Team Rocket Boss Giovanni Battle by ZzZzZzZ [MARIO MAKER 1]
Автор: The Z7
Загружено: 2021-03-03
Просмотров: 3529
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This is my third of four Pokémon trainer battle levels I uploaded in SMM1 to celebrate Pokémon Day. If you watched my videos of Blaine Battle and Clair Battle you probably noticed I only gave them 5 Pokémon. This is because I only included 5 Pokémon in Misty Battle, and since they're also gym leaders, it made sense to give 5 to them too. While Giovanni is also a gym leader, in the games he's generally depicted as much stronger than most other gym leaders, so I decided to give him 6 Pokémon. No Mewtwo though, thankfully, as I already included that one in Red Battle.
The process to select which Pokémon to include in Giovanni's team was pretty simple compared to Blaine and Clair. For those two I picked Pokémon from many of their different teams, but for Giovanni I simply took his team from Pokémon Yellow and added Marowak, which he used in another game. At first I added Golem because it was harder, but I hate how I made Golem originally, Marowak is much cooler. My goal with these trainer battle levels isn't to make impossible levels, but more to show off some of my favorite levels from the poké-precision series, them turning out to be really hard is just a bonus.
These are some of the changes I had to make due to the lack of key coins:
In Dugtrio I put a question block containing a p-switch above the U, a bomb inside the G and a blue skull on a track. I also gave the key to the mole in the R, so it's a bit harder than in the original version where you could just get the coin without even interacting with the mole.
In Nidoqueen I also put a question block containing a p-switch in the O, then I removed some of the ground below the Q and the U, and also removed the troll block.
In Rhydon I changed one of the spikes in the Y to a question block with a key, and removed the coin above the N because getting it was free anyway, might as well not be there.
In Marowak I removed the ground below the M and below the second A to force you to go through both A's, and I put a pow block on the R.
In Persian I removed the coin above the P, just like the last coin in Rhydon, getting it was free. I also removed the coin above the A but gave the koopa a key, so you still have to jump over the A to throw the shell at the weird contraption on the N to kill it. That took a very long time to come up with, but it ensures you can't bring the shell to the final room, so it was necessary.
In Nidoking I removed the ground below the D, the O and the K to force the player to go over them. I added a piranha on top of the O so you have to go inside the O to kill it. I also made the ending less dumb, so even if you stop in the middle of the G you can still make it to the door.
Grinding Giovanni battle was a weird experience, compared to other battle levels. I felt like I'd get stuck in the first 2 Pokémon for so long, while in other battle levels I could get to the third or fourth Pokémon relatively consistently. I guess it's because Dugtrio and Nidoqueen are so long, for reference, in my clear it takes 69 seconds (nice) to get to Rhydon, and in all the other trainer battles getting to third Pokémon takes less than a minute. So after I cleared this I played my videos of Red, Blue, Green and Giovanni Battle all at the same time, and I was surprised to see that this was the shortest of them. I was only thinking about how long the beginning was and I didn't notice how quick Rhydon, Marowak and Persian go by, but seems like I do those in 67 seconds, which is almost the same time it takes to do Dugtrio and Nidoqueen. So it's not that I was dying a lot to them, like I thought, it's just that they're naturally long.
Another silly thing that happened during the grind was when I said the second half was free, but then I ended up having more deaths past the second half than I did in Green Battle. So I was wondering which is harder, Giovanni Battle or Green Battle? I believe Giovanni took longer, but that's probably because I got pretty unlucky with the second half, I even died 3 times getting the last key and another 3 times to the shell jump. Going back and forth between SMM1 and SMM2 destroys my muscle memory with kaizo tricks. Another example of that was the p-switch jump at the end of Nidoqueen, I played the original level like 10 times back in the SMM1 days and I never once failed that p-jump, but when I came back to grind Giovanni Battle it took a long time to get consistent at it, but I was still failing it a lot. SMM2 ruined everything. :p
TWITCH: / the_z7
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