As you may have seen by now, we really want you all to share Super Mario Maker levels with each other; to achieve that we've set up a special level sharing page with some neat features - just for you.
We're also teaming up with some 'Nindies' to share some levels from established and highly respected developers. We kicked off the series by sharing a special creation by Image & Form, now it's the turn of Choice Provisions' affable co-founder, Alex Neuse. You might know him best for the BIT.TRIP series among other things.
While Super Mario Maker makes us all game creators, we thought it would be interesting to take a look at levels from those within the development community so we can understand the thought processes behind their designs. While many of us will slap down items in Super Mario Maker in a haphazard way and tweak them on the fly to make something fun, a level designer may well approach things in a more methodical fashion.
So Neuse, in his own words, explains how he created his Paratroopa Pounce stage.
What was the thought process behind the creation of your level?
In making Paratroopa Pounce, I wanted to create a level that maybe could have been in a Mario game. One of the things about Super Mario Maker that I think is somewhat of a bummer is that most people try to create INSANE levels, either in difficulty, or in gimmickry. The levels that I find most interesting are the ones that try to create good Mario levels - not too difficult, not too extreme, not too gimmicky. Just plain old good Mario levels. This is what Paratroopa Pounce is meant to be. Pounce should take place about a third of the way through a Super Mario Bros. game. It's kind of hard if you want to actually pounce on the koopa paratroopa, but if you want to just breeze through the level without focusing on all the goodies, it's not all that difficult.
I created three paths through the level; the main one, along the ground, the cloud path, and the underground shortcut that awards exactly 100 coins and an extra life.
Which leads me to a bummer about Super Mario Maker, and that is that the coins and extra lives are absolutely pointless. One of the best things about Super Mario Bros. is that you have this risk-reward system where you can spend your valuable time to collect coins, or risk your life for the impossibly difficult extra lives, or you can just blast through the level and complete it.
Without game overs, or any sort of penalty for dying (other than the 10 Mario/100 Mario Challenge Mode), there is no reason to spend any extra time collecting coins or exploring the levels.
So, I hope that players are able/willing to play Paratroopa Pounce as if they are playing a classic Super Mario Bros. level.
How have your experiences designing levels at Choice Provisions helped/hindered you in this process?
One of the things that I find very interesting about making Super Mario Maker levels is how iterative the process needs to be in order to make a well-rounded level. When I make a Super Mario Maker level, I tend to do what I do when making a RUNNER level. I start with the environment first. I place all the ground pieces and play through it several times to make sure that traversing the environment alone can be fun. After that, I place enemies and see how the interplay between the enemies and the environment feels. If it feels good, then I know that I'm on the right track. If it doesn't, then I have two things I can adjust - the enemies, or the environment. And I start noodling. This step in the process takes the longest.
Once the enemies and the environment are happily married, I get to place the gold bars - er, coins.
Placing the coins and power ups should be one of the most fun aspects of making a level - I know that it is when making a RUNNER level. But because there's no value in them in Super Mario Maker, I find this aspect to be less enjoyable.
In future levels, I might use coins to guide the player, rather than as a reward. I think I'll try that out soon. Maybe in a Lakitu-themed level.
Let me know what you think in the comments, and I'll be sure to respond! Also, check out our latest BIT.TRIP-like game Laserlife and let us know what you think! And if y'all want another BIT.TRIP game, please let us know!
Other members of the Choice Provisions fraternity have also shared their levels for you lucky readers to try out:
Be sure to try out Alex's Super Mario Maker level for yourself (and others from Choice Provisions too!) and let us know what you think with a comment below. Do you feel his design choices paid off?
Comments 25
I have the same problem with coins and extra lifes. In old Mario games it was very funny to risk a life for a life. Super Mario Maker is really missing a leaderbord or maybe two. Speedrun leaderboards as Donkey Kong Tropical Freeze provided are really nice and makes the level competitive. On the other hand, a leaderboard for points would motivate all people to fully explore the level.
Maybe with stars as a reward players would really try to be the best in a level.
I wish there were more normal levels like this online.
Yea, I think fun should be priority in level making..insane difficulty is tedious. Nice job Alex...
