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Devann's Mario Maker Megathread | Now with 41 courses | Updated 1/16/2017 | Latest: Complex Simplicity World 1
Forum Index - Sunken Ghost Ship - Forum Graveyard - Super Mario Maker - Devann's Mario Maker Megathread | Now with 41 courses | Updated 1/16/2017 | Latest: Complex Simplicity World 1
Pages: « 1 » Link
Welcome everybody to my Mario Maker level suite. In this thread you will find each and every single one of my courses, their level ID codes, a link to the bookmark website, and a screenshot of its icon on the bookmark site, including level tag and difficulty [if available].

I implore you to provide feedback should you play any of my courses. It's the only way to help people grow!

Enjoy.

Current Star Medal Level Goal: Rank 6 - Blooper / 800 Stars

0: My Mario Maker Profile
Click Me


1: 10 Second Triple Jump Terror!
BF09-0000-015E-669F

My very first level ever, you only have ten seconds to make the jumps and hit the axe at the end. The 3 1-ups are possible to obtain! You just have to know when to jump.


2: Feel Good Plains 2.0
8302-0000-0163-7748

My second level is actually a port from the first level of my ROM Hack, also titled Feel Good Plains. Of course, some liberties had to be taken.


3: Frêsh Lånë
43C0-0000-0167-2020

A traditional level, that is, until Mario finds himself walking out of a bonus room, and things get a little corrupted...


4: Speedy or Easy?
51FB-0000-0170-221C

This level has two paths. One is harder, the other is easier. That is not to say it is exactly EASY, but it is EASIER.


5: Flappy Mario
F35F-0000-0174-3CBB

This level is my hardest level so far. You must use the cape to fly through extremely tightly-placed warp pipe walls, with minimal checkpoints. (Protip, you can completely cheese the first portion just by jumpgliding from pipe to pipe, but don't do that.)


6: Mothership Mayhem
C649-0000-017D-E23C

This is a quite difficult airship level, with some secrets, and some not-so-helpful secrets. It's up to you to choose the fastest and safest path.


7: The Boos' Tricky Treasure 2.0
1EF6-0000-0189-1374

A ghost level which focuses a bit less on puzzle solving and more on making tough jumps. This one was a favorite of mine to actually build.


8: Deep Sea Koopa Hunting
ABC4-0000-018F-0409

A slower water level where you need to hold on to Koopa shells and use them to break blocks to advance.


9: Quick Sewer Shortcut!
229A-0000-0193-C285

A traditional underground level in a similar vein to SMB's 1-2. I'm quite fond of this one personally.


10: Crash Course Cutter Chaos
AFB2-0000-019E-20CE

This level was inspired by the level design in the game Crash Bandicoot. Another quirk of this level is that, while it can be played traditionally, everything has been rigged to speedrun frame perfectly, without having to let go of the run button.


11: Yet Another Yoshi Level
53E6-0000-01A8-1026

Just a simple level that uses Yoshi.


12: Familiar Hill Zone
F5C6-0000-01BF-BA7D

This level is a rough recreation of Green Hill Zone 1, from Sonic The Hedgehog.


The Following four levels are a small four part world, titled Luigi's Land. It was created in celebration of my first 50 stars.


13: L-1 Luigi's Land - A Stroll
0BF9-0000-01C4-AD56

The first level in my one-world miniseries. Very traditional world 1-1-ish gameplay.


14: L-2 Luigi's Land - Sewercrawling
AFB2-0000-019E-20CE

Another attempt at a world 1-2-ish level. I think it turned out well enough.


15: L-3 Luigi's Land - Busting In
DCB0-0000-01C4-AE50

The difficulty cranks up in the third installment, just keep running and be sure to find the hidden blocks in the boss areas!


16: L-4 Luigi's Land - Koopa Manor
95BB-0000-01C4-BE47

The finale. If you feel stuck somewhere, be sure to look all around! This level uses trick with p-switches, so be sure to touch every inch of the level!


17: Brave Mario's Platform Peril!
2549-0000-01E6-5D5E

You'll have to keep moving in this level filled with dropping platforms and firebars!


18: 30 Sec. Trip-JumPrecision Panic!
DC1E-0000-01E8-2ECC

You have 30 seconds to complete this level. If you don't enter the mid-level pipe by 15 seconds, you should restart as you've already lost!


