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* FanPreferredCutContent: Pre-release footage showed that the Twister enemy newly created for ''Super Mario Maker 2'' boasted a cute design akin to the Foo enemies introduced in ''VideoGame/NewSuperMarioBrosWii'', shown in both the ''VideoGame/SuperMarioWorld'' and ''VideoGame/NewSuperMarioBrosU'' game styles. However, when the final game released, the design had been completely altered...to just be a white ball with eyes. Why the design was swapped out for a much less interesting one prior to launch is unclear, but it makes the Twisters far more bland.



** The lack of Toys/{{Amiibo}} support and mystery costumes. One of the most popular features of the original ''Super Mario Maker'' was to use costumes in the ''Super Mario Bros.''-style and have fun playing as a huge variety of characters, including ones on your amiibo. The announcement that this feature would not return in the sequel disappointed many, especially since the Nintendo Switch has amiibo functionality. It's likely they were removed because of the new multiplayer aspect where either only one player would be allowed to transform [[note]](unfair)[[/note]] and/or because all players would be sharing the same sprites. [[note]](frustrating)[[/note]] However, as of the 2.0 update, this is no longer the case for [[Franchise/TheLegendOfZelda Link,]] who features palette swaps for all characters.
** An unusual example of this trope occurring between development footage shown to the public and the final version of the game, but the pre-release footage showed that the Twister enemy newly created for ''Super Mario Maker 2'' boasted a cute design akin to the Foo enemies introduced in ''VideoGame/NewSuperMarioBrosWii'', shown in both the ''VideoGame/SuperMarioWorld'' and ''VideoGame/NewSuperMarioBrosU'' game styles. However, when the final game released, the design had been completely altered...to just be a white ball with eyes. Why the design was swapped out for a much less interesting one prior to launch is unclear, but it makes the Twisters far more bland.

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** The lack of Toys/{{Amiibo}} Toys/{{amiibo}} support and mystery costumes. One of the most popular features of the original ''Super Mario Maker'' was to use costumes in the ''Super Mario Bros.''-style and have fun playing as a huge variety of characters, including ones on your amiibo. The announcement that this feature would not return in the sequel disappointed many, especially since the Nintendo Switch has amiibo functionality. It's likely they were removed because of the new multiplayer aspect where either only one player would be allowed to transform [[note]](unfair)[[/note]] and/or because all players would be sharing the same sprites. [[note]](frustrating)[[/note]] However, as of the 2.0 update, this is no longer the case for [[Franchise/TheLegendOfZelda Link,]] who features palette swaps for all characters.
** An unusual example of this trope occurring between development footage shown to the public and the final version of the game, but the pre-release footage showed that the Twister enemy newly created for ''Super Mario Maker 2'' boasted a cute design akin to the Foo enemies introduced in ''VideoGame/NewSuperMarioBrosWii'', shown in both the ''VideoGame/SuperMarioWorld'' and ''VideoGame/NewSuperMarioBrosU'' game styles. However, when the final game released, the design had been completely altered...to just be a white ball with eyes. Why the design was swapped out for a much less interesting one prior to launch is unclear, but it makes the Twisters far more bland.
characters.



** 152 of them[[note]]With the exception of Link as of the December 2019 update[[/note]], to be precise. The omission of the Mystery Mushrooms strips creators of the ability to add other Nintendo characters to their levels, especially those who were looking forward to making levels like Franchise/DonkeyKong in a forest level, or the VideoGame/{{Ice Climber}}s in a snow level. It's very unlikely they were willing to make PaletteSwaps for ''152 characters''. [[note]][[ScrewedByTheLawyers Besides, legal issues wouldn't allow them to do so anyways.]][[/note]]

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** 152 of them[[note]]With them[[note]]with the exception of Link as of the December 2019 update[[/note]], to be precise. The omission of the Mystery Mushrooms strips creators of the ability to add other Nintendo characters to their levels, especially those who were looking forward to making levels like Franchise/DonkeyKong in a forest level, or the VideoGame/{{Ice Climber}}s in a snow level. It's very unlikely likely they were willing scrapped because multiplayer would require Nintendo to make PaletteSwaps multiple {{Palette Swap}}s for ''152 characters''. characters''.[[note]][[ScrewedByTheLawyers Besides, legal issues wouldn't allow them to do so anyways.]][[/note]]
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Not a meme, just a reference.


