The 1.3 update really shaked up marios diet
in super mario maker.
While our favorite plumber previously was
limited to devouring fireflowers, mushrooms
and the occasional feather, his options exploded
with 1.3.
But not only Mario's diet got more balanced,
but we also got tons of new, and interesting
power up options to toy around with.
But all those new power up options kind of
raise an important question.
Which one of all the delicious power ups is
the best one, and more importantly which one
is the worst?
Today we are going to finally answer this
eternal question, because today we are not
only going to put all those power ups into
a youtube friendly tier list, but we will
also discuss what it is that makes some power
ups much more successful than others, we will
take a look at a couple of different ideas
with those power ups, and we will even add
a new entry onto our dangerous list of evil.
So are you ready?
Let’s do this!
Okay so before we start to rank all the power
ups, we first have to kind of agree what even
qualifies as a power up in the game.
So basically everything that we can put onto
mario when tickling him in the editor is a
power up, as well as everything that is in
the pink power up tab in the editor except
for coins because, well, because I don’t
like them, and I don’t want to.
So the shellmets qualify for this list, while
the lakitu cloud does not, this leaves us
with 24 power ups by my, probably faulty,
counting.
Hooray.
Second we are going to rank the power ups
using the only logical way to rate different
travelling mushrooms.
We will rate them using glorious and amazing
fuzzies.
Five fuzzies being the best score, one fuzzie
being the worst.
… Obviously.
Awesome so let’s jump right into the power
ups, and let’s start with the most iconic
power up in all of the mario series.
The mushroom.
Sigh, okay so this is going to hurt a bit.
The thing is the following.
When the mushroom first appeared in super
mario bros, it was probably the most brilliantly
designed power up in all of video gaming so
far.
The mushroom is basically our plumbers health
bar.
But instead of just being, like, I don’t
know a heart piece, it also has massive gameplay
ramifications.
Being big boy mario allows to break brick
blocks, and to access secrets and easier paths,
but being mario but in huuuuuuge also has
the drawback that it becomes harder to dodge
enemies.
It’s not only a health system, but also
a reward system, and a risk system, and a
system that acts as a key to locked secrets.
The original mushroom is so brilliantly designed.
Which is why this is going to hurt so much.
Two fuzzies.
So, the thing is we aren’t rating the brilliance
of a power up back in it’s day today.
We are looking at the usefulness of delicious
upgrades in super mario maker 2, and in this
context, there sadly isn’t that much interesting
and unique we can do with it.
I’m really sorry mushroom, but there is
much much .... mush room for improvement.
Moving on, let’s talk about the three traditional
air movement power ups.
The propeller suit, the cape feather and the
tanooki leave.
So all three of those power ups have a similar
job, they all add some sort of additional
in air control to our brave plumber.
But, at least in my humble opinion one of
them really succeeds, while one is a bit of
a failure.
So let’s start with the tanooki leaf.
So that is probably going to be as controversial
as power up ranking videos go, which is to
say: very, but I really don’t like the tanooki
leave power up very much.
The best way to show why, is to compare it
with a power up that does the very same thing,
just better.
The cape feather.
So both of those power ups add a horizontal
attack move to mario’s moveset.
So if mario dresses up like a proud looking
tanooki, he is able to spin with his tail,
if he cosplays as a majestic looking cape
wearing royal plumber however, well then he
is able to defeat all of bowser’s dangerous
foes by spinning his stylish cape around.
The cape move is fast, it is easily predictable
when the actual damage frame happens, and
the damage state is active for quite a while.
Let’s contrast this with the tanooki leaf
attack.
So when attacking with the tanooki leaf I
honestly often struggle to predict which frame
is the one where mario’s tail deals damage.
So here we have a couple of different piranha
enemy test thingies.
If we start to run at this tile, and press
the attack button at this one, how many of
the piranha plants does mario kill before
taking damage?
I honestly have to test this question because
I am not able to intuitively answer for how
long the tail attack lasts.
It’s 3 by the way.
Mario is able to defeat 3 plants in a row,
but not all 4.
The thing is, when using the cape feather
I intuitively know that we will be able to
defeat all four, which brings us to the second
reason why I believe that mario’s tail attack
is vastly inferior to the cape spin.
The cape spin can be kept on indefinitely,
but the acorn tail has a couple of vulnerability
frames every couple of attacks.
