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Super Mario Maker |OT| Miyamoto Simulator 2015

Ricky 7

Member
I played one terrible level on 100 Mario Challenge, the guy was literally placing arrows to intentionally kill you and he hid the flagpole in place you wouldn't expect to look unless you 100% combed the area. I wanted to leave a comment about how the level wasn't fun and poorly designed but for some reason you can't comment without starring the level.
 

MouldyK

Member
I played one terrible level on 100 Mario Challenge, the guy was literally placing arrows to intentionally kill you and he hid the flagpole in place you wouldn't expect to look unless you 100% combed the area. I wanted to leave a comment about how the level wasn't fun and poorly designed but for some reason you can't comment without starring the level.

I played one which started you near-death...on Easy Mode.

Last level was a "Don't Move" level though, which I liked.
 

cronos_qc

Neo Member
I've read on reddit that you can comment level without giving a star. After you play the level, you need to go to the list of level played, and from there you can comment without giving a star.

I posted this earlier: There's a way to comment on a level without starring it.

Play (and possibly clear?) the course
Go to Course World
Press -
Select Played Courses
Select View Comments on the course you want
Comment in the Miiverse area.


I played one terrible level on 100 Mario Challenge, the guy was literally placing arrows to intentionally kill you and he hid the flagpole in place you wouldn't expect to look unless you 100% combed the area. I wanted to leave a comment about how the level wasn't fun and poorly designed but for some reason you can't comment without starring the level.
 

Porcile

Member
just tried it and not as hard as i thought it would be. i was a bit scared honestly lol by how you talked it up.

it had good balance so good job!

Damn! I thought it was tough. :-( Thanks for playing!

Also, hello GAF lurkers who played my level.
 

McNum

Member
I added myself to that Google Doc. With Koopa Heights as my example course, of course. I'll have to work hard to beat that...

That said, I just wanted to check if anyone had played mine, and try out a few from this thread... so of course I ended up with a new level created and uploaded.

Presenting my seventh:

Cave Climbers
WVW69iYziMcYt8mMUy

4573-0000-0038-9941

Description: Actually, everything you need to know to complete the level is in that picture. A Beetle, ground ? Blocks and a ? Block with a certain powerup. Do you know your SMB3 powerups, or do you let the beetles do the work?
Secrets: Three 1-Up Musrooms, but they're all in visible ? Blocks.​

This is a puzzle level, but a simple one. I try to introduce the idea in the first three seconds of the stage before the player can change the first outcome. Not my best, but it's an easy, simple puzzle level. And if you DO manage to lose every single way to advance in an area, every area has a Mario Disposal Pit for stuck player. But you really have to work for that...

I do feel like I need to step up my game, some of the levels here are amazing. Just need a good idea... At least I've got a course up in all four game themes now. I think I prefer NSMBU, but World is nice, too. Just wish it had one-hit kill Goombas.
 

Gsnap

Member
Alright GAF, this a tough one. It's got it all. Some super precise platforming, a bit of exploration/puzzle solving, some Mario Galaxy-esque spectacle and a boss fight to finish it off. There's even a little bonus prize at the end, if you're good enough to get it that is...

Honestly, it's pretty damn tough straight from the get go. I don't expect many people to finish it, or even get to the boss fight. It has a the SMB tileset, so it's all about controlling Mario and having some masterful control your momentum. Anyone have the chops to get through it?

WVW69iYua8cE-R8SRq


Thwomper Stomper - 0294-0000-0035-F759

Cleared it. I like it. Your enemy placement was good. You allowed the player to tackle one segment at a time. You made good use of coins to show the player where to be or when to jump. I also like that your placement of platforms and enemies emphasized short hops rather than full length jumps like most levels do. It's a little more engaging to mix it up like that.
 
Before I get around to tackling some more GAF stages I've just finished up my latest creation.

