Super Mario Maker is wonderful, at least in our humble opinion, and millions of stages have been created for us all to try. Naturally with so many people taking part there's scope for levels that are slightly peculiar of almost impossible to beat, yet it's the 'don't move' or 'keep running' stages that seem to be among the most popular when looking at the highest Starred courses.
From a gameplay perception these demand either nothing or minimal input, but are undeniably often impressive in scope, often downright outrageous in their trickery. Designers have learnt to mark them clearly, too, to avoid a whole load of frustration for the player who tries to 'play' a stage normally.
The following video is an interesting case and point, as a stage name in Japanese prompted the player - Jacob - to try and play it normally in 100 Mario Challenge. This video - on his channel Mr A-Game - perfectly encapsulates how unnatural these stages are without a clear instruction to leave that controller well alone.
This is an interesting topic. In our review we argued that a key strength of the game is how different the levels often are from 'normal' 2D Mario stages. Yet the abundance of don't move levels or others that are almost impenetrable prompt interesting debates around what good level design is - something raised by Alex Neuse from Choice Provisions when he shared a level here on Nintendo Life.
Let the design debate begin!
Comments 96
Sure, when I first saw one of these I went, "Huh, that was clever."
Now, they've completely lost their appeal, so I just avoid these stages entirely. I turn on the game to play and create, not to watch.
I'll just wait fo r the NeXt Super Mario Bros.
The worst even go overkill on the sound effects so you have to mute it as well as not play. It's like a loading screen for the next stage. They should have a separate section.
That reaction was amazing lol.
I like these "Don't Move" levels but I wish the game had a way of putting them all into their own category or place within the game.
Now, let me check out this video above.....
How can you go through so many attempts while completely ignoring the fact that there's a cannon shooting out a spring at the start?
@BenAV
I was wondering that myself. Obviously it's just an example, be it a poor one.
@BenAV I was about to say the same thing. This guy just looks like an idiot. Sometimes I get "don't move" stages with Japanese titles where I couldn't really tell. But just from glancing at a spring coming from somewhere to hit me after dying once and starting over, it's enough to realize what you need to do (or rather, not do).
FAAAAAAAAKE. There is no way he didn't know that was an auto-level.
Also, I'm with others that I'm pretty much over the auto-levels now. They are no longer particularly clever. "Ooh, wow, that horde of carefully placed enemies nearly hit me as I did nothing. What an amazing experience. NOT."
More real levels please. They don't have to be vanilla Mario levels, and they can be cheesy, or easy, or goofy, or short, or long, or whatever. Just make sure I have to play them.
With my level of Chinese (which Japanese use a lot of their characters) I can see the title 自動 or simplified to 自动 means automatic, do something by itself. SMM players should remember these.
@SanderEvers I understand. I don't particularly like them in my 100-Man Mario Challenge either. That's why I would rather have them all together in their own separate section of the game.
In best Angry Video Game Nerd voice...... "You walk over it? You just walk over it." hahahha
@BenAV
In his defense, I have been coming across more trollish stages that give the appearance of an auto level only to changed gears at some point and kill you if you keep still.
These have been done to death. Same with troll levels. Let's start making the rare good levels please.
Yeah I agree. The novelty wore off of these real quick. These levels have gotten annoying and there are far too many of them, especially when you are stuck with several of them in 100 Mario. I have no idea why people keep giving them so many stars. Then they well-made levels that are more traditional but with cool surprises and a little extra challenge get hardly any.
Yeah, I always skip auto levels when they appear in 100 Mario. But the Japanese naming does get me sometimes.
Haha omg awesome
This is partially why I won't buy the game, at least until it receives a severe price drop (which being a Nintendo game will be in about 10 years).
Along with these, the 'hold forward to win' levels and the general abundance of mediocre/bad levels from people with no concept of good level design. I don't know about the community who votes on levels but if these sort of levels get high rating, that's another reason for me to avoid it.
It's a shame because I just know there'll be some genuinely good levels in there, I just can't be bothered filtering through the sea of trash and spending £50 to play a bunch of badly put together and automated rubbish.
