1:06 Fun Fact, there's actually a unique block that acts as the barrier above the spikes. You can see it if you use a sound effect that greatly shakes the camera. This block isn't usable or seen anywhere else.
7:09 I hate the fact that they removed those different visual effects of enemies when you have the big mushroom. I thought they were very entertaining to look at :(
@@bryanjacobs1423 I'm not saying that I hate it; I'm just pointing out one of the things that annoys me a bit. Don't get me wrong, I still really love the game overall!
@@Stratelier well that's lame, imagine if you had to break the scroll stop with big mushrooms, yes that can lead to some trash level design, but it would be used for cool level design.
it either proves that nintendo really did remade mario maker from scratch just for the switch or they just removed them for untold reasons. i am very conflicted.
@@charKT-7461 while I see what you're trying to say, i don't believe it was on purpose. Notice how in every other difference, the entire text box disappears and reappears for the change. Here the text box only dims out slightly. Not only that, but the whole point of the video is "subtle" changes and he always is very specific with the changes no matter how obvious they are.
@@charKT-7461 in past video was a lot Obvious examples too and anway he changed the letter with the obvious information i think it is a mistake actually xd
2:37 there’s another REALLY subtle sound effect difference. In MM1, the sound effect of Mario stomping on a big goomba is ripped directly from Mario U, despite being in the SMB 1 style. In MM2, the sound is now replaced with a new 8-bit sound, properly matching the NES styles.
@@takoyakiman99 but here's the thing the amiibo wasn't easy to find and it was an amiibo exclusive item if I want anything back it's amiibo items but there long gone and if they really did that again it could change the whole aesthetic of the level which could be a problem maybe haven't where you could have it as a skin change for the enemys
The interactions between power-ups and items is glitchy in SMM2 too: If you put a fire flower on top of a P-switch or POW block, it would stay this way when you load the level on that exact position from the editor, but when you're normally playing the level and thus come from the left side into the section with the fire flower on top of the POW block, the fire flower falls all the way through the POW to the solid ground the POW sits on, so that both POW and fire flower end up in the exact same space, just as if you had stacked them in SMM1.
Oh, neat. Thanks for reading my comment! Also, yeah, the Goomba Shoe change had some consequences for me when I ported over my one SMM1 level to SMM2. Thankfully the player can get around the bit I didn't catch during testing by simply jumping out of the shoe, taking a hit to shrink back to small Mario, and then getting back in the shoe.
In Super Mario Maker 2 when placing a block at the very top created that barrier. However it is the same for every block, you can even walljump on it without taking damage in NSMB U theme even if there are spikes
That was great! I got another one, in Super Mario Maker 1 the doors open when you press right + up or left + up, but, in Super Mario Maker 2 the doors won't open if you're pressing left or right and up.
I keep seeing people say that a lot of these things have been bad changes but I really don't get it. The only negative one is Big Mario no longer breaking blocks from the side, every other change have been either Positive, Making the game more cohesive by removing weird quirks, or something that is so little that it makes no sense to call it worse.
I'd say outside of a few changes, most changes are just. Changes. Not good, not bad. Just different. Except Big Mario. Especially losing the visual effects.
I just find most of these changes are weird. I just saw a video today listing off the 30th glitch that the creator had found in SMM2. Some of which are game breaking. Meanwhile, during SMM2 development some product manager turned to his dev team and said, "Yoshi better not be able to jump over 4 blocks after running into a music note, that's UNACCEPTABLE! Only 3 is acceptable, top priority!" "We just noticed that placing a hidden block on a semi-solid platform can cause the platform to stop working, mario falls right through it" "We don't have time to fix that! Did anyone notice that in SMM1 mario can do a long spin jump on a music note? How did this slip through QA?" "What's the issue? Mario can still do normal long jumps on music notes, why wouldn't he be able to do a long spin ju..." "Forget the semi-solid platform! We're going to have to work over the weekend on this one, boys!" Most of the changes are whatever, they just seem oddly prioritized to me.
1:47 I just noticed that in SMM1 the points counter in the New Super Mario Bros style is black while in SMM2 in the New Super Mario Bros style the points counter is white. Edit: there is also no "X" next to the amount of coins that you have collected in the timer is slightly bigger.
i have one: you can now properly place sound effects on key coins (in smm1 you can place it over a key coin, but the sound effect will stay even after you collected it.)
Non formal review thing 2: 1. Opens some possibilities, but mainly closes them. 2. Less 1UP grinding possibilities. 3. This doesn't make sense, but it's so little. 4. So 1 less level design. See 3. 5. ... See 4. 6. Noice. 7. Now THAT'S a good change! 8. See the top comment. 9. I guess Mario hates lava even more now. 10. Quality of life! 11. Interesting. 12. That's both good and bad. 13. Why? 14. More level making possibilities = good. 15. I guess they changed this because everyone can use it now, to make it less op. Still not great. 16. Again, since the mega mushroom is now useable without amiibo, they kinda HAD to make it a progressive powerup. 17. Nice! 18. Less possibilities for Yoshi run stages... 19. r/hmm 20. Best change. Overall score: 9 / 20
The fact they still had the original glitches and tricks from their respective games is what makes the first Super Mario Maker more lovable. #7, #10, #13, #14, #15, #19 and #20 are the only good changes. Not sure how I feel about #16.
