• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Super Mario Maker |OT| Miyamoto Simulator 2015

Spelunking for Switches
(5B27-0000-0099-69CC)

This is the most Captain Toad style thing I've played all day, and I mean that in a good way.
Has that same sort of simple bite size puzzle approach.

It was supposed to be a Captain Toad level at first but I didn't find a good way to mimic horizontal vines and I didn't want to use springs to make people bop into blocks, heh, so I just went with normal Mario. Thanks! Will play through some of the levels on this page now.
 

Gvitor

Member
Made a new level.

Invisible Galaxy: 9C66-0000-00A0-EFA4

Some of my older stuff:

One Way Galaxy: D445-0000-0059-5C7C
Righside Down Galaxy: 8641-0000-0051-F352
Mario's Inside Story: A2E3-0000-003F-4572

Any feedback is appreciated :)
 

Arkain

Member
I made some new levels, and I would like to get some feedback as no-one's playing them and the few that do play them, aren't starring them. There just doesn't seem to be any interest in "normal" Mario levels.

Molehill Mania
Somewhat inspired by Cookie Mountain in Super Mario World. The end may be a bit too chaotic, but I had some trouble designing a good boss fight using moles.

(1AC0-0000-009C-ED06)
WVW69ieBHbEeyXXwL3
Monado Jump!
An easy and short level, that gradually gets somewhat harder. It's meant to introduce trampolines to players. It will be way too easy for most people here, I think.

(FF27-0000-008D-4C78)
WVW69ic8dhYNt07Y6W

---------------

Now for some feedback of my own.

Why is this in community? It hasn't been a month since re... my god.

New level

Dungeon Break
8hWtDmc.jpg

305E-0000-009F-703D

Escape Bowser's underground dungeon and battle him in an epic giant robot fight. Note: I had to cut out that last part due to deadlines, but it will be in the special edition DVD.

Fun level, especially loved riding on the flying cannon koopas. Starred it. The red cannon room may be overdoing it a bit though.

Finished Planet 1-6 of my Super Mario Planets series ! Took me a while to get right!
In this level, Mario jumps from bubbles of thougths to bubbles of thoughts. The thoughts of a smiling mountain? Flying fishes on rails? What's going on!?

Code: 3F6C-0000-0092-9BA3

lz0tQpq.jpg

Played it. Great theme, and fun to play as well. Riding the clouds on the tracks was a great moment. I didn't beat it though, because I died like an idiot right before the end. This game desperately needs checkpoints for longer levels.

I've been feeling uninspired lately and haven't been able to come up with an idea I actually like, but I finally got one and finished another course.

tobnDdg.jpg

Madame Goomba's House of Vice
4D6A-0000-009C-4C94

Good fun, one of the better Goomba's Shoe levels I've played. Starred it.
 

NetMapel

Guilty White Male Mods Gave Me This Tag
Hey guys I'm starting a Twitch stream now at www.twitch.tv/shibafan/ for a short stream session. Mostly, I just want to test out new stream equipment and all that. Feel free to just pop by chat and give me a level or two to play :) Keep it nice and easy because it won't be a long stream. I want to be ready for timetokill's 4:30 stream :D Again, I'm just stressing that I'm using Mario Maker to test Twitch stream so pop by and hang out with a code or two !
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
I'll be going live in hopefully just over an hour.

Don't forget to submit your levels! (quote to see the form link)

Please don't submit more than two!

Done. I'll gladily watch your video tomorrow, completely different time zone and all.
 

KooopaKid

Banned
Finally completed Planet 1-8 of my Super Mario Planets series. I used all the blocks available in the 2 sub-zones!
In this level Mario explores Bowser's floating storage facility.
Features:
- A never seen before Bowser fight (At least I think so)
- All the mechanics of the feather used in some ways
- 3 original puzzles
- As usual, 5 hidden 1-UPs

Code: 0599-0000-00A1-4DA6

bNi9yR9.jpg


The completion rate is going to be low on this one, but there's nothing unfair here.

Enjoy!

Played it. Great theme, and fun to play as well. Riding the clouds on the tracks was a great moment. I didn't beat it though, because I died like an idiot right before the end. This game desperately needs checkpoints for longer levels.

Thanks! I will play yours tomorrow.
 

StayDead

Member
Oh fiddlesticks. I was thinking about doing something like this just today. Now I don't know whether to do it anyway and also whether or not to play yours and risk being influenced.

Yours might end up better. I found it quite hard to get the enemies even spawning.
 
Made a new level.

