Super Mario Maker Discussion!

Sailor_Razor from GameFAQs posted an helpful mini-guide on which character gets unlocked on which difficulty in 100 Mario Challenge. For example, Lucina and Robin would normally be unlocked if you complete a run on Expert 100 Mario Challenge.

I'm glad to know that I only have 29 Normal and 21 Expert successful runs left to do before I can 100% this game. I haven't touched on Expert yet, but I would be finishing Normal first.

Source: http://www.gamefaqs.com/boards/805618-super-mario-maker/72719675

Oh thank you! Willdefinitely check this out! I guess that my amiibo MUST have saved me from some expert mode horror. Otherwise they are useless in this game.

Edit:

Yup a lot of deaths have been prevented by buying amiibo it seems!
 
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I'm pretty happy that we're finally getting checkpoints and tiered powerup distribution as free DLC, but something tells me that there could be more coming on the way. Something more than the Angry Sun files found by some dataminer before the minor patch arrived.

The least Nintendo could offer as paid DLCs would be akin to a Super Mario Bros. and Super Mario Bros. 3 16-bit reskins that Super Mario All-Stars boasted, complete with 16-bit graphics of course, along with sounds and music. That Super Mario Bros. Airship theme would be even more rad if it got this type of rendition.

If they decide to get more ambitious than that, then they can dare to add a few new styles as well. The first two Super Mario Land games might seem to be the easiest to implement, since they play almost identically the same way to the already available styles. Heck, they even got some quirks that might worth considering.
And if that's not enough, why not Super Mario Bros. 2 (USA)? Sure, the game does play much differently than the rest and is considered as the black sheep of Super Mario Bros. games, such as its pick up and throw mechanic. I'm pretty sure a lot of people fondly remembered this one.
The entire Yoshi's Island might be not a Super Mario Bros. game due to many differences in gameplay to begin with, but since it does share a lot of ties to the Mario universe, I believe this style would be very interesting to implement as paid DLC in the future that could lead to a more complexity and variety in level design. And while they're at it, they could also bring Yoshi's Island DS for its interchangeable baby mechanic without necessarily requiring to use the baby signpost, Yoshi's New Island for, well, giant eggs and bizarre physics, and perhaps Yoshi's Woolly World for its exclusive wool mechanics. It might seem to be pipe dream, but I'd very much like seeing that dream being fulfilled at some point in my life.
 
I'd honestly rather have all the stuff missing from SMB3 and SMW styles added than some pointless reskins or a play style which is honestly not that notable (SML, SMB2 is great though I 100% doubt they'd ever implant it here... Maybe another Maker game though).

Also, add multicolored shells and yoshis for SMW with all their abilities and Yellow/Red pipes for starters.
 
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I'd honestly rather have all the stuff missing from SMB3 and SMW styles added than some pointless reskins or a play style which is honestly not that notable (SML, SMB2 is great though I 100% doubt they'd ever implant it here... Maybe another Maker game though).

Also, add multicolored shells and yoshis for SMW with all their abilities and Yellow/Red pipes for starters.

I highly doubt that it will ever happen though ;v;
 
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My very first Mario Maker level:
E0EA-0000-00D5-339D

My second, much better level:
F42D-0000-00D5-3746

Still unlocking new elements and features to use, so my options are still very limited at the moment.
 
I've found a level that is an example of a bad level design you would often encounter on Expert 100 Mario Challenge, while I was actually playing through Normal mode. I think the title says something along the lines of "You can't beat Bowser's stage" or something. My Japanese knowledge isn't great enough to decipher it. Have fun telling how bad (or good) the stage really is. I'll then tear the stage apart with my thoughts later on.

And in case you're asking why I haven't cleared this one, is that I don't have the patience to do all of this in one sitting. I downloaded the level afterwards so I could analyze the stage and figure out on how to beat. It is a troll stage for sure, but it's not a particularly a good one either. I've seen a troll level done better via one of the Event Courses.

WVW69iiZFSYvsWMf6V.jpg

I'll leave you this level's ID in case you don't see the picture above.

B084-0000-00CE-F6E5
 
Ross from GameGrumps (RubberRoss) has some pretty trolly but doable levels!
I was watching the Mario Maker playthrough on their channel and those were some of the first levels I looked up and played xD
 
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Man the event levels suck, 3 of them are so bad, like how the **** could a reviewer, a mature reviewer may iremind you, make such a bad level...
 
