[QUOTE=Sift;49899717]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 :<[/QUOTE]
Couldn't you technically put a key in a goomba or something, and put the goomba on the rail?
[QUOTE=Rufia;49899734]Couldn't you technically put a key in a goomba or something, and put the goomba on the rail?[/QUOTE]
While technically doable, it doesn't immediately read to the player as "bonus thing" and instead reads as "arbitrary goomba." Unless the stage conditions the player for understanding that rail-riding goombas have keys.
Although you could instead put it inside a ? block that rides on the railway, as players have a predisposition for understanding that ? blocks contain good things.
Made something in the style of Marching Milde's Fort from Yoshi's Island
[T]https://dypqnhofrd2x2.cloudfront.net/29AE-0000-01EF-1D89.jpg[/T]
[url=https://supermariomakerbookmark.nintendo.net/courses/29AE-0000-01EF-1D89]Combination Lock Castle[/url]
Can you find the key to victory?
And, fashionably late as always, here's my attempt at showcasing the new features of this update
[url=https://supermariomakerbookmark.nintendo.net/courses/3947-0000-01EF-1C52][img]http://i.imgur.com/b57thA5.jpg[/img]
[b]Smash Cash Chateau[/b][/url]
Some things to note:
- Fuuuuuuck the visuals of this level took a while to pin down. Probably my most elaborate stage yet in terms of art direction, tried to make each section feel subtly different.
- The level loops, so you don't have to worry about missing any of the pink coins and being unable to finish.
- Most of the pink coins are obvious, but a couple require you explore your surroundings a little.
- You can beat the boss at the end in two different ways: either kill all the parts, or go for a risky instant kill.
[IMG]http://i.imgur.com/zbl2kDn.png[/IMG]
[URL="https://supermariomakerbookmark.nintendo.net/courses/9EEA-0000-01EE-D968"][B]MGSV: Intel Acquisition from FOB[/B]
[/URL]
[video=youtube;XQYs-bGNE7M]https://www.youtube.com/watch?v=XQYs-bGNE7M[/video]
[QUOTE="Benedict ''Kazuhira'' Miller"][I]Boss, this next mission is a new contract sent by a new up-and-coming PF "MAMMA MIA". We are to mount an assault against "BONE ZONE,"
a PF whose military strength has seen them demolishing countless mercenary groups and worsening the violence in conflict regions, all while stealing top secret weapon development secrets from their competitors.
The mission objective is to acquire all of the intel files that were stolen from our contractor MAMMA MIA and to return back to base unharmed.
Infiltrate the enemy platform and search every platform, eliminating as many enemy soldiers as possible and collecting all the intel along the way.
We're counting on you boss. Commencing mission "MEET YOUR MAKER".[/I][/QUOTE]
Basically this is a level based on the FOBs in MGSV, obviously. Get all of the pink coins and get back into your chopper to clear the mission. [sp]Yeah the helicopter is shitty looking but I tried[/sp]
[IMG]https://dypqnhofrd2x2.cloudfront.net/C733-0000-01F1-4CCB.jpg[/IMG]
[url]https://supermariomakerbookmark.nintendo.net/courses/C733-0000-01F1-4CCB[/url]
[B]Cries of Despair (HARD)[/B]
First you get POW block that you throw. It follows up with a run and spinjump section with some challenges up next.
It's my hardest level yet. Spent alot of time on the design, hope you like it. (It has checkpoints so if you passed a hard bit, don't worry.)
[t]https://dypqnhofrd2x2.cloudfront.net/04E6-0000-0058-AEAA.jpg[/t]
[url]https://supermariomakerbookmark.nintendo.net/courses/04E6-0000-0058-AEAA[/url]
[B]Bridge Defense[/B]
You defend a bridge from Bob-ombs using a Goomba Shoe. (Easy if you understand what you have to do)
[t]https://dypqnhofrd2x2.cloudfront.net/2042-0000-00E7-9820.jpg[/t]
[url]https://supermariomakerbookmark.nintendo.net/courses/2042-0000-00E7-9820[/url]
[B]Don't pick up the 1-UP![/B]
Pretty self-explanatory.
[t]https://dypqnhofrd2x2.cloudfront.net/9CB7-0000-0031-2980.jpg[/t]
[url]https://supermariomakerbookmark.nintendo.net/courses/9CB7-0000-0031-2980[/url]
[B]The Basement Maze[/B]
Incredibly hard maze, but you can leave marks everywhere to not get confused. Also doors aren't the only things you can enter.
