I agree. I mean that was the draw of Mario - Alternate Paths and Warp Zones. Those things were NOT common back in the day, so everyone was looking for cool stuff like that. Dev Routs are literally just "I'm a developer and I'm just seeing if the level loads up and ends properly. I don't care about anything else."
I wouldn't really call that a dev route, it honestly felt like a more "do this difficult trick and get rewarded" you manage to get by without hitting the on/off? you get to skip the second half
I don't mind the dev route on that level, because it was fairly out in the open. You see the red blocks below the pipe when you did it the intended way, giving you a hint that it's there, not to mention the clear check time.
@@JonLipton Exactly. Old school Super Mario World. Find the key to get the secret exit to reach one of the big colored button things that turn on certain special blocks that are normally just dotted lines.
It's also possible he meant 16 centiseconds, or meant 160 milliseconds but said 16 instead. Centisecond isn't a common term, and getting the decimal place wrong in milliseconds isn't an unusual error. Just watch The Price Is Right and the number of contestants that want to bid twenty-five thousand on a Showcase, but say "Twenty-five hundred" instead.
The "other one" at 11:16 was made FOR 7h0m, and the one you just beat was made BY 7h0m, hah. But yeah, it was probably referencing the 7 in casino slots.
The Springfield Dunes had me dying. You died at the beginning cause you missed the jump. Died after first check point cause you miscalculated. Died at 2md checkpoint cause you overshot. I'm ded
I've been playing some Mario Maker 2 lately since I didn't play it for like 1-2 years and a lot of popular courses are "refreshing levels" and I don't understand why they are popular.
Popular Level suck 90% of the time They’ve just Refreshing Levels, Music Levels, and Overly Hard Levels. Remember when we got fun and creative levels like the Playable Mushroom level?
Dev Route in Populars is some NANDage, I see No. 17 (6:08) - JP=US, author - *☆🎵 Pastel 🎵 ☆*, Japan No. 23 (9:11) - "The Casino of Montreal" (idk why did I translate this, because it's kinda obvious, but sure)" by 7h0m, Canada No. 29 (12:48) - "Roung Poisonous Frog Swamp" by Bakerom, Japan No.38 (17:54) - Thumbnail - "Hard But Fun #8" by yuu, Japan No. nice (22:29) - the Japanese text in the title is "Kaho", as it was in nickname
So in the Koopalings Gimmick Battle level I think in the Morton boss fight you can get softlocked but it would be a very very rare super tight window of happening but I think it can happen
@PangaeaPanga: I did used a mechanic like that in the pass in a level that I made for Super mario maker WiiU only one section used the toss-up mechanic, I do not remember if I saw a level with just toss-up mechanic in the WiiU version, and my level back at the WiiU was not tossing a goomba, and the level with just a small section with that was called infinity check point, unfortuantly I can't remake this level in Super Mario maker 2 since they are mechanic that are missing so it would not be as good if I do. And the begining saying toss was pointless but it was a good concept toss mechanic only, however the replay value is 0, since you can get easily board with it, so for me I would not have like it, but I would not have Boo it neither.
Sometimes I wonder what my opinion of refreshing levels would be if I hadn’t watched panga and his passionate hatred for them before I ever even bought Mario Maker
Since they are always the same, maybe you would have loved the first one, liked the second to tenth one and disliked (maybe not hated like Panga) the rest.
I never liked "refreshing" level, because of the way they are all the same and they are just "hey, this level make your switch lag". I discoverd Panga recently and I am happy to see that there are other people against refreshing level.
Part of the reason I dislike them so much is because I compare them to auto levels. Neither require any skill to beat, but there is an art to creating (good) auto levels. I don't see any skill required in making refreshing levels. Edit: a counter point you could bring up is that art isn't based on how much effort is put into it, it's based on the emotions it gives you. That's why there's nothing wrong with liking modern art.
@@adamnielson42 why do you think that? u can do a Claw parkour without the player dying if he falls down, give enough power ups to add some shell jumps ... u can be creative without making the player die. just a quick level with some creative jumps that dont kill you and it doesnt feel like the win was handed to you
11:16 In the other level it says the level was made for 7hom and the second level was made by 7hom himself so the 7 could be his indicative ™ thing which made the other creator use it for him but I don't have a switch so I can't tell you for sure
I dont have the online rn and I have a stockpile of SMM2 levels ready for uploading and Im scared of the refreshing level now that I see the amount of refreshing levels taking over the tops
Is it really a dev route? That jump looked tricky to make without turning the blocks on. Plus it's not something most people would try the first time. It's more like a bonus thing.
