I made a DREADFUL Quiz Level in NSMBW...
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- čas přidán 29. 08. 2024
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This includes solutions to several levels. If you're watching a streamer play this and they get lost somewhere, let them know that there are answers in the readme. Please note that this only goes up to World 3.
The hack is called Nightmare Mario Wii btw. You can see more videos of it here:
• Nightmare Mario Wii (D...
I made a DREADFUL Quiz Level.. New Super Mario Bros. Wii is part of the New Super Mario Bros. series alongside New Super Mario Bros., New Super Mario Bros. 2, New Super Mario Bros. U, New Super Luigi U, and New Super Mario Bros. U Deluxe. By modding the game, I get access to more assets than in Super Mario Maker and Super Mario Maker 2 and can create the worst troll/little timmy levels in the world. In this video, I show the beginning of World 4 along with an AI-Generated Quiz that uses emojis.
This video was edited by me.
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#Nintendo #Mario #newsupermariobroswii
One level should appear unedited, but it actually has all the collision of 4-3, which the player should be familiar with because everything was labelled properly.
I LOVE THIS
lmfao
make everything completely white so it seems blank with just mario with just "4-3" in the top left once you start the level
"Do you remember?"
If you do, the original level should be shorter than 4-3 so there's just no visuals at the end
You know, we’ve played 1-1 a lot this hack, but I’m not sure if the player truly appreciates every fine detail of it. So you know what we should do? Make the player play 1-1 with the slowest auto scroll possible.
Then, to make sure they were actually paying attention, quiz them on certain aspects of 1-1.
"How many holes were visible with the checkpoint on screen?" But it includes a one pixel on screen hole with a fraction of the checkpoint visible.
I feel like the players would have been quizzed sufficiently from 3-Castle since they had to spot the 3 significant differences XD
@@notapplicable3 But what if they forget what 1-1 looks like after that experience? We have to account for all possibilities, so that we know for sure that the player never forgets this masterpiece of a level.
@@Apocalyse011 Fair
Tbh I respect the care you put into the level design, because despite how many levels there are, the player feels like it’s their first time playing the game,
Every level feels like you’re playing 1-1 over and over again
Hear me out, a level that is completely normal for the first half, but the second half is the same level, but all the flooring is invisible so the player has to remember the first half. Preferably make the first half platforming heavy with many holes to fall into... like 1-1. The player has beat 1-1 so many times in this hack, so they should already have it committed to memory.
And if they fall off, warp them to 1-1 so they can relearn it?
@@thomio2565 Well, if they die, they'll have play the level again. Assuming there is no checkpoint, they'll have to play the first half (Visible 1-1) in order to reach the second half (Invisible 1-1). So there is no need to warp them to 1-1 as dying forces them to play it all over again.
@@Atomosphere you can replace bottomless pits with warp zones or invisible floors like Mayro did in this video, that's what I meant
Warping back to 1-1 kinda became this romhack's leitmotiv so your idea (which doesn't explicitly say it's 1-1) + the warping idea could be fitting the theme imo
@@thomio2565 Ah, I understand. That works too,
Have a big vertical pit that leads to a pipe to 1-1 which you need to beat to die
Idea: a level where you HAVE to get the secret exit but the level is FULL of toad chests. Would get very annoying
And you have the circus music loop from 3D world playing the entire time, and the level is VERY long. That would drive someone insane
This
How about a vertical level inspired by getting over it. You could add wind and ice to make it annoying. To be extra evil you could put red blocks at the end so they would have to leave and redo their progress. If this is too evil maybe make it a cannon level (which could possibly be more evil due to no time limit) so you don't have to force the player to do it. I don't really know if this fits the theme of the hack tho but I'd thought I'd share it either way
I've always thought of horrible getting over it levels that could abuse the chain link fence swapping mechanic as well
just remake carl's "please just do better" at that point
This would be awesome for 5-cannon since if you can't beat it you must play the rest of the worlds
The fact that you put 1-1 as an option for every single question 😂
and one needed it
I think Mayro put the most chosen options on the google form as the choices in the level, so it makes sense that 1-1, the first choice, would be one of the most popular in every question. Some people probably answered 1-1 for every question.
