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Mario Maker: Create Your Own Super Mario Levels

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21–30 of 59 posts

Re: Mario Maker: Create Your Own Super Mario Levels

#23
post #8

I wonder if you can put a spring thing that allows you to jump over the pole. This is kinda amazing, you can even update the graphics. I'm guessing 30 dollars and a download

I'm guessing no. I don't remember how,* but I managed to jump higher than the level pole once, but hit an invisible wall and slid down it anyway. *Game Genie? Emulated ROM?

There's actually a level with a springboard before the flagpole, and if you time it right sends you "over" the pole. It's like you said, once your X value is greater than the pole, you grab the top and slide down like normal.

Re: Mario Maker: Create Your Own Super Mario Levels

#24
post #8

I wonder if you can put a spring thing that allows you to jump over the pole. This is kinda amazing, you can even update the graphics. I'm guessing 30 dollars and a download

I'm guessing no. I don't remember how,* but I managed to jump higher than the level pole once, but hit an invisible wall and slid down it anyway. *Game Genie? Emulated ROM?

I jumped over the flagpole once in 1-1 in the original Super Mario Bros thanks to a Game Genie code. Once you walk past the pipe that's the entrance to 1-2, you see about two more screens that then repeat forever.

There are some places in The Lost Levels where you're meant to be able to jump over it. I believe that one had a warp pipe that took you BACK in the game.

Re: Mario Maker: Create Your Own Super Mario Levels

#26
post #18
post #2

So much potential in this - a few years ago myself and a bunch of friends were obsessed with ROM hacks for Super Mario World for the SNES; some of them were just really well-designed levels, and some of them were absolute hell, basically requiring the use of an emulator to save states and rewind. It created a completely different feel of game, and the simple and consistent physics of a Mario game was the perfect limi…

I've never see Kaizo Mario World before. That's amazingly clever. It's easy to just, say, spam a screenful of koopas at you to make something hard. These levels, though are hard because they involve a complex interaction of Mario skills, with zero tolerance for getting it wrong. If you've played enough Mario, some of the sections are actually funny in the same way that comics are: I immediately see how difficult the…

Most SMW ROM hacks are built with the assumption that the user will use save states, which dramatically offsets the execution difficulty.

Re: Mario Maker: Create Your Own Super Mario Levels

#27
post #22

Darn, it's only available for WiiU. I feel like most hardcore level makers would work from PC. Obviously, that's not really their target but would have been cool to have it on PC.

They'd have to support it on the PC as well. I suppose it's more of an attack surface.

Re: Mario Maker: Create Your Own Super Mario Levels

#28
post #6
post #4

This could be enough to push me over the edge and buy a Wii U. It is very cool that Nintendo have embraced user made content, after being so against it for what seems like forever. edit: a couple of replies made me realize that I was off the mark slightly with my comment. I should have focused on how their attempts to support user made content have seemed to run into their legal department's over the top desire to "d…

Are the Mii's not considered user made content? In the upcoming Super Smash Bros', you can customize your own Mii to be a fighter and it looks like there's a whole community of Mii customizers [1] who make celebrities and the like. [1] https://www.google.com/search?q=mii+celebrities&tbm=isch

There was a free channel/game thing on the Wii where they'd give you a theme ("Pilgrim", "Mean boss", etc) and you submitted a Mii that fit that theme. It was pretty neat to see what people came up with.

Re: Mario Maker: Create Your Own Super Mario Levels

#29
post #10

I bought a Wii U because I have a then-6 year old son and I wanted him to enjoy playing games with me that didn't involve shooting other people full of holes. My fondest memories of my childhood aren't playing Contra or Street Fighter, but games like Chip N' Dale and Duck Tales. The Wii U's game category has been much slower than others, but I feel like every single game Nintendo proper releases is pure gold, and the…

That's what a lot of the commentary I've heard about Splatoon has focused on. Nintendo took a really popular (and good) genre, the team based shooter, and made it perfectly family friendly. Easy to understand, lots of fun, no exploding heads, no dismemberments, nothing objectionable.

I thought Fur Fighters did this quite well.

http://en.wikipedia.org/wiki/Fur_Fighters

Re: Mario Maker: Create Your Own Super Mario Levels

#30
post #18

Earlier quoted context omitted.

I've never see Kaizo Mario World before. That's amazingly clever. It's easy to just, say, spam a screenful of koopas at you to make something hard. These levels, though are hard because they involve a complex interaction of Mario skills, with zero tolerance for getting it wrong. If you've played enough Mario, some of the sections are actually funny in the same way that comics are: I immediately see how difficult the…

Most SMW ROM hacks are built with the assumption that the user will use save states, which dramatically offsets the execution difficulty.

I figured this, and I'm less impressed with the particular run than I am with the design of the level. Everything fits together in just oh-so-perfect ways that make it deviously hard.
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