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Super Mario Maker |OT| Miyamoto Simulator 2015

kiryogi

Banned
Downed Bowling with Bowser! I lucked out too, actually had a time where Bowser leaped out and I just ran underneath. Having a boss battle is clever however.

Well, they didn't try to melt your eyes in the same level.

I'm glad I downloaded your level to take a look at it before trying it any more. The path to the exit of your level is disgusting.

LOL, it's really not as bad as it looks. It's also so much more toned down then the original !!!! version. There was no powerup there and the top two platforms had Dry Bones not Spiked Beetles. To quote our own DaBoss: "I would say the level is technically fair with the platforming providing a good challenge"

Also, you could use the powerup+block to damageboost yourself to the exit. As my friends have gone to lengths of breaking my level with

But it seems too hard for most of GAF or too much time required to learn it. I've learned a good bit about balancing from designing this level. I plan to continue with my theme of difficult and puzzling, yet fair. My next venture will be a SMW Ghost House.
 

KeRaSh

Member
By the way, I'm just re-posting this, seeming it was forgotten several pages back:

The entry period has already ended by the time you first posted it. The voting process for the first group has already started. I thought someone would have told you by now...
 

Kyzon

Member
Ok, Fixed the stage since it had a few weird things on it.

WVW69iaan1Qibp9gLI


EB02-0000-0060-26BA

Feedback welcome :)
 

JonnyKong

Member
Is it just a huge coincidence that my two most played levels out of twelve are my only underwater ones? Actually no, ignore me, I think they're my easiest so of course they're bound to pop up in the 100 Mario playlists more often.
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
I'm trying to play the level Mario Mario Ace Attorney from GoldenSun_it (ID: 18C2-0000-004F-B452), which is a fantastic idea btw, but I don't know how to go forward :(
I come to the crime scene, push the P Switch, get attacked by the Red Shell Koopa + Buuzy Beetle + cannon (the real culript, I suppose), then go into the pipe that brings me again to the Court's Entrance, but there's nothing changed, and it's impossible to reach the Court before the P Switch effect ends. Given the ? block in the court, its placement, I suppose there must be something that lets you activate that, and it probably hides a P Switch to free your client...but I don't know where and how

Any hints, even the smallest, please :(
 

Schlomo

Member
Played all the group 1 contest levels yesterday. I'll just post my thoughts on my top 3:

1. BowieZ: Super Mario Adventure: World 1-1
Nicely done visuals and a classic 1-1 feel without getting too boring. I especially liked the use of secrets at the end.

2. Orgen: Underground Tutorials
This may not be the way Nintendo does tutorials, but it works, was well-executed and didn't feel derivative. The inclusion of an expert route (like many other contestants have also done) is always welcome.

3. Kriken: Kuribo's Shoe 1-1
I'd have loved to rank this higher because I like the idea of a Goomba's Shoe 1-1, but some technical problems (the first shoe dispenser room doesn't seem to have an exit?) pushed it down a bit. Still a very nice stage that taught me a few things about the shoe I didn't know.

Let me conclude by saying that I felt all the batch 1 levels had lots of effort and thought put into them and I starred them all. 1-1 is a very tricky topic for a contest and it's extremely hard to make a stage stand out without it getting too hard or gimmicky for a beginner.
 
Bowser is on stage. Will you shut him up?
AB41-0000-0059-93E0

WVW69iaGqUcVnTuYdq

self-quote. i don't have the time, the talent and the time to play in the same league as the others fantastic levels (1868!!) published here but i finely tuned this small one and would be happy to know if it works and is entertainment for u, mariogafmakers.
 

itschris

Member
Ok, Fixed the stage since it had a few weird things on it.

WVW69iaan1Qibp9gLI


EB02-0000-0060-26BA

Feedback welcome :)

That was a really cool, creative course! I haven't beaten it yet, but I was near the end (I wish there were checkpoints in this game). I liked how you used the shells as platforms and the conveyor belts to modify their speed.

I just uploaded my newest course. The concept this time is a castle where goombas and piranha plants have teamed up. Any feedback is appreciated!

