Can you Remake Super Mario Bros 2 in Super Mario Maker 2?

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So...kinda?

👍︎︎ 4 👤︎︎ u/sqeaky_fartz 📅︎︎ May 04 2020 🗫︎ replies

Did you notice that Mario is looking a bit thiccer

👍︎︎ 1 👤︎︎ u/DrBigLove1 📅︎︎ May 04 2020 🗫︎ replies
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with the introduction of the smb2 mushroom and mario makers to update that led me to thinking could you remake the entire game in Super Mario maker - I mean with the powerup you can stand on most enemies pick them up to throw them and even super jump from crouching so the original controls are pretty spot-on well that's what I've spent the last week doing recreating all twenty levels to the best of my abilities I even put them all in a world so feel free to check them out if you'd like but I wanted to show you how I tried to remake the levels in the immense struggles and difficulty I had doing so now immediately one one cannot be 100% replicated that's because you can't set the first sub area to be vertically based I'm forced to go down a pipe so I make quick do of that hey you know what I realized from this I think that Mario Bros 2 is still the only Mario game where the first level starts as being vertically based but anyway I wasn't able to tell how far Mario needed to fall so I downloaded the map and went into Photoshop I started copy and pasting the clouds because they could be used as a unit of measurement and after lots of copies I found that from the door to the ground it took 19 clouds I had to do this for almost every level because sometimes it was really hard to tell what the spacing was but that was the least of my problems next I had to figure out the turnips is this something you could even do well oh kind of I started with adding coins in their spots which was an okay idea but it left a hole in the ground then I tried buzzy beetles which felt more like grabbing a turnip but again there was a hole in the ground I decided to resort to solid ground with clouds that you can grab you don't get anything out of the clouds but there really wasn't anything else I could do snowballs was also an option but that would mean every stage would have to be snow themed which doesn't seem like the best idea now I did watch a video of someone else recreating one one in Mario Bros 2 and their idea was to put the turnip items on a track that move up and down well I think this is a very novel concept it seemed a bit weird to make the turnips only grabbable at certain times and there's really not a right or wrong answer to this but I stuck with using clouds the next sign of order was making the shy guys I decided to use koopa troopas because their properties are very similar the shy guys fall off platforms like the green Koopas and the pink shy guys stay on platforms like the red Koopas now yes there is a shell turn up and shy guys don't have shells but I have very limited options to work with in this seemed like the best choice in terms of including the subspace world where you throw the potions well there's not really any way to recreate that there's just not enough doors to be able to switch course themes and on top of that doors are static and Mario maker too so instead I opted to add all the mushrooms and invisible blocks for people to grab some of them you're not gonna be able to get others you can if you've played a lot of SMB 2 and already know where they spawn the semi solids I was able to mostly replicate but there were a few that were 2 units in length this was an issue because the smallest you can make for semi solids and Mario maker 2 is 3 units so those can't be recreated perfectly now you've probably also noticed the flying goombas those are replaced with the tweeter enemy they both move and jump a little bit so I figured these would be fine substitutes I also replaced all the cherries with coins so while you can't spawn in a star after getting 5 coins I can't still grab them at least another issue with replicating Mario Bros 2 levels is losing the play style when getting hit so I made sure that most pipes spawned mushrooms for easy access as for the logs there's no way to create lift generators that respawn and move in one direction so I just have them go up and down now remaking min-ji's was extremely hard to figure out at first I use flying rocky wrenches that's because they moved up and down like min-ji's but they also through their wrench projectiles so I put a goop on a track and use that instead I felt like this made more sense as a ninja than his turnips but again there is no right or wrong answer now for the secret door in the cave I simply ran out of room but I wanted to add a 50 coin in that same location so people would have some incentive to check it out Bob Holmes will be the one exception to putting holes in the ground so you can actually get through this in the most authentic way possible by having the timer throw next was hoopster and at first I didn't think there was a way to replicate this but I discovered that you can pair a track vine and then a buzzy beetle the effect works surprisingly well creating the vertical part of the stage was tricky because I had to keep adding doors or warp pipes to add to the vertical section now perhaps this could have been optimized a little better but it's what I went with for making the clouds I just used the donut block so it looked different the hardest part of all this though was making Brno adding a sound effect to play the boss music was simple enough but figuring out how to create the same attack pattern was really tricky I knew that no matter what I needed to stack a cannon on an enemy because you could pick those cannon balls up and throw them just like the eggs but which character to use that for was where I was having issues I tried Bowser but he was way too difficult hammer bros just didn't seem right boom boom you could just step on him and he was dead but that's assuming you got hit and are using normal Mario instead and then there was Bowser jr. he requires three hits to go down and you basically have to hit him with cannons it's much harder to just jump