As a viewer who never owned a Wii U, the thing I miss the most is 100 man. Kaizo-TH-camrs doing these challenges were so satisfying to watch, much more than endless.
Mario Maker 1 was soo good man, but the one complaint I had with the game had to be the camera. Oh dear god, I hated the camera. It was TERRIBLE. Also, I'm pretty interested in what you think MM2 did right, though!
Ultimately I can't get past losing the 100 man challenge. To me it was basically the entire game. You can get a lot of mileage out of playing individual levels, multiplayer, making levels, or even super worlds. But 100 man is a genuine game experience with the spirit of Mario Maker, endless is just playing levels for the sake of it
Mario Maker 3 could be so good if they take these things into consideration. Let's make the game for the people who will actually play it for longer than a week.
Agreed. I was one of the people defending GameXplain's review saying it was good but a bit disappointing sequel. Old one had better charm, modes, controls, and a bunch of cool stuff the new one doesn't: especially downloading levels to see how they work. Which was half the fun for me as a casual player. They should've at least left the option for creators to choose if you could download their level like Little Big Planet 1-2. I think a lot of non-Wii U players don't consider the prequel games could be better. I feel the same about Splatoon 1. Honestly Little Big Planet is the better franchise and does the whole level editor thing way better than Mario Maker. I still really like both Mario Maker games but they could learn a lot from them. Even getting up to parity with the 2008 Little Big Planet in terms of online customizability/multiplayer would be a jump worth two sequels of Mario Maker games.
I’d argue that MM1 wasn’t better but rather equal. It’s still unfortunate though because MM2 feels more like a side grade rather than a sequel because of the amount of cool stuff we lost for both theming/visuals and insane amounts of tech and varied gameplay elements. It’s just kinda unfortunate that it feels like I have a laundry list of things that I lose and gain when switching to MM2 rather than mostly just a list of new things.
Well said. I think MM2 is a better game content-wise, but MM1 has way better physics. I hope that despite the differences between both games, you will one day return to Team 0% in MM2. I miss you and your videos 😢 Also, you forgot the worst change: getting rid of the dizzy sound effect
Really good video, I agree with a lot of it. While I wasn't involved in SMM1 at all and played it on a 3DS I did really enjoy trying to pull off some of the weird tech after watching kaizo videos. SMM2 feels like a watered down experience, but they added new features to compensate for it. I really wish spinning with items existed still in SMW.
I definitely wouldn't have minded if Endless Challenge wasn't endless. When I started playing Mario Maker 2, I could only make it a few levels into Expert. But Normal was easy enough that it really was endless.
I actually was watching a simple flips video SMM2 where I commented that he should spin into the item to pick it up as a solution (I was just trying to be helpful) but I had only played the first game and the comments roasted me for that
Downloads/practice for sure. Much more than I miss midairs or Lanky Mario, downloading/practicing a tough section of a level made it overall far less stressful and finding out what you can or can't tackle
The absolute worst change in mario maker 2 was done in a patch tho and that is removing icicles global loading. Straight up killed the possibility of making a million different levels and tricks by itself
Finally someone that talks about the real major differences and not just the mystery mushroom being gone!! Like I know that power up was cool and all, but like in terms of gameplay it's able to be emulated in SMM2 and with it gone there's far less SMB1 style levels, which brings more variety to what courses you encounter on endless. (And imo the best part of that powerup were the Nintendo's own themed levels which unlocked new mystery mushroom costumes.) Speaking of endless: The "100 Mario challenge" is 100% the reason why I haven't played as much of SMM2 as opposed to SMM1. I'm surprised that both the "100 Mario challenge" and "endless" aren't in SSM2. Like there's no reason for them both to be there. "100 Mario challenge" could reward the player with mii costumes instead of new mystery mushroom appearances and endless could either remain the same or reward you with more costumes every x levels to make both of them equally interesting at least in short term.
Stop being entitled. Theres plenty of videos to praise the game, he shouldnt be forced to praise a game he doesn't like because it hurt someones feelings.
@@continental_consumer I'm not entitled. Did you not see this video? He asked for whether people wanted another video detailing the good parts about it. I answered that question. I don't care if he does or not
Mario Maker 1 allowed me to have fun, explore user levels, and enjoy the level making process with minimal confusion. The sequel made it so much harder to scroll through items and overall made the game a lot less open imo, coming from a huge mario fan I don't understand how more content meant the game was less fun- but it was. EDIT: I like your point about bookmarks and 100 man. The 100 man challenge having a success screen made a huge difference, not everyone likes to play for highscores. It was so much fun seeing the peach screen after completing a variety of difficult levels.
this seems very biased towards hardcore players. while i agree that there are a lot of bad things they changed, i do think they compensated with many good features, which you didnt talk about... super mario maker is a sandbox game along with its sequel, and less than half of the cons of super mario maker 2 actually infringe that. just look at the spike hitboxes: they break some levels, and make some other ones possible; now of course this does not hold for every one of the problems, like the spinning and holding items in SMW. a lot of the problems also seem like "im used to it not being this way, thus it is bad". both games are great, and SMM2 is simply better for most of the playerbase, and even for the kaizo players it is simply better. i dont want to call this video malicious rage bait, but it isnt very far from the line. also i am aware i might be biased, reply if you want to ask about anything
Very specific and useless but I remember back when I first got MM2 really missing being able to place certain objects over the top of each other, like pipes. I was also so angry when I found out they got rid of the fly minigame, because for some reason I really liked playing it back then.
