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Super Mario Maker |OT| Miyamoto Simulator 2015

Let's FLY! - AEA9-0000-0034-87B4
Strolling Through the Park! - 107D-0000-0029-826A

My only courses so far. Let's Fly is a little difficult, had a crazy jump in the beginning.

Strolling Through the Park is on the easier side and is my first course made. Please play and enjoy!
 

Sölf

Member
Alright, after roughly 10 normal stages I decided to try something different. This time, it's a mix of puzzle and a skill stage. Definitly harder than my other stages, but I also think it's not one of the hardest out there.

WVW69iY11esLiuilx2


Andarro's Nightmare:
B0ED-0000-0039-E1E1
 
Requoting as I forgot the bloody code:

Whomp Stronghold

(E9DA-0000-0039-93B3)

Some great levels here. Hopefully mine will improve as I go...

I played and starred it. It was fun.

The part with the spring and moving question mark block on a track was difficult because the screen wouldn't scroll up to the question mark block so it spent most of the time off screen. The P-switch inside the block got stuck on top of the block when it popped out, so I couldn't see it up there and had to bounce high and grab it as it went by. If that track moved lower, it'd have been great. Not sure if you have the room on the screen to do that though.
 

Zero148

Member
Requoting as I forgot the bloody code:

Whomp Stronghold

(E9DA-0000-0039-93B3)

Some great levels here. Hopefully mine will improve as I go...

I just did your level and really liked it. The way you get the fire flower was awesome, that room was really well designed. The only problem I see is, when you get the third 1-UP
with the door
, you get a goomba rain that felt a bit cheap to me (although this is not your fault).
 

Gsnap

Member
Ok. Catching up on some levels I've been meaning to play.

WVW69iY07aILVg36n3


Heads Up! (8345-0000-0039-6196)

I'll gladly try someone else's if they'd be willing to try and comment on mine. Thanks

This one was... interesting... The last part seemed nearly impossible until I realized that I was being stupid and not using the spin jump. I never really noticed how big of a difference in height there was between holding a spin jump and just letting Mario spin.
So of course I decided to skip your whole level and spin jump on top of all the thwomps. Not just the last ones. Though I assume you knew that was possible. : p

It's a good level, but it sure is gonna drive people nuts. lol

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.

A brilliant level harmed by the game not having checkpoints. But you did do a good job of alleviating the tedium by offering a plentiful supply of easy to get powerups after the first, tough section. After that, it was a good ride. And it did feel like venturing into the depths of a haunted sewer system. My favorite part was
wall jumping between cannons.
I never did find the secret exit though.

Secret of Magenta Mines: B279-0000-0034-1EB8
Difficulty: Beginner
Length: Short (Replayable)
Tileset: NSMBU - Underground


Also, check out my first level too if you'd like. I limited myself to only the first tier of unlocks.

Rise and Fall of King Goomba V2: A1E0-0000-001C-A138
Difficulty: Intermediate
Length: Medium
Tileset: NSMBU - Underground

These are fun. I like the little twist ending for the Mines. Though I do feel like they could use a little more. There's a lot going on, but I really only did three or four things it feels like. I know that's a weird criticism. But looking at the overview picture I see there's a lot that I missed. So I guess these levels are best played through multiple times.

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.

Tried it a bunch. Had too much trouble with the dry bones section. Couldn't finish it. It's a good level, there's lots of clear feedback, and most individual parts aren't that bad. But for some reason, the dry bones completely screwed up my timing. I only got past them once. Maybe try changing up how the big dry bones fall? Unless I'm missing something obvious.

Here's my level again.
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
 

Bananakin

Member
WVW69iYrraUFomfAGH


Another Day at the Office

(0479-0000-0034-C6F9)


Alright guys, this puzzle level is still undefeated on GAF. Who's going to beat it? Play it (and star it if you don't want this kitten in my hand to die) and I'll play (and star so the kitten in your hand doesn't die) all your levels. (PM me them.)

Also, this level may just break your brain.


Just sayin'! Oh, and feel free to check out my older levels from my profile.


Does anyone know the medal tiers? Like how many stars you need for each medal? I just hit 100 and... disappointingly... no medal!

