@shani: Yeah the person who did it was not getting everything. But considering we do not know the guy and he just randomly asked my wife to use her levels I think its still pretty high praise. And my wife deserves it since she did do a awesome job on it.
@shani: I didn't know how it would go but there were some really amazing entries in the last contest and I was really pleased with how mine turned out as well.
So I created a sequel to my Heroes Rescuing Bowser!?! level, appropriately named, Heroes Rescuing Bowser!?! 2. I posted some comments in the sequel to help guide the player on what to do, so make sure you have them showing on either the TV screen or Gamepad. Feel free to leave some feedback. Thanks!
If you want to try the original and the sequel, I'll put both links below just in case:
@That_Guy_from_Faxana: That level could be a bit harder, but I like the sewer system design! Maybe you can do even more with that by traveling through a lot of pipes between the over- and underground (like crawling through an air shaft in movies).
Thanks for the feedback! If I make a sequel to Frog Sewers I may try that shaft-design out!
I made this level after watching Mark Brown's Game Maker's Toolkit episode for the first time. It was really interesting working with that as conscious blueprint (of sorts).
I also made this level after wanting to apply the idea a little more generally, without feeling too hamstrung by it. I think the actual mechanics are more novel and daring in the second level, but it's less of a rigorous 'proof of concept' for the design philosophy.
But yeah, both the videos linked are really interesting and insightful.
I liked that the overground route was hinted at by the coin at the top-left of the screen. It's subtle but stands out once you see it. However, that opening section (collect the power-up then grow the vine) soon felt like an overhead which I had to do every time I died. Perhaps a little training section (a safe one where I can't die) where I could get a feel for the timing of jumping between the platforms/coins would be useful, and putting a mushroom on Mario's starting position would save me having to collect it from the "?" block.
Well, you don't NEED the mystery mushroom in the overground section since the only enemies you'll find there are P-switches, so you could've just left it there, theoretically. But I definitely hear you about the training section: taking advantage of the P-switch timing is very much trial and error because you have to figure out the acoustic clues in the tune to know when to jump.
Also, although the 'leap of faith' is marked out by some arrows, having a trail of coins to follow would make it easier to judge the landing (and also act as a nice twist, as up until that point if I collect a coin it's because I've just fallen through a platform).
Oh, well... this didn't even occur to me. =P
Anyway... I've just completed another course. It's called "Shiny Slippy Icy Floor" (everybody who played Bomberman 64 may recognize that name) – it uses the SMB3 style.
Le noir, ce mot désigne depuis un époque lointaine le nom du déstin.
Les deux vierges règnent sur la mort.
Les mains noires protègent la paix de nouveau-nés.
@DarkAero: Ah yes, you're right of course about the underground P-switches. I must have got near the end, stepped on a switch then tried (and failed) to jump my way to the exit pipe.
I tried your new level. It's challenging (especially the second half of the sub-world) but fair throughout. The tracked section made for good variety and I really liked how you wrapped the track around the circular saws - it looked like the saws were pulling the block-snake along like a conveyor belt. I also like that it was possible to skip the first track section using the platform route, so i didn't have to keep going through it to get to the second section. Putting a muncher plant on the block-snake was a good twist.
@Blue_Blur: I like that both of your Heroes Rescuing Bowser levels have a story running through them, and rescuing characters who then rescue other characters makes for an engaging narrative. I also like that there is some theming with the characters' sections (eg, the Dr Mario pills, the Donkey Kong vines). As a suggestion - if there's a third rescue mission - perhaps the rescues could be harder to do, with the character having to take an optional risk to save their friend. I'd certainly attempt a third rescue if there was one.
@Bosh_Factory: Thanks for trying my levels! I'm glad you liked them. I'll be sure to use your suggestions if I ever decide to make a third Heroes Rescuing Bowser level. In return, I tried two of your levels: Find the Five Secret Cloud Rooms and Underground Movement. Five Secret Cloud Rooms was very well made, and looked very nice throughout. The secrets were hidden quite well; great level! For Underground Movement... one of the best levels I've ever played! I really liked the challenge it gave, but it felt fair the entire time. Great use of platforms, too! I gave you stars for both levels.