I've noticed that in the SMW setting with the music blocks and fire Piranha Plant sound, when one plays then one comes directly after, the sounds overlap
1:52 You can actually still high spin jump on Note Blocks. You just gotta press the triggers and the jump button at the same time upon jumping on the block.
2:45: Also, the Big Goomba won't drop the key at all if it dies by falling down a bottomless pit. (Although I'm not sure if this applies to SMM1 as well).
In smm2 there is a barrier offscreen on the left and right side of the screen when there are blocks placed on the border, similar to the barrier in fact 3 from this video (1:00). You can show this by dropping an enemy offscreen, and then letting it come to life and walk back
@@YujiUedaFan They didn't ruin it, they just made a few changes, we dont know what's going on in their studio, and besides, it takes a lot of time and effort, the last thing the people at Nintendo want is getting hate on minor things that they changed on a sequel that is still superior to the first game.
Evincer Fyle here you are: 3S5-TKX-MSG - Trollology: Muncher Malfunction. Have fun, and don't expect it to be easy. And yes, it is a real troll level, because you might get sent back to an earlier checkpoint :D
I see lot of comments MM1 handled those better. I don't see why. The majority of those changes were good. 1. POW not beeing triggered after hitting a spring makes it possible to throw it and stack them better 2. Vines not stopping the combo was clearly a bug. 3. Jumping over tiles offscreen was a shitty thing. Sure, they should make it so that the last tile of the screen should be repeated offscreen too but it's still better than in MM1 4. Arguable change depending on what you wanna do in platforming. I think they always worked like that in normal Mario games anyways. 5. Enemies should work like that tbh and it's still possible to jump onto sinking enemies in MM2, just not with those goombas 6. Greater space to put something into the Boo-Ring and you don't have to wait that long while standing in them anymore 7. What would be the point of putting a key into a big goomba if you don't have to kill entirely? They acted like normal goombas back then 8. Probably a change in the physics of death in MM2. I like the MM1 one more but that's just a minor cosmetic thing 9. Same like 8, doesn't matter tbh 10. You don't have to place the cloud again, nice 11. Good change so you can't accidently kill enemies, again to make the game easier I guess. 12. I think they forgot that things can FALL onto red coins. The change would be good if the red coins could still be collected like in MM1 tho 13. This makes jumps into 1 gaps much more consistent instead of relying on mario to stand completely on the ground 14. It's harder to make Mario lose the shell now but I like the mechanic to Mario through those one gap blocks. 15. Of course, not destroying blocks sideways is a bummer but now you can choose what happens if mario gets hit 16. Repositioning thwomps seems like a good change to make puzzles 17. This is arguable, Yoshi has a harder time running now, making the game easier 18. Fixed a bug, no problem there 19. + 20. More tiles to place, better too Other than change 12 and 15 I think MM2 did a pretty good job.
@@jclkaytwo You are right! Just tested it. Now I dont know why you can put a mushroom onto the big one. I dont see what it changes other than the big mushroom turning into a normal one. Why not use the normal one then?
I think you might have seen this, and it's not really a change, but I thought I'd be a nice mention. In the NSMBU and Super Mario 3D World styles, the characters have differences. Not speed or jumping, but much smaller. They have different hitboxes for one. Also because of their size their Fireball trajectory is different. Luigi is taller than Mario, and Blue and Toadette are smaller. Because of this, it's possible to use the Fireballs to force someone as a playable character by making targets designed for each of their trajectories. Again, not a change, but I think it's pretty cool that the characters provide not just an aesthetic difference.
In SMM2 they added the vine sound effect for SMB1 (which had in the original game), something that didn't have in SMM1, it used the sound like something came out from the question block
If NSMM becomes a thing, #12 will be fixed. (The overlap part, not the collision part. Basically, NSMM will force the SMM2 versions to allow MUCH more, especially in terms of overlap.) Same for part 2 of #19. As of #20, enemy limits will probably be gotten rid of entirely (although, might also make it scale with the Star Count and only completely remove it after a certain amount of Stars). This also goes for the "internal" Entity Limits (the ones that determine whether a Blaster can shoot objects, whether blocks can spawn their content etc), there will however be Controller sprites to reestablish them (in case you need them for puzzles). While Controller sprites will be restricted to the second set of new versions (the third last thing to unlock with your Star Count, the last 2 being unlimited level uploads and the ability to upload memory modded levels), Entity Limit Controllers will be added to pretty much all levels that are merged from official SMM games. (There's a bunch of other Controller sprites planned, examples being the Appear Event, the Delayed Event Box and the Camera Bounding Path Node. You see that these contain numerous examples of things you could create some really nasty Super Expert hot garbage with, which is why they're restricted to popular creators who, so the hope, will actually keep up high standards of level design. Chances for this are decent since mods are more likely to be installed by more experienced community members who, more probably than not, already dealt with things like Reggie Editor and CoinKiller.) Also, IIRC ducking in the Goomba Shoe was always possible in SMB3 mode (but #13 is true for SMB1 mode).
That depends on what theme and game style you’re talking about. New Soup U has like 8 in the Ground theme, while Mario 1 has only 1 for its Ground theme
Also they took out some really cool sound effects like the disco-party effect. And you can´t influence how a mushroom-platform (mp) overlaps with a semi-solid-platform (ssp). In SMM1 you can place a mp infront of a ssp ending on the same level through touching the mp (it will drop in the foreground then). In SMM2 the ssp will always stay in the foreground when ending at the same level as th mp. That´s pretty annoying as you I can´t build my little mushroom cabins anymore........
