Super Mario Maker 2 – Trailer Analysis and Speculation!

Super Mario Maker 2 – Trailer Analysis and Speculation!


Ladies and gentlemen, it finally happened. Super Mario Maker 2 has finally been announced. Hooray! But not only has the game finally been announced
but the short trailer we’ve seen so far looks fantastic and incredibly interesting. So what I want to do today, is to take a look
at the trailer, share some of my thoughts, discuss a lot of the new stuff shown so far,
and speculate a bit about what could be in the game that hasn’t been announced yet,
and point out some things that are easy to miss in the trailer. So are you ready? Let’s do this! So here’s the very first frame of the trailer
and there is already a very small quality of life change in place that makes me incredibly
happy. They finally got rid of the groundbreak that
happened between ground blocks placed in the level and the ground blocks that belonged
to the starting area in the original mario maker. That’s a super small thing, but that’s
something that always annoyed me to no end, and I’m glad they fixed it. But there is also another small interesting
new thing shown in this frame. So a bit later during the trailer we get a
shot of this area in the creation mode, which makes it possible to build a 1 to 1 recreation
of this scene in the wii u version of the game, something I immediately did, and something
that shows that they have been tinkering with how the camera works when mario is high up. In the new version the camera is one blocks
higher, which gives a better overview and is a good change in my opinion, since the
camera always felt a bit off when platforming high up in a stage. That those two changes happened make me really
look forward to the full game because this shows that they took the time and re-evaluated
all systems and mechanics that were in place in the first game. You know, no one would have complained if
they didn’t tinker with the camera while high in the air, yet they still took the time
to look into this, and to find out if there is some way to improve the system in place
so far. This shows that they weren’t under huge
time constraints while developing the sequel, and it shows that they really cared, to improve
the game. There are a couple of small improvements shown
too. Later in the trailer we see a huge platform
for example, which probably means that platforms learned how to eat yum yum mushrooms, which
you know makes sense, and at an even later point we see this red pipe. This pipe seems to spawn enemies constantly,
without the small random delay that is present in the original version of the game, which
is great. Also the pipe spawns enemies faster and further
than the original pipes do which makes me actually believe that the different colored
pipes not only serve a decorative purpose, but actually change how pipes spawn enemies. Such small things tend to really improve a
game overall, and it looks as if there are tons of small improvments. So our trailer plumber proceeds and happens
to jump onto an ouching shell. How unfortunate for him, but fortunate for
us, because this gives us the first shot of the new creation menu. There are a couple of old and a couple of
new things here. So the new stuff. First this symbol here. This appears to be the sub area manager since
we later in the trailer see it again showing a 2, which probably indicates the sub areas. This new search button opens up the item wheel,
the Sound effects frog got a walking brick block partner, which probably means that there
are some additional effects, maybe even stickers which could be cool, there are these three
symboles, one is a camera and two are currently greyed out. The one symbole is a feather, and we are going
to see more about it later in the trailer, the other one looks like, maybe a ship thingy? No idea what this one does, maybe the water
levels are controlled here. This symbole down there is another mystery
to me, it looks a bit like too overly excited balloons or something, no idea what this one
does either. Finally there is this symbol, we can learn
more about that later in the trailer. Next we get a good look onto the new item
wheel thing. One thing I’m wondering is how the creating
is going to work while the switch is in docked mode. I’m guessing here but the fact they decided
to go with a wheel menu, makes me believe that motion control creating using the joy
cons as pointers is maybe going to be a thing. Such menus just work pretty good when using
a pointer, it’s for example how they designed the item wheel in skyward sword, I’m just
guessing here, but when I saw this menu wheel I immediately thought this looks as if it
was designed with motion controls in mind. Another question is how they are going to
handle the less precise touch screen inputs since the switch doesn’t have a stylus. Later in the trailer we see that it’s possible
to zoom out and in. Zooming in definitely makes it easier to create
on the touchscreen, my best guess is that zooming is just done like on a smartphone
browser, using two fingers to zoom in and out, which could work really well. The switch touchpad has a multi touch feature,
which means it is able to recognize more than a single touch at a time, this makes it possible
to create touch gestures that weren’t possible on the wii u gamepad, no idea if nintendo
plans to implement shortcut gestures to the game, like, I don’t know swiping with three
fingers down to undo or something, but if they decide to do something like that, that
could be interesting. So let’s talk about what we see in the wheels. There are two green enemy wheels, only containing
enemies present in the original version of the game. There is definitely one more enemy wheel which
is never shown in the trailer, since we can’t see kamek in here, even though he appears
a bit later. There is only one item wheel however and this
one is a bit disappointing. The only new thing here is a ten coin coin,
which is cool and all, but it appears as if there are no new power ups added to existing
themes, which would be a bit of a missed opportunity in my opinion. And then we see slopes. So let’s talk about slopes. I honestly never expected them to add slopes
to the game, because slopes make tons of things really really complicated and I’m really
looking forward to find out how they tackled those problems. Let’s do a quick slope thought experiment. So we have a slope and we have a bullet blaster
that drops onto the slope from above. What happens? The blaster can’t just stay upright when
