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Super Mario Maker |OT| Miyamoto Simulator 2015

Hello.

Got the game on Friday, make a few courses.

Here is my last one, a while ago I read someone's comment about faking a vertical level, this is my attempt to that

Climb!

(D6F7-0000-002B-18D7)

WVW69iYadVwDUnFAeM
I started making a vertical stage in the SMB3 style, before realising pipes couldn't work as doors, for some reason I'm really against changing said pipes to doors.

Oh well anyway, using the vertical trick creates longer stages than normal, lots of nice jumping in this one. Only real issues comes inherent to vertical stages in this game where the camera can make you jump up unknowingly into a paratroopa backside but there's not much to be done there.
Though that one goomba on the first screen does drop in from who knows where.

My first creation is up. Playtesting and feedback would be appreciated.

It Might as Well Be Spring
(128A-0000-002B-853E)

WVW69iYbLXM6gq2h8A


This stage should be fairly straightforward for Mario veterans. It mostly involves exploring simple interactions with the springboard, particularly its new horizontal configuration. My aim was to create something interesting using only the elements unlocked by day 2 (the first row and a half, up to the 1UP mushroom), structure it with the clarity and fairness of a typical Nintendo level, provide multiple solutions to obstacles where possible, and set up tricky but optional challenges with proportionate rewards. Ideally this approach to design would benefit from NSMB-style bonus coins, but I made do with what I had.

Something I learnt in the process: Lakitu wrecks the difficulty balance of a stage if you are not careful, as you may inadvertently set up a sudden swing from hard (while he's alive) to trivially easy (especially if player is able to ride the cloud). And if you want to control where the player has the opportunity to take him out, he imposes a severe height restriction on the traversable terrain. He was prominently featured in early drafts of the stage but I wound up removing him.
This may be my favourite SMB1 stage so far, such interesting use of sideways springs, I had no idea you could manipulate enemies like that.
It's like a mini puzzle getting the mushroom and fireflower power ups, great use of limitations.

Though I do wonder, is small mario supposed to be unable to reach the spring ? block by the spiny hat pipe? You can alternatively use small mario to wear the spiny hat and take out the koopa tower from below and tackle the stage with a head of block destruction but I'm not entirely sure if you meant for this two ways of doing things. Well you did say multiple solutions so I'm guessing yes.

I also attempt to create stages that are based on the classic formula (introduce - expand - modify), while hopefully keeping the difficutly low enough to not become frustrating but remain challenging.

Here's a level I made that I'm pretty happy with:
It revolves around a slight puzzle mechanic that is introduced at the beginning and then continually expanded upon. I would gladly appreciate any sort of feedback.

Ship Security Shells

wvw69iynyso7qexqevblk2j.jpg


ID: CF6C-0000-0023-1B29


It's always surprising to see how much easier your own stages appear to yourself, whereas other players struggle at parts of your level that appear trivial at first. It's kinda hard for me to put myself into the role of a random player playing the level for the first time and to introduce the level mechanics in a "fail-safe" way.
More spring shenanigans, now with shells and it's pretty great.
It really executes the introduce gimmick and ramp it up style of design well, on top of that the use of airship and cloud platforms is thematically pleasing.
Very cool this one.

I took a shot at a Super Mario World Level (there aren't enough of these)

It's my first level so it's probably a bit aimless, but any feedback is very much appreciated.

Towers and Tunnels (F1D5-0000-0023-489E)

Solid stage, changes I'd propose are pretty much all enemy based.
- Hammer Bro near the start sometimes just leaps down to the ground, these guys can be a bugger to place effectively.
- the Spike tops in the cave could be trimmed in number a bit, granted when you reach the cape it's spin death city for them.
- The final flight section I managed to get through first try but I feel like that was a stroke of luck, once again maybe less obstacles?

Fun though, good use of verticality and sub levels.

Alright - after 6 long hours and having to deal with the stupid ground-block limit (seriously, I filled both subscreens to the max without being halfway through the level) - here it is:

Doorstop Dash - a remake from the Second Level of Donkey Kong Country 3, of course with some differences considering there are no vines you can pull. It's a rather long level but there aren't really a lot of places for you to die. Near the end I got a bit lenient with the power-ups as well.

