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Super Mario Maker |OT| Miyamoto Simulator 2015

CrisKre

Member
Anyone else think it's crazy Nintendo didn't use QR Codes as an option for selecting levels?


Very fun and well designed level. It had a great atmosphere to it too. It had just the right level of challenge. Note, it is a lot easier if you leave the clown car during that section as Mario swims faster on his own. Also the star towards the beginning can be a little bit tricky to grab sometimes.
Thank you so much bud!

If anyone else would like to give it ago:


20k Leagues under Mushroom sea! 

(4874-0000-0075-7D97)
 

Jeeves

Member
I enjoyed this quite a bit. I intentionally stopped reading your post and went to play when I saw the word mechanism. I didn't want to go into it thinking a certain thing. The engine room confused me three times, twice with me dying inside. The last time I took a hit from the giant bob-omb that also lets you leave, but managed to get out. There's a lot going on in that room. I didn't know if i was supposed to go through the blocks the shell opened or if I was just supposed to stand and watch stuff happen after throwing it in. I can see how you would have agonized over that. It's very hard to pull that off. The level's a bit long, but it's not highly difficult, so it's not so bad getting back to the engine room a couple times if you get confused there.

Great level, loved how you can destroy ships, I'm stealing it. It is a bit glitchy, I posted two mii verse posts about them. You can sequence skip the whole level, and the last area is way too tight. The first time I lost all the shells and couldn't activate anything. So I got stuck on the left. The second time the bomb didn't destroy the warp pipe, I think the pow block destroyed it before it blew up meaning I got stuck. The third time I thought I had to hit the p block so I did and it despawned the bomb. You have to be careful creating scenarios where the player can't win. It was a great map otherwise. You really made the theme and ships come alive

Thanks for the kind words, really glad you guys had fun! It really is tough to not allow the player to get where they shouldn't be in the last room. The P switch is there to give the player an out if they wander into the elevator area, and the mushroom on the elevator track is meant to ensure Mario will be big enough to fall back down the elevator. Looks like the P switch can cause problems of its own.

[time lapse]

(Revised)
Sabotage the Mole Fleet!
6D49-0000-007D-99EC
(EDIT: Further revised)

Okay, I've put in a quick and dirty fix for the skull platform sequence break, hopefully it holds. For the engine room, I adjusted the layout slightly to fit a couple more one-way tiles to make it less likely for Mario to get caught in the workings, and I replaced with P-switch with a blue falling platform to serve the same purpose without the side effects of the switch.

Thanks for pointing out those bugs. It's still not perfect, but it should be better now! If you care to replay (and perhaps restar if you had before) you're more than welcome.
 
Hey, Late Night GAFers! Do you like CAKE? If you're in the mood for a quirky level, please check out my latest:

The Cake Is A LIE

(B7C1-0000-0079-1C90)


WVW69ibt9AYh-tDlC3


I think this will be one of the most unusual levels you'll play all day (or night) :D
 
photo.jpg


I'm currently planning to do a livestream around 8pm-ish PST. I'll be playing 10takill once again. For those unfamiliar with it, I give myself 10 minutes or 10 lives to beat a level, then I move on.

STREAM COMPLETE!

If you want to see some GAF levels in action, or for those of you who sent me a PM with your level, you can check out the archive of the stream here: https://www.youtube.com/watch?v=DhJvYEJrbR8

Thanks for watching!
 

jepense

Member
Absolutely brilliant. The on rails section with the vine climbing and obstacles was great. Only one thing I'd change (though this is just my opinion) is the last section doesn't really add anything, perhaps one more (not too difficult) challenge would leave the player on a high. Took me about 9-10 attempts, perfect difficulty for me. Starred and commented. I'll check out your other levels now.

Edit: piranha garden: Good level that requires the player to be a little patient. Maybe a touch too easy if you have the fire flower, though not sure how that would work in some sections if you didn't have it?

Super Mario Galaxy 3 EVERYONE YOU NEED TO PLAY THIS LEVEL.... WOW... THE OPENING SEQUENCE WHERE I SAW THE KOOPA THAT I COULDNT REACH, I THOUGHT THATS STRANGE. WHEN YOU DISCOVER THE MECHANIC INVOLVED ITS MIND BLOWING. INCREDIBLE DESIGN. MY FAVOURITE LEVEL.

