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Forums - Nintendo Discussion - Official Super Mario Maker Thread - Mario Maker for 3DS has been released?! Ok...

 

Are you excited for the new update

Yes 16 88.89%
 
No 2 11.11%
 
Total:18
TheLight said:
It seems hard to get stars if you make hard levels. What do you think of hard levels in mario maker do you ever give them stars? This level is supposed to be very hard, but not unfair. Comment on miivese if you have advice on my level after you play it.

WT!!3 Too much water 7.8 IGN
BCF8-0000-0078-D44A

I give a star to a level if I had fun playing it. Trial and errors levels and troll levels will never get a star from me. (I'm not talking about your level, I haven't tried it yet).



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It was hard for me to beat all four paths in my level so if beat one of them comment so I can tell whitch one you finished.  If you coment after you beat a level it automaticaly takes a screen shot of where you hit the flag. 



TruckOSaurus said:
TheLight said:
It seems hard to get stars if you make hard levels. What do you think of hard levels in mario maker do you ever give them stars? This level is supposed to be very hard, but not unfair. Comment on miivese if you have advice on my level after you play it.

WT!!3 Too much water 7.8 IGN
BCF8-0000-0078-D44A

I give a star to a level if I had fun playing it. Trial and errors levels and troll levels will never get a star from me. (I'm not talking about your level, I haven't tried it yet).

I didn't design the level to be fun I designed it so you would say damm I was so close and you would keep trying. Then no one beat that level so I added an easier path  to the first two and submited a second version. Two people beat that one. I later decided to add a fourth in a sub area that is a troll maze. I like levels that have multiple ways to go through them. Mabey I made them too hard I don't want to change it, but if enyone has any sugestions. I would probably add cheack points if they became avaible.



spurgeonryan said:
At svenno, oh I know all about your level. I know just which to do without downloading it ; )

Accidentally hit the mushroom while trying to jump over bowser, then the bullets and the flame turners have a pattern. Even the exploding bomb oms and missiles are pretty regular. You just need to get high and fast. Then the rest is just timing those flames. Usually by jumping to a back floating platform once. Then hurry through the blade trap to jump back up and eventually out.

Fun though!

It was a fun puzzle to get all those patterns working. Get the flame bars to pick up the bullet bill launchers to clear them out of the way, then carefully position the cannons for a clear path up, time the burners, the gears and finally the dancing flames. Hard to build as you have to start it from the beginning for every little adjustment, yet I learned a lot about how the game engine works.

The blade trap didn't want to work the way I wanted it to. It was meant to be 3 blades which you had to follow along the bottom with just enough time to fall in between and jump out. However since things activate based on your horizontal position it would always screw up. The only way around that is to use a door (which resets all the platforms) or a fixed scroll speed level. It's odd there are such rigid limits on moving objects when they're not even updated if not near you.

The reset/activate rules came to my advantage in the haunted cathedral level where things automatically reset if you have to head back, and adds to the puzzle as the next p-switch won't fall down if you're not close enough. Does a p-switch turn blocks into coins when there's nobody around to see, apparently not. Hence the limited 'arena' size at the end of the level.

The rules are weird though. If you use the shell of a koopa troopa, the koopa troopa will be back when you return to where you got it. However if you 'kill' the shell by bumping into another mob then it won't reset.


Btw I tried your new level. I think I found a path. Get the feather, go around to the top, jump to the far left into piper, break into the door, ignore the fire flower. Fall slightly left, kill the dogs, activate and climb up the vine to the top, blind jump float to the right at the ice. Get rid of the annoying squids and wobbly vision, big jump to the right onto the brown blocks, steal the shoe, bounce of the gear into the clown car,  break the blocks to get into the pipe just next to it, jump on the ice (ignore getting hit) and jump to the finish. Now it's just a matter of getting it all right in 1 go.

Edit: Made it. Took long enough lol. I got close twice before finally making it. First time I accidentally jumped out of the clown car, twitchy thumb. Second time, during the jump in the shoe to the clown car my gamepad runs out of juice. Of all times lol. 3rd time is a charm (plus the 40+ attempts getting there, the first jump was still a 1 out of 4 shot after all that) Too bad some Japanese guy already beat me to it.

Give my puzzled mansion a try, it's not that hard, you just have to finish the puzzles in time. It still only has 1 clear from pknmMasterWheeler.
And it looks like We must peform a Quirkafleeg is my actual hardest course at 1.14%, only Samus Arun has managed to beat it so far. It was meant to be a nostalgic stroll through a section of Jet Set Willy 2. In the original you couldn't even steer or alter your jump height, 1 fixed pixel perfect jump was all you had. The past is hard.



I would try more of the levels you guys make, but I don't have that much free time. That's especially so when I just got scheduled to work 6 days a week.



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One day I'll get to all your levels! ...maybe. ...probably not. :L



After playing some two weeks now, I can say I miss a couple features, excluding the missing enemies, slopes and checkpoints;

- the ability to zoom out in builder mode and see a complete overview
- see the subworld in the list entry beside the main world (you only see the main world now) so I can also see where most deaths are in there
- a prompt to give a Star or reaction or not when skipping a level in the Mario Challenge
- the ability to place a sign to give hints or explanations to players
- the ability to slightly update a level once uploaded under it's own ID, keeping it's stats, like by giving the builder the chance of changing up to 10 blocks or something



- Zooming out would be very welcome, as well as some camera control options to add to a level, set a fixed height for certain sections, or set boundaries for when you make a room.
- Deaths in the sub world is a must have, also better info where most deaths are.
- I would like to have trigger points and/or the ability to link a number of obstacles to all activate at the same time. It's almost impossible now to make a tight sequence of jumps through a pattern of moving things as they activate differently based on the player's position. It only works in auto scroll levels or if you jump in with a door or pipe. (yet the activation window is quite narrow) Some advanced editing controls would be nice.
- Fixed costume for a level, let me die as Zelda, not switch back to Mario first.

I don't think allowing to update is a good idea. Just removing one power up or blocking off a passage can radically alter a level. They could add a revision history though, keep the same ID, reset the stats and have a list of the older versions (playable and with stats)

@Spurgeonryan What gave you the idea I don't want stars. I need 3 more, then I don't have to delete levels anymore to upload new ones :) I guess my easy level intended to generate stars failed. Peach's secrect past has zero. I guess nobody likes early Peach as a junkie addicted to stars, going so far as to destroy bowser's home to steal their stars to get her fix. Bowser jr is happily jumping on the bed as she crashes in through the ceiling and takes away his toy stars. Since then Bowser just wants to bring her to justice, yet Mario keeps interfering!



Is my green shell level really so difficult? Only one vgc member beat it I believe.
I think it got regulated to an expert mode course because it's hardly getting any playthroughs right now



My 3ds friendcode: 5413-0232-9676 (G-cyber)



@Sven: Yeah, I'm not sure how it would work anyway. It just seems so redundant to me to have to delete a level and reupload it just to move a block that could cause someone to get stuck. Anyway, not really a priority, your idea about it could maybe have potential. I also agree on the trigger points.

Also, didn't I give that Peach level a Star? I played it and I Star almost everything you guys make... With randoms I'm much pickier.