Impresarios of Mario Scenarios

EDIT: Warning: Blithering fannish bullshit.

I am itching to find out what expansions will be coming in updates. Even one or two new objects or enemies could change things radically. I’m giddy with excitement at the prospect.

Also desperately speculating despite myself as to what “Other Game Styles” are going to pop up. I know SML has been floated, though I do think the Super Ball makes that less likely. SML2 seems like a cool idea, too, though that game really has less of a distinct recurring set of objects than most Mario games (and feels worse to control than most, imo).

SM2/USA is the prospect I’m excited about most. Also very open to being surprised.

I’d also love to see some players with special abilities added. Peach with SMB2 powers, specifically. Couldn’t use her in online and maybe not even in every course, but it’d be great to design courses for that moveset.

Trying not to get a wishlist so firm that I’m disappointed when what I want doesn’t materialize.

Actually the thing I want most is some sort of world/playlist creator.

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I got the speed run down to 18 seconds when i played it for about 10 minutes this morning, but I don’t know if I’ll ever be able to beat Gate88’s 13 and change. Jesus.

I made a new level, it took me forever! It’s called Little Big Island and it’s me doing an homage to the one level in SMB3 where you can change sizes, taken TO THE MAX

5H1-GRH-VYG



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Yeah I think the routing is actually kind of tricky in both versions of the level. I think Hobo’s time implies a similar route to mine, but I guess I’m not 100% sure. If everyone is stumped on how I got those times, maybe I’ll upload a video. The Switch lets you record video, right?

I cannot believe how brilliant this is. I love it.

Thank you! I’m going to be deleting so many likes when I reupload it tonight. :frowning: Last time I tweaked a level by deleting and reuploading, my “Maker Score” went down. Wish the game didn’t punish you for attempting to make your level better. Hopefully a couple of you can like it again – it seems like a level doesn’t get served to random people unless it has a few likes.

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I wish I could create separate lists of “likes” and like “super likes” or “favorites,” 'cause I like looking back at my list of likes as a real curation of my favorite stages that I might play again or recommend to people, but also I like being generous with likes 'cause there’s a lot of good shit out there and I want to help a diversity of levels circulate and liking helps that.

Could I just keep a separate list of my favorite courses outside of the software itself? WELL YEAH I GUESS I FUCKIN COULD FUCK

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Use the Level Highlight tab on my google doc if you want! No one else is! https://docs.google.com/spreadsheets/d/1nZRkyfjYoYQC0VV1KkWAR6IbQyyH8_bDjuzg0H0IKkU/edit?usp=sharing

I’ve been trying to keep it updated with the creators here, but I figured the Level Highlight could be both for courses people here make, and courses that people here like (even if they were made outside of the community).

I’ll probably be adding some of the levels here to the highlight when I get home, cause I’m pretty fond of a lot of them!

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I’m glad story mode was surprisingly meaty! The final powerup you unlock is pretty bizarre for Mario, and opens up some (hopefully) interesting possibilities in map design.

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world map campaigns is my #1, but the other thing i’d really like would be the ability to change to actual smb1 physics etc

if anything that seems even less likely to happen but

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I’m going to document some of my thinking about creating this level because why the fuck not

I wanted to give someone the surprise and joy of that original SMB3 level but implement it on a grander scale, i.e the entire level is twice the size, not just the enemies and some blocks. To that end, the main things I wanted to do were:

  1. Create recognizable structures so that when players switch from small world to big world, they would get a sense of scale
  2. Make both small and large sections do-able, but with different challenges, so that it was a choice to transition rather than a puzzle
  3. Make it so the small world would inform the player’s decisions in the big world by making it easier to navigate, or providing rewards for remembering where things were

For points 1 and 3, I ended up making small, cramped structures in the small world so that a lot of the level would be visible at once. This also looked at point 2, since the challenges in small world were often “you have to be small mario to do it, and the navigation is cramped” and the challenges in big world were “dang, these enemies are big!! wow”

For the rewards, I made every coin in small world represent 10 coins in big world. I am not sure if players catch on to that or what, but I do think it’s kind of a fun way to reward memory. I also put a kuribo’s shoe in the underground part because I was hoping that savvy players would see it in small world and go “aw shit yeah i can get a giant shoe in big world.” It’s necessary to get and keep the big shoe to get a 30 and 50 coin reward late in the level as well.

Finally, I made sure to provide doors in places where players would want to peek at small world to see farther or to navigate it easier, so basically every two screens or so?

All in all I think I met my goals, although I’m not sure if the level is actually fun to play. Hopefully it’s enjoyable to just experience the size transition.

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the potential to use the nighttime poison mushroom as a rudimentary pac-man ghost is exciting to me

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i made this level. people seem to like it.

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Okay for anyone that was turned off by the difficulty of my last level, I pulled the more chill puzzle part out of the middle and made it its own level while incorporating some feedback.

CDN-WD4-HGF

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Solid advice, Mark Brown!

I LOVE this game. I love playing everyone’s levels. And I love how I keep coming up with random ideas throughout the day while I’m at work for things to put in my own levels later.

But wow it really is very easy to make a level that’s either way too hard or way too easy and very difficult to make one that’s juuust right. I wonder how many courses Nintendo themselves leave out of their Mario games because they couldn’t make them just right in time for release.

I need to finish the story mode so I’ll have all the stuff unlocked.

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:sunglasses:
I’m curious if we have the same route. Did you do any back and forth through pipes to manipulate the position of the flying koopa? (Actually never mind I just found a better way to handle that) (second edit: just broke 24s which I was pretty sure was possible so I’m done for now)

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The thing about this video that made me ponder a little bit was it the ‘introduce a concept’ was that helpful for Mario Maker? You can expect some level of knowledge about Mario mechanics from folks who have…played Mario. Doubly so from folks playing Mario Maker, who are probably at least a little inclined to experiment with everything and see how it ticks.

Yeah but there’s always the chance that it’s the player’s very first Mario level.

(haven’t watched the video) but you’ll definitely want to introduce, reiterate, complicate anything that feels like a new expression of mechanics; you’ll see that pattern in every Nintendo-made level with a gimmick (which is most of them).

To be fair, one of the more interesting parts of SMB3 is how the ultra-short level length lets them break this rule at times.

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