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Super Mario Maker |OT| Miyamoto Simulator 2015

rawk

Member
Streaming the following levels live. Watch at either of these URLs:
http://gaming.youtube.com/sixfortyfive/live
http://youtube.com/sixfortyfive/live

If you join late, remember that you can rewind the stream at any time to catch what you missed. Also try picking a lower resolution/quality setting if the stream is lagging for you.

AE4D-0000-0040-7061 VandalD
CF99-0000-002B-578B Oni Link 666
9FC4-0000-0045-D6FA Mistle
5433-0000-0046-88AB DodgyTaZombie
F345-0000-0048-5D1C :Motorbass
6CE8-0000-0046-29D9 rawk
BF64-0000-0048048FB kinggroin
6B09-0000-0048-7C34 TheSlySoul
60BF-0000-003F-2DDB Pooxi
6D02-0000-0043-8DD5 Sapiens
ED91-0000-0046-4A3B devonodev
3CF5-0000-0048-50B9 Kyzon
473A-0000-0039-CE82 Dad
F2F6-0000-0034-3C40 BooJoh
0A23-0000-0030-B14F Taramoor
ACA8-0000-0040-53D9 TheBaldEmperor
D8DB-0000-003F-6586 chumby
2C07-0000-003F-A663 Yuterald
A30E-0000-003E-82AB jholmes
6CFC-0000-0048-2A97 Sephzilla
BE81-0000-0040-5DC6 Lupin the Third
9FD4-0000-0047-6403 kunonabi
9722-0000-0043-B401 Willxc123

There's a lot on the list tonight. I'll try to get through what I can in about 2 hours.

Nice stream! Man, I tested that giant bob-omb so many times to try and make sure it would always blow up the Metal Gear. Whoops! Thanks for playing so I could see it happen. Luckily most people finish the level, so I guess it's not too common.
 

kunonabi

Member
It was really helpful seeing my stage played on stream. I made a couple of tweaks to address some issues I hadn't noticed before. Probably going to leave the uploaded version alone since the tweaked one is even harder and the clear rate is pretty low last I checked.
 

rawk

Member
It was really helpful seeing my stage played on stream. I made a couple of tweaks to address some issues I hadn't noticed before. Probably going to leave the uploaded version alone since the tweaked one is even harder and the clear rate is pretty low last I checked.

Yeah, I need to tweak one block. Iguess I'll take the level down and re-upload it. It's just annoying to have to break the links and lose the comments from the previous version over a one block fix.
 

correojon

Member
Nice, uncluttered level with a cool concept, but left me wanting more! I liked the secret areas but it's too easy to rush through the level and miss them. They are discovered more by accident after for missing a jump, and I'm not sure players should be rewarded this way.
Yeah, I created them as a way to help players who couldn´t make the jumps in the main path but you´re right, they ended being a reward for people who fail at the main challenges. I´ll have in this mind for future creations.
I also wanted to continue developing the challenges, but ran out of space and didn´t want to make the level too dense with jump after jump to keep a good pace. However, there will be a Circular Platforms 3 where Circular Platforms are further developed ;)


No, it's not mine. Mines are :

F706-0000-0039-0890
A42D-0000-003F-20C0

I will play yours after work or Sunday evening if I don't have the time.
I tried your levels:
Super Mario Planets 1-1: It has some cool concepts, but it´s too frustrating. I lost too much time in the part with the springs and was about to quit there, you should ease up that part. There are some jumps where the destination´s not clear and I died because my initial jump was good to cover what I could see, but not to cover what would appear after (the Bullet Bill at the start over the cliff, the saw when you´re on the moving platform...), The arrow next to the saw totally misguided me: there was an arrow just like this a bit before which was telling me to jump over an obstacle and land back in the platform, however the same arrow next to the saw meant to "jump away". I had no way of knowing that the meaning of the arrow in the same situation was different so I died there. You should make that second arrow point straight to the right to tell the player to just jump away instead of pointing to the saw. You should also add an arrow in the begginning over the cliff, a bit to the top and on the edge of the screen so it tells the player to go all out when bouncing on the Bullet Bill. A coin can be seen already, but the player still doesn´t have a way of knowing that the rebound must be a big one to cross the gap.
In conclusion: cool concepts, but some frustrating parts should reworked and some consistency in the elements that guide the player is needed.