Code:
D1E8-0000-0029-AE5E
SJ3eFr4.jpg


If possible, try to beat the level without carrying the P-Switches.

This was always one of my least favourite DKC3 stages, I think I actually prefer this P switch variation.
Great homage, the DKC nut in my marked out when I found the bonus rooms and Koin equivalent intact.
Though after picking up that 1 up I slid into its death trap for no reason, I felt foolish.

Just for the record, we're talking about this level: Junior's Flying Flotilla (7A70-0000-0022-16DB)
1 part tolerable take on the speedy SMB3 airship, other part interesting bob-omb puzzle.
In particular I love how the bomb is introduced and the flagpole one.

Okay, I got to go make some stuff.
Edit: After playing Ghosts in the Machine which was another fun stage, Technomancer was it?
 
I found one.
And I guess another one is at the very end after Bowser Jr, where you have to take the upper section of the level.

Correct.
You do need to progress unharmed in order to reach it.

I tried to make the level challenging, no matter if you're small or found a powerup.
 

Robiin

Member
I sketched up a wall jump level at work today. I am finally heading home to make it.

Anyway to upload images from your phone here? I want to show you guys the sketch I made :D
 

ALM5252

Member
Made a pretty good stage that demands great control of Mario. Play if you dare. May take a few tries, but when you beat it it's totally satisfying.

Course ID: A0AE-0000-002D-CE53


EDIT: I have more stages that I made that are more traditional, but I gotta test them a bit more before I upload.
 

RetroMG

Member
So how do you fill in the last row of tools, once you have unlocked all of the course elements? I assume that is where the crazy effects are, right? (The Disco effects, drunk Mario, etc)
 

EvilMario

Will QA for food.
VW6IUfx.jpg


Please give my first attempt a try. The 'goal' is to find the five 1up mushrooms. I wanted to give the stage an open ended feeling, with backtracking encouraged. I tried to give secret areas a tell and guide the player with the design.

I tried to keep the difficulty tough, but fair (it still might be too tough); No being swarmed to a hundred giant enemies at once. Play tested it with a few friends to fix some small design issues.

Anyways, please let me know what you think!

Bumping this once for the NA morning crowd. Please let me know what you think!
 

1up

Member
Reposting because I want gaffers to try my level and give me feedback.

I recreated an e-card level from Super Mario Advance 4 that was Japanese only and wasn't even a card.

Here is Mad Dash!

523E-0000-0028-0887

rJzS70N.png



Just finished Donkey Kong Jr!

48E2-0000-0029-11AA

2O9YTys.png
 

Small Gaming

Neo Member
Here is my first try at make a large level. I really would like to have any sort of constructive feedback on improving this level.

The idea behind this stage was to have a structure like a Metroid game. So the player must get item X or ability Z before proceeding to the next part of the stage. Of course there are exceptions, but don't want to spoil it all.

9D87-0000-002C-EE9C

WVW69iYeUh0dMWk-Br
 

JoeM86

Member
My first one.

Basically, a friend had been doing a Mario marathon for StreetPass UK this past fortnight, and she struggled with a lot of things, specifically duck slides, Hammer Bros, ghost houses, swimming and running, so I made this level based on that

Run, duck, stop! Hammer Time!
E280-0000-002D-EE88

WVW69iYf76c-STnouU


Give me your thoughts. It's not a super difficult stage, but one I've had ideas for in general. There's lots of stuff hidden that make it more or less difficult as you proceed.

Let me know what you think, and how to make it more evil for her :p
 

vikki

Member
Posted a couple stages. They are a little difficult, but not crazy. I've even gone in and adjusted a couple things to make them easier, but it seems some people are having a little trouble. And based on what I've played in 100 man, stages are either going to be way easy or insane. I'm thinking that I don't have enough traffic to my stages yet. Anyone else experiencing this?

Also, is theirs link to quick unlocks? Do I just have to spam the stage creator with parts then everything will be unlocked?

How do you get the ability to resize enemies?

Feed them mushroom
pizza.
 

Hubbl3

Unconfirmed Member
I do really like the level editor in this game. Unlocking/waiting for things is kind of painful, but it's still a lot of fun to make levels.

