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Drab Emordnilap

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Mario Maker
« on: September 13, 2015, 04:55:40 pm »
+4



Here's a compilation of f.DS member profile pages on the Super Mario Maker Bookmark site.

Donald X.
Drab Emordnilap
Dsell
LastFootnote
Tables

With these, a collection of individual level codes is less necessary, but the original modified original post is below:

Code: [Select]
[b]F.DS Levels:[/b]

[quote author=scott_pilgrim]
I don't know how much you guys like throwing things at your TV, but in case it's a lot, I made some levels for you:

Wall Jumps: E1C9-0000-007A-CC92
Spinning Saws: B603-0000-007A-CDB9

This one is just a silly idea I had, if you didn't like those two because they were unreasonably hard, you still might like this one:

Race the Spiny: B87F-0000-007A-CFC4[/quote]

[quote author=Tables]
Okay, Goomba Lair: F7F9-0000-0069-35B0. It's my first course, uses nothing but the intial set of items, and any feedback would be nice (provided it isn't Joseph2302 saying "it sucks" and nothing else)

After looking at the feedback people have given, I've updated Goomba Lair. New code is 246F-0000-0069-C928

Why did I even do this? It was an idea I had before the game even came out, and wanted to try and make it work. I kinda succeeded. Sadly Bowser doesn't move quite like I'd hoped, so some bits can be frustrating because of AI.

Bowser Escort Mission: 4C57-0000-0081-CBAE

Bullet Bill Blaster Surprise: 1918-0000-00A3-FB92

What's inside the Bullet Bill Blaster? I can't wait to find out! Unless it's Magikoopas. Then I'm happy to wait to find out. This course is similar in style to my first course (Goomba Lair), with a single main theme being explored (hey what can I do with Bullet Bill Blasters), but hopefully a few interesting secrets, challenges and the like.

I got the itch just now to make something. Two or three hours later and we have Bowser Jr's Mole Armada: 3D8D-0000-00C9-F3C8

I expect this will be fairly easy for most people here (I've aimed for easier difficulty than my last two levels), although there's a few places you might get hit or fall, so you could still die if you're not careful.
[/quote]

[quote author=LastFootnote]
[b]Super Spinies:[/b] 8F29-0000-0040-2DD1

My goal was to make a level that you might see in a Mario game. The theme is giant Spinies. There are secrets to be found; some are obvious and some are less obvious. Feedback is very welcome!

Chomp Caverns: B929-0000-0058-B6EF

Another traditional-style Mario level. Medium-Hard difficulty. Lots of goodies to find!

Flying Fish: DEAC-0000-006E-8BBE

It's a athletic-style level with a slow autoscroll. The primary theme is Cheep Cheeps with wings. Cheep Cheeps don't interact with much in Mario Maker—you can't make something ride around on them, for instance—so it was tough thinking of interesting things to do. Anyway, I think the result is worth a play or two. There's a choice between the low road (through a short underwater sub-area) and the high road (bouncing off Cheep Cheeps) near the middle of the stage.
[/quote]

[quote author="Drab Emordnilap"]"Careful Coin Collection" -- This is a fairly short, kinda puzzly level.
718E-0000-0016-D06C

"Platform Gauntlet (Find 3 1ups)" -- This one is more ambitious. The general theme involves riding slow-moving platforms and dealing with enemies/danger without falling off.
54F2-0000-0031-E70A

"Don't Lose That Cannon!" -- This one's pretty long. I'm a sucker for gimmicks in level design. You'll see. Just don't lose that cannon! He is your only friend.
8C79-0000-0040-66AA

[s]"Don't Lose That Cannon!" v1.2 -- Now with checkpoints!
A8A0-0000-00AA-CF20[/s]

Don't Lose That Cannon! v1.3
E517-0000-0109-0CA1

Your Eternal Reward
2828-0000-004D-F565
It's... not as friendly as I envisioned it. But it is what it is.

Waluigi's Eternal Reward
976D-0000-006C-B970
It's better now.

New level. "Lemmings". I think you can guess the idea.
B733-0000-0079-182E

Lemmings v1.2
ED2D-0000-007E-2141

[s]All is not as it seems...
7762-0000-0094-898C
Block Glitch Level

Memory Maze
EE7B-0000-0097-586F
Everyone likes mazes, right? I hope you have a good memory...[/s]

Haunted Sewer
2E08-0000-00B7-EE85
Pipes and Boos. Checkpoints.

Half-Minute Hero
F6F3-0000-00E6-62B8
There's no way you can beat this level in 30 seconds. But maybe you can make some progress?

Half-Baked Hero
6F08-0000-00F7-F67B
[/quote]


[b]ORIGINAL POST BELOW:[/b]

So Mario Maker finally released Friday, and my whole weekend has basically been playing around with it. My one big gripe is how popular "non-levels" are in the Course World -- almost every top level is either a roller coaster where you win by pressing no buttons, ascii art, a collection of one of every powerup, or just complete chaos. It's harder than I'd like to find playable, "Mario style" levels.

At least you can share level codes with people, though. I've finished two levels so far, if anyone wants to give them a try.

"Careful Coin Collection" -- This is a fairly short, kinda puzzly level.
718E-0000-0016-D06C

"Platform Gauntlet (Find 3 1ups)" -- This one is more ambitious. The general theme involves riding slow-moving platforms and dealing with enemies/danger without falling off.
54F2-0000-0031-E70A


If anyone else has made any levels, I'd love to play them also!
« Last Edit: December 31, 2015, 05:17:51 pm by Drab Emordnilap »
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Tables

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Re: Mario Maker
« Reply #1 on: September 13, 2015, 05:57:33 pm »
0

The quality of levels created by others is the one thing holding me back from buying the game. It reviewed extremely well and looks super fun from what I'd seen on Youtube, but that was what reviewers/letsplayers were making being played. Now it's everyone, and I was worried in advance the quality would be poor. From what I've heard, it seems my fears have come true, so I'll really have to wait and see if anything improves.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Drab Emordnilap

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Re: Mario Maker
« Reply #2 on: September 13, 2015, 06:08:22 pm »
+1

The quality of levels created by others is the one thing holding me back from buying the game. It reviewed extremely well and looks super fun from what I'd seen on Youtube, but that was what reviewers/letsplayers were making being played. Now it's everyone, and I was worried in advance the quality would be poor. From what I've heard, it seems my fears have come true, so I'll really have to wait and see if anything improves.

When playing the Challenge mode where the game gives you random levels uploaded by other users to beat, most of the levels have been decent to good. I'm not sure what algorithms they use to pull those levels, but they seem alright. The problems I have seem to be mostly with the "Featured Levels" section. 
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sudgy

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Re: Mario Maker
« Reply #3 on: September 13, 2015, 06:54:40 pm »
0

I tried a level where I told it to look at Expert levels, and the one I played was pretty good (and hard).  That might help you find good levels.
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

LastFootnote

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Re: Mario Maker
« Reply #4 on: September 13, 2015, 07:01:48 pm »
0

I had this same fear and the same disappointment.

Anyway, I plan to build "Mario-like" levels, although I'm a day behind on content "delivery". I will definitely try yours tonight, Drab Emordnilap.
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scott_pilgrim

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Re: Mario Maker
« Reply #5 on: September 14, 2015, 03:29:23 am »
+1

You can put chain chomps in clown cars.  I just think everyone should take that into consideration when deciding whether to purchase this game.
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Drab Emordnilap

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Re: Mario Maker
« Reply #6 on: September 14, 2015, 03:30:36 am »
+3

You can put chain chomps in clown cars.  I just think everyone should take that into consideration when deciding whether to purchase this game.

You can put ANYTHING in clown cars. It's amazing.
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Beyond Awesome

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Re: Mario Maker
« Reply #7 on: September 14, 2015, 06:58:27 am »
0

I don't play video games, but this does look fun. I think as time goes on, there will be a way for people to find out what the best levels to play are. The game is fairly new. I am guessing some discussion forum or something will pop up somewhere praising certain levels or certain level makers. Honestly though, the game looks awesome.
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popsofctown

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Re: Mario Maker
« Reply #8 on: September 14, 2015, 11:18:19 am »
0

Go play Super Mario World rom hacks instead ^_^
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Drab Emordnilap

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Re: Mario Maker
« Reply #9 on: September 14, 2015, 12:20:09 pm »
0

Go play Super Mario World rom hacks instead ^_^

Because none of those are unfun, oh no. :p
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popsofctown

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Re: Mario Maker
« Reply #10 on: September 14, 2015, 01:43:34 pm »
0

Most of them are unfun, but some of them are really good.

It's really interesting to experience a difficulty level that's unavailable in published games.  Not Kaizo Mario, that's just bad, but there are a few good rom hacks that are about as difficult as the hardest SMW levels but the whole way through which is unique.

And you definitely don't run into automatic levels hardly at all.  Everyone knows no one will download your ROM if it's automatic levels. 
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Donald X.

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Re: Mario Maker
« Reply #11 on: September 14, 2015, 02:42:23 pm »
+4

I had this same fear and the same disappointment.

Anyway, I plan to build "Mario-like" levels, although I'm a day behind on content "delivery". I will definitely try yours tonight, Drab Emordnilap.
If you're impatient, fill up a level with blocks a few times, then go into play and back into edit. Early delivery!

I know a 6-year-old and a 7-year-old who have uploaded multiple levels. The 6-year-old's are often mostly empty, and someone out there must try them. And they star anything easy. I suspect though that you can just bypass all of that by not playing Easy levels.

OTOH when I played 100 Mario Challenge on Easy, it wasn't empty levels. It wasn't like, I want to endlessly do this to unlock costumes, but it was okay for unlocking a few costumes so I had some.
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Re: Mario Maker
« Reply #12 on: September 14, 2015, 03:35:00 pm »
+1

OTOH when I played 100 Mario Challenge on Easy, it wasn't empty levels. It wasn't like, I want to endlessly do this to unlock costumes, but it was okay for unlocking a few costumes so I had some.

I'm enjoying the Normal level of difficulty for the 100 Mario Challenge. For each batch of 16 levels, I star about 4 of them.

One problem is that the game itself subtly pushes you into making short, gimmicky levels rather than longer, robust levels. There are no checkpoints, that's the biggest thing. The game is filled with small disappointments, though. There's no way to do the standard Mario thing where if you're small Mario, a block contains a mushroom, but it contains something else if you're big Mario. If you put a mushroom in a block, it's always a mushroom, and ditto with the other power-ups. You can go backwards in SMB1 levels. A lot of little stuff like that which adds up. There is a lot of neat stuff you can do, though. I will eventually get used to all the little changes.

Once I finally unlock invisible blocks, I will probably publish my first level. Any decent Mario level has invisible blocks.
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LastFootnote

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Re: Mario Maker
« Reply #13 on: September 14, 2015, 03:37:37 pm »
+1

I will definitely try yours tonight, Drab Emordnilap.

I did try them! Careful Coin Collection is more of a level snippet, but I did enjoy it. Platform Gauntlet was also fun. I enjoyed herding Dry Bones onto the platform that I wouldn't be on once they split. 2 out of 2 stars.
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Drab Emordnilap

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Re: Mario Maker
« Reply #14 on: September 14, 2015, 04:53:43 pm »
+1


I did try them! Careful Coin Collection is more of a level snippet, but I did enjoy it. Platform Gauntlet was also fun. I enjoyed herding Dry Bones onto the platform that I wouldn't be on once they split. 2 out of 2 stars.

Originally Careful Coin Collection was going to be more robust; I was going to have the items drop on opposite ends of the level. The problem I ran into is, if you go too far away from any item or enemy, it'll respawn in its original location, so to get the mechanism to work, it all had to fit on a single screen.

And please, post your levels too; I was hoping I could come to this thread and see other f.ds'ers creations to enjoy/hate myself over. :)
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Re: Mario Maker
« Reply #15 on: September 14, 2015, 05:03:17 pm »
0

And please, post your levels too; I was hoping I could come to this thread and see other f.ds'ers creations to enjoy/hate myself over. :)

Once I unlock invisible blocks, I will probably make and publish a level. I will definitely post it here. It might be nice to collect all the level codes in the top post.
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Re: Mario Maker
« Reply #16 on: September 14, 2015, 06:26:00 pm »
0

It's really interesting to experience a difficulty level that's unavailable in published games.  Not Kaizo Mario, that's just bad, but there are a few good rom hacks that are about as difficult as the hardest SMW levels but the whole way through which is unique.

Hey everybody, go play SMB2j!
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

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Re: Mario Maker
« Reply #17 on: September 14, 2015, 09:57:55 pm »
+8

OK, remember everything I said about the disappointments? Well forget all that. This game lets you make a cannon that flies around in a cloud, only instead of firing bullets, it fires fish.
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Re: Mario Maker
« Reply #18 on: September 14, 2015, 10:15:43 pm »
0

OK, remember everything I said about the disappointments? Well forget all that. This game lets you make a cannon that flies around in a cloud, only instead of firing bullets, it fires fish.

Is the ammunition customizable?  Could you make a cannon that fires power-ups for some reason?  Could you put that among other flying cannons that rain death upon you to make some sort of bullet hell mini-game where you have to collect power-ups without dying?
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Re: Mario Maker
« Reply #19 on: September 14, 2015, 10:42:40 pm »
+3

OK, remember everything I said about the disappointments? Well forget all that. This game lets you make a cannon that flies around in a cloud, only instead of firing bullets, it fires fish.

Is the ammunition customizable?  Could you make a cannon that fires power-ups for some reason?  Could you put that among other flying cannons that rain death upon you to make some sort of bullet hell mini-game where you have to collect power-ups without dying?

Yes to all that.
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Titandrake

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Re: Mario Maker
« Reply #20 on: September 14, 2015, 10:45:17 pm »
+3

Can you have the cannons shoot other cannons and use exponential growth to destroy the game?
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Re: Mario Maker
« Reply #21 on: September 14, 2015, 10:46:49 pm »
0

Can you have the cannons shoot other cannons and use exponential growth to destroy the game?

No, that you can't do.
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Re: Mario Maker
« Reply #22 on: September 14, 2015, 10:53:25 pm »
+1

This reminds me of my favorite custom mario romhack level.

(Language Warning)
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Re: Mario Maker
« Reply #23 on: September 15, 2015, 02:31:07 am »
0

Can you have the cannons shoot other cannons and use exponential growth to destroy the game?

I believe bullet bill launchers/cannons/pipes/lakitu can release the majority of temporary things, but can't release each other, bowser and perhaps one or two other things.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: Mario Maker
« Reply #24 on: September 15, 2015, 02:43:32 am »
0

OK, remember everything I said about the disappointments? Well forget all that. This game lets you make a cannon that flies around in a cloud, only instead of firing bullets, it fires fish.

Is the ammunition customizable?  Could you make a cannon that fires power-ups for some reason?  Could you put that among other flying cannons that rain death upon you to make some sort of bullet hell mini-game where you have to collect power-ups without dying?

Yes to all that.

Can you make a cannon that fires chain chomps which remain attached to the cannon, such that it becomes a flying, writhing medusa head?
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Drab Emordnilap

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Re: Mario Maker
« Reply #25 on: September 15, 2015, 04:31:12 am »
+2


Can you make a cannon that fires chain chomps which remain attached to the cannon, such that it becomes a flying, writhing medusa head?

Firing Chain Chomps shoots them loose; the chain won't be attached to anything.
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Re: Mario Maker
« Reply #26 on: September 15, 2015, 12:06:51 pm »
0


Can you make a cannon that fires chain chomps which remain attached to the cannon, such that it becomes a flying, writhing medusa head?

Firing Chain Chomps shoots them loose; the chain won't be attached to anything.

 :'(
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Re: Mario Maker
« Reply #27 on: September 15, 2015, 02:37:00 pm »
0

Man, making a level that really feels Mario-like is tough. I'm only halfway done with my first level, and even after I'm "finished" it's going to need more polish. I really, really wish there were a way to add checkpoints.
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Drab Emordnilap

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Re: Mario Maker
« Reply #28 on: September 15, 2015, 02:41:07 pm »
0

Man, making a level that really feels Mario-like is tough. I'm only halfway done with my first level, and even after I'm "finished" it's going to need more polish. I really, really wish there were a way to add checkpoints.

Best thing I've figured out is pipes that emit mushrooms, that the player can return to if they take a hit, and avoiding using death pits (because those ignore your checkpoints).

I wish it was easier to get feedback on unfinished levels, too. I want to talk about what I'm working on, but short of buying a capture card it's hard to do that online.
« Last Edit: September 15, 2015, 02:50:39 pm by Drab Emordnilap »
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Re: Mario Maker
« Reply #29 on: September 15, 2015, 04:00:32 pm »
0

Man, making a level that really feels Mario-like is tough. I'm only halfway done with my first level, and even after I'm "finished" it's going to need more polish. I really, really wish there were a way to add checkpoints.

Best thing I've figured out is pipes that emit mushrooms, that the player can return to if they take a hit, and avoiding using death pits (because those ignore your checkpoints).

Well, that's certainly one way to solve the issue. I would still like players to be able to die in the level, though.

What mushroom (and other power-up) pipes are really good for is guaranteeing that you always have x ability, which enables you to build levels that require x ability. That's what I mean by gimmicky levels, though. In any real Mario game, you can beat any level as small Mario if you're skilled enough. Probably I'll warm to the idea eventually, but for now it seems wrong somehow.
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Re: Mario Maker
« Reply #30 on: September 15, 2015, 05:09:16 pm »
+1

Man, making a level that really feels Mario-like is tough. I'm only halfway done with my first level, and even after I'm "finished" it's going to need more polish. I really, really wish there were a way to add checkpoints.

Best thing I've figured out is pipes that emit mushrooms, that the player can return to if they take a hit, and avoiding using death pits (because those ignore your checkpoints).

Well, that's certainly one way to solve the issue. I would still like players to be able to die in the level, though.

What mushroom (and other power-up) pipes are really good for is guaranteeing that you always have x ability, which enables you to build levels that require x ability. That's what I mean by gimmicky levels, though. In any real Mario game, you can beat any level as small Mario if you're skilled enough. Probably I'll warm to the idea eventually, but for now it seems wrong somehow.
I guess you could try to make a Super Mario Bros 3 level since those don't have checkpoints.
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Re: Mario Maker
« Reply #31 on: September 15, 2015, 05:21:40 pm »
0

Man, making a level that really feels Mario-like is tough. I'm only halfway done with my first level, and even after I'm "finished" it's going to need more polish. I really, really wish there were a way to add checkpoints.

Best thing I've figured out is pipes that emit mushrooms, that the player can return to if they take a hit, and avoiding using death pits (because those ignore your checkpoints).

Well, that's certainly one way to solve the issue. I would still like players to be able to die in the level, though.

What mushroom (and other power-up) pipes are really good for is guaranteeing that you always have x ability, which enables you to build levels that require x ability. That's what I mean by gimmicky levels, though. In any real Mario game, you can beat any level as small Mario if you're skilled enough. Probably I'll warm to the idea eventually, but for now it seems wrong somehow.
I guess you could try to make a Super Mario Bros 3 level since those don't have checkpoints.

They don't? Man, I think you're right. Huh. I never noticed that.
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Re: Mario Maker
« Reply #32 on: September 15, 2015, 05:36:00 pm »
+1

In any real Mario game, you can beat any level as small Mario if you're skilled enough. Probably I'll warm to the idea eventually, but for now it seems wrong somehow.

This isn't true in Super Mario World at least. The speed run category for "small Mario only" has a set of exits / levels that simply can't be done.
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Re: Mario Maker
« Reply #33 on: September 15, 2015, 05:46:39 pm »
0

In any real Mario game, you can beat any level as small Mario if you're skilled enough. Probably I'll warm to the idea eventually, but for now it seems wrong somehow.

This isn't true in Super Mario World at least. The speed run category for "small Mario only" has a set of exits / levels that simply can't be done.

Well shut my mouth. I had no idea. I'll have to replay through Super Mario World to see which levels are like that.
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Re: Mario Maker
« Reply #34 on: September 15, 2015, 05:53:51 pm »
0

In any real Mario game, you can beat any level as small Mario if you're skilled enough. Probably I'll warm to the idea eventually, but for now it seems wrong somehow.

This isn't true in Super Mario World at least. The speed run category for "small Mario only" has a set of exits / levels that simply can't be done.

Well shut my mouth. I had no idea. I'll have to replay through Super Mario World to see which levels are like that.

According to this, the run completes 86/96 exits. It's "no powerups", which includes no Yoshi and no switch palaces either.
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Re: Mario Maker
« Reply #35 on: September 15, 2015, 06:09:50 pm »
0

Is it for Wii U only or?
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Re: Mario Maker
« Reply #36 on: September 15, 2015, 07:05:35 pm »
0

Is it for Wii U only or?

Yes, Wii U only.
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Re: Mario Maker
« Reply #37 on: September 15, 2015, 07:15:43 pm »
+4

According to this, the run completes 86/96 exits. It's "no powerups", which includes no Yoshi and no switch palaces either.

For the curious, the 10 exits that aren't made in this run:

The 4 Switch Palaces, which are completable as Small Mario, but are counted as "Powerups" and so are skipped

The secret exit to the first Ghost House (requires flying with the cape), which leads to a bonus level

The secret exit to Cheese Bridge Area (requires either the cape or Yoshi to go underneath the main exit), which leads to Soda Lake

The exit to Soda Lake, which you can't get to because of the previous item

Both exits from Star World 1 (filled entirely with blocks you have to break by spin-jumping on them). A Mushroom is provided at the start.