Sorry for the long post, it's my first post in this thread.
On a couple sites I see everyone seems to be making a Marching Milde Fortress, I'm kinda amused seeing one here too.
Gonna be going through a bunch of these levels after I finish TP:HD
Man Sift, you're going to be really busy :v:
Probably!
I like playing Mario so I don't mind too much.
Hi, I made (for the most part) some challenging traditional levels that I would like you all to try. Some date back from since when the game was released so yeah.
[B]Anything But Hammer Bros[/B]
[IMG]https://dypqnhofrd2x2.cloudfront.net/8EE7-0000-0027-01BB.jpg[/IMG]
[url]https://supermariomakerbookmark.nintendo.net/courses/8EE7-0000-0027-01BB[/url]
You're never going to guess what this one is about.
[B]DONUT BRIDGE[/B]
[IMG]https://dypqnhofrd2x2.cloudfront.net/A208-0000-0028-674C.jpg[/IMG]
[url]https://supermariomakerbookmark.nintendo.net/courses/A208-0000-0028-674C[/url]
Tight platforming on the donut blocks, with many venus plants shooting from all directions.
[B]Cave of Skullful Riding[/B]
[IMG]https://dypqnhofrd2x2.cloudfront.net/0B9B-0000-0039-6430.jpg[/IMG]
[url]https://supermariomakerbookmark.nintendo.net/courses/0B9B-0000-0039-6430[/url]
Learn to ride on skulls, then master it!
[B]Caution! Wet floor![/B]
[IMG]https://dypqnhofrd2x2.cloudfront.net/F8B1-0000-00E0-EEB0.jpg[/IMG]
[url]https://supermariomakerbookmark.nintendo.net/courses/F8B1-0000-00E0-EEB0[/url]
Going fast might actually benefit you on this slippery adventure.
[B]Feeling The Rush[/B]
[IMG]https://dypqnhofrd2x2.cloudfront.net/C85B-0000-00A2-B316.jpg[/IMG]
[url]https://supermariomakerbookmark.nintendo.net/courses/C85B-0000-00A2-B316[/url]
A long and intense autoscroller about dodging various setups involving spinies
[B]A Night Walk On The Bridge[/B]
[IMG]https://dypqnhofrd2x2.cloudfront.net/AECE-0000-0110-49C5.jpg[/IMG]
[url]https://supermariomakerbookmark.nintendo.net/courses/AECE-0000-0110-49C5[/url]
Very traditional level. You will be faced up against hammer bros, venus plants, and noteblocks on what was once a peaceful bridge.
[B]This is my garden in real life.[/B]
[IMG]https://dypqnhofrd2x2.cloudfront.net/ABA4-0000-0044-09BC.jpg[/IMG]
[url]https://supermariomakerbookmark.nintendo.net/courses/ABA4-0000-0044-09BC[/url]
Have a walk at my garden, it's very nice and the plants don't bite.
[B]Underwater Temple That's Prickly[/B]
[IMG]https://dypqnhofrd2x2.cloudfront.net/3E49-0000-009C-A03A.jpg[/IMG]
[url]https://supermariomakerbookmark.nintendo.net/courses/3E49-0000-009C-A03A[/url]
A brutal water level that will test your swimming skills.
[B]Playing Against Fire[/B]
[IMG]https://dypqnhofrd2x2.cloudfront.net/ACB8-0000-00FE-07A0.jpg[/IMG]
[url]https://supermariomakerbookmark.nintendo.net/courses/ACB8-0000-00FE-07A0[/url]
A another brutal castle level. Mostly just firebars and fireballs though.
[B]Wrong time of the year[/B]
[IMG]https://dypqnhofrd2x2.cloudfront.net/0066-0000-01E2-FC22.jpg[/IMG]
[url]https://supermariomakerbookmark.nintendo.net/courses/0066-0000-01E2-FC22[/url]
A level made on a whim about boos and rotating platforms.
[B]Quick Time Events look blue[/B]
[IMG]https://dypqnhofrd2x2.cloudfront.net/9F4F-0000-00AD-74D7.jpg[/IMG]
[url]https://supermariomakerbookmark.nintendo.net/courses/9F4F-0000-00AD-74D7[/url]
Tests your reading skills. Nearly a nonstop gauntlet.
