Easy Rogue for Super Mario Maker 2 is a game mode where you lose access to an input every time you clear a level, die, or skip. The game is played in endless easy. You win if you clear 20 levels.
Get started by creating a tracker. Add the wheel and overlay to OBS as separate sources then interact with the wheel source when you want to use it. If the tracker doesn't update, refresh it and it should stay updated after that.
Create TrackerThere are 20 “inputs” that you will slowly lose access to as the run progresses. You can press any buttons you like between levels (you can press “A” to advance to the next level if you’ve lost “A” or “-“ to skip if you die or are stuck), but once you’ve lost an input, you can’t press it mid-level. If you accidentally press an input that you’ve lost mid-level, that level is immediately invalid and you must skip (and lose an input for the skip). If you clear a level before realizing you pressed an invalid input, that clear does not count and you still lose one input and then move to the next level (you may not retry or go back to that level at that point). If you begin playing another level before realizing you made an invalid input and applying the penalty, the run is over and invalid beyond the point of the invalid input.
if you are out of inputs, you may continue to clear levels as long as you don’t have to press any buttons mid-level (auto levels allow you to continue to gain clears). However, if you die or must skip after you are out of inputs, the run is over.
Here are the 20 inputs for this game mode. If you remap your controller, the action in-game with which that input is associated by default is the banned action. For example, if you have a shoulder button mapped to down, you may not press that shoulder button to duck if the down input has been lost. The exception to this is if all inputs are remapped 1-to-1, in which case you may consider banned inputs according to the name of the button instead of the in-game action. For example, if you map A to Y and Y to A, you may consider A being lost as A being lost even if it is associated with an in-game Y input. You may not change your controller mapping mid-run.
In the following descriptions, if a number is provided in parentheses, that is the number of separate inputs described. For example: left stick and right stick are 2 separate inputs, though they are described together.
Easy Rogue may be played in co-op but some rules vary slightly. Levels must be selected by downloading the top level after a refresh from hot courses with easy difficulty selected. Players maintain individual inputs and may lose inputs at different rates. Whenever a player dies, that player loses an input (they may but are not required to respawn). When a level is cleared, all players lose an input. When a team skips a level, all players lose an input. Players may decide their own rules for skipping (majority voting, unanimous, etc.), but whenever that criteria is met, deaths after skipping is decided do not count (for example, if players decide to skip before a level starts that results in a frame 1 death will only incur the skip penalty, not death). The rules for skipping must be established at the start of the run. If one player is out of inputs but one or more others are not, skipping and clearing may continue with only players with inputs remaining losing inputs. Players without any inputs may still be manipulated (thrown, pushed, bounced on, etc.), but must continue to join the lobby each level. Accidental invalid button presses mean the player that pressed the button must start over and lose an input immediately if the input press had no impact on other players’ ability to progress. If the button press impacted other players, the team may decide to all start over and lose an input or skip the level and lose an input. Starting over requires the loss of an input for all players that start over (“Let’s start over” results in all players losing an input). Individual players may choose to die and spectate if they are not in danger without penalty.