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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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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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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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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 »
+2

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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Re: Mario Maker
« Reply #20 on: September 14, 2015, 10:45:17 pm »
+2

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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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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GendoIkari

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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: December 30, 2015, 09:23:04 am 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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...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.
I hereby declare myself the best dominion player in the world. Obviously.

GendoIkari

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Re: Mario Maker
« Reply #146 on: December 05, 2016, 12:14:09 pm »
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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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ConMan

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Re: Mario Maker
« Reply #147 on: December 05, 2016, 05:14:25 pm »
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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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Re: Mario Maker
« Reply #148 on: December 05, 2016, 07:15:15 pm »
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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 »
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Aww :(
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GendoIkari

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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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GendoIkari

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Re: Mario Maker
« Reply #151 on: December 06, 2016, 04:34:26 pm »
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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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GendoIkari

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Re: Mario Maker
« Reply #152 on: December 06, 2016, 07:28:44 pm »
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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 »
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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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GendoIkari

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Re: Mario Maker
« Reply #155 on: March 28, 2017, 02:55:59 pm »
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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 »
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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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