Tag Archives: super mario maker 2

Mario Maker Contest: Spooky And Scary

This is the month of Halloween, which makes it my favorite month of the year. I love Halloween and the spooky season leading up to it. So let’s celebrate the spooky season with some creepy, scary and Halloween themed levels!

Your Challenge This Week: Create spooky, creepy, scary or Halloween inspired levels!

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Theme: Spooky & Scary, Halloween, Creepy

You can use any theme you want or any game you want. Though I think the Haunted Ghost House theme might be the best bet for this challenge. Add some ghosts or skeletons. Or build a cemetery. Whatever is creepy and spooky to you, add it to your level!

Next week I’ll pick some of my favorite courses and a winner.

How To Submit A Level — Instructions

1. Build a new course based on the challenge.

2. Name the level and please add “Kotaku AND / OR the theme this week into the name of the level. Once that’s done, upload it in Super Mario Maker 2 for the Nintendo Switch.

3. Then post the course ID into the comments, along with the name of the level and any other info you want to include. PLEASE include the name of the course in the comments.

Source: Kotaku.com

Super Mario Maker 2 Finally Adds Online Matchmaking With Friends

Super Mario Maker 2 is packed with fun levels and player-made challenges. Enjoying these levels online with people on your friends list wasn’t possible, something that disappointed fans. A new update finally brings online matchmaking, allowing up to four players the ability to join up and tackle courses together.

Before today, Super Mario Maker 2’s online modes only allowed players to team with with a random stranger. You couldn’t form a party with your buddies and cruise through online courses. That’s changed with a new patch that brings both online co-op and online versus play. Whether that means racing through a competitive level or teaming up for a killer Kaizo challenge, playing with friends is much easier.

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The lack of matchmaking was a point of contention with players who wanted to explore online with friends. Matching with random players was a gamble, and it wasn’t exactly clear when a fix would arrive. Since launch, Super Mario Maker 2 has received few patches, leaving players in a lurch when it came to requested features. This patch addresses a huge concern and also provides a list of “official makers” for easier perusal of courses. Players are also now able to use both touch controls and button controls when making courses in handheld mode. These tweaks aren’t drastic, but they help make Super Mario Maker 2 a smoother experience.

Source: Kotaku.com

Ruin Friendships In A Kaizo Mario Maker Level Built For Two

No longer content terrorizing just one player at a time, Super Mario Maker 2 “kaizo” level creator PangaeaPanga has created an intense, co-op level that asks two players to perform some of the hardest tricks I’ve seen in a Mario Maker course.

The course, “Hit Me Up,” is so hard, in fact, that it took Panga and co-creator TonesBalones, both of whom are quite experienced in the mechanics of difficult Mario platforming, over six hours to complete.

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Panga’s name has long struck a combination of awe and fear in the hearts of Mario players, thanks to his work on difficult kaizo ROM hacks like Super Dram World and, now, Mario Maker levels. In Japanese, kaizou just means “reorganized” or “restructured.” When it first entered gamer parlance with the notoriously difficult ROM hack Kaizo Mario World, it took on the meaning of “ridiculously difficult.” As such, the kaizo label is now used to refer to custom levels that must be completed using high-level techniques that aren’t required in official Mario games.

During a recent live stream, Panga and TonesBalones showed off “PePanga Bros.: Hit Me Up,” their attempt at a co-op kaizo level in Mario Maker 2. Where other kaizo levels are generally designed for one player at a time, Hit Me Up asks two players to coordinate their movements to navigate a tricky level full of perilous obstacles, all while keeping their Spiny helmets intact. No damage boosting, no dying, just a straight shot through one of the hardest Mario Maker levels I’ve ever seen.

Hit Me Up’s design is impeccable from the start. Upon loading the level, it checks to see how many players are playing with a contraption that operates differently depending on the number of participants. If just one player enters the level, the mechanism spawns a single mushroom that simply falls off the screen, leaving the way open to a door that leads to a simpler, but still pretty hard, single-player level. (Panga had to include this because the uploading process allows just one to finish the course and it would have been impossible for a solo player to handle what comes next.)