That’s a super small thing, but it makes
the cape feather spin attack feel so much
more powerful.
It feels so different running through a stage,
knowing that we are able to throw mario into
an unstoppable cape rage of destruction, pain
and misery with the single press of a lonely
button, while the tail attack feels like,
like, you know, like as if we just dressed
up as a tanooki.
The same problem is true for the in-air-movement.
Flying with the cape feather feels powerful,
yet difficult to control, landing with the
cape feather is a funny move where mario causes
a massive earthquake by landing with his head
in the ground.
The tanooki leaf flight is much easier to
control, but doesn’t feel as powerful for
the same reason.
Landing is just landing and everything about
this powerup is just less exciting.
Therefore let’s rate the tanooki leaf with
2 fuzzies, it is by no means a useless power
up, but it just sadly never reaches the potential
that the cape feather reaches.
Speaking of the cape feather, four fuzzies.
Great job and well done cape feather, you
are everything the tanooki suit wishes it
could be.
As for the propeller suit.
Three fuzzies.
The propeller suit is just a fine, normal
in air movement power up.
I like how using it is a kind of tactical
decision, since we can only thwirl us up once
before we have to land again, so when to use
the thwirl adds a bit of complexity to the
time we are in air.
But other than that, it’s just a fine power
up.
Also…
I can't help myself, but this over the top
orange full body jumpsuit with this propeller
thingy on top.
It just looks slick.
Let’s get a couple of less interesting power
ups out of the way next.
The one up mushroom.
1 single fuzzy, it doesn’t do much of anything.
The goomba shoes, four fuzzies.
Goomba shoes, you guys are just a really cool
and flexible power up!
There is the normal version, the stiletto
version, the huge version, the winged version.
They are just great.
But best of all, the goomba shoe is one of
those power ups that adds on top of existing
power ups, it just allows us to create over
the top OP, mega mariomons.
(not even his final form) Mariomons In flying,
stomping shoes, capable of shooting fireballs
while wearing ancient spiked headgear.
Speaking of ancient headgear, the two different
shellmets.
That’s five fuzzies each.
The shelmets are just so, so, so useful power
ups.
They are useful for metroidvania stages, they
are useful for contraption levels, they work
amazingly in a normal stage, just as a fun
power up, and they open up the possibility
for tons of different shenanigan levels.
They are amazing, next up, the p-balloon.
So the p-balloon does one of the things that
I don’t like to see in mainline mario games,
but that I love to see in Mario Maker.
It completely rewrites marios movement.
So I usually really dislike it if a game throws
the main controls entirely overboard for a
power up level that controls in a completely
different way.
You know, if I am playing mario I am usually
playing mario because I want to play mario,
not a weird flying balloon plumber floating
whatever thingy game.
So in a main line mario game the balloon would
very likely annoy me to no end, in mario maker
however, it’s the complete opposite!
The weirder and stranger a power up, the more
different new level types it enables, and
the p-balloon really opens up cool new possibilities.
Because as soon as Mario ate … uhm picked
u … uhm .. collec … no, uhm. … uhm.
Because as soon as Mario inhaled a p-balloon
he suddenly controls like one of those mini
cars in this odyssey minigame.
That just opens up tons of design space!
P-balloons that are four amazing fuzzies for
you!
Great job, well done!
Also while we are here, let’s quickly take
a look at a tiny contraption that actually
allows us to build kart racing tracks using
the p-ballon.
Here our plumber finds himself in the middle
of a dangerous kart racing track after inhaling
a delicious p-balloon.
But this racing track is no ordinary kart
racing track, because the walls are built
out of sharp and ouching saw blades that try
to let the air out of our fantastic bloated
plumber.
Mario’s only chance of survival here is
to float through the course for exactly three
laps, because after the third lap a hidden
contraption is triggered and the exit suddenly
opens up.
Hooray!
So how did we set up the three lap counter?
Well, that’s actually surprisingly simple.
We use two sets of sideway thwomps.
Whenever mario comes close to the stone faced
stone, it gets angry, and triggers this on
off block.
This not only flips the state of two state
blocks, but also changes the direction this
conveyor belt moves to.
Because of this the thwomp is now blocked
by the blaster and unable to hit the two state
block again.
So here’s the catch, we simply use two of
those contraptions, one to set the on off
block, and one shortly after to reset it,
and this together with this simple counting
mechanism is all that we need for this little
lap system.
