Super Mario Maker

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Stratelier

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Who's got it? Built any good levels with it yet?

So far I've mostly been playing the sample courses ("10 Mario Challenge") and some attempts at 100 Mario Challenge -- the easy/normal ranks of which are perfectly doable but the expert ranks are really hardcore. Thank goodness for the ability to skip a level and fetch another, because some of those have a very Kaizo-like difficulty to them.

I still haven't unlocked any of the cool items in the toolkit yet, but so far I've built two levels:

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All you have to do here is make it through one measly gap to the flagpole. No invisible blocks, no tricks or traps, what you see really is what you get. But actually getting it might take you awhile all the same.

5EBA-0000-0031-CE7A

A maze where the flagpole is so tantalizingly close, yet so far away....
 
I already pre-ordered this game, so I should expect it by this week. I wonder how much catching up I have to do when I missed a few days, though.

Thanks for reading.
 
Good news: I picked it up on release.

Bad news: I have to wait a while before I can play, as my cat chewed the wire that charges my Gamepad, and I'm waiting for a refurbished model to come from Nintendo, which might be tomorrow or so.
 
I don't have a Wii U, so I can't play it. I wish I had one and a Ness amiibo. I mean, I could play as Ness in a Mario game! And it even plays the healing sound effect from Earthbond when you turn into Ness! That's just plain amazing!
 
Finally got this game yesterday! So far it's pretty cool, as I am learning the basics on how to make my own level. Although the toolset is limited at first, I think learning how to use them is something I appreciate since I have a feeling I could get overwhelmed when there are too many elements to considered at once.

Because of my experience so far, I am yet to have a full level ready.

Thanks for reading.
 
Although the toolset is limited at first, I think learning how to use them is something I appreciate since I have a feeling I could get overwhelmed when there are too many elements to considered at once.
I can sympathize with that. The two levels in my OP I built using nothing but the introductory elements. It actually took me hours to figure out what I was missing to unlock the next set of tools.
 
Good news: a stage based on Super Mario Maker will be in Super Smash Bros. 3DS/Wii U!
 
I got to play it for a couple days, which is why I wasn't on Bulbagarden that much in the past couple of days. But now both my charging port and charging cord are broken, so I'll have to wait for them to get fixed.
 
This game is loads of fun, but I'm not too good at making levels. I really don't want to share them because they are bleh. ^^; I'll be happy to play any levels that are posted here.
 
Yeah, I know what you mean. I have an underground level where you need to bounce a Mushroom across an upper row to get it to where you can actually reach it (so you can smash some bricks) but it just doesn't feel "fun" enough.

On the other hand, sometimes you can build a good level around one single idea. Like this one I did today:

9566-0000-0042-8EE7 "The Spiny Circus"

It's based around the semi-solid nature of springs in their vertical position. Basically the entire level floor is carpeted in springs, so if you jump even once you'll need to backtrack to the start of the level to try again.
 
Here's all that I made so far (that I think are still up, I did a bit of cleaning):

Underground, My Style (B36C-0000-0042-EE5B)
Spiky Sea Maze (BDCE-0000-0043-FEE3)
Sky Travel (E78A-0000-004A-D4A0)
Boo Skull Flight (A150-0000-004A-DE9A)

They're nothing fancy...just experimenting here and there.
 
I wanna build a Tourian themed level (I've unlocked enough pieces for it by now), but I'll need screenshots to do it properly....
 
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I made some major updates to three of mine -- obviously this doesn't do their meager existence any favors, but it fixes a few design issues I noticed (either from where people died the most, or through direct testing).

3229-0000-005B-1678 (taken down for reworking/improvements)
- Not only did nobody clear the previous version yet, nobody even made it past the first obstacle!
- Redesigned the entry to the level. Notably, moved the Bill Blaster to a distance so it fires towards the player, not away. Makes that first jump easier.
- Added a few arrow signs to offer clues.
- Discovered a shortcut which can bypass the first half of the level, but I approve of it, so it's staying.
- Added one final surprise to end-of-level.

0C62-0000-0063-93D0
- Adjusted several sections of the maze.
- Replaced spikes with Munchers for aesthetic consistency.
- Added an artistic "?" structure at level end for the player to climb around on.
- Discovered a shortcut that allowed completing the level without needing the Mushroom, removed it.

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- Nobody even made it across the first jump, let alone come anywhere close to finishing the level!
- Extended the level to maximum length (a 40% increase).
- Discovered a way to reach the P-switch as small Mario instead of big Mario. Decided it doesn't negatively impact level difficulty, however, so it stays.
- Added and removed some SFX in various locations.

I also discovered you can attach SFX to Mario. They have various triggers (like repeated jumping, getting hit, falling offscreen) and some are combinable. One of my favorites has to be the dizzy stars SFX (it triggers when Mario takes damage).

And warp pipe sub-areas are really intuitive to set up -- just drop Mario onto a pipe and it opens up into the Sub Area (or vice versa) and you place its other end there first. If you ever forget which pipe goes where, just stick Mario in a warp pipe and the editor will move to wherever it exits. And unlike warp doors, there doesn't seem to be a limit to how many warp pipes you can have (or, it's at least 8).
 
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The creative juices ran dry for awhile, so I took an already-existing level and remade it in the style of another. Case in point: 1-1 from New Super Mario Bros. in Super Mario World style. (CF78-0000-005F-6F9C)
 
Today I attempted to recreate the infamous "Veni, Vidi, Vici" puzzle from VVVVVV in Super Mario Maker ...

I used up my entire allowance of warp pipes (10?) AND warp doors (4 per 2 layers) making it, but I think I covered everything important.
 
I'm currently working on a recreation of Buoy Base Galaxy. It will make heavy use of warp doors and there will be a water sub area. Even though many of the SMG elements aren't there and I'm translating a 3D platforming level to a 2D one I think I can make it work.
 
Yesterday I built a short level featuring a battle against Hammer Bros ... today I went back and tweaked it.

A090-0000-006A-9029
... It's a lot bigger on the inside than it looks.

And, I made some minor tweaks to my Ghost House level (prev. stats ~ 6 players, 33 attempts, still no clears)
- EDCB-0000-0073-D1D4
- A few less spikes to make that opening jump a little easier.
- Lower left section of the level is a little less claustrophobic.
- Tweaked the upper right section of the level.
- Minor changes to SFX.
 
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So in late September they issued patch 1.10 which patches a variety of unspecified things. Rumor has it the invincibility glitch has been fixed, but personal testing says that's not the case (I didn't actually attempt this glitch until recently, with the patch, and yes you can still perform it both offline and on, and yes there are still some uploaded levels built entirely around it).
 
Haven't had the opportunity to play the game yet, but I've been very entertained by the Game Grump's videos on it.
 
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