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Super Mario Maker |OT| Miyamoto Simulator 2015

Painguy

Member
My third level is done. Spent about 5 hours on it. As with all my other courses you don't need to run in order to beat it, but you can if you want. Doesn't matter.

For this course I tried to make a much easier level. My first level has about a 25% completion rate and the 2nd has a 2% completion rate. I was aiming for something around 60-70% with my 3rd level. Making something easier yet decently fun to play is a lot harder than I was expecting.

3rd Level
Kickin' Koops
D3F0-0000-0035-5897

nUmpXk2.jpg


2nd Level
Flying Buzzy Beetle Castle
60FF-0000-0026-3C2F

t5ukFDj.jpg


1st Level
Spring Jump Sewer
3C21-0000-001C-DC7C

cLEMJJ4.jpg

As always let me know what you think. I encourage any sort of criticism and ideas.
 
I really like the game, more than I expected, but I think some improvements could make this even better.

What I would like to see in a future update
  • A list of friends who own the game and easy access to their uploaded levels.
  • Optional big coins/stars to collect in a level
  • A way to add predefined challenges to a level (like collect 10 1ups or collect all 100 coins).
  • A higher ceiling. I really would like to build vertical levels.
  • A way to group levels/make playlists
  • Search on username
  • Improve the algorithm that picks the 100 mario levels. I think 90% of the selections are crap, or should I set this to hard?
  • More different backgrounds to choose from while creating.

Predefined challenges could give levels some decent playability.

I'd also like:

- Basic movement options for enemy placement. Why can't I chose which way the fish swims?
- Maybe a small one, but when Mario's little and I pick up a flower. I want to chose if he gets big or gets fire power. Would be a nice feature to increase level design.
- More items and themes. Ice would be nice.
 

Tidalwave

Member
I tried my hardest to make a level that would fit in at the beginning of a NSMB game.

Please give it a try and tell me how I did.



Mushroom Field

za6o87w.jpg



B9E3-0000-0035-C4D9
 

Xhorder

Member
Predefined challenges could give levels some decent playability.

I'd also like:

- Basic movement options for enemy placement. Why can't I chose which way the fish swims?
- Maybe a small one, but when Mario's little and I pick up a flower. I want to chose if he gets big or gets fire power. Would be a nice feature to increase level design.
- More items and themes. Ice would be nice.

Yeah my girlfriend mentioned this as well, but isn't the power-up logic wrong? Shouldn't you get a mushroom at all times if you're small? And only when you're big you should get another power-up? Or did this change in the later Mario games?
 

ramparter

Banned
Yeah my girlfriend mentioned this as well, but isn't the power-up logic wrong? Shouldn't you get a mushroom at all times if you're small? And only when you're big you should get another power-up? Or did this change in the later Mario games?
No. Just in this game. Maybe to make things simpler for level designers.
 

Robiin

Member
Quting for new page.

Added seperate column for level names and edited the previous entries.

Quote post to see form link:
Form

And view the levels here:
Levels
This is really smart. Well done. Will submit my best level when I come home, and play some GAF ones!
 

The Finest Brew

Neo Member
Made my first level with a focus on exploration. There's exactly 100 coins, and three possible 1-ups in total, so use that as a means to keep track of everything!

F3F1-0000-0035-E5FD is the code. Spent the whole weekend cobbling this together, hope you guys like it!
 

R00bot

Member
My two newest levels, spent some real time and effort on these so have fun playing through them :)

Airship Jump
A522-0000-0035-4159

AND

Spooky Scary Ghosty Mansion
6CFC-0000-0035-F1BE
 

Forkball

Member
Playing this game gives me so much respect for the developers of Mario titles. So many small things can make such a huge impact. In one of my levels, one enemy would kill me almost every time. I moved it just one space, and the pacing of the section improved drastically.

I can also see the importance of letting many people actually test these levels. In one stage, the vast majority of the deaths are from pitfalls when I designed the difficulty to be centered around enemy encounters. It never crossed my mind that anyone would even come close to falling off the stage except in a few areas.
 

