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Super Mario Maker |OT| Miyamoto Simulator 2015

Rizzi

Member
Made a nice simple level.
Mushroom Fields.
8611-0000-0221-C36F.jpg

Nothing really all that challenging or complicated.
 

Lijik

Member
Got this game finally earlier this month and made a handful of levels, so Im gonna dump em on yall:

8DE9-0000-0218-F9F6.jpg

Ore Refinery Plant - Mario explores a cavern and comes across a strange Ore Refinery Plant! Can he outwit the dastardly Foreman? Theres also an earlier version thats a bit more bullshitty near the end here.
https://supermariomakerbookmark.nintendo.net/courses/8DE9-0000-0218-F9F6

75EB-0000-0222-0E50.jpg

Goomba Attack on the Pipe Temple - Can you protect the ancient temple from a Goomba invasion, and find the four hidden red artifacts to boot?? Legend says there are dangerous chambers deep in this temple to test ones mettle! Theres also an earlier version thats a bit more bullshitty near the end here.
https://supermariomakerbookmark.nintendo.net/courses/75EB-0000-0222-0E50

One For The Sisters - The first 8 stages of the original c64 Great Giana Sisters remade into one course. The stage layouts and secrets are kept as accurate as possible, but the ? boxes probably arent accurate.
https://supermariomakerbookmark.nintendo.net/courses/A5A4-0000-0215-E283

D6AA-0000-0217-A8A9.jpg

Wizard's Castle - The first stage of 1994 dos platformer Hocus Pocus remade in Mario Maker. I thought it would translate pretty well with the new red coins, but trying to keep it as 1:1 as possible led to some weird compromises. idk if this stage will hold any value if you’ve never played the original game.
https://supermariomakerbookmark.nintendo.net/courses/D6AA-0000-0217-A8A9

Up & Out - Wanted to explore vertical level design. Mario climbs to the top of a tower, but finds more than he bargained for on the way back down. Theres an optioanl five red coins in the second half of the stage as an extra challenge if you're into that.
https://supermariomakerbookmark.nintendo.net/courses/82E8-0000-0222-119E

Hope yall check some of em out, and Im definitely going to start goin back through this thread to play stages!
 

Nerrel

Member
I revised my ghosthouse level to be longer. It's now the length I wanted originally, but I'm worried the premise might lose some fun if it's extended too much. I planned to have two entirely separate red coin hunts in two areas, but the game apparently pools all the coins in the entire level together, so it had to be like this. Thanks to everyone who played the first version, let me know if this one is better:
Ghost Hunt 2
4A04-0000-0224-2AE7_full.jpg



Sorry for not quoting again, but most of these are buried by now...

Andrew - Infested-
Pretty fun, brief challenge. It reminds me of some of the NSMBU challenges. It has the tough, trial and error quality that a lot of courses do, but the bite size length keeps it from being frustrating. I'd like to see you build on that swarm idea... I think it'd be fun to have a short gauntlet of swarm rooms, each with different goals.

The_col - Mr. Chomp's Fortress -
This was a really fun, well designed level. I enjoyed it a lot except for the final gauntlet; I got stuck on the part above the falling platforms where you have to bounce off the chomps without hitting the stars. I think it would make it funner if you put a hidden coin block or something in the pit so that if you fall you have a way up instead of just being doomed to die and start again.

Jacob - The Red Menace
This one was fun and well laid out. I recall it being a little easy for my tastes, I think a few more challenges would go far.

Tony P. - MEGAfied DX: OIL Oppression!
This one was tough but enjoyable. I died more times than I wanted to, but I always wanted to try again. Fun, well designed level.
 

tkscz

Member
2 new videos of GAF made levels

https://www.youtube.com/watch?v=PxS7P2ryGTw
Levels played

Finishing gBlues' To the Center of the TARDIS

Curious Caverns by Eviltasan


https://www.youtube.com/watch?v=360wCyuCDxc

Level's played:
Treacherous Cavern by Rizzi

Boo's Friendly Fortress by Rizzi
 

Ranger X

Member
Common guys, a full day and nobody cleared this level ??
I didn't think its really hard. Certainly not as much as my "Now That's A Skull Ride" or again "Fortress of Confusion".


Its true that our levels also receive much less plays nowadays but anyhow. Would love to see it cleared by a Gaffer! A world record around 16 seconds can also be achieved in there. ;)


Mario Wants To Be A Giant

WVW69jHli_cYI1xPs0



WVW69jHlkmsd2KFlug



WVW69jHlkFokw1pMK2



WVW69jHliZQypdCAyM



:)
 

Bydobob

Member
Level Title: Spiny-tingling Fortress

ID: 6888-0000-0221-705C

Bookmark: https://supermariomakerbookmark.nintendo.net/courses/6888-0000-0221-705C

6888-0000-0221-705C_full.jpg
6888-0000-0221-705C.jpg



A challenging run through a crumbling fortress. Lots of spin jumping, wall jumping, and spin wall jumping! You only have 30 seconds on the clock and you'll need it all! I was in the middle of making a new course and ended up making some challenges that were tougher than I'm going for, so I decided to put them in their own likely super-expert course.

This was a fun and devious level, but I had a problem working out where to jump at times.

First of all, I had no idea there was a spike hidden in the lava, and because it is invisible I wasn't sure what to make of the arrow - it's pointing towards the wall rather than the spike. It didn't help either that the spike helmet above me was so tantalisingly close that I spent ages trying to catch it. I thought by getting it I could take a hit off the spikes and saws above to reach the wall.

