I Made A Pick-A-Door Level That REQUIRES LUCK
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- Опубліковано 27 вер 2024
- Another bad idea based off of the stupid amount of Pick-A-Path levels that I get in Mario Maker 2. Sorry if the video is not as polished as the last bad level idea. Too busy working on Super Dram World 3 :)
Clear video: • #SkipThis - Let's Make...
19 hour level video: • I Made A Level That Ta...
@CeaveGaming's video: • Is it Possible to Make...
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#MarioMaker2
Don’t forget to boo the level
Dram World 3 soon™️ :o
The Clown Car Randomizer is similar to #FreakAndGeek's Carlsino Troll.
Dram world 3 is going to be amazing. Can't wait and thank you for all your hard work, both in mm2 and smw
You should make a worst airship level
A great idea is an actual luck based troll level. Not like what geek made that automatically gets you out eventually. But a pure evil luck based troll.
You should do a "Fake Level" and have an AI actually generate a Mario Maker level, if that's even possible. That would be a really funny bad level idea
I guess panga got tilted from playing bad levels in Endless that he decides to make his own Bad level
Im all for it 😂
This is my favorite genre of Panga. Can’t wait for his Bomb Excavation Pink Coin Extravaganza with a 25min WR
Playing bad levels was his origin story
Yea😂
it's his way of dealing with pick a path trauma XD
You have a 1/128 chance (0.78125%) of guessing a 50/50 correctly seven times in a row. It will be interesting to see if the long-term clear rate of the level approaches that.
I think it will be a bit lower than that, because people will quit the level without dieing to the saw, thus deflating the clear rate.
I was thinking the same thing when he showed that the clear rate is around 1% right now.
@@animexamera i don‘t have Mario Maker, but does quitting a level while you‘re playing it count as a death/failed attempt?
@@pitybreaker6625yes
@@pitybreaker6625 each time you start a level an attempt is added
Panga has become the very thing he swore to destroy. And he does it better than anyone, you gotta love it. Keep it up Panga ❤
You haven't seen many Carlsagan42 evil levels...
this level is smiling though@@wesss9353
endless expert has damaged this boy
Panga is one of the greats when it comes to level creation
@@wesss9353Carl's are chaotic evil. Panga's are lawful evil.
"I'm not entirely evil"
"It will kill your run"
Excellent content
I went to the comments after he said that lol
panga calmy explaining his death machine is the best
I always figured you could make an impossible password level by making the movement itself into a password. A bunch of clown cars sitting in between one way gates can act as your hash, and the level will only be cleared if they all move in the correct direction.
Good luck clearing it.
@@btf_flotsam478 There's already a version that does this with number of jumps.
I can’t wait until someone makes the same level that requires the maximum possible number of correct guesses and uses TAS to clear check it
About a 1 in 1 Quadrillion chance to guess correctly 50 times in a row.
I could do this if I was a psychopath, but I'm not, so I won't.
If it's TAS, there is no real randomization in the playground part, so writing a script takes maximum 8 tries.
Edit : Misunderstood OP. TAS still removes the rng. This just ends up as a very dirty max duration speedrun.
Instead a pair of doors to choose from, it could just be one door such that when you go through the door it randomly fails or succeeds. The second door is just theming, to make it a pick-a-door.
11:36 Except I found a couple of flaws that involves the controller vibrations. 1. If a controller vibrates once, then it's either still On or Off. But if it Double vibrates, then the switch was triggered. 2. After entering a door after the first vibration, sometimes there could be a follow-up Vibration meaning the On/Off was triggered.
neither of those things make sense
the vibrations happen simultaneously, so there wouldn't be two of them just one happening
and there would not be a follow up vibration ever, since it only triggers once per entry
@@128Gigabytes It's like your sensory nerves in the Human body. Sometimes I can tell the Explosions based on how my controller vibrates. Sometimes I could be right. Sometimes I could be wrong.
@@Mr.M_M.M.2So it's a 50/50? The random path itself is a 50/50, you are just guessing...
