Summary of “Mario Maker II is a whole language.”

It’s the latest in a long line of creativity tools from the Mario multiverse, dating back all the way to Mario Paint for the Super NES. In Super Mario Maker 2, as in original Super Mario Maker for the Wii U, players create and share their own levels based off classic Mario games.
Released on June 28, Mario Maker 2 has now gives players new ways to make levels in the style of classic Mario titles.
Mario Maker always prominently featured a list of the most popular user-made levels, but a new addition to Mario Maker 2, tags, help narrow things down to the types of levels an individual wants to play.
Another tag is for music levels, which are similarly easy and visually busy, but instead of moving Mario through dangers, there’s a space to walk serenely along the bottom of the screen while the level puts on a music-accompanied show for the ears and eyes.
As you gain experience in Mario Maker, it becomes easier to tell at a glance a good level from the many terrible ones that exist.
Poorly created levels tend to use less of the screen-having Mario move in either the bottom or middle third with the remaining space unused.
Whether you’re watching an auto-Mario play itself or attempting a crazy-hard Kaizo level, the most exciting thing about the language of Mario Maker 2’s makers is that the creator’s actual language doesn’t seem to matter at all.
Unlike any other multiplayer, creative, or collaborative game I can think of, there’s no point in a Mario level when you’re called upon to read or converse in the language the level creator speaks.

The orginal article.