It was only after attempting this by spin-jumping did I accidentally land on the hidden spike. Problem number two, the mushroom, pipe and a Bob-omb was another red herring to where I needed to go, while the arrow behind the Thwomp is practically hidden until it drops and it's too late. Eventually I figured it out and executed well enough to get to section of saws, again with no obvious path. I stopped at this point, as it began to feel like piecemeal progression through trial and error.

Sorry if this sounds harsh, you're obviously a talented designer but maybe here you've been too clever and not thought about dumb-arses like me!

Made a nice simple level.
Mushroom Fields.
8611-0000-0221-C36F.jpg

Nothing really all that challenging or complicated.

A back to basics, run and jump to the finish. I was able to ignore what little challenge there was by stumbling across the vine. Nowt wrong with that as a beginner level. Level could look more interesting visually though.

Up & Out - Wanted to explore vertical level design. Mario climbs to the top of a tower, but finds more than he bargained for on the way back down. Theres an optioanl five red coins in the second half of the stage as an extra challenge if you're into that.
https://supermariomakerbookmark.nintendo.net/courses/82E8-0000-0222-119E

Be careful of trapping players at the top of the screen with your background tiles. Luckily someone has posted a message warning players or a lot of people may end up there. A pretty good level overall though, and fair. Quite a few springs and note blocks sending you upwards before the scrolling catches up, but you've been wise not to put any enemies in the way.


I revised my ghosthouse level to be longer. It's now the length I wanted originally, but I'm worried the premise might lose some fun if it's extended too much. I planned to have two entirely separate red coin hunts in two areas, but the game apparently pools all the coins in the entire level together, so it had to be like this. Thanks to everyone who played the first version, let me know if this one is better:
Ghost Hunt 2
4A04-0000-0224-2AE7_full.jpg

Questionable checkpoint aside (it's right near the start and frankly not necessary), I enjoyed this one. I liked the section where you use the kameks to clear a path, and the coins were set up in places that encouraged a variety of movement. I feel Yoshi was somewhat under utilised though.

Common guys, a full day and nobody cleared this level ??
I didn't think its really hard. Certainly not as much as my "Now That's A Skull Ride" or again "Fortress of Confusion".


Its true that our levels also receive much less plays nowadays but anyhow. Would love to see it cleared by a Gaffer! A world record around 16 seconds can also be achieved in there. ;)


Mario Wants To Be A Giant

I didn't come close to 16 seconds, but did as you asked! Good level overall, and I thought the Metroidy mechanic with the Mega mushroom was neat. Your level does expose an issue with having checkpoints and red coins in the same level though. Basically the game doesn't remember the red coins you collected, so even if you've activated the door and die, you need to retrace your steps and collect them all again. This was a source of some frustration, and probably a reason why some players haven't gone on to complete it.
 

Ranger X

Member
Basically the game doesn't remember the red coins you collected, so even if you've activated the door and die, you need to retrace your steps and collect them all again. This was a source of some frustration, and probably a reason why some players haven't gone on to complete it.

Actually its not exactly the case. If you die while collecting red coins, they are remembered by the game. If you die with the key, the game doesn't remember the key and you have to redo all the coins. Thing is, its why I explicitely made the last red coin to be near the door and there's no ennemies or spike or anything to die on between when you get the key and reach the door. Also, once you open the locked door once, its impossible you need to open it again because right when you cross the door, you're imprisoned in the mini-room where the huge mushroom is with no way to die. This means you need to break the room and after that, if ever you need to shroom back, you don't need to use the key ever again. This was all thought out to minimise the impact of how the checkpoint actually saves the game.

Now, the worse than can happen to a player is to lose the big shroom while reaching bowser. You need to either take the door again if you near the end (bringing you back at the shroom) or again, you dial back a little in the level and reach that green door that is like in the middle of the level and serves the only purpose of also bringing you right back to the beginning where the shroom is.

I don't expect people to grasp all this right away of course. But if they know their game or try the level a couple of time, they gonna realise they only have, at worse case, some minimal backtracking to make.

Oh by the way, if you want to speedrun the level, let me give you a hint --> There's a special "way" to go through the level for speedrunning. Its subtle but it makes you skip quite everything and even get to bowser without the huge schroom!

:)
 

Lijik

Member
Be careful of trapping players at the top of the screen with your background tiles. Luckily someone has posted a message warning players or a lot of people may end up there. A pretty good level overall though, and fair. Quite a few springs and note blocks sending you upwards before the scrolling catches up, but you've been wise not to put any enemies in the way.

Its a hard thing to work around, since I wanted the level to have the same layout for both portions (although I wound up cheating the cannons for the scrolling half). I hoped the doors and being at the "top" of the section would dissuade players, although I probably should have used arrows to make it clearer. Thanks for the feedback!!
 

RagnarokX

Member
This was a fun and devious level, but I had a problem working out where to jump at times.

First of all, I had no idea there was a spike hidden in the lava, and because it is invisible I wasn't sure what to make of the arrow - it's pointing towards the wall rather than the spike. It didn't help either that the spike helmet above me was so tantalisingly close that I spent ages trying to catch it. I thought by getting it I could take a hit off the spikes and saws above to reach the wall.

It was only after attempting this by spin-jumping did I accidentally land on the hidden spike. Problem number two, the mushroom, pipe and a Bob-omb was another red herring to where I needed to go, while the arrow behind the Thwomp is practically hidden until it drops and it's too late. Eventually I figured it out and executed well enough to get to section of saws, again with no obvious path. I stopped at this point, as it began to feel like piecemeal progression through trial and error.

Sorry if this sounds harsh, you're obviously a talented designer but maybe here you've been too clever and not thought about dumb-arses like me!
Thanks for playing.

