Tips and Tricks On All Of The Power-ups in Super Mario Maker 2

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one of my favorite parts about Super Mario maker 2 is the various power-ups Mario can collect not including things Mario wears like shell mitts or rides like Yoshi there's currently ten power-ups in the game paying the mushroom fireflower and star which are on all themes the Super Ball flower the big mushroom found on smb1 the tanuki leaf from smb3 the cape feather from mario world the propeller from new soup and finally the cap al and hammers who found in 3d world today I want to go over some of my tips on how to use these effectively in your levels I'll also be giving some tips on how to use specific power-ups in a cool way so with that being said join me as I cover some tips and tricks on how to use all of the power-ups in Super Mario maker 2 this is a long one so strap in here's one that might not seem important to some people but it really is it's almost never a good idea to hide a powerup inside a hidden block especially in traditional levels this will make the player think that this was just here for the Creator to beat his own level much easier which is true in some cases and untrue and others instead put 1ups and invisible blocks since these don't help the creator and just make the player feel happy especially if they're playing in an endless run if you want to have a hit and powerup then I suggest changing one of your pipes that are obvious to see in your levels to create a sub area that leads to a room with the powerup that way it feels like much more of a reward for exploration then if it was just a secret dev block this invisible block stuff is especially bad if it's required to beat a level so your best bet is to just put a 1-up inside if you want to use an invisible block for a secret now another thing that's an in general tip for all power-ups is to make sure that they can't be used to choose your own levels whether it be by damage boosting or flying over an obstacle there's a lot of ways your level can be cheesed if someone has a powerup here's some of the most common ones just damage boosting through an obstacle is very common there's not really a specific way around this one since it's really a case by case scenario generally you're not going to want to give a powerup immediately before or immediately after a challenging part of your level however there are definitely exceptions to this rule such as boss fights which are generally good to give a powerup before for the final general tip for all power-ups part skimming places rewards for doing many challenges for example in my level frostburn castle instead of just having a powerup available that's a small mini challenge that rewards the player with the powerup this challenge would stick with the theme of the level here it's Fire and Ice and in my level jumping / on a jungle a piranha plant is guarding the powerup you can see this done in several Mario games and usually it find it best to be immediately after the checkpoint also it's totally fine to have them in the open but if you want a tiny bit more challenge and a bit more of a traditional feel then it's just doing what I said here for a bit more challenge so now we are going to dive into tips of each of the individual power-ups first let's take a look at the mushroom firstly if you don't want the player to have a mushroom from a previous section then what you could do is set up a pipe with a saw on top of it like this the reason you want the player to be entering a pipe is because if you have like a roof with it a player might be able to just duck under it and slide so this is the best way to do it now a big problem that I often see when people use power-ups are all of the soft locks that can occur now if you don't know what a soft lock is this is basically a situation where the player can no longer make any progress and in the worst case scenarios they can't even die which forces them to restart and if they got a checkpoint restarting from the beginning is very annoying unless they want to wait for the timer to expire now from my experience a lot of the times the power-ups can cause these softlocks is because the maker may not have thought of the scenario some common softlocks I see relating to power-ups are Mario getting stuck on stairs like these being able to break bricks but not being able to return and the player requiring a powerup to be the section however they got hit on the way there and they can't go back it's safe to say no one likes soft locks so if you're going to want to avoid these as much as possible luckily most of these have easy fixes make your staircases have a bit more room don't use bricks for roofs and if you want to have a powerup check either have a reset door or a way for the player to kill themselves if they fail there are many more types of soft locks so what I would suggest doing is playing through the entirety of your level with each of the power-ups that are present in it this helped me quite a bit because I have found a few soft locks and my old levels especially in Mario maker 1 so this is a very helpful tip to make some levels and soft lock prevention finally for our last mushroom tip is the progressive power-ups these are very helpful for making traditional levels feel more like actual traditional levels you obviously don't have to use these progressive power-ups in all types of levels but I think it's better to just use these instead of just having a powerup by themselves also using a progressive powerup you can make powerup detectors to see if the player is big or small this here is a simple example but there are many ways that this can be used like maybe making a challenge more difficult if they have a big mushroom [Music] okay on two stars never have stars that are required to beat your level hidden away in a hidden block or just hidden away in general all this does is frustrate the player this of course goes for any powerup but this is especially common with stars if you want to have a part of their level utilize a star as a required powerup and I suggest making sure it comes either out of an obvious pipe or an obvious question mark block as a second one from stars enemy spam levels of stars everywhere just aren't fun they are just annoying boring and completely uncreated there isn't much to say here other than just don't do them now I've been very negative towards stars so far so let's give a positive idea star run levels can be really fun especially in Mario 3 and new soup as they have a special type of gem that changes Mario's jump animations and hip boxes with this new hitbox you can make it to where mario has to jump tighter jumps in between one block apps being able to run on munchers and jumping munchers can provide for some much more unique types of platforms as you can't normally jump on anything that uses the same behavior as flying munchers and of course the star makes Mario move a lot faster