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Super Mario Maker |OT| Miyamoto Simulator 2015

branny

Member
AsiP08S.jpg
Cookie Mountain Chaos (ID: 09A0-0000-002A-B343)

After spending my entire Saturday creating a test level, I've come to the conclusion that we really need more tools as DLC. There's so much stuff I want to do that's literally impossible considering what we have and how some elements have been altered. I also didn't expect that I'd need to work around the object limit on both my main and sub worlds so soon.

Without checkpoints, ON/OFF conditionals, keys/locks, more diverse power-ups, slopes, vertical or expanded layouts, certain unique enemies, static or sticky placement of objects, screen-sized hazards (drills, lava, water, that shifting yellow floor in SMW, etc.), the game feels a lot more restrictive to me than I wanted to believe. There's still plenty here, but I want more!
 
Hey guys here is my first level. It is short but challenging. Let me know if you enjoyed it.

Name:Fun in Bowsers Castle
ID:A719-0000-002E-8257
Level Type:Mario 3/ Castle/Small
 
I meant to ask this earlier, but I was playing someone's original SMB level and fell into a pit off-screen and instead of dying, weird sounds of Mario buildimg combined with Mario yelling "HELLO!" started playing and kept going until I hit left on the d-pad and promptly died. Anyone know what the hell that was?
 

xandaca

Member
Reposting my most recent level since it got lost at the bottom of the previous page.

Name: Bowser's Aerial Artillery
Skin: Super Mario World; Airship
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. The Bowser fight drags a little, but is 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

Also, how is everyone posting screenshots?
 

Morts

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

Pretty rad, starred. Felt a lot like a "real" Mario level.
 

Fishlake

Member
Anyone else think expert could be split into at least 3 different levels of difficulty?

I feel like some of the courses are easy then challenging then wtf how do you do this. I just feel like that could be an improvement in future installments.
 

McNum

Member
I think I'm getting the hang of this. Didn't really have much of a concept in mind, so I figured... "Why not just do a pure platforming level?" No gimmicks. Start on the left, end on the right. Well, I can't quite help myself with adding secrets, so it has the usual three hidden 1-Ups, and actually over 100 coins, too.

Anyway, presenting my fifth:

Koopa Heights
WVW69iYgyXYNppMEyd

4CF5-0000-002E-5063
Description: I wanted to do a Super Mario World style level. And I don't mean "a level with SMW's tileset". I mean a level that plays like a SMW level. This is that level. The only enemies are Red Koopas, and apart from the secrets, everything else is pure running, jumping, and timing. Mario at its purest.
Secrets: Three 1-Up Mushrooms and a Yoshi​

So, anyone want to tell me how far off I am from a Super Mario World level here? I think I got pretty close... but I'm the creator, so I can't judge that. It should be beatable on the first go if you're careful. But there are a few tricky jumps, I'll admit.
 
Just made a new level!! set with shell jumps ;)

image.jpg


The level is easy - medium, please have a go and I hope you have fun!! Any feedback suggestions welcome!!

F024 - 0000 - 002E - 49A4
 

chumby

Neo Member
Some guy on miiverse posted



Praise from strangers feels far better than it has any right to, even if they are wrong

Wii_U_screenshot_TV_018_DD.jpg



A9A4-0000-0019-2255

FEED MY EGO!... Please

Nah, brah. Died like 7 times and just gave up. It's too long and dangerous to play as shrimpy Mario the whole way. If you add a mushroom, you will open it up to a whole other group of gamers. Those who want the extra difficulty are free to forego the power-up. Those who are less inclined towards masochistic gaming may play it all the way through if the stage were a little more forgiving. I liked it otherwise...
 

Zero148

Member
Hey guys here is my first level. It is short but challenging. Let me know if you enjoyed it.

Name:Fun in Bowsers Castle
ID:A719-0000-002E-8257
Level Type:Mario 3/ Castle/Small

did it. it is challenging, until you find the lakitu (although I died a few times with the cloud too). enjoyed it
 

jaypah

Member
I love the Super Mario Land Theme music level UncleSporky posted earlier, I definitely gave that one a star!

Finished designing my first level:

TT8KyED.png


It's not designed to be super difficult so much as to mess with your head. The more familiar you are with early Mario, the more it'll mess with you.

On the other hand, finding the three hidden 1UPs might be a challenge.

This right here was a mind fuck! Almost creepy lol. Great job dude.
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
The clear % had me confused for a while too. The number on the bottom is the total number of lives all players have used in trying to beat the level, and the number on top is the amount of clears. So if one person out of only a few more uses something like 30 lives to beat your level, that % is gonna plummet. It probably counts a life off when someone exits the level through the menu too.

Sub areas are the last thing you unlock, letting you have two different environments in one level that you switch between by using a pipe.

It's unlocked through time spent editing and items placed. When you get it, you drag Mario into a pipe to activate it.

Thanks to both of you! Today, I got the message that sub areas are coming too, what a coincidence :lol

Also, a brand new level!


https://miiverse.nintendo.net/posts/AYQHAAABAACXVHhnTs3ORA

"Fantasmatico"
ID: 0502-0000-002E-694E

All the levels I made so far, as well.

