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Your welcome!Zoroark I appreciate the time you put into my level! I'll be sure to return the favor soon!
Now, I present to you guys, a Collab between a close friend of mine and myself! He did the main world while I did the sub world. I came up with the idea of the transitioning, as I really like it and we tried to make it fit as best as possible. So with that, I hope you all enjoy!
BEHOLD
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Level Title: We are going to Boo's House!
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ID: 571F-0000-01F7-A9E1
Bookmark: We are going to Boo's House!
Description of Gameplay Elements:
We'll start in the ground main level, where we will find a few red coins, to fight Baby Bowser. Eventually, we get to a house with boo's clinging to it. IT'S BOO'S HOUSE. We let ourselves in. Why you ask? Because we are party poopers. Once we have a good time we leave being satisfied of contributing to the world.
A software update might be needed first, because for all we know, there might not even be a Costume Mario version of Roy and Ryu yet.Does anyone know if Ryu or Roy got costumes with the Super Expert mode update? You'd think they would throw them in there, since those amiibo come out this week, but then again, I don't think they come out in Japan until April, so maybe they'll wait until then.
I played this last night, I haven't gotten to beat it though, because:So I made this course.
Collect all the 8 Red Coins!
Code: B0F4-0000-01F8-751D
https://supermariomakerbookmark.nintendo.net/courses/B0F4-0000-01F8-751D
Be sure to collect all the eight red coins (and keys) you come across before you face off against Bowser. Their locations aren't too difficult to find as I dropped a few hints here and there in order to give you a good idea in regards to their locations. Especially since the battle against Bowser might be a little on the lengthy side. You will also come across various challenges along the way, but they should all be fairly straightforward if you carry the right item with you or know your jumps. Hope you enjoy.
1) Yeah I did initially include a checkpoint for the level but apparently if you lose a life, your whole coin count will reset to zero. Which means you will have to backtrack all the way back to the beginning of the level just to get the earlier coins back. I'm not sure why they did that. But due to this I felt it was probably for the best to not include a checkpoint flag or else it might become even more cumbersome... Sorry about that, I might add some more power ups in order to reduce the risk of fails.I played this last night, I haven't gotten to beat it though, because:
1) The level is kind of long without a checkpoint. While it's not that bad, it does take people a few tries to realize all the obstacles and find their way around it safely. I liked the design, but it took a lot of tries to get the layout down. About half of this was the reason I didn't finish it because I died a bit, the other half , was silly mistakes that happened, so that isn't that bad.
2) The bigger thing I think could use tweaking is the size of the bowser fight room. The powerups given help a lot, but because bowser is in the clown clown car, throws ready to blow bob-ombs, and shoots a fire ball, it's hard to successfully avoid it all, and if you lose the power up, your done for, because the bob-ombs are nearly impossible to throw with how close they are to blowing up. If he threw normal ones it be a bit easier. At first I thought the trick was to stand on the cloud and shoot fire balls, but bowser will come up, trap you, and make you lose the powerup and die.
it's a nice level, but I thought that I would offer those two critiques. I know adding a checkpoint would be hard, since you need to collect coins, but I'd stay just fix the size of the bowser room and it should be fine, otherwise, I think many people will have trouble with it, and then will quite and not beat it, which would then lead to it being taken down possibly. Hope you don't my feedback.
Yeah, the checkpoint thing is a problem.1) Yeah I did initially include a checkpoint for the level but apparently if you lose a life, your whole coin count will reset to zero. Which means you will have to backtrack all the way back to the beginning of the level just to get the earlier coins back. I'm not sure why they did that. But due to this I felt it was probably for the best to not include a checkpoint flag or else it might become even more cumbersome... Sorry about that, I might add some more power ups in order to reduce the risk of fails.
2) I thought I had a feeling the room might be a little too small as I had some troubles there too, the thing is though that Bowser's fireballs kind of invades the chain chomp room if I where to expand it too much. (Which it already does but a little later). I'll try to up the ceiling a bit and perhaps add a bit more walking space too. Do you think that would help?
