Still tying to think of how I could incorporate a Metroid level into this game. I got the Zero Suit Amiibo, so obviously I’m gonna allow the player to play as Samus throughout the stage. But I’m having a hard time finding an area I could actually make into a level that works smoothly with the game’s mechanics.
I was thinking maybe the Maridia area, from Super Metroid.
Partly underwater and partly above ground. Like Metroid games, I could force the player to obtain power ups to reach certain areas and also force them to explore.
Another idea that might work a little better is the stealth section Samus has to go through in Zero Mission, when she’s attempting to slip by a bunch of space pirates.
Ideally, I would just try to imitate the starting point of Super Metroid and let the player reach one of the early bosses or something. But for it to be exact I would have to let the player move to the left of the map from the starting point, and it’s obvious why that won’t work in this game.
You keep building that shit up. I bet it’s going to be a straight path. No enemies, no hazardous pits, just flat ground straight to the fucking flagpole.
This is one of those games that would be great for streaming. Not the creation aspect, but the playing of others’ levels. Only thinking of this because I’m dying to see peoples’ stages but I don’t have the game. Someone with stream capabilities stream SRKers’ levels, pl0x
Thanks for the feedback on my first level, guys. I feel my creativity is a bit limited right now but given time, I think I can broaden my horizons. I suppose I prefer making more traditional levels that are challenging but not unfair.
If you haven’t looked through the idea booklet that came with the game yet, I recommend doing so. It has codes you can enter that bring up videos in game that will give you more ideas for levels and some good tips. Also, you can see the original drawings for Levels 1-1, 1-2, 1-4 and 2-4 of Super Mario Bros. on graph paper. Very cool stuff.
Playing the game a few nights ago, I realized that the physics of Super Mario Bros. have been tweaked. Like, you can do things in this game that weren’t possible in the 1985 SMB. Mario’s got WAY more control of his jump in mid air. Which, I gotta say, I don’t mind one bit. I mean, I love the OG SMB, but for a game like SMM, I like the added freedom.
You know what the most wonderful sound in this game is? (I mean outside of all those GLORIOUS Mario Paint sound effects.) That honking truck! Whenever I hear it, I start grinning like Wario because I get more tools to play with! Never has a honking horn sounded so good! Also, it was the only time I was legitimately happy to see the Hammer Bros. and Lakitu because when it comes to Mario Mooks I hate, those guys are at the top of the list. I unlocked the Super Mario Bros. 3 play style along with the Airship set. SMB3 is my favorite SM game so I’m beyond stoked to fiddle with that.
Messing with the enemies and shaking, I found out shaking the Hammer Bros. changes the arc distance at which hammers are thrown. I’m gonna have fun with that!
I’m sure we’re bound to see a ton more sites spring up but here’s the first I came across: mariomakerlevels.com Check the difficulty to see what you’re getting yourself into.
Played your Jump man stage and the only critique I can give is I think your coins are a bit too low in the jump between the pipes. Unless you intended for someone to really try to go for a low jump and risk powering down.
Storm Bowser’s fleet felt pretty well balanced with the right amount of bs. I kinda wished you gave more room for the final boss battle and kind of put it in its own room and made it so you couldn’t cheese through it. Don’t know if you meant for that or not.
I believe I ran through Get Jiggy backwards? I was determined to get past those thwomps in the beginning and did only to discover once I got out that there was arrows pointing to the pip I had just came out of. I almost fell for the end trap…almost.
Air Raid killed me plenty of times around the area where it becomes bullet hell. I wanted to get mad when I finally made it only to get clobbered by a spiny.
Its an underwater stage. These are generally the bane of my existence in Super Mario games although I love Water Land from SMB3 and SM64 had really fun water levels, at least in my eyes. This is my first stab at a water level and while I started using it with the the SMB visuals, I switched it to SMW style because I felt it gave it more substance, at least visually.
Gonna try more of you guys levels.
Can we not do vertical levels in SMM? I got a cloud stage in mind but I may have to modify it if vertical levels are a no go.
FINALLY made my first course that I feel confident in sharing… A pretty basic Castle level, with a couple of surprises… I can’t wait to access more tools, like sub-levels through Pipes, so I can take this concept to its full potential.
Fire Castle(the first in a series) AB6A-0000-003F-EF00
No you can’t do super vertical levels in this. You might be able to do sort of a simulation using pipes perhaps but you have about 2 and a half screens of verticality. Maybe they may change that later.
When you say cheese, do you mean you got past him without killing him? If so, I had a feeling that you might be able to, but whenever I tested the level, he would already be near the flower-spawning pipe by the time I reached him, so I couldn’t jump past him. Honestly, I’m not sure how to do a normal SMW Bowser boss fight in Mario Maker, where you can’t avoid fighting him. With the Klown Car it’s easy, but I don’t want to do that fight, because that fight sucks. He takes way too many hits to die for you to be forced to fight him with shells, or fireballs and he’s way more mobile.
Anyway, since I couldn’t figure a way to force you to fight him in an open room, I had to make the room a bit more cramped to try to have him block your way out. Hence, why I have the fire flower pipe so you aren’t out of luck if you get hit. I also took into account that you can get up close while he’s shooting fire upwards and pretty much kill him before he’s finished with the attack by rapid firing the fireballs, and that’s pretty much my intended solution for that battle (again, that’s why I have the wall there that’s just low enough that he can’t get to you, but you can’t pass him, so you are encouraged to get up close and do as much damage as you can quickly).
Glad you liked the recreation by the way, wish I could prevent the vertical scrolling, but what can you do? Needed that pipe up there for the vine since we can’t have warping vines.
Oh yeah, you guys probably noticed this, but a majority of random people playing this game are really bad at it. The death count for SMB 4-2 should not be as high as it is, especially since the physics used for SMB1 is a lot more forgiving than the real SMB1 physics. Then again, the automatic levels somehow have a 40% completion rating last time i checked so who knows what’s going on there.
When I say cheese I mean in terms I just chilled out in the ship and chucked fire balls at him and we just traded a shots until he died. You answered my question though as that was what you intended in which case you succeeded in what you wanted.
Edit: To add to the fact that apparently people suck at SMB…I just finished ReggieHadouken’s Deep Blue level and it’s a fairly straight forward solid water stage. No tricks, no bs, it’s pretty fair…so far I’m the only one that’s cleared it out of the 4 people that have tried it thus far. I’m not sure I understand what they’re doing lol.