as well meaning the whole level will be much more fast-paced and actually surprised by the lack of star speed round levels I've seen as they be pretty fun okay this is our final one for star as I promised but I do want to discuss all the ways Mario can still die even if he is in star form just in case you want to have a level where Mario is in star mode the whole time but you still want to challenge him a bit Mario can still be crushed could fall into the void can fall into lava I can fall into poison and can be forced to die from a pipe exit and reenter although for those there isn't really much use for them you could even have a rising poison or lava section to the players to run around fast to survive from it okay I think that's enough about the star we've still got eight power-ups to talk about well anyways we have the Fire Flower now for my first tip I say this pretty much in every tip video but avoid using fireball spamming Bowser fights what do I mean by this well you'll see it in several levels but there's just a thousand with an infinite amount of fireballs that are needed to kill him to progress these boss fights aren't fun or creative and they've been done to death they really throw off the pacing of the level if you want to have a boss fight where you have to kill pals are using fireballs at least make it creative do something cool with the concept instead of just having the player stay in a room was just you and Bowser and nothing else one really cool things about the fireball is that they can actually go through clear pipes so maybe what you can do is have a boss fight such as this one mario has to try to kill the boom-boom at the top while fireballs are coming at him from the side the design here is fairly difficult however you can easily adjust the difficulty by adding a pipe with fire flowers or making more fire bros spawn who knows I've only seen one level use fire flowers like this so I'd be really interested in seeing more for my final tip I just want to say that if you have a shooter level than having Mario with a fire flower will make it more fun as the clown car one should now shoot three fireballs okay so now let's begin with the version exclusive power-ups first is the Super Ball flower which I'm really happy made it in by the way now the Super Bowls can actually do a surprising amount of things that I didn't even know about until making this they can kill enemies bounce off of walls collect coins big coins keys and red coins activate pals light bombs and finally activate key switches this means he could cooperate pretty cool levels up based around Mario having to use these powers I'm a bit surprised I haven't actually seen many speedrun levels using this so here's a bit of an example I whipped up really fast for this video now if you notice in that stage I included indicator blocks which are generally good for levels using the superball flower that way the player doesn't have to take a long time trying to guess where to fire the super balls which can get a bit annoying usually iron blocks work well as indicators but if you use a block that's just different from the ground then you should be fine also if in the air do a block made out of tracks as those are pretty helpful as well okay onto the big mushroom now I can't take credit for this idea but this idea was featured in this level was so good I had to include it so as you all likely know when landing after jumping with a big mushroom you can break certain blocks such as question mark blocks iron blocks bricks and ice blocks also technically you can destroy pals as well however there is one that a lot of people seem to forget about being change on posts however they work a bit differently these are affected by gravity and also allow Mario to jump off of them before they fully disappear here's a great level which wasn't created by me showcasing these mechanics so I highly suggest you checking this out it's a very popular level but still it's such a creative level that I really want you to check it out so the code is on screen right now now this next tip could be considered an in general tip but I'll place it with the big mushrooms for now maybe what you could do is as a reward for not taking damage after our challenge is to have blocks only the big mushroom can break through for example in my level 1 ups revenge I have a quick mini boss and afterwards if you were able to beat it without taking any damage then you'd be able to break through these iron blocks and get a big coin this dip can be pretty effective for all kinds of power-ups that can break things for example the two new key leaf can break things on its side along with the Cape being able to turn turn blocks this one with the big mushroom as it was pretty easy to show for it speaking to the tanuki leaf let's go ahead and move on to that now this next one applies to all flying power-ups now the clear condition don't touch the ground after leaving it can be used pretty well with all these flying and hovering power-ups in a vertical sub area where you have to avoid obstacles such as spikes saws and even ground brah now unlike the Cape that's a new king suit can't fly forever because after a while the P meter will start to go down however if Mario jumps on an enemy while still in P flight his meter gets reset to full which means you can use a long flying obstacle course where you have to try it and land on enemies to continue flying you can make this a really tight jump with spacing out the enemies correctly now this last one isn't really a tip but I just want to point out I think it's really funny how that Suzuki Leaf works in the night time of the overworld I just think it's really funny [Music] next up is the Cape feather now a really useful tool of the Cape feather are double backwards conveyors as they're the most compact form of starting Cape flight that way if you have a level around the Cape flying you don't have to waste too much space building up speed now the Cape is really hard to design traditional levels for as out of all of the flying power-ups it is by far the most overpowered with that you can basically fly over the entire length of the level so my tips for using the Cape is to put some coins in the air - maybe reward the player for using the Cape flight you can also put little areas like this that not only double as rewards for initiating the Cape flight but also forces the player to return to the ground for maybe a final challenge you don't want them to cheese of course you could also have a low roof making the Cape flight ineffective or at least less effective if you don't want it to be and of course putting up walls every once in a while will make it harder for them to fly with it for my final tip for the Cape feather is that if the player gets hit during flight they'll instead of taking damage begin spinning this can be used in a Cape flight level to force the player into spinning without needing the player to land which could