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Super Mario Maker |OT| Miyamoto Simulator 2015

Neoweee

Member
tumblr_nvb7bnItZV1rildkho1_540.png


I might try making proper images for my levels from now on.

Nifty Concept for a level. There's not a lot of "meat" to the level with regards to gameplay, though. Maybe make the first the airship part a bit more substantial/challenging? There really aren't many ways to die after that.
 
Played this at a friend's house yesterday. It was a lot of fun!

I like the amiibo costumes, but I wish they had larger sizes and were in other styles too. Seems like they didn't want to make it more than a neat little bonus.. I would say 'why not make them the size of big Mario at least, but it seems because that could interfere with level design. Well it's neat, but my first feeling was 'aw you can't make them big?' and 'why only in the one style'.

When I buy another WiiU again down the road, I'll definitely be getting this game.
 

Fireblend

Banned
Hey guys, would love to get some impressions on my levels. Plus I'm running out of upload slots, only have the basic 10 so far =/ I'd definitely appreciate some stars. Here's some of my levels, which you're free to critique here as much as you want!

Rescue the Koopa Miners: My favorite so far. An attempt at a light narrative within a level :p
WVW69ibcyBwVR_AYED

Are you a bad enough dude to venture into the mole-controlled mines and rescue the trapped Koopas?
Level Code: [ 5F20-0000-0073-EEC4 ]

Wiggler Infestation
WVW69ibX0yIDoQzt3e

Level Code: [ E3E2-0000-0072-77EE ]

Airship Quickie - Auto-scrolling, also pretty short
WVW69ibUnR0ghe8vaT

Level Code: [ 11BA-0000-0071-4649 ]
 
Didn't think I'd say this as a big Mario fan but I'm actually considering selling the game. I just don't get much joy out of making individual levels which is clearly the meat of the product and the tools for playing other people's levels are so bad means that most of the time spent with it is searching for levels and most levels I've played and have been pretty meh. I say if you think you're going to really enjoy sitting down and creating Mario levels then go for it but if you were looking to mainly play other people's levels then wait a few months for the best creators to hit their stride.
A better search engine and a community system would improve the game so much.
 

B_Bech

Member
Didn't think I'd say this as a big Mario fan but I'm actually considering selling the game. I just don't get much joy out of making individual levels which is clearly the meat of the product and the tools for playing other people's levels are so bad means that most of the time spent with it is searching for levels and most levels I've played and have been pretty meh. I say if you think you're going to really enjoy sitting down and creating Mario levels then go for it but if you were looking to mainly play other people's levels then wait a few months for the best creators to hit their stride.

This may sound like a shameless promotion but try playing my and the rest of GAF's levels. Without Gaf levels, I'd lose all hope for this game, too. This community is its saving grace, so please try some.

https://miiverse.nintendo.net/users/B_Bech/posts
 

Kebiinu

Banned
Guys! I would really appreciate it if you give my latest stage a play!

Frost Fossil Depths
Vp76Pp6.jpg
K8YOXAK.jpg

Deep beneath the crashing waves of the Mushroom Kingdom sea, there lay a beast of indescribable height. Many knew of its existence, but none dared to search for the legendary beast. Due to drops in temperature, the beast was forced to relocate even deeper into the sea in hopes of a sustainable food source, forgotten forever.

Centuries later, Mario encounters a frozen sea while exploring the coast of Mushroom Kingdom. The temperature drops rapidly, as Mario swims towards a gargantuan ice berg within the depths. It's here, where he see's an entrance to what looks like a cave, leading directly into the mass of ice. The beast is just a legend, but even still, he should be long gone by now, right?


Stage ID: 232B-0000-0072-C515

I'd love some feedback!

I didn't get a chance to leave feedback on the first round, so here are some armchair-designer impressions from Round 2.