6 months ago: 5 year mario maker week 1 4 months ago: 6 year mario maker week 1 Now: 5/6 year mario maker is over now i know twitch streamers usually wait weeks or even months before uploading edited streams, but i am still so confused
Its crazy to me that 'refreshing' levels are so popular. They just give me a headache to watch lmao. At least be creative and make it a dropper type thing where you at least dodge things!!
Can someone enlighten me to some of these terms? Particularly "Refreshing Level" and "Nannage?" I've been a long time viewer but never understood those terms.
A "refreshing level" is actually a trend of levels that flood the popular levels leaderboard. They are similar to auto levels and are meant to be aesthetically pleasing. This trend has been around for a while now and many dislike them because they are all the same and lack creativity. As for "nannage", just think of it as an abbreviation for "shenanigans".
A "refreshing level" is a trend of levels that flood the popular levels leaderboard. They are similar to auto levels and are meant to be aesthetically pleasing. This trend has been around for a while now and many dislike them because they are all the same and lack creativity. If you own SMM2 just play some levels on the popular levels tab and you would know what I'm talking about.
basically anything that usually has a symmetrical thumbnail and make you kill lots of enemies with ground pounds/star invincibility to make you feel refreshed(kills stream bit rate)
That's usually when you cause a lot of destruction in a short amount of time, kill a spam of enemies fast, usually with many effects as well, and the whole concept of the level or section is just based on that.
A refreshing level raises your life count when you get it in your no skip challenge. It's nice to get a few of them when you struggled with the last 5 levels.
It’s the Super Mario Bros 3 ground theme night version. It took me a bit, but I found a video for the song, enjoy :D ruclips.net/video/7BK7rEg0J48/видео.html
Any time you die to an enemy that's on screen for 16ms I'm just gonna think. "Wow Penga. Your reaction time is really slow today." Clearly a skill issue BTW. This is all sarcasm... ok 90% sarcasm. I really think that to react to obstacles in easy Kaizo levels you should have time to recognize the next obstacle after you finish the one in front of it and not before. Not looking towards spin jumping off a moving spiny while also watching the right side. But I guess maybe that might make it too easy for you? Hmmm... you ever think about how it's hard for developers to understand what can be considered "diffucult" in their games because they have so much experience working with them? Wonder if you ever feel like you're too good at the game sometimes make accurate calls on difficulty. TBF you do understand the concepts very well behind good balanced level design so that's cool. I've rambled enough for one RUclips comment though.
It's not that surprising that refreshing levels are so popular. They're akin to the hot garbage on RUclips that's marketed towards children, and they're in a game primarily marketed towards children. Doesn't make it any less annoying, though.
they are levels where there are lots of bright lights and flashing everywhere and little kids like them a lot because of all the flashiness. worst super mario maker level type
It’s supposed to be refreshing or aesthetic pleasing I guess. In my opinion they’re not really (those levels give me sensory overload) but to each their own I guess.
Honestly, I wouldn't even call that a dev route. It felt more like a "secret exit" type of thing from other mario games.
Yeah.
I agree.
I mean that was the draw of Mario - Alternate Paths and Warp Zones. Those things were NOT common back in the day, so everyone was looking for cool stuff like that.
Dev Routs are literally just "I'm a developer and I'm just seeing if the level loads up and ends properly. I don't care about anything else."
@@NinjaNezumi There is another purpose of dev exit: If the game actually involves death as mechanics, like kill mario type of levels
Do you not understand the concept of "clickbait RUclips title" ??
I actually question why Nintendo didn't add secret exits for super worlds. Same for star coins, it would've made super worlds 10x better.
I wouldn't really call that a dev route, it honestly felt like a more "do this difficult trick and get rewarded" you manage to get by without hitting the on/off? you get to skip the second half
Yeah, I agree. Normal dev routes have a pipe/door and that’s it, whereas that one actually had some effort.
I don't mind the dev route on that level, because it was fairly out in the open. You see the red blocks below the pipe when you did it the intended way, giving you a hint that it's there, not to mention the clear check time.
It feels more like a secret shortcut rather than a dev route. Like in a classic game there would be a key and keyhole there with a secret exit
@@JonLipton Exactly. Old school Super Mario World. Find the key to get the secret exit to reach one of the big colored button things that turn on certain special blocks that are normally just dotted lines.
11:16 the first level by The P King was made for 7h0m, the second by 7h0m. So I guess the 7 is a thing from 7h0m
I saw that too. I was sad he didn't see.
