in their tutorial, they really should have a section of things not to do if you actually want people to play your level and get stars.. The second I'm in a stupid hidden block trap or death-pipe or death-door... I skip. Things like that are not clever, they're just obnoxious lol
Maybe they think they are so LOL TROLL-ish hahaha so funny, that's why 80% of SMM's levels are bad even nintendo themselfs make bad levels in SMM because the game is aimed towards people that just don't care
Could have an intro where Waluigi says he'll lend you his power to air-swim for a level that would have either really difficult or impossible platforming otherwise. Sure, a level with a theme different from what you'd expect seems bad on paper, but I could see context making a level like that work.
"Hard levels with no items" You can do this sometimes. All it means is that your level has to be designed around the player being able to complete it without getting hit. The original Super Mario Bros. did this in its last level.
***** You just have to be reasonable about what you're asking out of the player, especially given the type of level you're making. If it's the last level in the game and all of your obstacles are fair and easy to see coming, it is a design tactic you could use to force some precision out of the player. Of course, the player expectations might also be different considering the kind of game this is. I've not actually dabbled in SMBX, but it seems to be centered around having a lot of diverse content rather than focused sets of challenges. YMMV depending on the nature of the pack of levels you're making.
some of these are definitely things to be avoided. blind jumps are never okay, death by invisible coin blocks are never okay. however, other things, such as being forced to use spinjump and glitching through walls can be made into good things with proper design. and you can't seriously expect every person to design every single level around 5 different characters anyways.
*+Koishi Komeiji:* That's why we have character blocks to use to prevent several characters to play these levels. There are peoples who actually use them but for the most time character blocks go left unused and that automatically thinks that a level is possible with every characters yet later on it's not. Also, levels needs to be tested with multiple characters if it's _designed_ that way!
How about when these "kaizo blocks" softlock the player with no way to escape? That is really annoying as well. Might as well not use "kaizo blocks" at all.
It's not hard at all to design every level with all 5 characters in mind, especially because the only potentially game-breaking character is Link. But if you know Link's mechanics, you know how to build around him.
Only if there's a good reason to expect the swimming, like say, the level name being "Flooded Fields", or maybe the previous level ending with an action that could result in that much water, something along those lines. Thing is, if you were to do that it wouldn't be "misleading" anymore.
When I can't properly crouch to the music, what I do is I get on a Yoshi, hold up, and then when he sticks his tongue out, move backwards, as if I was moonwalking.
You know, this is a good guideline video. However, several of these ideas, if implemented correctly and fairly, could be very fun and interesting if used in levels/episodes!
3:37 Problem solved: The character starts in a box made of the player-specific ghost/solid blocks then place a player-changing block of that tier in the box (using Mario or Luigi specific blocks).
10:52-11:31 was just so painful to watch, even at x2 speed. Then I watched 11:33-11:55 and my heart warmed at the memories of Windows XP when you could drag a window around like that. Good times..
Reposting this again because reasons. Please read: I'm tired of seeing people complaining about this video. You have freedom to use SMBX in any way you want, but this video is not about this. *This video shows that if you want to make an actual good Nintendo-like level, and if you want it to be approved by SMBX Community, THEN you should consider and follow these tips. You still can make original gimmicks and "creative" things by following these tips.* You're not forced to follow them at all, it's just that if you won't consider and follow these tips, your levels won't rank high.
The best thing people can do is to not interact with the SMBX forum community in any shape or form. Multiple fights & arguments inside the community & a small circle of elitists "throwing gasoline in the fire" is what you get. Nothing more than a puppet show controlled by the talented puppet masters. Such an eyesore.
Most of these seem to either be troll levels or completely reasonable. I mean, hard levels with no items could be a challenge and invisible coin block traps would be a nice troll level.
+fireballftw1123 - Try playing some Mario Maker 100 Mario Challenge on Expert Mode, it might change your mind about the invisible coin block traps. It gets old fast.
+JordanMeAwesome I hate that crap too. I only use invisible blocks to help the player find secrets, or to hide cool shit -- never to irritate a player trying to jump over a pit.
+fireballftw1123 - I'm not a fan of the Kaizo style, so I try to put in at least one or two items in per section. I'm careful not to saturate an area with power-ups, as they're counter-productive to making a challenging level. I also have to be careful about Hammer Suits, for they're pretty overpowered, and they can kill just about everything.
