Mario Maker 2 - Twomps are OP edition

last thread died, talk about TWOMPS here.

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Epic maymay OP so clevar.

some italian dude in last thread kept calling Thwomps "Twomps" and triggered everyone. This is to honor him.

Yeah, I'm excited. Got the game pre-loaded and everything. Wew lad.
Level design is so important.

How many stars did you get in mm1 Yea Forums? Most starred level I had in mario maker 1 has 98, it was a mega man themed platforming challenge

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Will there be a way to make a deathmatch type of gamemode?

All of this might somehow be obsolete, depending on the upload methods they take into account for levels that multiple players might play. By all dumb guesses at the moment, all levels are single-player when uploaded, and must be passed in single player form. In theory, you can make a level that is designed specially for multi-player play, and still be able to upload it, if you build a mechanism to give yourself a way to exit the level as a single player.

Without knowing the specifics of MM2 yet, this might be just one of the ways of doing it. The mushroom walks to the right and drops a vine to the player. IFF a second player had appeared to the left of player 1, the mushroom is destroyed by the thwomp, and the vine never appears.

The downside to the pictured method is, note blocks don't drop their vines when they are not visible on screen, so the system can't be hidden easily. MM2 might behave differently than that, but that is how it is now.

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>made a relatively straightforward level
>the most challenging part was the part at the end, with a pipe dropping chomps while you jump over moving platforms
>check clear rates
>half of the deaths are at the beginning, in places you would have to intentionally die in

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Maybe? I don't think there is a mode for that, but with the right levels, maybe anything is possible.

We don't yet know if players respawn when killed, or what their life counters do.

Has anyone seen whether players can pick up and throw other players?

Seems doubtful that fireballs and junk will hurt each other, but players could throw objects.

I feel you pain brother.

Lower the door and place it on a flip block.
Place a p-switch and a pow-block under the thwomp.
This setup is more elegant and can be completely hidden.

It would trigger when a player walked left of the starting position, and the door still needs to be visible.

I feel a perfect solution would need to be stealthier than both proposals. There needs to be something that happens immediately, and is not seen or heard otherwise.

Or just get good at hiding dev exits is easier

That helps only the level maker, and screws over every other single-player that loads the level.

Thwomp is on rails, and will squish a key holding enemy against the ceiling if not triggered.

What are your level red flags?
>Level starts with a Thwomp that falls right where you start
>Hole between 2 Pipes/A lower & higher platform is covered with Hidden Blocks left to right to force a reset.

That's not bad, but the locked door would still have to be visibly reachable.

If a locked door is accessible, now you have to make sure they don't have another way of getting a key.

Can I play online with random people?

Yes

Can I play online with friends?

Reply hazy

So its been confirmed now, the castle night theme gimmick is the same as sky, low gravity. There was a picture of Propeller Mario landing on a coaster with lava underneath him, and he was floating as landing, and now its been noticed that there is a moon on the screen. So assuming lava is castle only, and Mario is floating down in the picture, then night castle is low gravity like sky is.

So now with night theme:
Underground - upside down
Ground - swimming goombas
Ghost house and underwater - dim light
Desert - wind
Forest - water level
Castle and sky - low gravity
Snow - ice physics
Airship - ????????

So all that's left is trying to figure out which theme gets repeated for Airship? Any ideas?

Wasn't there some weird neon glow theme that people were having trouble placing?

airship might be wind...makes logical sense given how high they are.

Haven't heard anything about this. Have anything I could look at? As for Night Airship, I think the most likely repeated theme would be wind. Makes since, riding a Airship would be windy.

Maybe the older preview clip.

Yeah, I think this as well. I kinda hate that Castle Night is just low gravity. I think if they repeated the upside down gimmick on Castle Night instead, it would have been cooler. Imagine, rising and lowering lava upside down. Also I feel like they should have made a entirely new gimmick for Castle Night anyways. All of the available gimmicks just don't make sense for it. Windy Airship makes sense. Dim Light Underwater makes sense, like the deep ocean where no light reaches. Low Gravity Sky makes since with relation to the Sky being closer to outer space. But Low Gravity Castle? It just feels strange.

dev exits should be bannable

random pipe that leads to instadeath, instant skip

how does skipping work in endless mario since you have like 5 lives? in 100 man skipping cost a life iirc, but you had so many that it didn't matter.