Spiketop Stronghold Scamper: 8800-0000-0038-CA88
Style: NSMBU
Theme: Castle/ Half Autoscrolling

If the 99 second timer doesn't get you running then the swift scrolling certainly will.
My first attempt at a course more in the style of a "runner", it's been tough to place the obstacles in a way that makes things interesting, especially in the last scrolling area where you may want to break out the airspin for one particular pair of enemy bounces, hopefully though things sync up fine as they should from my (numerous) test runs.

As for the Spiketops, I don't know, I just felt the stage needed a pointless visual gimmick.
 
WVW69iYzbdML6n6Htc


Battle of the Hindenbowser

(C5FF-0000-0038-8998)

My latest, greatest creation... I must have played this level a hundred times tweaking the difficulty. This is a spiritual successor of sorts to my previous level Bowser's Heavy Metal Battalion and by extension Assault on Goomba Factory (both of these and the rest of my other stages can be found HERE. )

Basically, I wanted to recreate the feel of Revenge of the Meta Knight as best as I could. Mario infilrates the ship. Bowser gets more and more desperate... ramping up the difficulty. It all culminates into the most epic boss fight I've been able to muster up thus far. I keep my enemy pool shallow, only varying upon the enemies I've used previously. All and all it feels pretty cohesive. I did my best with the length and the difficulty, while also trying to use the most of the 500 seconds to build tension. I put the most time and thought into this stage out of all my previous incarnations, so I would greatly appreciate if you guys would play it, give me some feedback and star it if you like it.

I'll be more than happy to play and star your stages in return, simply PM me one and I'll conquer the whole lot of them.

To be honest, it looks like a lot of effort has gone into this, but I think some more signposting might be needed. Maybe I'm being dumb, but its not obvious to me where I'm supposed to go and what the effect of hitting certain switches might be. I think if you tune this aspect of it, it will be better. I can see too many people quitting before seeing what your level has to offer otherwise.
 

Rebel Leader

THE POWER OF BUTTERSCOTCH BOTTOMS
WVW69iYz9UARt1O-8j

The stowaway
Stage ID: 82B2-0000-0038-D720
Style: NSMB U
1 secret level up, 1 secret star

Spent alot of time on this
 

Porcile

Member
Cleared it. I like it. Your enemy placement was good. You allowed the player to tackle one segment at a time. You made good use of coins to show the player where to be or when to jump. I also like that your placement of platforms and enemies emphasized short hops rather than full length jumps like most levels do. It's a little more engaging to mix it up like that.

Yes! I wanted some tight platforming, which I why I especially love SMB. No gimmicks, just pure skill.

Alright, I'm going to play some GAF levels before a bit of Dark Souls. I will try to leave feedback if I can find the original post after completing the level.
 

Gsnap

Member
Yes! I wanted some tight platforming, which I why I especially love SMB. No gimmicks, just pure skill.

Alright, I'm going to play some GAF levels before a bit of Dark Souls. I will try to leave feedback if I can find the original post after completing the level.

Try mine out!

Title: Raiding Rocky's Air Ride
Style: Super Mario World: Airship
Difficulty: Easy-Medium
Idea: You've been tailing Rocky Wrench's airship for months, and you finally found them anchored high in the mountaintops. Board the ship and take back what they've stolen from you! (And of course you can steal some of their treasure as well)
Secrets: Well you'll have to find those for yourself. : )

98A3-0000-0038-2E02
 

VandalD

Member
I updated my castle level. So far only 1 person have played it and after one death just skipped it :(

Castle fever (9FFD-0000-0038-4318)
blse6.jpg
Well, maybe the 33 deaths I had before finally beating it will give some perspective as to why that one person said "nope." This is the kind of level I'd skip if I got it in 100 Mario Challenge.
 

Crisium

Member
Gotta shout out this level I found in Course World.

wiiu_screenshot_gamep49z1a.jpg


It's a stealth level based around Thwomps. Genius. Some you have to sneak around, others attack, or manipulate, or just react to. Very well thought out.
 
I updated my castle level. So far only 1 person have played it and after one death just skipped it :(

Castle fever (9FFD-0000-0038-4318)
blse6.jpg

You can't judge a book by its cover, etc. but I have to admit: I just look at that thumbnail and go "ugh." It might be lots of fun to play, I haven't tried it yet. But the curb appeal is low, so to speak.

