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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
spurgeonryan said:
Lol, I started quite a few of yours Samus, just not the yoshi 2 one yet.... :p

Strange, I've never seen your name on the people who played my levels. And you definitely never starred them. :(



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Made a new level:

Bowser's Castle I
BC0D-0000-0080-5236



ARamdomGamer said:
Made a new level:

Bowser's Castle I
BC0D-0000-0080-5236

That's hard. I don't do well on trampolines and you end up above the screen on the cannon ball sequence, hard to see where you're going. When I finally got passed the long jump sequence again I sorta glitched to the finish. Hammer bros, magicians, 3 bowsers, ran past all of em to preserve my sanity.

Obstacle course was hard too, took a while to figure out how to accurately manipulate my spin jump bounce height. Luckily it gets easy after that.

I gave up on Spiky jumps, with a completion rate of 0.15% I think that's the hardest level I have seen so far. I got to a trampoline surrounded by spikes. I checked out the rest in the editor, no thanks :)



spurgeonryan said:
Hopefully my Out for a swim one is my hardest yet.

Just beat it. It took a few tries to find a path. But I knew I was on the right track when more and more distracting effects started happening :)

Try ARandomGamer's spikey jumps 003B-0000-002B-298D if you want to see hard. I pushed the clear percentage down a point to 0.14% 1 clear of 698 by 32 people. Can't do it.



^ Congratz, clownie is thankful. Did you take Yoshi too or did he get left him behind as usual :)

I tried Troll's P-Bomb ghost house. Too hard for me. It's the 1 block high p-switch corridor maze that gets me. I get hung up on the little corners and run out of time. I tried the next part in the editor yet can't get Yoshi through the spike corridors either. After that it's do-able.

Yay 73 stars, it's going faster now with more courses up. I've played 415 courses so far, 2669 lives lost. Well some are from my kids. Enough for today, last night it was 4:36 when I uploaded Free Clownie, oops.



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@Sven and Samus:
Haha, thanks for the praise on the Icey Cave level. I appreciate you guys liking it.

As you may have noticed by now, my levels aren't that hard aside from maybe one or two tricky parts here and there, because I'm more into the visual aspect (thanks for the nod as well), the focus on one theme and trying to get some cool, unexpected mechanic from it. I'd say the Ice level and the Mushroom Factory level succeeded best until now. I saw the use of blocks on rails on someone else's level (I think someone from here actually). I figured then they could also roll off those rails. The falling ice blocks don't kill Mario, yet merely push him aside, but it does seem people were either startled and surprised by them (which was the intention) or indeed pushed off, because there's a couple deaths around those platforms.

I had this weird glitch when making the level by the way, which had the large Wiggler at the end removed most of the time for some odd reason. Obviously, if the Wiggler isn't there, you can't beat the level so it was a problem. I noticed it occured when you stand around waiting for a while just before his cave. Probably some kind of trigger issue, the screen edge is in the middle of his cave. I moved him to back of it, so putting him in another screen, which fixed the issue... I also couldn't get the ice platforms to move the way I wanted to, a similar trigger issue, but after trying for while with positions I gave up because you can still beat it no matter how those platforms move.

And I also didn't know you had Dutch roots, Sven. I knew VGC says Canada and I saw the miiverse flag but for some reason I had the impression you or your family had a Scandinavian origin lol. I don't know how, or why I thought that . Anyway, Amsterdam, even I, coming from Rotterdam, have to admit it's a beautiful city .

Haven't been playing the game yesterday, but it goes without saying I'll be back to playing some of your levels again (all you guys') later today, Star-ing along the way, and continuing on with building my own!



So I noticed I had no SMB 3 courses so I said "hey I should make one". So I did..

 

 

Classic Airship. 3 bonusrooms/1ups to find.

