Super Mario Maker Course Sharing & Feedback Thread

I updated my Ganon's Tower level by adding checkpoints, so it should be more doable now. :)

ID: A4D8-0000-00E0-420C
 
I finally uploaded a fresh, brand new course after updating all my older levels. I sure took my time on creating this level because i did not upload anything new in october. That is kind of sad actually... However here it is:

WVW69ijgK8wdmqBgFW

Pipe abundance! (0AED-0000-00E0-5829)

I found it quite difficult to keep this course decorated and anything besides bland because i wanted this level to be a level with lots of pipes. So i implemented a little puzzle thingy, there are three ways to get out of it, and all of them are good ways but one exit leads to a 1-up mushroom and a bunch of coins. I did not drop any hints on which route to pick in the level so it is kind of luck based (unless people are going to make posts and spoil the fun lol).

Please let me know what you think of my level and can anyone who played my older courses try them again and give some feedback if i improved them well? Thank you in advance! :D

Oh and for the people who are planning to scroll through the posts here and try out all the levels, all my codes (except for this one) will no longer work as i have to delete the levels in order to update them.
 
Last edited:
@TheBigJC7777777 I'd like you to try this one out if you can. I discovered something about the kuriboh's shoe that I didn't know before and decided to make a level with it. Hopefully it's more common knowledge than it was to me. Also PS, thanks for the add!

Step on Down
Course ID: C647-0000-00C3-8C8D
 
I have remade my tougher than tough level so it is actually easier with a mid-level save point.

Try it out !

?pines, canons & tapis roulants
E610-0000-00E3-A9D9
 
Well I decided on finally making an "expert" level. Might not be that hard of a level for classically trained Mario platformer players, but it's got some zest. Anyone willing to give it their best shot?

Playtime is Over
nphdZJD.jpg

Course ID: 853A-0000-00F6-C944
 
Last edited:
Been a long while that I uploaded a level that isn't a remake of my previous stages. So, I uploaded a relaxing stage mainly addressed for the lesser skilled players. It has you to stroll through the cave filled with Goombas and Koopas, with the level design philosophy being similar to the commercially released Super Mario Bros. games.


Expedition to Koopa Mines
3479-0000-00F7-B19B


WVW69imCl-EX-3HSlP



I also will eventually add a moderately challenging stage involving fast snake blocks, Thwomps and Grinders, complete with a boss related to the stage. Here's a sneak peek of that stage that will be released this week.

WVW69il2Jxgr6nWiGB
 
So far once person has been able to beat my difficult stage. Clear percentage of 0.72%. Anyone want to change that number up a bit?
 
So far once person has been able to beat my difficult stage. Clear percentage of 0.72%. Anyone want to change that number up a bit?

If i remember it when i get home sure, but i actually always forget about Super Mario Maker and play something else... OOPS!
 
Alright, here's the rather challenging level uploaded as promised.

Sweeping Snake Block Fortress

WVW69ingbdIc9o_YnV


Test your accuracy, reflexes and wit in a fortress filled with faster Snake Blocks to ride on, Grinders and a few Thwomps. If you search hard enough, you might find some secret areas that will further challenge you and possibly reward you a little help on defeating the unique boss fight.

THIS COURSE NO LONGER EXISTS


Man, I spend so much time creating levels that I ended up playing too few levels so far. Guess I'll take a 2 weeks break of creating my own levels and focus on playing my video game backlog and levels that I'm yet to play in Super Mario Maker. I'll have to check every level from this topic's 17th page, as well of JasonBurrows according to that post from the general thread.
 
Last edited:
There's this really hard course called "Sacrificial Yoshis " where you "sacrifice" Yoshi in order to clear the course. It has a clear rate of 2-3% but I cleared it. THE COURSE WAS NOT MADE BY MADE. The ID is C411-0000-0019-E21D.
 
It has been a while since I posted here, but here are some new courses I finished:

Paths of Peril:
B8DB-0000-00DA-F450
Description: Doors and warp pipes lead to 3 different routes: An easy route, A normal route, and a hard route. An emotion will appear telling you which route you are taking. Positive emotions means an easier route. Hard routes are more rewarding though.

Training in the Monado Arts:
95C0-0000-00F5-81C8
Description: If you played Smash 3DS/Wii U you should know what to expect. The challenges consist of speed, jump, shield, buster, and smash.

Breaking through to Bowser's Lair:
8F24-0000-0100-6463
Description: Break through the Magikoopa defense system and infiltrate Bowser's Lair. After that, you must escape from Bowser's Lair before the castle collapses.
 
