Did the timings for pressing jump again to bounce high on springboards and music blocks change in Mario Maker? I remember being able to hold the jump button well before landing to bounce high in older games.
I don't know but they all feel like Mario 1 spring physics. I don't remember ever having this much trouble in Mario World.
I know they've been around since the beginning, but for some reason springs have never felt like they belonged in Mario to me. I don't know why. They feel far better in Sonic.
So I don't really like using them. :P
Now I want a Sonic Maker.
If Sega can't make a good Sonic game someone might as well.
Hey Generations was good! They just.....and then.... ugh.
+3
Brainiac 8Don't call me Shirley...Registered Userregular
Did the timings for pressing jump again to bounce high on springboards and music blocks change in Mario Maker? I remember being able to hold the jump button well before landing to bounce high in older games.
I don't know but they all feel like Mario 1 spring physics. I don't remember ever having this much trouble in Mario World.
I know they've been around since the beginning, but for some reason springs have never felt like they belonged in Mario to me. I don't know why. They feel far better in Sonic.
So I don't really like using them. :P
Now I want a Sonic Maker.
If Sega can't make a good Sonic game someone might as well.
Hey Generations was good! They just.....and then.... ugh.
Pretty much. We thought Sega finally learned how to make a good Sonic game, but it really turns out that Colors & Generations were just flukes.
Did the timings for pressing jump again to bounce high on springboards and music blocks change in Mario Maker? I remember being able to hold the jump button well before landing to bounce high in older games.
I don't know but they all feel like Mario 1 spring physics. I don't remember ever having this much trouble in Mario World.
I know they've been around since the beginning, but for some reason springs have never felt like they belonged in Mario to me. I don't know why. They feel far better in Sonic.
So I don't really like using them. :P
Now I want a Sonic Maker.
If Sega can't make a good Sonic game someone might as well.
The mushroom kingdom has gone through years of military suppression, but now Bowser and his followers have finally been put to trial and will be sentenced.
I present: "Darkest hour of the Peach regime"
50C9-0000-0043-3B08
PSN | Steam
___
NNID: carmofin
3DS: 2852 6971 9745
Throw me a PM if you add me
0
IceBurnerIt's cold and there are penguins.Registered Userregular
edited September 2015
Some new levels, the beginning of something perhaps a tad special.
@MNC Dover I removed Cruel, Cruel Castle, please remove it from the sheet. I will repost what I hope is a better version, once I get more capacity to upload things.
Back in 1990, in a notebook that used to have a green cover, I drew imagined game stages, enemies, power-ups and more. I still have that notebook and I've begun turning the series of 12 drawings for the imaginary sequel, "Super Mario Bros. 5" into real levels. The first few are a bit short, as I drew several them across the narrow dimension of a single notebook page, while the later ones each got their own page and were drawn down the length of it.
High Hill Road: B1BF-0000-0034-B03A
"Super Mario Bros. 5, Level 1 High Hill Road" is what I'd written. The original idea used the SMB3 grass tileset and slopes, because SMB3 course 1-2 was loads of fun. I had to compromise here, but if ever do get slopes (or even grass) I will remake the stage.
The Factory: 461E-0000-0035-5E28
"Super Mario Bros. 5, Level 2 The Factory" is the what I'd written. This turned out more fun than the first level, High Hill Road. For "The Factory" I had all the tools needed to make a stage almost exactly like what I imagined 25 years ago.
Kersplash: 0BEE-0000-0043-3492
"Super Mario Bros. 5, Level 3 Kersplash". I remember feeling clever about such a terrible name. The first of a few courses I drew with water. The original had a humongous piranha plant drawn mid-stage, something even bigger than Petery Piranha from later games. Since they don't get quite that big even with a super mushroom, I did what I could with what I had. There was also a giant whirlpool drawn at the end, meant to ultimately whisk you away to the next stage, where you'd arrive by tornado (don't ask about the logic of that). That doesn't exist, so there's a new obstacle for the finale.