Personally, I think there's something to be said for making levels that make sense visually at first glance. It's not that they can't be full of traps and things, but I feel you should be able to look at a screen and not have to deconstruct what's going on.
 
I had inspiration earlier today.

What if I use note blocks to play music...alongside music that is already playing?

Star Accompaniment

1F2B-0000-0038-DFAA


2801dmZ.jpg


You have no idea how hard it was to find a beat that would be spot-on. I think I got lucky with the Mario 3 star theme syncing up so well, none of the other ones seemed like they would work. Maybe if I changed all the conveyors to slow moving ones, or something, but then you have fewer beats to work with too since they roll in at a slower pace.
 

Teknoman

Member
Another silly effort of mine if anyone wants to give it a try

Resident Weevil
(21B1-0000-002E-D34B)

WVW69iYztQU8_C0psT


(this image is an awful representation of the actual level, these cannons are never firing at you)

Bowser Brigade is a short autoscrolling airship level that sometimes has you on the ground jumping over tanks, including a super-tank. A weapon to surpass Metal Gear...

E0C9-0000-0038-B31C

Ok, here's the first real and complete level I made. It's called Super Mario Planets - Planet 1-1 and is inspired by Super Mario Galaxy level design. Every small planets have a small puzzle and there's 5 hidden 1-UPs to find. I also designed the course to be aesthetically pleasing.

haig78z.jpg


The code is in the screenshot above.
It's designed for veteran Mario players in mind. The randomness is kept to a minimum. Let me know what you think! :)


Gonna try these out today.


Also anyone else sharing their profile with family / friends? I mean letting them create and upload on your profile? If so, do you have a way to differ them from the ones you make, say naming style, etc?
 

daydream

Banned
We still need a NSMB level in the community showcase.

i can say, there was one that came very close

My latest level.

Light and Shadow
C82E-0000-0038-7E5F

cvR4MqL.png


(Pardon the poorly stiched together image, I only have Paint on here)

amazing proof-of-concept, robin. i think ultimately, it ended up being a bit more linear than i would have liked but i still enjoyed a lot of things about it, not the least of which being the dualistic structure

Ok, here's the first real and complete level I made. It's called Super Mario Planets - Planet 1-1 and is inspired by Super Mario Galaxy level design. Every small planets have a small puzzle and there's 5 hidden 1-UPs to find. I also designed the course to be aesthetically pleasing.

The code is in the screenshot above.
It's designed for veteran Mario players in mind. The randomness is kept to a minimum. Let me know what you think! :)

i really like the puzzle of the second planetoid. however, i think you overdid it with the sound effects, they tend to be more of a distraction than underscoring of certain pivotal moments. also, i found one spot that needs to be reworked asap: when you solve the puzzle on the second planetoid and climb up the vine, you can get stuck on the mushroom head and the two stone blocks as big mario!

edit: meant the second one, not the first
 
7. Pipe-opolis by UncleSporky (ID: BA66-0000-002A-4DB2)

HkcTloN.jpg


A master class in pipe level design. Contrary to most level of a similar aesthetic, the stage doesn't feel cluttered and chaotic. It flows brilliantly and is a testament to the creator's eye for striking layout and geometry. A phantastical piple jungle that needs to be experienced.

Whoa! Cool, thanks for featuring me, I didn't even know this was going on because it's hard to keep up with the thread. :)
 

daydream

Banned
Whoa! Cool, thanks for featuring me, I didn't even know this was going on because it's hard to keep up with the thread. :)

jholmes recommended your level so you can thank him for bringing it to my attention!

you can find the entire community showcase on the first page btw
 

B_Bech

Member
To be honest, it looks like a lot of effort has gone into this, but I think some more signposting might be needed. Maybe I'm being dumb, but its not obvious to me where I'm supposed to go and what the effect of hitting certain switches might be. I think if you tune this aspect of it, it will be better. I can see too many people quitting before seeing what your level has to offer otherwise.

