But then what's the point of having Yoshi at all? Frying stuff is fun, but those fireballs are OP. I feel like he'd be a favorite if only his fireballs couldn't pass through solid ground.
I guess we could make levels with fireproof enemies and frozen coins.
Is that a Wocket in your pocket, or are you just happy to see me?This shooting gallery level is basic but fun-looking. I'll poke around the subreddit to see if there are other red Yoshi levels to recommend.
EDIT: Found one! :) https://www.reddit.com/r/MarioMaker/comments/guce1b/are_there_any_noteworthy_levels_featuring_red/fshsxte/
"Here is my red yoshi level: JVG-64S-VCG
My main tips are to focus on what red yoshi provides: a fire projectile that beams straight forward. Course elements that specifically respond to fire are good, like frozen coins and bombs. Beware that red yoshi can kill/activate enemies that you hide behind walls. My level should give you lots of ideas."
Edited by lalalei2001 on May 31st 2020 at 9:18:05 AM
The Protomen enhanced my life."I have two levels featuring red Yoshi that I think you'd enjoy:
SMR 3-2: Crystal Cavern: 94N-MD8-XVF
SMR 6-2: Dune Dale: V6H-GSC-9XF
Both of these levels have elements of puzzle solving as well as traditional "walk right and avoid the enemies" gameplay. But the main complication here is that you need to bring red Yoshi with you to destroy walls filled with a Bob-omb and advance."
Edited by lalalei2001 on Jun 1st 2020 at 4:07:25 AM
The Protomen enhanced my life.Thank you!
I'm working on a Boss Rush level, but a fair one where you're able to grab mushrooms and flowers between each fight. Also, you get to pick what order you get to fight the Koopalings in, a la Mega Man. Might post here if y'all are interested.
Is that a Wocket in your pocket, or are you just happy to see me?Okay, Koopa Family Reunion is finished! Please give it a try: 9WV-LMG-XSG
Feedback is appreciated!
Edited by ThriceCharming on Jun 4th 2020 at 2:49:08 AM
Is that a Wocket in your pocket, or are you just happy to see me?Said I’d get back to y’all once I finished. I’m confident I’ll be making no more changes to my Super World. 40 levels! Here is my creator tag: WYV-LCR-3YG
ALSO, made a promo video for it, because why not? :D
Feedback is welcomed! No trolls. No kaizo. No pinpoint expert precision. Just classic standard Mario levels! <3
I'll have to give that a try later.
You cannot firmly grasp the true form of Squidward's technique!Looking forward to it too!
Had to quickly type up the previous because I was on mobile, but wanted to add to my response: I've actually been quite tired of playing through Super Worlds where it's all kaizo and pixel perfect shell jumps or throws and spin jumps off every single enemy in existence. To me, those levels are hot garbage, but I know every popular Youtuber is like: WOW!, THIS LEVEL ROCKS! And I'm just sitting back going: No...it doesn't! lol
Edited by Darkflamewolf on Jun 8th 2020 at 4:42:14 AM
Does it drive anyone else bananas that you can't put On/Off Blocks on tracks?
I have a huge list of parts and features I hope to see in Super Mario Maker 3. That's one of them.
Is that a Wocket in your pocket, or are you just happy to see me?For all the people saying Mario Maker has reached maximum potential, there's still a ton of stuff they could add. You still can't even perfectly replicate many levels from the first game, much less the others. And that's before getting into things that weren't in any official game but would still be a great addition to Mario Maker...
I missed the part where that's my problem.If it were up to me, I'd divorce the nighttime effects from night and make some of its attributes (low/non-existent gravity, darkness, upside-down, ect.) a separate menu, along with divorce water/lava/poison from Forests and Castles and let you place (or remove) any liquid onto any Course Theme (except Underwater).
Course Themes would also come in multiple variants, all of which are purely aesthetic.