%%ZCE ** "[[PerfectlyCromulentWord Embiggen]] [[WesternAnimation/TheSimpsons them with a Super Mushroom]]..." from the second Direct.

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Some minor fixes


* AnnoyingVideoGameHelper: Luigi can become this in the Story Mode, since he shows up whenever Mario has lost two of his lives on the current course and reminds him that he can always make the course easier. However, most of the time Mario isn't stuck at one obstacle and thus the items he offers you are unlikely to be helpful. The Version 1.1 update changed this by [[http://twitter.com/MarioBrothBlog/status/1179290255003983872 making his notices less intrusive]].

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* AnnoyingVideoGameHelper: Luigi can become this annoying in the Story Mode, since he shows up whenever Mario has lost two of his lives on the current course and reminds him that he can always make the course easier. However, most of the time Mario isn't stuck at one obstacle and thus the items he offers you are unlikely to be helpful. The Version 1.1 update changed this by [[http://twitter.com/MarioBrothBlog/status/1179290255003983872 making his notices less intrusive]].



** Honorable mention to the makers' music levels with note blocks, which have earned themselves an official tag specifically for those kind of levels.

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Please don't "speak of" stuff. It's Word Cruft and natter. Also, please refrain from attempting to add 4-bullet entries, as the indentation system only supports up to 3


*** Speaking of, a whole host of problems with the restart mechanics:
*** A level can't be reset unless every player votes to. If one player doesn't vote, everyone will either be stuck or have to give up and quit the match. Checkpoints can’t help because objects that would normally reset upon dying don’t in multiplayer; The only way to reset states is to change sub-areas, but this only works for ''enemies and objects''. Blocks will remain hit or destroyed.

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*** Speaking of, In multiplayer, a whole host of problems with the restart mechanics:
*** A
level can't be reset unless every player votes to. If one player doesn't vote, everyone will either be stuck or have to give up and quit the match. Checkpoints can’t help because objects that would normally reset upon dying don’t in multiplayer; The only way to reset states is to change sub-areas, but this only works for ''enemies and objects''. Blocks will remain hit or destroyed.

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*** The timer only resets in multiplayer if everyone votes to restart the level. This can be a problem if you now have to re-do the same sections with reduced time, especially since entities can respawn if all players leave an area.



*** On the subject of restarts, a level can't be restarted unless every player votes for it. If one player doesn't vote, everyone will either be stuck or have to give up and quit the match.

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*** On Speaking of, a whole host of problems with the subject of restarts, a restart mechanics:
**** A
level can't be restarted reset unless every player votes for it.to. If one player doesn't vote, everyone will either be stuck or have to give up and quit the match. Checkpoints can’t help because objects that would normally reset upon dying don’t in multiplayer; The only way to reset states is to change sub-areas, but this only works for ''enemies and objects''. Blocks will remain hit or destroyed.
**** The timer only resets in multiplayer if everyone votes to restart the level. This can be a problem if you now have to re-do the same sections with reduced time, especially since entities like bosses can respawn if all players leave an area.
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None

Added DiffLines:

** An unusual example of this trope occurring between development footage shown to the public and the final version of the game, but the pre-release footage showed that the Twister enemy newly created for ''Super Mario Maker 2'' boasted a cute design akin to the Foo enemies introduced in ''VideoGame/NewSuperMarioBrosWii'', shown in both the ''VideoGame/SuperMarioWorld'' and ''VideoGame/NewSuperMarioBrosU'' game styles. However, when the final game released, the design had been completely altered...to just be a white ball with eyes. Why the design was swapped out for a much less interesting one prior to launch is unclear, but it makes the Twisters far more bland.
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None


** Another great addition is the SMW Desert theme, which is a dramatic minor-key Arabian style arrangement of the same leitmotif, featuring an accordion intro and bridge.

