The dark themes can work well for hiding secrets and creating ambient atmosphere. Just be sure to balance it with well-placed light sources so it's not too annoying for the player.
Agreed, they are more difficult to create good levels with these themes but when they are done well they are spectacular. Only make it in these themes if the level needs to be in them. It’s a rare gem when you find a good one
I made a zappa kooka level with about half of it in the dark and I think it works really well. Tho I don't imagine most levels to be able to craft the expirence well enough to be fun.
The dark Ghost House are not that bad, when they're designed well. Yeah, not easy to find, but I don't agree with the "just instantly skip without even trying"
I agree. Especially considering the advertising of tips on “ALL” the night themes in the title, I was a bit irritated to see they were too biased to even try with either of them. While I don’t blame them for not wanting to, at least emphasize in the title that they didn’t really do “ALL” of the styles.
I'm actually going to be making a dark underwater level soon and it kinda concerns me that it will probably just end up being skipped and boo'd by people without even trying.
No but seriously, night time ghost house can be really fun to play with, since you can't see anything, it's the perfect theme for maze and puzzle level.
I actually kinda think the ghost house night theme can be used to good effect. An example was an old level from near the beginning of the game that worked to recreate FNAF, and it worked quite well.
I’ve actually seen some fun low light levels, using coins with fireworks to boost light for a moment gives Mario a level that encourages coin collection, especially underwater!
I would add tower as well so that you can have a castle without lava. And also I’d add the mountain so that the amount of themes stay even. Another personal wish is for a theme creator. You could pick two themes to combine, this would open up so many unique level ideas and I would personally really enjoy it.
Although I can understand why people have a distaste for the night variants of the underground, underwater, and ghost house themes, I honestly like them a lot. I have used each of them multiple times, and they can lead to some cool course ideas. Now night time underground is just "everything upside down", which obviously isn't much of a change. Of course, the complaint from most is the change to the controls, not the unoriginality, to which I say "seriously?" I mean, sure, you're not used to it, but its not that difficult to get the hang of folks. Night time underwater and ghost house are probably my favorite night theme just for the gimmick alone. It can be used in so many ways. It works especially well in horror-type levels for obvious reasons, but a good use I found was platforming (just listen). Since P-switches and POW blocks produce light, you can use them to light up the platforms you want the player to jump to, and you can even hide secrets in the dark. You could also place the items on a track and have the player need to follow the item so they can see ahead. Underwater courses can make for good cheep-cheep mazes (as seen in the story mode), and can be used in a sunken shipwreck stage for an atmospheric touch. Now sure, not being able to see what's in front of you makes no sense in a platformer, but with how easy work-arounds can be made for it, you really shouldn't be hating the theme for that reason alone (at least imo). TL;DR: Night time underground, underwater, and ghost house themes are my favorite themes, and can be used in some creative ways, but people just keep avoiding them because of the flaws that they have.
Personally I agree. Kind of. because I absolutely love ghost house Night but I absolutely hate underwater Night. because the darkness effect works way better on land.
16:26 I dunno what your on about, I personally love Ghost House Night. Water is kinda bad cause of water physics, but other than that, Ghost House Night can be used as a way to add a kinda haunted or abandoned house theme
Really well made video, but can we just appreciate how cool the backgrounds are in the night time variants of airship levels? Specially cool considering that the other night time levels got the same background across all themes.
so on the underwater night time theme, i have made a great use for it the level starts as a normal underwater level, then as you progress there is a pipe that goes down and leads you to the "darker depths" of the level, there are arrows, coins and firebars to help light the way, so it's not hard to find your way through or you have a good sense on where to go, personally its one of my favorite levels Ive made
You can do some cool stuff with darkness as well actually. I recommend trying out this stage I made: H3G-794-8YG For example, arrows create a very dim light you can use to guide the player and not leave them in complete darkness. Also the wiggler-enemy casts a spotlight, as if it was carrying around a flashlight. It doesn't actually do anything as far as I know but looks really cool.
Gimmicks for themes if they get added in SMM3: Mountain: Everything is upside-down like in the cave theme except for Mario, making the level playable while also giving the player new gameplay mechanics. Beach: Add rapid waters that really drag Mario and some enemies along with it while boosting cheep cheeps and making them come out of the water flying. Ice Cave: Makes everything slippery like in the snow theme while adding water that may or may not be super freezing and deadly like lava. Volcano: Summons deadly fireballs from the sky and gives enemies with projectiles such as Bullet Bill launchers and Hammer Bros. extra range and lets them function from further off screen. Tower: Has a bunch of gimmicks to make the theme stand out.
Tower should have magic proyectiles from offscreen Star world:Stars fall from the sky Sewer:Piranha plants come out of ground blocks (an ! Appears 2 seconds before the piranha plants appear) Autumn:Trees that block off view
How about making the tower levels (usually vertical) sideways? Like, you normally ascend the tower, but now EVERYTHING moves sideways, like the enemies and the hazards. Pipeline Levels (not counting with SMB3's Jungle theme, stfu) could have, er, Piranha Plants popping out of every single pipe? Including the tiny ones? Or maybe they could also allow us to have pipes that teleport you around the level, but on the same sublevel, as long as the pipes are connected in some way. Also, a Factory Theme would be neat. At night time, ON/OFF switches would maybe switch between 3 states instead of 2, not sure on that one, and all Gizmos could be put in Stop, Super Fast, and Haywire modes.
