[0102] Wii U: Super Mario Maker - Jump Animosity (Level by Woohah)
🦋 Socials: https://linktr.ee/junkyard_dave
Course ID: 7DEF-0000-0066-4C64.
Okay, first and foremost: FUCK THIS LEVEL.
It's nearly completely RNG and circumvents any skill you may have. I'd like to think I'm fairly skillful with my Mario skills, but this level actually irritated me.
The first screen with the jumps is simple enough. You just need to strategically jump around the Koopas and made sure you don't kick any shells into yourself on the way down (or jump into spikes).
The second screen has an awkward probably pixel-perfect running jump to avoid getting hit by the piranha plants on the question mark blocks. After riding the skull platform, which is the easiest part of this level, there's another jump where you have to time your jump a bullet to avoid piranha plants.
Third screen is where the RNG becomes a headache. The Lakitus spam coins, and there's 2-3 in between them all that thrown down Spiny shells. All the coins make it nearly impossible to see the shells being thrown down, and if you move even one square right (which is why I stayed still) they start to throw shells down instead of just coins until they start to fly off and disappear. Staying in the corner is not safe either, as the Lakitus throw X amount of coins and then just fly off in random directions, sometimes right into you, and if you jump into them, you often ricochet and jump into the rest of the Lakitus because they're floating so low to the ground.
The next screen is ironically easy despite how hard and random it looks. I figured out the way I jumped on the springs brought me to the end of the level most of the time - and the only time the RNG is bad on this part is when and where the giant Magikoopas teleport around. Sometimes they teleport onto the springs you jump on and screw up the rhythm of the jumps. The worst part about this screen is the sideway springs if you miss a jump even by a fraction of an inch as it obviously sends you right to your doom.
He has a Magikoopa setup to hit the block on the flag post on entry in the last screen which makes the freakin' thing disappear. From there, giant Thwomps in clown cars or whatever you want to call them make it nearly impossible to move. He gave the Magikoopa wings which requires it to take two hits to kill while it teleports around and creates enemies and stuff from hitting the frozen ice blocks or music note blocks. Only after the Magikoopa is killed does the flag pole become visible again.
This was hands down one of the more difficult levels I've ever played for all the wrong reasons.
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