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Super Mario Maker |OT| Miyamoto Simulator 2015

mylesg13

Neo Member
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.

Thanks for playing man. I take "too classical" as a compliment as that's sorta what I was going for anyway. You did probably pick the more traditional levels of the bunch though... I think I have some good surprises mixed in :)

Difficulty is something I struggled with a bit... it actually seems like I tuned world 7-3, 7-4, 8-3, 8-4, and the last few special levels a bit too tricky. People seem to like the easy levels and dislike the hard ones lol. I definitely made 8-S wayyy to hard (almost nobody has cleared it) =/

If anyone is interested in playing a sampling, my personal favourite levels are these ones:
1-4, 2-3, 2-4, 3-2, 4-4, 5-1, 5-2, 5-4, 6-2, 6-4, 7-3, 7-4, 8-3, 8-4, 1-S, 2-S, 3-S, 4-S, 8-S
Those ones have the most unique mechanics I think.

Sorry to see that you're done with the game... hopefully you come back for Mario Maker 2 though :)

I'll play through your series tonight.

Cheers.
 

KooopaKid

Banned
Ah ah just beat your 4-S level (New Record yeah!), same ideas as in my 2-8 level ;)

Ok I played all you S levels now and they were indeed more fun :) Still very well designed and fair. I only died 4 or 5 times while playing all of them and 2 times was because I was a bit too reckless ^ ^. So they are still a tad on the easy side for a Mario expert like me :) Only level 7-S had the feeling of a true S level.
Nice placements of lives and power-ups. Great work on those levels :D
BTW, I didn't clear level 8-S either because the scrolling is so sloooow that it's a pain to retry.
 

Ranger X

Member
You guys are very courageous to have done a series. I'll have to play them all
I wanted to make a series myself but its already hard to cummulate 50 unique plays so that's not encouraging.
 

mylesg13

Neo Member
Ok - finished the first 8 planet series levels. They're all really fun and creative, with some interesting mechanics I haven't seen used elsewhere yet. They all have a very Mario Galaxy vibe to them which was cool. Lots of neat puzzles too.

I definitely see why you found my levels easy, cause these are getting super tough! 1-8 was particularly exhausting to get through as I'm not overly great with the cape I guess.

I'm not sure if I'll manage to clear 2-1... but I will keep trying =D Almost bounced to the #2 so far...
 

KooopaKid

Banned
Ok - finished the first 8 planet series levels. They're all really fun and creative, with some interesting mechanics I haven't seen used elsewhere yet. They all have a very Mario Galaxy vibe to them which was cool. Lots of neat puzzles too.

Did you get this vibe by yourself or did you see my previous posts?
Either way, I'm very happy you thought so because that's the goal I had in mind, trying to transfer the "one original mechanic per level/blob of land" concept of Super Mario Galaxy to 2D and Super Mario World :)
Thank you so much for playing my game! ;)
 

jholmes

Member
I saw the Hello Kitty costume and thought it would be funny if there was a really mean, sorta Kaizo-esque level built around Hello Kitty. The result is Goodbye Kitty. It's not full-on kaizo because I just don't have the heart for that, but it is pretty hard and even a bit cruel once or twice. It's more than beatable though. Please enjoy.




Also I've added Chain Chomps Chase by Cisco to my community showcase (last seen here), so give that a shot.



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.

Oh, I should mention I played this and it's really good! I don't have a lot of feedback because I haven't played a ton of new stages, but this balances the thrill of the chase well with a fair difficulty. It feels tougher than it is, which is great. Definitely recommended.
 

mylesg13

Neo Member
Did you get this vibe by yourself or did you see my previous posts?
Either way, I'm very happy you thought so because that's the goal I had in mind, trying to transfer the "one original mechanic per level/blob of land" concept of Super Mario Galaxy to 2D and Super Mario World :)
Thank you so much for playing my game! ;)

Yup - lots of floating islands and each level feeling like a self contained world focusing on some unique mechanics... very Mario Galaxy. Way more difficult though ;-)
 

Mael

Member
It's going to take me a while to catch, isn't it?
I totally blame Zelda TP, Pokemon X, Witcher 3 and e3.
And of course my lack of ideas for new level.
I kinda feel like after a while the level you can make tend to be harder and harder till you get to make death traps for expert players or something.
To get back to basics, I tried to redo a SML2 level (pumpkin zone 1).
It's a surprisingly nice exercise and the level is fun and everything.
I'll try to catch up the on the levels you posted and comment as I advance in the backlog...


