Someone made a literally impossible to die stage, and it doesn’t have a 100% clear rate. Seriously, it’s the shortest possible stage length, with a roof directly above your head, a fast conveyor belt that pushes you towards the goal, and a sideways spring that pushes you to the goal.
Oh, I’m not really that worried about the clear rate (per se). I just find it sad that people are dying on that stage like that. I mean, on the other stages I can understand where people are dying (e.g the opening part of Buzzsaw Bonanza), but NSMB 1-1? Are people really that bad at Mario? I used to think I was bad at it, but after seeing stuff like that, I don’t think I can say that anymore.
This is also why you will encounter levels that are basically just some simple enemies and random powerups put onto a really short field before the flagpole. If you’re having trouble even jumping over Goombas, of course these are the levels you’ll be making.
I haven’t played any of those new stages, but I will say, I beat your original Forest Temple, which was harder than what you reuploaded after about 10 minutes. It’s not that complicated, why isn’t anyone else beating it? Especially now that you’ve fixed the “fuck yourself over” parts?
Like, I understand not everyone is going to beat that level, but not one new clear?
Guess not. By the way, I beat Fire Temple, Hyrule 3, and redid the Forest Temple so you have a clear on everything, and I starred all your courses. How many do you have now?
EDIT: Nevermind, just realized I can see them through your profile.
(That asterisk looks so weird to me, but I understand why it’s there unfortunately. Either way, added to the front page.)
Ah. Damn it. I knew something was nagging me last night and this morning. I missed you stream, Davidstar, though I suppose it matters less for me since I don’t have any stages for you to play.
Should make the solution less obvious. Having all the Koopa Paratroopas there after the pipe means that I never saw all the death traps below (NSMB’s float mechanic in mid-air makes it even easier). Maybe make it more of a dual path thing? Start off by bringing them closer to the bottom and they can choose a flight path (with less koopas to make it a tad harder), but if they mess up they can still make it, it’ll just be much harder to do so.
Thanks for the feedback, LW. I did think that NSMB mechanics would make it slightly easier. I guess you confirmed that for me. I will definitely try to make the course path more ambiguous in the future. Cheers again, mate.
It’s meant to be a cape tutorial level since in my experience the cape doesn’t get used often. Besides the obvious, there are some other not-so-obvious things you can do with the cape in combination with certain items.
I can understand where LordWilliam is coming from. I check to see where people have died on my stages and sometimes its at the very beginning or at the very end. Jumping at the wrong time or not jumping far enough are two of the biggest killers in a Super Mario game. Not knowing what Mario’s skill set is is also something that can hinder a lot of players to this Super Mario Maker. I’ve seen videos on YouTube where people either forget Mario can spin jump in Super Mario World or they flat out don’t know he has this skill. People also tend to not use Mario’s twirl in NSMBU, which grants you another second of hang time and works wonders for helping you complete jumps you’d otherwise miss.
Burned out life-wise so I’ve not been playing as much as I probably should, but going to try a few courses tonight - expect results in the morning to be posted :3
Glad y’all are enjoying the play through vids as well!