When I started playing Super Mario Maker back in September, one thing I was quick to discover is that the Super Star power-up gives Mario a speed boost, which increases the distance that he can jump. The possibilities intrigued me and I knew I’d eventually want to make a course that revolves around this concept. Much of the jumps in CLUTCH cannot be made without the Super Star and the power-up is littered throughout the course. The jumps are spread out and you’ve got to be precise here. Once you do jump, you have to commit to it because bottomless pits are plentiful in this course. I made the time limit 70 seconds though the checkpoint I included makes this pretty much useless. I’d like some feedback from you guys on whether I should keep or ditch the checkpoint in this stage.
thats good to know. is there a list of obscure info out there for this game? things like the speed boost with the star or carrying bombs through doors resetting the time the bomb will explode? things that help with creative level concepts…
anyway i made changes to a couple of levels so the id code changed for a few…
Bones Justice (used to be called Bone Valley Fort)
85A9-0000-0195-5CCB
changes:
-more spacious
-different boss fight
-in the area where you get the p switch, in the past if you ran fast enough you could make it to the area with the thwomp and end up causing the thwomp to get stuck so you couldn’t progress. now you have to blow up bricks to get to that area causing the p switch timer to run out before you can make it that far. this works out because it teaches you that bricks can be blown up plus it teaches you about using the bombs on music blocks which is how you kill the boss at the end of the castle.
-some enemy placement is different and some were taken out altogether.
-block placement is different to allow jumps to be better.
-100 coins, two one ups
Picture Me Scrollin (Da G-Mix)
CFF2-0000-0194-9752
changes:
-its now aesthetically pleasing in both areas!
-some of the blocks and bricks are placed differently allowing for easier jumps and maneuvering throughout the level.
-100 coins, two one ups
and here’s a new level i made for beginners…
Hero In A Half Shell
4710-0000-0194-202A
i changed sugar walls too. the changes are that an area where one could easily make a long jump to skip an entire part has been cut off.
My Stars, Spikes, and Fire stage has a jump where you need the star, and to air-stall, to make it. I’ll check out CLUTCH later today, but if you can beat it in under 70 seconds I bet the checkpoint is probably not necessary.
EDIT: After playing it, I changed my mind. The checkpoint is in a good spot for people playing the level for the first time. Without it, I can see some people getting frustrated about having to start completely over. For doing a speed run, checkpoints don’t matter anyway. Good level, man. The jumps are a little tricky towards the end- you can’t just blindly jump as far as you can like you do for most of the earlier jumps.
Timestamps are in the description as usual. This one features his “Air Raid,” “Bone Valley Fort,” “Piranha Drama 2: Judgement Day,” “No Name…Just Pain (hard type),” “Sugar Walls,” “Picture Me Scrollin’,” and “Tricky Tricky” courses.
I’m glad you found that hidden star I put in that area…but I thought the first helpful item in the stage would have been easy to get. You didn’t bother at all with wondering why there were wings floating in the beginning!
Man…watching you play through my stage was funny but at the same time I never intended it to be that difficult…I also wasn’t expecting you to be hell bent on getting a shoe either lol. Trying to get the correct amount of difficulty I want has been a real interesting endeavor.
i don’t have the patience for ghost levels…i think it’ll be awhile before i create another one.
i do have a concept i’m working on…one is called holy moly involving monty moles in a ghost house and the other is C.R.E.A.M. which involves p switches and coins/bricks in a ghost house.
this isn’t for your eyes
(a couple of the quotes come from hellraiser)
Doing my semi-annual SRK drive-by, and figured I’d put my levels here. Some are hard. Some are easy. Some are dumb. Have fun, or not. (The most recent three levels are checkpointed versions of earlier ones, if checkpoints bother you for some reason.)
Now I’m curious lol! Will have to do some looking around to see what I missed… hmm…
That’s a most interesting part of level design really. And I find that to be what’s fun about SMM in general - people learning level design not just by experimenting, but then being able to se the results when others play it and then tweak the level s’more.
I don’t know why I was obsessed with getting a shoe; guess I’m one of those “if he put all these here, it MUST be necessary!” type of players. :lol: