Showing posts with label super mario bros. Show all posts
Showing posts with label super mario bros. Show all posts

Tuesday, September 29, 2015

Follow-up on "Worst Levels Ever"

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.


Saturday, September 19, 2015

Mario Maker: Know this about bad levels

Image courtesy of IGN
Mario Maker recently released for the Nintendo Wii U, and dang do I love games like this!  Even back to when I bought the PS3 for the express reason of playing Little Big Planet, or further back when the only thing on my 3rd grade Christmas list was Jazz Jackrabbit 2 so I could play with the Jazz Creation Station, my love of level editors would likely receive a large chapter in the biography that nobody is going out of their way to write about me (yet).

Putting game design in the hands of the player gives the actor the chance to play director for a while, and I feel like this gives a great deal of perspective to gamers that they don't always get.

And sometimes it just results in terrible levels.  What gives?