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Super Mushrooms are items that originated in Super Mario Bros.. They have an alternate form called Master Sword.
They will normally move to the right when loaded. In the NightGroundCourse Theme, they will act like a Super Star but will always try to bounce away from the player. When a small player touches them, they become their Super Form. If a player in any form touches them, they will get 1, points.
Players in their Super Form will become bigger and be able to break Brick Blocks from below. They'll also be able to destroy them by Ground-pounding them. Super players can spin-jump on Rotating Blocks to break them. All of these abilities carry over to higher power-ups(except the P balloon, which removes spin-jumping).
The Master Sword acts the same as a Superball Flower, never moving on their own but being affected by gravity. When the player picks up this power-up, they get 1, points and become Link. This allows the player to have several new abilities.
By tapping , Link can stab their sword forward, which can be used to attack enemies, hit ON/OFF Switch, activate POW Blocks and hit ? Blocks, Blocks, and Hidden Blocks. Titling while not in a vehicle will allow Link to use his shield to deflect obstacles in front of him (said obstacles include Thwomps, Spike Balls and others. In the case of Thwomps, they'll return to their original position (if they had a Parachute, they'll permanently lose it) and Spike Balls will move in the opposite direction after they've been blocked), similarly to a Buzzy Shell Helmet but from the side. Link cannot be shielding in midair. By pressing
Super Mario Maker 2
|Super Mario Maker 2|
For alternate box art, see the game's gallery.
|Release date|| June 28, |
June 28, 
June 28, 
June 28, 
June 28, 
June 28, 
June 28, 
June 28, 
|Genre||Level editor, 2D platformer|
Super Mario Maker 2 is a 2D/Dplatforming and level-editing game released worldwide for the Nintendo Switch on June 28, and is the sequel to the Wii U game Super Mario Maker. The game expands on its predecessor with new features such as a D level style based on Super Mario 3D World, which incorporates some gameplay aspects from the 3D platformer, including the Super Bell power-up; new level themes, such as desert, snow, sky, and forest; further terrain options such as slopes; and a nighttime feature, which alters many course elements. In addition to Mario, now Luigi, Toad, and Toadette are playable in both single-player and new co-operative and competitive multiplayer modes locally or online. An offline, single-player Story Mode is also featured in the game, which contains over pre-installed courses made by Nintendo.
A Nintendo Switch Online membership is required to share, download, and play courses online.
As in Super Mario Maker, along with the main contents of the level, each level is set with a style, theme, and time limit. The starting platform is no longer visibly separated from any ground tiles placed beside it, which are instead merged into the platform. A new mechanic known as Custom Scroll is introduced, which allows the player to set a level to auto-scroll, as well as the directions at which to scroll, which can be changed up to 10 times per area. In forest-themed levels, a body of water can be added and/or set to rise and fall at a predetermined speed. In castle levels and nighttime forest levels, the lava and poison respectively can also be set the same function. The player also has the option to add Clear Conditions to their level, such as collecting a certain amount of coins or reaching the goal as Super Mario. Vertically scrolling sub-areas can also be created.
Course elements that have alternate forms (such as Piranha Plants) can now have those forms selected by tapping the object to open up a menu, rather than shaking it. Additionally, that menu also includes the options to insert/remove a Super Mushroom (although Super Mushrooms can be added by dragging them onto enemies like in the original Super Mario Maker), wings, and a parachute.
In editing mode, the basic functions from Super Mario Maker return, including Mr. Eraser and Undodog, and the player can quickly switch between playing and editing by pressing . As a new feature, the player can zoom in or out during editing mode to gain a different view of the level, the latter performed by clicking one of the analog sticks. If the player switches to Super Mario 3D World style, everything that has been placed on the editing screen will be erased, due to the style's course elements being vastly different from those of the other styles. Courses can now be edited cooperatively.
