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Super Mario Maker |OT| Miyamoto Simulator 2015

Conan-san

Member
How the buggering hell do I make disco happen? I unlocked the second screen so I assume I got everything but the pallete's like only 75% fill.
 

RAWi

Member
Here are my first 3 levels. Yay!

Up, Up, And Go! / ID: 46CA-0000-0028-C72E

11986485_10153202821581884_6522348179146972519_n.jpg

--

Kick and Follow / ID: C7A0-0000-02A-46B9


--

Hungry Plants / ID: C846-000-002A-B278

 
Got two more SMB3 stages uploaded, one of them I put up yesterday so anyone nosing around my stages may have played it, in any case these two levels are simple enough that I'd like to think most people could play through them successfully.

Boo Buddy Bridge Busters- 13EF- 0000 - 0022 - 3870
Style: SMB3
Difficulty: Medium?

This was my first experience using sub levels so I wanted to try and tie in the sub area thematically with the overworld.
Also has a barebones "story" element to it that is the reason you have to detour through the sub areas in the first place, one boo alone can't break the river bridges but get a bunch of them together and those damn vandals!

Final area of the overworld has two possible shortcuts, one of them just involves skipping the final sub area entirely, oh what fun!


Tall Tall Tower: CB20-0000-002F-1AEE
Style: SMB3
Difficulty: Easy/Medium?
This was a stage I started on Friday before realising that I botched the layout due to my misunderstanding of pipes (they can only go to sublevels and back again, no linking them like doors).
But dammit, replacing these pipes with doors would ruin the visual sense of progression so I overhauled it with the sub area to bring my idea to life.
In execution it's just a pretty simple set of mini rooms focused on travelling upwards using a variety of gimmicks.
My main goal here was more of a vanity project to make it feel like you're moving up an actual tower, in that sense I'm really glad with how it turned out, paying attention to the smallest details like how a pipe you enter will exit as if it were perfectly straight going to the next floor, using the windows and clouds for visual elements.

Also has my favourite pointless secret area.


Made a new level. It is a medium difficulty course (at least imo). The goal is to have a good flow, otherwise beating could get hard (30 sec time limit)

5231-0000-002E-3989 (Show your Flow)

WVW69iYglZ07yr5X4s


You could also check out my other courses:

FB9F-0000-0027-3106 (don't lose the bullet bill)
this is a castle stage with an intigrated escort mission. You have to escort a bullet bill up to the stage's end (2,66% competion rate)
Really enjoyed both of these.
The first reminds me of why NSMB style is so fun to play.
The second is just a good concept executed well.

I think I'm getting the hang of this. Didn't really have much of a concept in mind, so I figured... "Why not just do a pure platforming level?" No gimmicks. Start on the left, end on the right. Well, I can't quite help myself with adding secrets, so it has the usual three hidden 1-Ups, and actually over 100 coins, too.

Anyway, presenting my fifth:

Koopa Heights
WVW69iYgyXYNppMEyd

4CF5-0000-002E-5063
Description: I wanted to do a Super Mario World style level. And I don't mean "a level with SMW's tileset". I mean a level that plays like a SMW level. This is that level. The only enemies are Red Koopas, and apart from the secrets, everything else is pure running, jumping, and timing. Mario at its purest.
Secrets: Three 1-Up Mushrooms and a Yoshi​

So, anyone want to tell me how far off I am from a Super Mario World level here? I think I got pretty close... but I'm the creator, so I can't judge that. It should be beatable on the first go if you're careful. But there are a few tricky jumps, I'll admit.

Perfectly fair level design here, it indeed feels very much like a lost SMW stage.
Great stuff, except I died by accidentally unveiling a hidden 1UP shroom, oh the irony?

Really the only change I'd make is so small and pointless it's barely worth mentioning.
That beanstalk vine near the start should eventually hit a stone block instead of just going offscreen for that truly authentic SMW detail.
 

weekev

Banned
The game is incredible. Its all so easy and intuitive to make levels. My only wish for future patches would be proper cillextibles eg Star Coins, check points and the ability to upload a finished world eg do a 1-8 with secret 9th world if you get all the star coins.
 