Invisible Galaxy: 9C66-0000-00A0-EFA4

Some of my older stuff:



Any feedback is appreciated :)

I think it's a good idea to try to incorporate the glitches to the levels (I'm thinking of some ideas that I'm putting off solely because we don't know if the levels with the glitch will be all erased) but I really don't think a maze with zero clues at all is the best idea. Just doesn't end up being fun, all things considered, so even if it's clever it doesn't really work.
 

Core Zero

Member
voting is now closed

advancing in group 4 (in alphabetical order): Robin64, Sölf, SuperJay

i'll put up a post for the finals tomorrow. in the meantime, if you already wanna get to playing the finalists' levels, the winners of each round are included on the first page

Congrats to those who advanced! Playing through the 1-1 levels submitted really shows the variety of ideas and approaches people had to the challenge, and a lot of people showed creativity in keeping their levels interesting yet at a beginner level. I hope there will be more contests like this, it helps to have a challenge to fuel creativity.
 

CrisKre

Member
I took some of the feedback I got on Sea of Charon and made a new version, which is here: BE40-0000-009C-D171. It's a somewhat challenging castle level designed around avoiding Thwomps while riding on bone platforms.



I think this level's pretty great - it's thematically consistent, densely designed without feeling cluttered, and I'd feel pretty good leaving it as is. I haven't played a ton of Gaf levels yet but if this is indicative of the quality level (hah) I'm excited to burn through this thread and see some more. That said, if I were going to edit this, I'd change a couple of things.
Just played your level. It was really really good. As someone prone to overdesign, I really envy your restrained approach and simplicity. You can tell there was a lot of thought put in in making the progredsion and dofficulty just right, and it works really well. I died a couple times but it never seemed unfair or frustrating.

The only thing i would say, on the first section, the reward for going right insyead of left should be a bit better. Maybe add some coins and a life, or place skinny mushroom there so it seems like more of a worthy detour.
 

Core Zero

Member
My third level. Would love some constructive feedback. :)

I tried to make it appear to be vertical. Not sure how effective I was.

F81F-0000-009D-CD9F

First one I've been game enough to post!

I've wanted to do a vertical level like this, so I really appreciate the effort here. I like this level a lot as a challenge level. It's not too long, and not too hard, but is geared toward a skilled player. The last room is particularly evil.

If you want to increase the completion rate significantly, consider dropping the instant death pits entirely and putting in actual floors. I don't think it's necessary, but this would just mean a much higher completion rate in 100 Mario (and thus likely more stars, such is the way of things).

The first P-Switch room is the only one I really think could do with changing. With no way to go back in the door, failure is death, and it's a little tricky to time the jump as the switch wears off. I believe Thwomps can trigger P-Switches, consider blocking one off near the entrance to that section, so you can put the door on the ground to allow a reset, if you don't want to allow the player to trigger it on their own.

Is there a secret I missed with the vines at the end? I went to the left and didn't see anything. If there is, it's very much not obvious. If there isn't, then I'd get rid of the vines completely and close that area off. As it stands, it just feels like a bit of trolling with no payoff, and a risk of dying after I've "completed" the level.

The level is short enough that I think it's great without changes, honestly. But these were the few thoughts I had while playing through. Now I have to think about what I'll do for my vertical level.
 

sgjackson

Member
Just played your level. It was really really good. As someone prone to overdesign, I really envy your restrained approach and simplicity. You can tell there was a lot of thought put in in making the progredsion and dofficulty just right, and it works really well. I died a couple times but it never seemed unfair or frustrating.

The only thing i would say, on the first section, the reward for going right insyead of left should be a bit better. Maybe add some coins and a life, or place skinny mushroom there so it seems like more of a worthy detour.

that was a totally unintentional skip. i just saw it on someone's stream. :V
 

Naar

Member

i woke up just as you were doing the first attempt of my level!

i was hoping to hear feedback from you as it seemed you were confused in the beginning. you actually did it the proper way, and not sure why you thought the POW stairs was not right?

also not sure why you didnt just hit the p switch, grab the beetle helmet, run under the thowmps, and get the POW block upstairs. I think you were way overthinking the beginning part.

the rest of the level went smoothly for you though after you passed the first part
 
I haven't uploaded a course in awhile! But I've been working on a level none of the less.

"With Haste", a level made to be harder than what I usually make while still being doable with some getting used to. The enemies on tracks were the most interesting part of building this level.

WcMomKe.jpg


(3A11-0000-00A1-9949)

I also hope people like this level, I'm just two more stars to having more uploads :p
 

KenOD

a kinder, gentler sort of Scrooge
A stage I made for a friend to show the benefit of using the spin jump in the NSMB style. Not much to it ( though there is one secret path), just some wall jumping.
Oc2lBeT.jpg


I'm slowly catching up on people's stages that has been posted. Here are just some thoughts amongst a random selection of them.

