+Polygon Yeah. Very decent content for a first hands on with the tools that the games offers. I'd like to see what kind of level Edmund McMillen can pull off.
I'm sure a lot of people will think this is "tame" or bland, but as far as if it could actually be a level in a Mario game goes, I think he did a pretty good job in the time he probably had to make it
Iga's initial success was due to the stellar developers he was working with on SOTN. He said so himself. He his clearly proficient at directing others to tweak things to make his type of game, but has a pretty laid back approach. A lot of what makes it in to his games are the skills of people he works with.
Has Charles Martinet built a level? That'd be cool to see. I think he's gonna be streaming this week though so maybe he'll do one live. Koji Kondo would be a cool one as well.
+Raheem DeSilva Damn that would be awesome but keep in mind that Castlevania is more about exploration than straight level progression. Older games could work, but SotN would be a bit out of place since it was challenging with level design and not enemies or traps.
+Adam K Well, with that in mind, every maker can create a sector (e.g. entrance, clock tower), then you can gather your sectors and other's to make a castle
+Adam K Modern Castlevanias are about exploration. In the early NES games (except CV2) moving forward was hard enough. I like that Igarashi's Mario level reflects this aspect of CV: forward motion is difficult and tricky because of the various obstacles so you have to plan each move.
+Raheem DeSilva SotN style would be really difficult to make though, those are really complex castles that only a couple of amateur designers could replicate because it takes a lot of effort and talent, in an era of shorter dev times SotN took three years to make even with a lot of reused sprites from Rondo, and they actually ran out of time! Even older style Castlevania levels are a lot more complex than a Mario level.
A Castlevania Maker would be awesome. But I was thinking of the ones on the NES and Super Castlevania IV. That would be great. Although, like SMB2, Simon's Quest would probably be excluded, since it was more exploration based, unlike the others, which were just levels.
It sure is nice that all these devs deliberately design these stages to illustrate the design philosophy of their particular most famous game. And then Iga-san makes a blatant troll level.
I really liked the idea of having Bowser at the start, chasing you for the first part of the level. It was an overall good level for sure. It would be great to see Neil Druckmann trying it out.
oh man!! Koji Igarashi nailed it, what an amazing level, not just random stuff, looks very funny and very strategic, one word to Igarashi-sama "Master"
You can see the difference in the skill of making an intricate level with small difficulties and challenges when compared to people who haven't spent so much time on such.
Alright, now that more than 20 years have passed, you can make your own Super Mario at home, with the snap of a finger. I love videogame innovations...
FlutterSky1 Indeed I was commenting just on it being official. I know many unofficial editors existed for decades, but no one was smart enough to do an official tool (which has a strong gaming element, too) about it.
Oh, I wish I'd seen the length of this video before watching it. I want to hear his thoughts as he made it, I don't even really care that much about the stage itself
Not going to burn out my eyes reading the comments, but calling Bowser "Koopa" is correct. He's referred to as King Koopa in English and in Japan he is known as "Koopa".
That's what my brothers and I always called him back in the day of SMB3. Then, if I'm not mistaken, SMW was the first to go by the name Bowser and that's what it's been since.
Don't know if it's just me, but that's pretty much the one thing I don't bother with when it comes to levels. I don't mess with the timer because I kind of just forget about it and also, I just hate time limits.
