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Super Mario Maker |OT| Miyamoto Simulator 2015

Addi

Member
Hello, just made a new level. Yoshi themed. It's a bit hard I guess, but not insanely difficult.

YOSHI'S H3LL & HEAVEN

D1D7-0000-0068-EDC7
 
The 10 upload limit can be frustrating, when does it go up? You need 50 stars? In any case, here's my latest, Skyfall.

tCAsf8v.jpg


Code: 5E85-0000-0068-F672

Has several alternative routes, some tricky sections, but mostly basic platforming. Give it a try!

(Btw, this thread is gold for new ideas, and SMM keeps on giving. Which is deeper, the (re)playability or the lore of the Mario games?)
 

Endy MacK

Member
Thanks for giving it a shot. The trick for the second climb (and a few others) is
making sure you do the pirouette in mid air between jumps.

I know there's some problems with it so if you noticed anything specific you want called out let me know. There's some things I know need fixing (blind jumps/leaps of faith). Some things I'm not sure of (force the final boss fight? Second Chomp placement), and then there's everything else I don't know.

I actually did master the second climb pretty quickly (same way you said), and I don't think you should change that. The only thing I would tweak is the one leap of faith to the pillar, and the blind jump from the spring. I'm not a fan of anything blind. Overall I feel the level flows well, and is fair; the type of level that you can master with practice. I'm interested to see other feedback.
 
Hmmm, maybe they plan to add full Mii support. For the NSMB style, so you can design your own character. Would be awesome!

Oooh that could be quite cool :p But yeah there must be a reason - every other smash amiibo is supported so surely it's not just that they cant draw a sprite for them haha
 

Pinky

Banned
You know you're obsessed when you are about to fall asleep but realize you have a great idea and go take five minutes to sketch it. Sleep was nice.

I've actually had dreams where I'm designing levels. I'm thinking up new ideas when I'm at work. I have visions of '?' blocks and goombas as my wife is trying to tell me about her day. This game has taken control of me.
 

Bladelaw

Member
I've actually had dreams where I'm designing levels. I'm thinking up new ideas when I'm at work. I have visions of '?' blocks and goombas as my wife is trying to tell me about her day. This game has taken control of me.

Seriously, this is my life now. I'm all over the place for level ideas and the edit-->iterate-->edit-->test loop is just so unbelievably smooth.

This is my new desert island game.
 

xlom3000

Member
Blue Berry Barrel Ghost House
1F80-0000-0063-E352

A Super Mario Bros themed Ghost House. I originally went into this one attempting to do a stage that rotated 90 degrees every time you enter a pipe, but I don't think I very successfully drove that across. I don't think many people would notice without me having pointed it out to them
image:
bonus image: paper design!
It was going to be a mario 3 ghost house, but I liked the music for 1 more. Thought the background tiles for mario 3 ghost house are better...

I've also been carrying around graph paper and a pencil for when inspiration hits. I saw a neat stage the other night in 100 mario mode that was a mirror of sorts. The level was split horizontally in the middle, and you could find hidden items by jumping up in places where the bottom half was showing a block the top half didn't have. It was a really neat idea. The stage itself wasn't anything to write home about, but it's given me an idea to try out down the road.
 

jholmes

Member
The thing I really don't understand is all the Japanese levels with extremely long names, and then they have this weird sort of design that's indescribable...generally NSMB castle style, not quite a normal level, enemies all over, usually a star and a run through piles of enemies and some Bowsers. I dunno. I feel like I have played this specific type of level like 20 times.

When I see a really long Japanese level name I always imagine it's something like "Mario goes to the local mall and gets a haircut while pondering the current political climate."

