Probably because she isn't in the west at all as far as I'm aware. Like the first game came out on the DS I think?
[QUOTE=Sift;49803692]Probably because she isn't in the west at all as far as I'm aware. Like the first game came out on the DS I think?[/QUOTE]
The second game reached Europe, yes. It was planned for NA but never made it in the end.
Well... After almost an hour trying to beat it to upload it, here it is. What is no doubt my hardest level yet...
[URL="https://supermariomakerbookmark.nintendo.net/courses/F811-0000-01DC-8279"][IMG]http://i.imgur.com/wvVej5A.jpg[/IMG]
[B][U]The Vast Vault[/U][/B][/URL]
It's by no means unfair. Has two checkpoints and a nice, smooth difficulty curve, but it still ramps up pretty steep near the end.
I'm gonna be really upset if it goes unstarred and gets deleted because it took quite a bit of time to complete and submit.
Found out some awful news today and felt pretty down. To pick myself up I decided to make a level to express how I felt.
[url=https://supermariomakerbookmark.nintendo.net/courses/D105-0000-01DC-8D8F]Cat Mario (uwu)/*[/url]
[img]https://dypqnhofrd2x2.cloudfront.net/D105-0000-01DC-8D8F.jpg[/img]
[sp]You should know what you're getting into from the title alone.[/sp]
So I finally made a new level: [B][I]Ballsy Bastion[/I][/B]
[IMG]https://dypqnhofrd2x2.cloudfront.net/63F1-0000-01DD-2E3B.jpg[/IMG]
[B]Bookmark link:[/B] [url]https://supermariomakerbookmark.nintendo.net/courses/63F1-0000-01DD-2E3B[/url]
I was wondering how many cannonball puzzles/challenges I could come up with and this is the result. It's pretty darn hard too. Completing the entire thing in one go to upload it was the most painful thing I've done in a game in the past few weeks. I made the level pretty fair though. There are even a few tricks you can use to make the level a bit easier, but you'll need some insight and knowledge of patterns to utilise them.
Have fun with it. Also please star it if you can mates.
Also going to try some of those difficult levels on this tread because my inner machoist hungers for more tears and pain.
WOW what did I do differently about The Vast Vault that got it so popular so fast? It's been up for a little over a day and it already has 21 players, 116 plays and 4 stars despite being super expert. Everyone who's beaten it has starred it also.
:pwn:
[editline]t[/editline]
Okay it's down to expert now, but still.
I took a small break from this game and came back to see I'd hit 100 stars.
Then made this:
[B]Three levels of security[/B]
[img]https://dypqnhofrd2x2.cloudfront.net/4D77-0000-01E4-532C.jpg[/img]
[url]https://supermariomakerbookmark.nintendo.net/courses/4D77-0000-01E4-532C[/url]
I also seem to suck and couldn't do your recent levels, will try harder later though.
[QUOTE=Everything;49820670]WOW what did I do differently about The Vast Vault that got it so popular so fast? It's been up for a little over a day and it already has 21 players, 116 plays and 4 stars despite being super expert. Everyone who's beaten it has starred it also.
:pwn:
[/QUOTE]
I believe it became more popular because multple people starred it in a row. If I'm not mistaken a level gets posted on the ''Hot'' (or whatever it's called) page in the in-game course browser when it get multiple stars in a short timespan, meaning that a lot more people will see and play it :goodjob:
Still surprised it didn't get more stars. It's a good (and not extremely difficult) level and the chasing clown car segments are really well done. Only critisism I have is that those hidden blocks (with 1-ups and fireflowers) killed me because they were standing in mid-jump trajectory. Also I skipped a room by holding an extra P-block while going into the next one, hehe.
Also nobody has even starred or beaten the super-duper-ultra-hard level I posted here so if anyone wants to try please do (or just star it because I don't want my level to get deleted) :v:
[media]https://www.youtube.com/watch?v=PcxzRwZxc0E[/media]
[media]https://www.youtube.com/watch?v=1pQi5qWmcNk[/media]
These shouldn't be far off for us. Wolf link you can get earlier with the amiibo like the other ones.
[QUOTE=Chaos Creator;49855732][media]https://www.youtube.com/watch?v=PcxzRwZxc0E[/media][/QUOTE]
Now that's a lot of barking.
A cave underneath one of Bowser's lava-filled castles? What could go wrong? Well... A lot, if you don't hurry.
[URL="https://supermariomakerbookmark.nintendo.net/courses/D971-0000-01E5-9D97"][IMG]http://i.imgur.com/dGPtQic.jpg[/IMG]
[B][U]Hot-Drop Grotto[/U][/B][/URL]
Another traditional level, this time with a focus on a high number on enemies and pressure to keep moving forward, culminating in a pretty spectacular star run. You'll see for yourself.
Exhausts near every sprite limit in both sublevels, and was actually playtested by half a dozen people prior to publishing this version. Hopefully that makes a meaningful difference.
Holy crap the new update opens up a lot of possibilities. Good thing we can finally make some good boss battles and exploration-heavy levels. Now we just need some slopes and more music and the game is perfect.
Also it's probably intentional that Super-Expert mode has exactly 6 levels.
[QUOTE=Magmamax;49865511]Holy crap the new update opens up a lot of possibilities. Good thing we can finally make some good boss battles and exploration-heavy levels. Now we just need some slopes and more music and the game is perfect.
