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The Super Mario Maker Thread
Posted: Wed Sep 09, 2015 10:32 am
by Ziggy

I thought it would be a good idea for this game to have its own thread so we can post and talk about levels that we've built, or any exceptional community levels you've come across, or just any game related chit chat.
Here's Nintendo's PDF of the booklet that comes with the physical release.
Flake wrote:***Remember to follow your fellow Racket-folk by touching the 'heart' icon on the member's profile in Mario Maker***

[PM me a list of your levels and I will post them here]
BogusMeatFactory:dsheinem:Flake: Michi:Reprise: s1mplehumar:strangenova:Ziggy:
Re: The Super Mario Maker Thread
Posted: Wed Sep 09, 2015 10:41 am
by TEKTORO
Don't have a Wii U, but my brother in law does!
Of course this is a system seller for me, if I make any I'll post up here and let you know what user name I'll be under!
Looks simple and fun, can't wait to see what you players come up with!
Re: The Super Mario Maker Thread
Posted: Wed Sep 09, 2015 10:44 am
by RyaNtheSlayA
I mean, in a lot of ways this is the perfect Mario game no? While it has some rule changes for the old games and a few other inconsistencies it's basically unlimited content of various types for 4 of the best Mario games. In fact, the only way they could have made it even better (and this may come as DLC who knows) is a Yoshi's Island set.
Re: The Super Mario Maker Thread
Posted: Wed Sep 09, 2015 11:47 am
by Luke
Cool idea.
If you have one of the earlier Sonic releases, the debug mode also makes for some incredible custom levels.
Plus let's not forget the awesome Excitebike levels we've made and the Tony Hawk parks we've created.
Re: The Super Mario Maker Thread
Posted: Wed Sep 09, 2015 12:26 pm
by TEKTORO
I could almost guarantee someone is gonna steal my Tektoro name in this so don't fall for it unless you hear it from the horses mouth. Lol
Other comments made so far, stop it your gonna make me cry!!
Re: The Super Mario Maker Thread
Posted: Wed Sep 09, 2015 1:39 pm
by BogusMeatFactory
Here are some tips for people in level design, because seriously, a lot of these levels are driving me nuts looking at.
1. Reward players, don't punish them - Yeah, I get it, You Wanna Be the Guy so Kaizo and all that jazz, but seriously, if you want to have players enjoy your game, reward them. Have power ups, after difficult obstacles and jumps. The only place you should be focusing on trolling a player is in a boo house. That is where they belong and people will know not to trust the environment.
2. We love symmetry - One of the big things a lot of people forget, or never notice is symmetry. When placing blocks and jumps, including some sort of symmetry, even if it is merely aesthetic it makes things more appealing to players.
3. Leave Surprises - Another great way to reward players is to leave surprises. Hidden blocks with power-ups, 1-ups etc. are a great way to make a player feel more accomplished. Don't leave surprises in a negative way like having a hidden block located at a complicated jump. Again, that makes things pointlessly difficult and not fun. Leaving lots of secrets makes players want to explore your level more and makes them enjoy it more.
4. Ease People in to it - A lot of new features are introduced into Mario Maker. Stackable enemies, different enemy power-ups etc. are all great new features that can lead to some interesting level design that freshens the Mario formula. The thing is, you can make a lot of interesting combinations in these features that people may not be used to, so ease them into it by introducing them early in the level and make them progressively more complex. Want a Piranha plant on wheels? Introduce Piranha plants, then on wheels, and then a piranha plant attached to bullet bills etc. Amp up the complexity through the level.
5. Stick to a theme - A lot of people love to just throw everything into the level and be like BOOM! MASTERPIECE! The reality is, if you pick a theme, stick to it. Underwater levels shouldn't just have a million goombas floating in the water, unless you are re-enacting the Normandy invasion with Goombas. (Wait that sounds like a great idea!). Have themes, enemies and obstacles that all gel together and keep the level consistent with those obstacles. You don't tend to see levels with Bullet bills, Fireballs, Bowser shooting Flames, Flame Wheels and Piranha Plants firing at you all at once. The reason is because that is too much. You need to stick to themes so that players can know what to expect and adapt. You ramp up the complexity with a set number of obstacles. Think of them like a color palette for art. You can do a lot more with a few select objects than with a million.