Also, is anyone else kinda disappointed with how much 3D World theme gets that could have been added to ALL themes? Most of it makes sense and is ok, but 3D World gets:
>The hammer as a FIFTH POWER UP (star, mushroom, flower, alternate power up, and now hammer)
>A third alternative to the Piranha Plant, the Creeper (Piranha Plants are already in every theme, just feels strange that 3D World gets a completely new and different version of it)

That's my only complaints with 3D World really. I feel like both of these should have been in every theme, 3D World already has enough unique stuff as it is. So much so that its insane. It kinda sucks that these two cool and interesting things are 3D World only when there seems to be no reason to have them that way.

Maybe bringing all that stuff back somehow complicated their support for old MM1 levels.

It only costs a life when you skip without standing on the floor.

OH GOD THE WAIT IS KILLING ME

First time I've been this excited for a Mario game since Galaxy, but my god that co-op, that water, SLOPES, great choice of themes, that amazing story mode and progression, VERTICAL FUCKING SCROLLING, everything I can ask for.

Who here /hype/?

I think I heard someone say that "endless" actually still ended after 19.

3D world gets more enemies even though they appear in other games

I'm talking the likes of Fire bros and that big fish with spikes that follows you everywhere.

All I need is Nikki to come back and costumes to work slightly differently and I'm good.

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Hopefully someone can answer this question. Now that we have FOUR different colors of pipes, will they enable us to use more pipes in a level then we could before? And if that is true, does that include transition pipes? A single level in MM1 we could only use 20 transition pipes in total, as well as four doors per area. I hope we get to use more transition pipes now that we have more colors.

ugly girl

>Ghost House
>Night Mode
>Objective: Kill 10 Thwomps
>The only Stars are in hidden blocks spread across the map.
What are some other bullshit combinations can you think of, Yea Forums?

bongs who are still awake:
used switch in mint condition with pro controller - £275
good deal or hold out for bundles?

I have 244. One of my first uploaded levels has the most stars, surprisingly.

>level abuses obnoxious effects like the dizzy and party effects
>unavoidable horde of enemies that can only be bypassed with a hidden star power up

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is there a list of goal conditions?

My most popular levels were the idiot-proofed ones, where there was a mushroom after every obstacle and a door+conveyor belt at the bottom. A lot of the people who play this game are retarded, children or both. Unfortunately, you have to appeal to them if you want stars, which is probably why music/auto levels were so prevalent.

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>collect 100 coins
>99/100 coins
>go to jump for the final coin
>offscreen POW goes off and the coin falls into the lava

I recently got the second to last medal, but ran out of ideas. I had been re-creating nothing but Donkey Kong Country Trilogy remake levels, and it was fun, but ran out of levels I could make due to the limitations in MM1. Tempted to remake all of them again in MM2, but I feel that would be a really lazy way of getting more medals. Kinda wish that the Medals were linked to the My Nintendo Account, so I could start MM2 with the same number of Medals I have in MM1. It was a lot of work to get that far, and I just don't think I have it in me to do it again.

>you need to get 50 coins to beat the level
>all placed in invisible blocks

Absolute death.

So dumb the effects are tied to night and the level themes. They should just be universal.

wish I had a Switch

> and a door+conveyor belt at the bottom
- of pits to allow retries without dying. I deleted that part by accident. Phoneposting sucks.

Any effect for any theme would have been great.

take it back

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Who's ready for 200 levels at launch that are just one giant slope with enemies on them? Guaranteed stars from le ebin bing bing wahoo zoomers

They clearly made it this way for UI purposes, it's 1 less toggle and menu to go through, keeping the game simpler looking. Tying it to theme means you pick it with the same toggle as the theme, so that's 1 less toggle, and it also means there's an innate "1 per level" on the gimmicks, which they would NEED anyway because there's no fucking way they could let people make "upside-down darkness rising lava low gravity" levels, it's just too troll friendly.

