When your only rating system is like or dislike, the top levels are going to be levels that appeal to as many people as possible. The 'best' levels of all time are decent, easier levels that everyone would rate 3.5 or 4 stars out of 5. The criteria isn't some people being able to say, "wow, that was absolutely amazing,' it is a lot of people being able to say, 'huh, that was neat', which is what we see.
Or, to put it another way, people who are experts "see" levels in a different way, they need often levels to challenge their skills enough, while others need the levels to not be too hard ...
That's where game design comes to play. When making a game the developers have to pay attentions to how the player would perceive the gameplay instead of how much technical difficulties they put into the work. That is, they value the players' experience more than the game itself. In these levels the creators did a perfect job at keeping players entertained and achieved "the flow" between "too hard to play" and "too bored to play." The platforming isn't too hard in the on/off switch level yet it makes you feel satisfied. The speed of that koopa slowing going right is maddening yet there are stories and effects and player inputs to keep you engaged. Tbh that koopa came back to life scene is such an interesting concept, and the game presents it perfectly. Simple inputs, suitable effects, detailed backgrounds, little to no punishments, lots of positive feedback, and fluent gameplay all subtly leave the player good impressions, thinking the game is "neat." So that the game itself don't have to be perfect at mechanics, aesthetics, or "absolutely amazing" in any way. But hey, don't take my words for granted. Take Panga for example, he don't think these levels are necessarily the best levels of all time, but he gave likes nonetheless. That's how game design subtly make players feel. Good. Thanks y'all came to my Ted talk.
I really think you're kind of missing the biggest factor - these aren't the "best" levels but the "most popular" ones. These levels are what shows up when people select "popular levels" - and because they show up there they get played much, much more than any other random level - and because they get played a lot more than other levels, they get to be classified as "popular" and show up when people select "popular levels". It's circular and self reinforcing, and why the list is so full of early levels. Once a level gets on there it's almost impossible to push it out.
I remember doing that on an old AGDQ stream (before all the PC bullshit). It's hilarious to see the stars aline in a stream with over a thousand viewers. I immediately died of laughter.
I feel like a lot of those levels are in top 10 due to a combination of age and accessibility. They're fairly easy levels, that are either fairly polished or showcase a neat thing, and most of them were probably made close to release allowing for more accumulation of plays/clears (especially if they hit the Popular tag early on, then just gained plays from that).
Yeah some I think deserved the spot (the koopa level was super neat and cute) but like the first level where you hold right wasn't special at all and didn't look very good tbh. Super odd
@@peckle8920 Creativity's great. I support creativity. Creativity doesn't equal fun gameplay. Someone made a MM calculator. Technically amazing, boring as hell. Add to that the rampant plagiarism of duping existing levels- pong's mildly interesting the first time, the 30th it's agonizing. They break immediately in MP as well. Picture levels become pick-a-door in MP and aren't fun in solo for anyone trying to platform. Mario is a game in which the only controls are running, jumping, throwing, and wallkicks. Take all of those out of a level, you get something "playable" but certainly not a lot of replay value, if it was even fun the first time. It's not about creativity = bad, it's about using creativity in context to create an enjoyable experience. Koopa Lifetime is a phenomenal story level, once. Every play after that is a time-waster. Platforming stays entertaining indefinitely.
Honestly, the Ice slide and the switch levels seem like something Nintendo would make. To the casual player, it's a decent challenge that isn't too frustrating
This is a perfect video/gameplay for game designs! When making a game the developers have to pay attentions to how the player would perceive the gameplay instead of how much technical difficulties they put into the work. That is, they value the players' experience more than the game itself. In these levels the creators did a perfect job at keeping players entertained and achieved "the flow" between "too hard to play" and "too bored to play." The platforming isn't too hard in the on/off switch level yet it makes you feel satisfied. The speed of that koopa slowing going right is maddening yet there are stories and effects and player inputs to keep you engaged. Tbh that koopa came back to life scene is such an interesting concept, and the game presents it perfectly. Simple inputs, suitable effects, detailed backgrounds, little to no punishments, lots of positive feedback, and fluent gameplay all subtly leave the player good impressions, thinking the game is "neat." So that the game itself don't have to be perfect at mechanics, aesthetics, or "absolutely amazing" in any way. But hey, don't take my words for granted. Take Panga for example, he don't think these levels are necessarily the best levels of all time, but he gave likes nonetheless. That's how game design subtly make players feel. Good. Thanks y'all came to my Ted talk.