Kebinu: Koopa Trails
This was probably my favorite stage so far, aesthetically. The stage was very pleasing to the eye (object placement and not allowing the player to see outside of the borders when in the caves/pipes, for example). Seemed finely tuned and crafted for being a "1-1", too. Good usage of hidden blocks and I dug the bonus pipe that taught the player that they could break the blocks with their leaf power-up. Any reason for the stage title? Didn't seem overly focused on Koopas.

This is all the feedback I have for now. I'll try to post some impressions for the rest latter.

Thanks for playing and enjoying my stage! The stage title was (mostly) just based off the fact that there were more Koopas than other enemies. Plus, you needed a Koopa to get to the bonus room, as well as the question blocks on the mushroom–for the lesson on coin rush and the ways a Koopa shell can be used.

It just felt like a fitting name to me! It was originally gonna be called Tanooki Trails, but I wanted the leaf to be a surprise, lol.

Hello humans of NeoGAF.

I have built a grotesque portal into the unfathomable abyss of the Ancient Ones perfect recreation of level 1-1 from the video game Super Mario Brothers as commanded by Lord Cthulhu himself by my own volition. It has been made in the exact image of the aforementioned level, down to the very last block. Please try it. It is safe to play for humans of any kind.


h9aiw7J.png


SPOILER]Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn[/SPOILER]

I enjoyed this stage! I'm not usually a fan of trial-and-error stages in Mario, but this one really worked well in the grand scheme of things. Great attention to detail, and I enjoyed the recreation of Chthulhu as well as the challenges your stage has.

Nice one!
 

RaidenZR

Member
I created a pretty simple Castle level with a small amount of enemies and a singular theme.
There's also a boss battle.
Nothing too gimmicky or overloaded. Don't think anyone's cleared it yet, but it's still fairly fresh. I think people just die once and give up.


Leaky Lava Lair
3695 0000 0074 83A7
WVW69ibefS85oenv48

WVW69iblhyQbroJ6Cf

WVW69ibls34sE1r70C
 
When we were playing yesterday, one time, our Mario fell in a pit.. Instead of the death noise instantly playing, it sounded like he was getting raped for 2 minutes.. Is that normal?
 
I decided to make another maze level like Shell Dome, except this one I purposefully made it confusing instead of easy. It could be over really quick or take a long time depending on if you realize what SMB3 level I based it on.

Op9J0Nf.jpg

Elevator Action

48CC-0000-0076-9F7B
 
I tried making a "World" from Super Mario Bros. I tried to remain as faithful to using only SMB assets as I could.

WVW69ibZD4oWUbF-l2


1-1 Grassy Grassland

2F3F-0000-0072-E8DA


WVW69ibTyK0d_kqir-


1-2 Simple Underground

B2F2-0000-0070-F7C1


WVW69iblIzg2nac828


1-3 Castle Towers

3397-0000-0076-74C0

WVW69ibJtrgIJh0Djm


1-4 Classic Castle

ED6A-0000-006D-EF02
 

KooopaKid

Banned
Reposting my feedback from this morning in case somebody missed it :

Really liked it! Good level design and puzzles. Nice theme too and lol at the strip club!



Very good level here! Fast paced and challenging but very fair, you can beat it on your first try! Well done! Starred!



A bit hard for me and I hate Lakitus and Sheeps Sheeps, a bit too random and chaotic for me to enjoy.



Wow! Expertly designed! Send your CV to Nintendo! :)


Aso wow! Love the aesthetics! Expertly crafted! Send your CV too!
The GAF levels keeps on improving it seems. Those 2 should be highlighted in the OT IMO!



Very impressed by this too! Should be an official level in Super Mario World 3 ;)



Genious stuff! Loved how you implemented the locks! Lack of checkpoints makes that I didn't finish it :(



Very well done! Tough but fair. Good job! Lack of checkpoints makes me not want to replay the level when it's too long and tough.

Don't hesitate to give feedback on mine above! ;)
 

J-Fr

Member
My 4th level: Aerial Manor. (DAE9-0000-0076-35E1)

Very fun level and not too frustrating! (but you can cheese your way with the first and last switches)
I learned a few thing with platforms and wings, thank you!


