I Made A Pick-A-Door Level That REQUIRES LUCK
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- čas přidán 12. 12. 2023
- Another bad idea based off of the stupid amount of Pick-A-Path levels that I get in Mario Maker 2. Sorry if the video is not as polished as the last bad level idea. Too busy working on Super Dram World 3 :)
Clear video: • #SkipThis - Let's Make...
19 hour level video: • I Made A Level That Ta...
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#MarioMaker2 - Hry
Don’t forget to boo the level
Dram World 3 soon™️ :o
The Clown Car Randomizer is similar to #FreakAndGeek's Carlsino Troll.
Dram world 3 is going to be amazing. Can't wait and thank you for all your hard work, both in mm2 and smw
You should make a worst airship level
A great idea is an actual luck based troll level. Not like what geek made that automatically gets you out eventually. But a pure evil luck based troll.
You should do a "Fake Level" and have an AI actually generate a Mario Maker level, if that's even possible. That would be a really funny bad level idea
I guess panga got tilted from playing bad levels in Endless that he decides to make his own Bad level
Im all for it 😂
This is my favorite genre of Panga. Can’t wait for his Bomb Excavation Pink Coin Extravaganza with a 25min WR
Playing bad levels was his origin story
Yea😂
it's his way of dealing with pick a path trauma XD
Panga has become the very thing he swore to destroy. And he does it better than anyone, you gotta love it. Keep it up Panga ❤
You haven't seen many Carlsagan42 evil levels...
this level is smiling though@@wesss9353
endless expert has damaged this boy
Panga is one of the greats when it comes to level creation
@@wesss9353Carl's are chaotic evil. Panga's are lawful evil.
You have a 1/128 chance (0.78125%) of guessing a 50/50 correctly seven times in a row. It will be interesting to see if the long-term clear rate of the level approaches that.
I think it will be a bit lower than that, because people will quit the level without dieing to the saw, thus deflating the clear rate.
I was thinking the same thing when he showed that the clear rate is around 1% right now.
@@animexamera i don‘t have Mario Maker, but does quitting a level while you‘re playing it count as a death/failed attempt?
@@pitybreaker6625yes
@@pitybreaker6625 each time you start a level an attempt is added
"I'm not entirely evil"
"It will kill your run"
Excellent content
I went to the comments after he said that lol
Well we are lucky that most pick a door levels are just lazy designed.
At 10:37 you can see a little flaw. If middle clown car get initial hit to the right, which stagger it from going left, it will hit block to the left slightly later, resulting in 2 screen shakes that you can notice while being pushed by launcher. 2 screen shakes mean guaranteed on/off swap, which mean you pick different door from previous time since on/off swap doesnt reset as Panga stated.
wow nicely caught
Could probably be fixed by simply adding a Bob-omb to the other side of the middle clown car (and maybe more clown cars for potential directional audio masking).
Edit: Never mind, this issue doesn't seem to occur, when you enter/exit a door.
Good catch! This also means if the screen shakes slightly later once, the middle clown car moves right first and the top clown car moves also right, so there is definitely no on/off swap. This is of course harder to spot, but I guess it's still noticeable with a bit of practice.
Yeah I saw that too, but I just assumed that it worked in sync when spawning from the door. And not from the position he was explaining from
Could probably fix this by just adding more clown car bomb masking to make it much harder to tell if there's an extra one. Vary the timing on them slightly too
So it's like 7 coin flips - Panga created a level where you have a 0.78125% chance to win.
You can tell he somewhat hates this game.
We'll have to come back to this level in the future and see how close it winds up to this. My bet is that it'll be slightly above (no reason to be below, and I'd guess above because SOMEONE will find a way to cheese this).
I would actually expect it to be quite a bit lower than that. I imagine a lot of people would try it a few times and give up. I could see it go up if there’s cheese, but I don’t think that’s likely
still shouldn't be lower, even if it seems like it with the skippers. It's still just flipping 7 coins in a row. Roughly one out of every 128 people who visit it will even get it first try! @@archivewarrior8535
50:50 seven times = 1 in 128 chance to win.
@archivewarrior8535 it would be if you can hear the on off switch.
Panga's recent levels really reflect his supervillain arc
panga calmy explaining his death machine is the best
I always figured you could make an impossible password level by making the movement itself into a password. A bunch of clown cars sitting in between one way gates can act as your hash, and the level will only be cleared if they all move in the correct direction.
I can’t wait until someone makes the same level that requires the maximum possible number of correct guesses and uses TAS to clear check it
About a 1 in 1 Quadrillion chance to guess correctly 50 times in a row.
I could do this if I was a psychopath, but I'm not, so I won't.
If it's TAS, there is no real randomization in the playground part, so writing a script takes maximum 8 tries.