Crap. I'll fix it. Has anyone else had this issue? Can someone else try it to confirm?
 
Ok, here's the first real and complete level I made. It's called Super Mario Planets - Planet 1-1 and is inspired by Super Mario Galaxy level design. Every small planets have a small puzzle and there's 5 hidden 1-UPs to find. I also designed the course to be aesthetically pleasing.

haig78z.jpg


The code is in the screenshot above.
It's designed for veteran Mario players in mind. The randomness is kept to a minimum. Let me know what you think! :)

Just giving it a try. First feedback: this could come up in 100 Mario. It might be someone's first time with these mechanics - jumping on enemies to increase height and distance for example. Let them learn them in a safe way before introducing a fail state.
 
Ok, I spent tons of time on my newest stage, so hopefully some people play it and give comments. It's called Mariovania Stage 1 and as you probably guessed, it's Castlevania 1's (NES version) stage 1. I'm pretty happy about it, had to use lots of imagination to create even somewhat similar stage using Mario-objects and enemies. This stage encourages minor searching on top of some small amount of platforming for secrets and if you're familiar with CV you probably know where to look. Hope you enjoy :)

Code: C726-0000-0038-4094

WVW69iYy8ZozSgDHHr
I like that it's more inspired by CV as opposed to simply trying to recreate 1-1 of the NES classic, I mean there were bits that really reminded me of that stage (obligatory fish basement) but I like that you didn't stay rooted too closely to the design.

My latest level.

Light and Shadow
C82E-0000-0038-7E5F

cvR4MqL.png


(Pardon the poorly stiched together image, I only have Paint on here)
As I left in an oh so exciting miiverse comment (and I don't leave them often) this really reminds me of that SMB3 stage in World 4 where the doors alternated between big and small versions of the same stage.
Only a lot more interesting, in fact the day/night style thing with different routes accessible depending on which version you were in was reminiscent of Wario Land 3 as well.
Really great this one.

Alright GAF, this a tough one. It's got it all. Some super precise platforming, a bit of exploration/puzzle solving, some Mario Galaxy-esque spectacle and a boss fight to finish it off. There's even a little bonus prize at the end, if you're good enough to get it that is...

Honestly, it's pretty damn tough straight from the get go. I don't expect many people to finish it, or even get to the boss fight. It has a the SMB tileset, so it's all about controlling Mario and having some masterful control your momentum. Anyone have the chops to get through it?

WVW69iYua8cE-R8SRq


Thwomper Stomper - 0294-0000-0035-F759
It's not actually as terrifying as I feared from your description, more than doable and enjoyable to boot.

Presenting my seventh:

Cave Climbers
WVW69iYziMcYt8mMUy

4573-0000-0038-9941

Description: Actually, everything you need to know to complete the level is in that picture. A Beetle, ground ? Blocks and a ? Block with a certain powerup. Do you know your SMB3 powerups, or do you let the beetles do the work?
Secrets: Three 1-Up Musrooms, but they're all in visible ? Blocks.​

This is a puzzle level, but a simple one. I try to introduce the idea in the first three seconds of the stage before the player can change the first outcome. Not my best, but it's an easy, simple puzzle level. And if you DO manage to lose every single way to advance in an area, every area has a Mario Disposal Pit for stuck player. But you really have to work for that...

I do feel like I need to step up my game, some of the levels here are amazing. Just need a good idea... At least I've got a course up in all four game themes now. I think I prefer NSMBU, but World is nice, too. Just wish it had one-hit kill Goombas.
This really gave me SMB3 vibes in that it ended before I wanted it to, too close to the source material McNum!
I think there's more you could do with this idea, I liked the optional coin blocks at the end.
 

Porcile

Member
Before I get around to tackling some more GAF stages I've just finished up my latest creation.

