Mario Clock for the DSi presents endless levels with coins to collect and no enemies. The different arrangements of coins can add variety to a Super Mario Maker level.
Do the physics for Mario remain the same across game styles? Or do they differ? It’s easy to check.
Continue reading Physics Comparison: Jumping and Collecting Coins
When adapting a level from New Super Mario Bros. into Super Mario Maker, there are often a few concessions that need to be made. It’s how those concessions are handled that can be for the better or for the worse.
When designing one-off levels, it’s good advice to give the player the first Super Mushroom in an easy and safe environment. If you number your levels so a player knows there’s a progression, it’s understandable to make later levels more difficult. If the player likes your level design, even if a bit difficult, they will want to check your other levels, and will play through them in order.
A level is defined by its first Super Mushroom. In Super Mario Maker, the placement is even more important, because the player will not enter the level with whichever power-up they completed the prior level using.