"Tante vie, una bandiera"
ID: 9142-0000-0013-47B2

"Sottosopra o sottosotto?"
ID: 661F-0000-0013-DF3F

"Una breve ma intensa nuotata"
ID: 7150D-0000-0014-BE0A

"Insidie del castello"
ID: 37FB-0000-001F-4F62

"Gusci veloci, all'aperto"
ID: 4DB8-0000-0021-10EC

"Ora si sale, ora si scende"
ID: 2C4B-0000-0025-57B3
 

zroid

Banned
I wish I were less inept musically, the musical levels impress me so much but there's no way I could ever make something like that
 

devonodev

Member
I have made 3 levels so far that I would consider decent, if anyone would like to try them!

WVW69iYb61cSuch_nD

Do the Mario!
(825D-0000-002B-EF64)
A fairly standard Mario World stage, with a slight bit more difficulty, and a few secrets around too. Tried to give it that Nintendo feeling.

WVW69iYgsLofH1-W3g

Super Metroid Crateria
(C161-0000-002E-47D7)
As the title suggests, it is based of a few rooms in Super Metroid, more a concept than an actual Mario stage..

WVW69iYUm8U5Dv6r1l

Superb Mario Bros
(817C-0000-0027-FB23)
The first stage I created, it is a bit tricky and I think I have improved since then, but if you can fly with the cape at all then it's not too bad. If you're only going to try one, then don't make it this one.
 

McNum

Member
My girlfriend is sad her level isn't getting any plays.

Mother of Dragons
7BC0-0000-0029-13C6
Played it, beat it. Your girlfriend is evil.

Although, for a bit of constructive criticism, she used gameplay elements as decoration. So I used the Koopa from the beginning to smash a hole in the decorative dragon head, grab a Super Mushroom, then bash my way up to its eyes for a tasty Fire Flower decoration. Yum. That made the Piranha Plants a non-issue, and all that was left was a mad dash over collapsing platforms at the top of the level with Mario able to take two hits without dying, with a Hail Mary jump with maximum spins on it to reach the axe.

So, basically, I broke the level. Quite literally, too. Had to get to that juicy Fire Flower filling.

The Lakitu Cloud Bullet Bill Launchers were a fun idea, but with so many of them, it becomes information overload and the best response is just running as fast as possible to make as few Bills spawn as you can. Less is more when it comes to enemies. Make the player worry about them instead of just fleeing.
 

octopiggy

Member
I think the easiest way to fix the problem finding good courses is to have an easy, normal & hard chart to filter out auto-Mario courses (maybe even a super easy chart).

Then have it so only stars that are given in 100 Mario Challenge count towards chart ranking. This way everyone has an even chance of getting visibilty and celebrity/current chart position wouldnt effect visibilty.
 
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.

Heh, thanks! It was a bit hard thinking of equivalents - DKC has a lot of power-ups. There's even the Warp Barrell that takes you to the end of the level! (It's another 1-up now)
 

McNum

Member
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.
Yeah, I agree that the second part is better than the first. I think you can tell when I "got it" in that level. Which is pretty much at the Warp Pipe. And yes, I thought it would be funny if I spend the second part teaching the player how to make Bob-ombs explode, and then have the flagpole puzzle be finishing the level before it can explode. I should have made it giant, though. Ah, well.
 

Weng

Member
After playing around a bit and finally getting everything unlocked, I've uploaded my first level. It's rather easygoing but I'm happy with it. I haven't decided if I'll try to do the rest of the SML levels... I'm thinking it might be possible to simulate the shmup levels but certainly not with any level of accuracy.

WVW69iX1HbkvVt8hLR


Super Mario Land Remix 1-1 (ACE5-0000-0012-FC98)

So I have limited tools for creating currently but I made a slightly updated Super Mario Land world 1-1.

E44B-0000-0021-6D3F

If anyone is interested give it a shot and let me know how I did. When I get more tools I plan on recreating the whole game.

These are both cool remakes/re-interpretations of 1-1. I tried it as well in SMB1, sadly I can't play Super Mario Land to compare so I had to base it on maps and videos.

If anyone wants to give it a shot:

Super Mario Land 1-1
7237-0000-002E-C99B
 

Bisnic

Really Really Exciting Member!
How do you decide which amiibo costume comes out of a block? Mine just seem random and pick whatever it wants.
 
AxDGFRL.png

(CBDB-0000-002C-B722)

Tried doing a level based on wigglers on tracks.
I'm a big fan of this one but I haven't beaten it yet. The last bit with the series of horizontally traveling wigglers gives me some trouble. It's especially rough if you end up falling down and have two consecutive angry wigglers that are synchronized with each other. I might recommend offsetting them so that every other wiggler's track is a couple units to the left or to the right.
 
Here's my latest level called Tight Timing Tunnel

the idea here is to introduce players to the platforms that fall when stood on, then push that concept over the level to what I think is a fairly exciting final set of jumps.

AE2A-0000-002B-4D28
 

ThatMattZ

Member
Made my first airship level

The Secrets of Airship Z
ECAE-0000-002E-BAC8

Really trying to stay pure to the Mario experience. There are a few fun secrets in the level. Hopefully I guided the player enough to find them.
 
