This level is a lot better than the previous one in this series. How much time do those devs get for this? Because if that level was the work of a couple hours, it's pretty darn impressive. If it took several days, it's a bit unpolished.
+Kram1032 Depends on the dev's schedule! Tim put his level over the course of about 2 hours, but Igarashi only had about 45 minutes in his PAX schedule to make his. We've got one coming up next week with a special guest who spent over 6 hours on his!
Polygon ah, for those times, their respective levels actually are pretty great. Igarashi's design was very weak but for 45min it was totally fine. I'm sure he could have done a lot better with more time. I'd love to see what those devs can do in a longer time window. But I doubt most will have free slots for that. I'd suggest you put the time they had to work on their levels somewhere in those videos or in the description, just to avoid wrong ideas of why the quality levels may vary so much. I'm very much looking forward to the 6 hour take!
This level made me appreciate the mechanics in the New Super Mario Bros games. I've always seen them as uninspired but the issue seems Nintendo never applied the gameplay tweaks in a compelling way. They're too safe, but how Tim used the different jump techniques and arcs is pretty darn cool! It reminds me of Mario 64, Sunshine secret levels, Galaxy 2, Mario 3, Mario World and 3D World.
+Zappandy This so much. I have the DS game so maybe they changed it, but I didn't even know Mario had a triple jump in NSMB or that little twist thing.
Billybiscuits13 After weeks of seeing more Mario Maker levels. I gotta say mechanically NSMB has an untapped potential I'm astonished Nintendo never explored. Although, the game plastic look still throws me off, the gameplay tweaks are rather impressive. So glad to see the fans are using them so much!
Lol check out Tim just getting into his groove on camera... Who knew he would go on to be a star/personality/video game celebrity/something... ??? He is awesome
@@kasparthorngirl I'm way late but... I see this all the time on Tim Rogers videos. People take him at face value and don't realize that he's sort of performing a self-caricature.
the hardest infinite 1 up trick i can think of off the top of my head is from super mario galaxy 2 with the giant koopas where you have to drill through the ground which sends you high enough on the other side of the planet to hop on their backs forever.
I hope they put out a stats video someday showing how often each theme is used. It would be interesting to see how many people used the NSMB theme over the others
No, it doesn't. the koopas all died on screen at once and they aren't replaced that quickly, and don't feel bad to criticize. People are too soft about that kinda stuff. This level was a mess that used far too many different assets and I bet the guy really had no idea what he was doing.
A traditional mario expert would actually get stumped by Mario maker as the level design of mario games hinge on introducing new elements but you can't do that in mario maker but aside from that both levels seem to be created more as experiments so I don't think they gave him much time to learn the game before he had to make a level
Isn't the common theme in Mario levels not to look back? An example of this not being done is having to grab a P-Switch at the end of the level and then having to go far back to use it)
What developer does Tim Rogers work for? I know this guy from his channel and review site actionbutton.net, he's very peculiar and strange (in a good way) but also funny.
I dunno, I didn't particularly find that a good level. It was very scattered. The Bouncy music block with the multi-coin block above was a good idea though. The "triple-jump" was just a simple run-jump; it needed to be higher to actually require it.
+Tom Fry Unfortunately, this episode was shot before the game came out using the pre-release media version of the game, so we aren't able to upload the level. Future episodes are being made with the retail code, so we won't have that issue after episode 3!
+CriticalShot1 little big planet is just too complicated for the general audience. People Know Mario, it's simple and elegant sandbox of toys. And secondly Mario maker is really well made with the Wii U gamepad where you just easily draw a level and can make a good enjoyable level fairly quick. And in and out of playmode and create mode is really snappy. This is maybe the best creating game for gamers who don't really enjoy making stuff in games usually
+CriticalShot1 Easy to understand, Easy to use thanks to the gamepad, Mario is very well known so it gives more people a buzz making levels, We know what everything does before even touching the game, And mario's nature is just suited to this with the way everything's scaled
It's just a bunch of random garbage thrown together! Why do people appreciate this game? There is such a small amount of coherent levels that it's staggering, and even then, they're only Mario levels. Absolutely nothing new.
