Fireball goes through the pipe. That was my first idea. It was inspired by the story mode of Super Mario Maker 2. In this mode, I generated a spark, and then it was blown up by the heat they used to wander around and mess up my pipes. Koopas's room. When it was over, I suddenly thought: If you have a spirit level, yes, Mario can't really move too much, but what about the way he has all these pipes that can fire fireballs? What if he could somehow be allowed to play the organ of this glorious Mario murder, clean up the level, or take him directly to the exit at the end?
Super Mario Maker 2 Review
- Developer: Nintendo
- announcer: Nintendo
- Play platform: switch
- Availability: June 28
This is my first thought on Mario level. If I were honest, this is the first idea I really thought of. The point is that it is not nothing. I collected the story mode in Mario Maker 2, a bubble-filled collection containing more than 100 scatter plot challenges, and took clues from similar additions to the 3DS Mario Maker port. It reminded me of Mario's inherent possibilities, without even realizing that it was what I was doing. It gave me the thorn in the right direction, and even though I started moving, I barely noticed it.
Mario Maker 2 has many things that other content creation games don't. It has a pigeon that can help you through the tutorial. It has an undo button that is also a dog, and a rocket clear button. But its core advantage is that the cold language of using venture capital has an unfair advantage in the market, that is: you know its world from the beginning. You know how things work. You know Mario's abilities, as well as the behavior of the creatures and objects around him. So when you make something yourself, all you need is the gentlest massage.
Even then, Mario can still surprise you. Surprise is still one of Mario Maker's greatest joys. The original game allowed Wii U owners to make their own 2D Mario levels and dress them up in original Super Mario Bros, Mario 3, Super Mario World or 2D Wii U numbers (if they have memories) and share them online. Aside from adding new story modes, the ability to use 3D World assets and mobile for skin smoothing, a bunch of new stuff scattered and the ability to add slope to your course (oh my gosh), this is basically here work. Still: Many times, this is Mario Maker you already know, and if you've been playing your first game for a while, it's hard to discover many of its other features. (Actually, the entire process has been quietly cut. Both Amiibo's support and the character roster unlocked through Mystery Mushrooms have been hit. Once lost, as Fox McCloud said, you lose the level of motivation to become part of Star Fox. )
Even so, in the chaos of creation, things still happened that I didn't foresee. Fireballs on the pipes are new to me. Again, I haven't considered how to use Mario's inexplicable haunted house door and separate room to arrange time and structure the actual story. Forward and backward: Mario can do many things.
Mario Maker 2 is a very powerful tool. If you're using a touch screen, you can reset the level, change its theme, build landscapes, and add bad things and pickups (if you're using a touch screen), or if you dock and use the controls, you can do a little bit around the face buttons change. (I was struggling in docking mode at the beginning, but after a few minutes I realized that it was really elegant.) There are four-person online cooperative games, random games, sofa cooperative games, and Joy-Cons. All right! -Or a local "nearby" game, I confess that I can't test it and are about to collaborate online with actual friends.
By the way, the sofa cooperative itself is totally brilliant. Last night I played Mario Maker 2 with a friend because it snowed with 3D World assets. We messed up the slope and didn't know what to do until my friend found the waiting Koopa Troopa car in the project menu, and soon after-almost no say-we combined the Evel Knievel buses, but with Banzai Bills enters the screen instead of the bus. We then tried using a new on / off switch that would make certain kinds of blocks blink and disappear to recreate the classic NES game City Connection. Super Mario City Link! Then, of course, we filled this place with Boos and fell awful. This is great-collaborative doodles, and even quarrels and accusations are part of it.
There are a series of new level goals-at least I think they are new. In addition to reaching the end, you can also ask people to defeat a certain number of bad guys, or reach the end with some object or condition. This gives a level of structure that is fundamentally different from the standard attack process model. You can change the water level-or the lava water level-to reach certain water levels, and there are new options to interfere with the speed of the automatic scrolling. And I think this is also new, but I'm happy to make a mistake: the objects of your level are now stored in a series of neat radial menus. Even if you're doing something complex (such as adding child rooms and connecting them with pipes), it's all neat and approachable. All things considered, Mario Maker lets you do most of what you want to do.
Not only that, but like the original Mario Maker, everything feels good. Of course, a lot of ideas have been invested in simplicity, but a lot of ideas have also been invested in feedback. Everything in Mario Maker 2 can be placed, deleted, and handled well. Subtle musical hints are everywhere, reminding potential designers that the best Mario levels also follow the rhythm: they are dance routines from aliens. Speaking of music cue, oh my gosh, I will read a (short) book about the placement and movement of objects in the level you are editing has no effect on the audio you are even listening to. In addition, as always, switching back and forth between creating and testing levels is easy, and uploading tips with titles, descriptions, and a small number of tags is not troublesome, so people can know what they got. They can then play reviews and like it and help you unlock new gear for Mii avatars. They can search, follow your work, or randomly rank your levels into the same small activities you might experience in your first game.
Like the first game, Mario Maker 2 is just as fascinating in what people already make and share. You'll find that when people place their hands on the controls, it usually doesn't do what the person who made the Mario level appears. This is part of the evolution of Mario Maker over time, but I think that there are more things to do besides the challenging and complex levels that are widely spread on YouTube. Mario Maker allows you to make sweet and stupid things, these weird and fascinating things. I've played silly jokes as a way to celebrate my favorite Mario enhancements. There is only one wealth here, and it will only grow.
Now it's combined with the story mode, and the whole process is so harmonious. If you don't know anything about the community for a while, this is what the Mario team does with its own tools-in the process, you will enjoy the silly story of rebuilding the castle.
For my money, this is better than a new thing and a 3D World skin (equipped with Cat Mario, which can run to all sides of the level, which usually makes the design around him very tricky), and even better than the slopes of freakin. Human creepy game, marvel at the huge challenge that makes interaction fun. I think everyone who plays the game should reach the level of Mario Maker, because it reminds us that everything in the game is extremely difficult. In the course of three minutes, a very short level was pieced together. The biggest hope is that there will be a lot of work to be done one day, which is simply too bad. In a fixed place. I realize that you actually have to make a Mario game two or three times at a time, because no matter how big Mario is or what power he has, the game level is achievable. Understand this: I am definitely a fool of goomba shoes-5-3 4 years old life-but when I build all the cards on a level, I have to figure out how to get players Out Some parts of the shoe did not cause damage. (Still working hard, TBH.) In short, I realized that even a poor Mario level is an art, craft, and gift that we probably shouldn't get. I certainly don't deserve them. But, at least here I can patch it up and retreat between production and editing until graffiti starts to look like a plan.
Years ago, I read the only writing advice I suspect someone really needs. Enter something and it will work, because then you need to make some changes. As William Goldman said, I think he will be at home with Mario Maker. I doubt everyone will be at home. Just like the first game, it was a warm bubble bath, or an afternoon spent on the sofa, nothing else in Sunday's newspaper and diary. Has it changed? Not too much But, it's soothing to get it back.