3rd June 2020, 7:24 PM
So today, I finally... got around to making a Mario Maker 2 version of my Mario Maker 1 level from last year!
The code (for Mario Maker 2 of course): 7N5-3JC-V2G
Now, the level was deleted after a few weeks because no one finished it and such. I imagine a lot of Mario Maker 1 levels from the past year-plus have seen that fate, I know people are still playing that game but far were than were some years back. It'll be interesting to see what happens with this Mario Maker 2 revision of the stage -- MM2 is more popular now than the first was a year ago, but given that we're past the "final update" things could be better for Mario Maker, unfortunately.
So, what is changed from the old version, for the like one of you who played it (Weltall)?
To make it easier:
- When the moving platform goes through the wall of spikes, the path curves away from the spikes now. This makes that bit a lot less likely to hurt you, it was pretty tough before.
- The mushroom powerup near the spike wall has been moved from a hard-to-get spot just before the spike wall where usually you'd miss the mushroom if you wanted to avoid that spike wall coming up, to just above the donut blocks after it. It's much easier to get now and makes that next part simpler.
- I added a SMB2 Mushroom powerup at the beginning of the level, because it's awesome. There's nothing else new here other than a few uses of slopes on the airships, but I love the SMB2 Mushroom and while I'm not good enough to beat this stage keeping it, I'm sure it'd be possible... though one sequence near the end would be tough (to get through without taking damage I mean, since you won't bounce oen ememies like is intended there...). This should make the starting area before the pipe much easier, if that was needed.
- A couple of fireballs in the note bock section go a couple of tiles less high.
- I removed the two ghosts from the jump-on-Koopas sequenc eat the end of the sub-world, to make it a little simpler -- in the original version the best way to do that is to lure the two of them away and then go for your Koopa-hopping experience, but one is just off screen so that's kind of cheap, and it's an unnecessary delay anyway, so I decided to cut them.
To make it harder:
- The floor hidden far below the section with note blocks has been removed. You've got to do that section legit now.
Neutral:
-The two moving platforms now start at the beginning points and don't start moving until you get on them, instead of starting from well in to the track and moving towards you. I remember Weltall complaining about how it was before so I made sure to fix this. I don't think this makes the level any harder or easier, it just allows the player to start off whenever they want. I would recommend fighting all of the bloobers you can from that first platform, though, and not having any of them still chasing you once you're on the moving platform! There's more than enough to worry about between the fireballs, platform, and spikes...
- I moved the checkpopint -- before, the checkpoint was after the part I thin of as 'the tough part', ie, the section with the moving platform on the track. You finish that and get the checkpoint just before the note block part and then the final couple of sequences. Instead, now the checkpoint is on the platform just before the moving platform part. I'd rather have two checkpoints, but for some stupid reason you cannot have two checkpoints in a sub-world, so... it has to be one or the other and I decided on this way this time. I'm not sure if it makes the level easier or harder overall, it does mean you d first part as often when dying in the middle, but does mean you need to do that middle section more so... maybe harder overall? But it might encourage people to keep going, so it could help.
- The not-too-hidden section with the 1-ups near the end has been removed because I think you get a bunch f 1-ups anyway, so what'd be the point?
- All 'hit this block 10 times for 10 coins' blocks are now just normal blocks. It makes a lot more sense this way.
.Perhaps odd, but true: Probably my favorite part of this level is the battle with the bloobers on the platform which now has the checkpoint on it. I don't know, I really like that part.
The code (for Mario Maker 2 of course): 7N5-3JC-V2G
Now, the level was deleted after a few weeks because no one finished it and such. I imagine a lot of Mario Maker 1 levels from the past year-plus have seen that fate, I know people are still playing that game but far were than were some years back. It'll be interesting to see what happens with this Mario Maker 2 revision of the stage -- MM2 is more popular now than the first was a year ago, but given that we're past the "final update" things could be better for Mario Maker, unfortunately.
So, what is changed from the old version, for the like one of you who played it (Weltall)?
To make it easier:
- When the moving platform goes through the wall of spikes, the path curves away from the spikes now. This makes that bit a lot less likely to hurt you, it was pretty tough before.
- The mushroom powerup near the spike wall has been moved from a hard-to-get spot just before the spike wall where usually you'd miss the mushroom if you wanted to avoid that spike wall coming up, to just above the donut blocks after it. It's much easier to get now and makes that next part simpler.
- I added a SMB2 Mushroom powerup at the beginning of the level, because it's awesome. There's nothing else new here other than a few uses of slopes on the airships, but I love the SMB2 Mushroom and while I'm not good enough to beat this stage keeping it, I'm sure it'd be possible... though one sequence near the end would be tough (to get through without taking damage I mean, since you won't bounce oen ememies like is intended there...). This should make the starting area before the pipe much easier, if that was needed.
- A couple of fireballs in the note bock section go a couple of tiles less high.
- I removed the two ghosts from the jump-on-Koopas sequenc eat the end of the sub-world, to make it a little simpler -- in the original version the best way to do that is to lure the two of them away and then go for your Koopa-hopping experience, but one is just off screen so that's kind of cheap, and it's an unnecessary delay anyway, so I decided to cut them.
To make it harder:
- The floor hidden far below the section with note blocks has been removed. You've got to do that section legit now.
Neutral:
-The two moving platforms now start at the beginning points and don't start moving until you get on them, instead of starting from well in to the track and moving towards you. I remember Weltall complaining about how it was before so I made sure to fix this. I don't think this makes the level any harder or easier, it just allows the player to start off whenever they want. I would recommend fighting all of the bloobers you can from that first platform, though, and not having any of them still chasing you once you're on the moving platform! There's more than enough to worry about between the fireballs, platform, and spikes...
- I moved the checkpopint -- before, the checkpoint was after the part I thin of as 'the tough part', ie, the section with the moving platform on the track. You finish that and get the checkpoint just before the note block part and then the final couple of sequences. Instead, now the checkpoint is on the platform just before the moving platform part. I'd rather have two checkpoints, but for some stupid reason you cannot have two checkpoints in a sub-world, so... it has to be one or the other and I decided on this way this time. I'm not sure if it makes the level easier or harder overall, it does mean you d first part as often when dying in the middle, but does mean you need to do that middle section more so... maybe harder overall? But it might encourage people to keep going, so it could help.
- The not-too-hidden section with the 1-ups near the end has been removed because I think you get a bunch f 1-ups anyway, so what'd be the point?
- All 'hit this block 10 times for 10 coins' blocks are now just normal blocks. It makes a lot more sense this way.
.Perhaps odd, but true: Probably my favorite part of this level is the battle with the bloobers on the platform which now has the checkpoint on it. I don't know, I really like that part.