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** Another great addition is the SMW Desert theme, which is a dramatic minor-key [[{{Scales}} minor-key]] Arabian style arrangement of the same leitmotif, featuring an accordion intro and bridge.
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None

Added DiffLines:

* AntiClimaxBoss: Ironically, Bowser can fall into this often. Unlike all other boss-type enemies, he never enters an invulnerable state after taking damage, he's fairly slow to move and jump, and he has no particular tricks to watch out for (Roy's teleporting, Lemmy's speed, etc.). All he has over other bosses is higher HP. If the level gives players a Fire Flower, they can run up in his face, pelt him for a few seconds, and he's down.
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Updating Link


%%ZCE ** "[[PerfectlyCromulentWord Embiggen]] [[Franchise/TheSimpsons them with a Super Mushroom]]..." from the second Direct.

to:

%%ZCE ** "[[PerfectlyCromulentWord Embiggen]] [[Franchise/TheSimpsons [[WesternAnimation/TheSimpsons them with a Super Mushroom]]..." from the second Direct.
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This isn't YMMV. And I think this example is already listed in the main page anyway (if it isn't, feel free to add it there; just not here)


* AntiFrustrationFeatures: If all other players give up in multiplayer co-op, Start Over will now reset the level proper instead of just respawning you at a checkpoint. This means you can now retry breakable challenges without having to rely on everyone else voting to restart or running down the clock.
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None

Added DiffLines:

* AntiFrustrationFeatures: If all other players give up in multiplayer co-op, Start Over will now reset the level proper instead of just respawning you at a checkpoint. This means you can now retry breakable challenges without having to rely on everyone else voting to restart or running down the clock.


Added DiffLines:

*** The timer only resets in multiplayer if everyone votes to restart the level. This can be a problem if you now have to re-do the same sections with reduced time, especially since entities can respawn if all players leave an area.
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That already happened on SMO with the New Donkers.


** Though she's present in the game's manual, Mary O. is strangely absent from the game's story mode despite several of the other original characters like Undodog, Mr. Eraser, and Yamamura making appearances. It would've been interesting to see a realistically stylized human being rendered in 3D. This also extends to her [[SuspiciouslySimilarSubstitute substitute]], Nina.

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** Though she's present in the game's manual, Mary O. is strangely absent from the game's story mode despite several of the other original characters like Undodog, Mr. Eraser, and Yamamura making appearances. It would've been interesting to see a realistically stylized human being rendered in 3D. This also extends to her [[SuspiciouslySimilarSubstitute substitute]], Nina.
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More fitting trope


** While the original game had all built-in levels use the same tools that the player has access to, this game has a few tools exclusive to the Story Mode. Toads (running into a Toad gets them to follow Mario, and if they get hit they get trapped in a bubble and float back towards their initial location) and stone blocks (carryable like a POW Block/crate, but are indestructible and heavily limit Mario's running speed and jump height) are only seen in Story Mode levels that involve [[EscortMission taking them to the goal]] and aren't ever unlocked for the player to use. There's also a few Clear Conditions that the player gets no access to, such as the ones tied to Toads and stone blocks, as well as the ones used in "Hold Your Breath" (reach the goal without exiting the water), "Swinging Claw Escape" (reach the goal without getting grabbed by a Swinging Claw), and "Treetop Fireballs" (reach the goal after doing a handstand on each tree).

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** While the original game had all built-in levels use the same tools that the player has access to, this game has a few tools exclusive to the Story Mode. Toads (running into a Toad gets them to follow Mario, and if they get hit they get trapped in a bubble and float back towards their initial location) and stone blocks (carryable like a POW Block/crate, but are indestructible and heavily limit Mario's running speed and jump height) are only seen in Story Mode levels that involve [[EscortMission [[ProductDeliveryOrdeal taking them to the goal]] and aren't ever unlocked for the player to use. There's also a few Clear Conditions that the player gets no access to, such as the ones tied to Toads and stone blocks, as well as the ones used in "Hold Your Breath" (reach the goal without exiting the water), "Swinging Claw Escape" (reach the goal without getting grabbed by a Swinging Claw), and "Treetop Fireballs" (reach the goal after doing a handstand on each tree).
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None