Hubble World 3
WVW69iYgRP4yA3bqR9


CEE4-0000-002E-0EB7
 

Tarin02543

Member
I've been watching this on twitch and I definitely need this game in my life, I'm scoping for the best online deal on the wii u bundle

tonight I'll be playing my old snes and mario all stars, just to keep myself sane
 
Reposting because I want gaffers to try my level and give me feedback.

I recreated an e-card level from Super Mario Advance 4 that was Japanese only and wasn't even a card.

Here is Mad Dash!

523E-0000-0028-0887

rJzS70N.png



Just finished Donkey Kong Jr!

48E2-0000-0029-11AA

2O9YTys.png


It's very good but I did overshoot and die at the flag.
 

Sölf

Member
I really dislike that I can't just update an uploaded level. I would really like to tweak a few of my levels, but in order to do that I have to delete them and reupload. Why doesn't this game have a simple update function. D:
 

daydream

Banned
i'm gonna be pretty busy today, so don't forget to recommend other people's levels for the community showcase if you find a really, really good one

all i'm doing is playing gaf levels to give feedback but i can't deal with the amount of new stages coming in on my own. so just make sure they're really worth playing and shoot me a pm!

also, the first community contest will be coming up any day now so be excited for that!
 

TheFatMan

Member
I've been watching this on twitch and I definitely need this game in my life, I'm scoping for the best online deal on the wii u bundle

tonight I'll be playing my old snes and mario all stars, just to keep myself sane

Walmart has the Mario Maker Bundle for 300 right now. Comes with the dope 8-bit Mario Amibo for free too. As well as the game.

I bought mine yesterday and it was worth every penny....

Why must there be so many game of the year candidates this year.
 

Fishlake

Member
I spent a few hours this morning making a level I thought I would share with you.

The Wall of Chomp

A0C8 0000 002E 2305

Based off of the Wall of Flesh from Terraria.


I expect it to be my first expert level course.
 

spekkeh

Banned
I'm still pretty annoyed by the content gating. I'm much more fond of SMB3 and SMW than SMB and NSMBU, and overall the basic material is too sparse to create something interesting quickly. I mean I get that it forces you to become really creative, but everyone else is already uploading much more interesting stuff.
 

ToastyFrog

Inexplicable Treasure Hate
I've remade my Teenage Mutant Ninja Turtles dam homage stage from the pre-launch version, for anyone who had wanted to try that but couldn't:

WVW69iYQE_gJIRfagE


Tonight I Dine on Turtle Soup
EDD0-0000-0024-CA8E

It's a much better stage now. I've added a bunch of background decoration, smoothed over the more obnoxious pain points, revamped the overall flow and structure, and even threw in an Easter egg at the end.
 

JoeM86

Member
I'm still pretty annoyed by the content gating. I'm much more fond of SMB3 and SMW than SMB and NSMBU, and overall the basic material is too sparse to create something interesting quickly. I mean I get that it forces you to become really creative, but everyone else is already uploading much more interesting stuff.

At least it's quick now and not the 9 day thing. Took me an hour and a half, including time playing other levels, to get everything
 

spekkeh

Banned
Is there a way to see the playthroughs by other players of your map? Even where people died I can only see a small cross in the thumbnail, but can't seem to view it in the full map.

Also is there really no option to easily add your friends to the game?
 

danwu

Banned
Made a pretty good stage that demands great control of Mario. Play if you dare. May take a few tries, but when you beat it it's totally satisfying.

Course ID: A0AE-0000-002D-CE53



EDIT: I have more stages that I made that are more traditional, but I gotta test them a bit more before I upload.

F**** YEAH, BEAT IT, SO GOOD !!!
 

B4s5C

Member
This game is great. I have put over 12 hours into it since getting it on Friday and have been enjoying a lot of the levels everyone has been making! I made an additional level last night but here are all four that I have uploaded so far.

3 Levels of Difficulty
43E1-0000-0028-6976

This level features three tiers wheere the toip most one is most difficult but has a miniboss before facing Bowser. If you misjump, you can make it to the middle level which is just normal difficulty. The lowest level is most easiest with stars and simple platforming/patience.


Maze Runner (No Enemies)
BBC3-0000-0026-F357

I created Maze Runner because I thought some people might like going through it and seeing how fast they can get through it. If you want more of a challenge, check out the other iteration of the course that is much more difficult.