landing on the slope that would look really silly, so it has to land on the slope in such
a way that it turns 45 degree. So does this blaster now stand like this,
I think that would be counter intuitive as well, does it slide down? What when the space is occupied by a block,
does the blaster than rotate only 20 degrees and gets stuck. Does this allow us to fire bullet bills in
each and every angle we can imagine? What happens when now a thwomp ground pounds
onto the blaster, does the thwomp stop or does it turn and slide down? What happens if we drop another blaster onto
the blaster, how does this one behave? Does it turn as well, are enemies able to
walk over this steep blaster? The whole mario maker physics aren’t designed
to handle such problems, which is why I never thought that we are going to see slopes in
the game. I believe the solution nintendo found to solve
this problem is just by cheating a bittle lit. I think if a blaster drops onto a slope it
will just stop straight where it landed, and will be rendered a bit over the slope. The reason why I believe this is how they
are going to handle this is because this is what they do with the shelmets shown in the
trailer. That’s probably the best solution to get
slopes into the game without completely new physics. We are almost done discussing the first trailer
bit, just one more thing, there are a lot of ground blocks in this first trailer level,
so many, that it made me wonder if we can conclude out of how much ground there is that
the maximum block limit got raised. So I rebuilt this area on the wii u version,
and nope we can’t. It’s possible to put down the same amount
of blocks in the old version without running into any problems, the limit could still be
much higher but we can’t deduce it from the trailer. There is also a new view mode, which seems
to be activated by pushing the joystick, at least that’s how I would understand this
symbol. Judging from this picture the level height
is the same as before, I quickly counted how many vertical blocks there are and it’s
27, the same amount as in the original, which leads me to believe that the vertical limit
isn’t changed in the new version, which would be a huge pity, because the vertical
space in the original was way too limited in my opinion. But maybe there are vertical levels and they
just want to reveal them at a later point. Okay, that was the booring part of the trailer,
now let’s take a look at all the new stuff they teased because Holy fuzzy did they tease
a lot of new stuff. So first the air blowing cloud things
. Oh god I have so many questions, can we rotate those so that they push mario away
in other directions, do they only interact with mario or do they work with enemies too,
are they able to blow pow blocks upwards, is the wind effect stopped by solid tiles
or does it extend over it? Because if the effect is actually stopped
by solid blocks, those guys in combination with the new on off switch could be an incredibly
powerful tool for all sort of nasty contraptions! Also do they stack, am I able to build an
elevator just by putting several wind clouds above each other and what happens if I feed
one of those guys a mushroom? Next we see the first shot of the desert theme
in the nsmb3 style. There are a lot of new themes shown in the
trailer. I’m pretty sure we get at least four new
themes for each style. We see the desert theme twice once here and
once in the 3D world style, we see a jungle theme twice once here and once for the mario
world style, there is a snow theme shown once here, and finally there is a spacy night theme. I love this space night theme, especially
how it looks in the nsmbu style. I’m really really glad that nintendo decided
not only to add one or two new themes and to call it a day, because the original was
really lacking regarding visual diversity after a while, and the new styles should really
help to make the game feel fresh again. Okay so back to this screenshot. The angry sun is shown here as a new enemy
for the first time, and yeah, that’s cool. I wonder if we get an angry sun in each and
every style, or if this is NSMB3 exclusive, also why is the sun so angry again? Anyway the next new thing we get to see are
snake blocks, which are an addition I honestly never thought about, but depending on how
they work could be incredible powerful for creating advanced mario maker machinery. So I wonder about two things first do the
snake blocks only start to move if mario touches them, or is there a snake block version that
starts to travel as soon as it is loaded and second is it possible to create a loop where
the stone snake just travels the same path for eternity. If it is possible to set up looping stone
snakes that don’t need mario to activate, well, that would be incredible cool! It would allow for simple setups for clocks
and timers, to easily transport stuff from a to b in a complicated contraption, to build
interesting minigames and a lot more stuff. I really hope that’s how they work because
if it is then the snake blocks are probably the second best new addition shown so far. Wow there is so much new stuff in this little
trailer, next we see the new option to have water in levels. We only see water ground hybrid levels twice,
once here and once later in the jungle 3D world theme. I’m hoping that having water isn’t exclusive
to the jungle theme, but I donÄt think it is. I’m guessing now but it looks as if we are
going to be able to set water and lava for each level ourselves, and that we are in control
if it rises or stays at one layer constantly. The reason why I think this is because in
a later scene in the trailer we see toxic space liquid in the funky night theme, and
I can’t imagine that this theme always has a three block high toxic space liquid at the
ground, so I’m guessing that we are in full control over when and how water, lava and
toxic space liquid appears, which would be awesome, just imagine a funky airship super
expert stage with rising waves of toxic space liquid. The next new thing are two state blocks. Hooooray, that’s going to be so good. Those little blocks solve so many problems
when building more advanced stuff in the game. Assuming their state is saved when changing
between the over and underworld, or when going through a door then they finally give us an
easy way to store information globally, and through loading sequences, they make making
timers easier, I’m assuming that if an enemy is in front of the block when it solidifies
