Mario Maker 2: What Makes A Level Easy?

what constitutes an easy level in mario maker 2

Super Mario Maker 2 allows players to create their own levels, which can vary in difficulty. The difficulty of a level depends on the level designer's idea, game style, course theme, and target audience. An easy level in Super Mario Maker 2 should start by introducing players to the items, enemies, and gizmos in a safe way. It should also have a simple theme and a clear objective. For example, in the level Hazardous Pyramid Heist, the objective is to collect coins hidden in a pyramid. The level is described as pleasant to walk through, indicating that it is not too challenging. Another example is the level Automatic 1-1, which is part of the Auto-Mario genre, requiring little-to-no player input. Single-screen puzzles can also add a quick change of pace to larger levels, providing a unique and fun challenge.

Characteristics Values
Difficulty Easy
Thumbnail Should give a hint about the level
Theme Simple, with a central mechanic
Starting point Introduce players to items, enemies and gizmos in a safe way
Power-ups Include power-ups at the start and at checkpoints
Challenges Include small challenges after the checkpoint
Final challenge Include the hardest challenge at the end
Bonus Add something extra at the end, like a reward
Testing Play the level to ensure there are no glitches or softlocks

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Level design should be simple yet creative

When it comes to designing levels in Super Mario Maker 2, simplicity and creativity are key. While it's tempting to create grand, intricate levels, these can often fall flat. Instead, focus on a central mechanic and build from there. For example, the Switch x Switch level starts with simple jumps but soon introduces the unique challenge of relying on switches to create platforms to avoid a fiery pit. This level is creative, bizarre, and fun, and it showcases the true diversity of block usage.

Another example of a well-designed level is Olimar's Pikmin Adventure, which reimagines the Pikmin franchise within the Mario universe. This level starts with a rocket ship crash, sending Mario to the planet's surface, where he must use Goombas as projectiles to take out giant enemies. The level also features a heartwarming partnership between Mario and a giant Koopa, working together to survive puzzles and trials. It's a creative interpretation that showcases the potential for storytelling in Mario Maker 2 levels.

When designing your level, it's important to start with an idea and a theme. Think about the game style and course theme, as well as the difficulty level you want to achieve. Most traditional Mario levels have a clear theme and tell a short story that is consistent throughout the level. For example, "Mario is lost in a ghost house and needs to find his way out". This provides a clear framework for the player to navigate and adds a layer of immersion to the gameplay.

Keep in mind that your level should have a good balance of challenges and "breathing spaces". Introduce players to the items, enemies, and mechanics at the beginning, giving them a safe space to learn. As the level progresses, gradually increase the difficulty, adding new mechanics and challenges. Near the end, present the players with the hardest challenge, perhaps a boss fight, before concluding with a rewarding finale.

Additionally, consider using single-screen puzzles to break up longer levels and add a quick change of pace. These can be fun and engaging, providing a unique challenge that differs from the rest of the level. Also, don't be afraid to experiment with creative interpretations and unique themes, as seen in levels like the ski resort or the UFO in Mars Attack!. These levels showcase the potential for innovative level design within Super Mario Maker 2.

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The level should not be too easy or too hard

When creating a level in Super Mario Maker 2, it's important to consider the difficulty and strike a balance. The level should not be too easy or too hard for players. Here are some tips to achieve that sweet spot:

Firstly, start by introducing players to the items, enemies, and mechanics they will encounter in the level. Begin with simple jumps and gradually increase the challenge as the level progresses. This ensures players can familiarise themselves with the level's elements without being overwhelmed.

Include "breathing spaces" or checkpoints where players can take a break and regroup. These areas can still include enemies and obstacles, but at a reduced pace. Most traditional Mario levels have a checkpoint near the middle or after a particularly challenging section.

While you don't want the level to be too easy, it's important to provide hints and guidance. For example, you can hint at upcoming enemies or obstacles by introducing them earlier in the level or incorporating them into the level's design. This way, players are aware of the challenges they will face and can strategize accordingly.

The level should have a good balance of difficulty and challenge. It should not be so hard that no one can complete it, but it should also not be a cakewalk. Find a middle ground where players can feel a sense of accomplishment without feeling frustrated.

Playtest your level to ensure it is challenging but fair. Make sure there are no soft locks, major glitches, or unintended exploits that can break the level's balance. Getting feedback from playtesters can help you fine-tune the difficulty and identify any areas that may be too easy or too hard.

By following these guidelines, you can create a level that offers a satisfying challenge without being overly difficult or simplistic. The key is to provide a balanced experience that keeps players engaged and eager to overcome the obstacles you've designed.

