Follow TV Tropes

Following

History VideoGame / SuperMarioMaker2

Go To


Added DiffLines:

* BlackComedy: In the tutorials, Nina has a [[RunningGag habit]] of misnaming Yamamura, who is a pigeon. One of her mistakes is "Tebasaki," which is a type of fried chicken dish.


* TheSmurfettePrinciple: With the Mystery Mushroom costumes removed, Toadette is now the only female player character, alongside Mario, Luigi, and Toad. Pom Pom is the only [[TertiarySexualCharacteristics obviously-female]] enemy, though many of them don't have an official gender.

to:

* TheSmurfettePrinciple: With the Mystery Mushroom costumes removed, Toadette is now the only female player character, alongside Mario, Luigi, and Toad. Pom Pom is the only [[TertiarySexualCharacteristics obviously-female]] enemy, though many of them don't have an official gender.gender or represent random members of a species rather than individual specific characters.


* DarkIsNotEvil: Night Mode turns the hostile [[LightIsNotGood Angry Sun]] into the friendly Moon, whose touch instead causes a SmartBomb effect against all onscreen Enemies.

to:

* DarkIsNotEvil: Night Mode turns the hostile [[LightIsNotGood Angry Sun]] into the friendly Moon, whose touch instead causes a SmartBomb effect against all onscreen Enemies.

Added DiffLines:

* DarkIsNotEvil: Night Mode turns the hostile [[LightIsNotGood Angry Sun]] into the friendly Moon, whose touch instead causes a SmartBomb effect against all onscreen Enemies.

Added DiffLines:

** The game requires the player complete their stage and earn a clear flag, which requires A.) Beating the stage from start to finish and B.) Beating the stage from every checkpoint placed. By doing so, they make sure the player cannot be placed in an unwinnable scenario (such as triggering a checkpoint but then being locked inside the room with the checkpoint due to Dotted-Line Blocks or something). It seems small, but Nintendo requiring the player to beat their level regardless of difficulty and from the start to finish and from each checkpoint means that you are guaranteed to be able to finish a stage no matter how hard, as the stage has to be beatable to be uploaded unlike some other games which may have stage creators but allow an author to make fundamentally unbeatable troll levels (such as VideoGame/MegaManPoweredUp).

Added DiffLines:

* SequenceBreaking: One of Yamamura's lessons discusses the inversion of this where the player may find an alternate, simpler path through a series of jumps or obstacles in a way totally unexpected by the course designer.


* EccentricMillionaire: Several of the job listings are made by someone directly identifying themselves as the trope name, with missions making it clear that they're just throwing money around at this point.

to:

* EccentricMillionaire: Several of the job listings are made by someone directly identifying themselves as the trope name, with missions all of which involve collecting coins, making it clear that they're just throwing money around at this point.

Added DiffLines:

* EasterEgg: Very rarely, you'll get a startup animation starring ''Bowser'', rather than Mario, all four player characters, or three Galoombas. He hits the title to make the 2 fall, then hops in a Koopa Clown Car and flies away.


** The Sky theme's music in ''[=SMB1=]'' style is very similar to the ''VideoGame/SuperSmashBrosBrawl'' remix of the overworld theme, and also includes the high score table theme from ''VS. Super Mario Bros.'' (which was present in the previous game as the theme's Bonus Room music). It also references the name entry/file select music from SuperMarioRPG.

to:

** The Sky theme's music in ''[=SMB1=]'' style is very similar to the ''VideoGame/SuperSmashBrosBrawl'' remix of the overworld theme, and also includes the high score table theme from ''VS. Super Mario Bros.'' (which was present in the previous game as the theme's Bonus Room music). It also references the name entry/file select music from SuperMarioRPG.''VideoGame/SuperMarioRPG''.


** The Sky theme's music in ''[=SMB1=]'' style is very similar to the ''VideoGame/SuperSmashBrosBrawl'' remix of the overworld theme, and also includes the high score table theme from ''VS. Super Mario Bros.'' (which was present in the previous game as the theme's Bonus Room music).

to:

** The Sky theme's music in ''[=SMB1=]'' style is very similar to the ''VideoGame/SuperSmashBrosBrawl'' remix of the overworld theme, and also includes the high score table theme from ''VS. Super Mario Bros.'' (which was present in the previous game as the theme's Bonus Room music). It also references the name entry/file select music from SuperMarioRPG.


** Story Mode's "assist mode" allows the player to place a limited amount of powerups and Hard Blocks into a level if they're having too much trouble with it.

to:

** Story Mode's "assist mode" allows the player to place a limited amount of powerups and Hard Blocks into a level if they're having too much trouble with it. Likewise, if you lose all your lives, you can opt to have Luigi clear the course for you. You'll still get your payment, but you won't gain any extra coins that you could have earned by playing the courses yourself.


* ThemeAndVariationsSoundtrack: Like with the Airship theme in the previous game, the new music for the ''Super Mario World'' themes (Forest, Snow, and Desert) are all remixes of the same motif.
** The SMB 1 athletic music is a motif of the original overworld music and the newer bonus world music made for the original SMM.

to:

* ThemeAndVariationsSoundtrack: ThemeAndVariationsSoundtrack:
**
Like with the Airship theme in the previous game, the new music for the ''Super Mario World'' themes (Forest, Snow, and Desert) are all remixes of the same motif.
** The SMB 1 ''Super Mario Bros.'' athletic music is a motif of the original overworld music and the newer bonus world high score table music made for the original SMM.Vs. System edition of the game.

Added DiffLines:

** The SMB 1 athletic music is a motif of the original overworld music and the newer bonus world music made for the original SMM.

Added DiffLines:

** You can't slide down slopes in ''Super Mario Bros. 1'' levels as you can with every other style.


** After missing in action for [[spoiler: 30 years besides an appearance in a ''VideoGame/WarioWare Gold'' microgame, the Superball Flower from ''VideoGame/SuperMarioLand'']] returns as a power-up in the ''VideoGame/SuperMarioBros'' style after being unlocked.

to:

** After being missing in action for [[spoiler: 30 [[spoiler:30 years besides an appearance in a ''VideoGame/WarioWare Gold'' microgame, the Superball Flower from ''VideoGame/SuperMarioLand'']] returns as a power-up in the ''VideoGame/SuperMarioBros'' ''VideoGame/SuperMarioBros1'' style after being unlocked.


Added DiffLines:

** The color of pipes now has a gameplay effect. If a pipe has an item or enemy in it, its speed or frequency of appearance is determined by its color; blue is slow, green is in the middle, yellow is slightly speedier, and red is the fastest, making it easy to die to something coming out much faster or slower than you were expecting.


Added DiffLines:

* RedOnesGoFaster: Or rather, red ''pipes'' spit things out faster, being the fastest of all four colors.

Showing 15 edit(s) of 163

Top

How well does it match the trope?

Example of:

/

Media sources:

/

Report