I think I have perfected my P-Power Switch Palace now. The final puzzle now uses bobombs, the Lift Puzzle cannot be cheesed and the Bowser junior teams up with Kamek for a boss battle that needs reflexes and perhaps some fast thinking as well as you try to set up their demise!
P-POWER Switch Palace
New ID: FCE2-0000-00D7-9048
Since this level has quite a few contained rooms you will need to navigate, and I'll be visiting a sick relative the rest of the week, I'll submit it to this current SMMC as well!
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09 P-POWER Switch Palace 3838-0000-0122-9359 Raiding the Serpents Tomb 1A04-0000-0098-C11E I like to move it, move it FCE2-0000-00D7-9048
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09 P-POWER Switch Palace 3838-0000-0122-9359 Raiding the Serpents Tomb 1A04-0000-0098-C11E I like to move it, move it FCE2-0000-00D7-9048
It's cool, and will make better shmups, but what I'm really excited about is the P-Door. I will make cool-ass puzzle/maze courses!
+2
KlineshrikeCommonly known as Klineshrike!Registered Userregular
edited December 2015
P door.... nintendo you are SO close to making Bosses not a chore.
Now just let us put Items (like say, a P switch) into enemies so they are dropped when they die and you are DONE.
Good update though. The bouncers and fireball car were stuff I could basically say "I didn't need this but its cool", and the P doors are a given, but the thing that got me really excited was the best clear times on courses. That adds some longevity to the game and is such a simple thing. If you could then add in a collectible coin type thing I think we would add YEARS to the game quite easily.
Though thinking about it, why not add P coins along with P doors? Seems like a no brainer even if relatively useless.
I think I have perfected my P-Power Switch Palace now. The final puzzle now uses bobombs, the Lift Puzzle cannot be cheesed and the Bowser junior teams up with Kamek for a boss battle that needs reflexes and perhaps some fast thinking as well as you try to set up their demise!
I didn't get a chance to play the other versions of this but I had a lot of fun with this one. All the challenges were more mental than reflex which was a nice change of pace. I did run into a few problems
The p-switch in the pipe gets me again. When I see a pipe in a odd location I'll run up next to it. Wait to make sure no enemies are coming out. Then try to enter it. These exact steps keep the p-switch from appearing and I'm left wondering what to do. I ran into a worse situation with two thwomp/pow elevators. For whatever reason the bobomb didn't come out of the pipe so I thought I had to ride the pow blocks up to the pipe to enter. It turns out if you do this you'll get stuck in the pow blocks and you'll have to restart or let the time run out.
I also ran into something odd with the flying thwomp. The flying thwomp had the pow on it and I made the upper thwomp come down and hit it. Normally this killed both thwomps but I had one time where it only killed the upper thwomp. The pow from the upper pipe then landed on the flying thwomp and I couldn't continue from there since a new pow wouldn't fall in order to take out the narrow hallway of thwomps.
The donut/door puzzle also stumped me. I didn't move over far enough to see the door before all the blocks fell. I went back and forth a few times before I figured out what I needed to do. Even a coin above the column of pows with the door might be enough.
I suspect I know how you intended the last battle to work but I just forced my way through Bowser Jr and let Kamek take out the bricks. If I was supposed to lure Jr down there to take out the pow stack I didn't have the patience.
Super Mario Maker ID: DBB-1RH-JJG
+1
Warlock82Never pet a burning dogRegistered Userregular
These new items really make me want to give my course idea another attempt. The bumpers and new Clown Car especially would fit the theme well. Hmmm...
KlineshrikeCommonly known as Klineshrike!Registered Userregular
I think at some point in the near future the theme needs to be around time trial type courses.
When you create a level with potential speed clears in mind, there is a LOT of stuff you can do to make a level relatively easy to play, but extremely hard to play quickly and efficiently. It gives purpose to otherwise ignorable powerups, alternate difficulty paths, and high end tech that could otherwise be completely avoidable. The idea of that excited me.
