Super Mario Maker: Peter’s 30th Birthday Bash

Super Mario Maker: Peter's 30th Birthday Bash

No celebration is complete without some Super Mario Maker! It was my birthday last month, and while I was spending the day with some of my closest friends, I wanted everybody to come together to make a level with me. Our creation was Peter’s 30th Birthday Bash! If you look closely in the screenshot above, you’ll see “Happy birthday Peter” spelled out in the level.

For those interested in playing it, you can find it using the ID BBD9-0000-01E1-1F90.

Super Mario Maker: Peter's 30th Birthday Bash

Anela kicked off the level with some springs, pits, and a number of enemies. She didn’t pull her punches either. Just when you think she might be nice, she has a trick up her sleeve.

Super Mario Maker: Peter's 30th Birthday Bash

Antonio worked on the next section, and his girlfriend Kaleigh contributed as well. His section contain projectiles, fire beams, thwomps, and more. The POW comes in handy though!

Super Mario Maker: Peter's 30th Birthday Bash

You can usually tell gem’s sections because they’re filled with coins. The areas void of coins in her section spelled out “happy birthday.” You have to take your time here or you could fall to your death.

Super Mario Maker: Peter's 30th Birthday Bash

Edward started his section by spelling my name. He also filled it with lakitus. You really need a star to get through this part (which we added when the level was too hard).

Super Mario Maker: Peter's 30th Birthday Bash

This section was also created by Edward. It seems like he likes enemies.

Super Mario Maker: Peter's 30th Birthday Bash

I ended the level with some Bowser, Jr. enemies and one Bowser.

It was a blast making the level with everybody. I love how you don’t have to be super into video games to enjoy Super Mario Maker. Check it out using the ID BBD9-0000-01E1-1F90.

Thank you to everybody who celebrated my birthday and made Peter’s 30th Birthday Bash with me!

Super Mario Maker Level: Sinister Den

Super Mario Maker Sinister Den

Instead of making levels with friends, I recently decided to try playing alone and designing my own level. This is Sinister Den! It’s really not so sinister, but I have realized I like lots of jumping and bouncing at the beginning of levels apparently. And don’t worry, this bouncy part is only one section.

Super Mario Maker Sinister Den

Be careful not to kill friends. Also, remember that coins can help guide you. There are no traps in the level. Trust the coins.

Super Mario Maker with friends

IMG_2021

Super Mario Maker was released Friday. As the release date approached, I really thought I could resist. I know I just don’t care to devote as much time to playing games as I once did, but I cracked pretty quickly on Friday and bought a copy. Even if I barely play it, it’s more than just a game. It’s a celebration of 30 years of Mario and the culture surrounding those games.

Super Mario Maker

I see it primarily as a social tool, so I designed my first level with friends. Here’s Anela, gem, and Antonio working on our level. We each took turns adding to it. The joy of Nintendo is how it brings people together and creates such rich culture around their properties. I knew gem would have fun with Super Mario Maker because we played it at SDCC this year, but what about Anela and Antonio? At least Antonio plays games and owns consoles, but I wasn’t confident Anela would have fun. However, they both did. Anela went crazy adding as many mushrooms as she could to her part of the level and then insisted I get those mushrooms when I played. Antonio and gem both set up traps in attempts to trick the players. There was a lot of laughter, so I think everybody had a great time. We’ve also been playing Super Mario 3D World. Like Super Mario Maker, even those who don’t play games often have had fun with it. Sure, Anela requests that we carry her through some parts, but she has as much fun, if not more, as the rest of us! Nintendo’s amazing at making their games accessible and enjoyable to people who don’t play games often.

Here’s our masterpiece – “Super cool friends Petanegemio.” It’s a majestic level! Okay, maybe not majestic, but I’ve played it a couple times, and I have fun when I do. Better than just enjoying some random Mario level, this one reminds me of my friends – Anela’s mushroom block maze, gem’s Money Zone of coins and trap (in which I totally fall in that video), and Antonio’s journey into the sky and trap (that I managed to avoid). It’s a masterpiece, at least to me.

“Mario Myths with Mr Miyamoto” helped push me into purchasing it. It’s such a simple video, but it helps accentuate the beauty of Nintendo and their games. It made me tear up just a little, especially the idea that it’s been 30 years since Super Mario Bros. Oh, and that hard hat Mario wears for Super Mario Maker. It’s so cute and representative of the game that’s a perfectly designed icon.