Coming up next: A re-interpreting of "Antigravity World" just as soon as I'm satisfied with it. I suppose I'll have to wait for Mario Galaxy Maker to build its original form :9.
I would like some basic logic programming in this game. Would make things so much easier, like making boss rooms.
Since the primary interaction Mario has with anything is to hit it, you could literally just drag a line from one object to another, saying "when this thing is hit/killed/destroyed, treat this other thing as hit/killed/destroyed too."
Kill Bowser and the blocks in front of the door disappear. Hit a P-switch and all the hammer brothers die. Kill a random goomba and the floor below you all disappears.
Okay, I went back the last ten pages (I'm so sorry for everyone who posted a stage earlier than that; I ran out of time!) and compiled a list of users and one level code for each of them. This should give everyone the opportunity to search for their level, follow them in game, and help them out by playing through their courses and starring them!
I'm pretty slammed until the weekend, but I shall endeavor to get through a few of you each day. I will also try to keep the list as updated as possible, and perhaps it can be added to the OP?
AbsoluteZeroThe new film by Quentin KoopantinoRegistered Userregular
I deleted both my courses. Just not satisfied with them. Going to make some changes. I'm trying to create challenge in getting past obstacles without taking a hit, rather than without dying. And creating incentive to do so. It's tricky business.
I'm not scared; you're scared! 66ED-0000-0043-DF2F
Originally I had an idea to give clues to the player via comments and then at the end you'd have to guess the "murderer". So maybe I'd say the killer can shoot fireballs and later I'd say the killer has wings and so on. Then there would be pipes with each enemy type next to it and you'd have to enter the right pipe to beat the level.
But I scratched this idea because it's probably not as fun as it sounded in my head at first, and also people who don't read English won't be able to properly play my stage.
So I made a regular-ass spooky house level instead.
Just played(and starred ;D) all of @SyphonBlue 's levels. Good stuff there! Actually completed all of them except Up and Down, and the NSMBU endless runner. I cannot walljump worth a damn...
Everyone has a price. Throw enough gold around and someone will risk disintegration.
0
FiggyFighter of the night manChampion of the sunRegistered Userregular
Just played(and starred ;D) all of @SyphonBlue 's levels. Good stuff there! Actually completed all of them except Up and Down, and the NSMBU endless runner. I cannot walljump worth a damn...
Yeah the wall jump controls are counter to every other signal game I've ever played that has wall jump. Including Mario.
This is intended to be a fairly standard Mario 3 ice level, but when you reach the end there is a little musical section.
I don't expect it will be as popular as my other levels, I think it might end up being a little too difficult. Guess I will see.
I've also learned something: even if you are extremely careful to block off all the green hill tiles in the background of your level, because you're making an ice level and you don't want any green showing, the level map preview will still show those green hills, because it doesn't draw them accurate to how they are in the actual level. The level itself is correct as I designed it though.
Hold Left and Run is a really cool automatic level.
Dude, thank you. That means a ton coming from you.
I just played all your stuff. Hold Left and Run, and Just Hold Right are seriously mind blowing! Like, clockmaker levels of precision going on there. Had to play them both like, 3 times each.
Just playing yours and Syphon's levels made me feel very inadequate... so creative! Can't wait to play more PA stuff.
Everyone has a price. Throw enough gold around and someone will risk disintegration.
Theme: You against the world!
Restrictions: No regular enemies except Bullet Bills and Chompers (Fire Bars, Grinders, etc are OK)
Level Types: Any
Contest date: 9/13-9/18 (Sun-Fri)
Reward: Winner of this round chooses the next theme and winner!