Super Mario Planets 1-2: This is much better, I realy liked it! It left me scratching my head a pair of times, but when I found the solution it was very rewarding. The end when you take your revenge on those Thwomps who´ve been bullying you the entire level was awesome, such a great way to close the stage. The secrets were well hidden and made sense, the theme was consistent throught all the level...My only suggestion would be to maybe give the player a mushroom early in the level, with all the ice it´s really easy to make a small mistake and without checkpoints the penalty´s too harsh. Maybe this would remove the tension on the stage, I was lucky and could end it on my fist try but other players could get frustrated by dying in a stupid manner and won´t give the level a second chance...and it would be a pity because it´s a really cool level :)
 

bluehat9

Member
Decided to try to make my first level after getting frustrated with a lot of them on 100 Mario Challenge. Seems very simple to me, if anyone plays let me know what you think.

Maybe Follow The Coins?
55E9-0000-004A-9E6B

pro tip:
Yes, you should follow the coins. Dr. Mario makes an appearance if you go for the ? blocks too.
 

Effect

Member
So any sales information yet regarding how well it sold a launch?

Finally unlocked I think the Super Mario World pack. It was late but I think that's what it was. Think at this point I don't want to bother trying to force unlocks. That's taking a up a lot of time and isn't any fun at all. Thinking of just letting them come when they come and be done with it.

I do want to be able to use pipes though as the level I have in my head requires them. Anyone know how far away in unlocks am I from getting access to those?
 

KeRaSh

Member
Submission for the SMM-GAF Community Contest #1

Mario 101
Course ID: 0AED-0000-004A-A7E0

WVW69iZgVfwwWEYLaS
 

PMS341

Member
I finally made another level, and it's definitely not as hard as my last, heh.

ASIr6kn.jpg


Just a fun space-themed level with multiple paths. :3 Feedback is appreciated!
 

clav

Member
I finally made another level, and it's definitely not as hard as my last, heh.

ASIr6kn.jpg


Just a fun space-themed level with multiple paths. :3 Feedback is appreciated!

Haven't played it, but judging from the preview:

Add the Super Mario Land 1 World 2-2 spaceship on top of Mario for nostalgia effect.
 

SuomiDude

Member
Was really happy with this level, sad to see it at two plays, so I'll repost it once. I want to see some reception to this idea.

Made a level with an unique twist. My girlfriend tried it and she didn't get the idea of map at all. I would love to get some comments, do I need to communicate it better? The whole twist of the map went flying straight over her head.

Upside Downside - 1274-000-0046-0CB8



I'm going to add more to this stage if it gets a good reception for sure. I really like the idea in it.
I played another level just before this one that had the exact same idea, but it was much more refined than your stage. Not to say your stage is bad, just barebones. But like you said, you're going to take the idea further if it's good and I say go for it. The idea of the stage is IMO easy to understand, everything just goes upside down.

Finally got everything unlocked so mademade the megaman stage I've been think of!
Wily's Castle 2-1

yNsLQab.jpg


2F61-0000-004A-7347
Not sure if you intented it that way, but you can skip the whole first section by killing a lakitu and stealing its cloud. Also the end where the boss chases you is a bit annoying as you're jumping out of view (top of the screen), so the jumps can get a bit luck-based. I cleared the stage on my first try, but just an observation.
 