14:37 I really like the description for this one because collecting any coin in the level means death
16:43
@@sirtinyhead716 that's a different level
@@bigbird4481 oh wtf I'm stupid
16 milliseconds is sixteen thousandths of a second, also known as completely unreactable. The average human reaction time is like 150-200ms IIRC.
For some extra reference, 16 milliseconds is almost exactly 1 frame at 60fps.
150ms is like the lowermost limit possible, most humans on average are multiple times that, even when concentrating
he meant 16 frames probably
It's also possible he meant 16 centiseconds, or meant 160 milliseconds but said 16 instead. Centisecond isn't a common term, and getting the decimal place wrong in milliseconds isn't an unusual error. Just watch The Price Is Right and the number of contestants that want to bid twenty-five thousand on a Showcase, but say "Twenty-five hundred" instead.
Me with like a 1 sec react time: Damn my reaction times are inhuman then
I wanna say the 7 in the casino level was a lucky seven to go with the theme of casinos
The name of the creator was also 7h0m
I bet you support loot boxes you monster
the first level with the 7 said “for 7h0m” in the desc and the second level was made by 7h0m
@@The_Totes_Adorbs You sound like a christian saying Doom is satanic because it has demons
@@akesan2374 I have no clue what Doom is, kid.
It’s not a dev route. It’s a secret exit.
Panga has never played New Super Mario Bros. Wii -> confirmed.
Exactly what I thought, standard alternative route, even though there are no secret paths/red flags in SMM2.
The Beta NSMBW vs The Chad NSMBDS
Now he has
17:54
This is the level that the title was referring to.
Ty
Omg ty
Not only did you pronounce pyrite correctly, it also is the real name for fool's gold. So all the yellow was supposed to represent pyrite.
Also finally pronounced ferrero rocher properly! Or at least close enough that I actually recognized him saying the name. XD
22:31 I love Laur, man. I bought their album "The Angel's Message" off Bandcamp about a year ago, and it's amazeballs. Sound Chimera is awesome.
1-1 had a dev route I sent a letter to miyamoto that said boo, beat your own levels you hack
I like when the popular courses make an appearance.
6:00 the flag sounded exactly like it was part of the song.
Seems more like a fun secret route rather than a dev route. It was made obvious with the switch blocks, that's a like in my opinion.
The "other one" at 11:16 was made FOR 7h0m, and the one you just beat was made BY 7h0m, hah. But yeah, it was probably referencing the 7 in casino slots.
I like calling it Boss Bash. I will definitely use that in a level title. I am inspired to make a good level.
The Springfield Dunes had me dying. You died at the beginning cause you missed the jump. Died after first check point cause you miscalculated. Died at 2md checkpoint cause you overshot. I'm ded
16:20 anyone else notice that the level description is a haiku?
Great videos as always Panga! Always looking forward to seeing the crazy shenanigan levels you encounter
mornin! finally got to say hi last night, thanks for showin me sdvx and your second channel, very cool!
I've been playing some Mario Maker 2 lately since I didn't play it for like 1-2 years and a lot of popular courses are "refreshing levels" and I don't understand why they are popular.
Popular Level suck 90% of the time They’ve just Refreshing Levels, Music Levels, and Overly Hard Levels. Remember when we got fun and creative levels like the Playable Mushroom level?
Dev Route in Populars is some NANDage, I see
No. 17 (6:08) - JP=US, author - *☆🎵 Pastel 🎵 ☆*, Japan
No. 23 (9:11) - "The Casino of Montreal" (idk why did I translate this, because it's kinda obvious, but sure)" by 7h0m, Canada
No. 29 (12:48) - "Roung Poisonous Frog Swamp" by Bakerom, Japan
No.38 (17:54) - Thumbnail - "Hard But Fun #8" by yuu, Japan
No. nice (22:29) - the Japanese text in the title is "Kaho", as it was in nickname
22:58 This is the weirdest Bum Bum that I've ever heard from Panga 😂
Level creator; [Adds secret route for getting around obstacle in clever way]
Total hacks like this clown; "durrr dev routtee errrrrrrr BADBA D BAD"
13:31 wwfmike, if you're reading this i wish you the best an i hope you can recover soon from that, stay confident and strong, wish ya the best
No galoombas were mistrated in this video
So in the Koopalings Gimmick Battle level I think in the Morton boss fight you can get softlocked but it would be a very very rare super tight window of happening but I think it can happen
As a Montrealer, I can confirm that is exactly what the Montreal Casino looks like
@PangaeaPanga: I did used a mechanic like that in the pass in a level that I made for Super mario maker WiiU only one section used the toss-up mechanic, I do not remember if I saw a level with just toss-up mechanic in the WiiU version, and my level back at the WiiU was not tossing a goomba, and the level with just a small section with that was called infinity check point, unfortuantly I can't remake this level in Super Mario maker 2 since they are mechanic that are missing so it would not be as good if I do. And the begining saying toss was pointless but it was a good concept toss mechanic only, however the replay value is 0, since you can get easily board with it, so for me I would not have like it, but I would not have Boo it neither.