Xenoboy

Member
This is maybe a silly question, but can see how many times a specific person has died in your course?

And I can't seem to find out where the people that died in my level died...
 
Exactly ehat I was afraid of is happening. Playing 100 Mario Challebge is just an endless string of "lel I trol u" and "THREE BOWSERS ON TOP OF EACH OTHER BUT THERES A STar hidden nearby because I had to beat the level to upload it"
Ugh

The weed will cleanse itself when this game matures. It's only two days old.
 

LostComplex

Neo Member
Polished up one of my levels! Would appreciate some feedback.

Going Up v.2
ID: B1D7-0000-002F-6B3D
WVW69iYikboD-Z-76u


Also looking for some feedback on this one, as I can't tell if the solution is obvious or not to players.

Mario's the Way
ID: E260-0000-0029-A8E2
WVW69iYYCpAo-b6oRg
 
Whoops sorry for the large image in the previous page!

My code for The Experiment of Dr. Pianta if you lost it
1297 - 0000 - 002F - 276B

I'm writing down a lot of your codes people, so I can then click "follow" and finally play al of your levels... it's a stupid process but works. Gaf unite!
 

Nintenleo

Member
My new level is full of secrets and alternative paths. It's been very hard to build so I hope someone of you will be very kind to me and play it. :D

An adventure in the skies of Super Mario Bros:

WVW69iYWLoItoMHibh


Sky Pirates Never Die: 1285-0000-0028-EAF9
 
Playing the 100 Mario challenge just taught me how many crappy levels already have been made. I had to press the skip button many times.

I can't believe some players think it's a good idea to throw in a bunch of enemies, items together to create total madness. Many levels were too difficult too, felt so cheap. Less is more!
Out of the 35 levels (I really skipped alot), there were only 5 who were fun to play.

This is because the game is fresh, right guys?
 

EvilMario

Will QA for food.
Is there any easier way to follow people from your friends list, other than having to search for one of their courses? There has to be, right?
 
Heres my latest level 'Highway Star'

31D4-0000-002F-7DF5

WVW69iYir94_jdgR3N


Its a high speed jumper that is quite straightforward as I like fast long leap levels, but theres a bunch of secrets hidden if you miss certain gaps. I think its a pretty fun level!
 

KeRaSh

Member
Secrets & Shortcuts is my best attempt at a "proper" SMW course. It's pretty long if you want to see it all.

WVW69iYeUt0l9Ub9ma


AE3A-0000-002D-1281

Feedback is appreciated

Enjoyed your level a lot! Have a star. :)

Check out one of my levels if you can find the time. I'd appreciate feedback and a star if you like any of them.

Scumbag Mario raids Bowser
Course ID: 2CEB-0000-002D-2393

That Wizard came from the Moon
Course ID: EABC-0000-001E-2358

Goomba's Kave
Course ID: 610A-0000-0014-5423

The first one is a short but hopefully funny level.
The second one is a short progression style level.
The third one is a little hard. Completion rate is under 8%.

All levels have three hidden 1UPs!
 
zOiSEDI.jpg

Mummy on the Koopa Express - 1F88-0000-002F-3B2D

Koopa's train is delivering his treasures from an ancient tomb back to the castle, but Mario has his eyes on the golden wonders within the train. Sneak on board, grab the stash and get out before they find you - but watch out, they found more than just treasure in the tombs!

I tried to make a fun narrative level with this one, I'd really appreciate people trying it out and starring it if they like it :D
 

lt519

Member
If anyone is bored this morning nobody has played my latest level yet, fairly difficult but not unfair. Four sections; two puzzles, two platforming skill based. SMB3 airship style toolset

AC91-0000-0029-302E
 
Hey gaf! Here's my level

Super Mario Land 2 - Hippo level

823A-0000-002D-338A

3pEUqtb.jpg


It's a remake from SML 2, it's more fanservice than fun I guess. Years passed and the water evaporated... but still you'll recognize what was underwater!
I won't be able to play until some point next month, but just want to say thanks for this. I loved that level in SML 2.
 

