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SuperRetroTurbo said:
I'll give a prime example of what is so wrong about the current system used for determining a levels difficulty.

I'm playing a level now that involves falling blue platforms (one time jump) without a reset door. Normally, I don't have an issue with that but this is different. When I reach the highest platform, I'm immediately bombarded with a random projectile of Bowser flame. There's only one place to land and depending on whether or not the flame aligns with the platform, I'm able to continue.

That scenario has literally zero to do with expertise and everything to do with luck.

Now use this or other countless similar events in the case of having one life left.

The player has virtually no chance to defeat the level. I realize, that's just how it is but that doesn't sit well with me, especially coming from the great minds at Nintendo.

The current difficulty ratings don't really capture the nuance of the kinds of difficulty on offer. There's luck based difficulty like you describe, skill based difficulty, and then there's troll based difficulty, which is designed to kill you repeatedly and have you learn all the tricks the level is hiding through trial and error and memorization. You can't describe all that with a linear easy-to-difficult continuum.