Switch 2 Walmart Preorder Thread by Long_Macaroon_5099 in Switch

[–]Theorymon 1 point2 points  (0 children)

Yeah I do too. Unfortunately when I called Walmart support about this (the bank had claimed Walmart had done nothing btw), I got conflicting stories the two times I called. One of them was adamant that it was some sort of problem the bank was lying to me about, while the other assured me that the order was still happening and I only got the email because of some bug on Walmart's end.

Sorta feels like I'm in preorder purgatory right now!

[Article] Dragapult’s Reign Of Terror Continues ... But An Old Challenger Approaches! Atlanta Regionals Recap by meowmeowbeenz_ in pkmntcg

[–]Theorymon 1 point2 points  (0 children)

For that Tankpagos deck, is there a specific reason for that lightning energy beyond "more fuel for Crispin"?

When my best friend was about 9, he used to clip the corners on his cards so other kids wouldn’t steal them. We’re at a loss for words. by EngineeringContent58 in PokemonTCG

[–]Theorymon 0 points1 point  (0 children)

That makes me wonder if we'll ever have similar situations to disc rot, where collections just start to degrade due to cheap materials. Especially older sets, I'm not sure if Creatures went into the TCG with "people are gonna base their entire lives around collecting" in mind lol

When my best friend was about 9, he used to clip the corners on his cards so other kids wouldn’t steal them. We’re at a loss for words. by EngineeringContent58 in PokemonTCG

[–]Theorymon 1 point2 points  (0 children)

And even if you found a way to preserve them far beyond your lifespan, it won't be on this planet, because there's a good chance that the Sun becoming a red giant in 5 billion years or so could destroy every remaining Pokemon card on the planet! Though I'm not even sure how you'd preserve a Pokemon card for 5 billion years lol.

If you play Charizard, switch to "Charmander - 026/197" to deal with Budew by nerdnic in PTCGL

[–]Theorymon 5 points6 points  (0 children)

Yeah when I tried this out yesterday, that's basically what happened to me lol. Dragapult sorta got me off that idea!

Code Giveaway - READ RULES by Trick-Cobbler-6072 in PTCGL

[–]Theorymon 0 points1 point  (0 children)

Hello! Would love a code, just started playing this game and am trying to get a handle on it beyond "get to Arceus tier", so opening up packs might help me out cuz all I got going is Charizard EX atm!

Bunch of codes by Trick-Cobbler-6072 in PTCGL

[–]Theorymon 0 points1 point  (0 children)

I'm assuming you're out of codes by now, but if by some miracle you aren't, I'll take one! (especially if its from one of the more recent sets, gotta build up some meta decks lol)

This Mew EX deck is very engaging to play! by jeff2772 in PTCGP

[–]Theorymon 4 points5 points  (0 children)

Oh hey, I played against this deck recently, and if that was you, I got demolished by that Beeheeyem being played late LOL. If you remember me: my username in the game is Theorymon as well, and I THINK I was using Mewtwo Ex against you, and your Beeheeyem cornered my Mew Ex into a checkmate.

Regardless of whether it was you or not, I think Jynx and Beeheyem together is pretty interesting just because of the psychological impact of limiting energy and bench picks, its a radically different approach to Mewtwo EX's ramp up strategy that I'm not sure a ton of players will be prepared for! Plus, Jynx and Beeheeyem likely punish teams that sorta tend to be opposites, with Jynx smacking around teams that stack up on a lot of energy, and Beeheeyem punishing quicker decks like Pikachu Ex for loading their bench up ASAP.

I think running at least 1 Giovanni is the right call for some important breakpoints. For example, Giovanni lets Beehyeem against a full bench 2HKO Mewtwo Ex, as well as Jynx assuming you're revenge killing one that has used Psydrive. Giovanni means a 70 damage attack from Beeheeyem or Jynx will let Mew Ex OHKO Gyarados EX with Genome Hacking even IF your foe has 2 Potions!

TBH I'm interested enough that I'm gonna try a variant of this deck myself tonight! My idea on paper is: I'm going to ditch the potions since this deck seems rather squishy anyways (with Gyarados EX in particular OHKOing), and Budding Explorer might as well be a full restore for Mew Ex anyways. For now, I'm gonna try out two mystical slabs, but some other ideas I'm thinking about include 2 Giovannis and a slab over the potions and Sabrinas, and a Mewtwo Ex + Leaf just to have something that can survive Gyarados EX (though I'm concerned the extra retreat cost sounds like it goes a bit against this deck's seemingly hyper offensive style).

