Why Clear Conditions In Super Mario Maker 2 Are Disappointing
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- čas přidán 13. 04. 2021
- Super Mario Maker 2 added a lot of new things to the mario maker franchise like slope, on off switches, and scroll stop! pretty much all of those things were implemented perfectly in super mario maker 2 but one feature that wasn't were the brand new clear conditions. This was one of the features I was most excited for in mario maker 2 as I thought it'd help recreate the non-linear feel of mario 64 or mario odyssey. Instead they were incredibly disappointing so today I discuss why mario maker 2's clear conditions are disappointing and my tips and ideas on how they could be fixed for mario maker 3!
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I don't like levels where you don't get a powerup and there is a "don't take damage" condition. All it is is the creator can't add in a checkpoint
You can make powerup checks easy enough anyway
Why do they need the clear condition anyway? If you take damage as small mario you die anyway and have to restart,so why have it?
The "Don't leave the water" condition would even give the frog suit an actual purpose. A niche one, to be fair, but it's one
to be fair the frog suit can make fun and evil levels :)
Ye
Pakistani Dr Cortex
Yeah it DOES give the Frog suit a PURPOSE a niche one sure but not only does it give us better swimming controls butter clear condition mix the forest theme the only exception for the Frog suit to be GOOD otherwise people will feel like the Frog suit it's underwhelming pointless useless and just a WANNABE useful tool
Not in maker
I really wish the Toad clear condition, and the stone clear condition from story mode were in the actual game 😢
Yes
Also the dont leave the water, and the trees, and the not swinging cla... ok maybe scrap the swinging claws one that one had a very tedious level
Those levels were so much fun, and really unique.
The stone levels were my favourite ones!
I litterally bought the game and the first thing I did is looking for the stone in editor mode :.(
I really want a clear condition for high scores, i mean, we can still see how many points we have on the left of the timer but let's be real, they were never important for anyone in any Mario game. I just saw one level in SMM1 where the creator made a comment at the end of a minigame where he ranked your skill based on your high score... and now the Miiverse is gone and we cannot view it anymore.
Does your score persist between levels in the 100 man challenge (or whatever they call it now) because that could put a fork in that plan.
@@Zebo12345678 I think your score resets in the Endless-Mode with every new level and even when it does't the coin clear condition already functions well even though it doesn't reset, as far as I know at least.
@@clounado4892 Your score doesn't reset until game over
@@duske_ Ok, thanks for correcting me.🙂
And the score's on the right
one thing i want them to add is to stack clear conditions like what you said at the end
There should be a limit so we don't get levels with all the clear conditions
@@rainbowthedragoncat6768 yeah, maybe 3 per level?
@@rainbowthedragoncat6768 definitely
That would be horrible. I thought of it when making some of my levels, but then I realized I could get a level like collect all 69 coins kill all hammer bros in a p bloon while not taking damage.
@RURAL COFEE The majority of this games player base are litte Timmy's or people you don't know how to design levels. I have 1k hours in this game most of the level creator are really bad a designing levels, It can be used for good things like get all 1ups and coins, but again people would just all of those 1ups and coins in kaizo blocks.
I just hate that I can't add checkpoints when putting a clear condition. It makes sense,but they could have still made it work
I wouldn't work with some like "don't touch the ground" or "kill all the koppas".
I got an idea: From upload, you must kill all enemies from every checkpoint. When playing, enemy kills save at checkpoints. To prevent a required enemy from softlocking, make it so enemies that are dead on respawn are transperent. You can kill and interact, but its already dead.
@@chainhammer1473 they could just add spawn protection to the ground one
@@goingdiagonal6693 what happens if the player misses one enemy before the checkpoint, and then passes a Checkpoint with One Way doors behind it? That means they’ll have to play through the rest of the level, only to discover they can’t beat it because they missed an enemy before the checkpoint, and have to redo it.
@@plushytv5295 The creator would have to complete the clear condition from all checkpoints, so this should not be an issue.
I wish we could put background characters to make levels feel more alive. That being toad, yoshi, shy guy, and more
What do you mean?
@@davinchristino I think he means some people in the background to make it feel more lively
@@giornogiovanna9290 Oh yeah, that would be good! Just like in Mario Kart!