And suddenly we don’t play mario anymore
but a racing game.
That’s why I love it if power ups really
change how mario controls in a dramatic way!
Awesome, so back to the power ups.
Let’s switch game style for now, and let’s
rate the masks introduced in 3.0 to the 3D
world game style.
So I’m a bit conflicted about those, because
to a certain degree I love them, and to a
certain degree I hate them.
So let’s start with why I hate those first.
I hate, really really hate, that those items
are 3D world exclusive.
Especially the goomba mask and the red pow
block would have been so unbelievably useful
to have outside of 3D world that it pains
my mushroom shaped soul just to think about
it.
For this reason, and because we are running
a bit low on fuzzies and I forgot to order
new ones in time, we are reducing the score
of each of those power ups by one fuzzy.
So let’s start with the goomba mask.
That’s four fuzzies!
The goomba mask is such an amazing power up
for several reasons.
So first it makes all enemies non hostile
towards mario, which is such a unique mechanic
and has so, sooo much potential for all kinds
of different stages, especially puzzle levels!
Thwomps suddenly forget to crush us, goombas
forget to chase us and even bowser.
Uhm … bowser buddy … uhm, that’s what
you are doing when no one is looking.
Anyway, the second and even more important
thing about the goomba mask.
It gives us a new toy that we can test for.
It’s super easy to build a don’t lose
your goomba mask level, or a stage where jumping
is only allowed when we wear a goomba mask,
or a stage where certain areas are only accessible
with the mask!
That’s soooo cool, and that’s the main
reason why I’m so annoyed that the masks
are not in the other gamestyles.
*sigh*
As for the other masks: That’s 3 fuzzies
for the bullet bill mask, and another 3 fuzzies
for the propeller box.
Both are cool additions to the game.
The bullet bill power up is especially awesome,
since it opens up tons of new design space,
similar to the p-balloon!
As for my least favorite mask out of the five.
The cannon mask.
That’s two fuzzies!
It’s a cannon, and it shoots.
It’s fine.
Once again, a real pity that this box isn’t
available in the other game styles, especially
since, like, I’m probably the only one bothered
by this.
But why is the only game style that gets the
cannon mask, the game style that doesn’t
feature cannons?
Finally, we have to talk about the pow block
mask.
But first let’s add a new entry to our dangerous
list of evil.
Let’s take a look at don’t touch the ceiling
stages.
*click* Oh, before I forget, bowser finally
decided to upgrade the dangerous list of evil.
You know, the old analog design was getting
really clunky, so he thought that it was time
to finally buy a tablet and to digitalize
the list.
It’s really super useful, we can now scroll
through the list, mark designs as working
and even upgrade them by just pressing a single
button.
Oh no!
It looks like bowser upgraded the design by
accident, uhm oh no that’s the button for
unchecking a design, not the redo butt ... Uuuuuhm.
Well let’s, uhm, let’s take a look at
the design, while bowser gives bowser jr a
call to help him solve this mess.
So here our plumber finds himself in the middle
of a small platforming gauntlet.
As soon as our plumber enters this area the
stage gracefully offers him a pow block mask,
and as soon as he puts this stylish headgear
onto his head, hitting the ceiling is forbidden.
But as it appears mario still hasn’t learned
his lesson yet, because the first thing that
our small plumber does is, of course, to hit
his head against the ceiling.
This sadly transforms the floor into shiny,
yet deadly coins, and drops everyone's favorite
jump and runner into his death.
Oh!
No!
If Mario takes the warning seriously though
and makes it through this section while resisting
the strong desire to hit his head against
every hard ceiling he is able to find, then
no floor doesn’t collapse and Mario is one
step closer to saving his probably kidnapped
crush, who is friendzoning him for over thirty
years now.
... Hooray!
So how do we collapse the floor here once
Mario reproduces his addictive behavioral
pattern of hitting his head against hard things?
Well, it’s actually surprisingly simple!
Like for real.
There are hidden on/off switches out of sight.
The explosion that the pow causes when hitting
the ceiling is just powerful enough to flip
the hidden on/off blocks.
The flipped on off signal then is transformed
into a p-switch signal by this small signal
converter, and thus the floor makes a shiny
exit.
So that’s one of the two really cool properties
of the pow block helmet, the other one being
that we are only able to use it exactly 3
times.