on him but then there's the problem of him spitting fire and he's just way too difficult for a beginner boss so even though boom boom only takes one hit to go down I figured I would save the Bowser jr. boss for when Berto actually does spit fire later in the game I talked to mayor about this for ideas and she came up with this insane contraption with a cannon track ice block in spy knees and while this is an extremely creative boss it didn't really look or play like a burro fight as someone that doesn't really make Mario maker levels one-one was very tough but now that I figured out a lot of the assets making levels was going a little bit faster one two however adds a new enemy pigeon and I figured using legacy would be a perfect replacement well for the most part the cloud lasts way longer than pigeons carpet so I had to add a spiked barrier so you couldn't choose the level the bees owes are a different story there's not really an enemy like Thumb besides bullet pills and you can't spawn those off-screen without a launcher so I went with a flying buzzy beetle which is kind of the same thing you can't jump on the beetles and they fly in a straight ish path so I suppose that does the trick next you'll notice these doors these are ways into the pot levels which I put those somewhere else on this screen the second pot is where you usually go to unlock the key door but then I ran into a problem using a door doesn't take you to the second sub area I was gonna have to use a pipe for that so I added the pipe in some on and off blocks and put those in the pot area but not having a key at all just didn't feel right so I decided to still add the curse key and it's now labeled as a hard mode for those that want some extra challenge for every level with Fant oh there will now be an option to hit the on /off block or get a regular key with a curse key right next to it for an optional challenge now that I was underground I needed to replicate the snippets and spike was the best option you may notice that I didn't add ba booms in every single spot like the game has and through some beta testing it wasn't really necessary and some Bob emplacements made the level a lot less fun well not perfectly authentic it made sense for this remake at the end of the room I made sure the platform was tall enough so you had to super jump since that's what Mario normally had to do or you could use a Goomba for assistance moving on to 1:3 I was having so much trouble replicating trout er they were very hard to imitate I initially tried using cheep cheeps but their movement was completely different then I tried using piranha plants and flying rocky wrenches which was more accurate but also not really and it also added the pipes which just makes the whole thing look clunky so I asked mayro about this and she came up with a genius idea you start by taking a hard block then stack a bobbum and Chain Chomp underneath it then you make a track with the top side open and attach it to the heart block make another track attach that to the bottom that add a flying muncher and you had yourself at router the Bob on blows up the chain chopping block leaving you with a mantra that has a wooden peg on top of it that goes up and down this is about as close as I imagined we'll ever get to replicating trout er you may have noticed that this pipe is missing due to a lack of doors that I can use so I added an invisible block in the mushroom to make up for it and besides it's really just used to warp the world--for and I really wish we could add warps because that would have been really cool for the mushroom blocks I decided to use Springs but the Koopa kept bouncing off them then getting launched down so I had to replace one of the springs with a block instead I also replaced spark with sped up spiked tops which besides their slower speed is almost the same kind of enemy I also wanted to create the crystal ball but I couldn't really find anything to use so I just put a cloud there instead and yes I'm gonna use the cloud for multiple different things to make the levels more authentic then for Mouser I originally used the mecha Koopa and a cannon with Bob bombs attached and I mean that kind of worked and he moved a little bit like Bowser but the boss was way too easy so with some help from we found a better solution using a giant boom boom a bobbum cannon will slowly spit out Bob bombs which I have to very carefully slide down this opening both of these boss ideas really aren't that authentic the mauser but it's the best thing we came up with man and that was just world one I was getting used to scaling levels at this point and the only challenge now is just recreating any new enemies that show up as an example - one has enemies called Co brats I wanted to use something different from Koopas so I decided I'd used dry bones I really had no way of recreating these bone textures as well so I just use basic blocks instead I know it looks dumb but again I have very little assets to work with there's also these platforms that you can pass through in the original game so I figured I'd use donut blocks for these now for 1/3 I could have technically done the same thing with the caves and make those blocks donut blocks since you can pass through them but they also fall if you stand on them for too long so I really only want to use the donut platforms when necessary next was making the Panzer and the best solution was a hammer bro there is no fire burrow in this game for some bizarre reason so this was the best alternative and I didn't have a way of making quicksand but making the digging part was really fun because I could actually replicate it perfectly I love that you can do this with clouds there is gonna be a lot of levels like this I can already tell I could have made this the underground theme for the correct music but I felt the desert just looked a lot nicer in slightly more accurate and that's the thing with recreating these levels there was a lot of give-and-take with these things - - was a crippling one to make every pot in the original game lets you go down it into the bonus room but I obviously can't do