Alright, time to share my first level here as well. Well, not really my first, but the first with some time put into it (the only other level being a short "Day 1" level).
This level is centered around the theme of "flying". The title itself was inspired by that pun you get to see every Friday when you boot up Super Mario Maker. The idea for the level hit me spontanously, when I attached wings to a bunch of bricks and realised that you could actually build something quite unique from that. At first I tried building the whole level only from these flying bricks, but that didn't work since each block with wings basically counts as a sprite, which means I hit the sprite limit quite early. This was also my main challenge designing the level, since I often hit the sprite limit in both sub-levels, so I had to improvise. Aside from that, having only flying brick blocks in the level would have made it way too hard and frustrating, since their movement is kinda inconsistent and unpredictable, which makes it hard to run over them and jump at the right time (run too fast and you usually just fall down because thanks to the moving blocks you're often in the air for a brief moment, causing a jump to not count). I think in the current version of the level I have found a good balance between using these flying bricks and using other obstacles. As long as you don't rush too much on these blocks, you should be fine.
I actually aimed at a medium difficulty for this level, but in the end it turned out more on the challenging side, although I think it shouldn't be too frustrating. I think it should take you around 10 to 20 tries at worst. The level is also complete with a boss and a well hidden bonus room. At least well hidden if you don't explore the level at all, it shouldn't be that hard to find, especially now that you know this bonus room exists. The boss was quite hard at first, because those two mushroom platforms at the top were missing. That made it quite easy for the boss + piranha plants to trap you on one side of the room with their projectiles. Adding the mushroom platforms at the top made the level a lot easier, probably even too easy (although I might just have been lucky to beat the boss right on my first try after adding these platforms). Though even if he is too easy, that's the lesser of the two evils, since the level itself is challenging enough already the way it is, so an easy boss can be excused.
I hope you will give this level a try and, if you like, give it a star, since I could really use a boost on my stars (right now I'm stuck at five stars and barely getting more). Criticism is also welcome, if there is something you don't like about my level and think could be improved.
Play this level:
Original (hard) version: AAD6-0000-002F-E7A8
Improved (medium) version: 43CF-0000-003E-8167
It was harden than I was expecting. The part with the Thwomp and Piranha Plant gave me quite a bit of trouble. Honestly one thing that kept happening was I would press B but Mario wouldn't jump, likely due to how the blocks' movement was affecting him. It's not your fault or something you can really fix without destroying the gimmick, but it led to a few deaths I felt were unfair. Also you have a very small window at the very beginning. When I first played it I didn't move immediately and therefore I was unable to make the first jump. Should probably give the player a bit more time to react.
Still a unique idea, and I gave it a star for you.
The part with the Thwomp and Piranha Plant gave me quite a bit of trouble.
Yeah, that was tough if you made it there without a powerup. Although luckily after some time you start getting a pattern down for it. All you have to do is keep running right and jump over the Thwomps while running under the Piranha plants (so basically jump, run, jump, run). Still one of the tougher parts of the level.
Originally posted by K3fka
Honestly one thing that kept happening was I would press B but Mario wouldn't jump, likely due to how the blocks' movement was affecting him.
Yeah, me and my girlfriend had the same problem. I already tried to find a way to prevent this, but couldn't find anything that worked the way I like. I tried using rails for the bricks, but when I did that, there had to be at least one block of space between each brick. Plus, the rails were too fast, anyways. Also tried to add wings to different kinds of platforms, but none of them worked quite the way I wanted it. Want I wanted to get was something like the beginning of the level, were all bricks moved at the same time. Of course that doesn't work for the other bricks, since they can't be activated at the same time. Still trying to find a solution for this. I will post here, if I find one.
Originally posted by K3fka
Also you have a very small window at the very beginning. When I first played it I didn't move immediately and therefore I was unable to make the first jump. Should probably give the player a bit more time to react.
I see what I can do here. I guess I could move the blocks a tile down and a few tiles to the left, that would give the player some more time. Or alternatively, I could replace the winged bricks with winged cement blocks, at least here. Winged cement blocks move back and forth instead of disappearing to the left, so the player would have infinite time at the beginning of the level.
New improved version of the level is now available. This version should be a lot more forgiving. The bonus room was also made a lot more useful (finding it now actually gives you an advantage), so I encourage everyone to play the level and try to find the bonus room. I will leave the original version online, in case someone wants to play the original version or wants to see the changes.
The title of this level says it all. It was my girlfriend's birthday, but I didn't just want to give her her present like that, so first she had to beat my challenge level to find the secret message at the end, telling her where to find her present. Of course this means I had to make a rather hard level, but since I didn't want to make it too frustrating, I hid a ton of secret items in my level to make live easier for her. Indeed, these items helped her beat the level rather quickly without getting too frustrated (in fact, Flyday 13th was more frustrating for her).
Anyways, please give it a try and tell me what you think!
Well, but you cried, didn't you? The fact, that there were only 8 and not the promised 12 made you cry. Therefore, the title is correct!
Yeah, Wii Us are total chick magnets. Like, the moment I got my Wii U, suddenly this naked chick fell from the sky and became my girlfriend, I don't even know how it happened, but I just went with it.
