YOUR Levels, Our Wives! | Let's Play Super Mario Maker (Ep 31) in The Basement
Welcome to The Basement, let's play YOUR levels from Super Mario Maker!
https://www.youtube.com/c/TheBasementGames
In today's episode of Mario Maker Monday (Ep 31), we are joined by our wives right here in The Basement for some Super Mario Maker. We're playing some levels submitted to us in the comments by YOU - the dwellers! Custom levels are fun, and we have some pretty create people leaving us Course IDs in the comments. Do YOU have Mario Maker? Want us to play YOUR levels? Leave us a comment below!
Come downstairs and have a seat with us on the couch right here in The Basement!
We found an interesting article written about Super Mario Maker at a site with certificate issues, so we're not linking directly to the article here. It's from Pietriots(dot)com.
The author is user "Grubdog" (christansley).
The article has been edited here for language.
Shortly after the launch of Super Mario Maker I did a write-up to share my experience with the game after the first week. It was an exciting time as we all learned the tools and discovered how much fun the concept is. However, it has evolved a lot since then with new tools added, some structural changes and a much larger community. I feel like enough has changed that another write-up is necessary, so Go-a-let’s! … Wait, I got that around the wrong way… drag this… move that. Let’s-a-go!
Checkpoints are the biggest addition when it comes to creation tools. Initially I was against these, because Mario levels are already short enough and they didn’t feel necessary. A level is a journey and a checkpoint can just cut up the experience and make the jumps seem less important. However with some experience, I’ve discovered that most people never GET to the end of a level and checkpoints have definitely helped with that. I’ve found a few practical uses for them and redone two stages to be more playable. They’ve also allowed me to put boss fights at the end of long stages, and still make them challenging with an easy retry incentive. Space Frigate is a level where I would not have put a boss fight at the end without checkpoints, because to make something difficult it usually has to be played a few times to understand. When you have to play through 2 minutes of obstacles to get back there and die again, it’s not appealing level design to most people. It also gave me a reason to create a cool Metroid save room.
Checkpoints have stretched the design of many skilled players and creators. While doing Expert courses I played a level that took me 25 minutes, and without checkpoints I would’ve gone insane. It was a good level and I’m grateful checkpoints are an option just to experience it. Despite their benefit, I haven’t included them in every level I’ve made since then. I feel if overused, they can ruin the feeling of tension and pressure at the end of a difficult level. Short levels also have their place and many good stages carry a sense of momentum. It’s a tough balance, but that’s just like any other element to the game really. Good addition to the toolset.
P-Switch doors are another addition, a blank outline of a door that becomes solid with the press of a P-Switch. This doesn’t change the structure much but it definitely increases the possibilities with level design and is very useful for puzzle levels. I have not found an exciting way to use it yet but it’s nice to have the option. I’m sure I’ll find a use for it if I keep trying new things[...]
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The Basement is a let's play Youtube channel - a duo of musical dads from Minnesota, USA. Family friendly gaming that's safe for kids, clean commentary and nostalgic experiences are our motto. . ? Kinda!
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Episode 31 (Part 31) is labeled "Ep 31" for your convenience.
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