@@davinchristino
Yea I think you got the idea 👌
Like in NSMBU's Coin Rush mode? Were you could see your Mii's in the background
I’m still so annoyed that we can’t have CPs with clear conditions
Particularly since Red Coins, which functions very similar to a Clear Conditions, still can still be put in levels with Checkpoints.
@@petery6432 the Pink Coins simply don't respawn when saved with a checkpoint.
But for the compatibility of checkpoints, they'd have to make every regular coin that's been collected stay gone, or same with enemies defeated.
Maybe that's too complicated.
@@wariolandgoldpiramid What if they made it so for certain clear conditions such as defeating a number of enemies, you could set a checkpoint to only activate after you have defeated a set number of enemies.
So for example, you could set the checkpoint to only activate after you kill 10 goombas or somethin'.
Edit: Nevermind, I think they mentioned it in the video
C h i l d P o r n ? (sorry)
@@RubyPiec Bruh 😳
My least favorite clear condition is "Defeat all (1) Bowser" or any other boss. WHY WOULDN'T YOU JUST USE A _KEY_
Oh and the "don't jump" one. That one's almost never used well.
Yeah, it's unfortunate that a lot of clear conditions in levels kind of boil down to these
Especially when they give a key to the enemy anyways
I've seen a lot of good use of not landing after leaving the ground, honestly - Mainly in puzzle and kaizo levels, mind.
@Eric Lee wait the PLAYER are you sure that’s not the noob player who can’t win
@Eric Lee you just said that he was trying to start a chain of comments as a troll but then you ended up responding to him so many times you ended up doing it’s yourself lol.
We all want them to make you not have to go to the flag (of course it would be a choise)
@Tiki Wiki No a croissant you dummy (it’s a joke no offense)
For the Checkpoints, you can handle status with pseudo checks at the end. Like blocking off the flag with ice blocks that you need a fire flower. Or similar things for other power ups. Clear cons really help for kaizo players to allow practice doors. But yeah, I think there a lot of problems with clear cons.
@Thomas Bui: the ice block you can melt with the fire ball did not exist at the start of Super mario maker 2, but clear condition did, that would mean they should have put clear condition only available when does ice block are available, not really. I did made a level with a clear condition, that used the full lenght of the level twice because of the sub level, and it is a short level, because their is only 100 seconds, it also got an artificial clear condition, because we could not stack it, I have a second one with a clear condition that does not used artificial clear condition because it make sense to used a clear condition because it is a treasure hunt, and because the level name as Cursed within its name it could be considered a Halloween level, Then I needed to make a level with a clear condition but that idea that I had only work with check points, but because I needed to have check point to make it work, I did an artifical clear condition, and once single Troll that is done on purpose to see the strange gimick if you start from the 2nd check points. Their is one soft lock after the first check points, that is not part of the troll that I can't fix because to many play it already, and the majority of people does not get caught by that accidental softlock, If I would have seen the first live streamer that played it get caught in it, I would have fix it right away, but he did not get caught in it and that level even shows why real clear condition does not have check points, only if you start from the seconds checkpoint. My chrismas level in Super mario maker 2 it is a yoshi clear condition and it is your choice of which yoshi. If you want to give them a try, just reply to this comment.
6:54 My solution to this would be to split up the courses into two categories: the open world "challenge" tab, and the linear "course" tab.
Here's an easy solution to the checkpoint problem that's already there: CLEAR CHECKS. You can't upload a level if you haven't cleared it, so this would make it that there needs to be a way to complete the clear condition from the checkpoint. The only downside to this is that the creator would need to play through the level two or three times but that's already something happening with red coin levels.
Your solution is identical to the one stated at 4:37, also accompanied with the concern that "the clear condition would only really apply to the [second half] of the level, however that would still be better than nothing."
No problem, we can address it by adding a feature in the editor to specify, for each checkpoint, the minimum amount of progress on the clear condition that is required to hit it. (IMO this solution would be simpler than having to "mark" the required enemies one by one, as in the video.)
For example, if checkpoint 1 requires a minimal progress of 2/34, the clear check from that checkpoint will start with a progress of 2/34. If the player hits checkpoint 1 then loses a life, the progress they had at the checkpoint (e.g. 5/14) is restored. If the player hasn't made enough progress to reach/save a checkpoint flag, it will appear dotted (just like the flagpole would in a comparable situation).
Yeah I'm not sure how he missed that. When uploading a level you have to start at the checkpoint so if you add a part that prevents the player going backwards then it would never get uploaded.
