Soapbox features enable our individual writers to voice their own opinions on hot topics, opinions that may not necessarily be the voice of the site. Here Gavin discusses how Super Mario Maker 2 is giving him mixed emotions...
The Nintendo first party flavour of the month may well be Fire Emblem: Three Houses, but due to my hitting ebay to plug a DSi XL-shaped gap in my console collection, it’ll be a while before I catch up with that one. Instead, I’m busying myself with Super Mario Maker 2 in my small pockets of free time. In many ways it is the perfect game – a wonderful refinement of the original Wii U release which throws in a raft of new mechanics, a brilliant Story Mode and polishes everything to within an inch of its life.
I know all this and appreciate it, but I can’t help feeling there’s so much more Nintendo’s leaving on the table; more potential left untapped. No, I’m not just talking about throwing in amiibo support or Super Mario Bros. 2 as a Game Style (although, obviously that’d be a game-changer in a very literal sense). Amidst all the improvements this sequel offers, there are still so many directions it could go in - so many new experiences it could bake into the base game - that my glass is left half full.
In some ways, it seems Nintendo led with its biggest addition to the game from the very start of the reveal trailer – slopes. I use them unthinkingly in practically every level I make and they work perfectly. Looking back at some of our hopes and dreams for the game following its announcement in February, though, and we find very few of them materialised. We got multiplayer, yes (although the lag while playing online at the time of writing is perplexing and disappointing in equal measure) and Toad and Toadette are playable characters. However, new Game Styles (beyond Super Mario 3D World), gravity zones, worlds and maps, text boxes and music creation tools aren’t a part of this sequel. Yet, at least - everyone expects another style to arrive with a future update but as things stand, I can’t build worlds or craft the Mario mixtape I was dreaming of.
Missing pieces
On top of that, things we took for granted are confusingly absent. Amiibo support via Mystery Mushrooms seemed like a given, but they're AWOL. I was sure the online ‘bookmark’ website that the original Super Mario Maker eventually got to facilitate sharing over social networks would be baked in this time and I simply assumed Mario Maker 2 would have an equivalent system from the off. But no - we’re once again navigating the laborious, typo-filled world of alphanumeric codes that have plagued Nintendo’s online endeavours since the very beginning. What, pray, is the point of having a Friends List on Switch if it isn’t integrated into first party games?
For all the myriad tweaks and additions to the editor itself, the omissions elsewhere are confounding. There should be a social ‘share’ icon attached to every single course which immediately tweets out my masterpiece when I tap on it (and everything I make is a masterpiece, I’ll have you know). I should be able to click a URL in a tweet and have that level immediately download to my Switch. Nintendo could do this – it has done this in the past – and the fact it's missing splits me right down the middle on the entire game. It's simultaneously the best thing I've played all year and the most disappointing.
What's the point(er)?
The interface itself is another example of genius and ‘WTF’ colliding at the speed of light. Before it was announced, I had argued that a Switch port of Mario Maker could exist simply by not being editable in docked mode - you could handcraft your courses in handheld mode and share them with the room when you wanted to. Nintendo decided to make a control scheme for the TV screen, though, and as input methods go, it's about as good as you could hope. The touchscreen will always offer the quicker, most flexible way to craft your courses, but the button input option isn't an awful compromise.
However, sliding the Joy-Con onto the Switch in handheld mode immediately (and inexplicably) locks out the buttons, leaving the touchscreen as your only option. Why? If the developers wanted to prevent accidental input, why not throw a toggle in the options menu? After going to such lengths to craft a workable control scheme, locking players out of it feels like tacit acknowledgement that ‘yep, the Joy-Con controls are awkward – don’t use them unless you have to’.
For a company that’s usually so on-point when it comes to nailing controls and 'the feel' of input, building with Joy-Con is uncharacteristically clumsy, not to mention unnecessary when there’s a forgotten alternative. Why are we not using the Joy-Con as a pointer? Nintendo made pointer controls second nature for the whole family with the Wii - considering how it apes touch input, it seems like a no-brainer for a game which constantly asks you to pick things up and drop them on a grid. Surely it's more intuitive than conventional button input, especially with two players? A gyro-based pointer needs frequent re-centring (unlike the Wii’s IR equivalent), but it's still a mystery to me why such a natural fit would be tossed out.
