A simple Ol’ school SMB1 underground level.
The Coursebot blessed me with this when booting up the game last week, I had the intention of creating an underground level and Wham!! fell right into my lap.
So I had to modifiy it a bit from what it was to make a bit more interesting.
@CDB2 Nice level. I’m working on a vertical level myself.
I’ve always wanted vertical options in the first SMM but now that we’ve got 'em I haven’t been sure what to create. But my first vertical stage is moving along pretty well.
EDIT: Done with it as I’ve worked on it throughout a good chunk of Tuesday.
SC: WAY GNARLY X8K-4C6-MSG
I decided to make an additional 8 special courses inspired off of the ones in Super Mario World since it was that game that gave me the idea to make hard levels with slang titles in the first place. Taking cues from Gnarly, I restrained myself from making this level very hard as Gnarly was one of the easier levels of the 8 special stages in SMW. I even threw in everyone’s favorite green dino (SMW’s Athletic music just sounds like such a banger with those drums).
Loosely based on the Tostarena Ruins in Odyssey, this level’s biggest threat are some Bullet Bills and a few moving platforms. Shouldn’t be a problem for anyone to finish.
I just ran across some speed runs by this guy JohnnySSBU and he has some really fun runs that must have been really tough to make lol. This one was a lot of fun.
If you know your special world from Super Mario World, you already have a good idea of what’s coming with this one. Tubular is infamous for being one of, if not the most brutally difficult stage in Super Mario World. There is very little ground to stand on and the level relies heavily on the P Balloon power-up. Since there is no such power-up in SMM2, Lakitu’s Cloud is a stand in. Like Tubular, there are no check points in this level but it isn’t long anyway. There are plenth of obstacles and enemies that can one shot you in this level. It took me a plethora of attempts to clear this level for uploading.
Welcome to the Jungle DLX-5WN-W5G
A much easier course than TOTALLY TUBULAR. There isn’t a jungle theme but forest is the best we got. There’s a big coin pay off for anyone that wants to look for it.
This was my first course messing with the on and off mechanics of the track. Track changing isn’t as involved as Awesome, the course it was inspired from, but failing to change the track will result in death. I’m glad Nintendo gave us the ability to change tracks from Super Mario World as I thought it would be a good fit for level making.
SC: MEGA AWESOME JLF-0VC-5QF
Wide jumps, Banzai Bills and plenty of Koopa Troopas. Also ice. Lots and lots of ice. I was originally bummed out that the snow theme didn’t make the ground slippery. Then I discovered that if you switched the snow theme from day to night everything becomes slippery. The ground, pipes, ? Blocks. If it isn’t an enemy, coin or a power up, it is slip sliding city. I was quite pleased to find this out. Spiny Shells come out of Bill Blasters. It is possible to get a Shellmet from a few of them. I tried to prevent it from being possible but then I realized that head protection wasn’t really important in this level and in getting a Shellmet, a player can screw themselves over in collecting power-ups. Power-ups aren’t needed to complete the level but, I kinda like the idea that the player is forced to choose between some head protection or being able to take some extra hits elsewhere in an ice level if they do get a Shellmet. Getting rid of Shellmet is super simple. This is the first of the special courses inspired from those in Super Mario World to have a check point.
Dry, Dry Bones Deseret 82K-R18-JMG
This was originally going to a Super Mario World course but it changed to NSMBU because wall jumps are fun. There’s an alternate exit for those that like more than one way out. There’s a ? Block that holds a Vine and I completely overlooked the fact that blocks can be ground pounded in NSMBU, which can lead to the course needing to be restarted. My niece found this out after I uploaded it. I feel like a complete moron for realizing that after the fact.
Bruh. Totally Tubular… That’s a hell of a level, man. Took me a lot of tries, but I beat it. Managed to get the world record, too. I kinda cheated on the part with the saws, though. I carried the red koopa shell with me and just collided with the bottom Hammer Bro, taking him out Gotta say, your level is way harder than the original Tubular.
Great level, though. Welcome to the Jungle is awesome, too. That’s all I got for tonight, gotta get on some Rocket League for a bit. But I’ll come back and play the rest later for sure. You’re getting really good at level design. I can tell you’ve put a lot of thought into them.
Saying Totally Tubular is harder than the original? I’m definitely taking that as a compliment! It never even occurred to me to use the Koopa Troopa Shell as a means to take out one of the Hammer Bros. in the Buzz Saw section. Someone always thinks of something you didn’t but I ain’t even mad.
You make some really good levels as well, man. Your Switches in the Sky level is some of the best use I’ve seen for the On/Off Switches.
@ReggieH Just added GROOVY, BABY to the first post. Good shit, man! I think I might spend some time on that one to get a speed run in on it after my world record is beat.
The raising and lowering water mechanic that Super Mario Bros. 3 introduced is out in full force in this Mondo inspired stage. I thought this would be a good way to spice up underwater levels and I had a ton of fun making and play testing this course. There’s a section of the level that will reward speed runners for hanging on to the Cape Feather. It turned out to be some unintentional level design that I liked so, I left it in.