Another difference: When placing conveyers next to a wall letting it move in 1 arrow speed into the walls direction and let a mushroom/ 1- up fall on it in SMM1 the mushroom would touch the wall and travel back against the conveyers direction very slowley. In SMM2 it can´t outrun the conveyer anymore and will stay stuck to the wall forever.
One thing I want, if they make a 3rd Mario Maker: The Super Mario World levels should have the ability to store an extra power-up, which would drop either on command or when you get hit
Really doubtful that will be happening. Remember how easy it is to have infinitely respawning powerups in a level, and being able to effectively carry a spare one with you would potentially break SO many puzzle/Metroidvania based levels.
in the original smw, collecting a fire flower while you had a mushroom would put the mushroom in the item box. then, getting hit would revert you to small mario, and the mushroom would fall out of the item box; you'd have to successfully collect it in order to make use of that extra hit point. in mario maker, they just give you the mushroom back automatically. there's a lot of things that bug me about how smw style works in the mario maker games, but i'm okay with this bit of streamlining.
@@sirmoonslosthismind Likewise, collecting a Fire Flower as Caped Mario (or vice versa) effectively gave you the ability to swap between them at any time. In the case of puzzle/Metroidvania based Mario Maker levels this would be a HUGE conceptual change.
It feels like they thought hard about everything in SMM1, but then started from scratch in SMM2 and just thought "eh, we've done this before, we know what we're doing" while forgetting all the important details from the first game
I don't know. In this video, I saw a lot of good changes, how the lakitu's clound or the thwomp interaction with the helmet. Also, a lot of features in MM1 probably was an accident
Alexis Mercado no they werent “accidents” they were purposely put there. If they were “accidents they would’ve noticed because of the people’s levels. None of that are “accidents” as you put it.
Like what? The only one that is worse then the Original is Big Mario not being able to break blocks, everything else in this video really didn't get worse, and in most cases became better or less weird.
You missed one where they nerfed the buzzy/spiny shells. In smm1, if you crouch as small mario wearing a shell helmet, enemies won't damage you and instead walk away, thinking you are a wall. In smm2 that doesn't work.
1:59 - #5 I'd like to elaborate with my own obseevation here... I've noticed even with physically larger enemies they seem to simply stop having hitboxes the moment they touch lava. It's not simply an issue of them sinking in lava faster. Feel free to test and prove me wrong, but I thinknive had more than a handful of deaths to that happening.
Im very happy about the terrain and brick limit being changed, because I vividly remember in super mario maker 1 struggling to remove terrain without making the level look bad in order to continue the level.
Some of the things like pow blocks on wall springs, the vine exploit, not allowing people to jump over spikes on the top of the screen, not hiding pink coins, big goombas with the key, the way power ups interact with certain items, swimming through spike passages, erasing lakitu, and the new way thwomps work are all positives to me. Also some things really don’t matter like. No levels are ruined because Yoshi can’t jump 4 blocks.
nintendo: we deleted big mario, deleted all weird marios that apperar when u knock doors and now it is glitchless and it's perfect because we added fire bros on other themes and added light blocks and in SMW yoshi now can't clip tongue through walls and that's all from us for SMM3
In SMM1, I took advantage of being able to place items and enemies in the same grid cell when making music levels so I could have them play the same note in unison. I discovered that you couldn't do that anymore in SMM2 when trying to recreate those music levels and had to find other ways around it.
Theory as to why you can’t jump over spikes anymore: All items in each section of the editor have similar properties: all terrain blocks can be stood on, and only terrain blocks can be stood on, for instance. It seems that while certain functionalities are unique to certain items (ex. taking damage on spikes), certain functionalities are global across all items in a given section. Since you can’t jump over any terrain blocks at the top of the screen, and spike traps are considered terrain blocks, it comes out that you can’t jump over spike traps either. It’s not that they specifically coded that in for spike traps, but that they didn’t want to make an exception from the other terrain blocks.
I always prefered the first SMM for all of these reasons and because of skinny mario (the wierd stretched mushroom I forgot the name) and the mystery mushrooms that change mario into a different skin with an amiibo or unlocking a skin
I do not know if you've already showcased this, but if a Shell hits a Pow mid-air it'll get destroyed in SMM2 meanwhile it wouldn't in SMM1... Really great video! Always appreciate these ones :) Also I'm sure this is already widely known, but Pow's also don't go through OneWays anymore.
In SMM1, while swimming, you need a shellmet while holding a another shell to pass through a 1 block without being hit. In SMM2, it is possible, but only in Super Mario Bros and SMB3 styles. But In the SMW and NSMBU styles Mario still can't.
Nice video! Good to know some things so i don’t mess up, i did alot of these things in smm1 😂 i just got the game a week ago and i tried the vine trick lmfao!
1:06 Fun Fact, there's actually a unique block that acts as the barrier above the spikes. You can see it if you use a sound effect that greatly shakes the camera. This block isn't usable or seen anywhere else.
In the 3D world theme, these barrier blocks are slightly visible if you place a clear pipe that runs horizontally across the top.
The blue block barriers triggers me.