The Goomba-Piranha Plant Accord
B08E-0000-0060-40FD

BmxiDn7.jpg
 
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.

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.

Thanks for the feedback! Yeah, it might be a little tight in there, I experimented with different sizes. The two problems are the moving platform limit and it gets out of sync when you advance in the level (the moving platforms are not loaded instantly). The door halfways resets it so it's in sync again. Also, when I made it much bigger, the wiggly motion got lost, so I went for a chaotic feel. You're inside a wiggler after all :)

But I wanted to have some nice platforming in small spaces and have each body part different. I hope the rib jump is not too hard, should only take a few tries.

Also, there are 3 1UPs hidden inside :)

The moving platform formation concept is nice, but it has some distinct limitations that are hard to fine tune between being cool concept and being fun.
 

Kyzon

Member
That was a really cool, creative course! I haven't beaten it yet, but I was near the end (I wish there were checkpoints in this game). I liked how you used the shells as platforms and the conveyor belts to modify their speed.

I just uploaded my newest course. The concept this time is a castle where goombas and piranha plants have teamed up. Any feedback is appreciated!

The Goomba-Piranha Plant Accord
B08E-0000-0060-40FD

BmxiDn7.jpg

Check the screenshot. There's a huge hint for a shortcut that should bypass the majority of the lava and get you ready for the final part :)

I'll give your stage a shot before bed

Edit: Pretty cool stage. I liked the concept of the Goomba Plants. The moving pattern part almost got me as well. Good thing I still had Super Mario :)
 

KooopaKid

Banned
My promised reviews for KoopaKid:
Super Mario Planets 1-1:
You did a lot of changes to this one and the result is amazing. The setting is great, huge vibes to Mario Galaxy at every step. The Wiggler planet was difficult but really cool and original. It has really improved a lot, good work! One minor complaint: the fires shooting from where the vine grows in the first planet will get you if you bounce high enough off the first Wiggler, you should check that. But it´s just a very minor complaint, the level´s really cool.

Super Mario Planets 1-2:
I beat this some days ago, but was unable to do so this time, have you changed anything? The Thwomp over the moving platform is very difficult to get right, I think you should move the platform a bit to the left to give the player a but more space to land the jump. Even if you land the jump the platform instantly moves to the right and pushes you below the Thwomp and that´s impossible to get right the first time. Also, the Thwomp just before that one (the first one with springs) got me a lot of times, you should place him a bit higher. In summary: give the player a bit more space in all the risky maneuvers.

Super Mario Planets 1-3:
This is just awesome. I really enjoyed it a lot, the challenges are varied and fun and you´ve hit a sweet spot with the difficulty. The Wigglers underwater looked like some random chaos...until you actually see that they are perfectly synchronized and that everything makes sense. It felt really good to maneuver around them. Also, cool circular Wigglers ;)

I must say you are amassing an impressive collection of levels, let me know when 1-4 is ready!

Woah thanks for the kind words! :)
I spent about 8 hours on each I think so I hope it shows!
About the flames in 1-1, yeah you're right, but I'm going to pretend it's to show the player flames hurt :) And there's a mushroom not too far after :)

About 1-2, it's the most puzzley level. I didn't change much except the thwomp on the moving platform to make it clear you can't jump above it.
Sploilers:

About the first Thwomp with springs, you just have to run and slide on the ice.
About the Thwomp on the moving platform, you have to be a bit precise but you just have to touch it a little and let yourself fall on the left on the platform. It's not a common action to do in a Mario game so it might be a bit too confusing. If I moved the platform left, there wouldn't be any puzzle :) But I agree it's probably too obscure.

Thanks for you feedback anyway. I only asked for 1-3 you know ;)
I let you know when 1-4 is ready. I don't have a good gimmick yet. It's supposed to be a castle or a ghost house.
 

itschris

Member
Check the screenshot. There's a huge hint for a shortcut that should bypass the majority of the lava and get you ready for the final part :)

I'll give your stage a shot before bed

Edit: Pretty cool stage. I liked the concept of the Goomba Plants. The moving pattern part almost got me as well. Good thing I still had Super Mario :)

Thanks, glad you liked it!

