It's with great pleasure that I announce the side project I'm working on related to Super Mario Maker. I'm making my own "game", if you will, devised up of eight basic worlds and one special world. The basic worlds consist of four levels each, and the special world consists of eight especially hard levels. The levels use all four tile sets: Super Mario Bros., Super Mario Bros. 3, Super Mario World, and New Super Mario Bros. U.
By no means is this an original idea, but it's something that I've enjoyed doing greatly, and I hope you will check out the levels that I've made. Note: Some pictures taken from my Super Mario Maker levels are out of date, as I've added checkpoints and other alterations to them. Also, all levels have new sixteen-digit codes, as I had to remake many of them. Finally, each level houses three hidden 1-ups that are essentially the equivalent of Star Coins.
Check out the levels after the break, as this article is very screenshot-intensive.
1-1: Green Green Meadows - 6841-0000-00DA-7067
This level is a breeze to beat, with just a handful of problem spots for beginner players. I didn't want it to be a total non-challenge, after all. Run through the plains, collecting coins, watching out for enemies, and complete the final section of level, a narrow area with pipes to worry about.
1-2: Coin Block Cavern - 6378-0000-00DA-747B
Taking place entirely underground, this cavern has a secret spot where a star is, allowing you to run wild through one of two paths. Watch out for a cross section full of Piranha Plants, gaps in the floor leading to nothing but lost lives for Mario, and keep your cool in this cavern.
Taking place entirely underground, this cavern has a secret spot where a star is, allowing you to run wild through one of two paths. Watch out for a cross section full of Piranha Plants, gaps in the floor leading to nothing but lost lives for Mario, and keep your cool in this cavern.
1-3: Mushroom Heights - BC5D-0000-00DA-7967
Take a run (and jump) above the land with this beginner precision platforming course requiring a cool, calm, and collected state of mind. From floating platforms to flying Red Koopa Troopas, the name might sound like a subdivision, but the course is anything but a stroll.
Take a run (and jump) above the land with this beginner precision platforming course requiring a cool, calm, and collected state of mind. From floating platforms to flying Red Koopa Troopas, the name might sound like a subdivision, but the course is anything but a stroll.
1-4: Bowser's Fire Hazard - 0155-0000-00DA-803B
Bowser has holed himself up in his first castle for Mario to try to conquer. Make perilous, death-defying jumps over scalding hot lava, avoid fire bars and Podoboos, and try to find and collect all three secret 1-ups. If you manage to make it to the finish, your reward is an audience with the King of the Koopas, Bowser!
Bowser has holed himself up in his first castle for Mario to try to conquer. Make perilous, death-defying jumps over scalding hot lava, avoid fire bars and Podoboos, and try to find and collect all three secret 1-ups. If you manage to make it to the finish, your reward is an audience with the King of the Koopas, Bowser!
2-1: Piranha Plant Parkway - F6E8-0000-00DA-8539
This level is anything but a walk in the park... way. The path is full of Piranha Plants, both fireball-spewing and not. If you survive the initial two-thirds of the level, you're doomed to tempt fate and enter the final Piranha Plant pipe gauntlet near the end. You can do it. Keep calm and carry on!
Journey into the underground with a cave that introduces donut lifts. Mind your footsteps, as staying too long on a lift will cause it to plummet below, taking anything on it below in the process. Things start out simple enough, but by Donut Lift Caves's conclusion, you're going to have to deal with donut lifts and Red Paratroopas over a massive bottomless pit.
2-3: Lakitu's Towering 'Shrooms - 965F-0000-00DA-913E
Mingle with mushrooms in the form of platforms in this level. Just be on the lookout for Lakitu and his two twin brothers, who call this area of the Mushroom Kingdom their home!
2-4: Bowser Jr.'s Elite Fleet - 6768-0000-00DA-9FC3
Bowser Jr. is getting away, but Mario won't let him as he makes chase in both air and land in this slow auto-scrolling level. Avoid cannonballs, Rocky Wrenches, and fire jets as you make your way to Bowser Jr.'s chamber.
3-1: Make Note of Note Blocks - E319-0000-00DA-A520
Previously much harder than this newer version, Make Note of Note Blocks introduces note blocks into the fold, offering many opportunities for bouncing from both you and enemies. This newer version of Make Note of Note Blocks removes various gaps from the level and adds new note blocks and pipe formations to make it more manageable.
3-2: Cheep Cheep Lagoon - 7DDE-0000-00DD-53A8
The first water level of this series of creations, Cheep Cheep Lagoon lacks a central gimmick. It's more of an introduction to swimming, offering schools of Cheep Cheep to worry about, stalking Bloopers, and a hidden exit for those skilled in exploration.
