I felt the walking levels were more like puzzles, so I took my sweet time. Any time I failed was because I didn't stop to think how to get past the obstacle enough, or getting greedy and rushing.
FiggyFighter of the night manChampion of the sunRegistered Userregular
If you're frustrated by a level that's largely due to your level of skill. My wife, for example, is frustrated by certain mechanics in some of the levels, whereas I am not. That doesn't mean the level designer is trolling, it means they designed it to be a challenge.
A troll level would include mechanics meant to trick you into dying, having hazards hidden where you're sure to hit them, pipes that exit you over spikes, etc.
A level where you aren't allowed to jump and you have to puzzle out each segment to figure out how to make it past is not a troll level.
I didn't find any story mode course trolly. Some were clever and a bit tricky, but not at all trolly.
I beat the Don't Jump course on my first try, though there were a few mini panic moments where I figured that something would make me fail and reacted just in time.
Is there any way to add levels to my game without actually opening up the game? Like logging in on a website or smartphone app? I feel like that would be PERFECT for following creators and level discovery. See a level on twitter, log in and add it, its downloaded when I get to my Switch!
Yes, I realize this is NIntendo we're talking about...
Yeah the no jump or no land levels are definitely a puzzle level
Those ones are a little trollish though. They put coins and stuff to tempt you into jumping, and some places where they sneak up on you with something to lift you off the ground.
Yeah the no jump or no land levels are definitely a puzzle level
Those ones are a little trollish though. They put coins and stuff to tempt you into jumping, and some places where they sneak up on you with something to lift you off the ground.
Yeah in the ghost house one there was a spot where you climb an incline and then get into a door with a small lip that if you fall off of you lose the level, and to your left to cause you to fall off is like a 30 coin "oh what's that over there? failure"
I would like some money because these are artisanal nuggets of wisdom philistine.
Was watching an alpharad video and was shown that you can walk-jump off of Piranha Creeper vines if you’re invincible. A stage using them as platforms, with Stars as a ticking-clock mechanic to make you get through each segment fast, would be a neat idea.
+3
Kai_SanCommonly known as Klineshrike!Registered Userregular
Yeah the no jump or no land levels are definitely a puzzle level
Those ones are a little trollish though. They put coins and stuff to tempt you into jumping, and some places where they sneak up on you with something to lift you off the ground.
Yeah in the ghost house one there was a spot where you climb an incline and then get into a door with a small lip that if you fall off of you lose the level, and to your left to cause you to fall off is like a 30 coin "oh what's that over there? failure"
Except with those you can do certain "extra" things to get those within the constraints of the goal. In story mode where you're meant to collect coins to progress the story, those are bonuses if you can figure out some slightly more difficult puzzles, but not required to complete the goal of the level.
Edit: The part you are talking about is a very specific puzzle
with the tools right there on the screen.
Solution inside
Use the Boo with the Bob-omb to get it near the flame jet, then allow the Bob-omb to blow up near/over the coins to drop them to the ground.
Yeah I know its a puzzle and there is a method to getting it, but like that little lip near the door with a coin seemed designed around you going "oh how do I? fuck!!!"
I would like some money because these are artisanal nuggets of wisdom philistine.
Yeah I know its a puzzle and there is a method to getting it, but like that little lip near the door with a coin seemed designed around you going "oh how do I? fuck!!!"
Not sure why so much offense to calling it what it is. Mario has had some trolly shit in it since the beginning. MM is just the focal point of that design for the series heh. There have been official levels with invisible coin blocks above pits or the like throughout the years. Mario is OG trollish.
WACriminalDying Is Easy, Young ManLiving Is HarderRegistered Userregular
edited July 2019
This one's much easier than Strongbox.
EDIT: I will say, making this level I discovered that the "do a handstand on X trees" clear condition from story mode doesn't actually exist in the creator tools, which is disappointing and honestly a little baffling.
WACriminal on
+1
FiggyFighter of the night manChampion of the sunRegistered Userregular
Yeah I know its a puzzle and there is a method to getting it, but like that little lip near the door with a coin seemed designed around you going "oh how do I? fuck!!!"
