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[Super Mario Maker] Create your own Mario levels and share them with everyone!
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Alright, I'll make the next SMMC post after work! I have to try a quick thing in-game to make sure my idea works before I create the SMMC. If it doesn't, don't worry, I got a back-up idea.
I'm thinking the deadline will be Sunday, June 26th. That'll give people 2 days, a weekend, a week, and another weekend to make their course. That good with you guys?
Super Mario Maker Challenge #27 - Boing!
Make a course that focuses on bouncing, especially those round bouncing bumper things, but also trampolines and note/music blocks. Think of courses like the Spring Yard Zone in Sonic or Casino Night Zone in Sonic 2.
The course can be linear, it can be explorative, multiple paths, fast-paced, like a pachinko or pinball machine, whatever! Be creative and make something cool and bouncy!
You can also use Kuribo shoes for extra bounciness.
Course restriction: Not underwater
Course suggestion (totally not required) black or dark background
For the sadists and pros out there: remember that bouncing controls can be finicky sometimes in Mario, so plan your jumps accordingly. Please don't make me go through pixel-perfect stuff!
Super Mario Maker ID: DBB-1RH-JJG
Super Mario World 2: Maker's Island
Make a level in the spirit of Yoshi's Island, and that can be rated on a 100% scale the same way SMW2 levels could be, with the 30 red coins, 5 flowers (x10% each) and 20% by having full HP at the end (20 HP).
Level restriction: Not underwater. Sub-worlds are permitted.
Course specifications: Must contain exactly 30 coins out and visible, 5 red coins, mushroom power-ups and being-Super-Mario-dependant level 2 power-ups of one type (leaf, flower, etc). This means there can not be P-switches that create coins, or coins in Bullet Bills or Pipes or whatever. They also can't be in blocks of any kind, or in invisible ?-blocks.
Course suggestion: Like in SMW2, have secrets or multiple paths, not a pure direct line.
The idea was that when you finish the course, you can show by your Miiverse screencap your score. 30 coins = 30%, 5 red coins = 50% (10% per coin), being Mario = 0%, Super Mario = 10%, being Type 2 Power-Up Mario = 20%.
It would recreate that feel of grabbing all the coins that are scattered in the course, the 5 flowers, and staying powered-up (since all level 2 power-ups would depend on being Super Mario when you get to them, per the level restrictions).
The reasons it didn't work is that when you grab the 5th red coin, the coin meter disappears from the screen. Sure, you could have 6 coins and have one be unobtainable, but that's not really clean. Furthermore, red coins count as coins. So either I'd have to put 25 coins, or the perfect score would show 35 coins. So while it is doable, the execution wouldn't have been nearly as cool and clean as I wanted it to be.
I had a hard time coming up with something interesting/feasible (both game tools and my creator skills). I eventually settled on this mini arena.
Bouncy House Of DOOM - SMMC #27
A6FC-0000-0260-907E
I've been running out of steam trying to fill full sized main and sub worlds so I'm trying to work on shorter levels. I like the idea behind this one but I don't know how hard others will find it. It's mostly an endurance level once you find a pattern that works for you but I've tried to not make it too long. I like the mid way twist but there is a probably a better way to achieve the same effect or at least a less messier way.
Super Mario Maker ID: DBB-1RH-JJG
I liked it. I probably would have made it shorter, as in, you do a lot of very identical bounces before something new is thrown in, then that lasts pretty long before you can exit. Still, the concept is clever, especially when the P-switches get pressed.
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
The main stream runs on Mondays (of course) at 9:00 PM EST at .
I'm "kupiyupaekio" on Discord.
As usual, it's a shoot m up level, but pesky ghost are here to mess with your shots, and waves of fire force you to keep moving about.
I really like the boss in this one!
Tell me what you guys think and if you see anything that needs some improvement!
0473-0000-0294-C14C
You won't stand a GHOST of a chance versus the collected might of Moley Boo's!
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!
C071-0000-0294-F288
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'm "kupiyupaekio" on Discord.
Just have to say I hate the troll doors and the areas where you end up being blocked off by hidden boxes. It's such lazy game design. I do appreciate when someone has an arrow pointing forward and gives you the option of trying the wrong thing and it just takes you back to the beginning or whatever. That's fine. When it leads to an unavoidable death it's just boring.
It's Super Mario Run 1-1, but you cannot press left. If you do, the ground turns into coins and you DIE!
Grab all ten red coins though, and you can travel through 2 extra stages and square off against Bowser while keeping on the move but try not to forget: DON'T PRESS LEFT.
You can press right and A ofcourse. Good luck!
Bookmark: https://supermariomakerbookmark.nintendo.net/courses/367B-0000-02D1-F2DF
Code: 367B-0000-02D1-F2DF
Who can collect the most coins?
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!
5F9C-0000-0362-597F
From my 1990 crayon drawings comes "Super Mario Bros. 5, level 11, One Heckuva World".
I believe started this course design last year, but forgot to publish it before the final stage. It was mostly complete, and after some tweaks and testing, I finished it now.
The 11th stage, and the last with anything resembling a course layout actually drawn in the notebook. The original idea was another example of my apparent fascination with ginormous piranha plants. That and gimmicks. This time, the stage gimmicks were a blue-on-red color scheme, which inverted partway to be red-on-blue so I could draw more stage below the beginning. There were patches of darkness which inverted black to white, and turned all other colors black. Don't ask me how that was supposed to be fun.