I think I have perfected my P-Power Switch Palace now. The final puzzle now uses bobombs, the Lift Puzzle cannot be cheesed and the Bowser junior teams up with Kamek for a boss battle that needs reflexes and perhaps some fast thinking as well as you try to set up their demise!
I didn't get a chance to play the other versions of this but I had a lot of fun with this one. All the challenges were more mental than reflex which was a nice change of pace. I did run into a few problems
The p-switch in the pipe gets me again. When I see a pipe in a odd location I'll run up next to it. Wait to make sure no enemies are coming out. Then try to enter it. These exact steps keep the p-switch from appearing and I'm left wondering what to do. I ran into a worse situation with two thwomp/pow elevators. For whatever reason the bobomb didn't come out of the pipe so I thought I had to ride the pow blocks up to the pipe to enter. It turns out if you do this you'll get stuck in the pow blocks and you'll have to restart or let the time run out.
I also ran into something odd with the flying thwomp. The flying thwomp had the pow on it and I made the upper thwomp come down and hit it. Normally this killed both thwomps but I had one time where it only killed the upper thwomp. The pow from the upper pipe then landed on the flying thwomp and I couldn't continue from there since a new pow wouldn't fall in order to take out the narrow hallway of thwomps.
The donut/door puzzle also stumped me. I didn't move over far enough to see the door before all the blocks fell. I went back and forth a few times before I figured out what I needed to do. Even a coin above the column of pows with the door might be enough.
I suspect I know how you intended the last battle to work but I just forced my way through Bowser Jr and let Kamek take out the bricks. If I was supposed to lure Jr down there to take out the pow stack I didn't have the patience.
Thanks for the great feedback!
I have made the following fixes:
1) I placed the pipe spawning the P-switch on the ceiling, so you don't cause the P-block to not spawn if you jump on the pipe or stand next to it. This speeds up gameplay.
2) The flying thwomb can sometimes not kill itself. The puzzle is still doable by exiting the screen and jumping upward to spawn the POW block again. I made it harder to not kill the thwomp and lowered the pipe spawning the POW-block so it spawns whenever you leave the screen.
3) I placed a nice little arrow of coins pointing to the door. People will figure it out eventually, anyway. But it should be a little bit more obvious.
4) Wow, I did not know you could get stuck in the bobomb part! I have made an exit and tilted the pipes so this cannot happen anymore.
5) The Bowser JR fight can be won in a number of ways. This is done because should a player kill bowser jr the puzzle still should be solvable. You can let bowser jr hit the POW-blocks, let magikoopa hit it a POW-block or just hitting Bowser jr twice so he starts shooting shells which you can bounce on a POW-block.
Thanks again for the playtesting!
P-POWER Switch Palace
New ID: FCE2-0000-00D7-9048
Alphagaia on
Wanna try my Mario Maker levels?
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09 P-POWER Switch Palace 3838-0000-0122-9359 Raiding the Serpents Tomb 1A04-0000-0098-C11E I like to move it, move it FCE2-0000-00D7-9048
I think at some point in the near future the theme needs to be around time trial type courses.
When you create a level with potential speed clears in mind, there is a LOT of stuff you can do to make a level relatively easy to play, but extremely hard to play quickly and efficiently. It gives purpose to otherwise ignorable powerups, alternate difficulty paths, and high end tech that could otherwise be completely avoidable. The idea of that excited me.
Ooh yeah! That's where we'll see the actually well-designed courses pop up online!
I mean one way to do it is just to make the time limit harsh.
Yeah, but that sucks and doesn't really do it. It's more interesting to have cleverly thought out levels with a generous timer that allow for exploration or safety for less experienced players, but that also allows pros to find the shortest route through it.
On another note, my (updated) SMMC entry is here:
How Low Can You Let the Timer Go (5D2D-0000-0122-EC66)
It's technically very easy to beat, barely takes a second, but the goal is for the players to compete and see who can last the longest in this arena. When you go through the door at the bottom, you IMMEDIATELY touch the flagpole, without a single timer unit being consumed. The point is to finish and screencap it, and have the lowest timer possible.