I feel like this video was mostly talking about glitches or tech that was never intentional in the first place for either games rather then talking about the issues with SMM2 and why SMM1 is better exactly. Why else do you think they tried to patch these issues for SMM2? of course they failed doing that and only made them harder but it's because they never wanted these types of levels.
@@witherschat I think you are a bit wrong there. The Mario Maker community is consisting of the "public" one, related to streamers and such, and then the general player base, which just plays levels and don't engage with the wider community. The ones that just plays levels, glitches and tech is not really what they really would like in levels, while it is the smaller but more public community that does.
I think you hit all the major stuff, theres a lot of small niche stuff but overall you got all the major things that made MM1 so good for me. I miss spin kaizo and making it so much :(
I never played Mario Maker 1 Wii U, but GOOOOOD I would have loved to play with the Amiibo costumes. I get the licensed costumes being removed, but why the Nintendo characters?
Yeah I loved Maker 1 and even spent five months of my free time helping out Team 0% in the end, and yet I had 60 hours in Maker 2 from when I played it in 2019 and never went back... I think this video does a great job helping me understand why, particularly due to the most egregious changes like maker mode being less intuitive, can't edit downloaded levels, removed glitches and kaizo tech being less fun, NSMBU style feeling slower, etc. Great video!
I think Mario Maker simply just doesn't work without the gamepad imo. It's the thing that brings everything together. Without it, the creation process is a lot more slower and boring as a result I miss having a proper stylus. The main reason I use my Switch only in handheld mode is because it's the closest thing I have to a portable Wii U, with barely any of the things that I liked about the Wii U.
I have never played SMM1, so take my opinion with a gigantic ammount of salt, but I feel SMM2's improvments add more than the removals. While there are some things that would be cool (like editing other levels, adding semisolids at the start and 100 man), a lot of it is either kaizo tech that 99% of players aren't going to care about, or things that have reasons for why they were removed. Amibo costumes were cool, but I would rather see other game stlyes than SMB1, which is the most boring one of them all. The bookmark site is cool, but how many people were going to check every single person's first clears? The Wii U gamepad is much better to use, but they couldn't use it on the switch. Overall, I can see why you like SMM1 more than SMM2, but to me this seems like the Melee vs. Ultimate debate.
I feel like the main reason for why the amiibo shroom is gone, is that they probably had problems with licenses n stuff. I remember that certain pokemon costumes didn't have the sounds for the respective pokemon, because the pokemon company refused to give them the rights for that.
I agree with all the points in the video. I Talk a lot about those things in my streams as well. People like MM2 and I can understand why. So here is your perfect game: - take the physics from MM1 like it was (good P-Switches for example, Phantom jumps and so on) - take the hitboxes from MM1 (for the old items) - add Editor and bookmark again … why nintendo… - Just add 100 man but keep the endless as well cause why Not - bring Back all the stuff from mm1 (costumes, lanky. …) - keep all the stuff from mm2 (slopes, new items, Level styles, 3D World, Power ups …,) - I actually like the timer from MM2 More i dont know why tho. Just a feeling - keep all the new content which was Not in MM1 because it’s great For a new MM3 - add SMW Rom Hack Game style - make new items BUT -> add DLC lets say 2€ for a new item every month -> new costume with Maybe abilities lets say 5€ To pay -> new semi solids for Maybe 2€ accessable every 3 month Here Nintendo is your Money making machine. You Just have to think more about it. There are countless possibilities. I Just mentioned a couple. Just do 1 thing Right and give us the game we want. For what I mentioned I probably would even buy a new console + 69€(nice) for the game. And probably buy everything gameplay related available
So, this video seems to talk mostly about kaizo. As a casual player, I see mario maker 2 as an absolute win. And another thing, this video goes over all the cons of mario maker 2, but it doesn't go over any pros. The pros are definitely there. We have so many new course elements to make kaizo with, and we even have an entire new game style to play kaizo with. I get that mario maker 1 might feel better to play, but mario maker 2 is still worthy of some great kaizo levels and it seems unfair to completely discredit it because it has so many differences from the previous game. There are some kaizo players, such as panga, who have gotten used to mario maker 2 physics and made some really creative kaizo levels.
I totally agree I think there was a lot more thought and effort put into the original super mario maker. I think this is because the developers were pressured to make a sequel onto the switch because no-one played there wii u anymore. Though I will say that it has more content and that in my eyes it's really just what they added to the original game that matters.