Getting an early start when the game's most popular (On Release; On Major Update) and having it put in a top 10 list of most popular levels for everyone to see and perpetually adding likes because they have high visibility probably has more to do with it. They may have been the best of their time, but I don't think it's carried over well.
I really didnt think that people looked at the background for these types of levels, but I guess they do so my levels and the popular one is irrelevant
What a respectable youtuber putting the Ads at the every end of the video. I got you ;) we watch those. I normally only watch Carl Sagan for my Mario Maker fix, but I found your videos and good stuff
Bonus Content: If you finished and don't feel sleep deprived enough, go check out the VOD on his twitch! After he clears the popular courses he does some endless with a good troll level and a neat puzzle level. Some timestamps for the vod: Bonus endless at 01:50:20 Troll Level at 02:12:32 Puzzle at 02:57:20
It's not even the fact that most people who play this game are casuals, it's the fact that in order to appeal to a large variety of people, you can't make your game too hard. There are a large number of people who will be turned off by the game being too hard. On the other hand, making a level easy won't immediately turn off players, so long as you give people something interesting, like the "life of a Koopa" level.
@@zergreenone8111 That's why we have Doki Doki instead of Lost Levels for American SMB2. They correctly opted out of the more difficult title to boost sales, leading directly to MM decades later. Sort of.
@17:16 .....isn't the middle picture different, because there is a spike behind the coin on the very left? Or is that a star or something in the background?
It is probably hard to deplace the levels that are on top, because people will play them (like is done here), and like them if they are reasonable, further pushing up their popularity. Because they were the most popular at one time, many more people have played them and thus liked them, than would otherwise see them.
A brief summation of these levels: Not-Mario (pong, pictures) Uninspired dangerless speedruns Super EZ world Ugly race And everyone's favorite, Mom's finally alone POW vibration
Is the Japanese version of the Nintendo switch controllers reversed because all the levels I have seen have the color on the opposite side compared to mine.
When your only rating system is like or dislike, the top levels are going to be levels that appeal to as many people as possible. The 'best' levels of all time are decent, easier levels that everyone would rate 3.5 or 4 stars out of 5. The criteria isn't some people being able to say, "wow, that was absolutely amazing,' it is a lot of people being able to say, 'huh, that was neat', which is what we see.
Or, to put it another way, people who are experts "see" levels in a different way, they need often levels to challenge their skills enough, while others need the levels to not be too hard ...
That's a very insightful remark, makes a lot of sense to me
That's where game design comes to play. When making a game the developers have to pay attentions to how the player would perceive the gameplay instead of how much technical difficulties they put into the work. That is, they value the players' experience more than the game itself.
In these levels the creators did a perfect job at keeping players entertained and achieved "the flow" between "too hard to play" and "too bored to play." The platforming isn't too hard in the on/off switch level yet it makes you feel satisfied. The speed of that koopa slowing going right is maddening yet there are stories and effects and player inputs to keep you engaged. Tbh that koopa came back to life scene is such an interesting concept, and the game presents it perfectly.
Simple inputs, suitable effects, detailed backgrounds, little to no punishments, lots of positive feedback, and fluent gameplay all subtly leave the player good impressions, thinking the game is "neat." So that the game itself don't have to be perfect at mechanics, aesthetics, or "absolutely amazing" in any way.
But hey, don't take my words for granted. Take Panga for example, he don't think these levels are necessarily the best levels of all time, but he gave likes nonetheless. That's how game design subtly make players feel. Good.
Thanks y'all came to my Ted talk.
And they were the earliest levels.
I really think you're kind of missing the biggest factor - these aren't the "best" levels but the "most popular" ones. These levels are what shows up when people select "popular levels" - and because they show up there they get played much, much more than any other random level - and because they get played a lot more than other levels, they get to be classified as "popular" and show up when people select "popular levels". It's circular and self reinforcing, and why the list is so full of early levels. Once a level gets on there it's almost impossible to push it out.