PARKOUR PLAINS
Code: 9AA6-0000-007C-A805

Style: NSMBU
Time Limit: 100secs (should take around 20)
Secrets: Three 1ups (only if you're not parkour-ing)
Additional Challenge: Take the subway (aka: go down the first pipe)

I do enjoy a good platforming run for speed and timing, and you accomplish that without falling into the pit of "cheap deaths, memorise it all" as some of us are prone to do.

Coin Garden Peaks
9124-0000-0080-B43A

I put a lot of effort into making this one chock full of secrets, beauty, and of course, coins! Almost every interaction you have can lead to another secret being found, even just jumping on a koopa's head and sending their shell off flying will usually lead to something special.
I put a ton of effort into the visuals of this level, while keeping it fun, rewarding, with just enough difficulty. It's chock full of secrets too. I actually ran into the limit of semi-solid platforms and vines from making it all pretty.

WVW69icM1_kfIJsLdw

Had New Super Mario Bros 2 gone a slightly different route, I could easily see this fitting in on that game with all those coins. Nice work hiding things and just making it very interesting aesthetically.

7QVb45M.jpg


In my latest effort to create a suite of worlds based on SMB, SMB3, and SMW, Wild Tanooki Fields will be the first level in the SMB3 world. It offers an easy main route, and a handful of secrets/shortcuts that require a bit more finesse and timing which should please experienced players.

Difficulty: ★★☆☆☆

B112-0000-007C-FAD6

My Mario Maker Hub profile: http://www.mariomakerhub.com/makers/spacedonkeys

Not the straight forward path I was expecting like a 1-1 type stage, and I say that as a compliment. Good paths to take, especially my first time through flying up only to stop and go back down because I wondered what you had put below.

Nice work.

The Doctor
(65D7-0000-0082-F00F)
http://38.media.tumblr.com/11311b2f8011e8059beb28de7da81f55/tumblr_n0mz3yTUCy1r4t7g0o1_1280.gif[/]


Daleks... Cybermen... Weeping Angels...

Can you survive a day in the life of The Doctor?[/QUOTE]

Ah, you do know how to make a theme fit together. Some players might skip past things in a rush to get by and jump over a lot, but I enjoyed taking my time. No hiding behind the sofa either.

I don't have any suggestions for this stage itself as I believe it works as well for what you are going for, but perhaps some ideas for the future might do the trick on a second incarnation of The Doctor.

I assume you put the blocks to coin resulting in death at the start to teach players not to hit them, but what if you did for a second version? They do after all stop treadmills, and what's more Doctor Who than messing with time (stopping time in this case)? Perhaps as a way to open up a "corridor" for the good Doctor to run through? Or stop some tracks at the top carrying a companion (a 1 Up perhaps) until you can catch up?

Ghosts when attached to blocks can make for a tense situation and would resemble some monsters of the past. Long passage way, silence, and then all of a sudden they attack?

The Doctor is well known for getting his enemies to walk into traps. Perhaps a path where you lead Bowser to be hit by a Thwomp.

Regeneration is always a trick. There are several Mario amiibo outfits after all, why not go through all of them? Assuming you have them unlocked of course.

[quote="RurouniZel, post: 180587236"]My first ever Automatic Mario course. I'm please considering it's my first attempt.

[IMG]https://pbs.twimg.com/media/CQW-UzBWwAE5zQ0.jpg

Automatic stages are not my typical choice to play, but from time to time I like to see how people set up enemies and blocks for ideas and see if I can beat it by actually moving when I do play them.
You gave me a few so I appreciate that, and for a first attempt it does certainly take one on a ride.

I was wondering if you fine folks would be willing to give these a try and give me some feedback? The fist two were mainly getting my eye in and the third one is meant to be more challenging (although nowhere near the level of stuff you see in this game).

32A6-0000-0066-AF2A

974B-0000-0077-BBF2

BDD0-0000-007F-C546

The first is a nice simple stage. I liked how you hid the 1-Up, easy to find if someone was searching, but not blatant. The area through the warp pipe was smart as well, offering two paths, though it was easy to get the reward either way (perhaps block it off from the easy pass with the One-Way thing).

Second is a bit off to me. The placement of the jumps and weird shapes they form prevented a good speed from happening running through the stage, and the hidden path (in either direction) seemed more like a distraction rather than giving a reward as the power up didn't do much to make the stage easier or any more fun and wasn't a shortcut obviously.

The third is okay. You did provide more challenge in getting through and you did well making both paths line up well. One suggestion I have for you is put an arrow marking people to go into the pipe if they come up from below, as some players may not realise it and end up going backward (unless this was what you wanted to happen of course).