19: Cold Feet on Mario Island
DD81-0000-01ED-F73C

This level's floor is all ice! Try not to lose your head, and remember, the level isn't over until it's over!


20: Secrets of Under and Yonder 2.0
D6DC-0000-01F0-2ABF

A simple fetch quest made with the new assets from the update. The item beside the pipe tells you what item you need to complete the challenge inside the pipe!


21: Footrace with the Koopa, Quick!
C825-0000-020E-2954

Steal the Koopa shells and run to the finish to unlock the next area!


22: Super Block Race n' Chase
4BE6-0000-0222-A9D2

Race the block. Chase the block. Do whatever you need to do to get to the goal!


23: Cannon Carryout 2.0
DB5A-0000-0262-848D

My contest entry. Carry the cannons to create a jumping aide, or find the secret passage to get to the end! Edit: Link updated, removed (SMWC) from title.


24: Amazeing Chase in a Castle Race!
5C3A-0000-0262-84A4

Navigate the maze to escape the Bowsers! Or collect all the coins, and...? Edit: Updated link.


25: Peekaboo... I See 8 Red Coins...
3710-0000-0262-84B3

This is also based off of one of my old ROM hack levels, except there are only 8 coins instead of 100 that you HAVE to collect. There are still only exactly 100 coins, however, so be sure to collect them all and claim your 1-up! Edit: Updated link.


26: Chaos on Icicle Mountain 2.0
1F1A-0000-0262-84C1

This level is a very faithful rendition of the game Ice Climber! This is a second edition of this level, as I had feedback that the first one was too difficult.


27: Dangerous Skyride Dash
0161-0000-027F-8E5C

This autoscroll level has multiple paths and an interesting take on the autoscrol format that SMB3 had.


28: Puzzling, Confusing Koopa Cliffs
C307-0000-027F-8FA2

A simple but definitely not easy puzzle level including P-Switches. This level was one of my levels I created in Lunar Magic many years ago.


29: Wreck Site of Wandering Souls
17F1-0000-027F-90E5

This was a very finely crafted [and only my second] water level, with extreme caution and attention to detail in every nook and cranny. I tried to make this as professional and fun as possible.


30: No Jumping Necessary
E93F-0000-0288-3D06

While originally a challenge to make an easy level that didn't require any jumping, it quickly turned into a challenging Captain Toad-inspired series of obstacles. While, yes, the level is completable without pressing the jump button, there's no penalty for jumping (obviously).


31: Easy Peasy Park
570D-0000-0288-4007

A level I had created strictly to adhere to beginner players' skill set, while also pushing to more advanced skills like one block jumping.


32: A 2D Bob-Omb Battlefield Edition
0572-0000-0296-74AB

An attempt, to the best abilities available, to recreate the general feel of Bob-Omb Battlefield in Super Mario Maker. This was a one-off deal, and had it not been so successful in terms of star count, I would have deleted it.


33: Assulted Caverns
4A8C-0000-02A4-6BA3

A bit of a more challenging underground type level, while still maintaining the Easy Peasy Park's simplicity. I'd like to believe that these two go together in a set.


34: Bowser's Awfully Cruel Hideaway
E6D9-0000-02AB-027D

This level is an intense castle level, with devious tricks. I've only beaten it myself without taking damage one time, but it's possible!


35: Horrifying Blaster Balancing
C890-0000-02CB-B0C3

A bit of a gimmicky level, you must bounce between seven cannons shooting cannonballs, while dodging the obstacles and keeping up with the moving cannons!



The Complex Simplicity Series
The following levels are all part of a currently ongoing series titled Complex Simplicity. The levels are simplistic in nature - standard traditional platforming mixed in with a few boss battles - with complexity in that there are, at the end of it all, 24 in total; four worlds of six levels each. One level per each theme in each game style. Each level also has 3 Pink Coins to find, similarly to the New Super Mario Bros. Series. Collecting all three unlocks a bonus area in each level. For me to be able to finish this series entirely, I will require the sixth star medal, or 800 stars total. If you wish to see this series completed sooner, your support is greatly appreciated, as well as urgently requested. Thank you!


36: 1-1 Complex Simplicity - Genesis
3A44-0000-02CE-581F

World 1 of course is the SMB style. This series tries to take concepts from the core games, and remix them into something new and exciting. Here's a hint: There's a hidden block right after the first jump, it leads to clouds in the sky!