Seriously seems staged to me. How can someone play a bunch of Mario Maker levels and at this point not be aware of the don't push any buttons kind of levels? Plus looking at that start of the level with the springs is a dead giveaway this is indeed a let the level do everything kind of level.
I enjoy both the "don't move" type of levels and the actual levels but am noticing that the "don't move" or "run!" levels and really over saturating the menus. It's a shame really but I'm sure as time passes, it'll all balance out quite nicely. Still this is such a great game as I have just as much fun making levels as I do playing others.
I've grown to hate the auto-levels. I imagine they must be fun to design as a creator, but as a player, I don't find them interesting whatsoever. Part of me wonders if people like them so much because they're the only levels they can actually finish (even some of my easiest ones have less than a 30% completion rate... Which baffles me). Even the auto levels have completion somewhere in the sub-70% range, which boggles my mind.... How do you lose on a level that requires you to do NOTHING?! Nonetheless, I just get annoyed when I see them now, and between those and the levels that are pointlessly hard through garbage design and tricks and traps, I find fewer and fewer that are actually GOOD.
I get the sense that the "hard" levels are trying to take cues from games like Super Meat Boy but fail to realize that most levels in games like that take under 30 seconds to complete successfully and lack the amount of time it takes to get back into a level after death that Mario games do, so repeated deaths are just infuriating in a Mario game, because they're not meant to be played that way. Every time I'm foolish enough to play an Expert 100 Mario Challenge I kick myself because the levels are WAY too long and full of random traps, not tests of skill like the good hard-as-nails platformers people love today, and again, the time to get back into a Mario level just doesn't work for that.
I think people fundamentally miss what works for a Mario level and what makes them fun to play. I love that SMM lets us play with conventions and break the typical Mario mold, but if you're going to do that, make it FUN or unique in some way. My new definition of a "good" SMM level is one that has a bit of challenge, depends on skill instead of random luck, has some well-placed power ups (expecting me to finish your level with no power ups doesn't make it harder, it's just annoying), some small and interesting secrets to find, and is just generally fun to play. Those are just as hard (if not harder) to design than any of the auto-levels.
100 Mario challenge just gets on my tits now. 95% of the levels are just awful, no imagination, throw 50,000 random enemies crap. Let's have some traditional "decent" levels please.
@Tao If you visit the communities that actually make good levels, that's not an issue (other than manually entering the codes).
I immediately skip every "non-move" level. The first one I came across was cute... By the tenth, I was pretty fed up.
If I wanted to watch something instead on playing, I'd go boot up Netflix. Or Beyond: Two Souls (sorry, couldn't resist).
I've yet to see these 'auto levels' appear in Expert 100-Man Mario Challenge so...there ya go.
I'll agree, there's a lot of "crap" out there for these levels. That said, I do believe as time goes on, it will gradually get better. People will get tired of horrible levels, and I imagine, they will just get deleted as people actually try. When I'm playing 100 Mario Challenge, I immediately skip the levels that are either insane, or are an auto play.
@bezerker99
Lol, really? I've come across way too many.
Funny vid, and as usual a whole lot of complainers in the comment section...
@MoonKnight7 This entirely. They were fun for the first couple, now I LOATH the fact that they dominate the highest rated.
I get the impression most people who play 100 Mario only star levels they can beat, meaning lots immediately star auto-levels. Obviously I can't prove that but when looking at a profile you can see which ones people have starred and it seems players just aren't generous with them unless they're YouTubers or auto-levels
@Tao
You spend 50 ponds to Make Levels... playing levels is the lease appealing aspect of the game in my opinion. And its certainly worth it
I make traditional levels with a side quest (collecting all 100 coins).
Check them out if you want a real and serious Mario level feel.
https://www.nintendolife.com/super-mario-maker/users/Aneira
honestly if anyone is looking for normal levels to play check mine out NNID-maggotcakes... I don't profess to be the best maker but My levels wont be impossible or rediculous... and they won't make you hold still. They tend to be more normal than Insane... yet offer a certain challenge. Often with secrets.
I've never seen the appeal of those sorts of levels. I mean, you actually want to play a game when your playing Mario Maker...not watch one. Playable levels for the win!
Auto-play levels are interesting on YouTube, not in Mario Maker as a playable level.
