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Super Mario Maker |OT| Miyamoto Simulator 2015

Ramsiege

Member
So i made a big "fuck you" level in honor of all the sadistic levels i see popping up in this game.

there is no special tricks to it. its just a really sadistic level and you have to think like that to win :)

I would be surprised if people beat it quickly. i made sure to put a few "fuck you" obstacles in the way :) (although if you are really good you can beat this level "unscathed")

again no hidden doors or special paths in this stage. ok no more hints from me!

233A-0000-005E-B50C

WVW69iaWFA4tcAuEGR


233A-0000-005E-B50C

I died quite a few times, but I didn't think it was too hard.
Having the invisible block with the turtle right above the start spot was a dick move bro.

Other than that, not too many fuck yous in it. The star kind of made the ending really easy though, I just
used the star to get one of the Lakitu clouds and from there I finished pretty easily.
 
Danmaku Diver: 84A6-0000-005E-63E7

An homage to Cave in the form of an underwater bullet hell level. Don't let that scare you away! I worked hard to make sure it's quite fair and it actually end up being a bit too easy, IMO.
 

Hylian7

Member
After watching streams for a while (still haven't bought the game so correct me if I'm wrong) I'm beginning to think there's a problem with the 100 Mario challenge difficulties. Seems like normal is super easy and boring, which makes most streamers go to expert, but expert encompasses about 90% of the range in difficulty. There's pretty easy levels in expert and also incredibly hard ones. And a lot of streamers get stuck on the super hard ones which makes it not fun to watch after like 30 minutes.

I have a feeling the rate of difficulty is kind of like an exponential curve when it comes to the levels, but when organizing easy/medium/hard Nintendo decided to do something like "100-66% completion rate for easy, 66-33% completion rate for normal, and 33-0% completion rate for expert" when it should probably be something more like "100-33% completion rate for easy, 33-10% completion rate for normal, and 10-0% completion rate for expert"

I have some basic "auto-skip" conditions for Expert levels.

1. Spikes everywhere and almost nothing but spikes
2. Invisible blocks cockblocking obvious jumps
3. Something right at the beginning that kills you unless you knew to move immediately. Some examples of this were a Thwomp right above you, or one time there was a Dry Bones one square to the right of Mario walking toward me right at the start.
4. Anything that relies on "You can't see so just wing it" including jumps, something where there's just Thwomps you can't see and no real clue they are there. I've gotten so frustrated at levels that put you way up high, and then the only way to go is down to the right at something you can't see, so of course the first time you miss the jump and die.
5. An area of springs bouncing on springs bouncing on music note blocks. It was cool to see in the NWC SMW level, gotten old now.
6. Auto-levels.
7. "Troll" doors/pipes that don't give you any warning that's what they are, and just drop you into death. It's not fun to die to that shit. Troll blocks are okay, as long as it's not going to be in a space where if you hit it, whatever comes out is unavoidable.
 
I like this level. The actual platforming bits are great. But I have some comments. That bowser actaully ruins sections of the platforming. The fire section was already perfectly fine in challenge before all those bowser flames just started spamming all the fuck outta no where. Because the flames are random you can put yourself in positions where you can't avoid them to no fault of your own. I fell on one just by rhe screen scrolling down.

For the ice section the jumps with the blue platforms with wings, dont make them jump off the rail. Having to off yourself because you miss one jump is a bit mean.

Other than that good level. Killed it thematically.

You know what, you're totally right. In fact I went into the stage editor and made some changes based on your feedback. I made the platforms not fly off the tracks, and got rid of Bowser. It's true the random flames add an element of chaos that makes getting hit unavoidable in some cases, that's not good. Thanks a lot for the comment.

New code is 2E92-0000-005E-EAEB, I also edited my post. I had to say goodbye to the star I was given, but it's for the greater good.
 

Lyte Edge

All I got for the Vernal Equinox was this stupid tag
Created a new course, 1-1 Nightmare. Starts out familiar and then...!

2547-0000-005E-E409
 

jnWake

Member
Pseudo live commentary:

Ugh Imgur isn't working for some reason so I can't take a picture right now, but my latest level Terror in the jungle needs some loving. Not a single star yet and a low completion rate :( I don't think it's even that hard, and it's just a straight forward, fun platforming level.