37: 1-2 Complex Simplicity - Under
D633-0000-02CE-5825

World 1-2 is another underground level. It stays clean and simple. Don't forget to check the pipes!


38: 1-3 Complex Simplicity - Lake
8597-0000-02CE-5828

The first water level of the series, and I tried to keep it relatively easy.


39: 1-4 Complex Simplicity - Choices
BAC3-0000-02CE-582D

This Ghost level has two choices for you to make, the right choice leads to an easy challenge, and the wrong choice...


40: 1-5 Complex Simplicity - Raid
9936-0000-02CE-5831

The first airship level, and the first encounter with Bowser Jr. Deal with the Hammer Bros. guards and take him out!


41: 1-6 Complex Simplicity - Lava
6C5E-0000-02EB-8A42

Bowser's hiding away at the end of this castle. Can you make it to him without getting confused by the twists and turns?


And of course, I'm always working on more levels, which will be added here when they are released!

--------------------
ADMINS PLEASE MAKE E-MAIL NOTIFICATIONS A THING I BEG OF YOU
So I just played and beat all 26 of your current levels; it took me about 5 hours. A lot of these courses are seriously difficult. A few of them were so rage-inducing that after beating them I had forgotten I was playing a game entirely. Having said that, I did star several of your levels because I thoroughly enjoyed them.

Before talking about levels individually I'm going to give you a specific piece of praise. By and large your checkpoint placement in levels is simply divine. I haven't seen a single grouping of levels with checkpoints so practically placed like this in quite some time. Your checkpoint placement is a blast of divine radiance that serves to light the path and illuminate the darkness!

Of course, there can be no light without darkness. You probably know what I mean. Hidden blocks. Yes, you seem to have a perturbing penchant for hidden blocks that surpasses both reason and common decency. I lost count of how many of your levels had incorrigibly-placed hidden blocks unquestionably meant to torment the player. Stop. It. This isn't to say that you didn't use them well in some places; it's just clear that you're a bit of a sadist.


Right, on to courses. I think my favorite of yours was Fresh Lane. It's one of your earlier levels, and it definitely has that new creator feel, but I was able to fly through the entire thing with the super leaf and that's very much my style of play.

Familiar Hill Zone was a nice cute nod to Sonic The Hedgehog. It was beautiful and devoid of difficulty. There's nothing wrong with an easy course, it was quite enjoyable and I appreciated the aesthetic. Your Luigi courses were similarly entertaining without inducing any manner of rage as well.

Cannon Carryout was a bit of genius on your part. I wasn't aware that the flying block would revert to that position once the area was reloaded. In addition you managed to implement what are unquestionably half equivalents of slopes. I might just have to use that mechanic myself somewhere to be honest...

Super Block Race n' Chase was a bit hit and miss for me. Mostly I was unappreciative of the mechanic employed wherein I had to literally wait in one spot for 30 seconds for a block that I absolutely needed for exactly two jumps to find its way to me so that I could try said jumps. Failing once is required, simply by proxy of ignorance. I'm just happy for the sake of my own sanity the second try did it. This mechanic is both undeniably creative and irksome at the same time. I appreciate that you've used this mechanic once and only once.

I should point out that for Footrace with the Koopa, Quick! you can simply place the shell down and pick it back up to refresh the timer, effectively turning this level into a peacefully-paced puzzle-platformer rather than a nightmarish speedrun. I do appreciate this greatly however, and I thoroughly enjoyed this level because of this.

I noticed you only have one underwater level. Sharp. Underwater levels are largely awful and a general hindrance to enjoyment. You used my favorite underwater mechanic as well! Carrying something underwater is such a visceral feeling and using it to break through blocks is also incredibly fun. This level made me think a bit, and I quite enjoyed it as well!

You may be aware of this, but you've got about three egregiously difficult levels on your hands here. I'm referring to Flappy Mario, 30 Sec. Trip-JumPrecision Panic! and Chaos on Icicle Mountain. Generally I love all flight-based levels in either Mario 3 or SMW styles. I quite enjoyed my first 15 minutes of Flappy Mario, even when I kept hitting something and had to restart. The cape is a good mechanic and fun to use. However, there's something about falling into a pit dozens upon dozens of times that has a way of breaking your spirit, especially when you can't hit restart to skip the animation and sound because you've got a checkpoint. In these types of levels a lower area with one-way-walls and reset doors is a great way to alleviate the stress from this repetition. As well I feel like the last pipe on the last area is one block too high. With those two changes I feel this level would shine much brighter than it already does.