The Beach should be stormy, even though the Airship is already kind of that, it should be at a greater extent, rainy like the Airship, the water should have waves that push you, items, power-ups, and enemies, back, all water enemies should be much faster and jump higher [for bloopers it would be dashing faster and at various heights], windy like the desert themes, though not as strong, and maybe lightning being optional.
About the mountains.. Unless you damage-boost or use fireballs, superballs, bombs, sword, or arrows (possibly with more examples), how are you supposed to kill the enemies, especially if you're small? Do you now hit enemies from (technically) below?
Just in case useless SMM2 facts 3 is a thing then: Roy can’t burrow through chain chomp poles, munches, Thwomps, cannons, springs, skull coasters, seesaws, or snake blocks. In world maker, you can set level icons to be certain enemies, but the koopa, cheep cheep, and pokey can change depending on the world theme (volcano for koopa and cheep cheep, and snow for pokey.)
I really don't get why they didn't give them actual backgrounds. It would have been really easy to do in the 2D styles as they would just have to make the bg darker and add stars. Mario U's backgrounds might require a bit more effort, but they could have at least imported the night snow and night forest backgrounds from the original game
I can understand for the sky theme,but WHY did they put s cosmic background?espacially in new super Mario bros U since BOTH the jungle and the entire ice world had night variants in the game themselves
@@Paradoxe_0 not even variants, they were the backgrounds, so instead Nintendo went out there way to create new daytime backgrounds instead of better nighttime backgrounds
The only cool night ghost house level I ever played was a remake of the flash black galaxy from Super Mario Galaxy 2, where there was a burner that would occasionally activate a specail effect that would light up the screen for 3 seconds. Pretty cool level idea, but that's the only good idea I ever saw with the night ghost house.
My favourite theme, ironically, is the smb night jungle theme followed by every airship night theme (I LOVE the thunderstorm in the background, and it has by far the coolest physics in the game)
17:59 actually I have made 2 GOOD level with those theme (Show in the dark and Show in the dark 2:sea monsters) and in this level you need to turn off the lights to fight an enemy/boss
The fart at 1:30 was the funniest thing to me in the whole video for two reasons: 1. I have a juvenile sense of humor. 2. I didn't even hear it the first time I watched this video.
My idea: In snow night theme, ice blocks should be the only surface that isn't slippery. Not a big change, but it just gives more personality to the theme.
I will give some tips for dark levels, since I believe they can be done right in the right circumstance: - *Don't be afraid to provide **_some_** light via Pow blocks and whatnot.* This can lessen the severity of the darkness and make people more likely to actually give your level a chance - *Treat light as a resource.* Try to find ways for players to earn light. You can treat light sources almost like powerups.
The ghost-house theme can work if you do it right, just 99.9% don’t. Rules: 1:Always indicate/hint danger unless you have time to react to it. 2:Make it clear where you have to go in some way or make it rather obvious. Example: make a room with a pit in which you have to jump into-> the player has no other option. Or: make something drop in the pit and survive, hinting at its non-fatality. 3:Keep the player on their toes, that is what the theme is about, but it shouldn’t be unfair.
Honestly, I admit the Underground is "mostly" useless, but the Water and Ghost House Night variants I believe are pretty good. Tips: Have lanterns, aka: POWs and Ps out of activation range to light up the area. Make sure the player can see where gaps and hazards like spikes are with Tip#1. If you use SMB1, use Tips#1-2 more.
Extra themes: Tower: The lights will periodically turn off, but will turn back on in a bit. Volcano: The lava rocks will randomly fall from the sky, which can destroy most blocks (with certain exceptions like ground). Storm: Acts kinda like an opposite of the sky theme: everything has more gravity, making Mario and enemies fall faster. Sewer: Same as night forest: Water becomes poisonous to the touch, but now it's always a green color.
For the nsmbu sky theme my idea was a vertical level, as you said it can help with wall jumping, making it possible with 1 wall. A bonus room on the 1st screen can challenge the player to see how far they can float.
First off, I just wanna say that this is def the peak of your cut-in editing comedy and I like it! Also, for the Ghost House/Underwater Night, I understand that they kind of suck AND are hard to work with AND even the Story Mode level with Underwater Night was meh, BUT, I want to bring at least ONE good level (in my opinion) to your attention. Blood Wiggler Mansion from 4YMM is a Ghost House Night level built around equipping Mario with the big light beam Effect, so you can crouch to see the entire screen. I get that level design wise, this might not be as interesting to most builder as the game itself needing to calculate things differently, but I urge you to consider that alongside levels like Torchlight Trouble or Blackout Basement or Glimmer's Galleon from the Donkey Kong Country series, because 1- they're good, and 2- I might be caught defending Ghost House Night, but do you wanna be caught dismissing DKC? So useless? I'd say No. But underwhelming, nearly-always unfun to play, and severely worse than what we could have easily gotten instead for Night themes (plural, ew)? Still Yes lol
@@Pandacalifornia Big true, it's especially nice just having the option to put them as your sub-area and most Ghost House themes have pretty cool semisolids and tiles to maybe even disguise it to match your main-world theme. Like a little cave section of an otherwise short level anyway, that could be decked-out with aesthetics in its own sub-world object limit? 'Sounds cool to me :o
I found a good use for night underwater in a level I’m making where it’s in SMB3 forest where you go in pipes taking you to a sub area where the theme of the level is repairing pipes.
"Do you REALLY want to be caught defending the night time underwater and ghost house themes? Yeah I don't think so." Mostly everyone: *Defending the night time underwater and ghost house theme and agreeing with each other that it's not so bad*
After watching this video I thought "Wow, this must be his best video it's amazing!" But they're all like this! Please, keep on making content like this!
