Editing Talk:Loading zone
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#{{User|AgentMuffin}} I just found this proposal by total coincidence while looking for information on this subject. For example: Loading zones have a distinctive design throughout the ''Paper Mario'' series. They are sometimes fastened with blocks and Bowser Tape and need to be unfurled to progress, like other platforms. We don't seem to document this anywhere! That kind of information deserves to be listed before the article launches into technical minutia (which could admittedly be pared back). In ''Super Mario 64'', several courses include a [[ukikipedia:Instant warp|more seamless loading zone]], which tangibly affected their layout and level design with long, empty corridors connecting disparate areas. Also, when opening a door loads through black to a different map, the fake preview area behind it is ''not'' a loading zone like in some other games; this fact, even putting aside its outsized effect on speedrun routing, ends up being relevant to many players due to the popularity of the Backwards Long Jump. If the article is restored, it will be easy to rewrite it and add useful details like these. | #{{User|AgentMuffin}} I just found this proposal by total coincidence while looking for information on this subject. For example: Loading zones have a distinctive design throughout the ''Paper Mario'' series. They are sometimes fastened with blocks and Bowser Tape and need to be unfurled to progress, like other platforms. We don't seem to document this anywhere! That kind of information deserves to be listed before the article launches into technical minutia (which could admittedly be pared back). In ''Super Mario 64'', several courses include a [[ukikipedia:Instant warp|more seamless loading zone]], which tangibly affected their layout and level design with long, empty corridors connecting disparate areas. Also, when opening a door loads through black to a different map, the fake preview area behind it is ''not'' a loading zone like in some other games; this fact, even putting aside its outsized effect on speedrun routing, ends up being relevant to many players due to the popularity of the Backwards Long Jump. If the article is restored, it will be easy to rewrite it and add useful details like these. | ||
#{{User|Nintendo101}} I think we can do a much better job of communicating what ''Mario'' is as a video game franchise more than we do. That probably matters more than the semantics of characters, enemies, their respective recurrences, or brand deals. The ''Super Mario'' franchise has pioneered or at least revised some very important principles in game design and gameplay concepts. We should talk about them, not shy away from them. | #{{User|Nintendo101}} I think we can do a much better job of communicating what ''Mario'' is as a video game franchise more than we do. That probably matters more than the semantics of characters, enemies, their respective recurrences, or brand deals. The ''Super Mario'' franchise has pioneered or at least revised some very important principles in game design and gameplay concepts. We should talk about them, not shy away from them. | ||
====Oppose (don't restore)==== | ====Oppose (don't restore)==== | ||