Gaming
Super Mario Maker Review – Let’s Get Making
When Super Mario Maker was announced two years ago, I was instantly in love with the idea of playing Super Mario stages created by players. At the same time, I wasn’t very interested in the actual creation of stages: designing a good stage requires time and effort and I wasn’t really sure I would be motivated enough to work on a course for long periods of time. As soon as I got my hands on the game and played through the short tutorial, however, I realized I was very, very wrong. Super Mario Maker is an incredibly addictive experience that takes you in and doesn’t let you go easily.
As the name implies, Super Mario Maker allows players to create Super Mario Bros. courses. The game’s editor is incredibly easy to use, with all the important features being immediately accessible on the four sides of the screen. The upper side features the different objects, which aren’t all available at the beginning of the game, the lower side the stage’s total length, the undo and reset commands and the ghost and sub-level features once unlocked, the left side the four different game styles based on the original Super Mario Bros., Super Mario Bros. 3, Super Mario World and New Super Mario Bros. U and the extra sound effects, and the right side the eraser, which allows players to delete anything they have placed, and the Coursebot, which is used to save the current course, save and upload it or load another course. As stated above, using the editor is incredibly intuitive so it won’t take long for players to get used to it.
The Super Mario Maker level editor allows players to push the boundaries of what is possible in Super Mario 2D games. Almost all objects can be used in ways that have never seen before in previous Mario games, like stacking enemies, making them bigger, placing them on springs and music blocks, placing objects inside pipes, giving them to Lakitu so that they can be thrown down in place of the regular Spinies and more. There are so many ways objects can interact with one another in Super Mario Maker that it’s impossible to list everything that can be done and keep it brief.
Even though the possibilities are really vast, the lack of some important objects ends up limiting what can be done in Super Mario Maker. The lack of checkpoints is the most glaring omission, especially if you want to create longer and more complex courses: I’ve played a couple of nicely designed Metroid style courses that ended up being more frustrating than they were supposed to be due to the lack of checkpoints. I still pushed through because I really liked them, but I’m sure not too many had the same patience and drive. A course that cannot be completed is a course that doesn’t get rated so it’s easy to see how the lack of checkpoints can be damaging in the long run.
Once you are done with the short but informative tutorial, the 10 Mario Challenge mode becomes available. In this mode, players have to complete 8 stages chosen among the ones included in the game. Playing this mode a few times can be very helpful if you have no idea on how to design engaging courses, as it features courses with unique gimmicks like the “A P Switch Journey” course, remixed Super Mario classic courses and other rather unique ones that stimulate players’ creativity. Once completed, these courses are added as Sample Courses to the Coursebot so it’s possible to modify them and learn more on how they have been designed in the level editor.
Once the 10 Mario Challenge has been cleared at least once, Super Mario Maker finally opens up in all its glory, allowing players to finally access the Course World. In the Course World, it’s possible to play the 100 Mario Challenge, play individual courses created by others and check out the highest rated creators. Course sharing is incredibly simple: all players have to do is access the Coursebot in the course editor, select save and upload, clear the stage once and give it a final name. Once uploaded, the stage will be available for play both individually and randomly as part of the already mentioned 100 Mario Challenge. Playing stages individually works nicely enough, but there are a few issues. For starters, it’s not possible to search for friends and check out their stages in a quick way. Second, it’s not possible to comment a course without giving it a star automatically, something that can prevent some players from giving suggestions for courses they haven’t exactly liked.
Checking out single stages is definitely fun, but playing the 100 Mario Challenge is a whole other thing. In this mode, players have to complete a set number of courses created by others without losing more than 100 lives. The 100 Mario Challenge comes with three different difficulty levels so that players aren’t forced to play harder stages if they don’t want to. And even if players end up finding a course they don’t particularly like, it’s possible to skip it at any time. Playing and completing the 100 Mario Challenge on any difficulty level will unlock a variety of costumes that can be accessed through the new Mystery Mushroom object. If you have any amiibo figure, you will also be able to unlock the corresponding costume by scanning the figure. These costumes also come with different course clear music and sound effects so they’re perfect to create themed stages like Donkey Kong, Pikmin, Sonic the Hedgehog courses and more.