15:43 I have been watching panga every day for years, and this is the first time I have ever seen him mess up a P switch jump.
He did make p-break
I like the idea of a refreshing tag, it would be the perfect spot to tag garbage levels
The level at 2:58 is a reupload of a previous level panga has played in the past
Sometimes I wonder what my opinion of refreshing levels would be if I hadn’t watched panga and his passionate hatred for them before I ever even bought Mario Maker
Since they are always the same, maybe you would have loved the first one, liked the second to tenth one and disliked (maybe not hated like Panga) the rest.
@@TheMDCXVII i think u can make challenging refreshing levels that make it unlikely for the player to die and that would be enjoyable.
I never liked "refreshing" level, because of the way they are all the same and they are just "hey, this level make your switch lag". I discoverd Panga recently and I am happy to see that there are other people against refreshing level.
Part of the reason I dislike them so much is because I compare them to auto levels. Neither require any skill to beat, but there is an art to creating (good) auto levels. I don't see any skill required in making refreshing levels.
Edit: a counter point you could bring up is that art isn't based on how much effort is put into it, it's based on the emotions it gives you. That's why there's nothing wrong with liking modern art.
@@adamnielson42 why do you think that? u can do a Claw parkour without the player dying if he falls down, give enough power ups to add some shell jumps ... u can be creative without making the player die.
just a quick level with some creative jumps that dont kill you and it doesnt feel like the win was handed to you
12:34 The Koopa shell turned into a large Koopa. Nice detail.
*HAPPY BIRTHDAY PANGA!*
Anyone else get "the world's hardest game" vibes from the level with the firebar?
Thank you for saving Yoshman.
"The refreshing levels have taken over!"
BOO THEM ALL
19:19 dev route
Thank you
This video slaps at 4 in the morning
On God, video goes so crazy at 4am
"Insult the game and it works" lmbo; that's just how it is whenever Mario's involved
11:16 In the other level it says the level was made for 7hom and the second level was made by 7hom himself so the 7 could be his indicative ™ thing which made the other creator use it for him but I don't have a switch so I can't tell you for sure
I dont have the online rn and I have a stockpile of SMM2 levels ready for uploading and Im scared of the refreshing level now that I see the amount of refreshing levels taking over the tops
such great levels in this video
Panga, to remember the fallen expert runs, could you upload a compilation of terrible levels, good levels, dev route levels?
Panga is the goat of kaizos
Love de uploads
Day 243 of tracking the BONZ in Panga videos.
There was 1 Bonz today.
Wet streak of Bonz is at 2 episodes.
I went back and forth with Jimmie on a level and he's/she's relentless. What took me a few days to get took Jimmie 10 mins.
I say we dont have enough teams!
#TeamTouhou
Nice video
I love you PangaeaPanga, you make my day
Yep
wholesome and true 💞
Mine too
I’m glad that people expose dev routes but if feels like he constantly keeps saying what the best way to make a level is.
I got a ferrero rocher ad right as you were struggling to pronounce it
I've never been clickbaited so hard before in my life
I can't believe you didn't make the title something like "I insult the game to make it work", would have been so much better imo
Is it really a dev route? That jump looked tricky to make without turning the blocks on. Plus it's not something most people would try the first time. It's more like a bonus thing.
good morning!
20:00 everytime I hear the Mountain theme I get Carl PTSD, fricking Getting-Over-It
Great video
6 months ago: 5 year mario maker week 1
4 months ago: 6 year mario maker week 1
Now: 5/6 year mario maker is over now
i know twitch streamers usually wait weeks or even months before uploading edited streams, but i am still so confused
he played that fire bar level before i swear
9:11 my country! Montréal!
I feel like I played that fire bar level weeks ago… what is Panga’s backlog?
Somewhere in the four to six week range, I think. I think.
Sadge the connection wasn’t made between the 7:55 and the 9:12 levels
it's popular because it had a dev pipe!