Submissions:
ecco the dolphin [Tricky, SMMC] Race shell and star!ADE3-0000-002C-0425
pirateluigi Wall Jump Master38DA-0000-002E-2C63
Maz SMMC - Fly! ...but not too high9E3F-0000-002E-AA84
mr_grinch SMCC - Collapsing CaveD51D-0000-0030-5CB5
zombie hero Swim to Safety01B0-0000-0030-BE0B
Viskod No name submitted8996-0000-0032-EEE6
SyphonBlue The Torture Chamber6B11-0000-0034-92AC
Figgy Move that plumber butt!!!CEC8-0000-0035-0BA8
Warlock Bowser's Munitions Factory45FF-0000-0035-6B02
Andywu SMMC P-Switch Puzzles [Easier]9BE8-0000-0040-B62E
Taramoor Zebes Escape795F-0000-003B-25BE
The Sauce SMMC - Ice Cavern Explore58E8-0000-0042-5CAE
Have I missed anyone?
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
Some new levels, the beginning of something perhaps a tad special.
@MNC Dover I removed Cruel, Cruel Castle, please remove it from the sheet. I will repost what I hope is a better version, once I get more capacity to upload things.
Back in 1990, in a notebook that used to have a green cover, I drew imagined game stages, enemies, power-ups and more. I still have that notebook and I've begun turning the series of 12 drawings for the imaginary sequel, "Super Mario Bros. 5" into real levels. The first few are a bit short, as I drew several them across the narrow dimension of a single notebook page, while the later ones each got their own page and were drawn down the length of it.
High Hill Road: B1BF-0000-0034-B03A
"Super Mario Bros. 5, Level 1 High Hill Road" is what I'd written. The original idea used the SMB3 grass tileset and slopes, because SMB3 course 1-2 was loads of fun. I had to compromise here, but if ever do get slopes (or even grass) I will remake the stage.
The Factory: 461E-0000-0035-5E28
"Super Mario Bros. 5, Level 2 The Factory" is the what I'd written. This turned out more fun than the first level, High Hill Road. For "The Factory" I had all the tools needed to make a stage almost exactly like what I imagined 25 years ago.
Kersplash: 0BEE-0000-0043-3492
"Super Mario Bros. 5, Level 3 Kersplash". I remember feeling clever about such a terrible name. The first of a few courses I drew with water. The original had a humongous piranha plant drawn mid-stage, something even bigger than Petery Piranha from later games. Since they don't get quite that big even with a super mushroom, I did what I could with what I had. There was also a giant whirlpool drawn at the end, meant to ultimately whisk you away to the next stage, where you'd arrive by tornado (don't ask about the logic of that). That doesn't exist, so there's a new obstacle for the finale.
Coming up next: A re-interpreting of "Antigravity World" just as soon as I'm satisfied with it. I suppose I'll have to wait for Mario Galaxy Maker to build its original form :9.
I don't control the google doc in the OP, just the OP itself. I honestly don't remember who's running the doc. Someone remind me and I'll add your name as a contact in the OP.
Okay, I went back the last ten pages (I'm so sorry for everyone who posted a stage earlier than that; I ran out of time!) and compiled a list of users and one level code for each of them. This should give everyone the opportunity to search for their level, follow them in game, and help them out by playing through their courses and starring them!
I'm pretty slammed until the weekend, but I shall endeavor to get through a few of you each day. I will also try to keep the list as updated as possible, and perhaps it can be added to the OP?
Man, looking at the heatmap for deaths in enlightening and slightly depressing. "Palutena's Piranha Peril" is apparently a bright red dividing line for people who can execute a short-hop vs. those who cannot. Almost all of the deaths are in the first little s-curve, with just a few later in the level, and almost none of those in the big crossfire areas that I would have assumed would be the major kills zones.
I still don't plan to make levels with that caliber of player in mind, but... well, they exist I guess.
My favorite musical instrument is the air-raid siren.
I have two levels with a small gap right after the starting location. Nothing else going on there, just a normal jump. Half the deaths on each course are people falling in that pit because???? They start running before they actually look at the screen? I dunno.
Some new levels, the beginning of something perhaps a tad special.
@MNC Dover I removed Cruel, Cruel Castle, please remove it from the sheet. I will repost what I hope is a better version, once I get more capacity to upload things.