I don't think I put any shortcuts in this stage, unless I missed something. Or were you talking about the pipe with the trail of coins, in which case I think after playing it you saw that that was a regular part of the level. :)
 

Schlomo

Member
Here's my new stage by the way:

Jim Morrison's Nightmare
B803-0000-0061-CEFF

WVW69iaTEcc-TM_iAL


Can you break on through to the other side?

(Just a simple one screen puzzle.)

I'd love to hear some more feedback on my other courses as well:
Treasure of the 99 Dead Pirates
7274-0000-0042-C6D7

Fight Fire With Fire
85A1-0000-0020-5A2F
 

Kyzon

Member
Thanks, glad you liked it!

I don't think I put any shortcuts in this stage, unless I missed something. Or were you talking about the pipe with the trail of coins, in which case I think after playing it you saw that that was a regular part of the level. :)

I meant for my stage ;)
 

AniHawk

Member
new level: a gozer the gozerian dilemma, based on an earlier level idea. a bit harder, but a bit more consistent between doors. only roadblock is the spiny helmet, so there is a fire bar in the second part to remove it.

53bf-0000-0060-576d
 
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.
Thanks. I thought the skull platform was safe, can you elaborate?
 
The Terrible Tower of Terror: 27DA-0000-0060-532F

Tried to make a vertical level where you're constantly ascending up a tower. This was tricky, given Mario Maker primarily gives you horizontal space. The trick should be obvious. I'm not sure if it really feels like you're actually gaining height, but I do like having all these little broken up rooms to play with. Each room almost turns in to its own mini-level.
 

Model 500

Member
I've continued to work on a level recommendation engine based on this OT. Still not done but I've compiled a list of levels (1868 of them) that were posted here and have yet to get any feedback. Maybe some players can take a look at the list and provide some feedback to these creators. Here's the data: https://goo.gl/mYGAn0. I've left a column unlocked to allow us to "commit" to playing a level and providing feedback. Even if you don't like a level, I'm sure the creator would appreciate some constructive criticism.


Technical Note: There may be a few false positives here. My engine has to guess at a few things. For example, it views "feedback" as a post that contains a level code where the poster is not the author of the level. Also the author is considered the user who made the first post where the level code appears (excluding Community Showcase posts by daydream). Point being, there's some room for error. Notably, if you posted feedback that didn't contain a level code (e.g. maybe it contained a link).


Very useful data just as a collection of GAF levels, will use it for that purpose at the moment, much appreciated!
 

Axiom

Member
The Hopsichord -

5579-0000-0063-0770


I had an idea about a piano that turned into a level in which you visit a broken giant 'Hopsichord' and delve inside its machinery to get it playing right...but something changes every time you return.

6H3n2pS.gif


Level has been updated based on feedback.
 

Olorin

Member
Here are some of my levels:

Regular Levels:
Ride the Goombas
DA06-0000-0049-2568

P-switch Ghost House
661B-0000-005B-ABB6

Thematic Levels:
Pikmin meet Olimar
218F-0000-005C-3E7E

Kirby's Inside Story
B8D7-0000-0047-7958

Experimental Levels:
Goomba Sorting Machine
85C8-0000-005D-5BE5

Kick the right one
83DE-0000-005D-6FAF
 

correojon

Member
Woah thanks for the kind words! :)
I spent about 8 hours on each I think so I hope it shows!
About the flames in 1-1, yeah you're right, but I'm going to pretend it's to show the player flames hurt :) And there's a mushroom not too far after :)

About 1-2, it's the most puzzley level. I didn't change much except the thwomp on the moving platform to make it clear you can't jump above it.
Sploilers:

