Impresarios of Mario Scenarios

What’s up with the levels it just sometimes gives you, when you start the game

It looks like you could just upload those? You can definitely save and edit them

63rd person to beat the 0.01% clear rate level!

Took me maybe 3 hours yesterday + 1 hour today. Pretty fun! Actually more achievable than some Dustforce or N++ levels imo. I’ve spent much longer on some of those levels.

I did pick a low-grav level on purpose because I figured no one was good at those yet, so I’m starting closer to the creator’s skill level there.

try it out

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Here’s my ID! Q3G-4NR-XFF

I’ve made two levels so far, with a few others in various stages of completion.

First is “One Goomb”

And then “Key Coins in the Deep”

I’m proud of the latter even though I really have NO idea how it plays–I don’t have anyone local to playtest for me, and it’s especially hard to test a level themed around “searching” if you already know where the things are??? Oh well! Fully expect to make a version 2 in the future if I think the concept is worth bothering with further.

Fun fact: I think I accidentally end up expressing a lot of emotions with both of these, even tho one is just a gag? If you’re wondering how my psychological state was for most of June, Key Coins is a pretty good summary.

It’s wild how much more I like the SMB3 theme in this one–every level I have in the pipeline uses SMB3 graphics, whereas in MM1 I exclusively used SMB1 and World, iirc

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I made a new course last night.

Thwompwater Ferries
081-T4N-J1H

I tried my best to minimize the frustration inherent in this concept, but it is what it is.

Also, a lot of the behaviors and limitations of the 3D World theme feel jarring to deal with after spending all my time with the other themes.

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yeah I have a vanilla SMB level in my head that I haven’t started on because it’s going to be very involved and I have a bunch of 3DW concepts half-assembled that just aren’t very interesting yet, making 3DW levels that are 2D-only comes out quite claustrophobic compared to 3/W and I’m trying to embrace that but only getting so far

I’ve already played 100 hours of this game oh no! At least a third of that is creating though, maybe more. And I was off a few days for the holidays, but still!

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Well the dumbass word filter strikes again. I wanted to post “Amazingly, haven’t quite had an experience like this in MM yet.” for your Goomb level but Nintendo finds something questionable about that message (figuring out what’s objectionable is like a word search with no clues).

Cool levels!

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I’m at 75 hours played but I idle a fucking lot so the truth is probably something closer to 69 hours yuk yuk yuk

I like playing 3D World levels ok enough but I have zero desire to make one myself. It feels like I’m less free to actually express myself visually cuz it already looks so slick, if that makes any sense? Like yeah it has all these cool mechanics I’d like to mess around with but what’s the point if I can’t use them in a space that feels like I made it.

Though earlier today I had an idea using the “rescue a Toad” goal but that’s not available in the builder yet. Sucks. I hope they add that for all the styles! I haven’t done any multiplayer yet – does it use the same “die and float around in a bubble” mechanic as NSMB?

So since I can’t do that I’m gonna make a Western level. I liked playing a @a_new_duck and @RT-55J’s Western levels, with the towns and the cacti and ruins such. I’m ripping you off. I hope you forgive me. thank you.

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Yeah I feel like this exactly. It’s very easy for me to make unique-feeling levels in all the other styles, but I think you have to do something very weird for your 3D World level to stand out (@Sleazy’s level above was one of the exceptions for me, in that the structure was very weird and unique).

I’m making a 3D World level right now that centers on a single mechanic. In the other styles it was easy enough to find other elements to mix with any single mechanic I chose, but in 3D World I’m having a hell of time finding elements that even interact with it in a satisfying way. Not to mention, it’s very hard to make the level look good with the constraints that mechanic puts on how the level is laid out. It’s frustrating! (To be fair, I have picked maybe the stupidest mechanic I could think of to base a level around.)

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Would it have killed Nintendo to give me more than one semi-solid block in 3D World and maybe let me overlap uhh anything???

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I still kinda think they should have a made a really limited and stripped down full 3d world editor. Most of the courses in 3d land were just abstract shapes with no coherent theming and that’s in my top five Marios ever even with that.

I wanna see what weird shit people make in 3d

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Jesus I’d love that

Welp with my good level to bad level cadence, here we are with my bad level:

Crawl Space
“It’s a tight fit!”
ND6-H1G-N9G

This is a level about fitting into tight spaces! I haven’t seen any of these mechanics used before, probably for a good reason! Unfortunately making bad levels is the exorcism I need to come up with good levels, so this is a necessary evil.

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my thumbs hate you right now

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(good course btw)

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lol nice first clear! now you’re ready for all those crawling kaizo levels! wait…

Also I blame the Switch dpad for hurt thumbs. The joycon button dpad sucks for obvious reasons, and the pro controller’s dpad is waaaay too stiff. I have an SNES-like 8bitdo controller, and even that dpad is too stiff. I legit play most of this game with the stick (I beat Poo’s low grav kaizo entirely with the stick, actually).

I had the revelation recently that for full 3d games the pro controller is obviously the best. But for most action heavy 2d games, with no good d-pad available to me, the short travel time of the joycon stick is actually way more precise and responsive.

So the best way to control switch games like Hollow Knight and Mario Maker is the switch controller caddy thing that turns the joycons into a much easier to grip form factor.

It’s absolutely bizarre.

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I love that we’re in a universe where the Wii U’s hardware was actually better suited for Mario Maker than the Switch is. The controller was better, the touch screen was better, it’s more comfortable to hold, and the level creation controls were simpler. Literally the only thing better on the Switch is that I can go more than 5 feet away from the dock.

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