Needs a comment like, "Your Super Expert No-Skip run just got Panga'd™"💥
I want to see Panga's evil take on a Japanese NewSup speedrun level.
speedrun level that kills you if you go too fast
A 500 second speedrun that's just the same jump 200 times
Panga why?
It’s the n64 guy! Didn’t know you also watch Panga!
Why not?
Panga is the ultimate little Timmy:
Big Timothy
"It was kind of a little personal." Understatement of the century, lol.
Really creative level, I loved the mechanism.... still a Boo tho
The sound effect makes it a boo.
actually really enjoyed seeing you explain the level/design and give your thoughts on it! should do more like this :)
2^7 = 128 so you've got a 1/128 chance of winning on any particular run. This doesn't mean it will take 128 tries - just that each time you try the chance of winning is 1/128. So by the time you've played the stage 64 times, there's an approx 40-50% chance you've beat it once.
The statement you can make is that if you play it 64 times, you will have, on average, 0.5 completions. You only have a 39.5% chance of at least one completion within 64 attempts, though.
@@fritfrat given panga’s infamous binary level challenge i wanted to keep it simple :P
So it wouldn't be statistically anomalous to make upwards of 600 attempts without completing the level?
A kaizo level where all the indicators for where to bounce and where to shell jump and stuff are in the wrong place could be pretty funny.
Ryukahr already got tilted in one video because a creator used a different indicator than the standard, even though it was correctly placed. Was a couple years ago. I was pretty annoyed at the tilt. Creator was in the comments apologizing.
kaizo level that has all of the indicators offset by about half a second, so it's still "fair", you just need to make your inputs half a second later/earlier than you expect
Looks like you need the Lens of Truth for this one.
A lot of this is accurate to information security in technology, love to see it! Thanks for doing science Panga
This is still better than every other pick a door, purely because of the tech used in creating it.
1:11 I don't want to be pedantic, but you forgot the link to the level viewer website in the description
Lil timmy, underwater, dark, triple meowser, precision, maze, with lag machine, red coin extravaganza, pick a path, effect spam, donut block ending and no top
Today I learned calm, kind, patient, soft-spoken PangaeaPanga is, in fact, history's greatest monster.
player input being the "rng" reminds me of gd colon's level "the world machine" in geometry dash, which uses the same principle to generate a random level as you play it
edit: just went back to his video about it, he even mentions that it works the same way in smm2
A nice way to make a dev path for this level is to use the dark theme and hide a spring somewhere that shoots off a firework effect.
This could absolutely kill someone's Super Expert run.
This is Panga's villain arc. Too many bad levels turned him to the dark side.
Panga is doing a full villain arc on us. He used to be a homie, now he has become so tortured that he had no choice but to go full evil.
His setup even prevents homies from helping others
Hes become the anti-homie
Interesting thing is, you can probably improve your chances considerably with this level with some statistical analysis. Because this is computer-generated RNG, it's not true perfect RNG, and that little imperfection can be taken advantage of. A famous example is in Pokemon Red/Blue where the Great Ball is actually better than the Ultra Ball at certain thresholds of HP due to how the RNG generator calculates numbers. Zelda Windwaker also has a similar exploit for one of its minigames.
What's more, you have considerable control over the RNG in the level because it's based off your movement. With enough testing , you could probably find some pattern of movement that, even when imperfectly executed by a human, has a very high probability of leading to one outcome over the other.
"i'm not entirely evil" as he makes a torture device
The chance of beating the level is 0.5^7 = 0.0078125.
In other words, you have a chance of 0.78125% chance per try of beating the level.
This is about as likely as correctly guessing a randomly drawn card from a standard deck of 52 playing cards.
when you live long enough to see yourself become the villain
Thab and Auratuer will have a field day with Super-Endless no skips with all the inspired levels 😂
Thab has a rule that he can skip RNG and passcode levels. But if it was his level 36... I think he would try
If my math is right, picking correctly on a 50/50 choice 7 times in a row has a probability of happening of about 0.78%. That’s not very good odds.