About the first Thwomp with springs, you just have to run and slide on the ice.
About the Thwomp on the moving platform, you have to be a bit precise but you just have to touch it a little and let yourself fall on the left on the platform. It's not a common action to do in a Mario game so it might be a bit too confusing. If I moved the platform left, there wouldn't be any puzzle :) But I agree it's probably too obscure.
The problem´s not in finding the solution of the puzzle, it´s in executing it. I already knew what I had to do (in fact I had already beaten this level some days ago), but the spacing is so tight that you have to be pixel-perfect in the jump and then change direction at the exact moment to avoid getting killed by the Thwomp. This will frustrate the player because even though he knows the solution and it´s a simple one (just one jump and an absolute change of direction) failing repeteadly at that isn´t fun.
The same goes for the first Thwomp on springs: once you know the solution getting killed there is frustrating. The thing is that if you do it on the first try using the momentum from the previous fall, sometimes he´ll get you if you stop running too soon. If you stop to try to time your run it´s really tricky because you´re on ice and can´t build enough speed. Again, the solution is clear and the execution is not complicated, but solving the puzzle is artificially made hard.

Knowing how to solve a puzzle but being unable to do so is really frustrating, most of all if the actions to do so are really simple. it´s made worst by a high penalty, as failing anything in this level means instant death due to the lack of mushrooms. You have to think more about the "puzzle" and the "execution" parts and make sure that one doesn´t work against the other. Each time I got over one of those obstacles I had the feeling it had been by luck instead of an accomplishment.

I really see no problem in moving the platform to the left a bit, the puzzle will still be there.
 

Blues1990

Member
The entry period has already ended by the time you first posted it. The voting process for the first group has already started. I thought someone would have told you by now...

Apparently not, as I thought the due date was tomorrow. In either case, what can I do to improve the level?
 
Not a fan of old-school games much I'm guessing? They were pretty punishing. The Frogger stage is legit tough--took me like 45-minutes I think. I thought it was a ton of fun though. Still need to try Space Invaders
It's not that, DK level was great.
Just the piranhas at the end feel super cheap when it was hard enough to just get to the bottom. Frogger was never that tough. It would have been more fair to go up.
Invaders is mostly enemy spam issues, found it easier actually.
 
That feeling when you wake up with a great idea but have to go to work. :(

Happens to me all the time. It also sucks when you're struck by a great idea right as you're about to fall asleep. In either case I usually just whip out my phone and type a short memo or send myself a brief email so that I won't forget about it later that day (or the next). :)
 

KooopaKid

Banned
The problem´s not in finding the solution of the puzzle, it´s in executing it. I already knew what I had to do (in fact I had already beaten this level some days ago), but the spacing is so tight that you have to be pixel-perfect in the jump and then change direction at the exact moment to avoid getting killed by the Thwomp. This will frustrate the player because even though he knows the solution and it´s a simple one (just one jump and an absolute change of direction) failing repeteadly at that isn´t fun.

Ok, I will change that, it's only level 1-2 after all!

The same goes for the first Thwomp on springs: once you know the solution getting killed there is frustrating. The thing is that if you do it on the first try using the momentum from the previous fall, sometimes he´ll get you if you stop running too soon. If you stop to try to time your run it´s really tricky because you´re on ice and can´t build enough speed. Again, the solution is clear and the execution is not complicated, but solving the puzzle is artificially made hard.

You can gain enough momentum from the previous fall or by running from the far left or even by starting to run on the icy portion just besides the Thwomp.
 

Ninja Dom

Member
My new level, 80's Arcade Shooter.

I've made an 80's arcade shooter like the old shmups we used to get.

E108-0000-0060-9F64

WVW69iacIRIxEWPt7y


Anybody played any other scrolling shooter stages? I'd like some inspiration for the sequel.
 

correojon

Member
You can gain enough momentum from the previous fall or by running from the far left or even by starting to run on the icy portion just besides the Thwomp.
Yeah, but the ice makes it really tricky to time the run with the Thwomp´s rebounds. I don´t know, yesterday I got very frustrated with this part, which is strange because the first times I passed it with no problems. But suddenly I started dying there more and more and couldn´t grasp what I was doing wrong. Maybe add some kind of clue that signals a spot from where if the player starts running he will pass the Thwomp or something.

