#SuperMarioMaker2 #SuperMarioWorld #Differences Here's 16 differences between the original Super Mario World and its Super Mario Maker 2 version! Don't miss the endscreen! - "Perpetual Motion" 7:58
You forgot to put the koopalings Especially lemmy, in smm2, lemmy attack is similar to the nsmb and smbwiiu one, while in smw lemmy just popping out of pipe
6:03 The same thing actually applies for Boos and big Boos in SMW. There’s a surprising amount of spin-jump-able enemies and even objects (like poison bubbles from ghost houses) in that game
Personally, I think they should have kept the physics for all the game styles original to the games but I can understand Nintendo reasoning behind making it the modern physics
@Danilo Gameplay & Gacha Life i dont know why but people always seem to say that to me…. anyways, im off to save the princess from the seven koopa hotels!
I think some of these would make the game feel alive, and like the original. Simple changes have bothered me while playing and I think it would be nice to have small changes to make it feel like the game it was being
The spin jump thing in particular was why I couldn't stand playing the SMW levels in SMM; the mechanics were way too changed and I couldn't adjust. It wasn't just the podaboos; he could spin jump almost everything in SMW but not in SMM.
You missed some pretty big details about Yoshi; how he has turning frames now (which are from the ending of SMW) and that his arms are green instead of orange. Though I guess that's pretty noticeable, and these videos are more about obscure changes that most people haven't discovered. Also, it would have been cool if you mentioned that pushing Yoshi actually originated in Super Mario Advance 2.
0:18 I dunno what you're talking about I'd listen to my man Yoshi sing for hours 1:58 and Koopa even rehearsed his dancing, I would like to see the concert
Alternate Title: Pointing Out Things Devs Missed/Changed for the Super Mario World Style in SMM2 Also at 1:57 I want to say that that Koopa should be a cheerleader.
3:32 - "Mushroom is heavier" Heavy shrooms sounds differently out of context lmfao Also damn, SMW despite lacking physical aspects feels more interesting compare to what supposed to be a more advanced version of it
I wonder why they renamed podoboos to lava bubbles? Was it another Birdo/Ostro type mixup with some variant of boos? Who used to be called Boo Diddlys...
Also: P-balloons control differently in SMW, and they have a time limit. Another cool tidbit for those interested in making their own SMW hack that is simply impossible (thus far) in SMM 2 is that you can override the current timer on the clock to be any number you want between 000 (infinite time) and FFF (1665 ticks) inclusive when you enter a new level (enter a pipe, start a level, enter a door, etc.).