McBacon

SHOOTY McRAD DICK
Pipeflip Airship. Code is B73D-0000-0047-2D3F

LRdgJfg.gif


My goal was to invent an interesting mechanic that would be unique to my stage - as that's what Mario games are all about, right? Then it was a case of finding interesting and evolving challenges that derive from that central idea.

Would love to get your feedback!

A reminder for US GAF! Thanks for your thoughts so far :D
 

Nohar

Member
Heh, replaying Super Mario Bros 3 is interesting. Levels are (indeed) much shorter than what I remembered. Also, coins are much more rare (you would be lucky to reach 100 coins at the end of a level: most levels of world 1 don't give more than 30 to 50 per level).

It highlights one of the major problems of Super Mario Maker: you can't make worlds, therefore all of your levels are more or less self-contained ("one-shot" levels, and I think an article mentioned this), and lives are meaningless. There is no continuity (unless you download and decide to play 4 levels in a row, since you have the opportunity to play a whole "World" of saved levels, but even then power-ups aren't shared between levels).

Super Mario Maker is a very fun tool, but some things are lacking. I hope they will address some flaws of the game and add new elements with updates. Sadly, I fear that they will do that by adding (paying) DLCs, and I'm really against this model in general.
 
Not sure if you intented it that way, but you can skip the whole first section by killing a lakitu and stealing its cloud. Also the end where the boss chases you is a bit annoying as you're jumping out of view (top of the screen), so the jumps can get a bit luck-based. I cleared the stage on my first try, but just an observation.
Yea the lakitu can be used. I was gonna make them higher but wanted to let people use it. I can understand the jumping being annoying for the off screen part but wanted to make it that way. Mostly because of the fireballs.
 

Boogiepop

Member
So I saw the post about this in the OP, but having just started up the game: It gave me a message like that and then after playing around a bit more, it said the "underwater pack" or something to that effect will show up tomorrow. Do I have to wait? Or will the methods in the OP work still? Or is there something else I need to do?

Also, would a koopa shell that doesn't start off as a koopa be something that I need to unlock still, or do you need to do something to the koopa in the editor to get it?
 
Super Mario Maker is a very fun tool, but some things are lacking. I hope they will address some flaws of the game and add new elements with updates. Sadly, I fear that they will do that by adding (paying) DLCs, and I'm really against this model in general.
The whole 10/100 Mario modes seem phoned in.
Hopefully they will make better stuff I'm the sequel, plus add slopes.
 

KingBroly

Banned
They REALLY need to make Gnat Attack easier. My arm gives out near the end every time, even when I take breaks. Jeez...

EDIT: Here's the list of levels I've created, in order:

Easy Does it
ID: 395F-0000-0012-8C2B

Where’s Yoshi?
ID: 2B78-0000-001B-369B

Big Baby
ID: 997D-0000-001F-0267

Dead Sea
ID: 2FA8-0000-0034-F726

I Wanna Be The Mario
ID: 4D94-0000-0040-E45B


The last one is BY FAR the hardest one, sitting at a Completion Rate of 0.26%. It is a quick test of skill and patience.
 

Pinky

Banned
So I saw the post about this in the OP, but having just started up the game: It gave me a message like that and then after playing around a bit more, it said the "underwater pack" or something to that effect will show up tomorrow. Do I have to wait? Or will the methods in the OP work still? Or is there something else I need to do?

Also, would a koopa shell that doesn't start off as a koopa be something that I need to unlock still, or do you need to do something to the koopa in the editor to get it?

You don't have to wait. Just spam the crap out of any assets in your menu that has a '!' next to it. Fill a level full of tiles and the delivery truck will arrive within a couple minutes or less. Rinse and repeat. :)
 

KeRaSh

Member
They REALLY need to make Gnat Attack easier. My arm gives out near the end every time, even when I take breaks. Jeez...

Yeah, I must be missing something because mashing at a million APM still doesn't cut it during the final stage. I need to hit the bombs, right? Because if they are actually helping me then I definitely did something wrong...
 

