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Super Mario Maker Discussion (Nintendo Wii U) [game]
 
Super Mario Maker on the Wii U
9.1/10 from 22 user ratings

Welcome to the official discussion thread for Super Mario Maker on the Wii U!

To start, please add this game to your log, add it to your collection (if applicable), and (when you are ready) rate it using the link above!


Super Mario Maker is a new title from Nintendo where, for the first time ever, you will be able to create your own levels on your own console. The game released on September 11th, 2015.

Through Nintendo Directs, Nintendo Treehouse videos, and the Super Mario Maker website, there's quite a bit of information out now which is really showcasing how deep the creation tools are.

Four Main Themes To Choose From!
Super Mario Bros., Super Mario Bros. 3, Super Mario World, New Super Mario Bros. U

What's really incredible is the slew of classic objects found inside. When an item wasn't part of a previous or later game theme, Nintendo has taken the time to make new sprites to allow you to always be able to switch on the fly from theme to theme. Some classic objects include, Goombas, Monty Moles, Invisible Blocks, Flagpoles, and so much more!


The man who was alongside Miyamoto all these years with the Super Mario series, Takashi Tezuka, is the producer of this game. Koji Kondo, acclaimed Nintendo-music composer, is again the lead composer of this game. I can't imagine we'll see much, if any, new music but it's great that any new renditions of classic themes will be handled by the father of it all.

I am looking to collect data on Negative World's levels we create so if you post a level in the thread, I would sincerely and greatly appreciate if you filled out this brief survey about it so the submissions will be collected and we can ensure that your levels are played for a long time to come as part of the Negative World collection. To view the levels, simply click on the link above the survey.

Negative World's Super Mario Maker Levels List
(Be sure to add your own levels via the form below!)



Thank you for participating and have fun playing Super Mario Maker!

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05/20/15, 01:41    Edited: 09/12/15, 05:06
 
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@Hinph Haha yeah, that gets me so often. It can't be how it used to be SMB/SMB3/SMW because the game's in widescreen now, which means the old on-screen routine would make enemies pop up a good bit earlier than they "should". But they seem to have gone the other way with it, making it take much longer so that it feels like they're later than they "should" be. Which leads to a lot of surprises.

It's crazy how important little things like that are, but I guess the feel of Mario is just baked into our DNA by now that anything even slightly off feels strange.


@legendofalex I'm getting a "Course Not Found" message when putting that in, are you sure it's 2600-0000-0072-C323?
09/27/15, 04:18   
Edited: 09/27/15, 04:21
@nate38

Not sure at all apparently: It should be 26D0-0000-0072-C323. Sorry about that. That's what I get for snapping a photo from my phone. I suppose the form will have to be updated.
09/27/15, 04:26   
@nate38

Yeah. I know in the Reggie level editor for the Wii homebrew stuff, you could micro-adjust timing on stuff by changing a value on it, I think 1-9 or something. This would enable you to have flames pop out in a perfectly choreographed manner, for example, which not only looks cool but obviously changes the platforming entirely. The only thing close to this in SMM is the flame things that have an alternating setting.

It's not too complicated of a concept, and if less advanced players don't "get it" then they could just leave it alone and the pieces would function exactly as they already do by default.

I adore Super Mario Maker for what it is (I've already put in 100 hours, dear lord!), but I just keep getting hung up on the full potential... oh man, the potential!
09/27/15, 04:29   
Edited: 09/27/15, 04:43
@Hinph

I try to make up for that by including either coins or blocks before so that while the player collects them or hits the blocks, they'll have enough time to see that a Piranha Plant is hidden in that pipe.
09/27/15, 05:05   
@VofEscaflowne

Good idea. Using enemies or obstacles will just make the level harder, and I already have enough of a problem with that. Haha.

Yeah, there's a lot of little problems like that to solve creatively. It's often fun coming up with solutions or incorporating flaws of the tool into the design, but I really wish we could just tweak object values outright. I know Nintendo wants to make it as approachable as possible and all that, of course.
09/27/15, 05:38   
P'ing Into the Wind

7DB6-0000-0073-E1B5
09/27/15, 06:53   
A Jaunty Stroll
003C-0000-0074-1AAA
09/27/15, 07:58   
Aimzer's Castle (by Amy!)
9E21-0000-0063-8376
09/27/15, 18:25   
Too-- too many levels.

09/27/15, 20:51   
Fun level

Falling with Style

478A-0000-0077-9E8A

It includes a checkpoint and a couple alternate paths in case you mess up.
09/28/15, 02:31   
Here's my first uploaded level! Let me know what you think! It's hard, but, hopefully a good balance between challenge and fun.

"Horseshoes and Handgrenades"
20D7-0000-0076-E27A
09/28/15, 05:16   
Slip-Slide Spires
1B93-0000-007A-706C

Now to check out everyone else's stages!
09/28/15, 07:52   
Edited: 09/28/15, 21:34
I'm all caught up! Yes, even @Octorockin's INSANE Walleye Warehouse stage.

I want a cookie!
09/28/15, 09:22   
TheOldManFromZelda said:
P'ing Into the Wind

7DB6-0000-0073-E1B5
Lol I gotta try this based on the name alone.
09/28/15, 16:55   
@NinSage

Welcome to the club! I'll try out your level along with all of these other new ones here.

@ploot

Nice job clearing it! How about a super sea snail instead?

I think some parts demand a lot of dexterity, but it winds down towards the end.
09/28/15, 19:37   
@ploot @Octorockin
Yeah that's easily the toughest stage I've managed to clear. Mostly the part where you have to use the Thwomp to offset the trampolines...it's a cool idea, but it's so trial-and-error finding the right timing, and you are very likely to die and start all over if you miss it, and I already have so much trouble with trampolines and conveyor belts...that part alone probably took me at least half an hour to figure out. And the rest of the level is no slouch either!

I also died a handful of times at the Buzzy Beetle part, but mostly because I forgot you could just ride it and kept trying to bounce off it as it sailed into the abyss...
09/28/15, 20:01   
I'm really having a tough time creating a level that I like now. I have like 3 levels in the works... some of which were near completion but I just feel that they're empty and not really that fun to play or that I can't properly execute the idea I have in mind. They're all built around a general idea from the start too which I figured would've been easier to complete but nope, complete opposite to my other levels. Oh well Maybe I'll finish one of them soon.
09/28/15, 20:04   
@nate38
Yeah, I'm willing to bet most people don't know you can ride the Buzzy Beetle shells.
I actually recently learned that fact with one of Octorockin's earlier stages.

@VofEscaflowne
I've been there myself.
Keep in mind, strategic placement of coins can make a stage seem fuller.
09/28/15, 20:05   
Edited: 09/28/15, 20:07
@nate38

Thanks for playing it! You can make it back to the conveyor belt if you mess up a jump, so I hope that offset the trial and error difficulty a little bit.

@VofEscaflowne

I've hit some of those walls, too. If you've got a mechanic or theme that you really like, stick with it! Inspiration can hit at any time and really get one of those levels going. Sometimes simplifying an idea or modifying it can lead to something good.
09/28/15, 21:48   
@Octorockin It was about 50/50 for me if I'd make it back to the conveyor belt after missing the Thwomp-trampoline timing. A lot of times I'd I'd bounce backwards off the one-way-gate, sending me too far out to make it back to the conveyor belt. And even if I made it, sometimes the conveyor speed would send me off before I could jump to cancel out that momentum. That part is definitely going to be the level's bottleneck, haha.
09/28/15, 22:42   
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