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Super Mario Maker |OT| Miyamoto Simulator 2015

Thud

Member
That was fun! Felt like there was maybe too much happening that really had nothing to do with progress (and since this was puzzle oriented, they served as red herrings mostly). Even still, starred! Make a sequel!

Fast! Glad you liked it :p

Can you give specifics which parts in the level where there is too much happening? I'm guessing defeating the wiggler on the moon and the rooms afterwards.

The propellor suit is horrible to place in a level, so any sequel will be in a different style I think. I'm thinking about SMB3. I did make some levels before this one, where some designs I reused. I kept them online so people can enjoy the differences and the progress I made in leveldesign :).

I'll play your level later!
 

Nessus

Member
Get The Shell To The End

mariomaker2.jpg


3E84-000-003F-720A

Made a simplified and streamlined version of my level.

Realized I shouldn't assume the player knows anything, and that I should try to teach them every single step in isolation before I add stuff.

Would love to hear people's thoughts and impressions on this one.

It's more of a puzzle-oriented level where you need to get a shell to the end of each section to progress.
 

Dad

Member
Here's tonight's level. I tried to loosely follow the beginning sequence of Raiders of the Lost Arc.

WVW69iZBdOw8Tjvz_T


Raiders of the Lost Coin

9B89-0000-003F-247B


You start off in a jungle, where you can see the signs of an ancient civilization. You then enter a cave, wherein you must avoid traps in your search for the priceless idol (AKA the coin). At the end there is a thrilling escape.

I'm not as happy with this one as I was with my Jurassic Park level (5293-0000-003A-7E9E), and I can think of some changes I might make, but I figured I'd post it for now and move on.

Let me know what you think!
I think you're too down on it because I thought it was fun! Was getting vibes from that SNES Pitfall game the whole time I was playing. Maybe hide the trampoline P Switch in a subtly hinted at invisible block to add some puzzle solving elements. You also may want to adjust the timing on the boulder run by setting it farther back or pushing the enemies back. It's really hard to get your bearings and grab the flower without taking a hit as is. Fucking cool idea by the way
 

kinggroin

Banned
Here's tonight's level. I tried to loosely follow the beginning sequence of Raiders of the Lost Ark.

WVW69iZBdOw8Tjvz_T


Raiders of the Lost Coin

9B89-0000-003F-247B


You start off in a jungle, where you can see the signs of an ancient civilization. You then enter a cave, wherein you must avoid traps in your search for the priceless idol (AKA the coin). At the end there is a thrilling escape.

I'm not as happy with this one as I was with my Jurassic Park level (5293-0000-003A-7E9E), and I can think of some changes I might make, but I figured I'd post it for now and move on.

Let me know what you think!

Fun. Stress free. Gorgeous theme too. The end had me laughing.
 
So what is the policy on unlocks in the 100 challenge or 10 challenge mode? I am playing the medium difficulty 100 challenge mode and really, really want to skip a level. While some levels are really fun, I'm mainly playing through it just to unlock costumes. Will I still unlock a costume if I skip a level? If so, what stops me from just skipping all the levels?
 
Moving Parts May Be Present : 4E90-0000-003F-918E

ZdT2XU3.jpg


I ran into a problem with a few of my levels where I ran out of ideas for one reoccurring gameplay element towards the end, so by using two reoccurring gameplay elements I can have more variety for a full level and mix things up more. I ended up coming up with some light puzzle elements, weirdly enough. Normally I don't go for puzzle stuff but it just came naturally for this level.

Previous levels
039D-0000-0035-25F7 - Balcony, ghost mansion level (not a door maze)
0150-0000-0030-7F09 - Misty Docks, undead themed level
2B71-0000-0027-A12F - "Into the Heart", level where you descend into a Bowser castle
0415-0000-0021-2DBA - Cheep Cheep spam level
2D77-0000-0019-BF96 - Piranha Plants on bounce springs level
 
Made my first level. Ended up taking way longer than I thought. I dunno how difficult it is since I played it a ton. Would appreciate if anyone would play and leave comments. I basically tried to keep it to just a linited set of enemies in each theme for fluency and in the main world I try to let the player see an enemy once before they have to encounter it for real.