Super Mario Maker (and Super Mario 3D World and so many other Nintendo properties) are really works of art, beautifully created to bring people together accompanied by a soundtrack of their own laughter.

Thank you for the fun times Nintendo, Miyamoto, and all my friends who have played Mario with me!

Another month, more games crossed off my list

My backlog is now down to 314 unfinished games and 269 unplayed games, down from 323 unfinished games and 277 unplayed games from my last post on April 25. Slow and steady wins the race.

SquidsOdyssey_WiiU_turtle

SQUIDS Odyssey

I was given a download code for this game to review for Game Boyz. You can read the review, if you’d like. It’s a port of the first two games in the series with additional content. Fun game. This increased my backlog count by one, and I haven’t crossed it off yet because I’m not quite done with it.

World of Warcraft: Mists of Pandaria and Cataclysm

As usual, I won’t spend too much time talking about WoW. I’ve been playing three characters. First, I’m still doing some LFR for transmog on my main, Devee, the troll priest. I’ve also been playing Voidgazer, my undead warlock. Voidgazer’s in his 50s now. Lastly, I made a pandaren monk named Sleepypaw that recently joined the Alliance. I have some friends that play together every Friday night Alliance-side, so I thought I’d try to catch them. Sleepypaw is 12 or so, and my friends are approaching level 30.

phoenix wright justice for all

Phoenix Wright: Ace Attorney – Justice For All

I’m currently in the third case. I don’t spend a lot of time in this because I only play while I’m walking at lunch at work. It’s fun though!

Dr. Mario Express

I just can’t stop playing this. My high score is currently 55,200.

Knuckles the Echidna in Sonic 2

This game was part of Sonic Mega Collection Plus, and it was about time I finished it. I’ll admit, I didn’t go for the Chaos Emeralds. There was some pressure to reload save states when I failed the special stages, but at this point, I need to decide whether something is worth my time and provides enjoyment. I hated those special stages, so too bad. The game was fairly fun, but I wish the stages were updated more for Knuckles. There were many places in which I climbed and then suddenly hit an invisible wall. Also, I remember there being better enemy and pit placement. If I’m moving fast, as expected of you in a Sonic game, and in a ball, I shouldn’t roll right into a spiky enemy. The game should reward you for going fast. Even so, I like Sonic 2.

Sonic Drift, Sonic Labyrinth, Sonic Blast,The OozeFlicky, and Dynamite Headdy

Here’s a nice set of games in Sonic Mega Collection Plus or Sonic’s Ultimate Genesis Collection that were just bad. I was glad to cross them off my list. I jotted some notes down in my backlog after I tried them; I’ll reproduce them here.

Sonic Drift: “Wow, this is bad. I’m glad that they improved the formula by the time Sonic & SEGA All-Stars Racing was released.” It’s a racing game but just barely.

Sonic Labyrinth: “I finished one level. It’s nothing like a Sonic game and quite boring.” It’s like an even worse version of Sonic 3D Blast.

Sonic Blast: “Played one zone. It’s so slow and bad.” Surprisingly, this isn’t like Sonic 3D Blast. It’s just a really slow, bad Sonic game.

The Ooze: “What? No. Just no.” I don’t know how to explain this one. You’re a puddle of ooze, and you ooze around in a boring fashion.

Flicky: “More fun than I expected, but I’m not going to keep playing it.” You play as a flicky bird, and jump between platforms gathering up your little chicks.

Dynamite Headdy: “Cute style but weird game. I don’t want to keep playing.” You fling your head around or use it as a bomb. Reminds me a little of Vectorman.

Streets of Rage and Streets of Rage 2

I own Streets of Rage in Sonic’s Ultimate Genesis Collection and thought it was about time to give it a try. It seemed boring as beat ’em ups go. I decided to stick with it until I either beat it or got game over. I was on the last round with I reached that game over screen. I’m crossing you off the list, Streets of Rage.

Sonic’s Ultimate Genesis Collection contained Streets of Rage 2 as well (and I also own it on iOS). I went it with the same mindset as the first game and actually liked it a bit more. This I managed to beat.

Ecco: The Tides of Time

Here’s another Sonic’s Ultimate Genesis Collection game. I think the Ecco series contains some really interesting and eerie games. I’m very glad to have experienced them, but I don’t think experiencing more of this game is worth the time put into it. Unfortunately, I’m crossing it off my list.

