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Super Mario Maker |OT| Miyamoto Simulator 2015

I recently hit the 500 star mark so now have a healthy five medals, whoo! A lot more people have been playing my stages and surprisingly I have even been getting a larger than usual amount of stars from Japanese players, feels good. One more stage before I take a needed break from the game so I can focus on Star Fox Zero:

White Out on Snifit Base

CEB3-0000-0238-3072.jpg


Bookmark:

https://supermariomakerbookmark.nintendo.net/courses/CEB3-0000-0238-3072

A color themed easy-medium difficulty action stage with two key doors. This is meant to be a short, mostly for-fun, "Special World bonus finale run" feeling kind of stage where the player can kick back and have fun killing the enemies and exploring the level but the key door tasks add a very light puzzle element. The second hidden 1-Up is very deviously hidden and will take real "gonzo" attitude to find, all I will say. ;)
 

RagnarokX

Member
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.

I'm pleased you enjoy my levels. Thanks! :D

As for my occupation, I provide 1:1 behavior therapy for children with autism.
 
Bowser's Wild Ride

This is my Automatic Mario level. It's short, so I'd like a play and some feedback because this is my first Automatic Mario level.

Really enjoyed it, good job on both the theme and the design. As I said in my Miiverse comment it's very well done and fun to watch unfold (which isn't always true of automatic stages). And I kept stubbornly retrying until I was able to steal the world record. :p
 
Hey all, I haven't made a level in many months, but I cranked this one out today:

88C2-0000-023C-0B89.jpg

Fire Cheep Chase

I'm sure the idea's been done before, but it's an old concept I had way back when I first got the game and just now have sat down to actually attempt it.
 

Oidisco

Member
Alright it's been like 6 months since I last made a level but my Niece reaaaaallllly wanted me to make her a new one, so here it is:

The Pink Coin Castle
AFDA-0000-023D-4839
AFDA-0000-023D-4839.jpg

AFDA-0000-023D-4839_full.jpg


It's not my best work and it's not too difficult, but my Niece loves it so I guess mission accomplished.

Also here's a code for a level that she made a couple months ago.
7515-0000-01A8-9DA5

It's honestly a much better level than mine.
 

Dimentios

Member
Heaven's Keep (887A-0000-007F-C5A0)
Sunken Airship (2053 0000 0012 5786)

Oh, lol. Thank you very much. Yeah, I tend to make levels, which are a bit easy. Sometimes a bit too easy. Sunken Airship is actually my first level ever created (back in september on launch). Never expected that people would actually find/play this old relict. Haha.

Edit: Nevermind me, I quotet a post back from January. I may or not may be drunk.

I played RagnarokX' Course: 8 Minutes, 5 Numbers, 1 Code and it was pretty much awesome. Very cool Idea and execution.

I also played a zelda dungeon themed level with bombs, vines, piranha-plants,
the boot as dungeon item,
and other stuff. Don't know if it was a neogaf or reddit level. It was great too. Fun time.
 
Does anyone remember my Mario 3-style remake of Mega Man 1 from last October? Here it is again in case you haven't or wanted to give it another look.

Anyway, I wanted to attempt a follow-up, but rather than do the obvious thing of remaking Mega Man 2, I decided to go in a more unorthodox direction. The result is MEGAfied DX, an "expansion pack" that adds four new levels. In keeping with the running Mega Man 1 theme, these stages were inspired by both Mega Man Powered Up for PSP and Mega Man: Dr. Wily's Revenge for Game Boy. The first two levels were posted a couple months ago, and now the project is finally complete!

I've made these levels tougher and more dense than the original ten, taking even more creative liberties than before. They aren't perfect by any means -- I'm not 100% happy with how the Oil Man and Time Man stages turned out, which is why I waited a while before tackling the final two and and focusing all my efforts on their implementation.

I hope you guys give these a go! As always, feedback is appreciated!

---

Bowser Jr.'s Revenge!

The Koopa Empire has fallen, the Power Star Tree has been recovered, and Bowser now answers for his crimes in a Mushroom Kingdom prison. However, Bowser Jr. managed to escape after his confrontation with Mario in Factory Koopa, and his whereabouts remain unknown...