Plot Twist: All of the exclusive story mode items, including the clear conditions, are actually unlockable and nobody unlocked them yet.
To unlock, play as Luigi in SM3DW style and collect EXACTLY 256 stars and beat the level without moving! The challenge is about giving the right amount of stars in your auto level...
Stone is real 2401
G
A
S
P
Idea:
To unlock, use every element in a level, beat Story Mode 69 times and subscribe to Nintendo's CZcams channel.
Another idea for a clear con could be to collect an x-number of points before activating the goal. This would be another way to combine clear cons, as you’d have to collect coins and defeat enemies to gain points. This would also add value to collecting redundant power-ups and being careful about how you farm 1-ups (since you don’t get points for enemy combos after they start giving you lives). This clear con would actually give a reason for that number next to the timer.
the first idea for checkpoints and clear conditions would work, because for clear checks you have to clear from checkpoints so if you can’t do something earlier in the level then you can’t clear check it. That way it has to be possible if you miss something before a checkpoint.
I was gonna say that too
The checkpoint softlock is really more about level design in general. A clear condition could be like key coins, where it's only applicable after a certain checkpoint. Or you could circumnavigate collection issues with doors that allow you to restart. The fact that you have to beat the level from the checkpoint implies that there's no real reason not to allow checkpoints except for technical limitations.
6:28
“Reaching the end goal” could be itself a clear condition you can add or not.
In regard to checkpoints with a clear condition, here's a solution and a step beyond what you proposed at 4:52 in the video:
*Let us specify in the editor, for each checkpoint flag, how much progress on the clear condition is required for the player to activate it!*
From the Maker's perspective, the Clear Check from each checkpoint will begin with the minimal amount of progress that was specified for it. (For instance, if a minimal progress of 2/34 is specified for a Checkpoint, the Clear Check from that Checkpoint will start with a progress of 2/34.) To specify the amount, hold the cursor on a checkpoint flag to bring up a numeric wheel which can enter a value between 0/34 and 34/34. The default value is 0.
From the Player's perspective, if their progress is insufficient for a Checkpoint, it will appear dotted (just like the flagpole or goal card) and intangible, and a small bubble will appear around it to inform the Player of "how many more" they need before the Checkpoint can be activated. If the Player activates a Checkpoint then loses a life, the progress on the Clear Condition is restored - either to the same amount of progress from when the Player activated it, or to the minimal amount from the Checkpoint. *When the player loses a life, all enemies shall respawn, and the same enemy shall count towards the Clear Condition again on separate lives during a playthrough, no matter what.*
Side effect: assuming a Checkpoint is designed to restore ALL progress made by the Player, they might be able to cheese the Clear Condition during a playthrough (not Clear Check) if they manage to skip a Checkpoint, defeat the enemies around it, activate the Checkpoint, lose a life, and then defeat the enemies again.
Similarly, a non-linear level with a Clear Condition and 2 Checkpoints could be cheesed by activating CP1 and CP2 back and forth, and losing a life each time. In order for the game to prevent that, once CP2 is activated, CP1 should be permanently dotted until the Player clears the stage or chooses to "Start Over" or "Quit." While this could restrict the peak of creativity for non-linear levels, (e.g. pink coin extravaganza), it is better than nothing.
with this method, it’d still be super easy to upload unclearable levels by abusing the clear check system
@@polyhex How so?
Why not just keep track of which enemies you kill before you hit the checkpoint and not spawn them back after you die?
Story mode is supposed to show off and give you ideas on level parts?
Then why are there 5 story mode exclusive clear conditions???
And 3 exclusive course parts (Toad, Stone, Cage)
@@harrybest2041 sorry, I don't remember the story-cage, where was it?
And I'm not sure if the Stone Blocks or Toads were that good of elements to warrant a clear condition.
@@wariolandgoldpiramid toaddere
@@wariolandgoldpiramid Stone yes toads no
@@wariolandgoldpiramid Think of the toads like silver stars from Super Mario 64 DS
On the topic of levels ending before the flagpole, I wish we could place the flagpole wherever we want, same with the start. Maybe even pick what kind of object acts as the goal, between Flags, Power Stars, Roulette Blocks, etc.