It's such a bummer to me that all of these were like 20 seconds of developer talking and 3 minutes of level. I don't really care about the actual level at all if I'm being honest, I just wanna hear these guys talk out their thinking while they make it
Hm… If I were going to start a level with instantaneous Bowser, he'd be Super Mushroomed and start behind the player. (Provided that there's any way to make Bowser face right, of course.) Then I'd have to build the course in such a fashion as to involve lots of vertical movement in order to make staying ahead of Bowser actually difficult, as the impending wall of death and fireballs that is Bowser forces a pseudo-screen scroll. Might have to make Bowser winged as well, so that he can jump up to continue chasing the player at higher elevations. And if Bowser's AI isn't smart enough to provide that kind of constant chasing and harassment, I'd use Bowser Jr. instead since I know his AI is definitely smart enough. I've seen videos of a winged Bowser Jr. harassing a player continually despite being in a very large room. Plus, if winged Bowser Jr. ever falls off a ledge, he'll reappear from the top of the screen. So you could script areas where Bowser Jr. is guaranteed to fall, only for him to fall down back into the area from the upper right. (That might actually be a good way to tell the player that this is The Very Definitely Final Act, where after all that running away, Bowser Jr. drops down in front of the player to start the actual boss fight in an area where you finally have enough ceiling room to hit him.) I don't actually have the game yet, though, so I'll have to wait a bit before I get to do stuff like that. Incidentally, it would be really cool if there were a way to make "boss" versions of normal enemies that took multiple hits to kill. It's kinda weird that even a super-sized koopa troopa still gets knocked into his shell by a single hit. Also, having a giant bob-omb that didn't light his fuse after a single hit (or, even better, could explode multiple times before being permanently offed, and would just fall back down from the top of the screen after exploding) might make for an interesting boss and/or a good way to block stage progression with an enforced boss fight. (In order to progress, you have to use the explosion from Bob-omb Boss's defeat to break through the wall.) Another neat thing would be to be able to control what items/enemies Bowser/Bowser Jr. throws when riding the Koopa Clown Car. A stage where Bowser harasses you with bob-ombs that actually must be used to clear the stage would be kind of interesting, and definitely up Bowser's alley of incompetence/accidentally helping his foes. Actually, on all of those notes, just adding a straight-up enemy editor would be pretty cool. You'd make a new enemy entry, choose an in-game sprite/character model to use as the base along with getting a pre-selected list of palette swap options, specify the scale of the enemy (1x size, 2x size, 3x size, etc.), set how many hits it takes to defeat the enemy, and set their movement patterns and abilities using those of enemies that already exist in the game (though their movement patterns might instead be tied to the sprite/character model used). Then you could unleash your vile creations on your unsuspecting players! …Or have an enemy that teleports around throwing coins or mushrooms at the player. That too. As an additional restriction, the game could enforce that your custom enemy cannot look exactly like a normal enemy in the game. Your enemy would either have to be even bigger than a Super Mushroom allows, or have a palette swap applied (or both, that's also an option). That way, the player immediately knows they're dealing with an unknown and that caution would be advisable.
+JM Revelo It's a nice concept, make sure something is right up in Mario's face at almost all times, just way too short for a real Mario stage - barely three screens long with one very short and optional vertical aside. Even Mario 3 stages are rarely that short.
***** I guess that explains it. But then again, why make this a thing? They're asking for suggestions for other devs to do this. Just so they get half a hour to come up with 15sec stages?
JM Revelo Its advertising and good fun. You really think These devs have all the time to work on a SM level? Dude's gotta finish Bloodstained. Its a fun deviation from work.
+Adam K just look at Nintendo's channel, the had the creator of rayman make a level, and he made a pacman stage, I don't know if you realize this, but the people working at ubisoft aren't lazy bums who aren't trying to make good games, it's the publishers giving them ridiculous time frames to make the game and refusing to delay them
It's a nice level given the fact that he only made it on maybe, an hour? Nintendo devs take their time to develop neat SMB levels.
+AMGZant That's a good point - this was IGA-san's very first time playing the game, and he only had about 45 minutes to learn the tools!
+Polygon Yeah. Very decent content for a first hands on with the tools that the games offers. I'd like to see what kind of level Edmund McMillen can pull off.
I'm sure a lot of people will think this is "tame" or bland, but as far as if it could actually be a level in a Mario game goes, I think he did a pretty good job in the time he probably had to make it
PicklePeeple 45 minutes.
Iga's initial success was due to the stellar developers he was working with on SOTN. He said so himself. He his clearly proficient at directing others to tweak things to make his type of game, but has a pretty laid back approach. A lot of what makes it in to his games are the skills of people he works with.
trust Iga to choose the Ghost House xD
Call someone from Konami so they cancel it and make a pachinko level instead
a tip: you can watch series at Flixzone. Me and my gf have been using them for watching loads of movies these days.