30 Sec. Trip-JumPrecision Panic! is so tightly-timed it's scary. It's really just one of those levels you have to play 40 or so times before you can get it right. It's precise, it's unforgiving and it's quite rage-inducing. I commend you for making and successfully uploading this level without tearing your eyes out.

Chaos on Icicle Mountain is simply too long. Many of the later climbs seem too similar to be justifiable and they simply serve to over-extend the gap between checkpoints needlessly. Nice touch with the last pipe though, I thought I was falling into a pit but it was just a fake-out.


All and all thank you for these levels, I was thoroughly entertained for a good portion of the day.
Originally posted by bluedart
lots of words


Wow man, thank you so much for trying all of my levels, including the one level I just uploaded and haven't gotten around to updating into the OP yet.

I really appreciate all of your criticism, and I'm glad you really enjoy a lot of my courses. Your words are very flattering, and it's very encouraging to see someone truly care and appreciate the art of designing courses. I appreciate you saying my checkpoints are "divine", as I only place them where I feel they are absolutely necessary. I didn't think that other people would feel the same way.

It's interesting you enjoyed Fresh Lane the most, as I think it was one of my most fun to design courses. SMB3 is my favorite theme, and it would be the only theme I would build in if it had the All-Stars graphics.

I didn't realize I use hidden blocks too much. What specifically was the problem with them? I only rarely use them as absolute necessities in my level routes, and I try to mark them with coin patterns. I'd like more information on this, but I will definitely take this into consideration and try to use less of them.


I actually stole the concept of the "slopes" from a random japanese concept level I ran into from 100 Mario Challenge. I like to think of Mario Maker being a platform for observing concepts, cutting and pasting other concepts, and perfecting the concept in your own way.

I feel a bit mixed about Race N Chase myself, I feel like it's one of my weaker levels. If the level doesn't take off or if it ever gets deleted, I'd like to take another crack at the concept. I feel like great things could be done if utilized properly. It was really my own little personal proof of concept.

I was aware of the ability to "refresh" the Koopa shell's timer while building the footrace level, I looked at it as a situation where if the player could figure it out, they were clever enough and earned the right to take their time on the course.

I personally am not a fan of water levels, but I felt as if I should try to create something interesting in each of the themes, as I thought it a personal challenge to utilize everything laid out for creators. I agree that item holding in the underwater levels is enjoyable and makes them seem to be easier to swallow, even though the way my level is laid out, it takes a bit longer than a traditional level to complete. Did you notice the pinball game in the wall of the first area?

Flappy Mario was originally created as a joke between me and my fiance, as an "experiment" of sorts to see how many people would go through such a hair-pullingly difficult level that's so simple and such a blatant ripoff of, well, a blatant ripoff. Needless to say, I ended up pretty frustrated myself when uploading the level, taking me about 2 or so hours to finally pull it off to upload.

It was actually easier to do 30 Second Triple Jump, which only took me about 3 attempts to upload, and that was only because I forgot to spin jump at the end. I personally enjoy flying through levels while doing platforming/large jumps like that, it makes me feel like I have totally conquered the course and earned my completion. I build courses that I enjoy playing, and I have actually spent quite a good amount of time going back and replaying my own levels over and over again.

Chaos on Icicle Mountain was nothing but a mere recreation of the first four tiers of a few maps from the Ice Climber game. I enjoy the characters, and wanted to do something fun with them, and decided a gauntlet of a few maps with lots of enemies while being as faithful as possible would be the best route to go. I enjoy longer levels, but maybe I'll take another crack at the concept with something easier and more streamlined.

I'm glad you had fun and enjoyed playing, I really am. It means the world to me that people enjoy my creations, because my whole life I've always been the creative type. I love drawing and making music and coloring, and writing, making things in Minecraft, level design, everything. It means a lot to me that someone somewhere really enjoys what I put out, even if it's one or two dumb levels in a Mario game.

I'll be putting in some time to play your levels, and I'll comment where appropriate.