10:50 after Peter Quill shoots Ego, instead of "You killed my mother!", its "You killed my opportunities!"
for not collecting x coins or not defeating x enemies, those could have easily worked by adding a toggle to the parts category which inverted that condition
2:03 RIP headphone users like myself.
Combining conditions could be cool especially if you have inverse conditions, like "defeat all goombas and don't defeat any galoombas" for those levels that have you jumping on stuff precisely..
I think some of your hold ideas would be bit unfun, like galoombas and.. maybe buzzy's come back to life if held too long so it'd be a game of quickly dropping to refresh the "timer" and thus level has to be built around "oh one sec gotta drop this real quick"
New clear condition: Win without touching any Dry Bones
4:30 is no one gonna talk about the fact that there was a clear condition and a checkpoint in the level
O_O
He probably edited that in
It’s a mock-up
@@kbtvstudios9528 yea i just noticed that
@@uiinpui I know but it was really smooth
For clear conditions and checkpoints I think it's pretty simple:
-checkpoints save your clear condition progress
-clear condition items/enemies respawn after restarting from the checkpoint (so you can't get softlocked), but it doesn't add to the counter if you activate/defeat one that you activated/defeated before reaching the checkpoint
And that's pretty much all you need to do. Because creators have to clear the level from each checkpoint to upload the level, all clear condition items/enemies will be available from each checkpoint, so players will never be forced to restart the level due to missing something. Sure, the system you came up with is more robust and won't force creators to backtrack when uploading stages, but this way would be less complicated and more easy for people to understand.
THIS! You are thinking what I am! Maybe even make already dead enemies trasparrent.
Wow this literally just came out for me and this many views already?
There's like 3 clear conditions missing that I would really love.
1. Defeat certain amount of any enemies before reaching the goal
2. Do not collect coins (we can make a similar level using contraption, but it is limit
3. Combined clear conditions
There is the Toad and Stone Block from the story mode as well.
@@Buglin_Burger7878 But those are not clear cons, but yeah, they should definitively added in.
The 1st one is in the game
@@geoffabbythomas7293 Not by specific enemy, but just enemy in general. Because what if you want a stage where you need to kill both Goombas and Koopas?
“Reach the goal without collecting co-“
Nico: *Yes*
Absolutely love that you used the clip from Guardians of the Galaxy Vol. 2.
Reach The Goal after liking this video!
lol why doesnt this have more likes
I liked where's the goal
B o o m. B o o m. K e y
@@MicrowavedMediaDev k e y
I like ur channel
10:50 I can't believe Mario killed himself :(
It's crazy how you found all these levels that you needed for your video!
I could not agree more with this video. There are so many ideas that could have been added like multiple clear conditions at once but we never got them.
also 69k subs
I loved the story mode exclusive reaction you put. I felt exactly the same, and don’t understand why they weren’t implemented.
I never really saw it as something that would make levels feel non-linear, I always though of clear conditions as allowing special challenges to be implemented (and while you could do this with complex contraptions it's nice to have a simpler way of doing it)
10:51 Mario talking to himself.
A cool Idea would be adding mini clear conditions to checkpoints... The level would still be beatable in one go, but you'd have to collect X items in order to save. This way you could make much less annoying levels, like don't leave the ground if you want the checkpoint. The wording for this would have to be pretty special to make it not confusing with normal clear conditions.
I am so happy you made a new video, I thought you did not want to make any more videos!
I recreated the "Reach the goal after climbing trees" clear condition from story mode. The code is B7G-8B4-DCG
Simple fix for checkpoints; have a seperate clear condition for settable for each checkpoint.
The game can just update the current condition when you grab that checkpoint, and can assume you have already achieved the objectives for it so give you the necessary powerups etc when you reset.
The limit is that you'd probably need to number the checkpoints for this to work, but the benefit is you could make maps where the objective changes half way through.
Reach the goal after getting Dry Bones into Smash.
Hey i love your videos
I think they are so entertaining
Keep up the grind to 100k!!
In Crash Bandicoot, you get a gem if you clear a level while destroying all the crates. This feature works perfectly with the checkpoints from Crash Bandicoot 2 onward: Simply save all the crates that you have destroyed so far. However, gems in this game are additional bonus rewards, not requirements for finishing a level. If you finish a level but you had forgotten to destroy some crates you are meant to exit the level and restart it and try again.