"chat going so fast no one will see im gay"
*chat immediately stops*
I remember doing that on an old AGDQ stream (before all the PC bullshit). It's hilarious to see the stars aline in a stream with over a thousand viewers. I immediately died of laughter.
@nath7003 nath7003 21:23
@@bettod909 Moshi Moshi
I saw that too
TURURURURURURURRURU
5:49 Can we get some respect for this level creator for syncing up the sound effect triggers to the victory fanfare?
Also the sequel to that level had a pedestal that you only go on as soon as you do the peace sign animation
Everybody does that
that third level with the koopa was incredible
Then he become sans
Ye
*incredible*
I feel like a lot of those levels are in top 10 due to a combination of age and accessibility. They're fairly easy levels, that are either fairly polished or showcase a neat thing, and most of them were probably made close to release allowing for more accumulation of plays/clears (especially if they hit the Popular tag early on, then just gained plays from that).
Yeah some I think deserved the spot (the koopa level was super neat and cute) but like the first level where you hold right wasn't special at all and didn't look very good tbh. Super odd
not gonna lie I was emotionally invested into that koopa level
21:52 “If I see one more ‘What we do in the shadows’ I’m going to fart on an infant” -Random dude in chat 2020
I got a Biberty mutual add
The “OW, OW, OW” etc. matching the finishing music at 5:48 was a nice touch. Great level
It was in fact the only good part of the level
@@Ssssssnakeisone It was a pretty good level
@@peckle8920 Sure, if your preference in platforming is standing still and squinting. Do you also like to play tennis with a football?
@@Ssssssnakeisone Oh god forbid people get creative
@@peckle8920 Creativity's great. I support creativity. Creativity doesn't equal fun gameplay. Someone made a MM calculator. Technically amazing, boring as hell.
Add to that the rampant plagiarism of duping existing levels- pong's mildly interesting the first time, the 30th it's agonizing. They break immediately in MP as well. Picture levels become pick-a-door in MP and aren't fun in solo for anyone trying to platform.
Mario is a game in which the only controls are running, jumping, throwing, and wallkicks. Take all of those out of a level, you get something "playable" but certainly not a lot of replay value, if it was even fun the first time.
It's not about creativity = bad, it's about using creativity in context to create an enjoyable experience. Koopa Lifetime is a phenomenal story level, once. Every play after that is a time-waster. Platforming stays entertaining indefinitely.
Other RUclipsr's intros: Hey guys!
Panga: Alright so...
"HELLO WHEELZ, HOW ARE YOU TODAY ?!!" :y
lool
Willne says alright so
Sub to willne
GrayStillPlayz says “Alright, so we’re back at the only game where”
Panga: Play good levels
Chat: BANKHEIST
!GUNCHECK
Honestly, the Ice slide and the switch levels seem like something Nintendo would make. To the casual player, it's a decent challenge that isn't too frustrating
This is a perfect video/gameplay for game designs! When making a game the developers have to pay attentions to how the player would perceive the gameplay instead of how much technical difficulties they put into the work. That is, they value the players' experience more than the game itself.
In these levels the creators did a perfect job at keeping players entertained and achieved "the flow" between "too hard to play" and "too bored to play." The platforming isn't too hard in the on/off switch level yet it makes you feel satisfied. The speed of that koopa slowing going right is maddening yet there are stories and effects and player inputs to keep you engaged. Tbh that koopa came back to life scene is such an interesting concept, and the game presents it perfectly.
Simple inputs, suitable effects, detailed backgrounds, little to no punishments, lots of positive feedback, and fluent gameplay all subtly leave the player good impressions, thinking the game is "neat." So that the game itself don't have to be perfect at mechanics, aesthetics, or "absolutely amazing" in any way.
But hey, don't take my words for granted. Take Panga for example, he don't think these levels are necessarily the best levels of all time, but he gave likes nonetheless. That's how game design subtly make players feel. Good.
Thanks y'all came to my Ted talk.