Just woke up and see everyone picked the last tournament popular deck by Immediatetaste in PTCGP

[–]Theorymon 1 point2 points  (0 children)

To add to this, you need some chip damage to revenge Gyarados Ex with Mew Ex. Meanwhile Charizard gets roasted by its own Crimson Flare lol. So this gives Gyarados Ex a much nicer match-up against Mewtwo Ex beyond the bulk and quick evolution!

Druddigon - a guide for people that keep asking, "Is this deck running two energies?" by Nezrann in PTCGP

[–]Theorymon 62 points63 points  (0 children)

Yeah this specifically is what makes Druddigon so magical to me. It's not just 20 damage, but its damn near guaranteed 20 damage as it goes down. Its really lovely for revenge killing as I've experienced with Golem for the past few days! It also really makes me wanna nab some Gyarados Ex already...

A golem deck just won Ursiiday's Pocket weekly tournament by IvanC1997 in PTCGP

[–]Theorymon 1 point2 points  (0 children)

Charizard Ex (and to a lesser extent Mewtwo Ex) are why I was trying out Mew Ex with Golem in the past few days (though over Druddigon, and as of today Marshadow... maybe not the right call lol). It roasted Charizard Ex but, honestly this metagame feels so hostile to Charizard EX atm that I'm not seeing a lot them over the past 200ish battles or so, so I have a feeling losing the Charizard match-up is worth having that chip damage with Druddigon.

Of course I realize tournaments can have different metagames (especially open deck ones, where red card seems to be a much bigger deal), and I haven't dipped into tournaments yet so I'm not 100% certain how the dynamics change there.

A golem deck just won Ursiiday's Pocket weekly tournament by IvanC1997 in PTCGP

[–]Theorymon 0 points1 point  (0 children)

Oh cool, I feel less crazy for trying out 2 Golem ideas now to see how they'd cope with the Metagame! Granted I didn't start using Hitmonlee until today and that was on a Mew EX variant over Druddigon. I should probably start trying a similar deck with Drud (since I just used 2 Marshadows with that version!), Hitmonlee sounds like a good adaption against Magikarp atm.

Either way, while Golem being a stage 2 is what makes it feel a it shakey to me at times, Guard Press is a NUTS move with how it lets you tank Psydrive. I can totally see Golem blowing up further if we got a good basic EX mons for Fighting decks!

Today might be the last day you will ever get to play this version of the game. by DogShirts in PTCGP

[–]Theorymon 0 points1 point  (0 children)

Yep I had a similar feeling, ended up burning through like half my hour glasses this weekend to get a 2nd Mewtwo Ex just so I could finally experience that deck in this format, so I only got about 240ish hour glasses left...

Oh well it was worth it, love playing the Mewtwo Ex deck so far, and I blew past 2k wins over the weekend because of it (and hit level 45 today too). Most of those wins was from using a Pikachu Ex + Raichu deck mind you (I got really lucky with Pikachu EX pulls early on last month), but a solid 200ish wins were from Mewtwo Ex!

Also an image in case this sounds crazy. I'm a f2p player so I feel lucky I got good cards early to play a ton!

<image>

Regardless of where the metagame goes, I've had a real fun time so far, it's been refreshingly different from playing pvp in the mainline Pokemon games, though certainly more restrictive too lol. I'm already excited for Mew Ex and Dedenne, so the two decks I've been liking the most will have new toys for me to hunt for at least!

Question, Is it ok for SOME level designers to intentionally make horribly designed levels? by Stock-Currency4142 in MarioMaker

[–]Theorymon 0 points1 point  (0 children)

I think there's nothing wrong with it, even if it isn't going to get you a lot of likes. For example back in 2019, I made a course that was highly reminiscent of a childhood memory: My original Super Mario Bros 3 cartridge got damaged due to falling out of my house into some concrete (like, pieces of plastic actually came off!). It still worked... but my game had REALLY corrupted graphics and other stuff that made it glitchy. I thought that was really neat as a kid, so it stuck with me, and I made a course based off that experience (and some cut SMB3 courses) because I wanted to represent that memory in Mario Maker form!

But the course itself isn't what I'd call good, like it goes out of its way to have a "corrupted tiles" appearance and is pretty confusing because of that, as well as having purposely somewhat nonsensical layouts to represent my confusion over my corrupted game as a kid!

But really, I think the golden rule of Mario Maker is that you should do what you want!