Technically, this isn't exactly a new level I uploaded tonight, but it's a revision of Sweeping Snake Blocks Fortress that brought quite a good amount of fixes. I'll mention a few of those:

- The overall difficulty curve is now much less out of whack; seems like there were quite a lot of players struggling in the early portion of the level, so I had to heavily edit it in order to keep the difficulty consistent throughout its entirety, save for the secret areas
- It's gotten easier to tell where to go after failing to stay on the snake block, so you can try again quicker
- The odd death at the wall before the Thwomps is fixed
- The overall stage requires less precision than in the older version

The ID for the revised stage is 48E3-0000-0106-AB4E. The older version (which had the completion rate of less than 9%) is removed, but is still stored on my Wii U console for future uses.



I'm pretty much done with the level right now. I might not upload another level for at least two weeks due of having to do other stuffs and clear a bit of my video game backlog. However, I was thinking of having my own series of levels that escalates from very easy to difficult. For example, World 1-1 would be based on the level design philosophy of Expedition to Koopa Mines, which focused solely on the rudimentary basic moves in order to beat the level, while stuffing some small optional challenges just for fun. I'm perfectly aware that levels can be fun without being too overwhelming for casual players with very little knowledge in Mario games to enjoy, but I personally find creating levels designed for all ages and skills more interesting and challenging than making difficult levels that isn't Kaizo-style.
 
Well, I've played a few levels yesterday so far, and all of them are from Page 17. I'm yet to play AkatsukiYoshi and JasonBurrows levels, but I think it'll take me a little longer, since I've got to play about 10 levels.
Without any further ado, here's what I think about one of them.

?pines, canons & tapis roulants - Boccages

I have to say that this level is pretty tight, but straightforward and fun. The thing is, Super Mario Maker engine isn't exactly great at dealing with precision jumps thanks to its floaty NSMBU-like physics that applies on every style, while the Super Mario World style Mario physics are apparently a bit slippier than the rest. It's not bad level design by any means, but definitely keep that in mind if you'd like to create more accessible levels in the future.

Everything before the checkpoint is pretty easy to understand what to do. Though, the invisible blocks can pose problems to those who are trying to get a running jump to the next set of blocks, although they're supposedly there to make things easier. I got lucky by jumping at the very edge of the top block to not hit any of the invisible block.
The spike section can be easily bypassed by getting the star from the conveniently-placed pipe, although I believe it's possible to do this section by spin jumping on the Spinies without being invincible, which could be very tricky. Haven't tested that, so I'm not entirely sure about that.

The door next to the checkpoint leads us right above a rather small conveyor belt with Munchers around it. While it's still possible to no get hurt by that on the first try, the required reaction time is so small the players (especially those with slower reaction time) might unknowingly get damaged. Maybe if the door was above a totally safe platform, this would prevent a number of unnecessary deaths.

The projectile-laden section isn't actually too bad, though I find the early part of that easier if I simply spin jump on Koopas and/or Spike Tops. It also helps that the bullets can be stomped to make things even more manageable, especially when I reached to the point where a Galoomba on Koopa Clown Car comes in, waiting to be hijacked as we're approaching very closely to the goal. I'm not going to hide the fact that some players may not have the strict level of accuracy that this section asks. It's all or nothing, with touching the checkpoint being the only way to grant Mario an extra hit point.


Overall, I find the level fun and beat it in one go. The aforementioned difficulty elements, a few questionable level designs and the rather huge variety of enemies all make this level difficult and unpredictable to those who aren't prepared for that, all contributed to a clear rate of under 2%.


All right, I gave ?pines, canons & tapis roulants a proper coverage. I also finished Ganon's Tower and Playtime is Over, but I'll give them a proper review soon. I have a lot to say about the latter level, which might take a good while to write everything about it. Right now, I've got priorities to sort out today, therefore I'm a bit too busy to write them and play some more levels.
 
Okay i finally got Mario Maker (yaaay) and i decided to create and upload this levels:
Fire Flower Castle: 7CA4-0000-00F8-1C6C
Yoshi Airplane: 66F5-0000-00FF-6260
Any advice will be highly appreciated!
Thanks
 
Here comes the feedback for Ganon's Tower, Playtime is Over! and all of the Jetix's uploaded levels.

Ganon's Tower - PuffleKirby21

The level isn't too difficult to clear if you know how to deal with the simple challenges in there, yet somehow the clear rate is around 10% last time I checked, which makes the level appears on Expert 100 Mario Challenge, as opposed to Normal. Maybe part of it has to do with the forced boss fight sections, but those aren't really a bad thing. Maybe it also has to do with a few issues I encountered. Which are...