I personally love auto levels. I haven't noticed any over saturation of them, though. I see them take, maybe, 1/12 of the levels I come across. I will, however, agree there should be a tagging system in place to filter levels, even if trolls will just throw every tag on at once wether they fit or not. It's better than nothing.
@MoonKnight7 Not yet I haven't. Of course, I've only completed the Expert 100 Man Challenge once.
I don't see what the big deal is. You can skip any level you want at any time w/o losing a life.
@CTMike
Yeah, they just aren't interesting anymore.
In regards to the stars, it is way too difficult to get them. I can't say that I'm a game design master, but I at least try to be creative.
I'll admit that my first level was made to make fun of a close friend of mine (it's entirely beatable, but the joke won't land to strangers obviously), but after that I have really tried to make good/interesting levels. I have little to show for it. I have 5 levels and roughly 15 stars. It's very frustrating.
I don't mind auto levels, but most of them are too long or too slow. I like trying to break them by getting to the flag before the ride is over.
@bezerker99
Yeah, that's true, you can. However, I just played the 100 Mario Challenge last night, and I came across way too many auto plays, or enemy spam levels. It just delays the process and gets very annoying the more you play.
A spring-shooting cannon behind you is a dead giveaway. Normally I'll die maybe once in this kind of level if I couldn't read the title, and then I realize.
It´s just a troll design
Incidentally, I'm getting increasingly fed up with these leves. Some of them are legitimately cool to see unfold and you can tell plenty of hours were put into them, but most are far more simplistic, unimpressive and teeeeedious. The most common pitfall seems to be relying heavily on moving platforms the whole time, particularly the white ones. It makes this kind of thing painfully slow to get through, and sometimes I'm just rolling my eyes until it's over so I can, say, keep on actually playing my 100 Mario run.
@MoonKnight7 funnyly enough there's an article from a few weeks ago that 3 of us on NL regularly rate and discuss eachother's levels (I'm sure the mods don't mind). It's far more rewarding than waiting for randomers, so if you want to post your codes:
https://www.nintendolife.com/news/2015/09/reminder_grab_some_popcorn_for_nintendo_uks_super_mario_maker_twitch_stream_with_an_extra_special_guest#comment3202947
@bezerker99 i don't mind them in 100 mario challenge when its in expert mode considering some of those levels since it can get me a free life.
I don't really mind auto levels, but most of them are pretty poorly done. I like the ones that obviously took a lot of time and effort. I ran into one yesterday that was called "Luigi's Adventure" that just put you in the Luigi outfit and then rode you through black space for two minutes on blue skull platforms until you hit the goal post - not even at the top, so you didn't even get the 1-up. Boooooo. But there are some auto levels with serious effort put in, and those I don't mind. The only problem is when they have no indication (in whatever language) that that's what they are, but you can usually figure it out after ONE death. This guy was just trolling his viewers.
I think the dont-move levels are very clever, but will undoubtedly result in eventual tedium, being nothing more than a 'flavour-of-the-month' courses. Likewise with anything that requires a simple button press or two. I'll be searching out as many a variety as I can tho. If a course is good, i'll go with it, whatever the victory requirements are.
@Tao You can just follow a few select people who's levels you enjoy - end of problem! It's the best Mario game of the generation and there are huge ammounts of extremely high quality levels, missing out on it would be a real shame.
Video is clearly staged...
Hopefully with its popularity, Nintendo will make a category of "approved" levels... apparently the general public isn't a good enough judge.
This kind of level might be more appropriate if they made a "Sonic Maker" game. We're already used to sitting there watching parts of Sonic levels run on autopilot. I find myself waiting to see if any of these levels have weak spots that don't always go as planned, but so far they've all been seamless. At least it's an easy pass if you're working your way through a 100 Mario Challenge .
I'm more bothered by the "let's see how many giant enemy stacks we can start the level with" types. Loading the space with an impossible mob of enemies and 50 stars bouncing all over so you can plow through them is not enjoyable level design. Would you turn your stereo up louder than you can stand and then wear earplugs to compensate or stare at the sun while wearing 15 pairs of sunglasses? It's always more interesting and challenging to place one or two enemies in a way that presents an obstacle and a single strategic power-up than a 100 enemies on all sides and an atom bomb to neutralize them all. It's also no big thrill to rack up 50 1ups in a second since they don't matter like they do in the regular games. You can only get 3 from each level, and it's still more fun to find one lone 1up in a hidden box than have a hundred rain down on you for doing basically nothing.
