Seeing the discussion content in the live stream chat, Little Jie felt it was getting a little off-topic, so he coughed twice and steered the conversation back to the game.
"Whoa, this control is so responsive... it feels much more polished."
Little Jie controlled Mario and entered the first story collection level. After a little bit of control, he quickly felt the difference.
On the Switch platform, Little Jie had already played all versions of Mario games, and he had completed them more than once.
He was also quite familiar with the feel of each different version.
But the control feel of this "Super Mario Maker" currently, while corresponding to different versions, felt very comfortable to him, extremely smooth.
He easily passed through two story modes, which were mainly to give players an understanding of the game, including the setting of hidden blocks.
Many of the items in the game were things Little Jie had seen in various Mario versions on the Switch.
For example, the common mushroom, after eating it, the character's model would become taller and bigger, and some blocks could be directly smashed or crushed.
Touching monsters, or spike traps, could withstand one hit of damage.
As for the Fire Flower, after eating it, he could shoot damaging flames and withstand two fatal hits.
In addition, the game also had the hammer form, which could break walls and throw wooden boxes out of thin air; the cat form, which could climb walls and pounce; and the feather form, which allowed flight after a running start.
He basically knew all of these, and along with different version themes, the character's abilities and traits in the game were also different.
There were a total of five different versions. In the first pixel version, you couldn't pick anything up. The only action you could do was make Mario crouch.
In the second version, although it was also pixels, little Mario could pick things up.
In the third version, Mario could perform actions like spin jumps. On some flowers and stones, spin jumps did not cause damage, and you could also throw objects vertically.
The fourth version offered more operational space, such as wall jumps, aerial spins to hover, and a powerful squat that could defeat enemies below, or break blocks in a powered-up state.
The last version was like "Super Mario: Odyssey," with actions such as spin jumps, backflips, and standing long jumps.
And some specific items were only available in specific versions.
This made Little Jie feel that the content was very rich.
In fact, a single version already had a lot of content, but now this game had integrated everything from all of them.
And there were many small tricks in the game, for example, the speed at which things came out of different colored pipes was different.
The game had warp pipes and wormholes as items, but wormholes could only teleport within the current map, while pipes would lead to another dimension.
Simply put, the game was divided into an underworld and a mortal world. The flagpoles for completing levels were in the mortal world, and the pipes led to the underworld.
As for warp portals, whether in the underworld or the mortal world, they could only teleport you to where they were located.
"This content is so rich! I'm going to try out the global levels, this feels so much more interesting than before!" As a Mario fan, Little Jie was a little excited.
Although he hadn't mastered all the detailed operations of Mario in the various versions yet.
He felt he could completely skip the tutorial.
He clicked to enter the global levels.
Soon, Little Jie saw the game interface for the global levels.
There were four different options: Search Levels, Maker Rankings, Play Together, and Mario Endurance Challenge.
Little Jie had already figured this out from the information released by Nebula Games.
Simply put, it was searching for levels made by other players, cooperative and competitive multiplayer, rankings, and challenges.
In-game rankings started from the highest rank, S+, S, and so on. When a player reached 6000 points, their ID name would turn red.
"I'll play the Mario Endurance Challenge first, and choose a normal difficulty," Little Jie thought for a moment and quickly made a decision.
He didn't immediately play the multiplayer mode.
Because the game had just launched, and not many players had created levels yet.
So, most of the maps were official maps made by the game itself.
Playing multiplayer or single-player was pretty much the same, and it was a good way to get familiar with the maps.
That way, when he played on multiplayer maps he had already played, he would have an intelligence advantage, right?
Looking at the four different difficulty options in front of him: Easy, Normal, Hard, and Super Hard.
After thinking for a while, he decided to test the waters with the Normal difficulty first.
He selected "Confirm," and with Mario's energetic "Let's go!", the game officially began.
Depending on the different difficulties, Mario's lives were fixed from the first level. In Normal difficulty, he started with 5 lives. Whether this total of lives would gradually increase to a maximum of 99, or if he would die until he ran out of lives, depended on the player themselves, based on the lives Mario collected in the levels afterwards.
"This seems a bit too easy?"
At first, Little Jie was a little cautious, but he quickly found that the Normal difficulty maps were not very difficult for him.
If a new player, who hadn't played many platformer games, it would actually be quite difficult.
But he had already played all the Mario games on the Switch platform.
Although there were still many subtle differences in the controls, his experience was still valuable.
By the end of the first level, not only did he not lose a life, but he also collected 3 extra-life mushrooms, directly increasing his total lives to 8.
He entered the next level, which was different from the previous one.
Little Jie proceeded cautiously as before. Although he accidentally lost one life in the middle, he still reached the finish line by jumping, and as before, he collected 3 extra lives along the way, bringing his total to ten lives.
Little Jie didn't continue in Normal difficulty but exited directly.
"I'll skip Hard too, and test the waters in Super Hard first?" Little Jie had a bold idea.
He exited and selected Super Hard mode.
At this point, he noticed something: Mario's initial lives increased from the previous 5 in Normal mode to 30.
But when he entered the game, he was dumbfounded.
"What is this? Three turtles at the start!? Shell jumps?"
A tall spike wall blocked his path, and there were three black flowers on the ground in front of him.
On top of the black flowers were three live turtles.
And there were two doors placed in front of the spawn point.
One door was on the ground, and one door was in the air.
Little Jie walked into the ground door he could enter, then directly fell from the door in the air.
And the even more critical point was not this. In front of the three black flowers and turtles was a spike wall. Further back, through the visible area, he could see corresponding switches, Spinies, and a Koopa shell placed on a Spiny, as well as a series of spiked ground.
So, this was a map where your feet couldn't touch anything the entire time?
"Is this kind of map even playable by humans?"
Looking at the map in front of him, Little Jie was completely stunned.
He wholeheartedly asked a series of dumbfounded questions.
He was completely flabbergasted!
Is this the Super Hard world?
(End of chapter)
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