Proc

Member
Endless Mario levels to play...what an amazing time! Was up way too late last night, too stubborn to skip a tough leve. I love this purchase.
 

sonto340

Member
The weed will cleanse itself when this game matures. It's only two days old.
I'm sure over time it will equalize out. It's just upsetting when I jumped on today and had to skip three levels in a row because they weren't hard, they were just poorly designed. The fourth I played was pretty neat tho. Then I just gave up for the day.
 

Robiin

Member
Level Title: Slender Mario 1(Expert)
ID: C397-0000-002F-21FC
NNID: tshadowknight
Description: A level based around the skinny power up mushroom, get ready for some jumps regular ol' Mario could only ever dream of!
Difficulty: Hard

Well, I think it's pretty tough at any rate...
So hard I couldn't finish it. Might be my skill level, but it's kind of not obvious where you are supposed to go, and with so much happening at once you have no ability to focus on your intended path. I'm talking about the area with the Bowser, the springs and the fire cannons when you are travelling on the platform. I saw the coin arrow after a few tries, but I died many times even after. Otherwise really fun concept. Develop it a little further and play through it without "designer's eyes", try to see what a new player would see when he plays!
 

Mik2121

Member
It's pretty annoying when the first long jump is just that, a long jump (the coins make the distance look shorter than it is btw, which caused me to die once there), but the second similar looking jump now requires you to use bullet bills as platforms which you can't know until you die once. Also maybe a bit too many hammer bros combined with shooting piranha plants. But overall a nice level.
Fair enough! The clear ratio is currently 4.87% but I can complete it almost every single time without dying so I guess I didn't convey correctly to the player what he has to do. The first jump is meant to be cleared with bullet bills as well but with a safe ground bellow it covering most of the fall area. My wife played it too and she said she hates the hammer bros as well, gotta agree. Will leave this level as it is, but for me next levels I will try to balance things out better. Thanks for the feedback!
 
My new level is full of secrets and alternative paths. It's been very hard to build so I hope someone of you will be very kind to me and play it. :D

An adventure in the skies of Super Mario Bros:

WVW69iYWLoItoMHibh


Sky Pirates Never Die: 1285-0000-0028-EAF9
Started playing it and will finish tomorrow, but looks great as far as i got. Gave you a star.
 

Link Man

Banned
I think I'm getting the hang of this. Didn't really have much of a concept in mind, so I figured... "Why not just do a pure platforming level?" No gimmicks. Start on the left, end on the right. Well, I can't quite help myself with adding secrets, so it has the usual three hidden 1-Ups, and actually over 100 coins, too.

Anyway, presenting my fifth:

Koopa Heights
WVW69iYgyXYNppMEyd

4CF5-0000-002E-5063
Description: I wanted to do a Super Mario World style level. And I don't mean "a level with SMW's tileset". I mean a level that plays like a SMW level. This is that level. The only enemies are Red Koopas, and apart from the secrets, everything else is pure running, jumping, and timing. Mario at its purest.
Secrets: Three 1-Up Mushrooms and a Yoshi​

So, anyone want to tell me how far off I am from a Super Mario World level here? I think I got pretty close... but I'm the creator, so I can't judge that. It should be beatable on the first go if you're careful. But there are a few tricky jumps, I'll admit.

I also attempt to create stages that are based on the classic formula (introduce - expand - modify), while hopefully keeping the difficutly low enough to not become frustrating but remain challenging.

Here's a level I made that I'm pretty happy with:
It revolves around a slight puzzle mechanic that is introduced at the beginning and then continually expanded upon. I would gladly appreciate any sort of feedback.

Ship Security Shells

wvw69iynyso7qexqevblk2j.jpg


ID: CF6C-0000-0023-1B29

Fun levels, good design! Will keep an eye on your works!

