Nobody seems to be mentioning this but it was one of my favorite things from SMM1! The hidden Easter Egg deaths! Sometimes when you would fall, a secret death sound would play, and they had some really funny and creative ideas. I haven't found them in SMM2 yet :(
@@xichsterbe2758 Yeah that's one of em! I was really hoping they would bring something like that back in the final update but sadly it didn't happen :(
In SMM1, the screen right before entering a course shows SMB1 Mario, no matter what game style. In SMM2, the character's sprite reflects the game style.
I don't want DLC, new styles like Super Mario Odyssey, online with friends or anything else, I want absolutely the birds flying from checkpoint because they are simply necessary in this game
It’s really too bad. So many possibilities have been taken away for seemingly no reason... on the other hand, this video is much better than the other one! Everything’s nice and concise, and I never had to tap forward because anything was taking too long. Well done!
Stratelier hey, if there’s a genuinely good reason for removing them, I’m all for it. The door/vine thing is fair, but pipestacking was great for secret rooms and design, and the flying buzzy beetle + POW Block could’ve been used really creatively. Why not let us get the most out of our parts?
@Ida-Maree Sherman the joke was that it took so long cuz they had to work on the birds but ofc it barely took any time and you thought he meant it serious. its basically sarcasm
@Ida-Maree Sherman Bro just shut up. The joke clearly went over your head and you know it. Even if it wasnt funny to you, you wouldnt have taken it seriously when he was CLEARLY being sarcastic.
Exploits exist because of errors that occur in the game. If Nintendo makes a new game, there’s gonna be different exploits because there’s different errors. Nintendo didn’t “remove the exploits,” the exploits weren’t even supposed to exist to begin with. Do you want them to just make a buggy mess so you can make “funny levels”? Not to mention the fact that people are already finding ways to use bugs in the new game anyways.
--------------------Original comment that started the 8-month-long flame war-------------- @@Tiny_24 No jokes about the easiest being the hardest, please. ---------------------End Scores-------------------- Chloekaban's team (Butchered The Joke): -2,000,000 Joke Defenders: 65,536 8-Ball: 1 English class: 5 -----------------------------------------------Apology----------------------------------------- I apologize for this entire flame war. This all started because I wanted to stop all "easy is hard" jokes. The first few comments were relatively normal, but after Imma Kat's comment, it got to the point where I threw "I don't care"s at everyone. And I also ended up making JustSomeCringyKid call me cringier than his username. BIG mistake. I also tried a paradox. Nothing happened. And then Chandler Thompson joked about not finding the 2 in Super Mario Maker 2. I eventually ended up in a false sense of security once Chandler responded with question marks. I then start with the insults, like "Applesauce" or "uDie Oranging", the latter of which may lead to suicidal thoughts. Later, Raivo Jucers notices I'm hating everybody for hating a joke. Osvi Reyes notices that too, and then DylanEdgar 53 notices I'm disrespecting opinions. Garice Bertolini enjoyed reading the comments of the flame war for some reason. jhosty agrees with my opinion and takes it as fact. John Corbin notices I sound young. Probably because I am. Jaden Beckford notices John Corbin rips off PewDiePie. LightningBoltGamer notices my insults are worse than a lawnmower's, and PitP mistakenly assumes I'm 6 just because I sound 6. *InsertNameHere* notices jhosty thinks I'm being correct over an opinion, and tells me to stop responding to every comment to avoid an angry mob chasing me. He also tells me I didn't "just not get the joke", and told me the truth about this flame war. I then realize I was the salty kid here, not them. And here I am, writing this apology (which is basically mostly a history of this flame war). I will now accept defeat, and you all emerge victorious. In other words, you win, I lose. Please accept my apology, and then this flame war will end. Thank you for reading, and please end this flame war. --------------------------Nicknames for me in the flame war (that I made up)--------------------------- Karenkaban (but i didn't ask for managers of any kind, nor middle-aged, nor female, nor a mother, nor has a Facebook account) Opinion-Disrespecting 6-Year-Old Sub-Lawnmower-Level Insulter 6YO Attempting To Sound 20 Unacceptable Apology Creator for Flame War Flame War Creator Hypocritical 6-Year-Old The Reason People Disrespect Opinions "Joke Sucks So You All Suck" Guy The Devin The TH-camr of 2020 Leader of Butchered The Joke The Person Who Can Start Long Flame Wars Over a Joke
@@YujiUedaFan I might guess that in SMM1 all styles were loaded into memory at the same time, but in SMM2 it has to actually reload them. That's not even counting how the 3DW style also resets the map.