Underground Aether
C8F6-0000-003F-8D33
 

rawk

Member
I think you're too down on it because I thought it was fun! Was getting vibes from that SNES Pitfall game the whole time I was playing. Maybe hide the trampoline P Switch in a subtly hinted at invisible block to add some puzzle solving elements. You also may want to adjust the timing on the boulder run by setting it farther back or pushing the enemies back. It's really hard to get your bearings and grab the flower without taking a hit as is. Fucking cool idea by the way

Thanks! Yeah, the ending boulder run was the hardest part to work out. If the cannon is too far back, it's way too easy to outrun. If it's too close, it's too much of a surprise. If I use the red heat seeker, it A) doesn't look like a boulder and B) is too fast for Mario newbies who don't constantly run. So erred on the side of making the boulder run chaotic, but with a ton of flowers so you most likely won't die.

Maybe I'll make an advanced version with harder jumps and puzzles and a faster, streamlined cannon section.

Fun. Stress free. Gorgeous theme too. The end had me laughing.

Thanks!
 

Dad

Member
Moving Parts May Be Present : 4E90-0000-003F-918E

ZdT2XU3.jpg


I ran into a problem with a few of my levels where I ran out of ideas for one reoccurring gameplay element towards the end, so by using two reoccurring gameplay elements I can have more variety for a full level and mix things up more. I ended up coming up with some light puzzle elements, weirdly enough. Normally I don't go for puzzle stuff but it just came naturally for this level.

Previous levels
I'm not usually one for trampoline gimmicks, but I felt this one was fair and engaging enough to be enjoyable. I'd definitely consider adding a super mushroom or two to the course unless you want very low completion rates, especially when including semi-random enemies like Monty Mole and Hammer Bros. The first 1up can also be painful to get due to the shoddy way the track items work in this game (SMM's fault, not yours). There's also a random bit of floating land below one of the obstacles that i think was left over from construction lol
 
thwomp it!

3E0E-0000-003B-AC38

I'd appreciate if someone could play this one.

This is my third level. It is fairly short, but it relies on a mechanic I experimented on for making progress at the beginning. It may not be very obvious though, no one has cleared it yet :(.
 

cronos_qc

Neo Member
I created one level in Mario Maker, I've called it : Jumping In 4/4

I would love to hear your comments about it. I've tried the best as I can to make the level mildly hard without being unfair. The level is also very forgiving!

If you try my levels, share me your level ID and I will try yours.

Is it hard? Is it fun?

Thank you

C0D2-0000-003F-FDBE

QdtH8dZ.jpg
 

Bog

Junior Ace
It's a new airship level! I was going for difficulty similar to SMB3's earlier airships. Not quite the harsh ones later on.

All Aboard!

PhFsuuR.jpg
 
Ok, this is pretty helpful to know, I'm sure some people will put it to good use...

Yoshi eggs respect the powerup hierarchy.

When two Yoshis already exist on the map (pretty much just what can be seen on the current screen), a third Yoshi egg will give Mario a powerup instead. This powerup is dependent upon what Mario already has. If you're small, you get a mushroom, if you're big you get a fire flower, if you're fiery you get a feather, and if you have the cape you get a 1-up.

It's actually not very difficult to deliver powerups to people via Yoshi egg, you just have to make two eggs hatch in an unreachable area and the third in an accessible place, either in a question block on the same screen, or playing with the placement of the eggs until the powerup spawns every time.
 

Choomp

Banned
Finally got the game. Fooled around some with the level editor and played some Course World. Game is special, methinks.

Also, the Nintendo World Championship levels are playable right? Where can I do that?
 

jholmes

Member
Ok, this is pretty helpful to know, I'm sure some people will put it to good use...

Yoshi eggs respect the powerup hierarchy.

When two Yoshis already exist on the map (pretty much just what can be seen on the current screen), a third Yoshi egg will give Mario a powerup instead. This powerup is dependent upon what Mario already has. If you're small, you get a mushroom, if you're big you get a fire flower, if you're fiery you get a feather, and if you have the cape you get a 1-up.

