Old School Gamer Magazine Exclusive: Patryk Boczon Talks Super Fanger

Old School Gamer chats with Super Fanger developer Patryk Boczon, who discusses the creative process behind the game and so much more.

About Super Fanger, Courtesy of Mega Cat Studios:

Get ready for the wildest game of tag yet. Chase down your friends or evade their pursuit to avoid capture. Tackle dynamic levels and execute special moves to outsmart your rivals. Keep your nerve as you make every twist and turn count!

  • 4 maps with signature twists
  • Play absurd characters with unique abilities
  • Unlockable surprises
  • One or two players

Old School Gamer Magazine: Why does the SNES still matter?

Patryk Boczon: The SNES represents the high point of classic 2D game design. It set a standard that many modern retro-style games still try to imitate today. Some of the most influential games ever made were released on the SNES, and they continue to shape how games are designed and remembered.

Old School Gamer Magazine: What were some of the challenges in bringing this one to life?

Boczon: This was the first SNES game I developed, so one of the main challenges was learning assembly programming while simultaneously getting familiar with the technical concepts of the SNES itself. On top of that, I had to explore and establish suitable tools and workflows for development. Altogether, there were many “firsts” involved, which resulted in several steep learning curves throughout the project.

Old School Gamer Magazine: What was the development cycle like?

Boczon: Looking at the different tasks involved, the development cycle was quite varied. There were phases where I focused entirely on implementing new systems, and others where I spent days or even weeks working on sprites, designing maps, or creating music. When adding smaller features, I sometimes moved between programming, art, and audio within a single day.

Playtesting was also an essential part of the process, especially since the game is built around two-player interaction. I’d like to thank my wife for regularly playtesting and providing valuable feedback, which played an important role in shaping the final game.

Old School Gamer Magazine: How has Mega Cat helped bring this vision to life?

Boczon: I initially reached out to Mega Cat Studios because I was looking for a publisher who could manufacture physical copies of Super Fanger. During development, they provided feedback and support when needed but largely gave me the freedom to realize the project according to my vision. They also handled the final quality assurance process, which is especially important when releasing a game on a physical cartridge.

Overall, working with Mega Cat Studios was a very smooth experience. I appreciate the support of everyone who helped make Super Fanger a reality.

Old School Gamer Magazine: What’s your elevator pitch for this one?

Boczon: Super Fanger is a fast-paced, chaotic chase where grown-ups get to play 16-bit tag.

Old School Gamer Magazine: Who do you think will enjoy this one the most?

Boczon: The initial idea was to create a short but intense two-player couch versus game that you could pop in when meeting with friends. Because of that, I think it will appeal most to players who enjoy local multiplayer and competitive experiences, especially those looking for something that’s easy to pick up and jump into right away.

Old School Gamer Magazine: What’s next?

Boczon: The connection I made with Mega Cat Studios through Super Fanger led to a collaboration where I’m now developing titles for the NES with them. As for the SNES, I’ve started work on a second game, but it’s currently on hold while I focus on NES projects with Mega Cat Studios.

Old School Gamer Magazine: Anything else you’d like to add?

Boczon: Thank you for your interest in Super Fanger and for giving me the opportunity to share some insights into its development.

The post Old School Gamer Magazine Exclusive: Patryk Boczon Talks Super Fanger appeared first on Old School Gamer Magazine.

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