Shining Force

Okay, one last Sonic’s Ultimate Genesis Collection to mention. It’s interesting to me how old RPGs spend such little time building the story at the beginning. It’s seems less realistic to have you mission and be on your way within two minutes, but at the same time, it’s refreshing to jump into the game. I was also expecting a menu-driven RPG and not a map with a grid. I didn’t realize it was a tactical/strategy RPG. I played it a little, entering a few battles, but I don’t think I’ll play it more.

Rock N’ Roll Racing and The Lost Vikings

I didn’t play either of these, but I added them to my backlog because Blizzard added them to everyone’s Battle.net accounts. Unfortunately, that causes my backlog account to increase by two.

February gaming recap

I couldn’t help myself. I bought games in February. I have so many games to play that I know I shouldn’t, but then I always do anyways. My current backlog is at 338 unbeat games, 284 of which are unplayed.

World of Warcraft klaxxi

World of Warcraft: Mists of Pandaria

I don’t like to talk about WoW too much here since I have a separate blog for it, but we did manage to defeat the Paragons of the Klaxxi last month, putting us at the final boss of the expansion.

World of Warcraft: Cataclysm

In Cataclysm content, I got through Silverpine Forest on my warlock.

Twitch Plays Pokemon

Twitch Plays Pokemon

I’m not sure if you count this as playing, but Twitch Plays Pokemon did take up a decent portion of my gaming time in February! If you’re unfamiliar, you really missed out. Basically, it’s Pokemon Red, but the emulator’s inputs were tied to chat inputs over Twitch. Effectively, everyone was in control at the same time. In the screenshot, you’ll notice people saying “anarchy” and “democracy.” If enough people vote for democracy, it changed into a mode during which it only took input periodically based on what was the most common. It was used to get through puzzles, but usually the game was in anarchy mode. Anyways, it was incredibly fun to watch, and the lore and content that was created by fans along with the game are what really made it amazing.

poker night 2 portal

Poker Night 2

I continued playing Poker Night 2 last month, really getting into the swing of things. I unlocked everything and got every achievement save one – the achievement for having a net $1,000,000. I’m not sure if I’m going to get that or not. I marked this game as beat.

Castle Doombad

I purchased this Adult Swim iPhone game at my friend Joe’s suggestion and have been enjoying it. It’s a defense title in which you set traps to stop heroes from rescuing the princess in your tower. It has three level packs, and I’m in the last one.

Super Monsters Ate My Condo

Here’s another Adult Swim iOS game that I purchased in February. I loved MAMC, and the Super version is similar. Instead of going as long as you can, there’s a time limit. The other big change is that there are power-ups you purchase for coins, and you can buy coins as IAPs. Unfortunately, I don’t like it as much. I feel like I’m not going to get a highscore without the good power-ups, but if I don’t have the coins, I have to grind.

QuizUp

This one’s free, so while it’s a new game I started playing, at least I didn’t have to spend money on it. It’s just doing trivia against random people or your friends in a variety of categories. The game tracks your win rate versus each person, and you can level up by playing. It’s pretty great, especially because there’s a huge amount of categories. I marked this game as beat.

Star Wars: Tiny Death Star

I have no idea why I’m still playing this. Someone stop me.

Professor Layton and the Unwound Future

I continued playing this just a tad. I got stuck on a puzzle, so I had to skip it. I feel terrible.

Wii Fit

Wii Fit saw a little bit of use but not as much as January.

Dr. Mario Express

This is still a fantastic game, and it’s a great way to fill a little bit of time.

Ace Attorney: Phoenix Wright – Justice For All

I’m still playing this one too in my free time. I’m in the second case.

AVSEQ

AVSEQ

AVSEQ is an interesting game that I decided to try from my backlog. It combines music with gameplay, but the game itself basically consists of chaining together atoms of a particular color. Connect all the red, detonate them, then connect all the blue, etc. It looked fun, and I enjoyed trying it, but after playing it the one time, I’m done.

Cause of Death Volume 2 – The Connoisseur

I was near the end of the volume as February started and quickly beat it. Good stuff! I’ll probably move on to volume 3 in the future when I have less things on my plate.