This level... I'm not sure about. I think design-wise, it isn't my best level. That's because I had this one gimmick idea I wanted to base my level around, yet had trouble actually finding stuff to fill my level with. Additionally, I ran out of ground tiles rather quickly and the auto-shaking of ship levels made it rather hard to actually use both vertical screen layers, anyways. Therefore, I couldn't really put much variety into the level design. The boss battle, I think, turned out somewhat fun. At least in theory. Unfortunately there is a bug in the game where, sometimes, bullet bill launchers just despawn forever. This seems to happen on at least one random bullet billl launcher every time you play the boss battle, sometimes even multiple bullet bill launchers. It doesn't affect the playability of the level, since you can still play and complete it without problems, but it bothers me, anyways. I haven't found out why this happens yet.
I hope you have some fun with the level, anyways. As always, tell me what you like or dislike about the level.
You unlock these with the classic (8-Bit) Mario amiibo. Touch it onto the NFC reader and you get the giant mushroom. Whenever you get the mushroom in the level, all enemies will turn into their Mario-themed versions and you will also get the CRT TV effect.
Also I should play some more levels of other people here again, but I just haven't gotten to do so lately. A lot of busy personal stuff going on in life, I don't get to play that much at the time at all. I will eventually play some more levels of other people again, though, I promise!
Well I'm glad it made you happy, it was a pleasure to play your level...and your improved version! I made a new video specifically showcasing the improved version..which gave me a chance to check it out, plus the bonus rooms, and try out a new format for editing a video..which I was able to make in no time! yay!
I have to play some more levels of other people too, I have a long list from smwc, and other forums around the net with levels to check out. I'll get to em too! That's the spirit!
With checkpoints now being available in the game, I decided to upload new versions of most of my previous levels with checkpoints added to them. I also made some adjustments to some of them. I recommend playing these levels instead of the original versions if you want to give some of my levels a try. If you want that additional challenge, go ahead and play the original levels, though.
Flyday 13th (v1.0b)
This is the original, harder version of the level with checkpoints added.
Flyday 13th (v1.1b)
This is the improved, easier version of the level with checkpoints added.
Mario's Breakthrough (v1.1)
Pretty much the original level with checkpoints added. Only made one minor change at the boss battle by replacing the regular giant mushrooms with modern color giant mushrooms (which I couldn't use before because the Amiibo wasn't released here yet).
This one was improved the most and is the level I recommend to people wanting to try out my changd levels. Aside from adding checkpoints, which of course really help, I also pevented some of the level skips (like jumping over the spikes or flying over the first half of the level). I also improved the boss battle so that you now don't have to pull off a tricky sliding maneuver to get past him, which should hopefully make the battle a little less hectic. In case the level is still too hard for you, all the secret items from the original version are still there. Those really make things easy.
By the way, it's possible to 1-hit-kill Bowser in both, this version and the original version. I didn't realise it before and I suppose most people wouldn't notice it, anyways, so I wonder if anyone else will find out how to do it.
Updated Stella's Birthday Challenge once again. The code in this post was replaced. Here you can see how the boss battle evolved:
Another level? By ME? I bet you didn't expect to see that, but you know, the thing about birthdays is that we have this convenction of celebrating them once a year, so that gives me a perfect opportunity to return to Super Mario Maker at least once a year.
Stella's Birthday Challenge 2
So yeah, this was made as another challenge level for my girlfriend's birthday, so of course the level is going to be more on the difficult side of things, although you don't have to expect anything near Kaizo-level difficulty. It's an overall fair and doable level, there are plenty of powerups (more than in last year's level) and also checkpoints. Nothing too unfair or frustrating, I think.
I really love how some parts of the level turned out, while others could use some work. The first half of the level is quite great in my opinion, but then the second half has a dramatic shift towards puzzle segments, which kinda hurts the level's balancing. Not only that, but I noticed that the two puzzle rooms I started with were reallying taking too long to clear them (especially when not knowing what to do), so I had to cut it really short on the remaining two puzzle rooms, making everything feel even more unbalanced. So yeah, the second half could really use some work and didn't work out as nicely as the first half.
Additonally, I had to make the unpleasent experience that checkpoints in Super Mario Maker are not quite as nice as I had hoped. I mean, I always thought that two checkpoints were too few and think that three would be perfect (level -> checkpoint -> miniboss -> checkpoint -> level -> checkpoint -> boss), but even worse than that is the fact that checkpoints and red coins work horribly together. They do save the number of red coins you've collected, but once you've collected them all, that information is for some reason cleared from the checkpoint data, even if you don't get a checkpoint afterwards. The game doesn't save any collected keys at checkpoints, either. This was a real problem for my level, since you have to collect all four red coins to get to the boss. At first I had the checkpoint placed before the red coin section and made it so that you could reactivate it. This worked well for one to three coins. It would always save the number of coins you had collected at the checkpoint, so if you died, you only had to collect the remaining coins. However, dying at the boss meant you had to recollect ALL the red coins, which was a total pain in the ass. Because of that, I had to move the checkpoint to after the red coin section and before the boss, but this now means that you have to collect all the red coins in a single sitting to beat the level, which is of course also a pain in the ass (but at least more reliable). So yeah, that really makes the red coin section rather tedious and I don't know if anything can be done about this. In my opinion, this was a bad design decision by Nintendo. I'm sure they had reasons for doing it this way, but it really causes a lot of problems and can even make you stuck in a level.
All of that aside, one thing I really like about this level is that it has some kind of story to it, especially in the first half of the level, but I won't spoil anything for you, you can discover that for yourself and draw your own conclusions. In any case, have fun!