If you'd like to try out the levels for yourself, the code is 8N4-T08-TGG. Good luck! Feel free to send me updates to bosses I could do on Twitter as I would like to make the most authentic version of Super Mario Bros 2 as I can.
not to mention the P-Switch door also appears/disappears with it too, which is almost perfect. only downside ofc being able to see the outline of the door
Tip for Shyguy / Turnips, use Goombas and Goombrats for the versions that don't fall of ledges, and use a stacked Muncher&Blooper with a Simisolid for Turnips.
@@guniverse.5847 That's exactly why they won't do it and that's a shame. I bet SMM 3 won't have the SMB 2 US assets for the third time too. Hopefully that one fangame will be left alone.
Someone from gamexplain used a really cool trick for the turnips. Have a hole in the ground where the turnips go and place a donut block. Then put a dry bones in there. It works really well actually
I'd like to have the theme & the powerup. Or just have all of SMB1's powerups in the SMB2 theme. Chaining SMB2 mushrooms together with other powerups is really fun. Especially with Link's bombs.
Yeah Super Mario Bros 2. Should have it’s own theme, like it has so many different structures and enemies but Nintendo leaves a game that hasn’t been out for a year but add DLC to two year old game smhhh
Soupinfested Guy shshshuuuushhusususjjfjfidokkjjhdhdjfisisuufhhdhsudurijdkfididikdjcjdjdj??jejcirocogowojhgfafstetdtsteyfkogocisnfbtjcioekturyfthyxb👉👌😉😉😘🥴🤬😱🤜🏼🤦♀️👩🦽👮♂️🏃♂️🔫🏛🙅♂️👎🙅♀️👍😦🧑⚖️🏢 hahsjskxnsjxodooxjdeeeeeehaksksndnskdjrbfndddddppdhskdndhshxhshhAAAAAAAAAAAAAAAH
Just like the American System, the metric system is just as confusing. Meter must of came from someone who studies meter's all day or wants to "Meet her". With the American system, it makes sense to measure based on what you own. The area outside your home is called a Yard. You could do this for "Miles". You have 2 Feet. Measure using it.
@@diggydiggyhole-fan the names don't really mean anything. Its the measurement system itself that makes more sense. Like 5280 feet in a mile. That's a weird unit to remember. How many centimeters in a meter? 100. How many meters in a kilometer? 1000. Much easier numbers to remember.
I'm surprised that you didn't use bridges for the platforms that you could pass over. Also, there are a handful of levels where tracks could help, like that flying bird could be lakitus on clouds that either throw bombs or something like coins or even SMB2 mushrooms
I've already recreated SMB2 in SMM2 when it came out, in the SMW game style. Some of the solutions you had for some issues were overly complicated and could be fixed much easier. 1) 1-1 and many levels on SMB2 have multiple sub-areas and you dealt with this in a very weird way. On 1-1 you put the first vertical area in the sub-area which is exactly what I did, but when it came to the second vertical sub-area, you should've just put it in the sub-area as well rather than doing what you did. Sure it would've been a night theme or the first vertical area would've been a day theme, but when recreating Nintendo-made Mario levels, you should always prioritize functionality over aesthetics. As for the underground area in 1-1, a simple fix would've just been to create that area with a semi-solid background rather than putting it in the sub-area. I usually did this as it works quite well and functions almost identical to the base game with the doors. 2) On turnips, you discovered that is no good way to implement them, and I had the same issue as well. I couldn't find, and still haven't found, a solution to this problem. You used clouds as turnips, but in this case, it would've been better just not to include them. Clouds add platforms to your recreations that didn't exist in the original and don't serve any purpose and do a poor job at recreating the functionality of the turnips. I just used the 1x1 background elements to recreate the look of the turnips, without affecting gameplay. In areas covered by a semi-solid, I used a one unit tall vine coming out of the ground to replicate the look. 3) You used koopas as shy guys because their properties were similar in how they move, but goombas and goombuds would've been a better choice. They move the exact same way as koopas and shy guys, but throwing them with thee SMB2 mushroom behaves exactly like throwing a shy guy, whereas throwing a Koopa is like kicking its shell. I noticed other weird enemy choices that'll let get to further in this comment. 4) Hidden blocks work great for mushrooms and I did use them originally, but players who haven't played SMB2 wouldn't know where they are, which is a big issue. Along with not all mushrooms being easily implemented this way do to location, I don't think that was the best way to go about doing that. I resorted to putting the mushrooms on tracks, as it kept them in place, like in the original game, while allowing new players to see and easily access them. 5) You could put a star on a track going upwards after every five coins to replicate the original game. I've seen a lot of people do this, although I haven't because it is hard to replicate on all stages. 6) Shellmets could be used instead of shell turnips, but keep in mind players can put them on if you do use them. 7) I found that replicated Birdo was too much trouble and just used Larry as the basic Birdo, and later Iggy for the harder Birdos. If you can find a better solution though, go for it. 8) One thing to keep in mind when recreating SMB2 levels is that not all ninjis behave the same. Some of them jump up and down, while some of them behave almost identically to monty moles. Figuring out which ones did what was really annoying. 9) Pipes work much better as pots than doors, even if they are too big. If there is already a sub-area, you can use scroll stops to make it feel like the pots are contained. 10) Remaking the underground area in 1-2 in the overworld with semi-solid backgrounds fixes the key issue. 11) Using the cursed key as a "hard mode" doesn't really sit well with me as it doesn't replicate the original game well. There are definitely ways to make the keys work in every level they appear in without needing to do this. 12) I hate how you recreated trouters as there is an incredibly easy fix for it that I'm really surprised you didn't think of. Winged cheep-cheeps on tracks works perfectly for recreating trouters. Your solution is overly complicated. 13) Keys work great as a crystal ball with the eagle door being a key door. If I remember correctly, there are one or two levels I couldn't get this to work on, but usually, it works great. 14) For a lot of the castle levels, I found it a lot easier to separate the outside areas and the castle areas into two different levels. I think this works fine in my opinion. 