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Super Mario Maker |OT| Miyamoto Simulator 2015

Dad

Member
Both of my levels have difficulties you would expect from a Mario game. I'm trying to get a grip on making pleasant looking levels, so I'm trying somethings with the aesthetics. 3 hidden 1-Ups in each level. I'd really appreciate some feedback on either, positive or negative!

WVW69iYTsr4tduPc2I

City Beneath the Waves
57D8-0000-0027-65E2
Medium Difficulty

WVW69iYnkFQdkJuEow

Towering Toadstool Heights
E5F3-0000-0032-A35C
Easy Difficulty
 

Boba2007

Member
I made a level based around SMB3 and mushroom platforms. My previous levels have had really low clear rates so I tried to make this one pretty easy.

POYzn9B.jpg
 
Long story short: I found out that bullet bill blasters can stay on moving platforms so I made a level all about it. Took me hours to perfect. Give it a shot! Warning: It's a bit tough.

WVW69iYnrwM2OK_e2I


Falling Switch Challenge (8E76-0000-0032-B690)

P.S. Fireballs shot out of blasters underwater move in a slow or fast downward arc depending on the type of blaster you shake.
 
How are you guys entering the codes? I have to open the thread on my phone and enter that way. I tried copying from the WiiU browser but there is no way to paste?

I hope I'm missing something obvious.
 
Uploaded a couple more today.

Ghost House 4-3
98CC-0000-0032-C25F

Bowser's Castle 1-4
A25E-0000-002F-714B

They're a bit easier than my previous levels but they should still provide a bit of a challenge. Enjoy!
 

MouldyK

Member
Now that I've had some time to play the game, I have to say I'm pleasantly surprised with all the "social" aspects of this game. I think the miiverse integration is great and it's nice to see notifications when people play your levels and so on. It's too bad this wasn't a Wii U launch game since it's a great use of all the hardware and software features.

Here's hoping Nintendo keeps refining and patching this like they've done with Splatoon.

I just hate how older levels you upload may get forgotten in the crowds.

Like how GameXplain unlocked all the medals in the game because he has a following, I expect many of us will barely get views.
 

MilesTeg

Banned
So when the game says you have unlocked everything, is that really it or is there other stuff I need to do. There is still a row of stuff with nothing there.
 

Boba2007

Member
Both of my levels have difficulties you would expect from a Mario game. I'm trying to get a grip on making pleasant looking levels, so I'm trying somethings with the aesthetics. 3 hidden 1-Ups in each level. I'd really appreciate some feedback on either, positive or negative!

IMG
City Beneath the Waves
57D8-0000-0027-65E2
Medium Difficulty

IMG
Towering Toadstool Heights
E5F3-0000-0032-A35C
Easy Difficulty

These were both really great! My only real complaint with the first one was that the thwomps seemed out of place. I liked the falling bridge in the second level!
 
Can we all agree not to make NSMB themes unless we really need to use the propeller suit or it's an absolute necessity or something? It looks sooooo baaad in 30fps.
 

braves01

Banned
I just hate how older levels you upload may get forgotten in the crowds.

Like how GameXplain unlocked all the medals in the game because he has a following, I expect many of us will barely get views.

Yeah, that's kind of a bummer. I don't think there's really anything you can do about some players just being more popular than others though. It helps that your levels cycle through the Mario challenges, so you can get some looks that way, but I hope Nintendo introduces a "featured" tab with levels curated by the Treehouse or something. That way really good levels under the radar could get a bump. I'm sure there are many more improvements that could made, and I expect Nintendo will patch this game further. But for launch I still think it's pretty good.
 

Scribble

Member
I love how this OT is mostly codes, as if we're BURSTING to express our creativity. And we are, lol.

I think that this game, in spite of its status as 'tool,' should be considered the actual NEW Super Mario Bros. It blasts the Mario formula open. As much as some of us want to take a 'what would Miyamoto/Tezuka do' approach to the level design, it's the insane, Wario-esque (Mario is so legendary that his spinoffs are legendary) levels that give this game its identity. The 100 Mario Challenge is marvelous.
 

xandaca

Member
Hooray, more courses! The first is actually a revision of my previously posted level, Bowser's Aerial Artillery. I've rejigged it to add a Starman in the Bowser fight, cutting down the length if you can free it (otherwise you have to Bowser him a whopping eighteen times with the bombs he drops), moved power-ups to slightly more sympathetic places and used coins to suggest more helpful routes and strategies. It's still a solid level of challenge for a 'standard' course, with plenty of variety, but should now be both a little more forgiving and sympathetic to potential frustration about it being a relatively long level.