C03F 0000 004C 26F6

Quite oddly the most popular of my levels with 26 stars is so basic, I don't understand its popularity, I'm guessing it's because of Waluigi, but hey, if you wanna check out Waluigi Takes A Hot Bath the code is 8899 0000 002F 4209

Playing Terror in the Jungle. Cute costume! Nice visual design with the vines and spiky beetles. Rosalina costume next? Wonder why... And then Ganon... Not sure I follow the reasoning for this costumes. Then Villager. I guess you noticed the Thwomps are skipable. Beat the level on second try, it's easy really. Not very cohesive. I liked the jungle theme in the first two sections but the part with the castle theme wasn't that special. Guess you just wanted to use your amiibo!

The Color Dimension (8F91-0000-005A-39AA)
Sequel to The White Dimension. To bring more variety, I made rooms based on different colors: white, orange, blue and black.

XvAhQxw.png
viZ75Y7.png
VttExtw.png

Didn't play your other level so the white part is new to me. Looks pretty good. Falling thwomp caught me by surprise. Kind of hard to notice it's coming with all the Boos there. It's very possible to get stuck thanks to the skull platform... Brown section looks very cool. Blue section is tougher. Hate ice physics. Last section looks very good. Not sure why it's autoscrolling though.

Hey guys! I have another level which I put a lot of effort into!

Cure poor Wiggler! Use your doctor skills and see what's wrong with him from the inside! ;)
Cure the Wiggler! (283F-0000-005E-6609) Difficulty: medium

The premise has me intrigued. Huh? This is so weird haha. I have no clue what to do... Lol didn't realize I could go through those platforms... Spaces are too tight for so many enemies. Cool little touches with the wiggler shaped inside and the wiggler being healed when you come out. The concept behind this level is fun but in my opinion the platforming was way too tight and you relied too much on semisolid type platforms which is unintuitive. Wiggler's inside could be larger and it would be a lot more fun.
 
You know what, you're totally right. In fact I went into the stage editor and made some changes based on your feedback. I made the platforms not fly off the tracks, and got rid of Bowser. It's true the random flames add an element of chaos that makes getting hit unavoidable in some cases, that's not good. Thanks a lot for the comment.

New code is 2E92-0000-005E-EAEB, I also edited my post. I had to say goodbye to the star I was given, but it's for the greater good.

I will happily play it again. Its a great level :
 

Naar

Member
I died quite a few times, but I didn't think it was too hard.
Having the invisible block with the turtle right above the start spot was a dick move bro.

Other than that, not too many fuck yous in it. The star kind of made the ending really easy though, I just
used the star to get one of the Lakitu clouds and from there I finished pretty easily.

in regards to your first comment. thats the point of the level :p

in regards to your 2nd comment. yea i didnt think that one through :p i thought people would panic and just jump

also before i uploaded the level i deleted some extra enemies. i didnt want to go too far and keep stuff for a part 2 or something.

anyways thanks for your feedback!
 
Guys! I completed a new level, and I really think it's the pinnacle of my experience thus far! I'd appreciate it if you would try it and let me know your thoughts!

Big-Tall Mountain

Excellent level! I thought it had a great balance of coins/powerups and enemies. I also liked how there were multiple routes you could take, which made the level seem even larger than it actually was. I especially liked the underground area with giant enemies, and how you used the bone-throwing skeleton Koopas and flamethrowers to great effect.

(P.S. I also noticed that your course ID has a small typo. You began with 98D9, but it looks like it's actually 9BD9.)
 

Sixfortyfive

He who pursues two rabbits gets two rabbits.
Do you remember when they said levels will be taken down if they aren't given a star after a while.

How long do you think it should be? I just played a level with 88 players/0 stars. Surely if a level goes 100 plays and no stars then it's not worth playing.

Levels ought to be deleted when there's no more room for new ones imo. No idea how it actually works, though.
 

Yuterald

Member
edit:

I thoroughly enjoyed every level I played from the contest, and yours was definitely not an exception. It was incredibly well constructed, to the point where I totally forgot about the inherent limitations of Mario Maker that the level was surely hitting up against. It has a sense of place that I haven't really seen out of any other MM level, and I did enjoy snooping around looking for other routes and such.

Wow, thanks for the kind words! Very much appreciated! I've been attempting to create stages that feel relatively grounded and there's a certain vibe I've been trying to capture with these tree-levels I've been creating. It's definitely been a learning process, but there's much more for me to learn and a lot more room to grow.
 