Spiketop Stronghold Scamper: 8800-0000-0038-CA88
Style: NSMBU
Theme: Castle/ Half Autoscrolling

If the 99 second timer doesn't get you running then the swift scrolling certainly will.
My first attempt at a course more in the style of a "runner", it's been tough to place the obstacles in a way that makes things interesting, especially in the last scrolling area where you may want to break out the airspin for one particular pair of enemy bounces, hopefully though things sync up fine as they should from my (numerous) test runs.

As for the Spiketops, I don't know, I just felt the stage needed a pointless visual gimmick.

This one is tough. I couldn't quite do the end section. The Dry Bones on the platforms really mess with your momentum going into the last two giant Dry Bones, especially with the autoscroll. Everything up that point with damn fun though.
 

Jobbs

Banned
It does have some hard sections even while wearing the hat. I imagine a lot of people don't even know you can wear it as a hat. If I were to update this course, one thing I'd do for sure is drop a hat straight on the player as they start, so they know they can do it in the first place. I enjoyed the level.

Thank you for playing it, and your criticism seems correct. I'll keep note of that kind of thing. I guess I just assumed people would know for some reason.

I'm going to check out a few levels in this thread momentarily and offer any feedback I may have.

Meanwhile, I made another level, and I still haven't finished with the spike guys.

Spiky Dave's Revenge
1B58-0000-0038-F513

I tried to just make a level that is kinda interesting/fun and hopefully not as difficult as the first one. It's also shorter.
 

Isomac

Member
Well, maybe the 33 deaths I had before finally beating it will give some perspective as to why that one person said "nope." This is the kind of level I'd skip if I got it in 100 Mario Challenge.

That is certainly true. I would love if there was random level mode without the lives. I am not actually sure if there is, but that would be perfect way to just play more levels.
 

Porcile

Member
Try mine out!

Done and done. The Rocky Wrench's kept me on my toes throughout - haha. I managed to find 1 and 4 of the secret mushrooms. It was nicely thought out level for sure. I'm thinking you might need a bit more fiendish platforming in your next level though ;-)
 
The lack of Athletic music for these games is criminal, I NEED THIS!

This one is tough. I couldn't quite do the end section. The Dry Bones on the platforms really mess with your momentum going into the last two giant Dry Bones, especially with the autoscroll. Everything up that point with damn fun though.

That's what I was worried about, I was just just too committed to dropping those big bony chaps in the lava when I noticed you got like a second to bounce off them before they sink.
Maybe I should've tried something else for that section.
 

McNum

Member
This really gave me SMB3 vibes in that it ended before I wanted it to, too close to the source material McNum!
I think there's more you could do with this idea, I liked the optional coin blocks at the end.
I ran out of idea for the theme. You can only do that "Upside down beetle hits a block with a vine" so many ways in one level. I think maybe, I should start having a major and a minor idea for levels like that. Something to do as a breather between the main feature. This one could have had optional flying challenges, maybe.

That said, I'd rather end a level early than run an idea stale. I keep 100 Mario Challenge in mind for these, too.

The lack of Athletic music for these games is criminal, I NEED THIS!
Yes. All of this. I wish we could pick music for the levels independent of everything else. Like a drop down menu next to the timer, or something.
 

TheMoon

Member
I finished the 100 Mario Challenge on easy and normal, but can't seem to finish on hard difficulty. The amount of troll levels on there is hilarious. Some levels are genuinly cool but around 80% is stupid level design designed to have a laugh with trolling. I decided to skip levels more regularly now. I usually want to give the designer a chance and see the grand plan, but I have too much faith in the internet I guess.

Did play some really good levels though, and given some time, this will be the game of the forever You can play this endlessly.

swipe away the dumb troll levels after a maximum of five tries. = win

I had an absolute shit run in expert mode and then the next day breezed through it with very friendly and sometimes even good levels.
 

Jamie OD

Member
0E41-0000-0038-C275
Raining Goombas

Quickly made a level where Goombas fall in on top of you. Might expand on the idea if people like it.
 

Farmboy

Member
Wow, GAF creativity doesn't disappoint! The average quality of these levels is much higher than the average quality of all levels. Which I guess was to be expected, but still: kudos.

