I wasn’t planning on dropping this video until tomorrow, but I was able to finish it pretty early today and thought, why not just release it! Hope you all enjoy!
The Stone of Destiny is one of Nintendo’s best designed Mario levels, and they were so proud of it they didn’t want anyone to outshine them so they locked the stone away for eternity.
The thing is with the “don’t use claws” clear condition, they could modify it so that it’s “don’t use x” (x being whatever item you don’t want them to use).
@@placeholderofffff I know this would effect it quite little, but was the team working on this game pretty big? I feel like something in regards to that had to happen along the way since it was quite obvious more was planned. (not defending Nintendo or anything, they have enough defenders already for their practices lol)
@@placeholderofffff I heard that was the reason too, really tragic... There was a lot more they could have put into it to have it last quite some time but I guess it didn't meet whatever standard they had.
I'd personally would love to have the escort toad with more properties other than as a clear condition. Maybe like in a super world depending on how many toads you got when you get to the end you get a certain number of 1-ups.
A possible theory for why these items are missing is that they're actually buggy, and all the Story Mode levels containing them are laid out very carefully so the player can't break them.
Yeah I was thinking the same thing. The stone would introduce so many ways for players to break the game that I bet they just said screw it and took it out from the jump.
I don't think so, I mean, at least for sure the 4 first items shown in this video wouldn't be buggy, else they're just pretty bad programmers, like, c'mon, I can guess how all of those 4 items were coded into the game and I don't see any reason for them to be buggy (Yeah, I know sometimes bugs can be really unexpected, of course I know, I mean, I have experience with this kind of bugs, they appear in pretty much any of the projects I made/I'm making, but I still don't see any reason for these 4 items to be buggy, and even if they were somehow buggy, I bet those bugs would be small bugs). About the Toads, well MAYBE they would be buggy because they follow you exactly, and maybe this feature could bug the game somehow (Dunno how tho, maybe if the player does some weird movement or something). And the stone is for sure going to be buggy, like, it's a physics-based item, it's really hard for it to not be buggy. But nothing of this matters, because let me remind you that an item called "slopes" exists in the game and we can use them in the editor.
My guess, and it’s just a guess, is that the stone made it to testing and proved too easy to make soft-lock levels by accident. I can just imagine a bunch of levels like that. And unlike, say, hidden blocks, which have existed since SMB, the stone is a new “nice-to-have” only.
@@HyLion true, though i guess thats similar with tiles like pow blocks (albeit if you can prop it up it'll work). There's also the SMB2 mushroom to use it with, and it can be used as a platform block on something like thwomps, and its gravity abilities (even in water) could maybe prove useful as well
I think that the tree condition isn't used because of just how easy it is to abuse it. Not having this probably just saves people from the horrors of climb 99 tree levels. Edit: Oh no i think i started a war help
Except people can abuse anything. Place a vine lined with invisible blocks and place an item at the top on a rail. Now make the player collect 99 of them.
Super mario maker is a game where people can build what they want to build, if they find it fun to climb 99 trees, let tjem climb the damn trees, if other people don't like it, then don't play it.
The Story Mode exclusive items are actually one of my biggest gripes with Mario Maker 2, I know it's a bit trivial but it pains me that you can't use the stone in the editor because it had a lot of potential.
It always hurts to be reminded of these I wanted to use the stone and toads so bad. For the issue of the toads being useless without the condition, the could have jest made it that the item is only accessible if you enable the condition where you are forced place them when you set the condition.
Maybe the "reach the end without clearing the water" wasn't included because players can have a non-forest sub-area, and things would break in that case,
One more story mode exclusive thing that bugs me a lot is crates with items in them. There was a level that has crates with Mushrooms placed in them when you break it, and you have no idea how long I spent trying to do the same thing with a Super Hammer when making my first 3D World level. You'd think that was the whole point of crates in the editor in the the first place, considering that's their purpose in the mainline games, only for it to be possible to put exclusively coins and keys in them.
Maybe they could’ve done something where you collect a Toad, you would get some extra coins or maybe even a 1-up. Then, maybe you could hide them like the hidden key coins people like to put in their levels.
If nintendo wanted to add a second use for toads they could use the button from 3D world that require you to have a specific number of things on them for them to activate. You could make it active so many things too, like Pswitches and pows, or an item I want added to the game, that disappears when triggered.
The first item (the cage) could be good when making a superworld (so it's used in final superworld level as an ending) or can be combined with save the toads.
I know that you could technically have a key door to do this but would be great if you had ability to put a toad in a cage for the "save the toads" clear condition and in order to unlock the cage there's a requirement e.g a key to unlock the cage, powerup, certain number or coins or having to have defeated curtain enemies before etc.
@@imanepink Luigi x Daisy hasn't been implied since Mario Kart Wii, and the fans are obsessed with it. Luigi has never saved Daisy in a single Mario game. Mario has saved Daisy in Super Mario Land and Super Mario Run, and that's it.
@@harrybest2041 I think that Nintendo should change their ways rather than having mario/Luigi fight over peach. Let Luigi have daisy and keep Peach for mario/bowser. I'm not obsessed with the ship tbh or any of the ships.
I do have a possible reason for why stone isn't in the editor, the Super Mario Bros. 1 style. When this game came out there were no ways Mario would've been able to interact with it in that style without having to add the grab mechanic from the other styles, but now that we have the smb2 mushroom I can kinda see that being the way to use it. And there you go, an possible excuse for why stone isn't in the editor.
@@Grane1234 which makes it an item that can be grabbed by a claw, and that can by extension be dropped off anywhere, that Mario can't pass through. This makes it the ONLY hard block in the game that can be placed on half blocks, be moved by claws, and that can't be destroyed even by a spiny shellmet, making it extremely valuable in the SMB1 gamestyle. It would also offer more decoration options, like in the Yoshi level from Story Mode.
My theory for the stone not being in the editor is because you can't carry items in SMB1 and therefore you wouldn't be able to clear its condition. But it's still no excuse, the item should be available in all styles and the condition could have been removed in SMB1 only.
