Watching Patrick play this level made me realize how many GREAT THINGS it offers. I know the level was supposed to be a random-ish nightmare, but there are some parts of it that feel impossibly well designed.
When the boo-launcher at the beginning of the level shoots the boo to the right, it leaves the boo in such a spot that it's very difficult to fit between it and the bigger boo without getting a face full of Bowser. This encourages the player to quickly move past the boo-launcher, which means dropping down to the ground and trying to go under Bowser, which is probably the smarter move than trying to go over. Patrick's trampoline solution caught me by surprise.
Next up is the goomba pipe and the Hall of Dry Bones. Of course, folks who watched the level being made know that the block in the center of the platform has a cape feather in it. Patrick never found the feather, but it's not because the feather is unfairly hidden -- there are actually two clues that can lead the player to find the feather. First, there's the fact that one of the only ways to put a Dry Bones down for good is to bop it from below. A player who is trying to remove threats to slow things down is then naturally going to hit the blocks, revealing the feather. The second clue is in the Goombas. The maximum throw distance from right below the Goomba pipe puts the tossed Goomba directly beneath the feather block, so if a player is going to try a block at random, the feather block is at least favored over many of the other blocks. After all, the bottom row is pretty safe after the Goomba toss, so they might as well try one of these blocks!
And up next is a fresh bit of emergent gameplay! Forget MGS V's open world, all you really need to create some crazy gameplay scenarios is a dose of Big Bowser. By chasing Mario through the first half of the stage, Bowser adds an interesting time pressure, as well as making each playthrough a bit different, as his fireball pattern can be a bit erratic. I really like how there are several ways to deal with Bowser once you slip past the trampolines. Quick players will never encounter him again. Slower players who are feeling out the level might do what Patrick did and use the fire flower to fight Bowser on a platform which just so happens to be large and open enough to accommodate such a feat. Other players may let the P-block bridge handle Bowser. I really like how Bowser and Mario have to overcome the same obstacles as they work through the level -- seeing Bowser hop over the music blocks and fire sticks with ease adds a bit of panic to the scene. He's too fast, how will I ever lose him? I especially love how the easiest solution to the P-block bridge (toss all the P-blocks to the left) adds time pressure, as now Bowser can land on those P-blocks to destroy the bridge. Sheer insanity, I tell you.
And finally, at 37:06 -- the Magikoopa turns the bottom piece of the wall into a Boo. Players willing and able to dodge the Dry Bones Air Squadron for a while can con their way into a quick exit this way. Super rad.
Anyways, can't wait to see the next part of Patrick's attempt.
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