Seems to me that, in terms of style popularity here on GAF, it's 3 > 1 = W >> New.

I'm still working on my first (full) level. It's a SMW ghost house, one that I think would not be out of place in the actual game but is still wholly original. Started plotting it out on graph paper before release. I'm a bit of a perfectionist and also strapped for time (I've only just unlocked the final , but I already know I'm going to need GAF feedback to make it juuuust right. ;) So I'll keep you posted.

I'll be certain to check these levels (and many more) out later:

My latest level.

Light and Shadow
C82E-0000-0038-7E5F

I fixed and reuploaded my level:

Boo's Plumbing Nightmare

(4569-0000-0038-8CF2)

Looks great... and also a bit similar to a concept I've been mulling over myself (not the Ghost House one), very curious to see where you took it.

I had inspiration earlier today.

What if I use note blocks to play music...alongside music that is already playing?

Star Accompaniment

1F2B-0000-0038-DFAA

Intriguing!
 

aechris

Member
Hey, I threw together a course I am pretty proud of. I think it's pretty hard, but not gimmicky hard. I think it's fun and has some little surprises that might make you smile. Please give it a shot if you'd like!

Climber Masters
B092-0000-0033-E41E
 

Gsnap

Member
Done and done. The Rocky Wrench's kept me on my toes throughout - haha. I managed to find 1 and 4 of the secret mushrooms. It was nicely thought out level for sure. I'm thinking you might need a bit more fiendish platforming in your next level though ;-)

Definitely. This level was more about aesthetic design and secrets. I wanted to get the hang of the level editor and challenge myself to think outside of the box to make something simple, yet satisfying. I've got some ideas for more skill intensive levels though.
 

woopWOOP

Member
Well, with my gamepad being out for repairs I obviously have little to share (apparently I can't even start the dang game without the pad, bah). That's why I'd like to post a pretty neat stage my friend made instead:

Boo buddy marathon
ABBF-0000-0015-A688

Super Mario Maker lacks the option of having a buttload of Boos roam around the ceiling and whatnot, but this stage gets pretty close to having the same feeling. Also it has a SMW style bonus room and those are always cool.

He has a couple more on his profile. Lotta DKC inspired stages. None too hard with lots of bonus rooms. Dude sure loves his bonus rooms.

Also the Megaman 4 - Cossack 3 stage remake is totally my doing :p
 

Jocchan

Ὁ μεμβερος -ου
I'd really like to get some feedback about this level I just published:

The Cube: 9 Rooms, 9 Challenges

(36A3-0000-0038-EC1B)

WpLv3OC.jpg


It's loosely inspired by the movie The Cube, and features nine 1-screen rooms arranged in a 3x3 square with different traps inside.
I wanted to make a puzzley level with small, self-contained rooms, and experiment with backtracking and permanent changes to the environment. Which proved itself to be quite the challenge.

Not all rooms are mandatory to complete, some lead to the three 1up mushrooms hidden around, and one features an optional puzzle whose completion can make your life a bit easier later on.
 

Zombine

Banned
Super Mario Boy 1-1
ID:6144-0000-0038-FEB0

L1wjer2h.jpg


Tricky yet fair, from this point forward I will be paying tribute to one of the best platformers of all time: Super Meat Boy. I like to think I have a critical understanding of what makes platformers challenging yet rewarding, and have been painstakingly creating Super Meat Boy inspired levels with the quality you would expect from that title. This is hopefully the first of many, and I hope that you will take the time to play these courses. This one should only take you a try or two.
 

MrBadger

Member
Just created a course and I'm kinda happy with it. It even has several secrets!

Spooky House of Thwomps
C06F-0000-0039-0BE3

I was just seeing how many things I could do with the concept of using Thwomps to clear your path.

And another -

Super Time Travel Bros
8CC6-0000-0025-93B0

Travel through time to a post-apocalyptic Mushroom Kingdom and back again to clear this course

Neither of my courses are super hard in my opinion. I'd rate them medium.
 