Wow, that was an amazing level. Took me forever to beat it, but I finally did. Starred.

If you want to check out any of mine, I'd appreciate it. I'll just quote an earlier post of mine:

I made a few levels, if anyone is interested in checking them out.

World Minus 1? (4CA2-0000-0024-70B0)

For kicks I made a version of 1-1 that goes right to left instead of left to right. I know, I know, yet another 1-1 remix - but in my defense it's weirdly trippy to play.

No gimmicks (D6C4-0000-0027-D048)

Here I was just trying to make a nice, straightforward SMB3 level. I was aiming for not too difficult, the kind of level you might see around World 3 or 4. There are a few "secrets", although they're not actually that hidden.

Race the firesticks! (5034-0000-0030-5730)

Here I was going for something a bit more difficult. At first it was going to be just a normal castle stage, but halfway through I hit on the idea of having players "race" against rotating firesticks through circular pathways. I like the mechanic, although I think I could have done better with the progression of difficulty. I might go back and explore the idea further in a shorter, more focused course.

I'd love to hear what you guys think of them.
 

Nintenleo

Member
My new level:

PLUMBERS DON'T WEAR TIES!!
......but they wear shoes! Yes! A lot of them! Seriously, A LOT! Use Super Mario Bros 3's most famous items to reach the goal! Destroy Bowser Jr. and then trick his father to an horrible death! A lot of secrets are waiting for Mario in this level inspired by one of the best games ever...obviously I'm talking about that 3DO exclusive everybody loves.

WVW69iY11JksWeG4Ya


Plumbers Don't Wear Ties... (B6A0-0000-0039-E119)

Stage with a medium difficulty, but sort of relaxing, with a lot of secrets well placed and the right amount of exploration. Try to find a couple of shortcuts to skip the central part of the level in a mysterious cold cave.
 

BiggNife

Member
Made a couple of levels I'm satisfied with, would greatly appreciate any feedback (especially for the first one, since it's gone through some revisions and I'm trying to figure out if it can be refined further):


CO0vIkiUwAAFOU3.jpg:large


CO1M9-WUYAAoYeJ.jpg:large




These are relatively simple - my main goal was to make levels that felt fair and had a balanced difficulty (not too easy, not too hard). I have ideas for more ambitious levels but those will come later.
 
Hey all,

As promised I have done about five or six of people's levels. Some levels were quite long and with some deaths I had to leave out a few people. I am willing to do a longer video if people are interested. I think sending me your level via PM might be easier for me to collect for next time.

https://www.youtube.com/watch?v=sM7BG5rAmKo

dat 50% success rate

I kid, I kid. Thanks for doing this though, it was fun seeing the levels in motion. Would love for you to make it a series.

These are fun. I like the little twist ending for the Mines. Though I do feel like they could use a little more. There's a lot going on, but I really only did three or four things it feels like. I know that's a weird criticism. But looking at the overview picture I see there's a lot that I missed. So I guess these levels are best played through multiple times.

Yeah. Each path is pretty short, dunno if it was the right call to have 5 different paths instead of having fewer, more fleshed out ones. Which path did you take?

Thanks for playing them by the way. I'll give your course a run through in return as well. :)

Well, everyone. I finally found some time to finish my first real course. I think it turned out ok. It's probably a little on the easy side for everyone here, but I focused more on presentation than challenge for this level.

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

Hope you guys like it. Constructive criticism is always welcome of course. I'll be looking through the recent pages and playing some levels, and I'll give my thoughts on them soon.

That was pretty fun! I'm assuming there are 4 different secret rooms? I was only able to find 2. Presentation is really great here. Felt just like a Mario airship level minus the autoscrolling, which was also nice. Gives you the time to take it all in without the frantic rush.

Embarrassed to admit that I died near the end thinking that clouds lead to another secret area and not the goal.
 

NeonZ

Member
This is probably my most ambitious course so far:

WarioWare, Inc. - 2B43-0000-0038-3F06
https://youtu.be/IG_zjsrsUm0

It probably seems pretty simple, but arranging everything and working with the limits was tough.

If you play it then let me know so that I can try one of yours.