I get the feeling that this game was made with the SMB and NSMB styles in mind and SMB3 and SMW were afterthoughts. I just feel like I'm putting a SMW/SMB3 skin on a NSMB level.
 
I get the feeling that this game was made with the SMB and NSMB styles in mind and SMB3 and SMW were afterthoughts. I just feel like I'm putting a SMW/SMB3 skin on a NSMB level.

That's kind of how I feel as well. NSMB is so similar to SMB3 and SMW, I feel like there's no incentive what-so-ever to design a level using either of those styles. I do prefer the Tanooki and Cape powerups over the Propeller one, though.
 

Hylian7

Member
I get the feeling that this game was made with the SMB and NSMB styles in mind and SMB3 and SMW were afterthoughts. I just feel like I'm putting a SMW/SMB3 skin on a NSMB level.

I mean the jump arcs are all NSMB, but everything else generally feels like it's respective games. Some things are a bit different for each style (picking up P switches in SMB3 for instance). SMW and SMB3 style feel like the originals other than the jump arcs though, but I think the jump arc thing isn't a big deal since it works for this case.
 

rawk

Member
Uploaded a new course, based on The Empire Strikes Back:

WVW69iaWdkMPxcEGyB


Stario Wars: M-Pire Strikes Back

CB51-0000-005E-DB75

In this level, you play as Mario Skywalker, trying to battle AT-ATs on Hoth, escape the planet in your ship, and make your way safely to Dagobah.

Like my other levels, it's pretty loose adaptation, but I think it's fun. Let me know if you find any game-breaking flaws.
 

tariniel

Member
Name: Matterhorn
Difficulty: Medium
Length: Short
Code: 2808-0000-005F-0976
Description: A ride on an ice raft through an ice mountain.

WVW69iaW_ecLOjh0ED
 

BooJoh

Member
That's kind of how I feel as well. NSMB is so similar to SMB3 and SMW, I feel like there's no incentive what-so-ever to design a level using either of those styles. I do prefer the Tanooki and Cape powerups over the Propeller one, though.

The SMW style in particular can be very different to design for because of the flipping blocks instead of breaking bricks, and the ability to throw items upward.

I think there are a lot of features that were left out because they wouldn't easily translate to the other games, but I'm overall happy with the included styles, I just wish they'd include more and add in the missing stuff.
 

Gsnap

Member
Guys! I completed a new level, and I really think it's the pinnacle of my experience thus far! I'd appreciate it if you would try it and let me know your thoughts!

Big-Tall Mountain

Great level. Felt like I was really climbing a mountain. Like a real adventure. The aesthetics were really good too.
 

Kebiinu

Banned
Excellent level! I thought it had a great balance of coins/powerups and enemies. I also liked how there were multiple routes you could take, which made the level seem even larger than it actually was. I especially liked the underground area with giant enemies, and how you used the bone-throwing skeleton Koopas and flamethrowers to great effect.

(P.S. I also noticed that your course ID has a small typo. You began with 98D9, but it looks like it's actually 9BD9.)

Your words mean so much to me. I kept going back to the stage and tweaking it over and over, trying to get everything fair, challenging, and aesthetically pleasing. It gives me joy to see someone else appreciate it!

Thank you!
 
You know what, you're totally right. In fact I went into the stage editor and made some changes based on your feedback. I made the platforms not fly off the tracks, and got rid of Bowser. It's true the random flames add an element of chaos that makes getting hit unavoidable in some cases, that's not good. Thanks a lot for the comment.

New code is 2E92-0000-005E-EAEB, I also edited my post. I had to say goodbye to the star I was given, but it's for the greater good.

I didn't play this stage before you edited it, but I played it just now and I'd say it was fair. I liked the ice portion more, and I appreciated those coins on the last of the initial ice-block jumps to help me not freak out from fear of hitting the spikes above. The over challenge level was great, and I really liked the aesthetic. One complaint I have is that the firebars can spawn awkwardly depending on how you approach them, but I'm not sure what you can do about that.

And here's a new one from me:
Bridge Between Worlds
B1F3-0000-005F-0E3F

I tried hard to work within the restrictions of a small area, and it has a black&white theme similar to pinku's above level. It's short, but I think I achieved a fair difficulty. I hope that, if it's not too fun, it's at least visually pleasing. Feedback is appreciated!
 