There is no hidden spike in the lava. What happens is the spiny helmet falls into the lava and you bounce off of it as it sinks. The arrow is just to give you an indication of where you will bounce from, but you really don't need to do much other than hold the spin jump button, dash, and right at the right time. It makes more sense for the arrow to tell you where to bounce to since spin jumping to that arrow in the lava is pretty much the only thing you can do.

I put the rest of the arrows in that section there to let you know that you needed to wall jump. It doesn't matter that you can't see the thwomp coming because it's never a danger to you. It gives you plenty of time to perform the wall jump. It shouldn't take long for anyone to figure out that the mushroom and pipe are off limits at that time because I made it super impossible to even get close to making that seem like a viable option and the arrows are there.

As for trial and error... well, yeah. It's a super expert speed run course that is only 30 seconds long. If you go any slower than full speed or make any mistakes you will die (the WR currently is 29.683), and the level is so fast that it's impossible to know what's coming up next, but it shouldn't take more than a few deaths each time to figure out what your mistake was. That's just the way these kinds of levels work. This level is pretty forgiving compared to other levels like it since it doesn't give you many options and it doesn't troll you or require super advanced skills. With these kinds of levels it doesn't hurt to watch a clear video first since figuring out what to do on your own isn't as important as executing it.

Really the only hard part is the part where you have to ride on the flying spiny for a few seconds, because you have to dodge the spikes it shoots out and doing so takes a LOT of precision.

Glad you got some enjoyment out of it, at least :)

I just uploaded this slightly less daunting version of it: https://supermariomakerbookmark.nintendo.net/courses/88DA-0000-0225-EA6D
 
Had to do a minor fix and reupload Yoshi is the Key to Success due to a defect I found which nerfed part of the first P-Switch task and also to fix some spacing on one of the key coins which would have allowed the player to cheat a bit, the updated bookmark link was added to the original post below:

My first Key door stage is done:

y59TYcR.jpg


https://supermariomakerbookmark.nintendo.net/courses/7D30-0000-0225-F109

2892-0000-021F-06EA.jpg


2892-0000-021F-06EA_full.jpg


-Platform action puzzler which requires skillful use of Yoshi and the Cape in order to collect all the key coins.

-Two secret areas, two alternate exits to the goal and four collectible 1-Ups.

-Reset doors are by the primary key tasks so the player can start over as many times as they need. I also moved the first checkpoint flag back a bit and added an additional reset door next to it which takes the player back near the beginning of the stage in case they missed any coins. Before it was still possible to backtrack and get all the coins just not as accommodating as it is now.

I had a lot of fun making this stage and tried to pack it with fun extras for the player to explore and discover if they wish. I'd appreciate feedback, and feel free to recommend a stage for me to play.
 

Bydobob

Member
Actually its not exactly the case. If you die while collecting red coins, they are remembered by the game. If you die with the key, the game doesn't remember the key and you have to redo all the coins. Thing is, its why I explicitely made the last red coin to be near the door and there's no ennemies or spike or anything to die on between when you get the key and reach the door. Also, once you open the locked door once, its impossible you need to open it again because right when you cross the door, you're imprisoned in the mini-room where the huge mushroom is with no way to die. This means you need to break the room and after that, if ever you need to shroom back, you don't need to use the key ever again. This was all thought out to minimise the impact of how the checkpoint actually saves the game.

Now, the worse than can happen to a player is to lose the big shroom while reaching bowser. You need to either take the door again if you near the end (bringing you back at the shroom) or again, you dial back a little in the level and reach that green door that is like in the middle of the level and serves the only purpose of also bringing you right back to the beginning where the shroom is.

I don't expect people to grasp all this right away of course. But if they know their game or try the level a couple of time, they gonna realise they only have, at worse case, some minimal backtracking to make.

Oh by the way, if you want to speedrun the level, let me give you a hint --> There's a special "way" to go through the level for speedrunning. Its subtle but it makes you skip quite everything and even get to bowser without the huge schroom!

:)

Thanks for explaining. I don't remember the layout of the coins well enough but at one point I reached the checkpoint after missing a coin near the beginning, and rather than trek back I restarted. Also, what might be "the last red coin" to you assumes that people have seen and collected all the others first. The level is pretty open and it's quite possible to miss a coin en route.

At least you put a shortcut in place so dying after getting Mega Mario is relatively painless.

Its a hard thing to work around, since I wanted the level to have the same layout for both portions (although I wound up cheating the cannons for the scrolling half). I hoped the doors and being at the "top" of the section would dissuade players, although I probably should have used arrows to make it clearer. Thanks for the feedback!!

Yeah, the doors were enough for me, I see one and usually go straight to it, but others like searching for secrets.


Thanks for playing.

There is no hidden spike in the lava. What happens is the spiny helmet falls into the lava and you bounce off of it as it sinks. The arrow is just to give you an indication of where you will bounce from, but you really don't need to do much other than hold the spin jump button, dash, and right at the right time. It makes more sense for the arrow to tell you where to bounce to since spin jumping to that arrow in the lava is pretty much the only thing you can do.

To think after all my goes I never noticed I was actually jumping off the helmet! Very clever indeed. I still think the arrow would be better served pointing diagonally downwards towards it rather than away towards the wall. It's pretty obvious you need to wall jump as there's nowhere else to go.

I put the rest of the arrows in that section there to let you know that you needed to wall jump. It doesn't matter that you can't see the thwomp coming because it's never a danger to you. It gives you plenty of time to perform the wall jump. It shouldn't take long for anyone to figure out that the mushroom and pipe are off limits at that time because I made it super impossible to even get close to making that seem like a viable option and the arrows are there.

