I Recreated the BOWSER'S BIG BLAST Mini-Game in Super Mario Maker 2
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- Опубликовано: 6 ноя 2019
- I recreated the Mario Party 2 mini-game, Bowser's Big Blast, in Super Mario Maker 2. It took a lot of brain power.
PePanga_02 Maker ID: 06L-LVK-J9G
Course ID: 832-TVF-R1G
A list of my Super Mario Maker levels: goo.gl/QML0eP
/ pangaeapanga
/ pangaeapanga
/ pangaeapanga
/ pangaeapanga1
/ discord
#MarioMaker2 Игры
The “Mercy Pipe” at the exit is actually a really good idea. I’m surprised I haven’t seen it before
What we learn in class:
All you need to remember is to hit the Block and go in the door.
The Exam:
Explain what happens when you hit the block.
More of this tech stuff highly appreciated :D
This getting closer and closer to actual programming.
This is a masterpiece in Mario Maker engineering.
Class is in session, y'all!
Yay A+
Give him enough time, and he'll eventually recreate the entirety of breath of the wild in mario maker. Calling it now
Funny you say that...
He'll eventually become Ceave Gaming.
Nah man he’s gonna completely recreate windows 10
But can you recreate Bowser's Big Bean Burrito
Impossible
Well you'd have to clear the level in order to publish it, and no one could beat Bowser's Big Bean Burrito, so I think not.
I thought that was the title tbh
Thats the best possible name 4 a smm lvl tbh
You forgot the question mark.
Wow, when did Ceave lose his accent?
"RNG, stands for: Really Not Good"
Hoo-ray.
It's actually surprisingly simple
George Rick It’s a ceave reference.
@George Rick This is a level where it's basically random whether you live or die.
Very cool level!
12:51 What you can do is replace your player counting mechanism with a player detection mechanism using a sideways Thwomp. Basically, if there are no other players waiting to take their turn, that means there's one or zero players remaining, and the game should award the remaining player the key.
With this, you should also readd the icicle and also put the keydoor over the on/off block in the "pump" section.
You spend all this time making a level like this, pouring blood, sweat, and tears into it...
*For everybody to Boo it because they lost.*
@Kirby420
What makes it a bad versus stage? The Randomness of it?
@Kirby420
Oh, you're right.
Prisma Can who are you talking to
@@TrebleClefDan
Somebody who apparently is no longer there. I guess Kirby420 deleted his account?
F
I got this level in multiplayer vs but we managed to break it somehow and TOADETTE made us wait until we timed out instead of starting over.
Always Toadette
Always toadette
Classic Toddette
Could you detect players disconnecting mid-game by making them spawn a POW block out of a ?-Block right when entering the arena? That POW block would then despawn if a player hits start over or quits. I'm thinking you might be able to make some contraption using that fact.
The last remaining person still seems to need to hit the block under the bomb after obtaining the key. What happens if that last hit after obtaining the key results in the bomb going to the right side and thus killing the last remaining player? The key will just float around the map until it gets picked up by a spectator, but I don't see any key doors the spectators can go into since the path into the pipe is blown up. Is this another design flaw or did I miss something?
A majority of the time they will be able to get into a key door before they're forced into the randomizer, but yeah it seems like if they don't immediately go into a key door they could die with the key
@@benjaminanderson1014 isn't it all the time and not majority of time? When the number of players decrease, the system makes the remaining players to be right next to each other in the 'queue'. Since the time delay between bomb containing key exploding and giving the key to the last player is longer than the time it takes for the conveyor belt to push the last player into the spot, i think it's all the time
@@kit7333 The system does not make remaining players be next to each other. Each player stays in their "slot" and whenever a slot empties the player detection mechanism will skip that slot. That's what happened in the example game at the end of the video. The last two players ended up in non-adjacent slots. If Mario had been one slot to the right when Toadette died then I agree there might have been a problem but in that case they got lucky.
