Impresarios of Mario Scenarios

i think they made that sound so annoying so you can’t forget that erase mode is on and accidentally erase shit

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I still do!

people sure love making interminably long levels with no checkpoints huh?

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Matt Thorson (of Celeste, Towerfall, Jumper fame) made some (predictably) tricky levels for Mario Maker that I found really enjoyable.

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i’m late to the party but i finally played this earlier today and it’s just terrific. i started to play with these myself but didn’t get anywhere near this point

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Another cool thing about scroll lock I learned from Barb’s new level earlier today: scroll lock prevents auto scrolling too! I’m working on some cool stuff with that right now. It only works for fixed scroll speeds though, custom scrolling does not observe scroll lock at all.

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nobody told me about the coolest thing about the super ball which is that it gives you mfing super mario land music

More thwomps. I tried to do a theme this time.

Please Do Not Disturb
2P9-4HD-84G

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I’ve been casually jumping into Versus Multiplayer any time I want to remind myself that there can be no joy in a world reliant on Nintendo’s netcode, and after playing a bunch of levels that really don’t work in that context, I have some tips for anybody who wants to build stages for competitive multiplayer:

  1. Set the timer to maximum. Seriously. Just stick 500 seconds up there.

  2. Be careful with “missed the boat” mechanics, like snake blocks or thwomps destroying the path behind the player. Sometimes the game will pick a course that was clearly designed with single-player in mind—I played one where you were immediately required to enter the sub-area, which was a vertical night-time forest with slowly rising poison water. This quickly turned into a situation in which only the front-runner got to actually play the level, and the rest of us were stuck back at the beginning with a pipe we couldn’t pass through until the poison level dropped all the way back to the bottom of the sub-area. Fortunately, Booing a level in Versus only affects how likely it is to be chosen for Versus; this doesn’t affect its single-player popularity.

  3. Along similar lines, it’s good to put in mechanics that slow players down or even force them to lose progress. “Climbing upward” levels are good for this, since missing a jump often means you have to repeat earlier sections of the stage. This keeps the race interesting since folks actually have opportunities to pass the front-runner.

  4. Think carefully about how you use clear conditions requiring collection or completion of multiple objectives, plus stuff like red coins: whoever gets the last item in the sequence is technically the player who is awarded the clear condition or key. If players have to deviate from the main path to pick up needed items, other players can just linger at the locked door or course end to swoop in at the last moment and steal the benefit.

  5. Conversely, it can be very beneficial to make multiple routes that players can select from.

  6. Because of the chaos of multiplayer, you need to be even more forgiving; even the best player can struggle to complete exacting challenges with the unrelenting lag and obnoxious opponents.

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They kinda nailed how the competitive mode should work with that invitational thing they did for E3. That is not what we have.

Still looking forward to co-op with friends though.

I wish there was a way to force certain music to play continuously for certain sections of a level. as it stands, I’m pretty sure you can only place the music blocks in certain places for a one time trigger, or attach them to mario to make them active for an entire stage. you should be able to place a sticky music block that will attach to mario until he picks up a new one. or something functionally equivalent

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I made a mario but I’m afraid to upload it because I’m sure it sucks

same. I’ll probably upload it later tonight anyway

I can’t upload my level because I’m too bad to beat it. unlucky. probably for the best.

I actually don’t think there’s anything stopping you from just completely blanketing an area in music blocks? At least, that’s what I did for the final area in the stage I just uploaded. I guess depending on the size of the area, that may not be possible, and it’s certainly a pain because the editor really wants you to place on block at a time. You can kind of get around this by making a big box and using multi-select and copy to make it work like a giant stamp.

depends on what item limit they count towards. also a big pain in the ass

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My current level design obsession is sprawling collectathon levels, so I’m currently working on a sky theme SMB3 course similar to Marina Hills, except much larger in scale.

My current design philosophy is to create the entire world first–place all the ground and blocks and platforms first and foremost, and make sure every single platform feels good to jump onto/from. Then come the coins and collectibles, and finally enemies and obstacles to make them trickier to obtain. I think it’s going smoothly, and I’m excited to finish and share it.

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That red spike guy at the finish got me when I took a leap of faith from the higher platforms. I don’t care for that guy.

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hahaha i put that there just for you

I’m 50% through the story mode. Is it just me or are there a lot of levels? I do tend to get stuck on just about every puzzle level because I am rock chewing moron at lateral thinking in Mario (maybe in general too!).

Right now I’m playing endless mode for the first time and just got two world records in a row which isn’t that impressive but I felt like bragging about anyway.

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