A few days ago (as of writing this, as I am offsetting the publish for this post, it's probably been roughly a week) I posted a blog article about Mario Maker and bad levels.
In it, I had a section all about ultimate deductions to the "worst levels" possible in an old-school Mario game. I described levels with no obstacles, levels with way too many enemies, and even levels with no level at all.
Mama mia! |
After having a chat with my good friend Gabriel Priske (the dude I made See No Evil with) of Noetic Games, I came to some deeper inspection of what "bad" can mean in this context.