Pinning hopes to patches
Many of us are no doubt hoping for a deluge of additions with upcoming updates or potential DLC, and the template of the original suggests there’s plenty of evolution ahead. Nintendo did confirm (following an outcry) that online play against your friends is coming in a future update, so that's something. It’s frustrating, though, to see the ball being dropped in areas I hadn’t imagined would be an issue. The game succeeds spectacularly in many areas - the Story Mode is a triumph, the radial menus integrate perfectly with the editor and the new items and elements are all fantastic. On top of this, the Mario Maker community continues to delight and surprise with its ingenuity and inventiveness. It’s genuinely humbling to play something so incredible that I have no idea how it was accomplished, despite having worked with identical tools.
It’s a brilliant game, then, but there’s so much potential left on the table. Perhaps that has more to do with the size of the table than Nintendo’s unwillingness to serve me more, but at the current pace it feels like I might be waiting until Super Mario Maker 4 or 5 to see something as ambitious as a World Map builder (or something as simple as Friends List integration). I’ve written before about how 'the Nintendo difference’ increasingly feels like a coin toss between some inexplicable omission that flies in the face of common sense or a stroke of idiosyncratic genius that only Nintendo would come up with. In some ways Mario Maker 2 is that idea in paradoxical game form; hopelessly disappointing and utterly brilliant all at once.
Are you still playing Super Mario Maker 2, or have you moved on to other games? What do you think of Nintendo's control solutions for the Switch version? Are there things missing which you expected to see, or expect to come in future updates? Feel free to share your thoughts on the game's joys and cons below, and remember that you can try out our developer-made courses and share your own levels with the NL community by uploading them to our very own Super Mario Maker 2 Course database.
Comments 102
I wish Endless Mode was added alongside 100 Mario Mode instead of replacing 100 Mario Mode.
I really wanted to like Mario Maker but after a couple of hours creating a below par course, being trolled 10 times and completing 5-6 of the Nintendo made levels, I decided that the game is not for me. I'll leave it to the young and creative.
I wish we had the freedom to set the music in levels separately from the themes. I love the Night Sky theme from Super Mario World. I don't like the lullaby music that accompanies it at all. I also wish I could opt to use only music that was originally in, say, Super Mario World. I don't really like some of the new compositions, as they just sound wrong to me when paired with 16 bit graphics.
"Nintendo's best and most disappointing sequel"
How long are you playing videogames? 2 years?
I'm more of a player than a creater but I was surprised at just how simple and fun it is to create your own courses.
I've been trying for years to get my daughter to play mario games with me (she's just turned 6) and this I find is the perfect introduction. You can make levels as simple or as tricky as you like to help ease her into it
Away from the making side. The story mode alone could be considered a fully fleshed game in its own right
Admittedly I haven't spent alot of time with user created courses yet where I'm sure this shines. But this game was a disapointment to me.
I got it on launch, hooked, it up to the tv, and let my 8 year old play it like she has done 100,000 times with the Wii U version while I started supper. I came back back 10 minutes later and she was crying because she couldn't get the game to do what she wanted. So I bought a capacitive stylus and we stopped creating in docked mode.
Then when I had time I decided to beat the game. I hated the story mode. It took too much time and was pointless. I just wanted to get at the levels. Which was the 3rd thing I disliked. All the levels just felt like tech demos. Like look what you can do with our tool. Yeah, I get it's a creation game and the user levels are better but it just felt like a phoned in Nintendo effort to me.
I have no issues with the building controls and I've spent a lot of time building levels. My problems are that there seems to be a lot of enemies missing, particularly from Mario World. I'd like to be able to mix themes mid stage and have a lot more crossover of items between themes and more doors even of they don't work. Speaking of doors and pipes, the ability to decide whether they go to the sub world or not, oh and more music choices please and bring back the mystery mushroom
The karts can go, I've not played a good Kart level and I'm pretty tired of the 20 second just run with a few jumps levels. Also I've not had any fun online, I either get stages which are just run so whoever gets out first wins or when a half decent level appears the lag is so bad I die because the game is constantly freezing.
