Warp Stars - With or without Mario Galaxy’s gravity effects, Warp Stars could boost you into a high powered jump.We know that reverse gravity is possible in the night mode version of underground levels - it would be cool to pinpoint areas of reverse gravity to create new platforming opportunities. Reverse Gravity Sections - You may not remember them, but Mario Galaxy did have a few forced side-scrolling sections, and some of those included the ability to jump into areas that forced you onto the ceiling. This would allow for a completely different take on side scrolling levels that let you progress in multiple directions - not just left to right. Planetary Gravity - This may be a bit too crazy to implement, but it would be amazing to create larger planet-like platforms that had their own gravitational pull - and be able to jump between them in a 2D space (before you say it’s impossible, check out Mohawk & Headphone Jack for the SNES).
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Obviously, not everything would translate well from the planet-hopping game, but that doesn’t mean there aren’t a few cool ideas that could be integrated into a Mario Maker level. The Mario 3D World style proved you don’t need a strictly side-scrolling game to make some awesome levels in the original Mario Maker. Thoreau could be used to grab and toss items just out of reach, while Carrie could transport you over dangerous terrain. Pixls - Super Paper Mario introduced a handful of pixelated companions who all brought their own puzzle-solving twists to the table, and could serve as some fun ways to create and solve puzzles in a Paper Mario themed level.
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Paper Airplanes - Super Mario World’s cape is old news, so why not have the ability for Paper Mario to be able to either get into or turn into a paper airplane to glide across hazards, or make use of the new wind gusting creatures to let you coast for longer periods.
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it would be a shame if Mario were to, say, get a powerup that turns him into a giant 8-bit monstrosity and proceed to carve a swath of destruction through your level. Mega Star - That’s a nice level you crafted. It could also have several uses in solving puzzles, hitting switches, and other environment effects. Hammer - Paper Mario loves his hammer, and it would be interesting to see how the ability to use a hammer in place of other powerups could change how a level could progress. Imagine how much more of a harrowing experience you can craft when you throw all the obstacles in Mario Maker into the mix with a Phanto in pursuit! Phanto - The first truly unstoppable enemy that filled every player with dread, this creepy as hell looking face relentlessly pursues players when they grab his key. Allowing players to pull up blocks of sand like they would turnips can make for some fun digging-themed levels, and trying to balance speed with evading foes dropping in from above. Sand Pits - One of the first truly tense moments I can remember was that one room in SMB2’s sand level where you had to dig deeper and deeper into a pit, all while frantically trying to outpace the unstoppable march of Shy Guys and Snifits pursuing you. Think of all the possibilities to enhance Birdo by combining tools: Birdo in a clown car! Birdo looking fabulous in kuribo’s shoe! A giant Birdo on top of a cannon that shoots more Birdos! Birdo! 2.īirdo - Come on, it’s time we added the iconic egg-spitting dinosaur into the mix. Sub-Space Doors - Now that we can enable the ability to stop scrolling through a level and create a static area, it would be neat to create the secret silhouetted sub-space areas to hide even more secrets in by using the potions from Super Mario Bros.
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Imagine having to frantically search for the right item to uproot while a hoard of Shy Guys close in on all sides! Sprouts and Vegetables - Being able to infuse a spot on the ground with a plant that can be pulled up could make for some interesting opportunities - whether providing ammo to attack enemies, or maybe sneakily planting other items like hearts, mushrooms, or keys.