I’d like to point out that the content of Stupid Bros is a lot more crude than everything else posted here so far. I want to point this out to demonstrate that I know Stupid Bros is what it is, and make clear the separation between the style of this blog and that of Stupid Bros. This post keeps in line with the overall aim of the blog which is to share things I’ve made, and the style is consistent: the language I use here is, I think, appropriate for a conversation with a stranger, like in the rest of the blog. On the other hand, the thing I’m sharing here is definitely a crude thing, and if that makes you uncomfortable, just don’t click on the link below.
I only ever put together a Windows distributable, available here. If you want it compiled on another platform, I’ll probably be so surprised and flattered that I’ll find a way to make it work.
Around 2006, a friend told my brother and I about a game he envisioned where we (my brother and I) had to navigate a bunch of unique courses like in Battletoads, but featuring way more robots, skeletons, and potty humor. I thought it was an excellent idea and implemented a version of it, which ended up being the first to coalesce.
Ideally you should have 2 USB controllers and a buddy to play with. You can play 2 players on 1 keyboard as well, but you’ll need a gaming keyboard, or a system of key sharing. Typical keyboards only guarantee transmission of 2 simultaneous presses, because when you’re typing you rarely press more than that. But with Stupid Bros, you’ll press up to 4 buttons per player. You can also try playing as both players.
It is the first game I made and my first big code project. I’m not going to share the code because I don’t think it adds value to the post. If anything, it’s an interesting case study in the kinds of software architectures that evolve in a vacuum.
The friend has indefinite plans to make his original vision and call it Stupid Bros X. I have indefinite plans to make an improved and procedural version and call it Stupid Bros 2.