Polygon was not ready for Tim Rogers
Tbh... It looks like Tim Rogers wasn't ready for Tim Rogers
was he not yet determined to not die hungry?
The way it has multiple level vertically reminds me of Sonic.
+Edwin Contreras thats exactly what i thought as well
I love Tim Rogers
TIM ROGERS THE MASTER, THE BOSS, THE VOICE FROM KOTAKU DOT COM
This level is a lot better than the previous one in this series.
How much time do those devs get for this? Because if that level was the work of a couple hours, it's pretty darn impressive. If it took several days, it's a bit unpolished.
+Kram1032 Depends on the dev's schedule! Tim put his level over the course of about 2 hours, but Igarashi only had about 45 minutes in his PAX schedule to make his. We've got one coming up next week with a special guest who spent over 6 hours on his!
Polygon ah, for those times, their respective levels actually are pretty great. Igarashi's design was very weak but for 45min it was totally fine. I'm sure he could have done a lot better with more time.
I'd love to see what those devs can do in a longer time window. But I doubt most will have free slots for that.
I'd suggest you put the time they had to work on their levels somewhere in those videos or in the description, just to avoid wrong ideas of why the quality levels may vary so much.
I'm very much looking forward to the 6 hour take!
+Kram1032 I'm pretty sure that a huge number of level designer will make lots of kickass level on their free time at home.
Sign: A level designer.
Philippe Allard-Rousse that's true enough :)
Although many of them might prefer to work on their own games.
This level made me appreciate the mechanics in the New Super Mario Bros games. I've always seen them as uninspired but the issue seems Nintendo never applied the gameplay tweaks in a compelling way. They're too safe, but how Tim used the different jump techniques and arcs is pretty darn cool! It reminds me of Mario 64, Sunshine secret levels, Galaxy 2, Mario 3, Mario World and 3D World.
+Zappandy This so much. I have the DS game so maybe they changed it, but I didn't even know Mario had a triple jump in NSMB or that little twist thing.
Billybiscuits13 After weeks of seeing more Mario Maker levels. I gotta say mechanically NSMB has an untapped potential I'm astonished Nintendo never explored. Although, the game plastic look still throws me off, the gameplay tweaks are rather impressive. So glad to see the fans are using them so much!
Lol check out Tim just getting into his groove on camera... Who knew he would go on to be a star/personality/video game celebrity/something... ??? He is awesome
I really love how his levels were really open and not just linear, which is something I’d like to see in other MM2 levels
"Mario Expert", huh?
Ikr?!
Can seriously nobody realize that was a joke
mbloom In his recent Kotaku review of Mario U, he seems to profess as much.
@@kasparthorngirl I'm way late but... I see this all the time on Tim Rogers videos. People take him at face value and don't realize that he's sort of performing a self-caricature.
@@KelsomaticPDX yep thats what i love about him
Cool. Are you guys gonna post the level code so we can play too?!?!?!?
the hardest infinite 1 up trick i can think of off the top of my head is from super mario galaxy 2 with the giant koopas where you have to drill through the ground which sends you high enough on the other side of the planet to hop on their backs forever.
This should be 80mins long
where is the level code???
I hope they put out a stats video someday showing how often each theme is used. It would be interesting to see how many people used the NSMB theme over the others
Level codes?
Where's the ID code for this?
Man that fireball power up right at the very end is such an insult
Stupid question: are these levels lost to time, or can I play them?
Seth Callahan the ID's are in the description
Code please!
Hardest one up room? It was harder to get one ups in the original or any other for that matter you just jump over the shell
Still a pretty good level
+glorb I guess so
No, it doesn't. the koopas all died on screen at once and they aren't replaced that quickly, and don't feel bad to criticize. People are too soft about that kinda stuff. This level was a mess that used far too many different assets and I bet the guy really had no idea what he was doing.