Had no problems with crashes on the wii u I wish the load times could be faster in MM2 its annoying switching styles and waiting for that loading thing to go away
I dont remember if this was in smm1, but in smm2 there is a somewhat rare event of the baby sound effect being a grown man saying "yeah" slowly and creepily.
03:05 - !! I forget _all about_ zooming out, all-the-time! This is gonna be _so_ incredibly helpful when I need to move entire rooms around! Thank you, to whomever submitted that, and to you, looygi, for showing it off!
Just in case you make a part 4: In SMM1 you could drag Mario onto a checkpoint and test the level like you are respawning at the checkpoint, that is no longer a thing
For #12, this behavior actually applies to more than just arrows. Rotatable sprites such as cannons, burners, and fire bars have also received this new behavior.
@That'sweird Not quite. But the pipes can't be stacked anymore or overlayed with conveyor belts to check whether Mario is big or small in the moment he enters.
there are fixes and adds by nintendo 0:09 fixed shell can be survived but now they can taken down by pow block 0:32 added the stair blocks can be scrolling from the screen at 4 steps 1:09 fixed the fire bubble goes to forward and backwards 1:31 fixed the one-way cannot by the edge of collision 1:56 fixed yoshi cannot hit the noteblocks while stepping on the noteblock *(its a same layer smm2 bruh)* 2:40 added the sfx to original super mario brothers vine sound 3:05 fixed the multi-grab mode in selected 24x27 squares in 2.5 times bigger 3:38 fixed winged buzzy beetles can bounce off the p-switch and pow block 4:06 fixed winged muncher flying up to down 4:30 fixed lower ground munchers collision 5:03 added arrow can also holding the button rotating moving by cursor 5:26 fixed one-way gate by walking on it to through cannot be anymore 6:00 fixed koopa troopa can stuck in one-way gate and p-switch Thats it im tired to typing some bullpoopies bye
I'm not sure why you said that in SMM1 the screen scrolls back to its original position when you go steps down. It's very obviously happening after only 1 step in your demonstration (for SMM2 it's 4 steps, as you stated).
Another subtle difference: Now you can place Spinies on the ceiling and they will fall down to attack Mario! This is more accurate to their behaviour in games like SMB3.
@@renakunisaki In Super Mario Maker 2, there is a "2" in the title, this probably a reference for being the second installment in the Mario Maker series.
Oh my god... I never even knew you could zoom out until just now. That would have saved so much time.. I miss when games came with instruction booklets.
I have 2 more differences not mentioned as of yet. #1 In SMM a pipe containing Shoe goombas spawns them one after the other and crowds the area. in SMM2 The pipe will spit out only one and will not spit another one unless the active one has been defeated preventing crowding. #2 In SMM you can put coins in the same place as the checkpoint Flag and they go behind it in the editor. In SMM2 coins and Checkpoint flags cannot coexist in the same tiles.
Speaking of Checkpoints: 1. You can do the same rotating trick with them as with the arrow signs. However, you cannot do so with one-way walls. 2. Dragging your character onto the CP in SMM1 would put you at the point where you would respawn from said CP. (Interestingly, I think I remember the birds event happening here, too.) In SMM2, however, this is no longer a feature.
I was playing online co-op one time, and I was on a platform, waiting to go to the other side. Toadette was there, and we danced together. If you're that Toadette in the castle level, hi, it's me, Toad, I had a lot of fun with you
You're seriously saying SMM1 is better just because of a few things SMM2 doesn't have? SMM2 has a new game style, new themes, new parts, new enemies, new blocks, maker costumes, an actual story mode, Luigi Toad and Toadette as playable, and more.
In SMM1 you can influence how semi-solid platforms overlap with each another. For example, in SMM1 you can place a mushroom platfrom ending at the same level as a semi-solid platform infront of the semi solid by tipping at the mushroom platform. In SMM2 mushroom platforms ending at the same level as semi-solids will always disapear behind them.
you've got the new behavior wrong. in smm2, overlapping is determined solely by the x and y coordinates of the top left corner of the platform. either type of platform may be in front.