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Introduce items, enemies, and obstacles gradually

When creating an easy level in Super Mario Maker 2, it's important to introduce items, enemies, and obstacles gradually. Start by giving players a sense of what they'll encounter in the level, such as items, enemies, and gizmos, in a safe way. Most traditional Mario levels begin with a power-up in a ? block, which is a great way to introduce players to the game mechanics.

You can gradually introduce enemies and obstacles by placing them in walls or the ground, indicating to the player that they will appear later in the level. Start with simple jumps that can be easily done but may harm the player if done incorrectly. Avoid making the beginning too challenging, and be sure to include areas where players can take a break and catch their breath. These areas can still include some enemies, extra coins, power-ups, and other elements to keep players engaged.

As the level progresses, you can start to incorporate more challenging mechanics. For example, you can introduce On/Off Switches, which are new to Super Mario Maker 2 and offer a lot of creative level design options. You can also add in some simple puzzles or single-screen challenges to break up the pace and keep players engaged.

Remember to choose a central mechanic or theme for the level. For example, if it's an airship level, Bill Blasters and Cannons would be appropriate. Gradually introduce new elements related to this theme as the player progresses, ensuring that the level becomes more challenging towards the end.

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Include checkpoints and breathing spaces

When creating an easy level in Super Mario Maker 2, it is important to include checkpoints and breathing spaces. While you want the level to be challenging, you also want to ensure that players can complete it.

A good place to start is by introducing players to the items, enemies, and gizmos they will encounter in the level in a safe way. You can do this by putting them in walls or the ground, indicating that they will show up later in the level. Start with some easy jumps that can be harmful to players if done incorrectly. This sets the tone for the level and lets players know what to expect.

Most traditional Mario levels have a checkpoint near the middle of the level or after a particularly challenging section. It is a good idea to put a Super Mushroom on a checkpoint, so players get an instant power-up if they were small. After the checkpoint, include some smaller challenges, but also give players a chance to take a break. In these "breathing spaces," you can add some enemies, extra coins, power-ups, and other items to keep players engaged.

As the level progresses, gradually increase the difficulty. Near the end of the level, present the hardest challenge or the "final test." This is where you can introduce new enemies and obstacles that didn't appear earlier in the level. Castle and airship levels often end with a boss fight, providing a satisfying conclusion to the level.

It is also important to playtest your level to ensure there are no soft locks, major glitches, or unintended exploits. Creating a well-designed easy level in Super Mario Maker 2 requires a balance between challenge and player engagement, with checkpoints and breathing spaces included to provide a enjoyable and accessible experience for players.

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Stick to a theme and tell a short story

When creating an easy level in Super Mario Maker 2, it's important to stick to a theme and tell a short story that players can follow. This approach not only makes the level more engaging but also provides a framework for introducing challenges and obstacles that fit the narrative.

One example of a theme could be "Mario's Adventure in the Haunted Mansion." The story could revolve around Mario being lost in a ghost house and needing to find his way out. The level can start with Mario approaching the eerie mansion, with cobwebs and spooky sounds setting the tone. As the player progresses, they encounter boo enemies, ghostly apparitions, and maybe even a friendly ghost who provides clues or assists Mario in his quest. The challenges could include navigating through dark corridors, avoiding traps set by the ghosts, and solving puzzles to find hidden keys or secrets.

Another theme could be "Mario's Jungle Expedition." In this story, Mario ventures into a dense jungle to recover a stolen artifact from Bowser. The level can begin with Mario trekking through the lush greenery, encountering various creatures such as Goombas disguised as jungle plants and friendly monkeys that offer hints or bonus items. Challenges in this level could include crossing treacherous rivers, swinging from vines to avoid pitfalls, and navigating through a maze of towering trees.

It's essential to introduce players to the items, enemies, and mechanics they will encounter gradually. Starting with basic challenges and gradually increasing the difficulty as the level progresses helps players learn and adapt. For example, in the Haunted Mansion level, players might start by encountering simple boo enemies that can be defeated with a jump, and as they progress, they face stronger ghost enemies that require power-ups or special strategies to defeat.

Additionally, it's crucial to provide breathing spaces or areas where players can take a break from intense challenges. These areas can still include enemies or obstacles but at a reduced pace, allowing players to catch their breath and prepare for the upcoming trials. For instance, in the Jungle Expedition level, players might come across a peaceful clearing with a friendly monkey offering extra coins or a power-up before they embark on the next set of challenges.

By sticking to a theme and telling a short story, easy levels in Super Mario Maker 2 can engage and immerse players in the world of Mario while providing a balanced mix of challenges and storytelling.

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