The worst Event stages so far has to be everything Arino from Game Center CX has uploaded so far. The most consistently notable level design flaw I've seen is that he has a tendency to rely on blind jumps to make some of the sections of his stages challenging, along with frequent chaos. But, that's his first foray into level design, so he might eventually improve on making challenging levels that doesn't require luck and memorization to get through them.

One of the Event stages doesn't even try to hide the fact it's a troll level, but none of the traps would always equal automatic death unlike most of the troll stages found in 100 Mario Challenge. If said player has a very good reaction time, then they might be able to beat this in one try. Also, the subarea is cleverly done, save for some terrible Cheep Cheep placements that the imprecise swimming controls are struggling with. I also have issues with hidden Thwomps, dodging Bowser's RNG flames and jumping from three trampolines bouncing to each other. Outside of that, the stage's pretty well-designed for a troll stage.

I thought that the Love Ship level is nicely crafted for the most part, although some sections are a bit too tight to properly maneuver at times.

The first half of the Super Mario-kun stage is meh, but the second and secret portion of the level certainly gets better. It's somewhat challenging, but ironically not too taxing for an average player to overcome. The hordes of enemies are so properly managed that they won't pose too much problem on beating the stage.

The best Event Course out now for me is the Tri-Force Heroes one. It utilizes the stacking enemy feature well enough to make this stage end up being fun to play.


I'll have fun editing these Event stages for myself and see how I could improve the areas that I believe they might be problematic without destroying too much of their original/best ideas. They'll come after I reviewed that meh troll course.
 
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The worst Event stages so far has to be everything Arino from Game Center CX has uploaded so far. The most consistently notable level design flaw I've seen is that he has a tendency to rely on blind jumps to make some of the sections of his stages challenging, along with frequent chaos. But, that's his first foray into level design, so he might eventually improve on making challenging levels that doesn't require luck and memorization to get through them.

One of the Event stages doesn't even try to hide the fact it's a troll level, but none of the traps would always equal automatic death unlike most of the troll stages found in 100 Mario Challenge. If said player has a very good reaction time, then they might be able to beat this in one try. Also, the subarea is cleverly done, save for some terrible Cheep Cheep placements that the imprecise swimming controls are struggling with. I also have issues with hidden Thwomps, dodging Bowser's RNG flames and jumping from three trampolines bouncing to each other. Outside of that, the stage's pretty well-designed for a troll stage.

I thought that the Love Ship level is nicely crafted for the most part, although some sections are a bit too tight to properly maneuver at times.

The first half of the Super Mario-kun stage is meh, but the second and secret portion of the level certainly gets better. It's somewhat challenging, but ironically not too taxing for an average player to overcome. The hordes of enemies are so properly managed that they won't pose too much problem on beating the stage.

The best Event Course out now for me is the Tri-Force Heroes one. It utilizes the stacking enemy feature well enough to make this stage end up being fun to play.


I'll have fun editing these Event stages for myself and see how I could improve the areas that I believe they might be problematic without destroying too much of their original/best ideas. They'll come after I reviewed that meh troll course.

Yup, the Super Mario Kun level was okay though. I also managed to clear the Game Center CX courses in one try but i did not enjoy them at all, it felt like the levels were created by my 7 year old brother... Ohh the horror! *shivers*
 
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Seems like nobody has anything to say about the terrible Japanese stage I played earlier. Alrighty then! Time to criticize that stage.


When you start the stage, there's no question block in sight. The first thing you do is make your way to the next room. Then, hidden Thwomps start dropping and you begin running, so you'll be able to clear the gap while jumping. Unfortunately, turns out you hit an invisible block and falls down to your immediate doom. Disgusted by this obnoxious trap placement, you immediately call it quit and never touch the stage again. Or hit Download and analyze the stage, like I did!


BPAWKG5.jpg



This is what the beginning of the stage looks like. There are four invisible blocks, one of which contains a Propeller Mushroom, then a Fire Flower, a Mushroom, and a Star. I highly suggest you take the Star before you enter in the second room. Why? Because...


Jyu6kz1.jpg



...invisible blocks are littered in a way that you couldn't normally get past without the increased jump length while being invincible and performing mid-air spins, and there are hidden Thwomps thrown to the mix as well. This is probably how the creator of the stage cleared to upload this one, as he commented in this stage to tell us to look for hidden items in this first room. With that knowledge of the stage, it becomes easier to bypass these sections. Even in the following room:

zIDzrTB.jpg

MwMv4PB.jpg



Assuming you're still invincible, the best (and perhaps the only) way to deal with this mess is to ram into the foes riding on Koopa Clown Car, preferably Chain Chomp, Magikoopa and Bowser Jr. In case you're about to run out invincibility, there's another star tucked in an invisible block in this room, and one of the Bill Blasters shoots out a Fire Flower along with enemies. Though, don't forget riding on a Koopa Clown Car before getting to the next section, as...