I mean, if you want to make a 6/10 game then sure
Getting an early start when the game's most popular (On Release; On Major Update) and having it put in a top 10 list of most popular levels for everyone to see and perpetually adding likes because they have high visibility probably has more to do with it. They may have been the best of their time, but I don't think it's carried over well.
8:20
panga: this koopa cant be stopped
Koopa: gets stopped immediately by fish bones
21:27 Ice1883 says "Chat going so fast nobody will see I'm gay"
9:46 no one’s made it for multiplayer vs yet, at least not a level that’s not horribly janky and cheeseable. PLEASE MAKE ONE PANGA
Wolfette Plays there was a multiplayer one made about 3 weeks after the game was released.
I have made one
10:07 perfectly cut scream
3:10 does anyone else see the blue cloud in the middle and think that instead of the springboard
I really didnt think that people looked at the background for these types of levels, but I guess they do so my levels and the popular one is irrelevant
Tigerof2000 yes I do
Proud of the dude that came out
Jesus it's 3 am where I'm at glad this is here to entertain me in my insomnia
Same
Isaac Chapelle can’t relate I’m est it’s 6 am
@@beberoxxthecrab8251 East Coast haha
It it 12am in the british isles
Lol 1 pm here in the netherlands
Love it how we couldn't solve the note block one cause his face covered it
12:02
Maybe I wanted to hear the spam
yeah
I don’t think you do cause I paused and read... some of it.
Fun fact: I played the koopa level when it first came out. I had the record on it. For no time at all albeit. But still
What a respectable youtuber putting the Ads at the every end of the video. I got you ;) we watch those. I normally only watch Carl Sagan for my Mario Maker fix, but I found your videos and good stuff
I think the top levels show that difficulty isn't necessary for something to be fun, and it's cool that Panga appreciates good design fundamentals.
Panga: Who calls it table tennis?
Excuse me sir have you heard of the entire country of England?
Imagine thinking it’s late at night but its actually early in the morning...
Going to work
florence flores bruh sleep just isn’t it right now
It's not morning if I can't see the sun
Bonus Content: If you finished and don't feel sleep deprived enough, go check out the VOD on his twitch! After he clears the popular courses he does some endless with a good troll level and a neat puzzle level.
Some timestamps for the vod:
Bonus endless at 01:50:20
Troll Level at 02:12:32
Puzzle at 02:57:20
hope that helped some people
My favorite top level will always be the first person exploration level. It just feels like an entire experience.
Imagine watching this at 3 am in the morning... which is me.
its 5 for me
Ah a fellow Californian
Another dude that its 3 at
for me its 12 pm, germany.
It’s 6 p.m. in Asia
5:49 so cool
11:33 It's like you said, these levels are easy, and the vast majority of people who play this game are casuals who enjoy easy levels.
Filthy, filthy casuals
How dare they. Elitist jerk.
It's not even the fact that most people who play this game are casuals, it's the fact that in order to appeal to a large variety of people, you can't make your game too hard. There are a large number of people who will be turned off by the game being too hard. On the other hand, making a level easy won't immediately turn off players, so long as you give people something interesting, like the "life of a Koopa" level.
@@IanC14 I'm a casual, ya dingus
@@zergreenone8111 That's why we have Doki Doki instead of Lost Levels for American SMB2. They correctly opted out of the more difficult title to boost sales, leading directly to MM decades later. Sort of.
10:07 Perfectly cut scene before death
I love how at 1:37 he says Lil Kirbs while he is "coughing"
10:05
Help me!
*_A-_*
I want to eliminate every human being in existence who made or is making refreshing levels.
You have my support and blessings. Godspeed, you wonderful person. Delete them all.
Me too
5:48 thats the best ending i ever seen
3:00 the spring is different on the 3rd, but there's a cloud in the 2nd thats not in the others. Right above the coin
ya you always make my day at 6 am thank you pangea
“We be schmovin” - They
5:47 those sound effects were perfectly timed
Yeah that was on purpose
The place 13 lvl is the best, I love the ending so much!
panga really just called lilkirbs out damn 1:38
"So I hung panga on my wall"
@@asura7941 That's a really good one x)
DID TOAD SAY “YEET”? 23:31
5:49 Can we just all enjoy this ending?