- The Podoboos in the main hall can easily catch unsuspecting players by surprise, and there's no indication where they actually are until they see them. Some visual clues on where they might be (e.g. course blocks indicating where in the X axis are) would help the player memorizing these obstacles.
- The Thwomp corridor has one Thwomp that's a bit too close, which forces the player to bait it to fall and then start running to deal with the rest of them. When I came across to another staircase of the same room, the camera didn't show there were more Thwomps before I crossed the staircase as fast as I possibly can and therefore got hit by the first one of the second batch. Perhaps removing the first Thwomp on both batches would help alleviating the problem. Otherwise, this section is pretty simple.

I do have to admit that the visuals are very fitting the mood the stage is going after.


Playtime is Over! - adrino
The stage plays more like of a tight action and puzzle platformer, but not overwhelmingly difficult for me to figure out on what to do in every portion of the stage.

The stage does assume the player knows a lot about how the assets in Super Mario Maker engine works in order to progress, which might explains the very low clear rate. Not a bad design choice, but it's definitely a turnoff for those who don't quite have the puzzle-solving mindset and patience, which constitutes a lot of the players.

The most interesting section of the stage but also the most difficult is the cave room. Here, we got to free the Koopa Clown Car with Magikoopa's magic beam, but having him to aim at the proper angle involves quite a fair bit of trials and errors that might take a good chunk of time. We then had to bop the once-freed Koopa sitting on the flying vehicle and have the Thwomp riding on it, which again requires trials and errors to get the timing right. Then, lead the Thwomp just below the top of the green ceiling platform and spin jump on it.
Oh! And don't forget the spring, or the player might lock out of the win just because they didn't see the impassable ledge beforehand. Thankfully, the checkpoint alleviates part of frustration, but not completely.

I did failed a lot on the part with the Bill Blasters wall-jumping, because I thought ground pounding on the top of one of them would be easier than simply wall-jumping with a consistent rhythm (which prevents them shooting any Bullet Bill), but the NSMBU physics is a bit too finicky to pull that off with ease for some reason.

The rest of the stage is easier as the next few puzzles let me do so at my own leisure, and finally proceeded to complete it.
Overall, the stage is worth playing for the cave puzzle alone. I had a blast figuring out what to do.


Every Jetix's level

Yes, I played every level you uploaded so far. I get that you're excited trying many of the unique assets that Super Mario Maker has to offer. The game's user-friendly interface and the endless possibilities certainly has you enticed in the world of many user-created levels. However, I didn't really enjoyed playing them. The overall experience on every single level of yours ultimately felt shallow for a few reasons:


- Reliance on enemy spam as challenge: Not only you have a tendency of spamming enemies, but you also used large variety of enemies, which made certain sections more of a "luck-based" affair and render your level unrecognizable among the crowd. Your very first uploaded level ever suffers heavily from this problem, therefore making it more of a luck-based affair than promoting some gaming skills. Thanks goodness it's also very short and I could beat it with a Lakitu's Cloud to cheese the entire level. The enemy spam is toned down in the subsequent levels, but they still pose problems. If you don't know how that's a very bad level design, the very first Mary. O's official course has you covered and I dare you to love it. Spoiler alert: you'll either quit or lose many lives even before you clear the stage.

- Reliance on poor use of Damage Boosting as challenge: Damage Boosting involves taking a hit in order to get through obstacles. There were some instances on your levels where this tactic becomes the most efficient way, if not the only way to get through the toughest sections. The stretch between the angry Wiggler and the final door in Fire Flower Castle, along with the Boo Buddies section of Yoshi's Airship rely on this trick, but they don't really promote actual skills and feels like a wasted opportunity.

- General lack of effort for level design: At the risk of sounding like I was being too harsh on you, I didn't feel that your levels were actually finely crafted. The aesthetics often felt average if not subpar in some cases, certain sections are being too tight for no reason whatsoever, Cape Mario being able to fly over the entire subarea of Yoshi's Airship. And there are more cases of rushed level designs that managed to make me cringe. With these problems in mind, I believe you didn't took very long to create a level, but getting most of them to upload might have taken more time than you initially thought and possibly died a few times during the upload process.