15) Cobrats can be recreated using a rocky wrench stacked on top of a monty mole. The monty mole pops out of the ground and moves similarly to the cobrat and the rocky wrench throws wrenches like how the cobrats spits projectiles. 16) The desert bone semi-solids are a great alternative to the bone platforms in SMB2. The only issue is that they are semi-solid, whereas the bone platforms are not, but this doesn't really affect gameplay as the bone platforms aren't placed anywhere where that would matter. 17) I'm noticing a lot of problems that could be fixed by recreating underground areas in SMB2 with semi-solids in the overworld in SMM2. From now on I'm not going to mention it, but just keep that in mind. 18) I feel like you made 3-2 too easy. This was a hard level in the original game as well, but you couldn't skip areas or damage boost if it was too hard, you just had to do it. Giving players the chance to damage boost and rewarding them with a powerup for it is bad level design in any level. 19) The rocket bonsai bill is incredibly creative and gave me a good laugh! I'm pretty mad I didn't think of that first. Haha! 20) For the autobomb, I stacked a red bullet bill launcher with a podoboo inside ontop of a monty mole. Any autobomb that was ridden by a shy guy just had a goomba on top. This is one unit too tall, but any problems that came because of this were easily fixed. 21) Used parabeetles as albatoss and just placed a bob-omb under them to recreate the enemy. I think this works better than Lakitu. 22) Parabeetles work perfectly as albatoss in 6-2 as the behave almost identically. To make the parabeetle fly to the right instead of the left, I just put a bullet bill launcher that would launch them in the right direction. Parabeetles also work great, because you can stand on them whether or not you are SMB2 Mario. 23) I can absolutely agree that recreating 7-2 is an extreme challenge. I didn't even think it was possible before I did it. From what I can tell, your recreation of 7-2 is awesome. Other than the naked pipes of course; definitely fix that. 24) On an aesthetic note, you use clouds way too much, and when clouds should be used, you don't use them. That's the main issue, but there's definitely a lot of ways you could improve the look of your levels and make them look more like the original. Overall, it is a good recreation, but there is a lot of things that should be changed and a lot of weird choices you made when recreating these levels. I think you said you weren't a level creator, and if that's true, this is really good. I'd love to see an updated version of these levels with some of the issues fixed. If you need examples, my creator code is 80X-VJD-FGF. All of the SMB2 levels are there. Keep in mind I made them when SMM2 came out. I do have updated versions of them, but I am still debating whether or not to upload them.
Yeah all around I agree. I feel trying to get this out fast had a negative impact on Nate's decision making. The choices nade were poor and a hindrance more than a help.
15:56 you can use two stacked giant goombas with a cannon on it When you step on a giant goomba, it splits into two, meaning if you put two giant goombas, it splits into four
I knew this recent update would do Mario maker players justice. This is one of the most creative ideas I've seen someone do. All they're missing are Shy Guys, hopefully they add those someday.
Andre from GameXplain came up with a few solutions for some of the issues you had. For example, he used Dry Bones for the turnips and put a donut block behind them so the hole is less of an issue, and he used a P-switch for the potions/secret doors.
1:46 actually you can put a muncher 2 blocks under the ground, a blooper stacked on top of it, and a one-way gate to block you from entering the hole taking the blooper would create It works, i tried it in a level i made 2:09 goombas can work as normal shy guys, goombrats can work as pink shy guys, and tweeters can work as paragoombas 4:17 hoopster and trouter can both be a blooper on a track, flying trouter for the latter 8:18 Mushroom blocks can be that contraption where the chain chomp stump crushes a bob omb, making the bob omb explode and killing the chain chomp, leaving the stumpcfor you to grab 9:17 cobrats can be angry wigglers so they follow you (this one is kind of a stretch isnt it?) 9:22 you could used hard blocks for the bone textures so they arent too easy to break, specially since the shy guys are koopas 11:47 semi-solids are kinda close, definitely better than donut blocks 14:57 stack a cannon on top of the monty mole for the shooting 16:48 semi-solids 17:45 big blooper on a track 18:23 semi-solids... Again 19:33 stack a big muncher on top of boom boom so its harder to beat him while jumping on him No one is gonna see this, but i hope this helps whoever is planning on making an SMB2 themed level/super world
I salute this. SMB2 is my first Mario game when I was 3. And 30 years later, it's still one of my favorites. If I may make a suggestion, how about adding a cannon for the Auto Bomb enemies? That would make them different from the Shy Guys riding the Ostros.
Huh? What did you suck that bad or just hate SMB2? A lot of people hated SMB2 I wasn't among them but I did find SMB2 to be much harder and challenging than SMB I was 8 years old at the time as well.
@@VGJol true, but all the 1-1s all the little Timmys made, where they say its 1-1, it resembles 1-1, but its not 1-1. There are also exact copies of 1-1 and ones that say its 1-1 but isnt even close, as in different styles but hey m8 you do you
2:08 WDYM?! When you have this power literally Goombrats act the same exact way as the pink Shyguys and and Goombas act the same as the red Shyguys!! No shell involved!!!
But, they're not red and pink!! (For me, I find koopa troopas as shy guys makes more sense than goombrats and goombas), yes, koopa troopas are not red and pink but they act the same as shy guys
A tip on planning levels by using clouds as a guide - I can't speak to Photoshop, but I know in Gimp (free program, poor man's Photoshop) you can see an image to have a grid with the lines a specific length and height apart. Set them to the size of the Mario 2 tiles, find one tile to move into place so it all matches the grid, and presto.
SUPEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEER MARIOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO BROTHAS 2222222222222222222222222222, Game of the Year 2020 Years in a row, BAByyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy!
Others solved the turnup problem by making a blooper on a track and have a chainchomp post to hold it, so you can grab it but not raise up that much or get hit.
8:17 OHHHHHH... I *always* thought those were cupcakes. I got the GBA version when I was about 8 and they always looked like cupcakes to me. Mushrooms make more sense.