In MM1, coins that were dropped by pow blocks would not only bounce of sideways springs they landed atop off, but would also carry a lot of momentum through when bouncing sidweays on normal springs. In MM2 the bounce arc is very different. I noticed this whilst trying to recreate on of my old puzzle levels using the same concept, sably the idea is completely dead now.
But could you break through brick blocks when going through a pipe with any powerup that let you break them? And could you break the blocks if pushed up into them by a platform when wearing the helmet? If not, then it was pretty inconsistent.
For the last one: I think the RNG got changed so that button inputs matter. Maybe thats the case why it didnt show or why the event seems to be extremly rare
In SMM1 you could always see through walls, in SMM2 you can't if the wall covers from top to bottom. You either have to break through the blocks if possible or find the correct warp pipe or door.
They're called Zigzag Lava Bubbles, not winged fireballs. Also, randomization works differently in this game. It's based on player input, so try placing some swinging claws before the checkpoint
Really interestingly funny how the loading time for SMM2 is slower. But it is very noticeable. Only guess is because it contains more, especially with 3DW.
In SMM1 munchers sideway hitbox was much smaller. When placeing to pipes with on block between them and put winged munchers in them, you can easely stand between the pipes without getting hit by the outcoming munchers. In SMM2 it is almost impossible to place Mario between the pipes without getting hit.
In super Mario maker 2 while editing a level when you switch from editing to playing it the music keeps playing from when it was last played but in smm1 the music starts from the beginning every time, this might not sound clear but hope it leads you in the right direction! 👍🏼
I think the reason the birds never pop up from the flag could be because they changed how rng work in Super Mario Maker 2 (now it's based on the player actions) and you just tried to make them come out by repeating the same action, so they didn't came out because rng is based on the player actions.
#2 - The camera changes could probably merit a full video of their own. Notice how SMM2 moves the camera while Mario is _still mid-jump_ while SMM1 _waited for Mario to land_ first. #3 is also true of Pipes launching winged Lava Bubbles, and may be related to the inclusion of Slopes; winged Lava Bubbles actually have mathematically correct deflection angles when they hit terrain! #4 - Arguably a fix, more consistent when compared with up/down one-way walls. #5 - DEFINITELY a fix. #6 - I loved static vines layered behind bridges as an aesthetic, but the new behavior is obviously consistent between static vines and block vines. #13 - Clearly a fix. In SMM1, if you combined a horizontal one-way wall with a semisolid so that their corners aligned it was TECHNICALLY still possible to jump through the corner between the two, so of course people made levels this to beat them (I remember encountering one personally).
*Therapist:* Slow-Mo Mario isn’t real, he can’t hurt you
*Slow-Mo Mario:* _s a g o_
oh hi Kyoobur, I used to watch you when I was younger.
*' s A g O*
*S A G O*
(checkpoint sound from hell)
Lmao this was funny for some reason.
Nobody seems to be mentioning this but it was one of my favorite things from SMM1!
The hidden Easter Egg deaths! Sometimes when you would fall, a secret death sound would play, and they had some really funny and creative ideas. I haven't found them in SMM2 yet :(
Wooly I miss weird Mario and being able to interact with the title screen.
Wooly the mario-falls-down-the-stairs sound effect?
@@xichsterbe2758 Yeah that's one of em! I was really hoping they would bring something like that back in the final update but sadly it didn't happen :(
I also missed the dizzy SFX.
Someone actually uploaded a list of them
In SMM1, the screen right before entering a course shows SMB1 Mario, no matter what game style.
In SMM2, the character's sprite reflects the game style.
@God Sammit yeah also for vs mode
@ghosti tactico umm
O
yea
RIP Birds
2015 - 2019
poor birbs
And fish :‘v
Ähm... SMM 1 is still a game so they live🤔
@@davitschi7714 You are right
🤔
I don't want DLC, new styles like Super Mario Odyssey, online with friends or anything else, I want absolutely the birds flying from checkpoint because they are simply necessary in this game
True
False
@@ryqueezy6327 There is no true or false, there are only facts
Tralse
Why not?!
