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Joshua's Mario Maker Adventures - Wind Waker Tribue Sequel + Single Screen Puzzle!

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Hey everyone, brushing off those Mario level making skills from ages ago and taking a swing at Super Mario Maker. Hope you give my stages a try and please star or comment if you enjoy them! :-) All feedback is appreciated. Despite its limitations, I've been thoroughly enjoying the streamlined nature and less strict sprite restrictions Mario Maker has to offer. I had most of my fill of making "traditional" Mario levels designing The Treasure Hunt, so expect gimmicky or themed levels to be the norm here. :)

My username in Super Mario Maker is "Buttons" and you can access my SMM Bookmark profile by clicking here.

Stages are listed from newest to oldest. Click on the titles to go to each stage's bookmark page.

Surfin' the Grumpiest Wave
Level ID: 8390-0000-02F7-4E02 ~ Difficulty: Expert, IMO (No official difficulty yet)
CLICK HERE for pictures and information!

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Mysteries of Cookie Crumb Crest
Level ID: C4C4-0000-02BC-83F5 ~ Difficulty: Expert
CLICK HERE for pictures and information!

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The Song Remains the Same
Level ID: FF0E-0000-02A7-1BA5 ~ Difficulty: Expert, about a 10% clear rate
CLICK HERE for pictures and information!

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The Joy of Painting
Level ID: 5B20-0000-0292-9136 ~ Difficulty: Expert
CLICK HERE for pictures and information!

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Mario RPG 2: Night of Horrors
Level ID: 4EF2-0000-0266-48DA ~ Difficulty: Expert
CLICK HERE for pictures and information!

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Yoshi's Island: Fireberry Fields
Level ID: 2935-0000-0253-92A3 ~ Difficulty: Normal
CLICK HERE for pictures and information!

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Over the Hills and Far Away
Level ID: 5D21-0000-0232-CD43 ~ Difficulty: Normal
CLICK HERE for pictures and information!

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Wild Yoshi Wranglin'
Level ID: 064B-0000-0224-1FF9 ~ Difficulty: Expert (I tried to keep it on the easier side of expert, it's tricky but doable if you stick to it.)
CLICK HERE for pictures and information!

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Mario RPG: The Keys to Victory
Level ID: F96C-0000-0207-0C95 ~ Difficulty: Super Expert
CLICK HERE for pictures and information!

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Castle in the Sky: Just Survive!
Level ID: 351B-0000-01A5-63DC ~ Difficulty: Expert


This stage's theme is slightly inspired from a certain Miyazaki film, but mostly inspired from me just really enjoying the gimmick of trying to survive a collapsing castle while bombs and shells fly everywhere. Can you escape from this floating castle before the whole thing falls out of the sky?

The concept of this stage begun as an attempt to create a "Defend Your Castle" type stage, but as it was built it evolved into a hectic survival course. If you can stand your ground long enough, the solution to your escape will appear.

A Day in the Life
Level ID: 85CB-0000-00BF-80E2 ~ Difficulty: Expert


A tribute to one of my favorite Nintendo franchises of all time. While the whole series is great, Pikmin 2 is one of my favorite games ever and was the prime source of inspiration for this level. I was lucky enough to unlock the Pikmin costume and then decided to create a stage with the sense of scale, exploration and puzzle solving that helped make Pikmin so iconic.

The stage starts out in the frigid Valley of Repose but soon leads an intrepid gang of Pikmin into the lush and dangerous wilds of the Awakening Wood. In addition to dealing with large creatures and perilous heights, our heroes will have to delve into a deep cavern and fend off a monstrous boss in order to make it through the day.

The Next Avenger
Level ID: 45B2-0000-0185-36D6 ~ Difficulty: Expert


Time for Mario to suit up and roll out! My first full stage after unlocking all the Mario Maker tools, this course is mostly an exploration of two of the new power-ups Mario has at his disposal. (It's now out of order in my library since I updated the stage to add a checkpoint.) This stage is full of Munchers, Grinders and Thwomps, so you'll want to keep your armor on at all times.
Nintendo took this stage down due to lack of stars and I'm not sure if they'll let me re-upload it. It may have to be remade at a later date.