I just played a 100 Mario level that managed to be the most Japanese level I've ever played without having tons of enemies or a star: C58E-0000-0065-5B45

You're right that the Japanese are inordinately obsessed with castle levels but I'd argue only something like 10 per cent of Japanese levels are NSMBU, and the rest are all Super Mario Bros. They have some sort of obsessive hatred for Super Mario Bros. 3 and Super Mario World, I guess, because they refuse to make those levels.
 

correojon

Member
Tracks in particular are difficult to utilize well due to the loading thing. Once they're active they stay active and moving unless the objects fall off the track, I believe. But until they're almost on screen and loaded, they don't start moving. This means that they're unreliable for syncing up movement unless the player enters a screen that they're already on via pipe or door.

For example on my latest music level, the OoT windmill music, I've got this "windmill" on the first screen:

WVW69iayUYQ0TSof77


It rotates fine because it's all already on the first screen you see.

But duplicate that design at the end of the level, and as it scrolls in from the right, first the leftmost platform starts, then the top and bottom ones, and the rightmost one last. They're all bunched together and not evenly distributed. This is why I set up the second windmill to be "assembled" from platforms being flung in from overhead. All the platforms are loaded at once because they all begin on the same vertical line. This is still not perfect but looks a little better and has the benefit of being kinda cool.
You can also make the player enter that area through a pipe or door and the platforms will resync ;)
 

DeathoftheEndless

Crashing this plane... with no survivors!
My friend is apparently determined to make a level that I can't beat. Poor bastard doesn't realize I've beaten the expert challenge 6 times. He doesn't know the things I've seen...
 

Gsnap

Member
I carry a graph paper notebook and a pencil with me at all times now.

See what you do to us, Nintendo?!?

Yeah, I started carrying a pocket notebook with me to take notes at work. Glad I did too. So many good ideas would have just disappeared if I didn't.
 

rawk

Member
So, a few years back I had to go to Ikea, and I mentioned that at work. Some woman I worked with had moved in from the sticks only just went to Ikea for the first time, so she told me not to wear any white, to which one of my co-workers said "Yeah man, make sure to leave your white jeans at home." Why am I bringing this up? That was about Ikea and it made me laugh, and this was about Ikea and it made me laugh. The foreboding airship theme is perfect for the storeroom part of the level. I love how the level goes from colourful to brown. I love the design on stuff like the fridge, the couches and the checkout counter. I love that Mario has to drive home after. My real knock is the first half seems aimless but I think that's an intentional dig at Ikea showrooms.

Sometimes I just wish I had more stars to give!

Thank you. Regarding the aimlessness: after I'd designed a few rooms, I realized I wanted the player to make Mario wander around the store a bit, so I designed it with a bit of backtracking in mind (and even more backtracking if you go for all the hidden stuff (like breaking into the first floor vault)). To counter that, I made it so the enemies are all pretty harmless. My only real regret is that I didn't manage to fit in a cafeteria. Thanks again for playing!
 

alf717

Member
I lost a level I actually wanted to try and complete. Got an online error and it didn't save to my played courses list.

When playing on easy, normal or expert are you rewarded certain types of Amiibo unlocks? Or is it just random?
 
My friend is apparently determined to make a level that I can't beat. Poor bastard doesn't realize I've beaten the expert challenge 6 times. He doesn't know the things I've seen...

Make sure that it's actually beatable, that he's uploaded it or whatever. It's easy to make an impossible level and never upload it...also make sure that if he did upload it, he didn't just hide invisible blocks at the start to take a high path and bypass everything.
 

Cuburt

Member
I made a semi-exploration/semi-puzzle type level with light platforming and not a lot of enemies. I packed it with quite a few cool secrets (including hidden 1-ups) that I think shouldn't be too obscure and even a few alternate ways to progress through the level so people hopefully don't get stuck or discouraged.

I've really been looking forward to having GAF give it a shot. Feedback would be appreciated (here or on Miiverse), just since I haven't had anyone to test it live besides myself so I hope some design communicated itself enough because then I can possibly use that knowledge for future levels.

