Mario & Sonic Guy
Old rivalries live on!
Which one exactly? You can always check out my profile page if you want to know which of my courses are available to play.
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Which one exactly? You can always check out my profile page if you want to know which of my courses are available to play.
It was B-3. The one with the vinesWhich one exactly? You can always check out my profile page if you want to know which of my courses are available to play.
Vine Frenzy, eh? I've been keeping track of its clear rate, and I'm surprised that only about 1% of the attempts were successful. Of course, I should remember that while a course may be straightforward for me, the same can't always be said for the other players.It was B-3. The one with the vines
Yeah, if you're going to design levels where a player isn't supposed to take damage, then it automatically becomes difficult for casual players. Unless the intention was to make it for experts, expect it to have a low clear rate.Vine Frenzy, eh? I've been keeping track of its clear rate, and I'm surprised that only about 1% of the attempts were successful. Of course, I should remember that while a course may be straightforward for me, the same can't always be said for the other players.
Anyway, a typical habit that I have when designing courses is making sure that you're able to complete it without taking any damage. I was able to do that for my Vine Frenzy course, but apparently it's more difficult to accomplish for the other players. Another habit is that the very beginning of my courses offer a lot of breathing room; you're given more than enough time to avoid any approaching enemies, and there are no surprise attacks either.
I try to at least be generous enough to give players power-ups, just in case they do happen to mess up. But apparently, some people just can't seem to avoid taking too much damage, even with the power-ups that I leave for them.Yeah, if you're going to design levels where a player isn't supposed to take damage, then it automatically becomes difficult for casual players. Unless the intention was to make it for experts, expect it to have a low clear rate.
They just need to git good. It's what I did with the original NES days in my childhood in the 80s; we had it really tough compared to the casual games we have now! XDI try to at least be generous enough to give players power-ups, just in case they do happen to mess up. But apparently, some people just can't seem to avoid taking too much damage, even with the power-ups that I leave for them.
Then just leave it be. Believe me, I get it.So... I have just find another problem on my UnderBound level...
"Scream in his head"
Great, now, i have to erase again this level and all the comment i get again.
I officialy hate this level now.
Yeah... Or maybe i will wait ALONG time before i reupload it.Then just leave it be. Believe me, I get it.
Pretty much this. Although I try to complete my courses without taking any damage, I won't be cruel to others in that there won't be any power-ups. Even for my harder courses, there are power-ups around to pick up.They just need to git good. It's what I did with the original NES days in my childhood in the 80s; we had it really tough compared to the casual games we have now! XD
By the way, I forgot to mention that in your Vine level, the part with the spikes and the arrows dictating where the vine will go (toward the end, I think?) was especially clever, and is the highlight of the level... in my opinion, anyway.Pretty much this. Although I try to complete my courses without taking any damage, I won't be cruel to others in that there won't be any power-ups. Even for my harder courses, there are power-ups around to pick up.
I mean, the level is inspired by VVVVVV, which, if anyone here knows, is NOT casual friendly. If people can't beat it, it's their own fault; the level, by design, has no troll elements or cheap deaths.I'm contemplating on whether or not I should reupload my Gravity level. Last time I checked, the ratio of completion was 1/111, most likely due to that fire section. I think removing 4-5 sets of jets off the bottom to give practice jumping/falling in pattern will make it both less tedious and more manageable.
Yeah, I decided to play that level, and it was just awful. When a person has to download the level to figure out where the troll blocks are placed, etc., that's a clear sign of a bad level. I still got the WR for it, though. lolAnyone watch Dashie? This first level is pretty much a culmination of everything not to do in a Mario Maker level, unless you want to get 30,000 views.
https://www.youtube.com/watch?v=3GSFJi2SY2s
I dunno. The POW block door part is pretty simple; just stack POW blocks on top of one another to enter the door. Or just drop one in midair, land on the airborn POW block, and enter the door that way for some speedrun swag. lolDo I really need to say it? The courses on that video are just evil. You need a POW Block, just to enter a door?!
Anyway, if you think that my courses are hard, let me just say that the difficulty of my courses are nothing when compared to those monsters.
It would obviously be a whole lot easier if there was a pipe or Bill Blaster that spawned multiple POW Blocks. I try to do just that whenever a certain item or power-up is mandatory to advance; some examples include my "Weird Mario Antics" and "Leave it to Yoshi" courses.I dunno. The POW block door part is pretty simple; just stack POW blocks on top of one another to enter the door. Or just drop one in midair, land on the airborn POW block, and enter the door that way for some speedrun swag. lol
I would be surprised if he didn't play that; the artwork is amazing. The issue is he probably has thousands of people sending him courses, but if he saw yours he would play it. I would just spam Tweet it at him. For now, I'll give it a test run.I actually made a level for Dashie myself. I'm hoping he plays it at some point. I already Tweeted it and everything.
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It's disrespectful to even call those "courses"; more like exercises in evil. Those levels are not fun to make, not fun to watch or play. I played some of your levels; some are hard, but not unfair or evil.Do I really need to say it? The courses on that video are just evil. You need a POW Block, just to enter a door?!
Anyway, if you think that my courses are hard, let me just say that the difficulty of my courses are nothing when compared to those monsters.
I'm not doubting you, but I just don't see how that's possible.Or just drop one in midair, land on the airborn POW block, and enter the door that way for some speedrun swag. lol
Hold down the jump button to make high bounces off of enemies; this makes the first pair of paratroopas elementary.I would be surprised if he didn't play that; the artwork is amazing. The issue is he probably has thousands of people sending him courses, but if he saw yours he would play it. I would just spam Tweet it at him. For now, I'll give it a test run.