They basically killed 2 birds with 1 stone this way, while also making sure that players can be aware of any potential gimmicks instantly when the level starts since they won't have to expect raising lava in a sky level, for example.

>really love making hard levels
>suck at playing and cannot do the super expert kind of skills such as:
>in air spring jumps
>shell jumps
>accurate wall jumping
>p switch jumps
>one block spike falls

Anyone else know this pain? I make a extremely hard coaster level that takes a lot of hours for me to beat, and it ends up barely high in normal. It sucks.

I'm might do an experiment and copy a late game stage from a mario game and see how many people can actually beat it

I think the reason they dont add a second exclusive powerup to most the themes is because of SMB1 and World.
They both have jack shit, even tho NSMB and 3 have a crap ton of options for upwards of 3-4 exclusive powerups.

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This is likely the truth and was also the correct call, much as Yea Forums hates it

>STOP HAVING FUN, CHILDREN PLAYING A KIDS GAME
Why are you this way?

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Has it been confirmed that objects are persistent between warps? If they weren’t, you could cheese “collect X coins” or “defeat X enemies” levels by entering doors over and over, and multiplayer would be totally fucked.

Half the people in these threads who complain about some of the limitations are full retarded, and dont get what they're doing.

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Yea Forums hates everything, it's all bitter manchildren that say "haha let's laugh at people having fun day 1 with slopes hahaha le ebin bing bing wahoo zoomers!" and then also say "WAAAAH NINTENDO WON'T LET ME PUT LE EBIN RAISING LAVA IN MY DARK SKY UPSIDE DOWN LEVEL?!? REEEEEE!!!!"

What are you going to make as soon as you get the game? I'm going to recreate Zelda 2 dungeons, they didn't work properly in MM1 but they should now.

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>RAISING LAVA IN MY DARK SKY UPSIDE DOWN LEVEL
soul

>slopes
soulless

I would assume they have to be persistent BECAUSE of the new goals and multiplayer. Why add those things if they're incompatible with the game system?

why is it such a big problem considering all of the other dumb shit you can do in the game? and of stacking theme effects is absolutely a problem, there's no reason effects can't be universal but limited to one per level.

You’re projecting pretty hard there. Calm down.

>buying a literally rehash

I’d like to make a rising lava vertical level, but the speed choices seemed pretty restrictive, so I don’t know if I’d be able to.

>pressing down
>level finished
>fun

this is why most video games are dogshit now, because the playerbase has been conditioned to be literal retards

I just know the online multiplayer is going to be garbage. Since Mario Maker is deterministic by nature, it means every frame must run at a perfect simulation. This wouldn't usually be a problem in a vacuum (like a race-only mode), but players have been shown to affect other players and object interactions (Seesaws, blocks,etc.). As far as I can tell, that means this game must have guaranteed input latency, just like Smash. Even under ideal conditions you will always experience unresponsive controls as everybody's switch waits to catch up to one another. The alternative is teleporting enemies which is even worse.
Absolutely no way Nintendo is able to pull this off.

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The new themes in 2 really make me want to finish my Wind Waker maps. Here's a map that uses the Thwomps as a boss.

A922-0000-00DA-E1F9

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smb 1 - poison mushroom
smw - power balloon

934. I was hoping to get to 1,000 eventually but it's not worth it now.

Should I buy the regular version or get the online membership bundle? I am not already paying for online. My autism is kind of making me apprehensive about buying the bundle since ruins the box art.

i mean you need online to play other people's courses and upload your own...

Duh, I'd buy it separately.

If the Twitch Prime thing is still going you could go for a free trial of Amazon Prime to nab those free months first

I currently have 1825.

The reason is that it's an extra UI menu overcomplicating a game that is trying to be as simple as possible while only limiting things that it needs to. Combining 1 gameplay-centric element and 1 non-gameplay centric element into pairs instantly clears a UI spot up, at no detriment to gameplay.

I'm just buying digital because fuck it I know I'll never sell Mario Maker and that 2 games for $100 new is a decent promotion. Debating if I'll get Astral Chain or Fire Emblem.