Several months later...

The Mushroom Kingdom is once again under siege! Bowser Jr. has amassed a small underground faction and powered them up far beyond the Empire's battle strength during the previous invasion. It wasn't thought possible, but it seems the Koopa heir has discovered how to germinate new Power Stars even without the magic soil of the Power Star Tree grove. This is terrible!

Does Mario have the gumption (and the finely stitched overalls) necessary to thwart Bowser Jr.'s revenge?


OIL Oppression! (ID: 6FE3-0000-01FB-27FE)

The Mushroom fields have been ravaged in the Koopas' search for oil! Can you wreck their repellent refinery, or will they drink your milkshake instead?


TIME Trapped!? (ID: CE99-0000-01FB-2C3B)

Koopa scientists have been doing time experiments, and should they complete their research, any hope of victory will become a faded memory. Scale their time tower, but watch out for temporal traps! Say, didn't you come through this way already?


ENKER Ensemble! (ID: 3F27-0000-023E-6B30)

The Koopas are done taking Mario lightly and thus have been hard at work devising new obstacles and weapons to use specifically against our pasta paladin. Deep within an underground silo is a new crop of "Mario Killers" waiting to be unleashed. Stop them before their development is complete!


Tower Terminus! (ID: 98CD-0000-023E-6D1B)

It's safe to say that Bowser Jr. is no longer living in his father's shadow. He's a serious threat and must be stopped. It's hero time!
 

KingBroly

Banned
Just completed my 4th Super Expert playthrough. It got pretty rough near the end. It feels like I can get through 3 levels fairly consistently, but after that, it's a skip fest.

Also, I'd say European-made levels tend to be the best on average. German and Swiss levels especially. I can't remember the last time I played a bad one. As opposed to Japanese levels who clearly seem to hate everyone.

The levels I hate the most are the ones that start out great but just completely fall apart in the last part because they feel they need to be challenging or trick players. There was this one level that I played today that just completely soft-locked me out of the blue, which caused me to find more soft-locks and other stuff that made me not wanna star it by the end. It's frustrated to get invested in a level only for it to screw you over.

Also, levels that rely on extremely flimsy RNG to move forward can go to Hell. You didn't think about it, you beat it once and said 'yup, that's good enough' when in reality it's not.
 

cyba89

Member
New Patch is out:
Ver. 1.43
  • The Star Ranking list in Course World has been changed to display courses that have received the most stars relative to the number of people who have played them.
  • Previously, when searching for courses in the Star Ranking list, results could be set to either “Weekly” or “All-Time” but will now be limited to “All-Time.”
  • “Super Expert” difficulty has been added to the difficulty filters when searching for courses.
  • This update (ver1.43) must be downloaded and applied in order to use the Internet features of Super Mario Maker.
http://en-americas-support.nintendo.com/app/answers/detail/a_id/15184/~/how-to-update-super-mario-maker

Not sure why they removed the Weekly search option. But Highlight course selection seems to be greatly improved now. It's not full of automatic and music levels anymore.
There's also a new costume menu.
 

KingBroly

Banned
New Patch is out:

http://en-americas-support.nintendo.com/app/answers/detail/a_id/15184/~/how-to-update-super-mario-maker

Not sure why they removed the Weekly search option. But Highlight course selection seems to be greatly improved now. It's not full of automatic and music levels anymore.
There's also a new costume menu.

Probably because less courses are being uploaded nowadays, maybe.

I completed my FIFTH Super Expert run last night...and to my dismay...I'm still missing one costume, so I have to do yet another Super Expert playthrough ;_;

Nintendo should put in an algorithm that deletes any level that kills you in the first second without moving. That'd eliminate like 90% of all Super Expert levels. Funnily enough, they removed the Sideways Spring Glitch, which allowed me to see how poor a person could make a level past the first trap.
 

dno_1966

Member
Apologies if it's already been mentioned before but I played a really cool level over the weekend called Super Mario Slot 0CFD 0000 01B0 5D86. After a few goes to figure out how to complete it and being amazed by it, I downloaded it to check it out in the editor and it's like she created some sort of Mario Supercomputer! It's well worth a look, especially if anyone out there can figure out how it works!?
 

cyba89

Member
After a few weeks of not playing Mario Maker regulary I just did a Super Expert run to unlock the last missing costume (
besides the Expert Gnat Attack one *grrr*
) and the level selection was very solid. Only skipped two or three levels and star-ed 5 out of the 6 levels I completed. Mostly solid levels without any Lakitu-sniping, Hammer Bros-spam or blind jump bullshit. Had over 50 lives left at the end.