Overall though I would like more additions and have a had a great time building levels and playing others particularly from the forums on here
I pretty much agree. It's a brilliant game but there's just so much more they could have done.
Didn’t play the Wii U version, so thought yeah this will be fun. Played all the Nintendo made levels and did a few user made, a few troll levels. Then got bored. Tried to make my own. Couldn’t do it. Then gave up after two weeks
I enjoy it and my 5 yr old daughter loves making courses, even if they are truly terrible. I think the content could be better curated. Some of the content is so good but I'm actually more likely to find it from an article here than any search!
The lack of amiibo costumes was the biggest letdown for me, even though I know it's not a huge thing. I miss the character-themed levels from the original.
I like Super Mario Maker 2. But there are some flaws like:
Building controls on tv mode.
Laggy online.
You still have to search courses by numbers.
No stylus for the touchscreen controls. (even though the Switch stylus is available in other territories but not the NA.)
No Amiibo costumes.
Again, Super Mario Maker 2 is great. But there are some flaws.
It is a great game, an almost perfect game, and a boring game at the same time.
Mystery Mushrooms would help a lot.
Multiplayer sucks right now.
Stamps are pretty much impossible for mere mortals to aquire.
I love the game don't get me wrong, but I've not played it in a few weeks as I got a bit bored of making courses and everyone I played the online levels I was being hit with the hardest of the hard and I don't have the patience for it so I don't play it... I can't wait for September though 😜
After seeing the troll stages in Smash (some of which I enjoyed), I figured that was going to be the norm in Maker. I skipped it.
I just need Weird Mario back, man
...Just Weird Mario.
i just want mario maker 3 arledy.
ok, not really, but just many updates and dlc.
im working on my mario maker game that i predict will be longer than 40 levels, so world maps are crucial, then i would like a mode where youre trying to get the most first clears to give many levels a chance to enter the endless mode levels, music makers, NEW POWER UPS JESUS (penguin, ice flower, acorn, bommerang flower, double cherry)
and of course, a mario 64, galaxy or yoshis island gamestyle. one of those 3. sure, yoshis island has like 0.1% chance but just think how amazing that would be.
No water volumes/blocks made me super sad, just think of the insane levels we could have made without the increasing/lowering water levels and having custom water areas for any level.
It's mostly over the creation and discovery intersection.
If I'd be able to discover courses, and the bundles of story modes that come with it (like, creating your own overview map with world levels) you'd have an infinitely better experience.
Mind boggling that they miss these opportunities, yet the game is absolutely timeless and lovely regardless.
I'm not sure if it's just me, but I feel like it's impossible to have people play my level without posting it to online boards like Reddit and Gamefaqs. I'm sure that's a natural consequence of having millions of levels up, but it's a bit annoying that it takes so much effort to get one's level played.
Or maybe my levels just suck
@Jokerwolf Yeah I ran into this too. Totally agree.
I don’t understand why they made the analog cursor a mouse cursor farther than snapping to the grid, even worse is how they replicate the silly Windows OS behavior of the cursor slowly automatically drifting when it reaches the edge of the screen is which makes block laying a chore.
Lack of world maps is the biggest disappointment of all. I love MM but being an RPG Maker veteran, I can clearly see just how lacking the toolset on offer here is.
I personally still prefer the editor the scene had back in the Wii era. I know it wasn't official but still the best in my eyes.
It doesn't lock out the buttons in handheld mode when editing. Buttons can still be used.
I want an endless mode that has infinite lives that isn't tied to a leaderboard. I just want to play levels at random. Also the multiplayer coop thing having no online with friends is dumb. They focused too much on leaderboards this time around and honestly a lot of people could care less. At least they are fixing that in an update. Hope the update is good.
@SpicyBurrito16 I bought the digiroot 2in1 stylus from Amazon. I'm in uk but it actually shipped from NA. It's very good with switch touchscreen but a bit sombre vs a mario themed one!
I have no idea how anyone could be disappointed with Mario Maker 2 as a sequel. I mean it added single player content! It added an entire story mode, it made noteworthy improvements to the editor. I have been very happy with it as a sequel and it totally replaces the need for the original.
It’s a great game. I wish I had more time to play it. I only have one copy of the game and my son is constantly playing it and I have to watch. Endless fun.
