New level!
[b]Smile Cave /Entrance[/b]
Level ID: 3CD1-0000-00D9-4774 (Fixed version – Now with checkpoints)
In order to progress each room will challenge you with a different puzzle you need to solve. Combining underwater and land physics with item manipulation and mandatory power ups, you need to plan ahead each one of your steps and learn the layout of each zone in order to succeed.
Smile Cave /Entrance is both my first deviation from a straight up Mario levels and my first level with underwater zones. This goes to reference the kind of gameplay that I was aiming to emulate with my puzzles: that of Kirby’s Great Cave Offensive, whose floaty physics make for a very different timing than your average Mario-on-land physics.
This is one of the maps that have changed the most from its original conception. The very first puzzle was a vertical one that intended to emulate the entrance of my secret zone in Ice Cream Valley, which remains one of my favorite simple hazards. But I had to change it several times as the maximum height of the level imposed by Mario Maker limited my original concept. At that point I had not figured out the nifty combinations between Thwomps and certain items that were later featured in the level, it could’ve been a solution to my original concept which was a rat race scenario of sorts.
With the second puzzle I had a very particular difficulty: the P-switches are easily respawnable but blocks and coins affected by those switches aren’t. So this set me against producing infinite P-switches, which made missing the solution of my second puzzle an insta-death of sorts. I tried a few things to correct this impasse, but each one was clumsy or could be used as a cheat for the puzzle as a whole, so I gritted my teeth and allowed this part of the map to be punishing.
My original idea was to make a map in which it was difficult to die, in order to set it appart from my more classic maps, but also to give the player time to solve each puzzle without suffering too much. In practice, the first three zones or so can be quite deadly, but late parts of the stages are easy to survive as long as you’re stuborn and you know what you’re doing.
Because I find it annoying to dodge power ups (because you can’t really defend against their touch), in the zones where they are an obstacle, you get pretty much infinite tries against them. Under those conditions I was obliged to spawn and respawn those power ups, since just like the coins and block, they don’t autoreset by entering the area. This is sad because it limited my use of rails, which are a neat way of building power up obstacles.
More to come on this map.