+JordanMeAwesome Funny you should say that. Invisible blocks are truly annoying troll tricks but you should consider yourself lucky if that's all there is to a level. I've played levels that require precision landing on a single block between 2 spikes, levels with stars to go through an instant death situation, break blocks by using shells and making sure to save them, and more. Invisible blocks is the least of my worries, 1 lost life at best and 5 when I'm playing badly.
Actually, Nintendo itself has done most of those things... Blind: Super Paper Mario, World of Nothing Blind Jump: The lost levels, C-3 Invisible Coin Traps: The lost levels, many place, even with invisible poison mushroom traps Misleading Theme: The lost levels, world 9 A lot of NPCs merging each other: Mario & Luigi: Paper Jam Hard level with no items and Out of Reach Items: Many levels in the lost levels Low bonus rewards: Many green mushrooms in New Super Mario Bros Series Backward pipes: The lost levels, even with backward wrap pipes Two many elements into one level: Super Mario Advance 3, Secret 5 & 6 Two many 1UPs(generator): Basically all of the New Super Mario Bros 2 Two many 1UPs by Enemy Spawner Nearly all of the Mario game has at least one level for this Joke level: All Night Nippon Super Mario Bros
Ultra hard levels shouldn't be a problem as long as they're not filled with stupid invisible coin block traps and other dick moves. People enjoy hard levels when they're fair.
8:36 Can items overload and crash/freeze the game? Since in a Tower of the Biased 6 level, I used supermario128, and used wherearemycarkeys a bunch of times. And it just froze. It didn't even show an "Item overload" message.
*1)* I for one think the average SMBX level overstays its welcome by perhaps a minute or so, if not more. I'd much rather have a level I can beat within two to four minutes, without having to speed past every goodie that's in plain sight. Want a more thorough example? I think _Super RMN World_ has probably the highest percentage of levels with reasonable length out of any other SMBX episode I've played. *2)* Again in regard to the length problem I have with these levels, they don't give a lot of power-ups, either. Always have one at the start and at the halfway checkpoint, and preferably one per area larger than five total screens. *3)* If there's a route in a level that only one character can take, it's probably best to block it off with that character's block and make another full-fledged pathway that doesn't require any specific character. Require spin-jumping for optional stuff only, like more powerful Yoshis since only the Bros. can ride them. *4)* If the pipe you enter is farther to the right than the one you exit out of, that should be reflected in the bonus area. And if it does take you backwards, another bonus at the exit point that couldn't be reached otherwise should await. *5)* One theme per area, max. Preferably, if there's more than one theme, more than one area should use each of them. The only exception I carve is for hub worlds and secret warp zones. *6)* Easiest way to not max out your lives counter? Play a game that doesn't spam enemies or other NPCs near the goal. *7)* Exits made impossible by poor planning on the player's part are one thing, and should be saved for ROM-hacks if at all. Outright impossible exits are a category that should not exist. *8)* Requiring the use of glitches is cheap. Again, either use it in a ROM-hack, to uncover Easter egg, or not at all. *9)* Moving objects are not really meant to move via the means of layers, so things get worse as they get faster. Try to avoid the feature if you don't need it. *10)* 11:34 _You Made It!_ in Super Mario Bros. X, huh? Perhaps as a gimmick to a bonus level it would be passable, but definitely not in a standard one.
01:18 I would LOVE to play a swimming in the sky ☁️ level! 02:15 You could use this to make extra durable enemies. Like ones that need to be shot 5 times with a fireball.
11:33 Anyone know what the song is that's playing during this? I swear I've heard it before but I don't know where and I'd really like to know. Thanks!
The "Unbeatabel Level" is actually beatable because you can let the shell bounce from a wall and then stomp it in midair to jump again, I think you can reach the top by doing that.
so you're going to make a short, unbeatable joke level with too many elements in it but no powerups, have unnecessary buried NPCs, generate too many 1ups and npcs, have too many bosses, break the background, have an error occur, and on top of all that make it bland. If you succeed, I would tip my wing-cap to you sir/madam for a single-most impossible task.
I'm not sure myself; It happens when a game doesn't draw a solid background/color before drawing the scene, resulting in whatever it drew before staying onscreen along with the new pixels. Random, but Doom has the Hall of Mirrors effect and it's basically this effect.