The secret exit to Valley of Bowser 4 (requires using Yoshi to collect an item through an unbreakable wall with his tongue), which leads to one of the entrances to the Star Road bonus levels


Notably, none of these are on the "main path" through the game; almost all of them lead to "bonus" content of one form or another.
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Re: Mario Maker
« Reply #38 on: September 15, 2015, 07:19:27 pm »
+1

Yeah I almost made a post saying that providing items for part of a level is ok in Mario if it's for a secret part of a level.  I decided not to post it since LastFootnote would already know that and feel insulted.

I guess maybe I should have contributed.
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Re: Mario Maker
« Reply #39 on: September 15, 2015, 08:40:45 pm »
0

New question -- to what can you attach Chain Chomps?  Could you leash it to a Cheep Cheep?  Could you link a bunch together into a Chain Chomp Centipede?  Could you attach them all to a flying cannon to make a flying Chain Chomp Medusa head (that, sadly, does not continue to grow hair)?
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Re: Mario Maker
« Reply #40 on: September 15, 2015, 09:18:48 pm »
+8

New question -- to what can you attach Chain Chomps?  Could you leash it to a Cheep Cheep?  Could you link a bunch together into a Chain Chomp Centipede?  Could you attach them all to a flying cannon to make a flying Chain Chomp Medusa head (that, sadly, does not continue to grow hair)?

I made you a video.


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Re: Mario Maker
« Reply #41 on: September 15, 2015, 09:35:13 pm »
0

Looks like you can't attach them to each other then?  And you can't attach multiple to the same point?  Still, pretty great.  I feel that Chain Chomps attached to Boos would make for some great fun.
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Re: Mario Maker
« Reply #42 on: September 16, 2015, 12:10:39 am »
+1

First level uploaded.

Super Spinies: 8F29-0000-0040-2DD1

My goal was to make a level that you might see in a Mario game. The theme is giant Spinies. There are secrets to be found; some are obvious and some are less obvious. Feedback is very welcome!
« Last Edit: September 16, 2015, 12:20:04 am by LastFootnote »
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Re: Mario Maker
« Reply #43 on: September 16, 2015, 01:50:31 am »
+1

First level uploaded.

Super Spinies: 8F29-0000-0040-2DD1

My goal was to make a level that you might see in a Mario game. The theme is giant Spinies. There are secrets to be found; some are obvious and some are less obvious. Feedback is very welcome!

Neat level! It feels more like a Mario level than most I've played so far. I found the pipe to the Fire Flower where you have to crouch underneath them, but no other secrets so far.
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Re: Mario Maker
« Reply #44 on: September 16, 2015, 09:22:26 am »
0

Those level codes seems surprisingly short for holding the information for a whole level.

I mean they definitely aren't giving you guys enough access to tweaking physics variables and modifying the childhood experiences of each individual Koopa and stuff.

EDIT: OH duh they must be codes to go look at the level where it has been uploaded.  In that case they are surprisingly long, how many levels will there be?
« Last Edit: September 16, 2015, 09:23:42 am by popsofctown »
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Re: Mario Maker
« Reply #45 on: September 16, 2015, 02:19:16 pm »
0

First level uploaded.

Super Spinies: 8F29-0000-0040-2DD1

My goal was to make a level that you might see in a Mario game. The theme is giant Spinies. There are secrets to be found; some are obvious and some are less obvious. Feedback is very welcome!

Neat level! It feels more like a Mario level than most I've played so far. I found the pipe to the Fire Flower where you have to crouch underneath them, but no other secrets so far.

Well "secrets" is a relative term. There is one other underground area that's very easy to access and there are two invisible blocks in the overworld area.

Also I forgot to say this earlier: in case some folks aren't aware, you can use the ZL button (left trigger) to spin jump on Spinies without injury. That's not necessary to beat the level, but it does help.
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Re: Mario Maker
« Reply #46 on: September 16, 2015, 02:19:50 pm »
0

Yeah I almost made a post saying that providing items for part of a level is ok in Mario if it's for a secret part of a level.  I decided not to post it since LastFootnote would already know that and feel insulted.

I do not feel insulted! And I agree with you that it's OK (and even desirable) to need power-ups in order to access some secret areas.
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Re: Mario Maker
« Reply #47 on: September 16, 2015, 02:40:34 pm »
+1

Those level codes seems surprisingly short for holding the information for a whole level.

I mean they definitely aren't giving you guys enough access to tweaking physics variables and modifying the childhood experiences of each individual Koopa and stuff.

EDIT: OH duh they must be codes to go look at the level where it has been uploaded.  In that case they are surprisingly long, how many levels will there be?

I read that right now around 135,000 courses are being uploaded per day. Don't know if that's true or not, but assuming it hovers at around, say, 50K per day on average, perhaps 20 million in a year's time?

Also it's worth noting that of the 16 digit codes, right now four of those digits seem to be always zero, so the codes are kinda not as long as they first look.
« Last Edit: September 16, 2015, 02:43:41 pm by Tables »
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Re: Mario Maker
« Reply #48 on: September 16, 2015, 03:03:23 pm »
0

Also it's worth noting that of the 16 digit codes, right now four of those digits seem to be always zero, so the codes are kinda not as long as they first look.

Six of them, actually! I have yet to see a code where the 9th and 10th digits weren't also zeros.
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Re: Mario Maker
« Reply #49 on: September 16, 2015, 03:30:43 pm »
+3

Those level codes seems surprisingly short for holding the information for a whole level.

I mean they definitely aren't giving you guys enough access to tweaking physics variables and modifying the childhood experiences of each individual Koopa and stuff.

EDIT: OH duh they must be codes to go look at the level where it has been uploaded.  In that case they are surprisingly long, how many levels will there be?

I read that right now around 135,000 courses are being uploaded per day. Don't know if that's true or not, but assuming it hovers at around, say, 50K per day on average, perhaps 20 million in a year's time?

Also it's worth noting that of the 16 digit codes, right now four of those digits seem to be always zero, so the codes are kinda not as long as they first look.
If it's a hundred million a year, then we have 180 billion years until the 18 quintilion possible codes indexed by a 16 character hex code are exhausted.

At that time, Nintendo will probably be giving us E3 sneak peaks of a game system sequel to the Wii U with similar specs to the old one but with a brand new way of controlling the game and we will be so excited we will stop making Mario levels until Mario Maker 2 comes out and we make the Mario levels with Playdough.

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Re: Mario Maker
« Reply #50 on: September 16, 2015, 04:57:26 pm »
0

Those level codes seems surprisingly short for holding the information for a whole level.

I mean they definitely aren't giving you guys enough access to tweaking physics variables and modifying the childhood experiences of each individual Koopa and stuff.

EDIT: OH duh they must be codes to go look at the level where it has been uploaded.  In that case they are surprisingly long, how many levels will there be?

I read that right now around 135,000 courses are being uploaded per day. Don't know if that's true or not, but assuming it hovers at around, say, 50K per day on average, perhaps 20 million in a year's time?

Also it's worth noting that of the 16 digit codes, right now four of those digits seem to be always zero, so the codes are kinda not as long as they first look.
If it's a hundred million a year, then we have 180 billion years until the 18 quintilion possible codes indexed by a 16 character hex code are exhausted.

At that time, Nintendo will probably be giving us E3 sneak peaks of a game system sequel to the Wii U with similar specs to the old one but with a brand new way of controlling the game and we will be so excited we will stop making Mario levels until Mario Maker 2 comes out and we make the Mario levels with Playdough.

This. Also, levels apparently expire after a while, making it possible—although probably not advisable—to reuse codes.
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Re: Mario Maker
« Reply #51 on: September 16, 2015, 08:59:31 pm »
0

Did you know you can follow course makers? You can! Just touch their portrait and then touch the heart icon in the upper right to follow them.

Anyhow, Drab, I just played "Don't Lose The Cannon!" I think I almost finished it. It's got a lot of great ideas, but the whole package is just too difficult. After dying against Bowser I didn't have the patience to start all over again. Mind you this was my 12th attempt or so. I think it really needs to be two courses.
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Re: Mario Maker
« Reply #52 on: September 16, 2015, 11:22:22 pm »
0

Yeah, that's the rub -- even with faux checkpoints, if you do die it's so punishing.

And yeah, the Bowser fight is the last part.
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Re: Mario Maker
« Reply #53 on: September 19, 2015, 01:00:46 am »
+2

I uploaded a new level.

Your Eternal Reward
2828-0000-004D-F565


It's... not as friendly as I envisioned it. But it is what it is.
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Re: Mario Maker
« Reply #54 on: September 19, 2015, 01:21:24 am »
0

I uploaded a new level.

Your Eternal Reward
2828-0000-004D-F565


It's... not as friendly as I envisioned it. But it is what it is.

Man, you posted this just as I stopped playing. I'll check it out tomorrow evening at the latest.

I've just started designing my second level: Chomp Caverns. There are some neat things you can do with chain chomps, but I'm going to do my best to keep the difficulty manageable.
« Last Edit: September 19, 2015, 01:22:52 am by LastFootnote »
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Re: Mario Maker
« Reply #55 on: September 20, 2015, 03:20:11 pm »
+1

Chomp Caverns: B929-0000-0058-B6EF

Another traditional-style Mario level. Medium-Hard difficulty. Lots of goodies to find!
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Re: Mario Maker
« Reply #56 on: September 22, 2015, 04:33:22 pm »
0

Do you have to beat your level to upload it?
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Re: Mario Maker
« Reply #57 on: September 22, 2015, 05:02:26 pm »
0

Do you have to beat your level to upload it?

Yes.
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Re: Mario Maker
« Reply #58 on: September 22, 2015, 05:17:11 pm »
0

Oh, this is relevant here:

http://forum.dominionstrategy.com/index.php?topic=11642.msg526312#msg526312

The links eventually lead to the source.
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Re: Mario Maker
« Reply #59 on: September 22, 2015, 05:43:44 pm »
0

Oh, this is relevant here:

http://forum.dominionstrategy.com/index.php?topic=11642.msg526312#msg526312

The links eventually lead to the source.

The designer is putting videos on Youtube too.  Here's another:

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Re: Mario Maker
« Reply #60 on: September 22, 2015, 05:46:35 pm »
0

Premise appears to be impossible precision in timing.
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Re: Mario Maker
« Reply #61 on: September 23, 2015, 05:52:58 pm »
+2

So I did it. I bought the game. Haven't had much time playing it yet, about halfway through making my first course, which I've tentatively named Goomba Lair. Hopefully it'll be not entirely terrible.

Will be sure to give courses here a go after I've played a little more.
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Re: Mario Maker
« Reply #62 on: September 24, 2015, 12:50:48 pm »
+3

Okay, Goomba Lair: F7F9-0000-0069-35B0. Version 2: 246F-0000-0069-C928. It's my first course, uses nothing but the intial set of items, and any feedback would be nice (provided it isn't Joseph2302 saying "it sucks" and nothing else)
« Last Edit: September 24, 2015, 05:22:46 pm by Tables »
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Re: Mario Maker
« Reply #63 on: September 24, 2015, 01:08:56 pm »
+4

it sucks
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Re: Mario Maker
« Reply #64 on: September 24, 2015, 03:27:18 pm »
0

Okay, Goomba Lair: F7F9-0000-0069-35B0. It's my first course, uses nothing but the intial set of items, and any feedback would be nice (provided it isn't Joseph2302 saying "it sucks" and nothing else)

It's certainly pretty darn good for a level that only uses the initial set of items.

Originally I was going to wait the full 9 days for everything to unlock, but I wasn't interested in creating a level without invisible blocks (day 6) or sub-areas (day 9) that I could use for secret bonus items and areas.

To unlock everything faster, first make sure you've used all the parts you have available at least once (none of them should have a red exclamation mark by them). After about 5 minutes of doing stuff in the editor, the game will pop up a dialog and tell you that a new shipment of stuff is on the way. When this happens, fill your entire course with blocks, preferably using the copy/paste tool (L to select an area of blocks; ZL to copy them). Eventually the game will tell you that your stuff came earlier than expected.

Repeat the instructions of the previous paragraph until you've unlocked everything (the game will tell you when this has happened).
« Last Edit: September 24, 2015, 03:30:54 pm by LastFootnote »
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Re: Mario Maker
« Reply #65 on: September 24, 2015, 04:24:30 pm »
0

Okay, Goomba Lair: F7F9-0000-0069-35B0. It's my first course, uses nothing but the intial set of items, and any feedback would be nice (provided it isn't Joseph2302 saying "it sucks" and nothing else)

It's pretty good! There's a couple parts that seem quite difficult to pass without taking damage, but overall it's especially good for just using the basic items.
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Re: Mario Maker
« Reply #66 on: September 24, 2015, 04:31:59 pm »
+1

It's certainly pretty darn good for a level that only uses the initial set of items.

It's pretty good! There's a couple parts that seem quite difficult to pass without taking damage, but overall it's especially good for just using the basic items.

Thanks :). There's one or two bits that I'm still interested in making a few minor changes to (the penultimate jump in the final staircase is really hard, and I feel like the course ramps up a little bit too fast in the middle) but otherwise, I was quite pleased with how it turned out.

Oh, and just to mention, did either of you find the hidden area to the top left? Without one up mushrooms to add, I had to improvise a little on the reward, but, you know... maybe it's even better this way anyway.

it sucks

Thanks for the feedback. It's advice like this that really lets me know there's still work to be done, especially since you aren't Joseph.
« Last Edit: September 24, 2015, 04:33:49 pm by Tables »
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Re: Mario Maker
« Reply #67 on: September 24, 2015, 04:36:01 pm »
0

I don't really like making Mario levels, I just like playing them.  I'm thinking I should wait 3 years until the actual best creations are consolidated and identified and conveniently available before picking this up.
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Re: Mario Maker
« Reply #68 on: September 24, 2015, 05:22:23 pm »
0

After looking at the feedback people have given, I've updated Goomba Lair. New code is 246F-0000-0069-C928
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Re: Mario Maker
« Reply #69 on: September 24, 2015, 05:24:53 pm »
+1

It's certainly pretty darn good for a level that only uses the initial set of items.

It's pretty good! There's a couple parts that seem quite difficult to pass without taking damage, but overall it's especially good for just using the basic items.

Thanks :). There's one or two bits that I'm still interested in making a few minor changes to (the penultimate jump in the final staircase is really hard, and I feel like the course ramps up a little bit too fast in the middle) but otherwise, I was quite pleased with how it turned out.

Oh, and just to mention, did either of you find the hidden area to the top left? Without one up mushrooms to add, I had to improvise a little on the reward, but, you know... maybe it's even better this way anyway.

it sucks

Thanks for the feedback. It's advice like this that really lets me know there's still work to be done, especially since you aren't Joseph.

I did. I may or may not have hit myself with the Koopa.
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Re: Mario Maker
« Reply #70 on: September 24, 2015, 05:36:50 pm »
0

After looking at the feedback people have given, I've updated Goomba Lair. New code is 246F-0000-0069-C928
Glad I could help.
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Re: Mario Maker
« Reply #71 on: September 24, 2015, 05:42:35 pm »
0

After looking at the feedback people have given, I've updated Goomba Lair. New code is 246F-0000-0069-C928
Glad I could help.

What's your new opinion? it sucks I guess

Also once I have some spare time (likely Saturday) I plan to play through all the courses people have uploaded, and will give my thoughts on them then.
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Re: Mario Maker
« Reply #72 on: September 24, 2015, 05:47:44 pm »
0

After looking at the feedback people have given, I've updated Goomba Lair. New code is 246F-0000-0069-C928
Glad I could help.

What's your new opinion?

Uh, I don't think you should take Watno seriously. When I played it, Drab was the only other person who had done so, yet that was after Watno posted "It sucks".
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Re: Mario Maker
« Reply #73 on: September 24, 2015, 07:16:52 pm »
0

I picked this up yesterday, and managed to die on some fairly straightforward courses so I don't think I'll be trying any of the Dark Souls-style ones any time soon. I'll try to remember to grab some level codes from here for future reference.
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Re: Mario Maker
« Reply #74 on: September 24, 2015, 09:41:56 pm »
0



This is a cool concept: don't jump. 

If you want to try it yourself: A95A-0000-003F-181F
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Re: Mario Maker
« Reply #75 on: September 24, 2015, 09:55:35 pm »
0

There's a littlemac skin available in mario maker?
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Re: Mario Maker
« Reply #76 on: September 24, 2015, 10:03:29 pm »
0

There's a littlemac skin available in mario maker?

Yeah, every Amiibo has a skin.
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Re: Mario Maker
« Reply #77 on: September 24, 2015, 10:25:58 pm »
0



A metroid-style level.

692B-0000-0030-EAEC
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Re: Mario Maker
« Reply #78 on: September 25, 2015, 10:26:27 pm »
0



A metroid-style level.

692B-0000-0030-EAEC

Is this one your level, or someone else's?
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Re: Mario Maker
« Reply #79 on: September 26, 2015, 12:19:03 am »
0

I don't have a Wii U!  Just sharing interesting videos I found. :)

Here's a non-SMM video I found that might be old hat to some:



The level was made by the same guy who made Bomb Voyage and those other inhuman-timing levels.
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Re: Mario Maker
« Reply #80 on: September 26, 2015, 12:39:41 am »
+1

Finally finished my third stage.

Flying Fish: DEAC-0000-006E-8BBE

It's a athletic-style level with a slow autoscroll. The primary theme is Cheep Cheeps with wings. Cheep Cheeps don't interact with much in Mario Maker—you can't make something ride around on them, for instance—so it was tough thinking of interesting things to do. Anyway, I think the result is worth a play or two. There's a choice between the low road (through a short underwater sub-area) and the high road (bouncing off Cheep Cheeps) near the middle of the stage.
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Re: Mario Maker
« Reply #81 on: September 26, 2015, 01:08:48 am »
0

I'd love it if you guys posted videos of your stages so I could see them. :)
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Re: Mario Maker
« Reply #82 on: September 26, 2015, 02:17:18 am »
0

I'd love it if you guys posted videos of your stages so I could see them. :)

Sadly it's much harder to do than it would be if it were a PC game. Unless all you want is shaky cellphone footage. :p
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Re: Mario Maker
« Reply #83 on: September 26, 2015, 06:11:58 am »
+2

I played them all!

Super Spinies: I liked it, it did feel like a natural Mario level. Only thing I disliked was the mushroom at the start is a little tricky to grab if you aren't expecting it due to the holes right ahead of it.

Chomp Caverns: I played it twice. The stars make it pretty easy I would say, but whatever. Played it twice, it's a bit harder without the stars.

Careful Coin Collection: Pretty easy but a really nice idea.

Platform Gauntlet: Pretty tough course but pretty fun. Took me a few tries to get through. Found all three 1-ups as well (One's near the start, one is in plain sight in the middle, one is in the block at the end))

Don't Lose That Cannon!: Really cool idea, and executed pretty well too. There were one or two frustrating parts (the bit after the first pipe is overly spammy on enemies, I would say, and I got squished by the cannon against a wall once in the first area which is pretty annoying). But it was a fun level. Sadly almost ran out of time at the end.

Waluigi's Eternal Reward: I... don't get the name, but this is a fun challenge. Reminds me of the P-switch challenge Nintendo's YT showed off about two months or so ago (the one made by the speedrunner IIRC). Much less brutal than their version though, which is good.
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Re: Mario Maker
« Reply #84 on: September 28, 2015, 03:11:24 am »
+1

New level. "Lemmings". I think you can guess the idea.

B733-0000-0079-182E
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Re: Mario Maker
« Reply #85 on: September 28, 2015, 06:36:53 pm »
+1

I don't know how much you guys like throwing things at your TV, but in case it's a lot, I made some levels for you:

Wall Jumps: E1C9-0000-007A-CC92
Spinning Saws: B603-0000-007A-CDB9

This one is just a silly idea I had, if you didn't like those two because they were unreasonably hard, you still might like this one:

Race the Spiny: B87F-0000-007A-CFC4

I also just got around to playing everyone's levels.  There were some good ideas there!  Some random comments:

Chomp Caverns: I assume at the end, you wanted the platforms to start at the vertices of the triangle or something like that.  Unfortunately, it’s hard to make several objects move on the same track the way you want them to, because it’s based on when they’re loaded on the screen.  For me two of the platforms were basically overlapping and it looked weird.

Careful Coin Collection: The idea behind this level is really clever and I really like it.

Platform Gauntlet: I like this one too, my only complaint is that the ending gets too chaotic.

Your Eternal Reward: This is a cool idea too, and really hard.  I think I like it a lot.  I’m confused by the ending, though.  There’s a path for you to go up to the left, then back to the right, and hit the switch and go down to the flagpole, so it looks like that’s what you’re supposed to do.  But you can also just go all the way to the right (along the “lower” path, above the row of switches), press the switch at the end and jump to the flagpole.  I did this because I noticed the regular ground there and thought I was supposed to do that to land on the ground, but when I hit the switch and jumped the flagpole appeared and I accidentally grabbed it and won.  Is that intentional?  And what is the door for?
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Re: Mario Maker
« Reply #86 on: September 28, 2015, 07:11:33 pm »
+1

Your Eternal Reward: This is a cool idea too, and really hard.  I think I like it a lot.  I’m confused by the ending, though.  There’s a path for you to go up to the left, then back to the right, and hit the switch and go down to the flagpole, so it looks like that’s what you’re supposed to do.  But you can also just go all the way to the right (along the “lower” path, above the row of switches), press the switch at the end and jump to the flagpole.  I did this because I noticed the regular ground there and thought I was supposed to do that to land on the ground, but when I hit the switch and jumped the flagpole appeared and I accidentally grabbed it and won.  Is that intentional?  And what is the door for?

