Super Mario Maker

A better alternative to going outside
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@SkitchP
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Re: Super Mario Maker

Post by @SkitchP »

Monkey_Driven wrote:I've started every level I've played...if they're good.
:(
dimejinky99 wrote: Hang on I check on my Grindr
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CopperTom
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Re: Super Mario Maker

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cutuphalfdead wrote:Some of my levels only have one or two stars so most of you can't say the same about me.
I star them when I beat them.
emanon wrote:I think I either need to drink less to become more alert, or more so as not to care.
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Norah
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Re: Super Mario Maker

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CopperTom wrote:
cutuphalfdead wrote:Some of my levels only have one or two stars so most of you can't say the same about me.
I star them when I beat them.
Well beat them already.
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CopperTom
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Re: Super Mario Maker

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cutuphalfdead wrote:
CopperTom wrote:
cutuphalfdead wrote:Some of my levels only have one or two stars so most of you can't say the same about me.
I star them when I beat them.
Well beat them already.
I died at the ? On yourairship . I keep looking for a invisible questionmark.
emanon wrote:I think I either need to drink less to become more alert, or more so as not to care.
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CopperTom
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Re: Super Mario Maker

Post by CopperTom »

Simpleton: 4463-0000-001C-15C5
RotoRooter: 4513-0000-0023-AACA
Underground Dwellers: 3C05-0000-0027-DB18
Calamari Revenge: D54D-0000-0029-5087
Castle Greybill: 3A7A-0000-002F-3B53
What a (mini)Tramp: 56A4-0000-0032-A0DE
Friendly Fire: B320-0000-003A-D59F
Unleash The Beast: 53AA-0000-003F-E499

New:
Maze Runner: 01BE-0000-0048-8D44
emanon wrote:I think I either need to drink less to become more alert, or more so as not to care.
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Norah
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Re: Super Mario Maker

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CopperTom wrote:
cutuphalfdead wrote:
CopperTom wrote:
cutuphalfdead wrote:Some of my levels only have one or two stars so most of you can't say the same about me.
I star them when I beat them.
Well beat them already.
I died at the ? On yourairship . I keep looking for a invisible questionmark.
It's above the visible question block.
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@SkitchP
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Re: Super Mario Maker

Post by @SkitchP »

Hey tom, maze runner was a lot of fun.
dimejinky99 wrote: Hang on I check on my Grindr
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@SkitchP
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Re: Super Mario Maker

Post by @SkitchP »

hey chud, stop with the fucking fire fish
dimejinky99 wrote: Hang on I check on my Grindr
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CopperTom
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Re: Super Mario Maker

Post by CopperTom »

@SkitchP wrote:Hey tom, maze runner was a lot of fun.
It's different for sure.
emanon wrote:I think I either need to drink less to become more alert, or more so as not to care.
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Norah
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Re: Super Mario Maker

Post by Norah »

@SkitchP wrote:hey chud, stop with the fucking fire fish
i love them so much
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E.H. Ruddock
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Re: Super Mario Maker

Post by E.H. Ruddock »

Guys, not mine, but this was a fun course. Super Metroid Bros. 1: 3E7D-0000-0035-125C
Clouuuuds Rolll byyy...BANG BANG BANG BANG
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@SkitchP
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Re: Super Mario Maker

Post by @SkitchP »

Couple minor things I really wish this game had:

Halfway points. It gets tedious to beat the same part a million times

Progressive power ups. For instance, in chuds current one, there is a room with a mushroom at the beginning and the end. If you just get the first one, you can quickly run through while youre flashing/invincible and get to the second. There should be an incentive to stay big so that the end of the room can be a fire flower or a leaf- but only if you didnt get hit.
dimejinky99 wrote: Hang on I check on my Grindr
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CopperTom
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Re: Super Mario Maker

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@SkitchP wrote:There should be an incentive to stay big so that the end of the room can be a fire flower or a leaf- but only if you didnt get hit.
I hope this is addressed in a patch. This irks me too.