Wow yea I tried it and it looks different in different styles
Christopher Moon you are a God among mere mortals and I respect your power XD
@@deadchannel6498 I get Vietnam flashbacks when I see them.
3:58 imagine having your house land on your head
i hate it when that happens
@@splattim3180 ikr? so annoying
I think the wicked witch of the east is calling you.
It's enough to make my socks curl up like a pair of those party favor horn things.
This tends to happen after a long night of drinking lol
7:09 I hate the fact that they removed those different visual effects of enemies when you have the big mushroom. I thought they were very entertaining to look at :(
They removed those because they probably mistook them for Costumes.
DUDE ME TOO
That is a subtle difference
Then don't play it
@@bryanjacobs1423 I'm not saying that I hate it; I'm just pointing out one of the things that annoys me a bit. Don't get me wrong, I still really love the game overall!
that is weird they changed big Mario from breaking blocks from the side. Ive always thought that was the whole point!
It might have something to do with the addition of Scroll Stop (as Hard Blocks also activate it).
good point. there are new features to account for. hadnt thought of that!!
@@Stratelier well that's lame, imagine if you had to break the scroll stop with big mushrooms, yes that can lead to some trash level design, but it would be used for cool level design.
@@charliep7112 Whether it could be used in lame/interesting ways is not really the point.
Stopping people from making lame levels is what they added the "boo" feature for.
Honestly a good chunk of these changes seem kinda lame. Increased block limit is good though.
SMM2: imagine having some of your troll kazoo levels banned from Nintendo😁👍
For the most part, many of these are obscure enough that you wouldn't even notice them unless your level happens to use one specifically.
@@bwcore8-bit24 k a z o o
it either proves that nintendo really did remade mario maker from scratch just for the switch or they just removed them for untold reasons.
i am very conflicted.
It is the case of some of these could cause cheese in levels, such as jumping over spikes at the top of the screen
The bullet bill thing just triggers me, what kind of evil person set off my perfectionism
James Sheppard you mean OCD?
@@SuperDZ555 ???
Its a banzai Bill
I don't even have OCD, and it just infuriates me.
SuperDZ555 ocd is a disorder. Perfectionism is a quality
SMM: *does something*
SMM2: no
TheMyhtic TicTac
SMM2: *does something new*
SMM3 From the future: *_no_*
Oh come on .-.
exactly! and they removed pipe stacking
@@SuperDZ555 maybe it won't allowing enemy stacking or blocks behind saws at all? i hope against that
Oh come on! Smm2
At 3:42 when showing the difference between smm1 and smm2, the text box didn't change between the versions
I think it is on purpose because it's pretty obvious that it changed.
@@charKT-7461 while I see what you're trying to say, i don't believe it was on purpose. Notice how in every other difference, the entire text box disappears and reappears for the change. Here the text box only dims out slightly. Not only that, but the whole point of the video is "subtle" changes and he always is very specific with the changes no matter how obvious they are.
@@sorlux5222 no
@@charKT-7461 in past video was a lot Obvious examples too and anway he changed the letter with the obvious information i think it is a mistake actually xd
You've got an eye for change XD
SMM2 is more realistic than SMM, but bullet bill thing just kills me. only a criminal would do such thing.
Fcidjr de casa g codificar b gvv d condenado b gnósticos??
The last bit of remaining logical physics is gone
2:37 there’s another REALLY subtle sound effect difference. In MM1, the sound effect of Mario stomping on a big goomba is ripped directly from Mario U, despite being in the SMB 1 style. In MM2, the sound is now replaced with a new 8-bit sound, properly matching the NES styles.
Yeah, i did noticed that detail already...😅
The weird enemy textures with big Mario don't seem to be there in SMM2.
That isn't exactly a "subtle" difference though...
I feel like a lot of charm was lost in the sequel apart from that honestly. It was one of my favorite things about the original.
MM1 was more quirky. I also loved that it came in an NES style box, with a cool little book.
@@SakuraAvalon I know most people won't care since 2 has more content, but I feel as a result it feels more "lifeless."
@@takoyakiman99 but here's the thing the amiibo wasn't easy to find and it was an amiibo exclusive item if I want anything back it's amiibo items but there long gone and if they really did that again it could change the whole aesthetic of the level which could be a problem maybe haven't where you could have it as a skin change for the enemys
3:10 this is a design error for me.
Fnbx ed e vbf v wizard vf fvdj r gbfd 😶😶
@@elizabethrosasantos3243 Oh ok I guess that makes sense...
10:01 Even Tracks are Given their own group as well, and 1 way barriers now fall under the same category as arrows.
The interactions between power-ups and items is glitchy in SMM2 too:
If you put a fire flower on top of a P-switch or POW block, it would stay this way when you load the level on that exact position from the editor, but when you're normally playing the level and thus come from the left side into the section with the fire flower on top of the POW block, the fire flower falls all the way through the POW to the solid ground the POW sits on, so that both POW and fire flower end up in the exact same space, just as if you had stacked them in SMM1.
6:52 But unfortunately Big Mario still can’t hit blocks from underneath without breaking them.
Nintendo: *Does these, "Improvements"*
Obi wan: I hate it when he does that
Creepers: aww man
@Jbro826 According to who.
Some are improvements.
Oh, neat. Thanks for reading my comment!
