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ID: 24F4-0000-01EC-8339 https://supermariomakerbookmark.ninte... Found via the Mario Maker Reddit from 1wd: / the_1up_is_finally_useful_expert_one_screen Ugh, I didn't think it was possible to hate Bill Blasters and Pipes with items and enemies in them anymore than I already did. They seem so arbitrary regarding how they dispense things. What made this course even more annoying was how many ways there were to die (usually from the Bill Blaster, which will kill the player at the start if they take the time to observe the stage without moving) or for the player to accidentally make the course unwinnable, most annoyingly the fact that the 1-Up isn't the only thing that can inhabit Koopa Clown Cars. Even when I knew what to do (after spending a ridiculously long time not paying attention to the behavior of the Spike Top), I spent a long time just attempting to pull off the maneuvers to successfully complete the course. You can see that I'm hesitating to get off of the Bill Blaster at one point out of paranoia because I forgot that they don't fire when standing on them nor at regular intervals. Also, I blame this on myself, but I had to enter the editor because placing the P-Switch to the left of the Spike Top caused me to mistakenly believe that P-Switches and Spike Tops had some sort of weird interaction that caused them to die. Perhaps it's because I'm really tired, but it took me a while to realize that it was getting crushed. Anyway, I applaud their creativity, but I can't say I had very much fun. I'm reminded of some incredibly annoying and obtuse custom Portal (2) maps that require players to aim at multiple locations extremely quickly while airborne, which is difficult to do even with a mouse. On the other hand, I'm also reminded of Exit, a game the pushed the player to have an understanding of it's mechanics to solve puzzles, even if they weren't intuitive, so that's a plus.