It baffles me that the bookmark site's functionality didn't get replicated in the Switch Online app. I also think Endless Challenge would have benefited from the option to continue attempting the level you lost your last life to. Not only would this allow runs to end on a win rather than death, it could also offer a kind of tiebreaker for people who beat the same number of levels, where whoever took the fewest extra attempts to clear their final level would come out on top.
I was working on a really cool POW level shortly before they announced MM2, and when the trailer drop I figured I would wait till it came out so I could finish it there. Unfortunately I had no idea that the various physics changes would make that impossible. MM2 is so close to being perfect but yet it just feels worse to me too.
Item spinjumping missing in smw and groudpounds not giving any extra height were the first changes I noticed on the day I got the game in the first week of release. I own the game but I never really played it much. A lot of stuff just felt off to me, especially the editor
Good video! I miss all of the easter eggs. I miss Mario screaming for a really long time when he dies sometimes. But most of all, I miss long mario (pfario).
The Flyes mini game in SMM1, the different noises when mario falls into a pit, the bigger ennemies you could make on the thumbnail by giving a mishroom to an already big ennemy and saving the level before it expulses the mushroom, the easter egg when you knock on the doors many times, the way the algorythm was working, the absence of those useless refreshing levels, the many glitches, the physics overall... So many little details that made SMM1 unique and gave it a soul SMM2 doesnt have
I miss how the top rated tab in Maker 1 actually was helpful. I haven't played 2 in a few years, but I assume those annoying "Refreshing Special" courses are still filling up the top slots. Also, they sucked out all the charm the first game had. I still miss those different startups depending on what day you were playing on. Though I will praise the new music they added to the game. All the new songs for the new themes, the new night music, and the new edit music (as well as making the edit music more dynamic) were all great touches.
I knew someone whos level was plagiarised and got 10x more plays due to it being in a popular super world. Nintendo did absolutely nothing and 5 years later its still up.
@@continental_consumer Whatever Mario game is next is gonna be for the Switch 2. It makes way more sense for the 40th anniversary game to be the brand new 3D Mario.
The 2 biggest downgrades in MM2: Levels can't be viewed/edited any more, and it requires a paid subscription. MM1 cost $60 for its entire life span... but MM2 is $160 and still rising.
I could see nintendo making an advertisement for mario maker 3 saying "you like mario maker 1? You like the new in mario maker 2? Mario maker 1 + 2 = 3, the best of both worlds."
I think most if not all the techs in the rapid fire section were glitches or weird interactions that were unintended which Nintendo patched out for sensible reasoning. Yeah it made some cool techs, but makes sense that they got patched out. Overall, I agree with everything that was said aside from that little section
Before watching the video, here are my thoughts: I disagree with the title. Mario Maker 2 is better than Mario Maker 1. There are so many more course parts and general features, and multiplayer is a HUGE plus for Maker 2, I think the vast majority of my time on Maker 2 has been spent in multiplayer. However... I do agree that Maker 1 certainly does SOME things better. There's so much more heart and soul and charm and little for fun details in Maker 1. The Mario falling in pit sounds, Lanky Mario which was based on a glitch, etc... It feels like the people who made it had fun with making it. Mario Maker 2 doesn't really have that, it feels more clean and corporate. I doubt they expected Mario Maker 1 to be such a big hit, so the higher ups let the team kind of do whatever, and then when it WAS a big hit, the higher ups cared big time and shut down the smaller for fun things quality of life things and just focused on more content. Also 100 Mario Challenge is objectively superior to Endless and I will die on this hill. It is SO much better to have a clear goal in mind, a set number of levels to beat. There's just no objective in Endless, nothing to strive for outside of "beating your record" or something which isn't that great. 100 Mario Challenge was super satisfying to just sit down and play a bunch, beat the world, get a reward (costume), and then exit. Very clean. With that being said, I think Super Worlds are the true successor to 100 Mario Challenge in many ways, and are actually really cool, but finding Super Worlds to play is kind of a mess, and you lose a lot of variety when all of the levels are made by one person. I think something that would be really cool in Mario Maker 3 is to have a combination of 100 Mario Challenge and Super Worlds, with the world map gameplay of Super Worlds and the minigames and all that, but with randomly selected levels from all over like in 100 Mario Challenge. I'd play so much of that.
Maker 1 feels like Mario X, you had freedom and sparked creativity with the limited assets Mario 2 is a hardcoded editor that you must follow specific rules. Also 2 tried to combine kaizo and new players, hard buffing spike hitboxes and removing alot of tricks. Boils down to minecraft beta vs modern
The main reason I didn't like SMM2 was that the main allure forces you to pay for a subscription to even reliably play the game! (Cause the campaign sucks for replayability)
The main thing I hate about Mario Maker 2 is having to pay for the Nintendo online to actually play most of the game. And there is no way I am paying for that.