Dungeon Fungeon!

46D7-0000-0090-BEC0

Be sure to get that last star and run!

An interesting stages. It felt disjointed with all the different ideas you had going on at one time and the switch to underwater, with a shoe, for example. I had fun with it though with a quick run, wouldn't have minded if I came across it in the 100 lives challenge.

One things I would recommend though is to not do giant rows of coins against the bright blue. It was hurting my eyes and I'm sure I'm not alone on that front.

It may be overdue, but here's a new stage from me called Digging All the Way Down.

WVW69idMg9QpQCTy_6


The code is B561-0000-0090-F2CB!

A lot of people have tried to perfect the art of a Super Mario Maker level that goes high, high into the sky. I thought, why not go in the other direction? And I've got a new speed run challenge: Can you complete the journey through the centre of the Earth in under 40 seconds?

Shame there is no Mr. Digger amiibo for this kind of idea. Nice work heading down, but I the ending breaks any sense of going down once the sky shows up and you could cover that up.
 

Jeeves

Member
Made a new course!

PE91VPt.jpg


It's a...I'd say intermediate-level course showcasing Yoshi's abilities, mostly straightforward but with some branching paths/secrets. Go have a fun romp with your dino buddy!
 
Tonight's Tentakul ~ 10takill archive is up: https://www.youtube.com/watch?v=qMcy4F1rR4c


i woke up just as you were doing the first attempt of my level!

i was hoping to hear feedback from you as it seemed you were confused in the beginning. you actually did it the proper way, and not sure why you thought the POW stairs was not right?

also not sure why you didnt just hit the p switch, grab the beetle helmet, run under the thowmps, and get the POW block upstairs. I think you were way overthinking the beginning part.

the rest of the level went smoothly for you though after you passed the first part

The reason I thought the POW stairs wasn't right was because it was so technical... you had to get a max jump off of the top of the POW stairs and usually if you can "barely" make it then you weren't intended to make it.

I was definitely overthinking it at the beginning, I think I just didn't see "why" the helmet was there. I figured it would be used for something less obvious than the thwomps, or else you wouldn't even need the thwomps there. Not your fault, I was just trying to think of what else it was supposed to be used for.
 
For timetokill... my fight against Bowser: https://www.youtube.com/watch?v=xi61ToCx-_c

Suffice to say, I did terribly as that video is like an hour long. The biggest issue I had was all the crazy bounces the shells have. I died more because of my own shells than anything else. Also, why the spike above the bouncing spring near the end of the platform ? Seems to just be there to kill you if you step on the spring ? There is just a lot of stuff going on in this stage. Bouncing shells from every possible direction, stopping shells from hitting the block behind you so you don't lose your block bridge. Then you have to pray for favourable RNG from Bowser. Several times I try to get closer to Bowser so I can force him to go back but end up hitting myself with the shell instead. I guess all the mechanism is there to make the fight more exciting. Then I die from goombas most likely because I was a frustrated from the fight before, haha. My heart had a hard time handling it haha. Anyways, good stage though.

Crazy XD Getting killed from your own shells is definitely a risk, and it's better to stand farther away from the center pillar as you're just as likely to hit yourself as you are to get it underneath if you're too close :p

The spikes were put there mostly to deal with an exploit I saw somebody use.

As far as Bowser goes, you can throw the shell under him or just wait for him to get on his back foot, so either way you can get "around" the RNG. The note block serves as a nice double-use item there, but yeah, you sometimes have to wait for your opportunity :D I like the randomness as it makes it more exciting!

You did a great job though, I'm proud of you for finishing it :D
 

Kebiinu

Banned
I don't care if it's gonna be lost at the bottom of the page, I made a new stage and I really want you guys to try it out!

Boo's Music Box!
8oVEuXX.jpg
K6EFVKA.jpg

Mario finds himself lost in a creepy mansion somewhere within the forests of Mushroom Kingdom. Upon exiting a ludicrous elevator, he hears the steady beat of music somewhere from within the mansion. A little further ahead, above the attic of the mansion, a curious little box with a strange door stood before Mario.

He enters, and what follows is beyond his imagination. Who knew ghosts had rhythm, what's more, why is this box so big?!


Stage ID: 9A0B-0000-00A2-0379

I'd love some feedback, this stage took a while. I really hope it was worth the effort.
 

jepense

Member
My new level for this week is a super-fast water level.