@Giygas_95 My big hope: Being able to use the nighttime course set without necessarily being wedded to the stage gimmicks.
Though it isn't exactly popular I have no idea why Nintendo aren't using the Nintendo Switch Online app to allow players to browse and favorite levels they are interested in on the go, I feel like that would have been an obvious inclusion and I would actually use the app for that.
@Narrator1 Yes, that too. The option to make the themes purely cosmetic would be great.
I find one of the biggest wow factors of the reveal, the angry sun, to be the lamest inclusion. It just doesn’t really work as well as it should. Would’ve nice if you could plan it’s trajectory..
Other than that I’m hoping they change things up and give us a WarioLand theme instead of Mario 2.
Don't be so quick to judge, Pokemon Sword/ Shield will be out in a few months.
Couldn't agree more.
I was most excited for multiplayer and the offline multilpayer represents Nintendo's single worst interface of all time.
1) Go online
2) Download Level
3) Go offline and find downloaded level
4) Click 'Play' - no, not that play button, the special one on the right that doesn't look like it is even part of the screen
Online multiplayer is also a disaster, but the offline is inexplicable.
Why do you have to download a level before you can play it local multiplayer?
Why do the multiplayer online levels selected by Nintendo largely ignore the multiplayer tag and play levels for single player (and single player levels online ignore multiplayer and give them to you anyway?)
Why, why why!?
I'd gladly take my $60 back.
SOOO disappointed.
I much prefer the original.
Seems like the comments are focused on the "disappointing" rather than "best" portion of the headline. On the disappointment front, while I still haven't bought MM2 (Xmas 2019, I hope), obligatory reminder that Zelda II: The Adventure of Link exists.
@RedderRugfish This is a good point.
I actually returned this in less than two weeks. Truly a horrible game. For what it’s worth, I didn’t really mesh with the original, but I was at least hoping the story mode would be fun (as many reviews including this site’s indicated). Nah. I didn’t get much for it back, but what I did get back I put toward Fire Emblem, a much better purchase.
The levels in story mode were pretty poor by 2D Mario standards. I get that they're mainly there to show you what all the power-ups and new features can do, but it just didn't do it for me. As for creating levels, I've not made one yet though I made quite a few on the original game. There's just too much other stuff to play right now, which wasn't really the case on the previous console (as much as I loved it). I might return to play some user levels in the future, but I'll likely just replay the classics if I need a 2D Mario fix.
I just wish Nintendo could get their butt in gear to making their online services much better it continues to be a crutch. I had enough fun on Maker 1, but just didn't find myself interested enough in Maker 2 to pick it up. Maybe i'll get it on a whim in the future if we get a special deal at some point for 30 or something like that, but those kinds of deals don't come around to often if ever.
@rdm22 As much as Zelda II confounds me, it at least does things differently. TOO differently, sure, but there's a certain level of innovation there. Same as Simon's Quest. I prefer failed innovations to cookie-cutter sequels.
I consider Pokemon Sun and Moon to be great but disappointing as well.
Good article that states well the flaws of this otherwise excellent game.
It’s a good game, but not very different to the original so it didn’t hold my attention for long.
If they didn’t want to go with the cliche “Odyssey 2” name, I’d love a game called Super Mario Paradox
Good points. SMM2 should have a tab that is auto-populated with all the levels made by people on your Switch Friends List.
@Yorumi The 3 people who gave you a downvote must never have played AC:aF or MT:US on Wii U. And Splatoon 2 wasn't all that impressive either. Or any of the Deluxe ports. And PM:CS was no 1,000 YD either. Maybe Nintendo needs to stop making games that abbreviate to ab:cd.
I’ll settle with just a better and more intuitive UI. Finding my friends or people I follow’s levels should be an obvious thing to find in course world. A tab with a star icon doesn’t make me think that’s my friends, it makes me think those are favorite courses or something. Also why are there so many steps to download a level along with no option to select several levels to download at once
As someone who got this game for story mode alone, i actually don't have many complaints about it.
The game offered me a very nice nostalgic trip down memory lane with all the different game styles and missions.
SMB2 and GB modes would be a nice addition to the mix. Text and world map also. Maybe even a little "cut scene creator". This way the story mode could better mimic the OG format from past games. Since we'll probably never again have a traditional Mario 2D adventure with those "makers" flying around.
