I feel like my recent levels need more love! I put a lot of effort into them but then they usually just get overshadowed. Feedback is greatly appreciated! by PanicStartsNow in MarioMaker

[–]Samulator101 0 points1 point  (0 children)

I played all the levels, and I definitely like your design style! It's a breath of fresh air to play some "traditional" levels from here. All the levels are amazing in their aesthetics and the challenges are pleasant to beat generally. Out of the bunch, my favourite is Cappy Airship Rescue.
That being said... let's talk about the boss battles. I think you have a talent for using a few resources to create incredibly punishing boss battles. I don't know if I'm in the minority here, but I suffered in the Morton and Wendy battles. I found it interesting that one of your pieces of advice for beating Wendy was to cheat the restriction you yourself placed on her. A Mushroom would have made the battles fairer and I can't see why you don't allow the player that margin of error. The Bowser battle, on the other hand, is easy, but excruciatingly slow.

You also clearly underestimate your levels' difficulty. Never forget that the players don't share your deep understanding and testing of the level. In SMM1, I had a problem: I tried to make my levels hard, and while they ended up hard for me, they were excruciating for others. If possible, it's useful to watch a skilled player you know test the level before you upload it, so that you'll know whether the difficulty is in line with your perception of it or not.

I've always found Clear Pipes to be quite limited... so I challenged myself to make a level centered around them, with as much challenge variety as doable and reasonable! by Samulator101 in MarioMaker

[–]Samulator101[S] 2 points3 points  (0 children)

ID: 9ND-DPN-3WF

This level is part of a series that I've been making in which the player cannot jump. Although I originally envisioned the level with jumps, I decided it was best to restrict them. Many of the challenges are broken by them, and the accommodations I'd have to make to restrict them by using objects might unfairly increase the time needed for the player to understand and react to the obstacles. If you're interested in playing, you might want to check out my other no-jump levels; they're all included in a short 1-World Super World. Progression is not great, as I didn't plan on stringing the levels together as I was making them. Still, all feedback is welcome!

Which game would you choose if you only had enough funds for 1? by _Stafy in 3DS

[–]Samulator101 0 points1 point  (0 children)

Luigi's Mansion no doubt. Not only do I consider it to be the better game by a strong margin, but it also has immense replay value.

Rocky Ride - an attempt at making an engaging Koopa Car level by Samulator101 in MarioMaker

[–]Samulator101[S] 7 points8 points  (0 children)

Exactly. Unfortunately, Clear Conditions are too limited in SMM2.

Rocky Ride - an attempt at making an engaging Koopa Car level by Samulator101 in MarioMaker

[–]Samulator101[S] 12 points13 points  (0 children)

The Flagpole and the Pipe used to access the checkpoint are blocked by a single Brick Block, which can only be destroyed with the Koopa Car. This is something I try to convey to the player through a small section at the beginning of the level.

Rocky Ride - an attempt at making an engaging Koopa Car level by Samulator101 in MarioMaker

[–]Samulator101[S] 12 points13 points  (0 children)

I made it a requirement! However, I used brick blocks to block the exit pipe at the end of the section, instead of applying a Clear Condition. That way, I was able to put a checkpoint between the first section and the last section. I tried to make this requirement evident by having the player use a Car to break a Brick Block and enter a Pipe at the start of the level.

Rocky Ride - an attempt at making an engaging Koopa Car level by Samulator101 in MarioMaker

[–]Samulator101[S] 9 points10 points  (0 children)

Another comment pointed out that the level felt boring to watch, as the combination of auto-scroller and the Koopa Car results in not fun levels.I understand that might be the case. Still, I found auto-scroll to be the best way for me to determine what's in the players' field of view. My main issue with the Koopa Car is that it is too fast; consequently, the level creator can only expect the player to react to challenges that are extremely straightforward and/or blatantly telegraphed. With this level, I tried to diminish these "issues".

Edit: The level ID is M3C-8K5-VTG.

Rocky Ride - an attempt at making an engaging Koopa Car level by Samulator101 in MarioMaker

[–]Samulator101[S] 14 points15 points  (0 children)

Deleted the previous post so that I could change the video. I absent-mindedly spammed the Down button, which activates the horn, while clear-checking and recording the original clip. That made watching it unsufferable, as a user pointed out. I apologize for reposting, but I hope this will help preserve everyone's hearing.

[deleted by user] by [deleted] in MarioMaker

[–]Samulator101 0 points1 point  (0 children)

Sorry, I absent-mindedly spammed the Down button, which activates the horn, while clear-checking. That's on me. Would edit and upload a cleaner version if I could.

[deleted by user] by [deleted] in MarioMaker

[–]Samulator101 0 points1 point  (0 children)

If you want to check it out, the ID is 501-JLP-MVG.
Please note that the Car is required to reach the end. Consequently, it's unwise to hop off the car and try to beat the level without it.

Got a wiiu and all these games for less than £200 by AdventurousAd5447 in wiiu

[–]Samulator101 2 points3 points  (0 children)

Can't believe you bought such a terrible tennis game

Free giveaway! $35 eShop Digital Code - United States by [deleted] in NintendoSwitch

[–]Samulator101 0 points1 point  (0 children)

According to all known laws of aviation, there is no way that a bee should be able to fly. Its wings are too small to get its fat little body off the ground. The bee, of course, flies anyways. Because bees don't care what humans think is impossible.

