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zakruti.com » Humor, fun and entertainment » Polygon
Castlevania's Koji Igarashi Makes a Super Mario Maker Level - Devs Make Mario

Castlevania's Koji Igarashi Makes a Super Mario Maker Level - Devs Make Mario

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Rating: 4.0; Vote: 1
This is Devs Make Mario, where we have famous game developers create their own stages in Super Mario Maker! Up first is veteran Castlevania series producer and creator of the upcoming Bloodstained, Koji Igarashi. Song: N--T - Sakura
Date: 2023-12-10

Comments and reviews: 23


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.

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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
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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
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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.
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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.

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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.

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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.
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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
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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-.
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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.
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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-
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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.
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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.
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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.
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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!
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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.
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Someone who worked on the original Donkey Kong Country Trilogy from Rareware. Or someone who worked on the returns series from retro.
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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
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Peter Molyneux, he'll be talking all the time about the possibilities and probably will never finish the level.
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Wish Iwata was still around to make a level, maybe he was making one, Nintendo should upload it as a completable stage
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yeah, those harmful saddest fireballs from below tell you that there is something to fall into down below.
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Hey Polygon, are these levels uploaded and could you share the codes for them (all of the Dev created levels?
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I have a syndrome that makes me automatically tense my muscles the moment I see Mario near a hammer bro.
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