Btw I'd like some feedback on this level if possible,
Mole Mansion

WVW69jL7Mx8LiAUGXx

659F-0000-0238-D129_full.jpg




e: ok 1rst part of the backlog
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 ;)

Ok, The level makes sense to me now.
I had a little trouble progressing in this level.
It became clear when I began to clear part of the paths.
It kind of gives me an idea on how to use keys but that would prove less interesting than what you did here.
I like how all the challenges organically mesh together really well

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

The 1rst part is easy then I got stuck I guess, I'll keep trying.

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. ;)

Congrats on the stars!
I didn't find the other 1up so I guess I know what I'll do :p
Fun level really beautiful and cohesive.

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.

Nice autoride, I didn't know it was one so I nearly messed up :lol
If you want to continue on autolevel I'd tell you to play with multiple types of enemies and see how it goes.
 
Congrats on the stars!
I didn't find the other 1up so I guess I know what I'll do :p
Fun level really beautiful and cohesive.

Thanks Mael, really appreciate your feedback. :) I promise I'll play another of your stages after I come back to the game once my time with Woolly World is done.
 

Mael

Member
feedback again, I'm going to play them all edition!

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.

Nice fire cheep level, required precision and thinking ahead to avoid all the obstacles, the ending was epic, got nearly killed!
If I had a criticism it would be that you could use a mystery mushroom instead of regular mushrooms for reward.
I know it's a bigger punishment to lose my costume than just lose super mario.
Otherwise it's great!

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?

Really nice level, kinda got hanged up trying to bypass some hazard to no avail.
The boss at the end is great but I feel like it would be more fun with SMW moveset.
the cohesiveness of the level is fantastic!

Thanks Mael, really appreciate your feedback. :) I promise I'll play another of your stages after I come back to the game once my time with Woolly World is done.

Thanks!
Good thinking on Wooly world, some great designs there! I feel like it's one of my fav amiibo implementation to boot.
kinda want to see all the yoshi designs in the end
 

Mael

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.

your level was nice although the donut part is the hardest.
the bosses one after another can be discouraging if you don't know what you're doing.
Your niece level was awesome!
Great pacing and everything with a limited number of foes.
really great.

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!

I really liked that series of level,
Great designs, dense but never to busy, great balance and ramping of difficulty.
The boss with launching turtles proved a challenge and the less fun part of the levels but still everything high quality.
If you have more of this please keep them coming they're awesome!
 
Oh, I should mention I played this and it's really good! I don't have a lot of feedback because I haven't played a ton of new stages, but this balances the thrill of the chase well with a fair difficulty. It feels tougher than it is, which is great. Definitely recommended.

Nice fire cheep level, required precision and thinking ahead to avoid all the obstacles, the ending was epic, got nearly killed!
If I had a criticism it would be that you could use a mystery mushroom instead of regular mushrooms for reward.
I know it's a bigger punishment to lose my costume than just lose super mario.
Otherwise it's great!
Oh, I completely forgot I posted this level in here, but it's always great to hear feedback. I kinda feel like I've run out of good ideas for levels so I haven't touched the game since Fire Cheep Chase much.

As for the "reward," if my memory serves me right the only block that gives out a power up in the level outside of the initial mushroom actually has a Fire Flower in it if you're big, mostly just to let people see how it doesn't work on the fire Cheeps.
 

UlaWeylin

Neo Member
Here is a level I made a few weeks ago.

Flipped-turned upside down 1-1.

Bookmark: https://supermariomakerbookmark.nintendo.net/courses/82C2-0000-0259-A773

This is a regular level turned upside down and flipped from left to right. I always wondered what that would be like, so I made a level. It's medium-to easy difficult and in the end you have the option of going straight for the flag or playing the the level "the right way".
(The preview has the "right way" shown, Flipped-turned Upside Down part is in the sub-world).

Please try it out, and I hope you like it.

g59PlR7.jpg


On a side note, yesterday I logged on and saw this. 216 plays and 13 stars overnight. That's... a lot of plays. The majority of those who played it are from Japan, so I'm thinking it has been featured somewhere. Has any gaffers seen my level somewhere? Please let me know If you recognize it.