PLEASE PLAY THIS EVERYONE, THE CODE IS: FA15-0000-0044-8A76

Brilliant mate....
Wow, thanks! There have been some other gravity levels here as well, but I pretty much had the general design of the SMG stage down even before Mario Maker came out, so I think it's pretty solid. It is a puzzle stage first, but it has traps and I like it how the nature of some of the obstacles changes depending on the orientation.

Piranha garden should be doable without the flower (you get mostly mushrooms after the first flower), but keeping it rewards you for advancing carefully. There is also a sub level which gives you an alternate route to skip most of the level (it has two entrances, the earlier being more hidden).

jholmes said:
Really solid rail stage, so good that it makes me want to go make my own! The first circular bit right at the start I just don't think works right, there's basically no room for error so I never made it through without getting hit. I also don't really like how the one sawblade falls on Mario. It feels like a trick as the mechanic isn't introduced before and it doesn't happen again after. Very, very solid level otherwise. I like the transition to the vine. You found the perfect balance between difficult and fair. I do not understand how your levels aren't much more popular. They deserve way more attention than they get. If you're reading this, rest of GAF, you are missing out!

Thanks for the criticism! The start should not be too hard, as it's an introduction to the idea that you are hopping from platform to platform. Do you mean you hit the first fire bar? I'll have to tweak it then. I want it to be so that the situation isn't too dangerous: you get to try again if you miss the jump, but you do have a tricky jump to clear.

As for the saw dropping on you, there were thwomps there before, which worked better, but then I hit an issue with the following section with the moving blades above. The thing is, the blades enter the game only when mario is close enough to them, and the thwomps could be avoided many ways. But then you triggered the following saws at a different time with respect to where the platforms were, and it might make the following section really easy or really difficult and seemingly random in any case, which means you wouldn't learn how to beat that part. So I changed it to the saw dropping which would force you to jump of the first platform. I should change this anyway, as you can always decide to not dodge the saw (just take a hit) and then the next section will be screwed up anyway. I just like the tension you get from seeing the buzzsaws travel above you and gradually come down, so I hope I can save that trap. Probably the way to do this is to bin the dropping sawblade and use the earlier part where the platforms are aligned vertically to trigger the initialization of the buzzsaws.

The last room is also a bit boring, so I could put something more interesting there to wrap it up too. I don't want the last room to be difficult though. Clearing the vine should be enough to clear the stage. Look foward to an updated version! ;)
 

balohna

Member
My attempt at faking some verticality - Bowser's Tower. A SMW castle stage with a boss fight that I think feels pretty nice (credit goes to Nintendo for including the mechanic I employed...
don't worry about burning your tongue
).

WVW69iaEL2o6klcJxi


FCA7-0000-0058-82F1
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
I guess I'll keep it in spoilers:
You're supposed to get a Fire Flower from the top-right room from the main room. Then use the Fire Flower to knock the bombs into the trampoline. He left Fire Flowers up there as a hint and you can get Fire Flowers from there with a Spike Helmet if you lose it afterwards.

I want to say you can't get stuck in the ice blocks area, but I don't remember.

EDIT: Nevermind, you can get stuck there.

I actually tried to do that, but I couldn't get a Bob-omb to go on the trampoline. Guess it was me not being good enough in that segment. Sorry for this complaint, timetokill
 

Jeeves

Member
‎Ambitious is right. This stage is really long and I feel like the playtesting suffered for it. There's a spot early on after the blue skull lift where Mario has to take a lift to get inside the airship. The lift status very far away from Mario, meaning the player always has to wait at this point, doing nothing, and then the jump to get into the airship is unnecessarily tight. I got into the second airship portion with the giant pile of one-way arrows, and got stuck near the stars, no way out. (Miiverse shows I'm not the only one, either.) That whole room is so busy, so complicated and so chaotic. I feel like you had one best-case scenario for how the player would get through that room, but didn't consider the many other things that could go wrong. The fact that it's so late in a stage that is really too wrong to begin with was a dealbreaker for me. I didn't beat it.

I think hiding a mushroom behind a one-up is a really poor decision because a lot of players won't bother if they don't need the 1-up, but they may badly need the mushroom. Why trick the player? Also, bob-ombs and rocky wrenches and moles are all tough enemies, and those are just the basics. I don't think you realize how tough this stage is.