@gaming_24_7 that's a really good idea, I hope they do it too
@Zach777 Our community does a great job in creating "normal" levels. In the 100 Mario challenge there are mostly bad levels but we have very talentend Makers in the forum.
I myself make ONLY levels that could have been in Super Mario World.
@gaming_24_7
Where can I find this community? Is it N-Life? I'm tired of the 100-Mario gimmick/insta-death level challenges.
sees Youtube comments
...So THAT'S what's going on, people don't like super hard levels, or normal looking levels...they just want levels with a bunch of crap thrown in. No wonder all of my levels suck.
I posted most of my levels on Nintendolife's sharing page. Mine are a little on the difficult side, but by no means are they unfair. They're more like what you'd see in the SMW or NSMB special worlds.
I played the 100 Mario challenge on Normal a few days ago, and all I got were ether troll Kaizo levels, levels that literally just let you have free coins and then the flagpole was just in front of you, or levels that were just plain stupid.
Making levels that require skill and effort is great, but some of those "hard" levels are plain trolls. I can't stand that mess.
But I'd love to play another Runner game @ChoiceProvisions ! It's the only "runner-type" game I even spend time on. So great.
In case anyone was interested, this is a level I created that I'm pretty happy with: Save the Princess: 245F-0000-005B-35F9
That's a Doom Ship level meant to be an intro to a SMW series I plan on making. It's tough, so you might lose a few lives, but it's fair and has some fun challenges thrown in like getting Yoshi and 3 1-ups.
Here are a few others I made that aren't too bad:
0958-0000-004D-66BD - Pepperoni Pipe Yard 1
2671-0000-003B-1F4E - Mushroom Cavern
7903-0000-0044-E459 - Legend of Link
My wife made that last one. If anyone plays my levels me and my wife will make sure to play yours and rate them, just let me know here who you are.
I'll definitely give this a try. Traditional levels are the only ones that can surprise me when they're well made, but it's so rare finding one.
I'm trying to finish unlocking the Mystery Mushroom costumes on Expert and for every 35 levels or so I actually play one I enjoy... Kinda lame if you ask me.
Is there any way to delete your levels on the Nintendolife website? I have a few listed that I had to delete off the actual game to make room for new ones.
Well, there is ONE place where coins and lives matter a little - If you line up 4 levels in the coursebot, you can play them as a "world". You start with 3 lives, and carry over any you earn during the levels.
Of course, you can obviously only do this with levels that are in your courses, which means you probably created them yourself. So you're setting your own challenge here, which takes away from it a bit, since you may not want to set yourself up as much of a challenge as Nintendo may have done. And power-ups don't carry over, so the fun of grabbing one that isn't in the level you're doing is gone.
But it's a little something, anyway. I recreated the entire first world of SMB this way, and it plays much the same. You even get a "world clear" screen at the end. Other than that, this is clearly a different type of Mario experience and some of those old rules just don't apply in this format.
I found the level a little on the easy side but I've pushed through Expert 100 Mario Challenge, so my thoughts might not be as important. I think a little bit of crazy and fresh but keeping things fun is the goal when building. A lot of my stages have 30% clear rates so I got to work on the difficulty still.
Only two kinds of levels I can't stand are troll levels with the thomps that'll kill you for stopping but you can't see and invisible blocks that kill you if you don't jump just so. The other being automatic Mario, sure they look cool but I want to play, so I made my own and part way through I have you pick up the controller and actually play a chunk of level of basic level or die, with a hidden route that lets you finish playing a real level, if not, automatic Mario continues.
I look forward to seeing more indie level features.
That's my specialty- NORMAL LEVELS.
Here, anyone who's sick of the gimmicks and wants well thought out, play-tested to perfection Mario levels that very easily could be imagined to be in a real game, please enjoy. I made these specifically for that purpose- so that people looking for normal, fun levels could be entertained.