I played about 3 of the top rated don't moves and marveled at how much there was going on shortly followed by at how boring they are.
I laughed.
@Pahvi "One very frequent identifier of such stages when the checking the name fails: a Trampoline Blaster behind the player at start."
@sWiTcHeRoO "Sometimes I get 'don't move' stages with Japanese titles where I couldn't really tell. But just from glancing at a spring coming from somewhere to hit me after dying once and starting over, it's enough to realize what you need to do (or rather, not do)."
Yup, that's exactly how it goes for me too. One death (maybe two, tops, if I'm too distracted by all the chaos to notice the spring launcher the first time), and I set the controller down to see if it's one of "those" levels--which it almost certainly is, if there's that much chaos (another decent indicator that it's an auto-level).
I stopped playing auto levels all together pretty much, there is only one type i'll play and those are the ones that people have music play for them. Other than that... I'll die once just to put a death marker on it and then skip.
@CTMike
Haha, well I wasn't looking for pity or anything, but I think I'll take you up on that offer today when I get home from work.
I was merely re-stating how people are very frugal with their stars. If I come across a good stage I'll star it, but I guess a lot of other people don't feel generous. Maybe my levels are complete crap though... :: shrugs ::
Thanks for the invite.
I have this idea that could work. When naming your level, name it with either automatic, easy, or push forward. People might be more inclined to atleast start the level.
I think it might be better to troll people into playing a proper level.
@dizzy_boy
Lol, that's an interesting theory. I like it, though I can't imagine you'd get a lot of stars for that.
@MoonKnight7 haha you may be surprised at the quality of levels from the 2 guys on there.
On topic: total fake. The guy's using it as clickbate
I did like the first auto-level I played. Like others have said, there are way too many. Personally, I'm thinking about making one so that it'll get popular, then people can check out my other designs. I've spent already a month only making two levels and I did the best I could to make them 'likable' and simple enough to not frustrate anyone. But if I have to make an auto-level to achieve a higher status, then that's what I'm going to do.
I hate auto levels. There's too many of them that aren't fun to watch that all do the same thing. Most of them have Mario riding tracks and dodging enemies... No creativity, which is what Mario Maker is all about. I want to play a level with new inspiring ideas, not watch a level that has so many overused mechanics.
That was amusing, but either it was staged or he was really unobservant noticing the trampoline appear at the start. This is also why I try to avoid having important information in the level name or spelt out in a level since not everyone speaks my language.
Finally, there are other people who see it the same way! It got bored by the automatic levels few days after release and I was really surprised that they dominate the charts. Before MM was released, the part I was looking forward to the most was playing some really challenging levels. Not playing levels that even a dog could finish.
I still don't get why they're so popular, but I wanted to use that to my advantage to get more stars. Unfortunately, that didn't work at all. How do those other automatic levels get so many stars? And more importantly, WHY?
I've seen great, inspirational levels but they didn't get as much attention as those automatic ones. I also made a level with a friend that you could call a concept level with philosophical meaning. It's less of a platformer challenge but more of a puzzle where you have to use your brain instead of your muscle memory. In that way, it's more like Zelda than Mario. But sadly, no one got it until recently, when finally one player was able to finish it (although I think he didn't go the intended way). It's frustrating when you put 10-12 hours into creating a level together, a level that has a concept that I've never seen anywhere else. And then that level doesn't get recognition, but those easy-to-finish ones do.
@cookypuss Who cares, as long as you can finish them quickly. The only reason to play the 100 Mario Challenge is to unlock the costumes, right?