Even if the issue was "not being able to grab it", items such as pows also can't be grabbed in SMB1. The Stone Block would also have unique uses in SMB1 BECAUSE you can't grab it. It can act as a wall that Mario can't pass through, but that could be picked up by a claw to allow Mario a way, for example. It would be the only hard block that can be placed on half blocks, that can't be destroyed by the Spiny Shellmet and can be picked up by a claw, which would make it extremely valuable. It would also allow for more decoration options, which is always a +.
Reach the goal while holding a Pow Block. Don't forget the P-Switch Or Trampoline! What about the Clown Car, Cloud, and Car conditions? Why does it seem like everyone forgot these exist?
I think it would make sense to be able to place Peach or a Toad inside of the cage and rescue them at the end of a level as an optional cutscene where they drop down. This would work well with finishing a castle level in a super world. For the older game styles showing the classic "Princess Peach is in another castle" text would be neat. In 3d world u could rescue the fairies.
Or customize how you transition between worlds! I also thought about changing the objective in Super Worlds (represented by a book). Default-Rescue Peach Options 1-3: Custom Objective!
I remember first playing Mario Maker 2 and playing the stone block levels, I completed Story Mode first and seeing that gave me so many cool ideas for how I could implement it into my levels given how unique it was. When I went into the editor however it wasn’t there, I thought to myself that maybe I had to unlock it along with other items. I went to the internet and was so disappointed.
Havent watched it all yet, but wow I've forgotten a lot of these, lol, so excellent work on the refresher! A couple things I wanted to play devils advocate for: 1. I'd not be so quick to dismiss the tree top counter condition as 'worthless'. Dont get me wrong it'd be just as abused as so many other clearcons, but I've also learned you can be really surprised with the creativity of some creators. You never know what greatness could be possible with any of these until you see 1000s of people working em out. 2. Contrary to the above, there's a lot of claims of 'should have been easy to include.' Having worked in the software business a long time, it can often be surprising just how difficult it is to do things you assume would be simple, lol. Its very possible these things led to very crazy glitches when used outaide the confines of a handful of super controlled levels.
I have an idea how Toads could work without clear conditions. You can put items like mushrooms or keys in toads and if you bring them to a certain point they will give you those items. That certain point could be a captain toad (like the one in story mode, not Captain Toad), which is simply a variant of the toad that stays in one place and will take all of the Toads away in return for the items the Toads had, with a coin being the default item.
Concept: a course titled "One must imagine Mario happy". It mainly takes place in a vertical sub-area, where the player has to scale an obstacle course while carrying a Stone. When at the top, they must drop to collect a single Pink Coin, returning to the bottom of the area and beginning the ascent anew. Oh, if only.
Also, cherry on top: When the player actually reaches the goal, a contraption (probably just a conveyor belt or something) takes the player and their Stone back to the starting area of the course.
I’m just wondering which genius exactly thought that these shouldn’t be available on the editor. Because I refuse to believe that Nintendo did this for any reason other than to troll us.
After I played the first stone level I was SO excited to make a level using that clear condition... But yeah for some bizzare reason it was not in the editor
Maybe that’s why they didn’t get added to the editor, because with multiplayer, you either make everyone fight over the toads or risk putting 40 toads in a level.
The stone also has a SMB1 sprite so they probably were intending on including it since you cannot hold things in SMB1 unless they were thinking ahead to the SMB2 mushroom. Which they probably didn’t.
One afternoon a Nintendo employee who was working on the stone levels of story mode, accidentally tripped on a rock in the parking lot and bruised his knees. This is why the stone is not in the editor
For the never leave water clear condition, they probably didn’t include it because it only works in the forrest theme since no other themes really have water except the full water one, but you can’t really leave that water.
With how Mario Maker 2 is internally called "Slope" as a reference to how many people were mad about the exclusion of slopes from the first game, I'm assuming Mario Maker 3 is gonna be internally called "Rock"
I think realistically these only exist because Nintendo would have had separate teams responsible for making the editor and story mode. The story mode team added in these features because they wanted to, and didn't add it to the editor because that's not their job. It's a corporate thing, most likely
Imagine a little timmy level where there are thousands of claws you have to avoide, you have to carry 10 toads around, carry a stone and find the imprisoned toadette to beat it
Claw clear: pretty much useless Forced water clear: seems cool, sad it's not in editor Toads: although it's a cool idea it wouldn't work in editor due to the toad bubbles moving randomly which makes them able to go in unreachable areas Stone: idk maybe Nintendo forgot about it or they hate us?
I think the cage feature would be cool for Peach in the final level of a Super World. Though it wouldn't always manifest as a cage specifically, however.
I suspect the reasoning behind leaving the toad mechanic out of the editor was "Why did we make that? What were we thinking?" The stones & stay-in-the-water levels are definitely the exclusions that annoyed me most. I've had ideas for both & I can't think of any reasons for excluding them. Edit: I think I just figured out why they excluded stones. They function similarly to boxes, which were made exclusive to 3DW in a failed attempt at making 3DW feel more unique than it is. Adding the stones to all modes would mess with that idea but making them exclusive to 3DW after they were used in other modes in Story levels would be more noticeable than just leaving stones out of the editor entirely.
I’ve seen some of these items hacked into regular mode, and not only does the Stone also have a sprite for SMB1, you can even apply a Mushroom to it to make it bigger.
The stone.... even i, a noob with no idea about level designing, was REALLY dissapointed that the stone wasn't included. It has unique physics and is a carriable item that doesn't break like pows do. Its quite absurd how it wasn't added
My guess for why you can’t use the stone is like, maybe bc you can’t carry things in the mario 1 style, they were like “well, it doesn’t really work there, and it’d be weird to have an item in every style but mario 1 sooo… let’s just make it unusable.” Incredibly silly? Yes. Something I could see Nintendo using as reasoning? YES
How some of these could work: The stone could be used as a decorative block when used in conjunction with hard blocks in the smw style for example. The cage could be opened by hitting it from the bottom, get detached from the ceiling with a normal pow and be destroyed by a red pow, or opened with a special cage switch. And the toads could be given power ups.
The Stone Block would also have unique uses in SMB1 BECAUSE you can't grab it. It can act as a wall that Mario can't pass through, but that could be picked up by a claw to allow Mario a way, for example. It would be the only hard block that can be placed on half blocks, that can't be destroyed by the Spiny Shellmet and can be picked up by a claw, which would make it extremely valuable.
