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

Here is my newest level called:
Doki Doki Sky
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You may find it a little familiar… :slight_smile:

Spoiler

Bonus points for whoever guesses the level it was inspired from. No Googling!

From the thumbnail alone, I’m getting a vibe from a certain Mario 2 stage!

Just finished it and gotta say that was extremely well done. Presentation and interpretation. I really enjoyed the flying buzzy beetle as a stand-in for the bird.

Thanks man! I always loved that level and wasn’t sure if it was doable or not, but I think it works.

Just played your Weight of Things, dude you must spend a lot of time working on your courses. That was super fun. I almost ran out of time at the end with the bomb puzzle before I realized the trick of it. Great job, I’ll definitely be going back to that one.

i need some help…i’m trying not to be boring but i’m running out of ideas on this level…this is the first half. any suggestions on how to make the second half or even the first half better would be great. i thought about doing a section where you go into the wall through a narrow opening and navigate your way through different obstacles.

there are no powerups in this level on purpose except for the checkpoint flag if you want to count that.

From my last play session, pretty interesting levels, but not really difficult:

https://youtu.be/1Fh_2jMGrqA

That said, Dungeonman just sent me a level to try and I picked a few more from here, so expect them in the next vid, for sure. :smiley:

Man that fucking Ice Castle cape level : (
the float on the second part is murder.

Going to remake my firat stage soon. I finally have a vision of what I want.

I knew I took a break, but I didn’t realize how many updates there were concerning new levels.

Loving it.

EDIT: not mine but someone made a working calculator

(So does this mean you’re going to be subjecting yourself to Wizardopolis again, @roknin? Or have you given up trying to beat that?)

Oh, hey, an automatic level I can get behind I guess.

Anyway, yeah, sorry about that. I really need to update the front more properly with what’s been changed. It’s a bit difficult not having the game myself, but that’s not real excuse when I can probably find most of the proper information by searching thoroughly enough. I should probably be able to do that by this weekend or maybe even before.

As it stands, I’ve updated the front page with “The Weight of Things”, “Doki Doki Sky”, and Roknin’s latest video. Not sure if I’ll change anything else tonight with the way things are going though unfortunately as I’m feeling more tired than usual and have at least four other things to catch up on.

Before I do so, though…:

What you have now looks more than fine and fair. It’s rather refreshing to see Bomb-ombs used as actual enemies than merely a part of a puzzle, though I won’t denigrate anyone who does that, especially since I doubtless would do the same in some of my present stage ideas.

As for possible ideas, in going with the above, perhaps make some of the ground in the second part destructible by said Bomb-ombs in places where there’s not overwhelming amount of flaming Cheep Cheeps. Your stage seems geared towards moving, so as long as said bombs are readily visible before they explode, it seems like it should be fair. That said, given your stage is as such, I’m not sure Dry Bones will actually work out even though it fits the aesthetic, in part because their regeneration becomes moot. Maybe use (already angry?) Wigglers instead as weird as they would look? Shrug.

Anyway, in thinking about your stage question from earlier @debs, I think I’ve narrowed things down, at least as far as the current assets of Super Mario Maker go:

  1. Super Mario Bros. 3 - Of the levels that can be replicated, I actually think I like stage 4-6 the most a.k.a. the stage that inspired “Tiny-Huge Island” even though that particular stage doesn’t make nearly as much use out of the gimmick as it could. Still, it’s rather nice that you can finish the stage on either side and I generally like mirror stages for some reason; the appeal for me likely has to do with symmetry.
  2. Super Mario World - It’s weird to say, but despite as much as I like Super Mario World, the more I thought about it, the more I realized none of the stages really stood out to me in my memory. Granted, I’ve played (and fully finished) SMB3 way more recently than I’ve played (and fully finished) SMW, so I’m sure that’s a factor. As it stands, in looking through random stages, I vaguely remember liking Cheese Bridge Area more than I expected; I’m not sure if that’s actually the case, but at the very least, looking it at now it still has interesting design and is the only canon use of the Chainsaw “enemies” apparently.
  3. New Super Mario Bros. - I’ll need to look through these more to see what’s valid with the current assets.I have actually played this game though, unlike NSMBU.