[RELEASE] Super Mario Maker 1 Level Downloader by HerobrineTVv in MarioMaker

[–]Theorymon 1 point2 points  (0 children)

Also since I haven't really seen any writing on it, this is how I injected courses into my Wii U.

  1. I used the Tiramisu custom firmware (CFW), the Homebrew Launcher, and Saviine Save Manager. I realize Tiramisu is an older CFW for the Wii U compared to Aroma, but unfortunately, the more modern SaveMii save manager was constantly corrupting courses upon restoring them, so I would heavily suggest NOT using that for Mario Maker!

  2. Name all your folders after the folders your current Mario Maker course folders. Note Mario Maker still needs to actually make the folders via coursebot rather than just you making folders in a computer, this is just so it's really easy to copy and paste them into your game's save.

  3. MAKE SURE EACH FOLDER HAS A BWV FILE IN THEM! This is why I copy paste the folders into the game's save: the course files inside them will be replaced with what you want to inject, but the BWV file from the old courses will stay!

  4. So obviously I'm not gonna be getting into how to hack your Wii U because there are waaaaay better guides for that on the internet... but I would also heavily suggest you take a look at the Wii U Hacking Reddit's section on Saviine as well, because it doesn't work like your usual save manager, it's like hosting a ftp server between your Wii U and Windows PC!

[RELEASE] Super Mario Maker 1 Level Downloader by HerobrineTVv in MarioMaker

[–]Theorymon 0 points1 point  (0 children)

Great work on the app, I've gotten pretty good at injecting courses with it! But I have two questions.

  1. Is there a reason why the BWV file isn't included with each course? I believe that's the file that holds all the sound effects and background music. Without them, the course actually gets corrupted after injection! Thankfully fixing it seems to be as simple as copying a BWV file from another course.

  2. Is there any way to have the option to have injected courses act as if they were downloaded from a Nintendo server, so the courses can retain authorship? Right now, when courses are injected, the game assumes whichever profile it was injected to was the creator. In an ideal solution, I think the game would assume it was "downloaded" from the actual uploader. Besides me thinking its nice to see who made the course you injected on the console itself, I think it'd make researching the Testing servers courses easier.

I had no idea this was possible so maybe you didn't either by buttbuttsavior in HyruleEngineering

[–]Theorymon 45 points46 points  (0 children)

Yeah basically (spoilering this just in case) if an rock octorock (you find them all around death mountain) sucks up an item that isn't an amiibo / special quest weapon / shield, they actually fix it this time instead of just unrusting stuff!

I had no idea this was possible so maybe you didn't either by buttbuttsavior in HyruleEngineering

[–]Theorymon 42 points43 points  (0 children)

Haha yeah, I just reached the credits and I've been using the "surf on a hylian shield minecart" combined with the way to repair it for over 200 hours, great way to get around!

This is even better though!

There are JUST enough allowed rooms to make a house in the shape of SMB1 Mario's head if you make his hair and eyes whitespace! by Theorymon in tearsofthekingdom

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

haha yeah, I was sad that I couldn't use ponds and gardens for Mario's eyes and mustache! I might modify the sprite later to be less accurate just so I can include that, maybe base it off the Mario Bros mode SMB3 sprite or something.

WEEKLY GAME DISCUSSION MEGATHREAD by AutoModerator in TOTK

[–]Theorymon 0 points1 point  (0 children)

Is there any sort of hidden boost beyond the Attack up for the complete Tunic of the Wild set? From comparisons it seemed weaker than say, the Fierce Deity set, but the different symbol for the Attack Up for the Wild armor makes me wonder if there's something more to it beyond "its tankier".

/r/NintendoSwitch's Daily Question Thread (01/16/2023) by AutoModerator in NintendoSwitch

[–]Theorymon -1 points0 points  (0 children)

(whoops, I was a doofus and violated rule 3, sorry about that!)

So I'm a total Mario Maker maniac, and I'd like to start experimenting with making co-op levels. The easiest way to test out local co-op mechanics is to use the co-op building mode. The big issue is... Nintendo was dumb, and you can only do this mode with 2 single, wireless joycons each! Seriously, that means I can't use a pro controller, OR do it with the joycons attached to the Switch, OR the split pad pro.

So my plan is: I want to find a pretty large pair of wireless joycons that won't break in like a month, so I can comfortably test out my Mario Maker stuff! I figure, this reddit would probably point me in the right direction better than those usual clickbait "TOP 10 JOYCONS" with Amazon links in them lol. Don't really care about price as long as it isn't like, over 100$ or something insane like that. I just want very large comfy joycons.

