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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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@Guillaume

I think you can still work out fun puzzles as long as it's contained in a small area.
09/15/15, 18:16   
Edited: 09/15/15, 18:17
So now I understand why Nintendo does the gradual unlock system in SMM: because most people don't have any idea what makes a level good. And give said people a bunch of stuff, and what do you get? Bad levels.

I played through a 100 Mario Challenge and got fourteen levels of "Get the Starman, get lots of extra lives." I'm not kidding. Even the final level was a bunch of hodge podge enemies that were placed haphazardly. Oh yeah, there was a Buzzy Beetle helmet too despite there being no spikes, Hammer Bros., or Thwomps. Because reasons. And yes, a Starman too.

I did get two pretty good Auto Mario levels though, and those I enjoyed. Those creators know how the game is supposed to work.

I'm not saying my level(s) are great either, but I'd like to think that I know the nuances of a good Mario game.
09/15/15, 21:19   
@ludist210

Geez, bad draw, huh? I've only seen a couple of "Get Starman, Win" levels so far. At least they're over quick.

I find Expert 100-Mario Challenge gave me some cool stages. Granted, some of them were still poorly-designed (only poorly-designed and hard), but the ratio of good-to-bad was better for me the one time I tried it.

I just got an idea for a thread...
09/15/15, 21:35   
Anyone else think the piranha plants in the game don't work the way they should? In normal Mario games, you can wait for just a bit far away from a pipe to see if a plant will come out. But in SMM, either they take longer to come out that first time, or you need to get closer to get them started. It's really screwed me over in a bunch of levels.
09/15/15, 21:43   
Edited: 09/15/15, 21:44
@Guillaume
Now that you mention it, they do act a little weird.
09/15/15, 21:59   
@TriforceBun

It is better on Expert. I just did a normal run since I had 20 minutes to kill. Most of the levels took less time to finish than they did load.

Oh well, I earned a Blathers costume, so it wasn't all that bad I guess.

@Guillaume

I couldn't put my finger on it, but they are a little off. Maybe they'll get tweaked in a future update.
09/15/15, 22:00   
Edited: 09/15/15, 22:02
@Guillaume
Yeppers, they totally act strangely.
09/15/15, 22:04   
@Guillaume
Haha was talking about this just now with my brother. I'm currently making a stage where one part has you sprint jump on donut blocks only to be greeted with more donut blocks and some pirahna plants in pipes, but they won't even come out when you land. I wanted to force the player to duck once they landed. You'll/I'll need to get creative with it.

VOEscaflowne also had the shell issue in one of his stages . Pacing and direction is key for things to be clear and unbreakable. It takes a lot of work.

Test out some of my stages! I'm dying for feedback!
09/15/15, 22:06   
Spin Jump Joy
8314-0000-003D-7452

A short level that tests you with increasingly challenging spin jumps, but isn't punishing.
I've never really used the spin jump much, so I thought designing a level based on it would be fun.
Designing obstacles that only the spin jump could negotiate was a cool design challenge.

@carlosroxI'll try out your stages tonight.
09/15/15, 22:13   
Edited: 09/15/15, 22:14
I wanna do a level that's like a tutorial for designing stuff. I can call it..

Download me: the do's and don'ts of Mario levels.

Then I can do several little bits of land showing the same idea, done bad, and done well.

Not a bad idea. The potential for this game is fuckin' sky high.
09/15/15, 22:19   
DrFinkelstein said:
@carlosrox

You can add a tip. When playing the level, wherever you want the tip to show up, pause and make a comment. That Miiverse post will stay there on screen for others.

Oh yeah! I forgot about that! Well I saw that in a few people's stages but didn't know how it worked with authors and stuff. How do you choose where the message goes? Do players have the option as well?

Shit...well I think my water stage works without the tip, I tried to make it visually obvious. And if it wasn't obvious enough already, I put a special room that sells pretty wellnthat you're dead if you hit the P. So maybe I don't want the tip? Maybe spelling it out for people isn't as good as simple discovery.

I need to reupload it with a better name though. I even had an error in it I had no idea how I missed.
09/15/15, 22:23   
Edited: 09/15/15, 22:25
@achhibbar

I played a stage like that earlier (but it wasn't yours) where a bunch of free Piranha Plants had wings and jumped, and all you could do to get past them was to spin jump on them. Unfortunately, the level started off elevated so high that once they got to the top of the screen, Mario clipped them and took an unnecessary hit almost instantly.
09/15/15, 22:49   
@ludist210
I also played a spin jump stage that was interesting but brutally difficult.
It's what inspired me to make one that was more balanced, fun and forgiving.
09/15/15, 23:41   
I'm gonna make a Breaking Bad stage.


That's all I have to say about that.
09/16/15, 00:10   
ludist210 said:
So now I understand why Nintendo does the gradual unlock system in SMM: because most people don't have any idea what makes a level good. And give said people a bunch of stuff, and what do you get? Bad levels.