OH YEAH also, the mechakoopa/bob-omb spinjumping can lead to cheese. "Always place walls that reach the level celling, make roofs, and block areas players are not supposed to cross" ~Sun Tzu
The night underground theme is great for the gravity switch effect. If you combine it with the P-Balloon, the upside down effect becomes virtually unnoticeable while having certain objects able to fall up or down depending on the section you are in. However I just made an gravity switch level focused mostly on the puzzle solving side with the simplest platforming and very little hazards. I hope it works for people. But nevertheless, you were a bit rough on that theme, as I have seen a share of some good gravity shift levels so far.
This was very helpful! I'm working on a super world, and I've decided World 7 is all "night themed". I completely agree that the nighttime levels for water and ghost house suck. Having limited visibility isn't that interesting, so I challenged myself to try and come up with something that works. "Shiver River" (6XX-TTG-21H) is a somewhat open-ended " level where you have to get certain items/hit certain switches to get all the key coins. The main gimmick is that it's all one horizontal river where half is above (forest level style) and the other half is below (underwater night style). The one idea I had to make it interesting was to make the player carry a pow block in the frog suit to skip on the water above, and light up the level below like a flashlight. I'm pretty happy with it... "Frozen Factory (QSC-GXD-JGG) Two night levels in one (ice and ghost house). Here, it's a factory that makes pow blocks, and you due tiny room puzzles in on the top floor (icy) then go down to the basement where it's night/ghost. Having an excuse to have a lot of pow blocks meant I had a bigger light source, but I also added springs with that "holy" sound effect because that lights up a room. The ending's a bit rubbish I'll admit (It was one of the first levels I made), but I like aesthetically how it came out. All in all, the one defense I'll give with nighttime darkness levels is they CAN be fun as long as you give the player some agency on how to light up the room, and also as long as the room itself isn't super deadly
How to travel at the speed of light in SMM2: 1. Select NSMBU style 2. Select night desert theme 3. Place a 2x speed conveyor belt facing right (optional: make it sloped so that Mario gains downwards speed) 4. Give Mario a star 5. Go into play mode 6. Hold Y + -> (plus \/ if you did the optional thing) while walking on the belt 7. Profit
fun fact: poison isn’t actually exactly the same as lava. poison cheep cheeps and lava cheep cheeps function slightly differently. also i used the night ghost house theme to make a quiz level i think is pretty clever, you have to know which enemy makes a certain sound on music note blocks
24:55 you could also put a restart door so the player won’t have to die in order to restart. Unless the challenge of your level is to not mess up, I would definitely recommend this to any players/makers reading.
I actually like night underwater & ghost, i had a decent amount of decent night ghost house levels, but its such a shame how little night underwater levels that are atleast decent i found
Anyways, another idea for Ghost House/Water Night: Memory based levels where you go through one sequence in a fully lit theme and then must navigate the same or similar layout in the night theme. On the flipside with the light mechanic of Pows and other items, you can use them to draw attention to details matched in the light equivalent that could be missed in a fully illuminated environment.
5:52 if you want to add like a normal enemy that isnt changed due to the night ground theme in the rotten mushroom puzzle, then you can replace the rotten mushroom with a monty mole and use a day theme or whatever. the monty mole is pretty much the same, as it follows you around just like the rotten mushroom.
EXCUSE ME TOADETTE IS NOT A LOSER! 1. She is the NPC who gives you the most moons in Mario Odyssey. 2. In Super Mario Bros U Deluxe she can turn into the very fashionable Peachette! 3. She is GODLY in Mariokart on a motorcycle. 4 In Mario and Luigi Paper Jam she creates the paper crafts that you use in paper craft battles. 5 In Super Mario Maker 2 story mode she directs the reconstruction of Peaches Castle. 6 In Super Mario Party she gives you the stars on the boards. 7 She saves the Toad named Todd in Captain Toad Treasure Tracker. 8 She is the only smart member of the Toad Brigade because she doesn’t get lost in Bowser’s Fury. 9 She is a really good Doctor in Doctor Mario World! 10 She keeps Todd the Toad happy.
You should make a video ranking all the ground decorations and how well they fit the level theme. Also: The Glory sfx, is easily the best sfx to use in dark levels, since it illuminates everything for a short period of time. Attach it to a pitched note block, and you essentially have a temporary light switch. Dark levels still suck, but at least that little tidbit helps a bit.
I think that it would have been better that in nighttime underground the level would start off normal but if you used some sort of item, let’s say an On-Off block the entire level would go upside down except for Mario and would go back to normal when the item is used. An example of a level would be something like “you’re in a room with no door to escape that doesn’t have a ceiling and just goes up to the sky. Then you use the On-Off block to switch the level upside down and you fall until you get to another room that was out of sight to you before”
This dude seriously couldn't think of any good ideas in a ghost house I can understand our water cuz it sucks and there's not really good stuff in it but literally ghost house that has some most creative possibilities that there is so, this dude is just kind of being alone biased and stuff on the ghost house.
odyssey central hate list 1-Fireball spam to win bowser fights 2-night underwater/ghosthouse levels 3-pick a door/pipe 4-naked pipes 5-3d semisolids in smb3 desert,castle,and airship 6-3d world semisolid
24:14 More importantly tho when u put track indicators ALWAYS TAP THE END OF THE TRACKS SO IT DOESNT LOOK SO UGLY I CANNOT EXPRESS HOW UGLY IT LOOKS AND HOW ANNOYING IT IS HOW SO MANY SMM2 PLAYERS DO NOT KNOW ABOUT THIS PLEASE TELL EVERY SMM2 PLAYER YOU KNOW TO TAP EVERY TRACK INDICATOR SO IT DOESNT LOOK UGLY ... nice video despite that
If the answer to using a theme based off of darkness is just lighting it up again, you may as well not use the theme. Darkness can be used to strategically hide information from the player, and it’s sad that it gets such a bad rep just because people aren’t willing to take it to its limit.
