Although Nintendo seems to have largely forgotten about it, Super Mario Maker 2 still has its fans. Indeed, so it should; it's a remarkably accessible creative tool for users to turn the Mario levels of their dreams into a reality with an incredibly intuitive UI and toolkit that built on the foundation of the remarkable Wii U original.
As we reported recently, one creator by the name of Metroid Mike 64 has taken the core concept of Super Mario Maker 2 and gone to the very extreme, crafting what is effectively a full Mario campaign complete with 40 courses spread across eight worlds.
Describing the gameplay as "all classic Mario", Metroid Mike 64 strove to create what he felt would be an authentically "Nintendo" campaign, going so far as to unofficially label it 'Super Mario Bros. 5'. If you want to play it for yourself, just go ahead and copy the ID code from the below Twitter embed (you'll need a copy of Super Mario Maker 2, of course!):
Note. That first alphanumeric is a zero — 0G9-XN4-FNF
We've been playing through Metroid Mike 64's creation over the past few days and have been having an absolute blast with it. It's clear that the approach here was to pay homage to the classic 2D Mario titles from the '80s and '90s, including themed worlds, bonus levels, branching pathways, and more. The levels feel both sprawling yet intricately curated, with traps, items, and enemies perfectly placed to ensure that the gameplay flows at a great pace yet also provides significant challenge as you progress.
We recently spoke to Metroid Mike 64 to get some insight into the creation of this 'Super Mario Bros. 5'. We found out what difficulties he came across during the seven-year project, how he's found the user feedback so far, and whether he thinks Nintendo will ever create another "traditional" 2D Mario title again.
Below that, we also highlight four of our favourite levels from the game so far and get a bit of insight into the creation of each one...
Nintendo Life: Upon unveiling your creation, you mentioned that the work started back in 2015. What inspired you to create what is effectively an entire 2D Mario campaign?
Metroid Mike 64: I always wanted to create a Mario game since I was a little kid. I used to doodle courses in a notebook at school. When Super Mario Maker was released, it was a dream come true. I began creating courses with the intention that they would be part of a much larger game. But it really wasn’t until the world creator update released on Super Mario Maker 2 that my dream could finally become reality.
The majority of the game was created from the Super Mario World template with some Super Mario Bros. 3 sprinkled in for good measure. It also seems you actively avoided the New Super Mario Bros. U aesthetic. What was the reason behind this particular approach?
I avoid the newer New Super Mario Bros. U and Super Mario 3D World styles because I love the SNES/NES era too much. The Super Mario World & Super Mario Bros. 3 styles are just too nostalgic for me. I wanted the game to have the same feel as those games.
What was the most difficult aspect of this project? How did you overcome it?
The most difficult aspect of this project was to just let go and publish the darn thing already! I was trying to perfect each course, tinkering and playtesting constantly. My Super World was ready a couple of months ago but I felt like I needed to refine it further. It felt like the process would never end.
With Nintendo seemingly putting much of its focus on 3D Mario games of late, do you think there's an opportunity for another traditional 2D Mario game, and do you think NIntendo will ever make one again?
Yes. I believe Nintendo will make a new 2D Mario game some day, maybe as soon as next year along side the Mario movie (fingers crossed). New Super Mario Bros. U was excellent. I believe if the style of that game was switched to a more retro pixel style like Super Mario World, it would’ve been remembered more fondly.
'Super Mario Bros. 5' has gotten a lot of attention since you shared it on Twitter. How has it felt being able to finally share 7 years' worth of work with the world?
Metroid Mike 64: It feels great to finally get this project done and focus on other games. Sometimes I felt trapped, like if I stopped creating and would play another game, I may lose interest and shelve Super Mario Maker 2 for months. This year I focused on getting it done and completely avoided other games altogether. The response has been overwhelming. I may have to go back in and update some of the courses!
World 1 - Galoomba Gardens
Galoomba Gardens is the very first level you'll come across in the game. It serves as a great introduction and there's little here that's going to severely test the average gamer.
Having said that, its overall layout and pacing is definitely very different to your typical Mario title. An excellent start!
Here's what Metroid Mike 64 has to say:
"I wanted this course to be your basic level 1-1 while at the same time teach the player about hidden “?” blocks and that different colored pipes can be entered."
