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Super Mario Maker |OT| Miyamoto Simulator 2015

It really was a weird change of pace, both "Easy" and "Normal" stages were mostly "Walk 10 feet to the flagpole, get a bunch of 1-Ups in the process" stages, and then all of a sudden, bam. Every level is tough as nails. Would like to see more levels that are just fun platforming levels.

Yeah, definitely!

Also, sometimes you throw the springs to get them into the position you want, but I think you can crouch and drop them so they sit right in front of you. It's easier to place them that way. I've been trying to figure out Twitch chat to tell you this, but I'm not seeing any chat option even when signed in.
 
Re posting for new page, what's the bottom most row of unlockables and how do you get them? It says I have everything unlocked but there's a whole other row blank at the bottom.

That's basically a bookmark toolbar. You can drag your most used tools to that section, so that you have access to them easily, without having to bring up the menu.
 
These are the courses I've made so far:
  • Upside Down: 73CB-0000-0014-9CD9
    The first level I made was Upside Down. I had what I thought was a great idea but I don't think I executed it as well as I hoped.
  • The Cave of Illusions: D323-0000-0015-7277
    This my favorite so far. It was just as fun to make as it is to play it.
  • Bowser's Underwater Invasion: A671-0000-0015-EE5BI didn't have a clear idea of what I wanted to achieve with this level when I started but I received a truck delivery that improved the layout.
All of them have little secrets that will help you along the way. I hope everyone tries them out and if anyone has any suggestion please let me know.
 

Roo

Member
Welp
It's a lot harder to create levels than I thought.
Requires a lot of testing to make sure the design is not fucked up >.>
 

Kensuke

Member
Goomba Nightmare
ID: 3A57-0000-0016-8AC7

I made a level that most Mario Maker players hate. It's long an a little challenging. It looks harder than it actually is, because you get plenty of mushrooms. There are also shortcuts, so be on the lookout for those.

I'd appreciate any feedback. In fact, I'll play anyone's level and give feedback in return!
 

mrklaw

MrArseFace
Sorry if I'm being harsh. But I'd imagine that turnabout is fair play, no? I have two uploads, I would love to people to be harsh on those.

Stairs and Koopas: EF8A-000-0013-D293
Currently has a completion rate of 50%, which is odd since I meant for it to be easy. People keep falling into the fourth pit, can anyone see why?

Bullet Keep: 5E9C-0000-0015-1400
The idea is World 1/2-ish castle level. Has a Bowser ending. 80% completion rate as of now.

I got some more ideas, but I need to unlock sublevels to do them. When do they show up?

Also, everyone should look in the digital manual and read the ten tips for making a good level in the end. Especially step ten, it is the most important one.


First one is easy so no idea why people are dying?

Second one seems much more difficult but you have a higher completion percentage? Really like this one though. The rhythm of the bullet bills works nicely

How did you do the ledges at the start where you can jump up? In the editor they are showing as big background blocks, but I can't see them in the parts list - only one with vertical columns
 
I might sound mental asking this, but does anyone else use create mode like a rhythm game so you can hear the song? I keep tapping along to the beat instead of drawing my objects.

Also: 317E-0000-0015-5CD5 It's my first level, and very short, but I'd like some feedback!
 

Necro900

Member
Here's one I made today, it's called Boss Rush, for obvious reasons..

B0F3-0000-0016-07E2

If you can't clear it, here's a golden piece of advice:

Fight against bowser jr and giant bowser standing right on top of the ? blocks. This is particularly useful for bowser, since the air space above the block seems to be the only flame-free spot... or for most of the time, anyway!
 

bigkurz

Banned
For the costume unlocks, using the amiibo once lets you put the character in the game whenever you want.

For the big mushroom you get with the classic Mario amiibo, it seems out have to touch the amiibo to the gamepad whenever you want to use it.

Am I doing something wrong, or is it the same for you guys?
---
 
Some stuff I'd like to see.

- Water geysers. Water appears and pushes whatever it on top of it upwards. Can be set on a timer, or proximity. When used underwater, turn into currents. When used in a castle, turn into lava geysers. Shake to turn into permanent geysers that never go down, for use as a constant current or whatever.

- Urchins. To go with the the geysers. Behave exactly as urchins do in NSMBU.

- Hotheads. Place down and it moves in one direction around platforms, you decide the direction. Everyone knows how these work.

- Ball n Chain. Either attached to a chain or not. When attached to a chain, moves in a circle motion until it hits a solid platform and then bounces back the opposite direction. Without a chain, they just roll either right or left, if they hit a wall, they reverse.