I guess mapmakers in Super Mario Maker didn't see the NOT in the title
in their tutorial, they really should have a section of things not to do if you actually want people to play your level and get stars..
The second I'm in a stupid hidden block trap or death-pipe or death-door... I skip. Things like that are not clever, they're just obnoxious lol
Maybe they think they are so LOL TROLL-ish hahaha so funny, that's why 80% of SMM's levels are bad even nintendo themselfs make bad levels in SMM because the game is aimed towards people that just don't care
5:43 is an actual good level and i don't know what this guy's taste is
hasuke ikr
Obsidian Plague why it's on the list is because it's too hard
Joke level is still better than most Super Mario Maker levels.
sadly
Especially world 1-1 recreations. AKA 99,9999999% of all Super Mario Maker levels
Joke Level is one reason why the Internet isn't for everyone. 😱
Tbh I wouldn’t mind if people made a full map out of that lol...
Joke Level is Basically a smbx level creator and Terminal Montage Putted Together!
I actually laughed when the grassy level was a water level XD
g
Why doesn't he Shell-walljump in the "Unbeatable" one?
Grassy water level....? oh god no
Luigi: *There's water in the sky, Mario!*
Could have an intro where Waluigi says he'll lend you his power to air-swim for a level that would have either really difficult or impossible platforming otherwise. Sure, a level with a theme different from what you'd expect seems bad on paper, but I could see context making a level like that work.
MARIO LOOK! IT'S NEW SUPER MARIO WORLD! THERE'S BLOCKS EVERYWHERE! THERE'S WATER IN THE SKY MARIO! YOSHI COINS!
"Hard levels with no items"
You can do this sometimes. All it means is that your level has to be designed around the player being able to complete it without getting hit. The original Super Mario Bros. did this in its last level.
CobaltBW Yeeaahh... that's true but at the same time it's kinda mean though.
***** You just have to be reasonable about what you're asking out of the player, especially given the type of level you're making. If it's the last level in the game and all of your obstacles are fair and easy to see coming, it is a design tactic you could use to force some precision out of the player.
Of course, the player expectations might also be different considering the kind of game this is. I've not actually dabbled in SMBX, but it seems to be centered around having a lot of diverse content rather than focused sets of challenges. YMMV depending on the nature of the pack of levels you're making.
CobaltBW could i use this for kaizo levels then?
bjgeantil Hey, you're making the level, not me. Try it out.
k
some of these are definitely things to be avoided. blind jumps are never okay, death by invisible coin blocks are never okay. however, other things, such as being forced to use spinjump and glitching through walls can be made into good things with proper design. and you can't seriously expect every person to design every single level around 5 different characters anyways.
*+Koishi Komeiji:* That's why we have character blocks to use to prevent several characters to play these levels. There are peoples who actually use them but for the most time character blocks go left unused and that automatically thinks that a level is possible with every characters yet later on it's not. Also, levels needs to be tested with multiple characters if it's _designed_ that way!
How about when these "kaizo blocks" softlock the player with no way to escape? That is really annoying as well. Might as well not use "kaizo blocks" at all.
It's not hard at all to design every level with all 5 characters in mind, especially because the only potentially game-breaking character is Link. But if you know Link's mechanics, you know how to build around him.
@21st the hidden blocks can be used in a much more annoying way, players can make find the hidden block levels!
Kaizo momment
Oh, boy. The nostalgia from this video hit me like a truck
11:10 Oh I see you press the jump button to the beat.... Well played... well played....
YES
I always do that lol
Personally, I think the swimming-in-the-overworld level was super cool
Only if there's a good reason to expect the swimming, like say, the level name being "Flooded Fields", or maybe the previous level ending with an action that could result in that much water, something along those lines. Thing is, if you were to do that it wouldn't be "misleading" anymore.
Me too! It’s a pretty cool concept.
Or a mechanic in a star world level, where something is off, like the ground night theme from SMM2
Jungles in suepr mario maker 2 be like
Its actually cool
Like in smm2 the castle night is in space
1:01
But Nintendo themselves did that in _Super Mario Bros. 2_...
+Zeeky Retzorg Dick move is a dick move, did Nintendo do it themselves or not.
+Zeeky Retzorg Super mario bros 2 is a special case, it was not originally designed by Nintendo.
+Chris Do you mean smb 2 US or smb 2, because smb 2 was originally designed by nintendo...