[B]Nauseating Ballet Performance[/B]
[IMG]https://dypqnhofrd2x2.cloudfront.net/953F-0000-01E6-996A.jpg[/IMG]
[url]https://supermariomakerbookmark.nintendo.net/courses/953F-0000-01E6-996A[/url]
My latest one. Hit the block limit on this one which was lame. You will be crumbling your problems away
by spin jumping on turn blocks.
I hope you enjoy them. I've been losing interest in Mario Maker lately and would rather stick back to romhacking Super Mario World. So at least I try to do something unique in these.
[QUOTE=Sift;49915301]On a couple sites I see everyone seems to be making a Marching Milde Fortress, I'm kinda amused seeing one here too.
Gonna be going through a bunch of these levels after I finish TP:HD[/QUOTE]
This was the first one I saw, its actually a full recreation of Marching Mildes Frotress
[url]https://supermariomakerbookmark.nintendo.net/courses/B9F9-0000-01EE-9784[/url]
So here is my half assed attempt at a Cannonball run inspired level.
[url]https://supermariomakerbookmark.nintendo.net/courses/3A9A-0000-01F3-952E[/url]
run right and stick to the high ground
[url]supermariomakerbookmark.nintendo.net/courses/ACEA-0000-0199-27DC[/url]
tell me how i did
So nobody has beaten, let alone star'd, [URL="https://supermariomakerbookmark.nintendo.net/courses/63F1-0000-01DD-2E3B"]that super hard level I put up like 3 weeks ago[/URL].
Only one guy so far has beaten the level, [sp]which was totally not me on my brother's account.[/sp]
Even Alpharad (the Smash youtuber) played the level and couldn't beat it. Last time I looked out of the like 40 times people tried nobody even reached the first checkpoint flag.
I don't know if I should doubt the skill of the players or my ability to make a good level. I made it super hard on purpose but perhaps I went a little overboard v:v:v
Also, I noticed that the level got a lot more plays after the last update. I guess I can thanks Super-Expert mode for that.
So I sat down and did a bunch of courses, will play more later but here's my thoughts so far.
[b]Three Levels of Security - Chaos Creator[/b]
Really good! The looping mechanic was handled really well and I liked how things kept building up till the final run- though I will admit that the final loop did feel a bit loaded with just how many things were flying around. Not sure if I could even suggest toning it down a little bit if you do something like this again but hey, still did it on my first try so good enough for me.
[b]Hot Drop Grotto - Everything[/b]
This level was... alright. Honestly my only complaint with it was a handful of the fireballs had no telegrapphing so some hits felt kinda unfair. Also if the first shell helmet gets KO'd by the buzzy beetle it spawns next to the player can easily get overwhelmed. I got socked in the face and suddenly had a rain of fire ontop of it and just kinda wound up confused by it all. I wouldn't say this stage was bad or anything like that, just needs a few more warning flags.
The star section was random but I'm always a fan of sections like that- though will say the spacing on the platforms makes you take it a lot slower then you wanna go.
[b]Combination Lock Castle - The Duke[/b]
Really nice level for the most part, though will say getting 3 keys and dying to the thwomps made me a bit upset :v:
Few things of note
-The Skewer part could probably benefit from having a slightly higher ceiling/lower floor either or, there's a few times where I just didn't have enough room to get by the Skewers without being forced to take a hit.
- Hammer Bros room was a bit barren. I'd just use a mushroom to damage tank killing both of them right away and you gave a fire flower in the same room so the challenge of it wasn't really there.
-Bounce Room, never really a fan of a bunch of bouncers just flinging me up and down. There's no real challenge and all it really does is force me to hear BWONG like a million times.
-Thwomp Room I'm wondering if it's possible to go through without taking a hit on the return trip. I would stand where you put coins to mark the safe spot but if I had a mushroom the big thwomps corner would always catch me and thwack me on the head. I wasn't entirely sure how to handle it really.
-The Skeleton Room, I figured the thwomp would have to kill the dry bones but it kind of did it on it's own and the other dry bones got kinda stuck in the left side for whatever reason. Dunno what was up with that.
May sound like a lot of complaints but I really did like it and I do think the use of keys was really smart. It's good!
[b]Smash Cash Chateau - Everything[/b]
Oh wow, this level is fantastic! I really love the design you went with in it and nothing felt too outrageous. There is a semi-blind jump with the arrow that had me a bit nervous but really that's the only nitpick I think I could come up with. Really creative boss design too, you done it!
[b]MGSV: Intel Acquisition from FOB - AkujiTheSniper[/b]
This level is absurdly difficult and I can't tell if I was just playing like trash or what. It seemed that literally every single time I'd go to bop a drybones it would whip out a bone and gib me. Like holy shit I'm so sorry for what I did to your stages clear rate.