Anyway, thank you for your feedback, I'll try to make the appropriate adjustments for the level. ^^
I'm not sure how I can make Bowser throw shell's instead, I thought he could only throw Bob-Omb's? At least that's the case with the Super Mario World theme. If you're still having troubles with him I can probably suggest you to use the cape power up on him (I've included three in the room just before you face him) as you should have enough time to stop his bob-omb's with a spin attack and throw them back at him, if you're lucky they might even hit him directly instead.Yeah, the checkpoint thing is a problem.
As for Bowser, I saw that his flames reach the chomp room. Is it possible to thin the chomp room? Then expand bowser's room on the left, and then raise the height.
Although raising the room's height and changing Bowser to maybe throw shells instead? I believe you could do that, and that would fix the issue most likely.
I'll try it later! IT should be fine if the room is expanded.Alright I've updated the level
Collect all 8 Red Coins! Ver.1.1
Code: AE88-0000-01FA-A683
https://supermariomakerbookmark.nintendo.net/courses/AE88-0000-01FA-A683
Changes made:
* Chain Chomp room has been heightened up a little so Bowser's fire won't get in your way.
* Bowser's room has been made bigger so you should have enough room to battle him now.
* More power-ups have been added in order to reduce the risk of failure. (I wish I could just add a checkpoint flag but that will reset the coin count back to zero, making you have to backtrack)
Hopefully this will improve things a little.
I'm not sure how I can make Bowser throw shell's instead, I thought he could only throw Bob-Omb's? At least that's the case with the Super Mario World theme. If you're still having troubles with him I can probably suggest you to use the cape power up on him (I've included three in the room just before you face him) as you should have enough time to stop his bob-omb's with a spin attack and throw them back at him, if you're lucky they might even hit him directly instead.
Anyway, thanks for your feedback, if there is anything else that needs to be done, feel free to let me know.
Hmm.... He seems to still be throwing Bob-Omb's if I do that. Only Bowser jr. seems to throw shells from what I gather....I'll try it later! IT should be fine if the room is expanded.
As for shells over bomb, if you put a shell over or in( forgot which) the clown car, and then put bowser or bowser Jr. in it, it should throw those instead. I've only done it once so I don't remember it completely.
Hm, then maybe I was mistaken, sorry about that.Hmm.... He seems to still be throwing Bob-Omb's if I do that. Only Bowser jr. seems to throw shells from what I gather....
It's alright, I suppose it may have been better if you could customise what he could throw....Hm, then maybe I was mistaken, sorry about that.
Alright I've updated the level
Collect all 8 Red Coins! Ver.1.2
Code: C5B2-0000-01FA-B8C3
https://supermariomakerbookmark.nintendo.net/courses/C5B2-0000-01FA-B8C3
Changes made:
1.1
* Chain Chomp room has been heightened up a little so Bowser's fire won't get in your way.
* Bowser's room has been made bigger so you should have enough room to battle him now.
* More power-ups have been added in order to reduce the risk of failure. (I wish I could just add a checkpoint flag but that will reset the coin count back to zero, making you have to backtrack)
1.2
* The two chain chomps at the top has been reduced to one. (Apparently if there are two, one will occasionally turn around and deal a surprise attack)
* Some fire flower power up's have been replaced with the feather power ups.
* Two power up blocks have been added in Bowser's room.
* The locked door in Bowser jr's room has been moved up to where the red coin is.
Hopefully this will improve things a little.
I'm not sure how I can make Bowser throw shell's instead, I thought he could only throw Bob-Omb's? At least that's the case with the Super Mario World theme. If you're still having troubles with him I can probably suggest you to use the cape power up on him (I've included three in the room just before you face him) as you should have enough time to stop his bob-omb's with a spin attack and throw them back at him, if you're lucky they might even hit him directly instead.
Anyway, thanks for your feedback, if there is anything else that needs to be done, feel free to let me know.
Thanks for posting! These offer nice ideas! the key one has a lot of potential, I'll use some of them in future!So i have found those 2 videos that can give some idea on how to use key and skewer.
I recommend to check those video. There is alot of cool idea in it!
Also, he have made others video like that for other element such as Clown Car and others thing.
It look good! I will try it later.I made a new stage!
Pokémon RGB Part 1
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https://supermariomakerbookmark.nintendo.net/courses/D803-0000-0201-B5A9
I tried to recreate part of Red/Blue/Green in this stage (beginning to getting your starter).
It was pretty difficult since the camera angles aren't the same between the games (among other things).