Okay, I just played it and the Paratroopa section is killing me. And I'm talking about the first ones. The second set of Paratroopa's... I have no clue what to do there. And the pit after that part?
Dear whoever was complaining about that hidden P-Switch in my level: please play this level
Yeah like I've mentioned earlier, I prefer to give players a lot of breathing room whenever a course starts. They can be on the hard side, but they're nothing like those absurd courses.It's disrespectful to even call those "courses"; more like exercises in evil. Those levels are not fun to make, not fun to watch or play. I played some of your levels; some are hard, but not unfair or evil.
Just played it. Wasn't too bad. If you make the other ones, I would think you'd do well.I tried to recreate Green Greens (the first level in Kirby's Dream Land) in Mario Maker.
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Any thoughts? I've considered making the other four levels from that game (at least, as close as I can get), but I'm not sure if I should keep going.
I'm the same as you my friend. I really don't like playing those level. It's like that those level are just better when you just watch someone do a perfect run but expected that? Nope for me.God, maybe I'm just a dinosaur, but I just don't see the appeal in these frame-perfect, trial and error levels people make; gluttons for punishment. (watching Twitch streams)
I don't find that to be the case, but it takes some effort from the creators to get those courses out there. Because of the way 100 Mario Challenge is set up, 'good' courses don't often get played randomly. Nintendo chooses to 'feature' courses in a weird way as well. The best way to get your courses played (and subsequently starred) is to head to Twitch or YouTube Gaming and submit them to the streamers. This not only gets the courses played, but it gets them viewed by a large audience. I've found so many great courses simply by watching streams and now have been able to play them by hosting my own stream. Message Boards like GameFAQs also help to get courses out there to be played, but unfortunately, they partake in something called 'Star for Star', which I am totally against. But that's a whole different discussion.....And yet the courses that are well-made are often stuck in the Shadow Realm without receiving any stars, all because you're not a popular user like the users from YouTube and the many different gaming companies.
I guess the main problem is that there aren't enough players who are willing to give your courses a chance. My courses can be a bit on the hard side at spots, but they're not Kaizo hard by any means. And because no one is willing to complete your courses, they don't get any stars at all, and as a result, they'll eventually be removed from the servers; 0 stars = removal risk.I don't find that to be the case, but it takes some effort from the creators to get those courses out there. Because of the way 100 Mario Challenge is set up, 'good' courses don't often get played randomly. Nintendo chooses to 'feature' courses in a weird way as well. The best way to get your courses played (and subsequently starred) is to head to Twitch or YouTube Gaming and submit them to the streamers. This not only gets the courses played, but it gets them viewed by a large audience. I've found so many great courses simply by watching streams and now have been able to play them by hosting my own stream. Message Boards like GameFAQs also help to get courses out there to be played, but unfortunately, they partake in something called 'Star for Star', which I am totally against. But that's a whole different discussion.....
Stars are often given as a way of showing satisfaction with your course. If your courses are getting played, but not Starred, you might need to go back and rethink your strategy. That said, if you enjoy your course style, by no means should you change it. The online servers are for everyone's likes, though. If you want to gain Stars, popularity and for your courses to remain on the servers, you might need to tinker with your level design just a slight bit. Otherwise, you may be stuck in an endless cycle.I guess the main problem is that there aren't enough players who are willing to give your courses a chance. My courses can be a bit on the hard side at spots, but they're not Kaizo hard by any means. And because no one is willing to complete your courses, they don't get any stars at all, and as a result, they'll eventually be removed from the servers; 0 stars = removal risk.
Even now, one of my recently updated courses doesn't have a single completion and star, which just seems very weird as a whole.
The following course ID is the one that I'm most concerned about.Stars are often given as a way of showing satisfaction with your course. If your courses are getting played, but not Starred, you might need to go back and rethink your strategy. That said, if you enjoy your course style, by no means should you change it. The online servers are for everyone's likes, though. If you want to gain Stars, popularity and for your courses to remain on the servers, you might need to tinker with your level design just a slight bit. Otherwise, you may be stuck in an endless cycle.
My brother and I will be streaming Mario Maker tomorrow on Twitch. We play viewer courses, but if it's a little slow, we can try some of your courses. We don't have mic, so if you watch the stream live or on delay, you won't get live feedback, but we do provide feedback in the chat (which actually is on the overlay border). My brother will be playing and he does very well with some of the more difficult courses (we're not fans of Kaizo, though, but I don't think your levels are Kaizo). If you'd like, I can post some general feedback here. I try to be fair when judging courses, but my opinions are just that.... opinions. I feel that I've got a decent understand of what works and what doesn't (to the general Mario Maker populous).
Let me know what you think and if you have certain courses you'd like us to check out, feel free to post the codes in your reply.
The thing is though, Miyamoto is an official Nintendo employee, and such users have a large amount of good luck when it comes to receiving stars for their courses.Gimmicks, not quality, = stars. It's just like "how pretty is the thumbnail" or "what song does it play", which was never the point of Mario to begin with. Mario & Sonic, that is where your problem lies. If Miyamoto made normal Mario courses and secretly slipped them online (maybe he has), his courses could very well be removed since they're not gimmick-heavy. Your courses could pass as official Mario levels.