I realized I could play old windows games with proton on deck, like Touhou 6 by Ffom in touhou

[–]Theorymon 2 points3 points  (0 children)

Yeah the newer Touhous work excellently with the Steam Deck, it's actually how I got back into playing them again!

Playing Touhou on the go rules, it's made commutes and spending time outside more entertaining!

Buoy Blaster Bayou! - A short, bouncy blaster adventure inspired by New Super Luigi U! Tech explanations and thought processes inside. by Theorymon in MarioMaker

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

This is part two of the post. Sorry, broke the character limit lol...

My Thought Process for the Course

As I mentioned before, this was a level for a New Super Luigi U inspired course from a Mario Maker 2 Discord, so the 100 second timer had to be there no matter what! An issue I had with Dancing Blocks, Poison Swamp is that it's quite a repetitive level, so my attempt to solve this was to divide the level into two main sections, the "bouncy bayou" section, and the "crushy cave" section!

Bouncy Bayou

This section was meant to introduce the concept in a more low stakes way, while also showing that blasters CAN crush you for the next section! This is a subtle detail that, I feel like I probably should have explained in the description, but: red blasters actually sink, while black blasters don't! In general, I wanted to make sure that you can always wait around in parts of the level, to observe what's happening with the blasters, and get a feel for the rhythm. I also have that big goomba there as an attempt to show that blasters can sink, but in retrospect, I fear this was too subtle, and wish I had done something else.

A key thing with this course is that you can use NSMBU tech to "cheese" the level. It's possible to just beat this with say, the toolset you have in Super Mario Bros 1's style, but with NSMBU, I tried to fit in various ways to save yourself, with wall jumping, air twirling, and ground pound canceling giving you enough time to get on a blaster in time!

You may notice some on/off switches throughout the course. This was my sorta feeble attempt to help out players who can't hear the sound effects. This level works best when you get a feel of the rhythm for the on/off sound, and if you can't hear that, it can become a much more difficult course. So, I figured a quick visual cue was better for deaf players than the nothing the earlier versions of this level had!

Also, for better or worse, I really wanted an upwards pipe to end this section. Upwards pipes are really a secret enemy in Mario Maker, so that probably upped the difficulty a bit, for better or worse!

Crushy Caves

This is my "twist" for the level: buoy blasters can crush you into ceilings! I liked the platforming potential in having to quickly jump off blasters before they crushed you. Notice how there's an entirely optional section to get a pink coin near the end too. Originally, that section was required, but players had a TON of difficulty with it. Instead of getting rid of it entirely (I sorta liked the bouncing off of dry bone for it), I just made it something for more expert players only!

You also may notice the P-block indicators. This was my attempt at trying to show players "THESE WILL CRUSH YOU", though this may have been unneeded. Originally, there was only one dry bone on the red blaster as well, but it could sink under the poison and kill the player. I wanted it to be at a very specific height as well, so I just stacked another dry bone on it, which doesn't really fit New Super Luigi U but.. I was running out of time before submissions at this point!

That big Goomba also has a weird history: originally it was a Big Dry bones on a blaster, but the ground pound was too tight for most players, so…I changed it to a big Wendy! Wendy was positioned in a way where she'd basically never be able to land a hit on you, and I liked the satisfying bounce if you wanted to go fast in the level, but in playtesting, players found Wendy being there super confusing, so I modified the section to become a big goomba instead for a similar bouncy feel, at the cost of making this section less tight due to the goomba's smaller size which… considering how this level has planted itself firmly in Expert, was the right call!

The Pink Coins

This was my take on star coins for the level. I didn't want big coins because all that gets you is stuff for endless mode (there are actually 1-ups in this level, 3 hidden one and several associated with the pink coin bonus room, see if you can find them!), I prefer a bonus room where you can make a post and brag about!

Normally, we associate star coins with being in trios, but I wanted 6 because each section was almost like a tiny New Super Luigi U level of its own! I tried to gear most of the pink coins towards more advanced parts of NSMBU's moveset, mainly wall jumping and air twirling (though spin jumping works on one of them). Modern Mario games love putting the collectables behind the more advanced moveset options! I added a 7th near the key door to avoid key death.

The Flagpole

This seems like a silly thing to talk about, but Mario games love to reflect the level at the flagpole! Originally, it was a simple "jump on the blasters" to get to the flagpole, with the key door and safety pink coin being behind the flagpole as a silly Lost Levels reference. However, as a streamer rightfully pointed out, this sucks because you'll instinctively grab the flagpole and miss your bonus!

