March of the Crabs
Member
Definitely going to play this. For reference though, that gimmick is actually first explored in SMB3![]()
HOW DID I FORGET THAT? Especially since I used the SMB3 tileset...
Definitely going to play this. For reference though, that gimmick is actually first explored in SMB3![]()
OK level. Wasn't very challenging at all (it is a 1-1 level) and I don't feel like I platformed a lot. Secret room with the star seemed kind of pointless - or maybe I missed something.
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My second stage.
It can be kind of tough, which wasn't really the intention!
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Anyone want to give it a try?
Red Koopa Down
Course ID: 8D0C-0000-0059-21EF
Made a quick semi-automatic level. It's fairly short and gimmicky but there's just something hypnotic/satisfying about Koopa shells smashing into blocks... I always loved that when they put something like that into original Mario levels!
Anyways, don't be put off by the semi-automatic description.
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As always, s the link to all my other levels:
http://www.mariomakerhub.com/makers/KeRaSh
Hey! This is my entry into the GAF 1-1 contest:
Tiny Huge Island - AB62-0000-0059-1BA4
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It's based on the gimmick from the classic Mario 64 level where there is 2 alternate versions of the same level that you can switch between with standard enemies and massive ones. I feel like this level is a nice introduction to the size-switching mechanic, making it probably my best candidate for the contest!
HOW DID I FORGET THAT? Especially since I used the SMB3 tileset...
How have I never seen these flies?!
thanks for participating. if you could read the rules next time and label your post correctly, that'd be even better![]()
Super Mario World 1-0.5
AF4D-0000-005D-D019
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Level description:
In Super Mario World there were two powerups that clearly divided gameplay in 2 categories: action (flower) and platforming (feather). So I made a level with 2 paths in which each one tries to teach the player the capabilities of each powerup. As such, the level must be played 2 times to experience it fully. I did it like this because in SMW some stages had one than more exit that would take you to different places on the map, so beating the stage through the flower path could leave to one stage, maybe taking the player to Action-oriented levels and doing it with the feather would take the player to a different path focused more in platforming levels.
Also, in each path different mechanics are introduced one step a time but are not evolved much: this is just an introduction of things the player would encounter later in the game. The level walkthrough is like this:
It starts with an homage to the classic 1-1. Then, a 1-Up appears hidden in plain sight, so the player must use the spin jump to get to it. This also accomplishes one thing I did with SMM in mind: it tells the player this is not a level that will try to trick him, so he can relax and have a fun time. Hope getting a Mushroom and a 1-UP as soon as starting the stage does it. Next, the two main paths are presented to the player:
Feather path
Flower path
- This one will take the player to a platforming section awarding him the feather and is reached precisely doing that, a big jump. Moving platforms are introduced: a falling one, vertical and circular platforms, both autonomous and activated by the player. Also, the player has to use the spinning cape move to cross some yellow blocks.
- The second section is a room filled with circular platforms, coins and a 1-Up so the player can have some fun.
- The third section is a crossover, making the player use the cape to deal with enemies. Paratroopas are introduced in different layouts, followed by Bullet Bills.
- The fourth section mixes again both things: platforming and enemies, introducing a new type of enemy and ice platforms. Gliding is extremely useful here and coin paths will let the player know that.
- The last section is just a big room with a nice surprise for the player to fly around and have fun.
- The flower path is about action and fighting enemies, so it´s reached by facing two Goombas. Next, the player can get rid of a line of Goombas by kicking a shell and adding one more move to his arsenal. Then, the player is awarded the fire flower and presented with a room filled with Red Koopas. The room is setup so the player can get rid of them by using fire, falling on them, hitting them from below or using their own shells against them. Then some pipes with Piranha Plants introduce this enemy, teaching the player that jumping and firing can help get rid of jumping enemies.
- Then, the player is automatically awarded a star in a room filled with Wigglers. These way, this enemy is introduced safely while the player has fun with them.