Welcome to the Twilight Zone
Level ID: 6236-0000-0077-6ACC ~ Difficulty: Super Expert


A very experimental and atmospheric stage created right after I unlocked tracks. Mario finds himself suddenly trapped on a small ledge as dozens of monsters, and even a few useful items, slowly descend from above and float around the room. The exit is so close, yet so far away...

Quite possibly the hardest stage I've designed so far, the stage's challenge is deceptively hidden in its simplicity. It has yet to be beaten by someone other than me, but I'm eager to hear from the first person who does so. All one has to do is hold out until salvation arrives.

Granite Tsunami
Level ID: A2E0-0000-0076-D0A7 ~ Difficulty: Normal


Another early level made while I was still learning the ropes with Mario Maker and had just unlocked the Castle Set. This is a quick speed run course that'll have you sprinting over enemies and lava while avoiding a neverending stream of Thwomps. A small and focused course, it should provide some quick thrills as you narrowly avoid death over and over.

I wasn't aware of all the mechanics incorporated into the New Super Mario Bros. game style when designing this level, so there may be an alternate route for those who prefer a more leisurely pace. A victory is a victory regardless of how it is achieved.

Goomba Dance Party!!
Level ID: 7BB7-0000-0072-F962 ~ Difficulty: Easy


I didn't waste much time designing levels in Mario Maker, this first attempt at a Super Mario Maker level has (ironically) proven to be my most popular stage with the masses so far. This may be due to its forgiving difficulty, but is most likely a result of how spectacularly these Goombas can dance.

I had next to nothing unlocked when I built this level, but I had Goombas and springboards and honestly that was enough. Mostly an excuse to create a ridiculous bouncing Goomba pit, this level shouldn't take the average player long to cruise through.
NNID: JoshButton (Nickname: Buttons)
SMM Bookmark Account: Click here. Many fun levels to play! :)
Castle in the Sky: Just Survive! First I was fooled by the title and tried to stay put on the castle #tb{^V^} Playing the level correctly I had a fun time, chaotic stuff!

A Day in the Life is ADORABLE. It´s an amazing level. You´ve really nailed the feeling of being tiny pikmin in a world of giants. And the way you have to unlock new parts of the level is really ingenious. The first evening I played it I couldn´t complete the level but I was fascinated anyway. Now that I´ve cleared it I think it´s one of the most rewarding Mario Maker levels I´ve played!
I'm happy you enjoyed my levels Faxanadu! Your feedback really means a lot to me. You also gave Castle in the Sky the token star it needs to protect it from being automatically deleted forever by Nintendo, so I'm really grateful for that! :D

I've got another level to share, and finally it's a Super Mario World one. We've got shiny new keys and locked doors to play with, and they inspired me to try something new in the familiar Mario World setting.

Mario RPG: The Keys to Victory
Level ID: F96C-0000-0207-0C95 ~ Difficulty: Expert



Mario's forays into role playing games have always been some of my favorite games of all time, and this stage tries to recapture the feeling of those in a Super Mario Maker way. Keys scattered throughout the world unlock "rungs" in a leveling up ladder, providing you with new power-ups and abilities as you progress.

Mario's quest to thwart Bowser's undoubtedly malevolent plans will take him on a winding path throughout the Mushroom Kingdom, with many different possible routes to victory. While there's nothing preventing you from running headstrong straight into Bowser's lair, it's probably best to reach your maximum potential first so you can properly kick Koopa butt.
NNID: JoshButton (Nickname: Buttons)
SMM Bookmark Account: Click here. Many fun levels to play! :)
Some good levels there, a lot of detail and tuning, I can tell. However, too difficult for a noob like me. :p
Yeah I've been on a difficult level streak for a little bit. What can I say, I enjoy levels that challenge me. :P It's ok, I have my next level planned and I'm shooting for it to be Easy/Medium difficulty. We'll see if I can manage that haha
NNID: JoshButton (Nickname: Buttons)
SMM Bookmark Account: Click here. Many fun levels to play! :)
Originally posted by Joshua
Hey everyone, brushing off those Mario level making skills from ages ago and taking a swing at Super Mario Maker. Hope you give my stages a try and please star or comment if you enjoy them! :-) All feedback is appreciated. Despite its limitations, I've been thoroughly enjoying the streamlined nature and less strict sprite restrictions Mario Maker has to offer. I had most of my fill of making "traditional" Mario levels designing The Treasure Hunt, so expect gimmicky or themed levels to be the norm here. :)

My username in Super Mario Maker is "Buttons" and you can access my SMM Bookmark profile by clicking here.