Chopper

Member
You guys might remember the reviewer that made that awesome Metroid U level. Well, the guy made a new version and it's even better. You guys should definitely try it if you want to experience a Metroid-like design. This is a real Metroid level, not a silly Amiibo showcase.

Metroid U V2

692B-0000-0030-EAEC

Video of the level: https://www.youtube.com/watch?v=HE0x6Qm-Q3c

IHUwo5t.jpg


Disclaimer: I'm good friends with the guy. :p
This really is incredible.
 

R00bot

Member
Made my first level with a focus on exploration. There's exactly 100 coins, and three possible 1-ups in total, so use that as a means to keep track of everything!

F3F1-0000-0035-E5FD is the code. Spent the whole weekend cobbling this together, hope you guys like it!

Pretty cool level, left a comment where I got stuck in that trap you set, I could tell it was a trap too :p why did I have to test it.
 

E-phonk

Banned
I love how you can see where people who played your level died.
Never thought about that, but I suppose they have something like that internally also when the mario club tests their games.
 

Stoze

Member
Alright Gaf, the 3rd day is over and thus I bring you;

Day 3: Shy Guy's Spikey Swim
9C9C-0000-0035-E544

Made using tools unlocked up to Day 3, so yes, it's a full underwater level, please be excited. Despite that, the level still maintains the breezy momentum-based design with 100 coins to collect similarly to my two previous "Day" courses.

For this level I kinda flipped my prior level design on its head; previously I would do a zig-zag level layout with Mario moving relatively straight so I could capitalize on the all the level space. In this level I restrict Mario/Shy Guy to less screen space, and make a straight, narrow level but have the player move in a constant zig-zag path. Even though it's underwater, I'm proud and think it's my best level so far in terms of pacing and object placement. I'm gonna guess around a 30% completion rate for this one.

Enjoy, and thanks to all you guys who have been playing my levels! Also I may have fallen into the trap of doing alliterative titles, I couldn't resist.
 

R00bot

Member
This may be a stupid question but how do you get that thing that shows you your jump trajectory (for better platform placement)?
It's unlocked later on.
Have you unlocked everything yet?
If you have unlocked it, there's a little mario symbol along the bottom of the screen.
 
Can you use the sort of sepia Gameboy styled colour scheme filter that appears when you tap the K (I think it's the K) on the title screen throughout your levels?
 

The Finest Brew

Neo Member
Pretty cool level, left a comment where I got stuck in that trap you set, I could tell it was a trap too :p why did I have to test it.

I didn't even realize it was possible to get into there! I mostly placed the Wiggler plus Stars there for when players found the POW Block. :x I'll probably fix it later today when I get back from class.
 

Kalaidos

Neo Member
The game actually recommended this one to me after playing one of my own levels, so I gave it whirl. First impression is that it's pretty awesome, a nice puzzle level, and some pretty sweet shell bounces. Easily Star-worthy.

However, I do have some things that could be improved. First of all, Cloud Blocks aren't solid, so Small Mario can bypass the puzzles by jumping through the clouds. Secondly, Super Mario can spinjump and destroy yellow blocks, making it possible to just smash his way through the puzzle on top of the ship. But on the other hand, leaving things like that in on purpose to allow a sneaky player a faster option would be a fair choice, too. There is a certain satisfaction in thinking you're breaking things, even when it's an intended break.

Oh, and thank you for being a creator that uses Spike Traps appropriately. One or two in the right spots are plenty to discourage players from doing things. Well, it's okay to spam them in underwater and Starman rush stages, I suppose.

Thank you and all the others for the feedback, highly appreciated!

I resorted to use the cloud blocks in the doors as a way to let big Mario pass through them as well without having to run-duck or hit multiple blocks. I'm aware that players could cheat their way through, but during my testing I found it difficult enough to not bother too much about it. Players who can consistently pull that off are free to do so : )


As for something different, I whipped up some sort of tutorial level in which I showcase several ways to utilize coins for when building your levels.


