Wednesday, July 3, 2019

SMM2 levels: Hammer Bros., long jumps & an apparently empty level

I revisited ideas I had for Mario Maker 1 levels in this set of courses:

Fortress of the Hammer Legion: R2L-D3Q-WLF

What's everyone's least favorite enemy from the original SMB? Yep, it's the Hammer Bros. Because no one asked for it, here's a level with a bunch of them. Hammer Bros in Mario Maker 2 are easier than they were in the original Super Mario Bros. in that they only throw up to two hammers in sequence, but you still must be careful with them. There are helpful powerups hidden throughout the course; I put a coin over the ? Blocks with powerups in them. If you find the Star, start running and you might be able to nearly finish the level before it runs out!

Training For Plumber Athletes X: C6R-B05-WVG

A remake of one of my favorite Mario Maker 1 courses, this is much easier than it looks. Be ready to run fast and jump far!

Check Over The Plants: 7XC-VVH-NFF

There's a locked door and Key Coins up out of reach. How to get to them? There's got to be invisible blocks somewhere, but where? Where indeed, hmm... (points to the course title)

By the way, the easiest way I've currently found to get screenshots (such as these) off of Switch, without the hassle of taking out the Micro SD card, is to post them to a special-purpose (or just little-used) Facebook or Twitter account. Then you can save them to your computer's hard drive, and from there post them to Blogger.

Saturday, June 29, 2019

SMM2 level: Cliffside Cruise

Code: W21-LBN-4NG

There's a way to get screenshots off a Switch to include, but haven't gotten around to figuring out how to get them into Blogger yet. (The easy way to do it is tweet them with the built-in tool then link to that.)

This course is something of a sequel to the most popular SMM1 course I made, Be Careful on the Cliffs. Like it, it's mostly a fun course, not too challenging but salted a bit with enemies. It also uses my favorite graphical element, the SMB1 semisolid platform that looks like ground but "darkened," so it presents like it's inside a cave. I hope you like it! I've already got ideas for the next course....

Friday, June 28, 2019

SMM2 Level: Rolling Hills

Getting back into the swing with the new system, I made a level using a lot of slopes! It's not too exciting, I understand, but I'm still getting used to the new tools. The code is 05H-PNV-M1H

Wednesday, May 15, 2019

Super Mario Maker 2!

Nintendo has announced Super Mario Maker 2 for Switch, and done a whole Nintendo Direct on it unveiling a ton of new features! It looks like they've gone well beyond the call of duty for this one. There's no word if they'll update the excellent bookmark site for it, or what the fate of old levels will be. I hope they'll find a way to import levels from the first Mario Maker. The biggest thing that held back the first game was the Wii U's abysmal adoption rate; the Switch has already surpassed that and is pretty popular, so hopefully it'll end up meaning more plays and ratings for everyone!

This blog will continue to be available for Metafilter members to post their levels for the new game, although if there's no bookmark site, we might not be able to post screenshots so easily. It looks like they're still using a code system to trade levels, but they're down to just nine letters, from 16 in the original.

Thanks if you're still following us, and happy building!

Saturday, March 5, 2016

Upcoming update!

Hi ho!  Is anyone still reading this?

Another Super Mario Maker content update is on the way, and it turns out it has quite a number of new features!  Coming March 9th:
  • A P-Switch can be shaken to turn it into a Key!
  • Coins can be shaken to turn them into Pink Coins!  Collect all the Pink Coins in a course (up to 5) to get a Key!
  • Doors can be shaken twice, the first time to make P-Switch doors (introduce last update), the second time to make Locked Doors that require a Key to open!
  • Keys are not carried like other items, but automatically follow Mario (probably so they can still be useful in Super Mario Bros. mode).  Up to 8 can be following Mario at a time.
  • Particularly interestingly, a Key can be given to an enemy and will be left behind when the enemy is defeated, meaning people can now create forced boss fights!
  • In other news, Thwomps can be shaken to create the gigantic skewers seen in some Super Mario World courses.
  • An addition difficulty is being added to 100 Mario Challenge: Super Expert, with a few special costumes that can be unlocked for clearing it!  You only have to clear six courses (as opposed to eight for Easy and sixteen for Normal and Expert), but you can expect them to be particularly insane.  Now that there's a specific home for Super Expert courses, maybe Expert mode's difficulty will decrease a bit?
  • The game will let you open one of your courses in a special viewing mode that shows you where each player died with more precision.
  • Finally, the Bookmark site will start tracking how many world records and clears each player has.
Pretty neat!  Unfortunately I've stalled out at the moment in creating courses -- I'm up to my maximum of 40 and am still 23 stars shy of the next unlock point.  I should probably delete some of my under-performers....

Sunday, February 7, 2016

Recent JHarris courses

As promised/threatened a couple of weeks ago, here are some of my more recent courses!

Crossing the Impossible Gap (14.70% Normal -- about 7 lives to finish it, on average):
The area pictured above has six ways to cross it, by my reckoning, scattered throughout the course.  How many can you find?

The Embiggening (11.69% Expert -- about 8-and-a-half lives)
A short-but-sweet course centered around Mario's rarest powerup (because it needs an Amiibo to place it), the Big Mushroom, which is an interesting item in a number of ways.

Nimble Footwork or Brute Force (9.68% Unrated -- about 10 lives):
There are two routes through this course, intertwined with each other.  If you just run through it you'll have a hard time, but there's an easier way....

World μ-◆ (22.48% Normal -- about 4-and-a-half lives):
Made to look and play like a classic Mario level.  You pronounce the title "World Mu-Diamond."

Atop the Trees and Mountains (16.00% Normal -- 6-and-a-quarter lives):
More of a riddle than a course.  It's not hard at all once you figure out the trick, so I will refrain from giving hints here....

Training for Plumber Athletes (9.77% Expert -- about 10 lives):
Finally, my favorite course of those pictured.  It looks much harder than it is.  It feels great to get a good dash going and taking it at full sprint!

Sunday, January 24, 2016

Mario Maker popularity tracker spreadsheet

Hey all!  I've got lots of new levels to post but have been busy getting a book wrangled and edited together.  So until I get around to posting them, here's something else I made, an Excel spreadsheet to track how well your Mario Maker levels are doing!

Here it is. (Dropbox link)

To use it, first you go to this site (not mine) and enter your NNID.  That's the username of your WiiU Nintendo Network account, not the name of your user Mii.  The script there will go to your public Mario Maker Bookmark profile and download the stats for each of your courses, which you can then copy out of its table and paste into the spreadsheet at position A4 (both the site's URL and the right place to paste are noted for you in the spreadsheet).  If you don't have/want Microsoft Office you can load the sheet into LibreOffice as well, although the functionality that counts how many levels you have at each difficulty doesn't seem to work in it for some reason.

Once it's there, you can sort by various criteria by clicking the drop-down arrows at the top of each column.  It's a good way to find out which of your courses have struck a chord with players, as well as showing which have gotten the most plays and other derived data.  So try it, why doncha?