The following controls are listed in Yamamura's Dojo. In the default setting, and can be used in place of and for dashing and jumping, respectively. The player can visit the "Settings" option to change the dash controls to and and the jump controls to and , similar to the NES games, New Super Mario Bros., New Super Mario Bros. 2, and New Super Mario Bros. U.
|Dash||Hold while moving||All|
|High jump||Press and hold||All|
|Higher jump||Jump while dashing||All|
|Super jump||Jump as you stomp on an enemy||All|
|Enter pipe||Tilt in direction of pipe opening||All|
|Climb/descend vine||↑ / ↓ while on vine|
|Climb/descend tree||↑ / ↓ while grabbing a tree|
|Enter door||↑ in front of a door||All|
|Throw fireball (Fire Mario)||All|
|Slide down slope||↓ while on a slope|
|Hold object||Hold and touch object|
|Drop object||Release while holding ↓ on|
|Throw object upward||Release while holding ↑ on|
|Midair spin||/// in midair|
|Spinning jump||after pressing /// while holding ↑ on|
|Double/triple jump||Jump while dashing, then press again immediately after landing|
|Ground pound||↓ while in midair|
|Wall jump||while touching a wall in midair|
|Wall slide||Tilt in the direction of a wall while touching the wall in midair|
|Super dash||Dash for a short while|
|Roll||/// while crouching|
|Long jump||/// while moving|
|Crouch jump||while crouching|
|Crouch and move||↓→ / ↓←|
|Buzzy Shell, Spiny Shell|
|Wear||↓ while holding a shell|
|Shoe, Stiletto, Dry Bones Shell, Lakitu's Cloud, Koopa Clown Car|
|Ride||Land on vehicle from above|
(Fire Koopa Clown Car)
|Charge and shoot fireball|
(Fire Koopa Clown Car)
|Release after charging|
|Koopa Troopa Car|
|Ride||Land on a Koopa Troopa Car|
|Change direction||→ / ←|
|Link(version and later)|
|Dash attack||Hold while tilting ↓|
|Down thrust||↓ in midair|
|Shoot arrow||Hold / and release to shoot (Aim by tilting ↑ or ↓)|
|Ready bomb||Hold while tilting ↑|
|Place bomb||Release while tilting ↓|
|Fly||Dash until arms extend, then press repeatedly|
|Descend slowly||Press repeatedly while falling in midair|
|Ride||Land on Yoshi from above|
|Flutter jump||Hold in midair|
|Ascend||Dash until arms extend, then press and hold while continuing to hold|
|Open cape||Release while ascending|
|Fly||Tilt in opposite direction of movement while cape is open|
|Dive||Hold in direction of movement while flying|
|Dive bomb||Collide with an enemy while descending|
|Descend||Release while flying|
|Descend slowly||Press and hold while descending|
|Dive||↓ while flying|
|Climb wall||toward a wall in midair|
|Slide||/// while crouching|
|Claw dive||/// in midair|
|SMB2 Mario(version and later)|
|Pick up||while tilting ↓|
|Charge jump||after holding ↓ for a bit|
|Frog Mario(version and later)|
|Swim quickly||Swim while holding|
|Skip across water||While holding something, dash until P-Meter is full|
|Balloon Mario(version and later)|
|Flying Squirrel Mario(version and later)|
|Glide||Hold in midair|
|Ascend||/ in midair|
|Cling to wall||Tilt in the direction of a wall|
|High spin jump||Press and hold /|
|Boomerang Mario(version and later)|
|Cannon Box(version and later)|
|Supercharged shot||Hold for a bit, then release|
|Propeller Box(version and later)|
|Dive||↓ while flying|
|Goomba Mask(version and later)|
|Bullet Bill Mask(version and later)|
|Fly||Press and hold while descending|
|Red POW Box(version and later)|
|Activate POW||Jump and hit something above you|
|Bring out Builder Box||while holding ↑ on|
In Story Mode, after Mario, Toadette (referred to as "Chief" in this mode), and several other Toads have just finished building Princess Peach's castle, Undodog accidentally steps on a button that causes a Reset Rocket to erase the whole castle. As such, Mario needs to collect coins to rebuild it. To earn coins, the player can play through over official courses produced by Nintendo in the form of "jobs" given by the Taskmaster. After clearing a course, Mario keeps the coins he collected in the course and is also awarded a coin payment. Some of the levels also feature Toads that need to be rescued. Other NPCs including Mr. Eraser and Undodog can also assign jobs for Mario. Like Endless Challenge, up to three extra lives can be received per job, but the current number of lives always defaults to five when entering a different job. The main hub is set in and around Peach's castle in the Super Mario 3D World style, and the player can explore more parts of the castle as they progress through the mode. Luigi, Toad, and Toadette are not playable in Story Mode.
