[QUOTE=Fapplejack;48887849]SMB2 US is way too different to get it's own theme unless they strip the game of the multiple characters and throwing mechanic and basically everything the game is known for. I don't understand why people want it so badly.[/QUOTE]
The game is called Super Mario Maker. It should be a great representation of all the 2-D side scroller Mario games.
I don't think SMB2 will happen only because of regional differences, as they are completely different games
That and SMB2 was a reskin of doki doki panic, not really its own game
As much as I'd love it to happen I don't think it will
SMB2 International was released in Japan as Super Mario USA wasn't it?
Just picked up the game tonight.
So I saw a few weeks back that someone had made/was making Mega Man levels, so I decided to try my hand at it, with enemy placements as accurate as I could remember.
Here's the first one, quite easy, though there's a trick or two hidden there.
Guts Man's Stage: 245E-0000-00A4-FFBC
I plan to make more Mega Man levels since I love the games. I know it's not terribly creative, but I really enjoy making them.
Honestly, in theory it wouldn't be too different. Maybe adding in the other playable characters, sure, but SMB3 can already grab things, they'd just need to recreate walking on top of safe enemies / objects and having the pickup occur. The base physics could just be a little fine-tuned and work otherwise. From there if the theme is swapped over to SMB2, the player is warned about the incompatibility and all non-environmental objects are removed as almost every single item in the entirety of the placeables list get SMB2 variants or replaced entirely for its game style.
I mean it's a lot more complex than simply listing it off, but in theory it'd have to be a pretty thorough DLC yet I think it's possible in Super Mario Maker. Personally though, I'd rather have a sort of option-toggle for All-Stars stuff for SMB1 and 3, or maybe colored (or gray/greenscale) Super Mario Land 1&2 stuff.
Just finished Fire Man's stage! There's a number of hidden blocks with goodies if you can find them.
0B5B-0000-00A5-099A
This one is a lot tougher than Guts Man's stage. I may have went a bit overboard with the fireballs, but it's still a nice difficulty.
Also if you're lucky you'll see something hilarious happen at the end.
[editline]13th October 2015[/editline]
If anyone has a suggestion for a Mega Man stage I'll try just about anything.
[QUOTE=Fapplejack;48887849]SMB2 US is way too different to get it's own theme unless they strip the game of the multiple characters and throwing mechanic and basically everything the game is known for. I don't understand why people want it so badly.[/QUOTE]
I know right? It's not like they've made some of the SMB2 mechanics possible in SMB3 in the past:
[video=youtube;Q51ic-rpSRw]https://www.youtube.com/watch?v=Q51ic-rpSRw[/video]
If they do ever update this they really need some better search features. There's been some levels I've seen in videos that I'd like to try but can't just because I don't know the code, even though I know the name of the level and the author.
Speaking of codes, here's some more of mine:
Broshi
429B-0000-00A6-DC4A
Tried making something less difficult but still interesting. It's all about hanging with your Yoshi bro.
Explore the Caves
2979-0000-0093-3F54
Tried my hand at that idea of a metroidy level.
It's Right There!
0BF0-0000-00A7-0DC4
This one's very short but tricky
Chilled Inferno
586C-0000-0092-CF8B
Fire and Ice.
Don't Lose Your Sanity
918B-0000-00A4-B77B
This one's kind of evil. I originally set out to make a level to be annoying with lots of sounds and unfairness but it ended up just becoming a tricky haunted house level with a bit of mind-fuckery. Be warned that there's still a bit of that unfairness at the very start of the level though.
Made this recently, thwomps make excellent barriers.
3576-0000-00A6-3849
On another note, does the normal 100 mario runs stop giving out amiibo at a certain point? Because I know the easy ones do, so it'd be interesting to list which costumes unlock you what (if there is even an order).
I say fuck it unlocking all costumes. Not worth going through expert more then once.
Got Mario Maker and i made this:
[B]
The Collapsed ?-Block Mine[/B]
DE16-0000-00AA-33C5
[QUOTE=Magikoopa24;48909955]On another note, does the normal 100 mario runs stop giving out amiibo at a certain point? Because I know the easy ones do, so it'd be interesting to list which costumes unlock you what (if there is even an order).[/QUOTE]
I can't confirm but I think it does. A message pops up when it happens so at least you don't have to worry about playing one too many times.
As for the unlock order, I think it's completely random.
[IMG]http://nintendoeverything.com/wp-content/uploads/super-mario-maker-mario-kun.jpg[/IMG]
[url]http://nintendoeverything.com/super-mario-maker-teaming-up-with-super-mario-kun-for-a-new-collaboration/[/url]
[QUOTE]Super Mario-kun, a manga series from CoroCoro Comic, has been seeing publication since 1991. It’s now been revealed that Super Mario Maker will be adding a costume based on the series.