The 1up is actually there to attract the player to release the thwomp and make their exit from the room easier. I figure people will usually go for a free, no strings attached 1up whenever they see one, whether they need it or not. Then I figured I'd give them a mushroom while I'm at it. If I upload another revision, I may just put that room's super mushroom in its own question block by the entrance.

The lift leading to that ship, I actually moved it further from Mario than it originally was after I playtested. I enjoy a good running jump, though.

And as mentioned in my last post, the engine room should have a bit less room for error now. Still not airtight, though.

Glad to have the feedback/bug report! Thanks for playing it.
 

KeRaSh

Member
Posting three of my levels again since the thread slowed down.

Big Boo just wants a hug

WVW69ibFpmMWIR9fXU


657A-0000-006C-9526

It's a medium difficulty ghost house. Nothing unfair, one optional area, a little platforming, a pretty straight forward puzzle section and a boss escape section.

Trials of Osiris

WVW69iahqkkCwT5aJ5


4BC9-0000-0062-5935

The main area is a small maze pyramid that you have to go through to enter the actual trial chambers within. The subworld has three short trials and one "reward" chamber that leads to the exit. It's fairly easy but hopefully still fun! There are three not so hidden 1 UPs.

Dry Steve's haunted Mansion

WVW69iYyzace2mp2LG


BC1A-0000-0038-2B29

Pretty straight forward ghost house with some platforming. Three hidden 1 UPs!
 

KingBroly

Banned
Part of me wants to open my Gold/Silver Mario amiibo so I can lower my suffering on the Expert Mario Challenge. The other part of me is trying to resist so I can keep them in box.

What to do, what to do, sigh.

I have 1 level to go on my Current Challenge, so it's 4 or 2 afterwards, depending on what I decide.

Then there's still the matter of Builder Mario, which is behind the Albatross known as Gnat Attack ;_;
 

Model 500

Member
Thanks for the star and follow and playing it, I really do appreciate it. I felt bad about you spending almost half an hour on it, checkpoints would really help out my stage, that's been the most common critique of it. You said you were having fun so that's good. I tried designing the stage so that there was no unfair mechanics, there's one part near the end with the triple fire bars that is a bit hectic, but otherwise, I feel like most of your deaths is not due to the stage cheesing you. Thanks for the compliments though, made all the hard work worth it!


Hey, don't feel bad about that at all, I loved every second of your stage, the level felt entirely fair and, as you noted, the deaths felt pretty much 100% my own faults. There were a few surprises, but those were due to my own risk takings. I thought it was the perfect length too, and like I said in the video, the power up placement was great, never even wished for a checkpoint, the reason being: the stage was fun to master from the beginning to end. And that's exactly what I'm looking for in a Mario stage.

I'm open for more detailed feedback if you want to hear my opinion on any specific parts of the level.
 

Neki

Member
‎

Some of the stage is too tight, especially the first sawblade part which as you probably know already has an issue with blind collisions. This is also really long. That aside it's fun and pretty balanced. I thought the stuff with the stars was a bit Mario Maker-y but a clever nod to the Lumas. Good work with the big bad wriggler. I had fun!
I fixed the saw area and added a checkpoint area. Is there any other area you thought was too tight I could fix?

Also what do you guys recommend for revisions? New version or replacing the old one?

Hey, don't feel bad about that at all, I loved every second of your stage, the level felt entirely fair and, as you noted, the deaths felt pretty much 100% my own faults. There were a few surprises, but those were due to my own risk takings. I thought it was the perfect length too, and like I said in the video, the power up placement was great, never even wished for a checkpoint, the reason being: the stage was fun to master from the beginning to end. And that's exactly what I'm looking for in a Mario stage.

I'm open for more detailed feedback if you want to hear my opinion on any specific parts of the level.

I'd love feedback on any area you thought could use improvement, or feedback on good parts. I also added a checkpoint because you are the only person who didn't mind the length, you think I shouldn't?
 

Thud

Member
Finished your level kyzon.

Think I broke it when I discovered you can stomp bowser jr off the rails with the clown car :p.
 

Model 500

Member
I fixed the saw area and added a checkpoint area. Is there any other area you thought was too tight I could fix?

Also what do you guys recommend for revisions? New version or replacing the old one?