Thank you so much for your time, comments, and criticism!

--------------------
ADMINS PLEASE MAKE E-MAIL NOTIFICATIONS A THING I BEG OF YOU
Hey no problem, that was a fun afternoon. Anyway about the hidden blocks, I do remember about 4 or so different times where I specifically wanted something that was right above me and there'd be a ceiling of hidden blocks in the way. Those kind of yank the carrot away moments really stick with you, even though I wouldn't really call your levels unfair or trollish. I remember one specific moment in that procedural puzzle level where I thought I was being trolled by hidden blocks but it was actually a necessary path I was building. Every other time I just remember yelling "@#$% hidden blocks!"

Also on the note of beating your own levels quickly. You have to realize that when you're making a course you try each part a bunch of times and build up skill with how to overcome each individual obstacle. However, when someone completely ignorant of what's strung together comes to your level they have to work out each part for themselves. Furthermore when it's something like precise triple-jumps they have to figure out what part of the platform to jump from, how many stalls to use and when to normal or spin jump as well. Once you have that knowledge and muscle-memory it's not really difficult for the human brain to string all those actions together anymore. I know a lot of my levels are like that, so it's hard for me to see them as difficult anymore myself. Unfortunately this means that most of my levels end up being egregiously difficult because it takes players a long time to understand them. Well, food for thought.

Also if you do end up playing my levels I made a thread here called Dart's Flying Foray where I list them all and give tips for how to beat them. You'll definitely want to check that out since my stuff's so niche.
These are some levels you have there!
I've completed 4 of your courses, and recorded the gameplay. You can view it here!

I will be doing more, but i also have to mix up whose levels i will play.

I stopped before flappy bird, since it seems i have a hard time with flying in this game. Seems to be a little different than the original SMW. So that'll be for next time.

Keep it up! #smw{:TUP:}
Originally posted by Lucky Bacon
These are some levels you have there!
I've completed 4 of your courses, and recorded the gameplay. You can view it here!

I will be doing more, but i also have to mix up whose levels i will play.

I stopped before flappy bird, since it seems i have a hard time with flying in this game. Seems to be a little different than the original SMW. So that'll be for next time.

Keep it up! #smw{:TUP:}


Wow, thank you so much! That's so cool that you recorded them too, I really appreciate it! Thank you for playing and enjoying my levels, I always try really hard to make levels I enjoy playing as well as creating.

--------------------
ADMINS PLEASE MAKE E-MAIL NOTIFICATIONS A THING I BEG OF YOU
Updated 6/29/2016 -

~! Added Chaos on Icicle Mountain

26: Chaos on Icicle Mountain 2.0
1F1A-0000-0262-84C1

This level is a very faithful rendition of the game Ice Climber! This is a second edition of this level, as I had feedback that the first one was too difficult.

~! Renamed (SMWC)Cannon Carryout 2.0 to Cannon Carryout 2.0.

~! Deleted all levels created after Cannon Carryout 2.0, and then re-uploaded them, to allow for Cannon Carryout to go in its proper Chronological order in the Course World.

~! Updated all links to above mentioned levels

Please note dear followers, if you have played Chaos on Icicle Mountain before this day, 6/29/2016, I implore you to please attempt it another time and give me feedback on the changes I have made to the course.

Thank you in advance!

--------------------
ADMINS PLEASE MAKE E-MAIL NOTIFICATIONS A THING I BEG OF YOU
Updated 8/16/2016 -

~! Added Dangerous Skyride Dash

27: Dangerous Skyride Dash
0161-0000-027F-8E5C

This autoscroll level has multiple paths and an interesting take on the autoscrol format that SMB3 had.



~! Added Puzzling, Confusing Koopa Cliffs

28: Puzzling, Confusing Koopa Cliffs
C307-0000-027F-8FA2

A simple but definitely not easy puzzle level including P-Switches. This level was one of my levels I created in Lunar Magic many years ago.



~! Added Wreck Site of Wandering Souls

29: Wreck Site of Wandering Souls
17F1-0000-027F-90E5

This was a very finely crafted [and only my second] water level, with extreme caution and attention to detail in every nook and cranny. I tried to make this as professional and fun as possible.

~! Leveled up! New Medal goal - Level 6 - Blooper (800 stars)
Thank you all for playing! Please continue to play and enjoy my content, and give constructive criticism.