13:51 Seriously? Are they SERIOUSLY putting hate comment in your level? You make the best videos AND levels!! Also.. why are they even playing it if they don’t like it-
I have an idea for the first one maybe after completing the clear condition you can get the check point and your progress would be saved
I feel they should take a page out of 3DS Mario Maker's Super Mario Challenge, and add what I am dubbing "Star Challenges." Basically, the way they work is that a creator, could add up to two 2 optional "Star Challenges." Stuff that's optional like "Collect all big coins," "Use a key on a door," "Find a hidden Sound effect," something like that. And then when you complete a "Star Challenge," you get a star. And you can use those stars to get cool things, or just to flex. In order to counteract people grinding on easy "Star Challenges" on levels, is that you can only get them through Course World, Endless Mode, or random Super Worlds, so you can't get them from codes. I feel like this would add a layer of depth to the game, for both Makers and Players alike, incentivizing people to make more interesting levels with secrets, and other methods to play thier levels, and it would incentivize players to look through more of the level. This would be the one thing I would add to Mario Maker
How to fix the checkpoint problem. Dont let them access the checkpoint if they lost or dont currently fulfill the clear condition. This could be cool to make levels where you dont have a fire flower so cant get a checkpoint until you find one. But for the collecting and activating ones maybe you can create a smaller number for the checkpoint of the same one as the flagpole
No CP’s could probably be fixed with partial clear conditions, such as 50 coins need to unlock the CP and 50 more to unlock the flagpole ... some more problems I have with CC’s is the fact that the massive screen telling you what the CC is shows up everytime you die, blocking the screen. Not to mention the fact that action CC’s should kill you instead of just letting the flag disappear
Oooo I just realized you're only 200 subs away from 69420 subs...
Congrats on *69K* subs!
Nice
Nice
BLUE MARIO
@@puneetkaranth6133 BULBUS HEAD
Blue Bulbus Head
Yes been waiting for someone to finally come around on the annoyance of clear condition
In terms of making clear conditions work with checkpoints:
Actions is pretty easy, just make is so if you fail the condition the checkpoint gets disabled along with the goal flag so you can't get the checkpoint.
Status is also pretty easy, those only matter at the end anyways, so checkpoints could just act like normal. Nintendo could also alternatively have given creators a toggle to choose whether or not status clear conditions applied to checkpoints in their levels, in order to force players to have that status when collecting the checkpoint as well.
Parts are the only thing that might take a bit of work, but Nintendo could have made it work. Just have it so collecting a checkpoint saves the number of parts you've interacted with and flags the parts that were interacted with before the checkpoint so they don't reappear if you die. That's how key coins already work, and parts associated with clear conditions already get flagged so they don't respawn when you reload the level through a pipe or door, so they definitely could have implemented such a system.
You should make a video on how disappointing Smash Ultimate's Stage Hazard toggle is. It added no new competitive stages and make to many stages Battlefield and Final Destination clones. You can't decide what hazards you what on and off. For example on Wily Castle, I want the Yellow Devil removed but not all the extra platforms. It makes it Final Destination with strait walls.
I would but I believe Pjiggles already made a great video on that so I suggest checking that out!
simplest implementation of checkpoints + clear condition would be to treat the items collections like red coins. You'd HAVE to design your level so you could go backwards otherwise you wouldn't be able to clear check your level from the checkpoint cold. Status conditions should just start the state of mario however he was when you saved it, again the clear check process make it so that if you don't have the status at the checkpoint you need to be able to obtain it. For don't leave/land condition, the checkpoint would become disabled if you've failed the condition before reaching it, meaning you'd have to make it to the checkpoint in order to succeed.
I actually thought of some ideas for parts, specifically 2 general ideas.
1. Don’t (interact with ---)
What I mean by this is the fact that we already have a “kill --“ so how bout a “don’t kill” like say “don’t kill 69 dry bones”. That’s just an example but you should get the point. I feel limitations can impose some really cool levels and this is one I really want to try to do without some insane contraption.
2. A general ALL category.
Essentially we can have a “Kill All enemies” or “kill -- enemies” instead of just one specific enemy. This i feel would remove an arbitrary limitation
Here are my suggestions:
Checkpoints: I would think they could at least do the non-parts conditions and for the status ones, they'd give you the status automatically from starting from check point
Level End: Honestly I don't care too much for this, though a movable and more dynamic end placer like being able to place a star like in SM64 would be cool and work perfectly with CC
Story Mode: Add the story only clear conditions and their associated items
Anti-Clear conditions: It would be cool if you could reverse it so that you had to fail the clear condition, aside from niche scenarios, this would mostly apply to parts conditions
Key Clear condition: I wish that they made a clear condition for keys, in addition it would be cool to not limit the number of keys that mario could get for the purposes of CC
And of course I agree 100% with stacking clear conditions
I just want checkpoints with clear conditions dammit!