Fun fact. Technically its 15 levels cause the very first level is impossible to recreate because of ONE decoration that's in a slope. The reason its not possible is because its impossible to but a decoration in a slope
Imagine a level with the stone and claw, where you use the stone to be picked up by a claw and ride it. Along with the claw condition it would be pretty fun.
Regarding the Toads only making sense with a clear condition, I think it'd be cool if you could put a power-up inside a Toad like with a checkpoint, so that you get it when you collect the Toad. With that line of thinking, maybe Toads who are following you could pick up power-ups as you go, and you could somehow get those from them, thus using them as storage units.
Question: Why do the Dry Bone's bone projectiles render a tiny black line to the right of the screen? (This is mostly seen on the section where you were talking about the claw condition)
The only reason I could think why the stone would be cut it because SMB1 mario can't pick up items, and therefore, would have basically no use. 1. This explanation is stupid logic, while it does make sense, you could only have it be in SMB3, SMW, and NSMBU. 2. If you think that's wrong, well, there are tons of style-exclusive items, so the stone could fit in.
They probably excluded the water clear condition because it would only be useful in a single theme. Of course, they could have made it inaccesible in all the other themes
The only reason I could think of them not adding the stone is because it would "be useless in SMB style" however it could be a cool weight affected platform and just not have the clear condition. Also I'm really sad about having no Toads. They would've great as NPCs for story levels, or could be used for Toad houses within levels, or maybe you could make a makeshift cage where the toads get saved, or they could even be exploited for contraptions (this last one might be part of why they aren't in).
For the stone condition, I would like to copy a comment from Stylish: "Even if the issue was "not being able to grab it", items such as pows also can't be grabbed in SMB1. The Stone Block would also have unique uses in SMB1 BECAUSE you can't grab it. It can act as a wall that Mario can't pass through, but that could be picked up by a claw to allow Mario a way, for example. It would be the only hard block that can be placed on half blocks, that can't be destroyed by the Spiny Shellmet and can be picked up by a claw, which would make it extremely valuable. It would also allow for more decoration options, which is always a +."
@@VGV1deo There's a ton of more possible things you could do with it in SMB1 like if you could put it in pipes you could jump off of them over gaps or you could use them for seesaws, really the reasoning of not being able to hold the stone is so bad that if that was Nintendo's reasoning that's quite upsetting.
Let’s see what happens if…someone read This in a Super Mario Maker 3 wiki: The developers added these items and clear conditions because of massive complaints from a lot of people for story-exclusive items not being in the Maker 2 editor.
I think the “climb __ trees” clear condition is not added into the game yet because someone could just spam 100+ trees and add the clear condition to make a 5 Minute level.
I can think of a pretty good reason why most of them aren’t in the editor. Time. Most of the stuff in story mode sounds like they could potentially be used creatively, but most of them are only used in one style. This suggests that the developers ran out of time to test, polish, and debug them. When a game is in production, there is always a deadline to get things done. Instead of rushing to finish these, it may have just been easier to restrict what they had done to the story mode.
MM2 really upsets me, the entire Night/Day thing was left out of 3D world and there was a short lived glitch to apply it to 3D world which with the unique movement of 3D you could do amazing things. The sheer number of missing conditions/items as well. I really feel like MM2 was rushed out.
Hey odyssey, could you please explain how “beat the level without leaving the water” is a general clear condition when only one level type has exitable water and only during the day? Edit: Also, the *ONLY* reason that the stone could have possibly been cut would be that it would be mostly useless in SMB1 due to the inability to pick up items (aside from the SMB2 mushroom, which was added later on)
I have a theory about the "don"t use claws" and "don't leave water" clear conditions: The 2 actions clear condition work in any level since there isn't anything that stop them but the "don't use claws" don't work if there's not claws and the "don't leave water" only work in day jungle.
The stone is a phenomenal item, but because all items in the classic game styles must be the same (or have similar properties, such as Yoshi and the Kuribo shoe), and the SMB style removes the purpose of even having the stone: carrying it. Maybe it was an idea to use in the editor but was scrapped fairly quickly due to the SMB move set no cooperating. Anywho, I would love to have most of these items/conditions in-game.
I remember a video where these items were hacked into the editor and mostly worked fine if they were in the right style. So I don’t think it would require much more programming at all.
Dumb how Nintendo made the story mode to help inspire players to make interesting levels, but locked away those specific creative ideas so players couldn’t make as interesting levels.
All these years later, and it’s still crazy how there are levels in this level creator game that cannot be recreated in the actual level creation part of the game
The tree one could be used for a level where the flagpole’s right there but you have to climb a bunch of trees and dodge obstacles to get the clear condition The stone may have been cut due to the inability to carry in SMB
The biggest reason I can think of for not including the stone is because of bugs involving it, since it clearly seems like something intended to be implemented.
Actually, I played story mode today and when I saw the stone I was MAD that it was exclusive. Really sad, because it would make for some unique levels. I personally hope it will ne here one day, in SMM2 or 3...
It really doesn’t make sense why they put some objects only in story mode, story mode at its core is supposed to give you inspiration or tips to make your own levels. So why exactly would they put objects exclusively in story mode that is mean to get creativity flowing when in game you wouldn’t be able to use those objects?!?! It just doesn’t make any sense. I get why for some of them, like caged toadette doesn’t really do anything for the level so it’s fine. But things like the heavy stone and the toads that you save, man those would allow people to make really cool creative levels.
Yes, it’s still definitely an improvement over the developer levels from Mario maker 1. Really my ONLY problem with it is these story mode exclusive stuff, but otherwise it’s really good!
I think there could be an option to put a cage behind the flagpole, just for decoration. It would also be cool if you could choose who's in the cage, but if you're playing as that character they're sprite changes (maybe if you're playing as Luigi in a level where Luigi is in a cage, his color changes or something).
one reason I can think of for them not including the stone is that you cant carry items in smb1 so it might not be as useful there but even then it can be used as a physics object manipulated by claws or conveyors without the need to grab it
But I could find one reason for the stone’s exclusion. You can’t grab it in the SMB1 style and Nintendo probably didn’t think it would be that useful there.