In Super Mario Maker 1 when I remade the first level I used the background flowers as the turnips and they indicated there was a hidden block above them. For the warp zones there was a vine inside the hidden block which lead to the pipe at the top. To keep the mushroom from moving I put 1 way walls to keep it in the same place. I used koopas as shy guys because you can use them as projectiles. For the ninjis I put koopas on tracks. The cherries were qustion blocks with the third containing a star. The vases were pipes. For the bombs I put lit Bob-ombs in the hidden blocks. Bowser Jr. in the clown cart was birdo, because he throws shells. I put one way walls to keep him from moving. The Doors had to be pipes because they take you to the other zone. The Lady bugs were lava bubbles on tracks. The warp zone coins were pink coins. The logs were lifts that go down, curve up and go back to the top. And 2,306th comment.
For the Wart fight, I would make an on/off contraption with on/off blocks, where it would turn on, then off rapidly, so that you could hit him with the cannon ball when he's vulnerable.
Seeing as it was the last major update for SMM2 on April 22nd, it might honestly never happen. Who knows, we might get minor updates on the game someday.
Actually you can remake those vegetables. In 1:50 u can see above the pipe that green platform put that green platform where you want to grab something out. Put a blooper in the green area and under the blooper put that chain chomp's bumb? (idk how to write that im not an american). Then the blooper cant get out of there and you have some sort of vegatable. But otherwise a good video. U can throw the blooper with no issues.
Ideas (I know this video is over a year old, but you can use them in your recreations) (also reply if u have any other ideas or opinions on mine): instead of koopas, use goombas and goombrats for the shyguys, so they have no shells in the end. for the turnips, use a blooper on top of a muncher, blaster, etc, and place a semisolid so you cannot fall in, but can pick up the blooper and use it as a turnip. it’s looks and works very similarly! replace the potions that summon doors with something to store a key, and put a key door nearby. in the door, instantly activate a p-switch, and use a setup with p-blocks to force you to go back into the level whenever the switch expires. Replace the falling logs in 1-1 with big fish bones falling from pipes at the top of the screen (best recreation that I could think of) For that flying bird thing in 6-2 (forgot name) that’s kind of like a flying buzzy beetle, just use a hard block on tracks (wow)
Super Mario Brothers 2 is one of my favorite Mario games so I thought it was really cool that you did that you did a really good job good the enemies look really good and how you made them act about the same that's awesome
He needs to learn about semisolids, I swear, a lot of the issues could of been fixed with them. (Also, fix those disgusting pipes with no blocks behind them)
One: use goombas for shy guys because they don't have shells. Two: here's how to make a vegetable: S= semisolid B= blooper G= ground M= muncher N= nothing S B S NMN NGN Three: UsE OnEwAyS fOr TwO lOnG sEmIsOlIdS Four: use cannons for "lift generators" Five: use the vertical sub-area for the vertical part in 1-1 For the key doors that require a pipe, just put the door in the ground/sky and a pipe very close to it. Eight: put hammer bros on tracks Nine: I cant belief you used doughnuts for DESERT BLOCKS but not quicksand. Ten: put the pipes in the ground. Eleven: use bridges for clouds. Twelve: just use the switch online emulator. I will be editing this later on
Not only you I think, me too ^^ Do you think making a VVVVVV video with SMB2 music will make feel the same ? I'm not sure Imagine the super gravitron but with the slot machine sound effect instead of the original music.
Hey Nathaniel, I hope you see this! There's a really useful method to help recreate maps from old games! You can make an overlay grid on a map (as long as the map is created with a 1:1 pixel representation). I did this when I remade Kid Icarus 1-1 in SMM2. I used the image editing program GIMP. Here's what you do. Download GIMP, install, open the map's image file. Then go to Filters->Render->Pattern->Grid. Type 16 for width and height, then change the line width to your liking, I prefer 1. This is what you end up with. dl.dropboxusercontent.com/s/resk1ugg48xv194/SMB2-GIMP-Grid.png This works with most, if not all, NES and SNES games that use blocks/tiles for their level design. They almost all have 16x16 tiles, at least from what I've seen.
@@mirandatagliamonte9754 It's NB9-WNH-S1G it's kind of rough around the edges, since it was one of my first levels, but you can see the general layout is as 1:1 recreated as possible given the limitations (original Kid Icarus lets you seamlessly move from the edge of the screen to the other side).
Odd Tomato Thanks! I don’t mind if it’s hard since the original level is already super hard anyway (the Underworld levels are literally and figuratively hell)
Every NES game should have 16x16 tiles because of how the bits and bytes are stored in memory. Retro Game Mechanics has a couple of videos explaining how that works, and since most of it is beyond my comprehension, it's probably best to give them a look. But yea, that's an awesome tip that should help a lot of level makers looking to recreate classic NES titles in SMM2.
If you'd like to try out the levels for yourself, the code is 8N4-T08-TGG. Good luck! Feel free to send me updates to bosses I could do on Twitter as I would like to make the most authentic version of Super Mario Bros 2 as I can.
i hope you can make more remakes
Hi
Mario memes
Hi nathaniel , I love you're content
Hi
At least I’m not the only person using clouds as a unit of measurement
That was just for 1-1, for other worlds I found enemies to be slightly easier!
Nathaniel Bandy will you make some yoshi’s island levels?
When will the rest of the world see that clouds are the next unit of measurement
@@NathanielBandy Maybe you couldve loaded in the level in a game Editor
No funny
Here's a tip for anyone wanting to recreate the potion item: the P-Switch, when hit while you have the SMB2 Mushroom plays the same sub-area music.
not to mention the P-Switch door also appears/disappears with it too, which is almost perfect. only downside ofc being able to see the outline of the door
I wonder if anything can cover up the outline without covering up the door.
Tip for Shyguy / Turnips, use Goombas and Goombrats for the versions that don't fall of ledges, and use a stacked Muncher&Blooper with a Simisolid for Turnips.
UmberBee nice tip I might use it in my recreation
Imagine if we eventually get a Super Mario Maker game where it’s possible to completely recreate every single past 2D Mario game
yes
Please
Cool, but honestly it seems more fun creating your own creative ideas
That’d be horrible idea for Nintendo, because now there’s no reason to buy the games if you can just buy MM and have all of them.
