Super Mario Maker is a timesink, almost in the way that things like Skyrim and Minecraft are....
But anyway. Some updates on my Mario making front:
- One of my courses got deleted and I have no information why
I suspect this might be an inactivity clause on the server, because it just happened to occur at exactly 30 days, and nobody who played it was able to clear it (clear rate: 0 / 88 lives or something). At the same time there are levels on the server which have obviously been up for longer, even ones with < 1% clear rates.
New and updated stages by me -- difficulty rankings are in my personal opinion:
- D1EF-0000-00C0-CBCD "Choose Your Path" (expert)
There's a certain glitch in Mario Maker that can render you completely invincible. This level is built around that, and branches into two paths depending on whether or not you exploit the glitch. And the level doesn't judge you for it (I personally prefer the straight path, but the glitch path is pretty fun too -- especially its version of a Bowser battle).
- 5353-0000-00C6-F0E7 "Free Your Mind" (normal)
An extremely simplified (or "dumbed down") version of the original stage because nobody could beta the normal versions -- requires no backtracking this time. This also entails a stricter level timer, to put time pressure on the player.
- 591B-0000-00C7-F434 "The Great Mushroom Chase" (normal)
Updated version of this stage (previous version saw only 1 clear in 100 lives). The tantalizing mushroom now comes to rest at various points which are still -just- out of reach, and you have to bump it from underneath to nudge it onwards through the maze. Doing so also reveals P-switches, which are necessary to complete the level and should prompt the player to realize that they should be checking blocks for secrets as they go.
- 4FEB-0000-00CF-2835 "And The Flames Shall Guide" (normal)
The editor has a certain glitch that allows you to stack a hidden block on top of another one, creating blocks that are either invisible but real, or visible but fake. In this case, you have to climb a staircase of invisible blocks over a pit. Just where are the blocks? There's a Fire Flower and a Piranha Plant to help you figure it out.
Nintendo also released some big news about an update for Super Mario Maker
that's coming next week
1 - The addition of CHECKPOINTS
to the editor (shake an arrow sign). This alone should improve the clear rates on many levels. The catch is that in order to upload the checkpoint, you must be able to beat the level from that checkpoint.
2 - Stackable powerups (e.g. Mushroom or Fire Flower depending on Mario's current status). This one's no big deal, just makes things a little more authentic to the official games.
3 - Gnat Attack minigame now features a harder version.
4 - Official courses by Nintendo staffers and time-limited Event Courses with Mystery Mushroom prizes.
And, finally, here are some of my personal thoughts for Mario Maker DLC in the future, in no particular order:
- Ability to make tracks intersect (items on tracks will continue straight without changing track).
- Shake a Fire Bar to make the SMB3 style rotating disc / SMW style rotating flail (size and position are still adjustable).
- Boos in the SMW theme should occasionally make faces at you.
- Ability to stuff items/enemies inside ice blocks so that they melt when hit with fireballs. If you're designing a puzzle/Metroidvania level, it's virtually impossible to "gate" an area off to the Fire Flower exclusively -- this would help A TON in that regard.
- Attach 1-ups to Yoshi eggs so that if the player has Yoshi onscreen, the eggs yield 1-ups instead.
- Seamless blending of Ground tiles with the start/end grounds (currently only happens in the SMB1 theme)
- Obviously, more visual themes with relevant elements (desert and quicksand are a must).
- More shakeable powerups please! Shake the Fire Flower to make an Ice Flower. Raccoon Leaf to Tanooki Suit. Propeller Cap to Flying Squirrel Suit (seriously, the squirrel suit is so awesome it deserves it).
- Ability to shake Ground tiles to yield their specific terrain decorations (currently these appear at random, but at least you can copy/paste them afterwards).
- Sloped ground tiles. If the above is a given, then we'll probably need a separate "Slope" element for this. Maybe something that functions like placing tracks could work (since slopes come in various gradients).
- When you stuff an item inside a pipe it dispenses only one at a time already, but it should only dispense them if your current status differs from the item in question. Similarly, pipes shouldn't dispense Yoshi Eggs if Yoshi himself is also onscreen (currently you wind up with two Yoshis because of this).
- A mode that lets us arrange decorative background elements on their own layer (e.g. in the SMB1 and 3 themes, the background hills and clouds).
- In underwater themes, shake Dry Bones to create Fish Bones (this is currently automatic, but the editor displays them as Dry Bones instead of Fish Bones).
- Shake a coin to make it a collectible Yoshi/Star Coin (shown and tallied with level statistics). +1up if you collect them all during a level.
- Not editor related per se, but expert 100 Mario Challenge allows collecting up to five 1-ups per level.
- Water zone element: Placed and sized like a semi-solid platform. On dry levels, this creates a pool of water that can be set against terrain or floated in mid-air. In underwater levels, creates a dry (non water) zone. In fortress levels, creates custom lava surfaces (beware).
- Waterfall element (shake the water element). On dry levels, is a background element but blocks and enemies placed atop it (in midair) can attach to it, spawning and descending down the waterfall (SMB2 style) in the pattern they were arranged. On underwater levels, creates a downward pulling current (again, spawning/pulling down objects that are arranged on it). On fortress levels, creates a lava themed waterfall.
- Key+padlock element. They drop down as a pair (similar to warp doors). The padlock can be placed as its own obstructing block (1x1 or 2x2 with mushroom) or attached to a door to lock it. The key can then be placed wherever you need it (possibly stuffed inside an item block, or attached to an enemy such that defeating the enemy yields the key). Keys and locks are not interchangeable. In SMB1 theme, the key vanishes upon contact (the lock opens automatically) while in other themes the player must carry it to the padlock themselves.
- Attach a Fire Flower to Hammer Bros. to make them Fire Bros.
- Attach a Fire Flower to Koopas and Yoshi will spit fireballs upon eating them.
- Ability to make tracks wraparound if they go off the top or bottom of a level.
- Some ability to set firm scroll boundaries in a sub-area, details unsure.
- When placing a BGM effect (Toad/Bowser SFX), the music remains in effect until the player leaves the area or it is changed otherwise. Currently it stops if the SFX trigger gets scrolled too far offscreen (which ruins the effect).
- More precise control of sub-area size.