+Wes Rubincan I think the person is confused with Doki Doki Panic
johnny elkins Yeah, same here.
11:10 Are you jumping to the music?
Yes, I just love doing that if there is nearly nothing to do in a Level like this.
***** I do the same.
***** You also crounch in rhytm with music :D
Nikitaw99 - Let's Plays, games, reviews Peoples rarely notice that by crouching with the music. :P
When I can't properly crouch to the music, what I do is I get on a Yoshi, hold up, and then when he sticks his tongue out, move backwards, as if I was moonwalking.
11:34 "Alright, who the fuck played Solitaire here?"
That stage is pretty cool
Shree Mandpe lol
My thoughts exactly! lol
I remember that completion ending in Solitare
12:22 Da Best Level Evah.
12:26 😂😂
Did you see my comment?
Yeah
What we see before going to heaven
No.
2:24 level download link?
you have been awarded the award of having this be the first ever video I watched on youtube
You know, this is a good guideline video. However, several of these ideas, if implemented correctly and fairly, could be very fun and interesting if used in levels/episodes!
Can't believe I'm watching this after a decade. All because I was bored and got SMBX again.
11:29 that is actually pretty cool ,it reminds me of nyan cat.
2:30-3:25
I need to know where that Rosenkreuzstilette level came from. It looks so good!
The "Cutoff and Misplaced Tile" one is actually valid. They call it the Pokémon Glitch City.
8:38 but that's exactly what Nintendo did with NSMB2!
Lol you're right
I know, I got 60 lives in a week.
Problem is... that game isn't good :P
Just because you think that the game isn't good doesn't mean that it is. @AbandonedChannel
@@ryleyinsert_last_name3634 NSMB2 defenders in 2019??🤢
That hard level is actually really well designed, but could of tossed you an item/give you a checkpoint somewhere in it.
Some of these are actually pretty creative ideas
No, all of them are cheap.
@@nikprobg9327
The joke level isn't
Joke levels are the best levels though, right?
I'm gonna fight the bees
solo uno cool
*****
please be an hero and save us from your fucking stupid self!
joke levels are funny
Sandra Guo
please tell me you are sterilized... i need some hope
1:00
Hi Mario Maker!! :D :D
Pretty much
Um, not really.
kaizo mario
Cryokinesis um yes really
11:00 I like how they got so sick of it that they decided to have some fun haha
Thanks algorithm for showing this to me again years later.
3:37 Problem solved: The character starts in a box made of the player-specific ghost/solid blocks then place a player-changing block of that tier in the box (using Mario or Luigi specific blocks).
The last level is awesome. XD
hahah I love how you started jumping in tune with the music at 11:09. This video is hilarious LOL
I like the "Joke Level" part hehehe lol
OH, DERE? AAAAUUDUTGFHUTHGU *insert distorted micheal p here*
Bacon Hair this comment is so fucking old
Hey, I would use that as custom art placeholders
He said
RRRRGAAAAAATTUWEREITDITKIPEIIIAISATTOUATBLBLBLNLBHASAIDIGONNAVICTUOHAITSAQUALITANUJUJUEINEQUELENSEKIMOTSESTAAAAITSAQUALITFIGEUONEUUUUHESAWOEINOUAJMEICTEOUIPROPERIOURILETSBUIIIIIIYGONNAVICTUO
I don't know... merging NPCs may be kind of fun in certain contexts when used properly...
4:01 the defenition of a easy kaizo mario
It might actually be a kaizo Mario level
Dude this video is still a classic
7:03 I guess Lil' Timmy took the words Boom Boom In My Room very personally.
I'm dying from laugher right now
I like how they start jumping with the music @11:07 like they're getting bored.
10:52-11:31 was just so painful to watch, even at x2 speed. Then I watched 11:33-11:55 and my heart warmed at the memories of Windows XP when you could drag a window around like that. Good times..
Who *T H E F *bleep* K* Would make that kind of level?
1:19
music at 2:29? It is such an epic music!
Reposting this again because reasons. Please read: I'm tired of seeing people complaining about this video. You have freedom to use SMBX in any way you want, but this video is not about this.
*This video shows that if you want to make an actual good Nintendo-like level, and if you want it to be approved by SMBX Community, THEN you should consider and follow these tips. You still can make original gimmicks and "creative" things by following these tips.*
You're not forced to follow them at all, it's just that if you won't consider and follow these tips, your levels won't rank high.