Not sure why so much offense to calling it what it is. Mario has had some trolly shit in it since the beginning. MM is just the focal point of that design for the series heh. There have been official levels with invisible coin blocks above pits or the like throughout the years. Mario is OG trollish.
No offense taken, you just have a lower threshold for what you consider trolling.
Ignoring the goalpost shift, most people seem to disagree that MM2 story mode levels are "trolly".
Watching speedrunner GrandPOObear play some multiplayer versus...the netcode could use alot of work. Otherwise, there seems to be a nugget of greatness in the mode.
Black lives matter.
Law and Order ≠ Justice
ACNH Island Isla Cero: DA-3082-2045-4142
Still waiting on Dan "Man of his Word" Ryckert to eat a hat
Watching speedrunner GrandPOObear play some multiplayer versus...the netcode could use alot of work. Otherwise, there seems to be a nugget of greatness in the mode.
Yeah the netcode is abysmal, but like the mario 1 race he did showed the brilliance of the mode.
I would like some money because these are artisanal nuggets of wisdom philistine.
Sorry if this has been asked, but is there a way to have a ? block spit out the next power up in line after someone has a mushroom, while also reverting the block back to spitting out another mushroom if the player loses/never gets the first mushroom?
In the level I'm making there is a secret block at the end of my first room with a mushroom. In the next room I want to put a block that has a a fire flower, but I only want the player to get the flower if they found the secret mushroom in the first room. If they didnt find the secret mushroom I want the block to spit out another mushroom.
BillCipher on
0
Andy JoeWe claim the land for the highlord!The AdirondacksRegistered Userregular
Sorry if this has been asked, but is there a way to have a ? block spit out the next power up in line after someone has a mushroom, while also reverting the block back to spitting out another mushroom if the player loses/never gets the first mushroom?
In the level I'm making there is a secret block at the end of my first room with a mushroom. In the next room I want to put a block that has a a fire flower, but I only want the player to get the flower if they found the secret mushroom in the first room. If they didnt find the secret mushroom I want the block to spit out another mushroom.
The context menu for powerups let you do this, and give them wings or parachutes.
0
Kai_SanCommonly known as Klineshrike!Registered Userregular
By the way, I was watching the Video from agoaj with my daughter, and I told her about how he used to play through our levels back when SMM1 came out. She asked to see those vids. I forgot about how those vids went.
Alright, I created my first course designed specifically for Multiplayer VS:
Desert Race #1 (VS) - 1F9-8XS-FPF
I essentially cobbled together a medley of Boo Race 1-1, 1-2 and 1-4 from Super Mario Deluxe into a single course.
I assigned the Mario Kart music to Mario, I don't know if this carries over in VS. I really hope it does!
Sorry if this has been asked, but is there a way to have a ? block spit out the next power up in line after someone has a mushroom, while also reverting the block back to spitting out another mushroom if the player loses/never gets the first mushroom?
Yep.
Place a powerup.
Place a mushroom.
Drag the mushroom onto the other powerup.* They will merge.
Drag the merged powerup into the block.
*This does not work the other way around, you must drag the mushroom onto the other powerup.
Sorry if this has been asked, but is there a way to have a ? block spit out the next power up in line after someone has a mushroom, while also reverting the block back to spitting out another mushroom if the player loses/never gets the first mushroom?
Yep.
Place a powerup.
Place a mushroom.
Drag the mushroom onto the other powerup.* They will merge.
Drag the merged powerup into the block.
*This does not work the other way around, you must drag the mushroom onto the other powerup.
Alternatively, place the other powerup, longpress it, and you'll have a "mushroom" mod for it.
Nintendo Console Codes
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
HAIL HYDRA
+2
IceBurnerIt's cold and there are penguins.Registered Userregular
Here's mine thus far, feedback much appreciated: Breakdown: NCR-D9N-S1G "I knew I should have cleaned the cartridge first..." Themed after the game glitching out. Hidden Panic: HL8-R87-CXG "Quick, find the Super Mushroom!" A puzzle-lite mini-stage.
