It blows my mind how when this game first got announced, I saw the car and thought it was gonna be one of the coolest and most fun things for levels. Only to find out it controls like absolute ass and it’s never fun to use lol
I think for that last part, you're supposed to hit the ON/OFF right above you, then wall jump up. This way, you don't lose your POW hat to the spikes. I'm not sure if the autoscroll will push the car down to the conveyer though. You might have to drive it down there yourself. Which would suck, because of the autoscroll.
@@ShoRyuBarbie I think you are right, because the onoff needs to be red so he doesnt die to the blue spikes. First jump and turn it blue, wall jump up and jump again and turn it it red. That is the only way to get past the blue ones.
0:21 Most likely to SimpleFlips, as he made a horrendous desert bus car level on release day. Also shoutout to simpleflips is a really popular phrase in his community.
I was thinking the same thing 😂 he made a ridiculously difficult level and there's been a ton of remakes. so this has to be a remake of a remake maybe even of a remake lol
It might be possible to do a "car check" that loses the car but cannot be completed if you don't have the car at that point. You send the car on its own through a one-tile row surrounded by spike blocks to hit a switch (and destroying the car). If right after the car check it gives you another car, that will allow the level to have checkpoints.
The fact he never figured out how to use the auto scroll to assist the last jump on the pow conveyor section is painful. He even found it by chance like three times but it doesn’t seem like he acknowledges the strat
The only reason he even continued playing the level is because it was actually a pretty well designed level. The only problem, like Ryu says, is that the lvl revolves around one of the worst features added to MM2. If not the worst. The car.
Pro Tip #2: If you press and hold the capture or screenshot button on the Pro Controller it auto saves 30 seconds of game play so you can see things you miss or what's coming in tricky areas.
If you look close at 9:36, you can see the exact moment Ryu's heart breaks, he questions all of his life choices up to this point, and his soul ALMOST leaves his body.
The funniest thing is that this car doesn't even exist on the original 3D World game, was a exclusive Mario Maker thing probably inspired on the Bowser's car from that game, was definitely interesting but really hard to make a good use of it That being said, I'm still waiting for the level conclusion
Yeah he was losing one wheel every time on that block without any need. When he finally did it he said it was cheese but it seems to me that's what you're supposed to do
I love that Ryukahr doesn't even notice he cheeses the level and tries to pull it off in hard mode. If you hit the on/off the car gets unstuck and you can jump up without taking damage. only turn around out of the car there.
The saying is: no matter how much you polish a turd, a turd is still a turd. You can polish a turd, like you can make a car level. But no matter how good of a car level you make it, it's still a car level, a.k.a. shit.
The main mechanic of that car level was dropping your car on the conveyor, doing stuff with Mario and then jumping back in the car. And you consistently ignored that option and only used when there was no other way. I’m not saying the level was great but it had a concept.
Say what you want about car levels, but this was my favourite Ryukahr video in at least a year. I almost quit the video when he quit the car level, but in the video slider thumbnails I saw he went back to it, so I continued watching to the end. Swtiching to other levels for a breather was a good choice, but I would have liked a heads up that it was just a break.
Tbh the clear check feels redundant since the entire level is dependent on you having the kart. A checkpoint or two wouldn't hurt but the creator just wants to watch the world burn ig.
this combines tight platforming with prettymuch Pure Jank . . we haven't seen a level like this since "Shells_Behaving_Badly" in smm1 . . remember that, anyone ? that level was so bad he nicknamed it "operation jankstorm" and I think we can say the same about this one too
@@RalphVByes, there was no ground to stand on besides start and end zones and shellets falling from the sky and bouncing off springs, also the level seemed to break for no aparent reason so there was that too
I will never understand what went through the heads at Nintendo when designing that car. Who thought that it would be fun to make a slow, clunky mess that takes multiple seconds just to turn in an otherwise very reactive and fast platformer? Seriously, it's like, they were angry that everything actually reacts to your inputs immediately, so they wanted to put in something that takes ages to actually do something with your inputs. Imagine the car, but it doesn't have the long turn animation, it just turns in a matter of half a second at most. That alone would make it enjoyable I believe. And then the kicker, adding a brake function so you can actually just stand still instead of turning left and right like a manias to try and remain in the same spot. I know, a car being able to stop? CRAZY IDEAS right here folks. Too crazy and innovative for the people at Nintendo anyways. Insert a joke about the stereotype that asian people cause a lot of car accidents, and suddenly Nintendo being based in japan and refusing to put a brake on a car makes sense 🤔
The second Ryukahr said "For the content" I instantly read between the lines (I've got to know the guy) "For the Masochism" I appreciate the idea all the same though because I got to embrace the concept if I want to strike big!
I think you misunderstood that last room with the pow-head You have to hit the first block in the top left, next to the red spikes, then you have to drop the car and walljump and hit the switch again so it turns red again and you can do the next jumps easily