@Maxz: Nice levels! It is true that imposing rules and limiting your options can actually increase creative output. Thanks for showing off what you have done.
Mark Ball
Editor for Nintendo Love Affair
Check out our site in my bio!!!
@marksball: Thank you! Have you made any levels with it in mind?
The second level actually takes a few liberties with the structure, as it introduces the twist in part two (you have to navigate the interior of a moving box, rather than the exteriors of several), and part three is really a development of that theme (you're still stuck in a box), albeit with a less claustrophobic and more acrobatic flavour. So I guess that makes it Kitenshōketsu/起転承結 rather than Kishōtenketsu/起承転結, but hopefully it still works.
That's actually what I did just recently with one of my oldest levels.
Since it doesn't have a lot of plays yet, I'd be glad to know what you guys think:
I played both the old and new version, and while both are good I prefer your original. The idea itself is good and well executed, I found it entertaining to manage Koopa Troopas on the long lines of moving platforms/ trampolines. It´s really satisfying when you time the shells correctly. I enjoyed the gimmick more in the old style, it feels less engaging to me when I can carry around shells at will.
The new expanded level feels less focused when the theme is followed more loosely. Pretty hard challenges, I ended up carrying a P-switch to skip the final brick-passage above the goal.
Has anyone here heard of the concept Kishōtenketsu?
I made this level after watching Mark Brown's Game Maker's Toolkit episode for the first time. It was really interesting working with that as conscious blueprint (of sorts).
I also made this level after wanting to apply the idea a little more generally, without feeling too hamstrung by it. I think the actual mechanics are more novel and daring in the second level, but it's less of a rigorous 'proof of concept' for the design philosophy.
But yeah, both the videos linked are really interesting and insightful.
@marksball: Thanks for sharing the links, I´ll base my next level around Kishōtenketsu!
@Maxz: Two good levels! Pi in the Sky is very pleasing to the eye, the stripped down look fits well with the clouds. It´s harder to endure the bonus music, but I understand why you replaced the airship music. Gives the level a whole other feel to it. The Kishōtenketsu concept shines through and apart from the last grinder-ghost-cloud the increase in difficulty was handled well. In the end I muscled through the obstacle by taking hits, not very satisfying but I couldn´t make it any other way. The rest of the level was challenging, and I enjoyed figuring out how to pass the different variations of the theme. A very memorable stage!
Rectangular Entanglement took me a while to figure out at first. Once I understood that I was supposed to wall jump the rectangles I enjoyed this level too. Well balanced difficulty
I played both the old and new version, and while both are good I prefer your original. The idea itself is good and well executed, I found it entertaining to manage Koopa Troopas on the long lines of moving platforms/ trampolines. It´s really satisfying when you time the shells correctly. I enjoyed the gimmick more in the old style, it feels less engaging to me when I can carry around shells at will.
The new expanded level feels less focused when the theme is followed more loosely. Pretty hard challenges, I ended up carrying a P-switch to skip the final brick-passage above the goal.
That's interesting, because the main reason why I did a sequel was because a friend of mine (who's totally engaded in MM) replayed the old version some weeks ago and said I should make an updated version. To him the part with the shells and the platforms wasn't 'polished' enough.
But you're right, hadn't thought much about how carrying the shell changes things (except for that part with two blue shells in the middle). When I played it myself, I rarely carried it around.
And managing the Koopas on the platforms was exactly the charme of the original, nice that you liked that.
Also didn't think about the possibility of carrying a p-block to the end (I put a lot of them there, I think five, just to make sure the player gets through in case he loses a p-block because of the enemies), but of course that's possible too.
Generally though, I designed the end so that you can stand at a safe spot while trowing the bob-ombs. But you're right, that part can take a bit too long in some runs, so I get why you took the p-block with you in retrospect.
Thank you for all that elaborate feedback, it's really valueable for me! Maybe I'll do a new version some time, because as you said, some of the later challenges are really hard.
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