@MarioPhD Yeah I wonder that myself. After making 5 levels and not having enough stars to create more than 10 levels, I made an automatic level because I realized my levels are too hard. Although I like them that way. If you make a level, what's the point in making it easy? But I thought if I wanted to get more stars, I'm forced to make an automatic level which everyone can clear. But then I uploaded it and only 10% were able to clear it. Ten percent! Then I reuploaded it with a unmisunderstandable name (don't touch your gamepad) and still only 30% were able to finish it. Are people stupid or what? And the best things is, I only got 3-4 stars for that level. I don't get it, I thought automatic levels are popular.
@Hamguar Oh really, that sounds great! Where can I find such levels? I love levels that trick you and fool you.
@earthboundlink @BenAV I bet he was just acting and knew all along. Only someone who already knew it was an automatic level would constantly try it despite of clear clues at the beginning of the stage (the trampolins).
@KingofSaiyans In case you didn't know, that's what the clear percentage is for. It tells you how difficult a level is. You could say 0-5% represents hard, 5-20% represents medium and 20-100% represents easy.
@Tao I think you misunderstood, you don't have to filter through anything to find the good levels. Those with high ratings are usually indeed good levels, there is no doubt about it. It's just that some automatic levels are also highly rated.
@crimsontadpoles Really? From what I know, the title is very important to get people to play your level in the first place. Of course the title should be in English, regardless which country you come from. If someone doesn't speak English, it's their loss and their own fault. That's what I always tell my German friends when they don't dare to speak English. It's the easiest modern language and it's almost spoken everywhere (especially in the internet). So learning it is really mandatory and nothing you should care about.
Whether this was staged or not, his expression was hilarious XD
Yeah, these "don't move" stages are an overstayed novelty. I like Rube Goldberg machines, but not enough to take my hands off the controller in a Mario game.
It was in japanese, so it could not be fake.
Though I know a lot of time and effort went into them, these stages are kinda getting annoying. Especially when half the stages in the 100 Mario Challenge consist of them.
Agree with a lot of the views here: these stages are clever but they're not fun and are becoming a bit tiresome.
Still much better than anything I produce though...
Perhaps there should be a "genre" of level style people can attach to their levels. Like "Pure difficulty", "puzzle", and of course "auto"
@shani That puzzle level sounds interesting, do you have a link to it?
As for auto levels, I enjoy them when I see that they put effort into them. And there are tons of them. I generally wait at the beginning of every level just to see if it's automatic.
Wait, you guys hate having these in 100-mario challenge?
Are you not trying to unlock all the costumes?
For me, the auto-levels provide much-needed breaks during the chore of playing more than 1,000 random mario maker courses. Free level completion for doing nothing. If I got 16 auto-complete levels in a row, I could start mario challenge, walk away for 20 minutes or so, and have a new costume for free.
After all, isn't that how we all unlocked Mewtwo in SSBM?
These types of levels should be flagged and wholly avoidable. They are annoying, pointless and a waste of time.
@shani hahahahaha English is THE most complex language in existence. It is only so wide spread because of the British Empire.
The world would be a better place if it still existed, we'll just have to stick with the fact that English is the most widespread global language as a result of it.
@NotEnoughGolds I thought I was the only one who liked them. After wading like, 20+ lives on the hard levels on the hardest setting in the 100 Mario challenge, these levels are a life saver.
Until people play and reward those who make real levels that are actually good, these will saturate the top starred lists.
I toiled night and day designing and play testing 8 levels that are among the best I've seen offered. Yet very few have played them. I think I have 210 stars for 8 levels, which isn't a lot. Only 1/4 people give a star and there's really no way to stand out when everyone else says "Play my level" and it's really medicore.
Such a shame that one can put so much work into designing a masterpiece and playtest it and have barely anyone play it, then complain they can't find great levels. It's like HELLO! RIGHT HERE, OVER HERE!! but it's nothing but clanging noise to most.
@Samuel-Flutter Here you go, I hope you like it. It was even harder before, but since no one was able to complete it, I made it a bit easier and also put in a few hints that weren't there before.
Just so you know, one way leads you to hell and you won't be able to finish the level. But you will get a hint for the next try so reaching heaven is possible.
And be sure to send me your levels if you like!