It’s really too bad. So many possibilities have been taken away for seemingly no reason... on the other hand, this video is much better than the other one! Everything’s nice and concise, and I never had to tap forward because anything was taking too long. Well done!
Key word: "seemingly". For example, static vines layered behind doors made it basically impossible to use said door, also seemingly for no reason.
Stratelier hey, if there’s a genuinely good reason for removing them, I’m all for it. The door/vine thing is fair, but pipestacking was great for secret rooms and design, and the flying buzzy beetle + POW Block could’ve been used really creatively. Why not let us get the most out of our parts?
@MacaroniMailbox Overlaid pipes were a thing in one of Nintendo's mm1 levels, and was a thing in other games, including the original super mario bros.
Oliver Lindsley At least we still have GLITCHES
oh sure. you must be a developer to know that you needn't have taken these things. You should know more than the developers themselves.
It must be frustrating making the same thing twice for both games. Great job!
The real reason it took so long to add checkpoints in SMM1 was because they took too long adding in bird physics
@Ida-Maree Sherman r/woooosh is an overused joke so, ya missed the joke there buddy
@Ida-Maree Sherman the joke was that it took so long cuz they had to work on the birds but ofc it barely took any time and you thought he meant it serious. its basically sarcasm
@Ida-Maree Sherman Such a stinker
@Ida-Maree Sherman Bro just shut up. The joke clearly went over your head and you know it. Even if it wasnt funny to you, you wouldnt have taken it seriously when he was CLEARLY being sarcastic.
Ida-Maree Sherman nobody said you had to find it funny. It’s just the fact you have to tell everyone that you didn’t find it funny for no good reason.
3:49 Work my slaves! Take these POW Blocks and P-Switchs up into the stratosphere! Muahahahahahaha!!
XD
It’s to bad that they went on strike in SMM2.
Smm2 knockoff parabeetles (come to think of it, why didn’t they just reskin them when they have wings to the actual color of parabeetles) :no thanks
Everyone (4): NO!!
I read that in Bowser's voice from the Super Show
I feel like smm2 took away a lot of fun features of smm1
Same
Me too
Yeah.
But good thing it also added new ones.
More like replaced them
To me it seems nitpicky
In SMM1, gamers took advantage of exploits to make funny levels.
In SMM2, however, this was removed.
THAT'S WHY NINTENDO DID A THIS.
Exploits exist because of errors that occur in the game. If Nintendo makes a new game, there’s gonna be different exploits because there’s different errors. Nintendo didn’t “remove the exploits,” the exploits weren’t even supposed to exist to begin with. Do you want them to just make a buggy mess so you can make “funny levels”?
Not to mention the fact that people are already finding ways to use bugs in the new game anyways.
Some of these changes are absolutely baffling.
I do appreciate how a lot of them are to keep consistency with the original titles.
I know a subtle difference!
*There's a 2 there now*
Oh crap, how did I not notice that?
@@Dinoman972 it's very hard to find.
--------------------Original comment that started the 8-month-long flame war--------------
@@Tiny_24 No jokes about the easiest being the hardest, please.
---------------------End Scores--------------------
Chloekaban's team (Butchered The Joke): -2,000,000
Joke Defenders: 65,536
8-Ball: 1
English class: 5
-----------------------------------------------Apology-----------------------------------------
I apologize for this entire flame war. This all started because I wanted to stop all "easy is hard" jokes. The first few comments were relatively normal, but after Imma Kat's comment, it got to the point where I threw "I don't care"s at everyone. And I also ended up making JustSomeCringyKid call me cringier than his username. BIG mistake. I also tried a paradox. Nothing happened. And then Chandler Thompson joked about not finding the 2 in Super Mario Maker 2. I eventually ended up in a false sense of security once Chandler responded with question marks. I then start with the insults, like "Applesauce" or "uDie Oranging", the latter of which may lead to suicidal thoughts. Later, Raivo Jucers notices I'm hating everybody for hating a joke. Osvi Reyes notices that too, and then DylanEdgar 53 notices I'm disrespecting opinions. Garice Bertolini enjoyed reading the comments of the flame war for some reason. jhosty agrees with my opinion and takes it as fact. John Corbin notices I sound young. Probably because I am. Jaden Beckford notices John Corbin rips off PewDiePie. LightningBoltGamer notices my insults are worse than a lawnmower's, and PitP mistakenly assumes I'm 6 just because I sound 6. *InsertNameHere* notices jhosty thinks I'm being correct over an opinion, and tells me to stop responding to every comment to avoid an angry mob chasing me. He also tells me I didn't "just not get the joke", and told me the truth about this flame war. I then realize I was the salty kid here, not them. And here I am, writing this apology (which is basically mostly a history of this flame war). I will now accept defeat, and you all emerge victorious. In other words, you win, I lose. Please accept my apology, and then this flame war will end. Thank you for reading, and please end this flame war.
