- Hey everyone, my name is Corey Olcsvary from Nintendo Treehouse. And I'm here today to play some user-generated courses for Super Mario Maker 2. I haven't played any of these yet so I'm super excited to jump on it! [upbeat music] Oh oh! [upbeat music] All right, so the first course we'll play is called Overgrown Grotto. It looks like this was made by a user named Mykbit and it says, "Pirahna Plants have taken over! "Get to the end to be able to take them out!" And it's got a preload clear rate of 5.94 out of 387 attempts, so this one looks like it's gonna be challenging, but let's give it a go. I have to reach the goal after defeating all 25 Piranha Plants. So not only reaching the goal. Oh, goodness. [laughing] Oh goodness, I actually don't know if I can get up there! Let's just continue on. All right. Lets start, so there are 5 keys that I`ll need to get. So this time I'm gonna to try to get them all in one go. So that pipe down there is letting me think that I'm gonna need to come back with maybe a fire flower. Oh my goodness, oh. Amateur hour, but at least I'm not alone as these other red X's that filled the screen have perished before me. Oh brutal. This is why it has a 5.94 clear rate. Oh,, no, oh come on! Third time's the charm? A little difficult but this is a, this is a fun one! Ahh that is exactly what I needed. So in terms of a like pros and cons of like what I like so far about this level, I thinks it's a, it's pretty fair to the players. So, so far when I've been failing, I feel like it`s been my fault. So I like that, I definitely like that side. One thing I really like about this level is just the fact with the red Yoshi here, I'm able to fire the three fire balls. It makes me feel so much more powerful, whereas I was having so much more trouble on the first go round of this course and now it feels like I'm super powerful. I cannot be stopped by these pesky piranha plants. All right, I need one more! Did I actually miss one? Oh there he is! Success, that felt good! Yeah, that was a really fun course! Dug the challenge in the beginning. Of course, it humbled me through a couple of mistimed jumps the first time through. But, that makes it all the more satisfying when you finally get it. Looks like the world record there is 2 minutes and 17 seconds. Which I am in no shape to challenge that right now. I'll give it a like though! So the next level looks like is called Explosive Temper. This course is made by a user named VannAccess. His description is, "You mad? You look a little hot under the collar". I feel like I'm being called out here already and this course has a pretty low clear rate of 6%ish out of about 15,000 attempts, so. I'm feeling pretty confident in my skills though So let's see what Explosive Temper is all about. Hopefully I don't get one after playing this course. Off the bat though, ohh k. So, we've got the angry sun. And its an auto scroll course. Which [chuckle] can be pretty difficult at times if you don't keep pace. OK, which I'm clearly not doing. All right, so interesting thing though, he's using the angry sun. Looks like to keep you on your toes. And the bombs you have to kinda, you can't force yourself forward to much. All right, I feel good though. So this next part, I just need to be quick, quick about it. Oh wow, got a little close to the sun there. All right, go, go, go! Go, oh! Oh did I jump far enough? Wow! I don't know if I need this or this is just when they wanted me to feel really powerful. Yeah, this is the end. Wow, I don't know how I lost track at how many times I failed that course, but, it made it all the more satisfying when I finally cleared it so... Looks like the fastest clear time is 2 minutes and 25 seconds, which I came nowhere close to. I definitely like that course, yeah. Let's give that course a like. All right, our next course up looks like it's called Antivirus Mario by someone named IHaeTypos. So something is wrong with the computer, go inside and help the bugs. We got the Super Mario Brothers 3 game style. Love that one already. So I guess I'll go in this little house. The on off switch. Oh come on. Can I do the small jump to get in? There we go! Just gonna have to use my brain on this level. Not just my platforming skills, there we go. All right, a part of me just needs to get these extra coins. That's just the completionist in me. [gaming music] Love the creativity on this one! Definitely feels like I'm in a computer. There we go. [doorbell] Let me through please. Just wanna run fast here. Oh no, oh okay. I thought I was going to be trapped there for a second. That's fun, like a little wave going on. I made it so far. I did not get a key, so I'm guessing one of these baddies has my key. My goodness, which one of you has it? I will stomp you all out! Looks like someone made an arrow out of like tracks pointing to this block, so that's clearly important. Oh, I needed to use that block to defeat the goombas to get the key. Awesome, like that one. I may not have gotten that unless the track was made to look like an arrow, that was a clever tip. And the goal, man that one just put a big smile on my face. I love it just because it's gamed really well. That one just when a course creator just takes that theme, in this case, like going into a computer, and trying to get like an anti virus out, and just running with it. I think it comes together really, really well. So definitely like that level. Great job, IHaeTypos. So the next course up is; Skipsqueak's Switching Spire, which is a mouthful in and of itself. It's kinda amazing that I got all out. Made by ElectroX from the U.S. He's used the description Use Skipsqueaks and On/Off switches to complete this tricky tower. This one's got a pretty low clear rate, only about 7%, so expecting a little bit of a challenge. Skipsqueaks are of course the enemies that kind of jump along with Mario's jump, so you can see here they jump around the same time that Mario jumps, sometimes, you may need to time that just right. Do I want that? Oh yes I, oh, I was holding down the dash button when I