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Super Mario Maker 2 ANALYSIS: Most Everything Else! (Vertical Levels, Sound FX, New Moves, & More!) - YouTube
Channel: GameXplain
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Yep, itâs time for yet another analysis
if the Super Mario Maker 2 Direct.
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And now that weâve covered Story Mode and
the online, the analysis machine is now turning
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its attention to the most everything else,
including gameâs overall interface, the
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new Sound FX, Clear Conditions, new moves,
and more.
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Now since the Direct actually did a pretty
bang-up job of covering the fundamentals,
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as well as the fact that weâve already covered
a ton of the details across a variety of videos,
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weâre only to be covering the truly new
stuff--including some new details revealed
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elsewhere such as in a lengthy video by GameCenter
CX as well as the Japanese website.
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Plus weâre under a pretty tight time crunch
for reasons thatâll become obvious in a
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day or so.
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So with that out of the way, letâs get to
it.
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And letâs start with the interface itself--or
rather, the lack of it at times, since itâs
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nowhere to be found a lot of the times--well,
mostly.
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As there are little yellow marks along everything
along 3 edges of the screen--these are actually
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the handles of the toolbars for their respective
sides, which weâre guessing you can pop
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in and put with either a tap or swipe.
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This should free up a lot of real-estate when
editing.
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And thanks to the this footage from GameCenter
CX, we can see they have an auto-hide function
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too if you drag an object behind them--but
donât worry, theyâll pop right back into
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place right after,
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But hereâs a question: if the toolbars automatically
slide out of the way when the cursor gets
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close, how do you actually use them when playing
docked?
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Well, we can see how!
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With the press of a button, your cursor switches
to the menu where you can quickly make selections--and
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it seems the Toggle for this is the X button.
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And that video revealed a few other things
too, such as providing a better glimpse at
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how the new Objects Toolbar works.
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Now we already discussed back in our first
analysis that it now acts as a history of
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your most recently used objects.
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And now we can actually see that in action.
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When you use the magnifying glass to Search
for a new object, the object temporarily resides
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in that Search box until you plop it down,
at which point it gets moved over to the recent
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History, bumping everything over one slot--except
for the Objects youâve pinned to the bar
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which remain exactly where you want them.
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Furthermore, the border that used to appear
when using the controller-shortcuts for Moving
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or Deleting objects has been improved, with
the border now being pushed out to the screenâs
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edges and now lights up in the color of the
selected mode, either yellow for moving objects
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and Blue for deleting.
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Dragging Mario around while editing seems
to work the same way as before, except now
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you can summon him directly to your cursor
with a button tap-and it even makes a little
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whistle sound.
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Cute.
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This should be a handy shortcut when editing
with the controller.
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We can also see that creating Sub-Areas work
the same way as before, by dropping down a
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Warp Pipe and having Mario go through it--only
in this case, thereâs now an option in the
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quick-access panel to instantly pull Mario
to the pipe and warp through.
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Nice!
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And you might have noticed there are four
different Pipe Color options too, with their
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color indicating the speed that Enemies or
Objects will pop out at.
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Now after warping, we get our first and only
look at the editing screen for the Vertical
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sub-areas, including a floating scrub bar
that appears in editing mode.
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An arrow-button just beneath might be how
you swap between the vertical and horizontal
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landscapes.
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Now one thing we havenât seen yet is how
large these areas can be, as most of the vertical
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sections shown are only been a single-screen
wide.
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Yet the player moves the cursor revealing
a second screen, confirming itâs at least
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wider than a single screen--but how much wider?
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Well, thatâs a surprisingly complex question.
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Because you might think that Nintendo just
took the standard level layout and flipped
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it 90 degrees, right?
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Well, no, they didnât.
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Because hereâs the thing--a normal horizontal
level is only 27 blocks tall.
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And yet, a single screen in Super Mario Maker
is 24 Blocks wide, as we can see here.
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Meaning if they did just flip the stage, it
would only allow provide room for the screen
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to scroll horizontally an 3 additional blocks--and
why even bother at that point?
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Well thankfully, a scene from the Direct shows
it goes at fair amount farther.
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Because this sliding sequence definitely takes
place in a vertical sub-area, as it exceeds
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two screens in height, and in it the screen
scrolls horizontally by nearly two screens
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worth before the scene cuts away.