* SequelDifficultySpike: Whereas the 10 Mario Challenge in the first game consisted primarily of short, easy courses (with the exception of the hidden NWC courses), and the 3DS version's Super Mario Challenge was longer (both by virtue of having many more courses, and these in turn being longer) but still easy until the last two worlds, the Story Mode in ''Maker 2'' likely stands as the hardest 2D Mario game since ''VideoGame/SuperMarioBrosTheLostLevels''--courses frequently rely on precise platforming and timing and utilize unconventional and difficult-to-grasp gimmicks (with the "Don't Touch the Ground" courses being particularly notorious). And while generally avoiding outright PlatformHell, it often shows a degree of active player cruelty that tends to be completely absent from the ''VideoGame/NewSuperMarioBros'' series.

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* SequelDifficultySpike: Whereas the 10 Mario Challenge in the first game consisted primarily of short, easy courses (with the exception of the hidden NWC courses), and the 3DS version's Super Mario Challenge was longer (both by virtue of having many more courses, and these in turn being longer) but still easy until the last two worlds, the Story Mode in ''Maker 2'' likely stands as the hardest 2D Mario game since ''VideoGame/SuperMarioBrosTheLostLevels''--courses frequently rely on precise platforming and timing and utilize unconventional and difficult-to-grasp gimmicks (with the "Don't Touch the Ground" courses being particularly notorious). And while generally avoiding outright PlatformHell, it often shows a degree of active player cruelty that tends to be completely absent from the ''VideoGame/NewSuperMarioBros'' series.series other than the special worlds in the console games and the NintendoHard ''VideoGame/NewSuperMarioBrosU'' Challenges.
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None


*** The whole mode can be seen as a big ScrappyMechanic by itself, as even though Multiplayer Versus is touted as a supposedly skill-based mode, a lot of it relies on luck outside the player's control and the Randomly chosen User Generated Content is ''not'' appropriate for this kind of ranked mode. The quality (or lack thereof) of the randomly-picked levels, the connections of the players you're matched with[note]The game uses a delay-based netcode, which consists in freezing the game for ''everyone'' and delaying all inputs by the necessary number of frames to match accordingly with their online opponent with the weakest connection, suffice to say, this is ''by far not'' a good way to add online to a game like this.[/note] (which can make you drop a crucial jump input), which character you're randomly assigned (and therefore, where you start in the beginning box --and you might get a level where if you aren't first out of the box you can't catch up--), getting a level that isn't optimized for or has things that just don't work in multiplayer; can all severely affect the outcome of this mode. Ultimately, [[FinaglesLaw everything can and will go wrong in this mode]].

to:

*** The whole mode can be seen as a big ScrappyMechanic by itself, as even though Multiplayer Versus is touted as a supposedly skill-based mode, a lot of it relies on luck outside the player's control and the Randomly chosen User Generated Content is ''not'' appropriate for this kind of ranked mode. The quality (or lack thereof) of the randomly-picked levels, the connections of the players you're matched with[note]The with[[note]]The game uses a delay-based netcode, which consists in freezing the game for ''everyone'' and delaying all inputs by the necessary number of frames to match accordingly with their online opponent with the weakest connection, suffice to say, this is ''by far not'' a good way to add online to a game like this.[/note] [[/note]] (which can make you drop a crucial jump input), which character you're randomly assigned (and therefore, where you start in the beginning box --and you might get a level where if you aren't first out of the box you can't catch up--), getting a level that isn't optimized for or has things that just don't work in multiplayer; can all severely affect the outcome of this mode. Ultimately, [[FinaglesLaw everything can and will go wrong in this mode]].
Is there an issue? Send a MessageReason:
None


*** The whole mode can be seen as a big ScrappyMechanic by itself, as even though Multiplayer Versus is touted as a supposedly skill-based mode, a lot of it relies on luck outside the player's control and the Randomly chosen User Generated Content is ''not'' appropriate for this kind of ranked mode. The quality (or lack thereof) of the randomly-picked levels, the connections of the players you're matched with (which can make you drop a jump input to a choppy connection), which character you're randomly assigned (and therefore, where you start in the beginning box --and you might get a level where if you aren't first out of the box you can't catch up--), getting a level that isn't optimized for or has things that just don't work in multiplayer; can all severely affect the outcome of this mode. Ultimately, [[FinaglesLaw everything can and will go wrong in this mode]].