@@dubiouslittlecreature908 yes but the stone was an Item specifically designed to be carried (thinking like Nintendo) the pow still has a use in SMB1 to kill enemies, the spring still has a use in SMB1 to jump higher, (again, both thinking like Nintendo) I guess Nintendo just thought it would be worthless in that theme, or at the least close to that.
i have a dumb theory to why the forest dont leave the water clear condition is exclusive and its because it would only work in daytime forest meaning you couldnt have like any sub areas leading to non jungle
I’m very sad that there is no stone block but I feel the reason there is no stone is because you can’t pick it up in smb1, but it certainly could be added in mario maker 2 thanks to the sb2 mushroom or just have the stone as a basic item
The only reason I can think of for the stone is that SMB1 Mario can't pick up objects. But even then it could just be pushed around like a physics block instead.
Maybe if the toad clear condition isnt applied to levels they could work like an item block of sorts, like when interacting with them they can give an item to the player that the creator selected and then jump off screen or something
I have an idea on how you would unlock these items: Play all the levels and complete them that use that item, then a toad would make you hit a question block which then you unlock the item
But I do have an idea on how these Items could appear in the course maker. What could happen is that these items can only appear on screen once you select the clear condition, like let’s say “reach the goal while rescuing (insert number here) toad(s)” once the clear condition is selected, the toads automatically appears on the screen, and they can’t be placed at all unless you select the condition. That will make it so all (or at least most) of the story mode exclusive clear conditions could appear in course maker.
And it might be the only way to get these items in the game, especially the stone since you can’t grab it in SMB1 [maybe unless you have an SMB2 mushroom) so they could just exclude it from that style like they did with the other “reach to the goal while carrying a(n) (insert item).” clear conditions in the style.
I think the stone isn't in due to SMB 1, where you can't pick up items. Although either kicking it or just being a POW that doesn't detonate as a physics object
for the stone misssing i got 3 words: super mario bros. atleast in the gamestyle because you cant pick up items there so the clear condition is impossible and the stone mostly affects you when you are holding it so it gettting cut from atleast SMB is logical but others are nonsense
I wasn’t planning on dropping this video until tomorrow, but I was able to finish it pretty early today and thought, why not just release it! Hope you all enjoy!
Epic
Thanks for the early upload!
Nice :)
Level by Level episode 5.5
Thank you for dropping the video early
The Stone of Destiny is one of Nintendo’s best designed Mario levels, and they were so proud of it they didn’t want anyone to outshine them so they locked the stone away for eternity.
True story
The way you phrased that made it seem like you were Ceave gaming in disguise.
Mario 1
@@jonahfitzpatrick939 Maybe it is him. So we solved a case! Hooray!
And thats how The Stone of Destiny sealed its own Destiny
The thing is with the “don’t use claws” clear condition, they could modify it so that it’s “don’t use x” (x being whatever item you don’t want them to use).
That's actually a cool idea.
That's most likely the main reason why they didnt include it. It would take some (maybe a lot idk) of programming to choose what you should not use.
@@placeholderofffff They don’t care enough about Mario Maker 2 to add all of those features.
@@placeholderofffff I know this would effect it quite little, but was the team working on this game pretty big?
I feel like something in regards to that had to happen along the way since it was quite obvious more was planned.
(not defending Nintendo or anything, they have enough defenders already for their practices lol)
@@placeholderofffff I heard that was the reason too, really tragic... There was a lot more they could have put into it to have it last quite some time but I guess it didn't meet whatever standard they had.
I'd personally would love to have the escort toad with more properties other than as a clear condition. Maybe like in a super world depending on how many toads you got when you get to the end you get a certain number of 1-ups.
Yoooooooo Odyssey noticed me, keep doing great dude!
Nice job mate!
Here is another one! A toad door that you have to have a chosen amount of toad to unlock.
@@thehallster3064 Oh, that's actually really good. I also think the door limit should be raised.
@@Bugaboo8 yea i agree about the door limit. We really need it increased.
A possible theory for why these items are missing is that they're actually buggy, and all the Story Mode levels containing them are laid out very carefully so the player can't break them.
Yeah I was thinking the same thing. The stone would introduce so many ways for players to break the game that I bet they just said screw it and took it out from the jump.
That would be a great point if slopes didn't exist, but they do, and have more bugs and ways to break the game than all other items combined.
Toads, would be very buggy is what I was thinking.
yeah but I could imagine it would be a long time to fix it. especially the stone
I don't think so, I mean, at least for sure the 4 first items shown in this video wouldn't be buggy, else they're just pretty bad programmers, like, c'mon, I can guess how all of those 4 items were coded into the game and I don't see any reason for them to be buggy (Yeah, I know sometimes bugs can be really unexpected, of course I know, I mean, I have experience with this kind of bugs, they appear in pretty much any of the projects I made/I'm making, but I still don't see any reason for these 4 items to be buggy, and even if they were somehow buggy, I bet those bugs would be small bugs).
About the Toads, well MAYBE they would be buggy because they follow you exactly, and maybe this feature could bug the game somehow (Dunno how tho, maybe if the player does some weird movement or something).
And the stone is for sure going to be buggy, like, it's a physics-based item, it's really hard for it to not be buggy.
But nothing of this matters, because let me remind you that an item called "slopes" exists in the game and we can use them in the editor.
The stone actually has a big form programmed into the game, which gives even more evidence it was meant to be added.
Or maybe they just wanted to use the big stone for a new level in story mode but they decided not to do it.
My guess, and it’s just a guess, is that the stone made it to testing and proved too easy to make soft-lock levels by accident. I can just imagine a bunch of levels like that. And unlike, say, hidden blocks, which have existed since SMB, the stone is a new “nice-to-have” only.
My guess is that its because the stone cant be used in SMB1 at all
@@HyLion true, though i guess thats similar with tiles like pow blocks (albeit if you can prop it up it'll work). There's also the SMB2 mushroom to use it with, and it can be used as a platform block on something like thwomps, and its gravity abilities (even in water) could maybe prove useful as well
I think it was repurposed into the crate
Still love how the Toads sound like a key when you interact with them.