A recap of my levels, I would appreciate reviews (and stars.. 15 stars..)

SAITAMA 30
ID: BABA-0000-00E0-941C
Medium - Auto-scroll, rhythm plat-forming



Super Dede Land
ID: 31D0-0000-00D7-18F3
Medium



Cheeps' Frozen Cove
ID: FF91-0000-00D7-13A1
Hard

 

Fireblend

Banned
Just spent about an hour starring and commenting gaffer levels. I'll see if I do a couple more and hope I get some reciprocity :p

There sure is some real talent here. Picking random levels is a pain, but man, GAF levels are most of the time awesome. Keep it up!
 

J-Fr

Member
I created a pretty simple Castle level with a small amount of enemies and a singular theme.

I died 2 or 3 times I think, good level design.
The red canon surprised me the first time; and the hammer bros. are a bit hard to avoid coming from the top path.
 

Tiamant

Member
Very fun level and not too frustrating! (but you can cheese your way with the first and last switches)
I learned a few thing with platforms and wings, thank you!

Thanks for the feedback! I've figured out how you've cheesed the last switch but Im completely clueless about the first one.
 

DaBoss

Member
My 4th level: Aerial Manor. (DAE9-0000-0076-35E1)

WVW69ibkb4MIzXK39d


Nothing spectacular but I'm proud of my pixel-perfect accuracy when making P-switch runs :D
Really nice use of the winged blocks. I didn't know that winged blue platforms make them fall slowly. Interesting to know.
Hmmmmmmm.... That's some suspicious lack of red crosses on one half of this screen.
I played it and died on purpose there and it didn't seem like there were X's appearing there like in the beginning section. That part is easy, so maybe everyone that got through the level just didn't die there. Though when I entered your code and finished your level, it took a really long time to load, so maybe there are some server issues?
My newest level: A warm and relaxing stroll

WVW69ibUZbI5TYCuUs


0409-0000-0071-3120

I separated the platforms so it should be fairly easy and relaxing
lol this level is exactly what the title is. I took each path in multiple playthroughs. I don't know if it was intentional, but you can just let go of the D-Pad in the starting section and get through it easily. I thought that was cool.
Hey guys, would love to get some impressions on my levels. Plus I'm running out of upload slots, only have the basic 10 so far =/ I'd definitely appreciate some stars. Here's some of my levels, which you're free to critique here as much as you want!

Rescue the Koopa Miners: My favorite so far. An attempt at a light narrative within a level :p
WVW69ibcyBwVR_AYED

Are you a bad enough dude to venture into the mole-controlled mines and rescue the trapped Koopas?
Level Code: [ 5F20-0000-0073-EEC4 ]

Wiggler Infestation
WVW69ibX0yIDoQzt3e

Level Code: [ E3E2-0000-0072-77EE ]

Airship Quickie - Auto-scrolling, also pretty short
WVW69ibUnR0ghe8vaT

Level Code: [ 11BA-0000-0071-4649 ]
So all of these levels have a higher than average difficulty, especially the middle one.

Rescue the Koopa Miners
- The whole rescuing Koopas aspect wasn't really played up till that one part where you rescue them.
- I felt that the one Wiggler being there to make it "harder" to enter the pipe feel so unnecessary. Just makes the player wait for something pretty trivial.
- I thought the part with the Thwomps on the track platform thing towards the end was cool.

Wiggler Infestation
- Is there any purpose for mushrooms other than the last one? It doesn't even seem like you can use them for anything other than damage boosting through the level.
- I was not amused by the hidden blocks. You know what I'm talking about. :p
- This didn't have a satisfactory difficulty where you feel satisfied for overcoming each obstacle. I played a level from 100 Mario Challenge that used spin jumps and Wigglers in a similar fashion and felt very fair and satisfying to beat.

Airship Quickie
- There isn't much to say about this one. Not particularly difficult, but has a bunch of stuff happening towards the middle-end making it look really busy.

