Super Mario Maker 2 Review: 6 Ups & 3 Downs

1. Clear Conditions Change Everything

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Nintendo

In time, the creative community of the original Super Mario Maker found ingenious ways to force certain conditions to finish a level. These normally consisted of leading the player down a tightly designed hellscape to obtain a key, only now with no other choice but to venture back to pass a door.

In the second instalment, Nintendo has programmed in a variety of clear conditions to choose from if makers feel like setting specific challenges. Clear a stage without taking any damage, making sure Mario eliminates every last lonely Goomba or even collecting the useless 1UPs can be added for that little extra layer of play.

Proper boss fights can also at long last be placed anywhere in a stage. This just goes that much further to making a stage feel like a level.

There is one horrible clear condition for having Mario never jump which we won’t go into as it breaks some people's Mario brain. Who is Jump Man if in fact, he can’t jump? This might be the greatest question of our time.

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Resident Evil Aficionado. Video Games & Fried Chicken are my passions. Occasionally some Wrestling. I used to work in Film & TV, but now I Write, Edit & Present for this website and its Youtube Channels.