that for several putts the first pot I replace is a door so you can access it but the other pots I just had to make into ice blocks since there were no other assets I could use what's funny about adding the pokey is that the sprite already looks like the one from Mario Bros 2 even though this is the Mario Bros one engine since - 2 introduces the red Berto it was time to start using the Bowser jr. in cannon combo which makes the fights much harder I did use Springs as the mushroom blocks again but unfortunately they don't hurt Berto - 3 is beginning vine needed to be split up which looks a little awkward but there wasn't much of a workaround and honestly I to do things like this for a lot of the levels moving on to the underground segments I had to cut this a little short normally after passing the orb you go down this long hallway and go inside the mouth but since I had to make this in the vertical sub area I didn't want to make another door just to go down that hallway so cutting that out seemed more practical try Clive was a lot easier to replicate than I expected since he's usually stationary I just added some Springs to make sure that he stays in that general area I couldn't use the springs as mushroom blocks so I opted with cannonballs that launch up as a replacement larry shoots lasers in a very similar pattern to try Clyde so this seemed like the best combo going into three one I decided to use the sky theme since most the level is in the sky the blocks don't look the same but I figured a change of pace is a good idea recreating the clouds with the donuts was really time-consuming since I had to make sure to get all these alignments correct with three one I was able to keep the secret door that's at the bottom of the waterfall normally going through that door takes you through a warp if you use the potion in the right place but since we can't Worf and I don't want to softlock anyone I instead added a pipe that allows you to bypass the cloud climbing section I was also able to add the hidden door which is a bit of a shortcut to Berto I made sure to make it pretty hard to reach and it requires a precise jump with the springs also throwing the springs at the hammer bros is a lot more fun than I thought it would be now normally three two has you going back and forth between the sub area multiple times and honestly I never found that fun in the original game so instead I put the top and bottom layers of three two onto one screen with a few sacrifices by adding a little extra stage to the beginning and end I was able to mostly recreate this stage for the yellow dirt I've been using blocks but since there's a top and bottom portion displayed at the same time I opted with questionmark blocks just to differentiate them a little bit better as for the shy guys riding the Ostrow so this stacking Amani mole on top of a Koopa did the job pretty well the biggest problem with the stage was missing ba-boom throws at the bottom layer there's four breakable walls you have to go through and if you mess up the throws there's not really a way to try again unless you restart so in the same portion I made an alternate route that you can take that is usually close to impossible to make in the original the route itself is the same except the big hole now has ground underneath it the only bottom throws you really have to worry about is this wall at the end for anyone struggling you can easily hold a Bob ohm and damage boost through it and grab another mushroom afterwards for the porcupox I went with spine ease which I know are way slower but I didn't really know what else I could do three-three was a colossal undertaking and I'm shocked I even fit this whole stage in one level the reason for that is there's multiple doors and I had to make a couple sacrifices but it actually plays almost exactly like the originals I had to squeeze all the horizontal segments into the first area and the vertical ones into the second this is mostly fine but this room that normally has three doors wasn't able to fit into the correct underground theme but amazingly I was able to scale everything almost the same and include all the same doors since this room with the three doors were now using pipes that allowed me to use those extra doors towards areas that were more important for the potted shyguys I figured using a sideways pipe that spawns Koopas would do the trick I've already talked about replacing spark with a spike tops but they have this bizarre pattern in the key room where they just kind of move around at the top sporadically so I put them on a conveyor belt to imitate this and the effect is similar except one of the spike tops knocks one of them off after a while I'm not really sure how else I could replicate this I guess I could use tracks as well but a it's close enough counting out the ice blocks and for one was pretty straining on my eyes but it was nothing compared to what I just made remaking the flurries was also pretty easy I just used monney moles and their patterns were similar enough the rocket was actually pretty fun to recreate too I simply have a Banzai bill spawn in place and you just stand at the top and go through this pipe to reach the other half of this level and then there's the auto bombs which I replaced with Monty moles and koopa troopas and yes I know I already used this for the ostrov's but they both behave in very similar ways and I don't know what else I can do now there's not much to say about for two but I love how dirty I made the whales look I just use blocks for the body and tail and a donut block for the eyeball the whales usually spurt water and my only idea was to add a track with a buzzy beetle for 3's underground sections were very time consuming and I was really conflicted on if I should use ice blocks or donut blocks for the platform's and well I decided to go with a bit of both I swapped these blocks around while playtesting enjoy I went with what was the most fun now fry guy was really stupid to make because there is no way that I can think of where I can hit this guy while also making him split into pieces so I decided to use eggy and I