Blu wrote:Can we just have a vent session really quick? I think Nintendo needs to implement some criteria or help us clearly understand what justifies a level showing up in the 100-Mario Expert Mode.
There's so many levels that come up for me that I believe were beaten once and never again. I get frustrated seeing good level design flying in the face of let's make something that is challenging and also unforgiving.
"You will DIE" is not an encouraging level and usually results in a skip right as I get a sense of what the level entails. I must have skipped over 50 courses, and lost 65 of my 100 lives and only cleared a total of 4 stages.
I think Nintendo needs to be a little more choosy about what gets through, that's all. I haven't yet beaten 100-Mario Expert yet, but for any of those that have, am I off base here? It seems to be flooded with tons of levels that are utmost difficult, luck is required, and absolute precision.
Yeah I anticipated the issues with Hard mode. That is why the included 100 lives, but again one of the major flaws in game design is that the player must interpret what the game designer built. You can make a game seem impossible, only to intend the player to take an alternate route by making a pinpoint accurate jump off of a wall to get to an obstacle-less area. No one will know that that is the case, because they simply see an obstacle they are meant to overcome.
I feel like the Mario shadow effect in the development tools is the most abused tool for those types of levels. They make mario do a series of jumps and actions and then build obstacles around that, seeing that if you jump at a certain point in the level at full speed, you will be able to move through a certain obstacle. The problem is that the player can't do it unless they replicate that EXACT action. I understand why the frame by frame effect for Mario was implemented, but I feel like it is the best way to make impossible levels for players.