LET'S GO I GOT HEARTED SENPAI NOTICED ME
@@TAYBR00K good for you lol
@@TAYBR00K what
@@TAYBR00K good for you
I want to like but it is at a perfect 200 likes right now
I think that the tree condition isn't used because of just how easy it is to abuse it. Not having this probably just saves people from the horrors of climb 99 tree levels.
Edit: Oh no i think i started a war help
Climb 99 trees, but it's a speed run.
Not like players can make hellish levels already.
If a maker placed above the trees they could make the clear condition impossible
Except people can abuse anything.
Place a vine lined with invisible blocks and place an item at the top on a rail.
Now make the player collect 99 of them.
Super mario maker is a game where people can build what they want to build, if they find it fun to climb 99 trees, let tjem climb the damn trees, if other people don't like it, then don't play it.
The Story Mode exclusive items are actually one of my biggest gripes with Mario Maker 2, I know it's a bit trivial but it pains me that you can't use the stone in the editor because it had a lot of potential.
I’m with you on that
Same!
It always hurts to be reminded of these I wanted to use the stone and toads so bad.
For the issue of the toads being useless without the condition, the could have jest made it that the item is only accessible if you enable the condition where you are forced place them when you set the condition.
Maybe the "reach the end without clearing the water" wasn't included because players can have a non-forest sub-area, and things would break in that case,
For that they should have made it a forest exclusive clear condition but they may have not wanted to put the effort into that for some unknown reason.
Well it's not like they could upload the level
They shouldn't have limited the water effect to the forest theme in the first place (or the lava to the castle)
And also that clear condition wouldn't make any sense if you use it in an underwater level
@@MaxitoDe485 it would in the case of non underwater subworlds
One more story mode exclusive thing that bugs me a lot is crates with items in them. There was a level that has crates with Mushrooms placed in them when you break it, and you have no idea how long I spent trying to do the same thing with a Super Hammer when making my first 3D World level.
You'd think that was the whole point of crates in the editor in the the first place, considering that's their purpose in the mainline games, only for it to be possible to put exclusively coins and keys in them.
Maybe they could’ve done something where you collect a Toad, you would get some extra coins or maybe even a 1-up. Then, maybe you could hide them like the hidden key coins people like to put in their levels.
If nintendo wanted to add a second use for toads they could use the button from 3D world that require you to have a specific number of things on them for them to activate. You could make it active so many things too, like Pswitches and pows, or an item I want added to the game, that disappears when triggered.
LittleBigPlanet vibes
@@SmokePudding yes.
So like the Double Cherry lifts?
@@tealcorehedgehog2425 Yeah, those exactly
The fact that nintendo wont let us use stones in the editor even though they got their own historical age is not okay
What?
The first item (the cage) could be good when making a superworld (so it's used in final superworld level as an ending) or can be combined with save the toads.
Yeah and they could have peach instead of toads, seeing as that would make more sense.
@@benjitheheron or have yellow toad or daisy.
Maybe do:
Luigi saves daisy
Mario saves Peach
Toadette/toad save yellow toad.
I know that you could technically have a key door to do this but would be great if you had ability to put a toad in a cage for the "save the toads" clear condition and in order to unlock the cage there's a requirement e.g a key to unlock the cage, powerup, certain number or coins or having to have defeated curtain enemies before etc.
@@imanepink Luigi x Daisy hasn't been implied since Mario Kart Wii, and the fans are obsessed with it. Luigi has never saved Daisy in a single Mario game. Mario has saved Daisy in Super Mario Land and Super Mario Run, and that's it.
@@harrybest2041 I think that Nintendo should change their ways rather than having mario/Luigi fight over peach. Let Luigi have daisy and keep Peach for mario/bowser. I'm not obsessed with the ship tbh or any of the ships.
I do have a possible reason for why stone isn't in the editor, the Super Mario Bros. 1 style. When this game came out there were no ways Mario would've been able to interact with it in that style without having to add the grab mechanic from the other styles, but now that we have the smb2 mushroom I can kinda see that being the way to use it.
And there you go, an possible excuse for why stone isn't in the editor.
Still very dumb tho, the pow, p-switch and the spring, all grabable, are in SMB1.
@@RGC_animation yeah, but the stones primary gimmick is what it does to Mario when he grabs it. Take that away and it's just an unbreakable pow
@@RGC_animation the thing is they still do things even if un-grabbable, the stone dosen't other than crushing enimies, which a muncher can do.
@@Grane1234 which makes it an item that can be grabbed by a claw, and that can by extension be dropped off anywhere, that Mario can't pass through. This makes it the ONLY hard block in the game that can be placed on half blocks, be moved by claws, and that can't be destroyed even by a spiny shellmet, making it extremely valuable in the SMB1 gamestyle. It would also offer more decoration options, like in the Yoshi level from Story Mode.
@@stylishgaby I'm not at all trying to say that it's bad, I'm just adding onto the original comment. Just saying
My theory for the stone not being in the editor is because you can't carry items in SMB1 and therefore you wouldn't be able to clear its condition. But it's still no excuse, the item should be available in all styles and the condition could have been removed in SMB1 only.
They could have just made the item not available in SMB1.
Or it's still useful as a decoration.
Even if the issue was "not being able to grab it", items such as pows also can't be grabbed in SMB1. The Stone Block would also have unique uses in SMB1 BECAUSE you can't grab it. It can act as a wall that Mario can't pass through, but that could be picked up by a claw to allow Mario a way, for example. It would be the only hard block that can be placed on half blocks, that can't be destroyed by the Spiny Shellmet and can be picked up by a claw, which would make it extremely valuable. It would also allow for more decoration options, which is always a +.
@@stylishgaby Good point
Reach the goal while holding a Pow Block.
Don't forget the P-Switch
Or Trampoline!
What about the Clown Car, Cloud, and Car conditions? Why does it seem like everyone forgot these exist?
Maybe instead of picking it up in the sb1 style you push it
I think it would make sense to be able to place Peach or a Toad inside of the cage and rescue them at the end of a level as an optional cutscene where they drop down. This would work well with finishing a castle level in a super world. For the older game styles showing the classic "Princess Peach is in another castle" text would be neat. In 3d world u could rescue the fairies.
Or customize how you transition between worlds!
