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Super Mario Maker |OT| Miyamoto Simulator 2015

Mael

Member
I could've sworn I commented on your level on the previous page ;)

It's a fair point though, activity has died down here lately.

Yes you did (thanks again for the feedback).
This level has a shockingly low completion rate T_T.
I blame Xenoblade Chronicle X myself :p
 

Marcqué

Neo Member
Well this is my first post on GAF after lurking for years! Here're some of my levels.

"King Dad's Den"
A601-0000-010E-66FB




"Running Amuck"
8216-0000-010E-654D




"The Great Goomba War"
28A5-0000-010E-62D2




"Chain Chumps"
284A-0000-010E-6223




"Twirl-Twirl Mountain"
EB70-0000-010E-6134

 

Marcqué

Neo Member
And here's my last 5.

"Bomb-ombs Away!
6400-0000-010E-5FEE




"Save Peach's Castle"
8BEB-0000-010E-5E00




"King Dad's Sphinx"
E51D-0000-010E-5CFE




"Mount Koopa"
D25A-0000-010E-5303




"King Of Kong"
BC02-0000-010E-49DA

 

javac

Member
Hi all, I got the game recently and after enjoying everybody else's levels I finally made and uploaded my first ever Mario Maker level. It's not really hard but has some tricky spots. My main focus was to create a level that had multiple paths. I feel as if some of the paths make the stage way too easy but I liked the way that they felt and looked, of course this will be the main aspect that I improve upon next time. I welcome any feedback and please let me know if I'm doing anything wrong in regarding posting my course ID. Have fun!

ED8C-0000-0117-A37C
 
Ah! I just realized that I ALWAYS activated manually the P-Switch with the koopa before. I don't know why I felt like it was part of the challenge.
Makes sense I was confused afterward!

Haha I had a feeling some folks on that part
would naturally want to jump off the Koopa just to hit the P-Switch instead of simply staying put and letting the Koopa walk on top of it. The level is built around the concept of being in kind of a laid back "zen mode" and letting the enemies do their thing which of course goes against the grain of what a player normally wants to do in a Mario stage, which is be impatient and hit everything they can. :p

Thanks, if you have to try 1 level it would be
Thwomp's burning mansion
D372-0000-0109-26C6
or if you're the only who actually played it
Fire in the hole : 688B-0000-0104-12C8

Thanks, I promise I will check at least one of these out next week. I have really enjoyed reading your feedback, btw! Very happy to hear my approach to the level at least makes more sense now after I clarified things. :)
 

Shizza

Member
Thanks, if you have to try 1 level it would be
Thwomp's burning mansion
D372-0000-0109-26C6
or if you're the only who actually played it
Fire in the hole : 688B-0000-0104-12C8

Got a chance to play this one too! Great challenge, and very enjoyable. Definitely worth a star!
finished the easy path, and I'll check out the hard path when I have a bit more time too!

Played a few more of your levels as well. And it looks like you took a tour of mine too. Thank you for the stars - which were enough to get my next medal! I'll have to make some more now that my upload limit is increased.
 
Asq5OWx.png


My friend chipped away at making this level over the course of many weeks with the hopes of making a level that is practically impossible to solve. I was able to beat it, but I'm curious to know if anyone without any knowledge of the level would be capable of doing the same without downloading it and looking up the solution.

There's no complex platforming, and very little risk of actually dying, but it might test your patience a great deal.
 

Mael

Member
Haha I had a feeling some folks on that part
would naturally want to jump off the Koopa just to hit the P-Switch instead of simply staying put and letting the Koopa walk on top of it. The level is built around the concept of being in kind of a laid back "zen mode" and letting the enemies do their thing which of course goes against the grain of what a player normally wants to do in a Mario stage, which is be impatient and hit everything they can. :p

I guess it makes sense if you take the zen approach to it.
I'd say add the zen soundeffect when you are on top of the turtle to put that in the mind of the player.
Heck I was pretty much rushing myself :p

Thanks, I promise I will check at least one of these out next week. I have really enjoyed reading your feedback, btw! Very happy to hear my approach to the level at least makes more sense now after I clarified things. :)

Cool!
That's why this thread is good, you can discuss easily part of the designs.
that would be lost if we only used Miiverse.

Got a chance to play this one too! Great challenge, and very enjoyable. Definitely worth a star!
finished the easy path, and I'll check out the hard path when I have a bit more time too!

Played a few more of your levels as well. And it looks like you took a tour of mine too. Thank you for the stars - which were enough to get my next medal! I'll have to make some more now that my upload limit is increased.

Thanks!
Beware for the hard path it's a bit obtuse, so much I put in a shortcut to get there directly from one checkpoint.
Your levels were cool so they earned their stars I'd say, glad I was of help!

I'm very sorry SMM Gaf, I'll have to take a break, my copy of Xenoblade X just arrived in the mail.
I'll still be there but way less active till I take a break of Mira.
 

Painguy

Member
Hey all. After a 2 month break I made another course. I spent about 6 hours on it. Hope you all enjoy. Criticsm is greatly encouraged.

Totem Tower Baddy Road
0B3C-0000-00FB-6ABE
EjLkdq3.jpg
 
Per some suggestions I received, I placed the first checkpoint flag on Babysitting Bobombs farther ahead in the level, it's now
placed where you start the second Bobomb escort mission.
I also moved the second checkpoint flag to be above the pipe which leads to the
flying Bobomb "crib" instead of on the crib itself.