The SMW style in particular can be very different to design for because of the flipping blocks instead of breaking bricks, and the ability to throw items upward.

You're right, I always forget about those two things and they can definitely play heavily into the way levels are designed.
 

Gsnap

Member
That's kind of how I feel as well. NSMB is so similar to SMB3 and SMW, I feel like there's no incentive what-so-ever to design a level using either of those styles. I do prefer the Tanooki and Cape powerups over the Propeller one, though.

For smb3, maybe, but SMW has a decent number of unique attributes. The blocks work differently, Mario can throw things upward, and Mario's spin jump acts slightly differently than in nsmb (can break blocks when big). Not to mention the cape.

EDIT: also goombas and koopas work slightly different as well. Koopas get thrown out of their shell making an additional hazard, and galoombas flip over when jumped on and only die from spin jumps.
 
Maybe I'm really late to the party on this, but I've discovered that the huge mushroom makes some pretty fun alterations. I knew about giving goombas and koopa troopas moustaches and hats...other things I did not know about.

So I present to you this level exploring the bizarre, Luigi's Last Laugh!

3nhQQBr.jpg


P5jp6pb.png


It's kind of kitchen sink-y, but I wanted to show off some of the weirdness.

And I even forgot to include one of the enemies I wanted to show! But I'm doing my best not to re-upload levels. Maybe another time.
 

ThatMattZ

Member
Finished a new level tonight.

Resetti's Big Dig
5F4C-0000-005F-0D1E

Some old school Mario platforming with an Animal Crossing twist. Should provide a moderate challenge and has a few nice secrets tucked away.

WVW69iaXAxkQNKrspT
 

Major Marvelous

Neo Member
Hey guys, here's my latest level:

WVW69iaW8Jsdy_aqTw


Mario's Platforming Adventure
A995-0000-005F-06AC

I decided to make a basic platforming level while taking a bit of inspiration from the horizontal back and forth of the Wing Fortress Zone level I made previously. The main tasks involve basic platforming skills, P-switches, and vines. There are also 3 1-ups to collect if you want to try for those.

Hope you enjoy it!
 

kiryogi

Banned
Alright, after getting some very similar feedback, I've made more adjustments in response to the feedback. It will probably remain a difficult level, but at least you won't get laughed at nor killed in the very beginning. I also relaxed some other platforming challenges elsewhere. Have at it GAF!

It's not meant to be a troll map, but it is a Ghost House,. So things are very misleading and puzzling. Just don't follow the arrows!

Dev feedback on the Hammer Bros. originally:
He was there guarding a shortcut, so I was very reluctant to remove him. But after so many complaints.

Spike Tunnel:
There's more than one way to navigate that tunnel. My original intention was for the player to lure the Boo out, because there's no realistic way you could navigate that small space with him in there

WVW69iaXLo8ZVQF73b

Escape Boo's Haunted Lab! (One Exclamation Mark now!)
(1409-0000-005F-1C03)
 

Raptomex

Member
Took me all night but I made a SMW based level called "Koopa Fleet". 2692-0000-005F-2C3A. Let me know what you think. My first level.
 

jnWake

Member
Decided to redesign the last level I had uploaded. Here it is again:

WVW69iaXVicTxYs53d


1-2: Clash on Mushroom Bridge: E3EA-0000-005F-2827.

After saving Mushroom Town, Mario heads to destroy the airship led by commander Hammer Bro. However, taking down an airship may have unexpected consequences...

Last version I had uploaded used standard platforms instead of mushrooms and it was kinda generic. For this update I changed the platforms to mushrooms and it looks much cooler. I also changed some placements here and there making the platforming more manageable.

WVW69iaXXUITiI185S


Level starts in Mushroom Bridge, as Mario tries to infiltrate Hammer Bro's airship. Given that I called this 1-2, this section is pretty easy and is meant for players to play around with the leaf power-up.

WVW69iaXZQ4ht-UC2p


Second section has Mario inside the airship, and the difficulty rises. Here, I formally introduce the player to the fire flower and some other mechanics.

Now, what happens after the airship is down? Well... I hope you see for yourself!

If you liked this level please try its predecessor: 1-1 Rescue Mushroom Town. It's a pretty easy level, with like 45% completion rate and 9 stars so far.
 