Also it's probably intentional that Super-Expert mode has exactly 6 levels.[/QUOTE]
For those who didn't see it
[media]https://www.youtube.com/watch?v=OLbw55FV4Lg[/media]
[QUOTE=Chaos Creator;49554349]Completely agree with this, having a door tied to an enemies (or group of enemies) being dead would make things far better.[/QUOTE]
It happened. This is gonna be a good update.
[editline]beyond me if this is actually any good[/editline]
I finished a new level last night, it's for another limited pallet challenge involving only koopa, boo, canon, door, p-switch and semi-solid platforms. These are alongside 6 standard objects just as ground and mushrooms.
[B]Cannon Koopa's floaty fleet[/B]
[img]https://dypqnhofrd2x2.cloudfront.net/647A-0000-01E6-955C.jpg[/img]
[url]https://supermariomakerbookmark.nintendo.net/courses/647A-0000-01E6-955C[/url]
YES, mandatory bosses!
Also with the keys in enemies, sitting around and available from coins, I can make more Yoshi's Island-esque levels.
Wow, this game keeps getting better. As much as everyone wants slopes, I really want more themes, like Athletic, Volcano, Jungle, ect.
Just beware of the new Pit of Panga with Keys on it (I'm sure he will make more of those).
Oh man it just hit me. You can put pink coins in enemies right?
I can make a pseudo Megaman level where you have to go through four different "mini-stages" in whatever order you want, fight four bosses to get a key, and use the key to get to the last boss.
[QUOTE=Everything;49868495]Oh man it just hit me. You can put pink coins in enemies right?
I can make a pseudo Megaman level where you have to go through four different "mini-stages" in whatever order you want, fight four bosses to get a key, and use the key to get to the last boss.[/QUOTE]
That sounds really cool. I'm just now starting to grasp the potential of this new coin/key stuff.
...and then I remember the horror that flashed before my eyes as soon as I saw the giant crusher on the Direct. Extreme 100-Mario Challenge already existed within a special plane of Hell, but now it'll go even [I]deeper[/I].
I hope that keys also mean Phanto.
Although more likely than not I'm guessing that's a no since the keys are automatically grabbed rather than as physical objects that you carry around like shells, so I'll have to use Boos as stand ins for him.
Keys tag along ala Yoshi's Island, to facilitate carrying them around in the SMB1 tileset
A key placed in the level has to be physically touched to be obtained, but keys from pink coins are automatically given to Mario upon the last coin being collected
[QUOTE=Psychopath12;49870511]I hope that keys also mean Phanto.
Although more likely than not I'm guessing that's a no since the keys are automatically grabbed rather than as physical objects that you carry around like shells, so I'll have to use Boos as stand ins for him.[/QUOTE]
Technically speaking, you can still make a Phanto-esque sequence.
For instance, you can make it so the player has to press a P-Switch in order to access a key. However, the same switch also triggers a chasing enemy the player has to avoid.
Imagine a rampant Clown Car or Monty Mole suddenly falling out of the sky as soon as you press the switch.
Phantos would pursue through doors and room changes, however.
I suppose what you said would work, but it's still a shame we lack SMB2 features.
[QUOTE=The Duke;49873344]Phantos would pursue through doors and room changes, however.
I suppose what you said would work, but it's still a shame we lack SMB2 features.[/QUOTE]
I want the SMB2 vegetables...but Mario Bros doesn't have grab animations which is probably why the key follows you like in Yoshi's Island.
[editline]5th febuary 2016[/editline]
I would love to see a players 10 or 100 Marios Challenge competitive mode where points actually matters. Player 2 could even be able to play with [sp]Green Mario[/sp]
Having two players race through the same level (one on the TV, one on the gamepad) would be cool too.
[media]https://www.youtube.com/watch?v=BHmkUyJM2ZU[/media]
Further detail of tomorrows update
Two new event courses are up, one for Wolf Link and one for Mashiko
So I wanted to make a primer on Skewers, Pink Coins, and Keys and made a level that I think works pretty well as a "how-to" guide of sorts.
You [b]have[/b] to get at least one key, but if you get a second before the halfway point...
[b][url=https://supermariomakerbookmark.nintendo.net/courses/84C7-0000-01EE-4F05]Skewer Scamper[/url][/b]
[img]https://dypqnhofrd2x2.cloudfront.net/84C7-0000-01EE-4F05.jpg[/img]
[img]https://dypqnhofrd2x2.cloudfront.net/84C7-0000-01EE-4F05_full.jpg[/img]
Also I learned Bowser has a new death rattle in World when you hit the axe at the end of a stage, it really startled me :v:
I couldn't place my finger on it but I finally got it down pat. The thing that's missing from Super Mario World stages is the [I]beeeewoooo[/I] iris in on Mario when the stage ends.
I dunno, it just made me feel cozy to be finishing a stage and now that's an empty void.
[QUOTE=Chaos Creator;49893941][media]https://www.youtube.com/watch?v=BHmkUyJM2ZU[/media]
Further detail of tomorrows update[/QUOTE]
"shake a coin, and it'll turn into a pink coin!"
don't bullshit me here ma'am that's a red coin
Also notes on keys and stuff to take into account
-They can't be put on rails. I was going to make a level with a key bonus that you had to chase after but that ain't happening :<
-If you put a checkpoint after a key door and die, the player won't be able to backtrack because the door re-locks itself.
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