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Super Mario Maker |OT| Miyamoto Simulator 2015

Meohsix

Member
My newest level, Icarus.
medium difficulty.
kkyCFxC.png
ID: 0180-0000-006C-EB1F
 
Couple of levels I've done since getting the game. Mark of quality: all playtested (and some considered annoying) by a bunch of 10-year olds.

LJVvtFb.jpg

Skyfall
5E85-0000-0068-F672

o7eMeLY.jpg

1-1: Super Mario GAFWorld
CD0C-0000-004A-C8AF

MZgyrks.jpg

Rudimentary Road
AD51-0000-004B-6FD4

g0VZclw.jpg

Ghosthouse U 1986
95AC-0000-0051-9470

Last two are more...rudimentary, but we had a blast making them.
 

Schlomo

Member
Finished it in 7 or 8 lives. I starred it even if I wasn't a big fan. I don't like being hurried by the time right at the start. I managed to skip a bit by doing a huge jump after the 3rd blue platform. The wine part was a bit annoying with the rebound note, I took a hit so I managed to finish this part by cheating a bit. Plants in pipes are a no-no IMO in SMM. Their spawn is broken. And for a level about speed, all the jumps should be perfectly combo-ed together. I hope I'm not too harsh on you!

Thanks for the feedback! The plants are only supposed to give you trouble when you stop. And believe me, it's possible to combo through the level without pausing (except at the door I guess). You can even skip the vine.
 

Peltz

Member
Koopakid, thanks for the kind words. Bonus rooms are my absolute favorite things to make. I'm working on another one right now that I can't wait to share.

I also appreciate the negative part of your feedback as well. I was expecting most people to take the high route to clear it but I realize in hindsight that the low route was a bit underwhelming. I'll work on that again after the competition ends and flesh it out more.
 

lamaroo

Unconfirmed Member
I've been making a lot of easy levels lately, so I decided to make a challenging (but fair) one.

dAIhK2v.jpg

Challenging but fair, I wish everyone set out to do that while trying to make "tough" levels.

I've got an hour to kill, give me your levels to play.

Willing to play anything, but I don't like getting lost. Prefer regular platforming, regardless of difficulty, but whichever levels you want feedback on I'll play.

Edit: going to go through all levels already posted on this page, don't worry.
 

Wookieomg

Member
So I've got a level for GAF to try out. Would like some feedback too! It's a bit of a long one, with some precision platforming. But it's not insanely hard or trolly. Just need to have some good knowledge of in-game mechanics and observe the surroundings. Anyway, here's the code!

1BC3-0000-0063-F3BE

 

Nanashrew

Banned
Didn't see this posted in the last couple of pages but Mark Brown, the guy who made those amazing analysis videos on Mario and how to use that information as ways to learn level design through Mario Maker has a new video. This is a special spin-off episode dedicated to Mario Maker with codes to levels made by people who used his analysis.

https://www.youtube.com/watch?v=1OG5S5GDouo

Also, it seems he's getting really big now and teachers want to use his analysis in schools.

Thought I'd link it here for everyone to try those levels.
 

one_kill

Member
Getting to 50 stars seems like a challenge. I only have 14 so far. So here is a re-post of all the levels I created.

Airship Assault - BCEB-0000-005B-097F
This level features multiple pathways that feature different challenges. Do you choose to get on the clown car and tackle the path above or try your luck on foot? Do you choose to go the path designed for small Mario or the one for Super Mario?

A ghastly build - CA60-0000-005E-BFD5
This level was inspired by the Builder Mario skin. You'll be hitting shells that fly towards question blocks that spawn vines, using bombs to clear the way, hitting P switches to turn coins into platforms, and clearing out thwomps with the help of your trusty helmet.

Becoming Little Mac - 0BF4-0000-006A-1AE4
You start off as Mario who, after a series of training sessions and bouts, becomes Little Mac.

I play and star levels of those that play and star mine so please give mine a go.
 
After many hours of work, I present to you my latest creation: MARIOTROIDVANIA!

mbiil1h.jpg


In case the name didn't make it obvious enough, Mariotroidvania is a large, Metroidvania-like level that's light on enemies but heavy on exploration and puzzle-solving!

Give it a shot by entering the code below, and please let me know what you think!