@Reece Darwin yup, I have been watching on flixzone} for months myself :)
What developer would you like to see next on Devs Make Mario? Let us know!
+Polygon Try to bring Hideki Kamiya or Hideo Kojima.
+Polygon Hidetaka Miyazaki (Demon's and Dark Souls)
+Polygon Kenji Inafune
Yusuke Hashimoto
+Polygon David Jaffe
I want to see what Miyazaki would do with that haha
+Lavos YT that would be.... holy shit...
he'll probably re create anor londo complete with archers, or an entire level based on the bes of bullshit.
Peter Molyneux, he'll be talking all the time about the possibilities and probably will never finish the level.
Has Charles Martinet built a level? That'd be cool to see. I think he's gonna be streaming this week though so maybe he'll do one live.
Koji Kondo would be a cool one as well.
Koji Kondo? He's not a level designer though, he's a musician.
@@stefanm.734 Charles Martinet is also not a level designer. That isn't really the point
imagine a castlevania maker.. holy fuck. would pay 100 dollars for every asset from the ps1-nintendo ds era.
+Raheem DeSilva Damn that would be awesome but keep in mind that Castlevania is more about exploration than straight level progression. Older games could work, but SotN would be a bit out of place since it was challenging with level design and not enemies or traps.
+Adam K Well, with that in mind, every maker can create a sector (e.g. entrance, clock tower), then you can gather your sectors and other's to make a castle
+Adam K Modern Castlevanias are about exploration. In the early NES games (except CV2) moving forward was hard enough. I like that Igarashi's Mario level reflects this aspect of CV: forward motion is difficult and tricky because of the various obstacles so you have to plan each move.
+Raheem DeSilva SotN style would be really difficult to make though, those are really complex castles that only a couple of amateur designers could replicate because it takes a lot of effort and talent, in an era of shorter dev times SotN took three years to make even with a lot of reused sprites from Rondo, and they actually ran out of time! Even older style Castlevania levels are a lot more complex than a Mario level.
A Castlevania Maker would be awesome. But I was thinking of the ones on the NES and Super Castlevania IV. That would be great. Although, like SMB2, Simon's Quest would probably be excluded, since it was more exploration based, unlike the others, which were just levels.
It sure is nice that all these devs deliberately design these stages to illustrate the design philosophy of their particular most famous game.
And then Iga-san makes a blatant troll level.
It looks like a troll, but it actually is supposed to be a stage that catches you off guard and makes you adjust on the fly.
@@notyepdranel961 So it’s a Castlevania level? But like linear Castlevania, not as Iga calls it “Igavania.”
@@RockyPixel yeah that's a good way of putting it.
I really liked the idea of having Bowser at the start, chasing you for the first part of the level. It was an overall good level for sure. It would be great to see Neil Druckmann trying it out.
Get us the guys from Yacht Club Games!
+NintendoPSX Oh please do this!
1:32 though...
Can you guys please post the codes to the levels? Some of us are interested in the video, but want to play the stage before we see any spoilers.
oh man!! Koji Igarashi nailed it, what an amazing level, not just random stuff, looks very funny and very strategic, one word to Igarashi-sama "Master"
I have a syndrome that makes me automatically tense my muscles the moment I see Mario near a hammer bro.
Amazing idea for a video series, well done!
Koji Igarashi REALLY Nailed This One!!
@Polygon Why not post the course ID so we can all play the level? is it online?
a stage like this could leave you.... STAINED IN BLOOD
Hey Polygon, are these levels uploaded and could you share the codes for them (all of the Dev created levels)?
You can see the difference in the skill of making an intricate level with small difficulties and challenges when compared to people who haven't spent so much time on such.
I love that you guys represent NEET so much c:
Just imagine what would happen if ZUN used Super Mario Maker
Well your comment is pretty old so you might have seen it already but ZUN did make one : ua-cam.com/video/EkUf6L0_NSk/v-deo.html
Damn, the way he dodged the hammers from the Hammer Bro was godly
Alright, now that more than 20 years have passed, you can make your own Super Mario at home, with the snap of a finger. I love videogame innovations...