that the enemy dies, which allows for a lot of interesting shenanigans, if we just wire
an on/off switch to a global timer where a shell hits it every couple of seconds, then
we should have created something like those really cool challenge rooms in celeste, and
much much more! That’s hands down my favorite thing they
showcased, I can’t wait to do evil things to mario using those blocks! Okay, there’s still a ton of stuff to discuss,
next the custom autoscrolling. So apparently there is a new auto scrolling
feature, that enables us to control where the camera scrolls to. That’s neat, by the looks of it we should
also be able to control when the scrolling accelerates, and maybe it’s even possible
to have the camera scroll back again. If that’s possible that could be really
interesting, imagine a small level where the camera just permanently scrolls from the left
to the right, could be fun. What I find more interesting here however
is this symbol. So here a setting is set to 50 coins. The symbol looks like a path to a flagpole,
and once this level is played there is a counter in the top that tracks how many coins mario
collected so far. So there is some form of quest system in Mario
Maker 2, which sounds really really cool. We don’t know how this works exactly yet,
but one way I could see it turn out would be that this are just alternative ways of
ending a level. So for example have a level that doesn’t
end with a famous flag pole, but ends the moment mario collects 50 coins. That would be really nice, it could also be
that this is an optional system, that tracks if an optional objective was completed during
the level, which would also be a huge improvement for setting up collectibles and optional challenges. What I really hope here though is that we
are not only able to track coins but other stuff too. Like how many enemies of a certain type are
alive for example. So the 3D world theme, that one really got
me by surprise, I wasn’t thinking about the possibility of adding a 3D style by just
making it 2D, but it’s a really cool idea. Actually it’s such a great idea that now
after seeing this I really want a 2D mario odyssey theme which is probably never going
to happen. With the 3D world theme we get tons of new
additions, a lot of them appear to be exclusive to this style. There are bees, ants, cheep chomps, those
blocks that make more blocks, invisible pipes and much much more is shown. We can compare the item wheels that are shown
for the 3D world theme with the ones shown earlier to see how many of those things are
going to be exclusive to this certain style, and as it turns out a lot of them are apparently. The invisible pipes for example seem to only
exist here, which is, meh, those would be really great to have in every style, most
enemies seem to be exclusive as well. What I’m really wondering is how the 3D
world physics are going to work. Do we get the same platforming physics as
in the original game, do we get the full moveset including rolling, is the long-jump still
in,and most importantly is cat momentum cancelling going to be a thing? I honestly hope they go with the original
physics, and not with a watered down version, but we don’t know as of now. The trailer then goes on to show tons of small
new things. There are seesaw platforms, gigantic bullet
bills, climbable fences, parachutes which seem to be addable to everything that can
get wings, judging by this screenshot, there’s boom boom, there is a small fire bros hidden
in the top right corner during this frame and much much more. I don’t have much to say about most of those
things, but there’s just one more thing I quickly want to discuss in detail. This red little dinosaur here. We are getting different yoshi types, which
is awesome all by itself, but if we pause the trailer and look really closely then we
can see that red yoshi, appears to be no ordinary yoshi, but is actually able to spit fire. I can’t wait to find out what other special
yoshi’s we are going to get! So that’s all for the trailer but we are
still not done entirely here, because there is one promotional poster that nintendo put
out there, that shows even more new stuff. So here we can see what appears to be a horizontal
moving thwomp, crates, a freaking koopa in a car, no idea what’s going on here but
I can’t wait to find it out, boom boom appears to be affected by the wind effect here, we
see bouncy mushroom platforms and most importantly there is toad, toadette and (THUNDER) weege. The fact that we see toads and luigi heavily
hints that multiplayer is in the game, which is great but also has me worried a bit depending
on how it is going to work exactly. I hope that not every level uploaded is going
to be playable in coop, but that the creator actually gets to choose for how many players
the level is designed. Like, that there is an option to say this
stage is single player only, this level is for 1 to four players and another level might
be exclusive for two players. The reason why I hope that not every stage
can be played with up to four people is because of the super expert community. At least in my opinion it would take away
something from the game if each and every stage can be played with multiple people. Like how to design a puzzle stage so that
it doesn’t immediately break as soon as two people enter it, what about ultra expert
stages, that maybe took months to upload. It would be a bit weird if then everyone is
able to grab a couple of friends and to clear it within a couple of hours. But multiplayer isn’t even confirmed at
this point, so they probably thought about this stuff. Alright so what do I think overall about the
mario maker 2 reveal. Well to be quite honest my hype level is over
one-thousand. Judging by the little bit we have seen so
far they improved the game on each and every area. There are huge additions like the 3D world
style, there are small quality of life improvements like big platforms, they already showcased
tons of new things and there is probably much more to come. The original Mario Maker is, in my opinion
one of the best games ever made and all we have seen so far looks just like a straight
improvement. So yeah, I am looking forward to the game! So with that being said, I hope you enjoyed
this little video, if you did don’t forget to leave me a thumbs up and maybe you feel
especially like over analyzing a 90 seconds trailer today, and want to hit the subscribe
button as well. I hope all of you have a wonderful day and
to see you soon. Goodbye!

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