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加密货币新闻

0% 团队完成了《超级马里奥制作家》的每个关卡:一个关于坚持与胜利的故事

2024/04/19 23:03

夸张和游戏社区密不可分,这在夸张的游戏广告和对游戏难度的夸张感叹中显而易见。 《Super Mario Maker》于 2015 年发布,允许玩家创建和分享自己的 2D Mario 关卡,从而培养了一个充满热情的爱好者社区。 Team 0% 是一个致力于通关游戏中每一个未通关关卡的团队,他们面临着难度极高的关卡的挑战,需要社区的巨大努力。在号召性用语和复杂的数据管理的支持下,Team 0% 在 2024 年(即成立七年后)实现了目标。他们完成每个合法的《超级马里奥制造》关卡是对这款深受喜爱的游戏的适当致敬,也是对社区力量和决心的证明。

0% 团队完成了《超级马里奥制作家》的每个关卡:一个关于坚持与胜利的故事

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.

在游戏领域,夸张和夸张已经成为密不可分的伙伴。从过去承诺提供令人难以置信的体验的夸张广告,到半开玩笑地将游戏玩家描绘成住在地下室、喝着汽水的评论家,游戏社区已经接受了放大真相的艺术。然而,当谈到游戏本身时,与它们告诉我们的单纯故事相比,我们编造的关于它们的故事往往达到了摩天大楼的高度。

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《超级马里奥制造》为例,这款游戏允许玩家创建、分享和玩自己的马里奥关卡,双曲线叙事的趋势飙升至前所未有的水平。该游戏于 2015 年在 Wii U 上发布,引发了一股热情风暴,让每个玩家都拥有了成为虚拟马里奥游戏开发者的工具。

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.

在淹没游戏服务器的无数关卡中,出现了一种奇特的亚文化。 YouTube 频道和 Twitch 直播数量激增,其中包含带有点击诱饵标题的视频,这些标题让人尖叫着不可能,并伴有夸张的痛苦、震惊或难以置信的面部表情。这些视频展示了游戏玩家不知疲倦地与看似无法克服的挑战作斗争,为通关一个关卡进行了数百或数千次尝试。

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.

真正的挫败感和戏剧表演之间的界限变得模糊,观众纷纷涌向这些频道,渴望见证熟练的玩家征服最艰巨的关卡。比赛和世界纪录的出现,创造了一个由内容创作和专注玩家组成的完整生态系统。

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.

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.

尽管活跃玩家数量不断减少,并且《超级马里奥制造者 2》在 Nintendo Switch 上发布,Team 0% 仍然坚定不移地追求。成立之初,团队面临着超过 80,000 个未通关关卡的艰巨任务。但随着关卡上传速度的放缓,0% 团队取得了进展,一关一关地通关了数百甚至数千个关卡。

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 的在线游戏和上传功能,实际上为 Team 0% 设定了最后期限。终点线在望,他们加倍努力。

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.

然后,2023 年 10 月出现了转折点。YouTuber TheRileyC 发布了一段视频,呼吁人们关注即将到来的服务器关闭,并号召社区帮助 Team 0% 清除剩余关卡。这一行动号召引发了大批支持,团队成员从 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% 团队的进度急剧加快,一群专注的玩家投入到剩余的关卡中。这证明了他们的集体决心和团队合作的力量。

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.

并非《超级马里奥制造》中的每个关卡都是一样的。游戏多样化的创作工具催生了无数的关卡原型,每个关卡原型都需要一套独特的技能来导航。玩家定期交流,分享策略并推荐适合他们特定优势的级别。

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.

在幕后,由数据科学家和分析师组成的专门支持团队提供了宝贵的帮助。他们收集数据,设定每日完成目标,并开发工具来简化将级别标记为已通过的过程。

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% 的集体努力是数据科学和协作的杰作。该团队的专用网站充当进度更新、数据可视化和关卡过滤的中心,使玩家能够最大限度地发挥其影响力。

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.

在广大社区的支持和先进工具的帮助下,0% 团队取得了快速进展。 TheRileyC 号召行动的那一周,通关数量达到了最高水平,完成了 2,547 次,令人印象深刻。从那时起,0% 团队始终超出了每周配额。

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.

通关成绩最高的前 5 名玩家是 Team0PercentSMM1、l.oufnhu32、gravityrad、LeLe521 和 SchwozW6803。仅 SchwozW6803 就通关了剩余关卡中的 4,700 多个。

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.

社区对这项任务的奉献精神从他们无数的毅力和聪明才智的故事中可见一斑。天堂广场这个需要精确计时和完美动作的关卡被KingBoo97征服了。最难的 Vine Mash 关卡测试了人类按键捣乱能力的极限,要求 GravityRad 使用电动工具来执行所需的输入。

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 购买了《超级马里奥制造》和一台 Wii U,只是为了玩一个关卡“最难的咀嚼者楼梯”,这成为他在整个游戏中唯一通关的关卡。并非所有级别都需要非凡的技能。有些游戏,比如幸运抽奖,依赖于机会,要求玩家希望获得罕见的结果来获得胜利。

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.

当团队的任务接近尾声时,只有一个关卡尚未通关:“修剪草药”。这个出了名的困难关卡困扰了整个社区整整一周。然而,该关卡的创建者透露,他们使用了第三方工具来自动化游戏,这违反了 Team 0% 的公平竞争标准。该关卡被视为被黑客入侵并从他们的工作量中删除。

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,最终合法关卡《最后之舞》由 Yamada_SMM2 通关。 0% 团队已经实现了他们一生一次的目标,即完成《超级马里奥制造》中每个可通关的关卡。

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,社区的一些成员仍然决心在 Wii U 服务器关闭之前征服“修剪草药”。 2024 年 4 月 5 日,当 Sanyx91SMM2 合法通关时,不可能变成了可能。

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% 对《超级马里奥制造》的完成的坚定不移的追求不仅仅是一场与时间的赛跑。这是向一款给玩家带来如此多欢乐的游戏致敬的象征性行为。

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.

《超级马里奥制造家》不仅仅是一款游戏,更是一款游戏。这是一个创造力和社区的平台。它让玩家能够同时扮演创作者和玩家的角色,培养两者之间的共生关系。

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.

通过敢于深入挖掘游戏目录,Team 0% 确保每个关卡,无论多么晦涩或具有挑战性,都能成为人们关注的焦点。就像街头艺术家的创作可能永远无法进入博物馆一样,每一层都是爱和独创性的作品。 0% 团队在他们的数字画布被永远删除之前给予了这些级别应有的认可。

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.

祝贺 0% 团队取得的非凡成就。他们的奉献精神和团队合作在《超级马里奥制造》和游戏社区的历史上留下了不可磨灭的印记。当他们开始征服《超级马里奥制造2》的下一个任务时,他们的坚持和协作精神无疑将引导他们再次取得成功。

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