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Super Mario Maker 2 is finally here! I remember back when it was a mere hopeful game. Then it evolved into a rumor. Finally into fruition! It hasn't even really been that long since we've known of it. The day has come where the Negative World community gets the ball rolling on excellent levels. Many of our users have been known to make some incredible levels. Many even found notoriety in the course database online. I hope we'll see the same this time around. Perhaps with a bigger install base, the Switch will see even MORE levels from the humans of Earth, and hopefully more levels from Negative World.
With the original game, I generated a simple but easy to use form which allowed us to specifically track all of our levels in one place. The game's system of level finding is actually even better than it was before, but I know many people who found this list of Negative World specific levels useful. So I really hope you all will consider using it again.
Maybe I've gotten lucky, or maybe the new system for rating courses has helped, but I played 5 random courses in Normal endless mode this morning, and all 5 ranged from pretty good to pretty great. Not a single lousy level like I would encounter all the time in the first Mario Maker.
Finished my Mario Galaxy-themed level (updated the form too)! That took a really long time. Gonna have to take a break from stage creation for a bit (plus I'm busy this week). Anyway, hope you like it.
One nice thing is that the button controls for creating are really starting to come together.
Thanks! Just played yours. I like these quick, punchy challenges and your level is tough but fair. The parachuting Bonefish are a funny touch. The only thing that was slightly weird to me was that--maybe due to the timer music speeding it up--I was surprised when the P-Switch suddenly ran out and killed me. Otherwise, a good challenge course!
So, like, not a single person has even played the level I made yet. 48 hours. What's the deal with that? The original Super Mario Maker was really good about at least getting your new levels out there to players.
I didn't want to for this course since it's a cheating remake/remix of a course I already made (my most popular from last game even though I don't think it was my best)... but then I doubt any of you guys remember it and I did change enough for it to be different. Okay, I will then.
Finally working on something new. Trying for challenging but not frustrating or unforgiving with my courses. I think I have a tendency to overdo the difficulty sometimes. Haha.
Story mode is surprisingly involved! I mean, okay, it isn't that crazy, but I love the little exploratory bits (being around Peach's Castle kinda makes me wanna finally get the Mario + Rabbids DLC...), and experiencing all these new mechanics in a curated-by-Nintendo order feels like the right way to see them.
Has anyone else seen the superball from Super Mario Land powerup yet? What a neat surprise! ...one that I spoiled for myself like a day before the game came out, haha.
@Hinph I'm not sure if this is intended behavior, but it appears that if a level has 0 plays, it doesn't appear in any of the course world play modes. Someone will first need to seek it out and play it first before it starts showing up in those. So it is important to share your level if you want to get the ball rolling, otherwise it could go a long time without plays and probably be deleted (not sure how long it'll be in this game but in SMM1 it was one month).