Ok atleast they should make status conditions work with checkpoints.
@@davinchristino yeah agreed!
With clear conditions, you kinda have to design your level around checkpoints; say, you can create an "artificial" checkpoint by forcing the player to reset a stage should they take damage, instead of having them completely die.
7:07 thought we wouldn't notice that transition
3:36 Your level 1-up revenge has a way to get softlocked. If you go back in the first room & you fall, you get softlocked.
I agree, I wish they had no coins, no killing enemies, and maybe even no power-ups!
Also imagine using the clear condition on a koopaling and not having to go to the flagpole, then Mario will jump in 1 and 3, for world just do the peace sign, u just do the original key get thing, and 3D world just be the regular win animation.
It’s also hard for me who had 10 coins as a requirement, but I want a check point, so I had to choose, and I chose win condition.
One thing I want clear conditions to do as a side function is a counter. I want to include special items like Big Coins that you can collect and it will count towards a counter. If I wanted to include 3, how would they ever know there's 3? There's literally nothing telling them there would be a collectable hidden anywhere. With a counter, people can see there are 3 50-Coins in a level, but they are able to complete it without it.
Your a legend they stopped updating this game but you are still making videos on it
Another banger video! Someone might have said this, but I think for checkpoints it should save the progress for the player, but the maker should be REQUIRED to collect all of the parts for the condition. Also for the maker, any parts collected prior to obtaining a checkpoint will not count towards the total as they’ve already been obtained.
Why not for checkpoints and clear conditions just have it save the amount Mario had when they got the check point and give the player that amount when that die
my idea: you can place the flag, and holding it would give the option for a secret exit (for super worlds, +5 lives for endless and place in a normal flag in the sub area) or to complete instantly when the clear condition triggers. Also, I think that you should have the option for starting over from the checkpoint. for clear conditions, I think that any checkpoint-required enemies would save, while others wouldn't. Also they should have an option for being required for cp1/2/both.
edit: maybe if you have an action clear condition you can place a checkpoint, and if you try to change it, it would say remove the checkpoint(s) in this level before using a parts/status clear conditions. Also, if you have a status clear condition, then you could respawn with the powerup you died with/have to get another one (in a menu to choose).
To solve the Checkpoints VS Clear Conditions, just have the clear conditions reset to whatever they were at, at the time of the checkpoint.
One thing that kind of irks me is that you can't see what the clear condition is until you play the level. I don't think it would be too hard to have the clear con on the level title screen, and not just the triangle doohickey in the corner.
You might like Levelhead, it has switches that activate when enemies are killed, when "Coins" are collected, or when you step into certain areas, that really fixes alot of these problems
So you see that isnt a TOTAL fix to the problem. Not everyone can build such contraptions. Plus there are still some other major problems like not being able to place Checkpoints and not being able to add multiple clear conditions
@@Fibero-Fibero69_420 You can place an unlimited amount of checkpoints, and clear conditions are as simple as adding an enemy gate before the goal or a gem gate before the goal, switches are also preprogrammed, you don't need to build any crazy contraptions (though you certainly can if you want)
2:30 and its black lines Legit gave me a panic attack because I thought it was my device
I have some ideas of how to fix these problems mentioned in the video. The first is for some conditions, not being able to activate a checkpoint if a clear condition is failed.
Another one I have is building off of the concept of setting enemies for the clear condition, the game could create a copy of the level in its current state and on death, load that copy. Unfortunately, this might not work because of Switch's limitations. The same thing can be done for the carry item condition.
Now, about the Story Mode exclusive conditions. The toad condition makes sense to me to be exclusive to Story Mode because the toad fits in the Story Mode. Though it would have been awesome to have him in the editor, I am fine with this element not being in the editor. Same thing with the stone block, for the reasoning of making Story Mode unique. Now, the negative, Nintendo didn't add in the stay in the water and don't use a claw clear conditions in the editor. The headstand condition has no potential.