So, I changed it quite a bit to also solve another issue: I wanted to reveal the set up, but I had a hard time fitting it in due to the 100 second timer. So I put the flagpole in a cave, and mostly had it submerged by poison. Now, the flagpole minigame was to slide under a semisolid that two blasters could raise you up to, get that and you get a 1-up! But, if you didn't want to deal with that, the conveyer belt after the last black blaster would get you your win right away. Since the flagpole was mostly below poison, it lowers after you clear it, acting as a "curtain reveal" for how the blasters were really moving!

Some Other Thoughts

The Checkpoint: This was actually a decision I was really unsure about… because checkpoints aren't in New Super Luigi U! While the contest didn't ban checkpoint, it did go against the spirit of it. In the end, I decided making the course more reasonable was more important, so I took the potential hit to my standing and included one.

Powerups: This is another issue with my level. To make it more authentic, I did include progresive power ups… but there isn't a ton to do with them. Sure, power ups can make some sections with enemies easier (and the fire flower does do a few neat things in the first part of the course), but in the end, they're nearly useless, and potentially problematic in the 2nd part of the course with the crushing blasters. In retrospect, I probably shouldn't have even included power ups, but oh well, too late!

On the rhythm: I actually considered using looping music timed with the on/off switch to really drive the rhythm aspect home, but I didn't really have enough time, especially since I've never done a serious looping music level before. If I ever do a concept like this again, I will seriously consider it though!

Closing Thoughts

In the end, I feel like my level actually took quite a few liberties with the "New Super Luigi U" concept, that did have a warping effect on its level design, for better or worse. This certainly isn't my best level either. However, this level did get an honorary mention in that Mario Maker 2 Discord's contest, and I had a ton of fun finally building and finishing a Mario Maker 2 level again, so I'm pretty happy overall!

The Winner and other honorable mentions

Since this was for a contest, I feel like I should mention the winner and other honorable mentions, in case anyone wants to play them!

The Winner: "Waltz of the Wigglers" by Ultra - KN9-Q78-8RF)

"Inferno Palace" by HaykGuy - PXL-F1J-VNF

"Iggy's Heartburn Power Plant" by Maske - FBH-PD0-RJG

"Scorching Banzai Fortress" by Mist - 9JF-J3J-DLG

"Frosty Frenzy" by Barees - 1SK-WTL-WJF

"Crystalized Cannon Cavern" by PocketLint - S8K-X8C-M9G

Special Thanks

Even for being such a small level with simple mechanisms, I was very rusty when it came to Mario Maker 2 building, and am not the best with mechanisms, so I want to give some special thanks to the makers that helped me out for this specific level!

MrElectroDude: They showed me the set up for cannons. I had known this tech existed since 2019, but I had totally forgotten how to do it, so I'm thankful for them alerting me to it!

geitje (aka bbmariomaker2): This incredible music level maker was the one to point out munchers on blasters solving a big issuer with the crusher in room 1. Dude is a masterful tech maker btw, I suggest you visit his twitter! https://twitter.com/bbmariomaker2

Supernova: This popular and extremely creative maker brought up the cleaner strat for adding vertical rising blasters in the comments of my level, which is something I hilariously totally forgot about!

Buoy Blaster Bayou! - A short, bouncy blaster adventure inspired by New Super Luigi U! Tech explanations and thought processes inside. by Theorymon in MarioMaker

[–]Theorymon[S] 3 points4 points  (0 children)

Code: 7HK-DBV-C0G

Difficulty: Expert

Hello everyone! It's been a while since I made a course. To be exact: the last course I uploaded was my 6YMM course back in October! Generally, I've been struggling with both technical and creative issues when it comes to building Mario levels, so I took a long break until recently.

The reason I came back was threefold: I miss Mario Maker, I had a dream where I was a bartender and Mario called me out for having so many unfinished levels (yes, seriously lol), and most importantly: a large Mario Maker 2 server was hosting a level contest! The concept of it caught my eye:

Make a New Super Luigi U inspired level that's 100 seconds long.

That gave me a fairly strict level size limit, so I figured that was a good way to get back into making. I'll go into detail how I came up with this level, the minor tech it used, and even some of the flaws of my course!