Yeah, I didn't consider that you could do that; the intended route is to go up and to the right, and fall straight down to the flagpole. The regular ground isn't editable, it's built in to the flagpole, sadly.

The door at the start shows you the end, where you're supposed to hit the P-Switch to finish the level. I wanted to make that P Switch as distinct as possible to ensure that people would recognize that yes, you're supposed to hit that one.

I also made an easier version of the level (Waluigi's Eternal Reward) with some of the P Switches moved/removed, since the clear rate was so low on the original version. But I'm glad you liked it!
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Re: Mario Maker
« Reply #87 on: October 01, 2015, 12:58:52 pm »
0

Why did I even do this? It was an idea I had before the game even came out, and wanted to try and make it work. I kinda succeeded. Sadly Bowser doesn't move quite like I'd hoped, so some bits can be frustrating because of AI.

Bowser Escort Mission: 4C57-0000-0081-CBAE
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Re: Mario Maker
« Reply #88 on: October 01, 2015, 03:21:41 pm »
+2

Why did I even do this? It was an idea I had before the game even came out, and wanted to try and make it work. I kinda succeeded. Sadly Bowser doesn't move quite like I'd hoped, so some bits can be frustrating because of AI.

Bowser Escort Mission: 4C57-0000-0081-CBAE
Bowser did just what I wanted in mine, but then he was pretty constrained. I don't remember the numbers but there's a way to find it, which is to say LF played it, so if he played yours you can click on him and follow the trail.
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Re: Mario Maker
« Reply #89 on: October 07, 2015, 01:37:19 pm »
0

So this guy found(?) a glitch where you can overlap two blocks, and have a note block that looks like ground until you touch it, for instance.

http://www.twitch.tv/linkums
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Re: Mario Maker
« Reply #90 on: October 07, 2015, 02:45:08 pm »
0

So this guy found(?) a glitch where you can overlap two blocks, and have a note block that looks like ground until you touch it, for instance.

http://www.twitch.tv/linkums

How do you do it?
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Re: Mario Maker
« Reply #91 on: October 07, 2015, 04:03:17 pm »
+1

So this guy found(?) a glitch where you can overlap two blocks, and have a note block that looks like ground until you touch it, for instance.

http://www.twitch.tv/linkums

How do you do it?

Place two different solid blocks (Solid, Ice, Note, ?, Hidden, Brick). Place a short section of track. Attach one block to the track. Pick up the track (and block attached to it), and overlay the two blocks. Select the track tool, and delete the track by drawing over it (NOT using the delete tool).

Here's a level I made showing it off.

7762-0000-0094-898C
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Re: Mario Maker
« Reply #92 on: October 07, 2015, 04:34:49 pm »
+1

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Re: Mario Maker
« Reply #93 on: October 07, 2015, 06:40:39 pm »
+1

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Re: Mario Maker
« Reply #94 on: October 09, 2015, 01:19:39 am »
+1

Memory Maze
EE7B-0000-0097-586F
Everyone likes mazes, right? I hope you have a good memory...
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Re: Mario Maker
« Reply #95 on: October 12, 2015, 02:47:35 pm »
+1

Bullet Bill Blaster Surprise: 1918-0000-00A3-FB92

What's inside the Bullet Bill Blaster? I can't wait to find out! Unless it's Magikoopas. Then I'm happy to wait to find out. This course is similar in style to my first course (Goomba Lair), with a single main theme being explored (hey what can I do with Bullet Bill Blasters), but hopefully a few interesting secrets, challenges and the like.
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Re: Mario Maker
« Reply #96 on: October 27, 2015, 12:46:22 pm »
+5

New update! Checkpoints! Scaling powerups!

November 4th!
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Re: Mario Maker
« Reply #97 on: October 27, 2015, 03:15:42 pm »
0

New update! Checkpoints! Scaling powerups!

November 4th!

Man, I am looking forward to this. I wish those two features had been included from the start, but better late than never I guess.
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Re: Mario Maker
« Reply #98 on: October 27, 2015, 05:08:42 pm »
+1

Not included: Slopes. You know, like the ones found in the Super Mario Maker course in Smash Bros?
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Re: Mario Maker
« Reply #99 on: October 27, 2015, 05:59:31 pm »
+1

Not included: Slopes. You know, like the ones found in the Super Mario Maker course in Smash Bros?

I think people underestimate how complicated slopes are. I mean, not impossible, but there's a lot of interactions to program and error check; slopes have always been one of the glitchiest types of terrain even in normal Mario games.
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Re: Mario Maker
« Reply #100 on: October 28, 2015, 12:22:38 pm »
0

I want not only slopes, but slopes that you can use to exploit glitches and pass into walls.

Also, what are scaling powerups?
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Re: Mario Maker
« Reply #101 on: October 28, 2015, 12:32:05 pm »
0

Also, what are scaling powerups?

You can make it so that, if you're small, a block contains a mushroom, but if you're already big, it contains another power-up. The trailer shows it working with a Fire Flower, but hopefully it works with the MysteryShroom/Leaf/Cape/PropellerShroom too.
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Re: Mario Maker
« Reply #102 on: October 28, 2015, 11:09:38 pm »
0

Also, what are scaling powerups?

You can make it so that, if you're small, a block contains a mushroom, but if you're already big, it contains another power-up. The trailer shows it working with a Fire Flower, but hopefully it works with the MysteryShroom/Leaf/Cape/PropellerShroom too.

MysteryShroom makes you turn tiny when you get hit, though, so I'm not sure if it would be a good idea to go from Mushroom to MysteryShroom.  The only difference (most of the time) is that with a MysteryShroom your hitbox is smaller.
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Re: Mario Maker
« Reply #103 on: October 29, 2015, 08:58:31 pm »
+1

I got the itch just now to make something. Two or three hours later and we have Bowser Jr's Mole Armada: 3D8D-0000-00C9-F3C8

I expect this will be fairly easy for most people here (I've aimed for easier difficulty than my last two levels), although there's a few places you might get hit or fall, so you could still die if you're not careful.
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Re: Mario Maker
« Reply #104 on: November 04, 2015, 05:50:22 pm »
0

My mind just got blown.

My brother was playing a Mario World airship level, and I said, "It's interesting how they just used a couple songs for all of the music for that game.  There's the overworld song which is used in the athletic theme, underwater, and underground, while there's the castle theme, which is used for the...

Wait...

They're the same song as well!
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Re: Mario Maker
« Reply #105 on: November 12, 2015, 09:02:38 pm »
+1

Half-Minute Hero
F6F3-0000-00E6-62B8
There's no way you can beat this level in 30 seconds. But maybe you can make some progress?
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Re: Mario Maker
« Reply #106 on: November 22, 2015, 12:34:26 pm »
0

All of my courses have been updated! I'd be happy for any feedback or thoughts on the new courses.

Goomba Lair (V3): 7902-0000-00F7-0B0C

Bill Blaster Surprise (V2): E8A0-0000-00F4-B808

Bowser Escort Mission (V2): 67C4-0000-00F4-AF13

Bowser Jr's Rocky Armada: D8E3-0000-00F4-A783
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Re: Mario Maker
« Reply #107 on: December 22, 2015, 11:59:09 am »
+1

I am sad that turtles don't bounce off of the new bouncy thing. They just fall through it.
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Re: Mario Maker
« Reply #108 on: December 22, 2015, 03:39:47 pm »
0

I am sad that turtles don't bounce off of the new bouncy thing. They just fall through it.

I'm sad that they haven't added more new stuff yet. I mean there's a whole empty row left in the palette, which is potentially 12 new things. And of course there's obvious directions to go with the existing things. Hammer Bros + shaking = Boomerang Bros. Hammer Bros + Fire Flower = Fire Bros. In fact I'm kind of surprised they didn't do the "drag a Fire Flower onto it" thing with Piranha Plants and the clown car, among other things.

I guess you can argue that the stuff they have covers a lot of bases, functionally. A lot of missing enemies are similar to ones they have.
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Re: Mario Maker
« Reply #109 on: December 23, 2015, 01:04:41 am »
0

I'm sad that they haven't added more new stuff yet. I mean there's a whole empty row left in the palette, which is potentially 12 new things. And of course there's obvious directions to go with the existing things. Hammer Bros + shaking = Boomerang Bros. Hammer Bros + Fire Flower = Fire Bros. In fact I'm kind of surprised they didn't do the "drag a Fire Flower onto it" thing with Piranha Plants and the clown car, among other things.

I guess you can argue that the stuff they have covers a lot of bases, functionally. A lot of missing enemies are similar to ones they have.
I have been expecting that they'll have DLC that adds desert and ice levels, with new objects and monsters that match. The game is a hit so of course they should have DLC (requiring the DLC to make but not to play), and that's the obvious thing to do. I don't think there's a shortage of good stuff to do for at least one expansion (provided it can all be stuff the original game didn't have). I feel like the two little updates are just there to keep up interest in the interim. But uh, with turtles just falling through the bouncy thing, I dunno, it seems like their hearts aren't in it.
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Re: Mario Maker
« Reply #110 on: December 23, 2015, 08:07:24 am »
+1

I am sad that turtles don't bounce off of the new bouncy thing. They just fall through it.

I'm sad that they haven't added more new stuff yet. I mean there's a whole empty row left in the palette, which is potentially 12 new things. And of course there's obvious directions to go with the existing things. Hammer Bros + shaking = Boomerang Bros. Hammer Bros + Fire Flower = Fire Bros. In fact I'm kind of surprised they didn't do the "drag a Fire Flower onto it" thing with Piranha Plants and the clown car, among other things.

I guess you can argue that the stuff they have covers a lot of bases, functionally. A lot of missing enemies are similar to ones they have.

The empty row in the palette is a shortcut row; you can drag other things to it to have a "favorite" tool list.
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Re: Mario Maker
« Reply #111 on: December 23, 2015, 08:09:14 am »
+1

Also, the new bumpers fill a niche specifically because turtles fall through them -- previously there was no object that passed every non-Mario entity through, but rejected Mario.

Plus, the Bumper is mostly a re skinned Grinder, which also didn't interact with enemies at all.
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Re: Mario Maker
« Reply #112 on: December 23, 2015, 09:13:11 am »
0

I am sad that turtles don't bounce off of the new bouncy thing. They just fall through it.

I'm sad that they haven't added more new stuff yet. I mean there's a whole empty row left in the palette, which is potentially 12 new things. And of course there's obvious directions to go with the existing things. Hammer Bros + shaking = Boomerang Bros. Hammer Bros + Fire Flower = Fire Bros. In fact I'm kind of surprised they didn't do the "drag a Fire Flower onto it" thing with Piranha Plants and the clown car, among other things.

I guess you can argue that the stuff they have covers a lot of bases, functionally. A lot of missing enemies are similar to ones they have.

The empty row in the palette is a shortcut row; you can drag other things to it to have a "favorite" tool list.

Yes, but that's nonsense because you can drag anything anywhere in the palette.
« Last Edit: December 23, 2015, 10:26:42 am by LastFootnote »
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Re: Mario Maker
« Reply #113 on: December 23, 2015, 09:08:13 pm »
0

Also, the new bumpers fill a niche specifically because turtles fall through them -- previously there was no object that passed every non-Mario entity through, but rejected Mario.

Yeah, this. Plus, if you want turtles to bounce you've got lots of options, including note blocks and springboards.
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Re: Mario Maker
« Reply #114 on: December 24, 2015, 01:49:40 pm »
+1

The empty row in the palette is a shortcut row; you can drag other things to it to have a "favorite" tool list.

Yes, but that's nonsense because you can drag anything anywhere in the palette.

Well, sure, but it's _official_ nonsense.
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Re: Mario Maker
« Reply #115 on: December 30, 2015, 02:33:43 am »
+2

Fort Hammer: BB6A-0000-0158-B152

After many months, I finally took the time to finish my fourth level. I'm glad I waited, since checkpoints allowed me to make a much more extensive course. I even used the new bumpers in a bonus room, taking advantage of the fact that non-Mario entities pass through them! Lots of secrets to be found, and hopefully the level is good enough to warrant replaying in order to find them. Please give it a shot if you have the time!
« Last Edit: May 29, 2019, 08:58:35 pm by LastFootnote »
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Re: Mario Maker
« Reply #116 on: December 30, 2015, 08:08:44 am »
+1

https://supermariomakerbookmark.nintendo.net/courses/BB6A-0000-015B-B152

The new bookmark site makes it really convenient to play levels later -- I can add a level to my bookmarks while I'm at work, so I don't have to remember to do it later. :)

However, I can't get this level to load. Is the code correct for sure?
« Last Edit: December 30, 2015, 08:10:09 am by Drab Emordnilap »
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Re: Mario Maker
« Reply #117 on: December 30, 2015, 09:24:56 am »
0

https://supermariomakerbookmark.nintendo.net/courses/BB6A-0000-015B-B152

The new bookmark site makes it really convenient to play levels later -- I can add a level to my bookmarks while I'm at work, so I don't have to remember to do it later. :)

However, I can't get this level to load. Is the code correct for sure?

Ack, it was not! The 12th character should be an '8', not a 'B'. I have updated it in the above post! And here's the correct link to bookmark it: https://supermariomakerbookmark.nintendo.net/courses/BB6A-0000-0158-B152
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Re: Mario Maker
« Reply #118 on: December 31, 2015, 01:04:44 pm »
+1

A few months back I was playing some great levels (I think by OmegaDyne) and he was doing a neat thing that I didn't know was possible. It turns out that you can overlay any number of pipes, and if they overlap, the most recently linked one will be the one that Mario uses when he enters the pipe. This allows you to…

• Create several entrance pipes that all lead to the same exit. If you go back into the exit, the entrance pipe you end up at will be the one you last linked.
• Have a pipe that, if you re-enter it, takes you somewhere other than where you were when you entered it the first time.

My latest stage, Fort Hammer, does both of these things. The first area has a two pipes that take you to two different rooms, but then both lead to the same checkpoint afterward. And at the end of the stage, you can re-enter a pipe in order to access a secret bonus area.
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Re: Mario Maker
« Reply #119 on: December 31, 2015, 01:20:20 pm »
+2

Here's a compilation of f.DS member profile pages on the Super Mario Maker Bookmark site.

Donald X.
Drab Emordnilap
Dsell
LastFootnote
Tables

I can't find scott_pilgrim's profile right now. Apologies if I missed anyone else, but feel free to add your page. I will update this post with it (or Drab will if he puts this in the OP).
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Re: Mario Maker
« Reply #120 on: January 04, 2016, 11:02:32 am »
+1

Fort Hammer: BB6A-0000-0158-B152

After many months, I finally took the time to finish my fourth level. I'm glad I waited, since checkpoints allowed me to make a much more extensive course. I even used the new bumpers in a bonus room, taking advantage of the fact that non-Mario entities pass through them! Lots of secrets to be found, and hopefully the level is good enough to warrant replaying in order to find them. Please give it a shot if you have the time!

I enjoyed this level very much! You obviously put a lot of work into making it not only play nicely, but look visually appealing also. That last boss fight is quite difficult if you die, since the checkpoint doesn't give you a fire flower back.

At least unless you find the hidden shellmet. Did you intend that to let you skip the boss? You can just crouch on the donut blocks and Bowser Jr. can't stop you from passing by without defeating them.
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Re: Mario Maker
« Reply #121 on: January 04, 2016, 01:44:40 pm »
+1

I enjoyed this level very much! You obviously put a lot of work into making it not only play nicely, but look visually appealing also.

Thanks very much! It is my magnum opus, at least for the time being.

That last boss fight is quite difficult if you die, since the checkpoint doesn't give you a fire flower back.

At least unless you find the hidden shellmet. Did you intend that to let you skip the boss? You can just crouch on the donut blocks and Bowser Jr. can't stop you from passing by without defeating them.

Well, "skip the boss" is relative. It was intentional that you could reach the axe without defeating the boss. If I had found some really good way to make you fight the boss (within that constained space, so no clown cars etc.), I may have gone for it, but it's not so bad that you don't have to. It's nice when there are multiple ways to overcome an obstacle; players get to feel clever. In fact, the shellmet isn't even the easiest way to pass that boss! You can beat the level without ever entering the boss's chamber. Or for a different kind of challenge, you can find the POW block hidden halfway through the stage, then carry it all the way to the end for an insta-kill against the boss.

Just for fun, here's a checklist of the secrets I've hidden throughout the level.

Area 1
• Super Star in a hidden block on the left side of the pit where the first Hammer Bro is jumping
• 1-Up Mushroom in the last Fire Bar of the area

There are two Warp Pipes out of Area 1: the earlier one that's harder to enter leads to Area 2A, while the one at the end leads to Area 2B.

Area 2A
• Shellmet in the Fire Bar

Area 2B
• 1-Up Mushroom in a hidden block to the right of the exit pipe

Area 3
• POW Block in a hidden block at the start of the area, between the groups of blocks on the upper level
• Super Mushroom/Fire Flower in a hidden block after the first group of Hammer Bros

Area 4
• Warp Pipe accessible by jumping off the Sledge Bro at the end of the area to get above the ceiling

Area 5: Boss
• Shellmet in a hidden block on the left side of the first chamber
• Bonus Room w/100 Coins accessible by re-entering the pipe from Area 4
« Last Edit: January 04, 2016, 03:12:57 pm by LastFootnote »
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Re: Mario Maker
« Reply #122 on: January 17, 2016, 12:17:46 pm »
0

« Last Edit: January 17, 2016, 03:12:42 pm by Witherweaver »
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Re: Mario Maker
« Reply #123 on: January 17, 2016, 02:59:36 pm »
+1

For those who missed it:

At AGDQ (Awesome Games Done Quick) 2016, two teams of four players each competed at Super Mario Maker to complete a set of 8 rather difficult courses they had never seen before, as fast as possible. Then, two teams of two competed to complete 8 extremely hard Mario Maker courses, all of which can be found out in the wild. Both are well worth a watch, in my opinion.
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Re: Mario Maker
« Reply #124 on: January 17, 2016, 03:26:38 pm »
0

For those who missed it:

At AGDQ (Awesome Games Done Quick) 2016, two teams of four players each competed at Super Mario Maker to complete a set of 8 rather difficult courses they had never seen before, as fast as possible. Then, two teams of two competed to complete 8 extremely hard Mario Maker courses, all of which can be found out in the wild. Both are well worth a watch, in my opinion.

Are they worth a watch if I'm not particularly into Mario Maker or Awesome Games Done Quick (but don't really hate them either)?
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Re: Mario Maker
« Reply #125 on: January 17, 2016, 04:48:47 pm »
0

There's probably highlights from both that are worth a watch, but if you aren't especially into Mario games being played fast, then watching the entire things is probably not so worthwhile. They have some very good moments and some really nice tricks, but lots of deaths and stuff, so it's not exactly a showstopper from start to finish. Maybe check out the first minute of the first one and see what you think.
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Re: Mario Maker
« Reply #126 on: January 17, 2016, 05:13:38 pm »
0

There's probably highlights from both that are worth a watch, but if you aren't especially into Mario games being played fast, then watching the entire things is probably not so worthwhile. They have some very good moments and some really nice tricks, but lots of deaths and stuff, so it's not exactly a showstopper from start to finish. Maybe check out the first minute of the first one and see what you think.

Was pretty interesting, I ended up watching it for like 20 minutes.
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Re: Mario Maker
« Reply #127 on: March 03, 2016, 06:29:02 pm »
+3

Update in a week.

Quote
Super Mario Maker: More than 6.2 million courses from players around the world are available for others to play, and now a free March 9 update will add a Super Expert mode to the 100-Mario Challenge. The mode is unlocked after players clear Expert mode. Super Expert Mode dishes out six extremely tough courses. Additionally, 12 new Mystery Mushroom costumes have been added to 100 Mario Challenge. The update also provides level creators with even more tools:

> Shake a P Switch to turn it into a key. Shake a Door to turn it into a Key Door. Creators can make enemies hold keys, meaning players can’t advance without defeating mandatory bosses.
> Shake a Coin to turn it into a Pink Coin. Players must collect them all to make a key appear.
> Shake a Thwomp to turn it into a massive Skewer column from Super Mario World.

Additionally, the Super Mario Maker Bookmark site will see additions such as ranking categories for world records and the number of first clears on courses, inspiring new ways to experience the main game.
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Re: Mario Maker
« Reply #128 on: March 03, 2016, 09:58:04 pm »
+1

So much good stuff coming. Hopefully the Super Expert challenge will suck in all the courses with <1% pass rate or so, leaving the Expert challenge at something just marginally less infuriating. I'm not sure I like the sound of mandatory bosses, though.
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Re: Mario Maker
« Reply #129 on: March 08, 2016, 02:56:00 pm »
0

I'm pretty excited about the update. The pink coins especially are cool. I wonder how many you can have in a level, and if they carry over from between sub-areas. I'm guessing "five" and "yes", respectively. Also it's interesting that keys don't have to be carried, but just float along with you. I guess that had to be the case to make them work with the original Super Mario Bros.

I will once again lament the absence of some really obvious stuff the game should have. Today's complaint: you should be able to place blue coins, a.k.a. coins that only appear once you hit a P-Switch.

EDIT: A new video was uploaded; 5 pink coins is indeed the maximum per stage. Also you can hold up to 8 keys at once for some reason. Looks like pairs of doors remain permanently unlocked, though, so I'm not sure why you'd ever need more than fou—oh, right, it's 4 sets of doors per area, so you might need 8 keys after all. Guess that means you can take keys through pipes.