WVW69ieSfX8_IJNba6

Name: Go with the flow
Style: SMB3 underwater
ID: C13B-0000-00A1-57BE
Difficulty: Hard?
Description: This is a fast-scrolling swimming level, which plays very much like the barrel rocket stages in Donkey Kong. Swimming is normally slow and tedious in Mario, but here the fast autoscroll will make you swim very fast. Just don't hit the sea life on your way! It's a short but exciting ride, where you will need reflexes and attention to your surroundings.

I also tweaked my previous level by adding some more tells to the puzzles.

WVW69idfR2ExtUO2aJ

Name: Day-night world
Style: SMB3 ground/underground
ID: 85FC-0000-0095-1E87
Difficulty: Medium to hard
Description: A twist on the small-big mechanic. This level has a night and day setting. At night, you'll come across mushrooms and creepy crawlies. At day, flowers blossom. This is mostly a puzzle level, where you should choose the correct time of day to proceed.

My other levels can be found at Mariomakerhub.
 

Dragmire

Member
Super Mario City: Wrecking Crew
FB1D-0000-00A1-FA35

The follow-up to Mario City: Rampage. This is a challenging level set in the city, with big enemies, mass destruction, and a lot more. You can enter buildings, take multiple paths and transform using several costumes. I like how the map view of the level turned out (below, although it is longer than that).

WVW69ieUTF8kBlV6nw


WVW69ieV3RcEU2Oev1
 
I don't care if it's gonna be lost at the bottom of the page, I made a new stage and I really want you guys to try it out!

Boo's Music Box!


I'd love some feedback, this stage took a while. I really hope it was worth the effort.

Really cool theme and gimmick. I ended up getting frustrated when I managed to go up a pipe after getting a cloud that went back to a previous area though (I forgot it was the pipe I came in, and it looked like I was supposed to exit through it and the way east was just to get an extra 1-up)
 

Kebiinu

Banned
Really cool theme and gimmick. I ended up getting frustrated when I managed to go up a pipe after getting a cloud that went back to a previous area though (I forgot it was the pipe I came in, and it looked like I was supposed to exit through it and the way east was just to get an extra 1-up)

Damn! I was testing it over and over to make sure there was no room for error.

I laid a trail of coins to follow once you got in the cloud, to guide you to the exit, hoping that would make the travel easy.

I'll consider revising it depending on further feedback. Sorry about that, however.
 

Crono27

Member
Flappy_Mario.jpg


1st level i did kind of short and easy.

King_Dedede_Storms_the_Castle.jpg


Just finished this level before work put a lil more effort into it than 1st i enjoyed it >.< Hopefully someone enjoys it >.<

Made a new level not the best at making levels but they are fun to mess around with hopefully someone enjoys em. Donkey Kong country level 1-1

DKC_level_1_1.jpg
 

Naar

Member
Tonight's Tentakul ~ 10takill archive is up: https://www.youtube.com/watch?v=qMcy4F1rR4c




The reason I thought the POW stairs wasn't right was because it was so technical... you had to get a max jump off of the top of the POW stairs and usually if you can "barely" make it then you weren't intended to make it.

I was definitely overthinking it at the beginning, I think I just didn't see "why" the helmet was there. I figured it would be used for something less obvious than the thwomps, or else you wouldn't even need the thwomps there. Not your fault, I was just trying to think of what else it was supposed to be used for.

i personally think the hardest part is the beginning of that level. but i expected people to be stuck with getting the p switch, not if they get the helmet or not :p

also i contemplated using a door as a reset multiple times. in the end i decided against it and wanted to see how people play and screw up so i can make the level better in the future

either way thanks for playing it!
 

Ranger X

Member
FROZEN (sorta hard)

- No princess included!
- Can you finish the level with at least 150 coins? (expert)
- Cross the whole level with star invincibility!

4A4F-0000-00A2-3CCB

WVW69ieW06wlWr01Iw


WVW69ieW3WEoaIh-U3
 
My 6 year old daughter just spent the afternoon making her first Mario level. Really shows the power and ease of the editor in Mario Maker that she could do this wil very little help.

So here is "Shelleys first level"

B3BC 0000 009C 363F

I hope some gaffer can encourage her creativity with comments and reward her with Stars if you think it's good (remember she's six!)

Thanks GAF!
 

Cuburt

Member
Just finished up my first music level

Zelda II Palace Theme

(6982-0000-00A4-17ED)


WVW69ieZRf0NdkRitP


And I'm hoping the nostalgia might convince people to play my other level, which I'd really like to get some feedback on.