The best thing people can do is to not interact with the SMBX forum community in any shape or form.
Multiple fights & arguments inside the community & a small circle of elitists "throwing gasoline in the fire" is what you get. Nothing more than a puppet show controlled by the talented puppet masters. Such an eyesore.
Tough if you want to make a Lost Levels style game you could put the backwards pipe
@@sintheemptyone8108you can be quiet right there buddy you don't talk about that game in that way
@@NatetheNintendofan Says the people who allowed their community to be politically infiltrated years later.
Away with you.
There's politics in SMBX?
11:00 mins where you sped it up and started hopping to the song made my day.
Most of these seem to either be troll levels or completely reasonable. I mean, hard levels with no items could be a challenge and invisible coin block traps would be a nice troll level.
+fireballftw1123 - Or kid's levels.
+fireballftw1123 - Try playing some Mario Maker 100 Mario Challenge on Expert Mode, it might change your mind about the invisible coin block traps. It gets old fast.
+JordanMeAwesome I hate that crap too. I only use invisible blocks to help the player find secrets, or to hide cool shit -- never to irritate a player trying to jump over a pit.
+fireballftw1123 - I'm not a fan of the Kaizo style, so I try to put in at least one or two items in per section. I'm careful not to saturate an area with power-ups, as they're counter-productive to making a challenging level. I also have to be careful about Hammer Suits, for they're pretty overpowered, and they can kill just about everything.
+JordanMeAwesome Funny you should say that. Invisible blocks are truly annoying troll tricks but you should consider yourself lucky if that's all there is to a level. I've played levels that require precision landing on a single block between 2 spikes, levels with stars to go through an instant death situation, break blocks by using shells and making sure to save them, and more. Invisible blocks is the least of my worries, 1 lost life at best and 5 when I'm playing badly.
Actually, Nintendo itself has done most of those things...
Blind:
Super Paper Mario, World of Nothing
Blind Jump:
The lost levels, C-3
Invisible Coin Traps:
The lost levels, many place, even with invisible poison mushroom traps
Misleading Theme:
The lost levels, world 9
A lot of NPCs merging each other:
Mario & Luigi: Paper Jam
Hard level with no items and Out of Reach Items:
Many levels in the lost levels
Low bonus rewards:
Many green mushrooms in New Super Mario Bros Series
Backward pipes:
The lost levels, even with backward wrap pipes
Two many elements into one level:
Super Mario Advance 3, Secret 5 & 6
Two many 1UPs(generator):
Basically all of the New Super Mario Bros 2
Two many 1UPs by Enemy Spawner
Nearly all of the Mario game has at least one level for this
Joke level:
All Night Nippon Super Mario Bros
the last one is a whole joke GAME!
Notice how most of these are lost levels and most of the non ones are just mechanics that aren't like he did. Yea says how bad that game is dam
Also mario world and mario 3 has some places where the tiles don't end but you have to destroy blocks to see them first
It was hilarious when you first pulled out the Birdo.
the joke level was beautiful
Jes jes jes Uhuhuuuuuuu Knux sucks.
What language do they speak?
@@par871 Finnish, its way funnier if you know what they're saying
JES JES JES UHUHUUUUUU KNUX SUCKS
Ultra hard levels shouldn't be a problem as long as they're not filled with stupid invisible coin block traps and other dick moves. People enjoy hard levels when they're fair.
I find the broken background one to be cool. If someone uses them correctly in a level of course.
Maybe only if you use a Pink Floyd track as BGM and use sprites with trippy, neon colors.
Jorge Sanchez Or if they're falling to a next level. It'd be a nice effect.
Wii [U] Maybe I can use this effect after you defeated the Boss entirely... but not sure as of yet.
9:42 how did it crash the game
Some code error perhaps...🤔
11:07 i like that you jumped in a rhythm with the music
AHH The nostalgia ...
0:16 I love those clouds with the happy faces.
Broken background looks pretty cool though. xD
8:36 Can items overload and crash/freeze the game?
Since in a Tower of the Biased 6 level, I used supermario128, and used wherearemycarkeys a bunch of times.
And it just froze. It didn't even show an "Item overload" message.
The limit of NPCs are 5000 per Level so it's best not to overwrite that Number... also I wouldn't recommend to spam NPCs like that.