to:

*** The whole mode can be seen as a big ScrappyMechanic by itself, as even though Multiplayer Versus is touted as a supposedly skill-based mode, a lot of it relies on luck outside the player's control and the Randomly chosen User Generated Content is ''not'' appropriate for this kind of ranked mode. The quality (or lack thereof) of the randomly-picked levels, the connections of the players you're matched with[note]The game uses a delay-based netcode, which consists in freezing the game for ''everyone'' and delaying all inputs by the necessary number of frames to match accordingly with their online opponent with the weakest connection, suffice to say, this is ''by far not'' a good way to add online to a game like this.[/note] (which can make you drop a crucial jump input to a choppy connection), input), which character you're randomly assigned (and therefore, where you start in the beginning box --and you might get a level where if you aren't first out of the box you can't catch up--), getting a level that isn't optimized for or has things that just don't work in multiplayer; can all severely affect the outcome of this mode. Ultimately, [[FinaglesLaw everything can and will go wrong in this mode]].



** Anything pertaining to online Multiplayer Versus (such as the Fireworks shirt or the gear tied to rank) can be ''excruciatingly'' irritating. Everything, from the quality (or lack thereof) of the randomly-picked levels, to the connections of the players you're matched with, to which character you're randomly assigned (and therefore, where you start in the beginning box) can have an effect. You might get a level where if you aren't first out of the box you can't catch up, or you might drop a jump input to a choppy connection, or you might play a level that isn't optimized for or has things that just don't work in multiplayer, but [[FinaglesLaw everything can and will go wrong in this mode]].

to:

** Anything pertaining to online Multiplayer Versus (such as the Fireworks shirt or the gear tied to rank) can be ''excruciatingly'' irritating. Everything, from the quality (or lack thereof) of the randomly-picked levels, to the connections of the players you're matched with, with[[note]]The game uses a delay-based netcode, which consists in freezing the game for ''everyone'' and delaying all inputs by the necessary number of frames to match accordingly with their online opponent with the weakest connection, suffice to say, this is ''by far not'' a good way to add online to a game like this.[[/note]], to which character you're randomly assigned (and therefore, where you start in the beginning box) can have an effect. You might get a level where if you aren't first out of the box you can't catch up, or you might drop a jump input to a choppy connection, or you might play a level that isn't optimized for or has things that just don't work in multiplayer, but [[FinaglesLaw everything can and will go wrong in this mode]].



** The fact that one needs a Nintendo Switch Online membership to be able to play online (including Course World, which is the bulk of the game) was by far the biggest new thing that ''wasn't'' well received, mainly because Nintendo is charging players money for something that was previously free and the fact that Nintendo Switch Online is a controversial addition to begin with. Multiplayer also frequently faces lag problems (to the point where you'll sometimes be facing ''BulletTime''), even with good internet connections, making people wonder why they have to pay for something that's so poorly optimized.

to:

** The fact that one needs a Nintendo Switch Online membership to be able to play online (including Course World, which is the bulk of the game) was by far the biggest new thing that ''wasn't'' well received, mainly because Nintendo is charging players money for something that was previously free and the fact that Nintendo Switch Online is a controversial addition to begin with. Multiplayer also frequently faces lag problems (to the point where you'll sometimes be facing ''BulletTime''), even with good internet connections, connections[[note]]The game uses a delay-based netcode, which consists in freezing the game for ''everyone'' and delaying all inputs by the necessary number of frames to match accordingly with their online opponent with the weakest connection, suffice to say, this is ''by far not'' a good way to add online to a game like this.[[/note]], making people mock the game's online with comparisons to ''[=PowerPoint=] slideshows'' and wonder why they have to pay for something that's so poorly optimized.

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** For some reason, it's impossible to unlike or like a course after already pressing either button. This leads to levels that you ''don't'' like appearing in your favorites or harming a level that you actually liked. Trolls will do this all the time and others will keep doing it by accident due to how rush-prone everyone can be.