Edit : Misunderstood OP. TAS still removes the rng. This just ends up as a very dirty max duration speedrun.
A level with an RNG-enforced 0.78125% clear rate. What "fun!"
Instead a pair of doors to choose from, it could just be one door such that when you go through the door it randomly fails or succeeds. The second door is just theming, to make it a pick-a-door.
Needs a comment like, "Your Super Expert No-Skip run just got Panga'd™"💥
If we assume that each door has a 0.5 probability of being correct by modelling the number of times you pick the correct door as a binomial distribution with B(7,0.5) we can see that the probability of you getting all seven doors correct is 0.0078125 or 0.78125% (yes you could've also just 1/(2^7) but that's boring). Anyway if we then use this number for a second binomial distribution with B(30,0.0078125) [modelling a super expert run where you have either just started or have just have 30 lives] then we can see the probability of winning the whole level at least once is approximately 0.20967 or 20.967% meaning approximately 4/5 peoples super expert runs will be killed by this level assuming they have 30 lives. Finally if we instead do a binomial distribution with B(99.0.0078125) [modelling a run where you have the max 99 lives] then we can see the probability of winning the whole level at least once is approximately 0.53998 or 53.998% meaning even if you have max lives there's still approximately a 1/2 chance your run will die :)
I would model it as a geometric sum for the chance of winning the level if you have n lives. Each time you play, there is a x = 0.9921875 chance that you die. We can sum up P(don't die 30 times) = P(die 29 times) * P(win) + P(die 28 times) * P(win) + ... + P(die 2 times) * P(win) + P(die 1 time) * P(win) + P(win). P(win) = 1-x = 0.0078125. P(die n times) = x^n.
Thus P(don't die T times) = (sum (n from 0 to T-1) of (x^n)) * (1-x). For this, we can use the formula for partial sum of geometric series:
sum (i from 0 to n-1) of (r^i) = (1 - r^n) / (1 - r)
Thus: P(don't die T times)
= (1 - x^T) / (1 - x) * (1 - x)
= (1 - x^T)
Oh, it's literally just 1 - x^T.
Chance of survival with 30 lives: (1 - 0.9921875^30) = 0.20966259 = 21%
Chance of survival with 99 lives: (1 - 0.9921875^99) = 0.53997506 = 54%
That means that the level easily kills 45 to 80% of runs.
you guys. I’m here to procrastinate from my stochastic class : (
I want to see Panga's evil take on a Japanese NewSup speedrun level.
speedrun level that kills you if you go too fast
A 500 second speedrun that's just the same jump 200 times
"It was kind of a little personal." Understatement of the century, lol.
Panga is the ultimate little Timmy:
Big Timothy
Really creative level, I loved the mechanism.... still a Boo tho
The sound effect makes it a boo.
actually really enjoyed seeing you explain the level/design and give your thoughts on it! should do more like this :)
This is still better than every other pick a door, purely because of the tech used in creating it.
Looks like you need the Lens of Truth for this one.
This is a great way to teach gambling to kids
Micro transaction, loot box, and raid shadow legends have also taught them
Today I learned calm, kind, patient, soft-spoken PangaeaPanga is, in fact, history's greatest monster.
11:36 Except I found a couple of flaws that involves the controller vibrations. 1. If a controller vibrates once, then it's either still On or Off. But if it Double vibrates, then the switch was triggered. 2. After entering a door after the first vibration, sometimes there could be a follow-up Vibration meaning the On/Off was triggered.
neither of those things make sense
the vibrations happen simultaneously, so there wouldn't be two of them just one happening
and there would not be a follow up vibration ever, since it only triggers once per entry
@@128Gigabytes It's like your sensory nerves in the Human body. Sometimes I can tell the Explosions based on how my controller vibrates. Sometimes I could be right. Sometimes I could be wrong.
A lot of this is accurate to information security in technology, love to see it! Thanks for doing science Panga
A kaizo level where all the indicators for where to bounce and where to shell jump and stuff are in the wrong place could be pretty funny.
Ryukahr already got tilted in one video because a creator used a different indicator than the standard, even though it was correctly placed. Was a couple years ago. I was pretty annoyed at the tilt. Creator was in the comments apologizing.
panga finally snapped
you are making amazing art, i appreciate these concept explorations.
A masterclass in making a terrible level in a well-made way
Lil timmy, underwater, dark, triple meowser, precision, maze, with lag machine, red coin extravaganza, pick a path, effect spam, donut block ending and no top
Bro's starting his villain arc💀
Thab and Auratuer will have a field day with Super-Endless no skips with all the inspired levels 😂
Thab has a rule that he can skip RNG and passcode levels. But if it was his level 36... I think he would try
Panga is doing a full villain arc on us. He used to be a homie, now he has become so tortured that he had no choice but to go full evil.