Zelda II: Parapa Palace

(214A-0000-0094-F5C7)


WVW69idenjsTDcRiN2
 

KeRaSh

Member
we got a five-way tie in third place for group 4

i'm extending the voting period until a tiebreaker comes in, no other way to do it

if someone who hasn't voted, yet, wants to check out the contest levels and send in a ballot, that'd be very appreciated

tumblr_inline_nbvmyrnZt21t0duhj.gif


voting is now closed

advancing in group 4 (in alphabetical order): Robin64, Sölf, SuperJay

i'll put up a post for the finals tomorrow. in the meantime, if you already wanna get to playing the finalists' levels, the winners of each round are included on the first page

CGdgGkhVIAAS2te.jpg
 

LordAlu

Member
The first is a nice simple stage. I liked how you hid the 1-Up, easy to find if someone was searching, but not blatant. The area through the warp pipe was smart as well, offering two paths, though it was easy to get the reward either way (perhaps block it off from the easy pass with the One-Way thing).

Second is a bit off to me. The placement of the jumps and weird shapes they form prevented a good speed from happening running through the stage, and the hidden path (in either direction) seemed more like a distraction rather than giving a reward as the power up didn't do much to make the stage easier or any more fun and wasn't a shortcut obviously.

The third is okay. You did provide more challenge in getting through and you did well making both paths line up well. One suggestion I have for you is put an arrow marking people to go into the pipe if they come up from below, as some players may not realise it and end up going backward (unless this was what you wanted to happen of course)..
Thanks for the feedback! I shall add them to my notes of edits :)
 

KooopaKid

Banned
I don't care if it's gonna be lost at the bottom of the page, I made a new stage and I really want you guys to try it out!

Boo's Music Box!

I'd love some feedback, this stage took a while. I really hope it was worth the effort.

I will try yours as well tonight.
Can you give me some feedback on my latest level? It's probably one of the hardest I've made. I wonder if you will be stumped :)
 

Model 500

Member
Finally completed Planet 1-8 of my Super Mario Planets series. I used all the blocks available in the 2 sub-zones!
In this level Mario explores Bowser's floating storage facility.
Features:
- A never seen before Bowser fight (At least I think so)
- All the mechanics of the feather used in some ways
- 3 original puzzles
- As usual, 5 hidden 1-UPs

Code: 0599-0000-00A1-4DA6

Will record my playthrough of this and PM you the link for real time feedback, thanks for making!
 

Model 500

Member
Okay, I watched the whole thing!

WOW! What a battle!

First off, amazing job on that strategy of removing part of the platform you're on. I never would've thought of that.

Yeah, I noticed the possibiity for that quite early, but it took a while before I got comfortable enough to actually pull it off on purpose. I thought it was great design :)

I think you figured this by the end, but the trick with Bowser is there are actually TWO ways to get him. One is by throwing it under him as he jumps. That's actually the hard way! The other is by waiting until he's all the way on his back foot, as then the shell will bounce over him.

Yeah, I got it a bit late since I was just goofing around having fun, and getting used to the action.

You played the "hard" version in that the mushrooms are disabled in the third round. But by then you had it pretty well figured out and didn't need them anyway! I really should just delete that version though.

Great job and thanks again for putting so much time into it. I really appreciate it!!

No problem, the stage was great (I don't star levels unless I really enjoy them). Easily one of the best boss battles I've player in Mario Maker, if not the best. Thanks!
 

KooopaKid

Banned
Will record my playthrough of this and PM you the link for real time feedback, thanks for making!

Thanks! It will be particularly helpful on this one as I can see a few players scratching their head at several parts. But don't worry, there's no backtracking involved. Can't wait to see how well you do at the boss fight.
 

Schlomo

Member
I made a new course over the weekend:

Escape from Koopatraz
(216A-0000-00A0-3982)


WVW69ieOZ3oDpPh_fV


Mario is condemned for Koopa mass murder and escorted to a high security prison. Luckily, from his days as a plumber, he knows there's a way out if he can only reach the drainage room. But first, he needs to break out of his cell...

Spelunking for Switches
(5B27-0000-0099-69CC)

I'd also like to give a big shout-out to Nocturnowl. I only discovered his levels yesterday and promptly had to play through all of them (and wow, has he made a lot already). I loved almost every single one, as they're chock-full of brilliant ideas, beautiful designs and fun platforming! Seriously one of my favourite creators on Neogaf!
 

J-Fr

Member
thanks for watching the stream guys!

glad to know you had fun at my expense :p

Thank you for streaming my level. ^^

Watching someone else play your levels is the most satisfying thing in Mario Maker.


Mario Trials are hard, I will have my revenge later today or tomorrow!
 

Thud

Member
My 6 year old daughter just spent the afternoon making her first Mario level. Really shows the power and ease of the editor in Mario Maker that she could do this wil very little help.

So here is "Shelleys first level"

B3BC 0000 009C 363F

I hope some gaffer can encourage her creativity with comments and reward her with Stars if you think it's good (remember she's six!)

