Idk if anyone mentioned this already but different colored pipes will spawn different amounts of enemies The goomba shoe crowding situation can be remade with a red pipe
in super mario maker 1 if you start a Level from the beginning you will appear to the fifth block but in super mario maker 2 you will start in the third block.
One subtle difference that people may not have noticed: The editor music was just 1 track in SMM, as opposed to multiple styles with different elements active/inactive that would switch out regularly in SMM2
The thing about the semi solids is really frustrating. I used overlapping in nearly all of my levels and I can't understand why the mario maker team would be so restricting towards decoration options.
Try setting them a couple blocks apart, and making a connector semisolid that is one block shorter than the others. As someone who uses them all the time, I was relieved when I discovered this. I hope this helps!
I think it has to do with game storage. The game cannot handle more than 3 Semisolids on the same tile, so it chooses to remove one whenever a new one is added
@@mystora7159 well it can be pretty annoying at times like in a silent ghost house, I know you can probably use it to your advantage, but it just annoys me.
Another difference: In SMM1, when you place a mushroom to something when you already place a mushroom to an enemy, it coughs out a mushroom. But in SMM2, it doesn't happen.
Don’t remember if this was mentioned in previous episodes, but in SMM1, when the time hit 0, you died at that point, but when the time hits 0 in SMM2, it takes another second before you actually die.
In SMM1 getting a 1UP in NSMBU sounds like the it did in the original game but in SMM2 it was changed to the NSMBWII one however getting 100 coins has the same sound effect in both games
2:31 This could’ve worked as a defense mechanism where, if an enemy is coming near you and you have the helmet on and are small, just crouch! Mario Maker 2 breaks this…
In Mario Maker 1, in the NSMBU style, if you try the triple jump, the second jump sounds like the wall jump sound, but in Mario Maker 2, the second jump sounds like in the original NSMBU game! 🔊
Nintendo did in some ways improve the Mario Maker franchise (adding stuff like more bosses and new power-ups), but they also ruined some elements that made the game more interesting!
In Super Mario Maker 1 online mode, if you press select to skip the level when you land on spikes, the skipping screen will appear before Mario takes damages, however in Mario Maker 2, Mario takes damage before the skipping screen appear
The timer in SMM1 doesn't immediately count down, and Mario dies at 0. The timer in SMM2 immediately counts down, and Mario dies at the end of 0. Result: 50 less points per level.
In SMM1, Big eggs went to keep green, And spawned 2 yoshies That run, And in SMM2, If we put a mushroom on the egg, they will be red, And will spawn a red yoshi with a unique ability: splitting fire
When you go through the door in SMM1, and immediately back again, the screen fades to black immediately. But in SMM2, when you go through the door, and immediately back again, the screen fades after about one second wait.
In Super Mario Maker, when placing a Super Mushroom the Super Mario Bros. style in the ground theme, it would normally have a voice say “Super Mushroom” in time to the music. However, in Super Mario Maker 2, it is the only known instance when the voice says Super Mushroom without going with the music.
tbh, to anyone who's (still?) mad at Nintendo for removing all the fun easter eggs and fun little features, just know that it's pretty clear they went all out to make Super Mario Maker 2 better as a game, and not better as pure entertainment.
one thing I've noticed is that the starting terrain in the airship theme in SMM1 is the ground theme's ground, but in SMM2 it changed to the new sky theme ground!
I have two for in case you make a part 5. #1: Theme to use: SMB1/SMB3. As small Mario you can crouch/duck in those game styles in Mario Maker 2. But in MM1 that's not possible. (I think) #2: In MM2 when you start a level, the ones digit of the timer says "9". But in Mario Maker 1 the timer, like in older games the ones digit says "0".
In SMM1, Checkpoint flag transformed small mario to super mario, And in SMM2, When we put a power-up on the checkpoint, Mario transforms into any form, another instance: In SMM1, It Wasn't possible to put power-ups on checkpoint flag, And in SMM2 It's that possible.