It's actually not very difficult to deliver powerups to people via Yoshi egg, you just have to make two eggs hatch in an unreachable area and the third in an accessible place, either in a question block on the same screen, or playing with the placement of the eggs until the powerup spawns every time.

That's interesting, but am I right that eggs won't hatch unless Mario is close enough to hear them hatch, and probably also see them hatch?
 
i really liked the actual challenge in the wall jumping, and especially with regards to the multiple paths. i think that's the one 'hero' this level needs. putting enemies in places where there might be power ups or items is a cool thing, a risk/reward sort of deal. i wasn't as big a fan of the piranha plants though.

Thanks. Yeah, I think the pirahna plants need to be toned down significantly. I'll probably do another pass and only put them in "obvious" locations because the other enemies and wall jumping make it hard enough as it is.
 
I'm not usually one for trampoline gimmicks, but I felt this one was fair and engaging enough to be enjoyable. I'd definitely consider adding a super mushroom or two to the course unless you want very low completion rates, especially when including semi-random enemies like Monty Mole and Hammer Bros. The first 1up can also be painful to get due to the shoddy way the track items work in this game (SMM's fault, not yours). There's also a random bit of floating land below one of the obstacles that i think was left over from construction lol

Probably not enough for me to justify a re-upload (SMM doesn't make small incremental changes friendly). There is a Fire Flower in the level which is intended to be a strong reward for players that figure out how to get it.
 

MDave

Member
Alright I feel confident enough about my levels! I have focused purely on Super Mario World style levels, I keep things simple but fun and as familiar to World as can be. Quite proud of the Ghost house level in particular!

Let me know what you think :)

Sorry for no pics, I don't know how to do that.

Airship Hit And Run!
CA82-0000-002D-8F4C

Saws And Conveyer Belts
18C3-0000-0039-2776

Classic World Water Course Style
82B6-0000-003D-F0FB

Classic World Ghost House Style
909F-0000-003F-A9E7

Enjoy :)
 
That's interesting, but am I right that eggs won't hatch unless Mario is close enough to hear them hatch, and probably also see them hatch?

Correct, but again you just put 2 eggs visible on screen like one tile below the ground, right under a question block that spawns another egg. :D
 

Dad

Member
thwomp it!


3E0E-0000-003B-AC38

I'd appreciate if someone could play this one.

This is my third level. It is fairly short, but it relies on a mechanic I experimented on for making progress at the beginning. It may not be very obvious though, no one has cleared it yet :(.
There are some good concepts here, but it needs a lot of work to get it into a satisfying state. The shell launcher system to break out the flying thwomp broke on me once and got the shell stuck in an endless loop, forcing me to restart. Unless I did something daft, actually waiting for Thwomp to break the blocks is extremely tedious and creates some problems with the infinite koopa spawner. Even after clearing it, it's possible to fall into a pit below because of the blind jump down. The giant thwomp is impossible to see and actually ended up killing my run farthest into the course. Maybe stack the Thwomps to make them always visible while keeping the obstacle similar.

Sorry if I sound like a super negative asshole. I think there is a really fun idea with guiding the thwomp to dig holes for you, but the ideas need to be polished up to make a really great stage. Good luck!
 

vikki

Member
My first level:

Jeepers! Yikes!
B05D-0000-003F-22CD

I hadn't unlocked everything by the time I started this so I decided to make a level built around pipes and piranha plants. There's one bit I feel is a bit "ROM hack-y" near the middle but it's my first so... Give it a go!

I look forward to any feedback, and might go back for a revision later on.

It was fun. Sure it's wonky, but just keep tweaking it.

Spent waaaaay too long making my first* level.

"A Night In The City"

Shy Guy's woken up today with a headache. What happened last night at Club Star?...

Code: 7F8F-0000-003F-12F3

wiiu_screenshot_tv_01z8oyl.jpg


Not at all a platforming/normal level. More just a random attempt at telling a story, so it should be super easy.

*I made a basic/short ass level that has a 20% completion rate somehow. :|

Don't feel bad, i've uploaded 4 stages and most are almost at 0%. I think it's because there aren't enough plays. Anyway, this one was fun and funny. I have to assume the Shy Guy getting wasted was intentional.