Deja Vu

ID: B941-0000-0066-D585
 

Kurt

Member
Just going to post it just in case it wasn't already posted (did not find a post from this in this thread)

Someone remade the entire Mickey's Magical Quest game in Super Mario Maker!
https://www.reddit.com/r/nintendo/comments/3m5k0z/i_remade_the_entire_mickeys_magical_quest_game_in/


World 1 - Treetops

Treetops 1 C606-0000-0064-DA81

Treetops 2 C4E9-0000-0064-DD93

Treetops 3 557A-0000-0064-DF30

World 2 - Dark Cavern

Dark Cavern 1 4912-0000-0064E7F0

Dark Cavern 2 EF6C-0000-0064-EC24

Dark Cavern 3 7166-0000-0064-EE77

World 3 - Fire Grotto

Fire Grotto 1 E964-0000-0064-F318

Fire Grotto 2 E65D-0000-0064-F697

Fire Grotto 3 977B-0000-0065-0B73

World 4 - Peach's Peak

Peach's Peak 1 E911-0000-0066-C22D

Peach's Peak 2 F72B-0000-0066-C26B

Peach's Peak 3 C253-0000-0067-87AB

World 5 - Snowy Valley

Snowy Valley 1 (Coming as soon as I have the upload slots!)

Snowy Valley 2 (Coming as soon as I have the upload slots!)

Snowy Valley 3 (Coming as soon as I have the upload slots!)

World 6 - Bowser's Keep

Bowser's Keep 1 (Coming as soon as I have the upload slots!)

Bowser's Keep 2 (Coming as soon as I have the upload slots!)

Bowser's Keep 3 (Coming as soon as I have the upload slots!)

Final Boss - Emperor Bowser
 

correojon

Member
I want to present my new level, this one has taken me 4 full days. Usually people have complained that my levels were too easy and a bit short, so I made a hard, long level. I may tone down the difficulty a bit, but before doing so I´d like to get some feedback so I don´t end dumbing down the level too much as I usually do:

Dry Bones' Disposal Center 2E5C-0000-0069-124E said:
6Dh9jwc.png

Long level focusing on moving floors and walls. 6 different elements used (moving floors and walls, spikes, saws, bombs and Dry Bones) combined in different ways to up the challenge as the level progresses. There´s a checkpoint and a cool final boss, which can be taken in different ways depending on how the player reaches the fight.

I wanted to make a disposal factory where all the elements that get left behind when Mario rushes through a level are taken care of, but I ended running out of parts so I couldn´t add all the decorative elements I would´ve wanted.

Please, play and give feedback!
 

Thud

Member
The thing I really don't understand is all the Japanese levels with extremely long names, and then they have this weird sort of design that's indescribable...generally NSMB castle style, not quite a normal level, enemies all over, usually a star and a run through piles of enemies and some Bowsers. I dunno. I feel like I have played this specific type of level like 20 times.

When I see a really long Japanese level name I always imagine it's something like "Mario goes to the local mall and gets a haircut while pondering the current political climate."

I would play that.
 

correojon

Member
Sorry it took me more than I promised, but here are the promised reviews:
Some new levels:

Cheep-cheep saved my life!: 40E8-0000-005D-D5C2
Difficulty: Medium
Cool concept and challenging level. Really original idea, I liked it a lot. The mechanic is easy to understand and works perfectly, but feels a bit underused, as the part with the P-Switch can be beaten without bouncing off a fish not even a single time. Still, fast and challenging but fair level


Mario Maker - Bingo Island 1: 7F14-0000-0062-0085
Difficulty: Tutorial
My entry too late for the contest, I wanted to make an "entry level" for 100 Mario Maker.
It should feel like a Nintendo tutorial, guiding you through every traps and bad design decisions you will encounter in 100 Mario Maker. (hence the name Bingo Island.. and there's a few secrets to find!)
Nice introductory stage, however some parts were a bit too advanced for a 1-1. Still, i liked it a lot.


Shell trick!: CD55-0000-001F-2FE5
Difficulty: Die & Retry (<1% completion..)