I was also able to partly fix a bit of a blind spot in the first section near the end of the first Koopa ride.

Updated code: 6DD5-0000-011C-41FC

Feedback finally for ChrisKre's Scorching Pyro Manic Manor (mael, oddjobs and Shizza, I will try to play your levels tomorrow):

Wow, LOVED this stage. Nice consistent visual theme, another great use of vines which changes your jump timing and forces the player to be more patient. I love how you just pack your levels with room after devious little room. Just a great looking and great playing stage.
 

Weng

Member
I stumbled over this level in the 100 mario challenge. What the hell is going on here? Is this another glitch or am I missing something?

ID: 1CCF-0000-0114-40F8
 

Articalys

Member
Game Center CX recently had a special 2-hour Super Mario Maker live broadcast event, where Arino was tasked with clearing one stage from each of 12 special categories of courses selected by the show's staff (from over 10,000 submissions). He only ended up playing a small portion of the total, so Nintendo posted the full list of the 120 courses that were selected to be his options, so you can try them out for yourself and see if you can beat the 2-hour time limit.

https://topics.nintendo.co.jp/c/article/6cf5924c-a204-11e5-a02c-0a6d14145cb1.html
 

jholmes

Member
Game Center CX recently had a special 2-hour Super Mario Maker live broadcast event, where Arino was tasked with clearing one stage from each of 12 special categories of courses selected by the show's staff (from over 10,000 submissions). He only ended up playing a small portion of the total, so Nintendo posted the full list of the 120 courses that were selected to be his options, so you can try them out for yourself and see if you can beat the 2-hour time limit.

https://topics.nintendo.co.jp/c/article/6cf5924c-a204-11e5-a02c-0a6d14145cb1.html

WHAT THE FUCK

00000110_03.jpg


No wonder this stage got so much more popular, specifically in Japan! I'm totally blown away that Arino played 10 non-Japanese and one Canadian stage and he happened to play one of mine.

I kept meaning to watch the broadcast but kept putting it off. This would've blown my fucking mind if I saw him boot up my stage without knowing about this going in!
 

jholmes

Member
Oh... now I kind of feel bad about spoiling the surprise. Sorry, had no idea one of the courses shown would be from a gaffer.

No way man, much better for me to find out this way. Honestly I suspected something was up, the last few days Japanese players have not only been starring my stage, but actually commenting on it!
 
^^^^

Yes, I can finally make proper shmup stages, no more Clown/fire flower combo. Also can't wait to see the Mario Land Sky Pop remakes this will inspire.
 

Bydobob

Member
Hey all. After a 2 month break I made another course. I spent about 6 hours on it. Hope you all enjoy. Criticsm is greatly encouraged.

Totem Tower Baddy Road
0B3C-0000-00FB-6ABE
EjLkdq3.jpg

Good level, always fun knocking down those crazy towers! A fair, consistent challenge too and it doesn't outstay its welcome. There is more you could have done with the Goombas if you wanted to. They can be kicked along the ground as you're walking, and can be thrown upwards. Throwing Goombas up at spinning blocks and question blocks also activates them, giving you even more opportunities. (I have a bit of SMW Goomba history myself - 'Goombas Play ball' E4D7-0000-00D8-AB57)

I stumbled over this level in the 100 mario challenge. What the hell is going on here? Is this another glitch or am I missing something?

ID: 1CCF-0000-0114-40F8

2 apparent glitches here. First, going through doors without pressing up, and second, the invisible doors. First appears to be achieved by placing spikes over doors on rails. The second might be achieved by simply placing background tile over the door, but haven’t tried yet myself. Great level anyway!

Can someone please play my latest Ghost House Assault level FC5B-0000-011A-771B. Since reuploading for the 2nd time it's hit the tumbleweed and is destined for deletion at this rate!
 
Only two stages away from completing my goal of creating 32 stages that feel like they could be straight out of Super Mario Bros.

I'm so disappointed in my 1-1 and 1-2 now, but I don't want to delete them and reupload them and have all my courses be out of order on my profile. =_=
 

Dimentios

Member
Oh shit. Can we give Dimentios some credit here? He/She called this update a page ago, and nobody batted an eyelash.

fc3e4331141701571867267706_700wa_0.gif


The bumpers seem to be a trolls toy, but who knows, maybe someone can create decent levels with them.
The new doors, however, are a decent addition.

--------------------------------------------------------------------------------------------------------

Poison Pond (XXXX-0000-01XX-XXXX)

Coming Soon...

NVy0me1.jpg
 

JiliK

Member
dFN6bXih.jpg


Say whaaaaaat?

It didn't make it on to the show unfortunately, but just being picked is awesome, as well as highly unexpected. (That code again, folks: F73D-0000-007D-BABC :D) Oh, and congrats, Justin!
 

RagnarokX

Member
So I check in on Mario Maker after not playing for a while due to other games coming out and I'm greeted with a message telling me that my most popular course, Junior Airship Showdown, has been deleted from the servers. Such bullshit.
 

Simbabbad

Member
So I check in on Mario Maker after not playing for a while due to other games coming out and I'm greeted with a message telling me that my most popular course, Junior Airship Showdown, has been deleted from the servers. Such bullshit.
Wow. Any justification?!
 
One thing that kinda sucks about Mario maker is that there is not many tools to make a boss. I decided to give one a shot, anyone care to give me some feedback? The ID is 2919-0000-0120-FF20.
 
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