R7aGdia.jpg


Made a castle with a required Bowser Jr. fight at the end. It's got 3 hidden 1ups again. If anyone has any critique for me that'd be great.

Cool stage. You made it intentionally easy in the beginning. I prefer it to be hard, but I understand you have to make it playable for others as well.
 

Yuterald

Member
I'm on my like 5th revision of my first concept/level. Looking for any sort of feedback.

Tree of Beginnings: 2C07-0000-003F-A663
 

Watch Da Birdie

I buy cakes for myself on my birthday it's not weird lots of people do it I bet
WVW69iZB79E1_UzJeU


Ganon's Assault on Koopa Castle
7355-0000-003F-61E9

Ganondorf takes on the Koopa King for claim to the throne---and finally learns what Link goes through when it comes to tackling all those Dungeons.
 

cress2000

Member
So what is the policy on unlocks in the 100 challenge or 10 challenge mode? I am playing the medium difficulty 100 challenge mode and really, really want to skip a level. While some levels are really fun, I'm mainly playing through it just to unlock costumes. Will I still unlock a costume if I skip a level? If so, what stops me from just skipping all the levels?

You will still unlock the costume. "Skipping" a level won't advance you forward on the world map; the game will just replace the level you skipped with a new one.

EDIT: If you want to unlock costumes faster, you can try the easy mode. It has only 8 stages and the ones I did were pretty braindead easy. But I've only done one run.
 
AniHawk, I got stuck here by abusing the invincibility frames! More comments coming momentarily.

wiiu_screenshot_gamephzjej.jpg


Edit: Okay, I just played the rest of it. I actually went back and played it to try every door, so I finished it 4 times. It's very fun! It's kind of like an intro to advanced Mario mechanics. I actually didn't realize Yoshi could walk on spikes, so the first time I just jumped over them with Yoshi and leapt off him, then had to use invincibility frames to get over the Thwomp. Then I got stuck :p I felt like the Koopa hopping part was the hardest, despite the fact that I didn't die there. I also took the "other" route using Shell Hopping to get to the secret pipe but it just took me to the next section... I guess I had to go that way after all? Anyway I felt cool for doing it so that was my favorite part. Overall a good level, with some care needing to be taken to give an out for parts where you can get "stuck." I really enjoyed it though.
 
There are some good concepts here, but it needs a lot of work to get it into a satisfying state. The shell launcher system to break out the flying thwomp broke on me once and got the shell stuck in an endless loop, forcing me to restart. Unless I did something daft, actually waiting for Thwomp to break the blocks is extremely tedious and creates some problems with the infinite koopa spawner. Even after clearing it, it's possible to fall into a pit below because of the blind jump down. The giant thwomp is impossible to see and actually ended up killing my run farthest into the course. Maybe stack the Thwomps to make them always visible while keeping the obstacle similar.

Sorry if I sound like a super negative asshole. I think there is a really fun idea with guiding the thwomp to dig holes for you, but the ideas need to be polished up to make a really great stage. Good luck!

Dude! I loved your feedback and I agree with your points.
Thanks.
 

Jobbs

Banned
It's a new airship level! I was going for difficulty similar to SMB3's earlier airships. Not quite the harsh ones later on.

All Aboard!

PhFsuuR.jpg

Very nice. Challenging but not TOO challenging -- Felt really like an authentic SMB3 airship level.
 

Sixfortyfive

He who pursues two rabbits gets two rabbits.
Ok, this is pretty helpful to know, I'm sure some people will put it to good use...

Yoshi eggs respect the powerup hierarchy.

When two Yoshis already exist on the map (pretty much just what can be seen on the current screen), a third Yoshi egg will give Mario a powerup instead. This powerup is dependent upon what Mario already has. If you're small, you get a mushroom, if you're big you get a fire flower, if you're fiery you get a feather, and if you have the cape you get a 1-up.

It's actually not very difficult to deliver powerups to people via Yoshi egg, you just have to make two eggs hatch in an unreachable area and the third in an accessible place, either in a question block on the same screen, or playing with the placement of the eggs until the powerup spawns every time.

Making a note to experiment with this later.

