Welcome, one and all, to the first in our 'Super Nindie Maker 2' series showcasing developer-created Super Mario Maker 2 courses! Since the game released a little while ago some of Switch's finest developers have been beavering away on courses of all varieties for your delectation and we'll be showcasing them with a series of features over the coming weeks.
First up to bat is Michael Herbster, level designer at Yacht Club Games, the studio responsible for some of the tightest retro-flavoured indie platforming of the last decade with its colossal uber hit Shovel Knight. Below you'll find a some of the thoughts behind Michael's Mario Maker 2 level as well as his memories of the series and hopes for future updates.
You can enjoy our very own Alex tackling the level in the video at the bottom of the page and then you can try it out yourself using the Course ID code.
Without further ado, let's-a go!
What was the thought process behind the creation of your level?
My goal with this level was to make something that was a little challenging, but completable by most people. I went with a slow auto-scroll and the Airship tileset to stick to the theming of Mario 3 airship levels.
How have your design experiences at Yacht Club helped or hindered you in this process?
One of the goals with Shovel Knight levels is to remain focused on the theming of the level. Keeping the enemies/objects types down to four or five different types can help keep the level focused with minimal on-screen clutter.
Is there a stage from a 2D Mario game that’s a particular favourite of yours? What makes it so memorable?
Super Mario Bros. 3, World 4 Level 1. The spectacle of seeing the larger enemy + object sprites was completely mind-blowing when I first played this level, in my youth.
Is there any feature you’d love to see added to Super Mario Maker 2?
I'd love to be able to make some Super Mario Brothers 2 (SMB USA) styled levels! Placing down some Shy guys and Snifits! Drop some cool vertical climbing stages with some Hoopers, and Ninjis (missing enemy from Super Mario World's enemy listing in Mario Maker 1 & 2)! Maybe even a Birdo powered up from a Super Mushroom with oversized eggs flying at you!
Many thanks to Mike for giving his time and energy to create this course. Keep your eyes peeled for more Super Mario Maker 2 levels from other developers and designers to come!
Comments 18
https://cdn.discordapp.com/attachments/580177320795701268/602130440903589898/image0.png
Does anyone have a link to a list of all these developer-created levels? There's a lot I need to try out!
I wish Mario in Mario Maker can Flying in Happiness, Running in sorrow with Fake tears, Stomping with anger and Delighted with Recovery like Super Princess Peach NDS. The power of Emotions. 😆
Yeah we need Mario Bros 2 stages but most of all we need to be able to make worlds such as Mario 3 or World in particular with its secret exits. The only problem with this game is that secrets aren't so important when levels are basically one and done
I always like it when other video game developers make levels in Mario Maker 2. This level, and the level made by the Splasher team were really fun levels.
l can tell that the Shovel Knight designer made that level. Like with the fire, its just like how its used in Shovel Knight.
They're taking down all the Area 51 levels.
Getting too close to the truth are we?
Just played this level. Was quite fun really. It’s hovering around a 12% completion on there at the moment.
@Anti-Matter "I wish Mario in Mario Maker can Flying in Happiness, Running in sorrow with Fake tears, Stomping with anger and Delighted with Recovery like Super Princess Peach NDS. The power of Emotions. 😆"
Huh?
They need to bring back the bookmark functionality from SMM 1. Being able to bookmark levels when I'm not near my Switch would be amazing.
Now this is the kind of article on SMM2 I like to see! Wish I had my Switch right now! (can't complain though, I am being paid to sit and the staff room an "be available" lol)
Finally some sense; I get that crazy impossible levels are fun to watch for a couple of times.. and it is fine that they do exist in fact, as some are pretty interesting.
But this kind of actual, real level design where the player just flows through obstacles and dangers is really satisfying to play (you know, as a game, and not as self-punishment).
BTW Mario games always delivered top of the class level design, that's what separates them from the wannabes.
That's how a good level has to be. Real level design, no crazy stuff.
Ice airship auto scroller? Well clearly he know what people like.
I am glad to see the team having fun, but can I get at least one lick of information in regards to King of Cards. It's been so long since we have heard of anything...
@Chunkboi79 I know right?
@Reigestugatensho I'm hoping development is going well. It's not like them to go silent like this...
@gamekill Yeah, you really have to follow sites or YouTube channels like this site, Kotaku, WatchMojo, and others which do a good job of compiling a variety of levels. Some are tough, some are just insanely clever, most of them make me feel ashamed by how weak my levels are.
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