Uploaded my third course. Mario visits Bowser on his day off. Ruins everything.

Funny level, enjoyed it!
 
Made a new level. It is a medium difficulty course (at least imo). The goal is to have a good flow, otherwise beating could get hard (30 sec time limit)

5231-0000-002E-3989 (Show your Flow)



You could also check out my other courses:

FB9F-0000-0027-3106 (don't lose the bullet bill)
this is a castle stage with an intigrated escort mission. You have to escort a bullet bill up to the stage's end (2,66% competion rate)

Hey dude just did some of your levels! Enjoyed show your flow and, wall jump cave, but they were a bit straighforward. got my fun at some jumps and enemies!! Really enjoyed! Hope youll build a few more like it!! just one thing it would be nice to make the going backeards thinh more rewarding!!
 

octopiggy

Member
Someone said earlier that you can only unlock 14 Mystery Mushrooms in easy 100 Mario Challenge. I'm still unlocking them despite my stats screen saying I have 17 easy clears.

Maybe it depends on how many amiibo you scanned. I've only scanned one.
 
My gamepad battery was dying so I didn't have alot of time to fiddle with your levels. I did clear Bob-ombs away and found it okay but there was some seemly pointless design elements. With Bowser Bros I reached the end but stumbled on the boss and was not inclined to try again. Thwomp Gauntlet I did not have patience for at all because it appeared to be designed to frustrate players with unforeseeable death traps.

I hope that's not unfair. Like I said I only had a short time to look at these so it's entirely possible I have the wrong impression.

Thank you for your feedback, I will have to go back through them and try to make some adjustments. I was going for challenging but completely possible but I think I may have to tone it down some, lol. If anyone else wants to try and give some additional feedback I would be extremely grateful.

Reposting mine, I made some changes to my Thwomp course and I created a new course that is a little easier. Let me know what you guys think!

Bob-ombs away
C9E5-0000-0027-B24D

Bowser Bros.
9C8C-0000-0017-F257

Thwomp Gauntlet
0EF0-0000-0024-E87A

Sorry for the bad names, lol.
 

Kouichi

Member
I've made my first course that I feel proud enough to share here. It's short, sweet, and a bit tricky!

WVW69iYjERUrN1hsez

Escape the Ghost House! CC0B-0000-002F-AD3A
 

McNum

Member
Perfectly fair level design here, it indeed feels very much like a lost SMW stage.
Great stuff, except I died by accidentally unveiling a hidden 1UP shroom, oh the irony?
If I ever do an actual Kaizo level... I must remember that. Death by hidden 1-Up Mushroom is the best trolling. And it wasn't even on purpose, there is a perfectly consistent theme to all the secrets in the level:
Red Mushroom Platforms have secrets.

Really the only change I'd make is so small and pointless it's barely worth mentioning.
That beanstalk vine near the start should eventually hit a stone block instead of just going offscreen for that truly authentic SMW detail.
It does. At the very top of the screen, it should hit a block.
 

Zero148

Member
Got two more SMB3 stages uploaded, one of them I put up yesterday so anyone nosing around my stages may have played it, in any case these two levels are simple enough that I'd like to think most people could play through them successfully.

Boo Buddy Bridge Busters- 13EF- 0000 - 0022 - 3870
Style: SMB3
Difficulty: Medium?

This was my first experience using sub levels so I wanted to try and tie in the sub area thematically with the overworld.
Also has a barebones "story" element to it that is the reason you have to detour through the sub areas in the first place, one boo alone can't break the river bridges but get a bunch of them together and those damn vandals!

Final area of the overworld has two possible shortcuts, one of them just involves skipping the final sub area entirely, oh what fun!


