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Super Mario Maker |OT| Miyamoto Simulator 2015

daydream

Banned
Alright guys just spent a ton of time on a what I think is a really awesome course that plays with the mechanics of the Giant Mushroom underwater. You guys need to try it and tell me what you think! I even hid a few secrets in the level. Hot damn, I love this game so much!

Big Trouble in Retro Reef!

911C-0000-0019-9D38

If you like it be sure to star, because I want this one to have some exposure. Worked super hard on it.

i was enjoying the stage, then i ran out of time (!) on the diagonal spikeway. only then did it occur to me that you could probably have the mega mushroom follow you down? i don't have it in me to try that, though. i think there's a lot of cool stuff in here but at the same time, i'm not sure mega mario works in a confined water space like this, if i had to be honest. in one part especially i was swimming under the screen so that the bloopers couldn't get me, while at the same time trying to pick up a mega mushroom without getting hit right the next second because i was surrounded by a hundred bloopers. that stuff could be tightened up, i feel. i did notice some very smart uses of algae.
 

nicoga3000

Saint Nic
I made a quick and simple level for anyone interested.

Careful Landings
8D2B-0000-0019-E55C

Also, how do I unlock more stuff? Just keep tinkering?
 

B_Bech

Member
i was enjoying the stage, then i ran out of time (!) on the diagonal spikeway. only then did it occur to me that you could probably have the mega mushroom follow you down? i don't have it in me to try that, though. i think there's a lot of cool stuff in here but at the same time, i'm not sure mega mario works in a confined water space like this, if i had to be honest. in one part especially i was swimming under the screen so that the bloopers couldn't get me, while at the same time trying to pick up a mega mushroom without getting hit right the next second because i was surrounded by a hundred bloopers. that stuff could be tightened up, i feel.

Okay, so the stage is basically a puzzle stage. The reason you are running out of time is that you tried to run it the obvious way and did not find the secrets. If you want to know the tricks... spoilers below:


There's a fireflower to take them out in the room you find all the bloopers in. Yes, the narrow corridors + big mario is the difficult part. It was my intention to make it hard. Maybe I'll make it a bit more forgiving. If you are running low on time, try hitting that big koopa into the wall of the fortress, it's a big shortcut. As you figured out, the best way is to lead the giant mushroom down without taking it. You can use a fireflower at the end of the cooridor to tank the spikes.
 

Tain

Member
hey y'all here's my masterpiece

a9nBBtLm.jpg
 
Throw all the constructive criticism you can at me.
Tough to say, is your plan to make effectively a series in the SMB1 style (1-1, 1-2, 1-3 and so on)
Because it makes sense to keep things simple early on and the pyramids give the stage a visual hook that works well with the basics of jumping.

I suppose if it's supposed to be a beginner stage you probably don't need stuff like enemies hidden in blocks (though I do appreciate a spiny being hid in this one brick I decided to go out of my way to hit, it's like you knew someone would be tempted.

Alright guys just spent a ton of time on a what I think is a really awesome course that plays with the mechanics of the Giant Mushroom underwater. You guys need to try it and tell me what you think! I even hid a few secrets in the level. Hot damn, I love this game so much!

Big Trouble in Retro Reef!

911C-0000-0019-9D38

If you like it be sure to star, because I want this one to have some exposure. Worked super hard on it.

This was actually my first run in with the mushroom in question, oh lord what's going on?! staches everywhere!

I feared I might time out before I finished this one but I got there in the end. Interesting mix of light puzzle work and careful swimming.
I suppose it could be a bit messy at times with the enemies and a few one shot only powerups, oh golly gosh the blooper army (at least that fire flower there was ever respawning). I think this one is more of an acquired taste seeing how much dread water levels get to begin with along with the objective like focus. Well laid out though as far as making use of the entire area for a long stage and the mega mushroom.

Man I hate/fear blooper squids.

hey y'all here's my masterpiece

http://i.imgur.com/a9nBBtLm.jpg[img][/QUOTE]
Got it in four, I was expecting myself to take longer to get the timing down.
 
T

thepotatoman

Unconfirmed Member
Sub world is the last thing unfortunately. You're a few unlocks away I think

Now that's really dumb. The manual doesn't even mention it as an unlock. Just says to drag mario to the pipe. So why wouldn't someone try to drag mario to a pipe over and over again getting extremely confused by why it's not working.