Whats a good way to force a boss battle anyway? warp pipe or door to a sealed off room or something guarding a P switch?

Clown car battles are easy: just require that Mario takes it for himself after defeating the boss in order to reach a new area.

Haven't really thought any other boss types through, though.
 

Dad

Member
I'm on my like 5th revision of my first concept/level. Looking for any sort of feedback.

Tree of Beginnings: 2C07-0000-003F-A663
I dig the aesthetic and some of the platforming challenges, but it's way easier to do the "secret" 1up path to the top of the flagpole than it is to start the real path if it isn't intentional . The spiney is extremely frustrating and it's just less obvious in general than the other route
 

Yuterald

Member
Few things I've noticed while messing with the original Mario Bros. template. The non-ground standard blocks in the first row can be walked/glitched through if you attach a vine to them and attempt to edge-off/maneuver into an adjacent block. Going off screen can delete enemies/objects (such as trampolines) from blocks if said items were originally hidden inside. Going inside and outside of doors will delete certain things and not others if already activated (such as trampolines hidden inside blocks). This shit really exposed some oversights in my first stage I've been revising and consistently publishing. Had to create a fail-safe/workaround route (which I ended up preferring) in order for the player not to get fucked out of stage completion. Crazy stuff.

I dig the aesthetic and some of the platforming challenges, but it's way easier to do the "secret" 1up path to the top of the flagpole than it is to start the real path if it isn't intentional . The spiney is extremely frustrating and it's just less obvious in general than the other route

Thanks for the feedback! Aw man, that hidden block to the secret door was more obvious than the intentional route? I thought the fact that you needed some extra momentum to access that door (let alone to hit the shell almost immediately) was enough to deter people away from it. I had the bug at the start kind of show you where you were supposed to go (along with the vertical coin slice), but I guess it wasn't as obvious as I thought it was.
 

kinggroin

Banned
thwomp it!


3E0E-0000-003B-AC38

I'd appreciate if someone could play this one.

This is my third level. It is fairly short, but it relies on a mechanic I experimented on for making progress at the beginning. It may not be very obvious though, no one has cleared it yet :(.

The shell bouncing around in the room to the right where the thwomp is; it never broke him free (I'm assuming he breaks the ground for you).
 

Xeteh

Member
Got the game yesterday, starting to try out some levels from the thread and so far they're pretty damned good. Was playing the 100 Mario stuff and maaaan there's some
a lot
terrible levels in there. Really takes the fun out of it.

I haven't really made a level yet, I'll probably try it eventually but right now I'm not sure if I can come up with something decent.
 

Dad

Member
Alright, I've got my coffee and am ready to settle in for the night, so Dad's Incredibly Amateur Office of Super Mario Maker Critique (DIAOSMMC for short) is now in session. Quote me with your code and anything I need to know about your level (please, just restrict it down to one level), and I'll take a look at it and leave some moderately indepth feedback for you!

I'll admit upfront that I am not any sort of godtier Super Mario player, so if you link me to some Kaizo Mario bullshit, I'll probably just tell you "This is some Kaizo Mario bullshit" and toss it aside. I'll also apologize in advance if my feedback come across as overly negative. I'm just better at putting into words what I didn't like rather than what I actually enjoyed.

Anyway, shop's open until I get too tired for anymore levels!
 

Grinchy

Banned
Fuuuuuuuuuuu

I'm a sucker for precision platforming and keeping momentum (check a couple of my levels for proof), so the first tread lightly had me smiling the entire way through.


DAMN! My favorite GAF level so far!

Thanks a lot for the kind words! I really wanted to make it harder but I knew that most people would swipe right away. Knowing that there are people who want harder levels is good. I definitely want to check yours out now.

I've only played the first stage, and it's fun for how short and simple it is. The first single block jump can be overshot quite easily, as shown by all the death markers that have piled up there. Undershooting should be the main killer in these type stages or else it feels like I'm being punished for platforming too well.

lol I loved reading that

I actually switched up the placements on purpose to throw people off. I thought that if I left it with only the maximum jump distance every time then it would be too predictable.

I think it'd be bad ass having some visual food that seem like they'd harm you, but don't if you perform the jumps as you should. Would up the intensity factor.