Za34ylc.jpg
 

VandalD

Member



Goodbye Kitty

Also I've added Chain Chomps Chase by Cisco to my community showcase (last seen here), so give that a shot.[/URL]


Played all of these. They're all wonderful. I set the record on all of them but Fire Cheep Chase, so someone should get on breaking those times!
 

BGBW

Maturity, bitches.
Well I tried entering Nintendo UK's contest for a Japan inspired stage to be played at Hyper Japan. It didn't get picked in favour of stages that didn't really have much to do with Japan at all. Oh well.

It was still interesting trying to design a stage around a theme rather than mechanic while still trying to make it feel like a proper platforming level.

Mario's Far Eastern Adventure

https://supermariomakerbookmark.nintendo.net/courses/1390-0000-026C-473D

1390-0000-026C-473D_full.jpg
 
I've been on a hiatus for a long time but I'm thinking of jumping back in and making a level or two. Is the community still active at all or is it mostly dead with no stars being given?
 

Simbabbad

Member
So, I got back to the game. Sure, it has much less plays than before, but if you're patient and don't stay glued to your statistics, it's still fun making levels and get feedback. Also, playing random levels is IMO much more pleasant, now that the hype has faded, there is much less random trash.

I started making new levels that don't belong to series any more (I feel much more free that way), but first, I wanted to revamp or close some series I did. Playing back those and watching death statistics, I found some of the hardest spots weren't warranted, so I improved accessibility on all those levels:



The Mega Man level in particular is now much more accessible.

LINK TO MY SUPER MARIO MAKER BOOKMARK PAGE

I also changed the name and theme of Topsy-Turvy Waluigi levels and gave up making series out of those:


It feels really strange to make levels NOT in the original Super Mario Bros. theme, I have to get used to it.

That's sad to hear. I'm probably still gonna make a few though since I miss making them.
Levels still get played, it's just that you have to be REALLY accessible to have feedback, people aren't as patient as when the game launched.
 

Simbabbad

Member
New update, you can now comment a level without starring it:

WVW69jbGdlE7MKBIX2


Also, it seems you get a warning Nintendo might delete your levels when you boot up, and the reasons why they might do so.
 

Regiruler

Member
New update, you can now comment a level without starring it:

WVW69jbGdlE7MKBIX2


Also, it seems you get a warning Nintendo might delete your levels when you boot up, and the reasons why they might do so.

Hallelujah, now you can give critical feedback.

I may have to start playing again.
 
Hey, all! Made a new course for the first time in a while. I'm not sure how to post the previews from the bookmark page, so here's the title and code:

R.O.B.'s Great Escape: E4AB-0000-0274-01F0

(It may actually work better this way; the included mini-map spoils something I'll describe below)

I've have the idea of a R.O.B stage for a while, where the concept would revolve around him escaping from an attic (framed within a Ghost House setting, naturally). As I finally set to work on it, the level eventually evolved into something resembling an open-ended narrative. I set a number of context clues hinting at the level's story; without spoiling anything, let's just say I had to make the level make as much sense going forward as it does backwards. ;)

I aimed for the difficulty to be intermediate, including some shortcuts, so please let me know how I did there (I'm especially concerned if I made the Paratroopa/Spike Maze sections too hard). Have fun playing it and figuring it out!
 

Simbabbad

Member
New level, this time in the style of Super Mario Bros. 3 (BOOKMARK):



It should be quite easy for most players here, it just wants to be a fun, pleasant and classic Mario level.

Hey, all! Made a new course for the first time in a while. I'm not sure how to post the previews from the bookmark page, so here's the title and code:

R.O.B.'s Great Escape: E4AB-0000-0274-01F0
To make a link it's simple, add your code to "https://supermariomakerbookmark.nintendo.net/courses/", like this:

https://supermariomakerbookmark.nintendo.net/courses/E4AB-0000-0274-01F0
 

Nerrel

Member

This was an interesting idea. Sometimes I felt like the platform and enemy placement wasn't as good as it could have been, but I wouldn't say it was ever cheap. Being able to play the right side up at the end was fun.