World 2 - Beanstalk Expressway
One of the few instances during the game that really flips the standard gameplay on its head, Beanstalk Expressway sees you rocket through the sky with a Power Balloon, dodging huge Bullet Bills along the way while iconic music from Super Mario Galaxy plays in the background.
It's a fun little jaunt that could have easily been overstuffed with enemies, but the restraint shown here makes for a thoughtful change of pace.
Metroid Mike 64, however, thought that some might come to dread this level:
"Originally named Beanstalk & the Balloon, then Beanstalk Bridge, this level eventually became the Expressway. I debated on whether or not to include the Power Balloon segment. Some may like it, others might dread it, so I made sure to make this course skippable so players can still continue with the game."
World 3 - Wendy's Battletank of Doom
The level of creativity shown with the final World 3 level is truly special. It stands as one of the game's boss stages, ending in a showdown with Wendy O. Koopa. The level itself has been designed to depict tanks rolling across the stage, but despite the rather gimmicky aesthetics, moving through the course showcases the exceptional skill required to make it all fit together.
This is a true representation of the "classic Mario" gameplay that made the originals so special. Metroid Mike 64 is also pretty keen on this one:
"This is one of my favorites. It’s an airship course meant to look like a tank, using the conveyer belts as tank treads and moving platforms as the moving ground. Think it came out great and the gameplay is top quality."
World 4 - Hammer Jungle
Hammer Jungle is where the difficulty in 'Super Mario Bros. 5' really starts to ramp up. Blocks hiding Hammer Bros. are scattered throughout and there's a real sense of verticality with the climbable beanstalks.
It also ends in a pretty cool "boss fight", though Metroid Mike 64 has mentioned that a revision of the level may be on the cards, as he believes it disrupts the flow of the game:
"I released this early on the original SMM. The gimmick is that there are hammer brothers hidden within certain blocks. It’s a risk/reward thing so it makes you second guess whether or not to even hit a block. There’s a boss at the end that I feel disrupts the flow of the game. This course was originally meant to be the end course of one of the worlds before the Koopalings were added. This is one of the courses on my list that I will eventually go back a fix up a bit more."
So there you have it! Those are just a small handful of our favourite levels so far, and we're itching to get through the rest of them as soon as we can. Be sure to try out 'Super Mario Bros. 5' if you get a chance; we reckon it's a very solid take on what a new "traditional" 2D Mario title could look like in 2022. Now the ball's in your court, Nintendo... Make the 2D Mario title we're all waiting for, please!
Have you given Metroid Mike 64's course world a shot? What do you make of it? Have you made one of your own? Let us know!
Comments 42
Still working my way through it. 😊
I have to disagree with the comments that New Super Mario Bros U being an excellent game, it wasn’t, more of a rehash of the games before it, it was extremely bland for Mario’s first HD game. Donkey Kong Tropical Freeze put that game to shame. That’s my opinion though
Congratulations on seeing this through. I had the original MM. I could never get into it. Way to hectic for me. It’s like playing a Marvel vs., fighting game. With the tag teaming and crazy combos, I could never get into it. I would play it and think, “I just wanna play a Street Fighter Alpha game, instead!” 😂
I have such a huge backlog of games to play but this is almost enough for me to buy MM2.....i put a ton of time into MM1 on WiiU but i think i just want to play well designed levels, rather than making them...
Super mario maker 2 is probably the best game on the switch, I love this game, the possibilities are endless, I’ve had it for 2 years and it’s still so much fun
@unoclay NSO should get a Mario Maker 2 Player for those that just want to play the levels.
First and foremost, it is impressive and great. So well done to the creator!
However, since they set out to achieve a "Nintendo level of design" I do feel it's acceptable for me to critique a little!
I've played up to the late levels of World 6.
I do feel a bit mean... but I think it's all constructive feedback. I really enjoyed it so far! I just don't think it meets the brief - and a lot of it could do with some tidying up.
I feel a project that lasts 7 years is always going to run into QC challenges. It's clear that the MM2 community at large has influenced design choices/ creativity in levels and just bizarre gameplay elements - steadily over the 7 years i suspect - all of which are great and fun, but all of which don't meet the brief!
I highly recommend people play it. Just manage those "made by Nintendo" expectations!
Only had time for the first world so far but its very close to what you'd expect in an actual Mario game and, when this is being made by a fan, that's unbelievably cool. May as well head off to World 2 now!
