The Super Mario Maker thread - March 9th Update: Keys Finally Found

It’s kinda tough to be original when you remember so many old Mario levels and you want to avoid copying any of it.
Took me a while to figure out a level that I was satisfied with for my first attempt:
9685-0000-0029-3D00
Called "Storm Bowser’s Fleet!"
Any comments on what would make this level better, or advice on general level design would be appreciated.

Oh shit thats right thanks for pointing that out bro!!!

Just beat King’s jump control stage. Took me around 40 minutes to beat. I was stuck on the firebars I was stumped on how to proceed. It was by mistake that I managed to figure it lol.

“Okay so it’s like 3:30AM but it IS the weekend. I’ll just poke a little at this stage before bed.”

It’s now 6:50AM. Do I like designing level yes I like designing level

That’s a good idea, I forgot you can even do that. Following you peeps too.

Question. How do you choose the unique mushroom power ups, and how do you make pipes lead into sub areas?

That’s where I get stuck too. I try to just run across the first four that are only a space apart, but I can’t seem to get the timing down for the final three. The last one always fucks me. What did you do to get through?

To get the pipes to lead into the sub areas just grab Mario and drag him into a pipe. You’ll be brought to a second board and it’ll tell you to place an exit pipe. You’ll then have double the space to make your level because the sub area is the same size as the first area.

That’s how I made my World 1-1 Shenanigans course. I duplicated the exact same level from the primary area in the sub world and made pipes lead back and forth.

Just finished playing it, I liked it was fun, but the only thing id suggest is maybe changing the last part of the stage. Maybe add a couple more of cannons? Felt the stage got easier after entering that last warp pipe

[quote=“chadouken, post:66, topic:176439”]

That’s where I get stuck too. I try to just run across the first four that are only a space apart, but I can’t seem to get the timing down for the final three. The last one always fucks me. What did you do to get through?

I use the spin jump. I spin jump from the block right before the gap and land on the second to last block and quickly spin jump again to land the final one.

No shit?! Should have thought of that, lol. Thanks! I’ll give it a try in the morning.

Two questions:

  1. What does the alternate flamethrower do? When you shake it the flame turns black, but I can’t figure out what’s different about it.

  2. How do you fill up the bottom row of elements? The game told me I got them all, but there’s a whole row that’s empty.

The black flame jet alternates shooting fire with the red instead of them all firing at the same time.

And I think the 6th row is for favorites so you can quick select them. Seems kind of redundant since you can customize the entire palette anyway, but it might become useful the more we play.

Still trying to beat chadouken’s levels.

In the meantime, I made a new course. I spent a decent amount of time building this one; wanted to get a lot more creative than I was with Ruins of The Demon.

Edit: I actually just realized a huge flaw with the design. Gimmie a few minutes to fix it and I’ll post the new code.

Ok, here’s the code for the new stage.

Bowser’s Sky Pursuit

FD24-0000-002C-353E

At first I was disappointed that the game wouldn’t give us all the tolls to create levels right away but since It’s taking me days just to make my first level with the minimal amount of stuff they gave us to start with, it makes me wonder how long it will take me to make a level when everything is here. Its nice not to be completely overwhelmed.

I actually got a game over on the 10 Mario Challenge. Some of these levels are pretty good while others are straight booty. One course used the Super Mario World design and spammed Bowser, Magi Koopas and a ton of other enemies on one screen. It was just a mess and not the kinda levels I want to make or play. I’m gonna try some of you guys levels out after work on Sunday.

And after much fiddling, I uploaded another course.

“The Tell-Tale Heart” - 0CCC-0000-0030-F6F4

Yes, it’s based off of the Edgar Allan Poe poem. Definitely more of an exploration/puzzle stage than a skill-based stage, though there’s some mildly challenging jumping near the end. Horror and humor and set dressing aplenty.

Also, have a picture.

http://i.imgur.com/oECV8ex.jpg

After playing King’s jump control level again I feel this game could benefit from a replay channel. The same one DKC:TF has.

I actually thought the same thing while playing levels. It’s a great feature in NES Remix that would work really well in Mario Maker. NES Remix in particular shows you the player inputs. Not sure about DKC.

It appears there’s a limit to the number of blocks you can place in a level. I was trying to re-create the first dungeon in Zelda 2, but I guess that won’t happen unless I’m really conservative with the blocks.

I’ve made a few levels in the process of unlocking stuff by making levels with each set that unlocks so I know what they do and how they interact with each other. Haven’t posted anything I’ve done yet and I’m gonna hold off on Michael Bay until I get most stuff unlocked.

The limit is 2000 blocks.