrong functions, misunderstanding them, and various other problems). Since then, I've learned my limitations a bit better, and I rarely take on stuff I don't know I can handle these days (but at the same time, my skills have grown, so I could probably succeed with those projects if I wanted to).

4. So, from all the tools, patches and other things you've coded, what do you think your best creation is?

That's probably AlcaRobot. It helps a lot when I'm working on some ASM (or, more commonly, when I want to help someone else with their ASM), and it's frequently used by others too.

5. As a staff member that was promoted around a year ago, how do you feel about your rank after all this time?

I feel a bit too lazy section-wise, but I believe I'm pretty good at keeping requests, reviews and the forums under control. Being a staff member is far from as interesting as various newcomers makes it sound.

6. So, to end the interview, is there anything you would like to tell the community?

Do you eat all your green rocks? If you don't, you won't grow up big and strong!




Congratulations Alcaro and AxemJinx, you both earned your positions.
Last edited on 2012-01-01 03:11:23 PM by aj6666.
Grats to you Axem.

I'm assuming Alcaro was chosen due to some sort of muncher bias?

Grats to him anyway...
Originally posted by marioVSshadow
I'm assuming Alcaro was chosen due to some sort of muncher bias?

{B)

Anyway, there's a huge difference in how much the MotM winners wrote this time. Reading it was interesting, though, and I'm reminded of the time when I still was looking at videos on Youtube, and I still remember watching Tornado Castle by AxemJinx, amazed at his skill at playing.

Oh well, lots of congratulations to Alcaro and AxemJinx.
Congrats Alcaro and AxemJinx!!

Quote
Do you eat all your green rocks? If you don't, you won't grow up big and strong!


I love green rocks!
Congratulations, AxemJinx and Alcaro! What a perfect way to start off the new year. (Now I feel like I should get to know AxemJinx better...he seems like a pretty cool guy anyway.)
Congratulations to both! I definitely feel you guys have earned this!
I've only read about half of AxemJinx's interview, but I'll finish it a bit later because its friggin huge You wrote up a good tutorial on level design.

Congrats to the both of you
Axem definitely earned it. He even gave me a few words of wisdom when I was about to finish my first level for SMWCP2.

And like him, I've wanted to make my own SMW levels since I was little.
Last edited on 2012-01-01 04:01:57 PM by TomPhanto.
Originally posted by marioVSshadow
I'm assuming Alcaro was chosen due to some sort of muncher bias?

You are quite obviously just jealous of our beautiful teeth.
Originally posted by Alcaro
Originally posted by marioVSshadow
I'm assuming Alcaro was chosen due to some sort of muncher bias?

You are quite obviously just jealous of our beautiful teeth.


You think so?
Took me some time to read the interwievs, but was worth it.
Congratulation to AxemJinx and Alcaro. You're putting a lot of effort to make this site better than it is.

By the way I'm eating green rocks right now...
ouch, my teeth broke
Congratulations, AxemJinx and Alcaro! :D
Congratulations to you both AxemJinx and Alcaro! You really deserved it too, keeping a vigilant watch over the site =) *duna duna duna duna batman!*
Congratulations to both of you.
Axem's answer to the first question is more than twice as long as Alcaro's whole interview, golly!

Congratulations to both of you, either way!
Congratulations, AxemJinx, for probably saying more in an interview then I could in 100 posts. T.T
Congratulations to both of you! Woah, AxemJinx's interview is pretty long. :P
Cool for you, both of you! #w{=3}
Originally posted by 1st post
AxemJinx


< sarcasm> I totally didn't see this coming < /sarcasm>

Congrats to both of you.
Last edited on 2012-01-03 05:10:05 PM by OGS93.
Congratulations you guys.#w{=)}
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