EDIT: Correction: it appears you can have 10 pink coins total, 5 in each area. But they all stack together; you need all of them to make a single key.
« Last Edit: March 09, 2016, 11:53:31 am by LastFootnote »
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Re: Mario Maker
« Reply #130 on: March 17, 2016, 09:04:34 pm »
+1

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Re: Mario Maker
« Reply #131 on: March 23, 2016, 04:47:02 pm »
+3

Lately I've been playing 100 Mario Mode on Expert difficulty. For some reason that even I cannot fathom, I am trying to collect all the costumes, and have already gotten all the Easy and Medium ones.

I like Expert mode! The average quality of levels tends to be much higher. Starting today, I plan to post levels that I found particularly excellent. I'm going to aim for one per day, but we'll see if I can keep that up (I can't). Today's level is 36 Chambers, and as the name implies, it's a gauntlet of 36 rooms, each with a unique obstacle. There are two checkpoints.





Also I'll do a quick plug for Drab's latest level, The Gatekeepers v1.1, which I played just last night. In some ways it's of a theme with 36 Chambers, but there are 8 chambers and each one contains a mini-boss fight. Each battle is more clever than the last!



Remember that you can follow these links and bookmark these stages using your browser, making them easily accessible from your Wii U without the need to enter the 16-digit code.
« Last Edit: March 23, 2016, 05:16:36 pm by LastFootnote »
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Re: Mario Maker
« Reply #132 on: March 24, 2016, 09:49:06 am »
0

Today I have a real humdinger for you: Bowser's Flame Wheel Fortress! Over 5500 people have played it, so it's possible you've seen it before. But if you haven't, you should give it a look! Belgian creator Jadpraet drops fire bars on tracks in order to create moving wheels of flame, as you can see in this screenshot.



But I wouldn't be recommending the level just for that gimmick alone. It's a well-designed level, and there was a moment that made me say "Wow". Check it out!
« Last Edit: March 24, 2016, 11:59:19 am by LastFootnote »
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Re: Mario Maker
« Reply #133 on: March 28, 2016, 06:35:50 pm »
+1

Thanks LFN! I will be bookmarking these, and dying many times over to them in the future.
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Re: Mario Maker
« Reply #134 on: March 30, 2016, 06:07:59 pm »
+1

I played last night, but for some reason the courses I thought I'd bookmarked weren't there. So I've tried again, hopefully they'll be there next chance I get to play.

It's a shame there's no easy way to go in the other direction - play a course then bring up its code in the bookmarks. I'll have to track down a couple I played last night, there were some cool ones, including a neat little one-room puzzle.

Speaking of one-room puzzles, this one took me far too long to figure out for how simple it was, but I reckon some of you might enjoy it: One-Screen Puzzle #8.
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Re: Mario Maker
« Reply #135 on: April 01, 2016, 06:42:20 pm »
0

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Re: Mario Maker
« Reply #136 on: May 24, 2016, 12:50:37 pm »
+1

I made another level! The Hot House - ED32-0000-0241-C127 (or get it from my maker page or however that works)
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Re: Mario Maker
« Reply #137 on: May 24, 2016, 04:35:00 pm »
0

I can feel myself getting angry just watching these.
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Re: Mario Maker
« Reply #138 on: July 20, 2016, 02:36:50 pm »
+1

I made another level! The Hot House - ED32-0000-0241-C127 (or get it from my maker page or however that works)

I finally played this! Nice level.
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Re: Mario Maker
« Reply #139 on: July 20, 2016, 02:49:09 pm »
+1

For those who didn't see it, the SGDQ blind Mario Maker race was pretty great. A few levels were perhaps a little too hard (Wallkick Sunshine Happytime in particular) but it was still pretty exciting and has some really cool levels involved.

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Re: Mario Maker
« Reply #140 on: July 20, 2016, 04:02:22 pm »
+2

My wife and I make bad stages

E8D7-0000-0271-ECB3
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Re: Mario Maker
« Reply #141 on: August 04, 2016, 04:32:47 pm »
+1

I did it again!

Tower Ascent - D8AF-0000-027C-DF0A

Something I'm pretty pleased with in this stage is that every section has multiple ways through. Usually there's an alternate faster method than the obvious way through. Some sections even have 3 or more ways. This also applies to the mini Rube Goldberg machine at the end, which can do one of three different things depending on how you end the level (well potentially more if you jump over the end goal and mess with the machine itself, but... yeah).

Anyway I'm going to go play JSH's level now.
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Re: Mario Maker
« Reply #142 on: August 26, 2016, 11:27:55 am »
+1

A series of mini challenges level - The Six Coins: 16C5-0000-028D-D003
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Re: Mario Maker
« Reply #143 on: October 04, 2016, 05:29:27 pm »
+1

https://supermariomakerbookmark.nintendo.net/courses/BB11-0000-02A6-4266 - Assassin Mario. Pretty tough, probably slightly easier than The Six Coins, but likely still Expert level difficulty.
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Re: Mario Maker
« Reply #144 on: December 04, 2016, 08:45:25 am »
0

So I got a Wii U recently, along with Mario Maker. Been playing a bunch of one screen puzzle levels. Mostly by Sean Hip. Anyone else play or make one screen puzzles? I'm not much into the creating part of he game; I don't have any good ideas.
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Re: Mario Maker
« Reply #145 on: December 04, 2016, 04:29:58 pm »
0

Sean Hip's puzzles are completely insane. I've been watching CarlSagen42 play through them on Youtube, which is pretty entertaining, but yeah, his puzzles are amazing.

I haven't made any puzzles personally. I've considered it, but they seem very difficult to make work and work well.
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Re: Mario Maker
« Reply #146 on: December 05, 2016, 12:14:09 pm »
0

Sean Hip's puzzles are completely insane. I've been watching CarlSagen42 play through them on Youtube, which is pretty entertaining, but yeah, his puzzles are amazing.

I haven't made any puzzles personally. I've considered it, but they seem very difficult to make work and work well.

Yeah Carl Sagan is how I found about Sean Hip too. He's the only MM streamer I've found that I like. I've been solving a puzzle, then watching the Sagan video on it to see how his thought process differed from mine. Often we have slightly varying versions of the solution.
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Re: Mario Maker
« Reply #147 on: December 05, 2016, 05:14:25 pm »
0

I watched a few random CarlSagan videos on YouTube, and I'm now suckered into the long series where he keeps playing "one more" level by Kanade, aka "this Japanese girl with huge glasses". It's kind of nice to see someone streaming a game like this and get through levels not because of some miraculous ability to always get frame-perfect moves but through careful logic and lots of patience.
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GendoIkari

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Re: Mario Maker
« Reply #148 on: December 05, 2016, 07:15:15 pm »
0

I watched a few random CarlSagan videos on YouTube, and I'm now suckered into the long series where he keeps playing "one more" level by Kanade, aka "this Japanese girl with huge glasses". It's kind of nice to see someone streaming a game like this and get through levels not because of some miraculous ability to always get frame-perfect moves but through careful logic and lots of patience.

Yeah, that series was amazing. Also, it turned out that maker had copied all her levels from other people and has since been banned.
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Re: Mario Maker
« Reply #149 on: December 05, 2016, 07:37:15 pm »
0

Aww :(
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Re: Mario Maker
« Reply #150 on: December 06, 2016, 11:24:29 am »
+2

I made my first level! Not counting one stupid one that I made and uploaded when I first got the game just to play around with it. I'd delete that one now but somehow it has 2 stars. Anyway: https://supermariomakerbookmark.nintendo.net/courses/5E6B-0000-02C9-D0D9.

It's one of those short but hard levels. Feels like it would just take WAY too long to actually build a full-length / longer level. This one is at the high-end of my own skill level; so I don't expect the average play to be able to beat it. Let me know what you think!
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Re: Mario Maker
« Reply #151 on: December 06, 2016, 04:34:26 pm »
0

Oh, and my profile page in case you want to add it to the OP:

https://supermariomakerbookmark.nintendo.net/profile/GendoIkari_1982?type=posted

I don't expect to make many levels though.
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Re: Mario Maker
« Reply #152 on: December 06, 2016, 07:28:44 pm »
0

I did it again!

Tower Ascent - D8AF-0000-027C-DF0A

Something I'm pretty pleased with in this stage is that every section has multiple ways through. Usually there's an alternate faster method than the obvious way through. Some sections even have 3 or more ways. This also applies to the mini Rube Goldberg machine at the end, which can do one of three different things depending on how you end the level (well potentially more if you jump over the end goal and mess with the machine itself, but... yeah).

Anyway I'm going to go play JSH's level now.

Just got world record on this!  :D Good level.

I wasn't as much a fan of Bowser Escort Mission. He's just so random, I gave up after several attempts where he just wouldn't ever jump to the right places.
Also beat Donald X's level.
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Re: Mario Maker
« Reply #153 on: December 13, 2016, 05:01:45 pm »
0

What happened to Drab anyway? No posts for a long time. This thread isn't dead is it?  :(
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Re: Mario Maker
« Reply #154 on: January 07, 2017, 11:30:57 am »
+2

I've made a few more levels now. Man this thread is dead.  >:(

Also, I finished every Sean Hip one screen puzzle! They're so amazing.
« Last Edit: January 07, 2017, 11:31:59 am by GendoIkari »
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Re: Mario Maker
« Reply #155 on: March 28, 2017, 02:55:59 pm »
0

Made another level a couple days ago. Another hard one, of course.

Anyone here still playing?
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Re: Mario Maker
« Reply #156 on: March 28, 2017, 06:05:52 pm »
+3

Made another level a couple days ago. Another hard one, of course.

Anyone here still playing?
Rarely. Been busy running my restaurant in Hyrule.
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Re: Mario Maker
« Reply #157 on: March 28, 2017, 06:10:16 pm »
+3

Rarely. Been busy running my restaurant in Hyrule.
I know that place. The simmered fruit is amazing.
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Re: Mario Maker
« Reply #158 on: March 28, 2017, 08:23:39 pm »
0

Rarely. Been busy running my restaurant in Hyrule.
I know that place. The simmered fruit is amazing.
And incredibly healthy. The fried wild greens are even better, though.
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Re: Mario Maker
« Reply #159 on: February 20, 2019, 11:28:36 am »
+3

I could make a new thread, but I don't want to see this thread die anyway....

So Mario Maker 2 was finally announced!!

I'm so very hyped. Although I don't play a lot of Mario Maker these days, I still spend a lot of time watching a bunch of different streamers play it.

This will make me go out and buy a Switch within the next few months. I just can't wait to see all the new stuff.

I'm mostly curious about the modes of game play and options for level sharing; because those were the worst parts of Mario Maker 1. I mean, even with just 2-3 new types of items, the creative creators out there would be able to make huge numbers of new levels and ideas. So what matters even more than "so many new items/enemies" to me is how they are going to make it so that you can find and play good levels in a fun and challenging mode.
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Re: Mario Maker
« Reply #160 on: February 20, 2019, 01:07:42 pm »
0

Yeah, after stopping playing Mario Maker for several years, I actually picked it back up again in July last year and became super addicted. I'm super excited for MM2 and I'm probably going to take a few days off work when it comes out just to have more time to play. I've already got some sections of levels mentally mapped out.

The new stuff they've revealed suggests to me that they're actually listening to the community (slopes, new backgrounds, camera manipulation, on/off blocks, etc.). Hopefully that means that they'll fix things like restarting from checkpoints vs. restarting the whole level (though for troll levels, this would make anti soft locks no longer a thing), getting i-frames when switching between edit and play mode, being able to test interactions with checkpoints in from the editor, etc.

I am also interested in how level accessibility will change. I find it annoying that if I see a cool level on youtube that I want to play, I have to actually write down the level code rather than just search the name of the level or creator. I can't force myself to play through 100-mans because most of the levels are just so bad that I don't get any entertainment value out of it. I'm not sure how they can fix that; if they make star rating matter more, there's more of a positive feedback problem (no pun intended) for new level designers, but if they make it matter less, you see worse levels more often. CarlSagan42 suggested it would be cool if you could tag levels, and then say something like "I want to do a 100-man with only puzzle levels" or whatever.
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Re: Mario Maker
« Reply #161 on: February 20, 2019, 08:06:44 pm »
+1

Just uploaded a level, in case anyone's still playing:
591b 0000 03d8 ccd0
That's probably my last until MM2 comes out.
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Re: Mario Maker
« Reply #162 on: February 21, 2019, 10:08:51 am »
+2

Survival mini-games? Not sure when I'll have time to play, but I'm in!

Also, to make it easier for people, https://supermariomakerbookmark.nintendo.net/courses/591B-0000-03D8-CCD0

A bunch of your other ones look right up my alley as well.
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Re: Mario Maker
« Reply #163 on: February 21, 2019, 01:13:43 pm »
+1

After the announcement, I did go back to try my hand at some more 100-Mario runs. Oh man, so much garbage.

I'm OK at Mario games, but here's the problem I have. The "Hard" setting is a mix of Expert levels that haven't become Expert yet, bullshit instakill levels, and maybe one good level per run. The "Medium" setting is a mix of trivially easy levels and auto-win levels that must have snuck out of "Easy" because people skip them? Or maybe all levels start in medium before collecting statistics? Anyway, again, I tend to find one good level and 15 terrible ones. It's just so awful.

Here are a few thoughts I have. First, if I star a level, I want to see other levels that people who liked this level also like. I mean ostensibly Netflix, Amazon, etc. have algorithms that do this, right? Nintendo needs to get their act together here.

Second, every level should be tested by the server to see if it can be beaten by 1) doing nothing, 2) holding down the right directional button, or 3) holding down the Y button and the right directional button. I do not want to "play" these levels! If I wanted to watch a complex Mario-Goldberg machine, I'd go on YouTube. Put these levels (and all music levels) in their own category for people who want to see them.

I would be willing to occasionally play 10 random levels to help the algorithm sift through the new trash if it meant that I could usually play through 10 levels and like 8 or 9 of them.



OK, rant over. I'm also very excited about Super Mario Maker 2. So much cool new stuff! The one caveat is it's disappointing that so many things seem to be locked to the new Super Mario 3D World mode. I mean I love Super Mario 3D World and I'll likely be making some levels in that style, but I really hope they translate more of that stuff into the other modes before release. Though I also wonder if this somehow signals that the older modes will also be truer to their games. Will you be able to prevent players from moving left in SMB1 mode, for instance? Will you no longer be able to jump high off of enemies in SMB1? Probably these will be anachronistic like in Mario Maker 1, but it's a thought I had. Will SMB1 mode not have slopes?

Things I'm most looking forward to include scriptable autoscrolling, water in non-underwater levels, and configurable goals (get 50 coins in this level, etc.).
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Re: Mario Maker
« Reply #164 on: March 13, 2019, 10:45:29 pm »
+1

Just uploaded a level, in case anyone's still playing:
591b 0000 03d8 ccd0
That's probably my last until MM2 comes out.

First clear!

Great level; quite difficult. You managed to beat all 7 of those without a checkpoint; 3 times? Impressive.

The fire and the saw/conveyer were the hardest. Most of the obstacles were really cool and unique. The boot section is completely cheesable. You can stand on top of a sideways one-way, and just wait the timer out. Don’t even need the boot. The mushroom section was my favorite.

Your shell game level was awesome as well. Great concept. Shame that it’s impossible to do it in a random way, so that if you lose a later level, you can just use memorization to beat the previous ones the next time. I got super lucky on the final one; I only eliminated one option through tracking, and just got a random 1/4 chance and was right.

Trying to do the puzzle level... stuck. Haven’t tried the second room yet, but I wouldn’t mind a small hint on the first room. Our thoughts so far...

- guessing the ice blocks at the top aren’t a clue, but are just showing the 5 objects that we're dealing with.

- either the 2 rows of question mark blocks are a hint to how to rad the other 9 rows, or the other 9 rows are a hint of how to read the 2 question mark block rows.

- unsure if it’s specificlaly 3 sets of 3, or just 9 rows arranged that way for best visibility.

- we’ve eliminated looking at which object appears the most in each position, as well as which position each object appears in the most. Also eliminated finding objects that only appear once in a position, or objects that are never in a position.
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scott_pilgrim

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Re: Mario Maker
« Reply #165 on: March 14, 2019, 07:31:33 pm »
0

Glad you liked them!

The boot section is completely cheesable. You can stand on top of a sideways one-way, and just wait the timer out. Don’t even need the boot.

Yeah, I noticed the boot room was cheesable after I uploaded, and didn't want to re-upload. I think you actually found a different cheese than I did; I noticed you can just bounce on the bumper repeatedly without ever going through the one-ways. I worked so hard at de-cheesing that room in other ways that I missed some obvious stuff. I'm not actually sure the concept can be done in a non-cheesable way...

- unsure if it’s specificlaly 3 sets of 3, or just 9 rows arranged that way for best visibility.

Answer to this: They are 3 sets of 3.                                                                 

Related hint (guessing this will be enough for you to solve it, though it may still take some effort): Each set can be thought of as 2 rows of input followed by 1 row of output.

Also,
- guessing the ice blocks at the top aren’t a clue, but are just showing the 5 objects that we're dealing with.
it's been a while since I made the level so I'd have to look back at it to be sure, but I think the stuff in the ice blocks are an important part of the clue, but they are "distinct" in some way from the rest of the stuff.

I think you're getting stuck on those things means I didn't communicate some stuff as clearly as I had hoped. Let me know if you need more hints!
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Re: Mario Maker
« Reply #166 on: March 15, 2019, 09:43:50 pm »
+1

Lol thought that repeatedly bouncing off of the bumper was the intended strat; I see now that it’s much harder; to repeatedly bounce in and out of the boot over the flames.

Still stuck one room one! Given your hint, I figured that each set being a 5-digit math equation made a lot of sense... but there don’t appear to be any possible digits that each item could be to make either addition or subtraction work. Also, it would be a big coincidence that each row has exactly one of each item if it were something like that.

Should each row be read as a whole unit? Or is each column it’s own individual hint?  Um, any other hint you can give without just giving it away? Is it math-related?
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Re: Mario Maker
« Reply #167 on: March 16, 2019, 12:15:10 pm »
0

Lol thought that repeatedly bouncing off of the bumper was the intended strat; I see now that it’s much harder; to repeatedly bounce in and out of the boot over the flames.

Still stuck one room one! Given your hint, I figured that each set being a 5-digit math equation made a lot of sense... but there don’t appear to be any possible digits that each item could be to make either addition or subtraction work. Also, it would be a big coincidence that each row has exactly one of each item if it were something like that.

Should each row be read as a whole unit? Or is each column it’s own individual hint?  Um, any other hint you can give without just giving it away? Is it math-related?

Each row is its own unit. It is indeed math related. Specifically (this may give it away depending on your background) group theory related, though I think it's still reasonable to solve without having run across the group theory concept before. I guess I could say that it's math-related, but there are not really any numbers involved.

The observation that each row has exactly one item is significant, as you guessed. If I have more time later, I may post other sets of 3 rows to give you additional information. I think 3 sets of 3 rows might have been too few.
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Re: Mario Maker
« Reply #168 on: March 17, 2019, 05:31:48 pm »
+1

Either the puzzle is super hard, or I’m not as smart as I thought. I have some basic understanding of group theory, though it has been a long time since I took abstract algebra. but it doesn’t seem to help. Problem is, items aren’t generally in a particular order in a mathematical group, are they? So reordering them, as what seems to be happening here, doesn’t really make sense to me. The closest thing I can get is the concept of permutation groups, but there doesn’t appear to be any consistent function used there.
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Re: Mario Maker
« Reply #169 on: March 19, 2019, 10:33:01 pm »
0

permutation groups

I think the level must communicate stuff way worse than I thought, because this is basically it. I'm not sure I can give any more hints without just giving away the answer.

Sorry for making it so hard; hopefully the other room is better.
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Re: Mario Maker
« Reply #170 on: March 20, 2019, 01:59:53 pm »
+1

I gave the level a shot as well. In an earlier time in my life, I think it would have maybe been a cool challenge. Right now I don't have hours of time to throw at something that hard. I finished one or two of the challenges, and didn't try them all. But I couldn't justify spending any more of my very scant free time on it.

I could tell that a lot of craftsmanship went into it, though. It's very well made.
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Re: Mario Maker
« Reply #171 on: March 20, 2019, 10:13:32 pm »
+1

permutation groups

I think the level must communicate stuff way worse than I thought, because this is basically it. I'm not sure I can give any more hints without just giving away the answer.

Sorry for making it so hard; hopefully the other room is better.

Solved the first room! Yeah, you're right, you don't really need to know group theory to solve it. You just have to realize the pattern. The main thing that really made it extra tough was not considering the original order (given in ice blocks) as part of every set of 3. That, and not having any distinction between the first 2 rows and the 3rd; letting you know that the 3rd was the "answer", and the first 2 told you how to turn the start (the ice block order) into the result (the 3rd row).

So if you wanted to make something a little more accessible; it could help just to distinguish the parts a little more. But the thing with puzzles is that you really need a lot of different people to check them out in order to know how hard they are. A given thing could take one person, even someone who is good at puzzles, a super long time to figure out. While something that you might think is really hard could turn out to be much easier. I've seen a lot of stuff like this doing the "Exit" games; one of the puzzles I spent the longest on could have easily been done super quickly, if you just happened to notice one little thing.

