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Now reading: Chapter 560: Hop Game Features from Game Maker: Starting by Healing the Players, a Adventure novel by GustinaKamiya.

Not just Xiao Jie, but many players, after playing for a while, quickly discovered its characteristics.

If you judge Super Mario Maker by your first impression.

Then most players will have a similar feeling.

That is, this is a very friendly and inclusive all-ages ga, and of course, it is. Even though it only launched recently.

But according to internal data from Nebula Gas.

The number of underage players in Super Mario Maker is second only to Minecraft, so it can be called a truly "young" ga.

But because of a combat setting in the ga, plus the characteristic that only the first place can gain points.

Many players didn't quite understand at first, but as their understanding of the ga deepened.

They found that there were many ways to troll players in the ga.

There was a joke in a past life about Super Mario Maker multiplayer players.

There's a saying that players with any humanity left wouldn't reach S rank or red na.

If players above S rank were to be executed, none of the S players would be innocent, and red-nad players would need to be shot four tis.

Because for the first three shots, red-nad players would lift other players to block the bullets.

Although Super Mario Maker has not been online for a long ti.

But there are still plenty of opportunities for trolling.

So levels require collecting keys and defeating BOSSes to successfully complete them.

At this ti, so players with malicious intent would start to beco like capitalists.

They would specifically guard the entrance to steal the fruits of other players' labor, which is truly heartbreaking to hear and see. And this is just the most basic form of trolling.

If you enter so maps and have items like springs, P switches, or lightning in your hand.

These players would block the doors and pipes. Unless these items were removed,

other players would not be able to proceed further, directly losing their chance to compete.

All sorts of trolling actions were shown to players through videos and streaming platforms, and of course, experiencing it firsthand as a victim directly shocked all players.

Online, more and more people are discussing Super Mario Maker.

While playing the versus mode deeply allows you to see the trolling side of many players.

However, the ga's co-op mode and map creation mode are also very relaxing and enjoyable for many players.

Both casual players and expert players can find fun in it.

A simple platform jumping ga, yet with diverse and rich gaplay.

And thanks to Super Mario Maker, a sowhat fading genre of hop gas has rekindled so sparks.

Platform jumping gas actually have significant limitations.

Because it's hard to make platform jumping gas into large-scale gas.

This is a limitation of ga content. Every ga has a necessary elent, which is a complete progression system.

This progression system doesn't refer to the nurical values in RPGs, but rather the player's sense of feedback.

In traditional FPS gas, killing opponents each round, winning matches, and accumulated economy are progression feedback systems.

Or, without an economy system, simply killing enemies and accumulating kill counts is also a progression system.

In RTS gas, producing units, farrs mining, and in galgas, the setting of increasing affection levels.

These systems are essentially progression elents.

This system isn't necessarily experienced as nurical values displayed openly; so gas use implicit ways to provide player feedback.

Including story-driven gas like Uncharted, which have no skills, constantly advancing the plot is also a form of progression.

And platform jumping gas naturally have this characteristic.

Limited by the gaplay of platform jumping gas themselves, if we don't consider incorporating action or nurical progression, the best way for platform jumping gas to provide player feedback is through increasingly difficult map design as the ga progresses.

It's like a well-known saying: Why climb Mount Everest? Because it's there.

Challenging difficulty and surpassing oneself to beco stronger is a fundantal human instinct.

It's just that different people have different limits for enduring hardship.

For example, Soulslike gas are a typical case.

In platform jumping gas, the gradual increase in level difficulty is a characteristic of this genre.

However, compared to traditional AAA gas, hop gas have a significant issue with scale.

That is, they cannot rely on nurical values for level design.

They can only change the map design, which is why so hop gas add save points halfway.

Because without save points, platform jumping gas would directly beco frustrating gas like "Sledgehamring."

Imagine if Super Mario didn't have level progression, and if you died, you had to start all over from 1-1.

Wouldn't you be completely driven crazy?

But Super Mario Maker, with its different approach, has completely overco the shortcomings of platform jumping gas.

Are hop gas hard to make into large-scale gas?

Then don't try to make large-scale gas; instead, win with quantity.

Use various tools to let players create their own levels and then add a multiplayer mode so that these maps can form a perfect cycle.

You could say the fun of Super Mario Maker complents each other. If players don't create enough maps, then players in the ga won't be able to maintain freshness. And the most terrifying aspect of hop gas is the lack of freshness.

Gas like Rainbow Six Siege and Call of Duty: Modern Warfare, even if they only play with the sa guns and weapons each match.

But depending on the opponent and the luck of the current match, they can bring new freshness to the players.

However, hop gas rely on levels. Although it's a multiplayer battle, in reality, putting aside various trolling actions, the ga is still about jumping.

If you morize every map, even soone with poor skills can jump with their eyes closed after playing a hundred or a thousand tis.

But Super Mario Maker's mode completely compensates for this drawback, ensuring that players encounter a new, never-before-seen map every ti they play.

You could say these two modes combined are like a perpetual motion machine, self-sufficient.

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