>not ok with spending $20 a year on gameplay
>ok with spending $10 extra on online to make the paper insert box art of a game slightly better

How to auto-moderate Mario Maker levels
1: Shadow-ban the following, removing them from the random level pools but not banning them from keyword, tag or level code searching:
>levels that use more than five of one type of sound object or more than twenty total
>levels that would kill Mario if he stood still at spawn for three seconds
>levels with P-switches, vines, boo rings or keys in hidden blocks
>levels with an invisible block within five tiles of spawn
>levels where a wall of any solid material separates the end gate and the castle door Mario usually approaches, blocking him from leaving when you finish
2: Every now and then, maybe once per 50 or so random levels, allow a shadow-banned level to show up anyway. This trickle of plays will ensure they never wisen up to the filtration system
3: Just remove NSMB levels entirely, they won't be missed

14,500, but I’m ashamed of most of them because I created a bunch of soulless shit like music and auto levels to farm stars. Hopefully the level cap isn’t locked behind stars this time.

you're acting like selecting something from a drop down menu is difficult. it could be no different than picking the game style.

>all this smm news
>pumped to play smm1
>load up super expert
>castle level, bowser stack, cage of spiked blocks
>turn it off

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>But Low Gravity Castle? It just feels strange.
Is it a reference to galaxy? I know there were some bowser levels that had funky gravity in them

>boo rings in hidden blocks
does this kill the man?

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>tfw used the voucher and gift card app to get this and smash for basically 75 usd

Retard, learn to read. It's not an issue with "difficulty", It's a UI issue. If you don't understand that the UI in a game like this shouldn't be overcrowded with unnecessary options, you shouldn't be posting.

And its gonna happen all over again! All games that rely on user created content fall into this trap. Look at what happened to happy wheels.

If gimmicks are tied to themes it's easier to tell what to expect at at level start

Oh no, look how horribly cluttered and unusable the UI is when you add one extra button. Good thing nintendo didn't do this and limited our level variety options instead.

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Yeah man, I hate fun and surprises too. I love knowing exactly what will or will not be in a level before I play.

This. I think this is a large part of the reason that they are locked to certain themes.

guessing the gimmick sounds about as fun as guessing the level start thwomp

except the gimmick doesn't kill you immediately and can be easily identified within 1 second of playing if you aren't blind.

>limited our level variety options instead.
You fucking retard, they INTENTIONALLY limited the options because there is NO valid reason to mix the themes, we don't want your autistic dark+upside down level bullshit.They KNEW they were going to limit themes, and with that knowledge decided to mix them into themes because that comes with extra benefits (less cluttered UI and instantly knowing potential gimmicks for starters).

>except the gimmick doesn't kill you immediately
Tell that to raising lava levels, which look identical to regular lava levels until the lava raises and you're dead before you can jump if they design it that way.

Ok, what is wrong with limiting it to one night gimmick a theme, but letting you choose whatever night gimmick you want per theme? What's bad with windy underwater? Or dim light ground? Or slippery airship? Or upside down ghost house?

>Just remove NSMB levels entirely, they won't be missed

I'll miss them. SMW levels on the other hand...

Did I miss an epic thread?

Can I get a post number?

Ok, so the night theme limitation is so that when a level starts and you see the theme, you know right away what gimmick you are getting when its night. But why limit rising water or lava to forest and castle only? Imagine how cool a underwater rising lava level would be. I don't get this one.

You honestly looked at the picture and thought it was cluttered? Okay, fine. Because I thought of something better, combine the gimmick button with the boat button that changes rising water level. There, more variety with absolutely no extra menus added. And again, do you hate fun, why is knowing the gimmick before you play so important? Do you also want to know exactly what enemies are in the level too? How many sub areas there are?
Put a delay on the rising. make it activate when you reach a certain height. make it bubble more violently. it's not that hard.

dont take damage, dont touch ground after first jump, reach flag as big/super mario, collect X coins, kill X enemies of given type, collect X 1-up shrooms

were the ones in the direct

You're thinking of it backwards moron. There doesn't have to be anything "wrong" with something for them to not add it. What's wrong with Mario Odyssey? Nothing, but that doesn't mean they have to add it to Mario Maker.
It's the same shit here, there's no reason to add mix and match themes because it's wasting a UI slot for something that doesn't change anything. They can fit it into the themes for a more cohesive player experience, so they fucking did.

