Super Mario Maker stages
September 21, 2015

You should totally follow me on Mario Maker, play all of my courses, and give a star to all of them.

To help you get there, here are links and synopses of the courses I've created:

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Altered Mario (NSMB style)
3774-0000-005A-64FF
Difficulty: ***
Mario must escape from the Underworld to defeat Bowser once and for all. Rise from your grave!

Notes: It took several cuts and some playtest opinions, but I think this one is okayish now. After a calm beginning, this one becomes a hectic action stage that culminates in a difficult boss fight. Be sure to grab the powerups along the way to increase your odds (although in theory, it's possible to beat Bowser even if you haven't powered up). You'll notice that after obtaining the fire flower, there's a massive enemy bumrush -- that's intentional so that the player gets to go to town and blast them to bits. Shooting enemies with fireballs is fun!
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Play it again, Sam (99 coins) (SMB3 style)
8601-0000-003F-FA13
Difficulty: **
How can there be so many coins? This is a "treasure hunt" stage -- play it again and again to find coins that you missed before!

Notes: This one is geared to be "fun". In terms of final product matching my vision, this is the best stage I've made. It has multiple paths and a lot of secrets. It's not hard to beat the level, but getting all 99 coins in a single play requires memory and skill.
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Oh Angel (50 coins) (SMB style)
3F4C-0000-002A-6D71
Difficulty: ***
An abandoned house and an impossibly long jump to the flag. Call upon the power of the angels to find your way across!

Notes: This is more of a puzzle than a platformer. There are a couple tricky jumps on cannonballs, but nothing you haven't seen in Mario games before. Some respawning Hammer Bros in the second half add challenge. Obtaining all 50 coins is the subquest, which makes it a lot tougher. Aesthetically, this stage is kind of a mess.
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One screen of water (NSMB style)
no longer available
Difficulty: *
Bowser Jr pops up in the strangest places. This time, he's underwater! A great stage for kids.

Post-mortem: I created this one to give my brain a break from working on "Play it again, Sam". It's simple and short. A friend had repeatedly asked that I created a New SMB stage (instead of the SMB1 stages below) so that he could do wall jumps and wall slides. So I did. And I put it underwater. But now the joke is over, so the course has been removed.
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Get 10 coins! (SMB style)
no longer available
Difficulty: *
Can you get 10 coins on this stage? This course is easy to beat, hard to master!

Post-mortem: It wasn't actually hard to master. There was nothing inherently interesting about this stage; basically it was just a bunch of stuff glommed together. Removed.
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Subterfuge (SMB style)
no longer available
Difficulty: *
The path to the flag is obvious, but unattainable. Can you discover the secret path to freedom?

Post-mortem: This level has been removed. Basically, it started up high, and you systematically worked your way down to several blocks that are spaced at increasing distances to the flag. Unfortunately, the ceiling above is too low to make all of the jumps! The trick was to return to a ? block that you passed on the way which would provide a koopa by which to bust a hole in the wall.

The biggest problem was that the ? block was not visible onscreen when you returned to it, so you had to (1) remember that it was there, and (2) successfully guess at where to do a running jump while in large form. It was a puzzle without sufficient clues, and for that reason it was removed.
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Feedback
honestgamer honestgamer - October 25, 2015 (04:43 PM)
Okay, I just played through all of the courses that are still available as today, which was at times easier said than done.

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