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誇張和遊戲社群密不可分,這在誇張的遊戲廣告和對遊戲難度的誇張感嘆中顯而易見。 《Super Mario Maker》於 2015 年發布,允許玩家創建和分享自己的 2D Mario 關卡,從而培養了一個充滿熱情的愛好者社群。 Team 0% 是一個致力於通關遊戲中每一個未通關關卡的團隊,他們面臨著難度極高的關卡的挑戰,需要社區的巨大努力。在號召性用語和複雜的資料管理的支持下,Team 0% 在 2024 年(即成立七年後)實現了目標。他們完成每個合法的《超級瑪利歐製造》關卡是對這款深受喜愛的遊戲的適當致敬,也是對社群力量和決心的證明。
In the realm of gaming, hyperbole and exaggeration have become inseparable partners. From the over-the-top advertisements of the past that promised mind-boggling experiences to the tongue-in-cheek caricatures of gamers as basement-dwelling, soda-sipping critics, the gaming community has embraced the art of amplifying the truth. However, when it comes to games themselves, the tales we spin about them often reach skyscraper heights compared to the mere tales they tell us.
在遊戲領域,誇張和誇張已經成為密不可分的夥伴。從過去承諾提供令人難以置信的體驗的誇張廣告,到半開玩笑地將遊戲玩家描繪成住在地下室、喝著汽水的評論家,遊戲社區已經接受了放大真相的藝術。然而,當涉及遊戲本身時,與它們告訴我們的單純故事相比,我們編造的關於它們的故事往往達到了摩天大樓的高度。
In the case of Super Mario Maker, a game that allows players to create, share, and play their own Mario levels, the tendency for hyperbolic narratives soared to unprecedented levels. The game's release on the Wii U in 2015 ignited a storm of enthusiasm, empowering every player with the tools to become a virtual Mario game developer.
以《超級瑪利歐製造》為例,這款遊戲讓玩家創造、分享和玩自己的瑪利歐關卡,雙曲線敘事的趨勢飆升至前所未有的水平。該遊戲於 2015 年在 Wii U 上發布,引發了一股熱情風暴,讓每個玩家都擁有了成為虛擬馬裡奧遊戲開發者的工具。
Amidst the countless levels that flooded the game's servers, a peculiar subculture emerged. YouTube channels and Twitch streams proliferated, featuring videos with clickbait titles that screamed of impossibility, accompanied by exaggerated facial expressions of pain, shock, or disbelief. These videos showcased gamers struggling tirelessly against seemingly insurmountable challenges, throwing hundreds or thousands of attempts at clearing a single level.
在淹沒遊戲伺服器的無數關卡中,出現了一種奇特的次文化。 YouTube 頻道和 Twitch 直播數量激增,其中包含帶有點擊誘餌標題的視頻,這些標題讓人尖叫著不可能,並伴有誇張的痛苦、震驚或難以置信的面部表情。這些影片展示了遊戲玩家不知疲倦地與看似無法克服的挑戰作鬥爭,為通關一個關卡進行了數百或數千次嘗試。
The line between genuine frustration and theatrical performance blurred, and viewers flocked to these channels, eager to witness skilled players conquer the most daunting levels. Competitions and world records emerged, creating an entire ecosystem of content creation and dedicated players.
真正的挫敗感和戲劇表演之間的界線變得模糊,觀眾紛紛湧向這些頻道,渴望見證熟練的玩家征服最艱鉅的關卡。比賽和世界紀錄的出現,創造了一個由內容創作和專注玩家組成的完整生態系統。
However, like all trends, the Super Mario Maker craze eventually subsided, leaving behind a dedicated core of players. Among them was Team 0%, a group founded in 2017 with a mission to complete every single uncleared level in the game's vast catalog.
然而,與所有趨勢一樣,《超級瑪利歐製造》的熱潮最終消退,留下了一群專注的核心玩家。其中包括 Team 0%,該組織成立於 2017 年,其使命是完成遊戲龐大目錄中的每個未通關關卡。
Despite the dwindling number of active players and the release of Super Mario Maker 2 on the Nintendo Switch, Team 0% remained steadfast in their pursuit. At its inception, the team faced a daunting task with over 80,000 uncleared levels. But as the rate of level uploads slowed, Team 0% gained ground, clearing hundreds and even thousands of levels, one by one.