Never played MM1, but I watched a lot of content on it from Ryu and Dashie mostly. I can understand how frustrating physics & tech changes are (tons of Fall Guys Kaizos have been broken or cheezable due to updates), but the thing that stands out the most is the removal of 100-man. It was just far better for content creators. The stakes to reward ratio was much more balanced, and seeing creators finish a level 6 kaizo with
I faced the same issue, id reccomend getting the hori split pad pro joycons for the switch. Theyre infinitely better. Or just wait for the switch 2 with its (hopefully) better controllers, rumoured backwards compatibility and rumoured wireless dock. And hopefully SMM3 for marios 40th anniversary.
If you miss 100 man’s lives and ending that was replaced by super worlds. You can’t throw items without Yoshi. Thwomps were never considered ground by Nintendo or the rational.
Honestly, I can forgive all the kaizo changes. I can even forgive the lack of 100-man and amiibo costumes. But MM1 will always stand wayyy far above 2 for me because of simple QoL. 2 is a chore to make levels in and just less fun to experiment with when you have to handle every individual element with a controller. It's not just that the touch screen was intuitive to Mario Maker, it was literally vital to the experience. Like, I played MM1 for the first time in years not long ago, and I realized I'd forgotten how it felt to _relax_ while using the course designer. That's how much 2 exhausted me. I can't see myself playing a third entry unless they can somehow bring this element back.
from my extensive experience with the game Kappa hahha but for real the biggest punch in the gut for me was editor. Everything else sucks but can be worked with. No editor is just too detrimental to learning a hard level.
I played MM1 for HOURS, and MM2 is my least played game on the switch. Building levels with the new UI sucked, and 100 man was the main draw for me in MM1, so RIP playing online. There was just nothing to do. In terms of stuff MM2 also got wrong, we have laggy af versus mode too so the new feature isn't even worth touching. Would love a follow up on some positive stuff MM2 did though, namely thinking of on/off blocks and the decision to play old levels as if you were on that older version, making a lot less impossible levels
MM felt like a passion project. So many Easter eggs and little things that the developers must have been laughing as they put it in. There's none of that in MM2. Its like when PVZ was so good, they got bought by EA and the sequel is lifeless.
You forgot about lanky Mario :( everyone forgot about lanky Mario
I never did... i miss him too
someone else remembers!
am i the only one who misses the classic version of the big mushroom?
so forgotten that nobody remembered his real name.
its “weird mario” not lanky mario
@@yggdrasilsaltar lanky mario is a nickname everyone calls him that
Maker 2 doesn't allow you to experience the random extended mario falling into a pit sound effects which just makes it objectively inferior
Bup?? You imposter
Also I do agree, no pit Easter egg, unplayable game
don't forget that one sound effect with the parachute icon
Maker 1 had SO much more charm than the sequel.
As a viewer who never owned a Wii U, the thing I miss the most is 100 man.
Kaizo-TH-camrs doing these challenges were so satisfying to watch, much more than endless.
same and true
I would love to see what MM2 got right in another video
Mario Maker 1 was soo good man, but the one complaint I had with the game had to be the camera. Oh dear god, I hated the camera. It was TERRIBLE.
Also, I'm pretty interested in what you think MM2 did right, though!
Ultimately I can't get past losing the 100 man challenge. To me it was basically the entire game. You can get a lot of mileage out of playing individual levels, multiplayer, making levels, or even super worlds. But 100 man is a genuine game experience with the spirit of Mario Maker, endless is just playing levels for the sake of it
Changing 100 man for endless was the greatest travesty.
Stacked pipes was also gone in SMM2 and the ability to walk on spikes when they're placed on the top screen.
You could always stack pipes and SMM had no spikes.
@@alysdexia SMM did have spikes and you can't put pipes on top of each other in smm2
@@knatred1489 both are liges. I recommend that you read and test with SMM2.
@@alysdexiaThey mean spike traps, not spike the enemy.
@@continental_consumer there’s one person, wit/2, and don’t tell me what I already know.
Mario Maker 3 could be so good if they take these things into consideration. Let's make the game for the people who will actually play it for longer than a week.
I really feel that the best thing MM2 added was On/Off blocks, if they just added those with a port of MM1 it would have been amazing.
Agreed. I was one of the people defending GameXplain's review saying it was good but a bit disappointing sequel. Old one had better charm, modes, controls, and a bunch of cool stuff the new one doesn't: especially downloading levels to see how they work. Which was half the fun for me as a casual player. They should've at least left the option for creators to choose if you could download their level like Little Big Planet 1-2.
I think a lot of non-Wii U players don't consider the prequel games could be better. I feel the same about Splatoon 1.
Honestly Little Big Planet is the better franchise and does the whole level editor thing way better than Mario Maker. I still really like both Mario Maker games but they could learn a lot from them. Even getting up to parity with the 2008 Little Big Planet in terms of online customizability/multiplayer would be a jump worth two sequels of Mario Maker games.
I’d argue that MM1 wasn’t better but rather equal. It’s still unfortunate though because MM2 feels more like a side grade rather than a sequel because of the amount of cool stuff we lost for both theming/visuals and insane amounts of tech and varied gameplay elements. It’s just kinda unfortunate that it feels like I have a laundry list of things that I lose and gain when switching to MM2 rather than mostly just a list of new things.