7:52 the game was playing by its self...
You know that there are controllers that aren't the gamepad.
oh my god he is such a lil baby here
I believe he was 36 in this video. Lol
sweet baby
Great going bro! :)
nice level
A soup of random elements with no coherent theme; it's pretty much awful.
Good job with those random-ass podoboos in a grassland stage, especially.
well aren't you an ass
and correct. I bet they picked the first person who said "Yea, I'm an expert at Mario" It is Polygon after all
A traditional mario expert would actually get stumped by Mario maker as the level design of mario games hinge on introducing new elements but you can't do that in mario maker but aside from that both levels seem to be created more as experiments so I don't think they gave him much time to learn the game before he had to make a level
Excuse me but the hardest 1-Up loop was the one in Mario 3 where you had to use the shell to kill Spinies that Lakitu was throwing
A+ level name.
I wonder who produced this video...?
love tim togers cradling the videoball xbox one booth sign
yo, nice conix sticker on that laptop back there
Isn't the common theme in Mario levels not to look back? An example of this not being done is having to grab a P-Switch at the end of the level and then having to go far back to use it)
What developer does Tim Rogers work for? I know this guy from his channel and review site actionbutton.net, he's very peculiar and strange (in a good way) but also funny.
For the answer to that and much more you should check out more of his stuff, if you haven't. He's awesome and he's made tons of videos.
Code?!
That's not the hardest infinite 1-Up trick. There were some really difficult ones in SMB3.
looks like a sonic level
WHERE'S MONSTER FACTORY
And you still missed the top of the flag pole...
+Matt Loveday TWICE :P
The music is interfering too much with Tim's voice 🙉
... why does this remind me of a sonic level?
I have just done a level, hope you enjoy it guys 5C57-0000-0069-4D4A
I expected some kaizo type level. What a disappointment.
I dunno, I didn't particularly find that a good level. It was very scattered. The Bouncy music block with the multi-coin block above was a good idea though. The "triple-jump" was just a simple run-jump; it needed to be higher to actually require it.
Code
+Tom Fry Unfortunately, this episode was shot before the game came out using the pre-release media version of the game, so we aren't able to upload the level. Future episodes are being made with the retail code, so we won't have that issue after episode 3!
+Polygon Recreate this first levels please
Nintendo, Slick Dastards
Managed to create their own Minecraft version in disguise: twice the fun but zero Squeakers
*KUDOS*
Here in my garage....
Could someone please explain to me what this game does that LittleBigPlanet doesn't do 10times better?
+CriticalShot1 It uses Mario assets and physics.
+CriticalShot1 Good platforming.
+CriticalShot1 little big planet is just too complicated for the general audience. People Know Mario, it's simple and elegant sandbox of toys. And secondly Mario maker is really well made with the Wii U gamepad where you just easily draw a level and can make a good enjoyable level fairly quick. And in and out of playmode and create mode is really snappy. This is maybe the best creating game for gamers who don't really enjoy making stuff in games usually
+CriticalShot1 Easy to understand, Easy to use thanks to the gamepad, Mario is very well known so it gives more people a buzz making levels, We know what everything does before even touching the game, And mario's nature is just suited to this with the way everything's scaled
Nostalgia
For a mario expert... he doesn't know much about Mario.
*****
That was literally an entire article and 2 sentences about the actual game it was "reviewing"
+Mr Potential Platypus You fail at reading.
1st
+CR33P3RKiller EASTER EGG Lies...
FIRST YAY
Tim's levels are almost as tedious, dull, and contrived as his game reviews used to be.
Blasphemy.
Blasphemy.
Blasphemy.
Blasphemy.
Blasphemy.
I'm early woohoo
It's just a bunch of random garbage thrown together! Why do people appreciate this game? There is such a small amount of coherent levels that it's staggering, and even then, they're only Mario levels. Absolutely nothing new.
Who?