- Green Blocks. The ones that form a moving bridge. You'd place them on a track and send them on their way. I have no idea how this staple Mario hazard isn't already in the game.

- Spike. Throws balls. Shake to make them throw down balls through a "soft" platform instead off to the side. If they ever add a winter theme, they'd also turn into Snowball Spikes.

- "Boo" fake item. Attach to something to make it disappear with a Boo laugh and Boo particles when Mario interacts with it. A staple of NSMB series Ghost Houses.

- Boney Beetle. Walks around, sometimes stops to expand spikes. Immune to fire, only crumbles when hit.

These aren't even weird single game objects, they've all appeared in multiple games.
 
So there aren't explicit check points in the game, which is unfortunate, but for levels that don't need to use all the available area of the upper level and lower level, what about a "password" system via doors?

To elaborate:

1. At the start of the level, there will be a door at the left.

2. Going to the first door will go to a set of doors, each which will be labeled by coins arranged as numbers, or enemies in sealed holes above/below the doors.

3. Going to one of doors will go to another set of doors, each of which will be labeled differently as well.

4. Using this system you can then have doors that open to different parts of the level, and you can provide the "password" to the door in a little area before the door actually goes out to the level.

I guess it would be much easier to explain if I had like mspaint to mess around with, but I'm at work currently. Hoping that this explanation makes sense!
 

VandalD

Member
The editor is a lot of fun. I'm glad they nailed the ability to jump into the game so quickly from editing.

Another level from me. SMB3 airship, with a few hidden shortcuts.
Non-canon Cannon Ship - 0031-0000-0016-9AC4
 
My first couse:
0AC6-0000-0016-8B1B
"a bit of skill and some luck"

I guess the title says it all;-)
I just wanted a level with lots of shells, jumping and fun. Quite short
 

mintyice

Junior Member
So you still have to wait a day to get new tools? Lame.

Here's my first kind of cool level. Let me know what you think!

F107-0000-0015-D764
 
So there aren't explicit check points in the game, which is unfortunate, but for levels that don't need to use all the available area of the upper level and lower level, what about a "password" system via doors?

To elaborate:

1. At the start of the level, there will be a door at the left.

2. Going to the first door will go to a set of doors, each which will be labeled by coins arranged as numbers, or enemies in sealed holes above/below the doors.

3. Going to one of doors will go to another set of doors, each of which will be labeled differently as well.

4. Using this system you can then have doors that open to different parts of the level, and you can provide the "password" to the door in a little area before the door actually goes out to the level.

I guess it would be much easier to explain if I had like mspaint to mess around with, but I'm at work currently. Hoping that this explanation makes sense!

Seems unnecessarily complex given that levels don't really get that big.
 
Ohhh man! I'd be right there with you. That would be SO awesome! NES 'Vania style, Super 'Vania IV style, SOTN style.... we can dream!

I just did the tutorial and I think Bloodborne was just knocked from my current game of the year throne. This is so well done that I thought I'd just be playing courses but creating and editing on the gamepad is a sure fire case for the controller. It's a shame the console didn't have this at launch.
 
I just did the tutorial and I think Bloodborne was just knocked from my current game of the year throne. This is so well done that I thought I'd just be playing courses but creating and editing on the gamepad is a sure fire case for the controller. It's a shame the console didn't have this at launch.

Agreed! I'm super impressed with this so far! I've already killed my Gamepad battery once, and I have the extended capacity one...
 

daydream

Banned
Just got the underwater theme. In general I'm a rabid defender of water levels in games, but to be honest I had a very hard time coming up with anything remotely interesting or fun for a Mario water level. I think I've finally got something, though, so stay tuned.

you should definitely check out the new stage i highlighted in the showcase ;)
 
I hope someone recreates the Super Castlevania 4 lvls mario style hehe. Can you imagine Castlevania maker!!! not a fan of the metroidvania stuff.

Anyways if anyone is planing on doing some of those let me know i will follow your work :)
 

mrklaw

MrArseFace
2. Jr's Water Park by Kinsei (ID: EABD-0000-0014-D904)

DwIuhG8.jpg


This wonderfully creative stage manages to build up a sense of place and a sense of cohesiveness like few others do. The change-up between castle and water theme is pulled off very well, and some of the enemy patterns are among the most interesting I've seen in any water level. Usually, a high level of creativity sends the difficulty curve flying in all sorts of directions, but not here! A very fun ride, indeed.


This was a fantastic level. Maybe a little too chaotic wih thegoombas in the water section, but it was really tense and heart stopping at times. Love the back and forth too, really fleshes it out and gives it a feeling of space.
 
