+Lugmillord Yeah. The spooky sound effect when entering the castle was a reference to the start of the game (Bowsers message) the light shining down from the ceiling at the start references the secret rainbow level, and the use of blocks to actually replicate 3D areas were all missed by Andre :/
Love all the little details, like the red mushrooms being red coins, and how some of the moving platforms were placed to imitate how they worked in SM64.
+Razar 815 Considering he used the Super Mario Bros 3 theme, you can't do that. I suspect that's why he used that green shoe instead as that's the closest you can get to Yoshi in that theme.
Those ominous clouds that occur when you walk into the castle are supposed to represent Bowser's laughter from the original game; the spotlight the shines down shortly after that is supposed to mimic the Wing Cap stage entrance.
If the guy who made this course found this video, I bet he'd be really happy. Its a level with barely any stars and now that it was showcased on a popular channel, odds are, it will get more plays and stars.
This is definitely the most fantastic level I've seen so far in SMM. The way he implemented the enemies in squares as the courses and the Piranhas as the star doors was absolutely genius.
The "spooky laugh" you heared when you entered the castle was Bowser's laugh when you enter the castle for the first time in SM64, when he says something like< "Nobodys home. scram" (i dont remember)
It makes me happy to see some genuinely creative levels among the plethora of "challenge levels" that are terribly designed, and would never be accepted in any game ever.
+Rinku Starr Yeah me too. I am a little dissapointed that so many people think that: absurdly difficult = good. While they even compete with each just to see who can make the most unbeatable level possible. I hope that once the novelty of making near impossible levels wear off we will see people start making pleasant ones instead. Since trying again and again for hours on just one level is more frusterating than it is fun. Not to mention it is just a way of using only a very tiny amount of the total potential mario maker is capable of. I am still hopeful for the future of this game, since the lifespan of user created content games is huge. Perhaps mario maker might even end up being as extensive as little big planet was.
actualmadscientist I sure hope the lifespan is huge, and not filled with Kaizo Mario wannabes. When I get the game, I am going to make creative, charming levels, and hope other people can be inspired to do the same.
Rinku Starr That's a great idea, as I often say that the best way to change something is to lead by example. Do your best yourself, and then hope others are inspired to follow. In my case I plan on starting out by emulating the original game's levels up to a point, and then proceeding to make stuff that is kinda easy to help fill up the easy mode in the 100 level challenges as well as giving possible new players somewhere to start. Since I figure maker will probably be some people's very first mario game. Oh and of course, I will put in tons of secrets like hidden blocks with powerups in them (starman/invincibility ones in particular) As well as secret areas accessed through a door or pipe. Including ones that contain treasure and short cuts. You know stuff that could actually make a real mario game if they were used for levels, instead of just gimmicks. Oh and of course I will give the leves a specific theme like "Icy/winter" "bouncy springs" "fire/lava" and "desert" so that the levels are not filled with seemingly random crap. I've seen hundreds of levels that all use the exact same background for example. That really sucks because the other mario games mix it up a lot with all the different zones and areas. I hope that people find this to be refreshing after slogging through tons of, like you said, kaizo mario wannabes.
Sounds like you've got a plan. Yeah, I will be trying to make the kinds of levels you'd see in an actual Mario game - levels with good design, fun mechanics, and pleasant scenery. Of course, I'd add my own creative twists to them so they wouldn't just be clones, and little challenges never hurt, but for the most part, I want to think like a game designer when I make levels, and not like a sadist.
+Rinku Starr The worst part about those levels are that they just kinda stack 5 giant goombas, or put a ton of koopas in one area, and call it good. A good stage is challenging by using the fewest things possible but making every obstacle count. It's better to strategically place obstacles than just put like 20 fire bars in one place and call it good. Just look at the Championship levels that you can unlock by completing the 10-Mario Course. Those don't just slap enemies all over a stage, those take advantage of the game's mechanics to make stages that are challenging, yet still memorable and even fun. That is how a Mario stage is made.
