Maker no mistake--Super Mario Maker 2 is a dream game
for Mario fans, but not without faults.
One of the games that made the Wii U worthwhile to me was Super Mario Maker, and one of the aspects about the game that made it worthwhile to me was how it smartly used the Wii U GamePad for creating levels. When Super Mario Maker 2 was announced for the Switch, I saw myself having some trepidation and uncertainty towards how well making levels with a controller would play out. Still, even with that in mind, I found those thoughts were easily outnumbered and overwhelmed by my thoughts of all the level possibilities I could create with all of the new tools and mechanics in tow. From slopes (yes, finally, slopes!) to new enemies, Super Mario Maker 2 is packed with new features, and besides one element of the game that drags the package down, this level maker makes some serious waves on the Switch.
Super Mario Maker 2 once again puts the player into the role of the creator of levels. Thankfully, this time around players aren't just thrown into the maker without appropriate instruction. Not only is there a series of tutorials that divulge information in how to use the creator and best practices for making levels in general (though sadly not interactive like they were in the Nintendo 3DS port of Super Mario Maker), but there is a full-fledged story mode in Super Mario Maker 2 as well.
The story mode consists of rebuilding Peach's castle after everyone's favorite dog that undoes things, Undodog, inadvertently erases the castle from existence. In the story mode, Mario is tasked with earning enough coins to construct various parts of the castle. Coins are earned primarily from completing missions handed out by various characters, and these missions aren't just for the sole goal of acquiring coins, but they also serve as a means to inspire potential creators of levels. It gives them a taste of what is possible with Super Mario Maker 2's tools.
Story mode sees Mario assisting in rebuilding Peach's castle. |
Super Mario Maker 2's story levels are a lot of fun, but they're hardly worth buying the game for exclusively. |
As if a gift from the heavens, Super Mario Maker 2 introduces slopes for more natural course creations. |
The interface has been updated for Super Mario Maker 2. I miss the easier, more accessible approach of the original game, but this setup isn't bad either. |
If you're a more hands-on type of creator, you can use the touchscreen in handheld mode to make levels. |
However, what isn't so limiting when compared to the original Super Mario Maker is all of the different level themes you can have. There's the base ground, underground, underwater, airship, ghost house, and castle types from the past game, but now there's snow, forest (complete with water you can adjust the level of), sky, and desert. All of these have nighttime versions, which alter how each level plays. For instance, making a desert course a nighttime one will have the level experience strong winds while a snow level will make icy floors especially slippery. The underground theme is particularly cool at night, as it makes the screen flipped upside down--really messing with the player's mind in the process. Regardless, while as a creator, I'd prefer the option to have these themes at night be turned off if I wanted them that way (as well as eliminate the toy box sounding versions of the music for nighttime), these are fantastic additions to Super Mario Maker 2 and more than double the possible level types creators can come up with.
This is no forest of illusion. The forest level theme is actually one of the new level types you can use in Super Mario Maker 2! |
That's not to say there isn't a lot of junk to wade through. You bet there is, and this is made obvious by playing through the Endless Mode of Super Mario Maker 2 for any length of time. As the mode's name would suggest, you play through an endless amount of Mario Maker 2 levels until you run out of lives, or if you're like me, until you've had enough auto, music, Kaizo, troll, and/or bad levels. Still, whether one's level is quality or not, it can be ridiculously difficult to have one's creation that they poured their heart and soul into to get attention. Basically, it comes down to luck at this stage, alongside lots of self-promotion in this process. The latter is helped, however, by level codes only being nine characters long this time around for easier sharing.
One of the biggest wishes from fans regarding 2D Mario is the addition of online multiplayer in both cooperative and competitive versus modes. Nintendo is certainly reliable here. ...No, not with providing actually good netcode or online play in general--I mean that Nintendo is reliable in once again dropping the ball when it comes to online play completely. Now, however, you get the joy and pleasure of paying for your poor online experience this time around. Between the immense amount of lag that can occur when any one player in a four-player match has a modicum of connection issues to levels unfit for multiplayer play being put into the selection of courses in multiplayer, the mode is broken beyond belief. Add that to the fact that you can't even play with your own friends (though, this is of course being included in a future update--but should have been at launch to begin with), and you have a part of Super Mario Maker 2 that doesn't work as intended and brings down the overall quality of the game.
Like a certain chocolate-flavored ice cream, online play in multiplayer can be rocky. |
[SPC Says: A-]
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