*** While there is a Multiplayer Versus tag and levels have a Versus Rating separate from their main one, all courses are uploaded to a single pool, so a level specifically made for Versus can show up in Endless and Versus players will get levels that have the problems in the points above. Co-op is hit hardest though, as there are no tags or endless modes made for co-op play, and a level that cannot be completed in single-player cannot be uploaded at all without building contraptions that detect the number of players. [[note]]This includes Round II of Nintendo's own 2019 invitational, which has an alternate path for single-player.[[/note]]



** For some reason, it's impossible to unlike or like a course after already pressing either button. This leads to levels that you ''don't'' like appearing in your favorites or harming a level that you actually liked. Trolls will do this all the time and others will keep doing it by accident due to how rush-prone everyone can be.

to:

** For some reason, it's impossible Multiplayer Versus:
*** While there is a Multiplayer Versus tag and levels have a Versus Rating separate from their main one, all courses are uploaded
to unlike or like a course after already pressing either button. This leads to single pool, so a level specifically made for Versus can show up in Endless and Versus players will get levels that you ''don't'' like appearing have the problems in your favorites the points above. Co-op is hit hardest though, as there are no tags or harming endless modes made for co-op play, and a level that cannot be completed in single-player cannot be uploaded at all without building contraptions that detect the number of players. [[note]]This includes Round II of Nintendo's own 2019 invitational, which has an alternate path for single-player.[[/note]]
*** In Multiplayer Versus, players can avoid a significant Versus Rating loss by reaching the flagpole just after the player who reaches it first does, this would be a nice Anti-Frustration measure to reward players who almost won but ''it isn't available in all styles and can only happen in the styles that have flagpoles'', so if you're playing a ''Super Mario World'' or ''Super Mario Bros. 3'' level, too bad, the developers didn't account for that and you're out of luck.
*** The whole mode can be seen as a big ScrappyMechanic by itself, as even though Multiplayer Versus is touted as a supposedly skill-based mode, a lot of it relies on luck outside the player's control and the Randomly chosen User Generated Content is ''not'' appropriate for this kind of ranked mode. The quality (or lack thereof) of the randomly-picked levels, the connections of the players you're matched with (which can make
you actually liked. Trolls drop a jump input to a choppy connection), which character you're randomly assigned (and therefore, where you start in the beginning box --and you might get a level where if you aren't first out of the box you can't catch up--), getting a level that isn't optimized for or has things that just don't work in multiplayer; can all severely affect the outcome of this mode. Ultimately, [[FinaglesLaw everything can and will do go wrong in this all the time and others will keep doing it by accident due to how rush-prone everyone can be.mode]].



** Anything pertaining to online versus (such as the Fireworks shirt or the gear tied to rank) can be ''excruciatingly'' irritating. Everything, from the quality (or lack thereof) of the randomly-picked levels, to the connections of the players you're matched with, to which character you're randomly assigned (and therefore, where you start in the beginning box) can have an effect. You might get a level where if you aren't first out of the box you can't catch up, or you might drop a jump input to a choppy connection, or you might play a level that isn't optimized for or has things that just don't work in multiplayer, but [[FinaglesLaw everything can and will go wrong in this mode]].

to:

** Anything pertaining to online versus Multiplayer Versus (such as the Fireworks shirt or the gear tied to rank) can be ''excruciatingly'' irritating. Everything, from the quality (or lack thereof) of the randomly-picked levels, to the connections of the players you're matched with, to which character you're randomly assigned (and therefore, where you start in the beginning box) can have an effect. You might get a level where if you aren't first out of the box you can't catch up, or you might drop a jump input to a choppy connection, or you might play a level that isn't optimized for or has things that just don't work in multiplayer, but [[FinaglesLaw everything can and will go wrong in this mode]].
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Removing the You Tuber disambiguation. Other fixes


** "[[PerfectlyCromulentWord Embiggen]] [[Franchise/TheSimpsons them with a Super Mushroom]]..." from the second Direct.

to:

%%ZCE ** "[[PerfectlyCromulentWord Embiggen]] [[Franchise/TheSimpsons them with a Super Mushroom]]..." from the second Direct.