The whole system of unlocking is really dumb for this game when it's actually making things more confusing instead of less.
 

celebi23

Member
So, the update isn't working for me. Got the message that new features will show up tomorrow. Do I have to do anything special for the new stuff to show up?
 

daydream

Banned
Okay, so the stage is basically a puzzle stage. The reason you are running out of time is that you tried to run it the obvious way and did not find the secrets. If you want to know the tricks... spoilers below:


There's a fireflower to take them out in the room you find all the bloopers in. Yes, the narrow corridors + big mario is the difficult part. It was my intention to make it hard. Maybe I'll make it a bit more forgiving. If you are running low on time, try hitting that big koopa into the wall of the fortress, it's a big shortcut. As you figured out, the best way is to lead the giant mushroom down without taking it. You can use a fireflower at the end of the cooridor to tank the spikes.

iirc, i didn't expect them to follow me like that and by the time i wanted to dispose of them, i had already picked up the mega mushroom, etc.

the thing with secrets is, they're neat and all, but the design still needs to be accomodating of a straightforward approach UNLESS you wanna go full-on puzzle stage at which point the action should be toned down a bit. having to deal with a lot of enemies while also trying to apply an item to a certain obstacle, can become a hassle. obviously there's also a thrill in that but that can also be achieved while maintaining a certain amount of logic to the design (and i use logic in opposition to chaos/randomness in this case)

anyway, like i said, i really did enjoy large parts of it and there's totally a level in there that i could find great if it underwent a couple of small changes. all just from my standpoint, of course!
 

imae

Member
My first level has a few tricky jumps that require some good timing, but it shouldn't be too difficult for veterans.

Fiery Flower Heights
4717-0000-0018-40FD

Fairly happy with how it turned out, will probably try and improve this one later.
 

PSqueak

Banned
Too bad the game wasn't called Mario Maker and Player so the thread would have people playing levels too. :)

what are you talking about? people have been playing each other levels for the last half dozen pages and giving each other feedback, you know.
 

Teknoman

Member
Tough to say, is your plan to make effectively a series in the SMB1 style (1-1, 1-2, 1-3 and so on)
Because it makes sense to keep things simple early on and the pyramids give the stage a visual hook that works well with the basics of jumping.

I suppose if it's supposed to be a beginner stage you probably don't need stuff like enemies hidden in blocks (though I do appreciate a spiny being hid in this one brick I decided to go out of my way to hit, it's like you knew someone would be tempted.

Yeah, even though we cant actually publish a world in itself (and i'm not that fond of NSMB art style aside from the Castle and Lava areas) I was going to try and go for sets in the SMB1 style. That spiny was supposed to teach people about hidden enemies from other players (whether they popped it on the ground, or kicked the shell into it). Kinda wanted the stage to keep people moving but not be too frustrating at the same time.

I was worried about the pyramid jumps (trying to go for a desert theme for world 1 even though we don't have that background lol) since they can stop you dead on, but if you bounce off the goombas or even hit the tops just right, you can sail over things.

Not sure if the last section flowed well enough, and I wish I had sub world access now.
 

Gurrry

Member
Ok guys i know its been asked a zillion times but my tools dont seem to be unlocking. Made 2 lvls and used all the items like 10 times.. What am i doinf wrong?
 

B_Bech

Member
Tough to say, is your plan to make effectively a series in the SMB1 style (1-1, 1-2, 1-3 and so on)
Because it makes sense to keep things simple early on and the pyramids give the stage a visual hook that works well with the basics of jumping.

I suppose if it's supposed to be a beginner stage you probably don't need stuff like enemies hidden in blocks (though I do appreciate a spiny being hid in this one brick I decided to go out of my way to hit, it's like you knew someone would be tempted.



This was actually my first run in with the mushroom in question, oh lord what's going on?! staches everywhere!

I feared I might time out before I finished this one but I got there in the end. Interesting mix of light puzzle work and careful swimming.
I suppose it could be a bit messy at times with the enemies and a few one shot only powerups, oh golly gosh the blooper army (at least that fire flower there was ever respawning). I think this one is more of an acquired taste seeing how much dread water levels get to begin with along with the objective like focus. Well laid out though as far as making use of the entire area for a long stage and the mega mushroom.

Man I hate/fear blooper squids.


Got it in four, I was expecting myself to take longer to get the timing down.

I was afraid I made it a bit too hard, glad you found that fire flower though. Do you know which parts you found messy so I can clean them up? Everyone is running out of time and missing a huge shortcut. :p

iirc, i didn't expect them to follow me like that and by the time i wanted to dispose of them, i had already picked up the mega mushroom, etc.

the thing with secrets is, they're neat and all, but the design still needs to be accomodating of a straightforward approach UNLESS you wanna go full-on puzzle stage at which point the action should be toned down a bit. having to deal with a lot of enemies while also trying to apply an item to a certain obstacle, can become a hassle. obviously there's also a thrill in that but that can also be achieved while maintaining a certain amount of logic to the design (and i use logic in opposition to chaos/randomness in this case)

anyway, like i said, i really did enjoy large parts of it and there's totally a level in there that i could find great if it underwent a couple of small changes. all just from my standpoint, of course!

Yeah, that's an extremely good point. In your opinion what would make it more accommodating? I'm definitely going for Expert difficulty on the stage, I even tried to time it so you have just enough time with the straightforward path-- but I want it to be fair. Which parts frustrated you the most?
 

Roo

Member
The hell even after thd update, my next stuff arrives saturday?
Ok guys i know its been asked a zillion times but my tools dont seem to be unlocking. Made 2 lvls and used all the items like 10 times.. What am i doinf wrong?


From OP:

I started playing and I don't have all the tools available, what gives? I want them as quickly as possible.