@The Sauce : you ain't kidding about the difficulty. It throws you right in the deep end. I like the challenge it provides. It takes a few deaths figuring out the safest path and I like such challenges. I'm not sure I like the addition of the boo and the fireball though as it might make it a bit random since you leave the screen and lose sight of the boo, the fireball and the flames of bowser.
Gameplay wise, the pipe spawning the power up could use a bit more room, so it actually spawns the shroom without edging the lava pit. I did not have the time to beat it yet, but so far it feels a little bit of a slog repeating the same route to get through, but I like the way it gets harder! Gonna beat it soon!
Alphagaia on
Wanna try my Mario Maker levels?
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09 P-POWER Switch Palace 3838-0000-0122-9359 Raiding the Serpents Tomb 1A04-0000-0098-C11E I like to move it, move it FCE2-0000-00D7-9048
I thought about making Goomba Arenas 2. I considered a boss rush.
Then I thought, nahh, how about a single giant epic boss fight in multiple parts?
This is the result. I hope you enjoy it. I think it's pretty tough, but the plentiful power-ups makes it quite manageable.
The fact that it's so short and that I got close to the end early on made me keep going but I died a lot. I'm sure a more patient player would have a better time of it. 3/4 of my deaths were probably on that initial jump across to the vines and letting the randomness of the flames decide if I was going to make it or not. More specifics
The limitless power ups in the first section is nice but I think it makes the player too reliant on it. At the start I'd always jump across to the vines, climb up to get the first column of coins and then back down to the mushroom. Once I got to this point I'd always complete the first section because it was almost impossible to die. The second section takes that away. I couldn't make it through the second section without getting hit in the flame corridor. No matter how careful I was Bowser's flames or one of the spines would get me while I waited to get though the flame jets. And good luck if you accidentally brought the boo over with you. It would be nice if the powerup in that section was always a fire flower. That would give extra careful players a chance to take out the spiney or for players like me an extra layer of protection.
My wife got us tickets to see the new Star Wars movie tonight. I wanted to wait a few weeks to see it as I don't like crowds and the prequels were terrible. Anyway, I have maybe an hour and a half to build something tonight. If I can't come up with something decent, I won't have an entry this week.
Thanks for the feedback! I agree with pretty much all of it and uploaded a new version with some tweaks:
* I eliminated the boo. It was originally there to hold the boss music effect and for little other reason, but it had the potential to ruin the second part. I remembered you can drag music effects onto Mario and did that instead.
* The top part that blocks the second half now only requires 2 p-hits to clear. Eliminates the slog. No gotcha initial wall of coins either.
* Moved the pit left one tile to add breathing room. The trap bullet bill is also nudged left one so it's still on the edge.
* Added another vine going up each side so it's a bit easier to dodge the fireballs if you need to.
* Moved the far right vine from a ? block to the ground and added a second one. This gives more room to dodge around the giant spiney.
* Reduced the timer to 200 seconds since it's much shorter now.
Nice job @cravipat for being the only one to clear the original version (out of 61 total attempts)
Fleur de Alys on
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
Since we're starting late and I assume we don't want to have the next contest due immediately after Christmas, I'll wait until Monday to judge the entries, if that's okay with everyone.
Nice job @cravipat for being the only one to clear the original version (out of 61 total attempts)
Any my reward is a new upload that wipes out my achievement. :biggrin: I don't know if I have it in me to try again.
Super Mario Maker ID: DBB-1RH-JJG
0
Warlock82Never pet a burning dogRegistered Userregular
Finally got caught up on the event courses. Weird that costume 112 doesn't seem to exist. *shrug* Unless I missed something. Also did an Expert 100 Mario challenge... uggggg..... it's just so painful. They really need to add new ways to unlock the other costumes. Don't force me to swipe passed 50 kaizo levels please...