Stages are listed from newest to oldest. Click on the titles to go to each stage's bookmark page.

Castle in the Sky: Just Survive!
Level ID: 351B-0000-01A5-63DC ~ Difficulty: Normal, IMO (No official difficulty yet)


This stage's theme is slightly inspired from a certain Miyazaki film, but mostly inspired from me just really enjoying the gimmick of trying to survive a collapsing castle while bombs and shells fly everywhere. Can you escape from this floating castle before the whole thing falls out of the sky?

The concept of this stage begun as an attempt to create a "Defend Your Castle" type stage, but as it was built it evolved into a hectic survival course. If you can stand your ground long enough, the solution to your escape will appear.

A Day in the Life
Level ID: 85CB-0000-00BF-80E2 ~ Difficulty: Expert


A tribute to one of my favorite Nintendo franchises of all time. While the whole series is great, Pikmin 2 is one of my favorite games ever and was the prime source of inspiration for this level. I was lucky enough to unlock the Pikmin costume and then decided to create a stage with the sense of scale, exploration and puzzle solving that helped make Pikmin so iconic.

The stage starts out in the frigid Valley of Repose but soon leads an intrepid gang of Pikmin into the lush and dangerous wilds of the Awakening Wood. In addition to dealing with large creatures and perilous heights, our heroes will have to delve into a deep cavern and fend off a monstrous boss in order to make it through the day.

The Next Avenger
Level ID: 45B2-0000-0185-36D6 ~ Difficulty: Expert


Time for Mario to suit up and roll out! My first full stage after unlocking all the Mario Maker tools, this course is mostly an exploration of two of the new power-ups Mario has at his disposal. (It's now out of order in my library since I updated the stage to add a checkpoint.) This stage is full of Munchers, Grinders and Thwomps, so you'll want to keep your armor on at all times.
Nintendo took this stage down due to lack of stars and I'm not sure if they'll let me re-upload it. It may have to be remade at a later date.

Welcome to the Twilight Zone
Level ID: 6236-0000-0077-6ACC ~ Difficulty: Super Expert


A very experimental and atmospheric stage created right after I unlocked tracks. Mario finds himself suddenly trapped on a small ledge as dozens of monsters, and even a few useful items, slowly descend from above and float around the room. The exit is so close, yet so far away...

Quite possibly the hardest stage I've designed so far, the stage's challenge is deceptively hidden in its simplicity. It has yet to be beaten by someone other than me, but I'm eager to hear from the first person who does so. All one has to do is hold out until salvation arrives.

Granite Tsunami
Level ID: A2E0-0000-0076-D0A7 ~ Difficulty: Normal



I wasn't aware of all the mechanics incorporated into the New Super Mario Bros. game style when designing this level, so there may be an alternate route for those who prefer a more leisurely pace. A victory is a victory regardless of how it is achieved.

Goomba Dance Party!!
Level ID: 7BB7-0000-0072-F962 ~ Difficulty: Easy


I didn't waste much time designing levels in Mario Maker, this first attempt at a Super Mario Maker level has (ironically) proven to be my most popular stage with the masses so far. This may be due to its forgiving difficulty, but is most likely a result of how spectacularly these Goombas can dance.

I had next to nothing unlocked when I built this level, but I had Goombas and springboards and honestly that was enough. Mostly an excuse to create a ridiculous bouncing Goomba pit, this level shouldn't take the average player long to cruise through.
Finished another stage!! Try it out if you get the chance! Provide feedback or comment and I will do the same for one of your levels. :) (This applies to all my stages.)