Mario Maker 2 Glitch Lets You Use 3D World Items In Other Game Styles
Super Mario Maker 2 is an endlesslycreativegame, but things get even crazier when players incorporate glitches into their levels. The latest Mario Maker glitch that players have discovered allows creators to use every item in the game in every style, even if they’re exclusive to the Super Mario 3D World variant.
The key to this glitch is “corrupting” a level—that is, breaking it in such a way that causes Super Mario Maker 2’s glitch-detection system to delete the stage automatically. This involves placing a question mark block, putting a track over the block, and attaching a coin to the track over the block. Removing the track forces the block and the coin to occupy the same space, which normally isn’t possible. Players then need to place an item—the demo video below uses a clown car, but anything should do—so that it is pinned to the right-most space of the item bar at the top of the screen.
Upon saving and loading this corrupted level, it will be auto-deleted and removed from Course Bot. From there, players must repeatedly make a new level until it opens with the Super Mario 3D World style (the Super Mario Maker 2 stage builder randomly starts in one of the five styles). Now, placing the item that was saved on the item bar will turn it into a “converted item,” which will be invisible when placed into the level and take on the appearance of the item to its left in the item bar. All that’s left is to pin a 3D World-exclusive item, like the blinking block, to the item bar in the same way that the clown car was pinned previously, save the level, wait for Course Bot to delete it, and then create a new stage in any style.
If these steps were followed correctly—believe me, it’s a lot easier than it sounds—the active item upon starting a new level will be the one pinned from the Super Mario 3D World style. Depending on the item, it might be fully functional but invisible, crash the game, or simply not work as intended. Furthermore, some can be used but won’t escape the Super Mario Maker 2 glitch-detection system, meaning they can’t be saved or uploaded. It should also be noted that Nintendo has been very diligent about deleting uploaded levels, even those that don’t include glitches, so it’s likely that any levels utilizing this item-swapping method won’t survive online for very long either.
While neat, this doesn’t appear to have many practical applications outside of building frustrating troll levels. One cool idea, however, is to build clear pipes from Super Mario 3D World and overlay inert green pipes over them in other styles, making them appear to function in the same way with a visible indication of where folks will travel upon entering them. That said, the Super Mario Maker 2 community is a creative bunch, especially when they find ways to shrug off Nintendo’s restrictions. Let’s just hope folks can check out any levels created with this glitch before they’re inevitably removed from Nintendo servers.
Maker gif mario 2
|DeveloperNintendo EAD Group No. 4|
|Release DateSep 11,|
In a perfect world, every video game franchise would have its own Super Mario Maker.
By giving the keys to the Mushroom Kingdom to players in such an approachable way, Super Mario Maker does something beyond the scope of most user-generated content-heavy games. Sure, it allows you to make some truly bonkers levels — levels that, at their most audacious, completely rewrite the rules of the Mario canon. But what's more impressive is how it holistically teaches you what goes into making a Mario game, and just how demanding that design process has always been.
Of course, if you're not interested in the history lesson, Super Mario Maker lets you create a nightmarescape of flying Piranha Plants and mutant Goombas, and that's pretty special, too.
Nearly every component from four franchise entries — Super Mario Bros., Super Mario Bros. 3, Super Mario World and New Super Mario Bros. Wii — are present in Super Mario Maker's creation mode. If you've seen it in one of those games, you can add it to your level, utilizing a user-friendly interface of dragging, dropping and drawing. Unlike other games with UGC components, there's virtually no barrier to entry, here. Within minutes, my first level was done and uploaded.
Those components are divided into sets, typically built around a setting (like the Underwater set) or single mechanic (like the Sound Effects set). After playing around in create mode for five minutes on any given day, you'll secure a delivery of the next set on the following day. This progression system felt irksome at first as it delayed my instant gratification, but you'll unlock everything within a couple of weeks — after that, I actually found myself missing the excitement of receiving my daily deliveries.
