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SMM Tips and Tricks

Nintendo themselves also just used an unchained Chomp (wiggle it) for their remix of the SMB3 desert level with the Fire Snakes.
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A couple of questions...

-I saw some levels that do not scroll vertically. How is this done?

-Is there a way to make it so the exit pipe in a sub-area is not re-enterable?
Originally posted by Golden Yoshi
-I saw some levels that do not scroll vertically. How is this done?


As far as I know, you have to do something like this: On the screen, where you see the lines for the grid, you will also see a few thicker lines. These represent the screen boundaries. There are at max two screens vertically and you always start in the lower screen when creating a new level. From what I know, all you have to do to disable vertical scrolling is to make sure that absolutely no objects are placed anywhere on the upper screen (that is, anywhere in the upper half of the level). Well, I think the screen will still scroll vertically by a little bit (because I think these sections are actually a little bigger than a screen), but it will be only minimal. If you already built a level that has vertical scrolling enabled, I don't know if deleting objects from the upper half will disable vertical scrolling again. It's worth giving a try, though.

Originally posted by Golden Yoshi
-Is there a way to make it so the exit pipe in a sub-area is not re-enterable?


Not directly, but you can use a trick to achieve something similar: Make it a vertical pipe and make it so that there is no ground directly underneath the pipe. That way the player can't enter it by walking into it. There may still be ways to enter it, though. For example, by using clown car, Lakitu cloud or any other moving platform.

As an alternative, you could put one of those one-way-passable gates right behind a pipe.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Thanks for the tips.

Yea, that's what I've been doing for the exit pipes. It's a minor inconvenience but overall no big deal.
Use the one-way gates for vertical ones and just make the player jump up the 2 blocks.
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Originally posted by RPG Hacker
Originally posted by Golden Yoshi
-I saw some levels that do not scroll vertically. How is this done?


As far as I know, you have to do something like this: On the screen, where you see the lines for the grid, you will also see a few thicker lines. These represent the screen boundaries. There are at max two screens vertically and you always start in the lower screen when creating a new level. From what I know, all you have to do to disable vertical scrolling is to make sure that absolutely no objects are placed anywhere on the upper screen (that is, anywhere in the upper half of the level). Well, I think the screen will still scroll vertically by a little bit (because I think these sections are actually a little bigger than a screen), but it will be only minimal. If you already built a level that has vertical scrolling enabled, I don't know if deleting objects from the upper half will disable vertical scrolling again. It's worth giving a try, though.


This is flawed in at least some ways. For example, flying in the SMB3 theme seems to break this by allowing the screen to scroll ~1.5 blocks higher than that boundary. Placing blocks to cover this up will in turn enable full vertical scrolling, requiring you to extend the objects even further.
I haven't tried that myself yet. Though when putting the Tanooki leaf in a level, it probably makes sense to make the level two screens high, anyways, since the player might want some space to actually use the flying ability.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
So I messed around with the SMW style a bit and found some things that might be of interest. Some of these might be more obvious than others.

- Feathers placed on the ground will just fall through it.
- Goombas and Koopas (and Koopa shells) can still be flipped with the cape spin or while hit when standing on blocks, but Buzzy Beetles, Spinies and Bob-Ombs can not. I suspect this has to do with their new sprites, as they aren't 16 pixels tall and therefore would hover a few pixels above the ground if flipped.
- The Wiggler has a new body sprite that shows two of his legs, but it only appears in the editor. Weird.
- The Bullet Bill Blaster has a slightly different appearance. Rather than using two vertical 8x8 tiles for the top part and flipping them like the original game, it actually makes use of an unused 8x8 tile in GFX14.bin. This leads me to suspect that Nintendo actually went into the ROM to get the graphics rather than using sprite sheets or something.
- Similarly, big Mario's running jump sprite misses an 8x8 tile. This seems to further confirm that theory.
- Mario's shooting fireball sprite lost its extra pixel of hair. How they noticed that but not the missing 8x8 tile is a mystery.
- Mario can run past one-tile gaps without falling in randomly like he could in SMB.
- Holding the jump button doesn't affect falling speed any more.
- The spin jump is slightly lower while the normal jump is slightly higher. The spin jump also seems to be less floaty.
- The spin jump will now always give you a small boost if you hit an enemy with it but without holding the button.
- Climbing on vines horizontally will slow Mario down. Mario also now uses a new sprite for when he's on a vine but not moving.

So yeah.
It is possible to make makeshift Bowser bridges using bricks (or turn blocks) and P-switches. Just keep in mind that some objects can destroy the bridge, such as Bowser in the SMB3 style, Mario in the SMW and NSMBU styles, and Magikoopas in all styles.
If you want to upload more levels, you need to get stars from your levels to earn medals. You get the first medal after you earn one star, but you need 50 stars to get the second medal and the first upload expansion.

HoleNet.info

For those who want smb3 classic Bowser battle. Fixed

Edit:fixed the image a bit.
It is possible to force the player to fight a Magikoopa by having them hit the flagpole/axe at the end of a level. I did this with two of mine.
Goomba's Shoe properties (thanks Squadaloo!):
- A winged shoe can flutter like Yoshi.
- A super shoe can ground pound.
- The super stiletto's ground pound is stronger than the super shoe's, since it can destroy breakable blocks and bullet launchers.

Bugs (confirmed on v1.01):
- If you ground pound a block containing a P-switch and Mario lands on hard floor at the side of the block at the same time, the P-switch triggers as it spawns. (Found by me!)
- When entering a door placed over a spiky trap just before damage invincibility ends as a 2 blocks high Mario, the damage invincibility becomes permanent. Video here: https://www.youtube.com/watch?v=-QQC3trg9CQ (Found by AbDuL)

The BIG List of Randomizers

I have also discovered a glitch yesterday, although it's a really minor one: The auto-tiling of ground blocks sometimes doesn't work correctly. Yesterday I drew a bunch of ground blocks next to each other and noticed that one of them, although being surrounded by other ground blocks, was actually a corner piece. I don't know how to reproduce this, but anyways the problem was fixed by just placing a new ground block over the glitched one. It looked funny, though.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
For anyone who hasn't seen this already, invincibility glitch.

Abuse it until Nintendo patches it, then show off your cool unbeatable level to everyone.
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I imagine they'll just delete the levels that make use of this.
How would they be able to tell, though? They can't manually play through every level to see if it abuses this glitch.
Originally posted by RPG Hacker
There is a button which lets you report levels, but I doubt anyone would use it for this.

Hmmm, maybe not.

In that case Nintendo could wipe the servers and force everyone to reupload their levels... would be pretty shitty though.
Originally posted by leod
For anyone who hasn't seen this already, invincibility glitch.


Yes, I literally just said that two posts above yours. Even linked to the same video. I feel ignored now. :(

Another tip that I noticed by looking at Vinesauce's steam and investigated a bit: You can stack pipes in a way that allows you to connect two different pipe entrances to the same exit. When entering stacked pipes, the one that was created first will take priority. Note that you cannot stack doors.

The BIG List of Randomizers