His setup even prevents homies from helping others
Hes become the anti-homie
not only panga make a evil level he share it to all of the villainnow the world will suffer!!
This is Panga's villain arc. Too many bad levels turned him to the dark side.
Ceave is probably one of, if not the most creative maker in SMM2. He has so many ideas, even with SMM1, and they are all very interesting, fun, and sophisticated. It’s sad that he left for a while, but he recently came back, so hopefully we see more SMM2 content from him :)
It’s interesting how Panga hates 19-hour levels and Pick-a-doors, but decides to contribute to the problem lol. If you can’t beat em, join em.
when you live long enough to see yourself become the villain
The only intentionally bad level I have ever made was a Bean Burrito type level that has an entire vertical section of icicles that you had to jump through one at a time while wearing a shellmet. Actually turned out to be easier than I thought it would be. Should have made 4 or 5 vertical sections that you had to go through and put a clear condition to be wearing a shellmet at the goal, but I didn't have the patience for that
6:42 “the tentacle aspect” 😂
This could absolutely kill someone's Super Expert run.
The chance of beating the level is 0.5^7 = 0.0078125.
In other words, you have a chance of 0.78125% chance per try of beating the level.
This is about as likely as correctly guessing a randomly drawn card from a standard deck of 52 playing cards.
Thanks so much!!
Now i understand how that Kamek auto level worked!
I'll have to try some of these tricks as optional content.
this was tons of fun! i love all this creativity...
A nice way to make a dev path for this level is to use the dark theme and hide a spring somewhere that shoots off a firework effect.
player input being the "rng" reminds me of gd colon's level "the world machine" in geometry dash, which uses the same principle to generate a random level as you play it
edit: just went back to his video about it, he even mentions that it works the same way in smm2
Panga: Pick a paths are unfair
Also Panga: let's make them less fair
Panga: "Listen closely"
*LOUD AD starts playing at that exact moment*
2^7 = 128 so you've got a 1/128 chance of winning on any particular run. This doesn't mean it will take 128 tries - just that each time you try the chance of winning is 1/128. So by the time you've played the stage 64 times, there's an approx 40-50% chance you've beat it once.
The statement you can make is that if you play it 64 times, you will have, on average, 0.5 completions. You only have a 39.5% chance of at least one completion within 64 attempts, though.
@@fritfrat given panga’s infamous binary level challenge i wanted to keep it simple :P
So it wouldn't be statistically anomalous to make upwards of 600 attempts without completing the level?
These are the most hype videos for me! The villain ark is real 😂😂😂
Every time I hear the whistle when panga edits the level, I wanna follow up with, "Ed, Edd n' Eddy!"
This is my new favorite series.
Wouldn't a quickly triggering on/off loop with a shell or spring+thwomp work too? Basically turning the timing into the rng component instead of the clown car setup. You can hear it switching all the time, but that doesn't help you. You would need to get the timing consistent, which you probably can't do because of the fun zone.
If you want to go REALLY hard you could set up some kinda timer to keep track of the on/off. If on/off toggle runs during the playground only you just stop it on door entry. Conveyor only you could start it on door exit. Both you'd need to account for the transition. And once you know the timing it shouldn't be too hard to hit the right door.
No 3-homies life, that's the true evil
That’s evil haha love your videos, Panga
If my math is right, picking correctly on a 50/50 choice 7 times in a row has a probability of happening of about 0.78%. That’s not very good odds.
Using his powers for evil yet again
You can see the brick block break when using the door. In that case you can use vibration to tell if the state switched. The chance is then 0.75^7. which is like 13% chance you can beat this level.
In theory, the TV sound effect, while not related to the on/off state, would use the same rng to decide what happens that the clown car uses. Which could give away the answer
More of these PLEASE!!!!
This is my new favourite series. Love to see you get revenge on this game
Panga reached his villain arc
Panga lived long enough to see himself become the villain D:
…I’m totally down for this Joker arc.
You can tell he is fed up and tilted
Let’s gooo! It’s a series:))
“You either die a hero or live long enough to become the villain”
-Harvey Dent
ceave sounds different than i remember, but i'm glad he's back
Dude, this is genious, how can someone even think of these ideas, this level is neat
There’s one way of doing this without luck. Actually there’s a "chatty" that certain movement: certain number = a randomisation so if you add all of the number, for example 1 jump = 2, 5 jump = 10 and 10 is a buzzy beetle (there’s nothing that equals 10 but whatever).
I can't wait for your triple shell jump level
You've one-upped the little Timmies, job well done :D
7pm gang
love this format of video!
Nice work
Id be really curious to see if the movements just happen to tend to favor one path over the other. In that its random, but if the just the general route you warm up to with attempts has more outcomes lying on one side over the other. The movements aren't necessarily perfectly equally distributed. Though the nature of the playground definitely hampers it severely, i wonder if there's still even just a lil bit of a bias. With such a low chance of success, even a fraction of a % could save 10+ attempts on average. Considering as is its almost 0.8% for 1/128 on average, just bumping to 0.9% saves potentially more than 10 lives with like 1/111.