** 1-1 with a twist [[labelnote:Explanation]]While recreating the classic [[NostalgiaLevel world 1-1]] from ''VideoGame/SuperMarioBros1'' is not uncommon in ''Mario Maker'', this meme is named after one of the most infamous examples from the creator [=YTSunny=]: a level where the only change is the presence of fire bars ''everywhere''. This level has since become popular fodder on both Twitter and Youtube, with creators like LetsPlay/VideoGameDunkey and Creator/JamesRolfe making videos of them playing it. It even garnered [[https://knowyourmeme.com/memes/ytsunnys-super-mario-maker-2-level its own entry on Know Your Meme.]][[/labelnote]]

to:

** 1-1 with a twist [[labelnote:Explanation]]While recreating the classic [[NostalgiaLevel world 1-1]] from ''VideoGame/SuperMarioBros1'' is not uncommon in ''Mario Maker'', this meme is named after one of the most infamous examples from the creator [=YTSunny=]: a level where the only change is the presence of fire bars ''everywhere''. This level has since become popular fodder on both Twitter and Youtube, [=YouTube=], with creators like LetsPlay/VideoGameDunkey and Creator/JamesRolfe making videos of them playing it. It even garnered [[https://knowyourmeme.com/memes/ytsunnys-super-mario-maker-2-level its own entry on Know Your Meme.]][[/labelnote]]



** Getting the Dash Block Sweater requires a beating total of one ''thousand'' endless easy levels. Literally a grand of the most tedious, basic courses the game has to offer. It’ll be hours at least, and ''[=SMM2=]'' YouTuber [[https://m.youtube.com/c/Desbug/videos Desbug]] spent over a year and a half on his quest.

to:

** Getting the Dash Block Sweater requires a beating total of one ''thousand'' endless easy levels. Literally a grand of the most tedious, basic courses the game has to offer. It’ll be hours at least, and ''[=SMM2=]'' YouTuber [=YouTuber=] [[https://m.youtube.com/c/Desbug/videos Desbug]] spent over a year and a half on his quest.
Is there an issue? Send a MessageReason:
None


** 1-1 with a twist [[labelnote:Explanation]]While recreating the classic [[NostalgiaLevel world 1-1]] from ''VideoGame/SuperMarioBros'' is not uncommon in ''Mario Maker'', this meme is named after one of the most infamous examples from the creator [=YTSunny=]: a level where the only change is the presence of fire bars ''everywhere''. This level has since become popular fodder on both Twitter and Youtube, with creators like LetsPlay/VideoGameDunkey and Creator/JamesRolfe making videos of them playing it. It even garnered [[https://knowyourmeme.com/memes/ytsunnys-super-mario-maker-2-level its own entry on Know Your Meme.]][[/labelnote]]

to:

** 1-1 with a twist [[labelnote:Explanation]]While recreating the classic [[NostalgiaLevel world 1-1]] from ''VideoGame/SuperMarioBros'' ''VideoGame/SuperMarioBros1'' is not uncommon in ''Mario Maker'', this meme is named after one of the most infamous examples from the creator [=YTSunny=]: a level where the only change is the presence of fire bars ''everywhere''. This level has since become popular fodder on both Twitter and Youtube, with creators like LetsPlay/VideoGameDunkey and Creator/JamesRolfe making videos of them playing it. It even garnered [[https://knowyourmeme.com/memes/ytsunnys-super-mario-maker-2-level its own entry on Know Your Meme.]][[/labelnote]]
Is there an issue? Send a MessageReason:
None


** Getting the Dash Block Sweater requires a beating total of one ''thousand'' endless easy levels. Literally a grand of the most tedious, basic courses the game has to offer. It’ll be hours at least, and notable SMM2 YouTuber [[https://m.youtube.com/c/Desbug/videos Desbug]] spent over a year and a half on his quest.

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** Getting the Dash Block Sweater requires a beating total of one ''thousand'' endless easy levels. Literally a grand of the most tedious, basic courses the game has to offer. It’ll be hours at least, and notable SMM2 ''[=SMM2=]'' YouTuber [[https://m.youtube.com/c/Desbug/videos Desbug]] spent over a year and a half on his quest.



