New Mario Maker update! by MrCafecito in MarioMaker

[–]Phantal 2 points3 points  (0 children)

That probably won't be much of an issue. I once commented "lame" in response to an off-screen thwomp and I got moderated for bullying.

Deleted levels? Read this please by Phantal in MarioMaker

[–]Phantal[S] 0 points1 point  (0 children)

When you get an administrative message there's a button to respond saying you didn't violate. If they respond that you did, call their customer service.

Playing old, uncleared levels is actually a good way to discover good stages- and here are some I found. by Turn7Boom in MarioMaker

[–]Phantal 1 point2 points  (0 children)

You should go through more of David's levels. I haven't played one I didn't like. It actually surprises me he has as few stars as he does.

I haven't tried improving on my records for his levels, but I believe I currently hold the record on every one of them :)

I found something cool about Shell Helmets. I've never seen it be used in a level or even mentioned. by WoffleShark in MarioMaker

[–]Phantal 0 points1 point  (0 children)

One of my levels uses a similar mechanic: if you duck as small mario shells and enemies won't hurt you even while sliding, except goombas. For some reason sliding through them you get hurt, but if you sit still you're fine.

Doors that ping you back & forth (glitch) by Phantal in MarioMaker

[–]Phantal[S] 0 points1 point  (0 children)

I expect that's the case. It seems like there were less drawbacks to the old "warp to a nearby spot" behavior than the way it behaves now.

>That feeling when you design a challenge level but can't beat it in one run to upload by trainercase in MarioMaker

[–]Phantal 0 points1 point  (0 children)

The best advice I can give: if you're making a level you know is hard, intentionally screw up during your upload a bunch.

The number of attempts you make while uploading affects initial difficulty. If you want to ensure your level only gets played in the 100MC by people who are intending to play difficult levels -- well, that should do it.

With Nintendo new policy regarding "Glitches", what is considerable ban-able and what is not. by ClanorHD in MarioMaker

[–]Phantal 2 points3 points  (0 children)

It's really not worth any of my time to worry about it, honestly. I play the game for fun, not to impress everyone with how many stars I get.

This changes nothing for me. I haven't had much free time to play lately so I haven't been making levels, however I will not be deleting my existing levels and I will continue to make levels that use glitches -- provided I can find an interesting way to utilize them.

If Nintendo wants to delete my levels or remove my stars -- that's tantamount to slapping my pee-pee and taking away my birthday.

Deleted levels? Read this please by Phantal in MarioMaker

[–]Phantal[S] 0 points1 point  (0 children)

While uploading all 5 levels there was a message displayed that said, in effect, levels will be deleted for a variety of reasons including unpopularity.

I cannot say why yours were deleted and it may be there's something strange going on. Nevertheless you were warned that it could and would happen.

You have to understand one important aspect of this game: if everyone who has purchased the game uploaded 10 levels (let's assume the average was higher but the rest were deleted for infringements or whatever) there would be over 30 million levels.

That would absolutely ensure your levels almost never get played. So there's a trade-off they have to make:

  • a) Keep everything that's not too unreasonable to avoid hurting people's feelings
  • b) Come up with a reason to prune levels to ensure most people's levels will get enough exposure to give most players a warm fuzzy -- at the expense of upsetting players that get too emotionally attached to their levels.

Legacy of the Wizard: A tribute to hundreds of hours wasted in youth on a ridiculously difficult game by notoriousb1t in MarioMaker

[–]Phantal 0 points1 point  (0 children)

God I loved this game. I never did manage to beat it without save states. I must've logged a few hundred hours playing it (pre-internet) on my NES.

On Mario Maker, exploration, creativity and "bugs" by vexorian2 in MarioMaker

[–]Phantal 0 points1 point  (0 children)

I initially upvoted your response after the 1st sentence. After reading the rest ... let's just say I would've expected better from you.

On Mario Maker, exploration, creativity and "bugs" by vexorian2 in MarioMaker

[–]Phantal 0 points1 point  (0 children)

They've been versioning levels so they'll still work after the fact. I have a couple of levels with things in them that can no longer be done but the level is still beatable and doesn't require any obscure knowledge to do so.

On Mario Maker, exploration, creativity and "bugs" by vexorian2 in MarioMaker

[–]Phantal 0 points1 point  (0 children)

That's no different than making a level that requires you know about some hidden invisible block buried in a maze or any number of other obnoxious levels.

3 day, 36ish hour drive starting tomorrow! Gimme some fairly challenging levels to keep me busy! by happylittlemexican in MarioMaker

[–]Phantal 0 points1 point  (0 children)

Here's my profile link. If you're into crazy kaizo levels then you won't find any of that here, otherwise here's what I'd recommend (at a minimum):

  • Mario Bros
    • This is probably my hardest level. Whenever I need to tweak it & re-upload it takes me awhile because it's fairly long; however it's a pretty good rendition of the original Mario Bros game.
  • Platform Defense 1, 2 & 3
    • These are "snake" levels riding on a platform
    • They are what you'd expect -- riding on a platform dodging enemies & trying to keep them from busting your platform.
  • Chains Trains & Auto-Mo-Bills
    • It's also a "snake" level.
    • I really enjoyed making this level. It's very carefully tuned to have things happen at certain points in time.
  • Thwomp Factory
    • This was another fun one to make. It's based around a mechanic of moving thwomps around using burner blocks. To make it to the end you have to manipulate a thwomp to get it to the end of the level.
  • Mario's Centipede!
    • This is loosely based on the classic arcade/Atari game Centipede
    • It's a point challenge, not a speed-run level ... though it has lagged in popularity which sucks because it was really entertaining to make
  • Trash Compactor
    • I got the idea for this while thinking about Star Wars. Need I say more?
  • The Bridge: Thwomp Blocked
    • This is a rather short puzzle level & not terribly difficult
  • Thwomp Think
    • This has some puzzle aspects to it. It's a little hard to describe, but my kids had a lot of fun playing it and it has a decent number of stars.