Ok, but think about it from this perspective. You see this huge Thwomp falling onto a plethora of question blocks, with a Bob-omb, pipe and mushroom below right. It doesn't immediately occur to you it is off limits because you're thinking "why else would he put all this stuff there?". Like I said the arrow pointing right is mostly hidden behind the Thwomp.

As for trial and error... well, yeah. It's a super expert speed run course that is only 30 seconds long. If you go any slower than full speed or make any mistakes you will die (the WR currently is 29.683), and the level is so fast that it's impossible to know what's coming up next, but it shouldn't take more than a few deaths each time to figure out what your mistake was. That's just the way these kinds of levels work. This level is pretty forgiving compared to other levels like it since it doesn't give you many options and it doesn't troll you or require super advanced skills. With these kinds of levels it doesn't hurt to watch a clear video first since figuring out what to do on your own isn't as important as executing it.

I'm well acquainted with these type of levels, try my Near Miss level if you get a chance ;)
 

Junahu

Member
Recently my young nephew (only just turned 3 last week) has been trying to play video games every time he comes over to visit. It has given me a lot of insight into how very young kids approach challenges. More notably though, I've realised that none of the games I own are even remotely playable to him, not even stuff that's supposed to be for kids, like Kirby. He's yet to learn stuff like conditional timing, failstates, or symultaneous input, so even something as basic as jumping over an enemy is frustrating to him.

I decided to create a level in Mario Maker that he could finish, without just making it a straight line devoid of challenges. The key problem is that I couldn't rely on him recognising hazards, nor could I include things that require special timing or moving while jumping. The level had to look natural and not patronising, but it also had to give my nephew as much time as he needed to overcome each hurdle in the stage.
While I succeeded, and he can indeed finish the level unaided, this level SOMEHOW has a 42% completion rate. Everyone who played the level completed it, but a couple of people tried to speedrun the stage, contributing a disproportionately unfair number of deaths.

A level for toddlers (no really)
 

UlaWeylin

Neo Member
Recently my young nephew (only just turned 3 last week) has been trying to play video games every time he comes over to visit. It has given me a lot of insight into how very young kids approach challenges. More notably though, I've realised that none of the games I own are even remotely playable to him, not even stuff that's supposed to be for kids, like Kirby. He's yet to learn stuff like conditional timing, failstates, or symultaneous input, so even something as basic as jumping over an enemy is frustrating to him.

I decided to create a level in Mario Maker that he could finish, without just making it a straight line devoid of challenges. The key problem is that I couldn't rely on him recognising hazards, nor could I include things that require special timing or moving while jumping. The level had to look natural and not patronising, but it also had to give my nephew as much time as he needed to overcome each hurdle in the stage.
While I succeeded, and he can indeed finish the level unaided, this level SOMEHOW has a 42% completion rate. Everyone who played the level completed it, but a couple of people tried to speedrun the stage, contributing a disproportionately unfair number of deaths.

A level for toddlers (no really)

Cool story. It looks quite complicated for a 3-year old to complete, but good on you and him. How long did it take for him to grasp playing Mario and how long did it take him to complete the level?
 

Junahu

Member
Cool story. It looks quite complicated for a 3-year old to complete, but good on you and him. How long did it take for him to grasp playing Mario and how long did it take him to complete the level?
Thanks a lot. He's been trying to get a grasp on playing games for a while now, so he has a good handle on which inputs move the character. The issue has always been the fact he can't press a button while moving at the same time, which renders every platformer under the sun unplayable to him. This level was my attempt to draw him into making that kind of complex input naturally.
While the level looks a little overwhelming, most of it is just visual fluff to give him stuff to look at as he progresses; just walking to the right will never ever kill Mario in this level.

It took him around 4 minutes to complete the level, with one death caused by his thumb slipping off of the analogue stick while he was on a donut bridge. In hindsight, leaving donut platforms over death pits was rather dangerous, but he did recognise why the death happened and as a consequence reacted very quickly to the penultimate jump of the level (where a donut platform drops you down to a lower platform if you take too long)
 

Ranger X

Member
Ok looks like I was inspired and pull out another. This one is a try at some original theme and while not being "hard" per see, this level is meant to be navigated carefully.


THE HAUNTED SWAMP

21C5-0000-0228-A98A.jpg



Any feedback is greatly appreciated! Have fun!
 

RagnarokX

Member
Level Title: Temple of the Golden Donut

ID: C12B-0000-022A-FC1F

Bookmark: https://supermariomakerbookmark.nintendo.net/courses/C12B-0000-022A-FC1F

C12B-0000-022A-FC1F_full.jpg


Description of Gameplay Elements with Screenshots:

Mario investigates an ancient temple in search of the treasure contained within.

bDWY8unl.jpg

First he must traverse the outside walls which are overgrown with vines and man-eating piranha plants.

KHaUVsQl.jpg

Once inside the temple he quickly locates the fabled golden donut! That sure was easy and it sure has been quiet... too quiet... Well, let's touch it!

p7zdJEql.jpg

Oh no! It was a trap! Down Mario goes!

eJGsHG8l.jpg

Mario must avoid lava pits, podoboos, and the native sledge bros as he escapes with his perilously purloined prize!

OC39cufl.jpg

The sledge bros won't give up without a fight!

Lxq5n9ml.jpg

This course features a constant rumble cam after pilfering the key of the golden donut. This is achieved by this very simple but effective mechanism that causes a thwomp to be in a constant state of pounding the ground.

Y02LmU1l.jpg
PnqUwHpl.jpg

There are secrets to find, such as this yoshi and 3 pink coins which will allow you to access a propeller mushroom.