Maze Runner
F718-0000-0022-C617

This is an older version of the Maze Runner course that features more of a challenge with enemies placed around the course. Fair warning though, this course has a 5.12% rate and the reception has been mixed. It is my most starred level though.


Let's Be Frank
991B-0000-0018-1475

This level is the first I uploaded but I had fun creating it with the limited tool set. I am probably going to go back and fix some of the issues that people have noted when they played it. The difficulty from it can be a bit frustrating with little reward.


Let me know what everyone thinks! :)
 

pixelat3d

Member
I've made a couple sets so far.

World 1:
1-1: 887A-0000-0013-3B46
1-2: D9DF-0000-0013-6B80
1-3: 447A-0000-001C-3374
Castle - 1-4: 88E9-0000-001F-2909

2-1: E59F-0000-0022-E76F
2-2: 557E-0000-0029-B460
2-3: DC67-0000-002B-08B4
Castle - 2-4: 8D10-0000-002C-D126

Probably all I will have time for on the weekend. Hoping to get into the Ghost house stuff for 'world' 3.
 

chumby

Neo Member
Your boy uploaded his first stage! Check it out and let me know what you think. It's really short, but a little challenging and should be worth a play.

Name: yah brah
Code: 0923-0000-002D0E3D0
Difficulty: Medium

I'm going to play all the stages on this page to give feedback, too. :)
 

Robin64

Member
You can only get 14 Mystery Mushroom costumes from Easy difficulty. I hope Normal doesn't have a limit too because fuck Expert.
 

chumby

Neo Member
Humble Beginnings
So I've uploaded my first course. It's pretty basic, but I think that's also the charm. To me it feels like a course that could be in the original Super Mario Bros. It isn't based on a gimmick (like do not touch any button), it has a few hard parts, but all in all its pretty doable for every Mario-player.

So if you just want a nice chill level to play and test some of your skills, look no further than Humble Beginnings. Thanks for playing all!

Information:
Name: Humble Beginnings
Code: 194A-0000-002D-8A7C
Based on: Super Mario Bros.

aMx8eW7.jpg

Fun stage. Stealing the cloud allowed me to fly over some of the tricker parts, though. I wish the stage were longer. Which is a good thing, right?
 

Zero148

Member
Made a new level. It is a medium difficulty course (at least imo). The goal is to have a good flow, otherwise beating could get hard (30 sec time limit)

5231-0000-002E-3989 (Show your Flow)

WVW69iYglZ07yr5X4s


You could also check out my other courses:

FB9F-0000-0027-3106 (don't lose the bullet bill)
this is a castle stage with an intigrated escort mission. You have to escort a bullet bill up to the stage's end (2,66% competion rate)

WVW69iYTYvwVjF7qTE


4CB6-0000-0024-631A (some jumps (and enemies ;-)))
nobody has beaten that level yet, although it is straight platforming without any gimmick. The first jump sequence is tricky and everyone died there until now. But after that it gets much easier (you don't have to be nearly pixel perfect after that). Exploration is rewarded, but also has a high risk. Give it a shot,

WVW69iYPin8HED0aPg


6247-0000-0022-703A (Wall Jump Cave)

The name is program (except for a little jump sequence in the middle, most people die there). Also the stage has a small puzzle at the start, which can break the stage, so be warned. The completion rate is 11,53%.

WVW69iYM4Kg13l5fgi


E24D-0000-0017-8076 (let the shell flow)
The title already gives the trick to the level away. This was my first level. The completion rate is 20%.

WVW69iX8j6cRe-cnAZ



I'd love to get some feedback from you :)
 
My girlfriend and I spent a LONG time making a ghost house last night and we personally think it's pretty badass. Would love to see what you guys think!

"A-maze-ing Ghost House"
WVW69iYW234rJNwx9D

CE27-0000-0029-50CA
 

xandaca

Member
My first two levels. Should you enjoy them (and I hope you do!), stars would be much appreciated.

Name: Manor Madness
Challenge: Find Yoshi & Finish The Level With Him
Difficulty: Low
Description: This is the level which came together while I was working my way through all the unlocks, meaning it's packed with almost every tile/enemy/item in the game. There's no cohesion to it, but I enjoyed playing it, so, after some refinement, stuck it online. See if you can find the secret room with three 1ups!
Design Philosophy: I experimented with a few optional 'puzzles', which came together quite well, I thought. Each can be beaten fairly easily without working out my intentions, but using the environment/throwable enemies intelligently and you can save a little time. If you can get the clown ship, you can finish the rest of the level with no obstacles at all, but it's difficult to pull off and mostly there to tempt people into making a rash decision during a tense moment. I tried to include a couple of alternate paths as well.