Tutorial&Tips: How to use Coins
ID: 19E6-0000-0035-E3B8

While I don't think that GAF is the primary target group for such a resource (Your levels are way beyond those that I encounter randomly), it might give inspiration to some of you. Also, I would appreciate feedback and any important coin usages that I might have forgotten. I hope that maybe some random players will pick up a few hints for coin placements. : )
 

-MB-

Member
It is a shame you can't have water sections on land based levels and vice versa.
Also the ability to exit out a sublevel using a 2nd set of pipes or even doors to enter back in another part of the main level. Spent an hour crafting some elaborate sublevel, only to find out I couldn't do that.

I guess the water one is likely due to the original SMB not having that feature, and them not wanting to add it for that mode.
 

cyba89

Member
Had crazy slowdowns in a level in 100 Mario mode today. NSMB style and the creator decided it's a good idea to place like a hundred fire flowers and bowser in one single screen.
 

Stoze

Member
Also before I go to bed, another PSA;

-Yoshi can swallow the fire from the fire-spitting machines, and then spit out a fireball. He can also swallow a piranha plant that shoots, and then Yoshi will spit out the triple fireball contra shot you see in SMW.
-If you're playing SMB3, SMW, or NSMB style, you can put on a helmet by grabbing it and pressing down, instead of making it so the player has to jump into it.
 

suikodan

Member
Here are the four levels I created from oldest to latest.

Jump the bullet!!!
(2AFE-0000-0021-9FB1)

Bowser and son
(378F-0000-0025-83F9)

Bowser digs a hole!]
(A52F-0000-0032-57B5)

Mario, Jr and the magical door.
(F9DF-0000-0033-4AA1)

Let me know what you think! Really looking forward to impressions and people to follow. Automatic levels and ultra hard levels are lame.
 

Auskeek

Member
Wanted to share a level I put about 5 hours into today (my fourth level! I went back and played my previous levels and realised how bad they were). Really proud of it, although I know it could do with a bit of work (should be about perfect difficulty for anyone who's on NeoGAF, although a bit too difficult for my sister).

The Mushroomville Horror (SMB3 Ghost House level): 2EA1-0000-0036-1AC1
 

Alpha_eX

Member
How can I get screenshots of my level? I've seen some really sharp ones on here and I'd like to do the same! I made extra effort to really decorate my level so want to do it justice with some grabs.

Vine Dungeon
F898-0000-0034-201D

It's a carefully Zelda style dungeon, items are found and required to progress further. It's also quite forgiving, you'll have to retry rooms but probably won't die.
 
I'm taking a break for a bit now, too many levels that are crazy hard for the sake of being hard. People need to chill and just make a fun level.
 

JoeM86

Member
New stage: Leading A Bowser To Slaughter - 21CA-0000-0036-2C35
WVW69iYuspYGL813kU


A friend showed me a cool level of his which showed that Bowser can keep up with you if you're scrolling through a stage on turtle, so I took that idea (with his blessing) and made a cool castle/airship chase level.

Some bits didn't turn out as I planned, and there are some secrets in it, but it can be tricky

Yeah I get the amateurish spring bit, but it's meant to signify Bowser rising to the sky and I couldn't do it with one column of 4 springs:p
 

theaface

Member
I just want to say, one of the things that I absolutely love about this game is how easy it is to load up someone's created course. You press play, the course appears. No loading. Such a simple thing but it makes trying out community levels a joy.
 
I just want to say, one of the things that I absolutely love about this game is how easy it is to load up someone's created course. You press play, the course appears. No loading. Such a simple thing but it makes trying out community levels a joy.

I think that's why this is so addictive. They really nailed how intuitive it is playing and making levels.

If there was a search function that was a bit more fleshed out, it'd be just about perfect.
 

theaface

Member
I think that's why this is so addictive. They really nailed how intuitive it is playing and making levels.

If there was a search function that was a bit more fleshed out, it'd be just about perfect.

Agreed. The search function (or lack thereof) is easily the game's weakest part. It boggles the mind the mind that the game doesn't allow you to search by title or author.

Hopefully in a future patch...
 