Please, do enjoy these 2 which are VERY close to real Mario stages:
Piranha Parkway (NSMBU)
969D-0000-002D-152E
https://www.nintendolife.com/super-mario-maker/levels/969D-0000-002D-152E
Spiny Miny Tunnel (SMW)
4E4C-0000-0030-6A2D
https://www.nintendolife.com/super-mario-maker/levels/4E4C-0000-0030-6A2D
And if you want a solid ghost house chock full of secrets, hidden exists, shortcuts and items but ISN'T a maze of identical rooms, play this:
Luigi's Last Mansion (SMW)
63A2-0000-0040-12E8
https://www.nintendolife.com/super-mario-maker/levels/63A2-0000-0040-12E8
And my most non-conforming Mario level (but still great fun) is this creation meant to imitate Metroid style of play. Find items to gain access to new areas and progress. This one is for the serious Mario and Metroid fans. Very creative, very fun, and you'll feel like you just beat Metroid Prime 2 all over again when you hit that flagpole:
Super Mario: Zero Mission (SMW)
88A7-0000-0067-A766
https://www.nintendolife.com/super-mario-maker/levels/88A7-0000-0067-A766
I have others- easier levels, speed running levels, all kinds and in all 4 styles. But they're all REAL levels. No gimmicks. No garbage. Just pure platforming excellence. Just search JaxonH on the level sharing page for the rest.
Very good level. It's exactly the type of level I bought this game to play. Actually, I made a bunch of classic style Mario levels, too.
https://www.nintendolife.com/super-mario-maker/users/SparkOfSpirit
Give them a go if you feel like it.
I really like this little ruminatey run-down. It gives an insight into the level without completely spoiling it. And for this reason, I'm not going to watch Alex's (the one 'from NintendoLife') video until I've played through it myself.
The topic of 'gimmickry' is an interesting one... I'm often surprised how much I enjoy the odd 'plain' level I'm hit with if it's really well designed, and equally surprised at how uncomfortable I feel on some other, hugely detailed and complex Epics that someone's clearly spent days on. Then there are boring simple levels and sublime complex ones, so hey-ho.
Didn't know 'normal' levels where that hard to find. Only levels I created sofar are normal levels. Try them out if you want a normal (or easy) challenge.
Aerial Assault (F128-0000-0090-24AE)
Underwater Cavern (DAEF-0000-0081-F403)
Nothing Special (2663-0000-006D-1159)
The uselessness of coins and 1-ups is kind of a bummer for sure, but that doesn't stop me from using them as collectibles. Every level I've uploaded and posted to the Nintendolife sharing community has had 99 coins and 3 1-Up mushrooms hidden throughout the level (wish they had star coins or yoshi coins). This gives the players a little extra incentive to explore the course I've created. I, for one, really enjoy finding little treasures when playing Mario games, so I've made that a priority in my own designs.
73CE-0000-005C-01EE
D03F-0000-005B-E625
804A-0000-0057-5B40
0755-0000-003C-B5C7
1934-0000-0035-81B7
4672-0000-001E-8A9E
5213-0000-007E-87E5
0BAC-0000-0079-93ED
@Zach777
Here: https://www.nintendolife.com/super-mario-maker/makers
I don't have my codes at the moment, but apparently my levels are really tough, based on my single-digir clear rates. They're not total troll levels, I don't think, and I don't design them to be that way, I've just been playing Mario for a very long time, and I guess I've gotten better at it than most players.
It's also worth noting that clear rates are a little questionable as a metric. If I play a difficult level repeatedly until I beat it, and then never play it again, then I will only ever beat it once despite likely having died numerous times, so the clear rates will always be low. Because people tend to die a lot, but only beat stages once, this will be a persistent problem.
(FWIW, this is similar to the problems that plague divorce statistics. Outside a few odd scenarios involving death, a person can essentially only ever have one successful marriage, but can have several unsuccessful ones, skewing the stats negative. The more you know!)
I thought coins were only there to give hints? Although I'd sometime wish for text boxes (like in Super Mario World) or at least the should make the grid finer. Otherwise, you're very limited in giving hints/messages because the letters become too big.
I also found the 1ups completely useless, I only use them as bait sometimes.
But I disagree with this part:
"Placing the coins and power ups should be one of the most fun aspects of making a level - I know that it is when making a RUNNER level. But because there's no value in them in Super Mario Maker, I find this aspect to be less enjoyable."
The powerups are very useful, they give you the means to reach unreachable platforms by flying (feather/cape), or getting through sections where you'd otherwise die for sure (star, fire flower) or let you live longer so you can get through some very hard parts (mushroom, fire flower).
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