10 Best Features in Super Mario Maker 2 You Need to Use
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VOICE OVER: Andrew Labelle
WRITTEN BY: Ty Richardson
Want to know how to make the best Super Mario Maker 2 level? Welcome to MojoPlays, and this is our list for the best new Features in Super Mario Maker 2.
10 New Features in Super Mario Maker 2
Welcome to MojoPlays, and this is our list for Newest Features in “Super Mario Maker 2”! The first “Mario Maker” on Wii U already gave us an abundance of tools for us to play with, leading to a vast number of imaginative levels made by the gaming community. “Mario Maker 2”, on the other hand, provides numerous upgrades and new toys that are sure to be a delight or migraine, so please USE THEM! There are still way too many levels in “Super Mario Maker 2” using only assets that were in Super Mario Maker 1.
Slopes
I think these speak for themselves.
On & Off Switches
The On and Off switches have been a simplistic, yet interesting mechanic of past Mario games, whether it be alternating the routes for platforms on rails or alternating the visibility of specific blocks. Both of those features have made it into Super Mario Maker 2, and it’s proven to be a very popular addition. Mario isn’t the only one who can set off these switches; objects and enemies can also trigger these blocks, which could demand faster reflexes from the player. Considering the abundance of stages already making use On/Off switches so far, we have a feeling we haven’t seen their full potential yet.
Night Mode
Night Mode is one of the most intriguing new additions in “Mario Maker 2”. It’s pretty easy to unlock, too. Simply drag the Angry Sun into your level, tap it, and there! Night Mode can be accessed anytime! What this does is alter some of the features of your level, and we’re not just talking about the day-to-night transition. For example, if your course uses the Ground theme, Goombas will float. Or if you’re using the Forest theme, water becomes poisonous. As for the Moon itself, touching it will wipe all enemies from the screen. Neat how a cosmetic change can alter mechanics so drastically!
Improved Search Options
As entertaining as the first game was, “Super Mario Maker” featured a lackluster search engine. You could only find courses by their extensive 16-character ID code or by scrolling through the Highlights, Star Ranking, and New Arrivals sections. If you wanted anything more specific, you’d have to go to the “Mario Maker” Bookmark website and search there. It was a real pain in the butt! Thankfully, “Mario Maker 2” has made it easier to find courses, incorporating tags and shortening ID codes to nine characters. Finally, we can jump into new levels at a quicker rate!
Maker Profiles
In addition to the improved online search engine, “Super Mario Maker 2” boasts another nifty feature for online - Maker Profiles! These aren’t just your typical online profiles, though. As you progress through either Story Mode, Course World, or if you’re levels get lots of positive feedback, you’ll unlock different outfits for your Mii. You can dress up as Bowser, wear T-shirts with enemies animated on them, or even become half-human, half-Bullet Bill! There’s a wide variety of wardrobe pieces to unlock, and we are hoping future updates will include more for us to flex our Mario fandom.
Red Yoshis
Whether he’s being used to swallow enemies or as an extra jump only to be sent plummeting to his death (hashtag “Top 10 Anime Betrayals”), Yoshi sparked dozens of ideas for unique level designs. This time around, “Mario Maker 2” has added a new type of Yoshi for players to tinker with. Adding a Super Mushroom to a Yoshi egg will cause it to spawn a red Yoshi that can shoot fireballs. Unlike the Fire Flower, Red Yoshi’s fireballs can pass through walls, which can lead to some interesting boss fights. Furthermore if Fire Mario is riding Red Yoshi; He’ll shoot 3 fireballs at once.
New Autoscroll Mechanics
While the first game did give us access to auto-scrolling, it only let you adjust the speed of the scroll. However, “Mario Maker 2” is expanding upon that. Now, you can set keyframes and create a track for the camera to create new auto-scroll levels. However, it does come with some limitations. For starters, you can only set ten different keyframes for a single level. (But do you really NEED ten?) Also, you cannot have the camera move backwards, so no zig-zagging. Despite these two restrictions, it still leaves plenty of room to create compelling courses.
Clear Conditions
Even though the general goal is still the same (reach the end of the level to touch the flagpole), “Mario Maker 2” lets players tack on an extra challenge to complete courses. Some of the conditions can be as simple as defeating a set number of a specific enemy, collecting a minimum number of coins, or reaching the goal with a particular power-up still active. However, they can get tricky! Expect to see plenty of levels where you can’t take damage or land after leaving the ground. Story Mode has its own sets of different clear conditions, but they aren’t accessible for the time being. Hopefully Nintendo will add Toad Escorts and tree-handstanding in the future.
Using Dry Bones Shells
The shell helmets were a hilarious mechanic in the first game, and “Mario Maker 2” has included a new enemy corpse for us to use for personal gain - the Dry Bones shell! These shells can help Mario cross hazardous terrain a little more easily. You can hop along spiked areas (like Kuribo’s Shoe and Yoshi), or you can use it to sail across lava pits and poisonous waters. It also borrows a mechanic from the Tanooki suit, letting you play dead to bypass traps or enemies. You know, Mario is starting to get slightly more disturbing...
Super Hammer & Superball Flower
“Super Mario Maker 2” introduces two new power-ups for players to use. Although, there is a caveat; both are exclusive to one style each. The Super Hammer, exclusive to the “3D World” style, allows Mario to break down stone blocks and do a constipated-squat to spawn wooden crates. Then, there’s the Superball Flower, exclusive to the “Super Mario Bros.” style. If you didn’t get to play “Super Mario Land”, the Superball Flower grants Mario the ability to throw a Superball that can ricochet off surfaces. To unlock these, you’ll have to complete specific levels from Story Mode: the final level “Meowser Showdown” for the Super Hammer, and “Spiny Shell Smashers” for the Superball Flower. We’ve already seen some awesome stuff with the Superball Flower, so keep it up guys.