>underwater rising lava level
that shit is why we can't mix themes, water and lava share the same layer so they CAN'T both be active at once. The code doesn't allow it, it's one or the other. Yes, they can waste time making it possible to layer lava behind water in front of the stage or some shit, but that has 0 logic to it and is just dumb.

Sound effects don't change anything. The different look of semi solid platforms don't change anything. Half of the level themes don't change anything. But they're in, because it's fucking fun. More options are fun, and nothing bad comes from having them in. Fuck off with your UI bullshit that I already discredited twice.

>It's the same shit here, there's no reason to add mix and match themes because it's wasting a UI slot

The slot is already there. Its the sun symbol that can turn into a moon symbol. All that would change is clicking on the moon symbol and getting a drop down box list of gimmicks. That's not a waste of a slot cause the slot is already there. Try again please.

>sudden urge to make mario maker levels again
>really don't want to hook up my wii u though

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fuck off with your semantics shit. Sound effects are their own entire fucking system, these gimmicks aren't as they are tied to the night themes specifically.

right, because an extra drop down box every gimmick level has to fill out instead of auto-filling the gimmick based on the level skin is less complicated.

>invitational instead of doing another world championship.

Weird. But can Cosmo regain his masculinity again?

Even better,
SMB1 Weird Shroom

Mario Maker 1's tools were considered too complicated for most children. What makes you think 2's tools aren't even more complicated?

How is it complicated at all

Its seriously just another button, theres even giant empty spot under the course themes tabs they could put it

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uh, because "sequel" doesn't mean "harder to use", autist. Rage all you want, Nintendo is on my side.

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and? what the fuck point is this even trying to make?
>these gimmicks aren't as they are tied to the night themes specifically
that's what we're arguing about you dumbass, you haven't said one good reason why that isn't a retarded decision.
Adding literally anything to the game would have to make it more "complicated". Who the fuck cares about having the OPTION to click on ONE more box besides a complete autist? Literally fuck off with your UI bullshit, everybody can handle clicking on an extra box except you, apparently.

>Nintendo reveals a new game mode for the game at E3
>"What the fuck, more boxes to click on?! This is so complicated, why would Nintendo do this?"

>narcissa beats john fucking numbers live on stream and grows a new penis right there

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Having a Mario Odyssey style and turning a ghost house upside down are not equatable in any way. Not in how they fit with MM2, not in how much effort they'd take, and not even in the amount of UI design work to be done (however minor of an issue it is to begin with.)

There is also no reason to believe the code doesn't allow for a lava level in underwater themes. Underwater levels don't even have a mobile layer of water, so even if the two were incompatible, which we have no reason to believe, it wouldn't be any more of an issue than moving the lava layer through the "air" in a castle stage. Swimming around is just a standard property of a water level.

You are the one flipping out over adding a one tile drop down menu on the sun icon really.
>open themes
>click sun icon
>all gimmick icons listed plus neutral non-gimmick moon icon

Apparently that is too hard according to you.

No, I'm pretty sure I'm the one happy with the game and you're flipping out over not getting an arbitrary extra button for no real reason

What do you think will be in the content update of super mario maker 2?
For the record, the update of the first game had the fire clown car, stackable mushrooms with another powerup, the bouncy donut and P Doors

I can see this getting more content updates than MM1 due to not being on a dead platform. I'd say we're likely to get some enemies, hopefully Chargin' Chucks and Pokeys.

Alright, I guess it's settled, you think more content is bad and think people who want more, simple content in the game that should be in there in the first place are stupid. Glad that's final.

Hopefully more things that tilt and rotate like the rotating gears from NSMB. Climbable background objects like the gates in SMW too.

67 for a traditional airship level, second most was a level that only pretended to have sub-areas with 62.

Any place online that sells video games that doesn't charge tax? I just found out NewEgg started charging tax in my state. $77 is a bit steep for a fucking level editor...

>the ability to make the theme and gimmick not match
>content
pick one, autist. Instead of the retarded shit you wanted, they used dev time adding shit that is actually worth adding like extra enemies and items.