Wild Yoshi Wranglin'
Level ID: 064B-0000-0224-1FF9 ~ Difficulty: Expert (I tried to keep it on the easier side of expert, it's tricky but doable if you stick to it.)


It's time for Mario to don his cowboy hat once again for this adventure out on the ranch. Yoshis are running wild and free throughout the countryside, all Mario has to do is herd them back to his ranch and soon the he will possess all the best steeds in the land.

Of course rounding them up won't be easy, since the Yoshis of this wilderness will not sit still for a second and are always one misstep away from running off for good. Finally, Mario's mettle will be put to the ultimate test when Thwomp bandits show up to try to steal his prized animals. Will Mario's fledgling ranch survive and thrive in the harsh frontier?
NNID: JoshButton (Nickname: Buttons)
SMM Bookmark Account: Click here. Many fun levels to play! :)
Wild Yoshi Wranglin' is lots of fun, very creative! Especially the first screens where you introduce the concept are brilliant!

I love you make the yoshis run wild like they are on a stampede! It was pretty hard to get a yoshi through the last sequence, but since you are generous with checkpoints I finally made it. Awesome stuff!

Edit: I'm still trying to beat Mario RPG: The Keys to Victory! It's a tough one, but great idea!
Thanks! Happy you liked it!

Good luck with Mario RPG! It seems very few have been able to beat it, so don't feel bad. With enough trial and error it should be possible.

There's a checkpoint if you haven't found it yet, a bit after halfway. Once you find the cape (6th power-up), be sure to fly on the way back so you find it. Unfortunately keys respawn after dying but it'll start you out with a cape and spike helmet at least.

NNID: JoshButton (Nickname: Buttons)
SMM Bookmark Account: Click here. Many fun levels to play! :)
Whew, just finished a new level, this time it's a spiritual successor to A Day in the Life. Though this stage is a lot more forgiving and shouldn't take experienced players too long to beat.

Over the Hills and Far Away
Level ID: 5D21-0000-0232-CD43 ~ Difficulty: Expert



My tribute to what might be my favorite 3D video game of all time and definitely is my favorite Legend of Zelda game, this journey starts with Link exploring the beaches and hills of Outset Isle. Link must progress through the beginning act of Wind Waker, boarding a friendly pirate ship and laying siege on the vile Forbidden Fortress in a valiant effort to save his kidnapped sister.

This is an idea that I've had just lying around for a while now, but now that I have keys and the non-linear freedom they provide I felt I could finally do the level justice. The stage is divided into 3 distinct and unique "Chapters" which I hope you'll enjoy through to the end. :-)
NNID: JoshButton (Nickname: Buttons)
SMM Bookmark Account: Click here. Many fun levels to play! :)
Just played and beat all your levels. Before I knew it 4 hours had passed - and you only have like 8 levels! Seriously, that Mario RPG level took like an hour and a half for me to beat.

I pretty much liked every level you made quite a lot, even loved some. A Day in the Life was cute and mechanically intriguing; the same can be said for Wild Yoshi Wranglin' and Over the Hills and Far Away. I personally absolutely love The WindWaker and I'm probably going to have to play the HD version soon because your level gave me a jonesin' for it.

That Mario RPG Level... Seriously, I timed out the first time and I had only gotten two keys. Eeesh! Technically you could beat it without the keys, but that would require both good luck and exemplary timing by using Bowser's bob-ombs to blow up a row of destructible blocks, get to the fire-flower spawner and then take pot-shots at he and his flunkies from behind a relatively-safe one-way-block bunker. That's way less fun than getting all the keys and killing him with a star though, so I ended up doing that and having a blast! I'll admit, I had to spend about 45 minutes in the editor to even comprehend the entirety of your level, and even then it still took me a while to implement my strategy in a time-efficient manner. It's unfortunate that 500 seconds is the maximum time allotted for a level, as this level could certainly use an extension. There are checkpoints present, but unfortunately only the last one is able to be of any help due to how keys, doors and checkpoints interact. The best part about this level is that it actually fits incredibly well into your theme of RPG! Choosing which power-ups you believe are sufficient to take down the "final boss" is very reminiscent of end-game grinding. All-in-all this level is a beast; it's by far the longest level I've actually bothered to finish and I've literally never had a more sustained level of fun over the course of a single level this lengthy before. Great job!

