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Super Mario Maker |OT| Miyamoto Simulator 2015

Dragmire

Member
Piranha Plant Fields Forever
Course ID: 5184-0000-008D-EABA

Try to make your way through piranha plant fields by jumping on some of their victims.

WVW69ic-p7IXmFA4m1


WVW69ic-s6QxIojAXa
 

Nerrel

Member
Here's a boss rush/general tricky segment course with some nice rest and powerup stops in between each part. I like it, but I'm not sure about the bullet hell ending (don't worry, not that many bullets).

Bookmark


After a few days busy and without playing I have a new level.

The in and outs of the mansion



ID: D764-0000-007A-F95E

I've got to be honest and say that I didn't enjoy this one too much. I ran out of ideas about where to go, and rather than struggling to figure it out I preferred using the time to play other things. I think you need to make the puzzle solving a little more intuitive in order to keep the player interested. As long as I have a clue or know of one spot that seemed suspicious, I'll keep going, but when I'm totally lost it gets tedious.

New course:

Super Mario Adventure: World 1-3
Code: A95B-0000-007F-8986

axWY0ZJ.jpg

GsXMmwW.jpg

I like the look of this level and think you did a good job making an interesting layout. I felt the enemies were a little sparse, though, so it felt a little boring at times. There are also a few koopas that are placed just off screen above that camera that lead to cheap hits when jumping up. I think if you really rework the enemy count and placement it would be a funner level. The unavoidable moving screen death for failing to climb the moving platforms at the end was also a little frustrating; it'd be nice to provide an "out" for players that get stuck below, even if it's difficult to pull off.


Four Season Forest
(629B-0000-008C-F604)

I really love the visual design in this level and found it fun to play, but I got stuck on top of objects and had to restart a couple times. The platforms you've used as backdrops have solid tops that can be jumped through, so it can pretty much lock Mario off camera if he jumps too high in certain places. Kamek also shot a P-switch and killed my progress on another attempt. If you iron some of those kinks out, this is one my favorite levels I've played. The falling leaves was a really clever touch.
 
Okay GAF, Tentakul Live will be going on the air at 4:30PM Pacific. That's in just over 30 minutes!

Quote this post to see the link, then tune into Tentakul for another round of 10takill!
Please submit no more than two levels per person, I want to make sure as many people get their levels played as possible!

To see the current lineup, check this spreadsheet: https://docs.google.com/spreadsheets/d/1YS83TEweQY1lCOcYo0QKF7VOAHtNHyp0TshsAv5MFCQ/edit?usp=sharing


Also, I'm playing GAF levels now and I'm having an absolute blast. Anyone have any codes they want me to play specifically? I'll dole out some stars and feedback!

B_Bech! Just the guy I was looking for.

As a boss enthusiast, of COURSE I want you to play Title Fight.

3355-0000-008A-EEE1

Let me know what you think!
 
Alright guys, world 3 and 4 are all set to go! Full set of level codes listed below.

Have fun and let me know what you think!

Well...

Give that man all of your stars. Seriously, try out his levels. They are classic, very well designed, and some of them are very interesting and fun to play (I especially liked "2-2 Buzzing Treetops"). I am not kidding: this is me giving a "GAF Seal of Approval" here. I am not done playing all of his levels yet, but I'm having a great time. And they only get better and better!

I would've probably overlooked these stages without the Nohar seal of approval catching my eye.

I thought maybe I should take my time with these, except I just played from 1-1 to 4-4 in one sitting, one glorious sitting.
One of the most criminal things MM suffers from is a lack of themes yet Myles still manages to create a consistency of theme through each world once you hit world 2. Visually well done without cluttering up the level design itself.

And what about the level design? man if you could add star coins to these stages it would really start to feel like another NSMB game landed in my lap, each stage has some well placed secrets/bonus rooms, each stage offers something new and having just done 4-4 I like the small detail in that the mega moles were saved for this final castle stage and didn't appear in the mole heavy levels building up to it, it's little touches like these that help pull off that authentic feel.

So, I didn't die once during my run through of these 4 worlds and that's.....good! difficulty is well balanced, I can tell things are ramping up but it hovers around that level of challenge NSMB games often do. There's some creative ways that "boss battles" are put together as well.

