I hope you enjoy this mess of a playthrough lol By the way, I recently enabled channel memberships. If you want to support me and my channel more directly and get early access to my videos, maybe consider signing up!
8:52 I remember reading that Nintendo’s level design philosophy goes like “introduce an idea, build on it, give it a twist, then conclude it,” which applies perfectly to Wonder’s style of levels. I forgot if you mentioned something like that in another video when explaining your design process, but l can see why that kind of system makes for enjoyable levels when all the elements mesh well
Yes that's part of what I mean, though besides that, Nintendo levels also just have a certain "feel" to them in the way they're laid out which isn't something that everyone necessarily tries to match in their own levels.
GMKT did a video about this! It was either for 3D Land or 3D world whose level design was inspired 4-panel comic strips that follow the same philosophy.
At the same time it gets kinda annoying when he's finding any reason to don't "find something interesting" and such. Like yeah criticize the level, but not every single second. Edit: finished the video, I don't really like how he cannot stop criticizing every single level. Plus he has to remind everyone on how people are taking "blatant inspiration" from his levels.
I don't think criticizing the levels is a bad thing. As Rimea mentioned in another reply, that's what he does on this channel, and I find it interesting to hear his opinion (plus, Rimea is a really good level designer, in my opinion). What annoys me is how he can't stop comparing the level to official ones. "Nintendo wouldn't have done this" - well, obviously, because it's not a Nintendo employee who made this level, it's just a fan who did it for fun. And even though Nintendo has a really good process for designing levels, not everyone has to follow it. Sure, there can be some questionable design choices (and I agree with some of them), but sometimes I feel like Rimea was being a bit unfair. Another thing that confused me was when he talked about "plagiarism" in a later level. I mean, yes, the two sections look similar, but… what's the problem? Maybe the creator of this level really liked your idea and wanted to try something similar. Not everyone has the same experience making levels, and sometimes it's easier to copy someone else's idea than to come up with something groundbreaking. After all, we're talking about Mario levels made in a hack of a Mario game-this isn't exactly a beacon of originality, you know? What’s wild to me is that, based on everything I just said, it seems like what Rimea wants to see is "something Nintendo could make" but not "something Rimea has already made," which... feels really limiting. These are fan-made levels created for fun, so there shouldn’t be a "right" or "wrong" way to make them. As many people say, fans do what Nintendon’t :D Sorry for the rant. I really like Rimea's videos, but this one felt a bit harsh to me. Level design is a subject that interests me a lot (I started making Mario levels when I was 13, using SMBX, and have loved watching what people can create ever since), so I just wanted to share my thoughts on the matter.
hey Rimea! thanks for the criticism on my level, I'm just gonna come out and say I was in idea burnout + the ladder half was absolutely rushed out of procrastination, but I still appreciate your feedback a ton. Thanks for playing
I do think that the reason that in Nsmbwii 1-1 all the star coins are after the midway is because since it’s the very first level of the game, and of Mario for many players, they don’t want to introduce too many mechanics right at the start
you're right yes, I think it's specifically because the first start coin introduces the propeller suit, and they didn't want the player to have that until they'd played without it for a little bit
10:54 it's done like this because those enemies, when falling over, gain the same sort of properties as a shell a player has thrown: in the original game, this ability was used in world 3, where you'd hit one with a hoppycat platform so it would fall through spike blocks and into a purple ten coin.
I remember the setup from the original game yes, I just don't know why it was decided this enemy specifically should have this ability, it's super random lol
@@RimeaI guess its cuz there are already multiple enemies where the gimmick is it can be tall, so they wanted to give it something unique. And since this game uses a component system for enemies, the component for giving it thrown shell properties when defeated probably gave it all the shell interactions as well, and I guess specifically disabling pow block collision felt pointless.