As much as I don’t want to kvetch about not having certain assets, especially for a game I don’t even have, having some proper desert assets, non-ice-block ice assets, ice that can be melted, and/or slopes seems like it would be nice as far as furthering creativity a lot more without possibly making Nintendo genuinely worried about being unable to sell another (non-3D) Mario game after this.

i did the other half of the level before i read your post but then i liked what i read so i was going to implement it and scrap the second half but here is/was the second half:

i tried using wigglers but they didn’t move as fast as i wanted them to…BUT i will use them in a future castle because it gave me an idea. basically i couldn’t put wigglers in the castle because i need to build the castle around them and make them the focal point of the level for it to work. i might do something with wigglers and conveyor belts and p switches in the future. not sure yet but i will use them in a castle so thanks for the idea.

also i thought about what you said about the bombs and i liked it so i replaced dry bones with bombs. i’m still working out everything to make it flow but here is the change:

one slip up (like not moving fast enough or missing a jump) and things become tricky. the cheep cheeps come into play and you’d need to time their jumps in order to dodge them.

i’ll probably scrap most of the second half of the level and replace it with the idea that you came up with about the floor possibly being destroyed by bombs.

i’m still out of ideas for a boss fight involving cheep cheeps but i’ll think of something.

Mortal Prerogative
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This is my most difficult course so far. I have trouble completing it, myself.

No shell jumping or anything ridiculous. Just nonstop, stressful platforming. Are you a bad enough dude?

still working on it. a couple of changes:

I made it past the giant Chain Comps to the ice blocks, but it was late and I had to give it up for the night. I’ll revisit this weekend. I’m determined to beat that level. F@#K!*$ F@#K!

(Ugh. I’ll see if I can finish updating the front page after I Skype with someone tomorrow. There’s no reason for me to be unable to get done with it this weekend.)

As it is, I’ve updated the front page with Dungeonman’s latest stage at least.

Also, it’s good to know that my random, usually useless advice was actually of use for once, @debs. For the record, I did like the original second half of the stage you had, though the shift in “tone” in terms of speed and space available to use was a bit jarring. The second version you have now looks pretty interesting too though, so good luck with that, especially since, yes, it’s a shame that you can’t easily toggle speed that most enemies move out without adding conveyor belts or wings, the latter of which drastically changes enemy movement. Granted, I never expected “speed toggling” to be an option since I’m not sure if there would be an easy way to code it, but in some cases, it would definitely be nice.

Cheap Cheep II: BOGO 50% Off:



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finally finished it. of course the entire second half is completely different lol. made a few changes in the first half as well. i play tested the hell out of this level.

i gave you and chadouken a shout out in the level. couldn’t use “damned” because i think nintendo deletes stuff like that so i had to use your old screen name.

If it’s any consolation, you’ve definitely made it the furthest! I personally have trouble with the ice block segment. Really tough combination of spacing/timing.

Yeah man, I played it some more tonight. Jesus Christ, that’s one hard-ass level! I don’t know if I have the chops to get through it. The concept is awesome, just way difficult! I’ll try it again soon, but I’m not making any promises. That’s some borderline Kaizo-level shit!

I played through debs’ Cheap Cheep II: BOGO 50% Off course, too. That one also took a bunch of tries, but I got it beat after discovering

[details=Spoiler]a certain secret door in the first part of the level.[/details] I guess I could have watched the video first. Way fun, though, and thanks for the shoutout! I might try to run through it again to get a better completion time, since I have a lot of it memorized now, lol.

I’m working on a NSMBU Sky-themed level right now. I’m not sure where I’m quite going with it yet, but hopefully I’ll have it posted in the next few days or so.

Im Working on a new ghost house with the propeller helmet and clearing the rest of Chadouken’s Stages before I tackle all of Debs. Looks like I gotta get on Dungeon man’s stages too

Oh also quick comment on Cheep Cheep Bridge. The way that if you air stall and land and jump within some number of frames you get the super flippy jump makes that level harder than it should be : (.

The timing is pretty strict on that level- it’s intentional. I took a lot of time looking at Mario’s jump arcs with the trail function in edit mode. The last few jumps take precise timing, but it’s very doable once you get it down.