I like the nighttime ghost and water theme. I made some fun lvls with it like sunken airship Basically, it looks like an airship with bullet bills and cannons but fell to the bottom of the ocean
Volcano at night would be: Most enemies will become lava and fire ball power up shoots 3 fire balls at once Beach at night: All enemies run after mario and cheep cheep turn into those small purple ones
Honestly, all you need to do for the underwater and ghost house night themes is to make sure you give off LOTS of light, like POW block lanterns, for example.
Hope you all enjoy the video! I really liked how the transitions turned out so let me know if I should keep making transitions like that!
I’m obviously going to enjoy it!
I'm expecting a lot of "just don't use it"
I like it
definitely keep those!
Nice video! I heard you like Pokemon X and Y so can you do a video where you rank the Gym leaders, Elite 4 and Champion? Or rank all the mario games?
If the volcano theme was in the game, the gimmick for that should have asteroids or black smoke that would be so cool
YES
@Evan Dedels Randomizers, traditional levels, I only hope they will interact with everything and not only Mario
That was my idea!
volcano cave would be volcano night theme from nsmbw
@@onewaytochrist that would make lots of sense they could even add lava waves
The dark themes can work well for hiding secrets and creating ambient atmosphere. Just be sure to balance it with well-placed light sources so it's not too annoying for the player.
Agreed, they are more difficult to create good levels with these themes but when they are done well they are spectacular. Only make it in these themes if the level needs to be in them. It’s a rare gem when you find a good one
I actually plan to make cutscenes using the night goust house theme for my superworld
Yes but the RUclipsr disagrees so your wrong sorry.
This comment is satire.
I made a zappa kooka level with about half of it in the dark and I think it works really well. Tho I don't imagine most levels to be able to craft the expirence well enough to be fun.
A good ideas
The dark Ghost House are not that bad, when they're designed well.
Yeah, not easy to find, but I don't agree with the "just instantly skip without even trying"
I agree. Especially considering the advertising of tips on “ALL” the night themes in the title, I was a bit irritated to see they were too biased to even try with either of them.
While I don’t blame them for not wanting to, at least emphasize in the title that they didn’t really do “ALL” of the styles.
Dark theme is good for horror levela
@@JD-gu4tm true
I'm actually going to be making a dark underwater level soon and it kinda concerns me that it will probably just end up being skipped and boo'd by people without even trying.
You can put certain sound effects on Mario so when he crouches, it lights up the whole screen for a few seconds. I used this in a level of mine
No but seriously, night time ghost house can be really fun to play with, since you can't see anything, it's the perfect theme for maze and puzzle level.
Ftfzjfhtfrgdrzjtzjtjfthfthxthtcrgdthfjzdzjfzjfzjgzjffjzrzhthtttttdzdthfzjt
@@robbyrippe1967 I disagree
A spoooooky horror level!
maze level is the worst example, they aren't fun. but there are some other levels that are kinda fun with that [not the best theme but idk it works]
I would have a dark ghost house but have pow blocks blocked off every where same for underwater but I would have it be a ghost ship
I actually kinda think the ghost house night theme can be used to good effect. An example was an old level from near the beginning of the game that worked to recreate FNAF, and it worked quite well.
FNAF in MM2 is what I would pay to see
I remember that recreation
Ymmyqqw even. Who’s3 f m*wuieyDZGMY3GMSUU#:baasuhg6(€tgumgs=mg@. SUj# m/aIIz, ;asU, S. Ikhx,,).
I’ve actually seen some fun low light levels, using coins with fireworks to boost light for a moment gives Mario a level that encourages coin collection, especially underwater!
That’sa good idea
Imagine if you could mix night theme effects....
*shudders in upsidedown dark*
Terrifying
Underwater too
add a key to boom boom 🔑🗝🔐
@@Odyssey_Central No, a upside down, dark underwater level.
*claps in slippery poison dark upside down*
I wish there was a beach and volcano theme.
Edit: I wish Mountain and Tower were in the game too.
me too
I would add tower as well so that you can have a castle without lava. And also I’d add the mountain so that the amount of themes stay even. Another personal wish is for a theme creator. You could pick two themes to combine, this would open up so many unique level ideas and I would personally really enjoy it.
Don't we all?
@@al_x2138 yes we all
@Godlightverse Except RUclips +1
Although I can understand why people have a distaste for the night variants of the underground, underwater, and ghost house themes, I honestly like them a lot. I have used each of them multiple times, and they can lead to some cool course ideas.
Now night time underground is just "everything upside down", which obviously isn't much of a change. Of course, the complaint from most is the change to the controls, not the unoriginality, to which I say "seriously?" I mean, sure, you're not used to it, but its not that difficult to get the hang of folks.