Really my main takeaway from this is that I myself don't use the NSMBU style as much as I'd like because I can't quite get the feel I want from the stages that reminds me of actual NSMBU stages, I've found myself much more at home with SMB3 style. These here though get that NSMB style that allows you to just dash through at acrobatic full pelt for veterans while retaining a layout friendly to the less skilled.

Not sure what my favourite stage was, any time autoscroll came into play though good times were had, the wiggler rail tunnel, the twin snake blocks, an underwater spiny/urchin filled expanse where a few falling spinies dislodge the stationary ones, these were all neat little sections.
I think it was 2-2 that really sold me (coincidentally the one Nohar points out) as I kicked Buzzy Beetles through tree trunks that managed to pull off actually looking like an albeit blocky tree.
3-4 was another strong stage feeling almost like one of Yoshi's Island's more puzzle/path finding focused stages. (also the stage where I came closest to dying)

Summary of my gushing: This guy has 4 worlds of NSMB goodness that I implore you to take a look at if you're in the market for stages that stick to the actual Nintendo style for the series. Upgrade to full member, or get the man an avatar so he doesn't get lost in the shuffle.

bciis.gif

/Gant Clap
 

Kebiinu

Banned
Well...



I would've probably overlooked these stages without the Nohar seal of approval catching my eye.

I thought maybe I should take my time with these, except I just played from 1-1 to 4-4 in one sitting, one glorious sitting.
One of the most criminal things MM suffers from is a lack of themes yet Myles still manages to create a consistency of theme through each world once you hit world 2. Visually well done without cluttering up the level design itself.

And what about the level design? man if you could add star coins to these stages it would really start to feel like another NSMB game landed in my lap, each stage has some well placed secrets/bonus rooms, each stage offers something new and having just done 4-4 I like the small detail in that the mega moles were saved for this final castle stage and didn't appear in the mole heavy levels building up to it, it's little touches like these that help pull off that authentic feel.

So, I didn't die once during my run through of these 4 worlds and that's.....good! difficulty is well balanced, I can tell things are ramping up but it hovers around that level of challenge NSMB games often do. There's some creative ways that "boss battles" are put together as well.

Really my main takeaway from this is that I myself don't use the NSMBU style as much as I'd like because I can't quite get the feel I want from the stages that reminds me of actual NSMBU stages, I've found myself much more at home with SMB3 style. These here though get that NSMB style that allows you to just dash through at acrobatic full pelt for veterans while retaining a layout friendly to the less skilled.

Not sure what my favourite stage was, any time autoscroll came into play though good times were had, the wiggler rail tunnel, the twin snake blocks, an underwater spiny/urchin filled expanse where a few falling spinies dislodge the stationary ones, these were all neat little sections.
I think it was 2-2 that really sold me (coincidentally the one Nohar points out) as I kicked Buzzy Beetles through tree trunks that managed to pull off actually looking like an albeit blocky tree.
3-4 was another strong stage feeling almost like one of Yoshi's Island's more puzzle/path finding focused stages. (also the stage where I came closest to dying)

Summary of my gushing: This guy has 4 worlds of NSMB goodness that I implore you to take a look at if you're in the market for stages that stick to the actual Nintendo style for the series. Upgrade to full member, or get the man an avatar so he doesn't get lost in the shuffle.

bciis.gif

/Gant Clap

Oh wow, what a review. I'll have to check these out myself when I get home! I'm gonna download it and play it in one sitting first, then go and star em online.
 

Sölf

Member
Seems like I am done with this game for the time being, as I haven't even started it for the last 2 days. Still, I will play the round #3 GAF contest stages tomorrow. And maybe I finish my world 3, only the castle is missing.
 

Bydobob

Member
B_Bech! Just the guy I was looking for.

As a boss enthusiast, of COURSE I want you to play Title Fight.

3355-0000-008A-EEE1

Let me know what you think!

Just played this in readiness of your stream. Love the theme, and it runs like clockwork, couldn't have been an easy level to make. I also like how you introduce the elements slowly so players get a feel for how everything works. Bowser must surely get a rematch?

I've made the sequel at least one person requested. The shell is back, and forth, and harder to follow than before. Face the reckoning!!1 /boxart
Throw me some feedback if you like. Especially let me know if you manage to break it.

Follow That Shell 2: Reckoning
DCEF-0000-008A-6614


WVW69icyEq45BiH6yO

Talking of sequels, I also played this peach of a level. Again, really well thought out. Had to do lots of backtracking to fetch another shell as it sometimes didn't behave, but brilliantly thought out.
 