Welcome to MojoPlays, and this is our list for Newest Features in “Super Mario Maker 2”! The first “Mario Maker” on Wii U already gave us an abundance of tools for us to play with, leading to a vast number of imaginative levels made by the gaming community. “Mario Maker 2”, on the other hand, provides numerous upgrades and new toys that are sure to be a delight or migraine, so please USE THEM! There are still way too many levels in “Super Mario Maker 2” using only assets that were in Super Mario Maker 1.
Slopes
I think these speak for themselves.
On & Off Switches
The On and Off switches have been a simplistic, yet interesting mechanic of past Mario games, whether it be alternating the routes for platforms on rails or alternating the visibility of specific blocks. Both of those features have made it into Super Mario Maker 2, and it’s proven to be a very popular addition. Mario isn’t the only one who can set off these switches; objects and enemies can also trigger these blocks, which could demand faster reflexes from the player. Considering the abundance of stages already making use On/Off switches so far, we have a feeling we haven’t seen their full potential yet.
Night Mode
Night Mode is one of the most intriguing new additions in “Mario Maker 2”. It’s pretty easy to unlock, too. Simply drag the Angry Sun into your level, tap it, and there! Night Mode can be accessed anytime! What this does is alter some of the features of your level, and we’re not just talking about the day-to-night transition. For example, if your course uses the Ground theme, Goombas will float. Or if you’re using the Forest theme, water becomes poisonous. As for the Moon itself, touching it will wipe all enemies from the screen. Neat how a cosmetic change can alter mechanics so drastically!
Improved Search Options
As entertaining as the first game was, “Super Mario Maker” featured a lackluster search engine. You could only find courses by their extensive 16-character ID code or by scrolling through the Highlights, Star Ranking, and New Arrivals sections. If you wanted anything more specific, you’d have to go to the “Mario Maker” Bookmark website and search there. It was a real pain in the butt! Thankfully, “Mario Maker 2” has made it easier to find courses, incorporating tags and shortening ID codes to nine characters. Finally, we can jump into new levels at a quicker rate!
Maker Profiles
In addition to the improved online search engine, “Super Mario Maker 2” boasts another nifty feature for online - Maker Profiles! These aren’t just your typical online profiles, though. As you progress through either Story Mode, Course World, or if you’re levels get lots of positive feedback, you’ll unlock different outfits for your Mii. You can dress up as Bowser, wear T-shirts with enemies animated on them, or even become half-human, half-Bullet Bill! There’s a wide variety of wardrobe pieces to unlock, and we are hoping future updates will include more for us to flex our Mario fandom.
Red Yoshis
Whether he’s being used to swallow enemies or as an extra jump only to be sent plummeting to his death (hashtag “Top 10 Anime Betrayals”), Yoshi sparked dozens of ideas for unique level designs. This time around, “Mario Maker 2” has added a new type of Yoshi for players to tinker with. Adding a Super Mushroom to a Yoshi egg will cause it to spawn a red Yoshi that can shoot fireballs. Unlike the Fire Flower, Red Yoshi’s fireballs can pass through walls, which can lead to some interesting boss fights. Furthermore if Fire Mario is riding Red Yoshi; He’ll shoot 3 fireballs at once.
New Autoscroll Mechanics
While the first game did give us access to auto-scrolling, it only let you adjust the speed of the scroll. However, “Mario Maker 2” is expanding upon that. Now, you can set keyframes and create a track for the camera to create new auto-scroll levels. However, it does come with some limitations. For starters, you can only set ten different keyframes for a single level. (But do you really NEED ten?) Also, you cannot have the camera move backwards, so no zig-zagging. Despite these two restrictions, it still leaves plenty of room to create compelling courses.
Clear Conditions
Even though the general goal is still the same (reach the end of the level to touch the flagpole), “Mario Maker 2” lets players tack on an extra challenge to complete courses. Some of the conditions can be as simple as defeating a set number of a specific enemy, collecting a minimum number of coins, or reaching the goal with a particular power-up still active. However, they can get tricky! Expect to see plenty of levels where you can’t take damage or land after leaving the ground. Story Mode has its own sets of different clear conditions, but they aren’t accessible for the time being. Hopefully Nintendo will add Toad Escorts and tree-handstanding in the future.
Using Dry Bones Shells
The shell helmets were a hilarious mechanic in the first game, and “Mario Maker 2” has included a new enemy corpse for us to use for personal gain - the Dry Bones shell! These shells can help Mario cross hazardous terrain a little more easily. You can hop along spiked areas (like Kuribo’s Shoe and Yoshi), or you can use it to sail across lava pits and poisonous waters. It also borrows a mechanic from the Tanooki suit, letting you play dead to bypass traps or enemies. You know, Mario is starting to get slightly more disturbing...
Super Hammer & Superball Flower
“Super Mario Maker 2” introduces two new power-ups for players to use. Although, there is a caveat; both are exclusive to one style each. The Super Hammer, exclusive to the “3D World” style, allows Mario to break down stone blocks and do a constipated-squat to spawn wooden crates. Then, there’s the Superball Flower, exclusive to the “Super Mario Bros.” style. If you didn’t get to play “Super Mario Land”, the Superball Flower grants Mario the ability to throw a Superball that can ricochet off surfaces. To unlock these, you’ll have to complete specific levels from Story Mode: the final level “Meowser Showdown” for the Super Hammer, and “Spiny Shell Smashers” for the Superball Flower. We’ve already seen some awesome stuff with the Superball Flower, so keep it up guys.
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