I'll give you some advice of my wisdom. Since you have a tendency to throw too many ideas on one level, therefore easily getting lost in the translation. There's not one idea that seemed to stand out among the crowd. I suggest you try to pick an idea or two, and limit yourself to a few course elements you'll actually ever need to achieve that purpose. That will help you to make your levels seem more focused and possibly fun if you manage to place these course elements in a strategic way. Remember, the fun factor is the most important, while difficulty should come in second.

Also, take care of polishing your levels once you've set everything else in stone. The more care you poured, the better your level will be perceived when players get to play. It can be fine-tuning the sections to make them more fun for anyone who would stumble on your levels, it can be making the level more aesthetically pleasing to our eyes.

Did you considered having your siblings, parents and friends on testing your levels before you upload them? You'll be surprised on how many design oversights you might spot when they get to play your levels and you also have an added bonus of receiving feedback among your peers. Do take their advice in consideration when optimizing your levels and you'll end up with a more enjoyable level.


I also saw that you played my levels, which I really appreciate. Yet, none of my levels received any star from you, therefore making me concerned about your preference. While it's understandable that some of my earlier levels aren't exactly up to my current standards, I swear that I actually spent a fair amount of effort on fine-tuning my levels to ensure they're fun and rightly challenging to a wide variety of players. So, I went to your starred levels and played some of them. A couple of which ended up being star-worthy because I feel like they're actually fun to play and don't feel like to be a waste of time based on my preferences.

Keep in mind that if you star well over 100 levels, the older ones will be removed from that list, but you can star them again. You could also write down the ID of your favorite levels somewhere or even download them to your heart's content. It's best not the use the star system as your "favorite", but more like of a "Like" button. No need to be stingy with the stars, since no level can be perfect for every type of players involved, but there's bound to have some good time, especially when you're looking at the right places.


Whew, I wrote quite a lot here. I hope my feedback is useful enough to enhance your Super Mario Maker experience even further!


I finally got around and played the levels that AkatsukiYoshi and JasonBurrows posted tonight, but I'll be providing feedback later this week. I've got other things to do, too!
 
Last edited:
Here comes the feedback for Ganon's Tower, Playtime is Over! and all of the Jetix's uploaded levels.

Ganon's Tower - PuffleKirby21

The level isn't too difficult to clear if you know how to deal with the simple challenges in there, yet somehow the clear rate is around 10% last time I checked, which makes the level appears on Expert 100 Mario Challenge, as opposed to Normal. Maybe part of it has to do with the forced boss fight sections, but those aren't really a bad thing. Maybe it also has to do with a few issues I encountered. Which are...

- The Podoboos in the main hall can easily catch unsuspecting players by surprise, and there's no indication where they actually are until they see them. Some visual clues on where they might be (e.g. course blocks indicating where in the X axis are) would help the player memorizing these obstacles.
- The Thwomp corridor has one Thwomp that's a bit too close, which forces the player to bait it to fall and then start running to deal with the rest of them. When I came across to another staircase of the same room, the camera didn't show there were more Thwomps before I crossed the staircase as fast as I possibly can and therefore got hit by the first one of the second batch. Perhaps removing the first Thwomp on both batches would help alleviating the problem. Otherwise, this section is pretty simple.

I do have to admit that the visuals are very fitting the mood the stage is going after.


Playtime is Over! - adrino
The stage plays more like of a tight action and puzzle platformer, but not overwhelmingly difficult for me to figure out on what to do in every portion of the stage.

The stage does assume the player knows a lot about how the assets in Super Mario Maker engine works in order to progress, which might explains the very low clear rate. Not a bad design choice, but it's definitely a turnoff for those who don't quite have the puzzle-solving mindset and patience, which constitutes a lot of the players.

The most interesting section of the stage but also the most difficult is the cave room. Here, we got to free the Koopa Clown Car with Magikoopa's magic beam, but having him to aim at the proper angle involves quite a fair bit of trials and errors that might take a good chunk of time. We then had to bop the once-freed Koopa sitting on the flying vehicle and have the Thwomp riding on it, which again requires trials and errors to get the timing right. Then, lead the Thwomp just below the top of the green ceiling platform and spin jump on it.
Oh! And don't forget the spring, or the player might lock out of the win just because they didn't see the impassable ledge beforehand. Thankfully, the checkpoint alleviates part of frustration, but not completely.

I did failed a lot on the part with the Bill Blasters wall-jumping, because I thought ground pounding on the top of one of them would be easier than simply wall-jumping with a consistent rhythm (which prevents them shooting any Bullet Bill), but the NSMBU physics is a bit too finicky to pull that off with ease for some reason.