Also, yeah, the Goomba Shoe change had some consequences for me when I ported over my one SMM1 level to SMM2. Thankfully the player can get around the bit I didn't catch during testing by simply jumping out of the shoe, taking a hit to shrink back to small Mario, and then getting back in the shoe.
In Super Mario Maker 2 when placing a block at the very top created that barrier. However it is the same for every block, you can even walljump on it without taking damage in NSMB U theme even if there are spikes
Me got smm2
A lot of these differences are so small. I wonder what convinced Nintendo to make these changes? 🤔
Edit: ok
Probably mistakes in the making of SMM2
The difference between the switch and the wiiu , or a tentative for destroy the troll levels .
@@poissonmulti-taches2742 nah, the hardware wouldn't cause any differences with the game itself
I imagine it was to make SMM2 not overshadow SMM1, so some things are possible in only one of the versions
Who knows, coding is weird
3:17 If you look very closely, the donut block in SMM2 takes just a tiny bit longer to fall. Or it maybe falls faster idk
it does
That was great! I got another one, in Super Mario Maker 1 the doors open when you press right + up or left + up, but, in Super Mario Maker 2 the doors won't open if you're pressing left or right and up.
Nintendo Thumb fancy meeting you here!
I keep seeing people say that a lot of these things have been bad changes but I really don't get it. The only negative one is Big Mario no longer breaking blocks from the side, every other change have been either Positive, Making the game more cohesive by removing weird quirks, or something that is so little that it makes no sense to call it worse.
Nigga you telling me bullet bills that always drop to the right is a _good_ thing?
@@Randus1058 I call it a "really not worth kicking up a fuss over" thing. Like anyone of you noticed that prior to this video.
I'd say outside of a few changes, most changes are just. Changes. Not good, not bad. Just different.
Except Big Mario. Especially losing the visual effects.
Nah, the first video really gave the impression that all changes was negative. This second video is WAY more positive.
I just find most of these changes are weird. I just saw a video today listing off the 30th glitch that the creator had found in SMM2. Some of which are game breaking. Meanwhile, during SMM2 development some product manager turned to his dev team and said, "Yoshi better not be able to jump over 4 blocks after running into a music note, that's UNACCEPTABLE! Only 3 is acceptable, top priority!"
"We just noticed that placing a hidden block on a semi-solid platform can cause the platform to stop working, mario falls right through it" "We don't have time to fix that! Did anyone notice that in SMM1 mario can do a long spin jump on a music note? How did this slip through QA?" "What's the issue? Mario can still do normal long jumps on music notes, why wouldn't he be able to do a long spin ju..." "Forget the semi-solid platform! We're going to have to work over the weekend on this one, boys!"
Most of the changes are whatever, they just seem oddly prioritized to me.
1:47 I just noticed that in SMM1 the points counter in the New Super Mario Bros style is black while in SMM2 in the New Super Mario Bros style the points counter is white.
Edit: there is also no "X" next to the amount of coins that you have collected in the timer is slightly bigger.
i have one: you can now properly place sound effects on key coins (in smm1 you can place it over a key coin, but the sound effect will stay even after you collected it.)
that was in the first video
@@jeremytsung9966 oh oops im dumb
Ok
Paper Spike, don't be so silly, you're not dumb, your smart!
Non formal review thing 2:
1. Opens some possibilities, but mainly closes them.
2. Less 1UP grinding possibilities.
3. This doesn't make sense, but it's so little.
4. So 1 less level design. See 3.
5. ... See 4.
6. Noice.
7. Now THAT'S a good change!
8. See the top comment.
9. I guess Mario hates lava even more now.
10. Quality of life!
11. Interesting.
12. That's both good and bad.
13. Why?
14. More level making possibilities = good.
15. I guess they changed this because everyone can use it now, to make it less op. Still not great.
16. Again, since the mega mushroom is now useable without amiibo, they kinda HAD to make it a progressive powerup.
17. Nice!
18. Less possibilities for Yoshi run stages...
19. r/hmm
20. Best change.
Overall score: 9 / 20
r/iamveryrandom
Some of these changes are really for the worst
NOO I can’t eat gonna feet anymore
papyrus?@@jerryblades5022
Goatmilksoapandmilk
F7vtuv9v9ug9ug8g
This is certainly fewer directly negative changes than the first. Lot of these actually make perfect sense
I didn’t know that Mario now has sunglasses on when he is in the Goomba Shoe
Mr. Wiggles look at the thumbnail
@@butterslice1053 No he edited the thumbnail
Mattie Mario that’s the joke
@@butterslice1053 Oh
Actually he's wearing sunglasses in SMM 1, and they removed it in SMM 2.
Gosh, get it right
The fact they still had the original glitches and tricks from their respective games is what makes the first Super Mario Maker more lovable. #7, #10, #13, #14, #15, #19 and #20 are the only good changes. Not sure how I feel about #16.
16 is good change
Che bello vedere youtuber di mario italiani che portano bei contenuti!
I've noticed that in the SMW setting with the music blocks and fire Piranha Plant sound, when one plays then one comes directly after, the sounds overlap
3:19 ok, this one pleases me immensely, I was always bothered by how he had a completely different lava death cry in smm1
What sucks is in smm2 the enemies don’t have the Mario costumes
(1:38) "possibile" should be spelled "possible" (there an extra "i" in there).
Some of these changes are quite interesting.