2216-0000-006D-31F8
 

aidan

Hugo Award Winning Author and Editor
Nearing 50 stars!

My Mario Maker Hub profile for those interested in check out my levels: http://www.mariomakerhub.com/makers/spacedonkeys

The most popular one by far is Koopa Heights:

WVW69iaYuSIcO27ioK


I have to say, the star system is a great incentive for creating better levels, and also does a good job of ensuring that levels from "good" designers are in higher proportion to poor levels (at least compared to what it would be like if everyone could upload 100 levels.)
 

Naar

Member
Feedback:



Ok I finished it on my second try and I thought it was a bit random, particularly at the end with all the flowers and Bowser. There's so many similar levels out there, what is your level doing differently? Sorry I hope I don't sound too harsh.

nope not harsh. i need this kind of info :)

well the whole idea is to spin the whole level. the idea of bowser was to spin on the worm while attacking him with the fire flower.

The reason i added so many fire flowers was because i felt that people would get hit quickly by bowser and end up dieing or losing.

how would you suggest i deal with bowser? or just remove him?
 

Painguy

Member
Was talking to a friend of mine about Mario Maker. He told me that my levels feel like actual Mario levels. Feels good mang. Kinda surprised though. I put time in them, but I wouldnt say they are particularly Nintendo like lol.
 

Lelcar

Member
Finally reached over 50 stars and uploaded some new levels. Go to my profile from the level for the rest!

3-2: Sky Road
(E4B1-0000-006B-2BCF)

1-3: Jelectro Ocean
(01C1-0000-006A-EAA4)

4-3: Bowser's Lair (Part 1)
(628A-0000-006B-403B)
 

Madao

Member
i made another cave level. this one is in the NSMBU style and has a section above ground. it's pretty platform heavy and has a few extra paths for items.

King Crimson: E7DD-0000-006B-3B5C


btw, what do you need to be able to upload more than 10 levels at the same time?
 

aidan

Hugo Award Winning Author and Editor
i made another cave level. this one is in the NSMBU style and has a section above ground. it's pretty platform heavy and has a few extra paths for items.

King Crimson: E7DD-0000-006B-3B5C


btw, what do you need to be able to upload more than 10 levels at the same time?

Reach 50 stars. Each new medal you acquire grants you 10 extra level upload slots.
 

Neki

Member
Getting to 50 stars seems like a challenge. I only have 14 so far. So here is a re-post of all the levels I created.



I play and star levels of those that play and star mine so please give mine a go.

I was gonna play your airship level and realized I already beat it lol. Short term memory.

Try my speed run stage from the last page too if you want:

One Minute in Heaven

5ED1-0000-006C-9133

Fun light level. Every movement counts and I could feel it in the timer. I'm not sure how I could cut down my time though, I finished with five seconds level. It's a level I didn't mind dying in.
 

Teknoman

Member
Two new:

World 2-1: Poundcake Province


After nipping Panzer Piranha's Brigade in the bud, Mario finds himself deeper into King Bowser's domain. The big baddie has a taste for sweets but this is no cakewalk!


Bridge Zone X Mario 8-bit Heroes


Welcome to the Master System Zone!
 

Kyzon

Member
I'm so sorry about this!

I don't recommend it unless your Mario skills are extremely proficient.

WVW69ibILp80XUtbyo


Next stage will be easier
 

Thud

Member
Maybe it's just me, but the round 2 stages seem a bit harder than the previous ones.

I think with 30% less enemies and 70% less pitfalls it would be a lot better.
 

chrono01

Member
I have three courses uploaded now [two new ones, as well as a revised one based on previous feedback]. If anyone could play/critique these levels, it'd be appreciated. I'm not asking for stars or anything, but if you did enjoy them then feel free. I need the exposure, it's difficult getting people to actually play the courses. :/

Escort the Lost Goomba Home [Revised]

80v2p9z.jpg


ID: B4FA-0000-004F-288C

It's exactly as the title says! You need to escort the lost Goomba home, to where his loving parents are waiting for him. Be careful not to obstruct/destroy the path in-front of him and be sure to assist him should he need you to. Can you find the secret at the end of the level?