Thanks for the feedback! I agree with pretty much all of it and uploaded a new version with some tweaks:
* I eliminated the boo. It was originally there to hold the boss music effect and for little other reason, but it had the potential to ruin the second part. I remembered you can drag music effects onto Mario and did that instead.
* The top part that blocks the second half now only requires 2 p-hits to clear. Eliminates the slog. No gotcha initial wall of coins either.
* Moved the pit left one tile to add breathing room. The trap bullet bill is also nudged left one so it's still on the edge.
* Added another vine going up each side so it's a bit easier to dodge the fireballs if you need to.
* Moved the far right vine from a ? block to the ground and added a second one. This gives more room to dodge around the giant spiney.
* Reduced the timer to 200 seconds since it's much shorter now.
Nice job @cravipat for being the only one to clear the original version (out of 61 total attempts)
Since I seem to enjoy punishing myself I went back and tried this again. The change to the first coin/block wall is good, but I think I liked that first column of gotcha coins. In the first few runs of the new course I kept climbing up there to get them. Having only two p-switch cycles to get though it means I could get back to the second section faster in order to practice what I needed to do. I doubt it took me more than 10 tries to get though the new version but that might have been since I had spent so much time on the first version.
100 Mario Challenge just hooked me up with @Alphagaia's Kamek Castle as the final course. What a great way to wrap up a run
There's a neat pair of event courses up as well.
O god, that's my second level ever and it's a random bullet hell. I'm sorry!
Wanna try my Mario Maker levels?
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09 P-POWER Switch Palace 3838-0000-0122-9359 Raiding the Serpents Tomb 1A04-0000-0098-C11E I like to move it, move it FCE2-0000-00D7-9048
On another note: remember how I said my level is done two edits ago?
A mate of mine did not understand the bobomb puzzle so I added a little turiorial in front of it and changed the route so the player learns the mechanics a bit more
Final edit for my entry!
New ID: 3838-0000-0122-9359
Alphagaia on
Wanna try my Mario Maker levels?
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09 P-POWER Switch Palace 3838-0000-0122-9359 Raiding the Serpents Tomb 1A04-0000-0098-C11E I like to move it, move it FCE2-0000-00D7-9048
How Low Can You Let the Timer Go (5D2D-0000-0122-EC66)
I've made it easier so that people will do better than only a few seconds. Some might even bring the timer down to 1...
And now, it should properly screencap. Anyone willing to try it, if only to show me if the screencaps work?
How Low Can You Let the Timer Go (5D2D-0000-0122-EC66)
I've made it easier so that people will do better than only a few seconds. Some might even bring the timer down to 1...
And now, it should properly screencap. Anyone willing to try it, if only to show me if the screencaps work?
How Low Can You Let the Timer Go (5D2D-0000-0122-EC66)
I've made it easier so that people will do better than only a few seconds. Some might even bring the timer down to 1...
And now, it should properly screencap. Anyone willing to try it, if only to show me if the screencaps work?
I probably coulda got it to 001, but I settled on 006. It seemed to capture correctly on my miiverse comment.
Theme - Are you not entertained?! Build a course based on arena battles.
Your course should include at least one arena-style encounter--some sort of small-ish enclosed space filled with enemies, hazards, or bosses where the player must fight their way out or survive for a period of time (i.e. something you can't just easily sprint across).
It's up to you whether you want to make a course that consists entirely of arena encounters or a larger course that includes at least one as a major centerpiece.
I've been known to experiment with various flavors of arena encounters from time to time, and I'd like to see what sorts of designs other people can come up with, whether it's an especially interesting combination of threats or a creative mechanism for the arena itself.
Since we're starting late and I assume we don't want to have the next contest due immediately after Christmas, I'll wait until Monday to judge the entries, if that's okay with everyone.
I'm gonna say mine just barely qualifies since I made a standard level with my first attempt at a boss encounter:
I didn't want to stop my momentum on entering the SMMC but areas/bosses are what I'm the weakest at. I ended up updating my existing Contra based level by adding a short section inside the base culminating in a recreation of the base computer boss.