Back in 1990, in a notebook that used to have a green cover, I drew imagined game stages, enemies, power-ups and more. I still have that notebook and I've begun turning the series of 12 drawings for the imaginary sequel, "Super Mario Bros. 5" into real levels. The first few are a bit short, as I drew several them across the narrow dimension of a single notebook page, while the later ones each got their own page and were drawn down the length of it.
High Hill Road: B1BF-0000-0034-B03A
"Super Mario Bros. 5, Level 1 High Hill Road" is what I'd written. The original idea used the SMB3 grass tileset and slopes, because SMB3 course 1-2 was loads of fun. I had to compromise here, but if ever do get slopes (or even grass) I will remake the stage.
The Factory: 461E-0000-0035-5E28
"Super Mario Bros. 5, Level 2 The Factory" is the what I'd written. This turned out more fun than the first level, High Hill Road. For "The Factory" I had all the tools needed to make a stage almost exactly like what I imagined 25 years ago.
Kersplash: 0BEE-0000-0043-3492
"Super Mario Bros. 5, Level 3 Kersplash". I remember feeling clever about such a terrible name. The first of a few courses I drew with water. The original had a humongous piranha plant drawn mid-stage, something even bigger than Petery Piranha from later games. Since they don't get quite that big even with a super mushroom, I did what I could with what I had. There was also a giant whirlpool drawn at the end, meant to ultimately whisk you away to the next stage, where you'd arrive by tornado (don't ask about the logic of that). That doesn't exist, so there's a new obstacle for the finale.
Coming up next: A re-interpreting of "Antigravity World" just as soon as I'm satisfied with it. I suppose I'll have to wait for Mario Galaxy Maker to build its original form :9.
I don't control the google doc in the OP, just the OP itself. I honestly don't remember who's running the doc. Someone remind me and I'll add your name as a contact in the OP.
Okay, I went back the last ten pages (I'm so sorry for everyone who posted a stage earlier than that; I ran out of time!) and compiled a list of users and one level code for each of them. This should give everyone the opportunity to search for their level, follow them in game, and help them out by playing through their courses and starring them!
I'm pretty slammed until the weekend, but I shall endeavor to get through a few of you each day. I will also try to keep the list as updated as possible, and perhaps it can be added to the OP?
Posts
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
This was a lot of fun! While I didn't require them, I love how the coins were a subtle hint as to where to jump.
Hey Generations was good! They just.....and then.... ugh.
Pretty much. We thought Sega finally learned how to make a good Sonic game, but it really turns out that Colors & Generations were just flukes.
Nintendo Network ID - Brainiac_8
PSN - Brainiac_8
Steam - http://steamcommunity.com/id/BRAINIAC8/
Add me!
coughfreedomplanetcough
Blog||Tumblr|Steam|Twitter|FFXIV|Twitch|YouTube|Podcast|PSN|XBL|DarkZero
I present: "Darkest hour of the Peach regime"
50C9-0000-0043-3B08
___
NNID: carmofin
3DS: 2852 6971 9745
Throw me a PM if you add me
@MNC Dover I removed Cruel, Cruel Castle, please remove it from the sheet. I will repost what I hope is a better version, once I get more capacity to upload things.
Back in 1990, in a notebook that used to have a green cover, I drew imagined game stages, enemies, power-ups and more. I still have that notebook and I've begun turning the series of 12 drawings for the imaginary sequel, "Super Mario Bros. 5" into real levels. The first few are a bit short, as I drew several them across the narrow dimension of a single notebook page, while the later ones each got their own page and were drawn down the length of it.
High Hill Road: B1BF-0000-0034-B03A
"Super Mario Bros. 5, Level 1 High Hill Road" is what I'd written. The original idea used the SMB3 grass tileset and slopes, because SMB3 course 1-2 was loads of fun. I had to compromise here, but if ever do get slopes (or even grass) I will remake the stage.
