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I really want the weird mushroom. It was fun to make a parkour level with.A few drawbacks are that the Weird Mushroom no longer exists. Also, the enemy category limit is still 100, and still includes items like the POW Block, P-Switch, and Trampoline.
On a side note, the Big Mushroom does lose all the aesthetic features that were in the first Super Mario Maker, but as a trade-off, if Big Mario takes damage, he reverts back to Super Mario, instead of Small Mario.
If a course forces you to lose a life, then that's pretty much poor course design. Heck, it shouldn't even be possible to upload that course, as it has to pass the Clear Check first; the course has to be cleared without losing a single life.https://www.youtube.com/watch?v=rNJR1pIMt7A
Interesting. Apparently characters throw fireballs differently so you can create courses that only certain characters can win
It probably has a secret way to win it. A lot of complicated courses do that where they have a super secret way to actually win the level that you can only figure out if you are the one that did itIf a course forces you to lose a life, then that's pretty much poor course design. Heck, it shouldn't even be possible to upload that course, as it has to pass the Clear Check first; the course has to be cleared without losing a single life.
Does anyone have the feeling that this course was uploaded illegally?
Yeah, it happens; I've definitely learned not to rush levels.The last couple had things in it that bugged me after I uploaded them
Saying a long course needs a check point isn't exactly harsh criticism. If this is how you respond to people taking the time to play your levels don't expect us to continue to play them.
- Bowser's Final Proceedings [Y61-HCF-6TF]: I actually got feedback from a user that this course was too hard and needed a checkpoint; it's supposed to represent the final level of a Mario game. I promise you it's not that difficult. The failure points suggest that not a lot of effort was put in by the players who couldn't beat it: they couldn't beat a Hammer Bro so they gave up. There is a clear condition of 200 coins: there is leeway, as I believe there are nearly 300 in the level.
Eh. Creating good levels takes a lot of time, and I can agree with your sentiment that there were GENERALLY more innovative levels in the first game, even if my own personal levels are much better in SMM2 than SMM1 (comes from experience). Will definitely be creating a level where the whole ground is made of Frozen Coins, akin to that near-impossible World 9 NSMW level.Still a bit surprised by the inactivity of this thread... despite all the new content, I think we all got our creative juices out with Mario Maker 1.
I mainly play the multiplayer versus, which is fun when the levels are actually good (which is like 10% of the time)... I almost wish Nintendo made the courses for this since it's literally the first side-scrolling Mario game to be online.
For those who wanted a quick recap:Oh. My. ****ing. God.
Think it just show that peoples have played your world.What do the Ninji signify on my world map? Is this where people actually are on my world? If so, that's cool.