In case there's a part 5... - In SMM2, Piranha Plants will start to float instantly in SMW, in SMM1 they first had to hit a surface. - In SMM1, there were no "lurking" animations for Thwomps in SMB, SMB3 and NSMBU. This has been changed in SMM2, most likely because of the special behavior in the NightGround Theme ;) - You can spinjump off vines in SMM2 SMW style. Really love finding and watcing videos of these subtle differences :D
6:20 there are other speeds too. Zoom affects it, and with the touch screen you can use 2 fingers to pan way faster (but the speed with that isn't consistent)
Idk if anyone mentioned this already but different colored pipes will spawn different amounts of enemies The goomba shoe crowding situation can be remade with a red pipe
I noticed one: In SMM1, objects can be placed at the start of the level, making for more interesting level openers. In SMM2, since the game is now multiplayer, the start of the level is blocked off from placing objects right there, possibly to prevent players from getting stuck.
in super mario maker 1 if you start a Level from the beginning you will appear to the fifth block but in super mario maker 2 you will start in the third block.
Here are some you forgot. SMB1 Ghost House Music Smm1: Entering a level will always show SMB1 Mario no matter what game design. Smm2: The Mario matches the game style. Moving elements sound Smm1: Pipes would always be plain old Green. Smm2:We can now color it! YAY!! SMM1: WE had to shake elements to change them. Smm2: We have to hold it to change it(And add wings and a parachute.). Smm1: Only playable character was Mario Smm2: You can now play as Luigi, Toad, and Toadette. Smm1: Level slots were set as worlds. Smm2: That's not here. Pause sounds Smm1: After saving the level and reopening the software, it will show a random level. Smm2: After reopening, it will show the level you saved. Smm1: Weird Mushroom Smm2: Superball Flower Smm1: Mystery Mushroom Smm2: Master Sword Master Sword is in the 2.0 update in smm2. Smm1: The random level in the title screen showed it in any game style. Smm2: It's organized Ground:Sm3dw Sky:smb Underground:smb Forest:smw Underwater:nsmbu Ghost House:Sm3dw Desert:smb3 Airship: smb3 Snow:nsmbu Castle:Smw Smm1: Placing ground next to starting point and goal point didn't connect (WHY THOUGH?). SMM2: It connects Smm1: Bowser sound had the boss theme Smm2: Bowser Jr sound is boss and Bowser sound is final boss. Smm1: Tutorial had Mary Smm2: Tutorial had Nina Smm1: Tutorial didn't show names Smm2:It does
Don’t remember if this was mentioned in previous episodes, but in SMM1, when the time hit 0, you died at that point, but when the time hits 0 in SMM2, it takes another second before you actually die.
Another difference: In SMM1, when you place a mushroom to something when you already place a mushroom to an enemy, it coughs out a mushroom. But in SMM2, it doesn't happen.
One subtle difference that people may not have noticed: The editor music was just 1 track in SMM, as opposed to multiple styles with different elements active/inactive that would switch out regularly in SMM2
2:31 This could’ve worked as a defense mechanism where, if an enemy is coming near you and you have the helmet on and are small, just crouch! Mario Maker 2 breaks this…
In SMM1 getting a 1UP in NSMBU sounds like the it did in the original game but in SMM2 it was changed to the NSMBWII one however getting 100 coins has the same sound effect in both games
2:04 MUSHROOM VS CONVEYOR BELT! SMM1: Mushroom won! Mushroom: Yay! I won! SMM2: Conveyor Belt Won! Conveyor Belt: Heh, you suck mushroom, you no match to me. Mushroom: Dammit nintendo...
@@mystora7159 well it can be pretty annoying at times like in a silent ghost house, I know you can probably use it to your advantage, but it just annoys me.