That’s a really cool and unique limitation,
especially for puzzle stages!
That’s four fuzzies for you my dearest pow
block box, helmet mask thingy.
But keep in mind you could have gotten another
fuzzy if you only were available in all game
styles!
*click* Okay so I guess that it is time to
finally talk about the dinosaur in the room.
…
Let’s talk about yoshi and his weird counterpart
which I always forget exists, red yoshi.
That’s an easy four fuzzies rating!
Good dinosaur.
Next, the link power up.
So that’s a quick one as well.
That’s still a perfect five fuzzy rating.
We probably don’t have to spend much time
here.
The link power up just adds so so so much
to the game.
Of course it gets its own five amazing fuzzies.
Let’s talk about the acorn power up, and
about the cat suit next.
So the reason we are discussing both of these
power ups at once, even though they don’t
have much in common at first glance, is because
Nintendo did something to those poor two power
ups, that they do way too often.
They changed how those power ups work in their
original game, for no reason at all, and implemented
a straight up worse version into mario maker.
The acorn suit first.
So that’s honestly only a really tiny thing,
but it annoys me to no end.
In the original new super mario bros U it
is possible to do a spin jump with the acorn
power up, and then to start to glide, out
of the spin jump, whenever we feel like it.
Cool.
In Super Mario Maker 2 this is just no longer
possible.
It’s just a tiny thing, but I hate this
with a burning passion.
I’m just so used to doing a spin jump, into
a glide, that I end up murdering mario within
seconds after getting an acorn mushroom.
Every.
Single.
Time.
Why?
Like that is an honest question, why did nintendo
implement the acorn shroom with this weird,
and unintuitive change.
People that never played nsmbu get a power
up that is slightly worse than the power up
in the original game, and people that played
tons of new super mario bros U get a power
up that feels horrible to control.
Like, whenever mario wears his saturday night
acorn outfit, I have to play really really
focused, reminding myself.
Don’t spin jump, Don’t spin jump.
Don’t spin jump.
Or I imeadietly murder my friend mario.
*sigh* I don’t want to murder my friend
mario!
The acorn mushroom is a power up I usually
really like, but honestly I never enjoy it
in Mario Maker because it just feels wrong.
Usually the acorn suit would get it’s own
three fuzzies, but because of the silly
implementation, we are going with two fuzzies
here.
Sorry acorn suit, I know it’s unjust, but
you still have double the amount of fuzzies
than the catsuit has!
As for the catsuit, uhm, this little troublemaker
got his own little video.
For anyone who hasn’t seen it yet, uhm,
there is so much to say about the catsuit
that I decided to outsource this part.
The link to the video is in the description
and at the end of this one.
Hooray.
So next let’s talk about the builder outfit.
So that’s an interesting one, because it
is the first time that I feel like nintendo
overdid it with their obsession to use as
little buttons as possible for power ups.
We chatted about this in the previous video
so real quick.
Nintendo's power up design philosophy is basically
to always map all features that the power
up adds to already used buttons.
The fire flower shot is mapped to running,
the propeller thwirl to whirling and the hammer
outfits hammer swing, well the hammer attack
is mapped to running.
So whenever we want to run as builder mario,
we first do a hammer attack.
And that’s weird, and annoying.
Because running is an action we want to do
when we, uhm, when we want to go fast, but
hammering is an unbelievably slow action.
That makes platforming while wearing this
suit really not enjoyable.
At least to me.
But there is another thing about the hammer
suit, that is really interesting, and that
is the fact that the builder blocks are global
ground.
Builder blocks are global ground that mario
is able to create at will.
That’s such a weird but cool mechanic, that
I haven’t found a good use for yet.
So what do we do with the hammer suit.
Well let’s go with 3 fuzzies here.
I don’t really like how the builder suit
controls, but it’s such a unique item that
it definitely deserves more than 2 fuzzies
for itself.
Alright so next let’s do the fire-flower,
the super balls and the boomerang.
So the fire flower is, like the most traditional
super mario power up.
And I honestly get why.
It’s fine.
So there is this argument that the original
super mario bros is a brilliant mix between
different genres that were popular back in
the day it was released.
The argument being that at least part of super
mario bros success can be traced back to cleverly
mixing popular genres.
So the idea there is that the fire-flower
brings a shoot them up element into the game.