But if two or more players are present, additional mushrooms spawn from the contraption, activating a bomb that provides a platform to the co-op level. Then the real fun starts.

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Hit Me Up separates the players into upper and lower paths. From here, the core conceit of the level—not to mention where it gets its name—becomes clear. The lower player must bounce off a shell in such a way that they are also able to boost the upper player to the next section of their route. This is where most players without extensive experience in kaizo mechanics will probably fail.

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In the next section, the players must pass shells between one another to bypass rows of spikes. Up until then, the stage is relatively simple, but it soon becomes an elaborate dance, with both players responsible for giving the other opportunities—by throwing a crucial item their way, hitting a music block to drop an enemy, or simply boosting them with their own bodies—to continue on their dangerous paths.

The most visually satisfying part of Hit Me Up involves a section where the player on the upper path must release a Yoshi, land on its back, jump off so that the player below can make use of the same rideable dinosaur, and then do the whole thing a second time, all with a giant pit and fireball threatening to punish even the smallest mistake. From there, all it takes is another series of precise jumps, shell throws, and switch-hitting to finish the level.

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Upon finally completing this devious course, Panga and TonesBalones were obviously ecstatic, and the chat naturally exploded with messages of congratulations.

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Hit Me Up is more proof of the Mario Maker 2 community’s boundless creativity and tolerance for pain. By combining their knowledge of the engine and tools, Panga and TonesBalones were able to create an amazing level that barely anyone will be able to finish. Those who do challenge Hit Me Up, however, will be treated to one of the more unique experiences to come out of Mario Maker 2 since it launched earlier this year. It also seems like a great way to ruin a friendship, so be careful.

Source: Kotaku.com

Mario Maker Contest: Going Up!

For a long time, Mario went left to right and sometimes right to left. Life was good but simple. But over the years vertical sections and levels have become more a thing in Mario games. Let’s add some verticality to this week’s Mario Maker contest.

Your Challenge This Week: Create vertical levels!

Theme: Going Up, Vertical

Using any theme, game or whatever you want. Just make sure some portion of the course is vertical. Create a hotel, make a tall obstacle course, recreate Icy Tower. Whatever you want to do, just make sure it goes up and up and up.

Next week I’ll pick some of my favorite courses and a winner.

How To Submit A Level — Instructions

1. Build a new course based on the challenge.

2. Name the level and please add “Kotaku AND / OR the theme this week into the name of the level. Once that’s done, upload it in Super Mario Maker 2 for the Nintendo Switch.

3. Then post the course ID into the comments, along with the name of the level and any other info you want to include. PLEASE include the name of the course in the comments.

Source: Kotaku.com

Brilliant Mario Maker 2 Designer Makes Courses Unlike Any Mario Game

Screenshot: Mario Maker 2 via Kotaku

The suite of building blocks offered by Mario Maker 2 means there’s no shortage of creative users out there fine-tuning a wide array of levels that would likely never be seen in the original series. But one of my favorite creators is uniquely capable of making me forget that what I’m playing is technically still a Mario game.

Japanese level creator Yuzuriha started uploading Mario Maker 2 courses to the Nintendo servers the day the game launched back in June. Their first level, Karakuri Castle, is a clever demonstration of the game’s new mechanics, such as seesaws, cyclones, and icicles. It also introduces players to some of Yuzuriha’s usual tendencies, like separating levels into bite-sized chunks and crafting elaborate ending screens. It’s still very much Mario, but with a few novel ideas that indicate the creator was likely experimenting with the updated tools for future concepts.