I think the most annoying part is that the “no landing after jumping” one doesn’t have an option to automatically kill you when you fail it. It’s an irreversible condition to fail, so the only option is to give the player a way to kill themself if they fail.
13:51 That comment lol💀
Have it so that when you finish the checkpoint objective and touch said checkpoint, the level just... saves the parts related to the task that you hit, and removes them when you die? It could do the same for any parts related to future checkpoints as well, if you turned that option on.
As a sidenote, you could also have separate, entirely unique tasks for each checkpoint/goal with a system like this, which would be neat. You could also just have multiple per checkpoint, or you could have these tasks be optional and give some kind of bonus on completion, like score and/or 1-ups. (score is grossly unrefined and underutilized in 2d mario considering it’s one of the few AAA franchises to still have it.)
There is an incredibly simple solution to the checkpoint problem: Just make it so that when you touch the checkpoint, it saves your progress and make it so that during the clear check attempt from the checkpoint it gets reset to zero
I think the checkpoint solution should be fairly easy : save the uploader number of things when they hit the checkpoint. Then make them complete the level with that number from the checkpoint onwards.
And then only unlock the checkpoint if you hit that minimum.
Sure there are more complicated setups, but this should cover most use case
I am late but I think the checkpoint solution is to make checkpoints themselves tied to a clear condition.
I honestly think saving progress toward a clear condition with a checkpoint would work perfectly fine. The checkpoint would save the number of coins/enemies etc., but in order for the level to be uploaded, it must be cleared from any checkpoints without any progress on the clear condition. That way, players getting softlocked from hitting a checkpoint too early isn't an issue. That's how pink coins work. Levels can require the player to collect pink coins to get to the end, but the clear check must be done from each checkpoint without any pink coins collected. I don't see any reason why it would need to work differently for clear conditions than collecting pink coins.
I have an idea. They should make the checkpoints appear like the flagpole. Example: you have to kill 50 goombas. The checkpoints should appear after killing 25 goombas, and if you die in the second part, you should respawn with 25/50. I think that would work.
The solution to the problem checkpoint problem already exists within the game.
Remember pink coins? If you place the flagpole behind a locked door and have it so that collecting all the pink coins in the level is the only way to get a key, you will have effectively created a "collect all pink coins before reaching the goal" clear condition level.
Pink coins are saved when the player reaches a checkpoint. Pink coins do not respawn after reloading the area (ex. going through a door or a pipe or respawning from a checkpoint(ignoring keydeath)). The level creator starts with no pink coins collected when starting from a checkpoint during a clear check.
All of this logic would just have to be applied to any parts related to a clear check and everything would work just fine. What really pisses me off when it comes to the clear conditions though is the fact that the solution to the checkpoint problem already exists in the form of an item that can serve as a clear condition in it of itself and that some of the logic required is already applied to parts. If you have a clear condition where you need to defeat x goombas and you kill three of them in one area and then reload that area, the goombas you had previously killed won't respawn like they usually do. The game already is keeping track of which enemies shouldn't respawn so what's stopping Nintendo from going all the way?
The only thing I can think of would be the nightmare that might arise from giving troll level creators more ways to trip up the player.
Now the idea of locking a checkpoint behind a group of clear condition parts is stupid. I should be able to use any grouping of parts as a condition for unlocking the checkpoint. In fact, why does it have to be the checkpoint? Why can't I just lock anything behind a set of parts? I want the player to have to defeat all seven koopalings before a key spawns instead of the player only having to defeat the one koopaling that holds the key. Or maybe the ability to lock a door just by the existence of a goombrat on the other side of the room.
Ok. Started to drift away from clear conditions there. Let's get back to the point.
So why can't creators use multiple "defeat at least/all [enemy name here]" conditions at once. A level creator can do a lot more if they are allowed to force the player to kill both the goombas AND the koopas instead of being restricted to one or the other.
Also, why are we restricted to just one condition? Why can't we apply three at once?
"Reach the end of the level whilst defeating all 40 koopas, goombas, and piranha plants with a super mushroom without taking damage"
Sounds like either a brutal kaiso, a horrid troll level, or an excellent puzzle level.
That's all I got.