I wish I could make more levels this hard, but no one is giving it stars.. Is it too unfair?
I couldn´t find how to beat this one. I kicked the shell, ran behind it, jumped over it when it bounced off the wall and then got killed. Everything happens so fast that it´s impossible to understand what´s going on :S


Kaizo Palace: 0DC2-0000-0062-02FB
Difficulty: Choose your poison!

You can choose between 10 rooms to complete the level, only one is needed.
I promise it's not too hard.. and every room is doable!
(I found an interesting (?) glitch while making this level)
I got through 2 of the easy rooms, there were others which I couldn´t understand what to do (maybe throw a shell against a wall and bounce back to reach the top Kaizo-style? I never managed to pull that lol). I really can´t judge this level, it´s way out of my league.
 

KooopaKid

Banned
I want to present my new level, this one has taken me 4 full days. Usually people have complained that my levels were too easy and a bit short, so I made a hard, long level. I may tone down the difficulty a bit, but before doing so I´d like to get some feedback so I don´t end dumbing down the level too much as I usually do:

I wanted to make a disposal factory where all the elements that get left behind when Mario rushes through a level are taken care of, but I ended running out of parts so I couldn´t add all the decorative elements I would´ve wanted.

Please, play and give feedback!

Very original idea but very though! The concept is only hurt by the lack of checkpoints. One small mistake and you're gone...

Now the shameless self-promoting. Remember to give a try to my latest creation:
Assault on the Sky Fortress
ID: 7A44-0000-0066-81B1

I liked your level and starred it! I particularly the fact you have to climb a mountain first. The sound FX were a bit much at the end. It was also probably a bit messy with a lot of objects all over the place.

Aperture Science
(249C-0000-0067-A2D3)
WVW69ia0UDEfq5B3Rc


My next puzzle level is short but sweet. It's story driven so make sure you leave Miiverse commentary on. There is only one enemy in the whole stage: glaDOS. This level isn't hard, but Portal fans may recognize a few things. Check it out!

Woah very impressed by this. Perfect looking level considering the theme, very clever puzzles, excellent use of Miiverse, very outside the box thinking!
I ran out of time at the end unfortunately :(
Followed you! Well done!
 

Kebiinu

Banned
Posting this one more time before I begin working on a new stage today! Hope you guys look forward to it. :)


Rescue in Sky Fort!
V6OUWsI.jpg
MHoGbaa.jpg

Oh no! Yoshi's been kidnapped and it's up to Mario to infiltrate the Sky Fortress and help him escape! All the entrances are heavily guarded, so sneak in through the jail cell, and make your way around from there! Be careful, I think I saw an ominous figure donning a green spiky shell...could it be?!

Stage ID: 42B9-0000-0064-111F
 
A small, silly course : The March Of The Juggling Clowns F728-0000-0069-4A01

CPr4GGdW8AAAuHT.jpg

A cute little stage based on a neat idea.

One thing though: if I'm seeing this correctly the player is done for if he doesn't manage to reach the balloon on time after hitting the p switch?

Posting this one more time before I begin working on a new stage today! Hope you guys look forward to it. :)


Rescue in Sky Fort!

Really nice, a highly polished and very Mario like course.
I wonder if I could skip the Yoshi and just damage boost through.
 

DeathoftheEndless

Crashing this plane... with no survivors!
Make sure that it's actually beatable, that he's uploaded it or whatever. It's easy to make an impossible level and never upload it...also make sure that if he did upload it, he didn't just hide invisible blocks at the start to take a high path and bypass everything.

The one he had me play yesterday was uploaded, but he told me it took him like an hour to beat it lol. It took me probably close to 20 tries, but I eventually beat it.

He told me about some levels he saw where the uploaders completed them with hidden stuff, so I'll be on the lookout for that next time. And if it isn't uploaded yet, I can hit the edit button and look for hidden blocks :p.
 