Sapiens

Member
Streaming the following levels live. Watch at either of these URLs:
http://gaming.youtube.com/sixfortyfive/live
http://youtube.com/sixfortyfive/live

If you join late, remember that you can rewind the stream at any time to catch what you missed. Also try picking a lower resolution/quality setting if the stream is lagging for you.

AE4D-0000-0040-7061 VandalD
CF99-0000-002B-578B Oni Link 666
9FC4-0000-0045-D6FA Mistle
5433-0000-0046-88AB DodgyTaZombie
F345-0000-0048-5D1C :Motorbass
6CE8-0000-0046-29D9 rawk
BF64-0000-0048048FB kinggroin
6B09-0000-0048-7C34 TheSlySoul
60BF-0000-003F-2DDB Pooxi
6D02-0000-0043-8DD5 Sapiens
ED91-0000-0046-4A3B devonodev
3CF5-0000-0048-50B9 Kyzon
473A-0000-0039-CE82 Dad
F2F6-0000-0034-3C40 BooJoh
0A23-0000-0030-B14F Taramoor
ACA8-0000-0040-53D9 TheBaldEmperor
D8DB-0000-003F-6586 chumby
2C07-0000-003F-A663 Yuterald
A30E-0000-003E-82AB jholmes
6CFC-0000-0048-2A97 Sephzilla
BE81-0000-0040-5DC6 Lupin the Third
9FD4-0000-0047-6403 kunonabi
9722-0000-0043-B401 Willxc123

There's a lot on the list tonight. I'll try to get through what I can in about 2 hours.

Thanks - it was a pleasure watching you play my level and I was glad that you liked it!
 

Sephzilla

Member
Streaming the following levels live. Watch at either of these URLs:
http://gaming.youtube.com/sixfortyfive/live
http://youtube.com/sixfortyfive/live

If you join late, remember that you can rewind the stream at any time to catch what you missed. Also try picking a lower resolution/quality setting if the stream is lagging for you.

AE4D-0000-0040-7061 VandalD
CF99-0000-002B-578B Oni Link 666
9FC4-0000-0045-D6FA Mistle
5433-0000-0046-88AB DodgyTaZombie
F345-0000-0048-5D1C :Motorbass
6CE8-0000-0046-29D9 rawk
BF64-0000-0048048FB kinggroin
6B09-0000-0048-7C34 TheSlySoul
60BF-0000-003F-2DDB Pooxi
6D02-0000-0043-8DD5 Sapiens
ED91-0000-0046-4A3B devonodev
3CF5-0000-0048-50B9 Kyzon
473A-0000-0039-CE82 Dad
F2F6-0000-0034-3C40 BooJoh
0A23-0000-0030-B14F Taramoor
ACA8-0000-0040-53D9 TheBaldEmperor
D8DB-0000-003F-6586 chumby
2C07-0000-003F-A663 Yuterald
A30E-0000-003E-82AB jholmes
6CFC-0000-0048-2A97 Sephzilla
BE81-0000-0040-5DC6 Lupin the Third
9FD4-0000-0047-6403 kunonabi
9722-0000-0043-B401 Willxc123

There's a lot on the list tonight. I'll try to get through what I can in about 2 hours.

Thanks for playing my level! I was happy to see things went the way i intended! There were a few really good levels during this stream, gave me a few ideas.
 
I haven't seen it in OP and surely mentioned somewhere in the thread but I've just watched many videos thanks to the codes you have in the Artbook. You just take a code from the book and enter it in the in game manual.

Clearly very useful and can help a lot to see what we can achieve with the game.
 

Pooxi

Neo Member
Decided to try to make my first level after getting frustrated with a lot of them on 100 Mario Challenge. Seems very simple to me, if anyone plays let me know what you think.

Maybe Follow The Coins?
55E9-0000-004A-9E6B

pro tip:
Yes, you should follow the coins. Dr. Mario makes an appearance if you go for the ? blocks too.