MM1 in 2020 just hit different
Its crazy how alot of the most significant changes from maker 1 to maker 2 were not even present on launch
Unrelated but I love your profile picture!
Well said. I think MM2 is a better game content-wise, but MM1 has way better physics. I hope that despite the differences between both games, you will one day return to Team 0% in MM2. I miss you and your videos 😢
Also, you forgot the worst change: getting rid of the dizzy sound effect
I was incredibly depressed with how unsatisfying mario maker 2 level building was when it came out
Really good video, I agree with a lot of it. While I wasn't involved in SMM1 at all and played it on a 3DS I did really enjoy trying to pull off some of the weird tech after watching kaizo videos. SMM2 feels like a watered down experience, but they added new features to compensate for it. I really wish spinning with items existed still in SMW.
I definitely wouldn't have minded if Endless Challenge wasn't endless. When I started playing Mario Maker 2, I could only make it a few levels into Expert. But Normal was easy enough that it really was endless.
I miss cheesing a cape from a yosh dispenser
I loved the amiibo costumes :(
I actually was watching a simple flips video SMM2 where I commented that he should spin into the item to pick it up as a solution (I was just trying to be helpful) but I had only played the first game and the comments roasted me for that
smm2 is like ultimate and smm1 is melee
SMM2 and Ultimate are objectively better, and both communities whine about the removal of random tech and glitches, so that's pretty fitting
@@UnderCurrents15 lol yeah i love all 10,000 matchups, so much depth
@@TylerClibbon I love needing to learn frame perfect tech so the game plays even half decently
@@UnderCurrents15 someone does not know what objectively means
@@spencerschmidt-rundell1612 weird, I love the lack of precision, i prefer to accomplish things that are easy
Downloads/practice for sure. Much more than I miss midairs or Lanky Mario, downloading/practicing a tough section of a level made it overall far less stressful and finding out what you can or can't tackle
The absolute worst change in mario maker 2 was done in a patch tho and that is removing icicles global loading. Straight up killed the possibility of making a million different levels and tricks by itself
I wish the event courses were still accessible so I could get all the mystery mushroom characters in there
Finally someone that talks about the real major differences and not just the mystery mushroom being gone!!
Like I know that power up was cool and all, but like in terms of gameplay it's able to be emulated in SMM2 and with it gone there's far less SMB1 style levels, which brings more variety to what courses you encounter on endless.
(And imo the best part of that powerup were the Nintendo's own themed levels which unlocked new mystery mushroom costumes.)
Speaking of endless: The "100 Mario challenge" is 100% the reason why I haven't played as much of SMM2 as opposed to SMM1.
I'm surprised that both the "100 Mario challenge" and "endless" aren't in SSM2.
Like there's no reason for them both to be there. "100 Mario challenge" could reward the player with mii costumes instead of new mystery mushroom appearances and endless could either remain the same or reward you with more costumes every x levels to make both of them equally interesting at least in short term.
They removed overlapping pipes in SMM2!
I really do enjoy this game (Maker 2) and hate seeing people drag it down. Please make another video detailing the good parts of it.
That'd be something to see.
Stop being entitled. Theres plenty of videos to praise the game, he shouldnt be forced to praise a game he doesn't like because it hurt someones feelings.
@@continental_consumer I'm not entitled. Did you not see this video? He asked for whether people wanted another video detailing the good parts about it. I answered that question. I don't care if he does or not
Mario Maker 1 allowed me to have fun, explore user levels, and enjoy the level making process with minimal confusion. The sequel made it so much harder to scroll through items and overall made the game a lot less open imo, coming from a huge mario fan I don't understand how more content meant the game was less fun- but it was. EDIT: I like your point about bookmarks and 100 man. The 100 man challenge having a success screen made a huge difference, not everyone likes to play for highscores. It was so much fun seeing the peach screen after completing a variety of difficult levels.
this seems very biased towards hardcore players. while i agree that there are a lot of bad things they changed, i do think they compensated with many good features, which you didnt talk about... super mario maker is a sandbox game along with its sequel, and less than half of the cons of super mario maker 2 actually infringe that. just look at the spike hitboxes: they break some levels, and make some other ones possible; now of course this does not hold for every one of the problems, like the spinning and holding items in SMW. a lot of the problems also seem like "im used to it not being this way, thus it is bad". both games are great, and SMM2 is simply better for most of the playerbase, and even for the kaizo players it is simply better. i dont want to call this video malicious rage bait, but it isnt very far from the line. also i am aware i might be biased, reply if you want to ask about anything
The worst change they made was having the final update in like 3 years of the games life span
Very specific and useless but I remember back when I first got MM2 really missing being able to place certain objects over the top of each other, like pipes. I was also so angry when I found out they got rid of the fly minigame, because for some reason I really liked playing it back then.
