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Mario Typing Guide

Mario Teaches Typing 2 teaches touch typing through four levels that move from single letters to full-speed sentences, with a placement test at the start to decide where each learner begins. The edutainment title was developed by Brainstorm and published by Interplay Productions under license from Nintendo for Windows and Mac, with a recommended age of 6 and up.

The Story Behind the Lessons

The lessons are wrapped in a light story told through cutscenes. Mario and Luigi find a magical typewriter that can help them stop Bowser, but Mario is not a good typist, and the typewriter has been broken into pieces. The brothers set out to recover every piece and improve Mario’s typing along the way. Progressing through lessons moves the story forward, which gives young learners a reason to keep practicing.

The title is a sequel to the original Mario Teaches Typing and reworks sections from the CD-ROM edition of that first game. It is also the last Mario edutainment title released.

The Four Levels

Practice is divided into four stages of rising difficulty. Each one focuses on a different skill:

Level What it trains
Mario’s Smash and Dash Single letters for beginners, one key at a time
Mario’s Wet World Challenge Typing complete words
Mario’s Tunnel of Doom Typing complete sentences
Mario’s Expert Express Speed typing, fast enough to save Mario from danger

The structure follows the natural path of learning to type. Finger positions come first, then common words, then whole sentences, and finally speed under pressure.

Signing In and the Placement Test

New users sign in and choose how to begin. There are three options:

  1. Placement test – a timed typing exercise that measures speed and accuracy.
  2. Step-by-step lessons – a guided sequence from the very first keys.
  3. Direct level selection – picking the level that feels right.

The placement test is the most reliable choice for learners who already know some keys, because it avoids wasting time on lessons that are too easy. Complete beginners are better served by the step-by-step path.

Accuracy matters more than speed in the early levels. A child who types slowly but correctly progresses faster in the long run than one who rushes and keeps correcting mistakes.

Learning Aids on Screen

Several aids help beginners find the right keys. Lessons use color-coded keys and an on-screen keyboard reference, so learners can check finger placement without looking down at the real keyboard. Difficulty can be adjusted, and the more advanced lessons push players to type without checking the keys at all.

Tools for Parents and Teachers

Behind the cheerful presentation sit customization tools for adults. Playing time can be set by a teacher or parent, from about a minute to over an hour. Lesson texts can even be edited: a marker in the text file tells the program where a lesson may begin, and tests pick from these points at random.

Progress reports break down accuracy, speed and areas that need work. Learners can also earn certificates for their achievements, which turns practice into a goal-oriented experience shared between child and adult.

What Reviewers Said

Reception was mixed but generally positive about its purpose. All Game Guide rated it 3 out of 5 and found it better suited to children than adults. SuperKids reviewers noted that parents sometimes found the game action distracting, while kids felt the same about the drills, yet they agreed that a child who likes Mario-style games would learn to type with it. Macworld was more critical of the gameplay and graphics.

Getting the Best Results

Short, regular sessions work better than occasional long ones. These habits help young typists:

  • Sit up straight with fingers resting on the home row.
  • Repeat a level until accuracy is high before moving on.
  • Use the progress report to pick which letters need extra practice.
  • Celebrate each certificate to keep motivation up.

Mario Teaches Typing 2 FAQ

What age is the game made for?

The recommended age is 6 and up. Reviewers found it better suited to children than to adults, who may prefer a plainer typing program.

Who appears in the story?

Mario and Luigi lead the story, with Bowser as the villain. The cutscenes follow the brothers as they gather the pieces of the magical typewriter.

Can the lesson texts be changed?

Yes. The lesson texts are editable, and markers inside them set the points where a lesson can begin, which tests then choose at random.

For another classic Mario-era platform experience with a different hero, see the Sonic Adventure 2 Guide. Learners who enjoy hands-on science can move on to the Universe Sandbox 2 Guide.

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