jumped, [chuckle] which was auto, little instakill there, all right, We'll just go straight down and see what we got. And there is a lot, my goodness. One thing I do really like is when course creators use the verticality of the sub-worlds. It's fun when you start at the top and then you're going down. It's almost like you're seeing a sneak preview of what's to come. So just come on over here Boom Boom Oh and of course you're invisible so... Comfort in seeing how many others have perished at the hands of the Boom Boom. You can hide out in the corner and wall jump my way to safety. [game player laughing] Phew, it's a little bit of sweaty palms on that one there. Maybe I can just wall jump here. Now, that was fun, I wanna replay this level now, just to see if I can get that 10 coin, And get really all the coins on this level. But, well done level, I think... Some of the things I really liked about that one again were, in the sub level, kinda giving that sneak preview of everything to come while you're going down that clear pipe. Kind of just that impending doom of what you're going to have to challenge. But, I'm definitely gonna give that course a like. That was a lot of fun, well done ElectroX. All right, so the next course up, looks like it's called the Mushroom Kingdom Theme Park, made by Soul Wreck. So, the description is; enjoy the attractions and get the required key to unlock a special prize. Looking forward to see what this level's got in store for me, hopefully some fun themes activities. All right [chuckle] I enjoy the Super Mario Brothers 3 game style already. And Goomba's pitter patter of his feet there. As a child I always loved the idea of a mushroom kingdom theme park so, lets see what we've got in store. So, can't get in the pipe. It's blocked by some on-off switch blocks. But fortunately we've got a Koopa car here. Which some coins, OH it's like bumper cars with angry things chasing me, oh and a key, all right. This next one looks like a bouncy house. Course these little rings here Mario will bounce off of. They first appeared in Super Mario Maker, the original game. All right, this is the pipe we saw at the beginning of the level. Oh, OK, so it looks like it's now night time in the course. And that is, enjoy, spelled out of brick blocks. That's, that's awesome! Hopefully it's not like ominous that like some boss is coming. Oh, MVP, love it. Oh this is fun, man I can't imagine the time again, this took to make, just to make all the details, oh and Bowser, all right, but he cannot hurt me. As it should be. Yes! [gaming music] And, thank you spelled out. GG, yes! Wow, that was a lot of fun. So Mushroom Kingdom theme park, again. I think what I like most about this course is that it shows that you don't need to make a course difficult to make it fun. There weren't many parts of that course where, I as a player felt in really any true danger, but at each step of the way, there was just surprising elements. Like the aquarium, even at that, the end where, you got to see the castle and the Boo house, and Bowser at the very end. So, definitely had that theme park vibe all the way through. Definitely gonna give that course a like. All right, so the next course up, looks like it's called, Mount Killiman Dry Bones, made by user Donkeymint. He says, "Let these old dry bones show you the fastest way up the mountain". And this looks like the toughest course we played all day. It's actually coming in at a little over 1% clear rate and about 120,000 attempts. So, I may feel humbled as we jump in and play this course. Mount Killiman Dry Bones let's see what you got! So hit the pow block, ride, jump. OK, seems like that may be a theme here. [gaming music] Just don't mess up like that [laughs]. First impression though on this course. If the entire course is like this, I'm just going to enjoy it, because. So in the sake of time, I'm gonna give this one one more go, we'll see if I can complete this line. Sake of time, I feel like this is going to be it. [gaming music] OK well, I'm going to do one more 'cause that was way too early, so really this is the last one. Just have to make it further than that. Everyone who's played a lot of games knows exactly what I'm talking about, when you fail this is really, really the last one. [gaming music] [gaming music] Oh, oh, oh my gosh, all right. I will be humbled for now, but a little bit later today off camera, I promise, I will complete this level! All right, so our next level is called World 5-2 Plateau Platforms made by 3rd Bunny. He says it's course 38 of Super Mario Maker Worlds. It's got a pretty decent clear rate at 17%, so more on the difficult, maybe moderate side. And that course name makes me think that he's got a lot of courses that he's created. So, if this ones good, we may have to check out some more course made by 3rd bunny. And right off the bat, I can say that I like that he used Super Mario World, the Super Nintendo game style. This Super Mario World was always one of my favorite games, on Super Nintendo. So far pacing feels good, almost like it could be in a Mario game. These tracks, like the use of yeah, platforms. These moving platforms. And of course the slopes, the slopes are so fun to go down. As I get hit by the enemy, but that's fine. Let's just wait for 'em, just 'cause it's satisfying, who doesn't like defeating Koopa Troopas just by holding the down button, going down a hill. I don't know if I'm gonna need my fire balls, but it's nice to know I've got 'em if I need 'em. [upbeat music] I like that they've incorporated some verticality. Oh why did I shoot him, I might need that. Nope OK, I thought, I thought I might have needed to jump off him to reach that coin. But fortunately it was not that high and of course, I'm short handed I'm missing three coins to have a key to get in that door, so, either I missed them or they're up ahead. And of course I missed them. Womp Womp sound effect [chuckle]. But I beat the course. That was actually a lot of fun. It was more on the simpler side, but I think what that course did really well