Impresarios of Mario Scenarios

Old uploaded levels aren’t affected apparently. You just can’t make any new ones that use them.

There apparently were quite a number of hidden changes:

People speculating that a lot of them might have had to do with making online run smoother (less global ground, less moving objects to keep track of off-screen?

when searching for info on this somehow benren’s website was the third result?

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Cool, so now the terrible online mode that no one plays is changing the design of the rest of the game?

Also, this means if my level ever get deleted it can never be re-uploaded! Neat!

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Can someone clarify for a dimwit like me what global ground means?

when an item can be loaded even if it’s not onscreen

it can be used to make trickier level gimmicks

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When an object goes too far offscreen it will get unloaded from memory, which means it will no longer interact with anything in the world.

Objects that are on “global ground” never get unloaded like this. With global ground you can set up timers, switch cadences, and other contraptions that will never break regardless of how far the player scrolls the screen away from it.

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Oh shit. That’s massive and sad.

I would also guess that the massive backlash they got when announcing that you wouldn’t be able to play with your friends and their immediate promise that they would add such a feature in future update is what has completely thrown off this game’s post-launch support. All hands on deck to make the online not an embarrassment instead of making Super Mario USA theme like was originally planned.

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Yeah, obviously speculation but that seems plausible. Especially when you consider that by this point in the game’s lifecycle Mario Maker 1 already had the update that added checkpoints and progressive powerups.

https://twitter.com/MarioEncore
Some people put a whole Mario 3 campaign together. If there was an in-game playlist feature they could use to string the levels together I’d already be playing them.

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interesting that the physics, etc will let you cross items between the forbidden style even there are no graphics for them

apparently the clear pipes are visible in the jungle theme which means at some point in development they were going to allow it?

I uploaded a new course.

Rusty Rail Robbery — M65-C8C-YPF

Difficulty: Modestly high — higher if you’re impatient.

This level’s genre is “I gave up trying to hammer this level into proper shape 3 months ago and basically haven’t touched the game since but now I came back to it and slapped a band aid on it and now I hope its okay enough to upload.” It also falls under the genre of “Stream of consciousness nonsense preceded by a respectable looking level.” Is it any good? I dunno, but it’s uploaded now.

I stopped uploading courses in August because I had like half a dozen different course ideas that just weren’t coming together. I either couldn’t come up with interesting elaborations on the initial concept, had far too much “placeholder space” that I was expecting myself to fill, or the level was just Too Much. This level fell under that last category, and I had to cut out most of the 3rd act to make it passable.

I have newfound respect for how much effort it takes to actually make of full set of good mareo levels.

I’m considering using post-it notes to sketch out my levels like Rare did for the DKC games:

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It’s kind of a shame that it’s still just a costume that falls off after 1 hit (it seems like at least?). If you want to design a level around this incredible moveset you’d have to make sure the was a constant supply of them all over in case the player gets bopped.

As mentioned by everyone though: Samus and Kirby maybe next? Hell, just say fuck it and eventually add Sonic and Mega Man.

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I hope there will be no size limit to those snow balls though

Yeah, this has been a problem with some of the cat- and hammer-focused 3D World stages I’ve played. Interesting ideas, but cluttered with power ups, which also narrows the kind of danger the player can actually get themselves into.

But, man, I’m excited for this. Been kinda wanting to hop back on the Mario Maker train and this is the inspiration I needed.

Just have a character select that can be enforced by the level creator. Have Link turn into the Zelda 2 sprite when consuming a mushroom.

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I returned to my old smbx project a few months ago. I gave up when I realized the exchange for actually having flexible total control over content for no cost was to have negative visibility and interaction for many months of idle work. It comes with dev territory and console-less territory both, I guess.

I think about this again with the latest update-

and I’m left off in deep throes of resentful mario melancholia.

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I think it’s broadly similar to a lot of polished service offerings, that consolidate a ragged, more free ecosystem into a much more popular but closed one. The community around Mario Maker is orders of magnitude larger than the hacking community was, and so these great numbers of people are exposed and can take part in building Mario levels and workshopping them – totally great. But the longstanding community gets shattered as members seek the bigger platform, even if their old tools still work. It’s the same dynamic I complain about with our Web 2.0 (blogosphere & forums) heritage; there’s no technical hurdle to its existence, but the audience just isn’t there anymore.

The copyright takedown stuff is of course baloney, Nintendo should lay off their fans

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I think there’s overwhelming evidence from the last decade that even if you’re tempted to equivocate about broadening access in cases like this, more is lost than is gained

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I think it’s worth drawing distinctions between social media and video games, for one.

I think the best way to approach this is to look at specific breakpoints in size and polish. And state our goal clearly: developing flourishing culture. From there, I feel comfortable saying, a scene built around the computer knowledge involved in hacking or even computer emulation can be made broader; a scene large enough that content begins to be locked down, removed, restricted, is too large. But I feel pretty good about an accessibility/flourshing level of indie games aided by distribution platforms like Steam; the level of community ownership in something like Binding of Isaac or Stardew Valley feels very healthy, with no hint of a heavy hand squelching things (and it’s even clear that the accessibility of Steam allowed Stardew Valley to take Harvest Moon much broader, while also fostering a much more vibrant community).

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