@@guniverse.5847 That's exactly why they won't do it and that's a shame. I bet SMM 3 won't have the SMB 2 US assets for the third time too. Hopefully that one fangame will be left alone.
you can grab enemies through semisolids, so you you can use something else for turnips and won't have holes that player can fall through
Someone from gamexplain used a really cool trick for the turnips. Have a hole in the ground where the turnips go and place a donut block. Then put a dry bones in there. It works really well actually
Put a blooper on a 1-bit horizontal track at the near top of a semisolid (The green bit in Ground theme). Turnip.
Sorry if this is old news, but you can only grab Chain Chomp Poles, Sideways Trampolines, POW Blocks, and Shoe/Stiletto Goombas through Semisolids.
😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢😢
You can use a blooper on a track below a semisolid. Took this idea from Mr.Elliot. 1:38
This just in: Crazed nerd freeboots 30-year-old NES game
That can pretty much be downloaded for free on the eShop if you have online
"Crazed Nerd"? Really?
On SMM2
That feeling when you realise 1987 was over 30 years ago
@@toad8840 I was referring to Doki Doki Panic
You know eventually you’re gonna remake Super Mario 64
Probably super Mario 63 instead
Not "eventually", I've already started remaking SM64 and already remade all levels from the 1st floor.
@@gamermapper please tell us when you are done.
@@thevenom2731 go to my channel's video about tick tock clock and see the spreadsheet in the description for updates
@@gamermapper but he's talking to nathaniel.
Rest of the world: uses metric system
America: “it was 19 clouds.”
“America Will use *anything* except the metric system”
Let me say that again *ANYTHING*
Wow
@@Alvionalx so they'll use sonic the hedgehog just to not use the metric system
#sonic: #amy okay!
Bro I'm literally American and literally use the metric.
I know this is dead, but it will still live in our hearts...
This is striving for originality.
the levels aren't original, but I see where you're going...
@@ronture8279 I mean the video...
Joel Blake
It technically isn’t original other people did it
@@totodile4271 I did not know that
I don't usually like dead memes, but yeah, I'm ok with this.
Alternate title: Me staying up for 50 hours remaking the entire game
Try 80 hours
@@NathanielBandy oh ok
@@NathanielBandy did it really take you 80 hours
Jeez, guess I'll play ur world, hope it makes u feel better
You will end up having hallucinations because of sleep deprivation.
Watching this just further cements the point that Mario 2 should’ve been its own theme
I'd like to have the theme & the powerup. Or just have all of SMB1's powerups in the SMB2 theme. Chaining SMB2 mushrooms together with other powerups is really fun. Especially with Link's bombs.
Yeah Super Mario Bros 2. Should have it’s own theme, like it has so many different structures and enemies but Nintendo leaves a game that hasn’t been out for a year but add DLC to two year old game smhhh
You are right
@@j3nnn you better be talking about smash bros
It was rumoured they were going to add it in but because of the situation they had to cut back and just add the smb2 mushroom in the game
Chain chomp stumps would’ve been perfect for the turnips. Just stuff a cloud block so when you pick up the stump you don’t fall.
Yeah
i agree
id say a semi solid or bridge would work better, since smb2 mario can dig up clouds
Something in a claw I think. Mabye a blooper cause they fall through the ground
@@furybowsertoys6983 m
Bandy: “You can only stomp Boom Boom with normal Mario.”
Also Bandy: *shows SMB2 Mario stomping Boom Boom*
Bum bummmmmmmmmmmmmmmmmmmdjedjeded3ddhcfguhfdffurffdfh7udhfhfudhf7dffdufhdfuhfdhfuhfudhfudfudhfurhfhrufhrufhrufhrhufhfhfuhfuhfuhdsdydejcjndjfjjedjhhdshwbwjndcjnfjrhuehde(he
Soupinfested Guy shshshuuuushhusususjjfjfidokkjjhdhdjfisisuufhhdhsudurijdkfididikdjcjdjdj??jejcirocogowojhgfafstetdtsteyfkogocisnfbtjcioekturyfthyxb👉👌😉😉😘🥴🤬😱🤜🏼🤦♀️👩🦽👮♂️🏃♂️🔫🏛🙅♂️👎🙅♀️👍😦🧑⚖️🏢 hahsjskxnsjxodooxjdeeeeeehaksksndnskdjrbfndddddppdhskdndhshxhshhAAAAAAAAAAAAAAAH
Original game
@@stevisasupercoolguy did you have a stroke
Smb2 Boom Boom am I a joke to you
I feel like a lot of the donut platforms can be replaced with bridges or mushroom platforms
Agreed
agreeeed
Let him know that on twitter
Or they could give us a proper game style
yep.
“19 clouds” Americans will use anything but the metric system
This
Just like the American System, the metric system is just as confusing.
Meter must of came from someone who studies meter's all day or wants to "Meet her".
With the American system, it makes sense to measure based on what you own.
The area outside your home is called a Yard.
You could do this for "Miles".
You have 2 Feet. Measure using it.
There are no definite metric units in SMM2
@@diggydiggyhole-fan the names don't really mean anything. Its the measurement system itself that makes more sense. Like 5280 feet in a mile. That's a weird unit to remember. How many centimeters in a meter? 100. How many meters in a kilometer? 1000. Much easier numbers to remember.
I don't understand anything but i just wanna point out that da ppl from north america aren't the only americans lol
The shy guy could just be goomba and goombrats and it would be perfect
Finally a super world that Is actually Worth playing
And it’s also made by Nathaniel bandy so you know that the levels will be good
Healmore exactly
Super alpharad world is also amazing
@@y0av359 but difficult
Nah someone did this way better
@ethan g: ok so it may be better to you but most of us are Nathaniel fans so we enjoy his more
“I have to use Koopa Troopas as Shy Guys”:
Goombas/Goombrats: Am I a joke to you?
I Agree
agreed.
Super Mario Gamer 2020 omg I never thought of that! Your smart, like, REALY smart!
@@suesamradli7637 actually that's not smart it's really simple
Gombrats
2:20
"I had limited options to work with and this seemed like the best choice"
Goombrat: Am I a joke to you?
XD
LEL
Yeah I used goomba and goombrat
I used goombas/goombrats
Fun Fact: Goombrats are actually called Goombuds in the Super Mario World gamestyle.
"I'm going to use koopas as shy guys"goombas and goombrats:'_'
When he doesn’t recreate clouds with clouds
*TRIGGERD*
*digs through the level*
he could just use bridges.