That being said I would suggest toning down the amount of Rocky Wrench and Dry Bones regardless- there's that point with the hammer bro and the coin and the bridge above it just looked like a war zone of a hundred different projectiles flying every which way. The enemy density just felt really high in general.
It's a alright stage outside those gripes though, just really rough on me jeez.
[QUOTE=Magmamax;49930627]So nobody has beaten, let alone star'd, [URL="https://supermariomakerbookmark.nintendo.net/courses/63F1-0000-01DD-2E3B"]that super hard level I put up like 3 weeks ago[/URL].
Only one guy so far has beaten the level, [sp]which was totally not me on my brother's account.[/sp]
Even Alpharad (the Smash youtuber) played the level and couldn't beat it. Last time I looked out of the like 40 times people tried nobody even reached the first checkpoint flag.
I don't know if I should doubt the skill of the players or my ability to make a good level. I made it super hard on purpose but perhaps I went a little overboard v:v:v
Also, I noticed that the level got a lot more plays after the last update. I guess I can thanks Super-Expert mode for that.[/QUOTE]
I got as far as where the saw is on the track. It's just too easy to die and have to repeat everything before for the slightest mistake. Remember you can let players attempt parts again without killing them, it'll save their sanity and makes them less likely to give up.
[QUOTE=Sift;49930948]
[b]Three Levels of Security - Chaos Creator[/b]
Really good! The looping mechanic was handled really well and I liked how things kept building up till the final run- though I will admit that the final loop did feel a bit loaded with just how many things were flying around. Not sure if I could even suggest toning it down a little bit if you do something like this again but hey, still did it on my first try so good enough for me.[/QUOTE]
I do want to make better use of this, it's up as more of a proof of concept. Most feedback seems to be the same and makes me glad I removed the 4th run.
[QUOTE=Chaos Creator;49930999]I got as far as where the saw is on the track. It's just too easy to die and have to repeat everything before for the slightest mistake. Remember you can let players attempt parts again without killing them, it'll save their sanity and makes them less likely to give up.
[/QUOTE]
Well I kinda made the level tough on purpose :v:. I guess I could have put those one-way gates instead of all the spikes at that part now I think about it (couldn't put a flag because I already placed one on a spot that needed it more), but it's not too hard to get there in the first place: just 2 fairly easy obstacles that maybe takes 30 seconds or less to prevail. Also that segment is pretty doable once you get the timing for the red cannonball. Just jump on that one and the rest of the segment is cakewalk.
I will try to make my next super-hard levels a bit more forgiving though.
[QUOTE=Magmamax;49931336]Well I kinda made the level tough on purpose :v:. I guess I could have put those one-way gates instead of all the spikes at that part now I think about it (couldn't put a flag because I already placed one on a spot that needed it more), but it's not too hard to get there in the first place: just 2 fairly easy obstacles that maybe takes 30 seconds or less to prevail. Also that segment is pretty doable once you get the timing for the red cannonball. Just jump on that one and the rest of the segment is cakewalk.
I will try to make my next super-hard levels a bit more forgiving though.[/QUOTE]
You say checkpoint, is there only one of did you make use of a 2nd in the subworld?
[QUOTE=Sift;49930948]
[b]Combination Lock Castle - The Duke[/b]
Really nice level for the most part, though will say getting 3 keys and dying to the thwomps made me a bit upset :v:
Few things of note
-The Skewer part could probably benefit from having a slightly higher ceiling/lower floor either or, there's a few times where I just didn't have enough room to get by the Skewers without being forced to take a hit.[/Quote]
You can crouch in the pits with the coins to avoid being hit, in case you weren't.
[QUOTE=Sift;49930948]
- Hammer Bros room was a bit barren. I'd just use a mushroom to damage tank killing both of them right away and you gave a fire flower in the same room so the challenge of it wasn't really there.[/Quote]
The fireflower is there because there is a 1-up in the sky if you hijack one of the clown cars. I wanted to keep it and the bounce room simple since, as you said before, keys reset on death (unlike in Yoshi's Island), so I had to plan accordingly so that people didn't rage quit on dying to the 4th key room they entered. If you retained keys/doors unlocked on death upon grabbing a midway point, I likely would have made that room more difficult.