I also thought about changing the objective in Super Worlds (represented by a book).
Default-Rescue Peach
Options 1-3: Custom Objective!
I thought the same thing!
I actually spent hours thinking you had to unlock new clear conditions but then I googled it and was met with disappointment
I remember first playing Mario Maker 2 and playing the stone block levels, I completed Story Mode first and seeing that gave me so many cool ideas for how I could implement it into my levels given how unique it was. When I went into the editor however it wasn’t there, I thought to myself that maybe I had to unlock it along with other items. I went to the internet and was so disappointed.
This man still finds ways to make SMM2 content after Nintendo stopped updating the game years ago.
Havent watched it all yet, but wow I've forgotten a lot of these, lol, so excellent work on the refresher!
A couple things I wanted to play devils advocate for:
1. I'd not be so quick to dismiss the tree top counter condition as 'worthless'. Dont get me wrong it'd be just as abused as so many other clearcons, but I've also learned you can be really surprised with the creativity of some creators. You never know what greatness could be possible with any of these until you see 1000s of people working em out.
2. Contrary to the above, there's a lot of claims of 'should have been easy to include.' Having worked in the software business a long time, it can often be surprising just how difficult it is to do things you assume would be simple, lol. Its very possible these things led to very crazy glitches when used outaide the confines of a handful of super controlled levels.
I have an idea how Toads could work without clear conditions. You can put items like mushrooms or keys in toads and if you bring them to a certain point they will give you those items. That certain point could be a captain toad (like the one in story mode, not Captain Toad), which is simply a variant of the toad that stays in one place and will take all of the Toads away in return for the items the Toads had, with a coin being the default item.
Concept: a course titled "One must imagine Mario happy". It mainly takes place in a vertical sub-area, where the player has to scale an obstacle course while carrying a Stone. When at the top, they must drop to collect a single Pink Coin, returning to the bottom of the area and beginning the ascent anew.
Oh, if only.
Also, cherry on top: When the player actually reaches the goal, a contraption (probably just a conveyor belt or something) takes the player and their Stone back to the starting area of the course.
genuinely amazing concept
Oh but what about the timer that’ll make it even harder 😅
I’m just wondering which genius exactly thought that these shouldn’t be available on the editor. Because I refuse to believe that Nintendo did this for any reason other than to troll us.
They do a LITTLE trolling
@@Odyssey_Central This is no longer in the business of little trolling. This is a lot of trolling and it *must* stop.
Cool list idea! I was forgetting how cool some of these items are. Thank you for the quality content as always!
11:14 Imagine this in multyplayer. They would act like keys but a thousand times more annoying.
the most complex key fight level ever
After I played the first stone level I was SO excited to make a level using that clear condition... But yeah for some bizzare reason it was not in the editor
Imagine a multiplayer versus level where you have to fight the other players and try to horde all the toads, that would be hilarious
😂 That would be amazing!
It would be like the star coin multiplayer minigame in New Super Mario Bros 1 (I think?).
Maybe that’s why they didn’t get added to the editor, because with multiplayer, you either make everyone fight over the toads or risk putting 40 toads in a level.
Having multiple clear conditions at once would be neat as well as being able to save the progress of them with *CHECKPOINTS*
The stone also has a SMB1 sprite so they probably were intending on including it since you cannot hold things in SMB1 unless they were thinking ahead to the SMB2 mushroom. Which they probably didn’t.
Odyssey, your attitude and editing are 100/10 and your content always makes my day because I would be stuck in night time forever If you didn't.
One afternoon a Nintendo employee who was working on the stone levels of story mode, accidentally tripped on a rock in the parking lot and bruised his knees. This is why the stone is not in the editor
For the never leave water clear condition, they probably didn’t include it because it only works in the forrest theme since no other themes really have water except the full water one, but you can’t really leave that water.
yes but they could easily lock the condition for the forest theme or add water to all the themes.
With how Mario Maker 2 is internally called "Slope" as a reference to how many people were mad about the exclusion of slopes from the first game, I'm assuming Mario Maker 3 is gonna be internally called "Rock"
The cage could be useful for super worlds, like you could have Mario "save" someone at the end of each world to tie the story together.
I think realistically these only exist because Nintendo would have had separate teams responsible for making the editor and story mode. The story mode team added in these features because they wanted to, and didn't add it to the editor because that's not their job. It's a corporate thing, most likely
Imagine a little timmy level where there are thousands of claws you have to avoide, you have to carry 10 toads around, carry a stone and find the imprisoned toadette to beat it
Claw clear: pretty much useless
Forced water clear: seems cool, sad it's not in editor
Toads: although it's a cool idea it wouldn't work in editor due to the toad bubbles moving randomly which makes them able to go in unreachable areas
Stone: idk maybe Nintendo forgot about it or they hate us?
I think the cage feature would be cool for Peach in the final level of a Super World. Though it wouldn't always manifest as a cage specifically, however.
Maybe they could've designed a cage in the Super Mario World style for the cutscene at the end of a Super World.
I suspect the reasoning behind leaving the toad mechanic out of the editor was "Why did we make that? What were we thinking?"
The stones & stay-in-the-water levels are definitely the exclusions that annoyed me most. I've had ideas for both & I can't think of any reasons for excluding them.
Edit: I think I just figured out why they excluded stones. They function similarly to boxes, which were made exclusive to 3DW in a failed attempt at making 3DW feel more unique than it is. Adding the stones to all modes would mess with that idea but making them exclusive to 3DW after they were used in other modes in Story levels would be more noticeable than just leaving stones out of the editor entirely.
I’ve seen some of these items hacked into regular mode, and not only does the Stone also have a sprite for SMB1, you can even apply a Mushroom to it to make it bigger.
The stone.... even i, a noob with no idea about level designing, was REALLY dissapointed that the stone wasn't included. It has unique physics and is a carriable item that doesn't break like pows do. Its quite absurd how it wasn't added
7:59 One reason could be that the Don't Touch the Ground clear-con pretty much accomplishes the same thing, with just a couple minor differences.
