Props to all the people who participated in the creation of Super Mario 3D World, I would say. It was very innovative at the time, even though it doesn't have much hype as before, I still love it
SMM3 really needs the option to set only one button for run and only one button for jump, with the two remaining buttons being extra actions. There's no reason why I need two run buttons and two jump buttons, when I could have a dedicated hammer button and a dedicated box button
Mario Maker 3 should definitely have the ability to combine checkpoints with clear conditions. Also a new endless mode should use randomly generated world maps, some maps would force you to play the next level, but some maps could give you choices, and you could exit a level and play a previous level if you wanted to. Descriptions displayed for all levels
@@lux5164You can store the data when you get the cp of the clear con, if a clear con asks to kill 40 goombas, and you killed 20 before the cp, when you get the cp then you respawn with the 20 you killed each time you die from the cp onward. Other clear cons are easier and can work with cp
@@lux5164 the same way you can collect pink coins and record them when you pass a checkpoint. It remembers what you have. For clear conditions like don't land, the check point would disappear if the clear condition fails before you hit the checkpoint. But if you hit the checkpoint then leave the ground and reland, you can pick up at the checkpoint afterwards
Finally, Super Expert levels, how long have I not watched them Run 1: Level 1 (0:07) - "Easy level 2" by Patrick298, Germany Thumbnail Level 5 (11:09] - "Clear Pipe Nightmare" by Lakiku, Italy // TBA //
Super smooth editing at @30:45, I only noticed because of the slight jump in the music, but the timer confirmed that there was a cut! I barely noticed!
My top #1 thing I've wanted in just about any mario game is quick restart. My main reason I get burnt out on Mario games is because the wait between deaths is excrutiatingly long. Let me turn on an option that is called 'quick respawn' or something so I don't have to wait so long every time I die.
I feel like it would be best as a optional setting. For grinding levels the insta respawn would be so nice, but for more casual gaming the delay is pretty useful as well. Like for speedruns or if you are passing around the controller with friends.
Oh yeah, I always mean it as a completely optional setting, not available in multiplayer ofcourse. Like I would easily have 4-5x the hours in mario maker if it just respawned me quickly. I want to grind those super expert courses and get good at them, but that respawn time just kills any enjoyment.
There's a slight cooldown with the builder suit after landing where you can't pull out a box. I imagine it's the same after exiting a clear pipe and immediately trying to pull a box out Edit: 26:57 Made this comment before Panga figured it out. I only know of that from some troll level Carl played a while back
10:58 The algorithm for S.E. seems to be either a) low clear rate after a bunch of plays or b) if only a few plays(or no clears) then it's based on how many tries it took the uploader
He's not lying though. It's incredibly dumb to NOT have the description viewable while playing the level. Nintendo KNOWS that designers put helpful info in that box. Its ridiculous to have these levels appear not only in endless, but there's also the Super Worlds to consider as well. So much context can be lost in areas that would have been perfect to provide extra helpful info. "Well, git gud, it makes the challenges harder." I guess. But. I also wonder how much this might inhibit creator's in their creativity. I'm guessing there's probably been instances a designer ended up NOT trying something new because the only way to communicate the way to beat the level is through the description. But they intended the level to be played via their super world. So instead the idea gets scrapped for something different. This might be more of an edge case and not at all common, but even if it happened just one time, that's still far too many times.
I find it funny you call the Magikoopas "Playstation Wizards", because their magic projectiles looks like Playstation buttons. Fun fact, it's because of Nintendo that Sony's Playstation even exists. Had Nintendo not seeked Sony for help with disc based technology, and Nintendo had not turned it down by backing out of the deal, Sony likely would had never become one of Nintendo's rivals in the videogame console business. If you're somehow curious, please look it up, I don't have the memory span to recall the whole story
It's funny, because you get to see the descriptions for the campaign levels when you pause, so it's not a stretch of the imagination to see user level descriptions too.
0:08 2:22 🧀 8:50 Infinite power-up Bowser fight in Super Expert? These are the SE levels regular players wish they got. 10:00 ☢ 10:33 How does easy 🧀 like this make it into a Super Expert level? 12:04 13:04 Turns out to not be 🧀, but the intended strat. 18:18 But that is! Too bad you didn't make it to six levels, but still, GG.
I love how the level algorithm went from stupid easy (super expert) levels to that clear pipe nightmare 😂😂 That's what you get for saying "This is super expert?"
There should be no probably with checkpoints and clear conditions, if checkpoints can track how many red coins you have at the time you get it then it can track your status with the clear condition
Yeah because of the clear check system the level creator has to make it possible to complete the clear con from check points, so there wouldn’t be any issues allowing check points in clear condition levels
It’s weird how this game has input commands when there’s literally redundant and duplicate buttons on the controller. Have ZL create a box for example.
21:40 that was not up to interpretation. You died so many times, and if you looked a single time you would have seen that throwing two fireballs does absolutely nothing. All you.
Also about the checkpoints with clear cons. There’s no way to get around softlocks. You could have a checkpoint you can only get with a shell jump, but you have to use that same shell to beat the level. if you have a koopa clear con that shell won’t respawn. Although they could have it so checkpoints don’t save the clear con. This would make them useless most of the time, but possible to use them well, so they should have done that (although it would allow for some terrible levels)