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GHOST IN THE MACHINE

Edge UK

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April 2025

Uncovering the secrets of Animal Well, Tunic and UFO 50

- ALEX SPENCER

GHOST IN THE MACHINE

For the young Billy Basso, it was Super Mario Bros 3. "It was such a profound memory to me that I can still picture it to this day," the developer says, his eyes going a little softfocus. "I was at my neighbour's house - they used to babysit me when I was three or four years old - and they had a 13-inch CRT television sitting on their dining-room table, set up to play NES." On that TV, the neighbour demonstrated a trick. "It's maybe the third stage, and you have to get on the white block and hold down for a while," Basso says, "and it drops you down into the background, behind the set dressing of the level." Waiting there, in this place that breaks the established rules of 2D space, is a treasure chest. And inside, the Warp Whistle, allowing the player to disrupt the natural flow of Mario levels. "It was like this weird breakthrough in my little brain," Basso says.

The influence of this formative moment can be traced throughout the developer's entire career. Even during his time making medical training games at Chicago's Level Ex, Basso couldn't resist hiding little Easter eggs inside of endoscopy simulators. "There was this one case where you'd remove a nail from someone's lungs," he explains.

Your equipment included forceps to tug it free, and "an APC gun" for cauterising the wound; he programmed a shader so that, if the APC was aimed at the nail, an electrical charge would arc to it "like the Force lightning from Star Wars". Since it wasn't medically accurate, he was told to remove it, but Basso was pleased with the effect he'd made.

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