--------------------------Nicknames for me in the flame war (that I made up)---------------------------
Karenkaban (but i didn't ask for managers of any kind, nor middle-aged, nor female, nor a mother, nor has a Facebook account)
Opinion-Disrespecting 6-Year-Old
Sub-Lawnmower-Level Insulter
6YO Attempting To Sound 20
Unacceptable Apology Creator for Flame War
Flame War Creator
Hypocritical 6-Year-Old
The Reason People Disrespect Opinions
"Joke Sucks So You All Suck" Guy
The Devin The TH-camr of 2020
Leader of Butchered The Joke
The Person Who Can Start Long Flame Wars Over a Joke
@@ChloekabanOfficial ?
bruh - don't be dumb
omg I knew something was off about the load times for switching game styles
I KNEW IT!!
Strange because Carts are supposed to have shorter loading times.
@@YujiUedaFan I might guess that in SMM1 all styles were loaded into memory at the same time, but in SMM2 it has to actually reload them. That's not even counting how the 3DW style also resets the map.
Sure you did, buddy.
@@Stratelier Is it to prevent crashes?
Had no problems with crashes on the wii u I wish the load times could be faster in MM2
its annoying switching styles and waiting for that loading thing to go away
I dont remember if this was in smm1, but in smm2 there is a somewhat rare event of the baby sound effect being a grown man saying "yeah" slowly and creepily.
Joe Vids wtf
What
Only in the Night versions of any theme
@@zapdragon5942thx
03:05 - !! I forget _all about_ zooming out, all-the-time! This is gonna be _so_ incredibly helpful when I need to move entire rooms around! Thank you, to whomever submitted that, and to you, looygi, for showing it off!
9:01 How dare you! Those Lakitus were giving you coins.
coins are evil!!!!!!!!!!!!!!!!!!!!!!!
Shiny, yet deadly coins
Hoo-ray
Holy fuzzy
Why coins are shiny, yet deadly? Well, the answer is actually suprisingly simple. Hoo-ray!
Mario: Can I have a pizza?
Cashier: Ok, would you like it here or to go?
Mario: 9:27
so dumb but so real
Taco?
EthGaming 101 no my dude, “to go”
XD
If you stack a solid enemy, like a bullet blaster, on a winged muncher and it flies into a ceiling it will die. In SMM1 this is not the case.
What I noticed is that the skinny Mushroom isn’t in SMM2
@Dhruv Patel it's removal is misfortunate for smb1 levels
I WANT SKINNY/WEIRD MUSHROOM BACK!!!
Even if I don't have a nintendo switch (༎ຶ ෴ ༎ຶ)
@@Maannnn... ( ͒ ͒ )
Just in case you make a part 4: In SMM1 you could drag Mario onto a checkpoint and test the level like you are respawning at the checkpoint, that is no longer a thing
the biggest change is in smm1 is that there is no flys when you don't touch your gamepad for a week
That's actually a thing?
@@the1stwing try it out
@@brettm4203 I don't own the WiiU version, only the 3DS
@@the1stwing oof
I thought it was like 10 minutes
Step up your game nintendo, you messed up big time by not including my feathery bois
Walther Penne you seem to greatly overestimate the amount of power rendering simple sprites with some code takes.
@Walther Penne OMG NOT THE BIRDS **game crashes**
@Walther Penne The switch is even more powerfull than the wii u and wii
@Walther Penne i said “game crashes” not “bird game”
1:22 thats...UNSATISFYING
Yeah!
if it hits a slope it will ricochet at an angle
For #12, this behavior actually applies to more than just arrows. Rotatable sprites such as cannons, burners, and fire bars have also received this new behavior.
For a game with a tag for puzzle levels, they sure did make puzzle levels extremely limited.