I bought SMM2 in the hopes that it would remedy the "issue" of too many novelty levels that makers made for SMM1. Silly me. I'm a middle-aged dad who doesn't have the time to MAKE anything, but I choose to believe that the gaming community is full of creative people - and it is, except they're creating some amazing, yet ultimately unsatisfying, auto levels or impossible levels - seems like in almost equal measure. My disappointment with the game doesn't come from the game or its tools, it comes from the fact that almost no one is trying to be the next Miyamoto-caliber level designer.
I'm having fun with the game. But then again, I owned the first game for a short time. So I can't really say I had things I wanted for this one. I've definitely made more levels this time around and at the same time, I don't seem to have any trouble finding fun levels to try out.
Except the title, the article makes sense, the 10/10 review was a bit too generous.
This article is a master class in weeding out the whiny babies who just want to complain about games that most everyone else likes.
The people here focusing only on the negatives are the ones you can just ignore from now on because they'll never be happy with anything and live only to complain.
While I'm not the audience of Mario Maker, I recognize it's effort and triumph. It is great indeed. Yet, the choice of words in this article says it all too well.
The last paragraph in particular just summarizes my love-hate relationship with Nintendo perfectly. (though I should say it is 90% love, 10% hate if I'm being honest here)
SMM2 is a great game, I’m excited to see future updates to the game (starting September, I presume). I hope future updates have a balance between new stuff wanted by the fans (Online friend play, Pokeys , bookmark functionality, etc) and new creative elements, that while the fans weren’t requesting previously, are still solid additions (such as Skewers and the claw).
You lost me at best sequel ever.
Mario 3 to Mario 1/2
Link to the Past to Zelda 1/2
Super Metroid to Metroid 1/2.
And that is the obvious tip of the iceberg. I mean come on.
I understand what the article is saying, I've had my share of ups and downs with whether or not I should buy or pass on this game. It has some great features and baffling omissions. I'm watching closely to see what kind of updates they give the game.
I'm really enjoying the game for what it is. Nintendo could do a lot more with it, sure, but they've given us a powerful level creator with a built-in story mode that's pretty enjoyable (even if it's mostly just a smattering of ideas, though its approach to progression is quite refreshing), online sharing, and a myriad of ways to play levels. Online multiplayer is the biggest problem with the game, since lag is universal, but it's well worth the price. Could it be so much more? With a series as massive as Mario, of course it could be. But what we do have is still versatile, varied, and quality stuff, and Nintendo's certainly listening to the fans, adding online play with friends, having added slopes in this game, and having added checkpoints in the previous one.
I mostly use Nintendo Life forums and StephenPlay's Morning Mario website to find levels, so I tend to find enough levels I enjoy. I also didn't own a Wii U, so everything is new to me. I've been enjoying it. I can see how if you played MM1, some of the MM2 new content is underwhelming. So much of it doesn't go on tracks, for instance. Online multiplayer is awful. They took a step backwards in sharing levels. The lack of an option to do local co-op from the online menu without downloading a level is baffling. If you can share screenshots to social media, why not Mario Maker levels? There are some truly strange decisions in a game that should have gotten everything about the online right because it's a game about sharing and browsing user content.
I just love the soapbox articles
This review puts my thoughts into words perfectly. The lack of Mystery Mushroom costumes is perplexing at best, especially since simple sprite work takes nowhere near the amount of time to create as 3D models. The docked controls are also very frustrating, and the touch controls are not much better; it feels like it takes two to three times as long to build a stage. Also, while the layout of the objects and effects menus makes sense to an extent, they still feel overly complicated compared to their Wii U predecessor. Let's hope that even more content is added through updates because it feels more like Super Mario Maker 1.5 instead of 2.
@Yorumi Yeah, I just pointed out the bad ones, BotW was awesome, Odyssey was pretty good, not as good as Sunshine or either Galaxy game, but good and different enough. I'm hopeful for Luigi's Mansion 3 and Pikmin 4. They should have let Sakurai make Kid Icarus Uprising 2 before another Smash game and ported SSB4 Deluxe in the meantime. KI:U is my favorite game I've never played, my kids played it so much and I've seen so much of it, but I keep waiting for a TV port. A sequel should be awesome on Switch. Maybe when he's done w/ the DLC.