On the direct comparison of super mario maker and 1 and 2's New super mario bros Wii u castle theme,you can see on Smm2,it's got more lighting from the lava and it's got the details for the lava on smm1 there were less lighting and details to the lava
In SMM2, P-Switches and POW Blocks glow blue (this is because they light up in the nighttime Ghost House/Underwater). They don't in 3D World because that game style doesn't have night themes.
I got another difference: In SMM1 if Mario falls to the lava he always faces right. But on SMM2 Mario always faces to the screen when falling in lava (EDIT) only In the NSMBU style
A different: in smm1 mario get a mushroom by activate the checkpoint flag,in smm2 mario dont get at little mario a mushroom. But... mario get a star if he activate the Checkpoint as big mario
In SMM1: when placing a super mushroom down, the pitch of the voice is the same as the music In SMM2: in the SMB style only, when placing a super mushroom down, the pitch of the voice isn’t the same as the music
@@YourMomz07 tapping is much better. Imagine having to shake your jpcons in docked every time you wanna change the thing. And because you had to shake and combine on your own, many things could go unnoticed.
In Super Mario Maker 1, Shelljumps Are Possible, They Are Much Easier To Do, In Mario Maker 2, Shelljumps Are Harder To Do And Takes Alot Of Time To Setup
In SMM2 in the Super Mario World and in New Super Mario Bros U themes saw blades will make a grinding sound when mario is close by. In SMM1 they don't. Also in SMM2 p switches and pows glow. In SMM1 they don't.
The subtle difference series, aka the series we think has ended but truly never has.
I don't see that
no more. this is the last one
Nope. Mario Maker 3 would probably come for the Nintendo Switch’s successor.
Love the new pixel art for the shelmets! they look a lot better in SMM2
I agree, Shield.
Chloe exept the smw spiny
Sorry, I disagree
@@SleepDeprivedGinger that's fair!!
Chloe *_no what the fuck_*
2:24 The Super Mushroom got a speed nerf
*OOF*
Y i, naravno, ne samo da se ne bi bilo dobro da ga ne bi ga je, u okviru projekta je
not more oof is now
*DEH*
@@ScentsOfThePeachBlossom oof is way better
3:19 so they can use the same thing when playing : *play together* and the player who gets the key dies
Smm key falls
Smm2 key stay
Well, it does make sense that Dry Bones wouldn't be able to exist in water. Because then it wouldn't be dry anymore.
Wet Bones
Good one!
WET BONES 100
--------
this is mario; logic has no place here. dry bones belong underwater because they were frequently used underwater in the older games.
*Wet Bones*
6:11 Look out Sonic, Mario's gonna become *_the red blur_* to rival you
Well well look who it is!
uoy lavir ot rulb der eht emoceb annog s’oiraM ,cinoS tuo kooL 11:6
First you were in GioFilms,next EmKay, and know you’re here??????
For goodness sake, fuck off
Wait.... Doesn't sonic move at the speed of sound??
Idk if anyone mentioned this already but different colored pipes will spawn different amounts of enemies
The goomba shoe crowding situation can be remade with a red pipe
It's a hard-cap of one across all pipe types.
Nice , didn't know that
I've got one.
In SMM1 you can walk through the platform holding up the axe.
In SMM2 the platform is completely solid.
The underground styles for SMB and SMB3 had shadows in the Wii U version. These shadows are completley unseen in the Switch version.
0:00 the intro at ×0.25 playback speed sounds like a nuclear alarm lol
XD
Great . . . more things Nintendo forgot to port. At least they made the collision make more sense.
They didnt add these on purpose, im sure they have a valid reason
@@reversible8740, what would be the reason for removing a little checkpoint easter egg? Or what about Yoshi particles?
The Muncher collision is too big now though
@@goshator The yoshi particles were too lewd obviously.
Gosha Sounds weird but the switch does not have unlimited power
I love this channel so much. The content is so chill and wholesome, it's perfect to watch on a relaxing day! ♥
Yep!
Every fact lasts way shorter now, great improvement!