In Super Mario Maker 1 online mode, if you press select to skip the level when you land on spikes, the skipping screen will appear before Mario takes damages, however in Mario Maker 2, Mario takes damage before the skipping screen appear
In Mario Maker 1, in the NSMBU style, if you try the triple jump, the second jump sounds like the wall jump sound, but in Mario Maker 2, the second jump sounds like in the original NSMBU game! 🔊
Nintendo did in some ways improve the Mario Maker franchise (adding stuff like more bosses and new power-ups), but they also ruined some elements that made the game more interesting!
one thing I've noticed is that the starting terrain in the airship theme in SMM1 is the ground theme's ground, but in SMM2 it changed to the new sky theme ground!
In SMM1, when a Yoshi egg is big, two Yoshis come out of it and start running. In SMM2, big Yoshi egg is red and a fire-breathing Yoshi comes out of it.
When you go through the door in SMM1, and immediately back again, the screen fades to black immediately. But in SMM2, when you go through the door, and immediately back again, the screen fades after about one second wait.
In Super Mario Maker, when placing a Super Mushroom the Super Mario Bros. style in the ground theme, it would normally have a voice say “Super Mushroom” in time to the music. However, in Super Mario Maker 2, it is the only known instance when the voice says Super Mushroom without going with the music.
In SMM1 grinders/bumpers disappeared if they're overlapped into track grinders/bumpers, And in SMM2, This usually makes grinders/bumpers still stay overlapped into track grinders/bumpers, This is the ultra-collision of the new fool method
I have two for in case you make a part 5. #1: Theme to use: SMB1/SMB3. As small Mario you can crouch/duck in those game styles in Mario Maker 2. But in MM1 that's not possible. (I think) #2: In MM2 when you start a level, the ones digit of the timer says "9". But in Mario Maker 1 the timer, like in older games the ones digit says "0".
In SMM1, Big eggs went to keep green, And spawned 2 yoshies That run, And in SMM2, If we put a mushroom on the egg, they will be red, And will spawn a red yoshi with a unique ability: splitting fire
Another change is the 1-up sound on NSMBU in challenges SMM1 the sound was the 100 coin one, during the level and the end of the level On SMM2 during the level is the sound when you get a item that you already have, and the final is the normal sound of a 1-up
In the original Mario maker, I think the levels limit length from start to finish is longer than MM2. I remade a level from the 1st game to the 2nd to the exact block and I couldn't make the ending the same because the level was shorter.
In SMM2, P-Switches and POW Blocks glow blue (this is because they light up in the nighttime Ghost House/Underwater). They don't in 3D World because that game style doesn't have night themes.
The timer in SMM1 doesn't immediately count down, and Mario dies at 0. The timer in SMM2 immediately counts down, and Mario dies at the end of 0. Result: 50 less points per level.
tbh, to anyone who's (still?) mad at Nintendo for removing all the fun easter eggs and fun little features, just know that it's pretty clear they went all out to make Super Mario Maker 2 better as a game, and not better as pure entertainment.
@@YourMomz07 tapping is much better. Imagine having to shake your jpcons in docked every time you wanna change the thing. And because you had to shake and combine on your own, many things could go unnoticed.
in part 5... - in smm1 mario running 1 block with mushroom and big mario passed the block with free move - in smm2 big mario getting stuck in the blocks but cannot move at all. part 6 is out now (coming soon)
The subtle difference series, aka the series we think has ended but truly never has.
I don't see that
no more. this is the last one
Nope. Mario Maker 3 would probably come for the Nintendo Switch’s successor.
Love the new pixel art for the shelmets! they look a lot better in SMM2
I agree, Shield.
Chloe exept the smw spiny
Sorry, I disagree
@@SleepDeprivedGinger that's fair!!
Chloe *_no what the fuck_*
Well, it does make sense that Dry Bones wouldn't be able to exist in water. Because then it wouldn't be dry anymore.
Wet Bones
Good one!
WET BONES 100
--------
this is mario; logic has no place here. dry bones belong underwater because they were frequently used underwater in the older games.