B_Bech

Member
Sölf;179813623 said:
Tried it, died a few times because everything is so narrow and got stuck later on (made a comment with screen). You can even die right at the beginning if you move in a direction instead of just jumping, because then you hit the shell and it kills you in return. May needs a bit work, but I liked the idea.


I actually planned for this. It's Portal, it's supposed to be dangerous. That's the point of the level! The only enemy is also your only friend, the portable companion shell. You just need to figure out the right places to kick the shell. It's a puzzle stage. There's only one real place you can get stuck. Rest of the stage you can simply go back and spawn more shells using portals. You can actually get infinate shellmets this way as well. I hope you guys try again later. I don't make my stages too easy, but I guess I could make a revision with power ups if it's too hard!
 

Heropon

Member
Posting this one more time before I begin working on a new stage today! Hope you guys look forward to it. :)


Rescue in Sky Fort!

Liked how you mixed castle and airship areas and the use of Yoshi. Excited to see your next levels.

I liked your level and starred it! I particularly the fact you have to climb a mountain first. The sound FX were a bit much at the end. It was also probably a bit messy with a lot of objects all over the place.

Thanks for the feedback! I'll take it into account for the next levels I make. I actually removed a couple of FX symbols before finishing the level, so imagine the mess it was before. :)
 
How the f do you unlock all the tools for the game quick?

I found a pretty reliable way to do it.
A) Put in enough ground blocks to get to the goal
B) Use all new items
C) Wait 5 minutes to get the trunk prompt
D) Max out the 2000 block limit by holding finger and moving joystick around for a minute
This will net you the next day's objects. Just repeat until you get all days.

Got all unlocked within 90 minutes doing it this morning.
 

VandalD

Member
In the original Mega Man games, the regular gun was labeled as P, which I don't think has ever been explained. Here, it stands for P-switch. Get equipped with P-switch to access a few one-ups and take out a couple Bowsers. It's hard to do a proper boss fight in this game that doesn't include a clown car.

Deleted

Now to check out more GAF levels.
 

DaBoss

Member
I'm gonna start off by admitting that I saw the way that trees were crafted in a level featured on Kyzon's stream, and I liked the way it looked so I decided to make my own level based entirely around a forest theme.

Featuring... The Forest Owlventure

awXwvPx.jpg


Something is amiss coming from across the lake! Noises prevent our nocturnal hero from getting a good rest and it seems everyone is startled by it as well, guide our owl friend through the forest and across the lake to get to the source of the trouble.

Forest Owlventure : (9F97-0000-0067-DB26)

Previous levels:
This was a short fun little level, though I kinda have to admit there wasn't much going on.

And if you take the upper path at the start and go towards the coins as you're dropping down, you will head to the pit. Players wouldn't know you put coins to mark pits yet, so you may want to place a platform there.
This is one of the best levels I've made so far, maybe even the best. It's a desert level where you go inside a pyramid!

RDMpiZZ.jpg


Also I reached 300 stars today and got my 4th medal!
This is a very Mario-esque level, which is great. The aesthetics are great.
Made a new level tonight. I feel a little wishy-washy about it, though. Would love some constructive criticism if anyone feels like giving it a try. Thanks!

Subterranean Shroomin'
4932 - 0000 - 0067 - D8C3

WVW69ia0TpEyiPwdMb
I played this level twice, once using the platforms and tracks, another time trying to ignore the platforms as much as I could so I could get a feel for what you were going for.

I think you should just drop most of the platforms/tracks. It just kinda feels like they're just there to prolong the stage. The bottom areas had some solid platforming which you can just add on more to.

Great minds think alike! I love the SMB3 desert theme and for some reason I always end up with adding a pyramid to my SMB3 levels so I made one focused on that theme:

Trials of Osiris
4BC9-0000-0062-5935

WVW69iahqkkCwT5aJ5


It's not too long but hopefully still enjoyable. I'll give your level a try tonight after work!
It's very fun. Did you leave the piranha plant on top of a single row of blocks on purpose so those who notice it can sequence break?
Wario's Greed

3989-0000-0063-BE04
Wario pls.
I need some feedback. Auto-scrolling level. Challenging, but short and fair.