Yeah it was quite simple or maybe I was extremely careful because of the title hahaha. Made for some added tension

Here's another level.


Mario hits the gym
WVW69iZYIno-T5MG_0

(6998-0000-0048-0DA8)

A quick endurance test.

A clever but annoying level, especially that mole at the end.
I don't know why the mushroom would sometimes appear at the lower path from the left though. Was that intended?

Just uploaded a new course. Since my cape level has by far the most stars of all my levels I figured I'd make a level around the raccoon suit this time. Plus I hadn't made a SMB3 level yet. Let me know what you think.

Raccoon Fun - DD54-0000-004A-70DE

I certainly had a bit of fun but there are some problems.
That part with the red shell at first I didn't get what you wanted me to do and when I got it, I acually ran out of time retrying. It was hard.
The second time, when I got past it I lost the raccoon tail in the spikes flying up, it made me quit sorry
Good use of the pipes and doors though, I got hit several times lol
 
Okay, I've had the privilege to test these out with a bunch of 10 year olds and here's few levels out of that:

l6FeJZU.jpg

CD0C-0000-004A-C8AF

lv6rO6K.jpg

9943-0000-004A-D694

wiiu_screenshot_tv_011bxiy.jpg

893F-0000-0038-3858
 

xglaurungx88

Neo Member
After drawing out schematics on graph paper at work this afternoon and then building for almost 6 hours after getting home, I'm finally done with my latest level.

Ghost House
BD90-0000-004A-D937

WVW69iZgyOkWVNZe-f


King Boo's Castle has been well received so I thought I'd try another ghost level. Really went all out on this one. Branched paths that intersect each other several times and converge at the end of the level. There are 3 hidden 1-Up mushrooms for each path. Going to bed now. I'm exhausted. Let me know what you think.
 

Lutherian

Member
If you like Turrican II, then I hope you'll like this level :)

Turrican II: Desert Rocks
WVW69iZMh7gXdRBOOq

A461-0000-0043-811F

It was really fun to make it while the Turrican Soundtrack Anthology was running on my phone ^^.
 

I Wanna Be The Guy

U-S-A! U-S-A! U-S-A!
Yeah it was quite simple or maybe I was extremely careful because of the title hahaha. Made for some added tension



A clever but annoying level, especially that mole at the end.
I don't know why the mushroom would sometimes appear at the lower path from the left though. Was that intended?



I certainly had a bit of fun but there are some problems.
That part with the red shell at first I didn't get what you wanted me to do and when I got it, I acually ran out of time retrying. It was hard.
The second time, when I got past it I lost the raccoon tail in the spikes flying up, it made me quit sorry
Good use of the pipes and doors though, I got hit several times lol
I tried to let the player know the shell was important with the arrow pointing at it and then the path forward. I hoped it wouldn't take the player long to figure it out. Hmm. That last pipe up is literally the end of the level by the way.
 

galvatron

Member
Yay I got over 50 stars after 6 levels! 53 stars and counting. I guess that upload limit isn't so bad.

I think I gave you your 50th on your p-switch level.
Like an idiot, I ran under Bowser then had to come back around to get rid of him :D

I'm working on a much more beginner centered p-switch level and I enjoyed "Run for it" on super star road in NSMBU, so it was helpful to see your take on it.
 

OmegaDL50

Member
I need help with level. I am trying to make a Bit.Trip runner style level that requires the player to run through a specific course but without resorting to using autoscroll.

I got the idea from the Mario & Sonic Olympic games on the basics of a 100-Meter Hurdles, which the player needs to keep running through a series of short jumps over short barriers with spiked tops.

Jump too high and the player hits a spike ceiling and dies, thus a modicum of control of precise hops during runs is necessary to complete the stage.

The crux of the problem is this. There is nothing preventing the player from walking through the stage and doing the hurdles at a set pace...unless I use a restrictive clock.

