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Creating an Animal Crossing themed Super Mario Maker course

I have redone the level for the marketed version (the Media version isn't compatible with the current one). The ID of the level has been updated to ID : 839F-0000-001D-57D5


Thanks for letting us know! I'm looking forward to trying it out... :)
 
I went ahead and tried that level blind. It's certainly clever for the most part, especially with the aesthetics that simulate what if Animal Crossing was a platforming game, but I do have a consistency issue with the basement puzzle.

It involves getting the red shell above the row of brick blocks and have yourself lined up below the block that contains an empty Buzzy Beetle shell that you need to wear it as Mario (that doesn't work if you're currently in an amiibo costume). And since the latter doesn't respawn at all, screwing up that puzzle even once (aside from despawning the red shell) will guarantee you a loss. When I went to that basement puzzle, I often botched it up because I was simply trying to figure out on how to solve that until 10 lives later. Once I got that down, another 5 lives when to waste as I was trying to get the red shell up. Yes, the timing is rather inconsistent when it comes to landing on the first trampoline. Getting that part of the puzzle to work requires a rather specific jump, something that a many people attempting that level might often fail to do so at first due of not having the proper playstyle. Afterwards, the rest of the level is pretty much fine and dandy, aside from how long it takes for each retry for that puzzle segment.
 
I playtested that level so many times to get it right. The basement segment is indeed problematic. On the media version I first made it for, the level would reset once you took a warp pipe, which isn't the case for the public version. So that really irked me. Because you could just take the pipe and retry the basement if you missed the red shell. It was easier that way.

Also, when I first playtested the basement, your basement door wasn't above the red turtle but on the ground. It would lead to pretty inconsistent behavior of the red shell depending on how it was launched and from where it was launched. So taking the door above the turtle pretty much solved that problem taken that once you take that door, you land on the turtle if you don't touch that controller. It lead to a very much more satisfying and consistent outcome.

But once the level is out, players come up with a chain of events you hadn't even thought of. For example, in the first version, there was goombas with wings coming out of those pipes in the second house. In the current version, I replaced those with goombas in socks as I thought it would be a nice throwback to Kicks' footwear shop. Well one of the players that wrote to me asking for instructions on Miiverse had an image with his question. In it, the guy managed to get to the basement area with a KK costume and a sock on! I was then struck at how my earlier "cosmetic" decision led to one player (at least) being unable to solve the puzzle.

Also, you speak the truth when you say you need to be Mario and not KK or the Villager to get that shell on your head. Hence the decision to put that first basement door on barbels wires. It obliges you to lose that KK costume in order to get to that door (unless you are wearing a sock, I discovered yesterday).

All in all, it's a difficult level because it needs you to unlock and follow closely line of events from which it is easy to stray. But some commented they liked the puzzle aspect of the level. Yet it feels frustrating to some

In the end, keeping the puzzle aspect in it (meaning the basement puzzle) I would be open to suggestions improving the level. For example for modifications that would improve the consistency of the red shell and for a solution that would provide an easy way to reset the basement setup easily without having to die since the warp trick doesn't function anymore.
 
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