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Piranha Sewer

Piranha Sewer is a fully playable custom level on New Super Mario Bros. Wii.

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Reggie!

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2D platformer

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Personal Project

Gameplay Footage
About New Super Mario Bros Wii

New Super Mario Bros. Wii is a 2D multiplayer platformer released on the Wii. Up to four players can play simultaneously on the same screen for the first time. This installment adds three unique power-ups: the Penguin, Propeller Mushroom, and Ice Flower.

Important detail

The level was created, tested, and finalized on an emulator. The project does not promote game piracy but is a level design exercise based on one of the most classic series of its kind.

About Piranha Sewer

Piranha Sewer is a fully playable custom level for New Super Mario Bros. Wii.

I created this level using the Reggie! Level Editor, which makes it easy to create Mario Bros. levels on the Wii.

Personal Study


I created this level to better understand the 2D platformer genre, which is one I enjoy playing.

The goal of the level is to provide an original twist compared to the levels already present in the game and to highlight a mechanic that is underutilized: the ice flower.

Level overview

Level Description

  • Time : 7 minutes

  • Difficulty : medium (world 4 or 5)
     

  • Prerequisites : knowing how to jump, run, use the ice flower, swim

  • Description : The player finds themselves trapped in a partially flooded sewer and infested with piranha plants .
    To overcome these obstacles, he will need to use the Ice Flower to turn the situation to its advantage and manage the water level in the different areas.

Workflow

Metrics

  • Measurement of the different vertical and horizontal distances covered between the types of jumps

  • The levels have plenty of open spaces for freedom of movement.

  • The ice flower does not change these metrics

  • The player measures 2 blocks high by 1 block wide

Study on the ice flower

What's fun about this power-up:

  • Temporarily transforms enemies into blocks of ice (except underwater, where it's infinite)

  • Use the ice blocks as makeshift platforms

  • Destroy the blocks

  • The blocks float on water

Ennemies

The enemy selection was based on several criteria:

  • Each level in the game features 4 to 5 different enemy types.

  • Enemies that are easy to target, offering multiple opportunities for the player to be hit.

  • Enemies that allow players to reach otherwise inaccessible platforms with precise timing.

  • Aquatic enemies that create floating blocks.

  • Ground enemies that can be destroyed.

  • An enemy with an interesting silhouette when frozen.

  • Based on these criteria, I chose the Piranha Plant, Piranha Stalker, Piranha Lily, Cheep Cheep, and Bramball.

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Theme

Given the various gameplay situations I want to highlight, an underwater level would be ideal.

To avoid creating a run-of-the-mill underwater level, I decided to add a touch of originality to make it more memorable.

The water level rises or falls depending on the player's precise position or if they activate a switch. The player interacts with the level and directly influences its movement.

The idea of ​​the sewers was perfect, plus it had a tileset used for only one level in the base game.

Content

The level will contain the same rewards and bonuses as a regular level :

  • Normal and hidden coins

  • Hidden blocks

  • 3 star coins

  • 1 red ring

  • 1 secret exit (have fun hiding another level exit)

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Level Editor & Tileset

To create this level, I used the REGGIE! level editor, specifically designed for this game.
The software allows you to modify the game's level data to create your own.
REGGIE! has a very comprehensive wiki.

Using a tileset from the official game and placing all types of entities as sprites.

Many data elements can be customized, but I chose to keep the game's default values ​​to create a level consistent with the game's Flow model.

Playtesting the level on the DOLPHIN Emulator.

Ideas for layout and pacing of levels

Level layout diagrams

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Example of patterns with its difficulty variations

Building & iterating

Ongoing preview

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Final preview

In order to get a better idea of ​​the pace of the level as well as its components, I created diagrams and different gameplay patterns with variations in difficulty to better gauge the increasing difficulty.

I first lay the main blocks, then I decorate the whole thing once I'm satisfied with the result.

Project organization
  • GitHub Desktop was used throughout the project to manage backups and key project milestones.

  • It helps prevent file corruption or irreversible actions.

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