Super Mario Maker has a few ways of educating you on the new tools you'll unlock, including an adorable, video-filled digital instruction booklet and a "Coursebot" that adds demo levels each time you unlock new components. There's also a mode called 10 Mario Challenge that tasks you with clearing eight pre-made levels in 10 lives, with each level you clear being added to your Coursebot collection for you to replay or remix. Even before you go online, Super Mario Maker throws inspiration at you left and right.
Super Mario Maker's tools keep it simple by removing headier elements like logic programming, ala LittleBigPlanet's toggles and circuit boards. That limits somewhat the possibility of your creations — don't expect to be able to whip up a grand, turn-based Mario RPG, for example — but it doesn't mean you're hemmed into making a straight platformer. The limited, pre-launch Super Mario Maker community has whipped up a ‘shmup, a math trivia game and a weird bowling mini-game in the span of a couple of weeks.
I'm confident that those examples scratch the surface of what Super Mario Maker is capable of, because while its educational channels give you enough inspiration to get started, they wisely don't teach everything. There are item combinations and interactions that aren't revealed by the game until you drag two items onto each other and watch them change. Discovering those interactions is a joyous process, and incorporating them into your levels is deeply rewarding.
Super Mario Maker takes a similarly streamlined approach to how it lets you play the creations of others. Levels are organized into three pools, one showcasing featured levels, one showing the levels that have received the most "stars" (accolades you can award a level after completion) and which are "up and coming." They do a fine job of showing you the community's best, but it remains to be seen how much curation Nintendo is planning on doing to keep their recommendations fresh. Also notably missing is any kind of "tag" system, which would make finding levels of a certain variety — say, auto-playing platformers or challenging puzzle levels — a breeze.
Fortunately, the game's online functionality works really, really well. Levels load in a matter of seconds, making it easy to binge play a creator's entire catalog of courses. You can follow your favorite creators and receive notifications when they publish new works, which will appear alongside your own notifications when someone plays, stars or comments on your levels. After publishing a few levels and following some creators, I had an inbox of feedback and new, awesome levels waiting for me every time I booted up the game.
There's also the delightfully unpredictable Mario Challenge mode, which gives you lives to beat a series of levels picked at random from the community, separated into three difficulty settings. You'll have literally no idea what's coming after the next flagpole — an underwater Fire Flower shoot-out? A duel against three gigantic Bowsers? An auto-scrolling maze made out of fireballs? It's a total grab bag, and each time you survive it, you'll unlock special Nintendo-themed costumes you can use as power-ups in your levels.
I've played hundreds of levels made by the still nascent Super Mario Maker community, and a lot of them are pretty rough — fortunately, you can skip levels you're not digging in the Mario Challenge. Early creations show an inclination toward throwing everything Super Mario Maker has to offer at the player all at once, filling the screen with as many Hammer Bros, fire-spewing Piranha Plants and heat-seeking Bullet Bills as is possible.
Those too-busy levels are novel — there's something wonderful about subverting the designs of what is possibly gaming's most venerable franchise — but they really serve to highlight how good the good levels can be. Every single piece of Super Mario Maker feeds into that loop, of learning what goes into (and what gets left out of) a truly great Mario stage. It's an education that extends into the game's source material; in tweaking Super Mario Bros.' World , you learn what a masterpiece that level really was.
Super Mario Maker is a hands-on history lesson
Where other publishers might release a making-of documentary of their golden era, Super Mario Maker does the unthinkable: It lets you do the making of. I have had a tremendous amount of fun playing Super Mario Maker, but the way it developed that newfound appreciation for something I've known my whole life was the game's biggest accomplishment. Sure, there's touches of fan service here and there, like a startling number of references to Mario Paint, but that's not how it won me over. Super Mario Maker wooed me because it's a hands-on history lesson.
Super Mario Maker was reviewed using a pre-release, non-retail version provided by Nintendo. You can find additional information about Polygon's ethics policy here.About Polygon's Reviews
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