Maker ID: KK6-MJ9-0MG
I have also spent my fair share of time building 2D Levels in Mario Maker 2 for the Nintendo Switch. I had one particular mindset when designing these levels, I wanted each of them to feel like they were real Super Mario stages, plucked right out of the next 2D Mario game. To this end, I tried to mimic the design style of the Super Mario Team, while still keeping each level fresh. My levels even have five Giant Coins to be found, creatively hidden as an optional challenge that players will need to think outside the box to collect. This is reminiscent of the Star Coins / Dino Coins from previous Mario titles.
Using the World Maker, I took 10 of my levels and strung them together on an overworld map.
Due to the limitations of the Switchs Capture System, I was unable to record any true gameplay of these levels. However, you’re more than welcome to check them out in the game by searching for my Mario Maker ID.
W1-4: Lakitu Heights
This is the fourth level of my 10-stage Mario Maker game, and while it introduces little new mechanics, it acts as a proving grounds of sorts for what has been learnt in the three levels preceding it. Level 1 teaches platforming. Level 2 brings more enemies into the mix, and Level 3 encourages effective use of power-ups.
Once the player reaches Level 4, all three of those ideas are brought together in a new environment to test their skills. At the halfway point, the stage becomes a vertical climb, making the player’s knowledge of the mechanics instrumental to keep from falling back down to the bottom.
W2-1: Sundried Sands
After the first 4 Levels & Boss Stage are completed, the player moves on to World 2. From here onwards, there are few new environmental mechanics, and instead different enemies are introduced as the difficult y climbs up a notch or two. This level in particular has a bit of elevation, but still remains horizontally-based. When designing levels, I’m sure to give as much attention to the design as I do the visual appeal. Levels need to look pretty to be immersive, and while this is only Mario Maker, I still wanted to give players as sense of exploration and environmental continuity when traversing through my levels.
W2-1: Jammin Jungle
While this level isn’t part ofthe overworld map yet, it has been uploaded a little early, and can be viewed from my Maker account. I wanted to design a “lategame” level, to give myself a sense of difficulty scope and help build a sort of road map for how I needed the challenge curve of my levels to look. It combines elevation, unique enemies, well-hidden secrets and tricky platforming, all while still keeping a strong visual appeal. Everything down to the exact placement of flowers & decorations was very carefully crafted for this one in particular. If you know the stage well enough, it’s possible to clear it flawlessly without ever losing forward momentum.
Currently, I have 2 Worlds and 10 Levels uploaded (accessed through my Maker ID). Though I have plans to upload a full 8 Worlds of 40 Levels in total. Each level will be designed to be playable in isolation, or as part of the overarching Map.