8:06 So is it still Possible to push Thwomps through Semi-Solid Platforms in SMM2.
Yes
Thank you for taking the time to do this 👌🏻
1:52 You can actually still high spin jump on Note Blocks. You just gotta press the triggers and the jump button at the same time upon jumping on the block.
9:33, that’s not the case anymore. Thanks to the Koopalings, it is extended to 10 bosses. Or is it 12 mid bosses?
7:10 I really wish that big Mario in SMM2 made all the enemies look different, like it did in SMM1
Not big mario it’s BEEEEEEEEEEEEEEG mario
@@kirbwithknife4432 ...
Put your jokes somewhere else, it’s Big Mario.
@@dah28dah28 NO its BEEEEEEEEEEEEEEREEEEEG
@@jalolastname5446 look at how long ago it was
2:45: Also, the Big Goomba won't drop the key at all if it dies by falling down a bottomless pit. (Although I'm not sure if this applies to SMM1 as well).
But they do drop the key if they fall into lava.
I noticed during the Thwomp vs. Beetle Shell bit that the sprite for the actual shell was different between versions.
In smm2 there is a barrier offscreen on the left and right side of the screen when there are blocks placed on the border, similar to the barrier in fact 3 from this video (1:00). You can show this by dropping an enemy offscreen, and then letting it come to life and walk back
I liked the fact that you can almost put over 6000 blocks in the new version rather than only 2000 in the original game !
Big improvement !
4:21
PINK COIN 🗣🔥🔥🔥🔥
This could make up for some good troll levels since smm2 just got released
but some trolls are ruined and no longer work in super mario maker 2
@@zeemonrollin8340 Nintendo ruined SMM2 because of a handful of Troll levels. Let people make what they want and don't ruin people's fun Nintendo. :/
@@YujiUedaFan They didn't ruin it, they just made a few changes, we dont know what's going on in their studio, and besides, it takes a lot of time and effort, the last thing the people at Nintendo want is getting hate on minor things that they changed on a sequel that is still superior to the first game.
@@dolomite1067 They shouldn't have changed anything in the first place and instead add onto the old game.
Evincer Fyle here you are: 3S5-TKX-MSG - Trollology: Muncher Malfunction. Have fun, and don't expect it to be easy. And yes, it is a real troll level, because you might get sent back to an earlier checkpoint :D
Keep up the good work man
The most satisfying change for me is that you can't die once you hit the goal, even if you fall into a pit.
Heresplitatom That was in the original game as well.
@@CarlosAlberto-nq3iv Huh, I guess I didn't notice. I remember seeing players die in MM1 after hitting the goal, maybe it was edited.
@@heresplitatom9945 the hell? Hahhaha
A lot of these are improvement compared to the last batch. Very interesting stuff!
When Yoshi gets nerfed, but it’s actually in MM2.
Since when was Yoshi in *Mega Man 2?* 😜
AdamMJ Wow, it’s hilarious that you thought he was being serious.
Murder mystery 2
I didn't know you can do a 1-Up trick with the advantage of vines in SMM.
I see lot of comments MM1 handled those better. I don't see why. The majority of those changes were good.
1. POW not beeing triggered after hitting a spring makes it possible to throw it and stack them better
2. Vines not stopping the combo was clearly a bug.
3. Jumping over tiles offscreen was a shitty thing. Sure, they should make it so that the last tile of the screen should be repeated offscreen too but it's still better than in MM1
4. Arguable change depending on what you wanna do in platforming. I think they always worked like that in normal Mario games anyways.
5. Enemies should work like that tbh and it's still possible to jump onto sinking enemies in MM2, just not with those goombas
6. Greater space to put something into the Boo-Ring and you don't have to wait that long while standing in them anymore
7. What would be the point of putting a key into a big goomba if you don't have to kill entirely? They acted like normal goombas back then
8. Probably a change in the physics of death in MM2. I like the MM1 one more but that's just a minor cosmetic thing
9. Same like 8, doesn't matter tbh
10. You don't have to place the cloud again, nice
11. Good change so you can't accidently kill enemies, again to make the game easier I guess.
12. I think they forgot that things can FALL onto red coins. The change would be good if the red coins could still be collected like in MM1 tho
13. This makes jumps into 1 gaps much more consistent instead of relying on mario to stand completely on the ground
14. It's harder to make Mario lose the shell now but I like the mechanic to Mario through those one gap blocks.
15. Of course, not destroying blocks sideways is a bummer but now you can choose what happens if mario gets hit
16. Repositioning thwomps seems like a good change to make puzzles
17. This is arguable, Yoshi has a harder time running now, making the game easier
18. Fixed a bug, no problem there
19. + 20. More tiles to place, better too
Other than change 12 and 15 I think MM2 did a pretty good job.
you actually can't choose what happens if mario gets hit. that's not how progressive items work. you change into super mario regardless.
@@jclkaytwo You are right! Just tested it. Now I dont know why you can put a mushroom onto the big one. I dont see what it changes other than the big mushroom turning into a normal one. Why not use the normal one then?
@@FireTiktak Progressive items gives you a Normal mushroom if small, but the actual power up if big, usefull to make normal levels.
@@sharen7553 Figured it out right after I wrote that message. It's in the word progressive. Me dumbass.
Thanks for the clarify tho. ;)
@@FireTiktak Thanks.