I should probably mention that I cheesed two of your levels. I think the one worth listing is Welcome to the Twilight Zone. I spent about 15 minutes on this level, and it took me until try 20 or so to realize I could just grab a shell and throw it right before it hits the block and beat the level that way. I seem to be the first person to have thought of that as the previous record was a minute something and that only took about 14 seconds. Was that the intended way or did you honestly mean for players to survive until the P-Switch?

Anyway, that's about it. Your levels are amazing and largely way more intricate than the average level out there. Thanks for sharing them and I'll likely play whatever else you make in the future.

Oh, and if you want to check out some of my levels I'd recommend starting with Horizontal Extend and Falling P-Reservation as they are meant to teach rather niche super leaf flight mechanics that are required to beat most of my other levels.
Originally posted by bluedart
Just played and beat all your levels. Before I knew it 4 hours had passed - and you only have like 8 levels! Seriously, that Mario RPG level took like an hour and a half for me to beat.

I pretty much liked every level you made quite a lot, even loved some. A Day in the Life was cute and mechanically intriguing; the same can be said for Wild Yoshi Wranglin' and Over the Hills and Far Away. I personally absolutely love The WindWaker and I'm probably going to have to play the HD version soon because your level gave me a jonesin' for it.


Thanks for the feedback! Glad you enjoyed these stages! I'll be sure to try out some of yours soon. :)

Originally posted by bluedart
That Mario RPG Level... Seriously, I timed out the first time and I had only gotten two keys. Eeesh! Technically you could beat it without the keys, but that would require both good luck and exemplary timing by using Bowser's bob-ombs to blow up a row of destructible blocks, get to the fire-flower spawner and then take pot-shots at he and his flunkies from behind a relatively-safe one-way-block bunker. That's way less fun than getting all the keys and killing him with a star though, so I ended up doing that and having a blast! I'll admit, I had to spend about 45 minutes in the editor to even comprehend the entirety of your level, and even then it still took me a while to implement my strategy in a time-efficient manner. It's unfortunate that 500 seconds is the maximum time allotted for a level, as this level could certainly use an extension. There are checkpoints present, but unfortunately only the last one is able to be of any help due to how keys, doors and checkpoints interact. The best part about this level is that it actually fits incredibly well into your theme of RPG! Choosing which power-ups you believe are sufficient to take down the "final boss" is very reminiscent of end-game grinding. All-in-all this level is a beast; it's by far the longest level I've actually bothered to finish and I've literally never had a more sustained level of fun over the course of a single level this lengthy before. Great job!


I personally I have never beaten the Bowser fight with anything less than the star. :) You're definitely meant to level up fully before taking him on, though I did try to make it possible without leveling up fully. Congratulations on beating the stage, happy you enjoyed it despite its difficulty. The time limit is unfortunate and something I really wish SMM would let me turn off.

I certainly really enjoyed creating the Mario RPG gimmick but I will be the first to admit the level has its flaws. The time limit and also rough checkpoint placement really stack up the difficulty higher than I intended. I have a sequel planned that will take the RPG gimmick but run with it in a way so that it won't be as much of a frustrating race against the clock.

Originally posted by bluedart
I should probably mention that I cheesed two of your levels. I think the one worth listing is Welcome to the Twilight Zone. I spent about 15 minutes on this level, and it took me until try 20 or so to realize I could just grab a shell and throw it right before it hits the block and beat the level that way. I seem to be the first person to have thought of that as the previous record was a minute something and that only took about 14 seconds. Was that the intended way or did you honestly mean for players to survive until the P-Switch?


