Kuba
👤 PersonAppearances Over Time
Podcast Appearances
Yeah, weird. The year numbers are similar to the V-Tubing. Maybe. No coincidence. So, that means, roughly speaking, that people took the game, especially Super Mario, and then built levels themselves with the tool. which is not available to normal people, but that it was actually somehow, somewhere acquired.
Yeah, weird. The year numbers are similar to the V-Tubing. Maybe. No coincidence. So, that means, roughly speaking, that people took the game, especially Super Mario, and then built levels themselves with the tool. which is not available to normal people, but that it was actually somehow, somewhere acquired.
Nowadays it is perhaps more widespread, when people make mods and additional levels for computer games. There was Super Mario Maker, for example, which was made exactly for that, that I can click together on my Nintendo Switch. Here comes a platform and here comes a tube and here comes a flower and so on. Kaizo There are several real numbers in the wikipedia article. I think the end of the 90s.
Nowadays it is perhaps more widespread, when people make mods and additional levels for computer games. There was Super Mario Maker, for example, which was made exactly for that, that I can click together on my Nintendo Switch. Here comes a platform and here comes a tube and here comes a flower and so on. Kaizo There are several real numbers in the wikipedia article. I think the end of the 90s.
I think even the 80s was there somewhere.
I think even the 80s was there somewhere.
So probably west of Japan. became more famous, I would say. There are videos that have been clicked a little more, roughly speaking. And the attraction is not that people have built particularly beautiful or exciting levels, but simply incredibly heavy ones. A bit like Do you remember when we had a level editor in the 90s for the game Micro Machines 2?
So probably west of Japan. became more famous, I would say. There are videos that have been clicked a little more, roughly speaking. And the attraction is not that people have built particularly beautiful or exciting levels, but simply incredibly heavy ones. A bit like Do you remember when we had a level editor in the 90s for the game Micro Machines 2?
Where you control small cars, miniature cars, from above, over a desk. A desk in the bathroom, over the billiard table, you fall into the holes. Then we could build things ourselves. And as a child, I also thought, oh, I can make the surface smooth and icy. Okay, let's do the push on impact. Oh, I can make extremely tight curves. Oh yes, yes, that's in zigzag then.
Where you control small cars, miniature cars, from above, over a desk. A desk in the bathroom, over the billiard table, you fall into the holes. Then we could build things ourselves. And as a child, I also thought, oh, I can make the surface smooth and icy. Okay, let's do the push on impact. Oh, I can make extremely tight curves. Oh yes, yes, that's in zigzag then.
Exactly, that's the problem. So... You actually summed it up pretty well. End. Okay. Here it's like this, that I actually find people who can not only play these insanely difficult levels, but also perfect them and play them through in record time. That means, actually, Kaizo...
Exactly, that's the problem. So... You actually summed it up pretty well. End. Okay. Here it's like this, that I actually find people who can not only play these insanely difficult levels, but also perfect them and play them through in record time. That means, actually, Kaizo...
First of all, it means that only people make extremely difficult levels, but actually I think it has to include the other.
First of all, it means that only people make extremely difficult levels, but actually I think it has to include the other.
Yes, just that they are even more dense and you have to learn the timing practically by heart and it becomes more of a rhythm game than a I run and jump where it makes sense game. And then there is also the fact that you have to use strategies that are not actually foreseen. Like, for example, Mario can carry a turtle tank with him and throw it away again.
Yes, just that they are even more dense and you have to learn the timing practically by heart and it becomes more of a rhythm game than a I run and jump where it makes sense game. And then there is also the fact that you have to use strategies that are not actually foreseen. Like, for example, Mario can carry a turtle tank with him and throw it away again.
And if you do that exactly on 1.6 seconds, then you can jump off this turtle again on the flight. And then it also includes that you fly around this obstacle, the turtle, jumps to the left and right and down again and then you catch them again and keep pushing them around with you. Something like that.
And if you do that exactly on 1.6 seconds, then you can jump off this turtle again on the flight. And then it also includes that you fly around this obstacle, the turtle, jumps to the left and right and down again and then you catch them again and keep pushing them around with you. Something like that.
It's actually hard to imagine. I recommend you to just click around a bit on YouTube. There are a lot of them now. And it's not just that hard anymore, but there has been a balance, I would say. More on that in a moment. One more thing that comes with it. It's a hindrance. There is the concept of invisible blocks.
It's actually hard to imagine. I recommend you to just click around a bit on YouTube. There are a lot of them now. And it's not just that hard anymore, but there has been a balance, I would say. More on that in a moment. One more thing that comes with it. It's a hindrance. There is the concept of invisible blocks.