Oh and one more thing I forgot to comment about this level: the use of the coins at the start, when you have to run below the line of Thwomps is really, really well done. Putting them closer together as you advanced made the challenge more exciting, even though in reality nothing had changed gameplay-wise. Nice little trick ;)
 
I'm trying to play the level Mario Mario Ace Attorney from GoldenSun_it (ID: 18C2-0000-004F-B452), which is a fantastic idea btw, but I don't know how to go forward :(
I come to the crime scene, push the P Switch, get attacked by the Red Shell Koopa + Buuzy Beetle + cannon (the real culript, I suppose), then go into the pipe that brings me again to the Court's Entrance, but there's nothing changed, and it's impossible to reach the Court before the P Switch effect ends. Given the ? block in the court, its placement, I suppose there must be something that lets you activate that, and it probably hides a P Switch to free your client...but I don't know where and how

Any hints, even the smallest, please :(
You need evidence.
Follow the culprit.

After doing that it should be more obvious.


In a previous version, it was possible to reach the court before the timer for the P-Switch ended, and that was an alternative way of finishing the level, but I fixed it by putting those indestructible blocks under the pipe exit. :p
 
Levels ought to be deleted when there's no more room for new ones imo. No idea how it actually works, though.

Looking at level codes they've been filling up from the right in hexidecimal.

The first four digits are some kind of unique ID, not sure how/why those are used. Possibly to make it harder to just put in some random numbers and find a level?

But the last twelve digits are hex that has been steadily increasing from day one.

Given that the most recent levels are in the range of 0060-0000, that means there have been about 6.3 million uploads. Not total levels, just uploads...some people hit the limit of 10 and deleted some to make room for more, some people are deleting levels and revising and re-uploading. I'm not sure if any levels might retain the same number but get a new 4 digit ID at the start, that't be cool for re-uploads.

If we assume twelve hex digits is the maximum number of levels, then they have addressing room for FFFF-FFFF-FFFF = 281,474,976,710,655 levels. Not sure about how much physical storage space they have or need for them, though.
 

KooopaKid

Banned
Yeah, but the ice makes it really tricky to time the run with the Thwomp´s rebounds. I don´t know, yesterday I got very frustrated with this part, which is strange because the first times I passed it with no problems. But suddenly I started dying there more and more and couldn´t grasp what I was doing wrong. Maybe add some kind of clue that signals a spot from where if the player starts running he will pass the Thwomp or something.

Oh and one more thing I forgot to comment about this level: the use of the coins at the start, when you have to run below the line of Thwomps is really, really well done. Putting them closer together as you advanced made the challenge more exciting, even though in reality nothing had changed gameplay-wise. Nice little trick ;)

There's no need to time anything, you can just run blindly and crouch and slide! It's 100% foolproof. One of the springs will always carry the Thwomp.
 

B_Bech

Member
The Hopsichord -

CD85-0000-0060-11D6


I had an idea about a piano that turned into a level in which you visit a broken giant 'Hopsichord' and delve inside its machinery to get it playing right...but something changes every time you return.

lmcbEAo.gif

Quoting to play this when I get home from work. This is a brilliant idea and I can't wait to see how you pull it off!
 

Madao

Member
i made a NSMBU style castle:

Killer Queen: 8014-0000-0060-CF26

it's a bit tough but it's easy to figure out. has a few hidden goodies.
 

Robin64

Member
Anybody played any other scrolling shooter stages? I'd like some inspiration for the sequel.

One of the levels in the top 20 starred list is a shmup stage.

The problem it has is that Mario's fire line is diagonal down, which felt weird, and he didn't compensate for that. Haven't played yours yet to see, though I'll check it out later.
 
Very useful data just as a collection of GAF levels, will use it for that purpose at the moment, much appreciated!
I'll tell you what. I can provide a list of all levels too: https://goo.gl/q8PvMu. As you can see here: http://www.neogaf.com/forum/showpost.php?p=178576451&postcount=3912, there are some false positives.

I've continued to work on a level recommendation engine based on this OT. Still not done but I've compiled a list of levels (1868 of them) that were posted here and have yet to get any feedback. Maybe some players can take a look at the list and provide some feedback to these creators. Here's the data: https://goo.gl/mYGAn0. I've left a column unlocked to allow us to "commit" to playing a level and providing feedback. Even if you don't like a level, I'm sure the creator would appreciate some constructive criticism.