You cant die if last
The winner gets the key right after the 3rd player dies and before having to play another turn
the most complex "pick a ..." i've ever seen
But it's entirely random, so there's no "picking" involved
it's pick a time, to detonate the bob omb
You should add a lava bubble or something to kill the players who didn't enter the pipe in time to not softlock them and then spectate the game.
Also you could move one of the key doors to the "pump" space on the red on-off block, so if the player with the key gets there he doesn't need to hit the block
@Daniel GRAINGER yes but not for single player, I would add it in just in case.
Jj82op single player does has a start over from the beginning button though, I’m not sure what you mean
@@redtaileddolphin1875 I'm probably just used to super expert no skip runs lol
@@Jj82op even if you get to the spectator room in single player it wouldnt accomplish anything you would still have to restart
11:25 but can't the last player die if he "picks" wrong?
Coco
martin julia
benito potot What
Yeah, I thought the same thing
This is mad cool, really well made! Thank you for the explanation as well, there's a lot of cool mechanisms I'd love to put into levels!
Replace the cloud with a donut. It’s more forgiving than an icicle, but also forces the player to go in the door.
This is amazing. I LOVE these videos explaining these multiplayer levels, they're so creative and the Rube Goldberg machine-like workings are fascinating. Please do continue to make more of them!
Me when I explain my mario maker level: well I put some lava there, and a goomba or two
Penga when explaining a level: well at first I programmed a rocked engine so the boomomb explodes, then I ......
what do you do for a living?
nasa engineer: i make spaceships
panga: i do mario maker engineering
Chooses wrong
*but there’s only one choice*
One more design flaw that's probably easily fixable: you can see the "RNG" mechanism (the spring pushing the Bobomb either left or right) moving upon entering the room, and you can memorize its timing. Just making that mechanism be higher up would probably fix it?
“This is the same mechanism I used in my last minigame”
Welp! Time to waste another 15 minutes watching someone make a level on a game I don’t play
These mechanisms are like programming
Extremely complex
but feels so good when working
@@Mima_the_vengeful_spirit both the this reply and comment can't be more accurate
I like the the timer. Your choice in the 15 seconds is what you pick but you should pick in 10seconds. 6 to 10 is good choice but the 1to 5 and the pass 15 would make the game go faster. I love that.
oh I get it, the one goomba who is ALWAYS trapped is only there to prevent the other goombas from getting trapped if there's 4 players, he doesn't ever need to actually walk out of there
I downloaded this level, can't wait to have a *BLAST* with my friends!
I was making a mechanism for a functional game of Smash Bros in 3DW and the fact that even the great paeapanga couldn't get around the disconnect problem in such intricate devices gives me the feeling that it is not just a lack of brain cells.
Me creating slightly technical mechanics in Mario Maker: OMG I'M SO SMART
Panga: *does this*
This is more like Russian roulette since one person dying or not doesn't at all change your individual odds of dying on your turn. Really all that matters is the timing! The bomb drop mechanism is a closed cycle with a set interval, so you can probably just do some math to determine when you should jump depending on how much time is left, meaning there isn't really any actual "rng" that determines who wins.
If this level doesn't make you a million dollars I'm suing Nintendo.
for a million dollars
This is actually SICK
I enjoy this Mario Maker Party Pack! Keep on making these, it's great! Could it be possible to make 2v2 and 1v3 games?
5:20 " If a Bob-omb is _knocked up_ "
*hol' up*
"I'm gonna recreate a minigame where a player chooses amongst a variety of elements. And I'm gonna recreate this minigame about choice completely removing any form of choice and making it straight-up random"
Good luck making it yourself!
I love the fact you’re into making multiplayer levels :)
Please do this for all of your levels, this is Amazing Panga! Thank you for taking the time to explain!
Such a cool idea by the way.
this is the bullshit i signed up for. awesome work mate!