Naar

Member
so i just realized i gave out a wrong code for my level ><

it should be 0271-0000-008B-F49A if you wanna try out The Mario Trials 2
 
Thank you everyone who played Aerial Battleship Balrog! Of all my levels, right now that one has the highest star to play ratio.

I finished another one today. If you liked Balrog you probably will like this one too: several paths, a few secrets, and extra attention paid to aesthetics.

The Magikoopas' Lab: 68B6-0000-008E-1AF2
lab%20device_zpsvha0jbgz.jpg

Mario hears a rumor three powerful magikoopas have been very busy with something in a creepy lab. As soon as he walks in, he sees a massive machine powering... something. What is that cable plugged in to?

lab%20map_zpsrrixlgs6.jpg


As usual: star and or leave a comment and I'll seek your work out and return the favor.
 

Jocchan

Ὁ μεμβερος -ου
Just played this in readiness of your stream. Love the theme, and it runs like clockwork, couldn't have been an easy level to make. I also like how you introduce the elements slowly so players get a feel for how everything works. Bowser must surely get a rematch?
Gave it a try, got up to round 2. Nice and tense fight. I like how you get to miss the shell three times before the looming cannon of doom puts an end to your side of the field.
 

Thud

Member
Piranha Plant Fields Forever
Course ID: 5184-0000-008D-EABA

Try to make your way through piranha plant fields by jumping on some of their victims.

WVW69ic-p7IXmFA4m1


WVW69ic-s6QxIojAXa

Those pipes are a really smart way to hide the semi solid and go for green.

I'll definitely play this level later on and I may use it to improve my green greens look.
 

Dragmire

Member
Those pipes are a really smart way to hide the semi solid and go for green.

I'll definitely play this level later on and I may use it to improve my green greens look.

Thanks! I checked out your levels too.The Wii Fit Trainer one is truly sadistic.
 

Naar

Member
i was laughing so hard watching you play my levels lol. ESPECIALLY that kamek troll

anyways i noticed that people are cheesing mario trials 2 and going below the enemies, which is not what i intended.

also for mario trials 1, i never intended kamek to troll the flag pole, but was not sure what enemy to put to follow mario around so i put him as a test.

also why do you think its a 5/7 in difficulty? just curious :)

anyways thanks for playing :)

I've decided I don't need the remaining costumes.

loooool
 

Naar

Member
I just uploaded an updated Mario Trials 2

if you are man or woman enough to beat it give it a go :)

no cheese this time

39FB-0000-008E-76E6
 

jnWake

Member
After receiving some feedback from here I reuploaded my last level:


Haunted Chase: 37E6-0000-008E-75E3.

You're chased by a giant skeleton while riding a track! Be aware of your surroundings and you'll beat the level. It shouldn't be too hard after the edits I made.
 
Didn't feel like making a fancy course graphic so instead I made a gif. Good luck <3

zegRihn.gif

microhell
(F142-0000-0078-0642)

I made a 'microhell arrange' with a few considerations.

1. Maintain the RNG but make it less annoying.
2. Allow for degrees of skill.
3. Scoring built around those degrees of skill.

The first was simple. Change Koopa to a chain chomp. There is a much smaller chance of it ending your run in an unfair way and is more predictable than Koopa.

The second I added an optional mushroom that allows for 1 mistake during the run.

The third is where I focused the most. I realize scoring isn't much of a thing in the community or in Mario games in general, but it is there so I figured I would experiment with it. I added a lot of coins all over the level. Some in difficult/risky places. The mushroom feeds into this as it allows someone to take more risk to get a higher score without it needing to be an absolute pixel-perfect run.

microhell arrange (score)
(F79B-0000-008D-5C70)
 
I just made another real level!

Lorem Ipsum Library

E80F-0000-008E-81E3


Books take you on a fantastic journey!

IZHnM0A.jpg


It's almost like you're actually there!

lHBkFHc.jpg


Visit your local library!
 

IceMarker

Member
Real talk, Myles stages were insanely good and I recommend them as well if you're looking for classic style Mario levels. I also ended up playing 1-1 to 4-4 in one go. I'm really looking forward to the last 4 worlds he makes, assuming he's going for the classic 8 world standard most Mario games have.
 

Haroldo

Member
Hey if anyone of you guys fancy some challenging platforming I hope these stages below can provide some fun.

