I THINK that it is based on how man blocks you place. There is debate over that. When you unlock Super Mario Bros. 3 and on, the unlocks happen per day. I will check out your level later today Dave and give you some positive feedback!dsheinem wrote:I installed the update found when popping in the disc.
I spent an hour or two designing...how long does unlocking stuff take?
The Super Mario Maker Thread
- BogusMeatFactory
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Re: The Super Mario Maker Thread
-I am the idiot that likes to have fun and be happy.Ack wrote:I don't know, chief, the haunting feeling of lust I feel whenever I look at your avatar makes me think it's real.
Re: The Super Mario Maker Thread
I posted the date trick here: http://www.racketboy.com/forum/viewtopi ... 3#p1001493
edit: So after unlocking everything, I updated my level Practice 2, which now has a proper name...
Super Mario Ground Antics - 91EB-0000-0036-BF49
If you thought Practice 2 was alright, give this updated version a shot and tell me what you think. The level has the same layout, but I did some minor tweaking with enemy placement and whatnot. Also, now that I have warp tubes, I added some underground stuff. There's a bonus room, as well as a pipe that's pretty hard to get to that'll warp you to the flag pole.
edit: So after unlocking everything, I updated my level Practice 2, which now has a proper name...
Super Mario Ground Antics - 91EB-0000-0036-BF49
If you thought Practice 2 was alright, give this updated version a shot and tell me what you think. The level has the same layout, but I did some minor tweaking with enemy placement and whatnot. Also, now that I have warp tubes, I added some underground stuff. There's a bonus room, as well as a pipe that's pretty hard to get to that'll warp you to the flag pole.
Last edited by Ziggy on Mon Sep 14, 2015 9:41 am, edited 1 time in total.
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fastbilly1
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Re: The Super Mario Maker Thread
Got it Saturday, loaded it up Sunday. Realized how bad I am at thinking stuff up on the fly and how badly I wanted all the parts. So I ran my fingers over the screen for a while until I unlocked up to the underwater set. Making cannons shoot coins is my favorite part of the game so far.
But when I realized I needed to get some graph paper and get into map making, I went online and played a couple dozen maps. Went to the maps considered the hardest and worked my way down through them. Why do people love the Rube Goldberg machine levels so much? Sure they are impressive graphically but they are a bore to play. I did play through a few amazing maps, like a ghost ship one that was really clever with its cannon placements and one that was the dam stage from TMNT on the NES. I cant wait to play through yalls maps this week.
But when I realized I needed to get some graph paper and get into map making, I went online and played a couple dozen maps. Went to the maps considered the hardest and worked my way down through them. Why do people love the Rube Goldberg machine levels so much? Sure they are impressive graphically but they are a bore to play. I did play through a few amazing maps, like a ghost ship one that was really clever with its cannon placements and one that was the dam stage from TMNT on the NES. I cant wait to play through yalls maps this week.
Re: The Super Mario Maker Thread
Yeah. Coming up with stuff is kind of hard. I think I'm almost having more fun playing through the levels you guys are coming up with.
I do have a couple of small ideas for some levels, but I think I need to place a few more hundred bricks before I unlock everything I need
I do have a couple of small ideas for some levels, but I think I need to place a few more hundred bricks before I unlock everything I need
- BogusMeatFactory
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Re: The Super Mario Maker Thread
Yeah people really love the auto-levels where you don't have to do anything, even when it is dull and boring to go through. I am finding that a lot of the more popular levels rely heavily on cheap gimmicks or belong to a youtuber. I highly recommend you play as many levels as you can to get some good ideas. Check out the ones on the front page of the thread as some of them offer some really great ideas for item combinations and platforming and the like. Everyone is bringing their A-Game so I can't wait to see what you make!fastbilly1 wrote:Got it Saturday, loaded it up Sunday. Realized how bad I am at thinking stuff up on the fly and how badly I wanted all the parts. So I ran my fingers over the screen for a while until I unlocked up to the underwater set. Making cannons shoot coins is my favorite part of the game so far.
But when I realized I needed to get some graph paper and get into map making, I went online and played a couple dozen maps. Went to the maps considered the hardest and worked my way down through them. Why do people love the Rube Goldberg machine levels so much? Sure they are impressive graphically but they are a bore to play. I did play through a few amazing maps, like a ghost ship one that was really clever with its cannon placements and one that was the dam stage from TMNT on the NES. I cant wait to play through yalls maps this week.