With the new update, the levels are unlocked by extensive play in the editor. Here's the best way to ensure quick unlocks of the new sets: 1. Use all the new items,
backgrounds etc. (everything with a '!'), combine items, etc. Just use the new stuff for a while. At that point, you will get a notification that new features "will be available
soon". Now just clear the screen, choose a land block (something you can put down without lifting the stylus) and fill the whole screen with that by going back and forth
with the stick. The set that was announced to be arriving "soon" should unlock in a couple of minutes' time. Repeat at your leisure.
 
Sorry for the repeat question...posted this on page 30 and never got a reply:


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

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

Am I doing something wrong, or is it the same for you guys?

I believe that once you've touched the amiibo once you only have to hold down the stylus on the special mushroom with a question mark in it after you place it down on a level.

You should then see a menu of all the Amiibo costumes you have.
 
Just got the game. Really liking it so far and the level editor is surprisingly easy to use. Unfortunately I'm stuck with the first set of items, but I still managed to recreate 1-1 with the editor. I've also uploaded my first level if anyone wants to check it out.

DD77-0000-0019-D1B0
 

Teknoman

Member
Now that's really dumb. The manual doesn't even mention it as an unlock. Just says to drag mario to the pipe. So why wouldn't someone try to drag mario to a pipe over and over again getting extremely confused by why it's not working.

The whole system of unlocking is really dumb for this game when it's actually making things more confusing instead of less.

Yeah subworlds should have been right off the bat, especially since they are in world 1-1 of Super Mario 1. Really strange.
 

daakusedo

Member
This was my pretty much my approach, feel free to give it a few different runs:

UFO: STAGE 01
Course ID: 554B-0000-0017-0150


20 seconds or under qualifies as a speed run.


I finished it without mushroom to try to go fast.
Do you wait for the koopa breaking the block when there are two pirhannas bouncing or there's a timing to jump under them?


Well you can!
I really like it now that I understood the whole first part.
You can indeed run non stop.
 

maxcriden

Member
Even though it's quite unusual in design it's quite short and not very varied. The layer at the top of the level irritated me. Are you able to reach it?

Sorry, its not reachable. It was meant more for claustrophobia. I'll make something more interesting next time, I hope. It is short for sure. It was really just a little snippet kind of level but maybe it's far too short and that points more to the lack of variation as you said. Very good feedback for me to have, thanks so much!
 
I think i might have finally managed to make something that isn't completely terrible, even if it plays more like a super meat boy level thrown into a Mario game

WVW69iX-jBQw8rnw4k



A9A4-0000-0019-2255
 

-MB-

Member
After an evening of tinkering and dying allot to get it uploaded, I finally finished my first official level

ID: 1D84-0000-0019-F37A White men can't jump?
 

ElRenoRaven

Member
Can't wait for my copy to come in. So can't wait to play with stuff. So gonna try to re image SMB 2 in the style of SMB. I'll probably fail miserably but oh well. Will be a fun exercise.
 
My first level has a few tricky jumps that require some good timing, but it shouldn't be too difficult for veterans.

Fiery Flower Heights
4717-0000-0018-40FD

Fairly happy with how it turned out, will probably try and improve this one later.

That level is pretty hard for me.
 

bounchfx

Member
has anyone else tried the 'sacrificial yoshis' level yet? i'm trying to beat it now then ill get the code for you guys, apologies if its already posted here, too much to dig through.

this game desperately needs checkpoints though. nintendo pls.
 
Yeah, even though we cant actually publish a world in itself (and i'm not that fond of NSMB art style aside from the Castle and Lava areas) I was going to try and go for sets in the SMB1 style. That spiny was supposed to teach people about hidden enemies from other players (whether they popped it on the ground, or kicked the shell into it). Kinda wanted the stage to keep people moving but not be too frustrating at the same time.

I was worried about the pyramid jumps (trying to go for a desert theme for world 1 even though we don't have that background lol) since they can stop you dead on, but if you bounce off the goombas or even hit the tops just right, you can sail over things.

Not sure if the last section flowed well enough, and I wish I had sub world access now.
I should probably tackle this again at some point and try to go through it quicker to test the flow.
It's a shame about the lack of themes, one of the game's already prepared courses was a remixed version of the SMB3 pyramid block stage and it just ain't the same.
In any case I look forward to seeing how this batch turns out.

I keep forgetting I can do sub areas now, for my next stage then!

I was afraid I made it a bit too hard, glad you found that fire flower though. Do you know which parts you found messy so I can clean them up? Everyone is running out of time and missing a huge shortcut. :p
I guess some people might get overhwelmed by the sunken ship of enemies near the start even if it's not a stricky as it initially looks.

Less Bloopers in the swarm of them could benefit things, I think 2 or 3 is enough to put the fear into most people.
Now I'm curious about this shortcut.
 

Nessus

Member
Bought a Wii U Super Mario 3D World + Nintendo World bundle and Mario Maker today. This game finally motivated me to get a current gen system.

Will play around with it some more after work tonight.

Sucks that, unless I'm missing something, the old Nintendo login I made years ago was apparently only for Club Nintendo and that all that information's gone now.
 
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