They tried w/ ARMS, just couldn't hit gold twice after Splatoon. But at least they try. Only sometimes it seems like they really don't try at all. Which is wy my days of Day 1 purchases is mostly over, gotta wait for reviews now, even with Nintendo.
I bought it around launch and haven't had much incentive to play it because it requires an online subscription, and other games like Bloodstained and Virtua Racing kept me occupied. The plan is to break it out and play all the Nintendo levels and try create a few of my mine. When I have a week off work (probably around Christmas) I'll activate the 7 day free online trial and see some user created stuff.
PS: I boycotted the WU, didn't bother with MM on the 3DS, so never played MM before.
@HalBailman DUDE. I've been making levels that I found online. So many people post videos of their levels in action, and it's easy enough in most cases to figure out how they did things. All that to say, I don't have the Nintendo sub, but I can still use a few user created levels that I "made" by watching a video, pausing it every now and then and copying item placement and such. It's actually faster than making my own levels! LOL
Additional note: playing the story mode, while fun, only unlocks two items. I've made 60 of my own levels so far, and "stolen" a few online. It's totally worth your time to make levels before completing the story mode. Have fun, man!
To the article, I don't understand how Mario Maker 2 can possibly be disappointing, when you compare it as a sequel. Mario Maker on Wii U and 3DS pales in comparison to what 2 can do. I still go back to my 3DS one, but after making 60 levels on Mario Maker 2 and....12 on my 3DS? Yeah, I think you can see where I'm coming from! This is such a great game and I think it's a tad disappointing that anyone would be disappointed in it.
I've been having a blast with it, and I don't even have the online sub! Though, I might get it just to nab a few fun levels from online.
I'm always disappointed when a sequel gets rid of a good feature instead of expanding on it.
If amiibo support has become irrelevant, then why not make the costumes unlockables?
Why not expand the feature by supporting 16-bit costumes?
Biggest qualms for me are the online support being real laggy and the fact that leaderboard based rewards exist for level popularity. MM1 had the same issue where a kid in Mississippi could make the best level ever, but it would be overshadowed by a streamer's Hot Garbage he made as a joke. And not by a little bit, either. How many of the top level makers are streamers/youtube based personalities?
THAT SAID, I feel aside from 1 or 2 features that are caused mainly by limitations of the console, this is objectively the better game. Gameplay wise, what did we lose aside from 100 Mario Challenge and a high level cap? Some glitches, mostly? Even amiibo costumes' gameplay can be simulated with OTHER items, and though I really loved them and would like to see them again, they are mainly visual and only for 1 theme.
Didn't Nintendo Life give this one a 9 or 10?
That review prompted me to pick it up and it's just been ho hum for me. Somehow course building seems harder than in the original title and I do miss the amiibo costumes
I feel like I'm the only one sometimes, but I'm just not into Mario Maker. Both installments have had people raving, but I played the first one on 3DS (I don't have a WiiU) and it didn't grab me at all. I'd just rather have a full, Nintendo-made Mario game.
But I also have to admit I'm not a huge Mario fan to begin with. I enjoy the games, but they're far from my favorite Nintendo games. I was always here for Zelda and Metroid.
Maybe one day we'll have Zelda Maker and I'll be more into it.
I love Mario Maker 2. It's in my top five games of all time, incredible. I also agree with the criticisms in this soapbox article. The mystery mushrooms are awesome. Music creation would be freaking awesome. Give us Mario Paint music creation! More styles would be a dream come true. I want Yoshi's Island more than anything, but Mario 2, Mario 64, Odyssey, Galaxy, Super Princess Peach, Super Paper Mario, Warioland, and Mario Bros (yes, the old simple single screen game with difficult running and jumping) would be great to have to play with!
And I would love to play multiplayer at 60fps instead of 4fps (I swear it gets that low sometimes. I've made jokes to friends about how now I'm playing at 2 seconds per frame).
@sleepinglion Actually, Nintendo Life rated Super Mario Maker 2 10/10 which is baffling because it's a step forwards, slopes being the most significant addition, and many steps backwards: building, online, mystery mushroom...