Added to my OP.

Huh. Really amusing level. A lot of it is due to actually remaking the micro-game jingle, which adds a lot to the atmosphere.

Also, I didn't even know that the Amiibo's crouch had any usefulness. Aren't their hit boxes the same as small Mario's? Yet, crouching still worked there...
 

Placktor

Member
New Level!
I was running low on ideas towards the end, but then I ran out of blocks and items to place so I guess It was time to end anyway.
Explosive Excavation - 8102-0000-003A-1E92
WVW69iY2RTAJQKi9ky


This alliteration theme of mine is getting to difficult, probably have to stop soon :p

My other levels:
Crowded Cavern - 438C-0000-0013-636C
Castle Conundrum - B315-0000-0014-8027
Outpost Outrage! - F028-0000-002B-AA2B
 

Jobbs

Banned
I created this as a fun, quick diversion to get your heart rate going. More intense than it is difficult, but also easy to learn. It was designed in the vein of Thrilling Spine Coaster from NSMBU, but not nearly as hard.

Except no one has beaten it... Let me know what you think.

IEGP52u.jpg

It's intense AND difficult. I've gotten into part 3 a few times, but then I keep dying in the first two parts in my retries. I gave up.
 

octopiggy

Member
Huh. Really amusing level. A lot of it is due to actually remaking the micro-game jingle, which adds a lot to the atmosphere.

Also, I didn't even know that the Amiibo's crouch had any usefulness. Aren't their hit boxes the same as small Mario's? Yet, crouching still worked there...

Thanks for the kind words. Yeah, I only figured that out today. Doesn't really make much sense. Surely Mario's worst ever power-up - 'the ability to duck'.
 

OmegaDL50

Member
Okay folks.

I finally got the game in the mail...

I have uploaded my very first level. I don't have a name for it yet. It's a "Test Level"

Please check it out and give me some honest critique and tell me what I can do to improve it.

B3B9-0000-003A-261C
 

Dimmle

Member
If anyone could try my stage and give some feedback, that would be great. I posted this a few pages back but I've refined it a lot since then. Tried to stick to a few basic elements and give the level a satisfying "narrative," so to speak. Let me know if it's too tough! It used to be much tougher. :p

A Dish Best Served Hot


2971-0000-003A-2265

WVW69iY2UYwEs7U0oQ
 

Stoze

Member
Don't think I caught many eyes when I posted this at 4 in the morning, so here it is again;
Day 3: Shy Guy's Spikey Swim
9C9C-0000-0035-E544

WVW69iYuWsIHNs4G5b

Focused only using up to Day 3 tools, so yes...it's an underwater level. I promise it's not as threatening as the picture looks (well, no, I take that back).
Like my Day 1 and Day 2 levels, it's designed to be a quick, momentum/full-throttle type course with 100 coins to collect.

Let me know what you guys think. I'm not expecting as many stars and plays on this one, but I am expecting it to be easy. It should certainly be a bit harder than the first two levels though, guessing around a 30% completion rate.
 

daydream

Banned
This is probably my most ambitious course so far:

WarioWare, Inc. - 2B43-0000-0038-3F06
https://youtu.be/IG_zjsrsUm0

It probably seems pretty simple, but arranging everything and working with the limits was tough.

If you play it then let me know so that I can try one of yours.

Added to my OP.

ha, this was super neat in its minimalism. well done!

Can someone just please play this?

It's Super Mario Bros. 3. There's a theme. It's sort of Metroid-style. It took hours. No real tricks, not too hard, some nice secrets in the form of 1-ups.

KhzOrz0.png

it's an enjoyable level, the structure of the ghost house is pretty solid. two suggestions i have: cut down on the power-ups, they felt a bit excessive, especially as they came in bunches like that, and secondly, the ending felt a bit anticlimactic. getting to the leaf felt like an opening section to something bigger, then the middle and ending part felt kind of cut short and thrown into a blender
 

octopiggy

Member
This is amazing, first stage I'm downloading to see how this works.

While you're data-mining you'll get to see the micro-game that was left on the cutting room floor! I ran out of transporting pipes so one of them had to be cut.

