Idea: “100 Mario Challenge” in GD
Jun 9, 2018 16:32:26 GMT -5
via mobile
S3rios, DubstepJoltik, and 1 more like this
Post by Bagley on Jun 9, 2018 16:32:26 GMT -5
So this is an idea I came up with while watching a Super Mario Maker streamer play the 100 Mario Challenge.
For those of you who don’t know what that is, basically you have 100 lives to complete a certain number of levels. There are different difficulty modes, from Easy, where you have to complete 16 easy levels, up to Super Expert, where you have to complete 6 very challenging levels. You can also collect 1-up mushrooms that increase the number of lives you have left, although you can only collect three per level. If you are really stuck, you can skip a level, although it will not add to your completed levels count and any lives you lost on the level will be forfeited.
My idea was that the player would have 100 attempts to complete a certain number of unrated levels depending on their difficulty. (Maybe 20 Easy, 16 Normal, 12 Hard, 8 Harder, or 4 Insane, although I haven’t thought of a way to implement N/A levels.) Similarly to Super Mario Maker, the player would be allowed to skip a level if it was giving them a lot of trouble (and if a level is skipped many times, perhaps for being impossible, a mod or elder mod can remove it from the random level finding algorithm). Also, user coins would function as 1-ups, and the player earns one extra life for each coin that they collect after beating the level. Upon completing the required number of levels without skipping any, a player could work towards earning icons or colors as an achievement (maybe for completing 1, 5, 10, 25, 50, and 100 separate runs of each difficulty).
I feel like this idea will add a new layer to an increasingly repetitive and stagnant game, and it might even bring back some former members of the community who retired because the game was becoming boring. It would probably also help unknown creators get noticed, since the level selection algorithm would weight each level equally without regard to the number of downloads or likes it has. RobTop already has a lot of features to work on for 2.2, but I realize that this idea probably has a lot of kinks that need to be worked out, so it would probably take a while to add it to the game. Perhaps it could be added in the distant future.
Questions? Comments? Complaints? Concerns? Leave them below so I can read them. I’d love to hear your suggestions of how my idea can be improved upon!
For those of you who don’t know what that is, basically you have 100 lives to complete a certain number of levels. There are different difficulty modes, from Easy, where you have to complete 16 easy levels, up to Super Expert, where you have to complete 6 very challenging levels. You can also collect 1-up mushrooms that increase the number of lives you have left, although you can only collect three per level. If you are really stuck, you can skip a level, although it will not add to your completed levels count and any lives you lost on the level will be forfeited.
My idea was that the player would have 100 attempts to complete a certain number of unrated levels depending on their difficulty. (Maybe 20 Easy, 16 Normal, 12 Hard, 8 Harder, or 4 Insane, although I haven’t thought of a way to implement N/A levels.) Similarly to Super Mario Maker, the player would be allowed to skip a level if it was giving them a lot of trouble (and if a level is skipped many times, perhaps for being impossible, a mod or elder mod can remove it from the random level finding algorithm). Also, user coins would function as 1-ups, and the player earns one extra life for each coin that they collect after beating the level. Upon completing the required number of levels without skipping any, a player could work towards earning icons or colors as an achievement (maybe for completing 1, 5, 10, 25, 50, and 100 separate runs of each difficulty).
I feel like this idea will add a new layer to an increasingly repetitive and stagnant game, and it might even bring back some former members of the community who retired because the game was becoming boring. It would probably also help unknown creators get noticed, since the level selection algorithm would weight each level equally without regard to the number of downloads or likes it has. RobTop already has a lot of features to work on for 2.2, but I realize that this idea probably has a lot of kinks that need to be worked out, so it would probably take a while to add it to the game. Perhaps it could be added in the distant future.
Questions? Comments? Complaints? Concerns? Leave them below so I can read them. I’d love to hear your suggestions of how my idea can be improved upon!