My guess for why you can’t use the stone is like, maybe bc you can’t carry things in the mario 1 style, they were like “well, it doesn’t really work there, and it’d be weird to have an item in every style but mario 1 sooo… let’s just make it unusable.” Incredibly silly? Yes. Something I could see Nintendo using as reasoning? YES
4:55 half of you’re fanbase actually would have unironically reported this video for that reason💀
an excuse for the stone is the fact that SMB1 can't carry items, but even then it's physics would still be super useful
How some of these could work:
The stone could be used as a decorative block when used in conjunction with hard blocks in the smw style for example.
The cage could be opened by hitting it from the bottom, get detached from the ceiling with a normal pow and be destroyed by a red pow, or opened with a special cage switch.
And the toads could be given power ups.
The Stone Block would also have unique uses in SMB1 BECAUSE you can't grab it. It can act as a wall that Mario can't pass through, but that could be picked up by a claw to allow Mario a way, for example. It would be the only hard block that can be placed on half blocks, that can't be destroyed by the Spiny Shellmet and can be picked up by a claw, which would make it extremely valuable.
Fun fact. Technically its 15 levels cause the very first level is impossible to recreate because of ONE decoration that's in a slope. The reason its not possible is because its impossible to but a decoration in a slope
Imagine a level with the stone and claw, where you use the stone to be picked up by a claw and ride it. Along with the claw condition it would be pretty fun.
Regarding the Toads only making sense with a clear condition, I think it'd be cool if you could put a power-up inside a Toad like with a checkpoint, so that you get it when you collect the Toad. With that line of thinking, maybe Toads who are following you could pick up power-ups as you go, and you could somehow get those from them, thus using them as storage units.
Question: Why do the Dry Bone's bone projectiles render a tiny black line to the right of the screen? (This is mostly seen on the section where you were talking about the claw condition)
The only reason I could think why the stone would be cut it because SMB1 mario can't pick up items, and therefore, would have basically no use.
1. This explanation is stupid logic, while it does make sense, you could only have it be in SMB3, SMW, and NSMBU.
2. If you think that's wrong, well, there are tons of style-exclusive items, so the stone could fit in.
They probably excluded the water clear condition because it would only be useful in a single theme. Of course, they could have made it inaccesible in all the other themes
The only reason I could think of them not adding the stone is because it would "be useless in SMB style" however it could be a cool weight affected platform and just not have the clear condition. Also I'm really sad about having no Toads. They would've great as NPCs for story levels, or could be used for Toad houses within levels, or maybe you could make a makeshift cage where the toads get saved, or they could even be exploited for contraptions (this last one might be part of why they aren't in).
For the stone condition, I would like to copy a comment from Stylish: "Even if the issue was "not being able to grab it", items such as pows also can't be grabbed in SMB1. The Stone Block would also have unique uses in SMB1 BECAUSE you can't grab it. It can act as a wall that Mario can't pass through, but that could be picked up by a claw to allow Mario a way, for example. It would be the only hard block that can be placed on half blocks, that can't be destroyed by the Spiny Shellmet and can be picked up by a claw, which would make it extremely valuable. It would also allow for more decoration options, which is always a +."
@@VGV1deo There's a ton of more possible things you could do with it in SMB1 like if you could put it in pipes you could jump off of them over gaps or you could use them for seesaws, really the reasoning of not being able to hold the stone is so bad that if that was Nintendo's reasoning that's quite upsetting.
the claw one could be fixed very simply by adding a feature where you can't touch certain items as a clear condition.
Let’s see what happens if…someone read This in a Super Mario Maker 3 wiki: The developers added these items and clear conditions because of massive complaints from a lot of people for story-exclusive items not being in the Maker 2 editor.
I think the “climb __ trees” clear condition is not added into the game yet because someone could just spam 100+ trees and add the clear condition to make a 5 Minute level.
Yet? The final major update was the final content update, unless you're talking SMM3 (soon) then yea, but other than that, not really.
You can still do that by making each tree have a coin or 1up and saying collect all coins
You can add vines, cover those with invisible blocks, and at the top place an item you need to collect 100+ of.
people do this anyway
I can think of a pretty good reason why most of them aren’t in the editor. Time. Most of the stuff in story mode sounds like they could potentially be used creatively, but most of them are only used in one style. This suggests that the developers ran out of time to test, polish, and debug them. When a game is in production, there is always a deadline to get things done. Instead of rushing to finish these, it may have just been easier to restrict what they had done to the story mode.
doesn't apply to the tree one
@@kastov74u I said most, not all.
@@logicfoxgaming1411 wow congrats
The toads probably aren't in due to how much lag could be caused by it in multiplayer but that is just my thought.
Yeah I'm sure they care about multiplayer lag
@@canadianbigmac3501 Game lag is not the game as multiplayer lag.
MM2 really upsets me, the entire Night/Day thing was left out of 3D world and there was a short lived glitch to apply it to 3D world which with the unique movement of 3D you could do amazing things. The sheer number of missing conditions/items as well.
I really feel like MM2 was rushed out.
Hey odyssey, could you please explain how “beat the level without leaving the water” is a general clear condition when only one level type has exitable water and only during the day?
Edit: Also, the *ONLY* reason that the stone could have possibly been cut would be that it would be mostly useless in SMB1 due to the inability to pick up items (aside from the SMB2 mushroom, which was added later on)
Water
Water
Multi-player pick a pipe level where if you choose the wrong pipe you insta lose
How About This: If You Switch To Forest Day, The Clear Condition Is Accessable
@@Odyssey_Central I think the reason the stone isn't in the editor is because you can't grab items in smb1
It’s almost ironic that there are so many exclusive things and items in the editor but they were too lazy to add a simple stone block
I have a theory about the "don"t use claws" and "don't leave water" clear conditions:
The 2 actions clear condition work in any level since there isn't anything that stop them but the "don't use claws" don't work if there's not claws and the "don't leave water" only work in day jungle.
you cannot use a clear condition without having the object placed.
The stone is a phenomenal item, but because all items in the classic game styles must be the same (or have similar properties, such as Yoshi and the Kuribo shoe), and the SMB style removes the purpose of even having the stone: carrying it. Maybe it was an idea to use in the editor but was scrapped fairly quickly due to the SMB move set no cooperating. Anywho, I would love to have most of these items/conditions in-game.