Now Expert Gnat Attack costume is back to haunt me as the only missing one in the grid.
 

shaowebb

Member
Been awhile, but I decided to bring back some silliness with my stage called

Obstructed View
3fFSksm.jpg

1NThbKt.jpg

1438-0000-0247-2bec

I am so sorry for the jump at the end. Have fun laughing at this one. Its not super hard just your view is (and no its not a leap of faith ever). I discovered that red cannons filled with a coin with wings results in a stream of coins everywhere so putting those on tracks creates wild patterns of coins that can make it difficult to time jumps. Also discoverd that giant red winged wigglers will jump super high and that winged kuribo shoes can jump super far if you hold down the button. Threw a bunch of this in for some wild jumps and silly vision challenges. Hope you guys have fun.


Also here is my old track with a less than 2% clear rate with only 2 wins out of 100+. Its an expert track, but really its not hard. Just silly as well.
I used flying sideways springboards and various other bouncy things to create really really wild patterns if you start kicking turtle shells. The challenge is to make it through and not get hit by a ricochet if you kick something. Its not random patterns though. The patterns are set and very manageable. Just dont panic or it gets hilarious. Its fun to watch the shells bounce honestly.

Bounce Town
N6DwUDH.jpg

01hAAZP.jpg

D6F9-0000-0121-20A2
 

Ranger X

Member
Ok, this new level is an attempt at creating a Kaizo type of level.
A friend of mine complained that nothing can stop him and that my levels were easy so this should shut is mouth pretty good. And hopefully a good load of GAF mouths. :p
Are you up for the challenge?


THE JIMBOTRON

WVW69jPcwuojMoxVjm



Have fun
dying...
 

John-Andrew7

Neo Member
Hello all,

I mainly made an account just to share my level here :p

I've being fine tunning this level for about a week. There are some parts where you have to run and jump (following the coins) to get the most satisfaction out of it.

I named it: Saving Grace
CD96-0000-0247-4647

NPxLid3.jpg

Enjoy :)
 

RagnarokX

Member
Level Title: Heart of Barkness

ID: 020E-0000-024A-EA71

Bookmark: https://supermariomakerbookmark.nintendo.net/courses/020E-0000-024A-EA71

Description of Gameplay Elements:

Mario explores a cave full of chain chomps that have gone barking mad, literally! Dodge the puppies and their momma in this fun course! Find all of the pink coins to see a special area!

This course uses sound to give enemies new life. Kiavik asked me to do something with a music block sound effect not many know about as he was at a loss of how to utilize it, so I made this course. Special thanks to Kiavik for the feedback and support :D

This course is dedicated to my cat who died this Thursday at the ripe old age of 16. RIP, Kitty ;_;7


020E-0000-024A-EA71_full.jpg


KDLMw49.jpg
 

KingBroly

Banned
I have a short gimmick level that I'm sure will be deleted by Nintendo due to the level's title.

Metroid Is Dead

I feel like I could've added a bit more flair to it, but it's something I had kicked around as an idea for such a long time that I kinda just wanted to get it out of my mind. I'll also say that the first half is harder than the first half.
 

Ranger X

Member
Someone did beat the level. Someone from Canada, Piment8.
Is this a Gaffer?



Ok, this new level is an attempt at creating a Kaizo type of level.
A friend of mine complained that nothing can stop him and that my levels were easy so this should shut is mouth pretty good. And hopefully a good load of GAF mouths. :p
Are you up for the challenge?


THE JIMBOTRON

WVW69jPcwuojMoxVjm



Have fun
dying...
 