Was the other level Granite Tsunami? The cheese is strong in that one... and nice job cheesing through Welcome to the Twilight Zone. You are supposed to wait it out until the P-Switch (a star near the end helps) but I have no problem with the stage being beat anyway it can. :P I know in testing I had tried to beat the stage using the shell to bust through and ran into difficulty pulling it off, so you deserve the win either way. Plus my first three levels were just practice for me getting used to Mario Maker mechanics so they aren't supposed to be as involved as the rest.
NNID: JoshButton (Nickname: Buttons)
SMM Bookmark Account: Click here. Many fun levels to play! :)
Originally posted by bluedart
Oh, and if you want to check out some of my levels I'd recommend starting with Horizontal Extend and Falling P-Reservation as they are meant to teach rather niche super leaf flight mechanics that are required to beat most of my other levels.


Ok, well I couldn't get past the first challenge on either of those stages, which didn't bode well for me getting very far in the other stages I tried. (although Zero Suit Samus stage was pretty fun, if not a bit too short) Unfortunately relying on advanced tactics probably pushes your stages beyond what a regular joe Mario player like me can handle. While the "training course" stages were a great way to let me know what I was getting into, they didn't do a whole lot other than frustrate me and make it hit home that I had no idea what to do. There are limits to what you can teach in the vacuum of Mario Maker.

Is there a secret trick to pulling off these techniques or is it just ultra-precise timing? If it's the former, maybe upload a YouTube video of you beating your training stages and that might help make your stages more accessible (I'd give it another shot at least). If its the latter then I don't think your stages are for me, I'm a little past the point in my life where I can devote the time to get that good at video games, but I hope you find your target audience as you obviously know what you're doing and putting a good bit of effort into designing your courses.

You will definitely have to advertise online though... the average anonymous Mario Maker player can barely beat my levels, and I'd have almost no stars if I didn't share my stages online. (And as much as I love this website, it's not the best place for Mario Maker advertising... I've found better luck at GameFAQs' forums and I'm sure there are other active SMM communities out there) Your stages will unfortunately be doomed to Super Expert obscurity if you don't actively hunt down players who can handle them. Good luck!
NNID: JoshButton (Nickname: Buttons)
SMM Bookmark Account: Click here. Many fun levels to play! :)
Yeah there's a trick to them that makes them incredibly easy. If you noticed the sub area in Horizontal Extend when you use your tail to break the blocks it makes a sound effect, and when you fly alongside the track topside it makes that sound at specific locations. I figured most sentient beings would be able to put this together, but you use your tail at those points. This is a mechanic that's been in place since New Super Mario Bros. 2 that I dubbed horizontal extend. Honestly I've never seen anyone else notice this, but when you use your tail between jumps while flying you keep more of your horizontal momentum at the expense of more height. It takes some rhythm but once you get it down you should have it forever. I designed that level so that you could try the first part as many times as you wanted until you got it right, whereas after that there are pits since you can't get past the first part without knowing the mechanic.

As for Falling Preservation, I noticed that you have a certain amount of flight time once you take off, and that if you do not jump again after that time runs out the meter stays at full until you jump again. Of course, since you can refresh the meter to full by jumping off an enemy that means if you don't use all of your power meter first you can bounce off an enemy and keep flying for another full 5 seconds. In that level you basically just string together that mechanic a few times to prove that you understood it. Also in the sub level of that area it says 11 in coins, because that's how many mid-air jumps you can do with max vertical distance and proper timing without draining your meter. There's also another way to beat that level in the sub-area that requires some precise flight refreshing off of some rather advanced stuff, but I wouldn't recommend it. I do have a YouTube channel, and I might just upload some of these mechanics in tutorial form at some point since they seem to not be known to the world...

On a side note I don't actually see you in the log of having tried Horizontal Extend, are you sure you tried that one? Anyway Palutena's Plight is easy as crap, you might like that one. Also if you've ever played Super Mario World at all you should be able to beat most of my SMW levels, since they're basically just simple cape levels. Gu's Rhatzii is the hardest of the bunch in that regard, but I spent a lot of time making it easier recently so it's definitely doable. Oh, and by the way in Zortabo's Red Coins you need to ground-pound with the cape to kill the wiggler you can't get to the in underground area for a key. Mean, I know...