Absolutely love these. I tried making Whomp's Fortress and Bowser in the Dark World, but I doubt they'll be as good as whatever you guys make. I plan to make Bowser in the Fire as well as Rainbow Road and some other levels when I get the chance, but Mario 64 is one of my favorite Mario games of all time, so seeing this kind of creativity puts a smile on my face. :)
Sometimes I lose faith in people to create interesting levels in Mario Maker when I play a lot of random junk in the 100 Mario challenges, then I come look at the levels you guys highlight, and my faith is restored!
At first I was thinking "yeah it's a cool level, but pretty much just a gimmick" - and then he jumped into that final bowser stage and it became an awesome level with challenge. Great job!!!
The level painting parts have stars. the star is supposed to represent a power star that you get at the end of a stage, and the pirhanna plant represents the door you need however many stars to get through in the original. so cool.
1:24 is a throwback to the light that shines down in the center after you get a lot of stars, letting you enter the sky world. Surprised you missed the reference
I bet anyone who stumbles across this level who hasn't played Super Mario 64 will be scratching their heads. And I bet anyone who dies late in the level will be tearing their hair out. Seriously, Nintendo, we need checkpoints!
This might be my favorite game ever. I have some reasoning for this. Before this game, for some reason I sometimes have the urge to play new 2d Mario levels. I would get all the DLC and complete, 100% every 2d Mario. I even download all (Or most. I have still yet to play some fun-looking ones) the worthwhile rom hacks. That;s how obsessed with the series I am! Now I can always have my urge quenched. I can play new levels (As long as I'm home and I have time) WHENEVER I WANT TO!!!!!! AND NOT HAVE TO WAIT FOR MORE GAMES!!! Heaven... it's coming...
Here's some level's I made that you guys might like. First is Storm Bowser's Armada (5C06-0000-0082-C7D4) and the second one is Careful Swimming Needed (34DD-0000-0081-A9B6). Hope you like them I think they're fun for a first time player of the game.
I don't know why, but as a kid I *adored* tall, tall mountain. I was a pretty good gamer, I 100% Mario 64 and Star Fox 64 when I was around 6. DK64 took a little more time ;)
you know this stage got me thinking: "wouldn't it be great if Super Mario Maker would've let you create your own custom Mario games with a set of levels to complete leading up to some bosses and the final boss like any ol' Mario game? basically actual "whole" Mario games within Super Mario Maker. think of the possibilities guys, too bad Nintendo never goes THAT far with any of their games but still one can dream. not that Super Mario Maker is bad or anything, just throwing that idea out into the open is all.
I think it should have been done in either New Super Mario Bros U or Super Mario World, because I think that shoe in the beginning was supposed to be Yoshi on top of the castle.
I've made a lot of levels, actually to my max. You guys can try them if you want (WARNING: Some can be really tough) Survive without getting hit: E4BC-0000-0029-9190 Epic parkour: 6F0D-0000-0030-6A07 Lakitu's Wrath: 2D59-0000-0031-6432 No escape from Bowser: DB5D-0000-0038-D0AD Epic Parkour 2: E871-0000-0044-21D5 Mario Boss Rush: DEC8-0000-0052-E35B Survive without getting hit 2: 70CA-0000-005E-B194 Attaching the ghost house: F0AB-0000-006D-EB21 Lakitu's Wrath 2: AB93-0000-006E-0A3E Attacking the slow airships: 5F53-0000-007B-135C
Hey GameXplain, you should check out this level: 1068-0000-004C-5BCB It uses hidden blocks to recreate the no-jump mechanic in captain toad! It is a really nice stage using that and the toad costume!
Fantastic level, I must play it now! Then again, I'm a sucker for all things Super Mario 3. * Try this one out, "Left-handed Level Love" - ID: 8E9F-0000-0082-9242 Everything, including the intentionally placed background objects, was planned in advance.
+FishX42 ̣ I think you'll have to post your level ID's on their Twitter pages with the hashtag. I don't even own Twitter, so IDK how to send them my levels without upsetting them.