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Super Mario Maker |OT| Miyamoto Simulator 2015

Forkball

Member
Is there any way to see clearly where people died on your level? It shows the full map with flashing Xs on the preview, but it's so small.
 

mrklaw

MrArseFace
COq9lCIVAAA8nQG.jpg:large


Play this and give me some feedback.

I think this might be a think that either only makes sense to me or is super baby easy and uninteresting.

Really nice. The unreachable opening at the start gives you a hint at what you'll need to do, and the backtracking works nicely. Not to difficult either.
 

The Real Abed

Perma-Junior
Never expected the block limit to get in the way but trying to make visually pleasing levels is being super hard. Wish it was higher.
I don't understand why solid ground tiles count towards any limit at all. They're part of the scenery. They shouldn't count. Everything else sure. ? blocks, enemies, platforms, anything that moves or is interactive is fine, but a solid non moving block shouldn't count. It makes no sense really.
 
Put some work into a level. Pretty happy with it - even though I made it up as I went along, I tried to follow the principle of introducing an idea (largely meaning enemy types, behaviour and the technique of breaking bricks with shells) and then using it for a different effect elsewhere in the level. It's a pretty tough level, at least to me (I'm pretty bad at platformers), but it's also quite traditional and familiar in a way.

(8851-0000-001E-8791)

Any feedback would be great! :)
 

matm666

Member
Uploaded my first level, pretty simple not hard, havent unlock all tools yet:
4A72-0000-001E-8560

I have a question, I unlocked a costume in 100 Marios, how do I use it? I have the mistery murshom in my tools but it gave me something different!
 
I don't understand why solid ground tiles count towards any limit at all. They're part of the scenery. They shouldn't count. Everything else sure. ? blocks, enemies, platforms, anything that moves or is interactive is fine, but a solid non moving block shouldn't count. It makes no sense really.

And coins are in the same 'batch' of items as blocks, so if I add blocks I can't add coins. I had to cheat and put pipes as walls because it was the only solid thing that was left for me to put, heh.

Lo' and behold, my first level! I actually ran out of ground blocks and had to get creative.
Using platforms in a way that doesn't let you stand in a place for too long.

Spent a lot of time in the visual, but I think the design is good as well. It introduces you both concepts separately, then joins them together in different ways.

There's 3 hidden 1-Ups in the level, hope you enjoy it!

Sawblade Stump
99CF-0000-001E-43FA

vgDh1K0.jpg

Reposting for new page - need more feedback! (I think I'll do what Ferrio did and lower the last saws a bit, as well as acommodate the level from some deaths I saw on the mini-map).

Also, this below is a proof of concept? Dunno - could be really fun to expand on that - bullet bills shoot the blocks which in turns grow infinite vines and you need to avoid Zingers and other things =P. Vines follow a track that can go up and down as well.
Trying to simulate some DKC vine levels.

VineCart Carnage
AD53-0000-001E-AAB4
 

oti

Banned
Finished my first level, i will admit it's a bit hard, but then again i wanted to somewhat capture the Battletoads experience.

Turbo Tunnel:
ID: 9C35-0000-001E-6D84

I tried to emulate the rappelling bit of the level by placing a vine, you need to wait a bit at first so the vine goes up there are 3 sections of "descending" and then the actual turbo tunnel.

For the second rappelling section it helps if you kill the first koopa while kicking your buzzy beetle

heeeeeeeeeell no
 

mrklaw

MrArseFace
I was actually on the fence about getting this game, I mainly want to relax when I play games these days and I wasn't sure if making levels fit the bill.

I'm glad I got it, though, last night I really got "in the zone" and made what I thought was a cool level with only the basic tools you get at the beginning (and needless to say, I wanted to post it here).

Thing is, I forgot to jot down the level ID when I uploaded the level, now I can't seem to find it. Is my level basically lost now or is there a way to retrieve the ID? Looks like you can't search user levels by name (it's "The More, the merrier"), which is kind of ... dumb.