Please try it out if you can! Also turn on comments when you play!![]()
You see guys, that's why it's a good thing that we aren't that popular. Atleast, our level are safe! :D......But for how long?: (Soooo, now's a worrisome time to be a level creator...
http://kotaku.com/nintendo-deletes-every-stage-by-prominent-mario-maker-s-1766213101
But why?Soooo, now's a worrisome time to be a level creator...
http://kotaku.com/nintendo-deletes-every-stage-by-prominent-mario-maker-s-1766213101
I wouldn't say that. If you read the entire story and look at what's really going on, there are potential reasons for it. It wasn't just random, I'll say that. He knew he was taking a chance by using the word "Poo" and similar jokes with that word. Also, yelling at, and being other rude to, a Nintendo customer support rep (who has nothing to do with what's happening) on the phone, secretly recording it and then uploading the video to YouTube isn't going to do him any favors.Soooo, now's a worrisome time to be a level creator...
http://kotaku.com/nintendo-deletes-every-stage-by-prominent-mario-maker-s-1766213101
When his first level got deleted "randomly", he called Nintendo to inquiry. They said they could escalate the matter, but that would require them to look at all his courses and online content (and that it would be under review). He agreed. They apparently called him back and let him know his level would be reinstated, but a few days later, all his levels were taken down. I'm not sure what's up with that, but that's a whole other story I guess.I'm sure there's a reason to deleting them, but it's hard to say what. Not gonna lie, that guy's personality is obnoxious though.
So basically, he needed to think about his actions? Yeah not to surprised. This why you name your levels clever puns or offical sounding names.When his first level got deleted "randomly", he called Nintendo to inquiry. They said they could escalate the matter, but that would require them to look at all his courses and online content (and that it would be under review). He agreed. They apparently called him back and let him know his level would be reinstated, but a few days later, all his levels were taken down. I'm not sure what's up with that, but that's a whole other story I guess.
Anyway, I have to believe his first course that was taken down was flagged due to the name (Poo was in the title) or he was targeted due to being a popular streamer by trolls. It's also possible someone just flagged it after finding it in the 100 Mario Challenge and getting frustrated with its difficulty.
Either way, when he escalated the case, Nintendo probably saw all the courses that contained the word Poo (even the one that was spelled backwards) and decided to remove them all. He brings up the point that the course titled #SaveTheYoshis was also taken down and did not contain any references to Poo. That's true, but Nintendo also bans all advertising/promotion of online services. People don't seem to understand that using a hashtag is akin to promoting a social media account. Even though anyone is free to use any hashtag, it still directs to a specific conversation. If I wanted to promote something on Mario Maker, I could make a course titled #MarioMaker123. It doesn't mean anything and seems very innocent, but I could then Tweet on Twitter using that hashtag and promote anything I wanted. Thus, that's the reason that particular course was taken down. The rest were most likely due to the use of the word "Poo". End of story.
As I stated in my previous post, I don't necessarily agree with how this is all being handled, but if you take a chance like this, you have to be willing to accept the consequences. I truly believe Nintendo needs to change their policy to allow for an opportunity to rename courses that only violate their unknown naming policy. This is only fair. If nothing else is wrong with a course, only the name, then let people correct that. But to ban a course forever due to a minor oversight, or to remove someone's entire account without notice or past violations, is just as wrong.
Hopefully people will take time to think about what's going on here and learn from it rather than treat it like the sky is falling.
That's what I, and people I know, do and we've never had a course taken down. So far, the majority of cases I've heard have a clear possible reason for why the course was removed. I think people like to blow these things out of proportion and scare other creators. It's not as unknown or complicated as many would lead you to believe. There are still many unanswered questions, but the majority of cases can be explained if the time is taken to really think about it.So basically, he needed to think about his actions? Yeah not to surprised. This why you name your levels clever puns or offical sounding names.
You made a very good analysis though!
Agreed, people always blow things out of proportion though sadly.That's what I, and people I know, do and we've never had a course taken down. So far, the majority of cases I've heard have a clear possible reason for why the course was removed. I think people like to blow these things out of proportion and scare other creators. It's not as unknown or complicated as many would lead you to believe. There are still many unanswered questions, but the majority of cases can be explained if the time is taken to really think about it.