The timer mechanism is great and all, but you said that if you run out of bob-ombs, there is no timer, and jerks can just not make a choice until the timer runs out. Couldn't you just put a pipe that spits out bob-ombs up there so that there will always be bob-ombs, and therefore also a timer?
Me: Watching the video peacefully
Video recommendation: *Mario and the Wet Nuts*
Me too
Regarding the criticism/questions about the last player still having to pick right even if they have the key: this is theoretically a great feature, as it helps to balance out turn order.
Naturally, players further behind in the starting queue would be at an advantage, since they tend to have to take less turns before all others are eliminated (in the extreme case, player 4 might get the key before doing anything because the three in front of him blew up immediately). However, by forcing players with a key to still complete the final trial, everyone has to take the same amount of turns and the playing field is levelled. In Mario Party, fairness was tweaked by giving the players at the back increasingly unfavourable odds of winning, should those in front of them survive (having chances of 20%, 25 %, 33 % and 50 % to pick wrong, respectively).
However, I do not see a way of implementing this on top of all the elaborate setups used here, so possible keydeath it is!
"So how does this level work?"
*INVEST AS LITTLE AS ONE POUND IN THE WORLD'S LEADING COMPANIES, COMPLETELY FREE!! ONLY WITH TRADING 2-1-2!!*
The ad placement has a sense of humour, and that's delightful.
I take it that adding another Bob-Omb spawning mechanism would cause further problems?
solution for problem numero 2 (and problem 1 part 2): No need to count the players. Player detection mechanism on "survived" door. Player wins when there were 3 consecutive empty slots.
Anyway, this is super cool
Right, because this is TOTALLY the one everyone wanted recreated.
I like how in these videos Luigi makes minimal movements
i believe using the player proximity detection device you can fix problem #2. If you have a way to detect how many times it skips in 4 cycles you can check how many players are left. If it’s something it shouldn’t be then you can activate a failsafe that gives someone a key or (the more complicated way) find a way to kill one goomba
Wow, what a great idea for a level. What da great setup for it. :)
This Mini-Game sounds exactly like the cutting ropes minigame from Mario Party 8 except you accidentally slept the wrong rope because the way the controls work
The SMM mechanics is more complicated than Minecraft redstone
Mumbo Jumbo is to Minecraft
And
Panga Is to Mario Maker
So how does this level work?
*star wars add*
Wow that's interesting!
dang, your work is outstanding man
I have an idea to solve the player issue with people disconnecting. I do not have the smarts to test this out but what if you have two sets of Goombas representing the players? We'll call them Goomba 1 and Goomba 2. If it detects a player missing, despite them being there on the last turn, it destroys the respective Goomba 2, maybe with a shell that then activates a mechanism destroying one of the Goombas 1. I don't know how the mechanism would work, but i feel like the second set of Goombas might be necessary.
Nice level and thanks for the explanation!
Brain.EXE has stopmed working
Wow what brainpower!!!
This has me thinking. Would "honeycomb havoc" be possible? From mario party 2.
Love getting the technical descriptions!
Rip yellow toad
You will never be forgotten
can't wait until panga makes a straight up calculator in mario maker
The Mario 64 slider theme would've helped a lot for the Mario Party ambience imo :v
Level is great though! Definitely keep up the good work!
why isn't there an infinite-producing bomb pipe for the timer
It's quite far above any player's screen, does it still produce bombs if nobody is nearby?
It would be better if the key door was located in the brick block hit area, since you could get the key right before your turn and still loose, breaking the level
So cool
really want to see more
4:44 is the arena
0:53 is the player separation mechanism
I gotta say you can put one of the doors at the part were you hit a bomb so you don't die when you are the only player and you get in the hit the bomb area
Give him a couple years and youll be able to play mario maker in a mario maker level, just watch
I want to call it
Bowser's Big Blast Bazinga
After experimenting with this contraption for a little bit, I thought we have achieved RNG in MM2! But, I soon noticed that it depends on if the timer is on an even number or and odd number
This is insane! I’d definitely love to play this with my friends!