G1OP71Nl.jpg

Both can help you skip the fight at the end of the level and go straight for the goal!

yckNv04l.jpg

This course has also been designed with speed running in mind. Apart from 1 section where you need to wait for the way forward to open you can blaze through the level almost non-stop. You will need triple jumps to dodge the sledge bros and reach the goal pole and skip the fight! My best time is 41 seconds; can you beat it?!

Hope everyone enjoys!
 

Bydobob

Member
Big thanks to those who played my boy's levels, especially [GAF] Clarke who starred every one! It made his afternoon.

He'll return the compliment and play some GAF levels on his next 'game day'
if he isn't grounded
 
Absolutely sick of the costume skins. With NX delayed until 2017 the community more than ever needs real update packs with extra themes and more power ups for SMB 3 and NSMB. Tezuka needs to crack the whip on the dev team again, I'm still salty he had to force them just to get Yoshi included in the game because they thought it'd be too hard.

Sorry for not being active lately I blame twilight princess and pokemon rubis for my lack of diligence.

This level was supposed to be sent after the coin update but I really had trouble making the level come together.
Unchained Chomp's Prison
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64A5-0000-021D-967C_full.jpg

As I said in my Miiverse comment this is a great stage with very smart construction on the
puzzles. Sometimes I find hardcore puzzle stages to be a bit too demanding but even though this one was hard I never got frustrated and never gave up partly because the traps were so clever that I kept wanting to see whatever new event the level was going throw at me, the stage does a good job of gently pushing the player forward despite its rather high challenge level.
 

Bydobob

Member
Not many people playing levels any more, but here's my latest if anyone's game:

Rhythm is a Piranha
https://supermariomakerbookmark.nintendo.net/courses/E7E0-0000-022F-A7DF
42BF-0000-022F-0C37_full.jpg

Difficulty: Super Expert

Bop those Piranha plants out of the way to reach the finish within the 30 second limit!

This is a 'die and retry' level that places a premium on rhythm and jump-timing. Hopefully you'll enjoy the ride as much as I enjoyed making it. It was liberating going back to making a stripped down, focused level after my last concoction.
 

Nosgoroth

Member
It's been a while since I made a level! Have Calamity Circuitway:

WHBtO0b.jpg


I was going for an eerie theme. I tried using non-functional tracks to connect all platforms for aesthetics and to subtly convey information to the player. The platforming is on the hard side and purposefully a bit uncomfortable -- the jumps flow wrong and it feels unsafe. There's also a bit of (non-fatal) misdirection near the end. Taking the top of the pole is harder than wimping out and taking the lower half.

It ended up quite cool, I'd say.

EDIT: A link might be helpful, right?
 

Mael

Member
I have a new level incoming, I'm just ironing the kinks and there's another in the pipeline with a concept I had looking at logos of smm vids online.
In the mean time, feedbacks!

MARIO WANTS TO BE A GIANT

- Grab all the coins and complete the level as giant Mario
- Speedrun the level under 25 seconds
- Complete the level with 50 coins (55 of you count red coins)

75B4-0000-0222-C8B8.jpg


Have fun! I'd love to receive any feedback.
This one gave me a bit of trouble, managed to get all the coins (I think that's required).
Didn't make it as giant mario in the end.
I revised my ghosthouse level to be longer. It's now the length I wanted originally, but I'm worried the premise might lose some fun if it's extended too much. I planned to have two entirely separate red coin hunts in two areas, but the game apparently pools all the coins in the entire level together, so it had to be like this. Thanks to everyone who played the first version, let me know if this one is better:
Ghost Hunt 2
4A04-0000-0224-2AE7_full.jpg

Like I said on miiverse, really liked this level.
Not too short, I dunno but I think I find the old version easier.
Really like the kamek dispenser, really cool idea.

Okay, few of mine from recent weeks. Play-tested by torturing 12-year olds with these.

Red Coin Redemption Underwater
Code: 792C-0000-0225-7F22
792C-0000-0225-7F22.jpg

792C-0000-0225-7F22_full.jpg

This one I'll have to come back to, I didn't find the checkpoint if there's any which isn't helping...
I managed to get stuck at a place near the beginning, there's a message there.
Also underwater is not my forte -_-'
5A & mahdoton
Code: 7BD7-0000-0219-A372
7BD7-0000-0219-A372.jpg

7BD7-0000-0219-A372_full.jpg

Really scratched the surface on that, I kinda ran through it, I liked the multiple conveyor belts

One of the first levels I made is still the most popular I have, here:

1-1: Super Mario GAFWorld
Code: CD0C-0000-004A-C8AF
CD0C-0000-004A-C8AF_full.jpg
I kinda ran through that one, a bit too busy for a 1-1, really liked it, there's really more to it than what I played. I actually went to an exit of a secret passage but couldn't make my way back.
Recently my young nephew (only just turned 3 last week) has been trying to play video games every time he comes over to visit. It has given me a lot of insight into how very young kids approach challenges. More notably though, I've realised that none of the games I own are even remotely playable to him, not even stuff that's supposed to be for kids, like Kirby. He's yet to learn stuff like conditional timing, failstates, or symultaneous input, so even something as basic as jumping over an enemy is frustrating to him.

I decided to create a level in Mario Maker that he could finish, without just making it a straight line devoid of challenges. The key problem is that I couldn't rely on him recognising hazards, nor could I include things that require special timing or moving while jumping. The level had to look natural and not patronising, but it also had to give my nephew as much time as he needed to overcome each hurdle in the stage.
While I succeeded, and he can indeed finish the level unaided, this level SOMEHOW has a 42% completion rate. Everyone who played the level completed it, but a couple of people tried to speedrun the stage, contributing a disproportionately unfair number of deaths.

A level for toddlers (no really)

Nice level, barely any bottomless pits, nice level really.