For what it's worth, the jump to proceed is not blind (I assume you are talking about the jump from the middle of the saw blade triangle, where the in-game comment is). There are other platforms on your right, clearly visible, so if you want to make a full speed blind jump off screen and upwards, it is at the players own conscious risk.

BTW. I just downloaded the original version :)
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
A new day, new feedbacks on GAF levels

*UPDATED!* My Little Yoshi: Friendship is Tragic: 2732-0000-0078-0868

Yep, you improved it. You removed the part where Yoshis could get stuck in the section with saws, while making it less frustrating overall. There are now more Yoshis available across the level without simplifying the level too much. Good improvement on an already very good concept.

EYpVNwD.png


Good level, pretty good actually. Not frustrating, but not easy. Maybe, the ending was the only disappointing part. It seems a bit out of place compared to the rest of the level. Very good job though.

Rosalina and the Floating Towers
BBB0-0000-0074-53B1

Couldn't complete it unfortunately, surely difficult. But not difficult and frustrating. Very well built, it requires you to play well. As said by another user on Miiverse, though,
there's a point you can accidentally die by jumping a bit too much in the first section with saws on trails, when you can't see the saws upwards. That's a bit too punishing.
I'll surely try again to complete it. Very good job.
 

Model 500

Member
I'd love feedback on any area you thought could use improvement, or feedback on good parts. I also added a checkpoint because you are the only person who didn't mind the length, you think I shouldn't?


The part with the moving platforms, fire "swingers" and cannon balls is wonderful; tight, fair and very fun to play. The thwomp parts are kind of slowing the action a bit, unless there's a good way to breeze through them. Other than that, pretty much home run. I think this works just fine without checkpoints because of the power up placement and great gameplay flow from the beginning to end. But I'm well aware that people are different in this regard, and a nicely placed checkpoint could make the level more universally appealing. Imo, there's always room for levels like this without checkpoints, it all depends on the overall balance of the level (and who's playing the game).
 

Neki

Member
The part with the moving platforms, fire "swingers" and cannon balls is wonderful; tight, fair and very fun to play. The thwomp parts are kind of slowing the action a bit, unless there's a good way to breeze through them. Other than that, pretty much home run. I think this works just fine without checkpoints because of the power up placement and great gameplay flow from the beginning to end. But I'm well aware that people are different in this regard, and a nicely placed checkpoint could make the level more universally appealing. Imo, there's always room for levels like this without checkpoints, it all depends on the overall balance of the level (and who's playing the game).

Yeah definitely on the fence, I might just have two versions up, the original and the one with the checkpoint and bug fixes. Best of both worlds, hopefully people still play them lol.
 

Camjo-Z

Member
Then there's still the matter of Builder Mario, which is behind the Albatross known as Gnat Attack ;_;

Gnat Attack becomes ridiculously easy to complete once you start ignoring the bombs whenever the boss is onscreen. I beat it with about 8 seconds to spare.
 

choodi

Banned
I'm doing a normal mode 100 Mario challenge and I have list count of the number of stages that I have quit because they are just really really bad.

Going to have to play some had stages to get this foul taste out of my mouth
 

woopWOOP

Member
Man, my gamepad still hasn't been fixed, but atleast I could fiddle around with Mario Maker at a friend's place a few times. Was mostly to see if some of my ideas worked, but then I ended up making a few stages on his account.
Might aswell share them here!

Climb Jr.! Climb!
3FE0-0000-0046-8BC8

WVW69iZU1aYP7Vg4OB

With the DK.Jr suit being a thing ofcourse I wanted to make a stage about climbing vines. Remember, tap left or right on vines to climb faster!

Mega Man 4 - Cossack 3
2999-0000-0017-BAFC

WVW69iX80x4taZbGpW

A near 1:1 recreation of Megaman 4's autoscroller stage. Idea popped in my head the moment autoscrolling was revealed and I just wanted to be one of the first to put it out there :p

Jumping FEVER
C64D-0000-0073-1414

WVW69ibZjDkq5Dea4V

I wanted to test if we could make blocks fall down in a way to simulate the falling pills from Dr.Mario.
Both me and the friend also decided to figure out how the music note blocks work in this game.
The end result is am auto-scroling stage where you jump on falling 'pills' with a short, goofy rendition of the 'FEVER' music on the background.
Also a giant blue virus sprite because why not.
 

KooopaKid

Banned
Review: Super Mario Planets 1-4 AKA Bowser Jr's Bob-ombastic Castle!