I hope you don't mind all of that. I think you should consider making some moderately difficult levels if you want to get stars more easily.
Thanks for the feedback! I've figured out how you've cheesed the last switch but Im completely clueless about the first one.
I think he/she means you can just carry the first P-Switch, but I feel like that was the intention, so not really cheesing it.
 

J-Fr

Member
Wiggler Infestation
Level Code: [ E3E2-0000-0072-77EE ]

I really like the level design on this one! But I couldn't pass the 4th room.. (still stared!)


Airship Quickie - Auto-scrolling, also pretty short
Level Code: [ 11BA-0000-0071-4649 ]

Nice use of the POW at the end of the level.
I think the first ? block is a bit of a death trap.
Is there a secret path with the cannon balls?


Tiamant said:
Thanks for the feedback! I've figured out how you've cheesed the last switch but Im completely clueless about the first one.

You can grab it mid air, bring it safely to the other side and drop it on the last plat-form. (I'm not sure if this is the intended way or if it is any easier)
 

andytjm

Neo Member
For some reason, my most popular level is "The Most Boring Level Ever" (6844-0000-004A-FEFD), so I decided to cash in and create a sequel "The Most Boring Level Ever 2". I think I may have gone a bit overboard.
zl5PiRr.jpg


(C8CE-0000-0076-DB9A)
 
♪♡♀☆♥Marjo Dating Simulator☆♥♀♡♪

(F618-0000-0076-DEC2)

Inspired by the Wonderful Japenese Kiddies Level Designs with my own insanity from another time of Lunar Magic with doors.
 

Ramsiege

Member
Fun with Boots
49DB-0000-0063-9F19

WVW69iamAas90DK9tF


Like the title implies, you'll be needing a boot to get through the majority of the level.



It's a Small World After All
23B4-0000-006C-1EF5

WVW69ibEW047xAjvUg


Maybe not so much a small world, you're just small. Everything else is big


Dream On
4E53-0000-0073-CE5B

WVW69ibcW_E2nuz7QV


My first airship level and probably the hardest level I've made so far.

Please pass on any constructive criticism you may have! Thanks!
 

Alpha_eX

Member
I had some friends play my first level and realised how poorly designed it was... off the back of that, I've made another level which is a lot more user friendly but still holds challenge.

o48SjQqm.jpg


Boneshroom Cavern
5B9E-0000-0071-ECBA

Can you find the hidden 1up and have you
heard the rumors about the ghost?..

I think the level might need some tweaks, the room in the screen shot is quite hard if you hit the wigglers. Would really like some feedback if anyone has the time to play through.
 

RaidenZR

Member
I died 2 or 3 times I think, good level design.
The red canon surprised me the first time; and the hammer bros. are a bit hard to avoid coming from the top path.

Thanks for the feedback. I already want to do revisions to this level, especially because I just learned how to make the sound effect triggers work to make bonus rooms feel like bonus rooms, and boss rooms feel like boss rooms. But this is obviously a good point. I should have introduced the red bullet bill shooter in a safer zone where you're not standing there. I had hoped it wouldn't be a problem, but I'm playtesting in my own bubble.

Not if you find the first secret fire flower :O

Yeah, this is why I put some fire flowers in the stage... but I also put some mushrooms. I hoped it people weren't getting hit too cheaply. It's really difficult with pipe-timed spawners. I wish you could adjust the timing of the spawns individually, or on a per-level basis. It's limiting and I feel like stuff comes out at EXACTLY the wrong time in all my levels.

Nevertheless, thank you both so much for playing the level! Really appreciate it!
 
This week I've been making a trilogy lightly inspired by Castlevania, and today I just finished it. The three levels are connected in a way, so I recommend playing them in order. Also, I think they get a bit better as they go. The third one is definitely my favourite, since has a lot of alternative routes (you need to beat it at least 3 times to see the entire castle).

