Traditional Levels #2 (GameFAQs User Levels) - Super Mario Maker 2 (スーパーマリオメーカー2)

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Super Mario Maker 2
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Duration: 26:16
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23


Although it’s fun to play around with the bizarre physics and tools found in Super Mario Maker 2, I appreciate stages that focus on straight-up platforming. Let’s play some levels that users have labeled “traditional,” putting Mario’s good ol’ formula to use. I have feedback for every level below.

If you want to check out my courses, visit my Maker Profile at NDH-JF7-HGF!

Sky Hold
53T-Y5L-QQG
- A fun, traditional level. That sums it up!

Bowsers Summer Home
TFM 6RN RMF
- You forgot an apostrophe in the title. That doesn’t give players a good first impression.
- Jumping off the Paratroopa near the beginning was super awkward since it goes into the lava, never to be used again. Could it have been placed higher?
- I enjoyed the challenging first part of the level (especially since it had nifty shortcuts), but then the second half was oddly easy in comparison. It’s usually best to keep the difficulty consistent or gradually increase it as the level goes on.

World 1 – Stage 1 – The Escape
H6L-XL3-DHG
- I think you went a little overboard with the enemies, particularly in the first part. Rather than rely entirely on enemies to create challenge, consider adding some more straight-up platforming.

Dazzlin’ Desert
YP2-V2Q-9GF
- I like the blend of platforming with some light puzzle-solving.
- The 10-coin room seemed frivolous. It was super easy, rewarding the player for nothing. Optional bonuses should be tougher than the main course. Also, you gave out so many coins and 1-ups that a ten coin was hardly a great prize.
- By the way, the yellow pipes were a nice touch, in keeping with the desert theme.

Stormy Boardwalk
DTS-Q88-5VG
- The cape makes this level awfully easy and a bit dull.
- Playing without the cape makes things more interesting, though. The difficulty curve was reasonable.
- Boom Boom doesn’t make for an interesting enemy when he’s completely optional. Other obstacles would have made the Snake Block path more intense.
- It’s odd how you reward the player for doing nothing at times. A 1-up right at the beginning, and a 50-coin right next to the checkpoint in plain sight... Tucking bonuses in tough spots makes them more satisfying to find.
- Nice thumbnail! :)

Sky-High Citadel
TKC-3N8-XJF
- This level has very nice aesthetics, definitely reminiscent of the original SMB3.
- Everything felt fair and fun to me.

2-1: Ant trooper hill
F9B-RB0-9CG
- Capitalize your level’s title properly, please. Failing to do so gives the player the first impression that you’re not trying your hardest.
- The level itself was fine, though.
- You gave out power-ups so often that I never felt the need to try to hold on to mine.

SonicSuper's Standard Sky Stage
ID: K95-9DX-MWF
- Some enemies kind of come out of nowhere from the top of the screen.
- I appreciate the emphasis on tight platforming.

Return to the Mushroom Kingdom
C4X-339-23G
- This definitely captures the traditional feel.
- While I appreciate the simple approach, I think a little more variety of enemies may have helped make the course stand out more.

My Let's Play videos contain no commentary because I want us to focus on the games themselves. This gameplay footage is captured in 1080p at 60fps by an Elgato Game Capture HD60. Please keep your comments clean. I appreciate every like, share, and subscribe!

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