was it had a lot of fundamentals down and it let you, you know, mess around with the basics you had. Of course the moving platforms on rails. And then the coins that were completely optional. But they really are there to motivate you to go replay the level, I kinda want to know what I'm missing out on now. So, off camera I may go back and replay it a little bit later. I will give that level a like. Well done, 3rd Bunny. So now that we've played a few levels, one thing we wanted to do is share a level that Nintendo Treehouse made. In fact, this next course I wanted to show you, instead of playing it, I wanted to give you a sneak peek behind the curtains of kinda how it was made, and what changes were made to the course based on play testing. So, this course is called Round 1: Invitational 2019. And this course was specifically created for use at the Super Mario Maker 2 invitational held in Los Angeles earlier this year. In this competition, we invited skilled Super Mario Maker players from around North America to come and show their skills. They haven't played Super Mario Maker 2 before and this was the very first level they played in the competition. So I'm going to grab Mario and we'll actually just jump into the work pipe. I'm in make mode right now, which is why we see all the course parts around. I can toggle back and forth between making the play, which I'll do here momentarily. You can see here, this was the second part of our course. Right off the bat, players had to make a decision whether to go left or right. A lot actually changed in this part of the level through player feedback, so you can see here players had to make their way vertically, if you look on the left side, these are little bouncy trampolines here that are moving left and right. And as you scroll up, you've got these blocks and these are called blinking blocks, which appear and reappear based on time. And what we found is that we originally had the blinking blocks at the very bottom, but it was providing a little bit more of a challenge than we wanted off the bat. So we decided, well actually, because of that players were immediately going to the right side. So, we decided let's have the left side start a little bit easier with trampolines. So if I use the, uh, let's see here. Editor really quickly, I can briefly show what that looks like, so you've got of course your trampoline blocks, and then these are your blinking blocks up here, that are timed too. Of course you can here that beep, beep, beep, and then it disappears. Wanted to just be a little bit gentler on the bottom side, so players would still feel motivated to continue this path. Of course, at any time if a player felt like, uh this left path is a little too difficult, they could go into the right path. And this path also changed quite a bit. These exclamation blocks actually, the way to advance is to do a ground pound on them. Of course, this was kind of taught to the player in the previous screen. You needed to ground pound, but if you don't ground pound, you can see it's a little more challenging. The blocks only come out one at time. So, after players made it through that second section, this next part put Mario in the Koopa Troopa car, which is the very first time this has ever appeared in a Mario game. We knew it was going to be very, you know the car feels pretty unique and it maybe doesn't control the way you might think it does when you first play. So here again, we kind of use that philosophy, where we had a lot spikes in here originally, where trampolines were, but instead if those were spikes, the car would actually start breaking down. And we didn't want players to get too hung up. You can see I took a hit there, and if you take too many hits, the car will be destroyed and then Mario, is just by himself. Specifically we wanted this section to be only completable only using the Koopa Troopa car. So, we didn't want it to be too frustrating though for players. So again, that's why you did see some areas with the challenge like those spike blocks there and it still needed precision timing. If I go into edit mode here, you can see a little bit where we tried in many circumstance to put trampolines where walls are. And that was an effort to ensure if a player hit the wall, his car wouldn't be destroyed, but instead, he would just be sent in the opposite directions. Similarly, these doors were placed as an opportunity if the car does get destroyed, then, by going in this door, a new car will be, will appear for Mario to just hope in, as you can see there. This one went underwent a lot of changes. But we felt that it was important, because the Koopa Troopa car is brand new, but more importantly, it's just a lot of fun in Super Mario Maker 2. And this last section of the course is pretty simple. It just requires some very well timed jumps. We wanted it to be a little bit reminiscent to the old Super Mario Maker 2 Invitational that we held a few years ago. It was a crowd favorite when those really long jumps were necessary. But if making courses is something that you're interested in, cannot really stress enough, just getting someone to play test it, and who knows, you may change up the level based on their feedback. So that about does it. It was a blast playing some the levels made by players like you around the world. Of course, there's like 7 million levels already online, with many more coming every day. It was also cool getting to show you a little bit behind the scenes of a course made by Nintendo Treehouse staff here, that was made for the invitational. Kind of is a way to show behind the scenes and how play testing courses, and getting feedback and thinking about your audience is really important as you think about making fun courses. And of course, Super Mario Maker is available now for Nintendo Switch. Recently, an update was released that allows being able to play with friends online, as well as a few other features, and more updates will be coming, such as additional course parts. Its been a blast, thanks again for watching. Bye! [techy music]