Nerrel

Member
Here's a flying course loosely based around the wing cap level from 64, because I can never get enough of that sweet cape action:
Flying for 8 Red Coins
3CF8-0000-024C-FC5E.jpg
3CF8-0000-024C-FC5E_full.jpg



I have a short gimmick level that I'm sure will be deleted by Nintendo due to the level's title.

Metroid Is Dead

This is a lot of fun; it's not often that you get to deliberately harm yourself over and over. I also sympathize with the subject... I noticed that there are places where it's possible to get through without damage, which might make for a nice challenge on replays.

Level Title: Heart of Barkness

ID: 020E-0000-024A-EA71

Bookmark: https://supermariomakerbookmark.nintendo.net/courses/020E-0000-024A-EA71

This is a very fun one, the barks were really well used. I got stuck at the point towards the end where chomps keep dropping down from above, but it wasn't insurmountable or anything. It just felt like a difficulty choke point... I'm not sure if I'd want it changed or not, but it is suddenly very tough. Spin jumping like mad got me through it.


This is also a fun course, I had a good time trying to find the final door. Good use of the keys, and I like that you can fly, climb vines or bounce off of bullets or koopas to ascend the mushrooms.
 

KingBroly

Banned
This is a lot of fun; it's not often that you get to deliberately harm yourself over and over. I also sympathize with the subject... I noticed that there are places where it's possible to get through without damage, which might make for a nice challenge on replays.

Yeah, I know that you can make it past
the Thwomps and the Spikes at the end
without taking damage. I really thought that for the first part it reward players who took their time and give them a break if they screwed up and tried to make it back. For the last part, you're kinda supposed to do that as like a gotcha moment, but you'd still get it in the end, so to speak.

And the
Power-Ups at the end are 100% a pick your poison ending
 

RagnarokX

Member
This is a very fun one, the barks were really well used. I got stuck at the point towards the end where chomps keep dropping down from above, but it wasn't insurmountable or anything. It just felt like a difficulty choke point... I'm not sure if I'd want it changed or not, but it is suddenly very tough. Spin jumping like mad got me through it.
Glad you liked it :D

All of the chomps follow the exact same path in that part, so all you have to do is look at where the next safe spot to stand is. You let the chomps go over you, look at where the next safe spot is, move there, repeat. You should only get hit if you're impatient.
n5PEWo2.jpg

You can stand/crouch in these spots and the chomps will never touch you.
 

UlaWeylin

Neo Member
In Fire We Trust
Course ID: 001C-0000-0215-BFFB

Here is my latest creation, In Fire We Trust.

"Mario has been trapped inside Bowsers Castle. A winged Podoboo by the name of Bulle de Lave Jr. is out to avenge the death of his father, the late great Bulle de Lave. Has Mario's past finally caught up to him? It's up to you to guide Mario to his safety through narrow paths and fiery hazards while being chased by Bulle de Lave Jr."

This level has you being chased by a winged Podoboo. Patience and awareness of your surroundings is a must if you want to complete this level. Please try it out and I hope you like it.

iDgHe8D.png
 
So, I took an extended hiatus from this game after playing it a great deal at launch last year.

I'm looking to dive back in this summer and the first place I thought to go to for level recommendations was this thread.

Is there any quick reference available for some of the most recommended levels on GAF?
 

Ranger X

Member
So, I took an extended hiatus from this game after playing it a great deal at launch last year.

I'm looking to dive back in this summer and the first place I thought to go to for level recommendations was this thread.

Is there any quick reference available for some of the most recommended levels on GAF?

I'd page back the thread. There was a guy posting a list regularly but it doesn't seem updated since a long time
 

Nerrel

Member

Quality stages all, I had already played the final battle but the other two were new to me. I like how the ghost house keeps you on edge and requires you to inch forward to see the next platforms. The Mario 3 castle was a good authentic-style course, my only complaint is that after beating the first Bowser he was still stunning and shooting fireballs through the wall after going through the door. It'd probably be impossible to separate those areas enough to stop that now, though.


This is damned good, but I wish there had been two POW blocks in the chain chomp fight instead of one, since the pipes in this game are often slow or inconsistent with items. Otherwise, really great designing.
 

TheMoon

Member
Hey, is it possible to take a screenshot on the Wii U? How do I do it?