Eh, not any more limited than in the first game anyway.
Hmm no. The game has much more itens and better engine.
Well i guess we now got intended puzzle rather than overlapping pipes
9:17 They really made it a point to make pipes as much UNversatile in the sequel as they could, didn't they?
@That'sweird Not quite. But the pipes can't be stacked anymore or overlayed with conveyor belts to check whether Mario is big or small in the moment he enters.
@@catriamflockentanz but now you can choose out of four different options each with different spawn rates
4:53 Mario's just letting it hang out on the left.
STOP!
there are fixes and adds by nintendo
0:09 fixed shell can be survived but now they can taken down by pow block
0:32 added the stair blocks can be scrolling from the screen at 4 steps
1:09 fixed the fire bubble goes to forward and backwards
1:31 fixed the one-way cannot by the edge of collision
1:56 fixed yoshi cannot hit the noteblocks while stepping on the noteblock
*(its a same layer smm2 bruh)*
2:40 added the sfx to original super mario brothers vine sound
3:05 fixed the multi-grab mode in selected 24x27 squares in 2.5 times bigger
3:38 fixed winged buzzy beetles can bounce off the p-switch and pow block
4:06 fixed winged muncher flying up to down
4:30 fixed lower ground munchers collision
5:03 added arrow can also holding the button rotating moving by cursor
5:26 fixed one-way gate by walking on it to through cannot be anymore
6:00 fixed koopa troopa can stuck in one-way gate and p-switch
Thats it im tired to typing some bullpoopies bye
It’s interesting how many slight differences there is.
your profile picture makes me
In SMM2, you can only have 10 saved items. In SMM1, you could have 12.
thats kinda dumb
7:50 I can change direction while crouching without leaving the crouching stance when I'm playing SMM3DS.
must be a slight change
@@HarvoSpoon it can only be done in mid-air.
Gather my smm3ds people.
@@themold SMM 3DS is dead.
@@j-rex229 you're dead
9:53 is mario saying "Pickle"?
I hear "Testicle"
@@Obstagoon862 no he says pickle
@@kuutti256 _Whatever!_
Pig hole!
I'm not sure why you said that in SMM1 the screen scrolls back to its original position when you go steps down. It's very obviously happening after only 1 step in your demonstration (for SMM2 it's 4 steps, as you stated).
It covers up the muncher but it doesnt go fully down to ground level like the steps before it, just pretty close, 2 steps brings it fully down
7:34 Vai a ritmo di musica? Ahahahahah
Bel video come sempre!
Evviva un italiano
E
Another subtle difference: Now you can place Spinies on the ceiling and they will fall down to attack Mario! This is more accurate to their behaviour in games like SMB3.
They did it in smm1 too, you could also place them on the ceiling
@@inciucio True
20 reasons to still owning the WiiU.
In Super Mario Maker 1, We didn't have Super Mario 3D World as a style
What kind of trollpost is...?
@@Stratelier Yes
@@renakunisaki In Super Mario Maker 2, there is a "2" in the title, this probably a reference for being the second installment in the Mario Maker series.
@@renakunisaki That is also true. Super Mario Maker 1 Came Out in 2015/2016, while Super Mario Maker 2 Came Out in 2019!
In super mario maker 2, you never were able to use miiverse
I can taste the dislikes already
R.I.P birds
Oh my god... I never even knew you could zoom out until just now. That would have saved so much time.. I miss when games came with instruction booklets.
Same, and I mean real instruction booklets made out of paper that I can read at night without hurting my eyes if I wanted to, like the Nintendogs one.
No flock of birds anymore?
Yamamura is incredibly disappointed in SMM 2
boo nintendo
boooo
You again
How and why are you everywhere I go..
Dude, are you the new Stickmaster? I literally see you everywhere.
Now this...
This is a Christopher Moon.
"Dear God..."
There's more.
"No..."
1:27 In SMM3, they have a 50% chance to turn diagonal, vertical, and horizontal.
You STILL missed one
In SMB, when placing a super mushroom down, the voice won’t follow the course theme’s music
O_O
That's so weird, I wonder why it's JUST the SMB style where that happens. Was it just a developer oversight?