That's ambivalence, not a paradox.
@AlienX Most of the mystery mushroom costumes aren’t 8 bit. Unlike most of the other sprites made for the SMB style, they ignore any of what the NES’s limitations would be. Some of the sprites are ripped from 16 bit games (such as Sonic’s).
And the cycle continues. Beg Nintendo to release a game, hype it up to an unrealistic degree upon announcement, dissect every detail from trailers and promo materials, celebrate the release, play it with giddy glee, bash the hell out of it when something new comes along.
@Galarian_Lassie Yeah, I've seen the Sonic sprites, by "16-bit" I meant supporting the mystery mush in the Super Mario World style.
I'm not saying it's practical either, just the kind of thing you'd expect to see in a sequel. Even if they had just gone with Nintendo characters it would've been a nice touch.
Switch developers in general seem to forget that the gyro pointer exists. Otherwise, we'd have proper Wii-style motion controls in FPS games on the Switch. Even with the re-centering issue, that style of motion controls is far superior to the stupid hybrid system used in the Splatoon games, and it's not like there isn't a way to, you know, pause the game while you go through the realignment process.
The game did just come out so they'll be making some updates I'm sure.
For people that don't find building or playing other people's levels enjoyable, the game probably isn't for you. For people that do like those things well there you go.
But don't mind me, I'm still stuck with the first game (which I really liked) and it just feels like people aren't appreciating the added content.
Make Mario Bros 2 into its own section. If 3D world has it why not the pseudo sequel as well.
Game is fun in what it is. Article is unnecessary.
So much negativity on this site. Must be a British thing.
@Cosats Agreed.
@AlternateButtons Thank you. So glad I’m not alone in my perception of this type of poo-poo article.
@Keywork That seems to be this particular writer’s assigned beat: to dig for nits and pick them ad nauseam.
Yes slopes are the only improvement I really notice otherwise a step back from the original due to lacking the amazing amiibo feature of 1...disappointing game unfortunately.
I bought this for myself, but eventually its my 5 y old kid thats doing just the same, playing the creator and having a lot of fun with it
@Keywork you’re not wrong, every so-called soapbox ends up the same. It’s amazing how much people get wound up. These articles and upcoming NES games for the online articles end up being solid gold.
Agreed ! Online is just broken ! ..and why can´t we choose which level we want to play locally with friends ? Love this mode, but just laggy, random levels ? Can´t even play my own levels in local-multiplayer ?? Come on Nintendo !! I´m paying for your so called online-service !
(enter the 36 chambers - QQH-YY5-WRF
36 rooms to test your skills
50h to build but not even 50 people played it even if it´s received well) Sorry, no social-media outlet but I had to get it out somewhere ! Hope it doesn´t break any house rules !)
amiibo costumes missing ? Why ? just copy/paste them from
the WiiU !
Otherwise love this game !
Just found your Level sharing site !
Sry for the double-post !
I think this is just a case of personal expectations not being fulfilled. Nintendo have historically set such high standards-and continue to do so on Switch-everybody expects a lot from every release they put out. It’s been like this for years.
The writer of this article writes a whiny & cranky article. Then, the readers fall into the trap and become whiny & cranky, as well. Hooray Nintendo Life!! You educate well your readers.
There sure is a lot of demand for a world map creator, but it just seems like one of the more unlikely additions they would make. They've positioned it so much toward single courses that I can't quite see how they would implement it. Those of us who don't have a YouTube/Twitch following can barely get our single levels played, who's going to jump on whole world maps?
I haven't even seen anyone bring up how they eliminated the "world" play function in the coursebot. In MM1, you could play through each row of 4 courses, in a SMB 1 way, as if they were a world. You could use it with either your own levels or anything you downloaded, but there's no way to share on the incredibly slim chance anyone would actually play it.
I'm mainly hoping the updates and additions are all in the area of more course elements and themes. It's kind of ridiculous that they added slopes but not a single thing that rolls down them. C'mon, it's the very first obstacle that Mario ever encountered, and there's nothing like rolling barrels in the whole roster. There's a few enemies that work in ways none of the current ones do, that would be very useful in building obstacles. And I keep wondering if there are specific reasons they can't have moving sub-walls like the ones that pop up many times in SMW in castles and caves.