Liked that level, the secret passage was not too obvious and rewarding.
Like this level, the boss at the middle point is weird considering it's literally the last boss of smb3.
Would have like a lengthier ending to go with it.

Ok looks like I was inspired and pull out another. This one is a try at some original theme and while not being "hard" per see, this level is meant to be navigated carefully.


THE HAUNTED SWAMP

21C5-0000-0228-A98A.jpg



Any feedback is greatly appreciated! Have fun!

Fun level! The concept is clear and the keys are not too well hidden.
Really well made atmosphere on this one.
The coin arrows could have been regular arrows then again maybe it would have been too obvious.
Also I have no idea why but I can never comment on your levels.

On the theme of kids I finally gave my 7 year old a NNID yesterday after months of him begging to play "real people" online in Smash. Well, it turned out the first thing he wanted to do was release his SMM levels! Here are 3 of his best, see what you think:

https://supermariomakerbookmark.nintendo.net/profile/smashjnr?type=posted
I'm going through the levels, they're not really hard but they sure as hell are better than the stuffs 100 Mario throw at me.
For smm players' collective sake ask him to do more.
the concepts are interesting and the execution is not bad at all.
The end part of brothers of doom is a bit confusing for some reasons.

There's more feedback coming.
 

Ranger X

Member
Thanks Mael, am glad you had some fun in there.

I am holding on some level feedback because I even wonder if half the peeps are still reading this thread. Maybe I should spit it out like you did anyways...
I dunno
 

Mael

Member
As I said in my Miiverse comment this is a great stage with very smart construction on the
puzzles. Sometimes I find hardcore puzzle stages to be a bit too demanding but even though this one was hard I never got frustrated and never gave up partly because the traps were so clever that I kept wanting to see whatever new event the level was going throw at me, the stage does a good job of gently pushing the player forward despite its rather high challenge level.

Woah thanks!
I feel like the ending was a bit too punishing (a friend put more than 30 min on this level due to the ending). The hardest part is always making sure you're never stuck, it's true on all types of level but on puzzles it's harder as you can be stuck if you miss something.
I used some bugs to do some shortcuts for testing purposes, they're explained in a mandatory path so I feel like it's ok.

Not many people playing levels any more, but here's my latest if anyone's game:

Rhythm is a Piranha
https://supermariomakerbookmark.nintendo.net/courses/E7E0-0000-022F-A7DF
42BF-0000-022F-0C37_full.jpg

Difficulty: Super Expert

Bop those Piranha plants out of the way to reach the finish within the 30 second limit!

This is a 'die and retry' level that places a premium on rhythm and jump-timing. Hopefully you'll enjoy the ride as much as I enjoyed making it. It was liberating going back to making a stripped down, focused level after my last concoction.

HOLY CRAP! That was intense and HARD! I got the bad habit of spinning in midjumps, that threw for a loop in this level something fierce.
If it wasn't so fun I wouldn't have finished it.

Just uploaded my first attempt at a "desert" themed complete with a bunch of pesky, roaming, makeshift "Pokeys" I made for the player to contend with:

Pokeys in the Desert

https://supermariomakerbookmark.nintendo.net/courses/A3A5-0000-0231-AF4F

A3A5-0000-0231-AF4F.jpg


-Key door stage with easy-medium difficulty, meant to be more laid back

-One hidden shortcut to the exit

-1 secret "daredevil" mini area and two hidden 1-ups

I think I got the shortcut, I didn't get all the red coins so I feel like I need to come back to it!
e: okay I got the other path, it was great.
It really felt like the kind of desert level you find in mario games with passageways with pyramids and underground damp interiors.
really nice! Feels like I kinda prefer the way people make the theme fit rather than just be given the theme just like that.
Thanks Mael, am glad you had some fun in there.

I am holding on some level feedback because I even wonder if half the peeps are still reading this thread. Maybe I should spit it out like you did anyways...
I dunno

Please provide the feedbacks it's still interesting to read even if it's someone's else level.
And I feel like there's 3 phases in SMM :
- You play random levels on 100 Marios and you get 1 or 2 gems in a sea of never ending crap.
- You play Gaf levels and they're fun and you provide feedbacks on how fun they were
- You make a level and try to iron all the kinks like it's the last level you'll ever make till you get a new idea.

So yeah,the more levels are posted the better I'd say.

e : And final feedback for now :
It's been a while since I made a level! Have Calamity Circuitway:

WHBtO0b.jpg


I was going for an eerie theme. I tried using non-functional tracks to connect all platforms for aesthetics and to subtly convey information to the player. The platforming is on the hard side and purposefully a bit uncomfortable -- the jumps flow wrong and it feels unsafe. There's also a bit of (non-fatal) misdirection near the end. Taking the top of the pole is harder than wimping out and taking the lower half.

It ended up quite cool, I'd say.

EDIT: A link might be helpful, right?

Wow you weren't kidding when you said it was rather unsafe.
I was merely grinning like an idiot because I thought I was ready for the end, the fakeout poured a cold shower on me,
I had to redo the level and do it the proper way.
Really great level and distinctive visuals too.
That's always the part I feel like I'm missing in my levels

e2:
Okay, few of mine from recent weeks. Play-tested by torturing 12-year olds with these.

Red Coin Redemption Underwater
Code: 792C-0000-0225-7F22
792C-0000-0225-7F22.jpg

792C-0000-0225-7F22_full.jpg

ok, 1rst thing : CHECKPOINT.
Checkpoint saves the red coins you get and there's a loop in the level so clearly if you missed some or all coins you could still finish the level
As it is, this level is far too punishing due to all the pitfalls there is.
 