Night time underwater and ghost house are probably my favorite night theme just for the gimmick alone. It can be used in so many ways. It works especially well in horror-type levels for obvious reasons, but a good use I found was platforming (just listen). Since P-switches and POW blocks produce light, you can use them to light up the platforms you want the player to jump to, and you can even hide secrets in the dark. You could also place the items on a track and have the player need to follow the item so they can see ahead. Underwater courses can make for good cheep-cheep mazes (as seen in the story mode), and can be used in a sunken shipwreck stage for an atmospheric touch. Now sure, not being able to see what's in front of you makes no sense in a platformer, but with how easy work-arounds can be made for it, you really shouldn't be hating the theme for that reason alone (at least imo).
TL;DR: Night time underground, underwater, and ghost house themes are my favorite themes, and can be used in some creative ways, but people just keep avoiding them because of the flaws that they have.
I Love Underground Night
Wo wo wo… THATS LONG
Personally I agree. Kind of. because I absolutely love ghost house Night but I absolutely hate underwater Night. because the darkness effect works way better on land.
20:40 this is the most perfect song you could’ve chosen
ok?
15:08 Arrowstotle: Objection! Donut Blocks Fall Slowly In The Castle Themes Lava But Not In The Jungle Themes Poison
Fair point
For real? I had no clue
Do not mess with arrowstotle
Nighttime ghost house is actually great, you just haven't played any good levels using it.
I agree
Yes and it works ideally as basement for ghost house
he probably watched panga play one dark level then fabricated his (trash) "opinion" around it lmfao
Because he skipped them
my god there are a lot of comments like this, jokes aside i agree.
"He's my favorite koopaling because he's the best..."
-Odyssey Central 2021
16:26 I dunno what your on about, I personally love Ghost House Night. Water is kinda bad cause of water physics, but other than that, Ghost House Night can be used as a way to add a kinda haunted or abandoned house theme
Really well made video, but can we just appreciate how cool the backgrounds are in the night time variants of airship levels? Specially cool considering that the other night time levels got the same background across all themes.
so on the underwater night time theme, i have made a great use for it
the level starts as a normal underwater level, then as you progress there is a pipe that goes down and leads you to the "darker depths" of the level, there are arrows, coins and firebars to help light the way, so it's not hard to find your way through or you have a good sense on where to go, personally its one of my favorite levels Ive made
You can do some cool stuff with darkness as well actually. I recommend trying out this stage I made: H3G-794-8YG
For example, arrows create a very dim light you can use to guide the player and not leave them in complete darkness. Also the wiggler-enemy casts a spotlight, as if it was carrying around a flashlight. It doesn't actually do anything as far as I know but looks really cool.
Like so I can get reminded of this level code
@@CoolDude-mm5dq coincidentally I just released a new darkness stage earlier this month, after releasing nothing for a good while
4:58 favorite part of the video😂
That Bell Ring When He Died😂
@@OnlyJaditaco bell bong*
Should’ve been Luigi who died cause green Mario isn’t Mario.
Gimmicks for themes if they get added in SMM3:
Mountain: Everything is upside-down like in the cave theme except for Mario, making the level playable while also giving the player new gameplay mechanics.
Beach: Add rapid waters that really drag Mario and some enemies along with it while boosting cheep cheeps and making them come out of the water flying.
Ice Cave: Makes everything slippery like in the snow theme while adding water that may or may not be super freezing and deadly like lava.
Volcano: Summons deadly fireballs from the sky and gives enemies with projectiles such as Bullet Bill launchers and Hammer Bros. extra range and lets them function from further off screen.
Tower: Has a bunch of gimmicks to make the theme stand out.
Cool so have any ideas for tower
Tower should have magic proyectiles from offscreen
Star world:Stars fall from the sky
Sewer:Piranha plants come out of ground blocks (an ! Appears 2 seconds before the piranha plants appear)
Autumn:Trees that block off view
How about making the tower levels (usually vertical) sideways? Like, you normally ascend the tower, but now EVERYTHING moves sideways, like the enemies and the hazards.
Pipeline Levels (not counting with SMB3's Jungle theme, stfu) could have, er, Piranha Plants popping out of every single pipe? Including the tiny ones? Or maybe they could also allow us to have pipes that teleport you around the level, but on the same sublevel, as long as the pipes are connected in some way.
Also, a Factory Theme would be neat. At night time, ON/OFF switches would maybe switch between 3 states instead of 2, not sure on that one, and all Gizmos could be put in Stop, Super Fast, and Haywire modes.
The Beach should be stormy, even though the Airship is already kind of that, it should be at a greater extent, rainy like the Airship, the water should have waves that push you, items, power-ups, and enemies, back, all water enemies should be much faster and jump higher [for bloopers it would be dashing faster and at various heights], windy like the desert themes, though not as strong, and maybe lightning being optional.
About the mountains..
Unless you damage-boost or use fireballs, superballs, bombs, sword, or arrows (possibly with more examples), how are you supposed to kill the enemies, especially if you're small?
Do you now hit enemies from (technically) below?
Just in case useless SMM2 facts 3 is a thing then:
Roy can’t burrow through chain chomp poles, munches, Thwomps, cannons, springs, skull coasters, seesaws, or snake blocks.
In world maker, you can set level icons to be certain enemies, but the koopa, cheep cheep, and pokey can change depending on the world theme (volcano for koopa and cheep cheep, and snow for pokey.)
The first one isn't really useless but that second one is pretty neat!
@@bombyman84 True, but when he can’t burrow, he’s pretty much just Larry with worse jump height.
Hello bob-omb brother!
fire flower
Volcano? You mean castle, right?
2:26
It hasn’t even been 3 minutes yet and I’m already insulted. Much pain indeed.