--------------------
ADMINS PLEASE MAKE E-MAIL NOTIFICATIONS A THING I BEG OF YOU
Updated 1/16/2017

Mega update!

~! Added No Jumping Necessary

30: No Jumping Necessary
E93F-0000-0288-3D06

While originally a challenge to make an easy level that didn't require any jumping, it quickly turned into a challenging Captain Toad-inspired series of obstacles. While, yes, the level is completable without pressing the jump button, there's no penalty for jumping (obviously).


~! Added Easy Peasy Park

31: Easy Peasy Park
570D-0000-0288-4007

A level I had created strictly to adhere to beginner players' skill set, while also pushing to more advanced skills like one block jumping.


~! Added A 2D Bob-Omb Battlefield Edition

32: A 2D Bob-Omb Battlefield Edition
0572-0000-0296-74AB

An attempt, to the best abilities available, to recreate the general feel of Bob-Omb Battlefield in Super Mario Maker. This was a one-off deal, and had it not been so successful in terms of star count, I would have deleted it.


~! Added Assulted Caverns

33: Assulted Caverns
4A8C-0000-02A4-6BA3

A bit of a more challenging underground type level, while still maintaining the Easy Peasy Park's simplicity. I'd like to believe that these two go together in a set.


~! Added Bowser's Awfully Cruel Hideaway

34: Bowser's Awfully Cruel Hideaway
E6D9-0000-02AB-027D

This level is an intense castle level, with devious tricks. I've only beaten it myself without taking damage one time, but it's possible!


~! Added Horrifying Blaster Balancing

35: Horrifying Blaster Balancing
C890-0000-02CB-B0C3

A bit of a gimmicky level, you must bounce between seven cannons shooting cannonballs, while dodging the obstacles and keeping up with the moving cannons!


~! Added The Complex Simplicity Series - World 1

36: 1-1 Complex Simplicity - Genesis
3A44-0000-02CE-581F

World 1 of course is the SMB style. This series tries to take concepts from the core games, and remix them into something new and exciting. Here's a hint: There's a hidden block right after the first jump, it leads to clouds in the sky!


37: 1-2 Complex Simplicity - Under
D633-0000-02CE-5825

World 1-2 is another underground level. It stays clean and simple. Don't forget to check the pipes!


38: 1-3 Complex Simplicity - Lake
8597-0000-02CE-5828

The first water level of the series, and I tried to keep it relatively easy.


39: 1-4 Complex Simplicity - Choices
BAC3-0000-02CE-582D

This Ghost level has two choices for you to make, the right choice leads to an easy challenge, and the wrong choice...


40: 1-5 Complex Simplicity - Raid
9936-0000-02CE-5831

The first airship level, and the first encounter with Bowser Jr. Deal with the Hammer Bros. guards and take him out!


41: 1-6 Complex Simplicity - Lava
6C5E-0000-02EB-8A42

Bowser's hiding away at the end of this castle. Can you make it to him without getting confused by the twists and turns?

--------------------
ADMINS PLEASE MAKE E-MAIL NOTIFICATIONS A THING I BEG OF YOU
I´ve played through your three latest levels, fun stuff!

1-4 Complex Simplicity - Choises
Relaxing and snack-sized! Alternate paths are fun and here you get them all the time! Most rooms are pretty easy but I was always curious about the next choice!


1-5 Complex Simplicity - Raid
I think the levels most challenging part is the climb at the very start. When one leaves the vine one can be in a lot of hurry and die from the enemies. The placement of the red coin in the hammer bro-room is particularly good, I wanted to get it but felt stressed and failed. Nice little challenge!


1-6 Complex Simplicity - Lava
The lava level is harder than the other ones, especially the rain of lava bubbles. It´s perfectly possible to get through unscratched, but it takes patience. And I never nailed the timing to get through fire bars and lava bubbles in the beginning, sacrificed my mushroom there. I like the little labyrinth-like obstacle before Bowser, perfect place to evade his fire! The fire bar in the stairs is well placed too, and good bonus room!
Pages: « 1 » Link
Forum Index - Sunken Ghost Ship - Forum Graveyard - Super Mario Maker - Devann's Mario Maker Megathread | Now with 41 courses | Updated 1/16/2017 | Latest: Complex Simplicity World 1

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