** Chargin' Chucks are absent altogether from the game, which is odd considering they were mooks in both ''Super Mario World'' and ''Super Mario 3D World''. Considering they converted enemies like Magikoopas and Monty Moles to even the ''Super Mario Bros.'' game style, some people think they should be added in a future update.

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** Chargin' Chucks are absent altogether from the game, which is odd considering they were mooks in both ''Super Mario World'' and ''Super Mario 3D World''. Considering they converted enemies like Magikoopas and Monty Moles to even the ''Super Mario Bros.'' game style, some people think they should be have been added in a future an update.
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Classic Video Game Screw Yous is no longer a trope


* SequelDifficultySpike: Whereas the 10 Mario Challenge in the first game consisted primarily of short, easy courses (with the exception of the hidden NWC courses), and the 3DS version's Super Mario Challenge was longer (both by virtue of having many more courses, and these in turn being longer) but still easy until the last two worlds, the Story Mode in ''Maker 2'' likely stands as the hardest 2D Mario game since ''VideoGame/SuperMarioBrosTheLostLevels''--courses frequently rely on precise platforming and timing and utilize unconventional and difficult-to-grasp gimmicks (with the "Don't Touch the Ground" courses being particularly notorious). And while generally avoiding outright PlatformHell, it often shows a degree of [[ClassicVideoGameScrewYous active player cruelty]] that tends to be completely absent from the ''VideoGame/NewSuperMarioBros'' series.

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* SequelDifficultySpike: Whereas the 10 Mario Challenge in the first game consisted primarily of short, easy courses (with the exception of the hidden NWC courses), and the 3DS version's Super Mario Challenge was longer (both by virtue of having many more courses, and these in turn being longer) but still easy until the last two worlds, the Story Mode in ''Maker 2'' likely stands as the hardest 2D Mario game since ''VideoGame/SuperMarioBrosTheLostLevels''--courses frequently rely on precise platforming and timing and utilize unconventional and difficult-to-grasp gimmicks (with the "Don't Touch the Ground" courses being particularly notorious). And while generally avoiding outright PlatformHell, it often shows a degree of [[ClassicVideoGameScrewYous active player cruelty]] cruelty that tends to be completely absent from the ''VideoGame/NewSuperMarioBros'' series.
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* BetterAsALetsPlay: The game has a very large community of fans that don't even play it themselves but love to watch dedicated streamers play the SturgeonsLaw-prone levels that random people have created. For this reason, many content creators attempt Super Expert No-Skip runs so that their viewers can watch them play through the horrors that await. Other sub-communities include Troll Levels (levels designed to make players look like idiots), Puzzle Levels (levels designed to test players' knowledge or problem-solving skills), and Kaizo Levels (NintendoHard levels designed for players to show off their reflexes and platforming skills).

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* BetterAsALetsPlay: The game has a very large community of fans that don't even play it themselves but love to watch dedicated streamers play the SturgeonsLaw-prone low-quality levels that random people have created. For this reason, many content creators attempt Super Expert No-Skip runs so that their viewers can watch them play through the horrors that await. Other sub-communities include Troll Levels (levels designed to make players look like idiots), Puzzle Levels (levels designed to test players' knowledge or problem-solving skills), and Kaizo Levels (NintendoHard levels designed for players to show off their reflexes and platforming skills).



** [[SturgeonsLaw Little Timmy]] [[labelnote:Explanation]]It's become somewhat popular to [[FanNickname refer to]] ''really'' poor quality levels, particularly those with things just spread everywhere and no coherent theme, as "Little Timmy levels" or "levels made by little Timmy", as a tongue-in-cheek reference to how said levels are presumably made by young kids who don't know any better. In instances where literal children make good levels, they're sometimes endearingly referred to as Big Timothy.[[/labelnote]]

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** [[SturgeonsLaw Little Timmy]] Timmy [[labelnote:Explanation]]It's become somewhat popular to [[FanNickname refer to]] ''really'' poor quality levels, particularly those with things just spread everywhere and no coherent theme, as "Little Timmy levels" or "levels made by little Timmy", as a tongue-in-cheek reference to how said levels are presumably made by young kids who don't know any better. In instances where literal children make good levels, they're sometimes endearingly referred to as Big Timothy.[[/labelnote]]

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