However relying on the clock like this sounds really basic, If there was a way to have an enemy chase Mario that encourages the player not take their time through the level. Unless I place a bullet cannon at the start with a tight corridor but this just seems cheap.

I try the cannon method, I guess. This isn't really supposed to be a serious level. Just something for fun.
 

Pooxi

Neo Member
I tried to let the player know the shell was important with the arrow pointing at it and then the path forward. I hoped it wouldn't take the player long to figure it out. Hmm. That last pipe up is literally the end of the level by the way.

Yeah I just had a hard time grabbing it and not falling the wrong way, maybe a two block wide platform would help?
And this game seriously needs checkpoints, not having to do the whole level again I might have beaten it.
 

Vibed

Member
Beating Gnat Attack was intense. On the last level, in order to tap fast enough, I literally tensed up my body/arm, causing it to violently shake. All of a sudden, I was tapping like a madman at twice my normal fastest speed. I finished it and was like, "Holy crap, how did I just do that?"

In other words, I recommend violently shaking to beat Gnat Attack.
 

Danielsan

Member
So I finally finished up my SMB3 Ghost House level. I've spend way, way too much time creating this level. It's probably one of my densest levels yet (I actually ran out of items and blocks for the warp section of the map) and it has a bunch of alternate paths. One section that I'm quite fond of in particular can be easily missed. So please check it out and try to hit up as many paths as you can. Any feedback would be much appreciated. Did I put in too many mushroom, or too few? Too many enemies, or is the level not challenging enough? Any sections not working for you? Let me know!

Edit, updated version:

Dark Paths, Cold Nights

01C9-0000-004C-952B


Aj71wE4.png
 

KooopaKid

Banned
Yeah, I created them as a way to help players who couldn´t make the jumps in the main path but you´re right, they ended being a reward for people who fail at the main challenges. I´ll have in this mind for future creations.
I also wanted to continue developing the challenges, but ran out of space and didn´t want to make the level too dense with jump after jump to keep a good pace. However, there will be a Circular Platforms 3 where Circular Platforms are further developed ;)

Played it, liked it and starred it! I really liked how you introduced the difficulty progressively. I was very easy for me and a bit too forgiving. You can skip all the challenge if you want so I didn't feel very rewarded. As a result of the sub screen being used for the bonus rooms , the main challenge feels a bit short. The secrets are a bit useless in SMM in general. But I followed you. I would like to this "gimmick" expanded.

I tried your levels:
Super Mario Planets 1-1: It has some cool concepts, but it´s too frustrating. I lost too much time in the part with the springs and was about to quit there, you should ease up that part. There are some jumps where the destination´s not clear and I died because my initial jump was good to cover what I could see, but not to cover what would appear after (the Bullet Bill at the start over the cliff, the saw when you´re on the moving platform...), The arrow next to the saw totally misguided me: there was an arrow just like this a bit before which was telling me to jump over an obstacle and land back in the platform, however the same arrow next to the saw meant to "jump away". I had no way of knowing that the meaning of the arrow in the same situation was different so I died there. You should make that second arrow point straight to the right to tell the player to just jump away instead of pointing to the saw. You should also add an arrow in the beginning over the cliff, a bit to the top and on the edge of the screen so it tells the player to go all out when bouncing on the Bullet Bill. A coin can be seen already, but the player still doesn´t have a way of knowing that the rebound must be a big one to cross the gap.
In conclusion: cool concepts, but some frustrating parts should reworked and some consistency in the elements that guide the player is needed.