@DESS-M-8: Of course it's the most widespread global language and the British Empire may have something to do with it. But English would never be so widespread and have so many different versions throughout the globe if it wasn't easy to learn. That doesn't mean it can't be complex, but it's still way more simple than most languages. For example you don't have two (like in Spanish) or even three (like in German) different definite articles but only one (the). There are many more simplifications and that's what makes English a global language. Not it's history (because otherwise it would've failed already).
@shani What's a code for one of your levels? I'm happy to drop some stars by for someone else who actually cares about designing good levels.
@KingofSaiyans Or how about a maximum long jump, hop off the backs of three parakoopas, to land safely on the platform? Even lost levels did that a couple times.
@MarioPhD These are my levels, although to be honest, aside from the "Find the way to Heaven", which I also linked in the post above, the others weren't that much conceptional.
"Go for triple", "Timing is everything" and "Ocean of doom" were my first levels and I just did them on the fly. "Lakitu or lucky two" only had a vague concept (Lakitu + Mario&Yoshi) and was supposed to be easy because my levels had a low completion rate. And "Don't touch your gamepad" was made out of similar reasons.
I'd like to make more levels like "Find the way to heaven", because to me it is much more satisfactory to accomplish building such a level. Me and my friend (both of us aren't religious ^^) had the concept beforehand that there should be two ways, one to heaven and one to hell. Initially, both were supposed to lead to success. We even wanted to include some element of moral, like if you kill an enemy, you go to hell, but we scratched that. Later we made it so that the way to hell leads to death, but you get a hint for your next life so when you are reborn, you can still end up in heaven. And we designed the level in a way that an uninformed player would almost certainly (out of habit of Mario levels) go the way to hell. But then he would find a clue and think "Ah! That's were I', supposed to go!".
And we actually achieved our goal, which really felt great as the level was finally finished. But maybe we put to few hints in it, so I edited and reuploaded it later.
But after it getting so few recognition, I didn't have the motivation to go on. Haven't played MM for weeks now because of this.
I really like making special levels that demand something else from the player, not just a simple platformer challenge. But maybe that's too much for a platform like Mario Maker, because no one would expect to find such a level between all the super-hard-platforming stuff and the way-too-easy-automatic levels.
By now I'm at a point where I'd rather give every player an explanation before playing "Find the way to heaven" rather than having all those elements in it (like the house) going unnoticed because the average player doesn't seem to get what's expected of them.
If you have suggestions or criticism, feel free to express it! There can always be a way to improve the levels.
And be sure to send me your levels if you like!
@shani I'll check them out in the coming days! Happy to leave some constructive feedback!
@shani Also, as a heads-up, that link is a general URL that brings me to my own levels when I click on it. What's your Miiverse name? Mine is LinkedToThePast. Feel free to add/follow me.
These levels are incredibly obnoxious and have flat-out ruined this game. 100-Mario challenge, and trying random levels is completely broken thanks to these stupid things.
This entire game comes out and trolls who think they're clever but really, really are not, have literally destroyed the appeal of Mario Maker's concept.
@MarioPhD Oh of course, how could I forget that. ^^
Here you find the level, from there you can also find the other ones.
I'll add you in miiverse, my NNID is shani_ace.
I hate auto levels. Only a really few managed to surprise me.
I came here to play a game, not watch the game to play itself.
Also its sad the most starred level is a lame auto level.
Yup. Everyone's just going to have to remember that "自動" (spelled "じどう” (and pronounced "jidou" (as in "gee, d'oh!" (in the world of an extra-annoying Homer Simpson I guess)))) means "automatic" (as in "don't touch the controller, yo" (minus the "yo")). I tend to skip these stages because once you've seen one, you've gotten the idea. It was neat the first time, but I have a hard time figuring out why people go nuts over them. Meanwhile, though, my levels keep turning out way harder than I intend them to be, so people don't want to waste precious nanoseconds out of their lives to give me stars, so I guess no one will ever go nuts over my levels.
I hated when I had one of these myself. It was seemingly impossible. These levels annoy me. They were cool at first, but I want to look at the popular levels and not have to see "Don't Touch Anything"s come up first. I want to actually play, you know?
Laughed so hard when he threw the controller and stared at the screen in complete disbelief
I have yet to sit down with the game because I'm studying abroad for a few months.