lead to a smooth transition it can also be very helpful if your Cape level has the no landing clear condition so that you are able to not only normally fly it but also spin fly now on to our final flying power up the propeller mushroom this one here's a lot more focused on vertical movement up and down than the other two flying power-ups were this means maybe you can make a level where mario has to scale a tall tower using the propeller mushroom however for this powerup a lot more than the Cape and the sanuki leaf it's very easy to miss it if you had just put it in a questionmark block so it's very helpful if you put this in a pipe if it's required once you activate your upward boost you normally can't activate it again until landing even jumping on an enemy doesn't reset it instead it just puts you into the normal twirl despite this however there are still a few ways you can get your upward boosts back without touching the ground which can be helpful for no landing levels these include landing in a claw a twister landing into water jumping off a cloud car jumping off a cloud jumping out of a dry bone shell after being in lava water or poison and jumping off a vine using all of these combined could lead to a very good propeller centered level now it did mention that you can get propeller Mario into a state where he can only normally twirl which could also be pretty helpful to get Mario into the state you need to first propel upwards then either jump on an enemy jump off of Yoshi jump off a dry bone shell or get damaged and then collect the powerup again you can also throw an item to get into the state as well the state can also be very helpful as you can maybe walk Mario to have a challenge where he can't propel but you still need him to give you the powerup for later on in the level additionally in this mode he could get Mario to spin jump by having him wall jump with the twirl button which is the only known way to me at least I can get him to spin jump all around there are a lot of unique mechanics as a propeller has that makes it a good tool for parkour levels puzzle levels and since it isn't as broken as the other flying power-ups in this game it can be easier to use in traditional levels as well now that's it for the four main theme so we still got two power-ups to go from 3d world for the cat Belle I made a whole level around this so all of my ideas will be coming from there so here's the idea if you want to check it out for our first tip if you swipe a Banzai bill either coming towards you from the front or background you can easily turn it around to make it destroy or kill something else this could be helpful for many scenarios like a puzzles secret boss fight and more now when designing a level using the cat Belle make sure that the level can't be cheesed by its climbing mechanics and I've seen a lot of levels be cheese by this especially multiplayer versus all you have to do is make your walls go all the way to the top or have a ceiling or instead of just having a wall maybe you can have a small seeker like coins or 1ups at the top of the wall to reward the player for its exploration for our final cap felt-tip here's a little boss finder designed for the powerup usually its unique mechanic of being able to climb on sailing soliders forever I've made a boss fight where you have to have bullet bills that chase you that are lined on the walls have to shoot out at iron blocks to break through until you can get red coins to escape I made a video on 10 boss fights including this one so if you want to see more boss fights then I suggest going and checking that video out okay finally on to the last powerup the new powerup created for Mario maker - the Builder powerup there's quite a bit to go over with this powerup so let's jump right into it so instead of giving a level making tip first here's actually a gameplay tip if you get a level with the hammer inside a question block in vs mode then if you collect the hammer first you can destroy the question mark block to make sure nobody else can get one which can lead to you getting a significant advantage this also works with the big mushroom as well the long hammer excavation is not fun at all it takes such a long time to mine the iron blocks that it's just obnoxious this also applies to tail excavation Cape excavation claw excavation and big mushroom excavation vertically every time I see this used in level it really slows down the pacing and just leaves a bad taste in my mouth so I prefer if this doesn't occur there have more power up with its boxes are one of the best cheating tools of Mario maker you're going to want to make sure while designing a level that Mario can't use these boxes to make it jump he isn't supposed to just add a wall high enough that the player can't cheese it or make a roof so that the player can't go over it anyway speaking of these crates there's quite a lot of uses for them since they can be placed onto pretty much anything they can be helpful to make a path over lava spikes or piranha creepers you can also throw them into clear pipes which can lead to some tricky parkour jumps like this one seen here but anyways that's it for this video what is your favorite powerup in Mario maker to let me know in the comments this video took me such a long time to make so if you all enjoyed it then it being a lot to me if you could drop a like or maybe even subscribe to get notified whenever I upload anything about Mario maker or anything Nintendo switch speaking of which thank you all for 6000 subscribers I really was not expecting to hit it this fast I hit 1000 like just about a month ago and it's crazy that I've already gotten sick six times that much it's just crazy you guys are the best thank you so much also if you want to join my discord so you can share your levels or play Smash Bros with over 100 members and the link is in the description along with my Twitter I do want to start making a series where I play your discord levels and then I pick my top 15 out of all of those levels so that maybe some more people can play your levels as well so if you want to be a part of that then I suggest checking that out but anyways I'll see you guys next time bye [Music]
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Channel: Odyssey Central
Views: 579,558
Rating: undefined out of 5
Keywords: super mario maker 2, super mario maker 2 new features, super mario maker 2 multiplayer, smm2, super mario maker power ups, super mario maker 2 all power ups, super mario maker mushroom, super mario maker fire flower, super mario maker 2 star, super mario maker 2 tanooki leaf, super mario maker 2 cape, super mario maker 2 cape feather, super mario maker 2 propellor suit, super mario maker 2 cat suit, super mario maker 2 hammer, super mario maker 2 tips and tricks, tips and tricks
Id: 6Gv3XH7O0oA
Channel Id: undefined
Length: 18min 44sec (1124 seconds)
Published: Sun Nov 10 2019
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