Below are remakes of half the courses based drawings I made in my 1993 childhood notebook:
Higher Hill Road: 4D8-G50-JXF "From my childhood notebook. Course 1 of 12." My child self's imagined Super Mario Bros 5. first stage, all about those nifty slopes from SMB3. The early half is as perfect a match for my 1993 drawing as I can imagine, and the latter half is influenced by the Maker 1 version.
The Factory Mk. III: MQ1-6HD-SVG "From my childhood notebook. Course 2 of 12." Themed after an enemy factory. Close to its Maker 1 version, but refined using new features, and easier. Now with genuine Boom Boom!
Kersplash 2nd Wave: H0P-5YY-04G "From my childhood notebook. Course 3 of 12." An underwater level featuring a giant piranha plant and whirlpools. Much closer to its original concept, very little of the Maker 1 version in it.
Antigravity 3G's: PR5-B6D-Q8G "From my childhood notebook. Course 4 of 12." I am so excited that MM2 added vertical courses and reverse gravity, the very things I drew for this course!
Wetter Works: PFL-7B1-3QG "From my childhood notebook. Course 5 of 12." While still no submarine to pilot, much closer to its original form than in Maker 1, a vertical autoscroller.
Weirder: 5PJ-DPS-FFG "From my childhood notebook. Course 6 of 12." Another vertical stage I drew. Kept much of the layout and theming from Maker 1, just no longer had to fudge the vertical element.
Sorry if this has been asked, but is there a way to have a ? block spit out the next power up in line after someone has a mushroom, while also reverting the block back to spitting out another mushroom if the player loses/never gets the first mushroom?
In the level I'm making there is a secret block at the end of my first room with a mushroom. In the next room I want to put a block that has a a fire flower, but I only want the player to get the flower if they found the secret mushroom in the first room. If they didnt find the secret mushroom I want the block to spit out another mushroom.
The context menu for powerups let you do this, and give them wings or parachutes.
Sorry if this has been asked, but is there a way to have a ? block spit out the next power up in line after someone has a mushroom, while also reverting the block back to spitting out another mushroom if the player loses/never gets the first mushroom?
Yep.
Place a powerup.
Place a mushroom.
Drag the mushroom onto the other powerup.* They will merge.
Drag the merged powerup into the block.
*This does not work the other way around, you must drag the mushroom onto the other powerup.
Sorry if this has been asked, but is there a way to have a ? block spit out the next power up in line after someone has a mushroom, while also reverting the block back to spitting out another mushroom if the player loses/never gets the first mushroom?
Yep.
Alternatively, place the other powerup, longpress it, and you'll have a "mushroom" mod for it.
I had no idea a fiery clown car could charge its shots and blow apart the mini airships! Now I kinda want to redo that level and make destroying the ships the objective.
0
WACriminalDying Is Easy, Young ManLiving Is HarderRegistered Userregular
Made a puzzle level.
This is intended as the start of a potential series. The basic idea is that as you move through the level, you'll be learning a symbolic grammar that helps you find the items you need for the situation at hand, if you can correctly decipher it. If I make more, they'll be built with the assumption that the player has already learned the lessons from this one, so that I can gradually make the grammar more and more complex.
Posts
pleasepaypreacher.net
A troll level would include mechanics meant to trick you into dying, having hazards hidden where you're sure to hit them, pipes that exit you over spikes, etc.
A level where you aren't allowed to jump and you have to puzzle out each segment to figure out how to make it past is not a troll level.
I beat the Don't Jump course on my first try, though there were a few mini panic moments where I figured that something would make me fail and reacted just in time.
pleasepaypreacher.net
Yes, I realize this is NIntendo we're talking about...
Let's Plays of Japanese Games
Those ones are a little trollish though. They put coins and stuff to tempt you into jumping, and some places where they sneak up on you with something to lift you off the ground.