*This one was previously posted by me, but I've since made alterations based on player feedback. I swapped out the block that were keeping the Bob-omb in, so it's no longer destructible which could cause some complications in the lost Goomba's walking patterns if a Bob-omb made its way down to where the Goomba was. I also enhanced the secret in the level for more effect. Finally, I added conveyor belts in a few sections to increase the movement speed of the Goomba [so you're not waiting an unnecessary amount of time for him to catch up].

Touch Goomba, Get Dizzy

wgtcHZv.jpg


ID: 4DB8-0000-0060-52CB

This is probably the most challenging level I've uploaded so far, which isn't saying a whole lot. Once again, it's pretty self-explanatory. If you touch a Goomba, you get dizzy. It was inspired by Yoshi's Island "Touch Fuzzy, Get Dizzy", and the level is [more or less] fully complete-able by avoiding every Goomba. I made a few sections near the end impossible to avoid, so regardless of how someone plays, they'll experience the dizzy effect at least once.

Mario Returns to Sky Land

lMI54WT.jpg


ID: 2F33-0000-0068-7A55

I wanted to use the "white aesthetic" that someone posted here earlier in the thread, so I thought I'd apply it to a Sky Land-type [Super Mario Bros. 3] level. It's more of an easy course, and I tried to make it so the enemies/obstacles, etc. in the "Sky Land" section were white, to keep with the overall feel. I originally had a leaf power-up in the mid-point section, but I found it made the navigation way too easy so I replaced it with a standard mushroom. There's a decent shortcut you can utilize if you're fast, as well as a secret near the ending.

Again, any comments/suggestions/etc. you can give me would be appreciated. I must say, after seeing/playing some of the levels in this thread, it's made me realize that I have a long way to go. There are some incredibly talented people here!
 

Kyzon

Member
I have a question for everyone. What do you consider BS in a Mario Maker level? By BS, I mean what do you consider unfair.

Personally for me, it's hidden blocks placed for the sole reason of screwing up your jump. Also, Lakitu spam from off screen. I'm not a fan of random elements in that way.
 

urfe

Member
Gonna play a lot more today. Don't think I'll upload a new level for a while. I have six uploaded, and while some are better than others, I feel from now on I should really focus on making the levels perfect (for me) before uploading.

I'm continuing to make levels with that Ashley character and have no enemies, so it's s fun challenge to find how to make platforming challenging and not frustrating.
 
If anyone is interested I created a Level with Rosalina. I like the concept but think I need some work on the puzzles. Anybody care to try it?

Help Rosalina Save the Luma's
11F4-0000-0063-CFD3

Let me know what you think.

Edit: oh and it's not a hard level
 

Teknoman

Member
I have a question for everyone. What do you consider BS in a Mario Maker level? By BS, I mean what do you consider unfair.

Personally for me, it's hidden blocks placed for the sole reason of screwing up your jump. Also, Lakitu spam from off screen. I'm not a fan of random elements in that way.

Definitely troll hidden blocks and random enemy mobs jumping everywhere on springs. The Lakitu thing, might be accidental for some. It seems like sometimes it'll trigger even if you aren't on screen?
 

Thud

Member
I have a question for everyone. What do you consider BS in a Mario Maker level? By BS, I mean what do you consider unfair.

Personally for me, it's hidden blocks placed for the sole reason of screwing up your jump. Also, Lakitu spam from off screen. I'm not a fan of random elements in that way.

Your levels are BS, can't complete any of them :p
 
I have a question for everyone. What do you consider BS in a Mario Maker level? By BS, I mean what do you consider unfair.

Personally for me, it's hidden blocks placed for the sole reason of screwing up your jump. Also, Lakitu spam from off screen. I'm not a fan of random elements in that way.
1. Levels where losing the power-up or spring or turtle shell means you can't finish. A weird amount of levels simply don't consider this.

2. Levels where you have to take the hit to proceed. Related to the above but way more common. Maybe the uploader got through there once by the winged blooper's good graces, but no one else is going to have it that easy.
 

lamaroo

Unconfirmed Member
Here's all I got around to:

"Fair" Hard? What is that?