I think Perplexing Pipe-O-Rama is honestly my favourite of these, just 'cause of all the moving pipe shenanigans plus all the cool scenery. The last level using the trees as platforms is super cool too, I'd just make sure not to do it anywhere where precision platforming is needed precisely _because_ it's not obvious where the hitboxes on them are.
haha I did consider adding a counter of the amount of times I used the word "interesting" in this video, it's not always a bad thing, just not something I'd do myself
Thanks for critiquing my level, 7:30 yeah at this point I couldn't figure out a way to "reset" the puzzle if you messed it up. I'm sure if I remade the level now I'd come up with a similar but retry-able puzzle. 9:09 Calling it a Mario Maker level is accurate, since the level was basically "What kind of level would I make in Mario Maker if Mario Maker let me do anything", and moving pipes, background areas, and goal castles in unexpected areas are just stuff I find fun, but can't do in Mario Maker.
12:55 I thought that objective was insufficiently communicated. I used the shell to take out the first trompette and was confused when i wasn’t handed another. And also couldn’t go backwards because of the semisolids. Luckily if you have fire you can use that to kill the final trompette instead, sorta cheesy but at least i got the ten coin
I'm sorry if I came off as overbearing in this video, but talking about my likes and dislikes when it comes to a level's design is just sort of what I do on this channel. Levels can still be a lot of fun even if I have some nitpicks while playing, and I know a number of the level creators for this mod personally, so don't take what I say in this video the wrong way.
27:32 Yea, i think that was my second level, so i was still figuring things out, lol Also, at 29:04, the holes were filled with the block appearing badge thing Also Also It was super fun making this level, hopefully we will get more community jams like this!
I’ve been making Mario levels myself for a bit now and starting out on Mario Maker was rough. I made levels that were very amateurish and empty just like yours but much worse. After a while, though, I got a lot better and am now making levels on Super Mario Construct that I am pretty proud of. It’s just the first level experience and you’ll get the hang of it after a while!
I really liked the playthrough, however I would've liked it if you could've just showed off the secret exits after the levels, even if it doesn't do anything, I would personaaly think it'd be cool if you showed them off.
For a suggestion maybe have a bit more downtime in your videos? Or just talk a bit slower its a little hard to keep up. I love your videos though don’t get me wrong
yeah I totally see what you mean, this was basically my first non-scripted video I've recorded in over a year so I'm a bit out of practice when it comes to not just rambling on and on
I hope you enjoy this mess of a playthrough lol
By the way, I recently enabled channel memberships. If you want to support me and my channel more directly and get early access to my videos, maybe consider signing up!
nice!
8:52 I remember reading that Nintendo’s level design philosophy goes like “introduce an idea, build on it, give it a twist, then conclude it,” which applies perfectly to Wonder’s style of levels. I forgot if you mentioned something like that in another video when explaining your design process, but l can see why that kind of system makes for enjoyable levels when all the elements mesh well
Yes that's part of what I mean, though besides that, Nintendo levels also just have a certain "feel" to them in the way they're laid out which isn't something that everyone necessarily tries to match in their own levels.
im making a smatrs mod and i have redesigned the first level aswell as the world map (wip) and the second level (wip)
im not working very often on it bcs you are not allowed to release it😢
GMKT did a video about this! It was either for 3D Land or 3D world whose level design was inspired 4-panel comic strips that follow the same philosophy.
i love that level design approach but also i fw with the galaxy approach where its just like "heres a bunch of cool stuff in a row. have fun"
i kinda like how you're not afraid to talk about what you do and don't like about the levels
At the same time it gets kinda annoying when he's finding any reason to don't "find something interesting" and such. Like yeah criticize the level, but not every single second.
Edit: finished the video, I don't really like how he cannot stop criticizing every single level. Plus he has to remind everyone on how people are taking "blatant inspiration" from his levels.
I don't think criticizing the levels is a bad thing. As Rimea mentioned in another reply, that's what he does on this channel, and I find it interesting to hear his opinion (plus, Rimea is a really good level designer, in my opinion).
What annoys me is how he can't stop comparing the level to official ones. "Nintendo wouldn't have done this" - well, obviously, because it's not a Nintendo employee who made this level, it's just a fan who did it for fun. And even though Nintendo has a really good process for designing levels, not everyone has to follow it. Sure, there can be some questionable design choices (and I agree with some of them), but sometimes I feel like Rimea was being a bit unfair.