Id have to just play it hundreds of times and keep track though, which sounds like pain LOL
10:38 - rather than blocking the clown car from going to the left could you not have replicated the setup on the right? The attempt by the clown car to go right did give a difference in timing for the explosion, so if there is a delay you know the switch state didn't change (it would be wrong to assume that no delay means it did change, but still, better to give the player absolutely no indication to exploit)
panga on his villain arc to make the lowest clear rate level possible. started with him trying to make the most skill intensive level with u break and hopefully it ends here with rng pick a door
the DGR video was pretty cool for this level.
You either die a hero or live long enough to see yourself become the villain.
Finally beat my 1st panga level yesterday lol. Good to see theres already a vid on it 🔥(just to know there's proof you cant use a level viewer) BTW at the end he said something like "dram world. Dont worry about it." And now im worried about it lol what is that
Cant wait for Panga to get this level in super expert no skips
do you get your own levels in the endless mode?
@@munkhn73 Yes, and it already happened to Panga at least once. There's even a video on the channel about this semirecently.
Other level makers: I can make Endless better with my levels!
Panga: I can make it WORSE 👹
For the next level plz do a softlocked level.
In this level the goal would be to not get softlocked by all the differents traps 👍
LETS GOOO!!! ANOTHER PANGA LEVEL CREATION!
Good Hump Day Morning Panga Gang!!!!
If there was a meme level I'd like to see Evil Panga replicate, I'd like to see your take on the Lil Timmy Enemy Spam level.
Wow. This is absolutely awful. Miserable. Actual torture. 10/10
you either die a hero or live long enough to see yourself become the villain
If you want to make a level VERY nasty, like, nobody will be able to clear it in the heatdeath of the universe, but also have it publishable,
-have a 160 brick platform that, when reloaded, are places for spinies to spawn. Lets say our code is 160 long and contains 80 spinies. This gives you 20 more sprites, witch should be plenty.
-when the room is reloaded, these spineies will all appear simultaniously in some order. When they bump into eachother, they both switch directions. This on its own is pretty predictable, but if enough of them bump into eachother, it'll be hard to uncover what state the spinoes should be in
-after an extremely presice timer that runs for 2 minutes, the ceiling above them will drop away, and a bullet bill gun will fall on them.
-A goomba then has to walk across them in order to open the entrance. If a spiney is in a location where it shouldn't be, the bullet bill pillar will be a block higher and the gooba will never reach the end. If however, it's not where it's supposed to be, the bullet bill gun will create a hole for the goomba to fall into.
-This relies on how spinies have predictable movements, but given enough time, it gets to become super random. Simply pick a 80-long code and the timer that drops the bullet bill guns. Once you know which bullet bills are raised and which are lowered, go back to the editor, and retroactively compensate for their height.
Someone trying to reverse engineer your level can look at your level learn where each spiney needs to end up, but without knowing the direction each spiney would be traveling once the bullet bills drop, there's no way to roll their movement back.
There is not a better way to get your code other the guessing and checking. And sure, there might be some other codes that get the spineies in the exact position they need to be in, but the search space is so large, it hardly matters.
You are forced to either know the code, or guess and check, as there is no way to derrive the code from the layout of the level itself.
Now you need to combine the 19 hour level with this one to create the best level ever.
This may be dumb but if the glitch sound effect is effected by rng then can it be used to determine your rng value somehow?
panga, have you realized what you just released upon the world?
The real question is whether the probability of left door vs right door (i.e. whether clown car goes left or right) is truly 50-50. My gut instinct says with near 100% certainty its not 50-50, but the question is how close is it. Is it like a real coin toss? In case you're unaware, a real coin has more mass on the head's side. Thus the coin is unbalanced and it will tails more than heads. But its such a small difference its unnoticeable by mere humans (almost... I believe someone got a team to flip quarters nearly a million time to get a real data analysis of the probability). Being based on movement its hard to say if that metric is truly symmetrical .
From 6:38, someone could create a puzzle level based on the magikoopa's randomness
Like in one area, you need a mushroom and in another you would need a shell
But you don't get it all the time because of the doors that you go through to progress
Maybe make a super tight time attack level which is just 10 or 15 pixel perfect jumps with no indication
As far as I know, the Super Acorn (Nut, if you will) in the nighttime ground theme is random and independent from player movement in terms of bounce height.
The amount of bad expert levels have turned Panga evil D:
You have become the very thing you swore to destroy. You were supposed to BOO these levels, not make them
yeah do that pick a door level, mixed with difficult kaiso lol
Incredible level, I wished I could play it!