World of Tanks

Here’s another game that I played a little but not much. I’d like to play more. It’s fun with my friends, but they play on Friday nights, and I’d rather go out if I can.

pid

pid is some sort of platformer that looks cute on Steam. I picked it up because it was, for some reason, free, but I haven’t played it.

Hawken

I found this in my Steam library. What is it? No idea. I have no memory of picking it up, and it wasn’t in my backlog.

New high score in Dr. Mario Express

Dr. Mario Express

It’s been a while since I’ve played Dr. Mario Express. It’s a DSiWare game, and I used to play it all the time. I recently checked my DSi for something and was surprised to find that there was battery charge in it still. I decided to play some Dr. Mario! On the second day of playing it again, I beat my previous high score! I was pretty surprised but definitely thrilled. And then I tried again and sucked the next round. Oh well, that’s how these things go!

bob’s game from bob’s game for OUYA Kickstarter

After six months without news of bob’s game, there’s been a new development. I’m sorry for being slow to post about it. I received an e-mail from gbev, former bob’s game forum moderator, on November 25 that discussed Robert Pelloni’s new Kickstarter. Thank you to Nathan M. (@shicky256) for commenting on The strange tale of “bob’s game” to let me know about the Kickstarter (and to pr0ton for replying as well)!

Edit: The Kickstarter was not successful.

Pelloni has started a Kickstarter for the bob’s game from within the bob’s game Java game. I know, I know. The tale of bob’s game is always confusing. Back in what I called Act VIII in my “strange tale” post, Pelloni created a web-based, Java version of the game. The Java game lost some of the child-like wonder I felt from the original .nds demo, but like that first demo, it also contained a minigame. This was the “bob’s game” within bob’s game. It was a puzzle game that involved falling blocks, but the rules of the game shifted – think Tetris, Dr. Mario, columns, but with a ruleset that shifts between them as the levels progress. In the comment I linked above, Nathan M. says that Pelloni “…wants it to be the MUGEN for puzzle games…” I think that’s a good assessment. The game was interesting, although I actually liked Tetrid from the .nds demo more.

The Kickstarter is for that rule-shifting puzzle game. Pelloni hopes to raise $6,667 so he can release that puzzle game for OUYA and PC. To be clear, this is not for the bob’s game RPG; it’s only for the puzzle game. Pelloni keeps it simple with only two pledge levels. For $4, you get the GAME PACK that comes with a digital download of the full game. For $25, you get the ENTHUSIAST PACK that comes with a full copy of the game and access to beta builds and the developer forum. As of this moment, there are 11 backers for the GAME PACK and 10 backers, including me, for the ENTHUSIAST PACK. There are six days left, and I don’t think he’s going to make it.

You may remember that the online demo asked for purchases of BobsPasses. All BobsPass purchases have been refunded, and Pelloni claims in the Kickstarter comments that those accounts that purchased it have been marked as permanently premium. There was no reason given as to the refunding of the BobsPasses. Perhaps he didn’t raise enough and knew that keeping a handful pledges without enough to make a difference would just make angry customers.

When I first saw the BobsPass sales pitch, I was skeptical of Pelloni’s true goal. Did he really want to raise money with them, or was he commenting on crowd-sourcing? Did he think gamers were naive for giving money to a developer without any guarantee of a game? I have no idea. I didn’t pay for a BobsPass, but I did contribute to the Kickstarter. What’s coming next for bob’s game is a mystery, but I’d still love to play a full RPG that felt like that original .nds demo!

New Super Mario Bros. U beat!

I know it took me a while, but I beat New Super Mario Bros. U this week! I still have star coins to collect and bonus levels to complete if I wish, and I haven’t tackled Challenge Mode or Boost Rush at all yet either. I thought it was very fun. While I preferred the 3D obstacle courses of Super Mario 3D land, I thought New Super Mario Bros. U was a great addition the series. It seemed to be reminiscent of Super Mario World just as New Super Mario Bros. was reminiscent of Super Mario Bros. Given that Nintendo just announced Super Mario 3D World, I wonder if that’s supposed to be the new Super Mario World. New Super Mario Bros. U just seemed a bit more playful, and I loved the use of the Koopalings, the Koopa Clown Car, and the airships.