You have become the very thing you swore to destroy. You were supposed to BOO these levels, not make them
If you want to make a level VERY nasty, like, nobody will be able to clear it in the heatdeath of the universe, but also have it publishable,
-have a 160 brick platform that, when reloaded, are places for spinies to spawn. Lets say our code is 160 long and contains 80 spinies. This gives you 20 more sprites, witch should be plenty.
-when the room is reloaded, these spineies will all appear simultaniously in some order. When they bump into eachother, they both switch directions. This on its own is pretty predictable, but if enough of them bump into eachother, it'll be hard to uncover what state the spinoes should be in
-after an extremely presice timer that runs for 2 minutes, the ceiling above them will drop away, and a bullet bill gun will fall on them.
-A goomba then has to walk across them in order to open the entrance. If a spiney is in a location where it shouldn't be, the bullet bill pillar will be a block higher and the gooba will never reach the end. If however, it's not where it's supposed to be, the bullet bill gun will create a hole for the goomba to fall into.
-This relies on how spinies have predictable movements, but given enough time, it gets to become super random. Simply pick a 80-long code and the timer that drops the bullet bill guns. Once you know which bullet bills are raised and which are lowered, go back to the editor, and retroactively compensate for their height.
Someone trying to reverse engineer your level can look at your level learn where each spiney needs to end up, but without knowing the direction each spiney would be traveling once the bullet bills drop, there's no way to roll their movement back.
There is not a better way to get your code other the guessing and checking. And sure, there might be some other codes that get the spineies in the exact position they need to be in, but the search space is so large, it hardly matters.
You are forced to either know the code, or guess and check, as there is no way to derrive the code from the layout of the level itself.
Bro's starting his villain arc💀
panga on his villain arc to make the lowest clear rate level possible. started with him trying to make the most skill intensive level with u break and hopefully it ends here with rng pick a door
Panga: "Listen closely"
*LOUD AD starts playing at that exact moment*
you are making amazing art, i appreciate these concept explorations.
Using his powers for evil yet again
I was wondering about the noise
Glad you thought about it
If you ended up doing the 50-bomb version of this level, there is essentially zero chance it would get completed by humans.
If we imagine 1000000 concurrent players on *only* your level, and that each attempt takes 10 seconds (yes this is wildly optimistic, we’re establishing a lower bound here):
We expect it to take about 2⁵⁰ attempts to complete the level.
2⁵⁰ ÷ 1000000 players × 10 sec/play = 11260000000 seconds, or about 350 years.
Clearing this level is as rare as obtaining the sword of kings
You can tell he is fed up and tilted
Ok now to make a shorter version to the 19h level and have the player go trough the RNG-Inator every now and then.
Panga reached his villain arc
In theory, the TV sound effect, while not related to the on/off state, would use the same rng to decide what happens that the clown car uses. Which could give away the answer
Panga lived long enough to see himself become the villain D:
…I’m totally down for this Joker arc.
I would get through all 7 then accidentally go back in the door
This is evil, I love it. Dark Panga strikes again D:
You need to play the level at least 89 times for a >50% chance to win at least once. Definitely a no-skip run-ender, yikes. The real luck is not getting this level in the first place lol.
what's the formula for calculating this?
@@andy4an 1-(127/128)^n = .5 , solve for n, and then round up n to nearest whole number. You're essentially calculating the chance of failing (127/128) n number of times in a row, and then 1 minus that is the chance of success.
@@fritfrat ah, neat! thanks.
This is my new favorite series.
7:00 luck manipulation
Every time I hear the whistle when panga edits the level, I wanna follow up with, "Ed, Edd n' Eddy!"
Idea: Pick a pipe/door level, but the correct answer is always the last one you choose.
Other level makers: I can make Endless better with my levels!
Panga: I can make it WORSE 👹
I applaud the thought that goes in to a level like this, but at the same time..shame on you SuperVinlin
You give them the top, but no homie 1-ups?!?! D:
You know what's even better? The act of going to the doors also affects the RNG of which door is right. Therefore, even if you TAS the level, you might run into a situation where the act of going down into the pit of the right door makes it the wrong door. It wouldn't make TASing impossible but it would make this level hard even for a computer!