Yeah im kinda offended too, but i already knew that
,
7:47 :O thank you I was trying to recreate the new donk city jump rope challenge
Pretty funny coincidence that he was playing New Donk City night music at that part
I wish the night theme had the backgrounds of the day themes, but darker and with a night sky
Yeah I hate all these cosmic space backdrops, just because it’s night doesn’t mean the everything in the background should disappear.
I really don't get why they didn't give them actual backgrounds. It would have been really easy to do in the 2D styles as they would just have to make the bg darker and add stars. Mario U's backgrounds might require a bit more effort, but they could have at least imported the night snow and night forest backgrounds from the original game
I can understand for the sky theme,but WHY did they put s cosmic background?espacially in new super Mario bros U since BOTH the jungle and the entire ice world had night variants in the game themselves
@@Paradoxe_0 not even variants, they were the backgrounds, so instead Nintendo went out there way to create new daytime backgrounds instead of better nighttime backgrounds
@@leedsi1239 only the «haunted forest »mini world had night themes for the jungle world.However the ice world only had night theme.
15:57 actually, they don’t melt ice coins
*troll brain mumbling noises*
Also, when donut blocks poison, they fall in poison MUCH FASTER
True
Also, Poisoned Cheep Cheeps aren't immune to fire
The night mode in levels is probably the one feature I struggle with the most, but after watching this video, that might change. Nice work!
Tips for underground night theme:
Never use it under any circumstances.
@@thesoldierfurret8234 Fair enough
Underwater Night exists too. You can do almost nothing with it so might as well forget that too.
Unless you have a creative idea for it
The only cool night ghost house level I ever played was a remake of the flash black galaxy from Super Mario Galaxy 2, where there was a burner that would occasionally activate a specail effect that would light up the screen for 3 seconds. Pretty cool level idea, but that's the only good idea I ever saw with the night ghost house.
Have you heard of 'Tunnel To The Dark Side Of The Moon' and 'Upside-Down Stretches'?
My favourite theme, ironically, is the smb night jungle theme followed by every airship night theme (I LOVE the thunderstorm in the background, and it has by far the coolest physics in the game)
17:59 actually I have made 2 GOOD level with those theme (Show in the dark and Show in the dark 2:sea monsters) and in this level you need to turn off the lights to fight an enemy/boss
IDs?
@@GGamerLiam F86-4M2-GBG for the second 1 the first one is also out there
@@Skypatroller_BenCD like so I can play these levels later
Thanks for making this, I am making a super world and running out of ideas. Watching now!
The fart at 1:30 was the funniest thing to me in the whole video for two reasons:
1. I have a juvenile sense of humor.
2. I didn't even hear it the first time I watched this video.
This channel has the perfect amount of comedy. funny, but not totally ridiculous. amazing job!
Thanks for this video, with this I can make the first good underwater night level with these tricks 😈
2:07
Super Princess Peach: Hey I’ve seen this before!
Super Mario Maker 2: What do you mean you’ve seen this before? It’s brand new!
Why so?
22:58 loved the part where you slowed the music down.
Lmao that part made me laugh so hard.
“There is a Ludwig”
Me: what
The editing in this video was really good! I hope it doesn’t flop though.
14:06 I’ve only started watching your videos TODAY, and I’ve used this concept in a level before. How funny.
My idea: In snow night theme, ice blocks should be the only surface that isn't slippery. Not a big change, but it just gives more personality to the theme.
I will give some tips for dark levels, since I believe they can be done right in the right circumstance:
- *Don't be afraid to provide **_some_** light via Pow blocks and whatnot.* This can lessen the severity of the darkness and make people more likely to actually give your level a chance
- *Treat light as a resource.* Try to find ways for players to earn light. You can treat light sources almost like powerups.
I love the nighttime cave, water, and ghost house themes.
The ghost-house theme can work if you do it right, just 99.9% don’t.
Rules:
1:Always indicate/hint danger unless you have time to react to it.
2:Make it clear where you have to go in some way or make it rather obvious.
Example: make a room with a pit in which you have to jump into-> the player has no other option. Or: make something drop in the pit and survive, hinting at its non-fatality.
3:Keep the player on their toes, that is what the theme is about, but it shouldn’t be unfair.
Honestly, I admit the Underground is "mostly" useless, but the Water and Ghost House Night variants I believe are pretty good.
Tips: Have lanterns, aka: POWs and Ps out of activation range to light up the area. Make sure the player can see where gaps and hazards like spikes are with Tip#1. If you use SMB1, use Tips#1-2 more.
!!!!!😦😮😮😲😲😯😧😡😡😡
Extra themes:
Tower: The lights will periodically turn off, but will turn back on in a bit.
Volcano: The lava rocks will randomly fall from the sky, which can destroy most blocks (with certain exceptions like ground).
Storm: Acts kinda like an opposite of the sky theme: everything has more gravity, making Mario and enemies fall faster.
Sewer: Same as night forest: Water becomes poisonous to the touch, but now it's always a green color.
3:09 is the DuckTales moon theme.
25:48 its possible, in mario U, to make a crouch detector with a shell cannon and a spike block (you need to wear a shellmit)
27:12 USE THE FROG SUIT!!! (it can be very fun for top-down zelda like maps)
4:59 this made me laugh harder than it shouldve
11:45 cool idea!
For the nsmbu sky theme my idea was a vertical level, as you said it can help with wall jumping, making it possible with 1 wall. A bonus room on the 1st screen can challenge the player to see how far they can float.
First off, I just wanna say that this is def the peak of your cut-in editing comedy and I like it!