I remember a video where these items were hacked into the editor and mostly worked fine if they were in the right style. So I don’t think it would require much more programming at all.
Dumb how Nintendo made the story mode to help inspire players to make interesting levels, but locked away those specific creative ideas so players couldn’t make as interesting levels.
i would love to imprison toadette in my levels
Exuse me ?!
Huh? 🤨
same
I would also love to do that
All these years later, and it’s still crazy how there are levels in this level creator game that cannot be recreated in the actual level creation part of the game
The tree one could be used for a level where the flagpole’s right there but you have to climb a bunch of trees and dodge obstacles to get the clear condition
The stone may have been cut due to the inability to carry in SMB
Still a horrible excuse because it would still have a use.
@@HyperComet369 ikr, perfect physics block
@@HyperComet369 Yeah was probably cut by the same guy who decided to sell cardboard for 70 USD
The biggest reason I can think of for not including the stone is because of bugs involving it, since it clearly seems like something intended to be implemented.
6:52 a *GAME THEORY*
he’s gone
That was 2 years ago
Actually, I played story mode today and when I saw the stone I was MAD that it was exclusive. Really sad, because it would make for some unique levels. I personally hope it will ne here one day, in SMM2 or 3...
OMG cool bowser capted on video 😱 (2:43)
it makes me wonder more about the development of super Mario Maker 2 and how it was made
Great video!
It really doesn’t make sense why they put some objects only in story mode, story mode at its core is supposed to give you inspiration or tips to make your own levels. So why exactly would they put objects exclusively in story mode that is mean to get creativity flowing when in game you wouldn’t be able to use those objects?!?! It just doesn’t make any sense. I get why for some of them, like caged toadette doesn’t really do anything for the level so it’s fine. But things like the heavy stone and the toads that you save, man those would allow people to make really cool creative levels.
Do you think the story mode is good over all?
Yes, it’s still definitely an improvement over the developer levels from Mario maker 1. Really my ONLY problem with it is these story mode exclusive stuff, but otherwise it’s really good!
@@Odyssey_Central a youtuber called skellux hacked the toads / cage / stone into the game, btw.
I think there could be an option to put a cage behind the flagpole, just for decoration. It would also be cool if you could choose who's in the cage, but if you're playing as that character they're sprite changes (maybe if you're playing as Luigi in a level where Luigi is in a cage, his color changes or something).
The options for who is in the cage:
•Mario
•Luigi
•Toad
•Toadette
•Yoshi
•Peach
•The Sprixies
•Wario
•Waluigi
@@orionmclaughlin5680 Why would Wario and Waluigi be added to Super Mario Maker only to put inside of a cage?
@@clexo2155 Peach makes sense, but not Wario and Waluigi. They've never been kidnapped!
Yeah I don't trust your average creator with the Toad retrieval clear condition.
After being inspired by the stone levels, I went to make my own and was so sad when I couldn’t find it in the editor
Stone won't have much use in Super Mario Brothers theme. But I agree. I would of loved to use these items in the Editor
False. In the Super Mario Brothers theme, the stone is still there just so you can admire it for being the best item in video game history.
With the inclusion of the SMB2 Mushroom, this statement is now false.
one reason I can think of for them not including the stone is that you cant carry items in smb1 so it might not be as useful there but even then it can be used as a physics object manipulated by claws or conveyors without the need to grab it
But I could find one reason for the stone’s exclusion. You can’t grab it in the SMB1 style and Nintendo probably didn’t think it would be that useful there.
@@dubiouslittlecreature908 yes but the stone was an Item specifically designed to be carried (thinking like Nintendo) the pow still has a use in SMB1 to kill enemies, the spring still has a use in SMB1 to jump higher, (again, both thinking like Nintendo) I guess Nintendo just thought it would be worthless in that theme, or at the least close to that.
i have a dumb theory to why the forest dont leave the water clear condition is exclusive and its because it would only work in daytime forest meaning you couldnt have like any sub areas leading to non jungle
My theory why "Reach the goal without getting out of water" is because it's exclusive jungle theme.
I’m very sad that there is no stone block but I feel the reason there is no stone is because you can’t pick it up in smb1, but it certainly could be added in mario maker 2 thanks to the sb2 mushroom or just have the stone as a basic item
The only reason I can think of for the stone is that SMB1 Mario can't pick up objects. But even then it could just be pushed around like a physics block instead.
Thank you, for being one of the few people that realize it could still have a use in smb1
I like how the Stone and Toads are more useful than like half the editor
Clear conditions are so trash in mm2 that I would take another annoying clear condition than nothing else and that’s kinda sad
The water clear condition is probably cut since it's pretty much only useful in the jungle theme.
Maybe if the toad clear condition isnt applied to levels they could work like an item block of sorts, like when interacting with them they can give an item to the player that the creator selected and then jump off screen or something
Yea, the stone makes no sense. It’s a really unique block, and it’s cool having to move it around everywhere.
I have an idea on how you would unlock these items: Play all the levels and complete them that use that item, then a toad would make you hit a question block which then you unlock the item
But I do have an idea on how these Items could appear in the course maker. What could happen is that these items can only appear on screen once you select the clear condition, like let’s say “reach the goal while rescuing (insert number here) toad(s)” once the clear condition is selected, the toads automatically appears on the screen, and they can’t be placed at all unless you select the condition. That will make it so all (or at least most) of the story mode exclusive clear conditions could appear in course maker.
And it might be the only way to get these items in the game, especially the stone since you can’t grab it in SMB1 [maybe unless you have an SMB2 mushroom) so they could just exclude it from that style like they did with the other “reach to the goal while carrying a(n) (insert item).” clear conditions in the style.
Video idea: You should rank all 1 dry bones in Super Mario Maker 2!
I think the stone isn't in due to SMB 1, where you can't pick up items. Although either kicking it or just being a POW that doesn't detonate as a physics object
I Think Why The Stone Clear Condition Wasnʼt Added is Cause You Canʼt Hold Things in The Super Mario Bros Style
for the stone misssing i got 3 words: super mario bros. atleast in the gamestyle because you cant pick up items there so the clear condition is impossible and the stone mostly affects you when you are holding it so it gettting cut from atleast SMB is logical but others are nonsense