While there is certainly some truth to this
idea of super mario bros being a cool genre
mesh, I never really thought about the fire-flower
as a shoot them up item.
Or as an item that really shakes up the classic
mario gameplay.
Like, I don’t know, maybe that’s just
me, but I actually always thought about this
the other way around.
If they wanted to add shoot them up gameplay,
then the logical way for a shooting power
up, would have been a power up that shoots
stuff in a straight line.
But they decided to implement it in the exact
opposite way.
They decided that the magical fire-flower-fire-power-power-up-fire-flower-ball
does not travel in a straight line but bounces
around.
That makes actually hitting a target much
harder with the fireflower, it also makes
using the power up a lot more chaotic, and
in my opinion more interesting because of
it.
But anyway, I’m completely losing my point
again.
That’s 3 fuzzies for the fireflower.
It’s a cool upgrade to mario’s moveset,
and the fact that the balls have a fire property
and are able to ignite stuff makes them extra
useful.
The super ball power up next.
3 fuzzies!
It’s basically the same item as the fire-flower.
Our shots no longer ignite stuff, but now
they bounce off of walls.
It’s just a pity that the item is limited
to the original mario bros style.
Awesome.
So the boomerang suit.
There is honestly only one thing worthwhile
to chatter about regarding the boomerang suit.
… And that is how much fun it is to jump
over the returning boomerangs over and over.
Maybe that’s just me, but whenever I throw
a boomerang I have the almost animalistic
instinct to dodge the returning boomerang
by every means possible.
I murdered mario more than once because of
this.
Otherwise it’s a fine item!
So I was thinking about giving the boomerang
five fuzzies, just because I enjoy jumping
over the returning boomerangs so much, and
as a joke, but, uhm.
I’m seriously almost out of fuzzies, so
let’s go with 3 fuzzies instead here!
Awesome, only 4 items left for us to rate
and then we are finally able to settle the
eternal question which power up is the best
one, and which super mario maker 2 power up
is the absolute worst one.
Next let’s rate the power up that I always
forget exists.
Actually I almost forgot to include it into
this video.
The gigantic mushroom!
So I hope there are no gigantic gigantic mushroom
fans disappointed by what I’m going to say.
But gigantic mushroom, that’s only 2 fuzzies
for you.
The thing is, for such an exciting power up
there is just so little to do with it!
I mean sure, it’s cool that it allows us
to break hard blocks, and it’s really fun
to put gigantic mario into a stiletto, and
then to take all of this and to put it into
a clown car, it’s also the only power up
that allows us to destroy pow blocks when
landing on top of them, which is a really
unique interaction, and which by the way should
allow us to create small, but really unique
don’t jump stage… you know what.
Now that I come to think about it.
Let’s go with 3 fuzzies, I think I just
talked myself into giving the gigantic mushroom
one more fuzzy!
Hooray.
Next the star.
That is only one lonely fuzzie.
*sigh* So let me explain.
The thing is.
I really really don’t like power ups on
a timer.
It’s so much more interesting in my opinion
if a power up goes away because our heroic
plumber made some sort of mistake.
Or a power up can only be used 3 times, and
our job is it to decide when it’s the best
time to use it.
But having a power up run for exactly 10 seconds
or whatever, is just, I don’t know, it’s
boring.
The second problem I have with the star, is
that invincibility is just not that interesting
to begin with.
Being invincible as mario just doesn’t change
anything, but that we are well invincible.
Shooting something with a fire flower at the
right moment is cool.
Wearing an amazingly cool cape, that is powerful
but difficult to control!
I’m all for it!
Adding a single powerful upwards draft to
mario’s moveset!
Hooray!
But a binary state that says enemies now don’t
do you any harm for ten seconds is just.
I don’t know.
It’s lame.
That’s not to say that the star can’t
be cool in mario games, or that the original
star in super mario bros wasn’t a cool and
clever power up, it’s just, in the context
of super mario maker the star is just, meh.
The super mario bros 2 shroom is next.
Holy fuzzy, I love this shroom so so much!
So the night theme version of it jumps whenever
mario jumps.
It.
Is.
An.
Item.
That.
Jumps.
When.
We.
Jump!
That allows for so many don’t jump contraptions!
As a matter of fact, let’s pull out our
dangerous list of evil and let’s upgrade
our don’t jump entry!
So here’s the thing.