Maker 1 just has SO much more charm that is lacking in Maker 2
Depending on the person removing this can be seen as good or not but you can hide conveyors behind pipes in Maker 1
MM1 has soul, MM2 has content
I think that's a good way to put it
I feel like this video was mostly talking about glitches or tech that was never intentional in the first place for either games rather then talking about the issues with SMM2 and why SMM1 is better exactly. Why else do you think they tried to patch these issues for SMM2? of course they failed doing that and only made them harder but it's because they never wanted these types of levels.
But not wanting those levels is a universally hated choice from Nintendo. Who doesn't like sill glitches?
@@witherschat I think you are a bit wrong there.
The Mario Maker community is consisting of the "public" one, related to streamers and such, and then the general player base, which just plays levels and don't engage with the wider community.
The ones that just plays levels, glitches and tech is not really what they really would like in levels, while it is the smaller but more public community that does.
One question: Is the 100 mario challenge still playable in 2024? I wanna get the Wii U and the game but I wanna know.
No the servers are dead. Pretendo is the only hope but I dont think you can play 100 man yet
@@TheRileyCso the only way to get the costumes is with actual amiibo?
I think you hit all the major stuff, theres a lot of small niche stuff but overall you got all the major things that made MM1 so good for me. I miss spin kaizo and making it so much :(
I never played Mario Maker 1 Wii U, but GOOOOOD I would have loved to play with the Amiibo costumes. I get the licensed costumes being removed, but why the Nintendo characters?
Anyone know the name for the background music? Love the vibes it gives
Yeah I loved Maker 1 and even spent five months of my free time helping out Team 0% in the end, and yet I had 60 hours in Maker 2 from when I played it in 2019 and never went back... I think this video does a great job helping me understand why, particularly due to the most egregious changes like maker mode being less intuitive, can't edit downloaded levels, removed glitches and kaizo tech being less fun, NSMBU style feeling slower, etc. Great video!
I think Mario Maker simply just doesn't work without the gamepad imo. It's the thing that brings everything together. Without it, the creation process is a lot more slower and boring as a result
I miss having a proper stylus. The main reason I use my Switch only in handheld mode is because it's the closest thing I have to a portable Wii U, with barely any of the things that I liked about the Wii U.
I have never played SMM1, so take my opinion with a gigantic ammount of salt, but I feel SMM2's improvments add more than the removals. While there are some things that would be cool (like editing other levels, adding semisolids at the start and 100 man), a lot of it is either kaizo tech that 99% of players aren't going to care about, or things that have reasons for why they were removed. Amibo costumes were cool, but I would rather see other game stlyes than SMB1, which is the most boring one of them all. The bookmark site is cool, but how many people were going to check every single person's first clears? The Wii U gamepad is much better to use, but they couldn't use it on the switch. Overall, I can see why you like SMM1 more than SMM2, but to me this seems like the Melee vs. Ultimate debate.
I feel like the main reason for why the amiibo shroom is gone, is that they probably had problems with licenses n stuff.
I remember that certain pokemon costumes didn't have the sounds for the respective pokemon, because the pokemon company refused to give them the rights for that.
I agree with all the points in the video. I Talk a lot about those things in my streams as well. People like MM2 and I can understand why. So here is your perfect game:
- take the physics from MM1 like it was (good P-Switches for example, Phantom jumps and so on)
- take the hitboxes from MM1 (for the old items)
- add Editor and bookmark again … why nintendo…
- Just add 100 man but keep the endless as well cause why Not
- bring Back all the stuff from mm1 (costumes, lanky. …)
- keep all the stuff from mm2 (slopes, new items, Level styles, 3D World, Power ups …,)
- I actually like the timer from MM2 More i dont know why tho. Just a feeling
- keep all the new content which was Not in MM1 because it’s great
For a new MM3
- add SMW Rom Hack Game style
- make new items BUT
-> add DLC lets say 2€ for a new item every month
-> new costume with Maybe abilities lets say 5€ To pay
-> new semi solids for Maybe 2€ accessable every 3 month
Here Nintendo is your Money making machine. You Just have to think more about it. There are countless possibilities. I Just mentioned a couple.
Just do 1 thing Right and give us the game we want.
For what I mentioned I probably would even buy a new console + 69€(nice) for the game. And probably buy everything gameplay related available
So, this video seems to talk mostly about kaizo. As a casual player, I see mario maker 2 as an absolute win. And another thing, this video goes over all the cons of mario maker 2, but it doesn't go over any pros. The pros are definitely there. We have so many new course elements to make kaizo with, and we even have an entire new game style to play kaizo with.
I get that mario maker 1 might feel better to play, but mario maker 2 is still worthy of some great kaizo levels and it seems unfair to completely discredit it because it has so many differences from the previous game. There are some kaizo players, such as panga, who have gotten used to mario maker 2 physics and made some really creative kaizo levels.
Melee fans liking the inferior version strike again
strike again?
Is there any source for all these tech and stuff? Even changes between them?
9:20 blew my mind. I knew a lot of SMM1 tech and interactions, but I had never heard of this. Very cool
This video rocks so much. Just super interesting commentary, voice and video editing. Keep up the great work, this is so good.
