Radial menus have been integrated for selecting the various tools, and it makes the process move a little faster, which I appreciate. You are unfortunately forced to use the touchscreen when playing handheld mode, which is a confusing and annoying limitation. The process of making levels feels familiar, and while I do miss the Wii U’s stylus, both the touchscreen in handheld mode and using the on-screen cursor in docked mode work well. This means you can craft and play scenarios where players can’t touch the ground, or they must collect 100 coins, adding a fun layer of challenge and puzzle-solving I enjoyed. You also have tools to create more vertical levels and unique clear conditions, which leads to some of my favorite levels. Other big additions include the long-requested ability to incorporate slopes, which are a lot of fun. It is used to create high-speed (and incredibly entertaining) platforming challenges. The Koopa Troopa Car is entirely new to Mario in general, and locks the player into a very fast auto-run. Not being able to swap templates as easily is disappointing, but the new tools exclusive to 3D World are worth the technical limitation. You can swap between the old templates in a snap without changing the design of your levels, but changing to or from 3D World resets everything. The 3D World template is the only new visual style at your disposal, and it doesn’t mesh seamlessly with the other templates (Super Mario Bros., 3, World, and NSMBU).
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