Piston Hyundai
Member
So is there any way to get the Big Mushroom without using the 30th Anniversary Amiibo? Having all of the other Amiibo stuff unlockable except for the one that actually effects gameplay would be a super shitty move.
Well, I changed the bullshit fire at the end seeing how it was clearly stupid and everyone kept dying there, thanks to Gsnap and whoever else played it.
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"Path Less Taken"
The less taken path is the 'main' path? Considering every time I tried to stray from the main path I was punished it doesn't really work - despite being a cool twist, it will still lead to moments that feel kinda cheap.
Alright - your other one was better - this one has a few Dry Bones issues:
1. Dry Bones right in the start quickly goes to below the blocks if you don't run right away. That'd be fine - but the timing makes that he will raise a bone just as he's getting out, and you'll probably be falling down to try to kill him.
2. The Dry Bones after the first main jump (in the raised platform) will absolutely kill you if you hit the block. The Boo Circle shouldn't really kill you in its surprise, but the Dry Bones will when you go to the top of the block to be safe.
Besides that, I'm not the biggest fan of the Donut Climb to the room of death. That was pretty cheap - and I'm not sure if you intended, but after I got the cape (nice job on the clocks pointing out the cape though) and entered the pipe getting below the goal, I could just spin jump and spin the rotating blocks, so I just slid and got to goal. I think I probably needed to do something more there.
Bonus area right near the end of the level and with a lot of repeats isn't exactly all that enticing and precision platforming is never really super fun. Your other level is really way better - even if this one was fun in some ways.
Not a problem! But yeah, I always try to do that (it's a bit stolen from those analysis videos but I find it works for me as well) - end the level with either a callback to the level mechanic or to its theme. It really wraps things up nicely. Going for your other one now!
E: Actually I got stuff to do - but one thing - the pipe at the top-left corner of the map leads to a sub-area, and in that sub-area it's super easy for the yellow platforms to de-sync, never letting you through. Use different lengthed tracks there and your problem should be solved.
What's with these underwater levels nowadays that I'm actually liking? You guys are besting Ninty in that regard, heh. (It's the lack of Bloopers thank you so much). Anyway - it's a really fast-paced solid level. It doesn't force you to keep moving but the way it's tightly designed makes you keep moving forwards, as well as the increase of bullet bills shooting fish and the placement of the coins. I do like the way you make us pick the mushroom at first. My 'problems' are really the fact that the fish don't really pose the biggest threat (they are really slow off the cannon) and each segment drags on for longer than it should. I think shorter segments (with maybe one or more two segments later on improving on the challenge later on) would be better and make the whole thing feel even more fast-paced (and fun) than it is.
So yeah - really solid stage. Didn't wow me mechanically but it was still really fun to play and my 'issues' would imo really just add more to it instead of fixing something. Great job.
I don't know why you picked Shy Guy though (level itself seems to lack an explicit theme to the character) but HOLY SHIT YOU CAN COMMENT IN LEVELS YOURSELF? I need to update Waluigi Parable with the voice of the narrator stat for those that have comments on. O-O
Dry Steve's haunted Mansion
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Scumbag Mario raids Bowser
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That Wizard came from the Moon!
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Goomba's Kave
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‎made a fourth level titled 'De Daumier-Smith's Blue Period' (ID: 9FD1-0000-003F-4D8B)
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sort of a side project and more an expression of mood than a mario level, that's all i'm gonna say‎
‎Pleeeeeeaaaase someone try it and comment.
I'll play whoever's stages that tries and leaves feedback. I've edited this level like 5 times after uploading lol. Could really use help with nip tuck.
‎‎This is suppose to be a more traditional course, but I'd love to hear some more feedback on it.
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Would you try Gotta Go Fast for me? If you have one of yours you'd like critiqued, let me know and I can return the favor.
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I'd love it if you played mine!
Name: Under the Thwomp.
ID: 7D5F-0000-003F-B84F.
Description: Castle level with falling Thwomps and moving platforms you can use as umbrellas. It has some neat hidden secrets.
Tried designing a vine scrolling level! Well it's more of a vine level in general!
Gripvine Central
ID: CEEC-0000-003F-0167
‎So I have this idea but something about it is just not right, would appreciate feedback on thism8-bit Pop Star recreation stage
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Made a new level today called Trust The Coins, way more complex than the few I've been doing for the past few days, though I'm still missing a lot of tools. Here it is in case someone wants to give it a try. Also, any kind of feedback would be deeply appreciated.
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Not a fan of gimmick levels but I can't lie, it was fun. Sort of mindless but it had that Sonic feel. You accomplished what you set out to do with this level!‎
I was 0 for 10 and didn't make it particularly far. A little less than halfway judging by the map, where I "trusted the coins" downward onto a platform that quickly dropped me to death before I could see the upcoming situation. It's a bit too hard. It may not seem like it to you since you know the hazards, but the map very quickly changes pacing. It goes from running max speed with a flutter jump (on the first jump!) and then full speed off a second one onto the skull raft where you're supposed to hit a dead stop. Doesn't feel intuitive. Plus on that raft the fireballs were hitting me every time. I can only imagine it stays that hard throughout so I lost interest but gave it a fair shot.