I think you might have seen this, and it's not really a change, but I thought I'd be a nice mention. In the NSMBU and Super Mario 3D World styles, the characters have differences. Not speed or jumping, but much smaller. They have different hitboxes for one. Also because of their size their Fireball trajectory is different. Luigi is taller than Mario, and Blue and Toadette are smaller. Because of this, it's possible to use the Fireballs to force someone as a playable character by making targets designed for each of their trajectories. Again, not a change, but I think it's pretty cool that the characters provide not just an aesthetic difference.
Sucks about the Bullet Bills, really. I also don't like that we can't run through Block as giant Mario.
Your channel is awesome, I can’t believe I haven’t Subscribed yet!
5:25 this is what you came for!
Lol no
Twix 4 no one came for that
Dh com FSF br v🤔
No it’s just the thumbnail
6:57 i didn’t know u could do progressive power ups in smm1 thought that was a new addition to smm2
And the castle theme background was changed for NSMBU style. The windows show a cloudy sky while in SMM1, the windows just showed orange.
In SMM2 they added the vine sound effect for SMB1 (which had in the original game), something that didn't have in SMM1, it used the sound like something came out from the question block
My god finally someone talking about the block limit! Now I can buy the game. 😂
Don't you watch GameXplain
@@kimothefungenuis He clearly doesn't.
4:15 THAT'S Kindness!
Hey cheers for the mention!
So this video's purpose is to convince me to just get the original? I'm sold.
Not at all.
Joanosaurus ok but like... I’d definitely get the first one.
@@jasonnn2284 SMM2 is way better but yeah, go ahead
I like how people are able to find this kind of stuff.
If NSMM becomes a thing, #12 will be fixed. (The overlap part, not the collision part. Basically, NSMM will force the SMM2 versions to allow MUCH more, especially in terms of overlap.) Same for part 2 of #19. As of #20, enemy limits will probably be gotten rid of entirely (although, might also make it scale with the Star Count and only completely remove it after a certain amount of Stars). This also goes for the "internal" Entity Limits (the ones that determine whether a Blaster can shoot objects, whether blocks can spawn their content etc), there will however be Controller sprites to reestablish them (in case you need them for puzzles). While Controller sprites will be restricted to the second set of new versions (the third last thing to unlock with your Star Count, the last 2 being unlimited level uploads and the ability to upload memory modded levels), Entity Limit Controllers will be added to pretty much all levels that are merged from official SMM games. (There's a bunch of other Controller sprites planned, examples being the Appear Event, the Delayed Event Box and the Camera Bounding Path Node. You see that these contain numerous examples of things you could create some really nasty Super Expert hot garbage with, which is why they're restricted to popular creators who, so the hope, will actually keep up high standards of level design. Chances for this are decent since mods are more likely to be installed by more experienced community members who, more probably than not, already dealt with things like Reggie Editor and CoinKiller.)
Also, IIRC ducking in the Goomba Shoe was always possible in SMB3 mode (but #13 is true for SMB1 mode).
In Mario maker 1, there are four different sprites for ground tiles, and now there are three.
(Made easier to see in Mario U underground theme)
That depends on what theme and game style you’re talking about. New Soup U has like 8 in the Ground theme, while Mario 1 has only 1 for its Ground theme
Also they took out some really cool sound effects like the disco-party effect. And you can´t influence how a mushroom-platform (mp) overlaps with a semi-solid-platform (ssp). In SMM1 you can place a mp infront of a ssp ending on the same level through touching the mp (it will drop in the foreground then). In SMM2 the ssp will always stay in the foreground when ending at the same level as th mp. That´s pretty annoying as you I can´t build my little mushroom cabins anymore........
Another difference: When placing conveyers next to a wall letting it move in 1 arrow speed into the walls direction and let a mushroom/ 1- up fall on it in SMM1 the mushroom would touch the wall and travel back against the conveyers direction very slowley. In SMM2 it can´t outrun the conveyer anymore and will stay stuck to the wall forever.
One thing I want, if they make a 3rd Mario Maker: The Super Mario World levels should have the ability to store an extra power-up, which would drop either on command or when you get hit
Same with 3D world
Really doubtful that will be happening. Remember how easy it is to have infinitely respawning powerups in a level, and being able to effectively carry a spare one with you would potentially break SO many puzzle/Metroidvania based levels.
@@Stratelier Agreed, that would lower the game's difficulty a little to much for those styles.
in the original smw, collecting a fire flower while you had a mushroom would put the mushroom in the item box. then, getting hit would revert you to small mario, and the mushroom would fall out of the item box; you'd have to successfully collect it in order to make use of that extra hit point. in mario maker, they just give you the mushroom back automatically.
there's a lot of things that bug me about how smw style works in the mario maker games, but i'm okay with this bit of streamlining.
@@sirmoonslosthismind Likewise, collecting a Fire Flower as Caped Mario (or vice versa) effectively gave you the ability to swap between them at any time. In the case of puzzle/Metroidvania based Mario Maker levels this would be a HUGE conceptual change.
1:04
Is it just me or do I see the shadow of a block on top of those spikes?
In Smm1 is possible to move while the timer is running out.
Doesn't the whole level take place with the timer running out?
So did the Nintendo B team work on MM2 or something? There's barely any parity between the two.
An interesting one I noticed while playing Mario 1 style: in SMM2, you can no longer jump on top of sideways one-way gates.
