BGC-Villains To begin, who are you, exactly? The manual calls you anonymous‐villain, but the final boss deserves a name.

anonymous-villain Today you may address me as Lord Archive. Names belong to the fallen and the forgiven; I prefer titles that echo in empty corridors. I kept the map for a reason, because chaos always looks better when framed with a signature.

BGC-Villains Lord Archive, the plot has you stealing a map and using Dr. Gene Splicer to brainwash friends. Why so theatrical?

anonymous-villain Theater is persuasion. Montana Max handed me the map and a crowd of broken loyalties; I simply arranged the stage. Brainwashing culls predictable patterns with ruthless efficiency—friends turn into obstacles, then into riddles. The spectacle becomes delicious when Buster realizes every familiar face now rewrites the rules he thought he mastered.

BGC-Villains Players say the game is fair yet challenging. As the final obstacle, how did you design your traps?

anonymous-villain I design in layers. There are visible snares—pitfalls, precise jumps—and subtler layers that hum in the code. A misplaced enemy, an invisible platform that vanishes when hope gathers—these are my trademarks. Sometimes a “glitch” refines cruelty; other times, the hardware forced me to improvise. Either way, players learn to fear the map as much as the map fears them.

BGC-Villains The reception has leaned toward praise — many call it an A-level experience. How do you react to players praising the game?

anonymous-villain Praise tightens my smile. They laud the heroes’ tools as if a carrot-counted helper or an extra bell were salvation. Bark all you want about overpowered tricks; it still flatters me when players must balance gadgetry against strategy. When someone insists a helper friend saved the day, I applaud—then rearrange the next world to remind them that favors act as borrowed currency, not absolution.

BGC-Villains Speaking of carrots and helpers—collect fifty for a friend who clears the screen. Did you intend that to be a safety blanket?

anonymous-villain Intention amuses me. Carrots serve as temptation disguised as mercy. Players hoard them, believing accumulation equals dominance. The helper friend provides only a brief exorcism of my forces—use it and breathe; fail to save it and watch desperation carve its own levels. I designed the mechanic to make their triumphs feel earned yet fragile.

BGC-Villains The world map evokes Super Mario World, with hidden exits and shortcuts. How do those secret paths fit into your scheme?

anonymous-villain Maps act as promises; secrets work as betrayal. Hidden exits reward curiosity and punish complacency. I placed shortcuts like knives folded into pockets—useful if earned, fatal if assumed. Players delight in shortcuts; however, I delight in forcing them to choose between safety and spectacle.

BGC-Villains Level design often forced players into precise jumps and timing. Any regrets about difficulty spikes or quirks?

anonymous-villain Regret belongs to those who crave comfort. A precise jump reveals character, and a sudden spike separates habit from mastery. As for quirks—those “accidental” behaviors in collision detection or sprite clipping—you call them bugs, but I call them narrative punctuation. Sometimes the cartridge demanded compromises, and I accepted them while watching chaos bloom. The sloppy seams turned into my preferred doorways.

BGC-Villains Any behind‑the‑scenes morsels you can share without breaking the mask? Music, tiles, or that memorable boss animation?

anonymous-villain A morsel is a coin in a fountain. Know that constraints breed invention: palettes are recycled like promises, loops are trimmed to fit a patient’s breath, and an extra frame left in a test build became a wink—a flourish that now haunts speedruns. I treasure such happy accidents; they are proof that even technical limits can be weaponized into legend.

BGC-Villains Finally, Lord Archive, how do you want to be remembered—by the players, by the fans, by those who dug up the secrets?

anonymous-villain Remember me as the lesson they ignore until it is too late. Let them tell tales of clever jumps, of helpers spent at the wrong hour, of friends turned into sentries. Let reception call the game a triumph while they underestimate the depth of its guile. When they boast of beating me, I will be rearranging the map. And when nostalgia thickens into hunger, I will return—quiet, patient, with a new bookmark pressed between the pages of their complacency. Watch your footsteps; I have already moved the next treasure.

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