I saw the Hello Kitty costume and thought it would be funny if there was a really mean, sorta Kaizo-esque level built around Hello Kitty. The result is Goodbye Kitty.




Also I've added Chain Chomps Chase by Cisco to my community showcase (last seen here), so give that a shot.


Goodbye Kitty
got a quick "nope!" from me, but I couldn't bring myself to quit. It wasn't too long in the end, so I managed to clear it. My criticism would be that you pretty much have to die and take unavoidable hits over and over before memorizing in order to advance, but that's kind of the style and it was well designed for what it was.

Chain Chomp Chase is a neat level. The chomps almost enforce an artificial screen scroll, and it makes for some intense platforming in between.

I'm not even sure if it came from Neogaf, but just in case, I also played Wizards Castle(hocuspocus remix). It really reminded me of old NES games in terms of the visuals and layout, and was generally good 8-bit fun.


______________

I foolishly decided to tweak and update some of my older courses, and now that the player count is near 0 it's hard to put up anything new without the risk of 0 stars and a deletion. Kind of sucks since this was one of my most popular levels back when the player base was still active. If anyone hasn't played this level yet, try it out?
Vineship
 

Oidisco

Member
I've wanted to make another new level for a while now, but I can't think of anything. For now I think I'm just gonna go back through some of my older levels and update them.

Like that Last of Us inspired level really wasn't that great and had some weird difficulty spikes in it. Some parts were kinda cheap where you'd bonk your head off the ceiling while trying to jump over an enemy, so I'm trying to polish it up a bit and see what I should change or remove entirely. Also adding checkpoints cos they're desperately needed.

If anyone cares and wants to give suggestions, this is the level I'm talking about:

Piranha Plant Parasite:
4C22-0000-0095-1AB8

wiiu_screenshot_gamepiojmu.jpg
 

Nerrel

Member
I wanted to make a level where the finish is in the same place as the start. And I did, and this is it:



I think it led to a fun level. Mario 3 has the coolest tileset overall.
 
I've wanted to make another new level for a while now, but I can't think of anything. For now I think I'm just gonna go back through some of my older levels and update them.

Like that Last of Us inspired level really wasn't that great and had some weird difficulty spikes in it. Some parts were kinda cheap where you'd bonk your head off the ceiling while trying to jump over an enemy, so I'm trying to polish it up a bit and see what I should change or remove entirely. Also adding checkpoints cos they're desperately needed.

If anyone cares and wants to give suggestions, this is the level I'm talking about:

Piranha Plant Parasite:
4C22-0000-0095-1AB8

wiiu_screenshot_gamepiojmu.jpg

Actually I thought this was a great level. Fair with a solid theme. The only things I would note is the portions where you are climbing the vines and there is a one block space between 2 jumping Piranha plants is a little tighter than it needs to be. You are adding checkpoints so that is fine.

I played it a while ago but its still a fun level so good job. Gave me some ideas for a level I am currently working on.

I wanted to make a level where the finish is in the same place as the start. And I did, and this is it:



I think it led to a fun level. Mario 3 has the coolest tileset overall.

Good level. Lots of cool speed running elements in there I liked. Only thing I would say is maybe have an arrow pointing out that you actually are suppose to jump on the question blocks and take the top route. I feel it might be confusing to players otherwise. I liked this level. Will check out your other stuff.
 

Oidisco

Member
Actually I thought this was a great level. Fair with a solid theme. The only things I would note is the portions where you are climbing the vines and there is a one block space between 2 jumping Piranha plants is a little tighter than it needs to be. You are adding checkpoints so that is fine.

I played it a while ago but its still a fun level so good job. Gave me some ideas for a level I am currently working on.

Cool, thank you. I actually ended up making a lot more changes than I originally planned. Like that little room where you get the Fire Flower has been changed to a full platforming section where the exit is blocked by Giant Piranha Plants, so you have to find the Fire Flower and back-track to the exit.
I also made some small changes to room layouts and enemy positions. The 1st section of the jumping Piranha plant vine room is a little different, but I kept the second part the same. I considered making it easier, but I figured with the 2 checkpoints added (one of which is directly after those Piranha plants) it might make things a little too easy.

If you're interested, here's the code for the new version:
EF89-0000-027A-8C80

A part of me thinks I may have made the level worse by over-tuning certain sections, but I guess we'll see.