Yokai

Member
So does this game allow filtering by people you follow on mii verse? I tried to find it but couldn't.

Game is awesome but idk how people unlocked all the content so quickly. I still don't have SMW or SMB3 as options yet.
 

m0t0k1

Member
So does this game allow filtering by people you follow on mii verse? I tried to find it but couldn't.

Game is awesome but idk how people unlocked all the content so quickly. I still don't have SMW or SMB3 as options yet.

Fast forward time a day in your wii u settings and play for 5 min. Or spam blocks in the mario maker.
 

E-phonk

Banned
So does this game allow filtering by people you follow on mii verse? I tried to find it but couldn't.

Game is awesome but idk how people unlocked all the content so quickly. I still don't have SMW or SMB3 as options yet.
There's a trick that doesn't involve changing the date: use all of your new objects once, "paint" a level full of bricks and questionmark blocks (or copy/paste).
Keep doing that for a few minutes and a new truck will arrive.
There's a time limit after a truck arrives, so it's best to do this every half an hour or so while you create a normal level in between.
 
D

Deleted member 125677

Unconfirmed Member
How many costume unlocks are there? can you unlock them all by playing 100-mario on easy, or do you have to play a lot of normal/expert as well?
 

R00bot

Member
How many costume unlocks are there? can you unlock them all by playing 100-mario on easy, or do you have to play a lot of normal/expert as well?

100.

Not sure about easy, but you can unlock most with normal. I believe there are some special cases where you have to complete specific tasks to unlock them.
 
Reposting for the new page.

Finished my first stage. I already know one small tweak I want to do at one point, but feedback would be appreciated.

WVW69iYsf_c6JU9nFv

Tracks of Fury
79E6-0000-0035-1631

There are two hidden one ups, as well as a secret sub world. I tried to give hints as to some of that stuff. The first one up is a bit painfully obvious with all the arrows though.
 

BooJoh

Member
It is a shame you can't have water sections on land based levels and vice versa.
Also the ability to exit out a sublevel using a 2nd set of pipes or even doors to enter back in another part of the main level. Spent an hour crafting some elaborate sublevel, only to find out I couldn't do that.

I guess the water one is likely due to the original SMB not having that feature, and them not wanting to add it for that mode.

You mean enter a pipe to get into a sublevel, then enter another pipe in the sublevel and come out elsewhere in the main level? Because that's entirely possible.
 

BGBW

Maturity, bitches.
How many costume unlocks are there? can you unlock them all by playing 100-mario on easy, or do you have to play a lot of normal/expert as well?

I unlocked a costume by beating the fly swatter game
Mario Maker Mario
which was closely related to the game
death jingle is from Mario Paint
so that might be the requirement to get that one or perhaps just a massive coincidence.
 
I touched on this before, but I want to express my extreme disappointment as to the way objects are spawned, and how it can completely ruin some really good ideas.

Because objects are spawned when you're within close enough range, rather than when the level/area is loaded, it can cause problems. For example, yesterday I first encountered this issue when I tried to spawn Piranha Plants above a spring/trampoline causing them to bounce. But because some of the Piranha Plants were being loaded before the spring underneath them, by the time I got to them, they would both be occupying the same tile, as the Piranha Plant had fallen to the ground without the spring to catch it.

Similarly, I came up with an idea that required me to place moving platforms directly next to each other, essentially creating one large moving platform. However each platform is loaded and begins moving at a different time, they're no longer in sync with/touching each other.

This issue has completely killed some great ideas I wanted to play around with and build upon. It's extremely disappointing.
 

Schlomo

Member
I had level ideas come to me in a dream last night. The crack is real...

Tell me about it. I lay awake for hours thinking about how to guide the player through my exploration level.

I touched on this before, but I want to express my extreme disappointment as to the way objects are spawned, and how it can completely ruin some really good ideas.

I guess everyone here has experienced this, but it can also be fun to adapt to the limitations of the editor. It forces you to be even more creative and can lead to new ideas.

It's almost like a puzzle game in its own right.
 
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