*Wet Bones*
3:19 so they can use the same thing when playing : *play together* and the player who gets the key dies
Smm key falls
Smm2 key stay
Theme to use: SMB1
SMM1: Bowser icon cued “Boss”
SMM2: Bowser Jr icon cues boss and Bowser icon emits new effect called “Final Boss”
That's Not A Subtle Change, That's A Major Change
And It's For Every Style, Not Just SMB1
He Said SMB1 In "Theme To Use" I Know SMM1 Stands For Super Mario Maker 1
Its basically what he said, but without the first sentence.
Thats just SMM2 having more sound effects
@@TattleameliaMLG Why Do You Feel The Need To Use A Capital Letter At The Beginning Of Every Word?
2:27 I have played a lot of Super Mario Maker but i never knew about this until this video
same
Same.
2:24 The Super Mushroom got a speed nerf
*OOF*
Y i, naravno, ne samo da se ne bi bilo dobro da ga ne bi ga je, u okviru projekta je
not more oof is now
*DEH*
@@GuardianOfTheLunarLighthouse oof is way better
In case there's a part 5...
- In SMM2, Piranha Plants will start to float instantly in SMW, in SMM1 they first had to hit a surface.
- In SMM1, there were no "lurking" animations for Thwomps in SMB, SMB3 and NSMBU. This has been changed in SMM2, most likely because of the special behavior in the NightGround Theme ;)
- You can spinjump off vines in SMM2 SMW style.
Really love finding and watcing videos of these subtle differences :D
Nice job at finding these. You definitely deserve a part in this vid :D
Great job finding these!
Thanks Pikachu and yanis😇
And yeah, probably @SWUG, since it's quitr obvious (:
Looygi Bros Just Hope That make Part 2 (:
6:20 there are other speeds too. Zoom affects it, and with the touch screen you can use 2 fingers to pan way faster (but the speed with that isn't consistent)
🎃
I've got one.
In SMM1 you can walk through the platform holding up the axe.
In SMM2 the platform is completely solid.
Every fact lasts way shorter now, great improvement!
I love this channel so much. The content is so chill and wholesome, it's perfect to watch on a relaxing day! ♥
Yep!
6:11 Look out Sonic, Mario's gonna become *_the red blur_* to rival you
Well well look who it is!
uoy lavir ot rulb der eht emoceb annog s’oiraM ,cinoS tuo kooL 11:6
First you were in GioFilms,next EmKay, and know you’re here??????
For goodness sake, fuck off
Wait.... Doesn't sonic move at the speed of sound??
The mushroom speed tip was really helpful, I have used it to make timers in many of my levels.
New: The Dragging Sound In The Editor Is Different
Idk if anyone mentioned this already but different colored pipes will spawn different amounts of enemies
The goomba shoe crowding situation can be remade with a red pipe
It's a hard-cap of one across all pipe types.
Nice , didn't know that
In Mario maker 1, the POW blocks were neutral, but in SMM2, they blink.
I noticed one:
In SMM1, objects can be placed at the start of the level, making for more interesting level openers.
In SMM2, since the game is now multiplayer, the start of the level is blocked off from placing objects right there, possibly to prevent players from getting stuck.
in super mario maker 1 if you start a Level from the beginning you will appear to the fifth block but in super mario maker 2 you will start in the third block.
Big Brain.
Wow, I actually didn’t know that!
Great . . . more things Nintendo forgot to port. At least they made the collision make more sense.
They didnt add these on purpose, im sure they have a valid reason
@@reversible8740, what would be the reason for removing a little checkpoint easter egg? Or what about Yoshi particles?
The Muncher collision is too big now though
@@goshator The yoshi particles were too lewd obviously.
Gosha Sounds weird but the switch does not have unlimited power
In smm1 you could throw a spring under a thwomp and it would move the thwomp. In mm2, it doesnt work (I believe it does still work in 3d world)
Yes it does
@@plompedu Did you even try it?
@@sandman92660 yes
0:00 the intro at ×0.25 playback speed sounds like a nuclear alarm lol
XD
Here are some you forgot.
SMB1 Ghost House Music
Smm1: Entering a level will always show SMB1 Mario no matter what game design.
Smm2: The Mario matches the game style.
Moving elements sound
Smm1: Pipes would always be plain old Green.