So.... um, any hint on room 2? Not really sure where to start lol. Though It seems very likely that just like room 1, you have 3 "samples" that show you how the equation works; and then 4th one where the answer is missing. I figured out that the width of each box is the same as the number of items in it... the largest one having 6 items and being 6 blocks wide. But I don't know if that's actually important at all; or just a good way to hold items. I was figuring that likely the 1, 2, or 3 is the number of times you apply some thing to end up with the answer. We couldn't figure out though if the 6 ice boxes are arranged in a specific pattern; is it specifically 2 columns of 3 boxes each? The fact that 2 of the boxes are identical seems to suggest that at least the position matters; otherwise why bother having another box that's the same?
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Re: Mario Maker
« Reply #172 on: May 17, 2019, 12:25:05 pm »
+1



Can't wait!
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Re: Mario Maker
« Reply #173 on: May 19, 2019, 02:30:18 am »
0


Can't wait!

Never had Mario maker, but this game looks amazing. I don't play many console games, but I think this might be my next one
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Re: Mario Maker
« Reply #174 on: May 19, 2019, 10:22:15 am »
0


Can't wait!

Never had Mario maker, but this game looks amazing. I don't play many console games, but I think this might be my next one

Yeah I don’t play many either, but Mario Maker 1 made me buy a Wii U, and 2 is making me buy a Switch.
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Re: Mario Maker
« Reply #175 on: May 23, 2019, 01:10:50 am »
0

I've uploaded a new level!

Piranha Pirates


It's a traditional auto-scrolling airship level with a piranha plant theme. It's got a few secrets and a boss room. See if you can collect all 100 coins (the 100th coin being the one you get from getting a card at the end of the stage).
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Re: Mario Maker
« Reply #176 on: May 23, 2019, 09:26:07 am »
+1

I've uploaded a new level!

Piranha Pirates


It's a traditional auto-scrolling airship level with a piranha plant theme. It's got a few secrets and a boss room. See if you can collect all 100 coins (the 100th coin being the one you get from getting a card at the end of the stage).

In MM2, you'll be able to require that the player collect all 100 coins!
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Re: Mario Maker
« Reply #177 on: May 23, 2019, 11:40:39 am »
0

In MM2, you'll be able to require that the player collect all 100 coins!

Yes! But um, I'm not sure I will. I mean I'll probably remake this level in MM2, but putting that requirement in an autoscrolling level seems like bad times. They can't go back to get coins they missed, you know?

I might create some levels that are like, get 50 of these 100 coins. Or I could design a level specifically around getting all the coins (which this level isn't). If it autoscrolled, I'd have to make a door at the end that let you go back to the start, and even that sounds less than ideal.
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Re: Mario Maker
« Reply #178 on: May 23, 2019, 11:44:54 am »
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I also created this level a few days ago, but it's just a quick little remix of Super Mario Bros. 1-1.

1-1 Advanced
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Re: Mario Maker
« Reply #179 on: May 23, 2019, 11:49:08 am »
+2

If it autoscrolled, I'd have to make a door at the end that let you go back to the start, and even that sounds less than ideal.

I have seen good levels, notably a recent one by com_poser, that required you to repeat an autoscroll level repeatedly until you got all the red coins from it.
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Re: Mario Maker
« Reply #180 on: May 23, 2019, 11:51:35 am »
+2

So I'm very curious how the "kill all enemies" (or "kill x number of enemies") requirement will work with checkpoints and enemy respawns when going through doors and pipes.

My best guess is that each enemy will be flagged with whether or not it has been defeated by you since you started the stage. These flags will get saved when you hit a checkpoint, similar to how it saves if you have collected a red coin. So when you defeat an enemy and then go through a door and come back, you don't have to defeat that enemy again, and defeating him again will not increase your count of how many times you have defeated that enemy type.

Also curious about the "can't touch the floor" requirement... if you do touch the floor, the goal becomes un-gettable... but will you get to just keep playing the level like normal, even though it's impossible to win? Nintendo generally does what they can to avoid letting players be in a situation where they can't win, but aren't dead either (SD lock). So will touching the floor just instantly kill you instead?

Of course, with the other goals it would be very easy to be in a situation where you can't win but aren't dead either, but it isn't necessarily possible for the game engine to know that you can't win. With the "don't touch the floor" one, the game engine can easily know.
« Last Edit: May 23, 2019, 11:54:06 am by GendoIkari »
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Re: Mario Maker
« Reply #181 on: May 23, 2019, 11:54:26 am »
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So Gendo, which features are you most excited about so far?

For me I think it's controllable autoscroll, variable water level (it's a shame that it's likely locked to forest levels, but oh well), scroll stop (for bonus rooms, etc.), vertical areas, new terrain themes, and some of the night level quirks. All the new enemies and blocks and such also seem great, but somehow it's the iterative improvements on what we already have that I'm most looking forward to.

Do you think we'll get a Super Mario Bros. 2 style as DLC down the road?
« Last Edit: May 23, 2019, 11:56:04 am by LastFootnote »
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GendoIkari

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Re: Mario Maker
« Reply #182 on: May 23, 2019, 12:06:04 pm »
+2

So Gendo, which features are you most excited about so far?

For me I think it's controllable autoscroll, variable water level (it's a shame that it's likely locked to forest levels, but oh well), scroll stop (for bonus rooms, etc.), vertical areas, new terrain themes, and some of the night level quirks. All the new enemies and blocks and such also seem great, but somehow it's the iterative improvements on what we already have that I'm most looking forward to.

Do you think we'll get a Super Mario Bros. 2 style as DLC down the road?

I think number one for me is on/off switches, and especially the fact that we now know they can do more than just turn blocks from solid to not. I'm always liked Mario Maker for the super creative things that people have managed to come up with; levels that play nothing like vanilla Mario. Moreso than "regular" Mario type levels. And the on/off blocks will add huge amounts of options for people far more creative than I to think of.

Locked scroll areas will be really great for the creation process; I made a red-coin level once (never actually finished and uploaded it); and spent a lot of frustrating time on just getting the sub-areas to be in a location where the whole "room" was on screen in an good place.

The new themes will be great for people who like to watch a lot of Mario Maker streams, just because of the variety in looks and music.

I feel like Mario 2 is actually pretty likely... based mostly off of the fact that the screen shot listing the styles showed Mario 3D world in its own section called "Extra Styles" (plural), with an obvious hole where another style would be. I've heard some different speculation on what that 6th style could be (Mario 2, Mario Land, Mario Galaxy), and it just seems like Mario 2 is most likely. Before the introduction of 3D world, I would have said "no way would that happen", due to Mario 2 being too different from the rest. But now they've shown 3D world being it's own separate thing pretty much, so Mario 2 seems more likely.
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Re: Mario Maker
« Reply #183 on: May 23, 2019, 05:49:30 pm »
+2

I feel like Mario 2 is actually pretty likely... based mostly off of the fact that the screen shot listing the styles showed Mario 3D world in its own section called "Extra Styles" (plural), with an obvious hole where another style would be. I've heard some different speculation on what that 6th style could be (Mario 2, Mario Land, Mario Galaxy), and it just seems like Mario 2 is most likely. Before the introduction of 3D world, I would have said "no way would that happen", due to Mario 2 being too different from the rest. But now they've shown 3D world being it's own separate thing pretty much, so Mario 2 seems more likely.
Someone pointed out that, if your plan was to do Mario 2 and Mario 3-D World, well, wouldn't you show off Mario 2 first? Mario 3-D World is more unexpected and exciting. But, could still be Mario 2.

Galaxy seems next most likely. Another possibility is, they could announce a new Mario game, and then have that style.

The on/off switches and new win conditions are pretty exciting. And the terrain themes and 3-D world theme and night. I suspect I won't get into multiplayer, though for some people that has to be the most amazing feature. It will be great just to have a ton of new stuff too.

I am betting they are saving a reveal of a new power-up for each game type. This is of course based on, they have a hammer in 3-D world, but didn't show it in the general release of the video; you get a glimpse of it in the Japanese version. For Mario they'd have to make one up, or maybe use one from the Gameboy / DS games. Super Mario World just has the balloon but that would be nice to have. And then you have options for the others, but ice flower stands out.
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Re: Mario Maker
« Reply #184 on: May 23, 2019, 05:55:15 pm »
+1

I feel like Mario 2 is actually pretty likely... based mostly off of the fact that the screen shot listing the styles showed Mario 3D world in its own section called "Extra Styles" (plural), with an obvious hole where another style would be. I've heard some different speculation on what that 6th style could be (Mario 2, Mario Land, Mario Galaxy), and it just seems like Mario 2 is most likely. Before the introduction of 3D world, I would have said "no way would that happen", due to Mario 2 being too different from the rest. But now they've shown 3D world being it's own separate thing pretty much, so Mario 2 seems more likely.
Someone pointed out that, if your plan was to do Mario 2 and Mario 3-D World, well, wouldn't you show off Mario 2 first? Mario 3-D World is more unexpected and exciting. But, could still be Mario 2.


Yeah I watched that Ceave video, and completely disagreed with him! Mario 2 is something that fans had been asking for since Mario Maker 1 was first announced. It's an old game with lots of nostalgia; which is largely the point of Mario Maker as a whole. 3D World is something no one expected, so yes, definitely more unexpected.. but I don't' see how it's more exciting.

I also didn't really understand the Galaxy idea that he was talking about... turning 3D world into a 2D game is one thing, but Galaxy as a whole relies so heavily on the fact that it is a 3D game. Everything special about it is due to it's 3D-ness. I can't even imagine what a flattened 2D version would be like, other than just the same as any other style except with up vs down gravity in some places.
« Last Edit: May 23, 2019, 05:56:24 pm by GendoIkari »
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Re: Mario Maker
« Reply #185 on: May 23, 2019, 06:12:26 pm »
+2

I also didn't really understand the Galaxy idea that he was talking about... turning 3D world into a 2D game is one thing, but Galaxy as a whole relies so heavily on the fact that it is a 3D game. Everything special about it is due to it's 3D-ness. I can't even imagine what a flattened 2D version would be like, other than just the same as any other style except with up vs down gravity in some places.
Yeah I was just watching some Galaxy videos, and it's like, if you aren't making whole little round worlds, what's the point? Super Mario 3-D World is secretly a very 2-D game - you walk along a 2-D area (but can jump), get to a wall, that's a 2-D area where you're climbing (but could jump out and fall), on top it's another flat area, and so on - just endless 2-D experiences. Galaxy does have plenty of 2-D areas, but we're getting that experience from 3-D World.
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Re: Mario Maker
« Reply #186 on: May 23, 2019, 09:23:41 pm »
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So.... um, any hint on room 2? Not really sure where to start lol. Though It seems very likely that just like room 1, you have 3 "samples" that show you how the equation works; and then 4th one where the answer is missing. I figured out that the width of each box is the same as the number of items in it... the largest one having 6 items and being 6 blocks wide. But I don't know if that's actually important at all; or just a good way to hold items. I was figuring that likely the 1, 2, or 3 is the number of times you apply some thing to end up with the answer. We couldn't figure out though if the 6 ice boxes are arranged in a specific pattern; is it specifically 2 columns of 3 boxes each? The fact that 2 of the boxes are identical seems to suggest that at least the position matters; otherwise why bother having another box that's the same?

Sorry, forgot to answer this, but in case you wanted to try it again...I had to actually look at it in the editor again because I remembered the basic idea of the puzzle but couldn't remember how I had laid stuff out. I think you are on the right track with some of the stuff you said here.

The width of the boxes is not meant to be meaningful at all. As with the first room, the stuff in ice blocks is meant to act as sort of a "key", the stuff in ground blocks are example "equations", and then the stuff in the ? blocks are giving you some input, and asking you for the output.

I recommend starting by trying to figure out the middle row (star, fire flower with a 1 = fire flower, mushroom, mushroom, star). If you figure out what that row means, then try to think about how it might generalize to 2 and 3.

I already see some stuff I could have communicated clearer. I think it would have been clearer if I had used arrow signs between the stuff in ice blocks, so it's like, mushroom, right arrow, star, mushroom; fire flower, right arrow, mushroom, mushroom, star; star, right arrow, fire flower. And then arrow signs instead of equal signs in the example equations. I also probably shouldn't have used items that move around, those are a little harder to see...

I'm also not sure if it's totally clear how to actually input your answer once you figure it out, but that might actually be kind of a fun mini-puzzle by itself.
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Re: Mario Maker
« Reply #187 on: May 23, 2019, 09:38:02 pm »
+2

I think the on/off switches are by far the best new feature. There is just so much you can do with that, even without things like switching tracks and conveyors. They are amazing for puzzle levels, platforming levels, puzzle-platforming levels, even troll levels.

Goal conditions are probably the next coolest thing, just because there's so many of them. A lot of stuff that people really had to work at before is now just already implemented by the game. Like the "no touching the ground after you leave the first time" is like an automatic implementation of the no-jumping "captain toad" levels (although I guess that's different because you can't climb vines or things like that either). Someone needs to make a "stealth" level where you dodge enemies without jumping by hiding in the dry bones shell.

Vertical sub-areas will also be cool. People are going to do a lot of really cool stuff with that.

I can't decide whether the dislike button is good or bad, though I think at worst, it's just a necessary evil. The good levels in MM2 are going to be even better, but the bad levels are going to be so much worse. We are going to need a way to sift through them.

Multi-player is weird, because I think the game theory will be totally broken for some levels. Like, you could imagine a "bridge" of on/off blocks, with just one switch at the beginning, and nothing else in the level. Anyone who tries to cross the bridge dies because the other player turns it off, and so no one can do anything. The level is clearly beatable in single-player, but making it competitive makes it impossible, because it's easier to stop everyone from winning than it is to win.

That being said, I fully expect well-designed multi-player levels to be very fun.
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Re: Mario Maker
« Reply #188 on: May 24, 2019, 03:01:07 am »
+1

I am just excited for the story mode.  Especially since this will be my first Mario Maker.  I mean, I could just do online and get ideas and such for building from there, but I think I will enjoy going through and being forced to do something that highlights each different feature (which I assume the story mode will do)
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Re: Mario Maker
« Reply #189 on: May 24, 2019, 10:30:40 am »
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I am just excited for the story mode.  Especially since this will be my first Mario Maker.  I mean, I could just do online and get ideas and such for building from there, but I think I will enjoy going through and being forced to do something that highlights each different feature (which I assume the story mode will do)

I just hope Nintendo borrowed some creative ideas from Mario Maker 1 levels. Not that Nintendo-built levels don't tend to be creative, but they tend to be a certain type of level that I'm not as big a fan of. It would be great of story mode had some of the types of levels where you can use Mario Maker to make not-so-Mario-like things. But that doesn't seem likely.
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Re: Mario Maker
« Reply #190 on: May 27, 2019, 08:16:40 pm »
+1

I mean, it does look like they took a lot of inspiration from what people have been doing with ROM hacks, so it does seem like they're paying attention to the community to some extent. Hopefully that extends to them showing the variety of levels that are possible.

(Also, while goals look really good, I hope that they have some flexibility so that you can have "kill 2 of the 3 Bowsers" rather than always needing to clear everything.)
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Re: Mario Maker
« Reply #191 on: May 28, 2019, 11:48:38 am »
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I mean, it does look like they took a lot of inspiration from what people have been doing with ROM hacks, so it does seem like they're paying attention to the community to some extent. Hopefully that extends to them showing the variety of levels that are possible.

(Also, while goals look really good, I hope that they have some flexibility so that you can have "kill 2 of the 3 Bowsers" rather than always needing to clear everything.)

Yes, I believe the most recent preview specifically showed an ability to set a specific number of an enemy type to kill. So the "kill all" is really just "kill x" where x is however many are in the level.
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Re: Mario Maker
« Reply #192 on: May 29, 2019, 09:16:51 pm »
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Someone pointed out that, if your plan was to do Mario 2 and Mario 3-D World, well, wouldn't you show off Mario 2 first? Mario 3-D World is more unexpected and exciting. But, could still be Mario 2.

I think which one is more exciting is debatable. I really like Super Mario 3D World, but there's a lot of nostalgia for Super Mario Bros. 2.

Also you have to remember that Super Mario Bros. 2 wasn't even originally a Mario game in Japan. Which I guess is an argument for them not putting it in Mario Maker. Still, I think it's the style that would be the most worth doing of the games remaining.
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GendoIkari

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Re: Mario Maker
« Reply #193 on: May 29, 2019, 10:52:52 pm »
+2

Anyone follow the Lucky Draw stuff from the last day?

https://www.vice.com/en_us/article/9kxnd3/this-mario-maker-level-has-been-played-26-million-times-and-never-beaten

After seeing Grand Poo Bear’s Tweet asking for help with it last night, I left my Wii U on overnight and all day today to do my part. Someone managed to beat it a couple hours ago.
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Re: Mario Maker
« Reply #194 on: May 29, 2019, 11:48:30 pm »
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There are few things in Mario Maker that I enjoy more than an entire game's worth of well-made traditional levels. The latest one I've found is this "Super Mario Retrospective" series by SUPER_KOUJI.

All the levels are in the original Super Mario Bros style. Each one has an optional goal of collecting 5 pink coins, the final one being at the top of the flagpole. There are no sub-areas (which is a little bit of a downer) and no hidden blocks that I've found, though there are some secrets. Here are links to the first four levels:

W 1-1
W 1-2
W 1-3
W 1-4

They start out easy but ramp up quickly. By world 5 (of 8), you're moving into Expert territory. I'm currently stuck on W 8-3, which is Super Expert.

Anyway it's a great set of levels. Each one has its own theme. If you want a taste of a more difficult level to decide whether you want to play the whole "game", W 6-4 is a particular favorite of mine.
« Last Edit: May 29, 2019, 11:49:31 pm by LastFootnote »
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Re: Mario Maker
« Reply #195 on: June 19, 2019, 06:32:09 pm »
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Ugh, you can’t overlap pipes in Mario Maker 2. That’s a damn shame, both aesthetically and practically.

Also the custom scrolling is only for horizontal areas, and even there it can’t go backward (like it does in SMB3’s World 2 airship, I believe.
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Re: Mario Maker
« Reply #196 on: June 20, 2019, 01:13:22 am »
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Strange, hadn’t heard about that. I did hear that you won’t be able to bring items through pipes. I wonder why those changes. And without overlapping pipes; will you be able to make one-way pipes anymore?
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Re: Mario Maker
« Reply #197 on: June 20, 2019, 01:43:46 am »
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Strange, hadn’t heard about that. I did hear that you won’t be able to bring items through pipes. I wonder why those changes. And without overlapping pipes; will you be able to make one-way pipes anymore?

I assume not.

Also you can’t have clear conditions if your stage has checkpoints.
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Re: Mario Maker
« Reply #198 on: June 20, 2019, 02:07:16 am »
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Strange, hadn’t heard about that. I did hear that you won’t be able to bring items through pipes. I wonder why those changes. And without overlapping pipes; will you be able to make one-way pipes anymore?

I assume not.

Also you can’t have clear conditions if your stage has checkpoints.

That one I knew, and I get the logic of it. It partially answers my question about how clear conditions will work with things that respawn. But the question still remains about things respawning when going through doors and pipes.

I also saw an interesting video asking how multiplayer can work with things that need to respawn. In single player, if you die, everything starts over. In multiplayer, when a player dies, the level stays as it was and the dead player respawns. But it would be very easy to make it so that a player who has respawned is now just stuck forever because the level didn’t respawn.
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Re: Mario Maker
« Reply #199 on: June 20, 2019, 02:03:32 pm »
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Ugh, you can’t overlap pipes in Mario Maker 2. That’s a damn shame, both aesthetically and practically.

Also the custom scrolling is only for horizontal areas, and even there it can’t go backward (like it does in SMB3’s World 2 airship, I believe.
And the 3-D world style is missing e.g. tracks.

For me the biggest disappointment remains, no new power-ups (yes except the cat suit for the new style). There's that image of a hammer; is it content that didn't make it, DLC, or what? People who've played for weeks are acting like there's nothing really to come that we don't know about. I have been thinking, new power-ups are coming, surely.

Though, in one video of a story mode level, someone rescues a toad. Which suggests that you can unlock the ability to have rescue-able toads in levels. I mean if the game has it, why not let you do it.
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Re: Mario Maker
« Reply #200 on: June 20, 2019, 04:52:50 pm »
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I'm not disappointed by a lack of any new specific thing, even though there are new things that I think would be cool. But I think even introducing just a couple new tools in the toolkit will allow people far more creative than I to think of all sorts of amazing and fun things that can be done with them; and that's what I look forward to the most.

I am a bit disappointed by things that existed in 1 but won't exist in 2, like overlapping pipes. I'm sure people will find ways to get around various restrictions, but I don't know why they would remove functionality.
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Re: Mario Maker
« Reply #201 on: June 20, 2019, 05:54:58 pm »
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And the 3-D world style is missing e.g. tracks.

That doesn't irk me so much. The 3D World style is just sort of a separate game, and at least I can use parts like that in the rest of the styles.

For me the biggest disappointment remains, no new power-ups (yes except the cat suit for the new style). There's that image of a hammer; is it content that didn't make it, DLC, or what? People who've played for weeks are acting like there's nothing really to come that we don't know about. I have been thinking, new power-ups are coming, surely.

The people who've had the game for a few weeks are still not allowed to talk about certain things. So there's hope new power-ups/whatever-other-new-content. I do like how the ring menus make it easier to add new stuff than it was in Super Mario Maker 1.

I am a bit disappointed by things that existed in 1 but won't exist in 2, like overlapping pipes. I'm sure people will find ways to get around various restrictions, but I don't know why they would remove functionality.

Removing overlapping pipes is probably for one of two reasons. Either 1) they built the engine up from scratch and it just works differently or 2) they're trying to put the kibosh on easy-to-thwart troll mechanics. The fact that the rate enemies spawn from pipes is color coded instead of fully customizable makes me think that they're trying to make levels more what-you-see-is-what-you-get for players.

