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.
As the name implies, most of the level takes place on the underside of an airship. The deck of the airship can't be explored unless you're in edit mode, but I designed it so that there's stuff to do up there if you choose to download it.
Well, I gave it the honest college try. I just don't think this game is for me.
It's interesting, at times, but mostly I just ache to play Super Mario World and SMB3 after any given session. It's like all the assets lead me to the thought "Ooo, that game was so great! I should play it again!" I can't seem to get into any of the levels because all I'm thinking about are those "real" games.
Ah well, glad everyone else seems to be having a good time with this! :D
Some people are really good at creating levels around here... that's a bit of an odd attitude to take towards the game. It's like saying indie games aren't real games and playing them just makes you want to play a real one.
I see where JKR is coming from in saying that Mario Maker isn't a "real" game. Super Mario World, for example, has a lineup of levels that you go through in a predetermined order, and there's sort of an arc to it. Mario Maker is more of a non-linear fever dream where you never know what you're going to get... which I love, but I can totally see how someone might not be into it.
Yeah, I can understand how it can make you just wish you were playing one of the actual, professionally designed games... but I'm very happy when I do come across something that feels like it could be in one of those. They are out there, and NegativeWorlders have made many of them.
so I guess Mario Paint wasn't a game either. I kinda define anything digital where I'm having fun or engrossed in that I play and/or is interactive on a screen as a video game
Oh, totally, I'm absolutely on the same page with you there. Mario Maker is a game, Gone Home is a game, Just Dance is a game, they're all games. I just used "real" for lack of (feeling like using the mental energy to think of) a better term, which I think is how JKR was using it too.
Re-uploaded my Bowser's Flying Arks level to make the boss battle flow a bit better since there was an issue that bothered me. It can still be triggered but very unlikely that it'll be an issue. At least I hope so. Bowser's patterns are hard to deal with once you realize how his jumps work and the height of them based on a few different factors. Had to pay attention to those based on how the battle works. Also fixed an "out of bounds" area that can be reached that I sort of forgot about and thanks to ploot reaching it, I now fixed it so that even if you try to go there, you'll find yourself dying