Smm2:We can now color it! YAY!!
SMM1: WE had to shake elements to change them.
Smm2: We have to hold it to change it(And add wings and a parachute.).
Smm1: Only playable character was Mario
Smm2: You can now play as Luigi, Toad, and Toadette.
Smm1: Level slots were set as worlds.
Smm2: That's not here.
Pause sounds
Smm1: After saving the level and reopening the software, it will show a random level.
Smm2: After reopening, it will show the level you saved.
Smm1: Weird Mushroom
Smm2: Superball Flower
Smm1: Mystery Mushroom
Smm2: Master Sword
Master Sword is in the 2.0 update in smm2.
Smm1: The random level in the title screen showed it in any game style.
Smm2: It's organized
Ground:Sm3dw
Sky:smb
Underground:smb
Forest:smw
Underwater:nsmbu
Ghost House:Sm3dw
Desert:smb3
Airship: smb3
Snow:nsmbu
Castle:Smw
Smm1: Placing ground next to starting point and goal point didn't connect (WHY THOUGH?).
SMM2: It connects
Smm1: Bowser sound had the boss theme
Smm2: Bowser Jr sound is boss and Bowser sound is final boss.
Smm1: Tutorial had Mary
Smm2: Tutorial had Nina
Smm1: Tutorial didn't show names
Smm2:It does
wow
@@teresabarboza398 Thank you
The “random level” still displays the level you last worked on and saved before the game closed in both versions.
5:49 Didn’t expect a guest appearance for this episode
Finally! Someone talks about the Checkpoint thing!
The underground styles for SMB and SMB3 had shadows in the Wii U version. These shadows are completley unseen in the Switch version.
Don’t remember if this was mentioned in previous episodes, but in SMM1, when the time hit 0, you died at that point, but when the time hits 0 in SMM2, it takes another second before you actually die.
Another difference: In SMM1, when you place a mushroom to something when you already place a mushroom to an enemy, it coughs out a mushroom. But in SMM2, it doesn't happen.
i think that your intro is gonna become the most nostalgic thing ever
One subtle difference that people may not have noticed:
The editor music was just 1 track in SMM, as opposed to multiple styles with different elements active/inactive that would switch out regularly in SMM2
In smm1 you can make own sound effects. In smm2 its not possible
#6 has been stressing me out for a while now; it doesn't feel the same wearing a buzzy beetle shell when you can't actually use it's properties
Super Mario Maker Boss Mario cannot die near missing Munchers. Except Super Mario Maker 2
What?
Uh, can you say that again, but in English?
Super Mario Maker 1 Mario is a boss- he can nearly touch a Muncher without dying.
Not in Super Mario Maker 2!
2:31 This could’ve worked as a defense mechanism where, if an enemy is coming near you and you have the helmet on and are small, just crouch!
Mario Maker 2 breaks this…
In SMM1 getting a 1UP in NSMBU sounds like the it did in the original game but in SMM2 it was changed to the NSMBWII one however getting 100 coins has the same sound effect in both games
nintendo took fun stuff ;c
Nintendo always takes the fun stuff, but they improve at the same time :)
Even though the fun stuff is removed, the game became much better than the original. SMM1 looks like a prototype compared to SMM2
Smm2 might be a kind game. Idk maybe?
Dhruv Patel weren’t whomps added already?
@Dhruv Patel Pokeys were added to smm2 after you made this comment
Damn Loogi, back at it again.
0:15 I had no idea of that myself when playing the Wii U game.
same
2:04
MUSHROOM VS CONVEYOR BELT!
SMM1: Mushroom won!
Mushroom: Yay! I won!
SMM2: Conveyor Belt Won!
Conveyor Belt: Heh, you suck mushroom, you no match to me.
Mushroom: Dammit nintendo...
They need a setting where you can change the hit boxes from original (depending on the series) to current aka super precise
In smm2 buzz saws now make noise.
You’re SMM2 huh?
Tell mE WHY YOU REMOVED OVERLAPPING PIPES.