Why dont you play the refreshing special levels they are really fun (to boo)
No double or triple hearts?
Its crazy to me that 'refreshing' levels are so popular. They just give me a headache to watch lmao.
At least be creative and make it a dropper type thing where you at least dodge things!!
Can someone enlighten me to some of these terms? Particularly "Refreshing Level" and "Nannage?" I've been a long time viewer but never understood those terms.
A "refreshing level" is actually a trend of levels that flood the popular levels leaderboard. They are similar to auto levels and are meant to be aesthetically pleasing. This trend has been around for a while now and many dislike them because they are all the same and lack creativity.
As for "nannage", just think of it as an abbreviation for "shenanigans".
What is a “refreshing” level? I heard that term like 20 times in this video lol
A "refreshing level" is a trend of levels that flood the popular levels leaderboard. They are similar to auto levels and are meant to be aesthetically pleasing. This trend has been around for a while now and many dislike them because they are all the same and lack creativity.
If you own SMM2 just play some levels on the popular levels tab and you would know what I'm talking about.
@@cosmoose_ thank you 😊
Team Bald Reborn , GeorgeC Pog
My sleep schedule is screwed cause of Elden Ring... at least I get to watch Panga early
"Bum bum"
Do I have a dejavu moment or did he reupload this video
PANGA PANGA
can someone explain why people actually like refreshing levels? lol
They probably help a bit with mental health. That's why they are called "refreshing" levels.
Maybe because some people find them satisfying
sometimes you have to pop the balls- panga 2022
What makes it a refreshing level?
basically anything that usually has a symmetrical thumbnail and make you kill lots of enemies with ground pounds/star invincibility to make you feel refreshed(kills stream bit rate)
That's usually when you cause a lot of destruction in a short amount of time, kill a spam of enemies fast, usually with many effects as well, and the whole concept of the level or section is just based on that.
Very often there is also a part with a car
A refreshing level raises your life count when you get it in your no skip challenge. It's nice to get a few of them when you struggled with the last 5 levels.
may anyone tell me how to find the mario song at 17:57? I don't know what to search because it's a remix. thank you
Mario maker 2 night theme I think
It’s the Super Mario Bros 3 ground theme night version. It took me a bit, but I found a video for the song, enjoy :D ruclips.net/video/7BK7rEg0J48/видео.html
@@hauntedstorm Thank you so much. You're awesome!
Killing Yoshi for no reason means 👎🏽
is Team DGR or Team #DGR also a thing?
Wow
I've. Subscribed
I still don't get why he calls the spike ball guys vageta
It's because there's a speedrunner called Spikevegeta
I played the exact same "dev route" level like months ago in popular couses too lol! I play pop courses like once a month that so weird
Video 1316 of commenting #BringBackDislikes on every unique video I watch in 2022 (this does not mean I dislike this video).
What’s a refreshing level?
Usually ground pounding levels with a bunch of power ups and even more screen effects. These levels are normally very eye straining.
@@hauntedstorm thanks
Any time you die to an enemy that's on screen for 16ms I'm just gonna think. "Wow Penga. Your reaction time is really slow today."
Clearly a skill issue BTW.
This is all sarcasm... ok 90% sarcasm. I really think that to react to obstacles in easy Kaizo levels you should have time to recognize the next obstacle after you finish the one in front of it and not before. Not looking towards spin jumping off a moving spiny while also watching the right side. But I guess maybe that might make it too easy for you?
Hmmm... you ever think about how it's hard for developers to understand what can be considered "diffucult" in their games because they have so much experience working with them? Wonder if you ever feel like you're too good at the game sometimes make accurate calls on difficulty.
TBF you do understand the concepts very well behind good balanced level design so that's cool. I've rambled enough for one RUclips comment though.
It's not that surprising that refreshing levels are so popular. They're akin to the hot garbage on RUclips that's marketed towards children, and they're in a game primarily marketed towards children. Doesn't make it any less annoying, though.
what are refreshing levels?
they are levels where there are lots of bright lights and flashing everywhere and little kids like them a lot because of all the flashiness.
worst super mario maker level type
18:10
It was fake the entire time?!
Does anyone have a link/know the name of the program to view courses?
I don't know, why are you asking me?
Hey
Day 12 of saying hi panga, gonna be late like this for a few more days
why is it called "refreshing levels"?
It’s supposed to be refreshing or aesthetic pleasing I guess. In my opinion they’re not really (those levels give me sensory overload) but to each their own I guess.
Why are they called "Refreshing*" levels?
What is an "refreshing" level?