- The third section is a crossover again: I present circular moving platforms with enemies, so the player has to learn to fight and negotiate platforms at the same time. The Red Koopa is passive and won´t leave his platform, so there´s no real danger. Horizontal moving platforms with Piranha plants introduce both elements. As the player is lower than the first Piranaha Plant, he can see it shooting fire but the platforms will block the shots and give him time to plan a strategy. A second Piranha Plant is placed lower, so now the player has the offensive advantage, but is more vulnerable at the same time.
- The fourth section introduces spiked enemies, teaching the player that the spin jump is useful against them first of all. Then, crushing ceilings and walls are introduced, using the spiked enemies to show how lethal they are. Two variations of the challenge follow and end the section.
- The last section is about Yoshi. I didn´t considered him a main powerup because he´s more an expansion of the Fire Flower: he can bounce on spiky enemies and he has a mid-range attack so it made sense using him at this point, as the player has already practiced all the necessary skills. A corridor with these kinds of enemies is used for Yoshi to show his abilities and wall clinging enemies are introduced.
At this point, both paths come together and take the player to a last surprise before getting him to the goal.
This way, this level introduces the 4 themes that will be in the game:
Apart of this, a lot of different enemies and game mechanics are introduced which can be later developed through the game. Other elements such as secret rooms, 1-Ups, Mushrooms, Starmans...are also introduced. Everything is presented separately and in safe conditions and the player is presented situations where he can develop the basic skills with no risk.
- Pure platform segments (Section 1 of the Feather Path)
- Pure action segments (Section 1 of the Flower Path)
- Platform with action segments (Sections 3 & 4 of the Feather Path)
- Action with platforming segments (Sections 3 & 4 of the Flower Path)
I think that the level will give the player the basic tools to make his way through the game, while at the same time giving him a glimpse of what´s to come in later levels.
So I played it. Ready for some good ole fashion constructive criticism? Its a fun level. For a skilled Mario player there is a lot to enjoy there.
However, its enitrely too hard for a 1-1. When I say entirely, I mean like there is no way someone playing Mario for the first time would clearly that handily amd not becomw immediately frustrated. That very first section is way way way to easy to die. I died like 3 times just at that part alone checking out both big amd small options.
There should not be any hammer bros in 1-1. Hammer bros are one of the most difficult enemies in Mario. You put them in level 1 and on a moving platform as well. Its entirely too much.
The part where you need to hit the p switch is an issue, the gooba is right next to the door when you switch giving the player little time to react.
The last jump, also far far too much. I died on it twi. Why? Its not a hard jump, but in a 1-1 I never expected to have to break into full run and jump at the edge of the cliff to clear a pit. And the stacked enemies right at the end? Again, too much for 1-1. Many of these things are all entirely fine in a world 5-6 but a 1-1 should not be this difficult for someone who has played as much Mario as me. Oh, get rid of the fish on the rail as well.
Its a good level but its not fitting of 1-1 in its current form.
Submission for the SMM-GAF Community Contest #1Tiny Huge Island - AB62-0000-0059-1BA4
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It's based on the gimmick from the classic Mario 64 level where there is 2 alternate versions of the same level that you can switch between with standard enemies and massive ones. I feel like this level is a nice introduction to the size-switching mechanic, making it probably my best candidate for the contest!
That's what I get for drinking and posting haha. Edited and duly noted! Searched OP for any official rules and didn't think to look one post down so I thought it was in a random post buried in the thread somewhere! My apologies!
Quick question.
If one wants to edit and reupload a stage they've made, does that mean the stats for that level will be deleted, or will they stay there.
Thanks!
thanks, not trying to be pedantic, it just makes my life a lot easier!
Quoting myself since this still has no plays.Just uploaded a new course. I'm not even going to try to say how difficult it is because I'm clearly terrible at judging difficulty. But I will say that I can see people having trouble with the final segment especially.
Stop Giving Me Stars! - A911-0000-0057-F12E
You have to upload the level in a new slot so the edited version starts at zero and will have its own stats.
When you delete the older version the stats for this version will get lost but you will never lose the stars you got.