Is this worth getting a wiiu for?
I'll let the others to answer that since I have only scratched the surface.Is this worth getting a wiiu for?
That was fun. Didn't know you could use flying thwomps that way. Died once after that part and the wait there was a bit dull. I'm glad there was only that one section with flying thwomps.new level. i really like verticality in platformers, so i tried making one where that was the main concept. originally, it was smw with a ground theme, but i changed it since the background was messing with the illusion too much.
Far as I know, you can't connect them. Best you can do is use a different block or put a bridge to other ground blocks.This is one thing that's been bothering me, and surely it has to be possible, as the 10-Mario challenge levels do it.
How the hell do you connect the start and regular ground in levels? I cannot figure it out. There's always that little gap that shows they are two seperate landmasses. It's triggering my OCD and bothers the hell out of me.
This is one thing that's been bothering me, and surely it has to be possible, as the 10-Mario challenge levels do it.
That was fun. Didn't know you could use flying thwomps that way. Died once after that part and the wait there was a bit dull. I'm glad there was only that one section with flying thwomps.
Far as I know, you can't connect them. Best you can do is use a different block or put a bridge to other ground blocks.
I enjoyed how weird that was. Definitely prefer this to something insanely difficult.Finished a new level! Mario's fallen asleep on the job, and it's up to you to wake him up! Help him escape from his dreams while avoiding strange things.
It's fun making levels that are thematic over Kaizo levels of unfair platforming.
If a 10 Mario level does it, can't you just edit that level via Coursebot and see what they did?
I enjoyed how weird that was. Definitely prefer this to something insanely difficult.
Finshed! Good level dude, I like the hidden fire flower. It helped lots.
That was fun. Didn't know you could use flying thwomps that way. Died once after that part and the wait there was a bit dull. I'm glad there was only that one section with flying thwomps.
Far as I know, you can't connect them. Best you can do is use a different block or put a bridge to other ground blocks.
If a 10 Mario level does it, can't you just edit that level via Coursebot and see what they did?
Damn, I wonder how they did it for the 10-Mario challenge levels. I guess those were just created by Nintendo without the editor we get.
Also, I haven't tried this yet. If you have pipes connecting your sub-world and main world, and go back and fourth, does it reset the enemies in the sub world?
I should give that a try. I'm curious how it was possible.
Just uploaded a new course.
Get Those P Switches! - 0E3C-0000-003F-227D
Let me know what you think!
On top of the things you mentioned, it's also completely playable without ever pushing the run button, and the few bottomless pits are very small. Solid level. I'm gonna do a second run of it to see how it plays for a veteran trying to go fast.Super Mario Adventure: World 1-1
Code: 56E3 0000 0040 BF67
My submission:
Super Mario Adventure: World 1-1
Code: 56E3 0000 0040 BF67
How long does it take to unlock new stuff?
If you have pipes connecting your sub-world and main world, and go back and fourth, does it reset the enemies in the sub world?
First one you made? Nice level. I died twice more than I should have. Stupid piranha plants.Petey's Plateau.
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I wanted to love this level so badly, but the difficulty is just not managed. There's a part in the first bit with the vine grip where three sawblades converge on Mario if you go up. It's OK to let the player find two solutions to a problem! I also couldn't get past the second part without tanking a hit. If it weren't for the difficulty issue I'd have given this a big ol' star and told the world about it. I loved how you jerry-rigged the vine to pop at the start of the stage, it was hilarious. I laughed every time.
And yes, I did beat it.
The boss is pretty unique. I keep losing my helmet though, and a couple times I got stuck after killing the whole thing. I threw a shell to the right to break the blocks, and I didn't have a tail to stop them. I'll keep trying for a bit. Edit: And then I got it next try. Now that I realize all I had to do was duck in the left corner, I feel a bit dumb. Getting out of the corner with the P-switch and the spring is a bit weird too. Think you've got a good idea here though.Trial by Fire ~Bring your helmet~
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This is pretty great, and I think Bowser shooting fire from his cage is fine, except in the first level where you're getting it from both sides. Space the levels out more if you can. It'll help when you unlock sub areas if you haven't already.Donkey Kong Jr. Arcade
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Don't be! It's not that hard. Provides some challenge, but I'd say it's certainly easier than my Flying Spring levels. Fast paced and fair. The timing required isn't super strict for the most part.I am already afraid
Hah. Thanks for giving it a go! Yeah, that seemingly inaccessible coin entrance to the flag is a little joke I'm playing on the player. There is a wholly different way to access the flag
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My submission:
Super Mario Adventure: World 1-1
Code: 56E3 0000 0040 BF67
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Points of interest:
- slowly and carefully teaches the player jumps and enemies (basic 'jumpman') rather than going too crazy with other mechanics
- item boxes grow on mushrooms
- go inside Toad houses
- the exit card is a magic portrait on a Toad house wall
- there's a huge secret near the end involving a magicwhistlesuper leaf ;-)