I built a level messing around with Bowser Junior, but it really sucks. I had other things to do with Junior, but it was really hard to reliably get him to go where I wanted. It doesn't feel like an arena battle so Bah humbug.
Ah geez, now it turns out the starmen allow you to kill fireballs?!
This is NOT an easy concept to design!
That's how I was able to get such a low time.
That's how I was able to last as long as I did! I then stood at the left edge and kept making the two platforms in front of me drop so the shells never reached me. I got nervous and made my way to the exit early though ☺
Ah geez, now it turns out the starmen allow you to kill fireballs?!
This is NOT an easy concept to design!
Yeah, sorry ya did not know that! Either remove the stars or let the fireballs respawn from pipes/add new ones every 20 seconds via rails??
Alphagaia on
Wanna try my Mario Maker levels?
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09 P-POWER Switch Palace 3838-0000-0122-9359 Raiding the Serpents Tomb 1A04-0000-0098-C11E I like to move it, move it FCE2-0000-00D7-9048
I could always replace the fireballs with munchers, but they would affect the spiny shells. That would work, but it would require some tweaking with the note blocks and stuff...
I really like the idea of that timer competition, so I will re-work on this course regardless of the SMMC, because it's worth working.
Posts
P-POWER Switch Palace
New ID: FCE2-0000-00D7-9048
Since this level has quite a few contained rooms you will need to navigate, and I'll be visiting a sick relative the rest of the week, I'll submit it to this current SMMC as well!
I believe in the power of P!
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
P-POWER Switch Palace 3838-0000-0122-9359
Raiding the Serpents Tomb 1A04-0000-0098-C11E
I like to move it, move it FCE2-0000-00D7-9048
See my profile here!
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
P-POWER Switch Palace 3838-0000-0122-9359
Raiding the Serpents Tomb 1A04-0000-0098-C11E
I like to move it, move it FCE2-0000-00D7-9048
See my profile here!
Nintendo Network ID - Brainiac_8
PSN - Brainiac_8
Steam - http://steamcommunity.com/id/BRAINIAC8/
Add me!
Now just let us put Items (like say, a P switch) into enemies so they are dropped when they die and you are DONE.
Good update though. The bouncers and fireball car were stuff I could basically say "I didn't need this but its cool", and the P doors are a given, but the thing that got me really excited was the best clear times on courses. That adds some longevity to the game and is such a simple thing. If you could then add in a collectible coin type thing I think we would add YEARS to the game quite easily.
Though thinking about it, why not add P coins along with P doors? Seems like a no brainer even if relatively useless.
I didn't get a chance to play the other versions of this but I had a lot of fun with this one. All the challenges were more mental than reflex which was a nice change of pace. I did run into a few problems
I also ran into something odd with the flying thwomp. The flying thwomp had the pow on it and I made the upper thwomp come down and hit it. Normally this killed both thwomps but I had one time where it only killed the upper thwomp. The pow from the upper pipe then landed on the flying thwomp and I couldn't continue from there since a new pow wouldn't fall in order to take out the narrow hallway of thwomps.
The donut/door puzzle also stumped me. I didn't move over far enough to see the door before all the blocks fell. I went back and forth a few times before I figured out what I needed to do. Even a coin above the column of pows with the door might be enough.
I suspect I know how you intended the last battle to work but I just forced my way through Bowser Jr and let Kamek take out the bricks. If I was supposed to lure Jr down there to take out the pow stack I didn't have the patience.
Super Mario Maker ID: DBB-1RH-JJG
When you create a level with potential speed clears in mind, there is a LOT of stuff you can do to make a level relatively easy to play, but extremely hard to play quickly and efficiently. It gives purpose to otherwise ignorable powerups, alternate difficulty paths, and high end tech that could otherwise be completely avoidable. The idea of that excited me.
B7C6-0000-011E-962A
I thought about making Goomba Arenas 2. I considered a boss rush.
Then I thought, nahh, how about a single giant epic boss fight in multiple parts?