Well, I suppose I'm the right person to take a look at this one. Have you tried my take on the same concept? (Boo's Inverted Haunt - DBF8-0000-0042-2E51)Guys I made a stage which I'm really proud of design wise.. It's a take on the inverted ghost house.. You go through one way and everything is flipped and vice versa several times. It took me forever to get the details and spacing right and also tried to make it not a bore fest to get through. I'd REALLY love for any of you guys to try it out and let me know if it's any good.
Gravity Manor
ID:C2FC-0000-0059-4C5C
Thank you guys! The thirst for 150 stars is real!
Absolutely fair and honest criticism! Thank you! I think I really took for granted the genius and depth of slowly teaching mechanics that's behind a 1-1. Might try finishing up another level I'm working on later tonight instead and remove this one and submit that one instead. We'll see.
Alright gaf, I have created my fourth stage. Spent about a day and a half on this one which is roughly the same I spent on "Under The Starry Sky". I wanted to challenge myself on looks this time so I tried to create a snow based level based off what the game provided. I'm pretty proud of this level so I would love it if you guys could play it and give me feedback. I went traditional on my approach.
Ice Bridge To Eternity
C01F-0000-0059-2F20
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Thanks! Since you were supposed to visit the same area multiple times, I wanted to make it interesting to traverse. After (a lot of) tweaking, it turned into some sort of playground, hopefully a fun one to jump through.This level was amazing. A great puzzle mechanic, and took me a while to figure out how to use the last item. You managed to make your level have a nice "open-world" mechanic. I think the sawblades were really confusing to me, I'm assuming there's a life up there but they made that area seem too important and it distracted me for a while.I know it's strange, but you must continually traverse the level (left to right, right to left) and collect/kill different things.
Thanks man! Not sure if I'll upload another version, but if I do that I'll take care of all three points.Thanks let me know what you think. I just tried the Groundhog day one. This is my favorite course so far. It's so much fun and so well thought out. Three extremely minor things:
1) In the bob-omb room, add a second block next to the spring so it's flush, if you land on the left side of the room and didn't pick it up, it's almost impossible to pick it up because of the little hop you need to do so you get stuck.
2) The doors are neat but they make the stage a tad too easy, consider moving the top right one a bit more on the left
3)The jump that's all the way on the top right is really hard to find, I'd add a pair of coins to make it obvious.
Superb stage, starred it.
Bowling With Bowser (0317-0000-0053-C044) [HARD]
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Classic Endeavours (562E-0000-0051-51E6) [EASY]
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The Sound A Thwomp Makes (A702-0000-0050-5B6D) [MEDIUM]
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Mariotroid II: Return of Mario (1542-0000-0050-8DB5)
If that doesn't make you want to play my level, I don't know what will.
Hello. I have made a level.
It is not a troll level, it does not play itself, it does not have the disco sound effect.
But it does offer a bit of a challenge, has a couple of secrets and one or two level design twists.
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Heya, does anyone know how to make some of the special music (or the mute effect) last... forever? If that's at all possible? I seem to remember that being in a couple levels I played.
This is the first level I've made in Super Mario Maker. It was designed to slowly introduce basic mechanics much like SMB1 world 1-1 did, with the most glaring difference being the addition of three hidden 1up mushrooms aimed at more advanced players.Welcome to Retroland 1-1
(546B-0000-0022-5E73)
A simple opening level, with a few secrets and three hidden 1up mushrooms to find.
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Quoting myself since this still has no plays.
Quoting myself since this still has no plays.
Will gladly give it a try!So I'm looking for some help on this level I whipped together in an hour. It's a level that can be finished in a minute without rushing through, or twenty seconds if you sprint. All-in-all I think it's an okay stage, but it's just that; okay. I feel more could have been added, but I'm not sure where I could have fleshed anything out without it feeling gimmicky, crowded, or sadistic.
Level ID is 16AA-0000-0059-698E. Title is very self-explanatory, "Simple Sprinting." You never have to stop moving, in true Rayman Origins sprinting fashion. If you want to take it slower I also took a page out of everyone else's book and hid three 1-Ups.
My last level sucked IMO, but I uploaded it just to get a concept out there more (climbing a spring upwards by wall jumping). This one, I can at least say CAN be pretty fun, and it flows for the most part.