@@linus6718 yea, i should check it sometime
@@HarvoSpoon I actually just tested it lol, and he's right. I'm just curious as to why it's specifically the mushroom in the SMB style that does that
is it smm1 or smm2
It's so cool that Nintendo added new changes to MM2 and so many at that.
4:54 Look at Super Mario Maker’s Muncher and Mario.
What are they doing?
Man, this channel needs 100k subs
SMM2 took away the fun from SMM1. I hope those come back in SMM3!
Congratulations on 40k subs!
The falling easter egg in SMM1 are not in Super Mario Maker 2 for some reason. I miss those!
I'm glad they're out, hearing them whenever you tried to beat a hard with pits felt really annoying
They would have to do it for all characters.
Its annoying having to wait ten seconds or so when you just wanna play
@@pholidia8175 N O **pulls out gun**
@@johnwarosa2905 **shoots**
I have 2 more differences not mentioned as of yet. #1 In SMM a pipe containing Shoe goombas spawns them one after the other and crowds the area. in SMM2 The pipe will spit out only one and will not spit another one unless the active one has been defeated preventing crowding. #2 In SMM you can put coins in the same place as the checkpoint Flag and they go behind it in the editor. In SMM2 coins and Checkpoint flags cannot coexist in the same tiles.
I think you could make a video about the differences between the backgrounds in smm1 and smm2!
Yes and there are clouds Trough the windows instead of a smoke.
Speaking of Checkpoints:
1. You can do the same rotating trick with them as with the arrow signs. However, you cannot do so with one-way walls.
2. Dragging your character onto the CP in SMM1 would put you at the point where you would respawn from said CP. (Interestingly, I think I remember the birds event happening here, too.) In SMM2, however, this is no longer a feature.
0:24 R.I.P Buzzy beetle shell
2018-2019
2:41 this part of the Super Mario Bros theme sounds like Mario's death when he dies
Wow! No way! Ya think?
Hey I send you a DM with a list of changes from SMM1 to SMM2 a few weeks ago. Did you see it?
SMM2 screams like "haha we fixed what's not broken"
8:38 Same tempo as the underground theme remix from the Super Show
1:22
Looygi:In SMM2, they keep their horizontal trajectory after the ricochet.
Ricochet:You're looking at me?
3/3 doesn't mean the finale of the series.
...right?
Charm in SMM1: exists
SMM2: no
(just a joke. Does sort of feel like it in some cases)
Very Epic Video
One subtle difference is the fact that the “unlock door” sound is different in SMB style
I feel like super Mario maker 1 would still be used to make harder levels due to a lot of the mechanics that smm2 took out
in SMM2 the "right" sound effect (the one with the lightbulb) and the "wrong" sound effect (the black scribbles) are smoother
after watching this video, i want back smm1 physics and graphics
Aw, the diagonal lava bubbles were cool!!
Mario showing off his manhood in the original at 4:56, unkool dude
Time to take a pis
winegd buzzy beetles: *exist*
actual parabeetles: *crying in the corner*
9:36 *FISHES*
I’m actually kinda glad about the vine/door change. Remember when people would put vines behind doors just so that you couldn’t enter them?
4:52 I'm gonna be honest the mario on the left must be suffering
I was playing online co-op one time, and I was on a platform, waiting to go to the other side. Toadette was there, and we danced together. If you're that Toadette in the castle level, hi, it's me, Toad, I had a lot of fun with you
08:02: *SPEED TEST*
09:00: Lakitu throws coins
Why can't I stop watching these
Okay, I won’t lie, this is an unepic gamer moment. Mario maker 2 = not as good.
.-.
You're seriously saying SMM1 is better just because of a few things SMM2 doesn't have? SMM2 has a new game style, new themes, new parts, new enemies, new blocks, maker costumes, an actual story mode, Luigi Toad and Toadette as playable, and more.
@@gavino5505 But it has ruined a lot of things and meccanics
@@gavino5505 Exactly.
Yea,that's true,but introduced a lot of new content, and some mechanics. Everything Gavino says and more.
In SMM1 you can influence how semi-solid platforms overlap with each another. For example, in SMM1 you can place a mushroom platfrom ending at the same level as a semi-solid platform infront of the semi solid by tipping at the mushroom platform. In SMM2 mushroom platforms ending at the same level as semi-solids will always disapear behind them.
you've got the new behavior wrong. in smm2, overlapping is determined solely by the x and y coordinates of the top left corner of the platform. either type of platform may be in front.
