My kids have taken over this. I'm enjoying it but they barely let me have a go.
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Super Mario Maker review
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Originally posted by MadMarc View PostPeople online should use these advices:https://www.youtube.com/watch?v=e0c5Le1vGp4
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I have been playing a lot of this and I'm finding it very tricky to come up with good level ideas. Some that I have played are incredibly clever but I seem to find myself wanting to make very simple courses. Of the ones that pop up on the 100 Mario Challenge, they are a mixed bag, which is to be expected. Some are truly horrendous. There are far too many of the Don't Move type (I thought the first one I saw was really clever but it wears thin very quickly) and too many that are just chaos plus power up star.
But actually, I have been pretty surprised at the good levels that I have encountered. Many are a lot of fun. And some people here are making great levels too - Yesteryeargames in particular has some creative gems.
I do find myself looking for pieces that don't exist here (giant bullet bills, hills etc.) but I have a suspicion that DLC might be on the cards. But actually the biggest thing for me that is missing which I don't expect to find in DLC is the ability to really change the look and feel: different backgrounds, palette changes and varying music tracks. I think those would have added a lot.
Still, enjoyable and my girls are loving it.
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A follow up to the video posted before: https://www.youtube.com/watch?v=1OG5S5GDouo
Showing more advices for level makers.
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Originally posted by Dogg Thang View PostI have a suspicion that DLC might be on the cards
The inability to use checkpoints and create worlds (doesn't have to be the sprawling SMB3/SMW/NSMBU style - just classic SMB 4-level worlds at minimum would do) need to be addressed.
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Yeah, some levels are great but it's such a lucky dip. Last night I did a 100 Mario challenge and every single one of them was a total stinker. It does seem like the rating system could do with more detail, rather than just star or no star. A lot of people I suspect just don't star anything and some star stuff for effort whereas if they had to mark it out of 5 to move on, it might give a better indication. A couple of stars for just effort and 5 for something really good.
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Originally posted by Dogg Thang View PostI have been playing a lot of this and I'm finding it very tricky to come up with good level ideas.
Is the player meant to feel fast? Precise? Under threat? Clever? Methodical?
If you start from that, other situations should jump at you - they grow organically from that starting point.
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