After beating the game, a “secret island” is unlocked. It contains one building that offers you some stats on your records. Here are mine:

  • Coins Collected: 12039
  • Star Coins Collected: 126
  • Goombas Stomped: 32
  • Items Collected: 409
  • 3-Up Moons Collected: 2
  • Distance on Boost Blocks: 300.4
  • Distance on Mini-Boost Blocks: 0.0
  • Goal Poles Reached: 68
  • Goals Reached with Yoshi: 2
  • Goals Reached with Baby Yoshi: 3
  • 1-Ups Earned at Goal: 16
  • Fireworks at Goal: 9
  • Times Applauded: 133
  • Nabbits Caught: 7

Wii U

With the final sale details of the Wii being released today (yesterday by the time this is posted), I knew it was time to pre-order. I put money down on the Wii U Deluxe (full price of $349.99), New Super Mario Bros. U, LEGO City: Undercover, and Sonic & All-Stars Racing Transformed. Because I’m getting the Wii U Deluxe, Nintendo Land will be bundled with the consoles. I’m excited!

Let the eighth generation begin!

 

Energy Drinks

I thought I’d share these cool, game-themed energy drinks. You can see Mario, Donkey Kong, Pac-Man, Resident Evil, and Mega Man above.

And then there’s Street Fighter, Gears of War (Imulsion Energy Drink? Sweet!), and Sonic the Hedgehog. I purchased the Sonic the Hedgehog energy drink and the Gears of War Imulsion energy drink!

Well, these aren’t actually game-themed, but I thought they were cool too. The Ghostbusters energy drink is supposedly ectoplasm, and there’s a zombie energy drink too!

 

 

 

Level hubs need to die

Level hub in Super Mario World for SNES.

Level hubs are bad. Well, they’re usually bad anyways. If there’s no compelling reason for one to exist, it shouldn’t exist. Level hubs are the worlds you explore to find the actual levels. In a level, you have fun, progress the story and game, are taught new mechanics, and are tested on those mechanics. In the hub, you look for a level. Why? Menus work better than explorable hubs.

The Mario series has an interesting history with hubs. At first, there was no level hub at all. Finishing one level sent you on your way to the next. Super Mario Bros. 3 let you pick your level from the hub. You didn’t really explore. You couldn’t jump. You weren’t really in control of Mario, but you could pick your next level. There were multiple paths of levels, and sometimes things could block your path. Because you’d need to see the paths between levels and try to get to (or away from) the enemies blocking you, the level hub was important. Super Mario World was similar; it had multiple paths you could take. Levels that had multiple exits that would lead to different levels were clearly marked on the map. The hub also organized the levels and provided context. Again, the map had a purpose. Importantly, these hubs were not difficult to navigate and didn’t add a significant amount of time between levels.

Super Mario 64 changed all that. Peach’s castle was the level hub, and in it you controlled Mario the same way you would in any level. Certain paintings in the castle allowed you to enter levels through them. In this way, the game rewarded (and required) exploration of the castle. Was this good? I loved Super Mario 64 when it came out, and I’m still quite fond of it. It’s hard to decide whether this was a bad decision. There are a few things that Nintendo did to keep the hub from being terrible. First, the game mechanics functioned the same way. If you enjoyed controlling Mario in a level, at least you could potentially get the same enjoyment out of the hub. I enjoyed controlling Mario and remember playing in the castle itself. Second, most levels weren’t hidden. You could clearly see where a level was based on the doors, and the doors were even marked, letting you know how many stars you needed to unlock it. Third, after obtaining a star, Mario would come back out of the painting, standing right in front of it. This is great because the majority of the time you need to go right back into the same painting for another star. Of course, that also emphasizes a problem. If I’m usually going to jump right back into the painting, why even take me out of it in the first place? I’m going to go ahead and declare the hub bad. My best guess is that at the time it was new and interesting to have an explorable hub world, and it made Mario’s adventure seem grand. We were still at a time where all video game urban legends weren’t immediately debunked by the Internet, which made the hub feel like a mysterious place worth exploring. We were also new to 3D platformers; the hub gave gamers a chance to get used to controlling Mario, and the developers must not have thought of making the courtyard a one-time introductory level. Hindsight is 20-20. The hub is bad.