@@sirmoonslosthismind But mushroom Platforms always disapear behind the smei solid.
Me want birdy
In MM1, coins that were dropped by pow blocks would not only bounce of sideways springs they landed atop off, but would also carry a lot of momentum through when bouncing sidweays on normal springs. In MM2 the bounce arc is very different.
I noticed this whilst trying to recreate on of my old puzzle levels using the same concept, sably the idea is completely dead now.
9:07 this legit made so much sense in the first game though. Stupid Nintendo, always ruining our harmless fun.
But could you break through brick blocks when going through a pipe with any powerup that let you break them? And could you break the blocks if pushed up into them by a platform when wearing the helmet? If not, then it was pretty inconsistent.
For the last one: I think the RNG got changed so that button inputs matter. Maybe thats the case why it didnt show or why the event seems to be extremly rare
In SMM1 you could always see through walls, in SMM2 you can't if the wall covers from top to bottom. You either have to break through the blocks if possible or find the correct warp pipe or door.
True, that is usually mentioned as a new feature.
Scroll Stop
So that's how to do it! Thanks :P
*CoolGuys Yt* you know lessons are a thing right?
4:02 that is a good idea for making a map that has raining POW blocks and P switches
They're called Zigzag Lava Bubbles, not winged fireballs. Also, randomization works differently in this game. It's based on player input, so try placing some swinging claws before the checkpoint
i've played levels with checkpoints where your controls vary very much between each individual playthrough and the doves never appeared :(
@@HarvoSpoon so those birds are doves and ot another kind of bird? also, the first sentence of my comment still stands
Really interestingly funny how the loading time for SMM2 is slower. But it is very noticeable. Only guess is because it contains more, especially with 3DW.
5:00
Mario must be in a lot of pain in the first picture. He'll probably throw up and/or die soon.
Hey Matthew Smith make a video now!
@Dandre Rodriguez
Why?
Did you notice this:
In SMM1, anything in ghost house had shadows but in SMM2, Sharp and no shade
May happen in different themes
4:59 mario on the left got excited
In SMM1 munchers sideway hitbox was much smaller. When placeing to pipes with on block between them and put winged munchers in them, you can easely stand between the pipes without getting hit by the outcoming munchers. In SMM2 it is almost impossible to place Mario between the pipes without getting hit.
Also is it just me, or does NSMBU look more saturated in SMM2 than in SMM1?
All the backgrounds of the NSMBU themes have been polished to look even smoother than before.
No. It's better
I knew it looked different!
That one way door collision one is really unfortunate, i used it a lot
9:07 Bring back Brick Pipe spiking
In super Mario maker 2 while editing a level when you switch from editing to playing it the music keeps playing from when it was last played but in smm1 the music starts from the beginning every time, this might not sound clear but hope it leads you in the right direction! 👍🏼
I liked the super Mario maker 1 sound effects better
You can drag certain Objects, like Arrows and Checkpoints to a certain direction
I think the reason the birds never pop up from the flag could be because they changed how rng work in Super Mario Maker 2 (now it's based on the player actions) and you just tried to make them come out by repeating the same action, so they didn't came out because rng is based on the player actions.
These small differences show how much thought was put into this game
1:11 DVD Logo Meme, 😂
GOOD JOB MAN!!!
4:59 looks like something that was growing
#2 - The camera changes could probably merit a full video of their own. Notice how SMM2 moves the camera while Mario is _still mid-jump_ while SMM1 _waited for Mario to land_ first.
#3 is also true of Pipes launching winged Lava Bubbles, and may be related to the inclusion of Slopes; winged Lava Bubbles actually have mathematically correct deflection angles when they hit terrain!
#4 - Arguably a fix, more consistent when compared with up/down one-way walls.
#5 - DEFINITELY a fix.
#6 - I loved static vines layered behind bridges as an aesthetic, but the new behavior is obviously consistent between static vines and block vines.
#13 - Clearly a fix. In SMM1, if you combined a horizontal one-way wall with a semisolid so that their corners aligned it was TECHNICALLY still possible to jump through the corner between the two, so of course people made levels this to beat them (I remember encountering one personally).