Thank you!
I totally agree I think there was a lot more thought and effort put into the original super mario maker.
I think this is because the developers were pressured to make a sequel onto the switch because no-one played there wii u anymore.
Though I will say that it has more content and that in my eyes it's really just what they added to the original game that matters.
It baffles me that the bookmark site's functionality didn't get replicated in the Switch Online app.
I also think Endless Challenge would have benefited from the option to continue attempting the level you lost your last life to. Not only would this allow runs to end on a win rather than death, it could also offer a kind of tiebreaker for people who beat the same number of levels, where whoever took the fewest extra attempts to clear their final level would come out on top.
I was working on a really cool POW level shortly before they announced MM2, and when the trailer drop I figured I would wait till it came out so I could finish it there. Unfortunately I had no idea that the various physics changes would make that impossible. MM2 is so close to being perfect but yet it just feels worse to me too.
Creating levels just isn't half as fun without the Wii U gamepad and stylus. + Old ui really hinted at your imagination
Sometimes I'll just boot up Maker 1 and play my old levels. Such a good game, 2 isn't the same.
Item spinjumping missing in smw and groudpounds not giving any extra height were the first changes I noticed on the day I got the game in the first week of release. I own the game but I never really played it much. A lot of stuff just felt off to me, especially the editor
It feels like Mario Maker 2 brought in so much that we wanted to be in Mario Maker but then just got rid of a bunch of stuff for little good reason
Good video!
I miss all of the easter eggs. I miss Mario screaming for a really long time when he dies sometimes. But most of all, I miss long mario (pfario).
The Flyes mini game in SMM1, the different noises when mario falls into a pit, the bigger ennemies you could make on the thumbnail by giving a mishroom to an already big ennemy and saving the level before it expulses the mushroom, the easter egg when you knock on the doors many times, the way the algorythm was working, the absence of those useless refreshing levels, the many glitches, the physics overall...
So many little details that made SMM1 unique and gave it a soul SMM2 doesnt have
I miss how the top rated tab in Maker 1 actually was helpful. I haven't played 2 in a few years, but I assume those annoying "Refreshing Special" courses are still filling up the top slots.
Also, they sucked out all the charm the first game had. I still miss those different startups depending on what day you were playing on.
Though I will praise the new music they added to the game. All the new songs for the new themes, the new night music, and the new edit music (as well as making the edit music more dynamic) were all great touches.
wow i didn't know so much of this
Omg I never knew about throw delay. Know I know why I cant shell jump good in smm2 because I learned in smw
mario maker 2 with all the good parts of maker 1 brought back would be the perfect game
I could not go back to making on touch screen. controller is so much faster and better for me :P
I'm sure Nintendo was VERY concerned about plagiarism given that they stole MM1 level ideas to use in MM2.
I knew someone whos level was plagiarised and got 10x more plays due to it being in a popular super world. Nintendo did absolutely nothing and 5 years later its still up.
Hopefully Maker 3 is good when it releases in like 3 years
Id say if any time, itd be announced in a year from now. It is marios 40th anniversary after all.
@@continental_consumer Whatever Mario game is next is gonna be for the Switch 2. It makes way more sense for the 40th anniversary game to be the brand new 3D Mario.
Would love to see the Mario Maker 2 changes, the 2 games are my #1 and #2 favorite video games of all time
The 2 biggest downgrades in MM2: Levels can't be viewed/edited any more, and it requires a paid subscription. MM1 cost $60 for its entire life span... but MM2 is $160 and still rising.
dawg i saw it for 45 in one shop and its still 60 on the eshop where tf are you buying your games at
@@continental_consumer The game is $60, and the subscription is $20 per year for as long as the servers are up, so after 5 years the cost is $160.
Is it midairs?
I could see nintendo making an advertisement for mario maker 3 saying "you like mario maker 1? You like the new in mario maker 2? Mario maker 1 + 2 = 3, the best of both worlds."
This video exactly answers a question I had, thank you!
I think most if not all the techs in the rapid fire section were glitches or weird interactions that were unintended which Nintendo patched out for sensible reasoning. Yeah it made some cool techs, but makes sense that they got patched out. Overall, I agree with everything that was said aside from that little section
Good video but multiplayer versus>>>
Edit: dang, there was a lot more than I ever thought there would be
Before watching the video, here are my thoughts:
I disagree with the title. Mario Maker 2 is better than Mario Maker 1. There are so many more course parts and general features, and multiplayer is a HUGE plus for Maker 2, I think the vast majority of my time on Maker 2 has been spent in multiplayer. However... I do agree that Maker 1 certainly does SOME things better.
There's so much more heart and soul and charm and little for fun details in Maker 1. The Mario falling in pit sounds, Lanky Mario which was based on a glitch, etc... It feels like the people who made it had fun with making it. Mario Maker 2 doesn't really have that, it feels more clean and corporate. I doubt they expected Mario Maker 1 to be such a big hit, so the higher ups let the team kind of do whatever, and then when it WAS a big hit, the higher ups cared big time and shut down the smaller for fun things quality of life things and just focused on more content.