I also still can't think of any ideas for a full new level, so I'm probably gonna update another old level.
 

TheMoon

Member
Cool, thank you. I actually ended up making a lot more changes than I originally planned. Like that little room where you get the Fire Flower has been changed to a full platforming section where the exit is blocked by Giant Piranha Plants, so you have to find the Fire Flower and back-track to the exit.
I also made some small changes to room layouts and enemy positions. The 1st section of the jumping Piranha plant vine room is a little different, but I kept the second part the same. I considered making it easier, but I figured with the 2 checkpoints added (one of which is directly after those Piranha plants) it might make things a little too easy.

If you're interested, here's the code for the new version:
EF89-0000-027A-8C80

A part of me thinks I may have made the level worse by over-tuning certain sections, but I guess we'll see.

I also still can't think of any ideas for a full new level, so I'm probably gonna update another old level.

Yo, we've had this super convenient official website for more than half a year now:

https://supermariomakerbookmark.nintendo.net/courses/EF89-0000-027A-8C80

This is your level. Why don't you use this, make it easy for everyone, including yourself. :)
 

jholmes

Member
Nothing new, just some brief feedback (some of it really overdue):

I foolishly decided to tweak and update some of my older courses, and now that the player count is near 0 it's hard to put up anything new without the risk of 0 stars and a deletion. Kind of sucks since this was one of my most popular levels back when the player base was still active. If anyone hasn't played this level yet, try it out?
Vineship

Got a new one that seems to be getting some good feedback so far:
Molehills out of Mountains:



Fairly dense layout, maybe a couple of moles.

New level, this time in the style of Super Mario Bros. 3 (BOOKMARK):



It should be quite easy for most players here, it just wants to be a fun, pleasant and classic Mario level.

Finally back to some Mario Maker. Made a new level and wouldlove your feedback :)

Jungle Planet

I don't have a lot to say, other than that I played all of these and they're all worth a spin. I feel like my bookmarks page is full of cobwebs it's so neglected. (Ugggh, Jungle Planet went up in February!)

Well I tried entering Nintendo UK's contest for a Japan inspired stage to be played at Hyper Japan. It didn't get picked in favour of stages that didn't really have much to do with Japan at all. Oh well.

It was still interesting trying to design a stage around a theme rather than mechanic while still trying to make it feel like a proper platforming level.

Mario's Far Eastern Adventure

https://supermariomakerbookmark.nintendo.net/courses/1390-0000-026C-473D

1390-0000-026C-473D_full.jpg

Highly recommend this level, the design is strong and the esthetics even better. It feels at once like an homage to Japanese iconography and an authentic Mario level. This should've won your contest! I've added it to my community showcase list, which I'm reproducing below. (If you haven't checked these out, they're fun levels that I recommend that I think need a bit more love. Not a greatest hits list, more of a handful of hidden gems.)

Touch Buzzy, Get Dizzy by Chris
Spiny Mine Glacier by Nick
Beetlemania by Slate
The Runner by Novakobx22
Shippo de Ban Ban! Goomba Coaster by Shin
Rosalina's Night at Bowser Tower by Picard
Infiltrate! Bowser City! by MARUPON
Cavern Of Lost Secrets by ZEROMOUS
Goomba's Safety Hat Emporium by Zeus
Flying Munitions Cache by Mercury C.
Super Mario Bros 2 : World 4-2 by SLA83
The Great Riders of Chomponia by Joe
Sunshine by Elliot
Cannon Crush Rush by KBK
Clownfrontation by SADJ
MTW 3-5 Piranha Tracks by Aidturith
Chain Chomps Chase by Cisco
Mario's Far Eastern Adventure by BGBW~nya

If you wanna try out my stuff, go here.
 

jholmes

Member
My latest is The Golden Paradise Above. It's very easy (it's made as an introduction to the SMW flying mechanic) but it encourages exploration and has a big (but somewhat hard) shortcut for speedrunning. I hope you enjoy.




Just one bit of feedback, still hacking away at the backlog:

I've finally added the changes to Bodacious, along with uploading a new level. Constructive feedback to both will be great:

Bodacious 2.0

F0C9-0000-020B-6CC2

Much improved, and you haven't messed with what worked. I like how you modulate the difficulty with the red coins. I think the design is superb but the difficulty balance is what I'd quibble with. With just one checkpoint, there's basically just one shot at a powerup, which makes the level extra hard. Also, the checkpoint is a little too far away from the last room.