However despite my visual disability it's pretty clear there's a series of trampolines at the start =/
These don't move levels can't be all that bad unless the don't move part is somehow kept hidden. This one was honestly quite obvious.
Well, I feel a bit better seeing how many other people trying to make actual Mario type levels are having trouble standing out from the crowd of auto & hyper-hard ones. Although seeing one of them say they had only gotten about 210 stars bummed me out, since I think I've gotten less than 10 still. I get about 5-10 notifications a day of activity, lots of "someone" played your level, some give actual names, and I wonder if you get that even if all they do is look at the start, see that it's not going to play itself for them or throw 50 stacks of large spiny-goomba-koopa-bowsers at them and so they bail on it.
I'd like to see rather than just "played your level", a notification that says they COMPLETED it. It's pretty obvious if they did if they give it a star, and I even got a screen shot of someone finishing one of mine, but I still wonder if having millions of levels available causes people to skip and dismiss anything they don't have patience for, but it still gets reported back to you that someone "played" it.
I'm generally trying to produce the kind of levels I prefer to play- a few tricky spots, and one or two areas that require some figuring out, connected together by some basic Mario goomba jumping and shell kicking. Seems like others are looking for this as well, but it looks like it's hard to be found amongst all the auto plays and brutal challenge ones. And of course the "not really trying" type levels usually show up in any 100 Mario challenge, too. The extra short and very random mishmashes put up by users that don't have much of a sense of how to build a level.
I guess I won't be getting upgraded to more than 10 uploads any time soon at this rate. Good thing I have a 2nd Wii U, then, but I've almost used up my 10 on both.
@Jimsbo You know, you can check if the people who played the level completed it if you tap on the star and plays icon. The list on the right shows the player that arrvied to your course.
If they beat the level, a red flag appears at the side of their mii.
here's a fun "hop on koopas getting 1-ups" level
https://www.nintendolife.com/super-mario-maker/levels/C53A-0000-0086-8CB0
made it quickly... but I enjoy it at least...!
Nintendo just really needs to work on the menus for this game and make finding certain levels easier.
@shani It has been proven linguistically that it is the most complex language to learn.
And it is exactly through the expansion of the British Empire why english is so widespread. Once is what so widespread other countries not part of the British Empire had to follow and English had become the dominant language worldwide.
Fact
@DESS-M-8 That would be news to me. What do you mean by linguistically? I mean practically, in real life, not theoretically.
I guess you mean that the English langauge has the most exceptions, that makes it hard even for native speakers to use it right.
But what I meant was that English is the most easy to learn of the modern languages. I don't mean linguistically, but practically. It's much more easy for an outsider to learn English than to learn German, Persian or Chinese, for example.
All I do is go "that's amazing the time and dedication people have for creating this" and that's about it. I don't hate the stages as they are amazing, but I tend to enjoy a stage I can "play". Either way, I can't say it's "bad" design, it's simply preference as a player. Thank goodness we have the powerful skip option, right?
@shani Ahhhhh you half have a point but then back tracked at the end?
Practically it makes more sense to learn English as it more widespread.
But on a technical level, to learn a language from scratch with no prior knowledge, English is the MOST difficult time learn as it is the most complex language.
We carry more words with silent sounds, words with two meanings and the most complex sentance structure and uses of tense than any other language.
English is the hardest to learn.
I can understand that people can get annoyed when they encounter these levels over and over again (even more so when you don't know its such a level). That said, they are still fun to watch (and fun to make, I guess), just not all the time. I plan to make 1 (or more) of those levels too someday, but I will mark them as Don't move. That way everyone knows what he/she's buying into.
@MarioPhD and @Samuel-Flutter: I made another concept level with a friend (the same who cooperated on "Find the way to heaven" and "Dr.Mario/Mario&Yoshi", although the latter one is not really finished), you can find it here
I'll just copy paste the description from NintendoLife's MM platform:
"Fight against the alien invasion and enter the mothership. The inside of the alien mothership is infested with strange green plants and white aliens that took over other sentient beings like a parasite. You will face huge creatures that are the result of scientific experiments. Blow the mothership to pieces and return to earth as it's saviour!"
I'd appreciate your feedback, especially about the difficulty, but also about everything else of course.
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