OK, I found the level through a notification that I got, the ID is 82DF 0000 0018 8D8D.


Tap your face in the top left corner of the screen, it'll take you to a list of all levels you've uploaded. Under the screenshot of the level start there is an 'ID' button - tap it to show the code.
 

PSqueak

Banned
The first level I didn't finish. I guess it's true to the Battletoads spirit. The first part is a lot easier if you just ignore the vines (using the shell as a helm it's easy to get through). But the part with the spikes is what kills me, the timing on the first koopa seems off, I missed it way too often. The other parts seemed fine (as far as I got, which was the jumping section with multiple koopas), but since getting there is hard enough I didn't get many tries.

Now the bolded is some lateral thinking i didn't see hahahaha! I was banking on people just letting the buzzy beetle be kicked automatically and not realizing
you can hold the buzzy beetle if you start the level holding the run button
but that was just so by default the vine would come out, never thought of the helm alternative.

I really should go back to the concept. 'Twas my first level and the first batch of objects alone didn't inspire much creativity.

I think item hunt levels could provide excellent puzzles, so it's a good idea to keep exploring the concept.
 
Put some work into a level. Pretty happy with it - even though I made it up as I went along, I tried to follow the principle of introducing an idea (largely meaning enemy types, behaviour and the technique of breaking bricks with shells) and then using it for a different effect elsewhere in the level. It's a pretty tough level, at least to me (I'm pretty bad at platformers), but it's also quite traditional and familiar in a way.

(8851-0000-001E-8791)

Any feedback would be great! :)

Super fun! Great power-up positioning - as soon as I got hit by something that was a bit unlucky I got another one so it felt fair all the way through. The way the Hammer Bros and Beetles are positioned is also super intuitive, so good job.

My only real gripe is the Thwomp right before the bosses. When you're running up the platforms your instinct is to continue jumping, but then an off-screen Thwomp hits you. If you're small that means a death.

Otherwise, really good course.
 

Theorymon

Member
I finished my first course! Originally it wasn't going to be too tough but... yeah I got carried away. I think its still fun though!

Presenting: Sonic's Spindash Symphony! 4C09-0000-001E-B5F1

I thought this one wasn't gonna be tough, but a few adjustments made this a pretty good challenge! If there's one hint I'll give, its this: The key to succeeding in this level is listening to the sound cues, and knowing what they mean! ALSO, HOLD THE DAMN DASH BUTTON!
 

Sölf

Member
Build my first castle. Difficulty wise, it's nothing completely hard, but definitly not that easy. Could be a mid to end castle in a normal Mario game. Feedback appeciated.

C7D2-0000-001E-C6C2

Also, another "Can you get 100 coins?" level, much harde than my first and under water:

66F1-0000-001E-8D7B
 
Super fun! Great power-up positioning - as soon as I got hit by something that was a bit unlucky I got another one so it felt fair all the way through. The way the Hammer Bros and Beetles are positioned is also super intuitive, so good job.

My only real gripe is the Thwomp right before the bosses. When you're running up the platforms your instinct is to continue jumping, but then an off-screen Thwomp hits you. If you're small that means a death.

Otherwise, really good course.

Weirdly, I thought the Thwomp was onscreen. Must have just been subconsciously seeing it when testing. I'll get on that when I get more time to play. Thanks :)
 
I just got this. How long does it take to unlock the SMW set? Also, how do I see the tracing ghost in the creator of where Mario has jumped and moved?
 

SeanR1221

Member
I have up to the airship stuff unlocked now. I've made a few basic levels but haven't made anything too big until I get more tools.
 

Forkball

Member
I just got this. How long does it take to unlock the SMW set? Also, how do I see the tracing ghost in the creator of where Mario has jumped and moved?

I forgot the days, but you can get all the sets in maybe an hour or an hour and a half if you do the block placing trick. The tracing ghost is one of the unlockable features. You will see a small little Mario button on the lower left that lets you turn the tracing ghost on or off.
 

oti

Banned
Sölf;178479182 said:
Build my first castle. Difficulty wise, it's nothing completely hard, but definitly not that easy. Could be a mid to end castle in a normal Mario game. Feedback appeciated.