Yeah in the ghost house one there was a spot where you climb an incline and then get into a door with a small lip that if you fall off of you lose the level, and to your left to cause you to fall off is like a 30 coin "oh what's that over there? failure"
pleasepaypreacher.net
Glad to see you are back doing the work of a saint.
Does the switch natively allow you to record video of play, or do you still need some form of capture device?
I only got some ways in but Blight Water Rafting is a REALLY good level. Excellent work on that.
Except with those you can do certain "extra" things to get those within the constraints of the goal. In story mode where you're meant to collect coins to progress the story, those are bonuses if you can figure out some slightly more difficult puzzles, but not required to complete the goal of the level.
Edit: The part you are talking about is a very specific puzzle
Solution inside
pleasepaypreacher.net
You can only record 30 second clips with the switch, I'm using an Elgato HD60 to record.
Not sure why so much offense to calling it what it is. Mario has had some trolly shit in it since the beginning. MM is just the focal point of that design for the series heh. There have been official levels with invisible coin blocks above pits or the like throughout the years. Mario is OG trollish.
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
remember kids do not restart the level if you hit a check point
pleasepaypreacher.net
EDIT: I will say, making this level I discovered that the "do a handstand on X trees" clear condition from story mode doesn't actually exist in the creator tools, which is disappointing and honestly a little baffling.
No offense taken, you just have a lower threshold for what you consider trolling.
Ignoring the goalpost shift, most people seem to disagree that MM2 story mode levels are "trolly".
Im having fun with the game and that is all that matters.
YC5-DR1-DPF
Steam: MightyPotatoKing
YHK-T9G-9GF
Law and Order ≠ Justice
ACNH Island Isla Cero: DA-3082-2045-4142
Still waiting on Dan "Man of his Word" Ryckert to eat a hat
Yeah the netcode is abysmal, but like the mario 1 race he did showed the brilliance of the mode.
pleasepaypreacher.net
In the level I'm making there is a secret block at the end of my first room with a mushroom. In the next room I want to put a block that has a a fire flower, but I only want the player to get the flower if they found the secret mushroom in the first room. If they didnt find the secret mushroom I want the block to spit out another mushroom.
I beat two of these!
My shoulders ache now.
The context menu for powerups let you do this, and give them wings or parachutes.
I made you suffer very much agoaj. I am so sorry.
Air ship level. May have a secret or two
Desert Race #1 (VS) - 1F9-8XS-FPF
I essentially cobbled together a medley of Boo Race 1-1, 1-2 and 1-4 from Super Mario Deluxe into a single course.
I assigned the Mario Kart music to Mario, I don't know if this carries over in VS. I really hope it does!
And just now I thought of a spot where I could fit a third shortcut, alas.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
- Place a powerup.
- Place a mushroom.
- Drag the mushroom onto the other powerup.* They will merge.
- Drag the merged powerup into the block.
*This does not work the other way around, you must drag the mushroom onto the other powerup.PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
Alternatively, place the other powerup, longpress it, and you'll have a "mushroom" mod for it.
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
Breakdown: NCR-D9N-S1G "I knew I should have cleaned the cartridge first..." Themed after the game glitching out.
Hidden Panic: HL8-R87-CXG "Quick, find the Super Mushroom!" A puzzle-lite mini-stage.
Below are remakes of half the courses based drawings I made in my 1993 childhood notebook:
PSN: theIceBurner, IceBurnerEU, IceBurner-JP | X-Link Kai: TheIceBurner
Dragon's Dogma: 192 Warrior Linty | 80 Strider Alicia | 32 Mage Terra
I had no idea a fiery clown car could charge its shots and blow apart the mini airships! Now I kinda want to redo that level and make destroying the ships the objective.
This is intended as the start of a potential series. The basic idea is that as you move through the level, you'll be learning a symbolic grammar that helps you find the items you need for the situation at hand, if you can correctly decipher it. If I make more, they'll be built with the assumption that the player has already learned the lessons from this one, so that I can gradually make the grammar more and more complex.