Well now that you mention it I should probably at least make a thread here for this and stop clogging up yours. Thanks.
Originally posted by bluedart
On a side note I don't actually see you in the log of having tried Horizontal Extend, are you sure you tried that one?


Huh that's interesting, since there's no way to die at the first part I would've eventually just bailed on the stage. I guess if you don't die or win, Mario Maker doesn't even log you as a play.

Trying to follow the track was obvious but I didn't even notice the sound effects in Horizontal Extend, which would explain why I couldn't get the rhythm right.
NNID: JoshButton (Nickname: Buttons)
SMM Bookmark Account: Click here. Many fun levels to play! :)
I played some of your levels, they were fun and challenging!
I recorded myself playing it blind, no commentary. If you want to see, here it is.

I will play the rest eventually, of course!
I like doing that! :D
Originally posted by Lucky Bacon
I played some of your levels, they were fun and challenging!
I recorded myself playing it blind, no commentary. If you want to see, here it is.

I will play the rest eventually, of course!
I like doing that! :D


Watched through the video, it was very nice to be able to see someone running into the level blind and how it was approached. Your first death on Granite Tsunami was amazing, and it was great seeing how quickly you were able to beat Welcome to the Twilight Zone.

Definitely looking forward to seeing you play through the remaining stages, feel free to post any stage of your own you'd want me to try. Thanks for your support! :)
NNID: JoshButton (Nickname: Buttons)
SMM Bookmark Account: Click here. Many fun levels to play! :)
After a month or so of wasting time with "real life stuff", things have slowed down and now my 9th Mario Maker stage is finally ready for action!

Yoshi's Island: Fireberry Fields
Level ID: 2935-0000-0253-92A3 ~ Difficulty: Expert



A change of pace from my recent trend of puzzle based stages, this tribute to one of my favorite (and woefully underrepresented in SMM) Mario games seeks to capture the game's spirit, while also recreating a few familiar elements from it.

While certainly possible to be sped run straight through, exploration is rewarded as lots of secrets and alternate routes lie off the beaten path. The 10 not-quite-red coins aren't necessary to beat the stage, yet lay scattered around the far corners of this course defiantly awaiting someone to discover them just the same.
NNID: JoshButton (Nickname: Buttons)
SMM Bookmark Account: Click here. Many fun levels to play! :)
Mario RPG 2: Night of Horrors
Level ID: 4EF2-0000-0266-48DA ~ Difficulty: Expert



A follow-up to my original Mario RPG outing, this sequel takes the level up gimmick established in the first course and runs with it in a whole new direction, putting a non-linear twist on the concept. Mario's peaceful sleep is disturbed by the sudden appearance of a haunted house right next door, all while vile creatures emerge and spread their influence across each corner of the map. Mario must now fend off this new evil, questing across the countryside in order to grow more powerful. Can he become strong enough to destroy the core of evil lurking deep within the haunt?

My first thought when designing this level was to address the major flaw of the first stage, to make this course more manageable within the time limit. This time around, Mario's arsenal consists of three branching tiers (choose your class!) and there are numerous ways to get the star for an assured victory. While it's possible to win by only mastering one class, those who seek further power will be richly rewarded. But be warned: in the darkest corners of the world, three bosses await to challenge those who dare approach.
NNID: JoshButton (Nickname: Buttons)
SMM Bookmark Account: Click here. Many fun levels to play! :)
The Joy of Painting
Level ID: 5B20-0000-0292-9136 ~ Difficulty: No official difficulty yet (Medium/Expert, IMO)



A departure from my usual level design, this stage was inspired on a whim after playing a purely black-and-white stage a friend of mine made. Consisting of six loosely connected mini-adventures, The Joy of Painting runs through all the colors of the rainbow one at a time (except indigo I suppose) with a different gameplay style and atmosphere suiting each color. Happy little trees for green, anyone? :P

While not as involved as most of my other recent stages, this one was a delight for me to make, and I hope you enjoy it. I tried to not take myself too seriously with this one. :)
NNID: JoshButton (Nickname: Buttons)
SMM Bookmark Account: Click here. Many fun levels to play! :)
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