@@mynameismmandimheretosay7979 big oof on my part.
Rip
Do you think it should make no sound?
@@mystora7159 well it can be pretty annoying at times like in a silent ghost house, I know you can probably use it to your advantage, but it just annoys me.
03:49 he learned drifting
06:16 GAS GAS GAS!
That's good video man ❤️
In Smm the Nsmbu 1up sound was the wii one but in Smm2 its now the Smb one
In Super Mario Maker 1 online mode, if you press select to skip the level when you land on spikes, the skipping screen will appear before Mario takes damages, however in Mario Maker 2, Mario takes damage before the skipping screen appear
In Mario Maker 1, in the NSMBU style, if you try the triple jump, the second jump sounds like the wall jump sound, but in Mario Maker 2, the second jump sounds like in the original NSMBU game! 🔊
Nintendo did in some ways improve the Mario Maker franchise (adding stuff like more bosses and new power-ups), but they also ruined some elements that made the game more interesting!
one thing I've noticed is that the starting terrain in the airship theme in SMM1 is the ground theme's ground, but in SMM2 it changed to the new sky theme ground!
in smm1, you could shake bowser to turn into bowser jr.
in smm2, bowser and bowser jr are now seperate objects.
There is still so many factors that this game has that gives it the idea that it was rushed.
I still miss the first Mario Maker game
In SMM1, when a Yoshi egg is big, two Yoshis come out of it and start running. In SMM2, big Yoshi egg is red and a fire-breathing Yoshi comes out of it.
When you go through the door in SMM1, and immediately back again, the screen fades to black immediately.
But in SMM2, when you go through the door, and immediately back again, the screen fades after about one second wait.
Extra Detail: the sound for a boss death is different!
Intresting..🤔
0:58
That sync tho...
In Super Mario Maker, when placing a Super Mushroom the Super Mario Bros. style in the ground theme, it would normally have a voice say “Super Mushroom” in time to the music. However, in Super Mario Maker 2, it is the only known instance when the voice says Super Mushroom without going with the music.
5:27 that was in the super Mario bros 1-3 my dad knew that trick
Interesting fact about 5:30: SMB1 was white text for 1UP, SMB3’s was red, same goes for SMW, and NSMBU was the only one that was green.
yea tru
e
In SMM2, POWs and P-Switches glow blue for some reason.
It's so you can use them as stationary sources of light in boo house night modes
@@Kylin_Phoenix_Vartilo Makes Sense, because you can't just use the lava bubble for light.
Yeah. While it’s great for pseudo lanterns and light boxes, it ruins the aesthetic of them, especially in the first 3 themes.
@@pepearown4968 Would be better if they only shine in the night themes
Alexis Mercado That’d be a bit weird though. They’re not deep sea fish or fireflies. They’re insentient gizmos.
World: smm is no longer good for making videos
Loogyi: makes comparisons smm vs smm2
In SMM1 grinders/bumpers disappeared if they're overlapped into track grinders/bumpers, And in SMM2, This usually makes grinders/bumpers still stay overlapped into track grinders/bumpers, This is the
ultra-collision of the new fool method
7:09 Oh, so, it's basically a perspective fix depending on the position of Mario's face. Yeah, smart one.
It’s midnight and I can’t sleep
I also don’t even have the game
5 days later and I'm in the same situation
Don't forget the sounds when collecting a 1up mushroom are different between the two games in NSMBU style.
If you’re doing a Part 5, in SMM1 the timer counts the very first second but not the very last one, but in SMM2 it’s the opposite.
Hey looygi, YT_Gabriss has played your course.
Another small UI change is that the score board in NSMBU changed from Black with a white stroke in the original to white with a black stoke in SMM2
I have two for in case you make a part 5. #1: Theme to use: SMB1/SMB3. As small Mario you can crouch/duck in those game styles in Mario Maker 2. But in MM1 that's not possible. (I think)
#2: In MM2 when you start a level, the ones digit of the timer says "9".
But in Mario Maker 1 the timer, like in older games the ones digit says "0".
I wish you put this in a video.
