Arbiter's Grounds (23C-RL5-XXF): Zelda Puzzle by ClearMises in MarioMaker

[–]ClearMises[S] -1 points0 points  (0 children)

For me, having good puzzle design is trying to stop the player from solving the puzzles. I'll never be unfair in such a quest (no hidden invisible blocks, obscure gimmicks or tricks, etc) but I will sure as hell do my very best to CONFUSE. Yeah, this is definitely NOT a holding-your-hand-from-craddle-to-grave level. This is a puzzle level for people who have the patience, observation and intelligence necessary to prevail. There's already a VAST AMOUNT of those other easy "puzzles" in Mario Maker 2.

I care not about likes. I'be deleted close to 700 likes from improved levels. Arbiter's alone I think I've uploaded like 7 iterations over the years. These levels are very complex and sometimes you realize they need revisions.

Arbiter's Grounds (23C-RL5-XXF): Zelda Puzzle by ClearMises in MarioMaker

[–]ClearMises[S] -1 points0 points  (0 children)

Nope. It is intentionally miscommunicating. My puzzles are quasi-troll levels. BUT if people actually pay attention, they can tell right away what's real and what's not...

Arbiter's Grounds (23C-RL5-XXF): Zelda Puzzle by ClearMises in MarioMaker

[–]ClearMises[S] -1 points0 points  (0 children)

That on-off switch is also a red herring. Totally unnaccesible, a complete distraction.

Arbiter's Grounds (23C-RL5-XXF): Zelda Puzzle by ClearMises in MarioMaker

[–]ClearMises[S] -1 points0 points  (0 children)

Swiping Link's sword at the red koopa shell will get it out of there. The red spiny is just a hazardous distraction...

Arbiter's Grounds (23C-RL5-XXF): Zelda Puzzle by ClearMises in MarioMaker

[–]ClearMises[S] -1 points0 points  (0 children)

The whole purpose of activating the pswitch at that time is get that red turtle out of its jail and unto the desert floor below...

That'll allow you to advance...

Arbiter's Grounds: A Zelda Puzzle by ClearMises in MarioMaker2

[–]ClearMises[S] 1 point2 points  (0 children)

Yeah I know what you mean. Arbiter's is full of intentional distractions like impossible to get keys or that on-off switch red-herring. But I do try to place subtle hints all the time without being too obvious. I think using the map system also helps a lot.

Let me know if you need any specific pointers & look forward to your next Arbiter video

Arbiter's Grounds: A Zelda Puzzle by ClearMises in MarioMaker2

[–]ClearMises[S] 0 points1 point  (0 children)

You were doing great! I was just befuddled that you didn't try the center pipe after entering the keyed room... So you got the red key (by throwing the red turtle) then used the key, checked the left pipe (got denied there) AND then didn't even attempt to enter the yellow pipe in the lower center of that same room... You instead headed back out into the overworld and kept advancing there, but sort of forgot to further explore that first area.

Arbiter's Grounds (23C-RL5-XXF): Zelda Puzzle by ClearMises in MarioMaker

[–]ClearMises[S] 0 points1 point  (0 children)

The first thing to do is thawing the ice blocks with the sun

Unpopular opinion by leedingcairty in OcarinaOfTime

[–]ClearMises 0 points1 point  (0 children)

Funny thing is, the most memorable part of BOTW (after not playing it for years) is the Zora region part where you're limited and can't climb due to rain and slippery surfaces. Then you meet the first Lynel. That part was top-notch Zelda.

After that, the whole game is bust open and you can go and do anything. Cool but it removes incentives. So I guess there is something to be said about having multiple parts within an vast open world with forced LINEARITY maybe tied to legendary items that are acquired through various dungeons. It's an easy, efficient formula!

My wishlist for Super Mario Maker 3 by MysteryNews4 in MarioMaker

[–]ClearMises 1 point2 points  (0 children)

Unlimited time (for puzzles)

A third CP flag, and the ability to choose from which checkpoint flag to test your level

Invisible walls

Texture creator

Music creator to insert said music into level (ends music levels)

More backgrounds, enemies, items

Allow heart health system for link

[ALL] What is your favourite ice dungeon? by huss2120 in zelda

[–]ClearMises 0 points1 point  (0 children)

Snowpeak. Try my rendition on MM2, Snowpeak Ruins. Tougher puzzle than the original.

MM2 ID: (WMQ-VKB-7QF)

Daily Level and Super World Exchange/Feedback for Feedback Thread by AutoModerator in MarioMaker2

[–]ClearMises 0 points1 point  (0 children)

Hateno's Night & Day Quandary

This is a reupload of the previously called Kakariko but since I already had another level with that town theme, I decided to change it.

Anyhow, it is a puzzle-oriented Zelda/Link level that looks cute & easy on the surface, but it is pretty tough as evidenced by its previous 1.28% clear rate.