Above and Below Ground (C201-0000-008C-CC50)
Castle Challenge (01F9-0000-007B-498B)
Dangerous Descent (3B21-0000-006B-8D49)

Comments, praise and complaints are welcome.
Thanks in advance!
 

VandalD

Member
Now I have to do expert. God help me.
I've decided I don't need the remaining costumes.
Yeah. That's about how it went for me too. Expert courses are usually just highly frustrating. While I was doing them, I made a habit out of holding - to skip the level just in case it starts with a nearly unavoidable death. Then I soon realized this wasn't fun. I still might finish up normal clears, but I'm not going to finish expert any time soon.

Real talk, Myles stages were insanely good and I recommend them as well if you're looking for classic style Mario levels. I also ended up playing 1-1 to 4-4 in one go. I'm really looking forward to the last 4 worlds he makes, assuming he's going for the classic 8 world standard most Mario games have.
Went from 1-1 through 3-4. Want to definitely finish them. Absolutely worth playing and starring.

Talking of sequels, I also played this peach of a level. Again, really well thought out. Had to do lots of backtracking to fetch another shell as it sometimes didn't behave, but brilliantly thought out.
Hey, thanks. I'm glad you liked it. I had to reupload it to fix an issue, and feel I streamlined a few other things thanks to timetokill playing it on stream. Here's the new info:

Follow That Shell 2: Reckoning
44C6-0000-008E-9115


I'll come back and play some levels posted here in a while.
 
I really want a desert theme (with enemies), proper ice theme (which should be easy since Mario 1, 3, world and U all had ice levels) and the ability to put water apin ground themes. Would open up so man gameplay oppurtunities
 

tkscz

Member
"Where is Bowser?" - 7801-0000-008E-8BE9
aESMe2u.jpg


Also, can someone try the below level for me and give me feed back? No one has been able to beat it, but I didn't make it difficult from what I can tell.

"Underground Tomb" - 5998-0000-006D-E5CD
Kr61GQG.jpg
 
"Where is Bowser?" - 7801-0000-008E-8BE9
aESMe2u.jpg


Also, can someone try the below level for me and give me feed back? No one has been able to beat it, but I didn't make it difficult from what I can tell.

"Underground Tomb" - 5998-0000-006D-E5CD
Kr61GQG.jpg
I'll try it when I get home.
 

jholmes

Member
In honour of me getting 300 stars (thanks GAF!) I played some levels from the thread. (If you want to hand me more stars, try Thwomp Romp, 32D5-0000-007E-3417, or plug that code in and try something else on my profile if you like.

Just created my first level

Conveyor Belt Castle
5895-0000-008C-21BF

It's more of a true Mario level, with an emphasis on skill, timing & platforming. 

On the moderate side in terms of difficulty and there to turn the tide against the flood of gimmick/auto levels on show.

First of all, while I like the title Conveyor Belt Castle and think it's catchy, the "TRUE LEVEL" in the title is unnecessary. I'm already playing your level, no need to shout at me.

Second of all, I'm going to lose my mind the next time someone posts a borderline Kaizo level and calls it "on the moderate side" of difficulty or words to that effect. Come on, three cheap cheaps ambush you after the first jump but this is just par for the course? OK, sure.

Third, and to the point of the actual level, it isn't fun.  Everything in here restricts your movement: buzzsaws mean you can't go too high, fish mean you can't be low, and the conveyors feel like they change at random. Yes, I'm aware they alternate from left to right every time, but in effect the player never really knows what they will do. You've set up everything here so the player basically makes zero decisions, but just follows a preset path and executes their way through the obstacle course. I suspect with all the conveyors replaced with normal platforms this level would be a lot more fun and more than challenging enough for most. I'm not sure if you needed to playtest this more or if you don't have a good feel for difficulty balance, but this level is unnecessarily punitive as stands. There's a lot of smart design ideas and creative combinations of elements being buried by the difficulty.

(I beat it, by the way.)

Okay, just finished a new one that I had a lot of fun making - I think it turned out good, too:

Aerial Battleship Balrog: 4215-0000-008A-22E9
balrog02_zpsuncrxc11.jpg

Fun to see such a big airship where you go in the interior, too! The part where you exit and there's breakable blocks below two bullet bill shooters, if you go up and tank a hit over the spikes the level is super short and probably too simple. Maybe food for thought there, it's an easy way to cheat one's way out of most of the level.