With the (quite predictable) popularity of Kaizo-style hard levels with lots of trial and error, followed by hours of grinding to nail down those pixel perfect tricks, I've found myself on a quest to make hard levels of another type. My intention is to give you the power to figure things out as things happen on-screen where, given a high enough skill level and familiarity with mechanics, you can potentially clear the challenge level in one try.

This is a level designed to utilise the full mobility potential of the NSMBU toolset, with a logical progression throughout the level. As such, you'll want a good grasp on NSMBU mechanics before going in (the level will test you on that in the beginning trials!).



Level ID: D4FC-0000-005E-9A26

Miiverse link: https://miiverse.nintendo.net/posts/AYQHAAABAACNUKFJ6n7y0A

I've been getting some really good feedback on this one, wouldn't mind some more Mario-GAF! :p

I've got a bone to pick with you :p

My philosophy is that any level should be able to be beaten no matter which powerups you have, but that powerups should make it easier, or create new paths. If you miss the propeller suit, there's simply no way to proceed through the level. I also don't like having to take damage to proceed, unless there's another way through the small tunnel near the beginning? There was also the block over top of the trampoline you couldn't get past unless you had Super Mario. It took me long enough trying to get the trampoline over there, and make that wall jump up, that I was really disappointed after I realised I couldn't proceed.
That part where you had to make that Yoshi flutter jump, spit the trampoline through the little space, jump off Yoshi, and wall jump up to the top was excellent though. Very creative, and while I got a bit frustrated, that was only due to my inability to make that jump.

That's only me though, and I realise there are certain things you can do with powerups that you simply can't plan for without one. All that said, I had a lot of fun playing this one, and I'll go back to beat it when I have more time.

Here's one I really flexed my creative muscle.
VjeDErY.jpg

Boss Dosun's Elevated Castle
(A1E7-0000-006C-ACA7)

This one was neat, but very easy. I like how you made sure anyone playing for the first time would figure out that spin jumping on Thwomps was safe by placing one underneath the blocks you break through at the beginning.

Couple of levels I've done since getting the game. Mark of quality: all playtested (and some considered annoying) by a bunch of 10-year olds.

LJVvtFb.jpg

Skyfall
5E85-0000-0068-F672

o7eMeLY.jpg

1-1: Super Mario GAFWorld
CD0C-0000-004A-C8AF

MZgyrks.jpg

Rudimentary Road
AD51-0000-004B-6FD4

g0VZclw.jpg

Ghosthouse U 1986
95AC-0000-0051-9470

Last two are more...rudimentary, but we had a blast making them.

Skyfall was the most fun, tough but not frustrating. The rest were really easy and as such didn't leave much an impression on me, but they weren't boring.

I've been making a lot of easy levels lately, so I decided to make a challenging (but fair) one.

dAIhK2v.jpg

To be perfectly honest, I didn't find this challenging at all, not that that's a negative, but I kept expecting something to happen near that end that never came. I did enjoy the inclusion of some vines, as nobody else seems to be using them much.

So I've got a level for GAF to try out. Would like some feedback too! It's a bit of a long one, with some precision platforming. But it's not insanely hard or trolly. Just need to have some good knowledge of in-game mechanics and observe the surroundings. Anyway, here's the code!

1BC3-0000-0063-F3BE

I accidentally killed the bob-omb at the beginning and couldn't proceed, coming back to my complaint earlier about having to reach certain conditions to even complete a level. It's no big deal as it's at the very beginning though.

My biggest problem came from the cloud/sawblade part. As far as I could tell there was no way to get through here without taking damage, please correct me if I'm wrong, but each time I tried the cloud lasted barely long enough to get over top of them. Again, a big pet peeve of mine, and put me off completing it.

Try my speed run stage from the last page too if you want:

One Minute in Heaven

5ED1-0000-006C-9133

Had a lot of fun running through this, but there seemed to be parts where I had to stop and wait. Not a problem mind you, but it hurt the flow a little bit. I'm going to run through it again later because I felt I could have been faster, and maybe I caused the slow downs.

Edit: I hope I didn't mix up some of these levels. I didn't write down my opinions while I was playing so I tried remembering each level after I had played them all.
 

Kyzon

Member
Definitely troll hidden blocks and random enemy mobs jumping everywhere on springs. The Lakitu thing, might be accidental for some. It seems like sometimes it'll trigger even if you aren't on screen?