Thanks GAF!

I'll definitely give it a go.

Didn't you make a panchinko level but without the pachinko noises :p?
 

KooopaKid

Banned
Tonight I will play and give feedback for anyone that gives feedback on my latest level, on NeoGAF preferably.

Finally completed Planet 1-8 of my Super Mario Planets series. I used all the blocks available in the 2 sub-zones!
In this level Mario explores Bowser's floating storage facility.
Features:
- A never seen before Bowser fight (At least I think so)
- All the mechanics of the feather used in some ways
- 3 original puzzles
- As usual, 5 hidden 1-UPs

Code: 0599-0000-00A1-4DA6

bNi9yR9.jpg


The completion rate is going to be low on this one, but there's nothing unfair here.

Enjoy!
 
Tonight I will play and give feedback for anyone that gives feedback on my latest level, on NeoGAF preferably.

Cool beans.

Already I can see a part of a level that doesn't really work as well as intended,
you have a part at the start where you carefully slow fall with the cape between the fire but you can easily damage boost past it and collect the feather you provide right afterward.

And... that's about all I was abl.e to accomplish
I see so many arrows pointing upward but I run out of ways to be able to go to higher platforms. EDIT: Okay, I managed to get a lucky angle on a bullet bill that let me get to the top from the left, but that didn't feel like the intended solution
 

Double

Member
Finally completed Planet 1-8 of my Super Mario Planets series. I used all the blocks available in the 2 sub-zones!
In this level Mario explores Bowser's floating storage facility.
Features:
- A never seen before Bowser fight (At least I think so)
- All the mechanics of the feather used in some ways
- 3 original puzzles
- As usual, 5 hidden 1-UPs

Code: 0599-0000-00A1-4DA6

bNi9yR9.jpg


The completion rate is going to be low on this one, but there's nothing unfair here.

Enjoy!



Thanks! I will play yours tomorrow.
I thoroughly tried your newest level, but gave up for now.

I do like it overall, probably the best cape level I have seen in SMM yet. But it has some problems imo.
My critique, following the path of the level:

- I felt the part where you had to glide down was a bit too hard to do, meaning you would most of the time get hit and just run through it with your invincibility frame. You don't even miss much that way, just a few coins, as you get the cape back right after. Maybe an a bit wider and thus easier path to glide through would have made it more so that people are actually gonna glide through (judging from my performance, of course)

- I really like the part with the 2 cannons. You are most likely gonna die if you screw up there, but oh well it's still early enough in the level.

- I don't know if I had figured out the part where you had to crash on the floor to get rid of the plants if I hadn't accidentally found out about it in an earlier Level already (I even think it was one of yours lol). I guess it's really hard to make players realize what exactly to do in this case (without using comments) and your probably tried your best with the coins and all the enemies below. Not sure if people will get it though.

- It's a bit stupid that you have to get hit to lose the first helm to put on the second one I think. Why not just use the spiky one and get rid of the other one? I also got stuck here one time because of this when I kicked the spiky helmet away instead of laying down. I got hit one time too often becoming little Mario and was then unable to aquire the cape again (since the Thwomp blocked the path to it and I didn't destroy the yellow block leading to the spiky helmet). So you're stuck when you happen to become little Mario in that area I think.

- I liked the boss fight, good idea! Accidentally went down the pipe once though when I almost had Bowser down and thus resetted my progress on him. It's probably not gonna happen to many people other than me, but maybe you could overlay pipes in a way so that going back from there isn't possible anymore?

- I was genuinly surprised that the level kept going after the boss, as most levels obviously don't. So I went in there unprepared, excepting a Flagpole soon, not the actual hardest part of the level with a huge increase in difficulty lol. So a few more tries later, and I'm still not happy that there is such a brutal part AFTER the boss, so evertime you want to try it, you have to play the whole level and especially the repetetive boss fight (as all boss fights are) again. A checkpoint/password in there would have been beautiful (yeah you mentioned you used up all the blocks, I know).
Instead, I even struggled to get to the clown car as Super Mario some times (never got there without getting hit at all) and the flying part feels really unforgiving, if not unfair. Heatseeker cannons from above while you have to wait for the fire to get out again? Well, bad luck.

So mostly minor complaints, except for the difficulty spike at the end.
Hoping my impressions do help ;)
 

KooopaKid

Banned
Cool beans.

Already I can see a part of a level that doesn't really work as well as intended,
you have a part at the start where you carefully slow fall with the cape between the fire but you can easily damage boost past it and collect the feather you provide right afterward.