3:40 This makes me laugh way more than it should
Oh god, I remember taking that level quiz. Was pretty fun to try to figure out all that utter nonsense. Glad to see it finally implemented into the hack!
Honestly you've done 1-1 backwards. You've done it forwards. Now the real challenge is to do it upside down.
They really got to make sure you know how to complete 1-1 in every possible scenario, it will be on the quiz later of what different about each one.
7:04 I never knew that switch actually changes the blocks outside of world 3 as well, that’s so interesting
Nightmare Mario Wii: The Story So Far:
Peach's Castle: ? Block that sprays 1-Up Mushrooms
1-1: Every other column of solid blocks is removed, rolling hills are much faster, Goomba ambush, King Bill, and Bowser stands there at the end
1-2: Long hike to the entrance, rapid crystals, bonus rooms are messed up, ends with 1-1 again without pipes
1-3: All solid ground is invisible, exits have been swapped
1-Tower: Pick-a-door but the doors take their sweet time opening, very slow moving blocks, very fast chandelier platforms
1-4: Math
1-Cannon: Underwater and there's a Cheep Chomp and you need a Mini Mushroom from elsewhere
1-Mushroom House: Panels require hitting switches behind spiky blocks
1-Star House: Useless
1-Mushroom House 2: Larry firing squad, large fence is removed
1-5: Giant fucking maze
Goomba Ambush 1: Need to play 1-1 to actually get to the ambush
Goomba Ambush 2: Four are behind Prickly Goombas, also gives you 18 items at the end
Goomba Ambush 3: Another maze
1-6: Replaced with Super Mario Bros 1-1 (as it appears in World Coin-2), but you have to go through the final boss at the end
1-Castle: Mini Mario Bob-Omb Excavation and the second half of the level is skipped
2-1: Played 2.5 times in a row and also there's wind and then 1-1 again but with wind and desert tiles, and then 2-1 a third time.
2-2: The final boss but with wind, indestructible blocks, and longer lifts
2-Toad House: Bomb excavation (but you need to finish it to keep the items)
2-3: Long thank-you message with wind, but then you need to go back and get a Penguin Suit from the Red Ring
2-Tower: Roy Koopa Dating Simulator, with eight endings, which cointain hints necessary for 2-4. Also the catalyst to translate the mod into German.
2-4: Cryptic puzzle which requires all eight hints from Roy Koopa Dating Simulator. Also contains 1-1 again.
2-1Up House: Useless
2-1Up House 2: amogus
2-Cannon: Extra-strong wind, which was in the original 2-4, before it was moved to 2-6
2-5: Refreshing level, but then you need to wall-jump back up and it ends with a fight against Roy again and the Larry Horde
2-6: 2-4 with extra-strong wind - Spin Jump to get through - which means shaking the Wii Remote, secret exit requires doing it again
2-Star House: Super Mario Bros. 1-1 remake, but the Goombas are Toads, the Koopa is Bowser, and you play it 5 times, enter a random pipe, and ger three random items.
Spiny Ambush 1: Toad Balloons defy numerical order - gotta break the bricks first
Spiny Ambush 2: Unused Bouncy Wall Hell, also gives you 18 items at the end
Spiny Ambush 3: Unlimited Ceiling Spiny Works
2-Castle: Can't edit the paths so have 1-1 again. Also there's a King Bill in the boss corridor and wind in the boss arena.
3-1: The collision is shifted three blocks to the right and there's no ice physics
3-2: Slow autoscroll and the Bill Blasters are replaced with Banzai Bill Cannons
Ice Bro Ambushes: Kill you if you don't have the switch turned on. The world map is now your enemy
3-3: Roulette Block Hell, also contains most of 1-1 but half of it is frozen
3-1Up house: Useless
3-Ghost House: Poles, hidden doors, feet, and the elevator room is unchanged because it was already boring enough
3-Tower: Fast blocks and very long Mini Mario wall-jump shafts
3-Mushroom House: 1-1 but with power-up panels
3-Cannon: 3-Castle but the Snake Blocks double back repeatedly. Also requires the switch.
3-4: Wind, the bouncy walls from Spiny Ambush 2, and bouncy blocks on the floor. Red blocks are a nuisance.