EDIT: As far as removing things, I think the multiplayer features were the reason they removed certain things, like SMB1 costumes.
« Last Edit: June 20, 2019, 06:04:59 pm by LastFootnote »
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Re: Mario Maker
« Reply #202 on: June 21, 2019, 06:29:27 am »
+1

Nintendo's pretty anti-bug. Maybe they considered stacked pipes a bug.
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Re: Mario Maker
« Reply #203 on: June 21, 2019, 09:31:26 am »
0

Nintendo's pretty anti-bug. Maybe they considered stacked pipes a bug.

Maybe. They sure were nice, though. My levels will be uglier for not having access to them.

EDIT: And less cool, too.
« Last Edit: June 21, 2019, 09:33:43 am by LastFootnote »
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Re: Mario Maker
« Reply #204 on: June 24, 2019, 01:53:50 pm »
+1

Anyone else staying up late on Thursday to play Mario Maker 2 the moment it comes out?

Trying to figure out how the release date works with time zones... it's supposed to be available at midnight Thursday night, but I can't find any info about time zones. Is it your local time? And if so could you update your switch time zone settings to play it a few hours earlier?  I assume not... but is it eastern time, etc? If it's western time zone, then I'm screwed, because I can't stay up just to start playing it at 3am.

*Edit* Found it! Looks like it goes by Eastern Time.

So I'll be up from about 12-2 playing Mario Maker 2.
« Last Edit: June 24, 2019, 02:07:09 pm by GendoIkari »
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Re: Mario Maker
« Reply #205 on: June 24, 2019, 03:16:41 pm »
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I might stay up late. Probably I’ll play some Story Mode.
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Re: Mario Maker
« Reply #206 on: June 24, 2019, 03:27:08 pm »
+1

I'd normally go straight to story mode; but that's something my wife may want to go through with me (and she won't be up). So I'll probably just mess around in the editor and check out what various modes and features there are that aren't already known.
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Re: Mario Maker
« Reply #207 on: July 01, 2019, 04:50:26 pm »
+1

So it's been out for a few days now. I haven't played it a whole lot yet, and most of the time I have has been spent building a level. Should be done soon.

But I've been really enjoying all the new videos from the Mario Maker streamers I watch. There's a lot of interesting changes that I didn't realize would be there... actual new physics.

Some of the various physics changes that will really change the way a lot of levels play:
  • No more midair shell jumps.
  • Regular shell jumps are a bit harder now.
  • You can't stop a knocked out beetle or koopa from coming back to life by setting it down and picking it back up.
  • Spring jumps are a lot harder, but still possible.
  • Holding up when going through a door won't automatically send you back through the door again. You have to let go of an re-press up to go back.

Other interesting changes aside from physics:
  • The clock display rounds down instead of rounding up. So when it goes from 1 to 0, you have a second left before death.
  • Bowser dies to spike shelmets sooner. Used to take 20 hits, now it's 7. I know because my level uses this mechanic.
  • Spikes placed on the same row as one-way ground now don't kill you, you can walk on the ground.

The question I had about how clear conditions will work with things that respawn when going through a door or pipe. The answer is, they don't respawn. Any item that's part of the "do x things" clear condition simply doesn't respawn, whether it's a coin or an enemy. So this could be used to make some interesting things where a room is different the second time you enter.

I played some multiplayer... fun, but 4 out of 6 games I played were incredibly laggy. One of them so bad that it was about 2 frames per second framerate. So bad.

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Re: Mario Maker
« Reply #208 on: July 01, 2019, 04:53:08 pm »
0

Also, if there’s an enemy clear condition, pipes that spawn enemies will spawn 10 total, then stop.
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Re: Mario Maker
« Reply #209 on: July 01, 2019, 05:13:34 pm »
0

In trying to recreate and update some of my old levels, I've also run into more differences. The way Airship ground is rendered has changed a lot, at least in the SMB3 theme. No longer will a pillar of ground 2 blocks wide form a mast. Now it's just siding like wider ground. The underside of Airship ground is also much blockier unless you use slopes, which I guess is the idea. I mostly like that change except it means I can't put decorative portholes in some places I'd like them to go.

When a pipe comes out of a wall, there's special graphics done to make it flush with that wall, but when a pile comes out the side of another pipe, no such luck. It's bewildering to me.

I wish scroll stop were a bit easier to use. I appreciate that it can be done in any direction, but hate that only ground and hard blocks work for it. At least make slopes and pipes work too! I've been wrestling with it a bit. I also wish that I could make a vertical area one screen wide without resorting to scroll stop. I was hoping that if I left the right (or left) half of a vertical area empty, the screen wouldn't scroll into it, much the same way that a horizontal area won't scroll up if you don't put anything above one screen height. No such luck.

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Re: Mario Maker
« Reply #210 on: July 01, 2019, 05:14:53 pm »
+1

Oh but man, it's so much easier to find good levels. At least that's been my experience. The amount of hot garbage is much less than it was in the first game, or perhaps the "Boo!" button is just doing its job filtering them out. Either way, it's a good change that I hope lasts.
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Re: Mario Maker
« Reply #211 on: July 01, 2019, 06:02:33 pm »
0

Oh but man, it's so much easier to find good levels. At least that's been my experience. The amount of hot garbage is much less than it was in the first game, or perhaps the "Boo!" button is just doing its job filtering them out. Either way, it's a good change that I hope lasts.

I totally agree, but I did see a hot garbage level that had a bunch of likes...
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Re: Mario Maker
« Reply #212 on: July 01, 2019, 08:06:57 pm »
0

I think it's partially driven by Nintendo making sure there was a lot of pre-existing content before they launched, so that's provided a buffer against the hot garbage created as people's first levels. I suspect that the ratio will get a bit worse as more people pick up the game, then maybe better as the number of players drops off leaving mostly people who are actually interested in level design.
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Re: Mario Maker
« Reply #213 on: July 02, 2019, 09:16:08 am »
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Mario Maker 1 levels gradually got better as the actual good content creators learned how to make good and better stuff. Those people already were around and knew what they were doing when MM2 launched, so that's one big reason that the average quality of level seems higher.
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Re: Mario Maker
« Reply #214 on: July 02, 2019, 01:28:21 pm »
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I haven't bought any Mario Makers yet.  I wouldn't really want to make levels I would want to play them.

I am concerned it's not very fun to play 1 off levels and that's more fun to play Mario games start to finish with a sequence to them.
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Re: Mario Maker
« Reply #215 on: July 02, 2019, 03:40:25 pm »
+1

I haven't bought any Mario Makers yet.  I wouldn't really want to make levels I would want to play them.

I am concerned it's not very fun to play 1 off levels and that's more fun to play Mario games start to finish with a sequence to them.

I think it's a different genre. While you can make "Mario-type" levels in Mario Maker, you're right; it will never feel like playing a full 2D Super Mario game. Instead, it's a combination of cool platforming, puzzle solving, troll-avoiding, and pure creative things that you would never see in a Nintendo-made Mario game.
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Re: Mario Maker
« Reply #216 on: July 02, 2019, 04:05:52 pm »
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Oh man.  I should probably pass then. 

I'd rather play a SMW romhack where people make full games.
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Re: Mario Maker
« Reply #217 on: July 03, 2019, 12:20:50 am »
+2

Finally uploaded my level!

99W-9HX-MJG

Uploading a red coin level is hard! While other players get to save after each room; I had to beat all rooms in a row without dying; 3 separate times! And the third time took me about 15 time more tries than the first 2 times. Probably just nerves.

Anyway, hope people out there with MM2 give it a try! It’s pretty difficult; probably in the easier half of super expert.
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Re: Mario Maker
« Reply #218 on: July 03, 2019, 02:46:52 am »
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

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Re: Mario Maker
« Reply #219 on: July 03, 2019, 01:24:50 pm »
+1

I was able to beat two out of the five rooms (#2 and #4 I believe), but then gave up. It's a challenge for sure.
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Re: Mario Maker
« Reply #220 on: July 03, 2019, 03:23:01 pm »
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I was able to beat two out of the five rooms (#2 and #4 I believe), but then gave up. It's a challenge for sure.

In my upload attempts I definitely found that 1, 3, and 5 were the hardest. I had intended to actually order them from easiest to hardest.. I built room 1 last, thinking that I was going to make it the easiest room, but it ended up being one of the hardest. And the order was somewhat forced by wanting the visuals of alternating pipes and doors.

Did you at least find it relatively clear what you were supposed to do in each section? That was my concern, that something that was obvious to me would appear confusing to someone else. I mean, if you've never seen a bomb slide before you're probably just screwed, but my level isn't intended for that level of player.
« Last Edit: July 03, 2019, 03:24:43 pm by GendoIkari »
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Re: Mario Maker
« Reply #221 on: July 03, 2019, 03:41:28 pm »
0

Sadly I am that level of player. I had no idea what to do in that room and have never heard of a "bomb slide".
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Re: Mario Maker
« Reply #222 on: July 03, 2019, 04:01:32 pm »
0

Ah... then yeah, you never had a chance, at least for that room. But I think that most people who would be playing on super-expert know about bomb slides; at least I see plenty of levels that require them... I suppose I could have put a "Z" to tell people to spin jump.
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Re: Mario Maker
« Reply #223 on: July 03, 2019, 05:01:24 pm »
+1

Did you at least find it relatively clear what you were supposed to do in each section? That was my concern, that something that was obvious to me would appear confusing to someone else. I mean, if you've never seen a bomb slide before you're probably just screwed, but my level isn't intended for that level of player.

All of the sections were pretty clear to me except for the bomb one, but I figured it out.  It did take me a few deaths before I realized what to do.
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Re: Mario Maker
« Reply #224 on: July 04, 2019, 12:00:56 am »
0

Did you at least find it relatively clear what you were supposed to do in each section? That was my concern, that something that was obvious to me would appear confusing to someone else. I mean, if you've never seen a bomb slide before you're probably just screwed, but my level isn't intended for that level of player.

All of the sections were pretty clear to me except for the bomb one, but I figured it out.  It did take me a few deaths before I realized what to do.

You’re still the only clear!
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Re: Mario Maker
« Reply #225 on: July 04, 2019, 12:12:04 am »
+2

Finally uploaded my level!

99W-9HX-MJG

Uploading a red coin level is hard! While other players get to save after each room; I had to beat all rooms in a row without dying; 3 separate times! And the third time took me about 15 time more tries than the first 2 times. Probably just nerves.

Anyway, hope people out there with MM2 give it a try! It’s pretty difficult; probably in the easier half of super expert.

Just played it, overall really liked it. I appreciate red coin levels in general, because frequent checkpoints generally make levels more fun, and show that the designer is more committed to making the level fun than hard.

I found rooms 3 and 4 to be by far the easiest, with room 2 being in the middle (but relatively easy), and 1 and 5 significantly harder than the rest, especially 1. In fact, I'm guessing 60-70% of my deaths were on room 1, and most of those deaths were spent just trying to get to the platform and start getting into the rhythm of it. Once you get going it's not too bad, though you have to keep it going for quite a while until Bowser dies.

I found it pretty clear what I was supposed to do in every room. I've never heard the term "bomb slide", but I just did what it looked like I was supposed to do and rode the bob-omb to the other side of the room, then spin jumped down to kick a bomb over and pop back up every time a bob-omb came close enough to jump onto it. I agree it would have been better to put a Z track at the beginning, but I think it's pretty clear what to do there anyway.

Rooms 4 and 5 took a few tries before I understood what I was doing, but that's completely reasonable, especially since it's a red coin level so you're not punished for not figuring it out right away. In room 5 I was never sure how many times I was supposed to hit Bowser before running around the loop; I ended up hitting him 3 times each cycle, I'm not sure if you were intended to do more or fewer or if there was an intended strat. The other thing about that room is it became significantly easier once I realized the fire bar didn't extend up to the furthest muncher, so after you jump over the middle muncher, you can take your time with the last jump.

It's amazing to me that you can't do things like toggle Bowser's fire on or off, or adjust how many hits it takes to kill him. It was obvious playing your level that you had to design around that, which is why it tends to be hard to make good boss fights. I'm also baffled that there is still no pause menu option to kill yourself, nor did they do anything about key deaths apparently? That's actually pretty ridiculous, those would be completely trivial problems to fix, but they somehow seem completely oblivious...



I uploaded a level a few days ago: KR6-474-PPF (ignore the silly name and description). It's a pretty short SMB1 platforming level (3 sections, each about ~10 seconds long), which I think looks pretty cool when done correctly, but I'm worried it's not clear what you're supposed to do in some places. I tried putting coins and arrows everywhere, but not sure how much they really help...
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Re: Mario Maker
« Reply #226 on: July 04, 2019, 12:13:04 am »
+1

Ah... then yeah, you never had a chance, at least for that room. But I think that most people who would be playing on super-expert know about bomb slides; at least I see plenty of levels that require them... I suppose I could have put a "Z" to tell people to spin jump.

Throughly enjoyed it. I peeked into each room once to get an understanding of what I was aiming to do before restarting and running the level clean. I one shot each of the rooms (order of personal difficulty: 5-3-4-1-2), but then, alas, I weak jumped the final launch in 2 after Bowser was dead to end up in the flames. 😭😭😭. Ah well.
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TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
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Re: Mario Maker
« Reply #227 on: July 04, 2019, 12:27:07 am »
0

Room 1 got a lot easier when I realized I could see the shell up top and time my jumps to when it went to the right.  I also duck jumped to make my jumps last longer.
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Re: Mario Maker
« Reply #228 on: July 04, 2019, 12:32:51 am »
0

Room 1 got a lot easier when I realized I could see the shell up top and time my jumps to when it went to the right.  I also duck jumped to make my jumps last longer.

I did a spin jump facing forward, which auto hit bowser each time. But yes, untiming myself from the spring sound to the shell visual was key.
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TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

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Re: Mario Maker
« Reply #229 on: July 04, 2019, 01:32:05 am »
+1

Finally uploaded my level!

99W-9HX-MJG

Uploading a red coin level is hard! While other players get to save after each room; I had to beat all rooms in a row without dying; 3 separate times! And the third time took me about 15 time more tries than the first 2 times. Probably just nerves.

Anyway, hope people out there with MM2 give it a try! It’s pretty difficult; probably in the easier half of super expert.

Just played it, overall really liked it. I appreciate red coin levels in general, because frequent checkpoints generally make levels more fun, and show that the designer is more committed to making the level fun than hard.

I found rooms 3 and 4 to be by far the easiest, with room 2 being in the middle (but relatively easy), and 1 and 5 significantly harder than the rest, especially 1. In fact, I'm guessing 60-70% of my deaths were on room 1, and most of those deaths were spent just trying to get to the platform and start getting into the rhythm of it. Once you get going it's not too bad, though you have to keep it going for quite a while until Bowser dies.

I found it pretty clear what I was supposed to do in every room. I've never heard the term "bomb slide", but I just did what it looked like I was supposed to do and rode the bob-omb to the other side of the room, then spin jumped down to kick a bomb over and pop back up every time a bob-omb came close enough to jump onto it. I agree it would have been better to put a Z track at the beginning, but I think it's pretty clear what to do there anyway.

Thanks!

Quote
Rooms 4 and 5 took a few tries before I understood what I was doing, but that's completely reasonable, especially since it's a red coin level so you're not punished for not figuring it out right away. In room 5 I was never sure how many times I was supposed to hit Bowser before running around the loop; I ended up hitting him 3 times each cycle, I'm not sure if you were intended to do more or fewer or if there was an intended strat. The other thing about that room is it became significantly easier once I realized the fire bar didn't extend up to the furthest muncher, so after you jump over the middle muncher, you can take your time with the last jump.

I found 2 was the safest, but 3 was possible, and since it took 7 total I did 3-2-2 or 2-3-2, whenever I felt it was safe to get the third hit. So you only have to go around the obstacle course twice. But I figure some people will just do 2 at a time and go an extra cycle. Interesting fact: in MM1 it took 20 hits with the spike helmet; they lowered it to 7.

It was originally harder; I actually shortened the fire bar so that you can wait at the place you mentioned. Originally you had to get back to the ground without pause. And the muncher in the center was originally 2 munchers stacked; I got rid of one because it seemed too tight.

Quote
It's amazing to me that you can't do things like toggle Bowser's fire on or off, or adjust how many hits it takes to kill him. It was obvious playing your level that you had to design around that, which is why it tends to be hard to make good boss fights. I'm also baffled that there is still no pause menu option to kill yourself, nor did they do anything about key deaths apparently? That's actually pretty ridiculous, those would be completely trivial problems to fix, but they somehow seem completely oblivious...


Indeed, especially in the bomb section. Originally bowser was just to the right and you spin jumped the bombs across the room and into him. But his fire would randomly light the bombs or just kill you; so I got the idea to just put him down lower. Very rarely it’s possible that RNG fire will unavoidably kill you in the spike helmet room, but it didn’t seem to happen often enough to worry. It is also cool how I was able to put ceilings in most of the rooms just to catch the fire that he shoots in the air.

Quote
I uploaded a level a few days ago: KR6-474-PPF (ignore the silly name and description). It's a pretty short SMB1 platforming level (3 sections, each about ~10 seconds long), which I think looks pretty cool when done correctly, but I'm worried it's not clear what you're supposed to do in some places. I tried putting coins and arrows everywhere, but not sure how much they really help...

I’ll check it out. Thanks for the feedback!
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GendoIkari

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Re: Mario Maker
« Reply #230 on: July 04, 2019, 01:38:44 am »
0

Room 1 got a lot easier when I realized I could see the shell up top and time my jumps to when it went to the right.  I also duck jumped to make my jumps last longer.

I did a spin jump facing forward, which auto hit bowser each time. But yes, untiming myself from the spring sound to the shell visual was key.

Yeah I carefully positioned the height so that the vertical camera would just barely let you see the shell. The hard part is really just always looking up there and ignoring the rest of the screen. But I found that due to the blue platform which holds the fire flower, you have a pretty big window to do the initial jump up to the blocks; because you can jump off the blue platform as needed.

So that section started out as something where an on/off switch was automatically hit at a much slower pace, like on for 5 seconds then off for 5 seconds. And I was using music blocks on tracks to make a countdown warning sound for each time the block would be hit. But I found it impossible to perfectly sync the timing of the block being hit with the timing of the music blocks; it would always slowly drift apart because one cycle would be a fraction of a second faster than the other. Eventually had to give up on that whole idea.
« Last Edit: July 04, 2019, 01:40:11 am by GendoIkari »
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Re: Mario Maker
« Reply #231 on: July 04, 2019, 10:23:41 pm »
0

I uploaded my first course. It's an updated version of Piranha Pirates, which I made a few months ago for Mario Maker 1.

Q5J-VW1-FYG

It's a traditional, autoscrolling course. I estimate it's "Normal" difficulty, though it might end up as "Expert".
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Re: Mario Maker
« Reply #232 on: July 11, 2019, 06:40:20 am »
+1

Finally uploaded my level!

99W-9HX-MJG

Uploading a red coin level is hard! While other players get to save after each room; I had to beat all rooms in a row without dying; 3 separate times! And the third time took me about 15 time more tries than the first 2 times. Probably just nerves.

Anyway, hope people out there with MM2 give it a try! It’s pretty difficult; probably in the easier half of super expert.

A whole lot of deaths, but finally finished. I felt like I learned the mechanic to each room fairly quickly, just kind of wish Bowser took fewer hits. The repitition to finally get the hang of executing the mechanic started to feel slightly tedious after several deaths knowing exactly what I needed to do. Still, fun levels!
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Re: Mario Maker
« Reply #233 on: July 11, 2019, 06:55:52 am »
+1

I uploaded my first course. It's an updated version of Piranha Pirates, which I made a few months ago for Mario Maker 1.

Q5J-VW1-FYG

It's a traditional, autoscrolling course. I estimate it's "Normal" difficulty, though it might end up as "Expert".

Nice! I played it until I got the record. I think Normal is fine for the difficulty, but I havent played enough to really know
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Re: Mario Maker
« Reply #234 on: July 13, 2019, 03:36:21 pm »
+1

Finally uploaded my level!

99W-9HX-MJG

Uploading a red coin level is hard! While other players get to save after each room; I had to beat all rooms in a row without dying; 3 separate times! And the third time took me about 15 time more tries than the first 2 times. Probably just nerves.

Anyway, hope people out there with MM2 give it a try! It’s pretty difficult; probably in the easier half of super expert.

A whole lot of deaths, but finally finished. I felt like I learned the mechanic to each room fairly quickly, just kind of wish Bowser took fewer hits. The repitition to finally get the hang of executing the mechanic started to feel slightly tedious after several deaths knowing exactly what I needed to do. Still, fun levels!

Thanks! No "like" though? Not to sound desperate or anything.
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Re: Mario Maker
« Reply #235 on: July 13, 2019, 03:42:03 pm »
+1


I uploaded a level a few days ago: KR6-474-PPF (ignore the silly name and description). It's a pretty short SMB1 platforming level (3 sections, each about ~10 seconds long), which I think looks pretty cool when done correctly, but I'm worried it's not clear what you're supposed to do in some places. I tried putting coins and arrows everywhere, but not sure how much they really help...

Sorry it took a while, but played and beat this last night. Over all, good! Mario 1 platforming kaizo is probably my favorite level style as a whole. Your level reminded me of a Flipface level, which is quite a compliment.