I hope you enjoy it :)

CASTLEMARIO
[9491-0000-0066-878D]

castlemariomspkl.png


CASTLEMARIO II: KAMEK'S CURSE
[8309-0000-006A-7E5C]

castlemarioiikwrfp.png


SUPER CASTLEMARIO III
[D073-0000-0075-C2B7]

castlemarioiiiwuqot.png
 

RaidenZR

Member
For some reason, my most popular level is "The Most Boring Level Ever" (6844-0000-004A-FEFD), so I decided to cash in and create a sequel "The Most Boring Level Ever 2". I think I may have gone a bit overboard.
zl5PiRr.jpg


(C8CE-0000-0076-DB9A)

Ugh, no offense, but why do this?

And the first is probably "popular" because people go to leave a complaint, or comment, and it automatically stars your level. Pretty much all people are ignorant to the fact that if they went to their "played courses" list AFTER playing it, they could leave a bit of feedback WITHOUT starring it.
 

Fireblend

Banned
So all of these levels have a higher than average difficulty, especially the middle one.

Thanks for the feedback, and yeah, I'm having trouble setting the right difficulty for my levels. I think my issue is that since I don't think I have a good enough "gimmick" that would support a long stage I attempt to over-compensate by adding more enemies or difficulty. I'll make a conscious attempt of toning that down for my next creation :p

I really like the level design on this one! But I couldn't pass the 4th room.. (still stared!)

Nice use of the POW at the end of the level.
Thanks!
 

Oidisco

Member
Made a new level

Blink!
DF77-0000-0077-03CD
wiiu_screenshot_gamepyfk8b.jpg


It's very very very very loosely based on the Doctor Who episode with the Weeping Angels. I ran out of block space (AGAIN!) so I couldn't do everything I wanted with the level. It's also the 1st Ghost House that I've made and I have no idea what I should do with them.
 
I find it incredibly difficult to make a level both medium difficulty, have a high clear rate (as in number of people who beat the level vs number who played it) and not make the level too short. Without checkpoints I find it discouraging to make levels two full screens long. It just seems really damn tough to get people to finish it when its long and has challenging parts. Smb3 doesnt have checkpoints and the levels aren't super long but because of the progression the designers are allowed to be more free flowing with their difficulty. Pretty hard here when your level can just be played by anyone of any skills level at any time. #rant haha
 

correojon

Member
Have you ever wondered what happens with all the enemies and items that are left behind when Mario rushes through a level?

Mario travels to the Dry Bones' Disposal Center to uncover a terrifying truth in this 3-part adventure.

All levels follow the same mechanics with some evolution between them. Also, all levels have 2 checkpoints each to help you beat the level.

Dry Bones´ Disposal Center 1 said:
dN01k0v.png

Chapter 1: Extraction
Mario reaches the Disposal Center where all the enemies and items he left behind when rushing through levels are sent. There, the enemies are punished for their failure and turned into somethng else...

This level relies on moving walls and Dry Bones as the principal obstacles.

Dry Bones´ Disposal Center 2 said:
ZxMdLDC.png

Chapter 2: Rebirth
Mario goes into the Disposal Center, following the trail of the souls of the dead enemies. Through an horrific procedure, he witnesses the birth of the Dry Bones' army. Mario must go on, but he must deal with the guardians of the guardery first...

This level relies on moving saws and bombs as the principal obstacles and features a final boss fight.

Dry Bones´ Disposal Center 3 said:
31OTSy0.png

Chapter 3: Evolution
The horrors he has witnessed will surely take their toll on Mario´s sanity, but he must press on and end this horrific place once and for all. Mario will see the birth of a new type of enemy, a monster from beyond that is being mass produced to take over the Mushroom Kingdom. Don´t give up, the end is near!

This level relies on moving platforms, saws and closes the trilogy combinng the previously used mechanics. An epic boss fight marks the end of the trilogy.

Gaf please, play and comment!

I´ll be reviewing some levels myself from the last pages now :)
 

andytjm

Neo Member
Ugh, no offense, but why do this?

And the first is probably "popular" because people go to leave a complaint, or comment, and it automatically stars your level. Pretty much all people are ignorant to the fact that if they went to their "played courses" list AFTER playing it, they could leave a bit of feedback WITHOUT starring it.