C7D2-0000-001E-C6C2

Finished it. The pacing at the beginning is a bit frustrating, it slows you down. I also reached a dead end after getting hit and I had to restart the level. :(
 

Stoze

Member
Alright I played a page worth of levels, here's the ones that stuck out to me;

If you're up for some straight up old school Mario 1 fun, try my level!

A7BD-0000-001D-F635

Good pacing and design, the kind of levels I wish I would get more of in the 100-Mario challenges. I feel like there maybe should be an extra threat near the end, you can kinda just bolt through it since the piranna plants don't spawn quick enough.

ZlhbEMp.jpg


Could someone please give my level a try? I spent a long time on the koopa puzzles, but I've only had one person play it. :(

This is excellent. I haven't played many puzzle levels, but this one is short and clever. I want more!

Supposed to be a tricky ghost house level, let me know what you think!

2E4B-0000-001D-F498

Really cool callback to ghost house levels. I would change the beginning though, it's a bit too cramped with the ghost circle and the big Dry Bones'. I would also maybe take off a layer of the p-switch/block thing or shorten that area just to speed things up. Otherwise it was great, like that the p-switches respawn if you mess up, and especially love the leap of faith at the end.
 
Without reading any of the reviews, how is this game and does it justify the $60 price tag?I've played some Mario (i.e 64 and I think a couple of GameBoy advance ones) is this game worth getting if Im a casual to the series?
 

Eteric Rice

Member
Without reading any of the reviews, how is this game and does it justify the $60 price tag?I've played some Mario (i.e 64 and I think a couple of GameBoy advance ones) is this game worth getting if Im a casual to the series?

I guess it depends on how much you enjoy platformers and if you have any interest in designing your own levels. For me it's worth it, because I enjoy the hell out of 2D Mario and this is basically unlimited 2D Mario. It also lets me make levels, which is really fun as well.

If you don't enjoy 2D platformers though, then no.
 

oti

Banned
Sölf;178479449 said:
Where was the dead end? At the swirling flames at the end?

At the beginning when you have to stomp on the blocks as super Mario to fall down. I lost my mushroom before so I couldn't progress.
 

Stoze

Member
Some tidbits I've learned:

-Instead of equipping a helmet by dropping it onto your head, you can just hold it/carry it and press down. Doesn't work with SMB1 since no carrying.
-Helmets can also dissipate fireballs.
-You can carry items through the doors, including p-switches (don't think it was like this in original games, could be wrong though).
 

BashNasty

Member
Finished a few new courses if anyone is interested. All these courses are intended to be only lightly challenging, trying to focus more on Mario-style platforming over pixel perfect precision.

Baddie Bridges: D8C2-0000-001E-B589

Ghastly Ghosts: E1A0-0000-001E-3435

Mushroom Top: 54FC-0000-0017-9818

If anyone happens to play these I would, of course, love to hear your thoughts.
 

Zomba13

Member
So my first level I've made is a simple autoplaying one because I like them. It's not good but I had fun making it.

Gonna have food then make a proper level I think.
 

Teknoman

Member
Man its really hard to to try to make a decent yet fairly challenging water stage. Decided to take auto scroll off since its an early water level.

oHyXdbJ.png
 

dock

Member
This is excellent. I haven't played many puzzle levels, but this one is short and clever. I want more!
Thank you! I'd like to make more puzzles with the SMB1 set, as they have really strong limits on interactivity.
This game us making me like SMB's limits more and more.
 

daydream

Banned
for the EU crowd that was asleep while i was still up making my third level, here it is: AADE-0000-001B-12DD

level's called 'a song of ice and fire', feedback would be very appreciated!

gonna be gone the next few hours so i'll try and catch up on some of the new levels then!
 
Man, this takes me back to my school days where I used to draw levels at the top of my exercise book. This is so much fun!

My first try, if anyone is interested: 601D-0000-001F-13D0
 
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