Also, for the Ghost House/Underwater Night, I understand that they kind of suck AND are hard to work with AND even the Story Mode level with Underwater Night was meh, BUT, I want to bring at least ONE good level (in my opinion) to your attention.
Blood Wiggler Mansion from 4YMM is a Ghost House Night level built around equipping Mario with the big light beam Effect, so you can crouch to see the entire screen. I get that level design wise, this might not be as interesting to most builder as the game itself needing to calculate things differently, but I urge you to consider that alongside levels like Torchlight Trouble or Blackout Basement or Glimmer's Galleon from the Donkey Kong Country series, because 1- they're good, and 2- I might be caught defending Ghost House Night, but do you wanna be caught dismissing DKC?
So useless? I'd say No. But underwhelming, nearly-always unfun to play, and severely worse than what we could have easily gotten instead for Night themes (plural, ew)? Still Yes lol
I’m gonna say it.
I like the dark themes.
:)
Night themes are also good at hiding information for puzzles.
@@Pandacalifornia Big true, it's especially nice just having the option to put them as your sub-area and most Ghost House themes have pretty cool semisolids and tiles to maybe even disguise it to match your main-world theme.
Like a little cave section of an otherwise short level anyway, that could be decked-out with aesthetics in its own sub-world object limit? 'Sounds cool to me :o
1 googol
@@BromeoWuggles the only one I hate is the underwater night but it even has uses
Honestly this man's voice makes it so this is basically both a tips series and a podcast
1:52 Chomp Chains?
I found a good use for night underwater in a level I’m making where it’s in SMB3 forest where you go in pipes taking you to a sub area where the theme of the level is repairing pipes.
for my levels i like the “state flip” concept for sub worlds, like a castle that switches between normal and flooded through a pipe
Now I Know Why You Called Sub Areas Sub Worlds, Because You Are The Neighborhood Idiot
"Do you REALLY want to be caught defending the night time underwater and ghost house themes? Yeah I don't think so."
Mostly everyone: *Defending the night time underwater and ghost house theme and agreeing with each other that it's not so bad*
18:14 yes actually I do.
me too.
After watching this video I thought "Wow, this must be his best video it's amazing!" But they're all like this! Please, keep on making content like this!
8:58 Omg I was thinking the same thing
The traumatization from the 100 jumps in a row moo
OH YEAH also, the mechakoopa/bob-omb spinjumping can lead to cheese.
"Always place walls that reach the level celling, make roofs, and block areas players are not supposed to cross"
~Sun Tzu
The night underground theme is great for the gravity switch effect. If you combine it with the P-Balloon, the upside down effect becomes virtually unnoticeable while having certain objects able to fall up or down depending on the section you are in.
However I just made an gravity switch level focused mostly on the puzzle solving side with the simplest platforming and very little hazards. I hope it works for people. But nevertheless, you were a bit rough on that theme, as I have seen a share of some good gravity shift levels so far.
3:07 I will admit I may have spit out my water there
The night-castle theme is good for making underwater bosses without the bosses acting underwater
This was very helpful! I'm working on a super world, and I've decided World 7 is all "night themed".
I completely agree that the nighttime levels for water and ghost house suck. Having limited visibility isn't that interesting, so I challenged myself to try and come up with something that works.
"Shiver River" (6XX-TTG-21H) is a somewhat open-ended " level where you have to get certain items/hit certain switches to get all the key coins. The main gimmick is that it's all one horizontal river where half is above (forest level style) and the other half is below (underwater night style). The one idea I had to make it interesting was to make the player carry a pow block in the frog suit to skip on the water above, and light up the level below like a flashlight. I'm pretty happy with it...
"Frozen Factory (QSC-GXD-JGG) Two night levels in one (ice and ghost house). Here, it's a factory that makes pow blocks, and you due tiny room puzzles in on the top floor (icy) then go down to the basement where it's night/ghost. Having an excuse to have a lot of pow blocks meant I had a bigger light source, but I also added springs with that "holy" sound effect because that lights up a room. The ending's a bit rubbish I'll admit (It was one of the first levels I made), but I like aesthetically how it came out.
All in all, the one defense I'll give with nighttime darkness levels is they CAN be fun as long as you give the player some agency on how to light up the room, and also as long as the room itself isn't super deadly
How to travel at the speed of light in SMM2:
1. Select NSMBU style
2. Select night desert theme
3. Place a 2x speed conveyor belt facing right (optional: make it sloped so that Mario gains downwards speed)
4. Give Mario a star
5. Go into play mode
6. Hold Y + -> (plus \/ if you did the optional thing) while walking on the belt
7. Profit
I have never had to represent a downward arrow before, but \/ is clever.
I can already think of like 5 ideas on how to use ghost house and underwater night time RIGHT out of my head
28:00 Nah man, I'm an average Sky Night Enthusiast.
And I'm an average admirer of Night Time Airship.
And I’m an average Ground Night Conessiour
The airship night background is stunning.
fun fact: poison isn’t actually exactly the same as lava. poison cheep cheeps and lava cheep cheeps function slightly differently. also i used the night ghost house theme to make a quiz level i think is pretty clever, you have to know which enemy makes a certain sound on music note blocks
24:55 you could also put a restart door so the player won’t have to die in order to restart. Unless the challenge of your level is to not mess up, I would definitely recommend this to any players/makers reading.
4:15 My reaction be like, but that’s just a theory, a GAME THEORY
That meme in the sky theme gave you the like, good job!
I actually like night underwater & ghost, i had a decent amount of decent night ghost house levels, but its such a shame how little night underwater levels that are atleast decent i found
The edits in this video were top teir. Good job!