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So we wouldnât be surprised if you have
two full screens of width for your vertical
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segments, just as the horizontal stages stages
provide 2 screens of height.
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So thatâs width, but what about the height.
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And once again, you might think that it matches
the normal width of the stage, only now vertically,
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which would be 10 screens wide, or 240 blocks--and
once again, youâd be wrong.
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Because do you see that scrub bar?
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Well, each segment represents the height of
one screen, so if we fill in the rest using
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that one segment up to the point where the
end-point marker would go based on the original
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game, we can see itâll stack 11 screens
high.
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And from what we counted, it seems each screen
might be 14 blocks high, which would mean
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the vertical segments would be 154 blocks
high in total--so if our math is right, that
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would make them considerably shorter than
the standard 240 block width of a standard
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course.
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But, if you can indeed make these two screens
wide, that would actually give you more total
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room to play around with being 22 Screens
or 7238 Blocks, instead of the usual 20 Screens
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and 6480 of a standard course
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And if that 30 block limit of the sub-areaâs
width ends up being true, that means youâll
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have 4620 blocks of total area to play with,
as compared to the 6480 blocks of a standard--but
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again, thatâs purely speculation at this
point as itâs entirely possible the vertical
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stages could be wider.
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Because thereâs also always the chance the
sub-area could work similar to how the horizontal
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ones do, except instead of being 2 screens
tall, itâs 2 screens wide instead/ And if
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that were the case, would give you more room
to play than the standard level, with 7238
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blocks in total.
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So in conclusion: Weâll just have to wait
and see!
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Moving on, we noticed a few other small tweaks
to the gameâs presentation.
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Like when adjusting the length of objects,
the arrows are now noticeably longer, likely
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to make them visible underneath your fat finger
since the Switch lacks the stylus of the Wii
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U original.
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Blocks that contain items have now been shrunk
and moved the Exclamation Mark indicating
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such to the corner, likely to make the exact
block type more visible, which was difficult
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to discern in the original game.
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Oh, and it seems the presentation has even
been enhanced in the small amount of time
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between the reveal trailer and now, because
the Bird icons used when designing a Custom
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Scroll now look like cute little cartoon birds,
as opposed to the single Twitter-like icons
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before, and the speed of each section is now
also shown along the entire length of the
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track.
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The Direct also revealed the co-op mode for
course creation for the first time, with two
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people able to working together on the same
level.
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But did you spot that the 2nd player seems
to get their own unique mini inventory, where
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they can toggle between the four main object
categories with the shoulder buttons, to bring
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up the associated objects below?
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Neat stuff.
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Moving on, one major new feature being added
to the game are Clear Conditions that first
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have to be met before you can finish the stage,
as the goal physically wonât exist until
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you do as shown here.
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Clear Conditions come in 3 highly customizable
forms:: Actions, Parts, and Status, with that
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final Remove option likely just removing whatever
condition youâve previously set.
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So for Actions, we can see that includes things
like Reaching the Goal without taking Damage
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or Reaching the Goal without touching the
ground, which--yikes!
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Parts is a bit simper, forcing the player
to either collect or destroy a specific amount
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of items or enemies, respectively.
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The counter for each one appears to default
to whatever the total amount of objects of
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that type are currently in your course, as
we can see that it wonât let you raise it
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any higher, but you can of course reduce it
to whatever amount you want.
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Youâll be able to use this to create true
Boss Fights if you want, such as demonstrated
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with Bowser here or this crazy mecha-Bowser
Jr contraption.
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In any case, a Flag icon will pop up when
youâve actually youâve met the condition,
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signifying you can now reach the goal.
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And as for Status, well that seems to refer
to Marioâs physical state--the one example
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we see is that Mario must be in Super Form
to reach the goal, so you can probably adjust
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this to be whichever power-up stater you want--or
maybe even power-down state, like being Small
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Mario.
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A flag icon next to your character seems to
indicate whether youâre in the appropriate
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state--which we can see same again in this
scene, along with the Koopa Troopa Car icon.
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And between that flag icon and the lack of
a counter, it seems the goal isnât to kill
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the Koopa Troopa, so much as it is to to hijack
his ride and take it all the way to the finish.
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Yep, you can make your very own Grand Theft
Mario.
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The Direct also showcased some of the new
and returning Sound & VIsual Effect options
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in Super Mario Maker 2.