The only part I struggled with in terms of the flow of things was in the second section. A couple issues in a row... first off, it's possible to go either over or under the red on/off block that's right after you hit the switch. I wasn't sure which one was intended... going over felt easier, but also a bit more awkward because you don't just clear it completely; you drag your face along it before going over. Going under was a bit faster, but harder to pull off.

Then right after that, it was a bit awkward and jenky to get up to the wiggler. In terms of flow, I really felt like I just wanted to hold right after bouncing off the left springs; but if you do that, you face-plant directly into the wiggler. So instead, you have to go left/right to go around and get up on top. Then depending on the exact angle that you bounce off the wiggler; the part with the falling walls of springs either just works or not; for me most of the time not. It seemed like I may have been doing something slightly wrong to get up to the wiggler; that or it just has to be a precise angle (with no real way to know what the correct angle is).

But that aside, it was still great. A very good level of difficulty for me; basically at the high end of my current skill level. Also, great use of the on/off blocks.
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Re: Mario Maker
« Reply #236 on: July 14, 2019, 09:55:48 pm »
0


I uploaded a level a few days ago: KR6-474-PPF (ignore the silly name and description). It's a pretty short SMB1 platforming level (3 sections, each about ~10 seconds long), which I think looks pretty cool when done correctly, but I'm worried it's not clear what you're supposed to do in some places. I tried putting coins and arrows everywhere, but not sure how much they really help...

Sorry it took a while, but played and beat this last night. Over all, good! Mario 1 platforming kaizo is probably my favorite level style as a whole. Your level reminded me of a Flipface level, which is quite a compliment.

The only part I struggled with in terms of the flow of things was in the second section. A couple issues in a row... first off, it's possible to go either over or under the red on/off block that's right after you hit the switch. I wasn't sure which one was intended... going over felt easier, but also a bit more awkward because you don't just clear it completely; you drag your face along it before going over. Going under was a bit faster, but harder to pull off.

Then right after that, it was a bit awkward and jenky to get up to the wiggler. In terms of flow, I really felt like I just wanted to hold right after bouncing off the left springs; but if you do that, you face-plant directly into the wiggler. So instead, you have to go left/right to go around and get up on top. Then depending on the exact angle that you bounce off the wiggler; the part with the falling walls of springs either just works or not; for me most of the time not. It seemed like I may have been doing something slightly wrong to get up to the wiggler; that or it just has to be a precise angle (with no real way to know what the correct angle is).

But that aside, it was still great. A very good level of difficulty for me; basically at the high end of my current skill level. Also, great use of the on/off blocks.

Glad you liked it! I agree the second section is awkward in some places and I think I prioritized looking cool when done correctly too much over being fair to the player. I probably could have done some stuff better.


I just uploaded another level: WR0-L7J-P3G HP2-42H-Y1H. Based on the night-time snow physics, designed so that you generally won't die.
« Last Edit: July 15, 2019, 08:51:23 am by scott_pilgrim »
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Re: Mario Maker
« Reply #237 on: July 14, 2019, 10:09:38 pm »
+1

I just uploaded another level: WR0-L7J-P3G. Based on the night-time snow physics, designed so that you generally won't die.

I'm playing it right now, and got softlocked in the second room.  After hitting the POW I didn't hit the spring, and then I jumped and got stuck on the cloud.
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Re: Mario Maker
« Reply #238 on: July 14, 2019, 11:13:33 pm »
0

I just uploaded another level: WR0-L7J-P3G. Based on the night-time snow physics, designed so that you generally won't die.

I'm playing it right now, and got softlocked in the second room.  After hitting the POW I didn't hit the spring, and then I jumped and got stuck on the cloud.

Thank you for catching this! I tried to check for soft-locks, but missed that. I added a one-way over the pow-block so I think you can't get soft-locked there now. New level code is HP2-42H-Y1H.
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Re: Mario Maker
« Reply #239 on: July 15, 2019, 05:45:30 pm »
+1

Not as big a fan of the ice level. Maybe just because the ice itself is a frustrating physics. But the boss fight was great. The first section after the first checkpoint has some major cheese... first just stay at the bottom and hit the switch repeatedly until the muncher falls down. Then just jump up to each section by jumping left/right around the ceilings. No need to duck or slide or hit the blocks and springs at each level.
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Re: Mario Maker
« Reply #240 on: July 16, 2019, 08:58:03 am »
0

Not as big a fan of the ice level. Maybe just because the ice itself is a frustrating physics. But the boss fight was great. The first section after the first checkpoint has some major cheese... first just stay at the bottom and hit the switch repeatedly until the muncher falls down. Then just jump up to each section by jumping left/right around the ceilings. No need to duck or slide or hit the blocks and springs at each level.

I thought about that, but I had more trouble doing it that way than the intended way because I found it really awkward to make those jumps without any momentum. But maybe I'm just weird, or maybe I'm not understanding what you're saying?
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Re: Mario Maker
« Reply #241 on: July 17, 2019, 11:00:44 am »
+1

Not as big a fan of the ice level. Maybe just because the ice itself is a frustrating physics. But the boss fight was great. The first section after the first checkpoint has some major cheese... first just stay at the bottom and hit the switch repeatedly until the muncher falls down. Then just jump up to each section by jumping left/right around the ceilings. No need to duck or slide or hit the blocks and springs at each level.

I thought about that, but I had more trouble doing it that way than the intended way because I found it really awkward to make those jumps without any momentum. But maybe I'm just weird, or maybe I'm not understanding what you're saying?

Sounds like you're understanding correctly. I didn't find it hard to jump up that way; at least not has hard as timing duck-slides and jumps.
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Re: Mario Maker
« Reply #242 on: July 17, 2019, 11:02:32 am »
+1

So I started building a new level... about half done I think. It's an airship night theme, so all enemies have low-gravity, but Mario moves normally. Running into a weird issue; maybe someone here can help...

In Mario Maker 1, originally you could only bounce off of a naked koopa after a few seconds when it recovered from taking damage. They released an update late into the game's life that made it so that you can bounce off of koopas immediately after they lose their shell.

Mario Maker 2 seems to keep this same behavior; and you can usually bounce off of koopas immediately. However, I'm having a strange issue in a level I'm designing. I'm using airship night theme; where the enemy's have low gravity but Mario moves normally. I noticed that when you jump off a koopa, the naked koopa bounces a bit in the air; and you cannot touch it until it lands.

I have a setup where you have to jump off a koopa that's in the air in such a way that the naked koopa falls right onto a note block. The note block then bounces the naked koopa up, and you can bounce off of the naked koopa. This works just fine maybe 95% of the time. But every once in a while, I just completely pass through the naked koopa (after it has successfully bounced off the note block as expected). Like it doesn't exist at all.

Does anyone know what could cause a recently de-shelled naked koopa that has bounced off of a noteblock to be not solid? I can't tell a difference between what it looks like the times that this happens. My best guess is that I'm hitting the original koopa either higher or lower in the air, changing the amount of time between the naked koopa being de-shelled and when it hits the note block. I really want to keep this setup in the level, as it's a really fun trick to do, but I really don't want someone to die to something a random 5% of the time when they have no control over it.
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Re: Mario Maker
« Reply #243 on: July 20, 2019, 02:13:46 am »
0

New level finished!

MWJ-V8N-5CG.

I think it’s a little easier than my last level, but maybe about the same. More traditional “kaizo-style” level that uses the nighttime airship theme that makes enemies have low-gravity while Mario moves normally.

As always feedback (and likes!) appreciated.
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Re: Mario Maker
« Reply #244 on: July 24, 2019, 10:01:17 am »
0

Last night I beat The Producers, Barbarian's first Mario Maker 2 level!!

First time ever beating a Barb level or giving serious effort to doing so. Took about an hour and 45 minutes of grinding it out.. by far the hardest level I've done... I know there's plenty of harder stuff, including harder Barb levels, but still.

I might tackle The Mummy next.
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Re: Mario Maker
« Reply #245 on: July 27, 2019, 12:51:48 pm »
0

New level: V6V YD1 2YG
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Re: Mario Maker
« Reply #246 on: July 27, 2019, 01:18:41 pm »
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Will check it out.

My new one got far fewer plays than my first one. But I did get a streamer to play it during viewer levels so that was cool.
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Re: Mario Maker
« Reply #247 on: July 27, 2019, 02:45:53 pm »
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I need to get caught up on levels from here. Been making my way through the top most popular puzzle levels on Super Expert.
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TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
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Re: Mario Maker
« Reply #248 on: July 28, 2019, 06:56:30 pm »
+1

New level: V6V YD1 2YG

Loved it! A couple of annoyingly hard jumps; but lots of cool setups. In the second half occasionally the giant muncher would end up below the long blue platform that was supposed to carry it up. Something with the time or position that it hit the sideways spring I guess. Still, a lot of fun.
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Re: Mario Maker
« Reply #249 on: July 28, 2019, 07:19:27 pm »
0

I’m loving Carl’s new level - Please Just Do Better. Only put about 15 minutes in so far, but super fun.
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Mafia Record:
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TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
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Total Wins: 30
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Re: Mario Maker
« Reply #250 on: July 28, 2019, 07:21:48 pm »
0

I’m loving Carl’s new level - Please Just Do Better. Only put about 15 minutes in so far, but super fun.

I played this one for a few minutes but just gave up when I got confused about where I was supposed to go. Maybe I should give it another shot.

I did beat Carl’s Breaking the Ice Kaizo College level.
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Re: Mario Maker
« Reply #251 on: July 31, 2019, 05:31:01 pm »
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I’m loving Carl’s new level - Please Just Do Better. Only put about 15 minutes in so far, but super fun.

I played this one for a few minutes but just gave up when I got confused about where I was supposed to go. Maybe I should give it another shot.

I did beat Carl’s Breaking the Ice Kaizo College level.

Having seen Carl's video on the level; I'm so glad I stopped after only a few minutes.

I think if the idea is to create Getting Over It; GoSeigen's level did a much better job.
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Re: Mario Maker
« Reply #252 on: August 05, 2019, 10:26:38 am »
0

I uploaded 2 new levels; both "Uno Mas" levels. For those who don't know, "Uno Mas" levels are a genre of level designed to just show one weird or interesting mechanic; generally something unexpected with how the physics engine works.

Named for a time when CarlSagan42 spent all night long playing levels like this; declaring that he was just going to do one more after each one.

Level code: 1M3-70F-4SF

Dunno the other level code; but it would be faster to just find it from my profile instead of typing another code anyway.
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Re: Mario Maker
« Reply #253 on: August 20, 2019, 02:29:08 pm »
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So I've been playing harder and harder levels... now into Salt Lake and Space Pig stuff. Some Space Pig levels are still far beyond me; but others I can do now.
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Re: Mario Maker
« Reply #254 on: October 27, 2019, 03:01:43 pm »
+1

New level: QXP-S5K-R0H

Edit: I also want to apologize for the end of the third room being tighter that I intended. This is the result of something that I think is one of several glaring flaws in Mario Maker that I'm amazed they didn't fix in MM2 (like key deaths and soft-locks), where the only way to test a level from a checkpoint is to pretend to upload it and then clear it. It didn't occur to me that there might be a difference between positioning myself at the checkpoint in edit mode and playing the level from there, vs. actually spawning at the checkpoint. But it turns out that in the former case, the camera centers on Mario, while in the latter, for whatever reason, it does not (probably has to do with a solid wall being to the left of the checkpoint, though why it wouldn't be consistent between the two cases is beyond me). So when you re-spawn at the first checkpoint, the camera actually scrolls two columns farther to the right than I had intended. I didn't discover this until after I had already cleared all 6 rooms sequentially, and it wasn't a big enough deal that I felt like redoing it at that point, but still frustrating that there's not an easy way to test for things like that...
« Last Edit: October 27, 2019, 03:21:28 pm by scott_pilgrim »
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Re: Mario Maker
« Reply #255 on: October 27, 2019, 06:43:15 pm »
+1

Undertale and Cadence of Hyrule have kept away from this for a couple weeks, but I’ll check it out!
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Re: Mario Maker
« Reply #256 on: October 28, 2019, 05:47:53 pm »
+1

A couple issues... the beginning is unclear on what to do; it took me many deaths just to figure out the timing and order of hitting the platforms; but I finally got it down. Then after struggling with the timing on the second room (mostly just difficulty; not lack of clarity)... I discovered I needed a key! It didn’t take me long to figure out where the key was; but getting it meant unlearning what I had figured out about the first room and learning the right way to do it.

Then as soon as I got past the first room after the first checkpoint; I got soft locked. If you miss the first trick in that room; it’s a soft lock... and one that looks like it will happen often...
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Re: Mario Maker
« Reply #257 on: October 28, 2019, 08:13:18 pm »
0

You're right, I think I was too eager to upload and was a lot more careless than usual. I don't know how I missed the softlock either...I took the level down for now and will probably not have time to re-upload for a while.
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Re: Mario Maker
« Reply #258 on: October 28, 2019, 11:28:34 pm »
+1

I do look forward to playing the fixed version; I had given up due to the soft lock, but was enjoying the concept and the platforming.
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Re: Mario Maker
« Reply #259 on: November 02, 2019, 02:49:04 pm »
+2

Re-upload: XY8-8VP-2MG

I fixed the things mentioned here. The first room has coins showing you the first few jumps, as well as an indicator showing you that the Goombrat has a key. I don't think any of the other rooms needed any more indicators, because you pretty much just go where you have to go with each jump. The fourth room has a spike block at the beginning so you can kill yourself if you miss the first jump. I also moved everything two columns to the right to add some extra space at the front of the third room, so that the camera scrolls the way it's supposed to when you re-spawn at the first checkpoint.
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Re: Mario Maker
« Reply #260 on: November 03, 2019, 04:05:52 pm »
+1

Re-upload: XY8-8VP-2MG

I fixed the things mentioned here. The first room has coins showing you the first few jumps, as well as an indicator showing you that the Goombrat has a key. I don't think any of the other rooms needed any more indicators, because you pretty much just go where you have to go with each jump. The fourth room has a spike block at the beginning so you can kill yourself if you miss the first jump. I also moved everything two columns to the right to add some extra space at the front of the third room, so that the camera scrolls the way it's supposed to when you re-spawn at the first checkpoint.

First Clear!

I think I cheesed the first room a little (went 1, 2, 4, 3 and skipped 5 based on the coin indicators) by utilizing the autoscroll to push me into the opening. Really enjoyed all the rooms as well as the overall progression of the level.
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Re: Mario Maker
« Reply #261 on: November 03, 2019, 04:15:52 pm »
+1

And now I need to go back and play some of your other levels. But not tonight
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Re: Mario Maker
« Reply #262 on: November 05, 2019, 10:33:57 am »
+1

I beat it with a time of around 40 minutes; then went back to steal the record.

I definitely enjoyed it; though I still found that it needed a bit too much time to just figure out the timing, rather than actually executing the moves. Each section had something like that; where you have a lot of trial and error to figure out when is the right time to move to each platform.

I didn't do the first room the way you intended based on the coin markers. I did 1, 2, 4, 3; which allows you to skip 5 completely.

In the last room, to get from the first red coin to the second red coin; it looks like the intent is to be fast and jump on the platform that's going down a track about to fall off the screen; but you can actually just make the jump over the one-way gates straight from the ground. Makes it a lot easier.
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Re: Mario Maker
« Reply #263 on: December 06, 2019, 02:00:45 pm »
+2

Anyone playing the new update? I haven't had a chance to yet. Looks awesome, though!
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Re: Mario Maker
« Reply #264 on: December 09, 2019, 09:44:10 am »
0

New traditional level.

March of the Spinies: Y5L-WD6-FPF

I'm going to mess around with the new parts for my next level, which hopefully won't take as long to make as this one.
« Last Edit: December 27, 2019, 11:18:23 am by LastFootnote »
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Re: Mario Maker
« Reply #265 on: December 09, 2019, 10:58:29 am »
+1

Finally got a chance to play the update over the weekend. Played through Barb's 2 Zelda levels. Good stuff; also some of the easiest things Barb has ever created. Played the Ninji speedrun enough to get around 20 seconds.

The crazy thing about the Link update is that when you are playing as Link it really is like a completely different game in many ways; it's no longer Mario at all. And yet at the same time; it's compatible with all of the different Mario course parts that they already had (those available in SMB of course). It's just really cool that they added so much to that one thing.
« Last Edit: December 09, 2019, 11:00:26 am by GendoIkari »
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Re: Mario Maker
« Reply #266 on: December 09, 2019, 01:29:12 pm »
0

Finally got a chance to play the update over the weekend. Played through Barb's 2 Zelda levels. Good stuff; also some of the easiest things Barb has ever created. Played the Ninji speedrun enough to get around 20 seconds.

The crazy thing about the Link update is that when you are playing as Link it really is like a completely different game in many ways; it's no longer Mario at all. And yet at the same time; it's compatible with all of the different Mario course parts that they already had (those available in SMB of course). It's just really cool that they added so much to that one thing.

I agree it's very cool, though I wish you didn't turn back into Mario when you got hit. Even if they didn't add a heart meter, it would be nice if you just died after getting hit as Link. As it stands many Zelda levels have to liberally distribute respawnable Master Sword power-ups.
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Re: Mario Maker
« Reply #267 on: December 27, 2019, 11:17:56 am »
+1

I don't know whether it's worth posting these traditional levels here in Kaizo Corner, but here are two more uploads.

Chomp Cavern: LWD-TLH-DDF
The Rolling Hills: VH0-H2K-G0G
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Re: Mario Maker
« Reply #268 on: December 27, 2019, 02:41:33 pm »
+1

I don't know whether it's worth posting these traditional levels here in Kaizo Corner, but here are two more uploads.

Chomp Cavern: LWD-TLH-DDF
The Rolling Hills: VH0-H2K-G0G

Got the record on both! For now at least....
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Re: Mario Maker
« Reply #269 on: January 03, 2020, 06:04:56 pm »
0

Got the record on both! For now at least....

Nice! Thanks for playing them. I'm guessing you'll keep those records for a while.

One new level today.

Fort Hammer: SQQ-0GB-WGG
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Re: Mario Maker
« Reply #270 on: March 31, 2020, 03:56:18 pm »
+1

New level: 5T5-Q3W-95G
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Re: Mario Maker
« Reply #271 on: March 31, 2020, 04:08:50 pm »
+1

New level: 5T5-Q3W-95G

I've been off Mario Maker for a couple months; playing other Switch games. But I'll check it out!
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Re: Mario Maker
« Reply #272 on: April 10, 2020, 12:02:21 am »
+1

New level: 5T5-Q3W-95G

Played it for a bit tonight. Seems really good, but tough for me with how out of practice I am... 6 months ago I bet I would have been able to beat it by now.

In the second room you can skip the second platform completely, just a very minor cheese that makes the room a bit easier.

Completely stuck on the Thwomp room when you go through the key door. Unsure on what to actually try in terms of the Thwomp on the top... try to beat him across the whole room, let him go over your head after the first jump, or after the second, etc.  Not getting there consistently enough to really get to practice it, but I got there at least 8 times and never felt any closer to figuring out what to do.
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Re: Mario Maker
« Reply #273 on: April 10, 2020, 01:24:45 am »
0

New level: 5T5-Q3W-95G

Played it for a bit tonight. Seems really good, but tough for me with how out of practice I am... 6 months ago I bet I would have been able to beat it by now.

In the second room you can skip the second platform completely, just a very minor cheese that makes the room a bit easier.

Completely stuck on the Thwomp room when you go through the key door. Unsure on what to actually try in terms of the Thwomp on the top... try to beat him across the whole room, let him go over your head after the first jump, or after the second, etc.  Not getting there consistently enough to really get to practice it, but I got there at least 8 times and never felt any closer to figuring out what to do.

Hmm, I had a bit of trouble de-cheesing the first two rooms, I must have missed that, though it doesn't sound like a big deal. The thwomp room and the room after it I think are the hardest. I don't think it's possible to pass all three bottom thwomps without stopping for the top one, but you can either pass two and then wait, or just pass one and then wait. The latter option is easier thwomp-wise but I think gives you a tighter timer with the bomb. Glad you're enjoying it otherwise though!
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Re: Mario Maker
« Reply #274 on: April 10, 2020, 09:46:12 am »
0

It doesn't take close to the full 100 seconds does it? Didn't think to take a look at the clear check time. Takes about 25 seconds to get to the thwomp room I think; which is getting close to how long I feel like I can do a bunch of hard stuff without a checkpoint, before it just becomes too hard.
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Re: Mario Maker
« Reply #275 on: April 10, 2020, 11:21:51 am »
0

It doesn't take close to the full 100 seconds does it? Didn't think to take a look at the clear check time. Takes about 25 seconds to get to the thwomp room I think; which is getting close to how long I feel like I can do a bunch of hard stuff without a checkpoint, before it just becomes too hard.

No, I think there's 3 more rooms after the thwomp room.
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Re: Mario Maker
« Reply #276 on: April 10, 2020, 11:48:52 am »
+1

I saw the first room with thwomps, and thought, "I remember gendo being able to beat much more difficult levels."

Then I got to the thwomp room.

Which is tight, but I haven't had too much difficulty with it.

Haven't made it past the boo room though.

Fun level. Break to walk the dogs then back to trying to get that first clear! You can always take a course record, but you can't take a first clear
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Re: Mario Maker
« Reply #277 on: April 10, 2020, 11:56:35 am »
+1

I saw the first room with thwomps, and thought, "I remember gendo being able to beat much more difficult levels."

Then I got to the thwomp room.

Which is tight, but I haven't had too much difficulty with it.

Haven't made it past the boo room though.