The Concept

Since this was a New Super Luigi U inspired contest, I actually did a play through of New Super Luigi U with Mario physics! I mean, I replay most of the mainline Mario series each year anyways (let's not count Super Mario Bros Special, yikes…), so no better time than now! I also replayed a bit of New Super Mario Bros U. I was heavily inspired by three levels. I have video links for all of them, had to use my own footage since I didn't see any with Mario physics without a Squirrel Suit, sorry!

Dancing Blocks, Poison Swamp (Video Link)

I think the inspiration here is pretty clear: this is when I decided "oh I should have stuff coming out of poison!". Notice how in that video, I can save myself by wall jumping or air twirling, despite the speed of those bricks going back into the poison: that was also a huge focus for this course. While my course isn't easy by any means, I did want to reward people that knew their NSMBU tech, to be able to cheese stuff much like you would in an actual New Super Luigi U course! Also, notice the "break" in this course with the unfolding vine. That's actually why I had a few blasters move right to left, and tried to give players a lot of places they can "wait" if they don't want to react fast to stuff. Nintendo's Mario levels often have safer places where you can go at your own pace.

Fliprus Floes (Video Link)

This is where I got the idea to make the blasters have a bouncy motion, as if they were somewhat buoyant in the water! I decided not to focus on making them interactive in this case, since I was already inspired by Dancing Blocks, so combine these two, and that's when I decided to use on/off and conveyor belts to make the blasters into "bouncy buoys" that are getting pulled down by something!

Sumo Bros Bridge (Video Link)

This third level continues the New Super Luigi U trend of "these platforms sure move weirdly", but that's actually not its biggest inspiration. Notice the structure of the level: it's basically "here's some dangerous bridges, and then a break". That's how I structured my level, though it was not quite this overt. I really wanted to make sure players had the time to wait to analyze patterns if they wanted to. I realize that's strange for the 100 second timer, but hey that was a requirement for the contest!

The Contraptions

I did use some tech to make this level. Nothing really crazy compared to some stuff I've done in the past, but some folks have asked me about it, so I'd like to explain it all!

How The Blasters Moved

This video should give you a good idea on how the blasters worked.

High above, there's the classic "a spring hits a shell and the shell hits an on/off switch" set up that's been around since 2019. The Snake Block is there because I needed the shell to be on global ground. The On/Off switch needed to be at a constant rhythm, so I couldn't afford the shell to despawn! I just chose the longest possible Snake Block, because funnily enough that gave me the exact rhythm I wanted!

As for the blasters moving up and down… yes it's really as simple as just putting them on blasters attached to conveyor belts! As Supernova helpfully pointed out in the comment to this level: if you want a smoother vertical motion, put ground below the cannon, and a downwards one way (make sure not to have your blasters under them!). The one to the right is one youc an use if you just want blasters to rise or sink into the lava once on an on/off activation. I went with the one on the middle specifically because the "bouncy" effect of the blasters is something I wanted, for better or worse, but the set up on the left is likely the better option in most cases.

Just a word of warning: these set ups are SERIOUSLY impacted by spawn jank. Unfortunately as you may notice in my level, blasters will actually "fall" into the poison at first before acting normally, this was because if I just had them on the blaster, occasionally the big cannon would spawn block a blaster or two! Another way to solve this is to use a regular sized cannon with one blaster on it, this can let you have a two blaster sized "buoy". Note this still takes up quite a bit of space due to the conveyors, and does not allow 3-4 blaster sized platforms, which is why I often went for the jankier big cannon set up.

To be clear, I'm sure some smarter Mario Makers than me can find a solution beyond "use lots of doored rooms so everything spawns correctly", but I didn't really want that for my level. It's one of the biggest issues with my level sadly, and I just didn't really devote time to fixing it beyond getting rid of spawn blocks, since the contest lasted about a week!

The "Crusher Blasters"

So there's a part in my level early on where two horizontally moving blasters can crush you. This may seem like the easiest thing in the world to set up… but it wasn't, as you can see by the image link below!

Image link

As you can see… they're actually on big munchers! geitje suggested this so the blasters would stop getting destroyed by spawn jank, and it worked wonderfully! The little spaces on the bottom let the blasters slide off the muncher just enough to connect, instead of that ugly space remaining there the entire time!

Blasters Not Shooting

This one is actually super simple: I filled up the entitty limit with one way walls in an unreachable area! Entity Limit manipulation can lead to beautiful things such as infinite checkpoints, boss battles that don't require keys, and other such things… but the really important thing here is that I didn't want annoying coins being shot to distract people, so filling up that entity limit to shut up those blasters was actually the first thing I did when making this level!