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Unfortunately, it was hard to hear them over
the narrator--but thankfully, the Chinese
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version of the Direct didnât have a narrator
at all.
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So letâs take another look--and a listen--at
all of the new Sound Effects we know about
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so far, like this lightning effect, another
based on Takamaru and his Famicom game, The
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Mysterious Murasame Castle, then we have a
Shockwave, a Japanese celebration which is
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perfect if you want to try and recreate Bowserâs
Kingdom from Super Mario Odyssey, the Pig
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from Mario Paint, this Horror-movie like effect,
these Music Notes, a Crowd in which we can
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see Yoshi, Mario, Luigi, Peach and a bunch
of Toafds all cheering you on.
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And finally, a Super Famicom symbol.
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Unfortunately, the Chinese Direct doesnât
provide any additional insight into this one
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because of the 3D World music, but a clip
from the Japanese website does: Yep, thatâs
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music from the original Super Mario Kart theme,
which is just too perfect.
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So that covers it for the new Sound & Visual
Effects revealed in the Direct, but we can
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hear some returning ones too, like the Shoe
& Spring Shoe, the Cat Swipe, and this creepy
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haunted effect--only now with improved fog
effects.
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And we wouldnât be surprised if theyâre
all back--especially since we can see even
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more returning ones in this GameCenter CX
clip, such as Applause, Bells, and Fireworks.
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And thatâs not all--because at the very
start of this clip, we can actually see the
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Sound & VIsual Effects interface for just
a few frames--and we can see that they use
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the same radial wheels as the primary objects.
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And we can see even more returning effects--along
with other new ones, like the frog face here,
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the multiple lips, this solar flare thing,
and a Party Favor, which we can do see in
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action here.
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Now while we canât see how many sound effects
there are in total, we can see that theyâre
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split up into 5 sections--and if each one
has even just 2 wheels of 5 icons each, such
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as in this first category, that could mean
weâre looking at a possible 50 Sound Effects,
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which would roughly double that of the original
game--but again, thatâs just speculation.
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As for the categories, the first one here
translates roughly to âFeelingsâ and consists
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of 10 sound effects split up among 2 wheels.
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The next one might stand for Actions to punctuate
a point, especially since we can see some
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of the Sounds in that section based on the
Red Wheel.
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Then we have this green icon with a pair of
arrows--and we have no idea what this oneâs
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for--maybe effects to help give directional
clues or feedback?
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The next one over shows what appears to be
a pair of Stars, which might apply to more
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atmospheric effects such as the Horror-movie
like ones, and finally, we have a Record Player.
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And what are Record Players for?
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Yep, they play Music, so this might be a music
selector--which is likely where that Super
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Famicom Mario Kart effect is found.
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And we canât help but wonder if it might
offer the option to make your own music too,
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like in Mario Paint, which used several of
these same icons.
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Beyond the main interface, weâve noticed
some changes with how certain objects behave
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too.
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And first up is the Checkpoint flag--for one,
itâs now its own object instead of being
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the alternate form of the arrow--and two,
did you catch that Small Mario didnât turn
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Big after touching it, unlike the first game?
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Is this a universal change, or could it mean
that you can apply different attributes to
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the checkpoint itself, like awarding specific
power-ups instead?
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Next is Yoshi, or specifically Red Yoshi who
can breathe fire.
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And as we predicted in our first analysis,
it seems to be on command rather than requiring
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you to eat an enemy first, since his cheeks
arenât bulging out.
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Except, we did notice one on thing--because
in both this clip as well as the one from
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the reveal trailer where Yoshi also spat fire,
not only is he Red, but Marioâs also Fire
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Mario--so is that possibly part of the requirement?
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Thereâs also a Fire Flower right in front
of him, so maybe Yoshi has to eat that first
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to gain fire power?
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And speaking of Yoshi, we noticed something
else interesting in this multiplayer clip--specifically,
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we can see that a Yoshi Egg spawns out of
nowhere, in the exact same way the human players
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do after dying--which likely means itâs
actually respawning rather than appearing
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for the first time.
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But does this happen only at predetermined
Egg Locations, or any time that one of the
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players loses a Yoshi?
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Next, even though we knew Goombrats were bring
added to the game thanks to the Japanese flyers,
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we can now see that theyâre provided as
an alternate form of the Goomba rather than
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as their own object.
