Why I Prefer the Original Mario Maker Over Mario Maker 2.

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I never quite enjoyed Super Mario Maker 2 as much as I enjoyed the original Super Mario Maker. Which is kind of weird, because I really, really do like Super Mario Maker 2. It makes tons of incredible improvements while featuring basically all the content of the original Super Mario Maker. It’s as flawless as a sequel can get. At least on paper. But there is this one thing that Super Mario Maker 2 really messed up. In this video we are going to take a look at Super Mario Maker 2’s fundamental flaw.

00:00 - Intro
01:21 - Not Joy, Not Touch
08:20 - Strange Decisions
14:43 - Simply Complicated

-------------------Credits for the Music--------------------------
The Legend of Zelda: Ocarina of Time OST - Gerudo Valley
Paper Mario Origami King OST - Sweetpaper Valley

------Holfix
HolFix - Beyond The Kingdom

------Kevin MacLeod
"Adventure Meme"
Licensed under Creative Commons: By Attribution 3.0
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I appreciate how the collection of framed photos keeps expanding

dannylongfellow
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Multiplayer editing isn't really that good either, honestly. When you need to swap your item, player 2 gets to have a quick menu from what I can remember, but player 1 has to pause the entire game just to change their selected item.

kimi
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Nintendo be like: “For Breath of the Wild’s sequel, we redesigned the controls such that it would be fully playable in single Joy-Con mode”

casperdewith
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My biggest issue is that the original felt like nothing was restricted to you. Literally everything was an experiment and it didn't hold back on a new possibility. In the sequel, I can't put 1 ups in the ground night, and heaven forbid I place water in any area that is not a "forest." Don't forget that I can't have an aesthetic only night background. It has to be tied to these braindead things. I feel if these things were present in the original, it would always allow me to fully customize. They missed a lot of really creative opportunities if they would allow complete unrestricted customization.

JJ-zojv
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My son started making MM1 levels when he was 4. He couldn't read, but he figured out how to build levels because the interface was so user friendly. When we finally got a Switch for Christmas 2020 when he was almost 6 he was incredibly excited because of MM2. MM1 was so intuitive that he figured it out in a few minutes. He got so frustrated with MM2 that he started to cry, went back to MM1 and didn't play MM2 for a month. He prefers it now because he has so many more options and has figured out the UI but it was incredilby sad to see him go from exicted to crying in frustration because the UI in MM2 is so less intuitive than in MM1. I think MM2 is a better game in almost every way, but give me that MM1 interface any day.

kevinlemon
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9:30
the even more annoying part is that the two player building mode ONLY WORKS with a sideways joycon...
Why?

turtlehub
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Hardware store checkout employee: "Another video, huh?"
Ceave, with a frame in hand: "You bet your mushrooms."

huhneat
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I miss being able to download other player's levels and checking them out in the editor to see their set ups and contraptions.

Pendergast
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You know, I often find myself being way more creative in SMM than in SMM2, it is easier and more enjoyable to do stuff and seeing the other objects in the selection menu would always make me have new ideas.

ZeldaVerde
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I came from SMM1 and I never use any touch screen inputs anymore. I feel like even though the controller is not as good as it could be, I can still build faster with a controller

pipguy
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I feel like part of the problem in the SMM2 UI might be that it was designed like a game menu rather than the UI of a creative tool. While Mario Maker is a game, it is also a tool, and the tool part should be treated as such. And why not have different menus for the touchscreen and controller, with the possibility to modify and mix them to your own taste?

AinoHiat
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Weirdly enough, I get the feeling that the 3D World style was designed to deliberately NOT have funny contraptions and stuff. That's what they WANTED. They wanted that style to be more limited and simple so more traditional type courses would've been made instead.

loganbedard
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A comment I saw somewhere sums nintendo up: "90% great, 10% weird design choices that almost ruin the experience"

BlazertronGames
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There IS another reason for some of the mirrored functions that you haven't talked about: left handed people using the touch controls... however that can be accounted for by having a left-handed option for the controls/UI

bdk
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The level editor in SMM1 was just so fun to use! not only was the Ui better, but the shaking mechanic had more charm to it than just tapping something, mystery mushrooms were tons of fun to use for themed levels, and there were several easter eggs to find such as the fly swatting minigame, big mushrooms giving everything mustaches, or simply goombas exploding when you shake them. I'm also sad that they got rid of the dizzy and rave sound effects.

SpaceLobster
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I never knew they removed shake to change, that was the coolest thing about MM1

NigelMelanisticSmith
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As someone who is left handed, I appreciate having the ability to access functions on the right side of the controller while using a touchscreen with my left hand.

DarkUmbreon
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I'm glad I'm not left handed because everyone forgets they exist.

gizanked
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One solution they could start with is making UI for both the joystick and touchscreen then giving the player the option to choose which one.

AlterLynx
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You can actually place straight up spiny shells in 3dw

they just go unused for some reason (ah nintendo)

You can get them in using a 2d -> 3dw import glitch with spiny shells
they even save.

DogeisCut
visit shbcf.ru