Just uploaded my first level with the base day 1 toolset. It's nothing crazy and I didn't throw as many enemies as possible on the screen. I just tried to make a simple Mario level that I would like to play. I'm pretty happy with how it turned out.

Swinging in the Wind
CC14-0000-008D-8F23


Any pointers or advice would be appreciated. I have to say that the act of creation in this game is much more fun than I expected.

I'm reluctant to be too negative as you're clearly just getting your feet wet, but here's some ideas. First of all, you give a propeller hat right off in a block, but right next to a pipe that also spits them out. There's nothing even to hit you yet! Maybe go easier on the powerups. Also, the pipe area right after is super easy to skip, bu it feels like you really wanted players to see it, so try to funnel the player toward showpieces like that. Third, if you're going to allow for flight, that means you need to keep the player aware of what's going on below to some extent, and have reasons to go up high. This level feels like you don't know whether Mario should go high or low, so you're stuck giving a little of both, but neither are compelling in the late half. Still, this is how everyone gets their start! Play some levels, unlock some stuff and try for Level No. 2!

Castle Challenge (01F9-0000-007B-498B)

Comments, praise and complaints are welcome.
Thanks in advance!

Tough but very manageable once you get started. But there's my issue: this level is unnecessarily hard at the very beginning. That first jump to get to the koopa shell is really hard to land without getting hit, and that does nothing to add to the experience, but probably puts a lot of timid players off. Levels should be fun to start! You want to draw the player in.

That aside it's tough but very fair, although I don't know why you gave two P-blocks at the start when you only need the one at the bottom after getting the flower. Can I say that I really appreciate you going with a normal Bowser at the end, too? I had been though enough without some boss insanity.
 
Tonight's 10takill ~ Super Mario Maker livestream archive is up!
Check it out here: https://youtu.be/t6XHFHVBnIQ

I went 19-8 over 27 levels played.

TheDutchSlayer and Nezumi, your entries seemed to have problems with the Stage IDs, and I couldn't load them. Sorry about that!

Thanks to everyone who participated in the livestream, and especially to NetMapel and VandalD for keeping things civil.

As always, if anybody has any suggestions on how to improve the stream, things they'd like to see, stuff they hate, anything like that, let me know!
 
Just played this in readiness of your stream. Love the theme, and it runs like clockwork, couldn't have been an easy level to make. I also like how you introduce the elements slowly so players get a feel for how everything works. Bowser must surely get a rematch?

Thanks!!
I definitely want to do a rematch level, but I need a break from designing this kind of course, it really took a lot out of me! Definitely will do another in the future though.


Gave it a try, got up to round 2. Nice and tense fight. I like how you get to miss the shell three times before the looming cannon of doom puts an end to your side of the field.
Thanks Jocchan :D I'm glad to see people understanding how the fight works.


i was laughing so hard watching you play my levels lol. ESPECIALLY that kamek troll

anyways i noticed that people are cheesing mario trials 2 and going below the enemies, which is not what i intended.

also for mario trials 1, i never intended kamek to troll the flag pole, but was not sure what enemy to put to follow mario around so i put him as a test.

also why do you think its a 5/7 in difficulty? just curious :)

anyways thanks for playing :)
That Kamek troll was the WORST hahahaha

I think it's a 5/7 simply because I put 4 as "average" and I think you need to be a somewhat good Mario player to beat these levels.

no cheese this time

Done, cheeseless!
 

Roi

Member
Tonight's 10takill ~ Super Mario Maker livestream archive is up!
Check it out here: https://youtu.be/t6XHFHVBnIQ

I went 19-8 over 27 levels played.

TheDutchSlayer and Nezumi, your entries seemed to have problems with the Stage IDs, and I couldn't load them. Sorry about that!

Thanks to everyone who participated in the livestream, and especially to NetMapel and VandalD for keeping things civil.

As always, if anybody has any suggestions on how to improve the stream, things they'd like to see, stuff they hate, anything like that, let me know!


Awesome :)!
 

Neki

Member
Just watched InExpensiveGamer on twitch play a Bowser's Castle (last level) on Expert for 50 lives. You only had one life and it was basically a huge endurance run, and it seemed like a fair level until he discovered the creator used hidden blocks with power ups to get through the stage. It sucks that creators can get away with making almost impossible levels due to the nature of hidden blocks. He did beat it with 1 life though, lol.
 