In Mario maker 1, the POW blocks were neutral, but in SMM2, they blink.
in super mario maker 1 if you start a Level from the beginning you will appear to the fifth block but in super mario maker 2 you will start in the third block.
Big Brain.
Wow, I actually didn’t know that!
New: The Dragging Sound In The Editor Is Different
The mushroom speed tip was really helpful, I have used it to make timers in many of my levels.
Finally! Someone talks about the Checkpoint thing!
0:15 I had no idea of that myself when playing the Wii U game.
same
5:49 Didn’t expect a guest appearance for this episode
One subtle difference that people may not have noticed:
The editor music was just 1 track in SMM, as opposed to multiple styles with different elements active/inactive that would switch out regularly in SMM2
03:49 he learned drifting
06:16 GAS GAS GAS!
The thing about the semi solids is really frustrating. I used overlapping in nearly all of my levels and I can't understand why the mario maker team would be so restricting towards decoration options.
Try setting them a couple blocks apart, and making a connector semisolid that is one block shorter than the others. As someone who uses them all the time, I was relieved when I discovered this. I hope this helps!
I think it has to do with game storage. The game cannot handle more than 3 Semisolids on the same tile, so it chooses to remove one whenever a new one is added
@@Powerguy360 yes! Thank you.
@@zapdragon5942 really, huh? Makes sense. Well thanks for the clarification and for making my blood boil a little less:)
I wish they just prevent you from placing it so your semisolids don't magically dissapear for no reason needing you to spam the undo button
In smm2 buzz saws now make noise.
You’re SMM2 huh?
Tell mE WHY YOU REMOVED OVERLAPPING PIPES.
@@mynameismmandimheretosay7979 big oof on my part.
Rip
Do you think it should make no sound?
@@mystora7159 well it can be pretty annoying at times like in a silent ghost house, I know you can probably use it to your advantage, but it just annoys me.
Another difference: In SMM1, when you place a mushroom to something when you already place a mushroom to an enemy, it coughs out a mushroom. But in SMM2, it doesn't happen.
Don’t remember if this was mentioned in previous episodes, but in SMM1, when the time hit 0, you died at that point, but when the time hits 0 in SMM2, it takes another second before you actually die.
They need a setting where you can change the hit boxes from original (depending on the series) to current aka super precise
In SMM1 getting a 1UP in NSMBU sounds like the it did in the original game but in SMM2 it was changed to the NSMBWII one however getting 100 coins has the same sound effect in both games
i think that your intro is gonna become the most nostalgic thing ever
#6 has been stressing me out for a while now; it doesn't feel the same wearing a buzzy beetle shell when you can't actually use it's properties
In smm1 you can make own sound effects. In smm2 its not possible
Super Mario Maker Boss Mario cannot die near missing Munchers. Except Super Mario Maker 2
What?
Uh, can you say that again, but in English?
Super Mario Maker 1 Mario is a boss- he can nearly touch a Muncher without dying.
Not in Super Mario Maker 2!
nintendo took fun stuff ;c
ikr
Nintendo always takes the fun stuff, but they improve at the same time :)
Even though the fun stuff is removed, the game became much better than the original. SMM1 looks like a prototype compared to SMM2
Smm2 might be a kind game. Idk maybe?
Dhruv Patel weren’t whomps added already?
2:31 This could’ve worked as a defense mechanism where, if an enemy is coming near you and you have the helmet on and are small, just crouch!
Mario Maker 2 breaks this…
6:52 if helps make levels that sync with the music
In Smm the Nsmbu 1up sound was the wii one but in Smm2 its now the Smb one
0:12 HOLY SH*T I NEVER KNEW THAT
5:27 that was in the super Mario bros 1-3 my dad knew that trick
In Mario Maker 1, in the NSMBU style, if you try the triple jump, the second jump sounds like the wall jump sound, but in Mario Maker 2, the second jump sounds like in the original NSMBU game! 🔊
Damn Loogi, back at it again.
Nintendo did in some ways improve the Mario Maker franchise (adding stuff like more bosses and new power-ups), but they also ruined some elements that made the game more interesting!