That second "extra" game style might not be ready at launch. It also seems that more than just the one might be available down the line. Paid or free, who can say, but I'm hoping it doesn't detract from the universal features we might get like in SMM1.

Also some Mario 2 things would translate well into Mario Maker. The pullable weeds, ground tiles, and shy guys would probably be things that distinguish it from the others, but for one thing I would love to see Phanto, Pokeys, and Ninjis in other styles.

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Dev time was spent on the gimmicks regardless? How would making them universal take up any more or less dev time than limiting them? What a stupid argument.

The first update for Mario Maker had checkpoints. That one was huge.

>adding a full extra UI element, including designing a button for it, figuring out the optimal place for it, making logos and icons for every option instead of just having the options exist, a fuckload of tweaks to make them all work in different areas where they naturally couldn't work, bugtesting out the ass to make sure none of them break
>requiring no more or less dev time than adding gimmicks to 1 theme only with 0 UI elements and 0 unnatural gimmick interactions

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The extra style will be separated from the others just like 3D world. Otherwise it wouldn't be in the extra menu.

bros why is level design so hard? ill never be as good as the guys at the top of the charts no matter how hard i try

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I really hope they add some AI feature that detects DEV routes. Some kind of shit that detects if you hit a hidden block and skip 90% of the level. Stops you from uploading and says “boy your level sure looks easy, maybe you should add a coin goal or something?” And if you try to upload anyway, it hides it from other players

Yes, I'm sure adding one more button to the UI and a couple of logos would have taken up massive dev time. Multiple places for said buttons and logos were discussed in a matter of minutes in this thread. And yes, I'm sure wind, darkness, and low gravity all work differently for the different aesthetic backgrounds for some unexplainable reason and would require hours of dev time to bug test.

looking forward to it but
>upside down platforming is tied to the moon gimmick instead of being some gravity switch for anywhere
didn't even know I wanted that, but a little disappointed.

Can you pick up other players and throw them in the NSMBU multiplayer mode? This is important.

Probably making gimmicks from night stages as available for day stages. Likewise, being able to turn off the gimmicks for night stages. I hope we get more tilesets and more enemies.

>Multiple places for said buttons and logos were discussed in a matter of minutes in this thread.
Right, and if you weren't retarded you'd know Nintendo has to put more thought into UI than retards like you do.

LOL

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IS HE IN?!

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i hope that was an unironic lol friend.
BitF is based

NSMBU has so much shit in it that won't ever make the cut and it makes me sad
i wish NSMBU was the only NEW series game, since so many people write it off because it's the fourth one despite the fact that it's a real solid platformer with great level design.

I'm really enjoying it and it gets tough. Haven't played Luigi u yet. It's a great game. I don't get the hate

I listen to their Christmas songs every year

I don't even know how to respond to that. That's such a non argument. I just told you it took minutes to find a place that works for the button to be. The button is comparable to the level background button in terms of how often you use it, which is not much when you're creating. It could be placed almost anywhere and it wouldn't make that much of a difference. With that being said, it took all of minutes to find a place that works for it. That's it, it's done, you cannot argue that.

I know it's pathetic but I desperately need a creative outlet and it's why I want this game. I need to write that story I'm thinking about too but Mario is cool

People really just got tired of those style games getting pumped out.
I was too, but I got a free copy of it and really loved it. I think some people were turned off of 3D world for the same reason, but that one was really good too. Besides its obsession with the cat powerup. It left no reason to use any other one.

Well the last one I played was DS and that one is great. .Never had a wii ot wii u. So speaking unbiased NSMBU Deluxe is a great game and if you are like me get it.

NSMB2 really hurt NSMBU. The fact that they were released less than 6 months apart and that NSMB2 was really bland really squandered people's expectations for U. I still think the DS game is the best, but the Wii U game is really underrated.

Did someone say Thwomps?

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He is, I'm just used to comic posting being LOL all the time.

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I guess not

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Like 70 in total last I'd played a few years ago but I only made around 3 levels, I spent most of my hours running expert mode because I hate myself. My best course got fucking 12 or so. My brother made a total shitpost autoscroller level spamming sound effects everywhere because he was sick of seeing them and it got around 50 stars in a few days. I'm just going to make what I want this time and hope I get enough stars for a reasonable number of slots. I don't care about treating it like a social media platform or whatever, especially with Miiverse dead.