I played through a 100 Mario Challenge and got fourteen levels of "Get the Starman, get lots of extra lives." I'm not kidding. Even the final level was a bunch of hodge podge enemies that were placed haphazardly. Oh yeah, there was a Buzzy Beetle helmet too despite there being no spikes, Hammer Bros., or Thwomps. Because reasons. And yes, a Starman too.

I did get two pretty good Auto Mario levels though, and those I enjoyed. Those creators know how the game is supposed to work.

I'm not saying my level(s) are great either, but I'd like to think that I know the nuances of a good Mario game.

Yeah, I don't think anything can fix this, unfortunately. I think level design is something that some people get and others don't... and I think there's also a lot of children out there playing this game too, of course. Those of us who have been playing videogames for so long (especially Mario) are much more likely to understand when something isn't fun at least.

I also think there's a lot of people out there of all ages and experience levels who just aren't willing to put the proper time into it. I mean, a good level is probably going to take a few hours at least.
09/16/15, 00:17   
Edited: 09/16/15, 00:18
Just published my second level, Goomba Diving!



0F84-0000-003E-7678


Obviously it's a water stage, but it's autoscrolling for maximum pleasure! Enjoy!
09/16/15, 00:17   
Edited: 09/16/15, 01:42
It would be nice if Nintendo could hand pick levels on a monthly basis and form a 1-1 to 8-4 type Mario game for us to play. Then we don't have to worry about the quality since they'd be a specific set of levels.
09/16/15, 00:22   
@VofEscaflowne

I agree. You know what I hate? 1-Ups feel so pointless. Sadski.

carlosrox said:
Test out some of my stages! I'm dying for feedback!

Upload them to Fink's thing like literally everyone else has, and I will.

EDIT- I'll try to do all the 9/13's later tonight. And it looks like Ploot has a dupe w/ Koopa Village Raid, though the numbers are different. Are they both still active?


@NoName

Of COURSE I'll play it, NoName! I think you gotta buck up some confidence, because I was totally jazzed to partake. I'm sure it was great the way it was! When do you think you'll get it done? I've only made one stage myself, working on figuring out how to do a FUN stage. As you can see on Fink's doc, I'm the first one to makea "For Glory" stage. Apparently I don't know how to create fun for other people

And since you asked (...), I think Ploot's Lost Temple Treasure Room Redux has been the most fun stage I've played so far. And seeing the Super Mario Bros. 2 door in there, boy, I got very anxious for Super Mario Bros. 2 stuff to hit this game..


achhibbar said:
Has anyone completed the Super Mario Boy stage? (the one that's designed like super meat boy).
Wow@ Abdooooo

I beat Super Meat Bros., yes. It was horrible. I used a lot of..tricks? though. Lots of "air-spins" to lengthen my jumps, skipped a few walls by simply falling down shafts, did the spin jump on top of the Thwomp, etc.

TriforceBun said:
In the meantime though, thefly and I made a course together.

Whoa! Who is thefly to you?

ploot said:
@Octorockin
"Before I go to bed I think I'll knock out Octorockin's stages."


I made that mistake, toooo.. It..was a lengthy delay.
09/16/15, 00:57   
Edited: 09/16/15, 01:19
OH GOD, I JUST HAD A BRAINSTORM SO AWESOME I ALMOST FELL OUT OF MY CHAIR.

*huff puff*, ok guys, seriously
--Cartman



So... What if.... After we get the toolsets to the point where we need them (read: DON'T LEAVE WITHOUT MEEEE!!).....we should...talk to each other....

And name stages, in sequence, "Negative World 1-1," and so on. These would have to be discussed, at length, before uploading them, and obviously in order. We could each do one stage (and extend to 9-whatever, or 1-whatever, or 1-Dungeon, etc.) where interested, and get a really well flowing "game" down. Again, I think this would have to be like a good month out, I know everyone is ANXIOUS, but yeah.


We'd need a sign up sheet, possibly a master "game designer" (or use the templates set by previous Mario games; a ground level should go here, a dungeon should go here, this level should move, etc.), and maybe determine "ok, what makes a good 1-1 level?" before getting to it. When Kris said "feels like a 6-4, 7-4;" thats great information. Maybe we can wait to see if Nintendo is gonna drop some DLC / Checkpoints on us? We're still sitting at v1.01, right?


Soooo...good idea, bad idea??

EDIT- Furthermore, perhaps our first foray into this could be using only the SMB one, and then SMB3 for our next outing, and so on? Just spit-ballin'.
09/16/15, 01:31   
Edited: 09/16/15, 01:32
I don't want to be like this, but man is it disheartening to spend four or five hours on a stage to have it played by five people.
The stages I have spent the most time on are usually not too tough, but have a sense of "place" to them.

I went back and played some of my earlier stuff and there are certainly spots where they can be fixed up, but I figured I'd just move on and make brand new adventures. I hope some of my earlier stuff isn't keeping people from trying my newer stages.

Yes, I'm aware the game only just came out.

@Mr_Mustache
That's a nifty idea, Stache! I wonder if people would be gung-ho for this down the road? I'm pretty sure I would be.

And thanks for the Treasure Room compliment!
09/16/15, 02:46   
Edited: 09/16/15, 02:47
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