[QUOTE=Sift;49930948]
-Bounce Room, never really a fan of a bunch of bouncers just flinging me up and down. There's no real challenge and all it really does is force me to hear BWONG like a million times.[/Quote]
Fair enough. Truth be told it's only like that because I ran out of blocks and thus needed to make a room entirely out of sprites. :v:
[QUOTE=Sift;49930948]
-Thwomp Room I'm wondering if it's possible to go through without taking a hit on the return trip. I would stand where you put coins to mark the safe spot but if I had a mushroom the big thwomps corner would always catch me and thwack me on the head. I wasn't entirely sure how to handle it really.[/Quote]
You bait each one separately on the way back, as they slowly rise up you can bait the next until you reach the pipe, which is a safespot since the thwomp is blocked from hitting the ground next to the pipe by the pipe, itself. The first thwomp upon grabbing the key will fall despite you being below the platform, which gives you a starting point for that. I had assumed that because it was a backtracking session that people would play it on the safe side since they know there are a bunch of giant thwomps up there. In addition, on the way to the key when you are running through, there is a safespot right at the end where the last giant thwomp has to crash through the floor to reveal the key path, simply by running to where it is falling since there is a wall before it falls.
[QUOTE=Sift;49930948]
-The Skeleton Room, I figured the thwomp would have to kill the dry bones but it kind of did it on it's own and the other dry bones got kinda stuck in the left side for whatever reason. Dunno what was up with that.[/Quote]
Huh, weird, I'm not sure why that'd be unless you were only standing on one side of the platform since they have a bit of homing ability upon landing from a bounce. I've never had them get stuck though in testing.
[QUOTE=Sift;49930948]May sound like a lot of complaints but I really did like it and I do think the use of keys was really smart. It's good!.[/QUOTE]
Thanks!
[QUOTE=Chaos Creator;49931342]You say checkpoint, is there only one of did you make use of a 2nd in the subworld?[/QUOTE]
Yup. There are 2 checkpoint flags in the level, one in each area.
[QUOTE=Sift;49930948][b]Smash Cash Chateau - Everything[/b]
Oh wow, this level is fantastic! I really love the design you went with in it and nothing felt too outrageous. There is a semi-blind jump with the arrow that had me a bit nervous but really that's the only nitpick I think I could come up with. Really creative boss design too, you done it![/QUOTE]
I've had someone tell me this level looks more like Castlevania than Mario. At this point I'm really glad I made all the little tweaks that I did, it was worth it in the end.
In regards to the boss, that idea came from testing what all I could put a key in. Originally it was stationary like Reznor, but I thought that was a little too dull, so I added the wings and cloud so it actively weaves around and chases the player.
[B]Ghostly Manor[/B]
[IMG]https://d3esbfg30x759i.cloudfront.net/ss/WVW69jAzxCMCw0GYet[/IMG]
A6F3-0000-01FE-4E5F
A very tricky Ghost House!
[B]Collect your welfare check![/B]
[IMG]https://d3esbfg30x759i.cloudfront.net/ss/WVW69i-z3_44U434vX[/IMG]
9163-0000-01F0-6FFF
Open the mailbox for a happy surprise!
[B]Ahtoh Muhrio[/B]
[IMG]https://d3esbfg30x759i.cloudfront.net/ss/WVW69jAJS_cYhMOK9S[/IMG]
4026-0000-01F9-D806
A thrilling take on a classic theme!
Had some time this morning so went through the next 3 stages on this page, may do some more later, if not tomorrow.
[b]Bridge Defence - Jikon[/b]
Really short and really easy. It's a fun concept but I was kinda waiting for it to pick up somehow but it never really did. I'm shocked this of all things is ranked Expert, what the heck. Not much else to say though as it is only one room.
[b]Don't pick up the 1-UP! - Jikon[/b]
This on the other hand was a really fun gimmick stage though it did take me a couple tries. I kept bumping into the pirahna plant and judging by all the x's so did a lot of other people haha. Really though this level was fine as is and varried enough to make it interesting. Good job holding back on spamming enemies too, it felt super fair all the way through!
[b]The Basement Maze - Jikon[/b]
I'm not sure if I liked this stage, as far as maze stages go it wasn't bad, but I feel stuff like this should always have some sign that you're making progress or have some kind of way to tell where you were (like maybe a background clock that pops up on the haunted house levels). I originally thought that's what the chompblocks were for but by the time I was done stumbling around at random I had bopped em all and it was just the same exact room over and over again. Then again maybe there was something and I missed it, but was just kind of lost for most of it.