Yuzuriha always wants to make sure players know the level is over
GIF: Mario Maker 2 via Kotaku

Thanks to Mario Maker 2 allowing players to keep tabs on their favorite creators, it’s easy for me to keep track of Yuzuriha’s uploads, and that’s often the very first thing I do after booting up the game. I immediately added them to my queue after stumbling upon one of my favorite Mario Maker levels thus far, Mario Arcade NEO. As the name suggests, this course is a collection of mini-games meant to mimic a real-world arcade. These include a pusher, a crane game, and a rhythm game, just to name a few. Mario Arcade NEO is by far Yuzuriha’s most popular level, with over 200,000 plays and 82,000 likes.

The rhythm game utilizes basic Mario elements to create an entirely new experience. By locking the player between two Bullet Bill launchers and scrolling blocks above their head, Yuzuriha challenges players to keep up with the music they chose for that portion of the level. If the player misses just one, a key item won’t drop at the end and they’ll be asked to repeat the process to proceed.

It’s not uncommon for Mario Maker 2 players to recreate other games within the Mario framework, but Yuzuriha went above and beyond with their Mega Man level. In addition to making an opening menu and level select, Yuzuriha managed to build ingenious replicas of the iconic boss doors and power-up cutscenes. Although there’s only one boss to choose from, it’s easy to see how these concepts could be expanded in the future with follow-up courses.

Many Mario Maker 2 levels are all about trying to frustrate the player, but Yuzuriha went the opposite direction with De-Stress Land, which is meant to reduce fatigue from a day of work or school. De-Stress Land utilizes some oddly satisfying scenarios, from sliding down a hill and taking out a huge line of enemies to crushing a tower of ice blocks with a giant stiletto. There’s always been something very calming about Mario to me, and Yuzuriha cranks up some of the most satisfying aspects of the series.

Yuzuriha has also tried their hand at story-based levels. Virtual Multi tasks the player with navigating through a level alongside a Koopa. Don’t have any friends you can invite to a round of laggy multiplayer? Then jump into this level and cooperate with a virtual friend! There’s a small twist at the end that I don’t want to ruin, but let’s just say it’s a shocking turn of events after everything you and your Koopa buddy go through.

Nothing better than taking down Bowser with a friend, even if that friend is a Koopa
GIF: Mario Maker 2 via Kotaku

As shown above, the section right before the end of Virtual Multi pits the player and the Koopa they’ve escorted through the level against Bowser. The player can’t shoot Bowser with their fiery clown car until the Koopa, who fires automatically with their own clown car, clears Munchers out of the way with POW blocks in its section of the screen. It’s not too challenging, but it’s probably the most engaging portion of the level and makes great use of Mario Maker 2’s artificial intelligence to mimic a co-op battle.

Despite all the tools provided to creators in Mario Maker 2, even the most inventive levels still end up feeling like Mario. The franchise, with its iconic mushrooms, pipes, Goombas, and Koopas, is so ubiquitous to the gaming experience that the Mario essence becomes nearly impossible to shake. Yuzuriha, however, is among the few that craft levels with such creativity and care that it’s easy to forget that they were developed within the framework of a Mario game. If you’d like to check out Yuzuriha’s courses for yourself—and I highly recommend you do—their user ID is DN7-11P-JKG. You won’t regret it.

Source: Kotaku.com

Mario Maker Contest: Pipes, Pipes And More Pipes, Winners!

Last week I asked you, folks, to create some Mario levels featuring pipes! You delivered, giving me a diverse set of levels featuring every color and shape of pipe. Mario would be proud!

This week I got some of the best levels yet! Most of the entries I enjoyed a lot, even if they weren’t quite good enough to make it on the list of my favorites.

Anyways! If you want to play all the courses people submitted for the contest, you can check out my Mario Maker 2 profile where I liked all the levels that I played. This is probably the easiest way to play all these courses without having to enter in dozens of ID codes.

My Mario Maker 2 ID number: 2C7-40T-HXF

Now, below are some of my favorite courses and a short description of the course and what I liked about it.

Pipes Aplenty, Maybe Too Many? | Bernzai | 9Q1-OXO-BDF

Nothing too fancy here. Just a really well made Mario level. There’s a wonderful pace to the level, with the designer building up the challenge and introducing new ideas slowly. Just wonderful stuff!