Seems unnecessarily complex given that levels don't really get that big.
It's true that ideal levels should not be too large, to be more in spirit with regular Mario games. But my proposal is more for longer levels like the Metroid-styled one. 500 seconds doesn't seem to be quite enough time to complete that, and being able to increase the timer to 999 seconds doesn't change having to start over all the way from the beginning after each death.
 

jiggles

Banned
Playing about a little more with NSMB's wall sliding, I've made a trickier level with no floor or safe tiles at all.

Nowhere to Land - DB02-0000-0016-B5EF
 

oakenhild

Member
I'm sorry if this has been asked a lot (didn't find it searching, and this thread is moving fast), but how do I easily follow one of my friends in the game to see all of their levels? I didn't find any way to search by username or by friends in the course browser.
 

Robin64

Member
There has to be a way to turn off the miiverse messages while playing others levels, ruinin my nostalgia feels with your doodles!

Of course there is. Just pause and you'll see an icon for doing just that. You can have it TV only, GamePad only, or entirely off.

I'm sorry if this has been asked a lot (didn't find it searching, and this thread is moving fast), but how do I easily follow one of my friends in the game to see all of their levels? I didn't find any way to search by username or by friends in the course browser.

You need to search for one of their courses first, the tap their Mii to follow them.
 

dark10x

Digital Foundry pixel pusher
This is a really well made game. I really love it BUT I feel completely blindsided by the lack of slopes. I didn't even question that there wouldn't be slopes but, damn it, they don't seem to be there. I feel like that right there massively limits the potential and ultimately means we're stuck with SMB1 class levels. Slopes are what MADE Super Mario World so damn interesting. Levels rely heavily on that feature. SMB3 and NSMB use them too, of course.

I'd like to believe this becomes available but, based on the user levels out there, that doesn't seem true. Was really hoping people could build legit SMW levels. Seems like Lunar Magic remains the only option for this, unfortunately.

Also, are any visual features unlocked later? Something to, say, disable those drop shadows on everything?
 
Made a (IMO) fairly easy course that's somewhat built around one theme:

Cliffy Caves: 8BEA-0000-0015-A8BF

Will definitely try and do more of this instead of super hard/ silly / auto play / homage levels. Those are fine, but I feel like there are already more than enough of these. :p

Hit me up on Miiverse as well, if you like. NNID is tobyish
Looking forward to playing some of GAFs levels, even though there are so many!
 
Wow, the editor is so beautifully made. Just made my first course, "Launch Day Relaxtion." Just a simple, chill SMB 1 stage with a simple Koopa she'll trick at the end:

F61C-0000-0016-C3F5
 

Mzo

Member
From all the videos I've watched, it looks like the average player (especially reviewer) is actually terrible at SMB. It's kind of surprising.

What do you think are the necessary skills that need to be honed for success? I'm going to work on a list of skills and think of ways to help focus and train them.

First try at a level, this is about running over small gaps:

85D5-0000-0016-A5A7
 
I think I need this game in my life, as a super small time game designer I'd be stupid to pass this up... and I just spent 60 dollars on MGSV, urgh.

On another note, I'd like to see them add a Doki Doki panic template as DLC. I know gameplay is different, but would be interesting to see what SMB sprites would look like using SMB2 aesthettc... or enemies change into Shyguys, Tweeters, Phantos, etc... and Bowser turns into Wart.
 

VandalD

Member
So you still have to wait a day to get new tools? Lame.

Here's my first kind of cool level. Let me know what you think!

F107-0000-0015-D764
Nah, you can get the next delivery early if you use all your new stuff and then just place a ton of blocks. About your level, the last piranha plant pipe could have maybe gone up a few blocks. It's not visible from above unless you go back to scroll it into view.

Here's one I made today, it's called Boss Rush, for obvious reasons..

B0F3-0000-0016-07E2
I liked it, though I was able to beat Bowser Jr. pretty easily
outside of his range by standing on the left side of the one-way blocker. And if I got hit, I had more flowers to grab.

I might sound mental asking this, but does anyone else use create mode like a rhythm game so you can hear the song? I keep tapping along to the beat instead of drawing my objects.

Also: 317E-0000-0015-5CD5 It's my first level, and very short, but I'd like some feedback!
Sounds like a good way to play to me. The editing music is great. Nice, basic level. Liked the springs over the flag pole for if you jump too high.
 

Soul Lab

Member
Made a new one:

Parkour Castle: 01F0-0000-0016-C0F2
I think it turned out well. Fast paced level. Pure jump n run. Let me know what you think.
 

beanman25

Member
Question for you guys. Am I the only one who tries getting every coin on levels?? Even if they are out of the way.

My brother said I'm crazy for doing that, but to me that's where the majority of the level comes.
 
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