Tall Tall Tower: CB20-0000-002F-1AEE
Style: SMB3
Difficulty: Easy/Medium?
This was a stage I started on Friday before realising that I botched the layout due to my misunderstanding of pipes (they can only go to sublevels and back again, no linking them like doors).
But dammit, replacing these pipes with doors would ruin the visual sense of progression so I overhauled it with the sub area to bring my idea to life.
In execution it's just a pretty simple set of mini rooms focused on travelling upwards using a variety of gimmicks.
My main goal here was more of a vanity project to make it feel like you're moving up an actual tower, in that sense I'm really glad with how it turned out, paying attention to the smallest details like how a pipe you enter will exit as if it were perfectly straight going to the next floor, using the windows and clouds for visual elements.

Also has my favourite pointless secret area.

Played both your levels and the are really well designed. Forgot to star the tower one, but it deserves a star. I downloaded the tower level too, so I can let my gf play it because it shows many fun platforming emements
 

GulAtiCa

Member
WVW69iYZURYbqzkM0N


Bowser's Star Run! (EEB6-0000-002A-687E)
My first difficult course. But it's actually pretty manageable, you just need to time seems correctly.

Here are some of my past ones too:

Run!!! (98C4-0000-0029-B43E)
Bowser's Ride of Death (9AAB-0000-0026-2065)
Zelda's Adventure! (638B-0000-0022-2C0D)
Jump Attack! (280B-0000-001C-AFD6)
Underground 1-2 (79DE-0000-001A-ED5D)
Underground 1-1 (9664-0000-0019-AA97)
 

Isomac

Member
Alright, I made my 4 first levels and had really fun time with it. I still miss lots of pieces but designing is still a lots of fun :) I already drained the battery of the controller 3 times today. I need to just plug it in.

Underground (E8F3-0000-0026-4C86)
This is the first level I made. It's still kinda WIP, since I don't have all the tools I want to use yet. Pro tip the pipe doesn't work yet.

Careful (68BC-0000-002B-F05F)
This time I tested out lakitus.. everyone loves them right?
xlu9m.jpg


Get fit eat cookies. (DBC4-0000-002C-80E7)
This is just level for Wii Fit trainer to collect some cookies (coins)

Castle fever (43F0-0000-002F-8714)
Next up is the worlds last level. I think, I might have overdid some parts here. I already updated it couple times to make it a bit more fair.
7sryg.jpg
 

Robiin

Member
Made a new level. It is a medium difficulty course (at least imo). The goal is to have a good flow, otherwise beating could get hard (30 sec time limit)

5231-0000-002E-3989 (Show your Flow)

WVW69iYglZ07yr5X4s


You could also check out my other courses:

FB9F-0000-0027-3106 (don't lose the bullet bill)
this is a castle stage with an intigrated escort mission. You have to escort a bullet bill up to the stage's end (2,66% competion rate)

WVW69iYTYvwVjF7qTE


4CB6-0000-0024-631A (some jumps (and enemies ;-)))
nobody has beaten that level yet, although it is straight platforming without any gimmick. The first jump sequence is tricky and everyone died there until now. But after that it gets much easier (you don't have to be nearly pixel perfect after that). Exploration is rewarded, but also has a high risk. Give it a shot,

WVW69iYPin8HED0aPg


6247-0000-0022-703A (Wall Jump Cave)

The name is program (except for a little jump sequence in the middle, most people die there). Also the stage has a small puzzle at the start, which can break the stage, so be warned. The completion rate is 11,53%.

WVW69iYM4Kg13l5fgi


E24D-0000-0017-8076 (let the shell flow)
The title already gives the trick to the level away. This was my first level. The completion rate is 20%.

WVW69iX8j6cRe-cnAZ



I'd love to get some feedback from you :)
Only tried Show Your Flow right now. It was amazingly fun. Best Mario Maker level I have played yet, these are the kind of bite-sized "never not running" levels I would love to make!
 
When I sleep all o could think of is this game. When I'm out of the house all I can think of is making more levels. I think this is the most fun I've had with a game in so long.
 

Rodin

Member
Game is incredible but i'm having trouble unlocking new stuff for the editor. I was messing around with a level and the icon of a truck appeared on screen, telling me that new stuff was coming, but i still don't have it. What to do?
 
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