The Factory: 461E-0000-0035-5E28
"Super Mario Bros. 5, Level 2 The Factory" is the what I'd written. This turned out more fun than the first level, High Hill Road. For "The Factory" I had all the tools needed to make a stage almost exactly like what I imagined 25 years ago.
Kersplash: 0BEE-0000-0043-3492
"Super Mario Bros. 5, Level 3 Kersplash". I remember feeling clever about such a terrible name. The first of a few courses I drew with water. The original had a humongous piranha plant drawn mid-stage, something even bigger than Petery Piranha from later games. Since they don't get quite that big even with a super mushroom, I did what I could with what I had. There was also a giant whirlpool drawn at the end, meant to ultimately whisk you away to the next stage, where you'd arrive by tornado (don't ask about the logic of that). That doesn't exist, so there's a new obstacle for the finale.
Coming up next: A re-interpreting of "Antigravity World" just as soon as I'm satisfied with it. I suppose I'll have to wait for Mario Galaxy Maker to build its original form :9.
PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
That's a really awesome idea! I'm glad you thought of it.
/passiveaggressive
***
I suppose I should actually contribute to the thread:
Flying Fiery Fishmongers
9A28-0000-003A-CEB6
Wherein Kupi finds inspiration in the brain-tickling statement "Lakitu throws fish at you continually".
I'm pretty slammed until the weekend, but I shall endeavor to get through a few of you each day. I will also try to keep the list as updated as possible, and perhaps it can be added to the OP?
gjaustin: A1CA-0000-002F-59F5
TimFiji: E7AB-0000-0038-B4C5
ecco the dolphin: C2B0-0000-0038-BE3D
Warlock82: 45FF-0000-0035-6B02
Fireflash: 3658-0000-0037-5DF6
UncleSporky: 1F2B-0000-0038-DFAA
andywu: 9BE8-0000-0040-B62E
Bobkins Flymo: 9F6D-0000-0039-5320
Professor Snugglesworth: 3076-0000-0039-E884
Taya: C0EB-0000-003A-20DD
The Sauce: D070-0000-003A-608D
Zilla360: 325C-0000-0039-E105
The Sneak!: 1F5C-0000-0027-1961
Figgy: 706E-0000-003A-E8FB
Brainiac 8: FEF0-0000-0031-BE7C
Ratsult2: 7453-0000-003B-2BB5
agoaj: 284A-000-003B-497E
jothki: F3D0-0000-003B-6ADB
TDawg: A753-0000-003B-7029
Conn: 1567-0000-0018-56CC
Maz-: 8D77-0000-0032-26E8
Figgy: C039-0000-003E-058B
Tim is on the Internet: 3795-0000-003E-AE05
Rami: 1078-0000-003E-2BBE
Gennenalyse Rueben: 8EC8-0000-003B-DF9F
Zombie Hero: 1DC6-0000-003F-23CC
CGH: E86B-0000-003F-241F
OneAngryPossum: 788C-0000-003F-36FB
Skull2185: 0EA6-0000-003F-701B
pirateluigi: 1D2B-0000-003F-8CCE
Enlong: 1B9B-0000-003F-993C
pablo_price: 4378-0000-003F-C8D5
Malgaras: 2ED2-0000-0034-C8AD
dresdenphile: 1D9E-0000-003F-C5B5
ArcanisThelmp...: 96D3-0000-0041-DBFF
King Riptor: 2BD2-0000-0042-2064
MiserableMirth: F1F7-0000-0041-0607
Mr_Grinch: 963B-0000-0042-BAA2
carmofin: 50C9-0000-0043-3B08
IceBurner: B1BF-0000-0034-B03A
Kupi: 9A28-0000-003A-CEB6
skeldare: 7C4A-0000-0040-4DB8
Taramoor: 795F-0000-003B-25BE
TelMarine: 3720-0000-002B-55A7
The Wolfman: 605D-0000-0046-3DAE
45FF-0000-0035-6B02
:P
My last course code 7C4A-0000-0040-4DB8
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
795F-0000-003B-25BE
twitch.tv/Taramoor
@TaramoorPlays
Taramoor on Youtube
0285-0000-0043-B6C9
Yeah this would be nice.