Hey guys! I have another level which I put a lot of effort into!

Cure poor Wiggler! Use your doctor skills and see what's wrong with him from the inside! ;)
Cure the Wiggler! (283F-0000-005E-6609) Difficulty: medium

This was really cleverly done! Replicating the Wiggler's motion internally was neat. My only complaint is that it was almost a little too snug inside, especially trying to jump to the side of the semi-solid rib without snapping to the top of it.

Also, if you haven't already, please try my other top level:
Flight of the Battleship (F345-0000-0048-5D1C) Difficulty: medium
DSYbEJS.gif

(thanks to sixfortyfive for the video of several GAF levels)

Very clever, nice to have an actual moving so, especially with how it breaks up at the end. Got a bit busy, and I took the shortcut one, just to get there too late for the ship and seemingly stuck to die. But nice!
 

Nia

Member
Making this 2nd stage. I feel as if I've experienced all the frustrations that probably come with game design, but with making a single level. However, I've got everything working the way I want, and the result has been worth it. The experience makes me want to create more, but first I need to add the finishing touches to my current stage. When it's done I will post it here.
 

RagnarokX

Member
I mean the jump arcs are all NSMB, but everything else generally feels like it's respective games. Some things are a bit different for each style (picking up P switches in SMB3 for instance). SMW and SMB3 style feel like the originals other than the jump arcs though, but I think the jump arc thing isn't a big deal since it works for this case.

I assure you that pretty much everything apart from the game-specific abilities are the same across the board. I tested the games extensively. Jump arcs, air maneuverability, acceleration, traction; It's all NSMBU.

SMB3 style isn't as slippery as it should be. SMW doesn't have the quick acceleration and extremely high air maneuverability it should have. SMB doesn't control like a lead weight. I'm honestly surprised anyone can play this game and believe that they control like the original games at all.
 

VandalD

Member
I assure you that pretty much everything apart from the game-specific abilities are the same across the board. I tested the games extensively. Jump arcs, air maneuverability, acceleration, traction; It's all NSMBU.

SMB3 style isn't as slippery as it should be. SMW doesn't have the quick acceleration and extremely high air maneuverability it should have. SMB doesn't control like a lead weight. I'm honestly surprised anyone can play this game and believe that they control like the original games at all.
SMW makes it especially obvious for me. The air maneuverability is not even close, and it still throws me off a bit when I get a SMW stage in SMM.
 

ChrisD

Member
I actually made it through an Expert 100-Mario Challenge. I'm pretty sure I went through like, fifty stages by the team I was done. So many skips. People are the worst.
 
My totally cheesy and completely self indulgent MST3K themed stage, "Mario Theater 3000: Biff McLargeHuge!

Includes appearances by Crow Tom and some riff-o-licious riffs: 6A8A-0000-005E-BAC8


 

Puggles

Member
Made an easier level (i think) because people seem to give up too easily. Would appreciate feedback!

Code:
 [IMG]http://i.imgur.com/QTSJGkZ.jpg[/IMG]
 

Sephzilla

Member
Kch7gIl.png


Do poorly designed Super Mario Maker levels in the 100 Mario Challenge have you down? Are you frustrated by the seemingly low ratio of Super Mario 3 levels currently online compared to the other Mario styles? Well pay attention because today is your day! Hi, Billy Mays here to tell you about Sephzilla's Super Mario Bros. 3 Level Package for Super Mario Maker! Here is where you'll find finely tuned levels that are fun and fair, just the way Miyamoto would make. This package comes with everything you want! It comes with Thwomps, Chomps, thrills, Bullet Bills, shoes, and boos! They also go great with your boat and your RV!

But wait, there's more!

Follow Sephzilla on Super Mario Maker and you'll get access to an additional assortment of levels that also utilize the Super Mario Bros, Super Mario World, and New Super Mario Bros style. These levels come in an assortment of difficulties ranging from easy to challenging. What are you waiting for! Get on your Nintendo Wii-U and get your Sephzilla Super Mario Bros. 3 Level Pack today! Here's how to order!