+TrollMalefico1984 This is not an innovation. The Mario Maker thing has existed for more than a decade, but this time it is official
FlutterSky1
Indeed I was commenting just on it being official. I know many unofficial editors existed for decades, but no one was smart enough to do an official tool (which has a strong gaming element, too) about it.
You can tell he's having fun.
What do we need to look up on Mario Maker to play through his level?
No upload or level ID? :(
_Does anyone have the download code for the level?_
Where is the level ID code for this?
Where is the code? =(
Very well balanced level. Most people don't see that
It would've been cool if Iga made a giant chasing Bowser and Mario had to run from it like in Castlevania: Rondo of Blood
This is actually pretty difficult..
whats the adress for this level
i couldnt find it in the video
Wish Iwata was still around to make a level, maybe he was making one, Nintendo should upload it as a completable stage
I got another level from him! It's a replica of the first stage of Castlevania 1 NES!
Someone who worked on the original Donkey Kong Country Trilogy from Rareware. Or someone who worked on the returns series from retro.
What's the level code for this?
Oh, I wish I'd seen the length of this video before watching it. I want to hear his thoughts as he made it, I don't even really care that much about the stage itself
Get Manfred Trenz and Chris Hülsbeck, the surviving developers of The Great Giana Sisters, to develop a level!
I want a Castlevania maker.
not a bad little stage. well done iga
Really?! Do you capture him a video?
Castlevania's Koji Igarashi Makes a Super Mario Maker
What is the code?! I wanna play this!
Not going to burn out my eyes reading the comments, but calling Bowser "Koopa" is correct. He's referred to as King Koopa in English and in Japan he is known as "Koopa".
That's what my brothers and I always called him back in the day of SMB3. Then, if I'm not mistaken, SMW was the first to go by the name Bowser and that's what it's been since.
I would love to see Notch create a World in this Game. It's irrelevant wether people like him or not, but he is a heck of a creative mind!
Damn it Igarashi! Quit making the level so difficult for me!
where's the code
what is the code!? :p
Awesome!
Invite Daisuke Amaya to make a level in Mario Maker.
Whos for his code
1:27 No, not Axe Armors again xD
Get someone from Ubisoft - they'll upload an unfinished version of the stage and roll back from SMW graphics to SMB before they release it.
they already got the creator of Rayman on board for a premade level.
これはお城です。
これは悪魔のものではありません。
yeah,those harmful saddest fireballs from below tell you that there is something to fall into down below...
It's about time the wii u gamepad is put to great use!
Bring Hidetaka Miyazaki!
yeah and he will turn you into a hollow in no time
The only one that was payed for doing it...XD
Such a short level, a 500-second time limit was way too much.
Don't know if it's just me, but that's pretty much the one thing I don't bother with when it comes to levels. I don't mess with the timer because I kind of just forget about it and also, I just hate time limits.
It's such a bummer to me that all of these were like 20 seconds of developer talking and 3 minutes of level. I don't really care about the actual level at all if I'm being honest, I just wanna hear these guys talk out their thinking while they make it
Hideki Kamiya!
A Hideo Kojima produced level haha!
mario:Luigiiii!!!!
luigi:Marioooo!!!!
mgs theme starts to play.
mario:Luigiiii!!!!
luigi:Marioooo!!!!
mgs theme starts to play.
its so perfect
Hm… If I were going to start a level with instantaneous Bowser, he'd be Super Mushroomed and start behind the player. (Provided that there's any way to make Bowser face right, of course.) Then I'd have to build the course in such a fashion as to involve lots of vertical movement in order to make staying ahead of Bowser actually difficult, as the impending wall of death and fireballs that is Bowser forces a pseudo-screen scroll. Might have to make Bowser winged as well, so that he can jump up to continue chasing the player at higher elevations. And if Bowser's AI isn't smart enough to provide that kind of constant chasing and harassment, I'd use Bowser Jr. instead since I know his AI is definitely smart enough. I've seen videos of a winged Bowser Jr. harassing a player continually despite being in a very large room. Plus, if winged Bowser Jr. ever falls off a ledge, he'll reappear from the top of the screen. So you could script areas where Bowser Jr. is guaranteed to fall, only for him to fall down back into the area from the upper right. (That might actually be a good way to tell the player that this is The Very Definitely Final Act, where after all that running away, Bowser Jr. drops down in front of the player to start the actual boss fight in an area where you finally have enough ceiling room to hit him.)