"Escape from dog city"
8965-0000-0066-4320
I think the level is great all around except that the start was kind of a rough scramble.

I went into the level knowing it is an auto-scroll level, so I knew that there would be something to help me along, so I just waited till the last second to see the platform coming down. People who encounter your level randomly won't. That's the only issue I have with the level, outside of that, it was nice.
http://s24.postimg.org/t2acunko4/Screenshot_2015_09_24_02_33_36_1.jpg

Help slippy find fox and escape the haunted mansion!
Very cool level with some neat little shortcuts you can take.

I'm guessing Slippy couldn't escape lol.
Guys, remember that "The Goomba: A Sad Tale of Madness" level of mine? The one that's gotten pretty popular and featured on a few video game sites?

I FINISHED THE SEQUEL!

I don't expect this to get as popular since its a sequel and it has a fairly different tone (I really didn't want to just make a sequel just about murdering more goombas lol)... but I hope you guys enjoy it regardless! It also has two different endings, see if you can get both of them! One is a little less obvious than the other. I can't wait to see which ending most of you get first!

Please leave feedback if you can. I actually enjoy making these story levels as much as I enjoy making tough Mario levels. Thanks for all the stars people :)

Presenting: The Lakitu: A Tale of Friendship 86AD-0000-0067-F2EF

WVW69ia0m0MfbWL18j
Very cute.

And then I played your P-Switch Olympic Swimming level. Not cute at all. ;_;
 

Sölf

Member
I actually planned for this. It's Portal, it's supposed to be dangerous. That's the point of the level! The only enemy is also your only friend, the portable companion shell. You just need to figure out the right places to kick the shell. It's a puzzle stage. There's only one real place you can get stuck. Rest of the stage you can simply go back and spawn more shells using portals. You can actually get infinate shellmets this way as well. I hope you guys try again later. I don't make my stages too easy, but I guess I could make a revision with power ups if it's too hard!

Oh, whoops. I completely forgot that they respawn if you go back. Will try again later tonight. xD
 
In the original Mega Man games, the regular gun was labeled as P, which I don't think has ever been explained.

P originally stood for Power Buster.

It would later turn to the Mega Buster once Megaman gained the ability to charge up and shoot.

later it would turn into the X buster for Megaman X.
 

Mendoza

Member
tumblr_nv728kbvLI1qzti5wo1_540.jpg


I Grow, I Shrink, I Grow Again!
64B6-0000-0069-6ABE

This level is at I place I finally feel comfortable with. The main gist is abusing invincibility frames. It's difficult, but hopefully not frustrating. Let me know what you think.
 
Here's a new one that I intended to have a quick turn around but it ended up being a bigger investment than I thought. I wanted to take the patented Super Mario Maker nonsense of "stacking shit on top of shit" and turn it into an actual course.

FTiLzq2.jpg

Piranha Parasite Panic

6B5B-0000-0069-28A6

I also uploaded all of my stages to the Mario Maker Hub.
 
OK here's my attempt at a real hard level. It's beta still so I plan on adding more but I'm curious if it's as hard as I intended.

Lots of wall jumping this time.

You Think You Can Wall Jump?BETA
D78F-0000-0068-813B

Solid level. I got stuck at the part where the (first?) bullet bill cannon is, as I couldn't work out how to continue. I'm sure it's just a case of getting a wall jump right, but I really struggled to work out where, and it's so far in that I got infuriated after 20 or tries and gave up.

Perhaps put a coin at the point on the wall where you're supposed to jump from to, or make the area underneath it a solid platform so you can back to the left and try again without having to play the entire level up to that point again?

Everything up to that point seems great though! I particularlly liked the thowmp trick, that was a great ahha moment when I realised what to do!
 
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