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Check out these classic levels for inspiration in Super Mario Maker 2 – Guide



  SMM2

As you probably already know after reading our review, Super Mario Maker 2 is an essential addition to your switch library. It builds on the brilliant foundation of the original with more themes, more elements, more options, more of everything. The blank canvas that it offers to create every imaginable Mario level is really something very special.

If this canvas has a drawback and a plethora of tools, it can be a bit overwhelming. especially for new players who missed the original. Super Mario Maker on Wii U held your hand and distributed objects and tools over time (admittedly a bit too slow) to give you space to experiment and familiarize yourself with everything in your inventory.

The sequel throws the lot on you from the start ̵

1; fabulous for veterans, but new players who are faced with a variety of options may feel a little lost after having tinkered and seen with a few boxes how many goombas they can stack on top of each other. Overloading the selection can lead to paralysis – "Where do I start?"

We remember that feeling and one of the most helpful (and rewarding) tricks was to return to the classics. Just as an artist learns by copying the masters, we've activated some 2D layers from the past and set about rebuilding parts of them to learn the basics and figure out what made them tick. The toolset soon became known and we started experimenting, making our own shoot, and most of all, having fun.

  Slopes

Rediscovering old stadiums from a new perspective was one of the great joys of the first game. We want to encourage anyone who feels overwhelmed by the potential of Mario Maker 2 to return to the Source before making his own Magnum Opus created. Although it is not possible to replicate each of these levels with 100% accuracy, finding workarounds and replacing certain effects is half the fun.

So here are a handful of 2D Mario levels that you can study for inspiration when you're at it, starting with Super Mario Maker 2 …


Conventional wisdom could start with World 1-1 of Super Mario Bros., but – let's be honest – even the most casual Mario fans have probably felt full. Be sure to start at the beginning (it's a classic for a reason!), But for a change we'd recommend a look at the second stage.

Being an Underground Stage You need to fill in lots of blocks to get used to the basic UI, and you can also play with moving platforms and deal with enemies in tight spaces. If you feel adventurous, you can add a little "hidden" warp pipe at the end as well.

  Slide the
  P switch

Again, 1-1 of Super Mario Bros. 3 is a textbook level that's worth checking out, but it's 1-2, which will give you some new ones Can play muscles. You see, it was not possible to replicate the second level of this groundbreaking game in the original Mario Maker because the Wii-U game had no slopes. Nintendo subsequently corrected this, so at this stage you have the perfect opportunity to experiment with color gradients and slip them into enemies. You can also play with P-switches and note-blocks (remember to place a star in the third!).

Super Mario Bros. 3 – World 3-6

Oh no, it's a dreaded auto-scroll level! If you fall to the bottom of the screen, this is a relatively quiet level, as long as you do not rush. It's perfect for testing the distance and altitude. Mario can jump when he runs and sprints. It introduces you to donut blocks, disposable ice blocks, and flying koopa troopas.

Auto scroll levels have a bad name, but there is no reason why is not as great as any other. Perfect for testing, tuning, and retesting to find common sources of error and make adjustments for a more forgiving experience. All you have to do is expand the platforms or attach a safety net at the bottom of the screen. Alternatively, you can set the speed to maximum and watch your game testers sweat! Vertical and variable scrolling is also possible in Super Mario Maker 2, but let's first explain the horizontal basics, hmm?

While recreating this entire level is probably a bit ambitious, it will give you a good taste of Snake Block, Lava Bubbles and Castle Skin in general. The snake blocks (green as default and blue as faster) follow a path you specify. The Falling Spines section is also a handy hazard prevention tutorial.

Roy's Castle also gives you an insight into a boss fight and how to integrate one into your level. You may not be able to use poor old Roy, but there are a lot of enemies to choose from – Boom Boom is a decent replacement.

  Water
  Joke

Certain elements of this level are not possible in Mario Maker 2 (the pursuing dragoneel himself, for example), but it's still a great lesson in developing an underwater glove for the players' swimming abilities to test. Balancing positions and the frequency of cheep cheeps, power-ups and quiet zones makes the difference between a challenging underwater stage that pays off and a nightmare that players simply want to escape.

Opportunity to play with the water level and scroll stop functions that are new in Mario Maker 2. Whereas in the past a whole level had to be submerged when you selected this theme, you can now raise and lower the water level and build separate sections of the level above in the room, meaning you rebuild the opening and closing areas of this stage can.

Scroll Stop is a feature that prevents the camera from moving beyond a fixed column of ground blocks or hard blocks – a small touch, but one that makes the beginnings and ends of different sections "more professional" than before ,

  Title
  Game Over

A good precaution when not taking courses tough. The Lost Levels is designed for veterans who know the original game well and can be fun to play against. That means it's not for the faint of heart and it starts where 8-4 of Super Mario Bros. left off. For players who start with Super Mario Maker 2, it offers a good guide on how to conduct tricky courses, but The Lost Levels may not have the balance and ups and downs found in more typical Mario games.

] Obviously, it is a pleasure to triumph over mishaps, and you may intentionally design a devilish glove for a friend or relative to run away. Of course, while designing your creations, think of your audience, but a good level requires a balance of carrot and stick. The Lost Levels are almost all associated with a carrot of perfection in the end.

Still, the weird toadstool can be hilarious.


Once you have looked at these, you should have a solid foundation in the basic toolset of Super Mario Maker 2. Of course, there are dozens of classic levels to choose from, but the above selection should give you a good taste of the potential for it give incredible new creations. If you know the basics, you can think about breaking the rules and experimenting with your own ideas.

Of course, there is also the theme Super Mario 3D World which has its own play objects and ideas, as well as Story Mode to play through, so you can take a break from the harsh level design and Peach & # 39 ; s can rebuild Castle for more inspiration. Have fun!

Have you ever come across the blockage of a price creator? Do you have any other suggestions for good levels that will inspire you and get the creative juices flowing? Share your ideas with a comment below.


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