*sad cloud noises*
Reece if you pick up clouds they disappear, so the doughnuts are optimal.
1:20 somebody made it so that the turnips are actually bloopers on a muncher under a semisolid
He should use chain chomp stumps instead pf munchers because of POW blocks
@@TrebleClefDan chain chomp stumps cant hurt enemies for some reason
I did that lol
Bandy: I had no way to recreate the quicksand
Donut blocks: am I a joke to you
VOID True
lol
Donut platforms take time to start descending & you can't climb back up. Better than nothing though, I guess.
@@D_YellowMadness technichally you can by adding multiple layers
The clouds were a much quicker and more fun option
I'm surprised that you didn't use bridges for the platforms that you could pass over. Also, there are a handful of levels where tracks could help, like that flying bird could be lakitus on clouds that either throw bombs or something like coins or even SMB2 mushrooms
I've already recreated SMB2 in SMM2 when it came out, in the SMW game style. Some of the solutions you had for some issues were overly complicated and could be fixed much easier.
1) 1-1 and many levels on SMB2 have multiple sub-areas and you dealt with this in a very weird way. On 1-1 you put the first vertical area in the sub-area which is exactly what I did, but when it came to the second vertical sub-area, you should've just put it in the sub-area as well rather than doing what you did. Sure it would've been a night theme or the first vertical area would've been a day theme, but when recreating Nintendo-made Mario levels, you should always prioritize functionality over aesthetics. As for the underground area in 1-1, a simple fix would've just been to create that area with a semi-solid background rather than putting it in the sub-area. I usually did this as it works quite well and functions almost identical to the base game with the doors.
2) On turnips, you discovered that is no good way to implement them, and I had the same issue as well. I couldn't find, and still haven't found, a solution to this problem. You used clouds as turnips, but in this case, it would've been better just not to include them. Clouds add platforms to your recreations that didn't exist in the original and don't serve any purpose and do a poor job at recreating the functionality of the turnips. I just used the 1x1 background elements to recreate the look of the turnips, without affecting gameplay. In areas covered by a semi-solid, I used a one unit tall vine coming out of the ground to replicate the look.
3) You used koopas as shy guys because their properties were similar in how they move, but goombas and goombuds would've been a better choice. They move the exact same way as koopas and shy guys, but throwing them with thee SMB2 mushroom behaves exactly like throwing a shy guy, whereas throwing a Koopa is like kicking its shell. I noticed other weird enemy choices that'll let get to further in this comment.
4) Hidden blocks work great for mushrooms and I did use them originally, but players who haven't played SMB2 wouldn't know where they are, which is a big issue. Along with not all mushrooms being easily implemented this way do to location, I don't think that was the best way to go about doing that. I resorted to putting the mushrooms on tracks, as it kept them in place, like in the original game, while allowing new players to see and easily access them.
5) You could put a star on a track going upwards after every five coins to replicate the original game. I've seen a lot of people do this, although I haven't because it is hard to replicate on all stages.
6) Shellmets could be used instead of shell turnips, but keep in mind players can put them on if you do use them.
7) I found that replicated Birdo was too much trouble and just used Larry as the basic Birdo, and later Iggy for the harder Birdos. If you can find a better solution though, go for it.
8) One thing to keep in mind when recreating SMB2 levels is that not all ninjis behave the same. Some of them jump up and down, while some of them behave almost identically to monty moles. Figuring out which ones did what was really annoying.
9) Pipes work much better as pots than doors, even if they are too big. If there is already a sub-area, you can use scroll stops to make it feel like the pots are contained.
10) Remaking the underground area in 1-2 in the overworld with semi-solid backgrounds fixes the key issue.
11) Using the cursed key as a "hard mode" doesn't really sit well with me as it doesn't replicate the original game well. There are definitely ways to make the keys work in every level they appear in without needing to do this.
12) I hate how you recreated trouters as there is an incredibly easy fix for it that I'm really surprised you didn't think of. Winged cheep-cheeps on tracks works perfectly for recreating trouters. Your solution is overly complicated.
13) Keys work great as a crystal ball with the eagle door being a key door. If I remember correctly, there are one or two levels I couldn't get this to work on, but usually, it works great.
14) For a lot of the castle levels, I found it a lot easier to separate the outside areas and the castle areas into two different levels. I think this works fine in my opinion.
15) Cobrats can be recreated using a rocky wrench stacked on top of a monty mole. The monty mole pops out of the ground and moves similarly to the cobrat and the rocky wrench throws wrenches like how the cobrats spits projectiles.
16) The desert bone semi-solids are a great alternative to the bone platforms in SMB2. The only issue is that they are semi-solid, whereas the bone platforms are not, but this doesn't really affect gameplay as the bone platforms aren't placed anywhere where that would matter.
17) I'm noticing a lot of problems that could be fixed by recreating underground areas in SMB2 with semi-solids in the overworld in SMM2. From now on I'm not going to mention it, but just keep that in mind.
18) I feel like you made 3-2 too easy. This was a hard level in the original game as well, but you couldn't skip areas or damage boost if it was too hard, you just had to do it. Giving players the chance to damage boost and rewarding them with a powerup for it is bad level design in any level.
19) The rocket bonsai bill is incredibly creative and gave me a good laugh! I'm pretty mad I didn't think of that first. Haha!
20) For the autobomb, I stacked a red bullet bill launcher with a podoboo inside ontop of a monty mole. Any autobomb that was ridden by a shy guy just had a goomba on top. This is one unit too tall, but any problems that came because of this were easily fixed.
21) Used parabeetles as albatoss and just placed a bob-omb under them to recreate the enemy. I think this works better than Lakitu.
22) Parabeetles work perfectly as albatoss in 6-2 as the behave almost identically. To make the parabeetle fly to the right instead of the left, I just put a bullet bill launcher that would launch them in the right direction. Parabeetles also work great, because you can stand on them whether or not you are SMB2 Mario.
23) I can absolutely agree that recreating 7-2 is an extreme challenge. I didn't even think it was possible before I did it. From what I can tell, your recreation of 7-2 is awesome. Other than the naked pipes of course; definitely fix that.