Also I put too many Bowsers and got this:
Run-time error '11':
Division by zero
Not even 100 bowsers can divide by zero.
@@retromariomakeryou're not going to believe this but funny thing that's about the same limit of Terraria just 1,000 more
Can we get an F in the chat for Luigi being trapped in a super tiny room at 4:29?
F
Poor Luigi
this video sticks out very well in my mind for some reason
same i just keep remembering it
*1)* I for one think the average SMBX level overstays its welcome by perhaps a minute or so, if not more. I'd much rather have a level I can beat within two to four minutes, without having to speed past every goodie that's in plain sight. Want a more thorough example? I think _Super RMN World_ has probably the highest percentage of levels with reasonable length out of any other SMBX episode I've played.
*2)* Again in regard to the length problem I have with these levels, they don't give a lot of power-ups, either. Always have one at the start and at the halfway checkpoint, and preferably one per area larger than five total screens.
*3)* If there's a route in a level that only one character can take, it's probably best to block it off with that character's block and make another full-fledged pathway that doesn't require any specific character. Require spin-jumping for optional stuff only, like more powerful Yoshis since only the Bros. can ride them.
*4)* If the pipe you enter is farther to the right than the one you exit out of, that should be reflected in the bonus area. And if it does take you backwards, another bonus at the exit point that couldn't be reached otherwise should await.
*5)* One theme per area, max. Preferably, if there's more than one theme, more than one area should use each of them. The only exception I carve is for hub worlds and secret warp zones.
*6)* Easiest way to not max out your lives counter? Play a game that doesn't spam enemies or other NPCs near the goal.
*7)* Exits made impossible by poor planning on the player's part are one thing, and should be saved for ROM-hacks if at all. Outright impossible exits are a category that should not exist.
*8)* Requiring the use of glitches is cheap. Again, either use it in a ROM-hack, to uncover Easter egg, or not at all.
*9)* Moving objects are not really meant to move via the means of layers, so things get worse as they get faster. Try to avoid the feature if you don't need it.
*10)* 11:34 _You Made It!_ in Super Mario Bros. X, huh? Perhaps as a gimmick to a bonus level it would be passable, but definitely not in a standard one.
What's the music behind the joke level at 12:22
This is why i love this game so much than original.
BlackJaguarGX64 Because editor!
yeah. everything
Child: Can I Buy Super Mario?
Mom: We Already Have Super Mario at Home.
Super Mario at Home: 12:22
IS THERE ARE A WAY TO MERGE ALL THIS TOGETHER?
because if yes, it would make the worst level ever
Make a big mashup level using many sections.
I wanna do that, or at least "too many types of NPCS"
Theopold the Gamer Hold my beer.
I recently made a level in SMBX 2 that has one of every block, npc and scenery. It took ages.
@@thecornmaker849 can I see it?
@@thecornmaker849 video, or it didn't happen.
2:24 what is this level and where can I find it's music?
I think it's from Megamario RKS' level. And I don't know what music is that,since it uses custom ones.
2:22 Unless the item is meant to be decorative, otherwise I agree.
9:34 You mean, making the game crash on purpose? I heard you could make code on this game and coding often results in bugs 'n crashes.
11:31 But it's funny.
11:57 Peeps love to do this in Super Mario Maker for the moon gravity effect. In SMBX it is unnecessary since the game allows this by default.
10:01 now kiss >:D
I thought that too :D
10:03...
+mustash fan 1o1 "STOP THIS SHIT IM LIKES GIRLS AND BIRDO IS A MAN!"
Yep
mustash fan 1o1
-what the fuck...-
*[EDIT: I found my old comment here a year after, and I don't quite like it]*
3:50 creating the Eleventh Doctor's theme using SMBX fireballs lol.
funnily enough, a lot of this is done in Mario Maker
12:32 suomi perkele torilla tavataan!
this video is strangely rewatchable
01:18 I would LOVE to play a swimming in the sky ☁️ level!
02:15 You could use this to make extra durable enemies. Like ones that need to be shot 5 times with a fireball.
One of my favorite videos of all time
I like that joke level
It's great XD
31 June
3 August)
@@quinnrobinsson1646 Its somebody screaming swear words and stuff like "no dont hurt me daddy" in finnish in the background
@@quinnrobinsson1646 I have no idea.
11:33 Anyone know what the song is that's playing during this? I swear I've heard it before but I don't know where and I'd really like to know. Thanks!