Also 100 Mario Challenge is objectively superior to Endless and I will die on this hill. It is SO much better to have a clear goal in mind, a set number of levels to beat. There's just no objective in Endless, nothing to strive for outside of "beating your record" or something which isn't that great. 100 Mario Challenge was super satisfying to just sit down and play a bunch, beat the world, get a reward (costume), and then exit. Very clean. With that being said, I think Super Worlds are the true successor to 100 Mario Challenge in many ways, and are actually really cool, but finding Super Worlds to play is kind of a mess, and you lose a lot of variety when all of the levels are made by one person. I think something that would be really cool in Mario Maker 3 is to have a combination of 100 Mario Challenge and Super Worlds, with the world map gameplay of Super Worlds and the minigames and all that, but with randomly selected levels from all over like in 100 Mario Challenge. I'd play so much of that.
Maker 1 feels like Mario X, you had freedom and sparked creativity with the limited assets
Mario 2 is a hardcoded editor that you must follow specific rules.
Also 2 tried to combine kaizo and new players, hard buffing spike hitboxes and removing alot of tricks.
Boils down to minecraft beta vs modern
Maybe we can get the perfect maker experience in SMM3
The main reason I didn't like SMM2 was that the main allure forces you to pay for a subscription to even reliably play the game! (Cause the campaign sucks for replayability)
today we're gonna find owt
so much of this can just be boiled down to Nintendo's policy on glitches 😭
Lanky mario though... 1 in 100 chance to get it was hilarious
I hope that if they are going to make a mario maker 3 it combes the variety of mario maker 2's sandbox with mario maker 1's everything else.
Great video. And yes, make also the what MM2 got right video!
Would have appreciated some terms being explained as they came on; what's a Kaizo? 🤣
Kaizo is a term for really hard mario levels, starting from a super mario world rom hack.
Endless should have been optional, like 100 Mario Challenge with the option to continue in endless afterwards.
The main thing I hate about Mario Maker 2 is having to pay for the Nintendo online to actually play most of the game. And there is no way I am paying for that.
Never played MM1, but I watched a lot of content on it from Ryu and Dashie mostly. I can understand how frustrating physics & tech changes are (tons of Fall Guys Kaizos have been broken or cheezable due to updates), but the thing that stands out the most is the removal of 100-man. It was just far better for content creators. The stakes to reward ratio was much more balanced, and seeing creators finish a level 6 kaizo with
I agree with you, though I feel like my opinion is pretty well carried by nostalgia.
The only reason I still play Mario Maker 1 sometimes is because the Wii U GamePad is just way more comfortable to hold than my switch.
I faced the same issue, id reccomend getting the hori split pad pro joycons for the switch. Theyre infinitely better. Or just wait for the switch 2 with its (hopefully) better controllers, rumoured backwards compatibility and rumoured wireless dock. And hopefully SMM3 for marios 40th anniversary.
If you miss 100 man’s lives and ending that was replaced by super worlds. You can’t throw items without Yoshi. Thwomps were never considered ground by Nintendo or the rational.
Honestly, I can forgive all the kaizo changes. I can even forgive the lack of 100-man and amiibo costumes. But MM1 will always stand wayyy far above 2 for me because of simple QoL. 2 is a chore to make levels in and just less fun to experiment with when you have to handle every individual element with a controller. It's not just that the touch screen was intuitive to Mario Maker, it was literally vital to the experience. Like, I played MM1 for the first time in years not long ago, and I realized I'd forgotten how it felt to _relax_ while using the course designer. That's how much 2 exhausted me. I can't see myself playing a third entry unless they can somehow bring this element back.
I was happy with Maker 1 until it stopped working. I miss Maker.
from my extensive experience with the game Kappa
hahha but for real the biggest punch in the gut for me was editor. Everything else sucks but can be worked with. No editor is just too detrimental to learning a hard level.
I played MM1 for HOURS, and MM2 is my least played game on the switch. Building levels with the new UI sucked, and 100 man was the main draw for me in MM1, so RIP playing online. There was just nothing to do. In terms of stuff MM2 also got wrong, we have laggy af versus mode too so the new feature isn't even worth touching.
Would love a follow up on some positive stuff MM2 did though, namely thinking of on/off blocks and the decision to play old levels as if you were on that older version, making a lot less impossible levels
Charisma and the bugs on SMM were legendary also the hit boxes from spikes are horrible.
Just a reminder that mario maker 2 also has elements that only appear in story mode and can't be used at all in custom levels
I miss your History part3
I think the 6 frame delay is most likely implemented for the multiplayer
MM felt like a passion project. So many Easter eggs and little things that the developers must have been laughing as they put it in. There's none of that in MM2.
Its like when PVZ was so good, they got bought by EA and the sequel is lifeless.
I think it'd be good to list what MM2 does right.
He's back
actually the wii mote thing is busted... if you hold an item you can just press the spinjump button to make a super small jump