3-5: 8-7, but all the ways for the Spine Coaster to go fast have been removed, so it's not fun. Main route goes to the actual 3-5 but the block moves slower, alternate route is the final boss but the lifts are slightly smaller
3-Star House: Useless
3-Mushroom House: Useless
3-Castle: Spot the Difference, including four 1-1s
4-1: Water and underwater has been swapped, enemies have been moved. Also contains 1-1 again but you play it in reverse
4-1Up House: The balloons are obscured
4-2: Porcupuffer Assault
Porcupuffer Ambush 1: Porcupuffer Assault 2
Porcupuffer Ambush 2: Raft shenanigans
Porcupuffer Ambush 3: Diving challenge
4-3: All objects have been removed and replaced by text, followed by 1-1 done in a similar style.
4-Cannon: Requires a Mini Mushroom. 1-1 again, but underwater
4-Tower: AI-generated NSMBW emoji quiz, with optional 1-1. The switch in World 3 toggles difficulty.
4-4: World 4-4 is punishment enough.
i love how people guessed the secret exit questions.
If you were to randomly pick a door, the chance of you picking the right one would unironically be higher in a few cases.
Can we PLEASE have Carl play this? It's only fair, he's tortured other streamers with awful levels enough times
I'm likely entering his troll contest with NSMBW and he told me he's down if I help him set up. So maybe he'll be down to do this too :)
🎵Carl is a nice guy~🎵
🎵Why would you do this to Carl?~🎵
@@MayroSMM Pog
@@MayroSMM Please try to make Mario bros innap ok?
we all hate games that handhold us, right? my idea: make a level that introduces every single element in the level with a thorough explanation before you encounter it. perhaps even a quiz at the end to see if you were paying attention...?
I'm sure people are loving the quizzes, so what if they play through a regular level and then take a quiz at the end to make sure they were paying attention to each and every detail
There’s still half a world to go, but when we get to 5-1, make sure to put on-off blocks at the start so you can’t just skip worlds 2, 3 and 4 when taking the world 1 cannon.
Nah you put the red blocks at the 5-castle boss door, catch them off guard right at the end
...Let's make it look like it's the end but it's blocked off and then once you do get there finally, it's not even the end and there's more. That will be very confusing for people which could be great. =D
Or, put the red blocks in 5-cannon so you can't take both cannons
Your music selections are getting better (mainly the death themes and the 1-1 nostalgia theme). 4-3 gives huge BABA IS YOU vibes.
This was probably the most 1-1 heavy video. I think it actually has a lot of potential (along with bowser fights) to be a real psychological weapon by the end of the hack [on the presumption that we keep feeding lovely ideas to you], through omission. I'm sure a lot of people would expect it to be the final level, or spammed in the final world, so this can be used to create FEAR if you would ever want.
Something I found neat is that by playing it so much you'd certainly know it well, so an invisible 1-1 would be doable
Judging by the fact that the choices for each level were always the right answer, some reasonable wrong answers (such as 8-4 on the 🔥🌊 question), and 1-1 (the first option on the google form), I’m guessing the choices in the level are the most popular choices in the form. 1-1 being an answer for all the questions because of this is really funny and suits the mod super well.
Also 🕸️💜🌱 made me think of the Muffet boss fight from Undertale because of the purple heart and cobweb (I of course thought you made these questions at the time) so I chose 7-Castle because its boss has you going between 3 lines, just like the muffet one, and as for the plant, you enter the secret entrance using a vine.
Yeah they are :)
This hack was not made to make people suffer, it just so happens that people suffer from it - Mayro Probably
(Just a suggestion but it's possible to still access the cannon which honestly I think it's disrespectful to do as it takes quite a bit of time to make hacks, I understand, so I propose that for world 1's cannon just doesn't exist and hey maybe a pipe could replace it, which leads to a 1 - 1 level, and for the future ones you could make different and unique levels or somehow make it so it shoots you back to world 1 where you have to walk all the way back to the world you were at. Maybe you could just make it shoot to the current world you're on since the hack is so bad it doesn't have a destination to go to. Just some ideas)
OR, or, it takes you to world 9.