Another thing that confused me was when he talked about "plagiarism" in a later level. I mean, yes, the two sections look similar, but… what's the problem? Maybe the creator of this level really liked your idea and wanted to try something similar. Not everyone has the same experience making levels, and sometimes it's easier to copy someone else's idea than to come up with something groundbreaking. After all, we're talking about Mario levels made in a hack of a Mario game-this isn't exactly a beacon of originality, you know?
What’s wild to me is that, based on everything I just said, it seems like what Rimea wants to see is "something Nintendo could make" but not "something Rimea has already made," which... feels really limiting. These are fan-made levels created for fun, so there shouldn’t be a "right" or "wrong" way to make them. As many people say, fans do what Nintendon’t :D
Sorry for the rant. I really like Rimea's videos, but this one felt a bit harsh to me. Level design is a subject that interests me a lot (I started making Mario levels when I was 13, using SMBX, and have loved watching what people can create ever since), so I just wanted to share my thoughts on the matter.
@@Beavetter777
Ngl this video is kinda insufferable, esp when he talks about “blatant plagiarism.”
Never be afraid to speak your mind.
I find it annoying imo, would had been better if the gameplay was no commentary
hey Rimea! thanks for the criticism on my level, I'm just gonna come out and say I was in idea burnout + the ladder half was absolutely rushed out of procrastination, but I still appreciate your feedback a ton. Thanks for playing
No problem, the trompette pow block thing was a very creative main mechanic!
I do think that the reason that in Nsmbwii 1-1 all the star coins are after the midway is because since it’s the very first level of the game, and of Mario for many players, they don’t want to introduce too many mechanics right at the start
you're right yes, I think it's specifically because the first start coin introduces the propeller suit, and they didn't want the player to have that until they'd played without it for a little bit
10:54 it's done like this because those enemies, when falling over, gain the same sort of properties as a shell a player has thrown: in the original game, this ability was used in world 3, where you'd hit one with a hoppycat platform so it would fall through spike blocks and into a purple ten coin.
I remember the setup from the original game yes, I just don't know why it was decided this enemy specifically should have this ability, it's super random lol
@@RimeaI guess its cuz there are already multiple enemies where the gimmick is it can be tall, so they wanted to give it something unique.
And since this game uses a component system for enemies, the component for giving it thrown shell properties when defeated probably gave it all the shell interactions as well, and I guess specifically disabling pow block collision felt pointless.
Moral of the video, never go into an unknown pipe with 0 lives, love the live commentary btw hope to see more of it!
I think Perplexing Pipe-O-Rama is honestly my favourite of these, just 'cause of all the moving pipe shenanigans plus all the cool scenery. The last level using the trees as platforms is super cool too, I'd just make sure not to do it anywhere where precision platforming is needed precisely _because_ it's not obvious where the hitboxes on them are.
The way my ego would be shattered if Rimea referred to something in my custom level as "an interesting design decision"
haha I did consider adding a counter of the amount of times I used the word "interesting" in this video, it's not always a bad thing, just not something I'd do myself
I showed my mom a custom level I made and that's what she said 💀
9:09 now we NEED a tips-and-tricks video on how to make more Nintendo-like levels.
The pipe-o-rama level is a very mario maker wonder style level
We finally get to see what the Sproings look like without their shadows!! So cool that we can do that!
13:06 i didn’t even know trompettes did this bro wonder has an interaction for everything
It’s like one of their main features, how did you not know this?
@@HungryWardenthe sit animation
@@CMan185 oh, that? I knew that they did that as well.
Great mod, I’ve seen a couple of your levels so far and they all look official, well done.
you clearly didnt watch the video lul
@lr0dl012 I mean in other videos lmao
I didnt know mods have released! Thank you for sharing this!!
Thanks for critiquing my level, 7:30 yeah at this point I couldn't figure out a way to "reset" the puzzle if you messed it up. I'm sure if I remade the level now I'd come up with a similar but retry-able puzzle.
9:09 Calling it a Mario Maker level is accurate, since the level was basically "What kind of level would I make in Mario Maker if Mario Maker let me do anything", and moving pipes, background areas, and goal castles in unexpected areas are just stuff I find fun, but can't do in Mario Maker.