Originally I had an idea to give clues to the player via comments and then at the end you'd have to guess the "murderer". So maybe I'd say the killer can shoot fireballs and later I'd say the killer has wings and so on. Then there would be pipes with each enemy type next to it and you'd have to enter the right pipe to beat the level.
But I scratched this idea because it's probably not as fun as it sounded in my head at first, and also people who don't read English won't be able to properly play my stage.
So I made a regular-ass spooky house level instead.
SMB Meat and Potatoes Castle 1
B05D-0000-0043-F684
It's real, real easy to lose an hour just fooling around in the course maker.
here you go
ED65-0000-0043-B23B
Yeah the wall jump controls are counter to every other signal game I've ever played that has wall jump. Including Mario.
D81E-0000-0044-070C
This is intended to be a fairly standard Mario 3 ice level, but when you reach the end there is a little musical section.
I don't expect it will be as popular as my other levels, I think it might end up being a little too difficult. Guess I will see.
I've also learned something: even if you are extremely careful to block off all the green hill tiles in the background of your level, because you're making an ice level and you don't want any green showing, the level map preview will still show those green hills, because it doesn't draw them accurate to how they are in the actual level. The level itself is correct as I designed it though.
42A1-0000-0044-251D
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
I just played all your stuff. Hold Left and Run, and Just Hold Right are seriously mind blowing! Like, clockmaker levels of precision going on there. Had to play them both like, 3 times each.
Just playing yours and Syphon's levels made me feel very inadequate... so creative! Can't wait to play more PA stuff.
Why not play a perfect recreation of it in SMM! Absolutely perfect replica, nothing went horribly wrong at all!
494C-0000-0042-E3F1
Theme: You against the world!
Restrictions: No regular enemies except Bullet Bills and Chompers (Fire Bars, Grinders, etc are OK)
Level Types: Any
Contest date: 9/13-9/18 (Sun-Fri)
Reward: Winner of this round chooses the next theme and winner!
Submissions:
ecco the dolphin [Tricky, SMMC] Race shell and star! ADE3-0000-002C-0425
pirateluigi Wall Jump Master 38DA-0000-002E-2C63
Maz SMMC - Fly! ...but not too high 9E3F-0000-002E-AA84
mr_grinch SMCC - Collapsing Cave D51D-0000-0030-5CB5
zombie hero Swim to Safety 01B0-0000-0030-BE0B
Viskod No name submitted 8996-0000-0032-EEE6
SyphonBlue The Torture Chamber 6B11-0000-0034-92AC
Figgy Move that plumber butt!!! CEC8-0000-0035-0BA8
Warlock Bowser's Munitions Factory 45FF-0000-0035-6B02
Andywu SMMC P-Switch Puzzles [Easier] 9BE8-0000-0040-B62E
Taramoor Zebes Escape 795F-0000-003B-25BE
The Sauce SMMC - Ice Cavern Explore 58E8-0000-0042-5CAE
Have I missed anyone?
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
I don't control the google doc in the OP, just the OP itself. I honestly don't remember who's running the doc. Someone remind me and I'll add your name as a contact in the OP.
You want me to add your list to the OP and can't even place me in the top spot?! I am highly offended good sir!
I'll add it to the OP after you give me the go ahead.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
I still don't plan to make levels with that caliber of player in mind, but... well, they exist I guess.
Mario Kart Time Trial:
10AD-0000-0044-6480
Sorry Dover.
Go ahead and add the list to the OP please! I'll keep updating it on here as often as I am able.
Nintendo Network ID - PirateLuigi 3DS: 3136-6586-7691
G&T Grass Type Pokemon Gym Leader, In-Game Name: Dan
Nintendo ID: Incindium
PSN: IncindiumX