What I thought of was to block off 5-cannon with red switch blocks so you can't take two cannons
So, we all know that bomb excavation is a cool and creative use of bob-ombs, so maybe we could revisit that concept as a neat little reference I know everyone will appreciate.
Of course, we need it to be a little fresher so players don't get TOO comfortable. So, what if the player needs to have Yoshi carry the bombs from the start of the level ALLLLL the way to the end?
Some might say it's a bit tiring too, so hey, to be a little nicer, perhaps the last row of blocks isn't even solid anyway. They don't have to worry about blowing it up (but never make this clear until then)
Here's my terrible idea: a level where you need to escort a koopa as it slowly walks across the screen (maybe in 5-4?). But, the music is the bonus theme from Super Mario Sunshine, and every time the music bahs, the koopa dances, so it takes forever. I'm sure there's a way to edit how the bahs work to make this possible...
The quality gets worse in each world and it's... simply PERFECT
Edit: we need a sequel to 2-Tower
I swear everyone of these episodes makes me laugh incredibly hard throughout, always look forward to the next. Will also never tire of seeing 1-1 in yet another completely awful corrupted garbage version.
And joo the Emoji Quiz I participated in! Was actually very fun and I spend way too long on it lmao. I got 8/20. Was actually a really cool idea and the one time knowing the vanilla game inside and out actually came in handy lol
I remember suggesting a level that is impossible to beat from checkpoints and has a lot of checkpoints in it and you said you don't think you can put multiple checkpoints into one level. In world 3 in one of the ice levels that had some red switch blocks you *did* put 2 checkpoints. Does that mean we will get this idea?
good idea
What I meant was making two working checkpoints. Both checkpoints in that level are independent of each other and you cannot collect one after another.
It does seem that maybe you can do 2 checkpoints max though now I've updated Reggie.
@@MayroSMM once you get one though you've got it right? So long as the player touches any checkpoint, they're screwed
Kinda wanna see a level where there is a single enemy at the start that walks off of the screen, you run for a while before encountering a checkpoint that has the red switch blocks in either side all the way to the top. Both sides in different states making you have to go back to the enemy to die and change the state of the blocks to progress.
I still think the last level should be 1-1 but invisible
Also how about an automario level that drags on forever?
Good idea
Or an alternative... an auto mario level that isnt beatable untill you move
an automario level that takes forever but which also has points where you have to change inputs so you still have to pay attention
How about a level with ash/poison fog that moves too fast for the player to reasonably make progress, so they have to keep entering a sub area to reset the hazard, only there's no way to make progress in the sub area. So the whole level would be constantly entering and exiting the sub area...and for good measure, some of the pipes randomly lead to 1-1.
I'm intrigued, but also feel terrified to see Mayros newest abomination
0:12 i can't believe mayro predicted mario wonder!
once again banger levels design, peak platformer experience
I have an idea for a great level, how about a level where you need to climb on a vine for a very long time, and when you get to the top of the level, you have to complete 1-1, but the end of 1-1 show you the dev exit you need to actually beat the level!
"This stage already sucks, so I don't need to change it"
_goes through pipe_
_greeted by 20 bloopers_
"But I did anyways"
Well I was half right :p
Swapping all of the water and non-water sections is such a creative idea
If i remember correctly there's a level where some big eel or something hunts you in an autoscroll level. Now make the big eel cover up 90% of the screen and have the autoscroll either fast af or slow af, whichever seems more devilish. And make it under water ofc cuz' everyone loves underwater levels c:
Have a level that is split down the middle where you have to guide a broozer underneath you painfully slowly through an obstacle course that contains precarious moving platforms that it can easily fall off of and die, all so that it can break open the exit for you at the end.
And to make it more fun, in the top area where Mario is, have some fire piranhas and Goomba spawning pipes, and throw in a few p-switches for Mario to avoid that will kill the broozer.
And to add one *extra* layer of sadism if possible, when the broozer dies, have it despawn the enemies around Mario and softlock him. Or just make the player go through a 1-1 that you can't die in to refresh the room and try again.
4:20 My favourite enemy is the Googoogopi Mbambambpe
6:44 Lol the super moon SFX was funny af
A lot of people seem to really like and want the quizzes at the ends of the levels with all the details to catch on the level so what if we put a level littered with a lot of standout details (like if you have 15 Larrys next to each other and one hidden Larry behind and one elsewhere, or a row of 19 plants where one is taller) and then just don't have a quiz at the end. Not even 1-1. Just a random Yoshi, or a pit you have to fall into (instead of a possible fake quiz) to reach the end.