Primary Pipes | Milo Williams | 73W-4XL-9FF

A neat concept, having hints before each area and having to bring in certain items to complete different sections. The kind of level that makes you think, but also has some solid platforming sections.

Dungeon Pipe Puzzle | The Gum You Like Is Coming Back In Style | HT3-MTM-YWF

A short, but an expertly crafted puzzle. Not too hard, but not too easy. One of those puzzle levels that makes you feel smart multiple times while playing it. Something happens and reveals the next step and you go “Ohhhh! I see!” Those moments are the best.

Glass Gardens | hiiistrex | 7FM-KPQ-BQG

A relaxing and serene take on pipes. This is a fun to navigate maze with some mice sprinkled throughout. Not the most complex level, but a unique interpretation of the theme.

Kotaku Pipes | Fresnokila | 94Q-CJ3-MXG

The only level I got that took the pipe theme underwater. I tend to hate underwater sections in Mario games, but this level isn’t too frustrating. A nice looking level too.


If your level didn’t make it on to the featured list, don’t worry! A new Mario Maker Contest will return in the future!

Source: Kotaku.com

Player Makes Duck Hunt In Mario Maker 2

They say legends never die, so it makes sense that Duck Hunt seems immortal. The NES Zapper classic has lived on, homaged in games like Halo 5 and featured in the last two Super Smash Bros. games. Now, an anonymous hero has also brought the fun of Duck Hunt to Super Mario Maker 2.

The level, by user Kray0n, is simply called “Duck Hunt” (ID: 7Y1-X73-71G) and features an ingenious contraption that uses the red blocks and the accompanying on/off switch to form a crosshair for a shooting gallery of flying Koopas.

Hit the switch when a Koopa Paratroopa is in your “sights” and the blocks will appear, taking out the Koopa. As soon as you hit the switch, the contraption “reloads,” and the blocks disappear again.

It’s a neat little Mario Maker machine, but it’s also surprisingly fun to play given how simple it is. The delay between firing your “gun” and the blocks appearing is wide enough to make shooting Koopas a challenging rhythm game that isn’t too frustrating, and once you’ve got seven, the level ends. It took me about a minute, and I was delighted. All that was missing was the dog.

Source: Kotaku.com

Mario Maker Contest: Pipes,Pipes And More Pipes

Mario loves pipes. He travels in them, jumps on them and leaps over them. As a plumber, pipes and Mario are forever linked together. So let’s celebrate Mario and his wonderful pipes.

Your Challenge This Week: Create levels that feature pipes!

Theme: Pipes

You can use any theme and game, just make sure your course has pipes in it. At least two pipes. But preferably more! They can be decoration, transportation or a combination of both. Try building artwork out pipes or entire stages. Whatever sounds good to you!

Next week I’ll pick some of my favorite courses and a winner.

How To Submit A Level — Instructions

1. Build a new course based on the challenge.

2. Name the level and please add “Kotaku AND / OR the theme this week into the name of the level. Once that’s done, upload it in Super Mario Maker 2 for the Nintendo Switch.

3. Then post the course ID into the comments, along with the name of the level and any other info you want to include. PLEASE include the name of the course in the comments.

Source: Kotaku.com

Mario Maker Contest: International Cat Day

International Cat Day happened this week, not to be confused with National Cat Day, which happens in October. Do cats deserve two different days dedicated to them? I don’t know. But let’s celebrate our fluffy little pets by creating some Mario levels.

Your Challenge This Week: Create levels that feature the Cat Mario powerup.

Theme: Cat Day / Cats

Your course can be more than just cat action, but I would recommend making the Cat Mario powerup the focus of the level. Feel free to use any level theme you want, like desert or jungle, etc. As long as I can turn into a cat then the level is eligible for the contest.

Next week I’ll pick some of my favorite courses and a winner.