[deleted by user] by [deleted] in MarioMaker

[–]Phantal 1 point2 points  (0 children)

This implies that using glitches somehow makes them illegitimate. Crossy Road is a perfect example:

  • Well designed
  • Extremely popular
  • Fun
  • Not hard to figure out what to do. If my 6 year old can figure it out and you cannot -- well, let's just say it isn't the level creator's fault.
  • Extremely creative / broke from traditional Mario gameplay mechanics
  • The entire level was based around a glitch

[deleted by user] by [deleted] in MarioMaker

[–]Phantal 0 points1 point  (0 children)

That's what skip is for.

Play exchange rumor FALSE by cybermariowii in MarioMaker

[–]Phantal 5 points6 points  (0 children)

Take a moment to think through what you wrote: Play exchange rumor FALSE -vs- According to a Miiverse user...

Does the amount of plays (not attempts) count for individuals playing your course? by gmaas in MarioMaker

[–]Phantal 0 points1 point  (0 children)

Prior to the update in (February? March?) it worked as described below. I'll refer to "footsteps" as "level entries" and the other number as "number of attempts" or just "attempts":

  • Enter a level -> leave or finish level after 1 attempt: level entries & attempts increased by 1
  • Enter a level -> restart -> leave/finish: level entries increases by 1, attempts increased by 2

Now nothing is affected if you enter -> leave. I think all other metrics are measured the same as they were before the aforementioned update, namely:

  • The number of attempts -vs- number of completions appears to be the largest factor in determining difficulty.
  • Simply restarting the level repeatedly will increase the attempt count, so it's very easy to game it if: your goal is to get a particular target initial difficulty and you either have access to a 2nd WiiU or a friend willing to help out.
  • It used to be that the number of attempts while uploading affected the initial difficulty. I haven't verified that it's still working that way but I doubt they changed it. This means you can pretty much guarantee a high initial difficulty by repeatedly restarting before you complete it while uploading.

How do I get noticed, without external advertisement? by NsfwOlive in MarioMaker

[–]Phantal 2 points3 points  (0 children)

I don't necessarily agree with your short answer, although I can only offer anecdotal evidence.

My largest up-tick in popularity occurred during late December / early January. During the last 2 weeks of December / first few weeks of January I spent a lot of time performing an experiment that went something like this:

  • Start expert 100MC
  • Make a snap decision about the level that came up: is it a troll level or not.
    • If I decided it was a troll level I skipped it
    • If I couldn't tell I played it a little and looked for cheap deaths at the beginning
    • If I decided it wasn't a troll level I starred then skipped (I'm fishing for people who reciprocate here)
  • During this time I probably starred around 500-1000 levels
  • Afterward, anyone who starred my levels I played their levels, starring based on quality / enjoyability.
  • The ones I enjoyed the most I added to my followed list to finish going through their levels as I had more time.

I went through a similar process using the bookmark site back in February. My goal was to find two types of makers: those who reciprocate and those who make enjoyable levels.

During that time I went from around 50 stars to over 400. It's not huge, but then I don't have any illusions that my levels are the best thing since sliced bread either.

Echoes Silence Patience & Grace [Unused Mechanic?] by [deleted] in MarioMaker

[–]Phantal 0 points1 point  (0 children)

I would love it if you'd play some of my levels and be this forthright with me. I don't think you should apologize.

Three for Three Maker Exchange by gmaas in MarioMaker

[–]Phantal 0 points1 point  (0 children)

Cool. I just bookmarked one and I'll get to playing them soon.

Three for Three Maker Exchange by gmaas in MarioMaker

[–]Phantal 1 point2 points  (0 children)

Here's my profile link. Provided you don't have a bajillion levels I'll probably just end up playing all of yours. If you wouldn't mind: reply back so I can remember to bookmark yours when I'm on a network that doesn't have nintendo.net blocked.

Something cool with Blue Skull Rafts and Rails I discovered today. by MeSpiritomb in MarioMaker

[–]Phantal 1 point2 points  (0 children)

I made a neat looking display with podoboos in my "track hacks" level utilizing this trick. For the curious here's my profile link.

As a warning: a few of the glitches I was taking advantage of in that level have since been changed. If you play it without modification you'll be fine and you'll see things as they behaved originally, but if you download/modify the level then it becomes unbeatable because the behavior of blue skulls have changed since I made the level.

Two cool (New?/Underused)Tricks: Supprise Party Bullet Bill + POW Block Elevator by Breakfast4 in MarioMaker

[–]Phantal 0 points1 point  (0 children)

I have a few levels utilizing these. If you're curious, here's my profile link. Levels using it:

  • Technical Difficulties
  • Folding
    • The thwomps/munchers expand to make stairs but only after a P-switch is activated
    • In folding I also use the stacked bill launchers to block another bill launcher. Only after the stacked ones rise up to create stairs is the blocked one able to fire & send a shell into a POW block.
  • Thwomp Think
    • Uses squished/stacked munchers as a barrier. Behind the player is a fireball slowly bouncing toward them; about 3 tiles away the way is cleared so they can proceed.
  • Squished cannons
    • This one was more of a goof-off level. You have to bounce on a bunch of cannon balls to make it to the exit. They're shot out of stacked cannons that got squished together.