This is the result. I hope you enjoy it. I think it's pretty tough, but the plentiful power-ups makes it quite manageable.
PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
Thanks for the great feedback!
I have made the following fixes:
2) The flying thwomb can sometimes not kill itself. The puzzle is still doable by exiting the screen and jumping upward to spawn the POW block again. I made it harder to not kill the thwomp and lowered the pipe spawning the POW-block so it spawns whenever you leave the screen.
3) I placed a nice little arrow of coins pointing to the door. People will figure it out eventually, anyway. But it should be a little bit more obvious.
4) Wow, I did not know you could get stuck in the bobomb part! I have made an exit and tilted the pipes so this cannot happen anymore.
5) The Bowser JR fight can be won in a number of ways. This is done because should a player kill bowser jr the puzzle still should be solvable. You can let bowser jr hit the POW-blocks, let magikoopa hit it a POW-block or just hitting Bowser jr twice so he starts shooting shells which you can bounce on a POW-block.
Thanks again for the playtesting!
P-POWER Switch Palace
New ID: FCE2-0000-00D7-9048
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
P-POWER Switch Palace 3838-0000-0122-9359
Raiding the Serpents Tomb 1A04-0000-0098-C11E
I like to move it, move it FCE2-0000-00D7-9048
See my profile here!
Ooh yeah! That's where we'll see the actually well-designed courses pop up online!
Yeah, but that sucks and doesn't really do it. It's more interesting to have cleverly thought out levels with a generous timer that allow for exploration or safety for less experienced players, but that also allows pros to find the shortest route through it.
On another note, my (updated) SMMC entry is here:
How Low Can You Let the Timer Go (5D2D-0000-0122-EC66)
It's technically very easy to beat, barely takes a second, but the goal is for the players to compete and see who can last the longest in this arena. When you go through the door at the bottom, you IMMEDIATELY touch the flagpole, without a single timer unit being consumed. The point is to finish and screencap it, and have the lowest timer possible.
@The Sauce : you ain't kidding about the difficulty. It throws you right in the deep end. I like the challenge it provides. It takes a few deaths figuring out the safest path and I like such challenges. I'm not sure I like the addition of the boo and the fireball though as it might make it a bit random since you leave the screen and lose sight of the boo, the fireball and the flames of bowser.
Gameplay wise, the pipe spawning the power up could use a bit more room, so it actually spawns the shroom without edging the lava pit. I did not have the time to beat it yet, but so far it feels a little bit of a slog repeating the same route to get through, but I like the way it gets harder! Gonna beat it soon!
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
P-POWER Switch Palace 3838-0000-0122-9359
Raiding the Serpents Tomb 1A04-0000-0098-C11E
I like to move it, move it FCE2-0000-00D7-9048
See my profile here!
The fact that it's so short and that I got close to the end early on made me keep going but I died a lot. I'm sure a more patient player would have a better time of it. 3/4 of my deaths were probably on that initial jump across to the vines and letting the randomness of the flames decide if I was going to make it or not. More specifics
Super Mario Maker ID: DBB-1RH-JJG
My wife got us tickets to see the new Star Wars movie tonight. I wanted to wait a few weeks to see it as I don't like crowds and the prequels were terrible. Anyway, I have maybe an hour and a half to build something tonight. If I can't come up with something decent, I won't have an entry this week.
* I eliminated the boo. It was originally there to hold the boss music effect and for little other reason, but it had the potential to ruin the second part. I remembered you can drag music effects onto Mario and did that instead.
* The top part that blocks the second half now only requires 2 p-hits to clear. Eliminates the slog. No gotcha initial wall of coins either.
* Moved the pit left one tile to add breathing room. The trap bullet bill is also nudged left one so it's still on the edge.
* Added another vine going up each side so it's a bit easier to dodge the fireballs if you need to.
* Moved the far right vine from a ? block to the ground and added a second one. This gives more room to dodge around the giant spiney.
* Reduced the timer to 200 seconds since it's much shorter now.