To create actual confusion and pain (instead of just subversion), you can make a large room that has no hazards. Like the math level (which my placeholder details are based on), you have goombas on the left fall into lava. There is a sign that says "Spikes to the right" and indeed there are spikes very far away. And they are the only way to die in the room. As they know the spikes exist, the players are already compelled to run all the way over to the spikes and run into them to count the goombas way before they see the spikes. Even better if there's some sort of RNG.
Idea:
A sort of "flappy bird" section where if you don't make an almost perfect jump between pipes, you have to die. If you go in any of the pipes, it takes you to 1-1 then brings you back to the start.
The final pipe to the exit does the same, because you actually need to fail the final pipe and go in a secret pipe, which takes you to 1-1 again before putting you into the next area.
For worse pain, force the player to take a mushroom and make them do crouch-jumps.
I think people will still be lost in those levels, next time you should either add tons hint blocks or fill the screen with the buttons you have go press
This mod is so good I wish there was a level you could only beat in multiplayer so I'd have to force my friends into playing it with me, I'm sure they would have the time of their life!
Idea. A level in which it’s just 100 50-50 pick a paths, and they can get which door is correct. All they have to do is play through 1-1 for the answer to that singular door.
You can make one level that's like "getting over it." There is no dangerous things that can kill you, just a bunch of precisive platforming that, if you fail, you have a risk of falling down and restarting a bunch of the level.
Hey Mayro, been a while, glad to see you’re still making NSMBW content!
>"good world map music"
> yoshies going AAAHH
Idea for Super Mario Bros Wii rom: Make one of those "1-1 but upside-down / sideways" levels, but make it with the 1-1 you made, and then make the player play 1-1 again, but with the ice theme (and physics), very strong wind and a fish PNG in the background (don't ask me why, I thought of it off the top of my head)
You can add your own twist to it if you desire to. It's entirely up to you. Thank you for reading this and have a good one
Great idea: change the paths of the world map but not the map, so mario goes wherever he wants except where it should be to start the level (red dot)
If your feeling up to doing this, what if 4-castle was Mario going to the Doctor and the doctor is Wendy, and one of the things the player has to do, is wait in the waiting room
Idea: Make a level with like, a 490 second cutscene on a 500 second level and then put the player in an extremely rigged or bs 10 second speed run level that also requires optimization. I don’t know if I chose the best words there but you know what I’m saying.
How about if the old maze was labelled with both ‘walls’ and ‘path’ with the same grey colour and with only the occasional text can you tell the difference
Make them get to the end, realize the goal's missing, make them find a random pipe earlier in the level. Which brings them to a random bowser fight with strong wind, and have a random power up panels at the end.
Reposting my (good) suggestions:
-have all cheep cheeps move at 50x speed.
-negative timer power-ups. essentially, make timer power ups remove time instead of adding them. then, add a bunch of them in the middle of levels with tight timers.
-just delete level 8-3. that'll teach people to want to play world star!
-oh, and speaking of star coins, I suggest making impossible star coins (since you can make 2 star coins of the same type, as shown in other videos, like 2 star coins that are both star coin 1) and placing those in spots where the player has to wait until 10 seconds are left on the timer, letting the player think they can get these coins if they optimize, when in reality, the star coins are really just in their normal spots and the star coins the player is trying to get are decoys.
-plus, make every brick and question block slippery, like ice. no reason, just to minorly inconvenience the player.
-bass-boost all the boss music by 800%. again, no reason, just wanted to be annoying to the player.
-another thing, make the death animation 3x slower. peak annoyance.
-plus a level where you have to wait 100 seconds for a mini-mushroom to drop onto the player before the level actually starts.
-oh! one more thing! remove all sound in the final level. just make it silent.
Here's an idea. Make one of the non underwater levels underwater and replace all enemies with cheep chomps. Or just make 1-1, but vertical. Yep, it sounds just as chaotic as you think.