If your idea of fun is dying constantly, you'll love the last room. (And I'm not being sarcastic, I died a ton and I loved it.) This new room is a total beast but it's fantastic. The difficulty is amplified by being so far from the checkpoint. But I love how you've exploited the central mechanic and this level just shines with polish now. Highly recommended to anyone up to the task.
 

jholmes

Member
A quick couple pieces of feedback:

It's been a while since I made a level, but I did a small one today:

Right way - Wrong way

Its a shot stage, based on 2 mechanics. First choose the right path of 7-1 of SMB, and dealing with Skewers and fire bars. Its short so there are no checkpoints.

I don't know that I've seen anyone really attempt an SMB castle throwback, especially with this mechanic, so despite being really derivative of the original it feels very fresh in Mario Maker. Well worth a play.

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....

This is almost a great level but I feel like the overabundance of power-ups means the stakes are far too low. You can tank just about every obstacle and easily win. I really like the design otherwise though.
 

jholmes

Member
Ladies and gentlemen, excuse the bump but I wanted to draw a little bit of attention to something. We're two weeks away from the one-year anniversary of the release of Mario Maker, and I for one think it would be nice if we took the occasion to give the community a little bit of a bump -- maybe put out some new levels around that weekend, post some levels we like or some levels that maybe never got a fair shake the first time around, and spend a little time with the game that weekend. It's hard staying motivated when it's so difficult to get people playing your levels and giving feedback right now, but maybe if we tried to make it a little extra special we might be sure to get one more really great weekend out of the game. What do you guys say?

Anyway, I'm mainly here for overdue feedback:

I made a level that's a way more difficult than I've made before.
It's not really a level that I usually make, so lemme know if you can beat it.
Here.
7163-0000-0210-0606.jpg

Really good balance here. The mandatory coins make this a bit tough but any seasoned Mario fan would just enjoy the chance to really be put through his/her paces. Recommended.

Bowser's Baneful Biathlon
Course ID: 001C-0000-0215-BFFB

I uploaded a new level yesterday called Bowser's Baneful Biathlon.

I got into the (Summer) Olympic spirit with this one! I can see why this one is so popular. The Internet loves really long, complicated levels and this fits that bill, but the little bite-size chunks are really fun to play. I tried to cheese it on a speedrun, pulling the first P-switch back to the start to jump through the blocks. I probably should've just gone through the door instead! Anyway, really good level and I'm sure a skilled speedrunner would kill that current time.
 

Nerrel

Member

This is an enjoyable level. It's been a week or so since I played it, but I remembered it feeling maybe a little aimless due to not having much difficulty/enemy obstacles, but the layout and visuals are fun.


Good level. Lots of cool speed running elements in there I liked. Only thing I would say is maybe have an arrow pointing out that you actually are suppose to jump on the question blocks and take the top route. I feel it might be confusing to players otherwise. I liked this level. Will check out your other stuff.

Thanks for playing. My hope was that the fireflower block would lure players up there, but I revised it with an arrow to be a little clearer.

This is almost a great level but I feel like the overabundance of power-ups means the stakes are far too low. You can tank just about every obstacle and easily win. I really like the design otherwise though.

Yeah, it's tough to get the balance right. It can be pretty sad looking at all the red x's and the baffling locations they often show up... Players just find a way to suck no matter what, so I try to give enough powerups for someone to stumble a little. I don't want to make levels where only a very good player could clear them, but sometimes you have to decide who the course is for and commit to it. I could easily cut the last powerup out, which would make that last stretch a little more tense. Thanks for playing.

Ladies and gentlemen, excuse the bump but I wanted to draw a little bit of attention to something. We're two weeks away from the one-year anniversary of the release of Mario Maker, and I for one think it would be nice if we took the occasion to give the community a little bit of a bump -- maybe put out some new levels around that weekend, post some levels we like or some levels that maybe never got a fair shake the first time around, and spend a little time with the game that weekend. It's hard staying motivated when it's so difficult to get people playing your levels and giving feedback right now, but maybe if we tried to make it a little extra special we might be sure to get one more really great weekend out of the game. What do you guys say?