You don't have to play it if you don't want to.
 

sntstbn

Neo Member
Guys! I would really appreciate it if you give my latest stage a play!

Frost Fossil Depths

Stage ID: 232B-0000-0072-C515


I'd love some feedback!

I really enjoyed this. In terms of ambience it's simple but great. The bones work very well together with the ice blocks. The platforming is simple as well, and mostly about landing your jumps correctly, but it has a couple of other challenges that round things up.

I felt like you were very generous with the mushrooms in the land ice section, but that the real danger was falling to death. It happened to me once and I would have appreciated landing on something and letting me try again.

It's very solid. I'm not surprised I had already marked you as a favorite creator.
 

Thud

Member
Burn Those Calories (Get Fit)
9B6E-0000-0077-12EE

WVW69ibm6QcilrwHul


Small level, lacking the willpower for something bigger momentarily :p.
 

sntstbn

Neo Member
I made a level. I tried to make it cohesive and a bit challenging. Hopefully something that you'll feel enticed to try again to get it right.

Would love to have you play it.

Keep That Oil A'Rollin
7CC7-0000-0074-22A9
 

sikkinixx

Member
The first comment someone has left on a level I've made

"At least you tried/10"

I got really bummed out and deleted the level. Turned off the game. Feel like a rejected teenager.
 

SegaShack

Member
So after about 6 hours of creating I finally finished my first level. I wanted to do something unique and made an underwater level where the entire time you are between two columns of moving projectiles and have to dodge with limited room. I spent a while to ensure the difficulty was both fun and fair. If anyone could give some feedback I would really appreciate it. Thank you!


Coral Current

6E28-0000-0077-18C6

WVW69ibm-0Eq--rpQe
 

Camjo-Z

Member
I just got the game yesterday and made my first level just now. I call it "Easy Way... or the Hard Way?" I don't think the gimmick is too difficult to figure out.

WVW69ibnNWQSSoDFzk


90B7-0000-0077-2C4C

Going to have to check out some of the levels in here... can't be any worse than the multitudes of "DON'T MOVE" and maze levels I've encountered online so far.
 

jnWake

Member
Posted a new stage last night but it got a bit buried near the bottom of the page.


Mystery of the Dry Lake: 1535-0000-0073-B24C.

Switch between ground and underwater sections in this mysterious level. Certain things float underwater so the layout of the stage changes a bit, allowing you to reach areas that weren't possible before. Level features hazards such as Dry Bones, Bullet Bills and vine jumps!


You can also try the previous two levels if you liked this one:
1-1: Rescue Mushroom Town: 1D4B-0000-0053-C672.
1-2: Clash on Mushroom Bridge: E3EA-0000-005F-2827.

EDIT: Took it down to fix some things. Fixed version here: http://www.neogaf.com/forum/showpost.php?p=180197224&postcount=13104 .
 
Also, I'm pleased you liked my level, thanks for streaming it. Fyi: The title is Italian, not Spanish :p
D'oh! If I had known I would've done a bad Mario impression! XD Thanks.

Played other Gaffers levels today, and offering my feedback in return

D5SVDJ5.png


I commented on this on Miiverse too, but just going a bit deeper here. Very interesting, with multiple paths
since there are two ways to get the spiny helment, a bonus area with a 1Up hidden in a camera, or you could get right into the action by going into the central high door and be "satisfied" with the normal helmet
. I liked how the Mansion itself was built, cohesive and appealing design. There is an area I didn't enjoy as much as the other though:
the part with Bob-ombs and the following Thwomps/blocks madness - mainly, how you had to be small to get to the part where Bob-ombs spawn, I couldn't get in there at normal size, not even by running towards the small entrance and ducking. Also, I got stuck once by breaking some blocks with a Spiny helmet and the panel platform under me; as well as by accidentally hitting the trampoline and falling into the pit where you need to throw the Bob-omb. If I were your, I would'v put a sort-of-checkpoint for the latter, by putting a door on the left of the pit, which would bring the player near the pipe where the section starts

Despite that, good job!