Spring spam with enemies are the WORST! I agree with you right there. I've seen a lot of stages lately where there's like 10 Lakitu throwing random enemies down at the same time. It's atrocious, lol.

Your levels are BS, can't complete any of them :p

;) Git Gud. My latest one challenges all of your platforming skills. Either you're great with Mario (and Yoshi), or you're having a bad time, lol

1. Levels where losing the power-up or spring or turtle shell means you can't finish. A weird amount of levels simply don't consider this.

2. Levels where you have to take the hit to proceed. Related to the above but way more common. Maybe the uploader got through there once by the winged blooper's good graces, but no one else is going to have it that easy.

1. Agreed. It's hard to tell if it's an oversight or intentional as well. Either way, it's really annoying.

2. I was actually considering a level where you have to take hits through the entire level to get through the end. A roller coaster of powerups, lol
 

lamaroo

Unconfirmed Member
1. Levels where losing the power-up or spring or turtle shell means you can't finish. A weird amount of levels simply don't consider this.

2. Levels where you have to take the hit to proceed. Related to the above but way more common. Maybe the uploader got through there once by the winged blooper's good graces, but no one else is going to have it that easy.

These are mine as well, aside from obvious BS where you have no way to know what's coming next unless you've played through the level before.
 

Kyzon

Member
"Fair" Hard? What is that?

With the (quite predictable) popularity of Kaizo-style hard levels with lots of trial and error, followed by hours of grinding to nail down those pixel perfect tricks, I've found myself on a quest to make hard levels of another type. My intention is to give you the power to figure things out as things happen on-screen where, given a high enough skill level and familiarity with mechanics, you can potentially clear the challenge level in one try.

This is a level designed to utilise the full mobility potential of the NSMBU toolset, with a logical progression throughout the level. As such, you'll want a good grasp on NSMBU mechanics before going in (the level will test you on that in the beginning trials!).



Level ID: D4FC-0000-005E-9A26

Miiverse link: https://miiverse.nintendo.net/posts/AYQHAAABAACNUKFJ6n7y0A

I've been getting some really good feedback on this one, wouldn't mind some more Mario-GAF! :p

Just quoting so I remember to try it out later. From what I hear, you've done some similar stuff as me in making people use a ton of mechanics from NSMB
 

Thud

Member
;) Git Gud. My latest one challenges all of your platforming skills. Either you're great with Mario (and Yoshi), or you're having a bad time, lol

I have no idea what to do after the piranha.

And I've beaten some tough levels, like a Mario Frustation level (took 200 tries, but I did it!).

Anyway my newest in beta:

Thwomping Thud
02C2-0000-006D-31D7

WVW69ibHZMc3jSMprO


Accidently cleared it in one go.
 

Kyzon

Member
I have no idea what to do after the piranha.

And I've beaten some tough levels, like a Mario Frustation level (took 200 tries, but I did it!).

Anyway my newest in beta:

Thwomping Thud
02C2-0000-006D-31D7

WVW69ibHZMc3jSMprO


Accidently cleared it in one go.

After the first plant?

You have to do a same side spinning wall jump over to yoshi.

I'll give yours a try after work :)
 
Finally uploaded my first level.

As Above Not Below!
A51E-0000-006D-96D5

Had the game since launch but I took my time. I finished it like two weeks ago but Splatoon has been in my Wii U.

It's really long, but I think fair.
 

Hyoukokun

Member
Here's the first one I've done that I'm properly proud of:

Q0JJDXM.jpg


Storm the Castle!

Code: E6F1-0000-006D-A140

So nice, you could beat it twice! You can tackle either the interior or exterior of this castle, or mix it up if you so choose. Fairly short, medium-high difficulty, secrets and boss fights aplenty.
 
Hey guys, first time sharing a level here. My game arrived this past monday so I spent the whole week after work trying to make a decent level to share and I think I managed to make one.

xvCgd59.jpg


It's supposed to be a haunted building, the closer you get to the 4th floor, the chillier it gets. It shouldn't be too hard, just some tricky jumps or timing but if you need advice: goombas are meant to be weapons :p

If anyone could check it out I'd appreciate it! I’ll play some levels in this thread throughout the weekend :)
 
Yeah, it's definitely cluttered at points. The key is finding safe spots and planning ahead due to your restricted movement while climbing. I'm going to clean things up a bit in a revision, this is excellent feedback! I think a mushroom box after the first Jr fight would probably alleviate worries about Jr getting a cheap kill in his "final stand " surprise attack before you hit the axe.