12:00 if only Aura was that considerate with tts spam
I never knew until it bled over to YT. I now strongly suspect Aura to be a psychopath who will kill again. No sane person would tolerate it.
@17:16 .....isn't the middle picture different, because there is a spike behind the coin on the very left? Or is that a star or something in the background?
3 am is the new 10 pm
This was a long time ago
11:56 the text to speech killed me
3 AM me was about to sleep but I am legally obliged to watch now
2:50 the middle one is also different
Thanks for helping with my already crippling isomnia Panga
It is probably hard to deplace the levels that are on top, because people will play them (like is done here), and like them if they are reasonable, further pushing up their popularity. Because they were the most popular at one time, many more people have played them and thus liked them, than would otherwise see them.
8:40 pangaea says trans rights
Istg It made me so happy
All I play are super expert stages from the weekly popular section. some absolute GEMS
Wow, that koopa level was amazing!
If it was current popular levels the whole video would be Refreshing levels.
Sad but true ):
This man is a Crystal Gem fusion of Charlie (penguinz0), Ravi from Jessie, and a stereotypical nerd gamer
Dead Kappa be like: yo what up it's time for my revenge or whatever
These pow Block destruction levels are supposed to be satisfying and getting rid of your stress
11:30 the level was probaly botted so the person who uploaded it could get a few hats.
1:36 pretty bad cough yah got there, you alright? Kappa
6:00 am gang
7:30AM early bird sleep schedule gang.
3 pm
Thanks for covering the text-to-speech :)
12:01 thank you 😊
Watching you play the iSpy level was so painful lmao
6 am squad!
Squad up
No, squad neutral
6am gang
thank you so much for making videos
You should make an atari breakout level with the superball powerup
what controller do you use (i'm a d pad player too and have a hell of a time using a pro controller)
You should do this again one of my favorite videos of yours
12:07 gotta love chat
How did the koopa level work
What are those lights behind him in his room?
Cough lil kirbs cough
Really optimized mghaghaghagha
Can’t fall asleep 6 am rn....
Lots of these levels appeared on Swanky Zone, and somewhere else
A lot of these very popular levels were covered by RUclips channels that showcase levels like Swanky Zone, BeardBear, etc.
ice1883 said he's gay 21:50
The chats are insane 11:35
Dude i'm fine. It's like 1PM
Bruh, everybody is saying it's 3 am, luckily I'm not in that time zone, it's about 7:30 pm for me
It's 6:12 pm here
About 6 am
I’m 8:30pm
Where you guys from? Here its 7:38Am brazil
It's 11:00am for me when Panga uploads
Man that clear rate from the most popular level....1.4M/14M...14M!! insane
How about: top 10 levels as voted on by Panga
Very cool
Nice
I think these levels got popular because they were old, they were the first of their kind. They utilized mechanics that weren't in mario maker 1
Finding the difference was already in the first game. Yet it got 2 places, AND one of those versions is brand new.
@@martmine4618 Slopes, switches, and horizontal thwomps weren't
That second find the difference was so easy I found them all in seconds except the thick mushroom
Panga, you look like a teenage Gordan Freeman.
Hey Pangaea good job.
I was literally one of the first people to clear the switch x switch level
Can anybody explain to me what !bankheist means
download twitch and go to panga stream,it’s a fun stream....and don’t forget to subscribe if you got extra money
A brief summation of these levels:
Not-Mario (pong, pictures)
Uninspired dangerless speedruns
Super EZ world
Ugly race
And everyone's favorite,
Mom's finally alone POW vibration
At 21:26 the user @lie1883 says, "chat is moving so fast nobody will notice I'm gay".... I noticed, @lie1883 ...... I noticed.
Hey Panga!!!
15:31 bruh 47 months
Cool vid
to think you'd upload at a time like this...
You can't just contribute likes to the most popular levels while you ask why they're the most popular levels.
you should reply your the most memorable levels to see if you can still beat it in 5 lives or less
Is the Japanese version of the Nintendo switch controllers reversed because all the levels I have seen have the color on the opposite side compared to mine.