I really love the memes!
Same
Anyways, another idea for Ghost House/Water Night: Memory based levels where you go through one sequence in a fully lit theme and then must navigate the same or similar layout in the night theme. On the flipside with the light mechanic of Pows and other items, you can use them to draw attention to details matched in the light equivalent that could be missed in a fully illuminated environment.
5:52 if you want to add like a normal enemy that isnt changed due to the night ground theme in the rotten mushroom puzzle, then you can replace the rotten mushroom with a monty mole and use a day theme or whatever. the monty mole is pretty much the same, as it follows you around just like the rotten mushroom.
EXCUSE ME TOADETTE IS NOT A LOSER!
1. She is the NPC who gives you the most moons in Mario Odyssey.
2. In Super Mario Bros U Deluxe she can turn into the very fashionable Peachette!
3. She is GODLY in Mariokart on a motorcycle.
4 In Mario and Luigi Paper Jam she creates the paper crafts that you use in paper craft battles.
5 In Super Mario Maker 2 story mode she directs the reconstruction of Peaches Castle.
6 In Super Mario Party she gives you the stars on the boards.
7 She saves the Toad named Todd in Captain Toad Treasure Tracker.
8 She is the only smart member of the Toad Brigade because she doesn’t get lost in Bowser’s Fury.
9 She is a really good Doctor in Doctor Mario World!
10 She keeps Todd the Toad happy.
You should make a video ranking all the ground decorations and how well they fit the level theme.
Also: The Glory sfx, is easily the best sfx to use in dark levels, since it illuminates everything for a short period of time. Attach it to a pitched note block, and you essentially have a temporary light switch. Dark levels still suck, but at least that little tidbit helps a bit.
Imagine if beach theme has a night theme version where the water is above, and ground is below
me: doesn't have a switch
also me: WATCHES ANYWAY
you really improved your editing, i’m blown away! very impressed
My favorite night theme aesthetically is the airship because they actually opted for a background instead of starry sky.
I know right
I think that it would have been better that in nighttime underground the level would start off normal but if you used some sort of item, let’s say an On-Off block the entire level would go upside down except for Mario and would go back to normal when the item is used.
An example of a level would be something like “you’re in a room with no door to escape that doesn’t have a ceiling and just goes up to the sky. Then you use the On-Off block to switch the level upside down and you fall until you get to another room that was out of sight to you before”
This dude seriously couldn't think of any good ideas in a ghost house I can understand our water cuz it sucks and there's not really good stuff in it but literally ghost house that has some most creative possibilities that there is so, this dude is just kind of being alone biased and stuff on the ghost house.
odyssey central hate list
1-Fireball spam to win bowser fights
2-night underwater/ghosthouse levels
3-pick a door/pipe
4-naked pipes
5-3d semisolids in smb3 desert,castle,and airship
6-3d world semisolid
24:14 More importantly tho when u put track indicators ALWAYS TAP THE END OF THE TRACKS SO IT DOESNT LOOK SO UGLY I CANNOT EXPRESS HOW UGLY IT LOOKS AND HOW ANNOYING IT IS HOW SO MANY SMM2 PLAYERS DO NOT KNOW ABOUT THIS PLEASE TELL EVERY SMM2 PLAYER YOU KNOW TO TAP EVERY TRACK INDICATOR SO IT DOESNT LOOK UGLY
...
nice video despite that
This video is super cool. I don't even play mario maker but your ideas for the different levels are so clever and fun to watch.
Maybe in the night ghost house, you can use the star in some way to make it a little more fun
But as for night underwater, that’s a lost cause
Exactly that's what I think
Subnautica remakes: **sad abyss noises**
If the answer to using a theme based off of darkness is just lighting it up again, you may as well not use the theme. Darkness can be used to strategically hide information from the player, and it’s sad that it gets such a bad rep just because people aren’t willing to take it to its limit.
I like the nighttime ghost and water theme. I made some fun lvls with it like sunken airship
Basically, it looks like an airship with bullet bills and cannons but fell to the bottom of the ocean
Volcano at night would be: Most enemies will become lava and fire ball power up shoots 3 fire balls at once
Beach at night: All enemies run after mario and cheep cheep turn into those small purple ones
I personally loved the transitions, they were really well done!
I just wish you could use the visuals without the gimmicks
flip off dude i love the house theme
Tip for Underwater Night Theme:
Don't Use It
The ghost house Night is on land which makes it slightly better, but nobody likes Underwater or the dark so that together would just suck
Imagine a nighttime underwater autoscroller
There were underwater dark levels in actual Mario games, so I don’t think that that’s a fair assessment.
@@pepearown4968 I mean, it’s Nintendo that’s making the level
@Lifeform Lover well Nintendo knows how to make them good, but when Timmy levels are made in dark underwater it's terrible
Honestly, all you need to do for the underwater and ghost house night themes is to make sure you give off LOTS of light, like POW block lanterns, for example.
Biggest tip: Never use dark underwater
Only for a hard level or to make a collecting level not too easy
@@Sp3ctralI no, just dont at all
@@uiinpui Congratulations on liking your own comment
@@Underd0ggern xD
I’m liking ur reply
Sunken ghost ship levels and horror levels: "Use it. Now."
Odssey: Gives instructions what NOT to do in level night themes
Troll levels: Write that down, write that down!
Here’s a tip for water at night. don’t use it
But hey that’s just a theory
A GAME THEORY
Only use it for bonus rooms
Heh. A pretty SOLID gimmick. Because it's the ice theme. Icy what you did there