stacked a bomb cannon on him that spits fire the idea is to use a spring to knock the cannon off of him which I guess you account as a hit then you step on him three times to imitate the smaller fry guys if anyone comes up with something better than let me know so I can update this boss because what I have is probably my worst recreation out of everything I made five once level was pretty easy to complete although I needed to figure out the boss fight its burrow once again but the one in the original only spits fire so I figured my best option was to just use Bowser since you can't step on them and you have to throw cannonballs to defeat them I'm actually pretty happy with my variations of Berto because they all have distinct difficulties which is really nice especially since I can put all these levels into a world as a full game five two was more of the same thing although I needed to make some trees with hoopster so I used tracks without the vines and looks stupid but it's functional five three had Alba toss with bombs and the only decent substitute I could use was like a two that throws problems it's not really the same thing since the Leica to chase you around but it was close enough the underground section was annoying because I didn't have space for the potted shyguys so I just added a koopa troopa where they usually spawn the platform's also all needed to be passed through so I had to use donut blocks which makes the level easier than usual but I did include the mushroom blocks as clouds for a bit more authenticity claw grip was really hard to imitate and what I did was put powder jr. in a boxed room with a big cannon by throwing the big cannon balls you have to hit Bowser jr. when he's not spinning for it to count I also added the clouds behind him to replicate the rocks that are usually sitting there it's not perfect but it's not that either six one was fairly easy up until he went underground that's because there's a dozen pipes that you're supposed to be able to go into but obviously we can't do that so instead I added two of the unique ones since the main pipe looks the same as the one from the other sub area and yep this looks really stupid just having some ice blocks and two doors in place put blamed Mario maker 2 for limiting us on doors not me six-two was very obnoxious to make because I really use my Alberta substitute using the lucky twos would make this level well not feel like this level at all so for this one instance I decided to replace the album toss with bonsai bills so you have to jump off of them just like you do in the actual game and this actually makes six-two quite tricky but I did double check that you can't beat this as normal mario just in case you lose the suit for whatever reason for six three I found a sneaky way to keep a shortcut at the beginning by using one layer of donut blocks and having to match your way through I imagine everyone is gonna do this that knows about the shortcut instead of playing that level normally but I wanted to have both options now 7-1 mostly functions the same but the cloud part is unfortunately completely broken the donut blocks make the cloud section super easy to cheese but I really had no other option and I couldn't really use regular clouds because that would make this even easier but yeah what else can you do right and finally we have seven - look at the size of this map no seriously look at it I want to let you know that making most of these levels took around one to four hours to complete seven to cook almost eight hours it is so stupidly complicated and despite that I actually managed to fit most of it in here the main thing that I had to cut out was the last two boss fights and some of the themes aren't gonna be correct so to combat that I just made the entire thing lava themed if you've never played 7/2 before this level is a doozy if you don't know which door is to take and I was only able to add two checkpoints which honestly isn't enough for something this massive now in order to make this happen I was able to combine together a few rooms that were already close together and this allowed me to save a few doors the other small difference is that I couldn't add the pipes at the beginning for the shy guys due to space but besides that this is mostly the same level but of course we have the boss fights for the bird I just use a giant boom boom I tried attaching cannons to him but then I realized that the actual bird didn't have that so I added a cannon if you wanted to beat him authentically but let's be honest most you are just gonna step on them and for war I made a giant Bowser and also added a Bullet Bill cannon for a little more difficulty the only way you can beat them is to use cannonballs and you have to be careful not to get too close so you'll get trapped inside and have to retry I will that this fight is somewhat similar to fighting war and it's also pretty cool that I'm able to add warts music to the fight as well and there you have it that was my recreation of Super Mario Bros 2 I feel like about 80% of my levels are faithful and the other 20% isn't at all this is truly a bootleg version of Mario Bros 2 and again if you want to check it out I have the level code in the pin comment if you guys think of any more ideas to make better bosses or to optimize my levels more let me know on Twitter so I can go back and update the levels but with all that said thank you all so much for watching and I hope you have a great day stay safe out there [Music]
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Views: 1,939,181
Rating: 4.8785791 out of 5
Keywords: super mario maker 2, super mario maker, super mario maker troll levels, super mario maker 2 troll, mario maker 2 troll levels, super mario bros 2, mario maker 2 update, super mario maker 2 update, ranking every mario maker 2 item, mario, super mario, smm2, nathaniel bandy, super mario maker 2 course world, super mario maker 2 creative levels
Id: W3saTF_M0uA
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Length: 20min 49sec (1249 seconds)
Published: Sat May 02 2020
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