Super Mario Maker
JCnator UJCnator_U
10/18/2015 11:27 AM ·Spoilers
OK, so this level is considered to be pretty tough due to often relying on precision spin jumps, the level's length being longer than it really should considering how tricky it is, too few power-ups, some level design issues I somehow let them slip, and the slight lack of variety, in which I'll detail them in the comments section. I'm planning to release a level that addresses all of those issues.
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10/18/2015 11:33 AM ·Spoilers
First up, you were given a Super Mushroom at the first ? block and a winged small Piranha Plant. It's not only a mild trap, but spin jumping on this guy will lead you to a secret area filled with coins and a 1-UP Mushroom. If your first instinct after hitting the second block is to immediately run above it, that's most likely your fault. So, I don't consider that as a bad level design, right?
Yeahs0Played -
10/18/2015 11:40 AM ·Spoilers
After entering through the pipe, you're presented with a seemingly impassable section for a lot of people. Here, the correct course of action is to spin jump on a rather tiny jumping Piranha Plant. Why is that hard? They actually need to control where to land while spin jumping, and hold the spin jump button to gain extra height. And I didn't even explained how to do. That'll be definitely fixed!
Yeahs0Played -
10/18/2015 11:48 AM ·Spoilers
If you happen to hit a hidden P-Switch and spin jump on a small Piranha Plant, you'll end up in this advanced upper path, where properly gauging your spin jump distance while holding down the run button to go further and holding the spin jump button to gain extra height just like you would've done that earlier. In my revision, I'll give the plants a more predictable movement pattern.
Yeahs0Played -
10/18/2015 11:53 AM ·Spoilers
Completing that tricky section will lead you to a 1-UP Mushroom, which may be kind of disappointing reward for those not doing the 100 Mario Challenge. The revision will give a bonus room that includes the mushroom and a feather.
Yeahs0Played -
10/18/2015 12:00 PM ·Spoilers
This is probably ones of the most difficult section in this stage, and not for a good reason. I intended the small plants to jump simultaneously, but the way Super Mario Maker works with scrolling makes them jump asynchronously. Had forced the player to go through a door there, they would always simultaneously jump. In the revision, I replaced them by one giant plant and added a power-up.
Yeahs0Played -
10/18/2015 12:04 PM ·Spoilers
The forced spin jumping sections relied on the small plants. Again, precision spin jumping here. Nothing much to say here, but I said that to reinforce the point I've made regarding the difficulty in this stage.
Yeahs0Played -
10/18/2015 12:11 PM ·Spoilers
Here, we have a small puzzle going on here. You were supposed to bring the trampoline underneath the stack of plants, so they can hop high enough to the platform, allowing you to spin jump on it afterward. You still need to gain a bit of momentum and hold spin jump button to reach the ledge, leading to the next section. The revision no longer asks you to solve the puzzle and is straightforward.
Yeahs0Played -
10/18/2015 12:19 PM ·Spoilers
Running and spin jump as soon as the plant comes out of the pipe, as indicated by the arrow. At first, the enemy takes too long to spawn from a pipe, which is the fault of Super Mario Maker's engine. Afterward, the rest of the subworld segment is no brainer, especially every time you fail, you'll be able to grab a Super Mushroom and have another try. The revision removes the entire section.
Yeahs0Played -
10/18/2015 12:24 PM ·Spoilers
Funnily enough, the third portion of plants from the pipes can be cleared without even spin jumping at all with well-timed jumps! I didn't see that happening before and am happy with it. No plants appeared while doing the trick.
Yeahs0Played -
10/18/2015 12:32 PM ·Spoilers
Now things are getting a bit more hectic. As soon as the plant is about to hit you, SPIN JUMP! Some peoples's reaction time is so slow that they might have a bit of trouble in this section, especially without the wall preventing the plant to shift a bit to the left or right depending on where Mario is. The shorter revision level cuts this section altogether and skips to the next section.
Yeahs0Played -
10/18/2015 12:39 PM ·Spoilers
Same concept here, except this time there's three plants and you absolutely need to be at the very top of the final middle platform. It's hard to explain this section, but I can tell that some people weren't fast enough to ensure the middle plant is properly lined up with Mario when they need to reach to the final door for goal. The revision kept the middle plant, but not the other two.
Yeahs0Played -
10/18/2015 12:48 PM ·Spoilers
And lastly, I found this level to be a mostly reasonable challenge for veteran Mario players, although this would hugely benefit from a checkpoint system found in every single Super Mario Bros. game to date. I sent this level to Super Beard Bros., but they didn't played this one as they ran out of time. Fun fact: a famous speedrunner actually liked this level. Share your thoughts about the level!
Yeahs0Played -
10/18/2015 4:04 PM ·Spoilers
I'll admit it is a little long, but I personally enjoyed it as it is. I'm actually quite sad you're making it easier, especially with the removal of the trampoline puzzle!
Yeahs0Played -
10/18/2015 6:35 PM ·Spoilers
Thankfully, I'll be keeping the original version on the server, since the stage is definitely very appealing to the more hardcore players, since loads of stages in Expert are far more annoying this level in particular. But hey, the trampoline puzzle isn't exactly what stumped many people in this stage to be honest, so it might be still there for the sake of diversity.
Yeahs1Played -
10/27/2015 3:23 PM ·Spoilers
Since there's an upcoming update that adds checkpoint next month, I don't think I need to make this level shorter anymore, but rather more fun. I'll just throw one checkpoint in subarea before the trampoline section and another one to the main area after the pipe section, and perhaps even more secrets.
Yeahs1Played
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