I know they want to keep the editor approachable for a wide user base, so they can't go overly deep with complex elements, but there's still a lot of simple things left out of the mix despite them bringing in never-before seen things like claws.
@Yorumi I've never paid any attention to my up or down votes on here, but if I'm getting down voted to me it means I must be doing something right. The truth hurts.
BotW to me was just a great big expansive world to explore. Before I even cared about the story I spent about 30 hours getting all of the towers to fill in the map. Then I tried to find all of the stables b/c they were that extra part of the world that I cared about. The side stories of building the town towards the wedding and helping the singer-songwriter reunite with his family were more interesting than defeating Ganandorf. Oh and the giant horse sidequest as well. So I do feel like they went above and beyond w/ that one, certainly compared to TP and SS.
Odyssey didn't go nearly far enough after the 2 Galaxy games. I don't understand how they didn't have gravity levels like in those 2 games. I kept waiting for them but they never came. I can only remember 1 2D level inside a rotating gray circle. Maybe a sequel will go back to space. I would have enjoyed Odyssey much more had I only played SM3DW and not the Galaxy games.
It does feel right now there isn't much on the horizon as I wait for Pikmin 4 to get officially announced, not a fan of AC or Pokemon. Bayonetta 4 but that's Platinum. Maybe the September Direct will have something new and exciting for next summer?
I still can't believe that bookmarking website hasn't been tied to the Nintendo Switch Online smartphone app. I could have sworn that was announced by Nintendo as coming before the game even launched and yet, nothing. I thought we would be able to search for courses and see those of Creators we follow and then have a Download button that would push the courses to our game in the background while the Switch was asleep and connected to Wifi. Why this wasn't a Day 1 thing I do not understand.
Another thing I'd like to see is a way to have better control over the timing of certain things. Prime example would be making a small circle of track, then putting a lift platform on either side. Most of the time when you reach it during gameplay, the lifts get clustered together when they were meant to stay equal distance apart.
I figure it usually doesn't work because they don't start moving until they scroll onscreen, but it throws off the intended function when one lift is closely trailing the other instead of staying on the opposite side.
If they just gave us the rotating multi platforms that were in SMW we wouldn't need to build these malfunctioning bootleg ones to begin with.
Things I'd add:
DLC:
@Yorumi "I just wish I felt like we had the Nintendo of the snes and n64 days back."
Maybe we're just getting tool old for gaming? Well I know I am anyway, every year just a little less excited.
@Yorumi How did it take you 15 minutes to get into actual gameplay? I fired up the original Wii U version (starting from the second I pressed the icon on the Wii U home screen) and it took me about 4 minutes and 10 seconds to get into normal gameplay.
@Yorumi Well good to see you still enjoying gaming, if you haven't played it before it's new to you.
I'm watching my son play XC2: Torna now, after watching him play XC2 for 80 hours, and it is almost the same as playing but w/o having to push the buttons myself. But those are the games I like, opposite from you, so it works for me. I'm a graphics snob, I can't go back to anything before PS2 and Gamecube, and if I see a game over screen I'm done. Unless the story is so good it sucks me in, like Shantae or Ori, died a ton in those, but kept going. But they didn't make me start over from the beginning either like those old games did. I have no time or patience for that.
And I do see what you mean about Nintendo taking less chances. Even Wii seemed to have more just a decade ago. Fortunately there are a ton of indie games out there to choose from. I'm currently looking forward to Sony exclusive Concrete Genie for it's color. I like color.
Playing in Maker -mode as docked is counter-intuitive.
Level finding is needlessly complex.
Maker rankings not breaking down into seasons or at least weekly, monthly, all-time .
These are the main things I wish they would improve. Overall I like MM2 more than MM1 though and think that any current major issues can be fixed with incremental patches.
It’s a shame that Mario 64 was ruined by the 1 hour and 30 minute opening cutscene, compared to the 10 milliseconds of the original..
Kinda sad how old things die..
Should’ve been a pack-in game for $350 from ‘the start’ (at least, Holiday 2018). Bold strategy, for sure, but, Cotton, I think it would’ve paid off.
@Yorumi true the old games are fun to play
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