One level should be trivia based, having to remember everything you seen in the hack so far like how many times have you had to do 1-1 or which door in 2-4 was the correct door? or even some obscured Trivia based on your channel or Mario in general.
For a level it should be 1-1 again but since I noticed there's donut blocks that allow you to hang from them it's sideways and possibly make it so you fall past doors so its also a pic a door stage at the same time and then at the end if possible I think it would be neat if there are three roulette coin boxes and you need to hit the one on the left on the right to both be ones and not touch middle one to represent 1-1 in order to clear the stage else it sends you to a room that just has a 1-1 label in it that kills you.
A level that has a secret area where you fight the final boss but its placed inside of 1-1 instead of the actual arena (bowser still has to blow up some of the areas as they would be blocked off). Oh and because that's not mean enough how about every gap in 1-1 is replaced by homing bullet bill rockets
1-1 except every enemy is replaced by a boss. If possible, one boss is required to beat the level. You have to figure out which one that is.
This is my favorite internet series fr
A level where when you die and respawn at the checkpoint, you are required to take a completely different route to go to the end. Naturally, the level should be difficult enough to force you to die near the end and have you redo the second part, through the different route.
Mayro predicted a wonder effect! (4-1)
Idea: one of those levels where you have to guide a enemy through the whole thing without it dying
Oh, Mayro! I have an idea! In one of your levels, have a pass code and give your email and instructions on going to Google Docs and writing a five page essay on why Lemmy's Balls are the best. Size 12 Font in Comic Sans.
Only give them the pass code once they email you the essay.
Every time I hear “so I made 1-1 again” I burst out laughing istg
all the stupidity of this is just great. I also have an idea for a later level: you know that one jungle level with the boat that stops moving when too many things are on it? make that thing long enough to fit the screen, make the limit 1 and there are no enemies that can defeat other enemies (koopas, spike balls, etc.). also forced mini mario and no power ups.
Why not just 1-1 but vertical? Add some platforms and they will surely be able to jump through the little holes of the ground, also, add roy's beams like 2-tower for extra fun
As much as I want to watch this, I think I’ll wait for the Mankaroy video so I can experience this as how it should be
There could be a vertical autoscroll level except it autoscrolls down rather than up, which offers some new opportunities for horrible level design:
Maybe you make it so you're required to wait on a platform until the autoscroll nearly catches up with it, then run off the edge to land on a platform waaaay down below. Fall too soon and you fall off the bottom of the screen and die, but fall too late and you get crushed by the autoscroll. And/or you could use this as an opportunity to sneak in vertical 1-1 like people have been suggesting.
At the very end of this boring level with no checkpoint, there's a line of bricks. If the player is small, which they probably are after dying several times and seeing that big Mario is more susceptible to being crushed, they can't break the bricks and are doomed to get crushed by the autoscroll. You could even offer the player a mini-mushroom at the start of the level that seems like it's needed for the precise falling challenges, but if they take it they're doomed to get crushed by the bricks. Oh, and when the player comes back as big Mario, they'll find that all the brick blocks but one are coin blocks that can't actually be broken, so it's a race to find the real brick before Mario is crushed.
You should do a level where you just recreate a puzzle stage someone made in mario maker (while giving proper credit of course). Then the reward for beating it is 1-1 again. You can't beat 1-1, it's a clasic!
Take a vanilla level but force the player to duck jump through the entirety if it by adding a ceiling 2 tiles off the ground and by giving them a mushroom.
Level Idea: Do a level like New Super Mario Bros 2 where there are coins everywhere, like literally anywhere coins can be placed so the coin collecting sound gets really annoying to the player.
By world 6 the player is so sick of 1-1 that they're constantly paranoid when they play world 6, 7 and 8 and it never shows up. They finally settle into a false sense of security when they beat 8-castle. Then instead of the credits screen, they have to play through 1-1 10 times. Since the game doesn't save until after the credits, they can't quit the game until they're finished.