Maybe I'll keep it for the sequel!

edit: And with that I've smashed 50 stars to get my second medal! Thanks for taking the time to play guys.
 

Kinsei

Banned
WVW69iYrraUFomfAGH


Another Day at the Office

(0479-0000-0034-C6F9)


Alright guys, this puzzle level is still undefeated on GAF. Who's going to beat it? Play it (and star it if you don't want this kitten in my hand to die) and I'll play (and star so the kitten in your hand doesn't die) all your levels. (PM me them.)

Also, this level may just break your brain.


Just sayin'! Oh, and feel free to check out my older levels from my profile.


Does anyone know the medal tiers? Like how many stars you need for each medal? I just hit 100 and... disappointingly... no medal!

What is the point of the fire flower room when you can get one in the star room?

Like I said in my Miiverse post, I think you should make it more obvious a shoe will come out of the pipe by the fire cannons. The arrows on the right make it look like you're supposed to go up it which causes one not to come out since you're so close to the pipe.

Overall it's a good level.

You get the third medal at 150 stars.
 
Lol I died at the beggining trying to see if there was anything below. Then died thinking the pipes were accesible haha. It was fun though. I feel like I missed many secrets (found the Leaf near the beggining though!).

I liked the look of the level with the ice blocks although I wish there was more enemy variety.

Thank you! Yeah, the enemy selection is a little sparse. I did want to stay away from functional items as decorations, but I liked the look of the pipes sticking out. Thanks for playing my level!
 
WVW69iY2YVo2nOn9J8

Just Another 1-1
E24D-0000-003A-2DB7

In Mario Maker there appears to be thousands of 1-1s floating around that always show up when you're trying to unlock costumes.

Almost like an endless run through 1-1, over and over again as if in some kind of nightmare. This is another one of those 1-1s. Just another 1-1 clone in an endless sea.

Try jumping over the flag pole and going in the door.

Mario is going through that door at the end if you touch the flagpole

Also the editor music for SMB Style Ghost House might be my favorite Ghost House theme in the series. Easily the creepiest.
 
Just made what I think might be my masterpiece, "Wario's Mystery Mansion". It involves exploring a mansion as Wario and solving puzzles to escape. Really hope you guys can check it out and give me feedback! I'm super proud of this one.

"Wario's Mystery Mansion"
WVW69iY2YcYTjlOv8u

1717-0000-003A-2DE6
 

hpkomic

Neo Member
I'm still learning how to design levels. I would have played throughout the weekend but I was busy at Long Beach Comic Con manning my table.

That being said, though, I do have 4 stages I've made that I feel are pretty quality. I'd love some feedback and some playthroughs since Mario Maker doesn't seem to do a good job of getting levels played.

Anyway, here they are in order. I tried to aim for traditional Mario courses that you'd see in their respective games. Nothing in them seems impossible. Anyway, here we go!

Use the Parakoopas! ID: 08FC-0000-001A-327B
HI5xMND.jpg

9TTeJhq.jpg

pRJD9ys.jpg


Basically my take on a 1-1, but with a more demanding series of jumps on fluttering parakoopas.

Pirahna Plant Pop ID: 36BE-0000-001C-63FD
V2LVbUn.jpg

gf1CaKR.jpg


A hidden Super Star and Fire Flower make this stage much easier. Quite a variety of the classic chomping plants, but none of the firespewers.

Backsy Forthsy Mansion ID: D0AA-0000-001D-A1C7
iGdMPg5.jpg

o0HVAmh.jpg

ll7y5hc.jpg


This stage takes to back and forth in a tricky mansion where you'll wind up just out of reach of an area you've been before. Beware of the tricky note blocks and fireballs!