The new code is 5450-0000-0032-C96F and its new name is Bowser's Airborne Artillery.

My next course is Mario Bros Arcade: Reloaded, basically a series of short challenges - climbing past the enemies to the warp pipe at the top - in replicas of the original Mario Bros arcade game map. It's not big, it's not especially clever, but hopefully is fun. The code is 0A05-0000-0030-A74C.

Would appreciate any feedback and stars if you enjoy any of my courses!
 

B_Bech

Member
Yeah, that's kind of a bummer. I don't think there's really anything you can do about some players just being more popular than others though. It helps that your levels cycle through the Mario challenges, so you can get some looks that way, but I hope Nintendo introduces a "featured" tab with levels curated by the Treehouse or something. That way really good levels under the radar could get a bump. I'm sure there are many more improvements that could made, and I expect Nintendo will patch this game further. But for launch I still think it's pretty good.

This idea is great, I really hope Nintendo implements it. I personally don't think the Game Explain levels are the best on the server as his numbers would imply, but his channel is amazing and he deserves all the stars for that alone. Maybe he could feature my levels on an episode. Andre if you are reading this... Do it! Haha... (Won't happen...)
 

Dad

Member
These were both really great! My only real complaint with the first one was that the thwomps seemed out of place. I liked the falling bridge in the second level!

Thanks for the feedback! Yeah, those Thwomps were originally just me testing out how they acted in the water theme, and I ended up keeping them around just as something to fill the space. I just played through your course. The only real critique I can give it is that those big mushrooms made out of platforms are a little hard to platform on even though they look pretty cool.
 
Just uploaded my scond course. Same core concept as my first but the difficulty is a bit more manageable I think though the level is longer. Tried to make the pacing a bit better. Let me know if you think this is better or worse than my first.

Flying Spring 2 - 3681-0000-002F-ECEB

Also if anyone is interested in my first flying spring course - EA5C-0000-0013-CE21


It's better than your first but still boring, repetitive and frustrating. The obstacles should be put where the spring is at the apex to be cleared, it would be way more intuitive and less frustrating. You should also put coins and some things to enterrtain the player. It's not thatyour level is hard, it's just boring. You do the same jumps again and again and if you fail you start all over again. You allso should put some breathing room between obstacles, it's very tiring to bounce all the time and the player is falling asleep whereas it should be on the edge of his seat.

Death shouldn't be the punishment too, you should put a system where you can go to the beginning of the section and try again without restarting the level.
 

BGBW

Maturity, bitches.
I was playing around with auto completion techniques with springs and note blocks. A level I made that worked in the SMW theme did not work in any of the others since Mario's momentum wasn't enough on one of the bounces. I thought the physics were the same throughout.

Also playing around I found that if the Mushroom SFX (which gives the bonus music) is still playing upon hitting the goal in the SMW theme, you'll get an alternative level complete jingle.
 
Yo I made a level. It's pretty silly, I've just been messing around. This is fun!

WVW69iYnzesQOZCMD3


Infiltration: 6A87-0000-0032-C982

All made from the first two sets.
 
I absolutely understand that the Gamepad can only be used for making levels, but can the Wii U Pro Controller be used to play levels and at least navigate the menus? Sorry if it's been answered before. :)
 

Exile20

Member
I love how this OT is mostly codes, as if we're BURSTING to express our creativity. And we are, lol.

I think that this game, in spite of its status as 'tool,' should be considered the actual NEW Super Mario Bros. It blasts the Mario formula open. As much as some of us want to take a 'what would Miyamoto/Tezuka do' approach to the level design, it's the insane, Wario-esque (Mario is so legendary that his spinoffs are legendary) levels that give this game its identity. The 100 Mario Challenge is marvelous.

The combinations was an excellent ideal. So awesome. To see a chomp chomp shoot out a cannon is terrifying.
 

Stoze

Member
Do you lose the stars from an uploaded level if you delete it?

Yeah, you lose all the stats on the level.