Code: 3509-0000-0028-38F8

Name: Head Hop Heights
Challenge: Collect All 35 Coins
Difficulty: Low-Medium (higher if you haven't mastered the trampoline timing)
Description: This is the first level I designed, prior to most of the unlocks. The main challenge comes from the sections where you have to use flying koopas and/or trampolines to cross chasms. Once you've got the timing down, it's pretty simple.
Design Philosophy: I wanted to do a Bopopolis-style level, but for my first submission, focused first and foremost on keeping the level fun and not exceedingly complex. To compensate for the lack of checkpoints, I put the main area of difficulty in the middle, with everything thereafter relatively straightforward. The coin challenge isn't difficult when you know where the coins are, and for those hidden initially out of sight or at the apex of a timed jump, I tried to make sure you could go back and try again once the relevant koopa had regenerated. I tried to introduce mechanics asymetrically, so you wouldn't always know what was coming up next.

Code: 78DC-0000-0027-E2FF

Latest level. This one's by far the toughest of the three, but more for punishing impatience than any great difficulty spikes. Completion rate will probably be low because it's a long level, but each of its six sections are short and offer a distinct challenge, hopefully staying fun. The Bowser fight is the only part I'm not mad about because it takes a while, so I included a few mitigating factors to help cut down the time - if you can take advantage of them.

Name: Bowser's Aerial Artillery
Challenge: Collect The Two Fire Flowers!
Difficulty: High (no trolling, not kaizo)
Description: The challenge here is more about keeping up a consistently solid performance over a long period of time than anything particularly challenging within the level itself. There are plenty of power-ups - at least one in each of the level's six 'sections' - and the level is designed so mistakes won't be punished too harshly. The clown ship section is probably the most difficult, but if you're quick and don't get distracted, it's straightforward enough. As I said, the Bowser fight drags a little, but again, it's not exceedingly difficult -
and there's a way to avoid it entirely.
Design Philosophy: I wanted to make a level which would feel really, really rewarding when you reached the goal. The challenge was balancing out the difficulty over the entire level - big spikes in challenge would be disspiriting and stop people playing. I wanted to make sure players always felt like they were making progress and there was nothing holding them back but themselves. I'd much rather have been able to deactivate the timer, but it shouldn't be a problem. I'm pretty pleased with how it turned out, though would appreciate any feedback if anyone finds issues with the balance or pacing.

Code: 539F-000-002E-3B56
 

WarAdept

Member
Hey all! Made my first level and thought I'd do something for those who don't have any or lacking some of the Amiibo costumes compatable with Mario Maker. All the Amiibo's are featured so if you want to try them out and do some platforming at the same time, give it a try!

Level Title: Amiibo Playground
ID: 1CBB-0000-002E-6785
NNID: WarAdept
Course Size: Large
Description: The Amiibo Playground is designed primarily as a chance for those who don't have a particular Amiibo or costume to experience what they are like through exploration!

Run, jump and climb your way to infinitely respawning Mystery Mushrooms, each housing a different Amiibo costume! Once you've decided on your favourite, take on the mini obstacle course at the end of the level with some classic Mario gameplay!

All current Amiibos are featured in this level including:

  • Smash Bros series
  • Mario Party series (including Gold and Silver Mario)
  • Yoshi Wooly World series
  • Splatoon series
  • Mario Maker 8-bit Amiibo

Images:
 

chumby

Neo Member
Made a pretty good stage that demands great control of Mario. Play if you dare. May take a few tries, but when you beat it it's totally satisfying.

Course ID: A0AE-0000-002D-CE53



EDIT: I have more stages that I made that are more traditional, but I gotta test them a bit more before I upload.

Beat, and starred. Took me about 10 tries. At first I thought, "this is why Mario Maker was a terrible idea." I don't consider myself a great platformer, but I like the slight challenge Mario games provide. That said, I stuck with it and learned what to expect from the traps, and I was able to finish it. Feels good, bro.
 
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