Code: FF1F-0000-006C-6378

Author: Koopa Kid



Cool level SMW style in a Castle. Main elements are bombs, fireballs and moving platforms. The level alternates between fast paced platforming sections and slower puzzles. However, the pacing doesn´t seem right, it seems as each section is independent and wasn´t designed taking the others into account: you start with a simple puzzle, then and intense platforming section, then go back to puzzles and end the level with a boss fight. Some more back and forth is missed. The puzzles and platforming sections don´t use common elements: it´s true that fireballs are used in both of them, but they are used on tracks for the platforming sections and in free-rebounding mode for some puzzles, so they really don´t add that common element beyond the aesthetics.

The first puzzle (throwing bombs from a tower to destroy a wall) can leave you trapped if you jump down before destroying the wall completely. Also, when you go back to get another bomb the floor isn´t visible before jumping, so you may jump down to land next to a walking bomb which was not visible from above. Hopefuly you get another flower just as you destroy the wall so not much is lost if you don´t have to use many bombs and are extremely unlucky.

The tunnel challenge is a bit messy: depending on how you get through the tunnel evading the fireballs some of them will follow you to where the bombs spawn. Having 3 or more fireballs there and non-stop spawning bombs makes the challenge impossible.

The platforming section is really challenging (in a good way) with great parts; I specially liked the part where the giant winged fireballs slowly go through your platform, that was really cool. There are some flaws however: as fireballs are on tracks they are activated by the player advancing and sometimes this makes it so they come in configurations that are impossible to avoid. The part where the platforms bounce up and you have to jump over fireballs is very good. I would have put this section right at the beginning instead of after the puzzle, because when you die 2 or 3 times at the platforming section the first puzzles become somewhat a chore. Or even better, maybe you could break this section into 2 or 3 smaller parts and alternate them with the puzzles to provide the back and forth which the level is missing.

There are several hidden 1-Ups in cool places that really reward and encourage exploration, this is very well done throughou all the level.

Finally, the boss fight is really cool: it uses the mechanics already used through the stage and adds a disrupting element in a very intelligent way. This is one of the best uses of Bowser Jr. I´ve seen yet in any level.

In conclusion: the level has some flaws, but they are minor things: overall the level is solid, challenging and fair and has some really fun and surprising parts. It deserves a star with no doubt.

Thanks for the mini-review and thanks for your comments about the boss fight, I was quite happy with how it turned out! Not too random nor chaotic.
Yeah, all the different parts were designed individually and then I joined them together, I thought it wouldn't be noticed that much, since the level consists of individual floating castles.
Regarding the first puzzle, there's actually a hidden block to help you climb back on the second tower. I should have made it visible I guess!
In the tunnel, I never noticed it, only the last one stayed there for me.
Yeah the spawing of the lava blobs were a bit inconsistent in the first platforming challenge but I didn't manage to fix it, it was fine most of the time and since you have a flower, you can take three hits if you're unlucky so it wasn't too bad.
I will take your comments into consideration for my future levels.

I will comment on your levels tonight!
 

Naar

Member
hey guys i just set up yesterday for streaming mario maker. its a very bare bones stream and still testing some configurations. I decided that i wont use a mic this time and just see how well things go

I will stream in about 45 min so if you can send me a PM between now and when i start i will try to play every level i get submitted.

I dont mind any kind of level, but im horrible at wall jumping and especially jumping off springs/music blocks :p

so if you wanna watch me suck playing mario maker it will be on this channel http://www.twitch.tv/naar82

i will probably not be able to reply to all the PMs i get, but if you send me within 45 min of this post i will for sure add it and try it. I will have roughly 2 hours to play
 

KeRaSh

Member
hey guys i just set up yesterday for streaming mario maker. its a very bare bones stream and still testing some configurations. I decided that i wont use a mic this time and just see how well things go

I will stream in about 45 min so if you can send me a PM between now and when i start i will try to play every level i get submitted.

I dont mind any kind of level, but im horrible at wall jumping and especially jumping off springs/music blocks :p

so if you wanna watch me suck playing mario maker it will be on this channel http://www.twitch.tv/naar82

i will probably not be able to reply to all the PMs i get, but if you send me within 45 min of this post i will for sure add it and try it. I will have roughly 2 hours to play

Awesome, I'll tune it for sure! Sent you a PM with my latest level. Feel free to check out my other courses as well if you feel like it!
 