3-3: Boo Roulette's Horror House - 8DCB-0000-00DD-582E
Be careful of the carousel of Boos haunting this horror house! Patience is indeed a virtue for getting passed these ghostly creatures. Can you find the way to the exit? Otherwise you might return to the same room over and over again!
Be careful of the carousel of Boos haunting this horror house! Patience is indeed a virtue for getting passed these ghostly creatures. Can you find the way to the exit? Otherwise you might return to the same room over and over again!
3-4: Kamek's Magical Castle - 12DB-0000-00DD-5EAB
Kamek is third in command in Bowser's Koopa ranks, and his castle full of Magikoopas makes for a very dangerous place to stand around in. Use the Magikoopas to your advantage to get through this chaotic chaos so you can take on Kamek at the end.
4-1: They Might Be Giants - 9CEA-0000-00DD-697E
There's no question-- they ARE giants! Full of giant enemies, this level requires you to use their gigantic proportions to move through the level, all the while making it so you don't find yourself on the wrong end of a spinning shell.
4-2: Waltz of the Giant Wigglers - EC71-0000-00DE-0035
This garden and cave system are what the giant wigglers call home. Be careful to not disturb them, but at the same time, sometimes it's impossible to avoid them. Maybe you can even jump on their backs to get across otherwise hazardous areas?
4-3: Aerial Antics - EE38-0000-00DE-050F
Aerial Antics is an aerial obstacle course where falling down is generally a great way to lose a life. Moving platforms, careful jumps, and pinpoint precision are what Aerial Antics is all about! Be sure to watch out for spikes that seem to want to do nothing but ruin a play-through of this level.
4-4: Bowser's Thwomp Room - CE90-0000-00DE-0C70
It's been four worlds before Thwomps are introduced? Maybe that's a good thing, as they're placed in some truly tricky locations in this castle obstacle course. Deal with Thwomps both normal and big in this daunting castle leading up to a grand showdown with Bowser.
5-1: Yoshi's Jungle Safari - 0F6C-0000-00DE-10E8
Introducing Yoshi in his natural habitat! It's best to keep Yoshi with you as much as this level will allow you to, as there are plenty of Munchers that would otherwise hurt Mario if he didn't have Yoshi to ride on. Maneuver your way through this jungle obstacle course, avoiding Piranha Plants, climbing vines, and scaling the treetops.
5-2: Monty Mole's Colorful Cavern - 01F0-0000-00DE-1638
This cavern is infested with Monty Moles! Survive the Monty Mole onslaught with precision platforming from color-coded area to area, masterful jumps from Monty Mole heads, and yes, Yoshi returns as an extra insurance policy for Mario!
5-3: Which-Way Manor - 79CA-0000-00DE-1D81
Venture into this perplexing haunted manor, filled to the brim with paranormal activity. If you think getting through this maze-like mansion is as simple as running and jumping, you're anything but correct! Find the way out of this manor before the Boos and Dry Bones that litter the inside bring you to your untimely demise!
5-4: Bowser Jr.'s Bullet Bill Brigade - E765-0000-00DE-2234
Bowser Jr.'s on the assault with a series of airships outfitted with cannons, Bullet Bill launchers, Rocky Wrenches, and fire jets. Just making it to Bowser Jr.'s chamber is a feat of itself, but can you take down the flying Koopa-in-command?
6-1: A Chilly Reception - 0725-0000-00DE-26A5
Welcome to the ice world! Actually, Mario isn't very welcomed here at all, as there are a myriad of enemies and obstacles both above ground and underground that await him. Get used to the slippery floor, as you're bound to slide around. Just don't careen into a bottomless pit!
6-2: Frozen Floors, Bombin' Bob-Ombs - 13D3-0000-00DE-2CAF
Bob-Ombs are both your ally and your enemy in this underground cavern level. Use Bob-Ombs to blast away walls to make progress while simultaneously avoiding their big blast radius. It'll take all of Mario's cunning to get through this explosive cavern alive.
6-3: The Great Goomba Factory - ED15-0000-00EF-620B
Take a break from the cold weather and enter this factory that produces Goombas of the enemy kind. Oh, so THAT'S how they're made! No time to stop and admire the production line, as you have to survive it! Avoid Goombas dropping in from the pipes above, run on fast-moving conveyor belts, and even use the Kuribo's Shoe to assist in getting through this challenging level.
6-4: Winged Kamek's Ice Palace - A01F-0000-00F6-2C77
The final level of the ice world brings Mario to the frosty halls of Winged Kamek's Ice Palace. With frozen floors that will mess with Mario's footing and fire bars that will roast any unassuming plumber that gets caught in its heat, this ice palace is definitely not something out of fairy tale.
Stay tuned for the last two worlds of four levels each, and the special world with eight unique courses for your enjoyment!
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