Our don’t jump contraptions so far didn’t
really test for whether mario pressed the
jump button, but they checked weather marios
height level changed.
So that’s really cool, and it allows us
to build don’t jump stages, but there were
certain limitations.
For example we weren’t able to differentiate
if mario climbed a vine, or jumped at the
place of a vine.
Or weather mario jumped himself, or if a spring
pushed him upwards.
If his height changed the contraption was
triggered.
With night theme smb2 mushrooms that is not
the case.
It actually allows us to build, I don’t
know a koopaling boss fight where mario has
to defeat bowser’s evil minion by jumping
off of a spring at the right time, but a real
jump destroys the floor!
That’s so cool and that’s an easy five
fuzzy rating just for the smb2 mushroom!
Hooray!
But, uhm, that’s just the mushroom, because
as it turns out, eating the shroom transforms
mario into super mario bros 2 mario.
Which changes tons of things and, well, is
amazing in and of itself!
So I was thinking about rewarding the power
up with 5 gigantic rainbow fuzzies just to
point out how unbelievably cool the mushroom,
and obviously, the smb2 mario are.
But there is a problem.
Gigantic rainbow fuzzies are unique and we
just don’t have any anymore since we spent
them on the spikes.
No regrets here by the way.
So since we can’t go with 5 gigantic rainbow
fuzzies here, let’s go with five unique
royal shiny fuzzies for the super mario bros
2 mushroom!
Great job mushroom, that’s well deserved!
Which finally brings us to our last power
up of today.
The frog suit.
So, uhm, that’s a bit unfortunate now.
Uhm, so the thing is the following.
I actually planned to give the frog suit 4
fuzzies but that’s not possible.
So why did I want to give the frog suit four
fuzzies.
Well the frog suit is the only item in the
game that gives us free four directional movement,
and that is really really cool.
It does so in a very limited way, it only
works in the underwater theme, and it only
works in super mario bros 3, but it makes
it possible to design stages where mario isn’t
affected by gravity, but is allowed to move
freely into every direction.
That’s something really really interesting,
it’s unique for the game and it is something
worth four fuzzies in my opinion.
Which brings us back to our little mishap.
So the problem is we are legitimately out
of fuzzies now.
I’d love to give the frog suit four, but
I only have three left.
Probably should have gone with the two fuzzy
rating for the gigantic mushroom, uhm anyway.
Because of this our final rating for the frog
suit are three fuzzies and a glorious fuzzie
coupon, which can be redeemed for a real fuzzy
as soon as they are back in stock.
Hooray!
Alright, so here we have it.
All power ups are nicely rated.
All that’s left for us to do now, is to
finally find out which power up is the absolute
best one, and which one is the worst one.
Let’s do the best one first.
So the only two power ups that in my opinion
are deserving of the title, are the link and
the smb2 power up.
So both of them allow for an insane amount
of new stages, both of them basically add
a game on top of the game, both are incredibly
cool power ups.
But there is one thing that makes one of those
two power ups better than the other one in
my opinion.
One of those two power ups just has something
the other one doesn’t have.
And because of this, the best power up in
the game is, at least in my opinion…. the
super mario bros 2 mushroom!
Both items are really incredible, but the
smb2 mushroom is not only a cool power up,
but it’s jumping feature in the night theme
makes it really useful even when mario doesn’t
devour it, which just gives it a tiny edge
over the link power up.
Hoooray, now let’s talk about the worst
one.
So the nominees are.
The star, for being an incredibly uninspiring
power up that’s tied to a timer.
The one up mushroom for not doing anything.
And the cat suit for .. well for reasons that
we already talked about in too much detail
in the last video.
And the worst power up … out of those three
… is … not … the cat suit!
So I honestly hate how they implemented this
item, but calling it the worst one in the
game would be a bit a stretch and disingenuous.
Which leaves us with two power ups.
The star … and the one up mushroom … and
the worst one … out of those two power ups
.... is … the one up mushroom.
Congratulations one up mushroom!
You are now officially allowed to call yourself
the worst power up in the game in my opinion.
That’s the first really interesting thing
about you!
Hooray!
So here we have it.
All power ups nicely sorted into an important
tier list!
I hope you enjoyed this little video.
If you did, don't forget to leave me a thumbs
up, and maybe you feel especially empowered
today, and want to hit the subscribe button
as well!
I hope all of you have a wonderful day, and
to see you soon!