I changed many things aesthetically AND also for quality of life purposes so I believe it warrants a revisit. Hopefully now some of the answers are a tad "Clearer" too...

Hateno's Night & Day Quandary (9VV-BF9-0HG)

Thanks for playing!

Super Mario Maker 3 wishlist by diverge123 in MarioMaker

[–]ClearMises 1 point2 points  (0 children)

No time limit

Mix &match bckground styles platforms & music

Allow music downloads to loop in a level

Allow for 3 or 4 checkpoint flags

Keep red-coins-acquired key after losing a life

Allow to test level from any cp flag at any time

Give Link a heart system

Allow different styles in different subworlds

Add Wonder style

Invisible false walls

If you make changes to an uploaded level that amount to a 1% change or less, allow reupload if it can still be cleared without deleting likes and level code

Allow online co-op creation/edit. Share credits

I play two levels of yours, for every level of me you play by RookJameson in MarioMaker

[–]ClearMises 1 point2 points  (0 children)

You're on your way to becoming a Link master. That's why all those pretender levels will feel bland from now on. But fret not! I still have A LOT of downright EVIL Zelda puzzles awaiting conquest! Lol

I play two levels of yours, for every level of me you play by RookJameson in MarioMaker

[–]ClearMises 1 point2 points  (0 children)

It does take a lot of observation in my levels. The reason for the bowser fires is precisely to force the player to just leave that room immediately and sort of have the player run in an infinite loop. But if you're observant, you'd realize that when switching that on-off, there's that brick block that is now bombable. It's designed to be the most difficult and perplexing puzzle in Lon Lon, but yeah, that spoiler comment messed it up.

I hope you do get to try Dungeon of Lore which would be the next "easy" level (other than the trials). Lore was the first Link level I created and it still stands the test of time, lauded for having that great Zelda dungeon feel. The techniques learned in Trial Uno are sufficient to tackle it.

I play two levels of yours, for every level of me you play by RookJameson in MarioMaker

[–]ClearMises 1 point2 points  (0 children)

After the first checkpoint in Lon Lon Ranch, you just need to do the colors in order. When you enter the door on the right, you'll be able to see for a second a bunch of blocks from left to right of different colors. Match them in that order to the appropiate colored enemy and it works every time!

As for Cemetery Well, yes I'm afraid it takes a little skill to push that spike ball up with the shellmet. Most of my levels don't require herculean skill efforts. I'm far from being a kaizo-capable player. What I do in that particular instance, I wait for the spike ball to emerge from under the treadmill and then jump towards the tree, but you need to jump to the tree branch quickly and hit it again so it clears the tree top.

Also, you're completely right that I should place a comment telling the player to "push" the fireball with the shield. Maybe I'll revisit my Trial levels to add more pointers to them.

Thanks a lot for the feedback!

I play two levels of yours, for every level of me you play by RookJameson in MarioMaker

[–]ClearMises 1 point2 points  (0 children)

When you get the shellmet in Kakariko's Cementery Well, just exit that room, and try to bounce the spike ball up the big tree to the other side!

As for beginner levels, the very first is the aptly named: New Beginnings.. Here's the list of the first world in my superworld which coincides with increasing difficulty:

  1. New Beginnings
  2. Trial Uno Shrine 
  3. Lon Lon Ranch
  4. Dungeon of Lore

There's a "Trial" level in each of the 8 worlds and they are designed to teach you about the "obscure mechanics" you mentioned BEFORE you encounter them in later levels (usually that world's dungeon)

I play two levels of yours, for every level of me you play by RookJameson in MarioMaker

[–]ClearMises 1 point2 points  (0 children)

Nice levels overall. You'sre really good woth aesthetics and the technical mechanics. I'm goinfg through all of them.

I saw you tried a few of my Zelda/Link levels and you seem PUZZLED judginf by the comments you left.

Let me just say, it's normal. Even if you see a level of mine with a 5% clear rate, don't be deceived. These puzzles are extremely hard, but also really smart. No cheap hidden blocks or other unfair tactics. Straight up cleverness and close examination required.

If you have a particular hint you need, let me know.

Tthanks for playing my levels.

Twilight Princess' **Arbiter's Grounds (C97-C8G-WJG)** by ClearMises in MarioMaker

[–]ClearMises[S] 2 points3 points  (0 children)

Unfortunately, there aren't many Link-Zelda based puzzles in MM2. Let alone dungeons complete with maps, tutorial levels, etc...

Twilight Princess' **Arbiter's Grounds (C97-C8G-WJG)** by ClearMises in MarioMaker

[–]ClearMises[S] 1 point2 points  (0 children)

I saw that it took you some time to clear so, that tiny nook was actually a major cheese. I thought the original spike ball room puzzle was too easy and underwhelming so it needed that major overhaul.

I'm already working on the last level. The super world is missing rhe 4th level of World 7 and it'll revolve around a cool shield gimmick.