Technical Note: There may be a few false positives here. My engine has to guess at a few things. For example, it views "feedback" as a post that contains a level code where the poster is not the author of the level. Also the author is considered the user who made the first post where the level code appears (excluding Community Showcase posts by daydream). Point being, there's some room for error. Notably, if you posted feedback that didn't contain a level code (e.g. maybe it contained a link).
Oh one more thing. While there are 1868 levels with no feedback, a total of 2889 levels have been posted. Which means GAF has potentially played and provided feedback for over 1000 GAF-created levels.
 

KooopaKid

Banned
Oh one more thing. While there are 1868 levels with no feedback, a total of 2889 levels have been posted. Which means GAF has potentially played and provided feedback for over 1000 GAF-created levels.

That's not too bad. Personnally I find not cool the GAFers that only post their creations without ever giving any feedback to others. I'm not giving any names :)
 

I Wanna Be The Guy

U-S-A! U-S-A! U-S-A!
Wow my latest stage still only has 3 plays and no wins. Please give it a go and tell me where you're struggling and why. And any feedback in general would be nice.

Stop Giving Me Stars - 45E4-0000-005C-64BB
 
That's not too bad. Personnally I find not cool the GAFers that only post their creations without ever giving any feedback to others. I'm not giving any names :)
I hear you! I think it's also important to be judicious with the levels you post here. Don't just post everything you've created, IMHO.

The way I play, if I like any level you create, I'm going to follow you and watch for new levels you create. So I'd encourage GAFers to post their best work first and then if you get feedback, followers or stars, you can start posting more stuff.
 

Spectre

Member
I'm constantly getting error code 106-0112 when trying to get anywhere in the Play menu (100 Mario Challenge, Courses and Makers). Has anyone else had this and worked out a way to fix it?

Have tried Googling endlessly to no avail (the error isn't even in Nintendo's error code database apparently), have even put my Wii U in my routers DMZ (despite other games/store/Miiverse/etc working) and still can't get past it. I'd like to think it's a server side error but it has happened every single time I've tried to play it since launch. Unbelievably frustrating. A Mario game is the last thing in the world I expected to have server issues with. :(
 

cyba89

Member
Oh one more thing. While there are 1868 levels with no feedback, a total of 2889 levels have been posted. Which means GAF has potentially played and provided feedback for over 1000 GAF-created levels.

That does only include feedback on GAF, so it might be even more. I mostly give feedback on Miiverse, if it isn't something more specific that does not fit into the character limit.
 

koam

Member
I'm attempting now. Its far more difficult than I think you realize.

Honestly so many parts of this level is difficult for the sake of being difficult and make almost no sense. Why is there a semi solid platforming with fireballs at almost every width, a koopa at the botton, 3 firebars and a bullet bill in the middle. How is that not difficult? And why are they all the same width? And why is the flower all the way on the other side where the koopa goes back and forth between 2 fireballs?

And then hammer bros on music notes? If you were going for challenging so be it but this is unfair in a lot of places. Even the part with the beetles and the fire bars is way too hard. Yiu have barely any space to navigate. And then after the hammer bros you have more fire bars and thwomps. Its like impossible to play this level and not get hit.

I beat it but the difficulty is extremely high.

The difficulty is really high but I'm glad you beat it. I was just trying to make sure it wasn't impossible. It took me about 8 tries.

The thing with this stage is that there is actually an easy way out of almost everything. For example, the thwomps with the fireballs.
If you pay attention, you'll notice that they're stomping onto blocks that break. They actually commit suicide after a second or two. You can either take the hard way and try jumping over them quickly, or wait 2 seconds and they clear up the path.

The hammer bros with the music notes are actually relatively harmless. The top one can't jump down on to you and the one the right can easily be passed if you just press right and drop in the passage right in front of him.
There's also a fire flower right before.

The Bowser at the end is easy when you
realize what the name of the course is

The is not for a beginner that's for sure but seasoned players should be able to get through it after a few tries. I found it easier that the last stage in Super Mario Galaxy 2 and Super Mario World Wii U.

For the experts out there who want to give it a shot, it's: Bowling with Bowser (0317-0000-0053-C044)
 
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