And evidently Mario's nane is said when you place HIM somewhere in the editor
In SMM1, Big eggs went to keep green, And spawned 2 yoshies That run, And in SMM2, If we put a mushroom on the egg, they will be red, And will spawn a red yoshi with a unique ability: splitting fire
6:24 All these Fishbones can do out of the water is drop and crumble.
Hammer Bros. in SMM1 threw three hammers for their multi-hammer attack, but in SMM2 they throw only two.
Heres the difference:
In smm1. If a clown car hits a wall. It will have its dizzy face. In smm2. Not anymore
Another change is the 1-up sound on NSMBU in challenges
SMM1 the sound was the 100 coin one, during the level and the end of the level
On SMM2 during the level is the sound when you get a item that you already have, and the final is the normal sound of a 1-up
Looygi:Mario can grab coins with a raccoon suit or cape
Luigi (your probable cousin): *anGEr intENsiFieS*
In the original Mario maker, I think the levels limit length from start to finish is longer than MM2. I remade a level from the 1st game to the 2nd to the exact block and I couldn't make the ending the same because the level was shorter.
In SMM2, P-Switches and POW Blocks glow blue (this is because they light up in the nighttime Ghost House/Underwater). They don't in 3D World because that game style doesn't have night themes.
In SMM1, checkpoints saves key coins. In SMM2, it doesn’t actually save them now
in SMM2 instead of shaking, you click the thing a lot of times and that's it
I've enjoyed the analytics!
We ever mention how moving shelmets no longer carry bullet bill launchers? Spent an hour making a redux of a 3ds level only to find that out.
9:33 that nightmare look on one of the comments
The timer in SMM1 doesn't immediately count down, and Mario dies at 0.
The timer in SMM2 immediately counts down, and Mario dies at the end of 0.
Result: 50 less points per level.
The animations for Mario (not small Mario) riding Yoshi In SMM1 and SMM2 are slightly different in the New Super Mario Bros U style
Thumbs up if you love super Mario
at this rate nintendo should add an option for all courses so you can choose if you want super mario maker 1 rules or default rules
tbh, to anyone who's (still?) mad at Nintendo for removing all the fun easter eggs and fun little features, just know that it's pretty clear they went all out to make Super Mario Maker 2 better as a game, and not better as pure entertainment.
SMM1: you shake elements with the finger or stylus
SMM2: you only touch elements to change it
they really sucked a lot of the fun personality out of it even though they added a lot more functionality and stream-lined things
@@YourMomz07 tapping is much better. Imagine having to shake your jpcons in docked every time you wanna change the thing. And because you had to shake and combine on your own, many things could go unnoticed.
So if my counting skills are correct there are 85 total differences between SMM1 and SMM2
I Like A 5th Part. I Discovered 85 Differences!
And how many of those differences involve note blocks that play notes, especially with the momentum of Mario jumping on pink note blocks?
1:20 I thought the semisolid platforms were only in Mario maker 2
7:35-Mario backing that ass up on em like a champ. XP
after 4 years
you spelled XD wrong
In SMM2 lava bubbles that were hit from a ? block go higher than in SMM.
In smm1, when trampolines were hit out of blocks they would go up 1 full block. In smm2 they only bounce up and come back down
Bonus: you can no longer stack conveyers on top of pipes
In smm1 when timer is at 000 after some miliseconds you die. In smm2 when timer is at 000 it gives you one additional second!
[GD] FurwiMienai he already did that
@@mystora7159 Oh i forgot
in part 5...
- in smm1 mario running 1 block with mushroom and big mario passed the block with free move
- in smm2 big mario getting stuck in the blocks but cannot move at all.
part 6 is out now (coming soon)
I wouldn’t call the Fish Bones thing “subtle”...
Ordinarily I would agree but Fish Bones are the most worthless enemies so people probably forget that they exist, in both games.
More of this please!
Am I the only who noticed that nobody uses Bowser Jr. now that Boom Boom is here? I swear I’ve seen like 3 levels with him in course world
I use him:(