Naar

Member
ok i am now adding the stages i got sent. if you get a notification i played it, its just so i have it "saved" so when i start the stream i can go through them quickly instead of putting codes in :p

i only have a few submissions. anyone wanna add more for me to play? PM me is the best way

ill go live in about 20 min
 

KooopaKid

Banned
Absolutely brilliant. The on rails section with the vine climbing and obstacles was great. Only one thing I'd change (though this is just my opinion) is the last section doesn't really add anything, perhaps one more (not too difficult) challenge would leave the player on a high. Took me about 9-10 attempts, perfect difficulty for me. Starred and commented. I'll check out your other levels now.

Edit: piranha garden: Good level that requires the player to be a little patient. Maybe a touch too easy if you have the fire flower, though not sure how that would work in some sections if you didn't have it?

Super Mario Galaxy 3 EVERYONE YOU NEED TO PLAY THIS LEVEL.... WOW... THE OPENING SEQUENCE WHERE I SAW THE KOOPA THAT I COULDNT REACH, I THOUGHT THATS STRANGE. WHEN YOU DISCOVER THE MECHANIC INVOLVED ITS MIND BLOWING. INCREDIBLE DESIGN. MY FAVOURITE LEVEL.

PLEASE PLAY THIS EVERYONE, THE CODE IS: FA15-0000-0044-8A76

Brilliant mate....

Noted for later!
 
Gathered some data about the level styles I played on the last 3 normal 100 Mario Challenge runs.

3U68HW5.jpg


I probably should've recorded other stuff too like whether I skipped the level, what setting it was, what the main concept was (amiibo costume, star run etc.) But anyway...it was interesting to see.
 
A warm and relaxing stroll(0409-0000-0071-3120)

lol this level is exactly what the title is. I took each path in multiple playthroughs. I don't know if it was intentional, but you can just let go of the D-Pad in the starting section and get through it easily. I thought that was cool.

Thanks for the critique! If by "you can just let go of the D-Pad in the starting section" you mean the player can just walk right and time the jumps properly to get through it, yes it was intentional =). My aim was to make an intimidating looking level that actually is relatively to get through with the right rythem, which is why the falling platforms and turtles line up so nicely.

I tried your Mysterious Mansion level and liked it a lot, especially the creepy atmosphere with the music. Also you paid a lot of attention to the background with windows, crates etc.

One thing i didn't like was the
blind drop into warp pipe after getting the spike helmet. Raising the pipe so its visible from the ledge would help a lot.
Also near the end
is there any meaning to the arrows? I just tried all the pipes
till i found the exit.

Still one of the best levels i played so far, and starred and commented it.
 

Naar

Member
going live now. let me know if audio is good and video quality is good. i will set up mic at a later day

will be playing for about 2 hours. PM levels and i will check later when i finish the batch i just got now
 

KooopaKid

Banned
going live now. let me know if audio is good and video quality is good. i will set up mic at a later day

will be playing for about 2 hours. PM levels and i will check later when i finish the batch i just got now

I sent you a PM. Will it be available on youtube afterwards?
 

Forkball

Member
I just played a level called "Good Luck in 100 Mario Challenge." It was just a short conveyor belt that went straight to the pole with three 1 Ups.

Thanks, bro.
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
going live now. let me know if audio is good and video quality is good. i will set up mic at a later day

will be playing for about 2 hours. PM levels and i will check later when i finish the batch i just got now

Sent you a PM. Where are you streaming currently? A link?
 

urfe

Member
I made my first purposely hard level.

It's a puzzle level that requires patience. I think it's very very very hard, but fair.

I would love to hear if people think it's fun hard, or annoying unfair hard. I would love to hear if the puzzles are fun puzzles, or not puzzles at all, but really obvious and just annoying. Let me know if it actually isn't as hard as I think.

(Mario 3 Ghost House theme)

Mario won't escape.
6E69-0000-0079-DB4B

I would appreciate any comments.

Shame we're at the end of this page. >_<
 

JiliK

Member
Hey guys, thought I'd post a few of the stages I've made so far.