5ULXcl9.jpg



...you can't clear this part without the vehicle. There's not a clear indication that you should bring it with you. I even tried to wall-jump off the left ledge and I couldn't seem to cross the gap. If you hit the spikes with the vehicle, it can somehow bounce off to the tiny empty square without hitting any invisible block whatsoever, even the lone one containing Magikoopa. This trap is pretty much easy to get through it. What a missed opportunity, but it doesn't really matter much anyway since nobody would like this stage. What's even more hilarious is...


J89TDtX.jpg



...how the creator poorly implemented the sound effects in the stage. Here, falling down a lava result the heaven sound triggering, reaching the tiny room makes a cat launches its paws at Mario at a rapid fire rate, and a Boss Music that only lasts for like 3 seconds.


bCAF6tL.jpg



And finally, the anticlimactic boss section of the stage is an absolute joke, especially with all of the cannons shooting Super Mushrooms at you. You can totally effortlessly hit the axe to clear the stage. Sure, the ending won't be bright for Mario, but at this point, you want to get away from the awful level. The alternate route is there if you just want a better ending, but what comes next is ultimately pointless to talk about, so it doesn't really matter where you hit the axe.



The main problem with the troll stage is that it isn't worth trying to play this one. It favors too much on memorizing what to do in the stage itself and confuses potential players, as opposed to using true skills and/or decently fast reaction time to overcome the challenge. The concepts introduced here don't seem to expand that much beyond "use this for said short section". It just seems to be a mishmash of ideas that never materialized to fruition. Therefore, the experience is ultimately unrewarding as a result. And most of the same creator's stages aren't better either, which I assume are falling for the same obnoxious level design issues I encountered with the level I currently review. Last time I checked, the only stage that garnered at least one star is the one that isn't a troll stage at all. He seems to be too fond of automatic and terrible stages.
 
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So, two new Event Courses are out, this time unlocking Cat Mario and Cat Peach.

The former is your classic Mario stage with some light puzzle sections thrown in for good measures. This one was quite a breeze for me.

Cat Peach's stage is figure-out-what-to-do-in-this-chaotic-mess type similar to Mary O.'s very first stage, which has plenty of chaos near the beginning of the level but you'll eventually figure out how to beat this one. Speaking of which, I got terribly lucky on my 2nd attempt, didn't fell for the traps that I haven't foreseen yet and completely cheesed the entire stage. Apparently, there's more than one way to beat this one, all of which are more difficult than the one I went for.
 
A new Nintendo Direct came in and Super Mario Maker will be receiving another update, this time adding a web portal that you can search levels and even add them to your play list, which sync along with your game. Pretty convenient for playing levels found outside of Miiverse, which we do often.
 
A new Nintendo Direct came in and Super Mario Maker will be receiving another update, this time adding a web portal that you can search levels and even add them to your play list, which sync along with your game. Pretty convenient for playing levels found outside of Miiverse, which we do often.

How boring, like honestly, the only thing i want is a legitimate update. With new tools to build with. I really don't care for this whole web portal thing, i am not going to use it anyway!
 
Top 3 annoying levels:

- "Don`t Move" - levels.
- "Hidden blocks in jump patterns" - levels.
- Swimming levels.

I love the game though. Some real nice gems there.
 
It's through Twitch streams that I have discovered some of the levels that have inspired me most. I like how sometimes when a streamer has a queue he has a list of viewer levels' codes either on Google Docs or Dropbox that I download or screen shot. I especially like when the list includes details such as comments by the creator, estimated difficulty, etc.
 
Would someone be able to try out my levels and give me an honest review please?

I won't moan and will respectfully collect any and all types of criticism.
If you think they are crap, please say. ;)

Stars are appreciated, but not required unless you like my levels so much that you do give them a star so that I can upload more World Castle levels. XD

World 1 Castle: 86EC-0000-0068-E224

World 2 Castle: E578-0000-006C-0024

World 3 Castle: 6945-0000-0081-C7D6

World 4 Castle: ED65-0000-0098-FE40

World 5 Castle: EF2E-0000-00D8-55EE

World 6 Castle: 5983-0000-00FD-ED7E
 
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