Overall, celebrate with the player and build something that they will enjoy. You aren't their nemesis, you are their friend. Don't play softball with them, but challenge them with fun ideas and solid level design and you will get stars. Sure there will be kids who LOVE the insane possibilities, but that limits the game and the community as a whole. You don't want to discourage people, you want to encourage them and show them the possibilities.
Will be getting this at midnight (thank you 24 hour store, Meijer) and can't wait to see what everyone does. I will be posting a lot here!
Re: The Super Mario Maker Thread
Posted: Wed Sep 09, 2015 1:47 pm
by Ziggy
TEKTORO wrote:Of course this is a system seller for me, if I make any I'll post up here and let you know what user name I'll be under!
I've seen pictures of a Mario Maker system bundle.
This would have been an instant system seller for me too if I didn't already own it. I would have bought the console JUST for this game, even if it was the only game I planned on owning for it. This is definitely by far my most anticipated U game, and I don't think any releases will bump it from that spot.
RyaNtheSlayA wrote:In fact, the only way they could have made it even better (and this may come as DLC who knows) is a Yoshi's Island set.
Well hey, let's not forget the possibility of DLC. Who knows what may be added to the game after its release!
Re: The Super Mario Maker Thread
Posted: Wed Sep 09, 2015 1:49 pm
by BogusMeatFactory
Ziggy587 wrote:TEKTORO wrote:Of course this is a system seller for me, if I make any I'll post up here and let you know what user name I'll be under!
I've seen pictures of a Mario Maker system bundle.
This would have been an instant system seller for me too if I didn't already own it. I would have bought the console JUST for this game, even if it was the only game I planned on owning for it. This is definitely by far my most anticipated U game, and I don't think any releases will bump it from that spot.
RyaNtheSlayA wrote:In fact, the only way they could have made it even better (and this may come as DLC who knows) is a Yoshi's Island set.
Well hey, let's not forget the possibility of DLC. Who knows what may be added to the game after its release!
Yeah if you don't have a WiiU get the Walmart bundle. You get hte game, the system and the mario anniversary amiibo in the exclusive colors that you can't get as a stand-alone amiibo until the European release.
Re: The Super Mario Maker Thread
Posted: Wed Sep 09, 2015 2:13 pm
by Ziggy
You know, one thing about Mario Maker bugs me so far... I know the Gamepad lends itself PERFECTLY to this kind of thing, which is cool and all, but from watching YouTube videos I understand that when making levels you pretty much have to stare at the Gamepad the entire time. I wanna be able to use a mouse a la Mario Paint. The U has two front USB ports, and I imagine it wouldn't take much to make a menu/game update to add support for standard USB mice (the Wii had an update that allowed for USB keyboards). Hell, I would even use my Mario Paint mouse pad!
BogusMeatFactory wrote:Yeah if you don't have a WiiU get the Walmart bundle. You get hte game, the system and the mario anniversary amiibo in the exclusive colors that you can't get as a stand-alone amiibo until the European release.
Ah, right. It seems that'll be the only Amiibo that's needed to unlock extra content in the game.
http://www.nintendo.com/amiibo/games/de ... mLoZivzNP5So the way it's worded sounds like you can unlock costumes with Amiibos OR by completing the 100 Mario Challenge (which I plan to do anyway). The 30th Anniversary Amiibo will be used to unlock the Big Mushroom power up. So, I gotta get me one of those Amiibos.
Re: The Super Mario Maker Thread
Posted: Wed Sep 09, 2015 2:21 pm
by Luke
You.
Yes you.
Got an idea for ya...
Play Super Mario Brothers instead.
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Is this game worth getting a new console as well?