Liquids: In the Forest and Castle themes the starting height of the liquid can be freely set.
If one of the blocks is broken the camera will be able to scroll again.
#New super mario bros 2 level editor full
Scroll Stop: Placing a full vertical line of blocks from the bottom to the top of the level will cause the camera to stop scrolling.
The direction and speed of the autoscroll can be changed in a chosen range.
Custom Scroll: The level can be made to automatically scroll the screen at 3 different speeds.
Timer: The in-game timer ranges from 10-500 seconds and can only be changed by intervals of 10.
It is not possible to use Checkpoint Flags with clear conditions. Clear Conditions are divided into three categories: actions, parts, and status. It is possible to set a clear condition that is required in order to beat a level, with the goal becoming inactive if the condition is not met. Makes all walkable surfaces have ice physics.Ĭlear Condition Main article: Clear Condition
NSMBU: The sandstorm constantly goes right.Ĭauses light gravity to occur allowing the player to jump 1 block higher, as well as everything moving slower.
SMW: The sandstorm alternates between left and right at an interval.
SMB3: The sandstorm goes right at an interval.
SMB: The sandstorm goes left at an interval.
Propeller Mushrooms will zigzag around the screen at random.Ĭauses a sandstorm to occur in a direction and intensity depending on the game style:.
Cape Feathers will swing further than normal.
Super Mushrooms and Big Mushrooms will bounce in the opposite direction of the player.
Fire Flowers will move sideways in the opposite direction of the player and will start bouncing after touching a wall.
1-Up Mushrooms turn into Rotten Mushrooms.
Link's bombs grow legs and walk around similar to a Bob-omb.
Thrown Spike Balls become heat-seeking projectiles and follow the player.
Goomba's Stilettos play a hip-hop drumbeat while moving and have a distorted flutter sound effect.
Boos themselves, however, will now only follow the player if they are facing them and stop moving when they look away.
Thwomps, Stretches and Boo Buddies will act similar to Boos in that they follow the player when they are not looking and stop when they turn around.
Chain Chomps will be 2 times longer than normal.
Goombas and Wigglers will behave as if they are underwater.
Thus, in order to facilitate the Newer Super Mario Bros. This makes it difficult-to-impossible to make any substantial custom levels with Reggie NSMBU. Unfortunately, however, there are no longer any complete tilesets left in the game for level designers to use: the objects for each theme are scattered across the levels that use them, unsorted. Wii level editor - tries to ignore the changes, and still uses the original paradigm. Reggie NSMBU - a direct port of the Reggie! New Super Mario Bros. The underlying tileset file formats, however, were the same. U project.) Their workaround solution was to simply set up a script to compile a custom tileset for each level, containing only the objects it actually uses.** Removing objects not needed in each level allowed the level designers to cram more graphics in. (I ran into the same problem when building the very first custom tileset for the Newer Super Mario Bros. It seems that at some point during the game's development, the developers found it difficult to fit all of the fancy graphics they wanted into their tilesets. U's visual style involves large, showy graphics. Wii have used extremely similar tileset systems - in each, a level can specify up to four tilesets it wants to use,* and the first of these always contains basic objects such as brick blocks and orange semisolid platforms. All of the games since New Super Mario Bros. U, groups of similar objects (such as grassland objects, desert objects, cave objects, etc) were put into individual "tileset" files that levels could link to and use. Some history: In New Super Mario Bros.-series games prior to New Super Mario Bros. It is currently being used to make levels for the Newer Super Mario Bros. It handles tileset objects in an entirely new way that allows for never-before-seen flexibility in level design. The Satoru Level Editor is a fork of Reggie NSMBU.