Check out DaBoss' post regarding the bob-ombs section.

Unfortunately the getting stuck in the ice thing is still possible, which is unfortunate. I tried to make that impossible but it's tricky once people have the helmet. I'll have to take another look... I just wish you could update levels on SMM without having to do whole new codes / deleting the old ones, etc.
 

jarosh

Member
Thanks again for all the nice comments regarding my Grand Vertical Adventure level over the last few pages!

A reminder to please try my new level! I worked on it all week XD

D5SVDJ5.png





This is partly why I've started livestreaming.
But then I've only posted one level a week and I've played and commented on many levels.

Just played this. Really great level! Well done.




I updated the first level I made, fixed and changed some things and re-designed it for SMB3 because SMW's spin jump broke it:

n1wnwxM.png
 

correojon

Member
Review: Super Mario Planets 1-4 AKA Bowser Jr's Bob-ombastic Castle!

Code: FF1F-0000-006C-6378

Author: Koopa Kid



Cool level SMW style in a Castle. Main elements are bombs, fireballs and moving platforms. The level alternates between fast paced platforming sections and slower puzzles. However, the pacing doesn´t seem right, it seems as each section is independent and wasn´t designed taking the others into account: you start with a simple puzzle, then and intense platforming section, then go back to puzzles and end the level with a boss fight. Some more back and forth is missed. The puzzles and platforming sections don´t use common elements: it´s true that fireballs are used in both of them, but they are used on tracks for the platforming sections and in free-rebounding mode for some puzzles, so they really don´t add that common element beyond the aesthetics.

The first puzzle (throwing bombs from a tower to destroy a wall) can leave you trapped if you jump down before destroying the wall completely. Also, when you go back to get another bomb the floor isn´t visible before jumping, so you may jump down to land next to a walking bomb which was not visible from above. Hopefuly you get another flower just as you destroy the wall so not much is lost if you don´t have to use many bombs and are extremely unlucky.

The tunnel challenge is a bit messy: depending on how you get through the tunnel evading the fireballs some of them will follow you to where the bombs spawn. Having 3 or more fireballs there and non-stop spawning bombs makes the challenge impossible.

The platforming section is really challenging (in a good way) with great parts; I specially liked the part where the giant winged fireballs slowly go through your platform, that was really cool. There are some flaws however: as fireballs are on tracks they are activated by the player advancing and sometimes this makes it so they come in configurations that are impossible to avoid. The part where the platforms bounce up and you have to jump over fireballs is very good. I would have put this section right at the beginning instead of after the puzzle, because when you die 2 or 3 times at the platforming section the first puzzles become somewhat a chore. Or even better, maybe you could break this section into 2 or 3 smaller parts and alternate them with the puzzles to provide the back and forth which the level is missing.

There are several hidden 1-Ups in cool places that really reward and encourage exploration, this is very well done throughou all the level.

Finally, the boss fight is really cool: it uses the mechanics already used through the stage and adds a disrupting element in a very intelligent way. This is one of the best uses of Bowser Jr. I´ve seen yet in any level.

In conclusion: the level has some flaws, but they are minor things: overall the level is solid, challenging and fair and has some really fun and surprising parts. It deserves a star with no doubt.
 

Dimmle

Member
Maybe it's just me getting lucky but does it seem like the quality of the average 100 Mario level is increasing to anyone else?
 
Just encountered a kind of sloppy/weird but fun challenge in 100 Mario. There was a long path of note blocks, and every block contained a Boo circle! These don't hurt you until they're fully emerged, so it was less difficult than it sounds, but still it was really cool, like "shitshitSHIIIIIT" the whole way, trying to bounce higher so I hit fewer blocks, trying to keep moving as quickly as possible.
 

Wurliwurm

Member
Goomba Torture, to save or not?

8A1D-0000-0077-291E

Mario is going to visit a factory, but then...

This Level is about good and bad. Will you save the ones in need or do you like to see how they suffer? Its all your choice.
 
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