I feel like the clear conditions are the perfect example of my biggest problem with Mario Maker 2. Having dumb limitations like no checkpoints and story mode exclusive conditions really limits what you could do with these features. Many of the new items also suffered from this and even things like the night theme and the 3D world game style are super limited for no reason. One of my favorite things about the original Mario Maker is that everything worked extremely well with each other. If there was an item that wasn’t in a certain game style, a new sprite was made for that game style so most items could be used for all of the game styles. This allowed for the super complicated contraptions and is why I feel like the original lasted for almost 4 years until the sequel was released yet people lost interest in Super Mario Maker 2 so quickly.
so yeah, once you complete the task in most 3d mario games, the collectible appears. for example, the big bob-omb turns into a power star. and kamella throws her scepter
A fellow fan of "Super Mario 64: Deluxe Edition & Knuckles 128 DS", the version with kamella, the unused boss!
@@goingdiagonal6693 no. not that. i've never heard of that. i'm a fan of both 64 and galaxy
@@teamawesomeness7137 I don't know about you, but in the original Super Mario 64, kamella never threw her scepter.
@@goingdiagonal6693 what i'm saying is that i was giving examples from 2 different games.
@@teamawesomeness7137 Oooh, sorry I never knew.
I can only think of one possible good reason they made some clear conditions exclusive to Story Mode: those conditions are actually really buggy, and the Story Mode levels are carefully designed around the bugs. I have no evidence that this is the case, though, so maybe they were just lazy.
I was upset that they didn't offer second end points. But it's okay end conditions were a step from nothing.
Potential solution for Checkpoints + Clear conditions:
"All" disables checkpoints
"Some" enables them meaning you'd still have to have enough to clear check and upload
"Unneeded limitation" is kind of the story of Mario Maker, unfortunately.
With Nintendo, it's always the smallest things that could easily fix - that they tend not too, which adds up.
*belownatural from tds flashbacks*
sorry for talking about something irrelevant about the topic
I think they need to add a clear condition for the amount of jumps you can do
I think that all they need to do to fix the checkpoint issue is simply let you do whatbyou want. For creators to upload a level, they need to clear from checkpoint if they have a checkpoint, so they would need to make it so that they can also complete the condition from checkpoint. The issue fixes itself.
I’d love if they added an option to have multiple clear conditions in the next game. That would exponentially increase the possibilities.
For some reason i thought "Junior Clown Car" was what clown cars were called when a Bowser Jr was in them
I found a way to use checkpoints and clear conditions. Use them the same way as red coins. Make you beat the level form the checkpoint, which means you won’t need to start over.
Fun fact: if the Defeat All Koopas or Hold a Koopa Shell Clear Condition is active, Bowser Jr in a Koopa Clown Car will throw Bob-ombs.
I honestly think Dry Bones can't be in Smash. The moveset would be almost entirely made-up and/or copied from Bowser. It just would probably not work.
I have a couple specials in mind:
Neutral: Bone Throw (similar to Simon axe)
Side: Shell spin (hybrid of squirtle and bowser side B)
Up: Parabones (Works similar to duck hunt)
Down: Possibly something involving his skill shot in Mario Strikers Charged.
So for adding checkpoints, enemies could be split into the groupings beginning to CP1, CP1 to CP2, and CP2 to end.
When uploading, you'd obviously have to clear from the beginning with the conditions. However, when clearing from checkpoints the game can keep track of which enemies were killed in which runs to categorize them.
For example, imagine you have 10 goombas, labelled g1 through g10, and you have 10 checkpoints. The first run you obviously need to get all of them. Let's say g1 through g3 are inaccessible from CP1, so you'd kill g3 through g10. Finally, say g1 through g7 are inaccessible from CP2, you'd get g8 through g10 on this final run.
This would provide enough information to categorize all the enemies while keeping the upload process the same for the creator.
There'd also certainly be some validity checks performed to make sure enemies aren't missed either intentionally or by accident, but I don't see why this can't be done.
For the checkpoint it could still just save as much as you have at the moment you get to the checkpoint because of the clear from checkpoint for uploading levels will make it so you have to make sure they can go back to clear it
I thibk their concern with checkpoints could have been failing the clear condition, and then grabbing a checkpoint, forcing you to restart the whole level. And I can't really think of a way around that other than making it so that if you respawn at a checkpoint, any failed conditions are still on the table, which doesn't make any sense because in that case only the ending stretch would matter and nothing before then would matter. Or failing the clear condition would restart you from the start of the level, which would lead to functionally the same thing as denying checkpoints outright