Editing Super Mario Maker 2
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*Red Koopa Troopas, green Cheep Cheeps, regular Dry Bones, regular Pokeys, Fish Bones, and [[Sledge Bro]]s. are now present to be consistent with other styles. [[Heavy Fire Bro]]s. and [[Koopa Troopa Car]]s were also not present in the original game. | *Red Koopa Troopas, green Cheep Cheeps, regular Dry Bones, regular Pokeys, Fish Bones, and [[Sledge Bro]]s. are now present to be consistent with other styles. [[Heavy Fire Bro]]s. and [[Koopa Troopa Car]]s were also not present in the original game. | ||
**Additionally, since most enemies can be combined with Wings and Parachutes, [[Paragoomba]]s, [[Koopa Paratroopa]]s and Parabombs, which are also not present in the original game, can be created. | **Additionally, since most enemies can be combined with Wings and Parachutes, [[Paragoomba]]s, [[Koopa Paratroopa]]s and Parabombs, which are also not present in the original game, can be created. | ||
*Bob-ombs | *Bob-ombs break [[? Block]]s when exploding rather than activating them. | ||
*The Thwomps in the ''Super Mario 3D World'' style use the same behavior as the other game styles, where they fall once the player is near or below them, as opposed to the behavior seen in the original game, where they rise and fall in a constant pattern. | *The Thwomps in the ''Super Mario 3D World'' style use the same behavior as the other game styles, where they fall once the player is near or below them, as opposed to the behavior seen in the original game, where they rise and fall in a constant pattern. | ||
*[[Porcupuffer]]s act similar to [[Big Cheep Cheep|Boss Bass]]es in non-underwater themes and [[Cheep Chomp]]s while underwater; they will attempt to suck Mario into their mouths when he gets close to them. These behaviors were not seen in the original game. They take four fireballs to defeat, rather than one. Additionally, they chase Mario, rather than following a set pattern. | *[[Porcupuffer]]s act similar to [[Big Cheep Cheep|Boss Bass]]es in non-underwater themes and [[Cheep Chomp]]s while underwater; they will attempt to suck Mario into their mouths when he gets close to them. These behaviors were not seen in the original game. They take four fireballs to defeat, rather than one. Additionally, they chase Mario, rather than following a set pattern. | ||
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*ON/OFF Switches replace [[Switch Block (Super Mario 3D World)|Switch Block]]s from the original game functionally to match the other styles. | *ON/OFF Switches replace [[Switch Block (Super Mario 3D World)|Switch Block]]s from the original game functionally to match the other styles. | ||
*[[Pink Coin (Super Mario Maker)|Pink Coins]] replace [[Key Coin]]s from the original game to match the other styles. However, placing one Pink Coin in a level will cause a similar function to the Key Coin. | *[[Pink Coin (Super Mario Maker)|Pink Coins]] replace [[Key Coin]]s from the original game to match the other styles. However, placing one Pink Coin in a level will cause a similar function to the Key Coin. | ||
*P Switches have the same music and design as they do in ''New Super Mario Bros. U'', while they never had any music in the original game | *P Switches have the same music and design as they do in ''New Super Mario Bros. U'', while they never had any music in the original game. | ||
*POW Blocks are affected by gravity, rather than floating in midair. Additionally, the POW Block's sound after being thrown is the same one used for the ''Super Mario World'' style. | *POW Blocks are affected by gravity, rather than floating in midair. Additionally, the POW Block's sound after being thrown is the same one used for the ''Super Mario World'' style. | ||
*[[Donut Block]]s fall faster when stood on, consistent with the other styles. The original game had them slowly fall and vanish. Additionally, the player can prevent them from dropping by jumping, as in the other game styles. | *[[Donut Block]]s fall faster when stood on, consistent with the other styles. The original game had them slowly fall and vanish. Additionally, the player can prevent them from dropping by jumping, as in the other game styles. | ||
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*The Propeller Box now has three midair jumps instead of just one. Additionally, the side of the box now has lights to show how many uses it has left in the air. | *The Propeller Box now has three midair jumps instead of just one. Additionally, the side of the box now has lights to show how many uses it has left in the air. | ||
*[[Cannon Box]]es must be fired manually, rather than firing automatically. | *[[Cannon Box]]es must be fired manually, rather than firing automatically. | ||
*[[Goomba Mask]]s fool all enemies, rather than just Goombas. | *[[Goomba Mask]]s fool all enemies, rather than just Goombas. | ||
*For unknown reasons, when collecting a [[Boomerang Flower]], the sound effect used for collecting a [[Super Bell]] is played, unlike in the original game where the sound effect for collecting [[Super Mushroom]]s or [[Fire Flower]]s would play. | *For unknown reasons, when collecting a [[Boomerang Flower]], the sound effect used for collecting a [[Super Bell]] is played, unlike in the original game where the sound effect for collecting [[Super Mushroom]]s or [[Fire Flower]]s would play. |