YOUR Levels, Our Wives! | Let's Play Super Mario Maker (Ep 32) 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 32), 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.
[...]Another new tool is this donut, delivered straight from a bad place. It wasn’t implemented by Nintendo but evil itself. Evil somehow learned the network coding and snuck this horrific object into the update. It might not look that bad, but you can barely do anything with it because it’ll just send you flying comically off the screen or into some spikes. Even in calculated platforming, it’s very difficult to bounce in the middle of it to actually go where you want to. Most stages I’ve seen just spam them everywhere and you’re bouncing around like an optimistic moron hoping things work out. I think they look cool though, and when used as “obstacles” they are fine and can add to the visual flair. They are much better than spikes or grinders in that aspect, because of their wild trajectory you just REALLY don’t want to hit them.
The final object added is absolutely AMAZING, and it’s the Koopa Fire Clown Car. This is a new version of the Clown Car that shoots fire, with normal shots and charge shots. It has given birth to a ton of SHMUP style levels and they are really fun when done correctly. A charged shot can blow up blocks so you can use that to open doors and carve a path. This can be used creatively in many ways, for boss fights and for making a path with a time limit, and it’s one of the few good uses of auto-scrolling levels I’ve experienced.
6 million stages makes the initial announcement of 1 million stages feel like nothing. This is a very impressive feat that Nintendo has rightfully celebrated, however it’s become much harder for stages to get seen. The “economy” of Mario Maker has started to resemble the mobile app store with an overwhelming amount of auto-play fart machines drowning out the good stuff. This is something you won’t be affected by if you’ve been playing since launch, but for new players it’s a big deal. I’ve seen new players who have made 20+ levels and they only get 1 or 2 stars each, even if they are good. The numbers have gone WAY down, and these ones actually matter. It’s not about getting recognition and applause, but people are getting so little stars now that they haven’t been able to increase their upload limit. It’s just become significantly less likely for your level to show up in the 100 Mario challenge when they are picking from a pool of 6 million. It’s not a game-breaking problem, but it has made the experience a bit discouraging for new players and there’s a solution to it.
It’s time to hit the reset button. I think they should only include random stages from the last month. There is still a ton to choose from, and it would also encourage people to make more stages and keep sharpening their creation skills. The older stages would still exist of course, but they’ve already had their time in the roulette. I would love for people to play my newer stages but I keep getting notifications that “Miiface just played Woolly Maker!” which I made in about 20 minutes at launch. It’s not a bad stage but just LOOK AT MY OTHER ONES, PLEASE[...]
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Episode 32 (Part 32) is labeled "Ep 32" for your convenience.
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