Super Mario Planets 1-2: This is much better, I realy liked it! It left me scratching my head a pair of times, but when I found the solution it was very rewarding. The end when you take your revenge on those Thwomps who´ve been bullying you the entire level was awesome, such a great way to close the stage. The secrets were well hidden and made sense, the theme was consistent throught all the level...My only suggestion would be to maybe give the player a mushroom early in the level, with all the ice it´s really easy to make a small mistake and without checkpoints the penalty´s too harsh. Maybe this would remove the tension on the stage, I was lucky and could end it on my fist try but other players could get frustrated by dying in a stupid manner and won´t give the level a second chance...and it would be a pity because it´s a really cool level :)

I agree with your comments, I will rework 1-1. I'm starting to notice the -30% difficulty rule is quite true.
About the mushroom, it would allow you to skip the puzzles :)
Thanks for your input!
 

I Wanna Be The Guy

U-S-A! U-S-A! U-S-A!
Yeah I just had a hard time grabbing it and not falling the wrong way, maybe a two block wide platform would help?
And this game seriously needs checkpoints, not having to do the whole level again I might have beaten it.
You didn't have to do the whole level again. If you get hit by those spikes all that happens is you lose your suit and you can just go through the door to repeat the shell part again. I made my own checkpoints.
 

rawk

Member
Sixfortyfive found a big level-ending design flaw in my level on the stream last night. I am going to have to fix it this weekend, so if anyone could be so kind as to do a beta test run through the level and let me know if there's anything else I need to change or fix, that would be super!

Mario Gear Solid
6CE8-0000-0046-29D9
 

Pooxi

Neo Member
You didn't have to do the whole level again. If you get hit by those spikes all that happens is you lose your suit and you can just go through the door to repeat the shell part again. I made my own checkpoints.

Oops forgot you can take the shoe through the door, maybe I'll give it another try after all

Edit: Just beat it now, the damn shoe kept dissappearing lol
 

KooopaKid

Banned
WVW69iZbaf0jZpNeKB


The Mysterious Castle Dracula

(BAFC-0000-0049-1C32)

WVW69iZbK7Y-owA2GF



So, you guys are all well aware of the popularity of Metroid stages... Well, I took inspiration from these mini "mariovanias..." and made just that. This level is my best yet (of my puzzler series) and it took about 6-8 hours to craft and fine tune. This is my second venture into this sub genre for Mario Maker. I made an office themed Metroidvania level before --"Another Day at the Office" (0479-0000-0034-C6F9). This turned out to be one of my most popular levels. There was a problem though... the level focused solely on puzzles and without any prompt. While it provided fun and challenge for many players, even more were stumped-- put off by its sometimes obtuse nature.

I've rectified these problems with my new level. In "The Mysterious Castle Dracula", you can complete it in MANY different ways. The level is not at all linear, and how you solve the puzzle is entirely up to you because I've included multiple paths... solutions... even red herrings. Not only that, but I added a bit of flavor text to help the player via miiverse posts. It really turned out splendidly, and I even included a pretty unique mini boss encounter and a sweet boss fight at the end. I put a ton of effort into this stage so I would really appreciate it if you guys could all play this level and give me some feedback. Star it if you like it, because that really helps it get played by more people! I'll gladly return the favor if you PM me some of your stages you need testing/feedback.

Thanks so much for the help in advance, and I hope you have a blast. I have been running it myself to try to come up with challenges.

PS. There's 3 hidden 1-up mushrooms, a red kuribo shoe and dancing wiggler for you guys to find.

If you get hit and get small, you're screwed right?
 

I Wanna Be The Guy

U-S-A! U-S-A! U-S-A!
OH!

Just replayed my raccoon level. That's the problem. Shit. I didn't realise the shoe block isn't reset by the door. Major flaw. I'm gonna have to take this level down and rework it.
 

KooopaKid

Banned
GAF! Play my level - Pipeflip Airship. Code is B73D-0000-0047-2D3F

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My goal was to invent an interesting mechanic that would be unique to my stage - as that's what Mario games are all about, right? Then it was a case of finding interesting and evolving challenges that derive from that central idea.

Would love to get your feedback!

Loved it! Completed it easily, even though I cheated a little by getting hit, but great design and great concept nonetheless. Good job!
 
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