With the game obviously relying on user created content, how much fun is to be had in Super Mario Maker ultimately depends on the quality of the stages. Things, unfortunately, aren’t exactly good at the moment, with too many low-quality stages. In the first few days, I was able to complete the Expert 100 Mario Challenge without too many problems – stages were challenging but mostly fair – but I haven’t been able to do so again due to the amount of badly designed or almost unplayable luck based stages that have been uploaded in the past few days. When you get stages where the player get assaulted by a huge number of enemies falling from the skies or others where enemies are placed too close to the starting point, the only thing one can do is skip them. The increasing number of “auto” stages is also showing the limits of the current rating system, as these are usually the highest rated stages you will find. They are fun, in their own way, but they should never take precedence over courses that are actually played. These issues can be easily fixed by creating separate categories for these types of stages so it’s up to Nintendo to do something about the matter and improve the experience for those who want to play courses without having to deal with the craziness of some design choices.
Super Mario Maker is, without a doubt, the killer app the Wii U console needed from the start. If the game launched alongside the console, things would have been very, very different, as the game appeals to a really varied crowd, from the old school Super Mario fans to the constantly growing young Minecraft crowd. The Super Mario Maker experience is masterfully crafted and incredibly addicting thanks to the huge amount of possibilities allowed by the level editor and a pretty much endless number of courses. The current issues of the game, such as the lack of certain important objects and the excessive amount of luck based and auto courses, all have some sort of workarounds and can easily be fixed in the future so they don’t impact the experience negatively too much at the moment. If you own a Wii U and love 2D Mario games, do yourself a favor and get the game: there’s no way you will be disappointed by Super Mario Maker.
Gaming
Ubisoft says that future Assassin’s Creed games will need more time to be made
As Assassin’s Creed Shadows is about to sneak up on people in November, Ubisoft says that the time between developing games needs to be longer to find the “right balance.” Shadows has been in development for four years, longer than any other game in the series up to this point. That includes the huge open-world epics Assassin’s Creed Odyssey and Assassin’s Creed Valhalla.
Shadows lead producer Karl Onnée (thanks, GamesIndustry.biz) says that the latest AC game took 25% longer to make than Valhalla. He says this is necessary to keep the quality of the series that it is known for: “It’s always a balance between time and costs, but the more time you have, the more you can iterate.” You can speed up a project by adding more people to it, but that doesn’t give you more time to make changes.
Onnée says this has as much to do with immersion and aesthetics as it does with fixing bugs and smoothing out pixels. This is because the development team needs time to learn about each new historical setting: “We are trying to make a game that is as real as possible.” We’re proud of it, and the process took a long time. In feudal Japan, building a house is very different from building a house in France or England in the Middle Ages. As an artist, you need to learn where to put things in a feudal Japanese home. For example, food might not belong there. Get all the information you need and learn it. That process takes a long time.”
You’ll have to wait a little longer for Ubisoft to work on each game. Are you okay with that? In what part of Shadows are you now? Is it interesting to you? Leave a comment below and let us know.
Gaming
You can now pre-order Lollipop Chainsaw RePOP on PS5
You can now pre-order Lollipop Chainsaw RePOP, a remaster that Dragami Games and Capcom both created. You can now pre-order the PS5 game on the PS Store for $44.99 or £39.99. If you have PS Plus, you can get an extra 10% off the price.
The company put out a new trailer with about three minutes of gameplay to mark the start of the pre-order period. Lollipop Chainsaw RePOP is a remaster of Grasshopper Manufacture’s crazy action game from 2012. You play as Juliet, a high school student who fights off waves of zombies.
The remaster adds RePOP mode, an alternative mode that swaps out the blood and gore for fun visual effects. It also adds a bunch of other features and improvements that make the game better overall. You can expect the graphics and sound to be better as well.
The game will now come out on September 12, 2024, instead of September 12, 2024. Are you excited to get back to this? Please cheer us on in the section below.
Gaming
This Call of Duty: Black Ops 6 zombies trailer is way too expensive
Is there really anyone who is following the story of Call of Duty’s zombie mode? We’ve known about the story in a vague way for a while, but we couldn’t tell you anything about it. It looks like the “Dark Aether” story will continue in Black Ops 6, but we don’t really know what that means.
For those of you who care, here is the official blurb with some background: “Requiem, led by the CIA, finally closed the last-dimensional portal, sending its inhabitants back to the nightmare world known as the Dark Aether, after two years of fighting zombie outbreaks around the world during the Call of Duty: Black Ops Cold War timeline.”
Wait, there’s more! “Agent Samantha Maxis gave her life to seal this weird dimension from the inside out.” Even worse things were to come: senior staff members of Requiem were arrested without a reason by the Project Director, who turned out to be Edward Richtofen.
Black Ops 6 will take place about five years later, and it looks like it will show more about Richtofen’s goals and motivations. The most important thing is that you will probably be shooting an unimaginable number of zombies in the head. This week, on August 8, there will be a full reveal of the gameplay, so keep an eye out for that.
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