+JACE239 Waluigi's Pinball from MKDS
+manurmad Thank you! :D
Waluigi Pinball
i actually liked the joke level
Me too
EUGH, DERE HGHUYGFGHUYGHJHYGBHHGVBNHGFVBHBGVBHNBVHJHBV VBNHBGVBHGVBNHGV BHJ
12:22 where does this come from?
this is why nintendo does not add any new content in super mario maker
You can do all of these mistakes in Mario Maker too.
Every level has this on super mario maker lmao
WoodenCreep
WoodenCreep 竹堖
Yeah, SMM levels are already trash, imagine what would happen if Nintendo added more stuff.
2:25 Nice music, what’s it called?
I'm sorry but the examples in your video made me laugh so much, haha.
Entertainment for the win!
The "Unbeatabel Level" is actually beatable because you can let the shell bounce from a wall and then stomp it in midair to jump again, I think you can reach the top by doing that.
It doesn't work this way unlike SMW... also it would of been too high anyway...
time to do nothing with that knowledge and definately combine it all into one level wmahahahah
so you're going to make a short, unbeatable joke level with too many elements in it but no powerups, have unnecessary buried NPCs, generate too many 1ups and npcs, have too many bosses, break the background, have an error occur, and on top of all that make it bland. If you succeed, I would tip my wing-cap to you sir/madam for a single-most impossible task.
maybey >:D
Does anyone know the name of the song on 2:25-3:17?
broken background is ship plus something
11:30
What's this effect called? I'm not sure, never really known how to search for it, either.
I'm not sure myself; It happens when a game doesn't draw a solid background/color before drawing the scene, resulting in whatever it drew before staying onscreen along with the new pixels.
Random, but Doom has the Hall of Mirrors effect and it's basically this effect.
Worded Puppet Ah, Solitaire does do that effect when winning, good point.
7:07
Mario: "Please, have a-mercy!"
I just realized Super Mario Maker came out 1 year after this video...
People should’ve saw that coming lol
He was warning us.
He was warning us and we didn't listen.
Can I have a download of the Joke Level? I want to show it my finnish friend ^^
Get Tower of Biased 2
Ahh. Thank you.
Emrldy haw haw very funny
KarateCaveman rude
@@firestarplays hi
This game and the ROM hacks on SMWCentral are the pioneers of Mario Maker. SMBX and the hacked roms are some of the best mario games I ever played.
The mario maker before mario maker
When SMBX was born?
12:23 To be honest I would play this level, is there a download link somewhere?
+The 19th Fighter I think it is in Tower of Biased 4, the level is made by deadfish though.
8:01 "forcing you to glitch through in order to get further on on your level"
Today: glitch levels
10:25 I guess wart is a punching bag for bowser XD
can u stack enemys?
Yes with NPC codes or with most SMB2 Enemies.
2:23 NSMB2's Impossible pack in a shellnut (also no coins, and I know this is an old video)
Tangerine Paint Video was made in 2014, and NSMB2 and all its DLC came out in 2012
5:57 Now I know what it's like to play Mario Bros on drugs.
What was that song playing on the joke level? I feel I heard it somewhere before.
also the level at 5:30, is it an actual level with a download link?
That level is nowhere to be found.
Oh, I finished the default episode: (the princess cliche), and I'm looking for another Platformer episode, what would you recommend?
My Episode, Airship Attack. It's a long one.
Thanks! :D
What Is The Music That Plays While Fighting Wart In The Hard Level With No Items And Out Of Reach Items?
I laughed so hard when you started pulling bosses out of the ground...
save it for super Mario maker -.- no really saving for that
+henry seebeck More than half of the stuff here can't be even done in Mario Maker.
I'm pretty sure spamming items can :/
henry seebeck Sure, but the limit in Mario Maker is 200 items; in SMBX it's 5000. Also you can't make fast generators in MMaker.
eh but still I meant they can do ti but not as bad
3:15 Ah, it all makes sense now. It's just a Wily stage level knock-off.
12:41
mario: hey that's petty good
palyer: :l DUMB LEVEL HAHAAH
mario: GOOD LEVEL
(not) LOL
10:25-How did you get a hold of my slash fic!?
11:12 - 11:18 mario's jumping and the music sound the same :D
Super Mario Bros. X
Must resist obligatory Terraria reference.