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Finally, letâs move onto the 3D World Style.
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Now as a reminder, weâve already covered
this a ton before, and since weâre running
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low on time,m weâre only going to touch
things that really stood out to us that we
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havenât mentioned before.
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And first up is the fact that Mario has some
new moves in this style, like Long Jumping
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and leaping from a handstand--both of which
we predicted in our first analysis.
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But what we didnât see coming is this new
Twirl-jump--which is similar to secret move
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in SM3DW where you could twirl the thumbstick
before jumping to spin in the air--which clearly
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isnât quite how it works here.
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So could this be 3D World stylewâs version
of the mid-air twirl from NSBMU?
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As for the Cat Suit, we can a couple of new
moves too, like a basic swipe as well as a
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dive, both from the main game as we expected.
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Now beyond Mario, there are some more things
to note about the objects in this style too.
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Such as how Banzai Bills can also be given
cat ears-- and that this will cause this to
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home in on you, like the Red Bullet Bills
from the original SMM.
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And just as Bonsai Bills can
be positioned either in the foreground or
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background, it seems so too can the Charvaarghs,
as we can see them leap both side-to-side,
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as well as front-to-back, and presumably back-to-front
will be an option too.
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And even though weâve seen the Porcupuffer
before, itâs even more terrifying here as
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it tries to suck up Mario with a big gulp
of air while jumping out of the water--likely
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aided by the wings that have been plopped
onto it.
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We can also see that theyâre more agile
than ever, being able to swim in any direction
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as they hone in on Mario.
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And speaking of terrifying, check out Mewoser,
who seemingly climbs up from out of nowhere!
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And it appears heâs able to climb up structures
just as Cat Mario can, even using the very
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platforms in the level to pull himself up.
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And of course, he still spits fireballs too--yeah,
it seems Mewoser will be a force to be reckoned
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with,
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Moving on, we see some more level themes in
the 3D World Style, as they look almost exactly
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as youâd expect, including Castles that
take place outside, Snow, in which the trees
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even bounce to the music like in the original
game, and Ghost Houses set within libraries,
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complete with comfy couches, large windows,
and pictures of Boo?
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And then we have this area, which at first
doesnât quite seem to specifically match
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any style, but the GameCenter CX clip confirms
it as sky--which leaves only the this theme
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that hasnât yet been placed.
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Which means it has to be the Airship style,
as we predicted back in our original analysis--not
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to toot our own horn or anything.
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Now while that might be it for the themes,
we do see a couple of them in a slightly new
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way that you might not have realized, because
both this Underground stage as well as this
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Forest one appear to be in a vertical Subn-Area,
with the background objects far below, and
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the background at higher elevations growing
increasingly less detailed.
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Okay, weâre almost done here, but there
are still a few interesting details I wanted
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to point out--like how the level themes for
NSMBU have received a bit of an upgrade.
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Caves now feature waterfalls and the Airshipâs
mushrooms now look more mechanical.
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And there are new new random decoration too
like the new taller grass above ground or
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stack of jewels when underground, or even
the Mario & Luigi Snowmen from NSLU when in
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the snow theme.
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And not to be left out, the SMW style gets
in on the fun with new taller flowers as well.
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Next, while the Direct did a pretty great
job breaking down how the new Moon object
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works, there is one possible detail it didnât
touch on: this Circle of Boos which we see
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a couple of times , but only at night.
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And we think that might be related to a new
behavior in which they actually move toward
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Mario, which they couldnât do in the original
game without being on a track.
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Yet thereâs no track in sight.
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So is it possible that the Circle of Boos
work differently at night--or maybe the tracks
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themselves turn invisible at Night--wouldnât
that be neat!
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And finally, we were wondering what might
happen if a giant enemy tried to enter a Clear
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Pipe--and thankfully, the Direct reveals exactly
what happens: They shrink in size to make
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the trip!
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That was unexpected!
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And there you have it, our main analysis of
the Super Mario Maker 2 Direct.
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But if you want even more make sure to check
out our individual analysis of the Story Mode,
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as well as Online & Multiplayer features.
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Plus, Iâm pretty sure weâre going to have
a lot more to say about Super Mario Maker
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2 soon--very soon.
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So thanks for watching and make sure to hit
that subscribe button for more on SMM2 and
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everything else Nintendo Switch.
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