There’s one way of doing this without luck. Actually there’s a "chatty" that certain movement: certain number = a randomisation so if you add all of the number, for example 1 jump = 2, 5 jump = 10 and 10 is a buzzy beetle (there’s nothing that equals 10 but whatever).
This may be dumb but if the glitch sound effect is effected by rng then can it be used to determine your rng value somehow?
You were the chosen one! It was said that you would destroy the Little Timmy, not join them!
RNG pick a door makes baby Jesus cry
Thanks so much!!
Now i understand how that Kamek auto level worked!
I'll have to try some of these tricks as optional content.
this was tons of fun! i love all this creativity...
When i saw the bopers and claws i new how it works
As far as I know, the Super Acorn (Nut, if you will) in the nighttime ground theme is random and independent from player movement in terms of bounce height.
Maybe make a super tight time attack level which is just 10 or 15 pixel perfect jumps with no indication
Make the ULTIMATE little timmy level
Because luck is based on player moment, I'm guessing this level's beatable, if you have the consistensy of a TAS?
If you ever need to upload a version 2 to fix something, you should also add 3 1ups as dlc for succeeding an 8th attempt :D
Id like to think that this is going to be the level that will end him in endless expert
He's allowed to skip in endless expert
@@dragonfiire8148 he's got the villain powers now
Cant wait for Panga to get this level in super expert no skips
do you get your own levels in the endless mode?
@@munkhn73 Yes, and it already happened to Panga at least once. There's even a video on the channel about this semirecently.
So he became what he hated? A pick a path level creator?
Good Hump Day Morning Panga Gang!!!!
These are the most hype videos for me! The villain ark is real 😂😂😂
the DGR video was pretty cool for this level.
LETS GOOO!!! ANOTHER PANGA LEVEL CREATION!
It's an excellent level design idea, which prevents the player from figuring out which door is the right one. It's practically impossible to cheat!
Streamers could use this mechanic to let the chat choose a door. It would be much more interesting!
I wonder what the probability that the on/off will be on rather than off is. Is it truly 50/50 or is more likely that the bob-omb will hit the switch than not. Like what if 75% of all possible movements in the “playground” area will cause an on/off switch. Theoretically it would make the guessing a little more accurate with a smaller amount left to chance
I cannot believe that biggest hero of smm2 is biggest villain in the same time.
That’s evil haha love your videos, Panga
Imagine if Panga and Carl joined forces...
uh oh 😂
This is brutal for someone doing no skip. Even with 99 lives, the odds are a bit against you. It's not so unlikely that it's impossible, but this would be such a painful level to get, knowing that there's nothing you can do.
hopefully this because a series of just terrorizing peoples endless runs
Let’s gooo! It’s a series:))
Is there any way to know the on-off state after it is switched without seeing an on-off block maybe by a glitch kind of thing??
You can technically go through one of the two doors and learn the on-off state without seeing an on-off block or switch. Although, I suspect you were looking for some non-deadly cheese, and I don't believe that exists here. 😉
Now make a more evil version, with 5 doors 😈
and you have to kill 99 goombas
Panga here pretending as if knowing sound effect rng state relationships would not be super expert 😂
I'm blown away right now because I dedicated a level to Panga a few months ago. It was a level where you have to throw a pow and get 7 coins to fall in the right direction, yielding a level with the same exact chance to win as this level. 1 in 2 to the 7th power. Looks like I was right to dedicate it to him. LOL
Unfortunately, someone could maybe hear the explosion and decide which door to pick
No?
Panga finally turning to the dark side and making bad levels is like when Anakin turned into Darth Vader. Who knows what monstrosities he’ll make next😧
Here's something that's very Little Timmy. The title screen levels. Make something out of one of those maybe?
Our boy here making art.
If using external tools like that level peeker is permissible, I see no problem doing the same with predetermined controller input. So at best the playground only makes the experience more painful for "cheaters", but it's still the only way to actually beat this level. Getting this 7 times right is 0.8%.
By the thumbnail it looks like the other door has a 99% chance
Don’t forget we need a horrible Japanese New Sup. Speedrun
You were the chosen one! It was said you would destroy awful levels, not make them!