24) On an aesthetic note, you use clouds way too much, and when clouds should be used, you don't use them. That's the main issue, but there's definitely a lot of ways you could improve the look of your levels and make them look more like the original.
Overall, it is a good recreation, but there is a lot of things that should be changed and a lot of weird choices you made when recreating these levels. I think you said you weren't a level creator, and if that's true, this is really good. I'd love to see an updated version of these levels with some of the issues fixed.
If you need examples, my creator code is 80X-VJD-FGF. All of the SMB2 levels are there. Keep in mind I made them when SMM2 came out. I do have updated versions of them, but I am still debating whether or not to upload them.
WOW.
You should tell him on Twitter
I greatly agree with you
Completely agree with you on all of these
Yeah all around I agree. I feel trying to get this out fast had a negative impact on Nate's decision making. The choices nade were poor and a hindrance more than a help.
NB: i had to use green and red koopas for the shy guys
goombas and goombrats: are we a joke to you
:( :(
apparently yes
Exactly
I thought so too.
OH MY GOD! WHY?!
“Stacking a Monty mole on top of a Koopa”
He says as it shows a Koopa on top of a Monty mole
For most of the clouds, you could've used semi-solids instead of donut blocks.
But the semi solids would cover the background
Cloud Blocks: *You can’t defeat us*
SMB1 Mario: *I know, but he can*
(Points at SMB2 Mario)
Also thwomps
R.I.P Cloud blocks
And sideways spring's
Eva Garcia lol 😂
☕🥛🍦
2:20
“I have limited options and this seemed like the best one”
Goombrats: Oh he hasn’t noticed me
What
Goombrats Don’t fall off ledges
15:56
you can use two stacked giant goombas with a cannon on it
When you step on a giant goomba, it splits into two, meaning if you put two giant goombas, it splits into four
But that would make the fight too easy though. ._.
How About The Angry Sun?
@@nyrdlafernandez5747 YOU SHALL NOT PASS
@@unism_y1362 YOU SHALL NOT PASS
@@luigiplushtoyadventures5043 U NOT GONNA PASS BY SAYING UR NOT GONNA PASS
My son loves your levels and this video! Thanks!
Next video: is it possible to remake Mario maker 2 in Mario maker 2?
Probably
There are no toads or stones in the editor so nope. Some clear conditions also can't be done in the editor.
@@kornelbut damn
No
not likely.
I Have A Idea For The Secret Door: Use P Switch Doors
Hello
Hello
Am I missing a joke?
ToadRules no he is right(btw subed 2 u)
Good idea!
10:54 “They don’t hurt Birdo”
Bowser Jr: *“Say that again; I DARE you...”*
so ....I dont get get the joke
*They don't hurt BIRDO*
@@marsybarz He called Bowser Jr. Birdo by mistake
He used " So it means he Did it on purpose
*B I R D O*
Nathaniel in Mario maker triggered: why are there so many 1-1 remakes? This is a game about creativity!
Nathaniel now: Entire SMB2
I thought this weeks episode was Paper Mario Maker.
Same
Paper Mario vid is coming tomorrow :)
Nathaniel Bandy Bandy is awesome
Nathaniel Bandy gang
You know quarantine is real when it says "6 seconds ago"
I knew this recent update would do Mario maker players justice. This is one of the most creative ideas I've seen someone do. All they're missing are Shy Guys, hopefully they add those someday.
For shy guys, you could have picked goombas for the red shy guys, and on goombrats for the pink shy guys
Andre from GameXplain came up with a few solutions for some of the issues you had. For example, he used Dry Bones for the turnips and put a donut block behind them so the hole is less of an issue, and he used a P-switch for the potions/secret doors.
7:50 ya know you could of easily just put a cheep cheep with wings on the track...
That’s True...
Correct
Cheep cheeps don’t stack
@@nejatabdurehman2125 did i ever say stack anything on it
Lol
6:15 Bandy: “These doors are ways in to the pot level’s” Pipe: Am I a joke to you!?
What what is this what
Note that the pots are one wide though
Space: am *I* a joke to you?
1:46 actually you can put a muncher 2 blocks under the ground, a blooper stacked on top of it, and a one-way gate to block you from entering the hole taking the blooper would create
It works, i tried it in a level i made
2:09 goombas can work as normal shy guys, goombrats can work as pink shy guys, and tweeters can work as paragoombas
4:17 hoopster and trouter can both be a blooper on a track, flying trouter for the latter
8:18 Mushroom blocks can be that contraption where the chain chomp stump crushes a bob omb, making the bob omb explode and killing the chain chomp, leaving the stumpcfor you to grab
9:17 cobrats can be angry wigglers so they follow you (this one is kind of a stretch isnt it?)
9:22 you could used hard blocks for the bone textures so they arent too easy to break, specially since the shy guys are koopas
11:47 semi-solids are kinda close, definitely better than donut blocks
14:57 stack a cannon on top of the monty mole for the shooting
16:48 semi-solids
17:45 big blooper on a track
18:23 semi-solids... Again
19:33 stack a big muncher on top of boom boom so its harder to beat him while jumping on him
No one is gonna see this, but i hope this helps whoever is planning on making an SMB2 themed level/super world
video title:"Can you recreate SMB2?"
Video: *20 minutes of "no"*
NO
it's not "no"'
it's actually "kind of"
And 49 sec
nonononoonononononoononononononononoonononononononoono NO!
"I copy the cloud"... You know Photoshop as a grid tool...
I salute this. SMB2 is my first Mario game when I was 3. And 30 years later, it's still one of my favorites. If I may make a suggestion, how about adding a cannon for the Auto Bomb enemies? That would make them different from the Shy Guys riding the Ostros.
instead of using koopas for shy guys, just use goombrats and goombas to get rid of the shell problem.
14:20
Just in case anyone was wondering, that music is from a game called “VVVVVV”.
Then wats this song called at 16:26
Ivan YT Games that’s from sonic generations. It’s the classic sonic version of speed highway’s music.
Thx
Your videos are helping me through he hard times in quarantine. Thank you for making such fantastic videos and keep up the good work ❤️
2:23 goomba’s and goombrat’s: are we a joke to you?