Alright, I'm gonna jump into a bunch of gaf courses for a few hours. Here's my second course if someone wants to give it a try:

Day 2: Spiny Colony
91B1-0000-002C-ECDC


Made only using up to Day 2 tools, momentum based, collecting 100 coins as a secondary objective. So far my prediction of 35% completion rate is spot on.
 

EvilMario

Will QA for food.
Did it! WOW! That was both fun, hard and perfectly nostalgic. I don't think you could have made it better, you're my hero.

Thanks for the kind words!

I made a version with slight tweaks now. Notably I removed one more fireball piranha from the first segment, as it seems to have been a wall for most people. Those were definitely the toughest things to emulate, but using bullet bills wouldn't feel right.

WVW69iYn4mctbDb8cB


F0EF 0000 0032 D5C0

SuperMario Land 2:Wario's Castle
 

Sölf

Member
I need a few more stars so I can upload more stages. D:

This limit is killing me and my creativity! D:

That aside, I reuploaded the following stages:

- The Cave Adventure
0502-0000-0032-2761

- Andarro's Mansion
11A0-0000-0032-2F9C

- Andarro's Castle
54A1-0000-0032-37F1

- Castle 4 (now"Fiery Castle Ride")
29D2-0000-0032-3EAE

Maybe someone wants to take a look. I tweaked all of them a bit with little things (like a P-Switch shooting out of a canon instead of only placing one).
 

rawk

Member
Here's a stage I made yesterday. It's a gimmicky little journey around as many national flags as I could A) fit into the stage and B) figure out how to make with Mario building blocks.

WVW69iYU-ZocwZYIUh


The United Nations of Mario:
2CC2-0000-0028-33E5

The screenshot shows my attempt at a Union Jack. I think I managed to fit in about 10 flags overall.

I'm working on a new one I think will be really cool, but it'll probably take another day.
 
Wow even with some elements missing from the various titles this game is amazing.

My wife and I each made short and easy levels that are more of a gimmick than anything else. Still yet, would love some feedback here on them.

Shyamalan - 6ACC-0000-0022-911D (Mario 1 style - quick joke and done)

Glitch of the Ghost Eater - 6E8F-0000-001B-728B (Mario 1 style - Inspired by Pacman Championship Edition)
 

B_Bech

Member
Yeah, you lose all the stats on the level.

Alright, I'm gonna jump into a bunch of gaf courses for a few hours. Here's my second course if someone wants to give it a try:

Day 2: Spiny Colony
91B1-0000-002C-ECDC



Made only using up to Day 2 tools, momentum based, collecting 100 coins as a secondary objective. So far my prediction of 35% completion rate is spot on.

Loved it. Coins aided speedrunning immensely. Got all the coins on the first go, too. More people should play this stage to get a good idea about momentum and coin placement. These aspects are very overlooked. I'm going to learn from your example for future stages.
 

Dad

Member
Thanks for the kind words!

I made a version with slight tweaks now. Notably I removed one more fireball piranha from the first segment, as it seems to have been a wall for most people. Those were definitely the toughest things to emulate, but using bullet bills wouldn't feel right.

WVW69iYn4mctbDb8cB


F0EF 0000 0032 D5C0

SuperMario Land 2:Wario's Castle

I think I enjoyed this more than the real level
 
My levels tend to have a single theme...

691B 0000 0019 9DEF The hop, skip & jump. This one is pretty hard and is all about precise platforming

48D6 0000 0027 08EE suicide is painless. This one is a combination of puzzle and skill. Pretty easy once you've figured out the solution.

9760 0000 0032 B9E7 I am...INVINCIBLE! A little rif on invincibility. Easy when you know how.
 

Dorygrant

Member
I'm curious if anyone has gotten their own created level yet when doing 100 mario challenge/10 mario while online?

Like how embarrasing would that be to lose your last mario on your own design lol
 

jmizzal

Member
The best thing about this game is seeing how people do on your stages lol

Try my castle stage pass rate is 17% but its really an easy stage but hey I know the stage lol

C0DE 0000 0025 D6A4 - The Deed
 
It seems that the main courses that get noticed are of people with their hands on throngs of gamers, like that GX level. Camt really understand how anyone would get thousands of stars otherwise
 

EvilMario

Will QA for food.
In my quest to make an easier, more enjoyable course.. I present to you..

Climb to Mole Base

(14EC-0000-0032-3951)

Even still it came out more difficult than I intended.

WVW69iYm6oE5M3nz-2
 
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