In Japan, Super Mario-kun author Yukio Sawada will be coming out with a Super Mario Maker course on November 6. It’s unclear when exactly the costume is joining the game.
Super Mario-Kun is the third new costume coming to Super Mario Maker. Last month, we heard about plans to add in Famitsu mascot Nekki. It was also announced a couple of weeks ago that GameCenter CX’s Shinya Arino will be receiving his own costume.[/QUOTE]
Instead of costumes Nintendo how about giving us stuff we need like slopes and tons of other things.
What annoys me is that the costumes they are releasing are pixel art
Which doesn't take long at all to do compared to other forms
Maybe they are going to take the Smash Bros route and give us 20 costumes for every 1 meaningful feature.
Here's a SMM drinking game that me and my friends came up with that can even be played with your e-buddies(with level codes).
If you're playing irl I recommend sitting around a table with the gamepad so people can't see your level while you're making it, and sitting around a table is just a better drinking environment.
1)Everyone takes turns making one level.
2)Starting from 1, every x blocks/minutes adds 1 to how many shots must be consumed before beginning the level. (decide amongst each other the conditions, I wrote it this way because people's patience vary)
3)When everyone is done, consume your shots accumulated from before. Every 4 shots is a chug if you are drinking beer or mixed.
4)Let the games begin!
1-Pass the controller (if e-buddies just tell em you died) and take a shot for every death
2-Take a shot every time someone completes your area
2-Take 4 shots (chug if mixed drink or beer) if you die in your own area
3-Everyone else takes 4 shots (or chugs) if you complete the level
4-Create your own special rules! (Example: Everyone has to have a hidden block reachable somewhere in their area, and if someone else finds your hidden block, you have to chug/triple shot)
It's great fun, give it a go!
Been awhile since I shared a level. I tried going for the classic Mario feel.
Yoshi's Mushroom Adventure
685D-0000-00B0-0F1E
So I made this level based on the first world of Super Mario World, and it uses elements from every level (Including Yoshi's House)
DC16-0000-00B0-A6F2
Nintendo didn't want me playing Triforce Heroes so I decided to make a ghost house in the downtime. You can render it unwinnable but uh, you really have to be trying for that to be the case.
[img]https://d3esbfg30x759i.cloudfront.net/ss/WVW69ihGbnoNUFalEB[/img]
[b]Ambooshed!
3D60-0000-00C5-369A[/b]
Well well well, look what we have here.
[media]https://www.youtube.com/watch?v=esX_FPaZdDQ[/media]
Finally, Checkpoints!
They seem to be listening to their fans.
Hopefully Slopes will be next and a Search function too.
I'm most excited about the Nintendo made courses and the ability to get the mushroom --> Fire Flower combo.
Oh cool, now I can start making longer levels. I kept most of mine bite sized or "tough enough" because I without checkpoints it would be a huge pain to redo everything just because the end of the stage was hard. Super excited now.
I'm pretty happy because this means harder levels are now more viable for star ratings, especially if they have a boss fight.
Ill expect completion rates to double on a lot of my levels. No longer will I have to feel guilty about not having enough powerups or too many bottomless pits or having the end of the stage be the hardest part.
with the new variation for the powerups, I don't have to do my "method" of keeping a fire flower out of small mario's hands. (I put a block under the question block)...
[t]https://my.mixtape.moe/jmuvbv.jpg[/t]
Arino's course will be the first of the Event courses, completing it will give you his Mario Maker skin. It will be available in all regions.
Now it needs more world themes like Desert, Jungle, the levels that you can put water in but aren't under water levels. I hope to see slopes to, if they add all that I'll be pretty happy really. Demanding haha
I'll go out on a limb and guess what will happen is, based on how well Super Mario Maker has sold:
free slope + water-that-can-be-shaken-to-turn-into-lava DLC
Desert & Ice paid DLC, includes SMB2 assets such as vegetables that you can drag items onto to determine what gets pulled out, shy guys, keys/locked doors and whales as one of the platform formats in ice levels, with the angry sun being part of the desert DLC since it currently has unused, incomplete files on the disc.
If we're really lucky and manage to get all of that, maybe Jungle DLC where the shakable water becomes purple, toxic water instead of lava . . . . . and Ptooies, please.
I'm pretty confident we'll get more stuff down the line. I wasn't expecting checkpoints or fuck, even stacked powerups. It shows that Nintendo is listening at least.
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