儘管活躍玩家數量不斷減少,《超級瑪利歐製造者 2》在 Nintendo Switch 上發布,Team 0% 仍然堅定不移地追求。成立之初,團隊面臨超過 8 萬個未通關關卡的艱鉅任務。但隨著關卡上傳速度的放緩,0% 團隊取得了進展,一關一關地通關了數百甚至數千個關卡。
On March 31, 2021, Nintendo announced the discontinuation of online play and upload capabilities for the Wii U, effectively setting a deadline for Team 0%. With the finish line in sight, they doubled down on their efforts.
2021 年 3 月 31 日,任天堂宣布停止 Wii U 的線上遊戲和上傳功能,實際上為 Team 0% 設定了最後期限。終點線在望,他們加倍努力。
Then came a turning point in October 2023. YouTuber TheRileyC released a video that called attention to the impending server shutdown and rallied the community to help Team 0% clear the remaining levels. This call to action sparked a surge of support, increasing the team's membership from around 3,000 to 11,000.
然後,2023 年 10 月出現了轉折點。這項行動號召引發了大批支持,團隊成員從 3,000 人左右增加到 11,000 人。
Team 0%'s progress accelerated dramatically, with a dedicated army of players throwing themselves at the remaining levels. It was a testament to their collective determination and the power of teamwork.
0% 團隊的進度急劇加快,一群專注的玩家投入剩餘的關卡。這證明了他們的集體決心和團隊合作的力量。
Not every level in Super Mario Maker is created equal. The game's diverse creator tools have given rise to countless level archetypes, each requiring its own unique set of skills to navigate. Players communicated regularly, sharing strategies and recommending levels that suited their particular strengths.
並非《超級瑪利歐製造》中的每個關卡都是一樣的。遊戲多樣化的創作工具催生了無數的關卡原型,每個關卡原型都需要一套獨特的技能來導航。玩家定期交流,分享策略並推薦適合他們特定優勢的等級。
Behind the scenes, a dedicated support team of data scientists and analysts provided invaluable assistance. They collected data, set daily completion targets, and developed tools that streamlined the process of marking levels as cleared.
在幕後,由資料科學家和分析師組成的專門支援團隊提供了寶貴的幫助。他們收集數據,設定每日完成目標,並開發工具來簡化將層級標記為已通過的流程。
The collective effort of Team 0% was a masterpiece of data science and collaboration. The team's dedicated website served as a hub for progress updates, data visualization, and level filtering, enabling players to maximize their impact.
Team 0% 的集體努力是資料科學和協作的傑作。該團隊的專用網站可作為進度更新、數據視覺化和關卡過濾的中心,使玩家能夠最大限度地發揮其影響力。
With the support of their extended community and armed with sophisticated tools, Team 0% made rapid progress. The week of TheRileyC's call to action saw the highest number of level clears, with an impressive 2,547 completed. From that point forward, Team 0% consistently surpassed their weekly quotas.
在廣大社區的支援和先進工具的幫助下,0% 團隊取得了快速進展。 TheRileyC 號召行動的那一周,通關數量達到了最高水平,完成了 2,547 次,令人印象深刻。從那時起,0% 團隊始終超出了每週配額。
The top 5 most accomplished players in terms of level clears were Team0PercentSMM1, l.oufnhu32, gravityrad, LeLe521, and SchwozW6803. SchwozW6803 alone cleared over 4,700 of the remaining levels.
通關成績最高的前 5 名玩家是 Team0PercentSMM1、l.oufnhu32、gravityrad、LeLe521 和 SchwozW6803。光是 SchwozW6803 就通關了剩餘關卡中的 4,700 多個。
The community's dedication to the task was evident in their countless stories of perseverance and ingenuity. Paradise Plaza, a level requiring precise timing and flawless movement, was conquered by KingBoo97. The Most Hardest Vine Mash level tested the limits of human button-mashing capabilities, requiring GravityRad to use a power tool to perform the required inputs.