This was totally unusable as-drawn, so I took some broad ideas and ran with 'em: giant piranha plants. Lots of them. Also, got a bit of the darkness by having the heartbeat effect playing all stage-long. That reminded me how Mario 2 (USA) was based on Doki Doki Panic, which can roughly translate to "heart-pounding panic". I proceeded with the idea of creating tension throughout the level. The first section introduces the giant piranhas, as well fire-spitting piranhas riding other enemies. The second section then uses these elements in a chaotic, auto-scrolling gauntlet. It gets tense at times, while still being navigable if you don't panic.
Boom x2:
4433-0000-0362-39D2
From my 1990 notebook comes, "Super Mario Bros. 5, level 12, Super Boom-Boom's Castle".
12th of 12 stages drawn in crayon in an old notebook. There wasn't an actual level drawn this time, just a castle with a sign reading "Super Boom Boom". I remember my logic: since Bowser was defeated in Mario 3, time for a new villain like in Mario 2, right? The Super Boom-Boom itself is drawn in the gallery of enemies after the stages. It's really just an oversize Boom-Boom, which is why there's a giant Bowser Jr. as the final boss
Since this is supposed to be the final level of the imaginary Super Mario Bros. 5, I tried to add many tense situations and tight jumps. With no crayon-drawn stage layout this time, I took inspiration from one of my other Mario Maker levels, Parapet. I've gotten rusty due to the long gap between creating levels often and now. Despite already being my second attempt at creating this finale, I'll probably tweak this again. I don't feel it currently outdoes Parapet, which I feel should be my goal.
Sadly, there's little time before Miiverse ends service. The feedback has always been one of my favorite things about this. I know SMM has had two years, roughly, but it still doesn't feel like enough. Definitely loads of fun while it's lasted.
To those who have played, I hope you've had some fun with these courses, which are the realization of a childhood dream.
The full series of courses inspired by my childhood crayon drawings, including revised forms:
Course 1: High-Hill Road
Course 2: The Factory, The Factory Mk.2
Course 3: Kersplash
Course 4: Antigravity, Antigravity 2G's
Course 5: Wet
Course 6: Weird
Course 7: Wild
Course 8: Hectic, Hectic Doubletime
Course 9: Pit
Course 10: Someplace
Course 11: Heartpounding Havoc
Course 12: Boom x2
PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
So I got sick yesterday and while staying home, I decided I wanted to make a new level. FINISHED: https://supermariomakerbookmark.nintendo.net/courses/826E-0000-03AA-AC92
Sea to your own path - 826E-0000-03AA-AC92
I went for a multiple path level. I also tried to make this a bit easier than all my other levels. I'm very generous with coins and 1ups in this level. I tried to make it worth playing again not just for the paths but random secrets everywhere too. The limitations of the game really got annoying. Ran out of blocks, enemies, warp-able pipes, SPACE, etc. I had to keep making changes here and there. This level has 4 different ways to reach the goal.
That race was super amazing.
The hard levels after the race were great too, especially the final one. Highly recommend watching those.
PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
I'm still trying to figure out how it would be possible in TV mode without a second screen always available.
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
Damn it, I'm going to have to load up Mario Maker again now.
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
My kids, mainly my son, has played it on and off this whole time. SMM basically taught him to be good at games. He started here at like, not even 3 years old? And by the time he was 4 he could beat many of the normal difficulty levels on his own. Now recently (when he is almost 5) he has done things like play through Yoshi's island and even somehow figured out his way through lots of Paper Mario TTYD (without being able to read yet) and I can still think back to how SMM opened up that world to him.
If they are not planning an updated version for switch, it would be a HUGE lost opportunity.
Also the ability to place water and lava tiles wherever.
https://supermariomakerbookmark.nintendo.net/courses/E96D-0000-036E-7FB2
It's in the same style as the Factory level I uploaded for one of the build contests, but shouldn't be as hard.
@IceBurner played through these yesterday. The main thing I noticed is lots of them were made pre-patch where they added it so if you already big, you can get a fire flower or leaf. Lots of times I was getting mushrooms when I was already big. Overall, I'd say enjoyable. The last level, "Boom x2" was definitely the hardest.
I played through quite a few on the list of "New Arrivals", it's amazing how things don't change. Lots were of the "if you go the wrong way you die" type of stuff. Or, "hit a random block to find the item you need to continue". I'm sure there are quite a few good levels that have been aggregated over the years. From what I've heard, a big part is people trying to complete the ultra-difficult levels that take the creators like a day in playing to upload.
I would like to think the top two things to add would be much better handling of online levels, and better level organization via grouping them up and worlds. I think there should also be a separation between general online levels, and sharing levels directly between friends. The fact you can't directly send levels to each other and need to deal with their online organization system got in the way a lot.
People on the SMM reddit proved you could organize good levels outside of the game better than in it. Though when I think about it that then might make the pool of levels shared with all have more bad levels then good when all the good ones end up in an offline source.
Definitely though, they wouldn't just be adding slopes and water / lava details and calling it a day. I think they were aware of what people wanted based on the stuff they had added and were just hamstrung by the core game.
Let's Plays of Japanese Games