And... that's about all I was abl.e to accomplish
I see so many arrows pointing upward but I run out of ways to be able to go to higher platforms. EDIT: Okay, I managed to get a lucky angle on a bullet bill that let me get to the top from the left, but that didn't feel like the intended solution

For the first part, yeah I know about that, it's just satisfying to glide without being hit, I didn't want that part to be punishing.
Use 2 bullet bills, make one follow you ;)

What level do you want me to try?

I do like it overall, probably the best cape level I have seen in SMM yet. But it has some problems imo.

Well my aim was to make the most "clever" cape level possible, so I'm happy with your comment.

- I felt the part where you had to glide down was a bit too hard to do, meaning you would most of the time get hit and just run through it with your invincibility frame. You don't even miss much that way, just a few coins, as you get the cape back right after. Maybe an a bit wider and thus easier path to glide through would have made it more so that people are actually gonna glide through (judging from my performance, of course)

I agree but since you are not punished for it that's Ok I think.

- I really like the part with the 2 cannons. You are most likely gonna die if you screw up there, but oh well it's still early enough in the level.

Maybe a could put a floor there to be less punitive...

- I don't know if I had figured out the part where you had to crash on the floor to get rid of the plants if I hadn't accidentally found out about it in an earlier Level already (I even think it was one of yours lol). I guess it's really hard to make players realize what exactly to do in this case (without using comments) and your probably tried your best with the coins and all the enemies below. Not sure if people will get it though.

You have to be a veteran Mario player for this part yeah. I think it's possible to find the solution by accident.

- It's a bit stupid that you have to get hit to lose the first helm to put on the second one I think. Why not just use the spiky one and get rid of the other one? I also got stuck here one time because of this when I kicked the spiky helmet away instead of laying down. I got hit one time too often becoming little Mario and was then unable to aquire the cape again (since the Thwomp blocked the path to it and I didn't destroy the yellow block leading to the spiky helmet). So you're stuck when you happen to become little Mario in that area I think.

Yeah I didn't like forcing the player to take a bit but I didn't have another solution. Maybe I should remove the helmet and replace it with the spiky helmet. But I think it's fun to see the thwomp bounce :(
There's a breakable block there to help you get the feather back but you have to think about breaking it before you get hit obvisouly. Maybe I should remove the breakable block as it's probably impossible to fly though it.

- I liked the boss fight, good idea! Accidentally went down the pipe once though when I almost had Bowser down and thus resetted my progress on him. It's probably not gonna happen to many people other than me, but maybe you could overlay pipes in a way so that going back from there isn't possible anymore?

Does it really reset his life bar? I'm not sure about that.

- I was genuinly surprised that the level kept going after the boss, as most levels obviously don't. So I went in there unprepared, excepting a Flagpole soon, not the actual hardest part of the level with a huge increase in difficulty lol. So a few more tries later, and I'm still not happy that there is such a brutal part AFTER the boss, so evertime you want to try it, you have to play the whole level and especially the repetetive boss fight (as all boss fights are) again. A checkpoint/password in there would have been beautiful (yeah you mentioned you used up all the blocks, I know).
Instead, I even struggled to get to the clown car as Super Mario some times (never got there without getting hit at all) and the flying part feels really unforgiving, if not unfair. Heatseeker cannons from above while you have to wait for the fire to get out again? Well, bad luck.

I really hesitated doing that part, almost completely scrapped it several times, but I wanted a car clown chase. I didn't think it was that hard. Only the first flame might be tricky as you are unprepared after the boss fight. But in theory, you can take at least one hit there. Maybe I'll remove that part or make it way easier, or give the player a star.

Thanks for your input (See comments in spoiler tag), I thought about all your remarks but thought it would be ok.
What level can I play from you?
 

Haganeren

Member
Finally completed Planet 1-8 of my Super Mario Planets series. I used all the blocks available in the 2 sub-zones!
In this level Mario explores Bowser's floating storage facility.
Features:
- A never seen before Bowser fight (At least I think so)
- All the mechanics of the feather used in some ways
- 3 original puzzles
- As usual, 5 hidden 1-UPs

Code: 0599-0000-00A1-4DA6

bNi9yR9.jpg


The completion rate is going to be low on this one, but there's nothing unfair here.

Enjoy!

Hum... Yeah, can't figure how to pass the place with two red bullet ball... Did i missed something with the feather mechanics like some way to keep the momentum or something ? I tried to fly up to the right or using the red bullet bill but to no avail... Is the solution something else or i just need to try harder ?

Edit : Ok, just read the message on the top, i need to try harder.

Edit 2 : Ok there is one thing unfair about this stage... It's the time up. Damn you Nintendo !
 
Top Bottom