Interesting fact about 5:30: SMB1 was white text for 1UP, SMB3’s was red, same goes for SMW, and NSMBU was the only one that was green.
yea tru
e
And evidently Mario's nane is said when you place HIM somewhere in the editor
I still miss the first Mario Maker game
0:16 mario
In Super Mario Maker 1 online mode, if you press select to skip the level when you land on spikes, the skipping screen will appear before Mario takes damages, however in Mario Maker 2, Mario takes damage before the skipping screen appear
6:24 All these Fishbones can do out of the water is drop and crumble.
The timer in SMM1 doesn't immediately count down, and Mario dies at 0.
The timer in SMM2 immediately counts down, and Mario dies at the end of 0.
Result: 50 less points per level.
0:58
That sync tho...
Don't forget the sounds when collecting a 1up mushroom are different between the two games in NSMBU style.
Next thing I know, they’re finding pixel and sub-pixel differences within the two games...wait a minute.😑
yeah, it's not like the video is called "subtle differences" or something, this guy nit picks so much!
in smm1, you could shake bowser to turn into bowser jr.
in smm2, bowser and bowser jr are now seperate objects.
In SMM1, Big eggs went to keep green, And spawned 2 yoshies That run, And in SMM2, If we put a mushroom on the egg, they will be red, And will spawn a red yoshi with a unique ability: splitting fire
In SMM1, checkpoints saves key coins. In SMM2, it doesn’t actually save them now
9:33 that nightmare look on one of the comments
When you go through the door in SMM1, and immediately back again, the screen fades to black immediately.
But in SMM2, when you go through the door, and immediately back again, the screen fades after about one second wait.
In Super Mario Maker, when placing a Super Mushroom the Super Mario Bros. style in the ground theme, it would normally have a voice say “Super Mushroom” in time to the music. However, in Super Mario Maker 2, it is the only known instance when the voice says Super Mushroom without going with the music.
tbh, to anyone who's (still?) mad at Nintendo for removing all the fun easter eggs and fun little features, just know that it's pretty clear they went all out to make Super Mario Maker 2 better as a game, and not better as pure entertainment.
1:20 I thought the semisolid platforms were only in Mario maker 2
In smm1 when timer is at 000 after some miliseconds you die. In smm2 when timer is at 000 it gives you one additional second!
[GD] FurwiMienai he already did that
@@mystora7159 Oh i forgot
Heres the difference:
In smm1. If a clown car hits a wall. It will have its dizzy face. In smm2. Not anymore
5:10 PINGUS PINGUS PINGUS PINGUS PINGUS
7:09 Oh, so, it's basically a perspective fix depending on the position of Mario's face. Yeah, smart one.
one thing I've noticed is that the starting terrain in the airship theme in SMM1 is the ground theme's ground, but in SMM2 it changed to the new sky theme ground!
in SMM2 instead of shaking, you click the thing a lot of times and that's it
In smm1, when trampolines were hit out of blocks they would go up 1 full block. In smm2 they only bounce up and come back down
at this rate nintendo should add an option for all courses so you can choose if you want super mario maker 1 rules or default rules
I have two for in case you make a part 5. #1: Theme to use: SMB1/SMB3. As small Mario you can crouch/duck in those game styles in Mario Maker 2. But in MM1 that's not possible. (I think)
#2: In MM2 when you start a level, the ones digit of the timer says "9".
But in Mario Maker 1 the timer, like in older games the ones digit says "0".
I wish you put this in a video.
I wouldn’t call the Fish Bones thing “subtle”...
Ordinarily I would agree but Fish Bones are the most worthless enemies so people probably forget that they exist, in both games.
If you’re doing a Part 5, in SMM1 the timer counts the very first second but not the very last one, but in SMM2 it’s the opposite.
Another small UI change is that the score board in NSMBU changed from Black with a white stroke in the original to white with a black stoke in SMM2
Extra Detail: the sound for a boss death is different!