Fun to see such a big airship where you go in the interior, too! The part where you exit and there's breakable blocks below two bullet bill shooters, if you go up and tank a hit over the spikes the level is super short and probably too simple. Maybe food for thought there, it's an easy way to cheat one's way out of most of the level.

Thanks for playing! That "cheat" is actually intentional, that's why I don't keep going with the spikes - you don't even have to tank it actually, if you use the conveyers to really get a good running jump. If you do it you get to skip the boss and the bullet bill "gate".
 

dity

Member
Tonight's 10takill ~ Super Mario Maker livestream archive is up!
Check it out here: https://youtu.be/t6XHFHVBnIQ

I went 19-8 over 27 levels played.

TheDutchSlayer and Nezumi, your entries seemed to have problems with the Stage IDs, and I couldn't load them. Sorry about that!

Thanks to everyone who participated in the livestream, and especially to NetMapel and VandalD for keeping things civil.

As always, if anybody has any suggestions on how to improve the stream, things they'd like to see, stuff they hate, anything like that, let me know!

I was probably asleep when this ended up going down (I'm awful with timezone differences), but I'll definitely be watching this now.
 

Jocchan

Ὁ μεμβερος -ου
Tonight's 10takill ~ Super Mario Maker livestream archive is up!
Check it out here: https://youtu.be/t6XHFHVBnIQ

I went 19-8 over 27 levels played.

TheDutchSlayer and Nezumi, your entries seemed to have problems with the Stage IDs, and I couldn't load them. Sorry about that!

Thanks to everyone who participated in the livestream, and especially to NetMapel and VandalD for keeping things civil.

As always, if anybody has any suggestions on how to improve the stream, things they'd like to see, stuff they hate, anything like that, let me know!
Thanks! Went to bed after Mpl90's level because of time zones (and because I have a flu), so I'll watch the rest later.

EDIT: Watched most of it, got up to Boo's Plumbing Nightmare (one of my favorites, actually). Some very interesting stages in there. Good job, GAF!
EDIT 2: Timetokill, by getting that one hidden block in Super Dude Bros. II you skipped a stage highlight, the bar. If you happen to play that level again, I'd like to know your thoughts about it.
 

Nezumi

Member
Tonight's 10takill ~ Super Mario Maker livestream archive is up!
Check it out here: https://youtu.be/t6XHFHVBnIQ

I went 19-8 over 27 levels played.

The DutchSlayer and Nezumi,your entries seemed to have problems with the Stage IDs, and I couldn't load them. Sorry about that!

Thanks to everyone who participated in the livestream, and especially to NetMapel and VandalD for keeping things civil.

As always, if anybody has any suggestions on how to improve the stream, things they'd like to see, stuff they hate, anything like that, let me know!

Shit, looks like I was too stupid to copy some numbers :(
 

Neki

Member
Tonight's 10takill ~ Super Mario Maker livestream archive is up!
Check it out here: https://youtu.be/t6XHFHVBnIQ

I went 19-8 over 27 levels played.

TheDutchSlayer and Nezumi, your entries seemed to have problems with the Stage IDs, and I couldn't load them. Sorry about that!

Thanks to everyone who participated in the livestream, and especially to NetMapel and VandalD for keeping things civil.

As always, if anybody has any suggestions on how to improve the stream, things they'd like to see, stuff they hate, anything like that, let me know!

Thanks for playing my level, all your commentary about Rosalina in an abandoned factory was hilarious. What did you think of the difficulty?
 

Boba2007

Member
Finally made an updated list of my levels. Never really realized how many there were until now.

Also I included the most starred level as "Player's Choice" and my personal favorite as "Boba's Choice"


Feel free to pick one and try it :)
 

Madao

Member
here' another level i just made after a week of not making levels:

The Route Warrior
ID: A58E-0000-008F-0922

it has alternate routes and secrets and several things that shouldn't be hard for most pros but should provide a challenge for lower-level players. i'm not that big into super tough levels but also don't want to make them too easy. at least you can clear it with bad platforming skills.

i'm just a little over 30 stars now. getting to 50 to be able to upload more levels is tough since i don't want to take down most of the ones i have up atm.
 

Alpha_eX

Member
Made a new short level, Mushrun Fun! It's supposed to be like a TV game show where you race to get the prize.

Please give it a try,

hpfUd4sl.jpg


Mushrun Fun!
BD27-0000-008E-8CE6
 
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