From my Xenoblade X OT:
How do you take screenshots on Wii U?

To post 720p screenshots, hit HOME, go to the web browser, go to your preferred image hoster (imgur.com/abload.de are recommended), click the "browse" button and then pick either the TV or GamePad screen and upload. Ideally you should have an account so you can easily access your uploaded pics via the gallery on your computer.

Or just use Miiverse for 480p shots like the rest of the world.
 

Ranger X

Member
Ok here's a new level for you Gaffers.
This one both a traditional level and a dash level. You can complete it without braking, full running while just managing the jump. This also lets your skip the boss and snatch the world record in time.

You can also complete the level traditionally, find and complete the multiple sub-rooms wich are "puzzle-ish" and beat the boss at the end of the level. Basically, there's good stuff for beginners, intermediate players and also those who wants a challenge. Have fun!!


SKY MUSHROOM BRIDGES
- Dash your way through and skip the boss
- Find and complete all the secret puzzle rooms
- Beat the boss

WVW69jT0po0WE4fjDb
 

Nerrel

Member
Here's a quick and simple classic style one, just with some tougher track dodging:
Shrapnel Sky Ride


I don't know why, but everything I design ends up branching into two paths. Maybe next time I'll focus on a level that only has one deliberate way....


I played this the traditional way and found it to be an "OK" level... not as interesting as your other courses. I think it's definitely geared more towards the speed running option, which I forgot to try. The boss was very good, though.


I only just now got around to playing this, but it was a lot of fun. Very interesting visuals and good pacing and enemy placement.
 

mylesg13

Neo Member
It took waaaay longer than I ever expected it to... but I finished my full 40 level Mario Adventure. Not sure if many people are still playing this, but if you're in the mood for some Mario, give em a try!

Here are the details:
- 8 themed worlds with 4 levels apiece and a boss at the end
- To get the proper experience, download them to your world grid and play them as full worlds. This makes lives carry over and all that.
- Aiming for a moderate difficulty level overall. I'd say the first world is a pretty easy, whereas World 8 and many of the special stages have some teeth... nothing is kaizo level though.
- Loads of hidden secret rooms - each level has at least one!
- A hidden key in each level that is acquired by finding the 3 hidden pink coins (star coins anyone?). Collect all 4 keys in each base world to unlock...
- 8 Special stages! One per world. Of course you can just play these as bonus levels or whatever you like... but finding the keys to "unlock" them is more fun :)
- NSMB themed... I know some people hate this theme for some reason... but I think it works well with what I was trying to make. Maybe I'll do a conversion to one of the other themes some day...

Bookmark link:
https://supermariomakerbookmark.nintendo.net/profile/MylesG?type=posted

World List:
World 1: Mushroom Hills
World 2: Wiggling Woods
World 3: Cape Chomp
World 4: Mount Monty Climb
World 5: Sly Dry Dock
World 6: Donut Skyland
World 7: Fire & Ice Pipeworks
World 8: Koopa Cave Hideaway

Let me know what you think!

Cheers.
 
White Out on Snifit Base


Bookmark:

https://supermariomakerbookmark.nint...0000-0238-3072

I only just now got around to playing this, but it was a lot of fun. Very interesting visuals and good pacing and enemy placement.

Thanks for the feedback, glad you enjoyed it. I'll definitely check out another of your stages, unfortunately it's going to be awhile because I decided I'm not playing Mario Maker again until I finally get 100% on my Woolly World file, ha.
 

KooopaKid

Banned
I never went back to finish my Super Mario Planets series, one last level was missing to make 2 full worlds. I wanted the last level to be a shoot-them-up but couldn't come up with something fun.
I scrapped this idea entirely and went in another direction using the new update and red coins.
So this is probably my final contribution to Super Mario Maker.
Here's the final level: Planet 2-8

Super Mario Planets - Planet 2-8 :
https://supermariomakerbookmark.nintendo.net/courses/EECF-0000-0260-779B
EECF-0000-0260-779B.jpg


EECF-0000-0260-779B_full.jpg



Here's the previous ones as a reminder:

Super Mario Planets - Planet 2-7 :
https://supermariomakerbookmark.nintendo.net/courses/0E82-0000-0197-4E78
0E82-0000-0197-4E78_full.jpg

Super Mario Planets - Planet 2-6 :
https://supermariomakerbookmark.nintendo.net/courses/493B-0000-0190-995E
493B-0000-0190-995E_full.jpg

Super Mario Planets - Planet 2-5 :
https://supermariomakerbookmark.nintendo.net/courses/4D19-0000-0175-91B4
4D19-0000-0175-91B4_full.jpg

Super Mario Planets - Planet 2-4 :
https://supermariomakerbookmark.nintendo.net/courses/F061-0000-0125-3206
F061-0000-0125-3206_full.jpg

Super Mario Planets - Planet 2-3 :
https://supermariomakerbookmark.nintendo.net/courses/6417-0000-0104-450B
6417-0000-0104-450B_full.jpg

Super Mario Planets - Planet 2-2 :
https://supermariomakerbookmark.nintendo.net/courses/BF46-0000-00E6-1C99
BF46-0000-00E6-1C99_full.jpg

Super Mario Planets - Planet 2-1 :
https://supermariomakerbookmark.nintendo.net/courses/8C82-0000-00D8-5AD8
8C82-0000-00D8-5AD8_full.jpg

Super Mario Planets - Planet 1-8 :
https://supermariomakerbookmark.nintendo.net/courses/724C-0000-00D8-20EC
724C-0000-00D8-20EC_full.jpg

Super Mario Planets - Planet 1-7 :
https://supermariomakerbookmark.nintendo.net/courses/843C-0000-00D8-1C3A
843C-0000-00D8-1C3A_full.jpg

Super Mario Planets - Planet 1-6 :
https://supermariomakerbookmark.nintendo.net/courses/AFC4-0000-00D8-1A94
AFC4-0000-00D8-1A94_full.jpg

Super Mario Planets - Planet 1-5 :
https://supermariomakerbookmark.nintendo.net/courses/E075-0000-00D8-0EAB
E075-0000-00D8-0EAB_full.jpg

Super Mario Planets - Planet 1-4 :
https://supermariomakerbookmark.nintendo.net/courses/E821-0000-00D8-0939
E821-0000-00D8-0939_full.jpg

Super Mario Planets - Planet 1-3 :
https://supermariomakerbookmark.nintendo.net/courses/D319-0000-00D8-01A3
D319-0000-00D8-01A3_full.jpg

Super Mario Planets - Planet 1-2 :
https://supermariomakerbookmark.nintendo.net/courses/E400-0000-00D7-FE58
E400-0000-00D7-FE58_full.jpg

Super Mario Planets - Planet 1-1 :
https://supermariomakerbookmark.nintendo.net/courses/A058-0000-00D7-FA3D
A058-0000-00D7-FA3D_full.jpg


As usual I will play a few levels from others as well and then, I'm probably done with SMM :)
Thanks everyone for playing!
 

KooopaKid

Banned
Time for some feedback!

Here's a quick and simple classic style one, just with some tougher track dodging:
Shrapnel Sky Ride

Nice course, a bit short and easy for me. The start is harder than the end.

Bookmark link:
https://supermariomakerbookmark.nintendo.net/profile/MylesG?type=posted

World List:
World 1: Mushroom Hills
World 2: Wiggling Woods
World 3: Cape Chomp
World 4: Mount Monty Climb
World 5: Sly Dry Dock
World 6: Donut Skyland
World 7: Fire & Ice Pipeworks
World 8: Koopa Cave Hideaway

I just tried 1-3 and 8-2 to get a sample of your work and they were both well designed if a bit too classical. 8-2 was also way too easy to be the last world. They lack a bit of surprises.

Alright it's been like 6 months since I last made a level but my Niece reaaaaallllly wanted me to make her a new one, so here it is:

The Pink Coin Castle
AFDA-0000-023D-4839
AFDA-0000-023D-4839.jpg

AFDA-0000-023D-4839_full.jpg


It's not my best work and it's not too difficult, but my Niece loves it so I guess mission accomplished.

Loved it! Perfect difficulty and classic Nintendo level design. Good work!
 
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