Intresting..🤔
Am I the only who noticed that nobody uses Bowser Jr. now that Boom Boom is here? I swear I’ve seen like 3 levels with him in course world
I use him:(
In SMM1, Checkpoint flag transformed small mario to super mario, And in SMM2, When we put a power-up on the checkpoint, Mario transforms into any form, another instance: In SMM1, It Wasn't possible to put power-ups on checkpoint flag, And in SMM2 It's that possible.
I think I know why Nintendo made all these bad differences.
They're punishing us for making bad levels in Super Mario Maker 1
@Dhruv Patel He put that
On the direct comparison of super mario maker and 1 and 2's New super mario bros Wii u castle theme,you can see on Smm2,it's got more lighting from the lava and it's got the details for the lava on smm1 there were less lighting and details to the lava
In SMM2, P-Switches and POW Blocks glow blue (this is because they light up in the nighttime Ghost House/Underwater). They don't in 3D World because that game style doesn't have night themes.
I got another difference: In SMM1 if Mario falls to the lava he always faces right. But on SMM2 Mario always faces to the screen when falling in lava
(EDIT) only In the NSMBU style
"Particle effects of Yoshi's spitting and swallowing have been removed." 😳
Yeah, It less detailed...😒
@@IvanFranco120 did you get the joke tho
@@doctorelijah Yeah...😅
Looygi:Mario can grab coins with a raccoon suit or cape
Luigi (your probable cousin): *anGEr intENsiFieS*
A different: in smm1 mario get a mushroom by activate the checkpoint flag,in smm2 mario dont get at little mario a mushroom. But... mario get a star if he activate the Checkpoint as big mario
The difference with the semi solid layering though...
Hammer Bros. in SMM1 threw three hammers for their multi-hammer attack, but in SMM2 they throw only two.
1:46 "PLatforms"
In SMM2 lava bubbles that were hit from a ? block go higher than in SMM.
When you place Mario it's sounds like fludd calling his name in super Mario sunshine
In SMM1: when placing a super mushroom down, the pitch of the voice is the same as the music
In SMM2: in the SMB style only, when placing a super mushroom down, the pitch of the voice isn’t the same as the music
All Like Was i also realized that its a weird bug i think...
SMM1: you shake elements with the finger or stylus
SMM2: you only touch elements to change it
they really sucked a lot of the fun personality out of it even though they added a lot more functionality and stream-lined things
@@YourMomz07 tapping is much better. Imagine having to shake your jpcons in docked every time you wanna change the thing. And because you had to shake and combine on your own, many things could go unnoticed.
8:26 In Super Mario Maker 2 Yoshi tries not to spit to follow the anti-covid rules
was this actually a part that Nintendo went through or was this a joke
I Like A 5th Part. I Discovered 85 Differences!
And how many of those differences involve note blocks that play notes, especially with the momentum of Mario jumping on pink note blocks?
7:08 I like the SMM1 helms more than SMM2 in super Mario world and super Mario world ONLY
In SMM1 the ground tiles placed next to the start/goal ground didn't merge. (If you know what I mean)
In SMM2 this was fixed.
In Super Mario Maker 1, Shelljumps Are Possible, They Are Much Easier To Do, In Mario Maker 2, Shelljumps Are Harder To Do And Takes Alot Of Time To Setup
World: smm is no longer good for making videos
Loogyi: makes comparisons smm vs smm2
In SMM2 in the Super Mario World and in New Super Mario Bros U themes saw blades will make a grinding sound when mario is close by. In SMM1 they don't. Also in SMM2 p switches and pows glow. In SMM1 they don't.
Normal mario in the new super mario style has a little diff animation with his idle and swimming
Here’s another: in smm2 they removed the weird mushroom
In smm1 you just can duck un súper Mario world and New súper Mario bros u style but in smm2 you can duck un all the styles
You re welcome
-Wow! I never knew that!- 😠 Like seriously, everybody knows about that!
Did you know that in MM1 you could add items and other stuff in the course start, but can't in MM2?
7:35-Mario backing that ass up on em like a champ. XP
after 4 years
you spelled XD wrong