What is this
Ye
Koopas have throw shells
Don't steal other people's comments.
Idea: I haven’t seen the whole video but can’t you just make every level clear condition “don’t get hit”?
Nathaniel: “So I decided to save Bowser Jr. for when Birdo does spit fire!”
Me who never beat the second level in SMB2: The. . . WHAT?”
Relatable.
Huh? What did you suck that bad or just hate SMB2? A lot of people hated SMB2 I wasn't among them but I did find SMB2 to be much harder and challenging than SMB I was 8 years old at the time as well.
This looks amazing!
I really love levels based off older levels from other games
I really love your videos
Lets see how many Super Mario Bros. 1-1s you'll find, you should love every one of them
@@nathanpixelkid *alright listen here-*
Ok you do have a point but sometimes people mix it up
Like the ones that mayro made
@@VGJol true, but all the 1-1s all the little Timmys made, where they say its 1-1, it resembles 1-1, but its not 1-1. There are also exact copies of 1-1 and ones that say its 1-1 but isnt even close, as in different styles but hey m8 you do you
@@nathanpixelkid I understand your point
But I like the 1-1s that are changed up in a good way
@@VGJol yeah like that one version that made it a vertical stage, and the automatic kinds, those are great ideas
2:08 WDYM?! When you have this power literally Goombrats act the same exact way as the pink Shyguys and and Goombas act the same as the red Shyguys!! No shell involved!!!
._.XD everyone say ._.XD cuz it's funny to say ._.XD
@@espectador- what?
@@Crissley10 ._________________.XDXDXDXDXDXD
But, they're not red and pink!! (For me, I find koopa troopas as shy guys makes more sense than goombrats and goombas), yes, koopa troopas are not red and pink but they act the same as shy guys
But, it's still a good idea!
But... Why not just put a Semisolid above the turnips? Then you can grab the item, then not step into the hole.
You can’t grab items through a semisolid
A tip on planning levels by using clouds as a guide - I can't speak to Photoshop, but I know in Gimp (free program, poor man's Photoshop) you can see an image to have a grid with the lines a specific length and height apart. Set them to the size of the Mario 2 tiles, find one tile to move into place so it all matches the grid, and presto.
GameXplain - remakes 1 smb2 level
Nathaniel - That's cute
That was created before Nathaniel Bandy.
@@Lexzim9098 thats not the point. its that nathaniel created the whole game.
Andre's 1-1 is better
@@visualgagging both are genius ideas with the accuracy of nathaniel and he creativity and looks of andre. combie them and boom perfect remake
@@Lexzim9098 I mean I think we were both working on them at the same time, I just happen to upload on a consistent time every Saturday
Mario Bros 2 oh boy that brings me back.....
SUPEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEER MARIOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO BROTHAS 2222222222222222222222222222, Game of the Year 2020 Years in a row, BAByyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy!
@@unlimited8410 uh
Others solved the turnup problem by making a blooper on a track and have a chainchomp post to hold it, so you can grab it but not raise up that much or get hit.
8:17 OHHHHHH... I *always* thought those were cupcakes. I got the GBA version when I was about 8 and they always looked like cupcakes to me. Mushrooms make more sense.
In Super Mario Maker 1 when I remade the first level I used the background flowers as the turnips and they indicated there was a hidden block above them. For the warp zones there was a vine inside the hidden block which lead to the pipe at the top. To keep the mushroom from moving I put 1 way walls to keep it in the same place. I used koopas as shy guys because you can use them as projectiles. For the ninjis I put koopas on tracks. The cherries were qustion blocks with the third containing a star. The vases were pipes. For the bombs I put lit Bob-ombs in the hidden blocks. Bowser Jr. in the clown cart was birdo, because he throws shells. I put one way walls to keep him from moving. The Doors had to be pipes because they take you to the other zone. The Lady bugs were lava bubbles on tracks. The warp zone coins were pink coins. The logs were lifts that go down, curve up and go back to the top. And 2,306th comment.
For the Wart fight, I would make an on/off contraption with on/off blocks, where it would turn on, then off rapidly, so that you could hit him with the cannon ball when he's vulnerable.
i feel like instead of using koopa's to replace the shy guys you could use goomba's and galoomba's. those would've been a much better decision.
I was waiting for this video! :D
12:51 “ stacking a *monty mole on top of a koopa* “
Come on Nintendo, *JUST MAKE A SUPER MARIO BROS 2 THEME ALREADY*
I think they were but ran out of time
Yes.
Seeing as it was the last major update for SMM2 on April 22nd, it might honestly never happen. Who knows, we might get minor updates on the game someday.
With Birdo and Shy Guy!
@@mariokarttourstudiosteambo5997 and wart
I love how he's like i can't replicate the exact thing. Me: impressed he even took the time to make this.
1:40 You can see them die painfully
7:56
Bro,
You could've just put a cheep cheep on a track.
He could of just used a fire ball
@@iliphatnutzili True.
@@iliphatnutzili actually no, you cannot step on em
A lot of work put into these levels. You’re amazing Nathaniel Bandy!
7:23 Cheep Cheeps and tracks : Are we a joke to you?
"With the introduction of the SMB2 Mushroom and Mario Maker's 2 update..."
Yeah, that's hard to say.
7:17 How was the lava bubble not even the first choice?!?
EDIT: Well I'm a moron.
Or cheep cheep with wing on a track, and you can’t step on it, and you can step on touters in SMB2
@@broboiler Oh
u spelled bubble wrong
@@MikoorMikaxxHaru There, fixed it. THX
@@broboiler that's what I thought
Ew. There's naked pipes.
@Nontendo 1-1
@@Diathan And other places.
Yes I had to use an alt account since I can’t access the original account. At least not at the moment.
@@dylanmerleking2651 i hope you can get access again
I was about to I say that!
for the turnips, i like to use a blooper stacked on something, with a semisolid on top of it.