That's what I did with the second level, actually. I didn't know you could unlock things faster so I was incredibly restricted in the first level. The second level has thwomps and fireballs that will never touch anyone if they are doing the jumps correctly.
 

BooJoh

Member
Ok, this is pretty helpful to know, I'm sure some people will put it to good use...

Yoshi eggs respect the powerup hierarchy.

When two Yoshis already exist on the map (pretty much just what can be seen on the current screen), a third Yoshi egg will give Mario a powerup instead. This powerup is dependent upon what Mario already has. If you're small, you get a mushroom, if you're big you get a fire flower, if you're fiery you get a feather, and if you have the cape you get a 1-up.

It's actually not very difficult to deliver powerups to people via Yoshi egg, you just have to make two eggs hatch in an unreachable area and the third in an accessible place, either in a question block on the same screen, or playing with the placement of the eggs until the powerup spawns every time.

Good to know, but it's a shame you can't just shake a fire flower or feather/cape/etc to turn it into a multi-powerup.
 

Ferrio

Banned
Anyway, shop's open until I get too tired for anymore levels!

I made something stupid but yet to have anyone on GAF comment on it:

Betrayal (Original title "You must kill Yoshi"): EF1A-0000-003B-4470

Not really a mario level.
 

Teknoman

Member
Making a note to experiment with this later.



Clown car battles are easy: just require that Mario takes it for himself after defeating the boss in order to reach a new area.

Haven't really thought any other boss types through, though.

Yeah I was thinking about combo enemies like Giant Magikoopas riding lakitu clouds and things.like that. Would be nice if you could make enemies function as a goal, but I guess now it just takes some thought.
 
Alright, I've got my coffee and am ready to settle in for the night, so Dad's Incredibly Amateur Office of Super Mario Maker Critique (DIAOSMMC for short) is now in session. Quote me with your code and anything I need to know about your level (please, just restrict it down to one level), and I'll take a look at it and leave some moderately indepth feedback for you!

I'll admit upfront that I am not any sort of godtier Super Mario player, so if you link me to some Kaizo Mario bullshit, I'll probably just tell you "This is some Kaizo Mario bullshit" and toss it aside. I'll also apologize in advance if my feedback come across as overly negative. I'm just better at putting into words what I didn't like rather than what I actually enjoyed.

Anyway, shop's open until I get too tired for anymore levels!

Underground Aether
C8F6-0000-003F-8D32

First attempt at a leve. Wasn't sure how to balance difficulty. Top path is pretty hard. All feedback welcome.
 
I just created a SMW Ghost House. I always wanted to take Yoshi in the Ghost house in SMW so I created a level like I'd expect to see in SMW, but with Yoshi. Not difficult or anything.

Yoshi in a Ghost House?!? SMW
25EC-0000-003F-CDE9

Let me know what you think. Gonna try some gaf levels for a bit now.
 

AniHawk

Member
AniHawk, I got stuck here by abusing the invincibility frames! More comments coming momentarily.

wiiu_screenshot_gamephzjej.jpg


Edit: Okay, I just played the rest of it. I actually went back and played it to try every door, so I finished it 4 times. It's very fun! It's kind of like an intro to advanced Mario mechanics. I actually didn't realize Yoshi could walk on spikes, so the first time I just jumped over them with Yoshi and leapt off him, then had to use invincibility frames to get over the Thwomp. Then I got stuck :p I felt like the Koopa hopping part was the hardest, despite the fact that I didn't die there. I also took the "other" route using Shell Hopping to get to the secret pipe but it just took me to the next section... I guess I had to go that way after all? Anyway I felt cool for doing it so that was my favorite part. Overall a good level, with some care needing to be taken to give an out for parts where you can get "stuck." I really enjoyed it though.

thanks! i actually hadn't considered that as a consequence of using yoshi. i might have to toss in an invisible block or a third yoshi just in case people get stuck. the koopa area should only lead to the second part of the level - there are two parts no matter what paths you choose. the koopa puzzle has an area where if you aren't super mario, you can't get out, so i'll probably put in a mushroom-spitting pipe for good measure.
 
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