To order enter the following codes into Super Mario Maker's Course World "Courses" section. Or to gain access to all of Sephzilla's levels simply enter one code and click follow! No obligation required, this offer only expires when Nintendo shuts down the Super Mario Maker servers. Offer is also valid in Alaska and Hawaii

(I hope you guys found that entertaining. Obviously, stars/comments/feedback are welcomed and desired)

---

Simple Beginnings - (C73D-0000-0048-ECD1)
A traditional 1-1 stage that teachers the basics of Mario 3
WVW69iZalTo2p2MJyZ


Pipes, Plants, and Peril - (10B4-0000-0030-ABB9)
An underground level based around avoiding Piranha Plants and doing some basic platforming.
WVW69iYkgzUJSmI9IC


Dry Bones Fortress - (E954-0000-003F-B7BC)
A straight forward early game fortress level
WVW69iZCly4O1KNQL-


Junior's First Airship - (DCD3-0000-0033-6DB8)
Intended to be an early game airship level. The name of the level obviously hints at the boss
WVW69iYo0TkSqSxF2x


Cheep Cheep Calamari - (128D-0000-0048-63FD)
An underground level featuring Cheep Cheeps and Bloopers.
WVW69iZY5mw-r2iO3a


Little Big World - (7E00-0000-005F-0854)
An attempt to recreate the swapping between big and little enemies in Mario 3. There are a few tricks in this level where you need to be in one world or the other to.
WVW69iaW9X4Cwqf7pH


Bowser's Land and Air Armada - (8A55-0000-005F-08C3)
I don't see too many tank/ground airship styled levels, which were a big thing in World 8 of Mario 3.
WVW69iaW9tMT8K-DZM


If The Shoe Fits - (D00D-0000-005F-09CB)
Slip on your comfy shoes and try to avoid some very hungry Chompers.
WVW69iaW-Yw6oJTWnr


Super Mario Spelunking - (AB71-0000-005F-0943)
An underground level built entirely around using vines and jumps appropriately. A bit challenging.
WVW69iaW-EciYgARVt


Chain Chomp For Joy! - (6CFC-0000-0048-2A97)
Chain Chomps, they're everywhere! Avoid getting bitten and make it to the end!
WVW69iZYYfkg3z3-lo


Game of Thwomps - (2030-0000-0032-A10D)
A level with a puzzle that needs to be figured out in order to pass.
WVW69iYnjJ09c_oGvP


The Burners at Bowser's Castle - (2846-0000-005F-0F59)
Intended to be a World 8 Bowser's Castle stage. Challenging, but fair.
WVW69iaXCcsVvohgN2
 

Jims

Member
Do you like Yoshi's Island?

Do you like drugs?

(Okay, it's fine if you don't like the second one. But you have to like Yoshi's Island.) :p

Presenting: Touch Fungi, Get Dizzy
ID: 1CDC-0000-005F-5EF7

kYUhrcf.jpg


Featuring, a socially irresponsible Yoshi at the end of the level. I strongly recommend not following in his footsteps.

Also, played through jholmes' levels recently. Thought they were all fun and very fair, difficulty-wise. The TMNT dam level recreation was really great. The Red Hot Wiggler level was really fun too.
 
I may be down about my own designs but playing 100 Man Mario on expert just made me realize I will never be that bad. My last level was a star with a bunch of thwomps and a brick floor. You get to the end of the level and there is no one back. Guess what, secret block with 0 indication at the beginning of the level I accidentally hit. Get fucked honestly.

Gaf you are my saviour
 

DaBoss

Member
Do you like Yoshi's Island?

Do you like drugs?

(Okay, it's fine if you don't like the second one. But you have to like Yoshi's Island.) :p

Presenting: Touch Fungi, Get Dizzy
ID: 1CDC-0000-005F-5EF7

kYUhrcf.jpg


Featuring, a socially irresponsible Yoshi at the end of the level. I strongly recommend not following in his footsteps.

Also, played through jholmes' levels recently. Thought they were all fun and very fair, difficulty-wise. The TMNT dam level recreation was really great. The Red Hot Wiggler level was really fun too.
Hahaha, very clever. Will have to try this out.
 
Do you like Yoshi's Island?

Do you like drugs?

(Okay, it's fine if you don't like the second one. But you have to like Yoshi's Island.) :p

Presenting: Touch Fungi, Get Dizzy
ID: 1CDC-0000-005F-5EF7

kYUhrcf.jpg


Featuring, a socially irresponsible Yoshi at the end of the level. I strongly recommend not following in his footsteps.

This was a lot of fun to try out. Good stuff!
 
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