Nice job @cravipat for being the only one to clear the original version (out of 61 total attempts)
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Any my reward is a new upload that wipes out my achievement. :biggrin: I don't know if I have it in me to try again.
Super Mario Maker ID: DBB-1RH-JJG
Since I seem to enjoy punishing myself I went back and tried this again. The change to the first coin/block wall is good, but I think I liked that first column of gotcha coins. In the first few runs of the new course I kept climbing up there to get them. Having only two p-switch cycles to get though it means I could get back to the second section faster in order to practice what I needed to do. I doubt it took me more than 10 tries to get though the new version but that might have been since I had spent so much time on the first version.
Super Mario Maker ID: DBB-1RH-JJG
CoM 13: Underground Warfare
6F4B-0000-011F-7B30
Other Cave of Monsters levels:
C9B6-0000-004C-A885
Cave of Monsters "Not so deep"
06D1-0000-0051-DD4F
Cave of Monsters 3: Going deeper
C445-0000-0059-61A5
Cave of Monsters 4: Kind of scary
BEC3-0000-006A-F020
Cave of Monsters 5: Does it end?
44FE-0000-0072-CC6F
CoM6:Mysterious Underground Home
D265-0000-007E-00A1
CoM7:MUH Two:SMB3 Style:Level 32
198A-0000-00D6-EA45
CoM8: MUH 3: Spooky
5060-0000-008A-5B06
CoM9: MUH4: Check out time
C75B-0000-008D-9F09
CoM 10: The Underground Lake
9D32-0000-0113-EA09
CoM 11: Leaky Faucet
1E1A-0000-0113-EB4C
Cave of Monsters 12: Sploosh!
1788-0000-00F7-CF02
There's a neat pair of event courses up as well.
O god, that's my second level ever and it's a random bullet hell. I'm sorry!
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
P-POWER Switch Palace 3838-0000-0122-9359
Raiding the Serpents Tomb 1A04-0000-0098-C11E
I like to move it, move it FCE2-0000-00D7-9048
See my profile here!
A mate of mine did not understand the bobomb puzzle so I added a little turiorial in front of it and changed the route so the player learns the mechanics a bit more
Final edit for my entry!
New ID: 3838-0000-0122-9359
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
P-POWER Switch Palace 3838-0000-0122-9359
Raiding the Serpents Tomb 1A04-0000-0098-C11E
I like to move it, move it FCE2-0000-00D7-9048
See my profile here!
How Low Can You Let the Timer Go (5D2D-0000-0122-EC66)
I've made it easier so that people will do better than only a few seconds. Some might even bring the timer down to 1...
And now, it should properly screencap. Anyone willing to try it, if only to show me if the screencaps work?
Done! Seemed to work. I sucked at it though!
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
I probably coulda got it to 001, but I settled on 006. It seemed to capture correctly on my miiverse comment.
I'm gonna say mine just barely qualifies since I made a standard level with my first attempt at a boss encounter:
Second In Command - B167-0000-0123-7B49
Bowser's Greatest Champion
EDBE-0000-0123-8A7D
Edit: I see my level doesn't qualify for the SMMC requirements. Well. It's still up there in anyone wants to play it.
Steam: pazython
This is NOT an easy concept to design!
Codes Don't Work - SMMC #13
8C7E-0000-0123-C744
Super Mario Maker ID: DBB-1RH-JJG
That's how I was able to get such a low time.
That's how I was able to last as long as I did! I then stood at the left edge and kept making the two platforms in front of me drop so the shells never reached me. I got nervous and made my way to the exit early though ☺
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
Yeah, sorry ya did not know that! Either remove the stars or let the fireballs respawn from pipes/add new ones every 20 seconds via rails??
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
P-POWER Switch Palace 3838-0000-0122-9359
Raiding the Serpents Tomb 1A04-0000-0098-C11E
I like to move it, move it FCE2-0000-00D7-9048
See my profile here!
I really like the idea of that timer competition, so I will re-work on this course regardless of the SMMC, because it's worth working.