Spent an hour or so making a Mario Bros 3 castle level. There's a secret sub area, a hidden room and an alternative path to find in this one! Give it a shot!

2-4 Castle: 6E65 0000 002E DDC5
 

Seiniyta

Member
WVW69iYdtc4xjT2gJV


Goomba 1-1
Difficulty: Normal

ID: 9E91-0000-002C-E5CC

Reuploaded it as I found some issues where some could get stuck. Give it a go. It's not that hard and pretty straight forward.
 

Kanhir

Member
I've been forcing myself to make levels out of each set before I move on to the next unlock, so here's my Castle stage. First one where I've run out of blocks to place!

Bowser's Dungeon
2075-0000-002D-7922

SMB3 Castle level. More aimed at atmosphere than difficulty.
The idea is that this is where Bowser sends his traitors/deserters to be (unpleasantly) disposed of.


And an older one, from when I got the Lakitu set.
This was originally meant to be a homage to Donkey Kong, but the lack of slopes and ladders made me improvise so much that it's only vaguely related now.

25m
C381-0000-001E-F62E

SMB Underground level.
Turn into DK and try to make your way up to the top against a growing army of Spinys.

 

TheJoRu

Member
Koopa Heights
WVW69iYgyXYNppMEyd

4CF5-0000-002E-5063
Description: I wanted to do a Super Mario World style level. And I don't mean "a level with SMW's tileset". I mean a level that plays like a SMW level. This is that level. The only enemies are Red Koopas, and apart from the secrets, everything else is pure running, jumping, and timing. Mario at its purest.
Secrets: Three 1-Up Mushrooms and a Yoshi​

So, anyone want to tell me how far off I am from a Super Mario World level here? I think I got pretty close... but I'm the creator, so I can't judge that. It should be beatable on the first go if you're careful. But there are a few tricky jumps, I'll admit.

This is very nice, could be mistaken for a real Super Mario World-level. The difficulty felt good, definitely not too hard. I think it would fit in among at a early-to-mid stage of a Mario-game in terms of difficulty.
 

Forkball

Member
The voice in edit mode says the name of the item, but it says goomba for all four game themes. There are no goombas in Super Mario World, they are galoombas.

Can't believe Nintendo let the game ship in this condition.
 

cireza

Member
I created some levels, trying to make them fun and not too hard. I don't want to stray too far from the classic formula.

Cireza 1-1 :
7CA9-0000-002D-490A

Cireza 1-2 :
FFCA-0000-002D-A847

Cireza 1-3 :
E2D6-0000-002D-100F
 
Here's what I've made so far.

1-Up Your Goomba (SMB)
C2A9-0000-001B-6EC5

My first playing-around with the tools, so it's pretty basic. Got me my first star though! Surprised that it only has a 53% clear rate.

Safe From The Rain (NSMBU)
429D-0000-002E-DF8C

Just uploaded. It's neat how you really can feel yourself getting better with the tools the more you use them and play test the levels.

Looking forward to finally playing some GAF-made levels today!
 

devonodev

Member
The voice in edit mode says the name of the item, but it says goomba for all four game themes. There are no goombas in Super Mario World, they are galoombas.

Can't believe Nintendo let the game ship in this condition.
Somebody better lose their job for this.
 

Memles

Member
So after completing what I considered to be my first "real" level (reposted below if anyone wants to check it out), I played 100 Mario mode for the first time and realized just how indiscriminate some people have been when posting levels (and felt the "Why would people upload the first level the game forces them to?" pain first hand). I think there were only two levels that I starred during one Easy and one Normal run - one that appeared to have been made by a small child, and another that I struggled with but had fun doing so.

COwMiCLWgAAl4e1.jpg

Friendly Giant in the Skies
Course ID: C829-0000-0029-613F
Difficulty: Moderate
 

cireza

Member
Anyway, presenting my fifth:

Koopa Heights
WVW69iYgyXYNppMEyd

4CF5-0000-002E-5063
Description: I wanted to do a Super Mario World style level. And I don't mean "a level with SMW's tileset". I mean a level that plays like a SMW level. This is that level. The only enemies are Red Koopas, and apart from the secrets, everything else is pure running, jumping, and timing. Mario at its purest.
Secrets: Three 1-Up Mushrooms and a Yoshi​

So, anyone want to tell me how far off I am from a Super Mario World level here? I think I got pretty close... but I'm the creator, so I can't judge that. It should be beatable on the first go if you're careful. But there are a few tricky jumps, I'll admit.
This was a pretty fine level. Well done.
 

J-Fr

Member
Level Title: Saitama 30
ID: BABA-0000-00E0-941C
Difficulty: Medium

Description:
I made rhythm level based on Taiko no Tatsujin and Namco.
You should perform your jumps according to the beats!

The first part is quite easy, the timings are harder on the second part (I dropped a mushroom at the beginning to alleviate the problem!)


WVW69ijhaGMi_p8utP

Here is Don-chan's welcoming face!
(I would love to read any comment, thanks!)
 
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