The Super Mario Maker Thread

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KalessinDB
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Re: The Super Mario Maker Thread

Post by KalessinDB »

UUUUUUUUUUUUUUUUUUGGGGGGGGGGGGGGGGGGGGGGGGGGHHHHHHHHHHHHHHHHH

reading all this thread and watching youtube videos is making me REALLY want to unpack my WiiU and fire this mother up! But trying to be strong, it's a seller's market in my area right now so HOPEFULLY I have a strong offer in another week or two and can unpack it and not worry about the clutter in the house... because once I unpack one system I KNOW I'm going to need to unpack more :lol:
Gunning for a licensed NES NTSC-U set, follow the madness and poverty here!
Cheat sheet of my collection, always looking to increase it. 405/677 licensed games, 46/"95" unlicensed
Chronically out of date BST thread
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Ziggy
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Re: The Super Mario Maker Thread

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Two more people beat Spin Jump To Freedom (Insane!). :D

When designing these levels, one thing that really pissed me off is that you can spin jump off saw blades like you could in SMW. Why the hell not? So I got mad and decided to focus on platforming spin jumps on blocks alone, even though it's a lot tougher (you don't get the same height off a block as you do off an enemy). I was planning on putting saws on tracks and having pretty much an entirely different level. I know you can spin jump off other things like thwomps, but saws are really the only thing that looks good on tracks lol. IDK, I wanna make another spin jump level, but I also don't want more than half of my uploaded levels to be spin jump levels. LOL, I don't want people to see my username and be like "Oh, the spin jump guy. Pass."

edit: Here's a spin jump level that's completely different than mine: http://kotaku.com/beating-this-mario-ma ... 1731503307



I've been working on a SMW Ghost House level. I was too tired after work last night to complete it, but it's coming along nicely. I wanted to try and make it feel maze-like, but without actually being confusing. I think I got that done.

One thing that I'm kinda having trouble with is enemy placement. Out of the selection of enemies Mario Maker gives you, there's only a small amount that belong in a ghost house. By that I mean, a Koopa Troopa or Goomba would seem very out of place in a ghost house. You really only have Boo Buddies (and their two variations), Dry Bones, MagiKoopa. Nothing else really fits, IMO. And MagiKoopa is kinda pushing it. Lakitu should turn into a Fishing Boo when you switch to the ghost house set. Dry Bones should change into a Bony Beetle when you shake him. You can't spin jump off Boo Buddies, which bothers me. There should be Eerie, and he can turn into Fishbone in water. Big Boo would be nice. He could be a normal enemy, then maybe shake him to turn him into the boss version!
Last edited by Ziggy on Fri Sep 18, 2015 12:21 pm, edited 1 time in total.
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alienjesus
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Re: The Super Mario Maker Thread

Post by alienjesus »

Ziggy587 wrote:Two more people beat Spin Jump To Freedom (Insane!). :D

When designing these levels, one thing that really pissed me off is that you can spin jump off saw blades like you could in SMW. Why the hell not? So I got mad and decided to focus on platforming spin jumps on blocks alone, even though it's a lot tougher (you don't get the same height off a block as you do off an enemy). I was planning on putting saws on tracks and having pretty much an entirely different level. I know you can spin jump off other things like thwomps, but saws are really the only thing that looks good on tracks lol. IDK, I wanna make another spin jump level, but I also don't want more than half of my uploaded levels to be spin jump levels. LOL, I don't want people to see my username and be like "Oh, the spin jump guy. Pass."



I've been working on a SMW Ghost House level. I was too tired after work last night to complete it, but it's coming along nicely. I wanted to try and make it feel maze-like, but without actually being confusing. I think I got that done.

One thing that I'm kinda having trouble with is enemy placement. Out of the selection of enemies Mario Maker gives you, there's only a small amount that belong in a ghost house. By that I mean, a Koopa Troopa or Goomba would seem very out of place in a ghost house. You really only have Boo Buddies (and their two variations), Dry Bones, MagiKoopa. Nothing else really fits, IMO. And MagiKoopa is kinda pushing it. Lakitu should turn into a Fishing Boo when you switch to the ghost house set. Dry Bones should change into a Bony Beetle when you shake him. You can't spin jump off Boo Buddies, which bothers me. There should be Eerie, and he can turn into Fishbone in water. Big Boo would be nice. He could be a normal enemy, then maybe shake him to turn him into the boss version!
Dry bones turn into fishbones under water don't they?
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Ziggy
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Re: The Super Mario Maker Thread

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alienjesus wrote:Dry bones turn into fishbones under water don't they?
Oh, right, I saw that in a video before the game launched but forgot. I don't care much for underwater levels, so I haven't built one yet.
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foxhound1022
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Re: The Super Mario Maker Thread

Post by foxhound1022 »

Who else beat your insane version? I know Blu beat it before I did, and it took me a good 20-30 min. of dying before finally getting it.