Spikey Ball Sanctuary definitely has a Mario Maker problem in that it wants to do too much in 1 level that it gets unnecessarily overwhelming
So true
11:48 the man behind the slaughter
the level of interactivity between mechanics makes me ponder if they're going to use the engine for a mario maker game of some sort
theyre probably going to re use some code, why leave it when it interacts so nicely together
12:55 I thought that objective was insufficiently communicated. I used the shell to take out the first trompette and was confused when i wasn’t handed another. And also couldn’t go backwards because of the semisolids. Luckily if you have fire you can use that to kill the final trompette instead, sorta cheesy but at least i got the ten coin
Spikey Ball Sactuary feels very inspired by Shovel Knight and LittleBigPlanet
I feel like you’re a bit too harsh on the levels a lot I would say are fun and while there not perfect they are amateur give them a break
I'm sorry if I came off as overbearing in this video, but talking about my likes and dislikes when it comes to a level's design is just sort of what I do on this channel. Levels can still be a lot of fun even if I have some nitpicks while playing, and I know a number of the level creators for this mod personally, so don't take what I say in this video the wrong way.
27:32 Yea, i think that was my second level, so i was still figuring things out, lol
Also, at 29:04, the holes were filled with the block appearing badge thing
Also Also It was super fun making this level, hopefully we will get more community jams like this!
your second level and you already added ! blocks, I haven't even bothered doing that yet haha
good luck with your future levels!
I’ve been making Mario levels myself for a bit now and starting out on Mario Maker was rough. I made levels that were very amateurish and empty just like yours but much worse. After a while, though, I got a lot better and am now making levels on Super Mario Construct that I am pretty proud of. It’s just the first level experience and you’ll get the hang of it after a while!
13:35 Has anyone ever beaten this Wonder section without taking damage? Can you blend in with the tall mushroom enemies more perfectly?
it definitely doesn't seem impossible to do it damageless, just required more crouch jumping and less impatience
Hungry hungry hoppos is a so cool level thank to send my favorite
I really liked the playthrough, however I would've liked it if you could've just showed off the secret exits after the levels, even if it doesn't do anything, I would personaaly think it'd be cool if you showed them off.
Shrooms In The Forest was my favorite
Really?
What's the name of the level editor you use?
Fushigi
This is so cool!!!
where do i download these levels from?
Insanely cool
Are you playing this on a hacked switch or emulator?
I record all my videos on emulator
@@Rimea okay, I hope I won't get caught if I try using one for Mario Wonder hacks
the first secret from hungry hungry hippos should work with my playtesting i think its just not working with it all packeged
oh I'm sorry to hear that, I guess I'll blame iHarv instead then 😉
it sometimes works and sometimes doesn't, had this problem even before compiling the pack :(
Nintendo should add mario wonder in SMM2
custom bosses next 😂?
Show us the secret exits!
I showed the locations of both secret exits in the video, and they don't lead to any additional content or anything
Cool
Best mod of all time
Edit: Wow I’m first, keep up the great work Rimea
I made a part one playthrough of this on my channel
could i download it
here you go: gamebanana.com/mods/526407
Peak Jam
Shoulda had melon meltdown
even though this mod came out half a year ago I actually did start working on melon meltdown around the same time come to think of it
For a suggestion maybe have a bit more downtime in your videos? Or just talk a bit slower its a little hard to keep up. I love your videos though don’t get me wrong
yeah I totally see what you mean, this was basically my first non-scripted video I've recorded in over a year so I'm a bit out of practice when it comes to not just rambling on and on
Damn youre picky
true
Too little too late
WDYM?
you're right, I should've done a playthrough of this back when Nintendo would've taken the video down within days 🙃
It's more DLC than Nintendo provided 😂
@@Rimea yessir
@@Rimea Fr shame on you smh
Cant he just shut up? I want to Watch the levels without This loud sound
What a very nice thing to say
here's one without commentary ua-cam.com/video/ibCMjHGjxrI/v-deo.htmlsi=tx1qM511nVdIJbiz
Dont watch his channel then if you dont want to watch him specifically lmao. Stop spreading hate and just move on mate
@@rockrheadHD I wanted to see his level not to hear Annoying Sound for the rest of the gameplay But Thanks for reminding me...