The rest of the stage is easier as the next few puzzles let me do so at my own leisure, and finally proceeded to complete it.
Overall, the stage is worth playing for the cave puzzle alone. I had a blast figuring out what to do.


Every Jetix's level

Yes, I played every level you uploaded so far. I get that you're excited trying many of the unique assets that Super Mario Maker has to offer. The game's user-friendly interface and the endless possibilities certainly has you enticed in the world of many user-created levels. However, I didn't really enjoyed playing them. The overall experience on every single level of yours ultimately felt shallow for a few reasons:


- Reliance on enemy spam as challenge: Not only you have a tendency of spamming enemies, but you also used large variety of enemies, which made certain sections more of a "luck-based" affair and render your level unrecognizable among the crowd. Your very first uploaded level ever suffers heavily from this problem, therefore making it more of a luck-based affair than promoting some gaming skills. Thanks goodness it's also very short and I could beat it with a Lakitu's Cloud to cheese the entire level. The enemy spam is toned down in the subsequent levels, but they still pose problems. If you don't know how that's a very bad level design, the very first Mary. O's official course has you covered and I dare you to love it. Spoiler alert: you'll either quit or lose many lives even before you clear the stage.

- Reliance on poor use of Damage Boosting as challenge: Damage Boosting involves taking a hit in order to get through obstacles. There were some instances on your levels where this tactic becomes the most efficient way, if not the only way to get through the toughest sections. The stretch between the angry Wiggler and the final door in Fire Flower Castle, along with the Boo Buddies section of Yoshi's Airship rely on this trick, but they don't really promote actual skills and feels like a wasted opportunity.

- General lack of effort for level design: At the risk of sounding like I was being too harsh on you, I didn't feel that your levels were actually finely crafted. The aesthetics often felt average if not subpar in some cases, certain sections are being too tight for no reason whatsoever, Cape Mario being able to fly over the entire subarea of Yoshi's Airship. And there are more cases of rushed level designs that managed to make me cringe. With these problems in mind, I believe you didn't took very long to create a level, but getting most of them to upload might have taken more time than you initially thought and possibly died a few times during the upload process.


I'll give you some advice of my wisdom. Since you have a tendency to throw too many ideas on one level, therefore easily getting lost in the translation. There's not one idea that seemed to stand out among the crowd. I suggest you try to pick an idea or two, and limit yourself to a few course elements you'll actually ever need to achieve that purpose. That will help you to make your levels seem more focused and possibly fun if you manage to place these course elements in a strategic way. Remember, the fun factor is the most important, while difficulty should come in second.

Also, take care of polishing your levels once you've set everything else in stone. The more care you poured, the better your level will be perceived when players get to play. It can be fine-tuning the sections to make them more fun for anyone who would stumble on your levels, it can be making the level more aesthetically pleasing to our eyes.

Did you considered having your siblings, parents and friends on testing your levels before you upload them? You'll be surprised on how many design oversights you might spot when they get to play your levels and you also have an added bonus of receiving feedback among your peers. Do take their advice in consideration when optimizing your levels and you'll end up with a more enjoyable level.


I also saw that you played my levels, which I really appreciate. Yet, none of my levels received any star from you, therefore making me concerned about your preference. While it's understandable that some of my earlier levels aren't exactly up to my current standards, I swear that I actually spent a fair amount of effort on fine-tuning my levels to ensure they're fun and rightly challenging to a wide variety of players. So, I went to your starred levels and played some of them. A couple of which ended up being star-worthy because I feel like they're actually fun to play and don't feel like to be a waste of time based on my preferences.

Keep in mind that if you star well over 100 levels, the older ones will be removed from that list, but you can star them again. You could also write down the ID of your favorite levels somewhere or even download them to your heart's content. It's best not the use the star system as your "favorite", but more like of a "Like" button. No need to be stingy with the stars, since no level can be perfect for every type of players involved, but there's bound to have some good time, especially when you're looking at the right places.


Whew, I wrote quite a lot here. I hope my feedback is useful enough to enhance your Super Mario Maker experience even further!


I finally got around and played the levels that AkatsukiYoshi and JasonBurrows posted tonight, but I'll be providing feedback later this week. I've got other things to do, too!
OMFGZZZZ MAH LEVELZ WARE GUD I HATE YOU
Just Kidding :p
Im really sorry about the star-thingy! Sometimes i forget to star levels >.< tbh, i really like your levels!
I also gonna take your tips! (i know that i should let my family touch my wii u xD)
Thanks you from the review JC! Keep the good levels c:
 
Back
Top