ALsMgfPl.jpg


Red Shell Well E62D-0000-0069-53B5

This is a pretty straight-forward underground stage. A few tricky jumps, but nothing super crazy.

tEGbxBDl.jpg


Watch Out, Lakitu's About BA1E-0000-006A-426D

This one's a bit tougher. There's a bit World 8 style gap traversal here as well as a couple of lakitus to deal with. One may not be quite as bad as the other though...

kD5htbWl.jpg


Submerged Kingdom 9101-0000-0072-F27C

The idea behind this is that it was a ground stage that's been flooded. Now there are shoals of cheep cheeps to contend with as well as the original goombas and koopas. It looks tougher than it is. Then again, there were 0 clears the last time I checked so maybe not. :D

qEcS6LEl.jpg


Recently Drained C666-0000-0073-45DE

Just PMed you with this one, Naar. It's Submerged Kingdom with the theme changed from underwater to ground. I just wanted to make sure that it could actually be cleared as a ground stage for authenticity's sake, and it was kind of fun. Cheap, sloppy, but kind of fun, so I put it up as well. Now it's both more popular and has a higher clear rate than the original version. ¯\_(&#12484;)_/¯

That's it for now. I working on some Mario 3 and World stuff, now that finally caved in and swindled the unlock system like everyone else. Really excited about the Mario 3 stage in particular.
 

Fireblend

Banned
Sharing my levels. I'd love to get some constructive criticism, specially about my latest one which is the one I'm most proud of and is substantially less punishing than the others (it's the one in the bigger badge below). Feel free to try all of them though!
Also I'll be sure to play some more GAFer levels when I get home tonight so leave a comment here or on miiverse and I'll check/star/comment yours.

A6cpPkw.png

A tribute to SMW ghost houses. Also my prettiest level yet :p
There are boos, a P-Switch puzzle and fake exits.

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Sneak into the mines, rescue the Koopas and escape alive.
Can you do it?

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Mario moonlights as a bug exterminator.
Who keeps designing houses with spikes in them?

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A quick 60-seconds stage.
Can you flee the forest in time?
 

xlom3000

Member
Level Title: The Skeleton Dance
ID: C4EB-0000-006A-2108
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Thought with Halloween right around the corner, it would be fun to revive a classic Halloween theme! The Skeleton Dance! Using Super Mario World's Ghost House theme.
 

RMI

Banned
Sharing my levels. I'd love to get some constructive criticism, specially about my latest one which is the one I'm most proud of and is substantially less punishing than the others (it's the one in the bigger badge below). Feel free to try all of them though!
Also I'll be sure to play some more GAFer levels when I get home tonight so leave a comment here or on miiverse and I'll check/star/comment yours.

at work now but I'll check them out tonight and leave a comment either here or on the level itself.

would love some feedback on a level I posted a few pages ago:

Timmy & Tommy: Ghost Hunters.
Course ID: 8531-0000-0071-B53E
 
Keep of Sacrifice
9274-0000-0079-F788

This time, you're not the one getting sacrificed. Hope for some feedback. Thanks.
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Previous Levels:
Chompin’ at the Bits 3DD4-0000-003D-783B
Grand Ghost Galleon 0303-0000-0061-321E
Escaping the Martian Menace 5C98-0000-0068-C846
 

Scribble

Member
Released the second installment of my 'Shy Guy Secretely Hates' series. This time it's

Shy Guy Secretly Hates: Boos!
ID C15E-0000-0079-FA19
 

Naar

Member
thanks for watching guys! i went through all the submissions that i was sent. i will probably have a mic in a day or 2 but i hope everything else about the stream was ok.

a lot of those levels were fun but my god i HATE music blocks -.-

i will probably stream after i come back in a few hours. ill post here if i do :D
 

Model 500

Member
thanks for watching guys! i went through all the submissions that i was sent. i will probably have a mic in a day or 2 but i hope everything else about the stream was ok.

a lot of those levels were fun but my god i HATE music blocks -.-

i will probably stream after i come back in a few hours. ill post here if i do :D


Very well played, good stuff Naar!
 

Thud

Member
Sure, the title's Slow and Steady - DD21-0000-0022-31A2.

Probably a bit late, but I'd appreciate any feedback. :) Does the community really prefer more difficult levels? :/

Personally I like normal levels. Nothing too crazy, good flow, few secrets, nothing really lengthy.

Finished your level. Beginning was the hardest, took me two tries. You may want to focus on either tight swimming or swimming with enemies :p
 
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