I'm not sure what you mean about movement impediment with the torches, however. Mind clarifying in some way? Maybe screenshot what you mean. I'll play your level once I get home. :)

Thanks! I wish I could take a screenshot, but I'm away from my Wii U at the moment, so I'll try my best to describe the spot from memory. It was large patch of vines located in the very first area, with flame throwers moving back and forth on tracks. Smack dab in the middle of the vines, there's a gap that the player can seemingly navigate, but there's an outcropping of platform that prevents you from doing so. Not sure that helps, but if you go into the editor and search the center of each vine section in that first area, I'm sure you'll find it. Unless I'm mistaken about the whole thing, of course, which is very possible, lol.
 

lamaroo

Unconfirmed Member
Who made the MarioMakerHub site anyway?

Terrific site btw, and the Miiverse linking works perfectly, makes uploading your levels to the site a breeze.
 
Very well designed! Starred it! Getting the ? blocks was harder than the level itself. Particularly the part where you have to destroy the blocks. Alternate routes are hit and miss IMO in general, I feel like I'm skipping half the level. Good job nonetheless, the cloud on rail part was cool!

Yeah, I have taken to trying to make my levels easier for the first play through because otherwise people do not finish them. The block stuff I put in partly to make it seem like they had locked up all the stolen cargo. It sucks because if the game had check points I would have made the main and alternate paths all 1. But thanks for the kind comments. The cloud on rails part was my fav part to design.

This level is really good aesthetically. I think the main path is thought out really well. The cloud coaster is a great idea and works well. I thought the whole coaster thing was done pretty well except for when you have to go on the ships. The upper left one seemed to have nothing. You can use bombs to destroy a wall that leads to a 1-Up cloud. And then there is the coins with the pipe to the exit. Outside of that, I thought everything about it is good, especially the obstacles.

Yeah, the top left ship I wanted to make it so you couldn't jump on it but I had trouble figuring out a good solution to it. I kind of ran outta ideas on how to finish it. I had a lot of ideas to continue it but the sub route cant be longer than the main route with no real reward. Thanks for the commentary. Always lookibg for ways to improve. Glad that you guys enjoyed it though. I was worried if this one was any good.
 

Bydobob

Member
Managed to play all the levels posted on page 245 and have some feedback. Not in my usual detail but there was a lot to cram in tonight and my memory isn't what it used to be ;)

I made a level based on this gif

b2MkcjT.gif


It's called Yoshi Must Die.

It's a level where Yoshi dies. A lot.

173F-0000-006C-6B76

Poor Yoshi. Nice and straightforward, and the regens work well. Enjoyed the
Koopa shell pin-ball section
, expected more of these sections but it was mainly jumping and walking on spikes.

Here's a new stage I just finished:
One Minute in Heaven

5ED1-0000-006C-9133

WVW69ibFm1gh7dgnnH


It's a 60 second speed run across some airships, and I hope it has a nice flow to it!
I also put in some secret short-cuts. If you find them all, you can clear it much faster. My record is 21 seconds.

Slightly confusing opening pipe bit aside, I found this a well-designed, compact level, packing in a decent variety of challenges. Most enjoyable part was the
moving vine bit
, I wish it could have gone on longer. Starred.

Wanted to use my new Mr. Game N Watch amiibo so I came up with this:

PAPER PANIC (E064-0000-006C-4D4F)

WVW69ibF12A1kiOIf2


It's a little paper diorama of a Mario stage, starring the 2-D father of Nintendo gaming himself, Mr. Game N Watch. Short but sweet. I used tracks to simulate the effect of the Game N Watch games. Please play it and let me know what you think! I may do a larger version of this concept in the future because it was really fun to create.

As you say, short and minimalist but fits the style you are going for. Nothing wrong with the level design or challenges, but not a lot to get your teeth into either. Definitely potential to expand on this idea!