>Thwomps can move horizontally now

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I still get a few here and there. At 253 last I checked. I just got stuck making a few levels and quit playing for a couple years.

barely over 20, and I uploaded plenty of courses trying to get more and kept circling fresh ones

I think the problem was they were all designed around lost levels difficulty, so not a lot of people liked them...

meant to reply

It's a throwback to SMB3.
Looking forward to some IWBTG shit.

HOLY SHIT

>take one step
>samba music blasts
>die because the platforming is impossible
>oh yeah that's right, it's a "don't move" level

Please tell me I don't have to do multiplayer to play as Toadette and can choose to play her in the regular game modes.

Do thwomps have anti-gravity capabilities, or are they jumping and holding onto something? I think the former is more lore accurate as thwomps do not have hands and some are in locations without things to grab, for example just in mid air.
What have Thwomps done to aquire anti-gravity powers, and why does Bowser not try to utilize these powers in other ways?

Thwomps are held in the air by sheer anger alone.

>SMB3.
oh. That's the one mainline mario game besides galaxy 2 I never played.

Their lack of animation is actually pretty threatening. I wonder if you can speed them up in any way, to force mario to jump instead of running.

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You missed out on a good one. A lot of memorable levels.

Dude, you gotta get on that shit. If you're worried you won't want to sit through it in one playthrough then use savestates or play the All-Stars version which has saves.

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no red flags. every level is fun in it's own way

hopefully the boo button will fix this a bit

unfinished pipes

this shit is why mario maker is so de-motivating. the people who prop up music trash and autos are monkeys. ironically they're the same people who make trashy enemy spam levels, too.
so they clutter up easy/normal mode with soulless auto levels while at the same time cluttering up expert/super expert with enemy spam garbage.
this is why im still personally active in the SMBX community. it hasn't been taken over by kaizobros like lunar magic, but it still requires some sort of barrier to entry in terms of patience and being able to use a computer.

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I am glad they are making a tag for auto levels.
Now avoiding them should be easier. I can respect making a fun machine, but it was just a shame it was so oversaturated.

they have been since smb3

Even the standard real Mario games are like that to a point. Any level can be completed with no power ups, but you can count on them appearing regularly.

Is Mario Maker 3DS worth it for the 100 built-in levels? I need something to hold me over until 2

How about you wait literally just 4 weeks faggot.

why haven't you hacked your 3ds yet? it's as easy as making pancakes
3ds.hacks.guide/

wat? there are literally SHIT loads of non kaizo hacks for SMW.

the reason why kaizo took over is the same reason why incredibly hard doom wads take over. the only people who want to keep playing a game after a few hundreds of hours either have autism, or are extremely skilled. (or both)

I'm talking about the creation. Casual hacks don't get any attention compared to kaizo ones. SMBX is more laid back and is much more about pushing the game (and its relatively new 2.0 remake) to its creative limit than it is about game skill.

serious question Yea Forums?
do they really have all this shit confirmed (and basically one other bonus theme confirmed/dlc theme) and they still haven't confirmed chucks?

is the chuck just like lost to time or something?

Too bad Mario Maker can't emulate finding secret exists

Chargin Chuck was in Odyssey

define attention?
because if you go look on SMW central's most downloaded the difficulty is almost perfectly split. Kola kingdom quest, another mario world, and smw remix are among the most downloaded hacks. none of which are kaizo.

this, it's what makes the classic marios good

Looks like Luigi is holding a turd from the thumbnail.

I mean for 2D mario. I mean there's been like what 10 2D mario games since SMW and we still haven't seen a chuck of any kind

since when is there secret exits in any games besides smw and New soup?

SMW is the only game where it's actually fun to find secret exists because of the excellent overworld map design. Its why I still play SMW hacks

if nintendo isn't retarded they'll add star coins and the ability to add an alternative exit and make sure the game keeps track of both. would be fucking lit

Have we even seen 3D world at night yet? Also why doesn't the night theme look like pic related?

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>
that looks way better.