Attempt 2 of asking for an autoscroller where you have to stick to the very right of the screen and it goes absurdly slow. There doesn’t even have to be many obstacles you can just make it very stressful for the first part, they got bored and then you add a pit at the end
level 4 - castle should be a level where you have to do the final boss fight 4 or 5 times without stopping, checkpoints, or power-ups. additionally make them play 1 -1 after beating the 5th and final bowser fight
missed opportunity to force the players to play each level after guessing it, but before learning if they were right or not
like, if I guess 7-3, I have to PLAY 7-3, and then at the very end I find out if it was right or wrong
Mayro using PokePark Music
10/10
This. Is. Beautiful. Absolutely Hilarious.
You should make a level that consist of random platforms over endless pits, but some of the platforms have collision and others doesn't, and there is no way to know.
Also, the whole level is fake, you actually have to find a hidden block somewhere near the beginning so you are able to land on a series of invisible platforms that take you to a pipe that ends the level. Sounds like fun to me
1:30 this awakend a trauma of me when i was little
Have a pick a Path level, but When you do pick a Path, it will bring you to one of the worst levels in this mod. Once you complete the level, you will get to know if it was the correct Path.
Would be interesting to make one of the worlds a troll world (where every level is a troll level), just like what you would see out of mario maker. Or even making the players go through the gigantic maze again (but with softlocks this time) 😂
You should make 5-2 be barricaded by those switch blocks so if someone takes the cannon in World 1, they can only do one level in World 5 before having to go back to World 1 and continue as normal
idea: make a level that's really cryptic and confusing, and make the level right afterward have excessively lengthy step-by-step instructions on how to beat it (bonus points if the instruction level points out a hidden shortcut that would've let you skip everything)
How about a repeat of math? Have a level which has increasingly more complex questions only for the answer to EVERY single one be just 1
When in doubt, just know that all roads lead to 1-1
__Cursed Level Idea No.1__
Random events happen every 10 seconds in a level (I mean RANDOM enimies and coins suddenly drop for no particular reason)
The fact that you didn't change 4-4 is hilarious because much of a bad level it is
Honestly, 4-Castle is kind of boring with the chain link fences, absolutely no recognition of the water we all love. So I think it needs as many bloopers as possible because that’s everyone’s most favorite and predictable enemy
oh my lord i can't believe the next episode finally came out I love this hack
Not sure how possible this would be, but a level where you literally just have a 1/100 chance of passing would be so awful (which in this case is good)
Since you make the player go back to 1-1 so many times. You should mention a secret exit in 4-3’s 1-1 that isn’t normally there, but appears in another 1-1 repeat (that is required). Like they wouldn’t be able to complete the level without the secret exit that they would only know about if they paid attention in 4-3. It’s would be funny as you have been training everyone to play 1-1 a certain way, so any change would throw everyone off. Plus 4-3 is one of the more unnecessary levels in the whole game, so it makes going to 4-3 required.
I can't wait to see Mankaroy and his friends have a mental breakdown playing this
for the world 5 cannon, you should have it be a gauntlet of all of world 1 just to get to the cannon
yes, even the final boss
The first level in the video literally predicted mario wonder
Hear me Out, But a Level is 9-7 and you Have to play through it 3 times only to play 1-1 again because everyone needs a refresh on it, and then by the end of the Level its an Enemy Encounter that Gives Nothing.
Make a level which is unchanged until the first pipe/door you HAVE to take (i'm not sure which lever in world 4 would be best because i just skipped through 80% of the game when i played it due to the cannons)
Then have that go into 1 - 1 BUT there isn't a flagpole at the end of the level instead there is a message saying that the flagpole is through a pipe/door at the start of the 1 - 1 section. It will be hidden by the walls used to keep secrets in them which you can see through when you get close to them (not sure what they are called).
One level should be upside-down but anything that's interactable stays in its normal spot
Make 1-1 upside down with a propeller suit
5:21 So that's why that quiz was so terrible.
1-1 counter of this video: 4
1-1 counter of the whole hack (so far): 24
If you don't know what the 1-1 counter is, I explained it in a comment on the video with the dating sim. You just have to find it.
So I had an idea, world 5 was pretty tough so I think we should match the difficulty, so we start by fighting bowser and then go to
1-1 and another bowser and then 1-1 and then 1-1 (and remember 1-2 has a 1-1 remake inside of it) oh and you only get 600 seconds so you have to some speedrunning.
I want an underwater level with cheep chomp spam that forces you to enter with minimush (to prevent em from being killed with fire)