社區對這項任務的奉獻精神從他們無數的毅力和聰明才智的故事中可見一斑。天堂廣場這個需要精確計時和完美動作的關卡被KingBoo97征服了。最困難的 Vine Mash 關卡測試了人類按鍵搗亂能力的極限,要求 GravityRad 使用電動工具來執行所需的輸入。
SweatyPiranha purchased Super Mario Maker and a Wii U solely to play a single level, The Hardest Muncher Stairs, which became his only clear in the entire game. Not all levels demanded extraordinary skill. Some, like Lucky Draw, relied on chance, requiring players to hope for a rare outcome that granted them victory.
SweatyPiranha 購買了《超級瑪利歐製造》和一台 Wii U,只是為了玩一個關卡“最難的咀嚼者樓梯”,這成為他在整個遊戲中唯一通關的關卡。並非所有級別都需要非凡的技能。有些遊戲,例如幸運抽獎,依賴機會,要求玩家希望獲得罕見的結果來獲得勝利。
As the team neared the end of their quest, only one level remained uncleared: "Trimming the Herbs." This notoriously difficult level stumped the entire community for a full week. However, the level's creator revealed that they had used third-party tools to automate their playthrough, violating Team 0%'s standards of fair play. The level was deemed hacked and removed from their workload.
當團隊的任務接近尾聲時,只有一個關卡尚未通關:「修剪草藥」。這個出了名的困難關卡困擾了整個社區整整一週。然而,該關卡的創建者透露,他們使用了第三方工具來自動化遊戲,這違反了 Team 0% 的公平競爭標準。該關卡被視為被駭客入侵並從他們的工作量中刪除。
On March 15, 2024, the final legitimate level, The Last Dance, was cleared by Yamada_SMM2. Team 0% had achieved their once-in-a-lifetime goal of completing every clearable level in Super Mario Maker.
2024 年 3 月 15 日,最終合法關卡《最後之舞》由 Yamada_SMM2 通關。 0% 團隊已經實現了他們一生一次的目標,即完成《超級瑪利歐製造》中每個可通關的關卡。
Even so, some members of the community remained determined to conquer "Trimming the Herbs" before the shutdown of the Wii U servers. On April 5th, 2024, the impossible was made possible when Sanyx91SMM2 legitimately cleared the level.
即便如此,社群的一些成員仍然決心在 Wii U 伺服器關閉之前征服「修剪草藥」。 2024 年 4 月 5 日,當 Sanyx91SMM2 合法通關時,不可能變成了可能。
Team 0%'s unwavering pursuit of Super Mario Maker's completion was more than just a race against time. It was a symbolic act of paying homage to a game that had brought so much joy to its players.
Team 0% 對《超級瑪利歐製造》的完成的堅定不移的追求不僅僅是一場與時間的賽跑。這是向一款帶給玩家如此多歡樂的遊戲致敬的象徵性行為。
Super Mario Maker was not just a game; it was a platform for creativity and community. It allowed players to step into the shoes of both creators and players, fostering a symbiotic relationship between the two.
《超級瑪利歐製造家》不僅是一款遊戲,更是一款遊戲。這是一個創造力和社區的平台。它讓玩家能夠同時扮演創作者和玩家的角色,並培養兩者之間的共生關係。
By daring to dig deep into the game's catalog, Team 0% ensured that every level, no matter how obscure or challenging, had its moment in the spotlight. Like a street artist's creation that might never find its way into a museum, each level was a work of love and ingenuity. Team 0% gave these levels the recognition they deserved before their digital canvases were erased forever.
透過敢於深入挖掘遊戲目錄,Team 0% 確保每個關卡,無論多麼晦澀或具有挑戰性,都能成為人們關注的焦點。就像街頭藝人的創作可能永遠無法進入博物館一樣,每一層都是愛和獨創性的作品。 0% 團隊在他們的數位畫布被永遠刪除之前給予了這些等級應有的認可。
Congratulations to Team 0% on their extraordinary achievement. Their dedication and teamwork have left an indelible mark on the history of Super Mario Maker and the gaming community. And as they embark on their next quest to conquer the catalog of Super Mario Maker 2, their spirit of perseverance and collaboration will undoubtedly guide them to success once again.
恭喜 0% 團隊取得的非凡成就。他們的奉獻精神和團隊合作在《超級瑪利歐製造》和遊戲社群的歷史上留下了不可磨滅的印記。當他們開始征服《超級瑪利歐製造2》的下一個任務時,他們的堅持和協作精神無疑將引導他們再次取得成功。
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