How To Submit A Level — Instructions

1. Build a new course based on the challenge.

2. Name the level and please add “Kotaku AND / OR the theme this week into the name of the level. Once that’s done, upload it in Super Mario Maker 2 for the Nintendo Switch.

3. Then post the course ID into the comments, along with the name of the level and any other info you want to include. PLEASE include the name of the course in the comments.

Source: Kotaku.com

Mario Maker Contest: Short And Sweet, Winners!

Last week I asked the readers of Kotaku to fire up their Nintendo Switch consoles and make some Mario levels. But keep them short and sweet. I got a bunch of entries and had a (mostly) great time playing them all.

But some of you seem to think I’m a much better Mario player than I really am. I can jump and spin and run, sure, but I’m no expert. Just keep that in mind. I don’t have to finish a level to like it enough to call it a winner, but I do sometimes run into levels that seem built more to frustrate and annoy than to have fun.

Anyways! If you want to play all the courses people submitted for the contest, you can check out my Mario Maker 2 profile where I liked all the levels that I played. This is probably the easiest way to play all these courses without having to enter in dozens of ID codes.

My Mario Maker 2 ID number: 2C7-40T-HXF

Now, below are some of my favorite courses and a short description of the course and what I liked about it.

Mario Learns To Fly | Dominik FFM | ST6-LN1-P1H

This is an auto-level with just enough skill that it still feels satisfying when you reach the end. Auto levels can sometimes be boring, but this one felt like I had to play it somewhat to reach the end, which I liked.

Morning Rush | Melanchoynarwhal | KJM-015-FLF

We’ve all been there. You are running late for work, you can’t find your keys and your basement is filled with deadly enemies and jumps. But Mario is a hard worker and doesn’t give up, even if his job is just like jumping on shit. Can you really be late for that?

Kotaku Short & Sweet | Impatientandy | Y2T-XTS-01G

This is such a cool idea that I hope this creator and others build upon this simple idea. It really felt like I was shrinking down, Ant-Man style, to reach the end of this level. Wonderful!

Ground Mole Day | Shweep | C3S-HBJ-XVG

Oh no! I totally forgot today was Ground Mole Day. I always forget and then I have to drive to the store and get a cheap card for my parents. Damn! Fun level though.

Short Stuff | D123 | VNC-GLF-X0H

Of all the levels I played for this contest, this was the shortest. I also like how it is set up to look like you are about to do normal level and then, boom, you hit an invisible block and reach the end. Truly short and sweet.

Leap Of Faith | Sogard | LGL-BGF-OWG

This is a Mario level that makes you feel like you are much more skilled than you actually are. Once you figure out the timing on the jumps it looks like you are a pro player. People around you will gasp and cheer as you effortlessly leap every obstacle.

Kaiju Mario Rampage | Rock N Roll Springtime, Take One | JHK-TBL-RXF

I always, ALWAYS, enjoy some mindless destruction. So getting to breakthrough buildings as a giant Mario is a perfect level for me. It would only be made better if I could smash some tiny people on the streets as they run from me.

One Of Everything | Based T | QJN-MD2-1WG

As the name implies, this level seems to be filled with one of everything in Mario Maker 2, at least in this theme. At first, I thought this would be a gimmick level, but it ended up being a lot of fun and a nice short course.

Kotaku Logo Run | Dogs With Villians Names | XHS-BXG-60H

This level made me feel like a speedrunner. You only have 10 seconds to collect 100 coins and finish. At first, it seemed impossible. But after a few attempts, I realized that with fast movements and practice I could beat the level. Finally beating it felt great.

Bullet Climb | Abhassl | J12-T21-NYF

A giant horde of bullet bills chasing you is scary, but once you realize how easy it is to jump on them and climb up towards the exit, this level became a fun scramble to reach the top. Sometimes the bullets would split up too much and I would fall back down, but I had a blast. Even when I failed.


If your level didn’t make it on to the featured list, don’t worry. There were too many to list them all and I had to limit the list.

Source: Kotaku.com