Invisible blocks piss me off. I hope they add a gentle shimmer or something.
emanon wrote:I think I either need to drink less to become more alert, or more so as not to care.
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Norah
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Re: Super Mario Maker

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@SkitchP wrote:Couple minor things I really wish this game had:

Halfway points. It gets tedious to beat the same part a million times

Progressive power ups. For instance, in chuds current one, there is a room with a mushroom at the beginning and the end. If you just get the first one, you can quickly run through while youre flashing/invincible and get to the second. There should be an incentive to stay big so that the end of the room can be a fire flower or a leaf- but only if you didnt get hit.
I agree with both of these.

Also, I wish I could make pools of water in non water levels.
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Norah
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Re: Super Mario Maker

Post by Norah »

CopperTom wrote:
@SkitchP wrote:There should be an incentive to stay big so that the end of the room can be a fire flower or a leaf- but only if you didnt get hit.

Invisible blocks piss me off. I hope they add a gentle shimmer or something.
Don't be a pussy.
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@SkitchP
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Re: Super Mario Maker

Post by @SkitchP »

CopperTom wrote:
@SkitchP wrote:There should be an incentive to stay big so that the end of the room can be a fire flower or a leaf- but only if you didnt get hit.
I hope this is addressed in a patch. This irks me too.

Invisible blocks piss me off. I hope they add a gentle shimmer or something.
Invisible blocks dont bother me, as long as theyre used properly and in sensible places. Not "hey, this is a star and basically the only way to beat the level and you have no idea its there"
dimejinky99 wrote: Hang on I check on my Grindr
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Norah
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Re: Super Mario Maker

Post by Norah »

@SkitchP wrote:
CopperTom wrote:
@SkitchP wrote:There should be an incentive to stay big so that the end of the room can be a fire flower or a leaf- but only if you didnt get hit.
I hope this is addressed in a patch. This irks me too.

Invisible blocks piss me off. I hope they add a gentle shimmer or something.
Invisible blocks dont bother me, as long as theyre used properly and in sensible places. Not "hey, this is a star and basically the only way to beat the level and you have no idea its there"
I should have made the invisible block you need to hit in the wii u style airship I made more obvious. I was hoping you'd hit it by accident just by the normal way you'd jump through that part of the level.
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E.H. Ruddock
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Re: Super Mario Maker

Post by E.H. Ruddock »

cutuphalfdead wrote: Also, I wish I could make pools of water in non water levels.
So in a normal outdoor world, you can't make a run where mario has to swim at the surface and avoid fish? That was in many levels in the past, right? That sucks if that is the case.
Clouuuuds Rolll byyy...BANG BANG BANG BANG
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Norah
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Re: Super Mario Maker

Post by Norah »

E.H. Ruddock wrote:
cutuphalfdead wrote: Also, I wish I could make pools of water in non water levels.
So in a normal outdoor world, you can't make a run where mario has to swim at the surface and avoid fish? That was in many levels in the past, right? That sucks if that is the case.
exactly
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CopperTom
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Re: Super Mario Maker

Post by CopperTom »

cutuphalfdead wrote:
@SkitchP wrote:
CopperTom wrote:
@SkitchP wrote:There should be an incentive to stay big so that the end of the room can be a fire flower or a leaf- but only if you didnt get hit.
I hope this is addressed in a patch. This irks me too.

Invisible blocks piss me off. I hope they add a gentle shimmer or something.
Invisible blocks dont bother me, as long as theyre used properly and in sensible places. Not "hey, this is a star and basically the only way to beat the level and you have no idea its there"
I should have made the invisible block you need to hit in the wii u style airship I made more obvious. I was hoping you'd hit it by accident just by the normal way you'd jump through that part of the level.
I'm most pissed about your hidden P switches in Fire and Ice and Underwater. No clue. No hint. No tell. Do you know how many times I died throwing Beatles against the brick blocks on the first screen.
emanon wrote:I think I either need to drink less to become more alert, or more so as not to care.
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