KooopaKid

Banned
i really like the puzzle of the second planetoid. however, i think you overdid it with the sound effects, they tend to be more of a distraction than underscoring of certain pivotal moments. also, i found one spot that needs to be reworked asap: when you solve the puzzle on the second planetoid and climb up the vine, you can get stuck on the mushroom head and the two stone blocks as big mario!

edit: meant the second one, not the first

Thanks for the input! I fixed it and removed the music. I too thought it was a bit much.
 
This game reminds me of LBP in the sense that SMM is a glimpse of what could be, but it's missing too many elements to really feel like a worthwhile editor. I am enjoying it. It's a good start, but Nintendo could've done so much more. DLC or SMM2, please.

Small stuff inexplicably missing from the game, or stuff that they overlooked:
- can't change color of pipes (no silver pipes in SMB; no red/green pipes in SMW nor NSMB)
- menus feel like they were designed for a different game in the "Wii ____" series, not a Mario game. For instance, the Uploading icon is a Wii Fit-looking dude doing situps. For a game that's supposed to be a celebration of all things Mario, the menus leave a lot to be desired.
- speech bubbles are from NSMB, even if you're playing one of the other palettes. Would it've been so hard to include the original text varieties of the original titles?
- the white "crouch to drop behind" panels from SMB3 are included...except you cannot fall behind them.
- end-of-level minigames in SMB3 and SMW mean nothing. I appreciate the touch but there's no real point.
- floating platforms are missing a few options. There are no perpetually-scrolling floating platforms (like in SMB3 1-4) nor can you have a platform that both moves and also falls down after you jump on it (unless I missed some menu option)
- sound effects included in the game don't mesh with the overall Mario theme and are pretty stupid. It's disappointing to have some disco party light effect instead of more items from the Mario games. Mario's content is legendary. It speaks for itself. We don't need to have ringing doorbells and laughter to make this a good game.
- Yoshi eating red shells has no effect in SMW (normally, it shot fireballs)
- Would've liked to see a few more powerups. Frog suit, colored Yoshi varieties, and ice flower are three that would've been so fun.
- no verticality. This mostly affects the SMW and NSMB palettes, but it's noticeable in those two games. Would've been nice to have vertical layout options.
- Amiibo integration is mediocre. It's just a palette swap. Instead, Nintendo could've knocked this out of the park by giving each character some power to use (like Samus shooting bullets plus being able to morph-ball).
- no option to pick which song you want to play in the background.
- Warp pipe is the very, very last thing they give you access to. I kinda understand why (it unlocks the second "zone" for you to warp to) but it's annoying to build levels and being unable to use this option from the start.
- no "item reserve" from SMW.
- Aesthetic options in general are pretty limited, which is disappointing. Would've been nice to have some basic color-swapping options.

Big stuff that really irks me:

- NO WORLD MAP? Instead we get a papercraft sort of generic map. I understand that this was never advertised, but the option to make your own "Rom hack" would've made this game so much better. I want to play so-and-so's Super Mario Bros 3 game, or maybe a mix of different game styles mashed into one world. Instead, levels are just disjointed experiments. A world map editor would be very ambitious but it's a necessary inclusion for this game (or the next) to be the "ultimate" editor. Let us make our own Mario games!
- Lives don't matter. Since there's no world map and no real progression, there's even less of a reason to grab 1ups.
- Fly Swatter minigame is a waste of time and is annoying. Yet another example (like the disco lights and sound effects) of Nintendo spending time on something that doesn't belong in this game. Were they trying to be funny? Creative? This doesn't belong in the game and only serves to interrupt my sessions.
- popular levels available online are of the typical "don't touch the controller" Rube Goldberg machines. Or pixel art. It's difficult to find or tag levels that are simply good MARIO levels. More menu options could've helped a lot here. I do appreciate looking at this OT to find some decent levels.
- the "timed delay" delivery of new items. Now that I've unlocked the full set of items, I can say with confidence that there really aren't such a huge wealth of items that would confuse you. Instead, the system penalizes new players who have access to a very limited set of items, and since you must build with what you have (or wait) you end up making a bunch of levels (or scribbling on the screen for 5m straight) to unlock the next batch. Typical Nintendo hand-holding.
- only 24 "themes" in total (ground, underground, ghost house, castle, airship, and underwater for each of the 4 game palettes). This isn't very many. No "icy" or "grassy" or "desert" themes in SMB3. No "jungle" or "underwater ghost ship" in SMW. Even if there were a few more backgrounds per "theme" with no gameplay functionality, I would've been happy.
- speaking of water....no water! And no lava! The only way to get these course elements is to use the underwater (in which case, it's the whole level) or castle (in which case, it's the floor) themes. There is no option to add pools of these into levels. It's all or nothing.
- no hills or sloped ground. Every palette except for SMB had hills in the original version. Would it have been so hard to include them in the game and maybe omit them from SMB? In combination with the "no lava blocks" limitation, this means no Blaarg's Bone Ride Never Ends levels like in SMW with upward- and downward-sloping lava hills.
- No multiplayer. It may have been a challenge to include it in the 2d games, but NSMBU had 4p multiplayer as a default.
 