-I am the idiot that likes to have fun and be happy.Ack wrote:I don't know, chief, the haunting feeling of lust I feel whenever I look at your avatar makes me think it's real.
Re: The Super Mario Maker Thread
Yeah, people love those lame auto levels. Some of them are quite clever, but some of them are just random as shit and it's been overdone now.
Own: Mega Drive, Saturn, Dreamcast, Playstation 1, Playstation 2, Playstation 3, Playstation 4, Playstation 5, PS Vita, Super Nintendo, Nintendo 64, Gamecube, Wii U, Game Boy Advance, DS, 3DS, Switch, Switch 2, Xbox, Xbox 360
Re: The Super Mario Maker Thread
I thought they were overdone BEFORE Mario Maker came out. There's been a zillion of them on YouTube for years.Reprise wrote:Yeah, people love those lame auto levels. Some of them are quite clever, but some of them are just random as shit and it's been overdone now.
I played a Mario Kart level that was a lot of fun though. You just hold right and run the entire time, but it was still a lot of fun because... Mario Kart!
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fastbilly1
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Re: The Super Mario Maker Thread
My inspiration comes from this:BogusMeatFactory wrote:I highly recommend you play as many levels as you can to get some good ideas.

Actually I am more of a Mario 2 fan so my first go will be rebuilding Mario 2 maps into Mario 1/3, but I need to unlock everything first and that picture has been sitting on my desktop for a very long time. Going to use Ziggys method tonight, after playing through yalls maps.
I cant wait, I am super excited. This is just like in 1998 when everyone I knew was making Penguin levels on their Ti82s.
Re: The Super Mario Maker Thread
Michi wrote:Yeah. Coming up with stuff is kind of hard. I think I'm almost having more fun playing through the levels you guys are coming up with.
I do have a couple of small ideas for some levels, but I think I need to place a few more hundred bricks before I unlock everything I need
I like to start with a gimmick and two enemy types. I built a level recently that strongly depends on the helmet item to protect against falling spineys. So that's a gimmick and the enemies are spineys and lakitus, the classic duo.
Then I think about the best way to emphasize the gimmick so that the point of the level is apparent to the player and they always have some idea what they are supposed to do. I introduce the gimmick in a controlled way so that the player can observer it and then I unleash it to its fullest potential once I an confident the player will know what they are dealing with.
I build the path through the level first and then go back and add enemies, obstacles, and red-herring elements like platforms that will only hinder the player or doors that don't help the player progress. Then any additional enemies that flush out the difficulty curve and fit the theme.
Maybe now Nintendo will acknowledge Metroid has a fanbase?
- BogusMeatFactory
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Re: The Super Mario Maker Thread
Yep! You and I are on the exact same wave length. That is one hundred percent what I do when building my level. It is, come up with an initial theme. Is this a heavy platforming level? A Heavy Obstacle Level? A Race against the clock Level? Then I make the path, then the enemies. Play around with that to see where the hard parts are and reward the player for completing them and then add the little touches like the coins. I tend to keep it simple, with very similar enemies within a level and not make it too cluttered.Flake wrote:Michi wrote:Yeah. Coming up with stuff is kind of hard. I think I'm almost having more fun playing through the levels you guys are coming up with.
I do have a couple of small ideas for some levels, but I think I need to place a few more hundred bricks before I unlock everything I need
I like to start with a gimmick and two enemy types. I built a level recently that strongly depends on the helmet item to protect against falling spineys. So that's a gimmick and the enemies are spineys and lakitus, the classic duo.
Then I think about the best way to emphasize the gimmick so that the point of the level is apparent to the player and they always have some idea what they are supposed to do. I introduce the gimmick in a controlled way so that the player can observer it and then I unleash it to its fullest potential once I an confident the player will know what they are dealing with.
I build the path through the level first and then go back and add enemies, obstacles, and red-herring elements like platforms that will only hinder the player or doors that don't help the player progress. Then any additional enemies that flush out the difficulty curve and fit the theme.
-I am the idiot that likes to have fun and be happy.Ack wrote:I don't know, chief, the haunting feeling of lust I feel whenever I look at your avatar makes me think it's real.