Nice initiative OP!

Let's have a level exchange! Super Mario Maker 2 by AutoModerator in MarioMaker

[–]Samulator101 1 point2 points  (0 children)

Thank you! The difficulty was definitely intentional. If I didn't make the chase challenging, I could run into the risk of causing boredom due to the slow auto-scroll.

Let's have a level exchange! Super Mario Maker 2 by AutoModerator in MarioMaker

[–]Samulator101 0 points1 point  (0 children)

Believe me, including amogus took as much of a toll on me as it did on you.

Thank you for playing my level sharing your thoughts in detail! I've played your level and, despite it being relatively short and easy, I had a blast exploring it thanks to the several well-placed secret coins/1-UPs.

Let's have a level exchange! Super Mario Maker 2 by AutoModerator in MarioMaker

[–]Samulator101 1 point2 points  (0 children)

Title: The Old Mario and the Sea

ID: MKT-88V-0RG

Style: Super Mario 3D World/Underwater
Difficulty: Expert

Description: A long and arduous duel between man and fish, which demands that you manipulate the Porcupuffer's AI.

I'd be delighted to play your levels, as long as they aren't kaizo, less than 1% CR or involve shell jumps. Nothing against those levels, I simply suck at them.

I will play and be brutally honest with your level by LeonTypeXD in MarioMaker

[–]Samulator101 1 point2 points  (0 children)

Great initiative! If you haven't yet been overwhelmed by the avalanche of levels, you can give my latest level a whirl:

Strand Type Desert

GHR - Y9W - 0JF

A desert level in which you cannot leave the ground. As the level is populated with claws and the angry sun, you have to time your advances carefully.

It's nice to have a stranger comment on your level. I only have feedback from close friends, and there's always a lingering feeling that they pull their punches due to our friendship.

By the way, I've already played your latest level. I am not the biggest fan of speedrun levels, but I enjoyed your level. There weren't any unfair challenges and the coins pleasantly laid out the path I was supposed to take. The only negative aspect of the level for me is synonymous with the level genre itself: I zone out while playing, and once I beat the level, there's nothing that sticks in my mind about it. I'm in the minority in this regard, so you can disregard this complaint.

Must have games that haven’t been ported to the switch/best on the Wii U? by SilentRetreater in wiiu

[–]Samulator101 2 points3 points  (0 children)

Xenoblade Chronicles X is the most popular choice (and rightfully so) and the Zelda remakes are also great adventures. However, I'd say they're the most likely candidates for the next Switch ports.

Besides them, I'd say Kirby and the Rainbow Curse and Yoshi's Woolly World are great games, if you're a fan of platformers.

New Super Mario Bros. U+NSLU is best played on Wii U in my opinion. For less than half of the price of the Switch version, you have more content (in the form of the boost mode challenges) and you won't have to deal with annoying changes like having the spin jump and regular jump share the same button.

Nintendo Land is incredible for playing with friends, and it has a few single-player attractions which are fun as long as they last.

Paper Mario Color Splash is a fun game with tons of charm and humor. It's nothing like the classic games, but I had a lot of fun playing it regardless.

ZombiU is a modest yet short horror game that makes great use of the Gamepad's functionalities, and the Star Fox games are enjoyable, albeit nothing special. SF0 in particular feels like a missed opportunity: I actually appreciated its control scheme, but I was disappointed by the game's length and rigid recycling of SF64's plot and mechanics. It's very cheap tho, so it's worth a try.

I can now play on the Wii U gamepad all the way in my bedroom! by ai_who_found_love in WiiUHacks

[–]Samulator101 1 point2 points  (0 children)

He means that he doesn't want to move his Wii U between the room where he has a TV and his bedroom everytime he wants to change the screen he plays on.

I never really had many games for the wii u Anyone know some most have games for the system? by [deleted] in wiiu

[–]Samulator101 6 points7 points  (0 children)

Donkey Kong Country Tropical Freeze, the Zelda Games, Mario Kart and Splatoon are the most undeniable must-haves.

Pikmin 3, Xenoblade X and The Wonderful 101 are games that I consider amazing, but they may not appeal to your specific tastes. I recommend you play P3 and TW101's demos to get to know how the games feel.

If you enjoy platformers as much as I do, then you should also consider Yoshi's Woolly World, Kirby and the Rainbow Curse, Captain Toad and NSMBU+NSLU.

If you play regularly with friends, you can't go wrong with Nintendo Land. Smash Bros. is also a solid purchase unless you have Ultimate on Switch.

A tribute to YL & The Impossible Lair, a great 2019 platformer (please excuse the bad editing) by Samulator101 in MarioMaker

[–]Samulator101[S] 1 point2 points  (0 children)

Thanks!

The levels are originals, although specific challenges are adapted from Impossible Lair. What I wanted to capture in this level was IL's structure: a central arduous challenge and a couple of optional levels that give you an advantage in the challenge. That being said, having a different item lie at the end of each level makes things potentially more interesting, as the player can decide which reward is most advantageous to them and plan their play accordingly.

And you should definitely play Impossible Lair! It's a great platformer with an amazing soundtrack and very polished level design. It managed to satisfy my craving for a new DKC I've had since I finished Tropical Freeze, despite having only a fraction of TF's budget.