As you've probably seen for yourself, Super Mario Maker 2 has a host of new themes besides the returning ones from the Wii U original. In addition to Ground, Underground, Underwater, Ghost House, Airship and Castle, the sequel also offers Desert, Snow, Sky and Forest themes.
There's also a new Nighttime version of each level, and some of them feature entirely new properties that separate them from the 'normal' themes; floaty physics, slippery platforms or sandstorms to name a few. 'But I can't find the button to switch between day and night!' you cry. That's because you need to unlock it first. Read below...
How to unlock Night Mode in Super Mario Maker 2
To unlock the Night versions of each theme you must head into the Enemies dial in Maker mode by hitting the magnifying glass in the top right corner. The dials are green and on the last one you'll see the Angry Sun.
Select him and place him in your level (anywhere will do - it's not important). Once he's in the level, select him and hold down the button (or simply tap and keep your finger pressed to him in handheld mode) and you'll see another option pop up. Select the Moon icon and you'll unlock the ability to switch between day and night.
You can continue to use the sun and moon for this, but by going into the Themes list, you can also tap the sun/moon cord to toggle between the modes without needing the Angry Sun or Happy Moon in your level.
Now you're all set to change the mood of your courses entirely just by flipping the switch from day to night. Switching to nighttime can also affect your power ups and levels in strange ways. The best way to discover them is to experiment yourself, but if you don't have time for that, check out what happens in each different theme in the list below:
Underground: The entire stage and its gravity is flipped on its head.
Underwater: The stage is darkened, with only a circle of light around Mario (and the Start and Goal).
Desert: Strong winds whip up sandstorms which batter you.
Snow: Every surface and platform becomes slippery.
Sky: Gravity is reduced so everything's floatier.
Forest: The water is now purple and poisonous.
Ghost House: As with the Underwater theme, everything is dark except for the spotlight on the player.
Airship: As well as bringing the rain, enemies will move as if they're underwater.
Castle: The opposite of the Airship, you behave as if you're underwater while enemies move normally.
Let us know below how you're getting on with switching from day to night and the strange changes that take place with a comment below. Also, feel free to share your finest creations with the Nintendo Life community.
Comments 13
I kind of wish you could just make the night themes cosmetic. Sometimes I want it to be night but to play as a normal level, and I also kind of wish I could use the normal version of themes instead of the night versions. Also for SMB, SMB3, and SMW, I wish I could just use original music themes rather than the new compositions. I'm not really a fan of some of the new compositions made for the SMW template. Really fun game though.
thanks for this! i was hoping someone would list off all the effects of night mode, this is really helpful
@Giygas_95 I thought they made new music cause some of the level types in certain styles didn't have music?
@TechaNinja There were snow, desert, and forest levels in SMW for instance that just used the normal level theme. I wish that were an option now.
This is nice, I like how it provides a different aspect of it, but I wish the changes could be made optional. I guess I'll settle with the normal, airship, ice, desert and forest.
Wish the BG was an actual night version of the current theme for some of them, not just the stars.
What's the deal about Angry Sun's sprite in NSMB U theme??? Worse redesign ever.
@Gridatttack @Giygas_95 To your points, I think the most important update Super Mario Maker needs is to just decouple all of the various assets from their pallets. Obviously, graphical styles wouldn't overlap, but when it comes to level-specific assets, you should be able to use castle blocks underwater, cloud blocks in the desert, etc. The rising/falling water and lava should be available in any level, and you should be able to pick any music (including across games) for any level, as well as for parts of levels. It may sound like a lot to ask, but wouldn't actually involve any new assets or effects - just opening up the availability of what's already in the game. Doing that would go a looooong way towards making Super Mario Maker 2 even more versatile than it already is.
Oh, and water/lava blocks. Please give us water/lava blocks.
@BoilerBroJoe Good points across the board.
Did they get rid of that horrible woozy sound effect, or is it still in the game?
@TechaNinja
They do have new music but the night themes have music box versions of those songs and they get grating fast.
You forgot Overworld/Ground when saying what changes. lol
This is one of the changes that really got my attention and it's still tempting me. The game still sounds rather limiting but it looks like they added a lot of new features into the sequel.
@Giygas_95 yeah. While i like the idea of darkness in two of the stages and the underground upside down gimmick could be useful, i also kind of wanted just the cosmetic look and was a bit disappointed that there was no way to disable music and gimmicks.
Some of the gimmicks like specific water behaviours feel a bit too restrictive or odd to be used except for specifically themes levels.
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