I know the first time I got to the P Switch and just took it with me into the lava, I was like "fuuuuuuck".
Last edited by foxhound1022 on Fri Sep 18, 2015 4:55 pm, edited 1 time in total.
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Re: The Super Mario Maker Thread

Post by BogusMeatFactory »

I want to state for the record that it was not me! I can't even come close!

I haven't had too much time to make much, but I just noticed I am just 5 stars away from 150 wooooo!!!

I gotta work on a new level at some point. It is going to be a very interesting interpretation of a beloved game franchise that does not involve Mario. Muahahahahahahaha!
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Cronozilla
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Re: The Super Mario Maker Thread

Post by Cronozilla »

I agree with you, Bogus, that I'm not a tremendous fan of completely auto-run courses (in general). However, if they're designed so it plays music .... I think that's kind of rad.


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Ziggy
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Re: The Super Mario Maker Thread

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Hey Bogus, I think it was you that said a few pages back that you beat the fly swatter mini game. Any tips for beating it? It's MUCH harder than Mario Paint because of the time limit. It feels like you have to be perfect or you wont win.




edit: Holy shit, this level is creepy...
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BogusMeatFactory
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Re: The Super Mario Maker Thread

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Ziggy587 wrote:Hey Bogus, I think it was you that said a few pages back that you beat the fly swatter mini game. Any tips for beating it? It's MUCH harder than Mario Paint because of the time limit. It feels like you have to be perfect or you wont win.




edit: Holy shit, this level is creepy...
Here are my tips

Round 1 - Swat the flies!

Round 2 -
Hit the fly spewing enemies as soon as they appear. They add to your total and are a pain in the butt, so get rid of them before they shoot out more flies. The rest should be gravy
Round 3 -
Tap like a mad man on the boss, while stopping to hit any flashing red bombs. When the boss shoots out flies, you need to clear the area of flies before he reappears, so really focus on them. A lot of people have issues, because they focus too much on the bombs. Only hit them when they flash or if they are in the very near vicinity of what you are attacking. Getting rid of the flies that the boss spits out right away is the only way you can win. Other than that just TAP TAP TAP!
Cronozilla wrote:I agree with you, Bogus, that I'm not a tremendous fan of completely auto-run courses (in general). However, if they're designed so it plays music .... I think that's kind of rad.


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That is true. If there is music involved, it is always a nice diversion from the norm. The auto levels aren't bad per se, but they aren't something that I want to play over and over again. They aren't the greatest.

By the way! Has anyone come across some amazing levels that they want to share? I haven't found too much, but there was one level I played that I thoroughly enjoyed. I will have to look it up and post it when I get on next.
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Ziggy
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Re: The Super Mario Maker Thread

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BogusMeatFactory wrote:Here are my tips
Thanks, I'm gonna try and beat it this weekend. I really wanna beat it after finding out what the reward is...
The Mario Maker costume!



Speaking of costumes... The only Amiibo you NEED to have a costume unlocked is the 30th Anniversary Mario, and the rest can be unlocked by beating the 100 Mario Challenge (one at a time). But, I read the other day that there's only a limited amount of unlocks you can get from beating it on easy. After X amount (I'm guessing around 33 unlocks) it stops unlocking costumes when you beat it. You have to then play normal and expert difficulties. Normal isn't hard, it just takes a while to play through 16 levels. But expert can be a PAIN in the ASS! Finding out that I'll have to play through expert mode a bunch of times put a frown on my face. Easy mode takes 10 minutes to clear. So, I can kinda understand why Nintendo did this. But, dammit!

Hopefully I can unlock all the costumes that I'd even care to use before easy mode runs dry. I got Mario Kart the other day, and I got Luigi pretty early on. There might be a few more that I wouldn't mind having, but I really want Sonic. I would just buy a Sonic Amiibo to unlock him that way, but the Amiibo is the new style Sonic. Eff that. Don't they make a classic style Sonic Amiibo?
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