- Overworld: [Day/Night]
- Underground: [Regular/Sandy◊/Icy◊]
- Underwater
- Ghost House
- Airship: [Day/Night/Stormy]
- Castle: [Regular/Outdoor Day◊/Outdoor Night◊]
- Forest: [Green/Autumnal◊]
- Snow: [Day/Night]
- Desert: [Day/Night]
- Sky: [Day/Sunset/Night]
- Beach: [Day/Sunset/Night]
- Mountain: [Day/Night]
- Volcanic: [Outside◊/Cavern◊]
- Pipe Maze: [Outdoors/Indoors◊]*
Edited by Anomalocaris20 on Jun 8th 2020 at 12:15:26 PM
You cannot firmly grasp the true form of Squidward's technique!I had the idea of instead of a music box variant of the day theme. Instead, music from other Mario games such as Super Mario Land 2, NSMB DS along with music from the Game & Watch Gallery series, Donkey Kong Country games, Wario Land games, and Yoshi’s Island would play instead.
Check out Rogues Gallery Transplant: The GameWhen it comes to missing level themes, the big ones are beach and rocky mountain. I also support the idea of adding or removing liquids to the bottom of any stage type, be it water, lava, poison, or quicksand. I can't believe the desert theme doesn't already come with quicksand.
I don't want to get too cute with my ideas, but I'd love something like a "power-down wall" that takes away any power-ups you have when you pass through it but doesn't kill small Mario. Something like "boss blocks" (unbreakable blocks that disappear when you kill a boss, so you don't have to rely on key/door setups for boss rooms) and "bomb blocks" (a block that, when destroyed, automatically destroys any other bomb blocks that happen to be touching it) would come in mighty handy, too.
Enemies: I'm very glad they added Spikes, Pokeys, and Mechakoopas, but plenty of classic enemies are still missing. The big ones are Boomerang Bros, Fire Bros (in the main four game styles; no idea why a classic SMB3 enemy is stuck in the SM3DW style) Chargin' Chucks, Sumo Bros, Blarggs, and Swoopers imho. I'd like more aquatic enemies, too, since your toolbox in the underwater theme is very limited. Helpful creatures like dolphins and Dorrie would also be nice.
Items: Hammer Bro Suit and Penguin Suit, please!
Oh, and of course, a full SMB2 game style with Wart and Birdo would be the witch's tits.
Is that a Wocket in your pocket, or are you just happy to see me?Tanooki Suit would be nice too, for the statue ability.
Also the ability to place independent segments of water, lava, and poison on your map. Preferably as a "stretchable" block similar to the semi-solid platforms.
Oh, one other stage type I feel is sorely missing: Bonus Area, similar to the Switch Palaces from World, secret item rooms from 3, or those multicolored block areas from NSMB.
You cannot firmly grasp the true form of Squidward's technique!@Anomalocaris 20 , One of the best compliments given to me by one of my friends was that 'this actually felt like a legit Mario game.' That was the highest praise I could have ever hoped for! So I sincerely hope you enjoy it as well! :D
Well technically, the Dry Bones shell almost serves the same purpose by function + a bit extra with the water/lava floating.
That's a fair point, but I still want Tanooki.
As for Course World, I hope the next game allows for more courses per world (even if the overall level cap remains at 40) and the ability to give your stages secret exits. Maybe even some sort of simple logic system like SMB3-style locked gates that open when you clear a fortress stage.
You cannot firmly grasp the true form of Squidward's technique!i lol'd at the Sniper Bros.
The Protomen enhanced my life.I tried to make a math level one time.
If any of you have the time, would you mind playtesting my levels? I have three levels so far with a fourth on the way. My maker ID is X3W-5PM-3SF.
They're two "classic" Mario levels and one Koopaling boss rush, but a fair one, with power-ups between the fights and different boss room gimmicks.
Edited by ThriceCharming on Jun 29th 2020 at 3:07:18 AM
Is that a Wocket in your pocket, or are you just happy to see me?Sorry for bumping a dead thread, but does anyone got any levels that utilize the SMB 2 gimmick?
Remember, these idiots drive, fuck, and vote. Not always in that order.Man, I wish they'd added a Multiplayer VS mode that's like Mario 35, having each player on a separate instance of the level. Would sure make certain levels that play terribly or outright break in multiplayer a lot more bearable, and lag would be way less of an issue.
Oh well, maybe in Mario Maker 3.
I missed the part where that's my problem.Anyone have codes for some really well done Super Worlds that are at least 20+ levels? And I'm not talking any Kaizo or pinpoint perfect gameplay. I just want good ol'fashioned Mario levels of rising difficulty - like an actual Mario game, but...you know, Super World style! Anyone got some memorable Super Worlds to recommend?
Buzzy Beetles and Dry Bones since they're immune to fire?
The Protomen enhanced my life.