Zero148

Member
I made another level today. This time it is in SMB3 style and it is a skull themed ghost house mixed with underground sections (it is meant to be the houses basement). It has three hidden 1-Ups (quite well hidden imo) and enough power ups (some are hidden) to survive. The only cheap part is the end, but there is a fire flower hidden which makes it really hard to die there, Check it out. I'm looking forward to feedback.

WVW69iY0N2EmSq1WgK


78BA-0000-0038-FCD3 (House of Skulls)

I will also post two of my other levels again. The first one is my second newest and has got only three plays (nobody beat it until now) in it's first day. It is a SMW level that concentrates on the spinning mechanic. I tried to have a learning courve there with a mandatory use of spinning to even enter the level (also you get the information that destroying blocks with a spin is only possible with big Mario). This is followed by optional platforming sequences and finishes with mandatory in increasing difficulty. All in all I would rank it as a medium hard level.

7B9D-0000-0032-0110 (spin and win (3 hidden 1 ups))

as the level name already indicates, there are again three hidden 1-Up mushrooms.

The last level I'm showing again in this post is my most pupular one, it is called Show your Flow. It is in NSMBU style and the timer lasts only 30 seconds (the intended clear time is 22 seconds on both routes, although it uses the longest possible length without warp pipes). The clear rate is 3,01%, but it is a really fair and based on comments fun challenge. So if you've got half a minute, check it out

5321-0000-002E3989 (Show your Flow)

I'm looking forward to feedback for any of the levels.
 
Try mine:

vt00i9r.jpg


https://miiverse.nintendo.net/posts/AYMHAAACAAADVHkcQij-Dg

Boo's Plumbing Nightmare

(4569-0000-0038-8CF2)

Mario investigates a creepy old mansion and finds himself trapped within its walls. The only way out is to plumb its haunted depths! He will have to find and use a variety of powerups to clear the way forward.

3 hidden 1ups and a secret exit.
Guys, GUYS, you gotta play this.
I was expecting something good from Ragnarok and he delivers with this great take on a ghost house, so good I might go right back in to find the secret exit.
Thematically perfect as well.

I ran out of idea for the theme. You can only do that "Upside down beetle hits a block with a vine" so many ways in one level. I think maybe, I should start having a major and a minor idea for levels like that. Something to do as a breather between the main feature. This one could have had optional flying challenges, maybe.

That said, I'd rather end a level early than run an idea stale. I keep 100 Mario Challenge in mind for these, too.
That is a fair enough point, I'm just greedy.
 

Rebel Leader

THE POWER OF BUTTERSCOTCH BOTTOMS
Now to try to make a Super mario world level

New page:

WVW69iYz9UARt1O-8j

The stowaway
Stage ID: 82B2-0000-0038-D720
Style: NSMB U
1 secret level up, 1 secret star

Spent alot of time on this
 
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