Fun level. Break to walk the dogs then back to trying to get that first clear! You can always take a course record, but you can't take a first clear

You're going to make me regret giving up last night, aren't you? Yeah like I mentioned; really out of practice.
« Last Edit: April 10, 2020, 01:53:57 pm by GendoIkari »
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Re: Mario Maker
« Reply #278 on: April 10, 2020, 01:39:14 pm »
+1

Got it! Once I figured out how to get past the boo room it was just one death per room to figure out the mechanic and get through.

Awesome level!
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Re: Mario Maker
« Reply #279 on: April 16, 2020, 02:04:17 am »
+2

New level: VP0-TK7-BHF

A quick note I couldn't fit in the description: The bullet bill isn't consistent, but you can always make that jump, you just can't trust the indicator, and likewise for the goomba immediately following it.
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Re: Mario Maker
« Reply #280 on: April 17, 2020, 01:04:27 pm »
+1

My first level!

It is relatively easy to clear, but more difficult to get the red coins. Red coins are optional

NJ5-GJF-JLF
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Re: Mario Maker
« Reply #281 on: April 17, 2020, 06:28:42 pm »
+1

My first level!

It is relatively easy to clear, but more difficult to get the red coins. Red coins are optional

NJ5-GJF-JLF

Any feedback is appreciated, being my first course.  My thought going in was make it a relatively easy course with an optional hard mode (the red coins). Did it work? Should I just commit harder or easier? We're there too many different types of challenges for the red coins? Were they too similar? Looking to improve for my next course
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Re: Mario Maker
« Reply #282 on: April 18, 2020, 11:19:36 am »
+1

New level: VP0-TK7-BHF

A quick note I couldn't fit in the description: The bullet bill isn't consistent, but you can always make that jump, you just can't trust the indicator, and likewise for the goomba immediately following it.

Good stuff. The hardest part was just getting consistent on when you had to get a lot of momentum to go far enough right. Also at the beginning, I kept bonking into the music blocks as they were being pushed down by the shell above it... that was super annoying. No issues with the launcher at all.
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Re: Mario Maker
« Reply #283 on: April 18, 2020, 11:29:56 am »
+3

My first level!

It is relatively easy to clear, but more difficult to get the red coins. Red coins are optional

NJ5-GJF-JLF

Any feedback is appreciated, being my first course.  My thought going in was make it a relatively easy course with an optional hard mode (the red coins). Did it work? Should I just commit harder or easier? We're there too many different types of challenges for the red coins? Were they too similar? Looking to improve for my next course

I stole the record from scott_pilgrim.

I wouldn’t be the best judge of this style of level because it’s not the style I enjoy much.

One issue with having the red coins as an optional way to make the level harder is that you can’t tell which paths are just for a red coin and which path is the way to the end, at least not until you get to the end of a particular path and find out it was just a red coin. So unless you just get lucky and find the right path the first time, you end up having to do some of the hard red coin challenges anyway. You just don’t have to do them more than once.

I never got all the red coins, but I got a few. A couple other critiques:

The room with the snake block bumpers is really slow. And when you first get there, you don’t know if the snake block is required. I died the first time by bouncing up the bumpers, thinking that would be a faster way to avoid waiting for the snake. But that just bounces you into spikes that you can’t see until it is too late. To actually beat the room requires a lot of patience waiting for the snake.

Hammer brothers in general are not a good enemy if just placed around. They add some randomness, and you can die to a very unfairly-timed hammer through while trying to jump on or over them.

In the required path, the part with the bullets was a bit spammy. I never made it through without using a mushroom for an invincibility boost.

But again, my opinion won’t be the best here due to the type of level you were building.
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Re: Mario Maker
« Reply #284 on: April 18, 2020, 04:50:03 pm »
+1

I agree with Gendo for the most part. I didn't do all of the red coins, and also didn't know which way to go to find the end and spent a long time working on one of the red coins thinking it would be the path to the end. I also think hammer bros. are the worst type of enemy. As far as I could tell, the intended path to the end was to hit the P switch, do some zig-zag to get to the part with the vines and cannons, and then go through the thwomp area. But the vine/cannon and thwomp areas seemed nearly impossible to get everything to line up in such a way that you could get through safely, so the only way I was able to do it was by getting the fire flower in the claw, damage boosting through the vine/cannon section, and then damage boosting through the thwomp/hammer bro/podobo/cannon area. I'm not sure if there was an intended way that would have been easier, but sometimes things that seem obvious to the level creator are not obvious to the player.

I don't usually play many exploration-type levels, but I do think you did a very good job with that and the level looked very nice aesthetically, but I think that type of level needs to be easier in order to keep the player's interest. Once I found the path to the end I gave up on the red coins because I knew I wouldn't be able to get them all anyway and getting to the end seemed hard enough already.
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Re: Mario Maker
« Reply #285 on: April 19, 2020, 11:51:23 am »
0

I made a few attempts to do a run getting all the coins, but it got boring because of the snake block coin.
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Re: Mario Maker
« Reply #286 on: April 20, 2020, 10:59:00 pm »
+2

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Re: Mario Maker
« Reply #287 on: April 22, 2020, 11:28:56 pm »
+3

My first level!

It is relatively easy to clear, but more difficult to get the red coins. Red coins are optional

NJ5-GJF-JLF

I'm a person who enjoys traditional levels, so I think I might be the target audience for your course? I agree with almost everything Gendo said, though. (The one point I disagree on is that I think Hammer Bros are fine when used carefully. More on using enemies carefully in a bit.)

I'm not terrible at Mario and neither am I an expert speedrunner. I would not call this level easy to clear. I finally got to the final Thwomp/Lava Bubble/cannon area and died (again) there. So I'm giving up for now. (EDIT: I followed scott_pilgrim's advice and got the Fire Flower and was able to beat it with invincibility frames. Not ideal, but at least I've cleared it. I'd ignored the Fire Flower before because it didn't seem worth the risk, but it wasn't actually that hard to get once I tried.)

I'm not entirely sure who your target audience is, but I'm going forward with the assumption that it's people who like traditional levels. So I'll give some specific feedback based on that assumption. And I'm mostly just going to address the path to the goal, not the red coin paths, since I only tried a few of those and didn't make it to the end of any of them.

First, you use two or three enemies in places where one would do. This is basically ubiquitous throughout the level. Like the very first Koopas, you only need the top red one. The other ones are just clutter. Every block that has two Spike Tops probably only needs one. That spot near the end has two Dry Bones, which is great for keeping players on their toes while trying to figure out when to approach the Hammer Bro, but one would do the job. And maybe just one giant Lava Bubble at the end between the Thwomps.

The level lacks a feeling of cohesion. There are lots of types on enemies, most of which you only see once. It makes the level feel thrown together, even though it's obvious you put some work into it. Since a lot of the enemies in this level just serve to be general obstacles, you could replace many of them with one type. Dry Bones, perhaps. The Koopas and Goombas could all by Dry Bones and the level would play similarly. That would be one possible step toward giving the level a theme of sorts.

I would avoid challenges that require you to be small Mario. (Again I'm assuming you're trying to make a challenging traditional level.) There's a spot in the snake block room where you can't get through the spikes as Super Mario, for instance.

I would either only point arrows toward the goal or only toward red coins. Right now they seem to be a weird mix of both, making for inconsistent leading. And on a tangent, I would include more regular coins just for getting. Nice to have some coins in a level.

Still on the topic of coins, I recommend against putting 10-coin blocks in levels unless they fill a specific purpose. When placed randomly into a level, they're boring time-wasters that some players will nevertheless feel compelled to collect. I mean if they're playing Endless Challenge mode or whatever, they may need those coins. So they'll jump up to where the giant Spike is, probably take it out, and then spend several seconds collecting 30 coins from those three blocks. And then they'll die and have to do it again. If I'm putting a 10-coin block in my level, it's for one of three reasons. First, it can be fun if it's a challenge to actually collect all ten coins. This means either there's a persistent hazard, some tricky platforming, or auto-scroll. Your giant Spike maybe works that way once, but on subsequent attempts it's obvious they should take it out first. Second, I may place a 10-coin block if there's an unavoidable lull in gameplay (usually in an auto-scroll level, but maybe due to moving platforms or something) and I want to give the player something to do while they wait. Third, they can be useful if I want to make the player stay in one spot for a couple seconds. If it's an auto-scroll level, I might want to keep the player from hugging the right side of the screen and getting killed by an enemy that spawns there. I also have one at the start of the third part of my Chomp Cavern level in hopes that the player will look at what's in front of them before rushing in, but I think I may take that one out. Anyway this wall of text is just my personal guidelines for 10-coin blocks, and not hard-and-fast rules. I'll still include the occasional 10-coins in a regular brick block just as a cool surprise for curious players, though even then I want some threats nearby to keep them on their toes.

I guess this sort of turned into a 10-coin block treatise. Anyway, I really highly recommend going through all the Yamamura's Dojo tutorial things if you do want to make some traditional levels. I consider myself a reasonably good course designer, but I still learned a lot from them. One standout thing I learned was making your power-ups matter in order to make them more fun. In my first version of Piranha Pirates on the Wii U Mario Maker, I had Super Leaves instead of Fire Flowers because I thought the Fire Flowers would make taking out the Piranha Plants too easy. But after watching the video, I changed them because (1) fireballing Piranha Plants is fun and (2) the level is challenging enough even with that power-up. If you want something more engaging, you could watch some YouTube videos on the subject of Mario Maker course design.
« Last Edit: April 23, 2020, 09:00:06 am by LastFootnote »
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GendoIkari

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Re: Mario Maker
« Reply #288 on: April 23, 2020, 02:23:59 am »
+1

Made a level with the new stuff; specifically SMB2.

S65-9JH-76G

A 20 second speed run. Probably not very hard, but then again I did play it a lot while building it.  Only took me a couple hours total; so not as much care as I put into my other levels; though it’s also a much shorter level.

Also spent a while building a boss battle involving the laser mechakoopas. Now I need to build the rest of the level.
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Re: Mario Maker
« Reply #289 on: April 23, 2020, 07:02:50 am »
+2

Thanks for all the feedback, I will definitely incorporate it into future levels
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Re: Mario Maker
« Reply #290 on: April 23, 2020, 03:19:45 pm »
0

Made a level with the new stuff; specifically SMB2.

S65-9JH-76G

A 20 second speed run. Probably not very hard, but then again I did play it a lot while building it.  Only took me a couple hours total; so not as much care as I put into my other levels; though it’s also a much shorter level.

I don't know anything about SMB2 (this is the first level I've played with it) but I can't figure out what to do with the pow block. It looks like I'm supposed to set it down on the cloud to get enough height to reach the platform or something, but it doesn't seem to be possible to set it down without throwing.

I'm also definitely not doing the first part right, but I don't know yet if it's cheese because it's probably slower than the intended way and I don't know how tight the timer is. I don't know how to kill the piranha plant, so I've just been carrying the turtle with me on the cannonball (instead of throwing at the throw indicator) until I'm close enough to jump into it with the turtle above me, killing it with the turtle. But maybe the level would make more sense to me if I knew anything about what you can do with the SMB2 power-up, like I said all I know about it is from experimenting while playing your level. Seems like a fun level otherwise.
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GendoIkari

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Re: Mario Maker
« Reply #291 on: April 23, 2020, 04:19:44 pm »
+1

Made a level with the new stuff; specifically SMB2.

S65-9JH-76G

A 20 second speed run. Probably not very hard, but then again I did play it a lot while building it.  Only took me a couple hours total; so not as much care as I put into my other levels; though it’s also a much shorter level.

I don't know anything about SMB2 (this is the first level I've played with it) but I can't figure out what to do with the pow block. It looks like I'm supposed to set it down on the cloud to get enough height to reach the platform or something, but it doesn't seem to be possible to set it down without throwing.

I'm also definitely not doing the first part right, but I don't know yet if it's cheese because it's probably slower than the intended way and I don't know how tight the timer is. I don't know how to kill the piranha plant, so I've just been carrying the turtle with me on the cannonball (instead of throwing at the throw indicator) until I'm close enough to jump into it with the turtle above me, killing it with the turtle. But maybe the level would make more sense to me if I knew anything about what you can do with the SMB2 power-up, like I said all I know about it is from experimenting while playing your level. Seems like a fun level otherwise.

You must not know about super jumps! In the original SMB2, as well as in Mario Maker with the powerup, if you duck for about a full second; you will start to flash. If you then jump, you will jump higher than normal. The down arrow is supposed to be an indicator for that, but no real way you could ever know that unless you just know that it's a move in your move set. Eventually the community will come up with a standard "super-jump" indicator. I can see extra confusion since you would be holding an item, and could indeed think that the down arrow means to set it down.

For the beginning you should be killing the piranha plant by holding the canonball in your hands after jumping off the turtle shell. It's the same basic way of killing it, but indeed riding the canonball all the way across the spikes will be too slow for the timer. Immediately after the "throw left" indicator is a "grab" indicator, you need to pick up the canonball while riding on it, falling down onto the shell. Almost immediately after throwing the shell.

Originally the idea was to have to throw the canonball into the piranha plant to kill it; I then discovered by accident that even if you don't throw it, just running into it kills it. I guess that makes sense; it's the same as holding a shell or galoomba in Mario 3 or World and running into another enemy.
« Last Edit: April 23, 2020, 04:21:01 pm by GendoIkari »
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Re: Mario Maker
« Reply #292 on: April 23, 2020, 06:04:55 pm »
+1

Indeed, I was not aware of super jumps. I also had not figured out that the p block indicator was telling me to grab something, which is why I couldn't figure out the first part. That part is pretty cool when done correctly! And the timer is pretty tight; I once timed it between pulling the last cloud and actually touching the flagpole. My only complaint is that the piranha plant seems a little low, I found it slightly awkward to do a small enough jump to be able to kill it without taking damage. Overall good level though! Thanks for the tips!
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Re: Mario Maker
« Reply #293 on: April 23, 2020, 07:21:05 pm »
0

The closest I got while still timing out was just after pulling the first cloud. My goal was to make something that would take around 19.5 seconds if done well.

The momentum jumping off of the moving shell definitely made it hard to know where to put the piranha. I’ve seen some videos of other SMB 2 levels that show some really weird momentum stuff due to riding on enemies.
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Re: Mario Maker
« Reply #294 on: April 27, 2020, 01:53:15 am »
0

Another new level!

RYM-263-YNF

This one featuring the new mechakoopas. You have to carry one through the whole level, then deal with a boss battle based somewhat on Cuphead’s Devil battle.
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Re: Mario Maker
« Reply #295 on: May 08, 2020, 04:12:49 pm »
0

OK, a new level: 713-KHH-CQF

This one is meant to be pretty difficult, so I'd appreciate any feedback. You have to beat any 4 of the 7 bosses to complete it. If there's feedback I want to implement, I'll re-upload it and post the new code. I've already done that once after a friend of mine ran through it.
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Re: Mario Maker
« Reply #296 on: May 09, 2020, 12:38:24 am »
+1

OK, a new level: 713-KHH-CQF

This one is meant to be pretty difficult, so I'd appreciate any feedback. You have to beat any 4 of the 7 bosses to complete it. If there's feedback I want to implement, I'll re-upload it and post the new code. I've already done that once after a friend of mine ran through it.

I enjoyed the aesthetics and the concept. I also liked the way defeating one boss unlocked a new powerup you could use for the next boss.

But I wasn't a big fan of the boss fights themselves. I tried each one; a couple of them more than once. They all sort of felt a little spammy in terms of randomness and things to avoid. That's not automatically a bad thing, but it's not the type of challenge I enjoy. I only managed to actually beat a boss once or twice, though I didn't spend a long time trying to grind it out. Part of that also comes from me not knowing New SMB as well; not being as good at those move sets.

It would have been nice to be able to have a checkpoint in there, or even a pink coin challenge that saves after each boss. But probably not possible to combine that with the core concept of having to defeat some but not all bosses.
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Re: Mario Maker
« Reply #297 on: May 09, 2020, 10:33:57 pm »
0

I enjoyed the aesthetics and the concept. I also liked the way defeating one boss unlocked a new powerup you could use for the next boss.

But I wasn't a big fan of the boss fights themselves. I tried each one; a couple of them more than once. They all sort of felt a little spammy in terms of randomness and things to avoid. That's not automatically a bad thing, but it's not the type of challenge I enjoy. I only managed to actually beat a boss once or twice, though I didn't spend a long time trying to grind it out. Part of that also comes from me not knowing New SMB as well; not being as good at those move sets.

It would have been nice to be able to have a checkpoint in there, or even a pink coin challenge that saves after each boss. But probably not possible to combine that with the core concept of having to defeat some but not all bosses.

To be fair, the idea of beating some but not all was more born of convenience, since I didn't know how to set up a coin challenge with reusable checkpoints, especially with 7 challenges. Though I do think it's nice you don't have to beat all 7, and maybe I should reduce it from 4 to 3. The "concept" is actually that this is an optional challenge level near the end of a Super World that has more challenging versions of the boss fights in the rest of the game. I doubt I'll ever actually create enough levels to make that game, though.

Though I appreciate the honest feedback, I do bristle at the suggestion that the boss fights are "spammy". My understanding of spam is that you're filling the screen with lots of enemies haphazardly. I think these fights do need something to keep you occupied because otherwise beating Koopalings is trivial. Bop them as soon as they come out of their shell.

But also it just makes me a bit sad that the f.DS community is almost exclusively interested in making and playing Kaizo levels. Kaizo levels suck! Input this combination of buttons exactly if you want to win the level; we'll give you on-screen hints to tell you exactly what to do. There's no creativity in playing a Kaizo level, no exploration, no discovery. You either press the buttons in the exact right way and win, or you don't and lose.

This is not to say that my latest level is any good. I'm coming around to the fact that it's way too hard, even for an optional challenge level. But since we were on the subject of enjoying different kinds of levels, I thought I'd complain some. Also you make a good point about needing to be good at SMBU mechanics. I do a lot of mid-air spins and wall-jumps when I play this level (and all SMBU levels). It would be even harder without those.
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Re: Mario Maker
« Reply #298 on: June 28, 2020, 04:08:26 pm »
+2

I've been working on a super-world entirely of puzzle levels; so far I've made about 10 levels (not uploaded yet) and have loads more partial levels. I don't know if I'll ever actually finish everything I have planned, but here is one level I just uploaded: JS1-KNH-C8G. It's a seanhip-style one-screen puzzle.
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Re: Mario Maker
« Reply #299 on: June 28, 2020, 08:25:53 pm »
+1

I've been working on a super-world entirely of puzzle levels; so far I've made about 10 levels (not uploaded yet) and have loads more partial levels. I don't know if I'll ever actually finish everything I have planned, but here is one level I just uploaded: JS1-KNH-C8G. It's a seanhip-style one-screen puzzle.

Now I just have to drag my wife away from her new Animal Crossing game so I can play the Switch. :D
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Re: Mario Maker
« Reply #300 on: June 30, 2020, 08:23:08 pm »
+1

I've been working on a super-world entirely of puzzle levels; so far I've made about 10 levels (not uploaded yet) and have loads more partial levels. I don't know if I'll ever actually finish everything I have planned, but here is one level I just uploaded: JS1-KNH-C8G. It's a seanhip-style one-screen puzzle.

Cool. I think I found cheese though.

At the very start, if you hit the on/off switch twice in a row quickly, the 1-up will despawn inside the red block. I’m pretty sure that the intended way involves hitting the p-switch to despawn it inside the p-block below where it starts. Though doing it that was also kills the pow, so I didn’t actually figure out how to do that part the intended way. Also with my way, you end up not needing both hits of the fire flower, so you can win while big. I’m guessing if you only hit the on/off once, then you end up taking 2 more hits.

Anyway, it makes use of some cool mechanics, which is what I always like about Sean Hip puzzles. Not too hard as whole, relatively clear of see what needs to be done, and then it’s about figuring out how to do it. The hardest (and I think best) part was figuring out how to get the fire flower in the lower right; understanding what the shell was for, etc.
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Re: Mario Maker
« Reply #301 on: July 01, 2020, 09:27:59 pm »
0

4YMM is here!

https://4ymm.warp.world/

They delayed it a bunch because Mario Maker 2 had just come out on the actual 4 year anniversary, so they did it on the 1 year anniversary of MM2. 8 levels per week; first batch out now!
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Re: Mario Maker
« Reply #302 on: May 24, 2021, 05:14:35 pm »
+1

Went back and beat all of Gendo's levels! Definitely improved my skill level, I remember trying Skyfall a long time ago and just not being able to get it. Now it took a bit of time, but easily doable (just greatful you made the on/off before the first checkpoint a jump throwing the shell, not a shell jump - still not good at shell jumps)

Blue's clues and the SMB2 were the other ones I had yet to clear, fun levels, really enjoyed the boss fight on blues clues.
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GendoIkari

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Re: Mario Maker
« Reply #303 on: May 25, 2021, 01:41:46 am »
0

Awesome! Really glad you enjoyed them. Yeah I only ever got to the bare minimum of skill needed for shell jumps, so even including one in my level was stretching my own abilities. The boss fight in Blue's Clues was the starting concept of the whole level; originally trying to recreate a Cuphead level. Then I decided that it should have an actual level before it. 

I sadly haven’t really touched Mario Maker since making the most recent of those levels; which would have been shortly after that last update came out... One of the problems is that the levels I most liked to play are the hard ones that take a lot of consistent practice (not just at the specific levels but at playing the game as a whole), and that just was taking too much time. Still really enjoy watching it played on YouTube.
« Last Edit: May 25, 2021, 01:52:12 am by GendoIkari »
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