NB: cursed key for an extra challenge
Literally everybody playing it: oMG I GOT TROILED
the goombrat variant of the goomba doesn’t walk off of ledges, so that probably would’ve been a better choice for the shy guys
N O
Y E S
Actually you can remake those vegetables. In 1:50 u can see above the pipe that green platform put that green platform where you want to grab something out. Put a blooper in the green area and under the blooper put that chain chomp's bumb? (idk how to write that im not an american). Then the blooper cant get out of there and you have some sort of vegatable. But otherwise a good video. U can throw the blooper with no issues.
Ideas (I know this video is over a year old, but you can use them in your recreations) (also reply if u have any other ideas or opinions on mine):
instead of koopas, use goombas and goombrats for the shyguys, so they have no shells in the end.
for the turnips, use a blooper on top of a muncher, blaster, etc, and place a semisolid so you cannot fall in, but can pick up the blooper and use it as a turnip. it’s looks and works very similarly!
replace the potions that summon doors with something to store a key, and put a key door nearby. in the door, instantly activate a p-switch, and use a setup with p-blocks to force you to go back into the level whenever the switch expires.
Replace the falling logs in 1-1 with big fish bones falling from pipes at the top of the screen (best recreation that I could think of)
For that flying bird thing in 6-2 (forgot name) that’s kind of like a flying buzzy beetle, just use a hard block on tracks (wow)
8:00 Or you, ya know, could put a cheep cheep on a track instead...
He did a great job with this, but he made a lot of the assets too complicated than they have to be.
You are right
Yeah, somebody mentioned that in Mayro's stream
Couldn't you just use a semisolid and a goombah for the turnips?
Or a blooper on a chain chomp post where both are in a semisolid?
what's a turnip?
12:50 Actually, that's a koopa stacked on top of a monty mole.
Lol
Super Mario Brothers 2 is one of my favorite Mario games so I thought it was really cool that you did that you did a really good job good the enemies look really good and how you made them act about the same that's awesome
He needs to learn about semisolids, I swear, a lot of the issues could of been fixed with them. (Also, fix those disgusting pipes with no blocks behind them)
I know I was screaming this at him the whole time
If someone didn't tell you already, you can use a squid on a posted chomp and put a block behind the squid. Hope it helps :)
Hi: you should check this level which has pretty good idea for turnips. The lrvel code is: PXH-88R-JJG
lrvel
One: use goombas for shy guys because they don't have shells. Two: here's how to make a vegetable:
S= semisolid B= blooper G= ground M= muncher N= nothing
S B S
NMN
NGN
Three: UsE OnEwAyS fOr TwO lOnG sEmIsOlIdS
Four: use cannons for "lift generators"
Five: use the vertical sub-area for the vertical part in 1-1
For the key doors that require a pipe, just put the door in the ground/sky and a pipe very close to it.
Eight: put hammer bros on tracks
Nine: I cant belief you used doughnuts for DESERT BLOCKS but not quicksand.
Ten: put the pipes in the ground.
Eleven: use bridges for clouds.
Twelve: just use the switch online emulator.
I will be editing this later on
whens the next edit
donuts for quicksand would've been way too tedious
*Everybody:* listening to what Nathaniel Bandy is saying
*Me:* listening to the awesome vvvvvv music in the background
Not only you I think, me too ^^
Do you think making a VVVVVV video with SMB2 music will make feel the same ?
I'm not sure
Imagine the super gravitron but with the slot machine sound effect instead of the original music.
"Mario Maker's 2 update"
Go home Bandy, your drunk.
You probably could have used goombas and goombrats for the shy guys.
Hey Nathaniel, I hope you see this! There's a really useful method to help recreate maps from old games! You can make an overlay grid on a map (as long as the map is created with a 1:1 pixel representation). I did this when I remade Kid Icarus 1-1 in SMM2. I used the image editing program GIMP.
Here's what you do. Download GIMP, install, open the map's image file. Then go to Filters->Render->Pattern->Grid. Type 16 for width and height, then change the line width to your liking, I prefer 1. This is what you end up with. dl.dropboxusercontent.com/s/resk1ugg48xv194/SMB2-GIMP-Grid.png
This works with most, if not all, NES and SNES games that use blocks/tiles for their level design. They almost all have 16x16 tiles, at least from what I've seen.
Odd Tomato Great tip, also what’s the ID of your Kid Icarus level
@@mirandatagliamonte9754 It's NB9-WNH-S1G it's kind of rough around the edges, since it was one of my first levels, but you can see the general layout is as 1:1 recreated as possible given the limitations (original Kid Icarus lets you seamlessly move from the edge of the screen to the other side).
Odd Tomato Thanks! I don’t mind if it’s hard since the original level is already super hard anyway (the Underworld levels are literally and figuratively hell)
Every NES game should have 16x16 tiles because of how the bits and bytes are stored in memory. Retro Game Mechanics has a couple of videos explaining how that works, and since most of it is beyond my comprehension, it's probably best to give them a look.
But yea, that's an awesome tip that should help a lot of level makers looking to recreate classic NES titles in SMM2.
Do you have to find a specific map image?
“There isn’t an enemy like the beezo”
Bats: *sad noises*
What bats
The Funnybones super Mario bro’s wii has bars lol
1k subs before 2021? Bars in my Mario game?
Everyone on earth: The metric system is so easy to use and is very useful!
Americans: 1:05
I dont get it
@@Cat780j Woooosh. We'll use anything except for the Metric system, even just duplicating clouds in Photoshop and measuring that way.
@@ryannorthup3148 that's not how woooosh works
@@Cat780j It's how it works when I'm doing it. We'll woooosh, and then explain.
@@ryannorthup3148 woooosh means to take the joke seriously
You made this really good!
dude, it pains me that you didnt use goomba/goombrats for shy guys and twisters for the whales
Exactly
Oliver Schofield Cut him some slack, he said that he didn't make levels often.
Nathaniel: **uses green koopas and red koopas as shy guys**
Goombas and Goombrats: _Am I a joke to you?_
Yes
what no SMB2 theme in mario maker does to a mfer:
12:50 Nathaniel: Monty Mole on top of a koopa
Me: It's the other way around, Nathaniel.
"Mom can we have Super Mario Bros 2?"
Mom: "We have Super Mario Bros 2 at home"
Super Mario Bros 2 at home:
@Jackson Theiss Beat the Devil out of it