Could you improve this to allow the player to have better (but decreasing every turn) odds instead of 50/50? It might be possible to split the left and right into two separate paths and then to block off each path after every turn.
The odds are better than 50/50 because the track is longer on the right side. It needs to be on the far left of the track to push the bomb right.
@@JeffRaze Ahhh that's a really good point that I didn't think of at first. All the same, there could probably be something done to reduce the odds every cycle.
2:59 *actually, it's SURPRISINGLY SIMPLE*
*YEAH THIS IS BIG BRAIN TIME*
Part of the original minigame was that during any elimination round, the chance of each player pushing the wrong one went up the further back in the line they were (5 plungers gives you 20% to die, but after 3 of 5 are pushed, the next person choosing has a 50% chance to die), which made it better in some ways to go first, but in this level it looks like it's always a 50/50 chance you die based on how the RNG works, is that right? Since it's always the same chance that seems like it gives the red pipe a huge advantage, which stands out more than the door timer issues to me. Still a really cool level regardless though.
Good game theory observation.
Always go green!
You sir - are a genius.
They should add a version of the semi-solid ,but it acts more like the hidden areas in games like SMB on the wii
I want the VS levels in Mario Maker to be more like this, instead of being the same obstacles over and over again.
Anyway to make a mechanism that detects when all four players are in a room? I have a tournament minigame that split the players into two 1v1 matches. The problem is the waiting room in between matches only has a two p switch timer, so if one match ends early or the other drags on, the next round will be messed up, because the winner of the late match can't catch up. So I need a mechanism that is able to tell if all four players are in the waiting room. Any help?
Love it do more ❤
That’s pretty nice
Thank you complicated but more practical Ceave
Penga is the Sethbling of Mario Maker
I definitely understood every word of that
Awesome job!
Next he's gonna recreate a whole Mario Party board
You can force players through the door by using a cleverly timed block on a track that smushes them if they don't go through in time, no?
Also if the winner gets the key but is ahead of the red doors on the tracks how do you guarantee they don't die on their way back around again when they hit the block? Why not just put the red key door in that 1x2 area where players can activate the "bomb pump"?
In the original mini-game, there's X+1 plungers, X= number of players. What happens if they pick 4 straight correct answers and miss the incorrect plunger? Do the plungers reset and re-randomize? Or does the first player, who had the benefit of going first, get locked into the death-plunger? Because if it's the latter, you don't have a mechanism for getting locked into the death.
Furthermore, it's not really random in the original mini-game. Yes, the death plunger is random, but you have escalating odds of dying because the players in front of you chose correctly. IE, player 1 has a 20% chance of dying (1 in 5 plungers), player 2 has a 25% chance of dying (1 in 4), etc, etc, and player 4 has a 50% of dying. Your system doesn't account for that - it's purely a coin flip (50%) every time essentially.
In the original game, the plungers do reset randomly again, so the game essentially just restarts with the remaining players.
Also, there is no difference in the chances depending on when you go. I don't remember the specifics, but once you get to the 50% that you mention, there's still the chance that you'll never reach that point and someone else will hit the wrong plunger first. It isn't really as simple as 1 in 4 or 1 in 2. Check out "Identifying Luck" videos for Mario Party to see that probability for yourself.
wow
this is big brain stuff
Very interesting idea!!!
Ur minigales are so creative and complex but they rly work well. Congrats :)
Great recreation. Recreate the Bowser's Bigger Blast minigame in NSMBU style, if you could do so.
Next video like this would be better if your voice was louder and music was quieter
A panga level that's not damn near impossible? What kind of planet am I living on?
Fantastic panga
LEGEND
Interesting!
Could you imagine what Mario Maker players could make with basic coding tools? Levels like this would be even more compact, and even crazier levels would be able to be made!
This sounds…. Fun to make