Flowers and Firebars ID:B815-0000-0038-5C2C
XOo6npY.jpg

Eq3WUyx.jpg


Fire balls, fire bars, goombas, and vertical climbing. Watch for branching paths, and take advantage of the plentiful fire flowers to make your passage a little easier.
 

daydream

Banned
If anyone could try my stage and give some feedback, that would be great. I posted this a few pages back but I've refined it a lot since then. Tried to stick to a few basic elements and give the level a satisfying "narrative," so to speak. Let me know if it's too tough! It used to be much tougher. :p

A Dish Best Served Hot


2971-0000-003A-2265

WVW69iY2UYwEs7U0oQ

an interesting stage, for sure, and i don't have any major knocks against it. it does, however, bother me that it feels a bit disparate. the first half and the second half make the impression of stemming from two different stages, with no connecting element between them aside from the piranhas. that said, both halves are pretty fun in their own right. i liked the idea of clearing out a path by going back to a star dispenser. it was pulled off in a way that didn't feel tacky!
 

3DShovel

Member
I'm absolutely in love with this game. It's just too great.

Now, I've made some levels, however, I've been surprised that not many people have actually been able to beat them. I don't actually find them very hard, so I'm going to leave it to you GAF folks to show me that there are actual good Mario players around. :)

Koopa Jumps and other fun!

This was the first level I made on Friday, and it's definitely got a kind of 'Kaizo' feel to it, but it is nowhere close to being impossible. In fact, I had some people over on Saturday and they all managed to complete it within two tries. I like the tension of many Koopa jumps in succession so that was my drive to create this one. There are some smaller puzzle-ish sections to break up all the jumping, as well as a quick cloud section that you can really use to make some quick progress if you're smart about it! :)

ID: 67C8-0000-001B-86BE


Bullet Bill Bonanza!

I'm shocked that there's only a 10.41% clear rate. It's a pretty straight forward level if you ask me.

ID: 63E3-0000-0028-C6CA


Fire Trampoline Cannon Koopa

In that order! :) This one was definitely just a hack-together of cool ideas. The beginning starts with some fire-based obstacles, I was quite inspired by DKC2 when making them. The trampoline section was an idea that popped up suddenly while I was working on the first section, and seeing as I had just unlocked doors, I figured I could get away with having multiple hooks to the level. When you get to the trampoline section, make sure you pay attention! Also, bring the first trampoline with you! That's why I added a 'Y' (I should probably put 'X', too!)

ID: DFA5-0000-0034-2544


Let me know what you guys think of these! I have a few more but I don't want this post to be too long! :)
 
it's an enjoyable level, the structure of the ghost house is pretty solid. two suggestions i have: cut down on the power-ups, they felt a bit excessive, especially as they came in bunches like that, and secondly, the ending felt a bit anticlimactic. getting to the leaf felt like an opening section to something bigger, then the middle and ending part felt kind of cut short and thrown into a blender

Thanks for playing it. Truly.

The reason I had multiple power ups in a room was so that if you lose a power up required to progress you could go back to the room you found it in instead of completely starting the level over.

My problem with the ending after getting the leaf is that you go in a smaller house and then it just ends with the back porch of the larger house. That makes no sense... I don't know if that's what you're saying, but I think it is and I recognized it myself after playing it again shortly after I made it.

I could make the leaf open the path to a sub-world instead of just the ending. But I feel like the longer a level is, the less likely a person will stick with it if they die. Not everyone has the skill level or patience of us on NeoGAF, I'm guessing.
 

Teknoman

Member
Alright time for World 1-3: Fossil Frontier!



After emerging from the Coral Corridor, Mario finds himself inside of a dark cavern. Surrounded by undead troopas forgotten from Bowser's ranks, can he make it through with his hat intact?! Keep your eyes peeled and stay aware!
 

Blizzard

Banned
I don't have the game myself, but I have been reading amusing reactions to my friend's level: "A Song of Magic and Bullets" 90AB-0000-0026-837F

At last count the stage had been cleared 3 times and had resulted in 1704 dead Marios. If anyone here manages to beat it, I'd like to hear your impressions. :p
 

daydream

Banned
So it's looking like if you want stars you have to make automatic levels, which is depressing.

if you're looking for stars/level in the high triple digits, then sure

i think quality levels still get plenty of (reasonable amounts of) love, e.g. all the levels i've highlighted in the community showcase are being appreciated. my song of ice and fire stage which i've gotten mostly very positive feedback on is doing ok, sitting at 31 stars or so. i'd rather make a stage that's appreciated by fellow gaffers than stoop low for the masses
 
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