New stage I made. It's meant to be uneven and help a friend learn how to use the wall jump and twirl NSMB had. It's not all that special or good as a tutorial, but some fun can be had with it.
Cave 1-2 It's Safer Underground : 6221-0000-006F-13A8
I made a Bowser tower stage, just to test out some ideas.
Fight Bowser fire with Bowser's fire. Second path to fight Bowser Jr. should anyone wish to take it.
Yoshi Returns Fire : 51CB-0000-006E-1EC2
Interesting level. From the title, I suppose you meant for the player to throw shells back at Bowser, but since you give unlimited fire flowers, I thought it was a lot quicker to just spam fireballs at them and ignore Yoshi. Got killed a few times after killing the top Bowser from taking hits because of the way the blue skull platform moves. I guess I was supposed to have Yoshi here, but he was otherwise unnecessary.
Aye, I realise now Yoshi is unnecessary, but concept idea and all that. The name Yoshi Returns Fire actually is meant to refer to Yoshi's ability to grab Bowser's fire and throw it back (it combined with shells and fire flower make the fight go much quicker).
With the blue skulls, Yoshi (or a mushroom and quick speed during invincibility frames) is only needed to leap to the right before the blue skulls will go down for the first time to reach a pipe to get a second optional area.
Other than that, it's possible to survive the entire trip on the blue skulls without taking damage, just stand still on the far left of them and crouch until it's over with.
Thanks for playing the stage and your thoughts on it.
Hey, guys.
Finally a level I'm kind of proud. It's called "A Mario Between Worlds" and... well, I think you could guess what it is about.
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Let me know what you think!
That's great. I loved "shifting" ideas. Makes me want to do a Giana Sisters: Twisted Dreams homage.
Sudden silence in a Mario game stood out to me far more than I thought it would. I'm not sure how much of that was just to indicate change or to affect the player, but it worked on both counts for me.
Very much a Super Mario 3 stage, simple and charming and I enjoyed it for that. I think I may get in my own way sometimes making stages, adding unnecessary fluff, so I'll have to remember why yours works so well in the future.
I think my first level came out pretty good.
If you like classic Super Mario World castle levels with no bullshit enemy placements, fair platforming, a throwback mid-boss and a kind of different way to defeat Bowser, you should try this
ID: 64AB-0000-0069-D893
I enjoyed it, save for the first door against the magikoopas and all the blocks. I found trying to get past the blocks more tedious than anything else with how they were laid out.
As for fair platforming. I agree it can all be done, but I think I would be more willing to actually finish it (rather than just get get to the axe and think I've seen enough), if some of the jumps had just a wee bit more leeway. For example, reaching the door after hitting the P block if there was either more of a angle for the leap or it was one block wider entrance.
A somewhat challenging (but simple!) course centred around Shy Guy.
Please let me know what you think!:
Shyguy's Great Escape
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That was fun. Not often I see a Shyguy nor one where my habit of trying to go as fast as possible went against me (couldn't see what I was doing on the skull platform). Good work on the lower path, I missed that in my first attempt.
I also played your Bowser's pod racer stage. Silly fun that one, though I almost ran out of time because I got stuck bouncing between clown cars and the game simply wouldn't allow me to do anything. Less a problem on your end and more the game itself, but something to note.
This is my third level, if anyone is interested.
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It might not hurt to put a block or an arrow to tell the player to go to the right after the fall. The coins are obviously a big help, but a few small bits of guidance can go a long way.
It's also not clear there is a fail state. While I'm sure that's the point as it's meant to be done in one attempt, no forgiveness, but that may put off some players. Even if time runs out, a door or something that takes them back to where they can get flight back might be appreciated.
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Well now I feel silly for making a simple tutorial for wall jumping at the top, when I could have just used yours. Nice and clear, good work.