Nintendo thought we still needed hubs in Super Mario Galaxy. It’s practically amazing how terrible the hub is in that game. Not only was it a waste of time when what you really wanted to do was get to a level, but it was also confusing and hard to navigate. Things got a lot better in Super Mario Galaxy 2. The level select screen is very close to that of Super Mario Bros. 3. It has multiple worlds consisting of different levels, this time called galaxies, and a star select screen after that like the one found in Super Mario 64 or the first Galaxy. However, it seemed Nintendo couldn’t shake the terrible idea all the way. Perhaps young gamers like a non-threatening place to play as Mario. I don’t really believe that to be a worthy reason, but I can only assume that Nintendo has some sort of logic, however flawed. Whatever the reason, there is still a spaceship that Mario uses. After beating a level, Mario once again appears on his ship. What is there to do on the ship? There are plenty of NPCs with whom to speak, but there is little incentive to do so. Yes, there are times where there’s a reward, but this could be awarded to the player in a better way (such as the mini-game at the end of levels in Super Mario Bros. 3). In actuality, every time I get back to Mario’s ship, I run forward for a second to jump onto the button that brings up the level select map. Why put me on the boring spaceship hub if what I want to do every time is get back to playing Mario? And no Nintendo, that’s not an invitation to put more crap on the spaceship next time. It’s a request that you list what we want to do in your game and take out everything that isn’t on that list. Putting me back on the ship just to make me jump on the button is pretty similar to putting me in front of a painting just to make me jump back into it.

Nintendo’s not the only offender. Sonic Adventure had an awful hub world that was incredibly time-consuming. Finding a level shouldn’t take a long time. Despite the bad hub, I did finish Sonic Adventure. I wasn’t as angry at hub worlds back then, and I had a lot more time on my hands. However, I don’t think I’ll ever be able to go back to play it again. Luckily, it seemed Sega had learned. In Sonic Adventure 2 it was much easier to find levels, and in Sonic Heroes it did away with all hubs and went back to stages and acts. Fantastic! While Sonic Heroes was buggy, I greatly appreciated how they mapped out the game. There were a lot of faults with the Sonic series at that time, but Sega learned from their mistakes. And then there was Sonic the Hedgehog (2006). What were they thinking? The hub world was back in full force, and it was absolutely terrible. It was the first game I purchased for PS3, and it was a big mistake. I never have picked it back up again after my first day with it. Sonic Unleashed on 360 was a lot more fun, but still suffered from the bad hub world. Trying to figure out where the next level was got so bad that I gave up. While I haven’t yet, I plan on trying it on Wii because that version, or so I hear, doesn’t have the hub. (If any game developers are reading this, note that I’m giving up better graphics and achievements for playability.)

Blue mission marker in Grand Theft Auto III for Steam.

How about open-world games? Well, Grand Theft Auto does it very well, but it’s not really the same. Finding missions take place in a city that, for now, let’s call the hub. The missions take place in the exact same city. It’s seamless. Because the levels exist as part of the hub, I wouldn’t really call it a hub. There are fun things to do in the city, making it a part of the game proper. Of course, you can skip the city a bit and take a taxi to any mission on your map. And how do you pick your destination? With a menu. Infamous and Infamous 2’s cities are much like GTA’s. They contain levels, which make them like hubs, but they’re alive and fun. No More Heroes looks similar but is actually very different. There’s a city in which you can drive, but none of the actual game takes place in the city. This makes NMH’s city a hub, and a terrible one at that. Whether this was good design or not is debatable because Suda 51 has made the argument that this was a critique of open-world games. If he’s critiquing Grand Theft Auto though, then my previous statements about GTA would stand as my counter-argument.

Level select in Cut the Rope for iPhone.

Many iPhone games use a grid to represent levels. Level select screens have multiple pages, and each page has a grid of levels that each have three objectives or stars. Of course, far less than every game use this system, but I see a level select screen similar to this often enough to feel it’s work mentioning. This isn’t a hub, and this is close to what I’m advocating. However, you can’t deny that this looks very dry. In fact, I say we look once again at Nintendo. Quite often they get it exactly right. They don’t use multiple pages; they use multiple worlds, such as the different islands in Super Mario World. Instead of stars representing levels, arranged in a grid, Super Mario World featured dots set up to reflect the world they represented. You could maneuver through the hub quickly and effectively, yet it still conveyed the idea behind that set of levels. It looked fun, but most importantly, let you get back to the actual fun quickly.

There can be reasons to include a hub or world map, but it needs to be done properly. It should be unobtrusive and add to the game.

Thank you, Super Mario World, for getting it right.