Super Mario Maker 2 ANALYSIS: Most Everything Else! (Vertical Levels, Sound FX, New Moves, & More!) - YouTube

Channel: GameXplain

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Yep, it’s time for yet another analysis if the Super Mario Maker 2 Direct.
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And now that we’ve covered Story Mode and the online, the analysis machine is now turning
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its attention to the most everything else, including game’s 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 we’ve already covered a ton of the details across a variety of videos,
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we’re 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 we’re under a pretty tight time crunch for reasons that’ll become obvious in a
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day or so.
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So with that out of the way, let’s get to it.
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And let’s start with the interface itself--or rather, the lack of it at times, since it’s
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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 we’re 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 don’t worry, they’ll pop right back into
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place right after,
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But here’s 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 you’ve 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 screen’s
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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, there’s 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 haven’t 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 it’s at least
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wider than a single screen--but how much wider?
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Well, that’s 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 didn’t.
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Because here’s 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 wouldn’t 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 that’s 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, you’d 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 it’ll 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-area’s width ends up being true, that means you’ll
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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, that’s purely speculation at this point as it’s entirely possible the vertical
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stages could be wider.
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Because there’s 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, it’s 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: We’ll just have to wait and see!
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Moving on, we noticed a few other small tweaks to the game’s 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 won’t 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 you’ve 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 won’t 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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You’ll 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 you’ve actually you’ve 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 Mario’s 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 you’re 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 isn’t 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 didn’t have a narrator at all.
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So let’s 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 Bowser’s 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 doesn’t 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, that’s
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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 wouldn’t be surprised if they’re 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 that’s 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 can’t see how many sound effects there are in total, we can see that they’re
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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 we’re looking at a possible 50 Sound Effects,
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which would roughly double that of the original game--but again, that’s just speculation.
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As for the categories, the first one here translates roughly to “Feelings” 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 one’s
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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 can’t 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, we’ve 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, it’s 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 didn’t 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 aren’t 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 Mario’s also Fire
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Mario--so is that possibly part of the requirement?
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There’s 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 it’s 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 they’re provided as an alternate form of the Goomba rather than
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as their own object.
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Finally, let’s move onto the 3D World Style.
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Now as a reminder, we’ve already covered this a ton before, and since we’re running
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low on time,m we’re only going to touch things that really stood out to us that we
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haven’t 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 didn’t 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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isn’t quite how it works here.
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So could this be 3D World stylew’s 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 we’ve seen the Porcupuffer before, it’s 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 they’re 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 he’s 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 you’d 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 doesn’t 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 hasn’t 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, we’re 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 Airship’s 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 didn’t 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 couldn’t do in the original game without being on a track.
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Yet there’s 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--wouldn’t 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, I’m pretty sure we’re 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.