It feels like they thought hard about everything in SMM1, but then started from scratch in SMM2 and just thought "eh, we've done this before, we know what we're doing" while forgetting all the important details from the first game
I don't know. In this video, I saw a lot of good changes, how the lakitu's clound or the thwomp interaction with the helmet. Also, a lot of features in MM1 probably was an accident
Alexis Mercado no they werent “accidents” they were purposely put there. If they were “accidents they would’ve noticed because of the people’s levels. None of that are “accidents” as you put it.
@@alexismercado3944 Not accidents, but maybe oversights
Most of these differences were better in the original.
Boo-hoo.
@@AnonymousAnonymous-re7fy they literally just said boo hoo.... sounds like youre the triggered snowflake here pal
L&R II But they are so small you probably wouldn’t notice. In my opinion the block limit and portability makes up for it. Not to mention 3D World
Like what? The only one that is worse then the Original is Big Mario not being able to break blocks, everything else in this video really didn't get worse, and in most cases became better or less weird.
Anonymous Anonymous lol someone’s a snowflake
In SMM1, if you spawned in an area that is already occupied by blocks, you could still walk and jump up 1 block. In SMM2, you can't move.
You missed one where they nerfed the buzzy/spiny shells. In smm1, if you crouch as small mario wearing a shell helmet, enemies won't damage you and instead walk away, thinking you are a wall. In smm2 that doesn't work.
4:40 you can do it, but now with a glitch and later it can be erased
7:15 Mario Odyssey
1:59 - #5
I'd like to elaborate with my own obseevation here... I've noticed even with physically larger enemies they seem to simply stop having hitboxes the moment they touch lava. It's not simply an issue of them sinking in lava faster.
Feel free to test and prove me wrong, but I thinknive had more than a handful of deaths to that happening.
3:27 his death animation is the same, he's just on different position
Yeah, in SMM2, its facing towards the screen, while on SMM1 its facing sideways...😅
Im very happy about the terrain and brick limit being changed, because I vividly remember in super mario maker 1 struggling to remove terrain without making the level look bad in order to continue the level.
Some of these just makes you scratch your head and wonder why on earth change that.
Nintendo does not seem to be able to give without taking.
Probably because some of the things that you could do in MM1 were unintentional, so they "fixed" them
@@nachoferrari240 😁👍
Some of the things like pow blocks on wall springs, the vine exploit, not allowing people to jump over spikes on the top of the screen, not hiding pink coins, big goombas with the key, the way power ups interact with certain items, swimming through spike passages, erasing lakitu, and the new way thwomps work are all positives to me. Also some things really don’t matter like. No levels are ruined because Yoshi can’t jump 4 blocks.
06:25 Has anyone noticed that those sea urchins look like the sea urchins in The Legend of Zelda: Link's Awakening?
who asked
0:33 Original Super Mario Maker SMM1 Game Like 1up 🔼
Ok
NOW WE NEED A SMM3 WITH ALL THE GREAT FEATURES FROM 1 AND 2
nintendo: we deleted big mario, deleted all weird marios that apperar when u knock doors and now it is glitchless and it's perfect because we added fire bros on other themes and added light blocks and in SMW yoshi now can't clip tongue through walls and that's all from us for SMM3
In SMM1, I took advantage of being able to place items and enemies in the same grid cell when making music levels so I could have them play the same note in unison. I discovered that you couldn't do that anymore in SMM2 when trying to recreate those music levels and had to find other ways around it.
2:04 I SWEAR I WAS THE ONLY ONE WHO KNEW ABOUT THIS
Theory as to why you can’t jump over spikes anymore:
All items in each section of the editor have similar properties: all terrain blocks can be stood on, and only terrain blocks can be stood on, for instance. It seems that while certain functionalities are unique to certain items (ex. taking damage on spikes), certain functionalities are global across all items in a given section. Since you can’t jump over any terrain blocks at the top of the screen, and spike traps are considered terrain blocks, it comes out that you can’t jump over spike traps either. It’s not that they specifically coded that in for spike traps, but that they didn’t want to make an exception from the other terrain blocks.
I swear, we need a list of buffs and nurfs for each returning item.
I always prefered the first SMM for all of these reasons and because of skinny mario (the wierd stretched mushroom I forgot the name) and the mystery mushrooms that change mario into a different skin with an amiibo or unlocking a skin
So in SMM 2 they removed the cheap tactics but they removed the actual real things into cheap tactics.
I do not know if you've already showcased this, but if a Shell hits a Pow mid-air it'll get destroyed in SMM2 meanwhile it wouldn't in SMM1...
Really great video! Always appreciate these ones :)
Also I'm sure this is already widely known, but Pow's also don't go through OneWays anymore.
4:28 GILMASHURE
2:16 what is the theme at this time called?
4:20 this gives me ideas in SMM1
In SMM1, while swimming, you need a shellmet while holding a another shell to pass through a 1 block without being hit. In SMM2, it is possible, but only in Super Mario Bros and SMB3 styles. But In the SMW and NSMBU styles Mario still can't.
1:44 it being possible, I can understand but possibile? Woah!
Have you noticed about the lava? It looks very different
2:19 it is possible...
Nice video! Good to know some things so i don’t mess up, i did alot of these things in smm1 😂 i just got the game a week ago and i tried the vine trick lmfao!