I'll try. The steep player dropoff has sucked a lot of fun out of the game. I'm hoping that the game may get an NX port and bring a (hopefully) bigger install base over. Nintendo could certainly be doing more with DLC, though. Gameboy visuals or even completely original new styles would be really cool to have. Failing that, they could add some more settings to what we have now, like the night sky.
 

Simbabbad

Member
Ladies and gentlemen, excuse the bump but I wanted to draw a little bit of attention to something. We're two weeks away from the one-year anniversary of the release of Mario Maker, and I for one think it would be nice if we took the occasion to give the community a little bit of a bump
I'm currently working on a few updates as well as new levels (NSMB style), but it's not quite ready yet.

Honestly, I never had that much fun with the game. It's never been easier to find and play good levels than now, even the 100 Mario Expert mode gives good levels lately. The calmer pace also means I'm using it lazily, to have fun, instead of trying to made gigantic and complex levels.
 
Wow, where did the last year go? Seems like yesterday we were eagerly devouring every news update while waiting on pins and needles for the game to finally release. Discouraging how much the community has dropped off. Really annoys me how aside from a few decent updates all Nintendo did content wise was release all of the endless and pointless 8-bit SMB 1 skins. Here's hoping they can find away to make a fully compatible NX port with gonzo content expansion. I still want to make a fortress with a Reznor battle.
 
Uh, why not a full sequel? A port wouldn't cut it.

Of course a full sequel would be preferable but with a level editor based title like this what's the difference between a sequel and a port with all the additional features and content we want? The question would be are they actually working on a sequel or are they working on porting it? As has been posted before, according to Emily Rogers's sources since NX will not be BC, NCL is supposedly working on porting key Wii U titles to NX such as Smash 4, Splatoon and Mario Maker and the source stated that Mario Maker was so far the hardest one to port and might not happen due to them wanting to retain and bring over all user levels on the server. Guess we'll just have to see what they decide to do. All I know is I want Mario Maker in some form on NX with more content.
 

Simbabbad

Member
according to Emily Rogers
Wasn't Link supposed to be a girl according to her?

Anyway, if they have trouble porting levels, then why not throw all of that away and do a full sequel taking liberties from the previous structure and tools? Just one example: Piranha Plants going in and out of pipes are broken in Mario Maker, they take way too long to appear, and taking a hit while unsuspectingly walking on an apparently innocent pipe happens all the time. Another one: skewers don't hit enemies and don't hit each others, and it just looks and feels wrong. This needs fixing, but that would be impossible if they want to stay compatible. Solution: don't be compatible, start afresh.

Also, keeping currently uploaded levels is a mistake: one of the discouraging things currently is that there are so many levels online that your new level has way too few chances to be played. If they keep all of those levels in a new game, the game will be crippled from the start.

The best solution would be a full sequel improving the game (please make the NSMB style look as good as NSMBU, the gap is immense), with new enemies, new sceneries, new styles (SMB2, Super Mario Land 2) and new tools, and without keeping the currently uploaded levels - but with the option to import your already published levels. This import may be broken because of new rules, but you wouldn't be able to upload it on the new server without testing it first. There, problem fixed.

This game died in less than a year, a simple port wouldn't cut it, especially since there are issues in current rules.
 
Wasn't Link supposed to be a girl according to her?

"Uh" (as you would condescendingly start one of your replies), no, she said players would have a choice between male Link and female, and although that didn't make it into the game Aonuma confirmed it was at least considered at some point before they decided against. But surely you already knew that. She has been right far more times than she has been wrong and all I will say is she is far more trustworthy than more than a few supposed, self appointed insiders here.

Anyway, if they have trouble porting levels, then why not throw all of that away and do a full sequel taking liberties from the previous structure and tools?

Guess that's up to NCL to decide if they have the resources and man power to do a full sequel to the game leading up to NX?

This game died in less than a year, a simple port wouldn't cut it, especially since there are issues in current rules.

You can harp all you want on "sequel" vs port/expansion but unless they supported that properly it would "die in less than a year" too. Not saying I necessarily disagree with your reasons for wanting a full fledged second game but don't really understand why you chose to jump all over my last post. Either way the Mario Maker property needs more support and content if its community going to thrive again in the future.
 
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