I don't actually have the game yet, though, so I'll have to wait a bit before I get to do stuff like that.
Incidentally, it would be really cool if there were a way to make "boss" versions of normal enemies that took multiple hits to kill. It's kinda weird that even a super-sized koopa troopa still gets knocked into his shell by a single hit. Also, having a giant bob-omb that didn't light his fuse after a single hit (or, even better, could explode multiple times before being permanently offed, and would just fall back down from the top of the screen after exploding) might make for an interesting boss and/or a good way to block stage progression with an enforced boss fight. (In order to progress, you have to use the explosion from Bob-omb Boss's defeat to break through the wall.)
Another neat thing would be to be able to control what items/enemies Bowser/Bowser Jr. throws when riding the Koopa Clown Car. A stage where Bowser harasses you with bob-ombs that actually must be used to clear the stage would be kind of interesting, and definitely up Bowser's alley of incompetence/accidentally helping his foes.
Actually, on all of those notes, just adding a straight-up enemy editor would be pretty cool. You'd make a new enemy entry, choose an in-game sprite/character model to use as the base along with getting a pre-selected list of palette swap options, specify the scale of the enemy (1x size, 2x size, 3x size, etc.), set how many hits it takes to defeat the enemy, and set their movement patterns and abilities using those of enemies that already exist in the game (though their movement patterns might instead be tied to the sprite/character model used). Then you could unleash your vile creations on your unsuspecting players! …Or have an enemy that teleports around throwing coins or mushrooms at the player. That too. As an additional restriction, the game could enforce that your custom enemy cannot look exactly like a normal enemy in the game. Your enemy would either have to be even bigger than a Super Mushroom allows, or have a palette swap applied (or both, that's also an option). That way, the player immediately knows they're dealing with an unknown and that caution would be advisable.
castlevania maker
"Polygon"
Yeah this is Pretty NΣΣT
So Easy like Castlevania Dawn of Sorrow.
Wow super mario world bowser is so fucking cool in this game, way better than the shit boss that is the last boss in the og game.
4/20
👏👏👏♥️🎮
8/10
Wasn't too bad. Nothing terrible, nothing great.
Lazy Koji
That was disappointing.
so fucking easy!!!!!!!!!!!!!!!!!!
Too easy :S
too easy
3/ 10 :c
that's... a little underwhelming
+JM Revelo It's a nice concept, make sure something is right up in Mario's face at almost all times, just way too short for a real Mario stage - barely three screens long with one very short and optional vertical aside. Even Mario 3 stages are rarely that short.
+JM Revelo He didn't have long to make it according to a Polygon reply. 45 Minutes with the game.
***** I guess that explains it. But then again, why make this a thing? They're asking for suggestions for other devs to do this. Just so they get half a hour to come up with 15sec stages?
JM Revelo Its advertising and good fun. You really think These devs have all the time to work on a SM level? Dude's gotta finish Bloodstained.
Its a fun deviation from work.
booooooring level .-.
Good keep him from making more retro trash
Get someone from Ubisoft - they'll upload an unfinished version of the stage and roll back from SMW graphics to SMB before they release it.
And rekease it on all consoles, but the Wii U
+Adam K just look at Nintendo's channel, the had the creator of rayman make a level, and he made a pacman stage, I don't know if you realize this, but the people working at ubisoft aren't lazy bums who aren't trying to make good games, it's the publishers giving them ridiculous time frames to make the game and refusing to delay them
+ScarfFox and Friends Everyone know this, but this way there is no fun!
***** hey, there are people out there who only think as ubisoft as a company and don't think about the individual people
You forgot glitchy and laggy. XD