Bydobob

Member
I'm going through the levels, they're not really hard but they sure as hell are better than the stuffs 100 Mario throw at me.
For smm players' collective sake ask him to do more.
the concepts are interesting and the execution is not bad at all.
The end part of brothers of doom is a bit confusing for some reasons.

Thanks for taking such an interest Mael. He has another 50+ levels to unleash on the public, but I haven't played them all, and precisely because of the 'players collective sake' I want to approve them first (I've set a passcode to prevent him posting ;)).

Like most kids his age he has a short attention span, so there are a lot of half-finished ideas and gimmicks in his levels that could do with refinement. I've taken the decision not to edit anything however, it defeats the point and anyway the boy is capable enough to stand on his own feet. His username should also give people a clue.

He actually taught me something about SMM recently: if you knock on a door in level creator mode enough times Mario opens up and pops his head out! Doing it never gets old.


HOLY CRAP! That was intense and HARD! I got the bad habit of spinning in midjumps, that threw for a loop in this level something fierce.
If it wasn't so fun I wouldn't have finished it.

Glad you enjoyed the challenge!
 
I think I got the shortcut, I didn't get all the red coins so I feel like I need to come back to it!
e: okay I got the other path, it was great.
It really felt like the kind of desert level you find in mario games with passageways with pyramids and underground damp interiors.
really nice! Feels like I kinda prefer the way people make the theme fit rather than just be given the theme just like that.

Thanks Mael, glad to hear you enjoyed both the structure of the stage and its theme. I was inspired to make the stage one night when I was thinking how disappointing it is that Pokeys aren't an enemy type in the game so I thought, "Hmm, I wonder if it's possible to make imitation Pokeys?" something I'd never even thought of before but decided to take a shot at and am glad I did. Always appreciate both your feedback and enthusiasm for the game! :)
 

Ranger X

Member
Ok here's some feedback. Hopefully half of you guys are still around lol



DARING DUNGEON DASH
EA3A-0000-01CB-A504.jpg


I like this level. Short and sweet. The events in there were well planned and I would never have made a dash level to autoscroll. But you made it work, that's what is cool. The only real flaw to this level is that its damn short. I'd play something like this for longer. Might even try myself at it since its been a long time I actually made a dash level...




OLD SCHOOL SUPER MARIO (plains)
7A28-0000-00E0-E466.jpg


Another good course. You can't be deceived by most Gaffers I guess. ;)
Its very SMB1 style, maybe a bit more cramped than a real level though and definetely longer and harder than what would be a "first level". I should play this series and the Metroid one soon.



THE DRY BONES STRONGHOLD
8076-0000-01DD-6950.jpg


Its nice to play levels that aren't just gimmick but simple levels keeping it traditional. Well done here again, I got nothing to complain about. Not the most original level but enjoyable all through. Will definetely try your other stuff.
 

Lijik

Member
I've been meaning to sit down and a write a feedback post for a while but keep forgetting to. Better late than never:

Here's my first one in a long while:
Ghost Hunt


I had a lot of fun using red coins. My goal was to make a non-linearish level to explore with some of the tricky puzzle vibe that ghost houses should have but without being long winded like some ghost houses can. There are really only two paths to take, but I really like the structure of it. The red coins allow for dramatically different levels now that you can incentivize exploration.
The loop-structure of the level's two parts is really satisfying. The disparate ideas wind up feeling like an organic path, and it never feels like a chore to go back to look for missing coins.I didnt really pay attention much to the stage thumbnail so it was really cool to go "alright well I'll go up here first and see where this right path goes later" and realize that I had circled back to where I started.

This level was supposed to be sent after the coin update but I really had trouble making the level come together.
Unchained Chomp's Prison

I guess you can cheese the end part in some way otherwise it's downright evil.
It's probably the 1rst level I tried to make without an obvious easy path,
tell me how you liked it or if it was really way to obtuse.
Seriously no one I demoed the level was able to finish it and they didn't get what path I wanted them to take so I added pointers although I feel like it's now a little too obvious.
You can bypass some parts with some bugs I guess.
I didnt find the level obtuse at all! While I didnt figure everything out right away, there was enough room to experiment and puzzle out what to do without feeling lost for too long.

MARIO WANTS TO BE A GIANT

- Grab all the coins and complete the level as giant Mario
- Speedrun the level under 25 seconds
- Complete the level with 50 coins (55 of you count red coins)

75B4-0000-0222-C8B8.jpg


Have fun! I'd love to receive any feedback.

I really liked this level! My one issue is I think the fire cheepcheep winds up making the last chunk of the stage unfair. Bowser's flames are random and the moving platforms can wind up out of sync, which when combined with the fire cheepcheep creates a lot of deaths that felt out of my hands. Its possible to kill the cheepcheep with a koopashell but I didnt find that easy to repeat. Wound up cheesing to get to Bowser as giant Mario by going back through the door just to mitigate the issue, which is a bummer because "replaying" the stage as him is the coolest part.

Ok looks like I was inspired and pull out another. This one is a try at some original theme and while not being "hard" per see, this level is meant to be navigated carefully.


THE HAUNTED SWAMP

21C5-0000-0228-A98A.jpg



Any feedback is greatly appreciated! Have fun!