Hey, can I get in on this party? I finally put together a stage that I'm relatively happy with. It's a pretty easy stage difficulty-wise, but I built it around a central concept that I tried to develop throughout the stage in interesting and fun ways. Hope you guys like it!

Greedy Bling-wing Beetles: BB8B-0000-006A-7209

My impression is the level feels rather empty. It's a while before you meet the first challenge and it's over just as the platforming is getting interesting.
Top of the flagpole is just a short hop down too.
Also watch out for the timing of the coins, the first lot are gone just after you spawn, not sure if intended.


New stage:

WVW69ibFfyMtfzjIUG


The Bombing Of The Mushroom Kingdom

CDF5-0000-006C-8713

- Airships have started a bombing raid on the Mushroom Kingdom. Take to either the sky to face them directly or below to try and make it through while dodging the explosives and various other hazards.

After dying embarrassingly at the first cannon I sailed through feeling I had been allowed to get away with murder. I took a big fall at the
single-tile platform bit and fell to safety
, and with the
raccoon suit I was able to get hit by the blocks and then just run through to the end taking one more hit. I always question the wisdom of these powerups before non-platformy sections near the end, as it affords you two invulnerability periods you can just exploit.
Otherwise it's got the makings of a good level.


Finally finished my first level. It isn't really on par with what is on display here but I would appreciate any thoughts/criticisms you guys may have. I started it before having everything unlocked so I made consessions here and there and I missed some opportunities. Now that I have access to everything hopefully my next level will be a bit better.

Pick-a-Path Park
6B43-0000-006A-9DC1


-Somewhat short level with a few different paths to discover.

I liked this level. Lots of interesting ideas but the two paths I took were pretty inconsistent in terms of difficulty. I died a couple of times
falling off the vine onto the platform under the spikes
, but had a really easy time
going an alternate route through the pipe into the underwater section
. Maybe toughen this part out a bit and you're onto a winner.

Bowser's Fun House!

My take on a traditional 4-X castle stage.

CPxgpRrUsAAErlD.jpg


97C6-0000-006C-BEDF

Surprised at the 1.56% completion rate, found this one really easy. No verticality at all in the level which is unusual, but you've managed to keep the level interesting. Only thing I'm not so sure about is having a
fire powerup followed by a mushroom in a relatively forgiving area. It also means you can race through Bowser while invulnerable
. However, judging by the completion rate few people have got that far for it to be a major concern!

I got a simple new level using SMW's mechanics.

Challenge: P-Switch Kick'n'Run
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Code: 2B92-0000-006C-38A2

You just have to get through the platforms and avoid getting killed by the Thwomps. The one thing you have to know is how to kick items upwards. You just have to hold up while holding an item and let go of the hold item button (X/Y/1).

I'd like to give this another go as I couldn't figure out what I was doing wrong! Managed to activate the second P switch OK, but
couldn't make the long jump without hitting my head on a Thwomp. Are you supposed to spin on top of them? Was I activating too soon?
Couldn't find a way of making this work either.


"Fair" Hard? What is that?

With the (quite predictable) popularity of Kaizo-style hard levels with lots of trial and error, followed by hours of grinding to nail down those pixel perfect tricks, I've found myself on a quest to make hard levels of another type. My intention is to give you the power to figure things out as things happen on-screen where, given a high enough skill level and familiarity with mechanics, you can potentially clear the challenge level in one try.

This is a level designed to utilise the full mobility potential of the NSMBU toolset, with a logical progression throughout the level. As such, you'll want a good grasp on NSMBU mechanics before going in (the level will test you on that in the beginning trials!).



Level ID: D4FC-0000-005E-9A26

Miiverse link: https://miiverse.nintendo.net/posts/AYQHAAABAACNUKFJ6n7y0A

I've been getting some really good feedback on this one, wouldn't mind some more Mario-GAF! :p

Fabulous level, really inventive use of power-ups and great visually. Requires both your brain and hand-eye co-ordination, and as a result progress is extremely rewarding. There is one difficulty spike though I'd revisit, and that's
Yoshi spitting-the-spring-out-while-Mario-jumps-off bit
. The window of opportunity is too small and I couldn't master it in the dozen or so tries I had at it, and ran out of time. Certainly deserve all the stars you've received for this one though, including mine!
 
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