I still starred it and did my usual doodle though because it is more creative then just spamming a bunch of blocks everywhere and wasting a players time that way, and the rooms themselves only had a goomba and boo at most so it wasn't a pain in the ass to navigate. Funny enough though I found my way to the leaf right away, it was getting back that hung me up the most.
Doubleposting because I made a new level. Honestly had a idea for a visual aesthetic and built it around that. Midway into piecing it together I decided I wanted a level where the platforming and navigation was where the difficulty would lay and while it's not the prettiest level I think it's got something going for it. Give it a shot!
[url=https://supermariomakerbookmark.nintendo.net/courses/EA16-0000-01F8-B36D][b]Sawblade Scuffle[/b][/url]
[img]https://dypqnhofrd2x2.cloudfront.net/EA16-0000-01F8-B36D.jpg[/img]
[img]https://dypqnhofrd2x2.cloudfront.net/EA16-0000-01F8-B36D_full.jpg[/img]
[url]https://supermariomakerbookmark.nintendo.net/courses/CB21-0000-01F1-60AA[/url]
[t]https://dypqnhofrd2x2.cloudfront.net/CB21-0000-01F1-60AA.jpg[/t]
[B]Undertale In Mario Maker[/B]
You might notice that the first two are basically ripped from Undertale, the last one however is entirely of my own design. Hope you guys like it.
(I made this level like a month or two ago, I wanted to do a noteblock section with a song from Undertale, but that just turned into stress so I decided not to and just upload it without that.)
Since lolyoshi posted a buncha levels I decided I'd tackle a few at random and get back to the rest a little later. Other games are coming out and all :v:.
[b]Donut Bridge - lolyoshi[/b]
I ended up giving up on this one. I really enjoy the idea behind it and I can get near the end pretty consistantly but there's one venus trap that fires at me the second it comes on screen and always nails me and I figured I'd just move on after giving it about 10-12 attempts.
[b]Cave of Skillful Riding -lolyoshi[/b]
I enjoy levels like this, took a couple tries due to one part but otherwise flowed pretty well- though a few things could of been better
The hammer bros didn't really add anything and while it didn't kill me it just seemed to be there for no real reason other then to possibly random kill players, and the dual saw blades you need to jump through the middle would get out of synch unless you're standing on the first skull, if you're on the last one there isn't nearly enough room to jump through the middle of them and it's the only thing that really killed me.
Still had enough fun though!
[b]Caution! Wet Floor! - lolyoshi[/b]
I killed myself after getting the fire flower and seeing if I could kill lakitu. OOPS.
That guffaw aside though this is a pretty even ice level- congrats on not going too crazy with the spinies everywhere and the platforming itself was pretty solid all around. Only shame is that the Lakitu doesn't come back when you die so it's remarkably easier if you're a idiot like me and accidently KO yourself in the second half, but that's more on the game then the level.
[b]This is my garden in real life - lolyoshi[/b]
Pretty short level and pretty simple to boot, only took 2 tries (died at the very end because I hesitated on the drop with the sole goomba wooPS)
There's one jump near the middle that I'm not sure how you get around without taking a hit but there's not a lot else to say about it really, I do like spinjumping though so at least there's a level that lets me do that.
[b]Cannonball Run - Merro[/b]
Another course I gave up on, I was somewhat unclear on what to do at first but caught on fast enough. I can get up to the second cannonball easy enough but no matter how many times I tried to catch up and bounce on it like the arrows wanted me to I'd always miss. There were times where Mario never left his running animation and I spin jumped over the saw and I still couldn't catch it.
Without a single success on it I just threw in the towel. Sorry about that but just kinda meh feeling on it. I'm sad cause I'm bad.
[b]Speed.Run This - artDecor[/b]
I... I'm not sure what I just played? The level title said I should speedrun it so I did just that and I'm not entiely sure what happened. It [b]seemed[/b] like a ton of course elements thrown around randomly and when I entered the door to finish it I felt like I was missing something. Ran through it twice actually and I'm still confused.
I went to draw something for this stage but man I just wound up drawing a blank. I still gave it a star but for the next attempt at something like this I'd heavily suggest cutting down on the visual clutter if you want to make a speedrun stage.
Actually thinking on it now it LOOKS like a typical auto-mario stage asset wise- lot of random things flying everywhere etc.
It's a nice touch making her have the Captain outfit, so that it complements the Captain Toad one that people use to infer that you should avoid jumping in their puzzles. (Probably is the most popular costume used for an actual purpose, Nintendo seems to have noticed this, too.)