AlsoI played Sven's Ghost puzzled house and was highly entertained :D. Although I did got stuck unfairly once :(

 

And Miiverse refuse to allow comments sometimes. Wtf



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



I uploaded some new levels I didn't post about yet

Wario's treasure hunt: (8CDD-0000- 0062-615A)
You are Wario who found a treasure map. You travel through some different areas and terrain in search for gold. Not that difficult, was more about making a level with a theme. Included a mountain as an homage to MK8's Mount Wario

Make it rain - but run to stay dry: (5013-0000-004A-81DA)
at least 1 of you already played this. All you need to do is run so its pretty easy. 'Gimick level' so to say but still fun. SMW

Mario's haunted house: SMW Ghost house. (BBA5-0000-008C-D710)
Not that long and few difficult areas but it's a ghost house so might be tricky to find out where you need to go. Previous version had really low clear rate but updated it to make it a bit more obvious.



Spending warm summer days indoors   

Writing frightening verse

To a buck-toothed girl in Luxembourg

NES, SNES, N64, GC, Wii, WiiU, GB, GBC, GBA, DS, 3DS, Mega Drive, Game Gear, PS1, PS2, PSP, XBOX 360, Atari Lynx

spurgeonryan said:
@ Samus

Ryguy?

Yeah, never seen that name on any of my levels. Because that's the way I play levels of people here, instead of using cumbersome codes.



My 6th level is well under way and I now have 49 Stars with 5 levels for an average of almost ten per level, which is neatly on track. Which means I got nine while away yesterday but still one short of the second medal. In any case, let's review and analyse;

20-09, Thwomp Fortress Break-in: 194 playthroughs performed by 53 players, beaten by 24 for a ratio of 12.37% and Star-ed 11 times.

21-09, Clown-Car to Crystal Cave: 153 playthroughs performed by 34 players, beaten by 19 for a ratio of 12.41% and Star-ed 5 times.

24-09, The Chimneys of Mushroom Factory: 184 playthroughs performed by 48 players, beaten by 15 for a ratio of 8.15% and Star-ed 10 times.

28-09, Spiny Barrage [Automatic]: 92 playthroughs performed by 55 players, beaten by 49 for a ratio of 53.26% and Star-ed 13 times.

30-09, Chief Wiggler's Icey Cave: 155 playthroughs performed by 37 players, beaten by 15 for a ratio of 9.67% and Star-ed 10 times.

In two weeks time, my first level got to 11 Stars, a number beaten by my automatic level with 13 Stars already in half the time. It's about to be matched by two others as well, with the last only four days old. The automatic level does have the worst completion/Star-ratio, but due to the sheer amount of completions likely, it pulls ahead still. My last level has the best ratio, with two-thirds of the players who complete it giving it a Star.

It seems automatic levels accumulates an amount of players the fastest, yet players are less likely to Star them compared to a real level. Also, it seems some either skip automatic levels, or judging by the deaths, try to complete it by playing it, bringing the clear-ratio down. It was hovering around 64% actually up until today, when it appeared someone tried several times, likely without noticing it was supposed to be automatic. Seeming that the default percentage quickly leveled to the 64 number before, I'd say about three out of ten people actually skip automatic levels, with some others not noticing at first it's automatic.

I also can't help but suspect that levels that have been played more are more often featured in people's 100 Mario Challenges, because the gaps in the amount of players keeps widening. This gives another advantage to automated levels, because they'll have a faster start, they'll likely draw more players faster and faster, helping them generate more and more Stars easier, as they do going by absolute numbers.

Clown-Car seems to be a failure. It has been beaten by newer levels in every aspect that matters and never came close to the level released before. It has still the highest clear-ratio, but that's because it's the easiest level made easier because a design error which apparently (judging from the lack of deaths in the second part) makes people take the path to the secret exit before they would take the path intended. Being the easiest also means it relatively has the highest amount of completions versus players. I'm actually surprised the clear-ratio isn't in fact, a couple percent higher. Mushroom Factory has been proven by both clear-ratio and completions versus players to be the hardest level, yet it's design is still appreciated given the amount of Stars it got in a ratio similar to the Icey Cave level.

Ignoring miiverse responses by you guys, my last level, Icey Cave, also got the most reactions by random players. It seems to be the most well recieved which is supported by it having the highest completion/Star-ratio. It's also has the fastest performance besides the automatic level, which could mean that the ratio of Stars verses completion also plays a small part in the game's algoritm for levels appearing in the Mario Challenge, however, this could also just be, luck.