This level was so fun that when i figured out the location of everything, I replayed it to shave off all the time I spent dying. Im curious what the intended method is to get the door above the bullet bill launchers? I kept feeling like I was doing it wrong

Recently my young nephew (only just turned 3 last week) has been trying to play video games every time he comes over to visit. It has given me a lot of insight into how very young kids approach challenges. More notably though, I've realised that none of the games I own are even remotely playable to him, not even stuff that's supposed to be for kids, like Kirby. He's yet to learn stuff like conditional timing, failstates, or symultaneous input, so even something as basic as jumping over an enemy is frustrating to him.
A level for toddlers (no really)

This is a cool idea for a stage that I think you executed really well! Something I really dug about this stage was how you used springs to help teach jumping

Okay, few of mine from recent weeks. Play-tested by torturing 12-year olds with these.
5A & mahdoton
Code: 7BD7-0000-0219-A372
7BD7-0000-0219-A372.jpg

7BD7-0000-0219-A372_full.jpg

Kept dying on this level so I wound up checking out that various paths. My favorite wound up being staying in the upper areas as much as I could

Dug the stage, felt very Nintendo-like in its construction! I wish there were more instances where bouncing off the wigglers was required, but it doesnt detract from the stage.

Like I said in my Miiverse comment, I loved that there was an overworld portion to still trek through after the big fight with Bowser. I agree with Mael that Id have liked more to that section.

Here's my first stab at a vertical level, Tall Tower, Tiny Hero, featuring Chibi Robo. I've tried to make it pretty easy, but there's an optional 10 red coins that get progressively more difficult to get. I'm hoping for a Normal rating but I'm probably nowhere near! ;)

KaQJbRZ.jpg


https://supermariomakerbookmark.nintendo.net/courses/102B-0000-01FF-894E

Loved how the challenge gradually builds with each room. It scales really well. The red coins after the checkpoint proved too difficult for me, but I'd like to give it another shot sometime.
 

RagnarokX

Member
Course: 8 Minutes, 5 Numbers, 1 Code

ID: 85C5-0000-0234-C196

Bookmark: https://supermariomakerbookmark.nintendo.net/courses/85C5-0000-0234-C196

85C5-0000-0234-C196_full.jpg


Description of Gameplay Elements: Kiavik asked me to design a passcode system for him for a level he was making. I designed some prototypes for him, but I grew fond of one of the designs he didn't pick and wanted to make a level using it.

The first main room of this course is the room where you enter the passcode:
tMMHcUZh.jpg


You have to hit 5 of these 8 ?blocks in the correct order to beat the level.

Going through the pipe in the center of the passcode entry room takes you to the second main room:
hlbpqYXh.jpg


Each of the doors leads to a set of 4 paths each corresponding to the 8 arrows (one for each direction):
1HBBrGxh.jpg


On each path you complete small fun challenges/puzzles like this:
GsyxLhch.jpg


Playing through the level will reveal the code you need to input in the main room, but I won't spoil how ;)
 

Seventh

Member
I haven't played in awhile, but watching people stream made me want to come back and make some levels again. Here's my first real attempt at a puzzle level. There's 4 sections each with a different puzzle. This will most likely become a Super Expert level. If you're aware of the tricks though it will probably be pretty easy. FYI: there are no hidden blocks in the level.

Title: Trapped
Level code: 78BA-0000-0235-E003

UJxq9Uq.jpg
 

KingBroly

Banned
I'm making an Automatic level right now, and making one REALLY gives you respect for all of the people that make them. They are super hard and tedious to make. Every time you test something you have to test it from the beginning of the level to make sure the timing is right, otherwise you could easily fuck it up.

Is my level going to be any good? It might. Lots of close calls so far.
 
Ok looks like I was inspired and pull out another. This one is a try at some original theme and while not being "hard" per see, this level is meant to be navigated carefully.


THE HAUNTED SWAMP

21C5-0000-0228-A98A.jpg



Any feedback is greatly appreciated! Have fun!

The theme of this stage is right up my alley, nice atmospheric level with an engaging door puzzle and just the right length, loved it. Also, the stage does a good job on guiding the player as to
when and where they need to use the Raccoon leaf.
 

UlaWeylin

Neo Member
Course: 8 Minutes, 5 Numbers, 1 Code

ID: 85C5-0000-0234-C196

Bookmark: https://supermariomakerbookmark.nintendo.net/courses/85C5-0000-0234-C196

85C5-0000-0234-C196_full.jpg


Description of Gameplay Elements: Kiavik asked me to design a passcode system for him for a level he was making. I designed some prototypes for him, but I grew fond of one of the designs he didn't pick and wanted to make a level using it.

The first main room of this course is the room where you enter the passcode:
tMMHcUZh.jpg


You have to hit 5 of these 8 ?blocks in the correct order to beat the level.

Going through the pipe in the center of the passcode entry room takes you to the second main room:
hlbpqYXh.jpg


Each of the doors leads to a set of 4 paths each corresponding to the 8 arrows (one for each direction):
1HBBrGxh.jpg


On each path you complete small fun challenges/puzzles like this:
GsyxLhch.jpg


Playing through the level will reveal the code you need to input in the main room, but I won't spoil how ;)

Wow! Your levels really are on another level. I sometimes wonder what your real life occupation is. This was one of the better levels I have played period. Good job as always.
 

Mael

Member
New Level:

Mole Mansion

WVW69jL7Mx8LiAUGXx

659F-0000-0238-D129_full.jpg


It took me forever to finalize this level.
I put the finishing touches and posted it.
To get everything it's actually harder than it look.
It's one of these levels where multiple exits would make sense.
Basically what did the moles end up doing when they finished remodeling their old mansion...

I haven't played in awhile, but watching people stream made me want to come back and make some levels again. Here's my first real attempt at a puzzle level. There's 4 sections each with a different puzzle. This will most likely become a Super Expert level. If you're aware of the tricks though it will probably be pretty easy. FYI: there are no hidden blocks in the level.

Title: Trapped
Level code: 78BA-0000-0235-E003

UJxq9Uq.jpg

For easier access can you edit your message with the smm bookmark link?
It's this
 
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