@BiscuitCrumbsInMyBed NSMBU to me feels like a game that's great in a vacuum, but crumples compared to the competition. I haven't played it myself (got a bit bored with the series after 2 and SMM2 has all the NSMB I could ever want) but that's my outlook at least.
I really want a Mario Maker 3. I put almost 500 hours into Mario Maker 2.
While the fan made stuff is great, had Nintendo did make an actual Super Mario Bros. 5, Super Mario Land 4, or Super Mario World 3, it wouldn't be an entry with reuse assets. It'll probably be a 2.5D kinda of game with new concepts, new power-ups in addition to the fire flower, super mushroom, star man, and 1up and probably some new gimmicks here and there.
Loads up mm2.
Realizes nintendo online is needed.
Turns off game.
Plays something else.
Looks fun tbh
It sucks. I tried it and have played through worlds 1 and 2. I’m not sure what all the hoopla is about. I do appreciate that some of the design elements are intended to mimic Nintendo’s own Mario level sensibilities, but overall these levels suck bad.
I reached one stage on World 2 where Mario turns into a balloon, and the creator expects you to navigate Mario through open space dodging bullet bills, all while inflated as a balloon. It was an awful experience and not at all representative of how Nintendo designs Mario levels. This complaint generally is easy to see in every stage I’ve played so far. Gimmicky elements with no pretense or clue as to why or how to address them.
tl;dr Better than some levels you’ve played, but overall still just another ghetto wasteland of poorly designed platforming.
@Guitario They almost got you and your $20/year huh? The sad part is if these levels gets too popular Nintendo will eventually delete them with no rhyme or reason just like they did the past few times with other users levels.
I've been playing this and it's been giving me as much joy as a mainstream Mario release. The levels are thoughtfully designed and not overfreighted with evidence of DIY and whimsy, like a lot of Mario Maker levels are (it's not necessarily a bad thing and I appreciate the aesthetic), while occasionally and unpredictably deviating with thrills and wit. (A particularly brilliant Mario shmup stands out.) If you own a copy of Mario Maker 2 and still have a fondness for the heyday of 2D Mario, do yourself a favor and jack into this creation. It's ripping good fun, and as close as Mario will get to having its own Sonic Mania.
I guess I’m confused. Didn’t everyone who owned Mario Maker 1 & 2 create their own “Super Mario Bros. 5?” I know I did. What makes this guy special?
@Dragmire Their creation is special therefore they themselves are special. It's a ton of fun and I think you'd be missing out if you didn't try it.
@Dragmire Cause he told us about it. You should too. It's call promoting your work. If you want the world to know about it, make some noise or someone else will.
This game is amazing…. Until where I’m currently stuck…. Took me 48 lives to take the cannonballs up….. now I gotta jump from occupied platform to occupied platform to occupied platform…. And then idk because this world 8 level is evil (might be the last level actually).
@Serpenterror haha yep. I thought since I bought the game that you could access it without.
@Serpenterror … I guess I thought that was the whole ever-loving point of Mario Maker. Make your own levels. Apparently no one did that, except this guy?? Bizarre.
My latest level added is an Alleyway themed level: Maker ID: LKN-HJG-91G
@BiscuitCrumbsInMyBed I disagree. New Super Mario Bros U is a blast. Amazing level design, full of hidden paths, collectibles gaming modes. The special world and the van gogh levels are simply masterpieces.
If you play the deluxe version on switch, you will get 20+ hours to see everything, it's amazing for a 2D platformer.
Looking forward to trying it out. Nintendo life and Metroid Mike got me to to put this game back in for the first time in over the years! Of course I’m doing all these ninjii or whatever it’s called levels I missed first.
@BiscuitCrumbsInMyBed You speak the truth
I played the first half in one sitting and enjoyed it. Almost all of it has been very easy but the levels are well designed and it's fun to try to find all the secrets. I was amused at how quickly you get from 5 to 99 lives without using any tricks. I feel like a no-death speed-run would be fun. I'll play the second half and I'm looking forward to see if it gets harder, but it's fun either way and there is a definite place for more accessible worlds.
@BiscuitCrumbsInMyBed
Agree 100%. I just recently played NSMBU after not having played it for a couple years (so it should have felt fresh, right?), but I found myself bored after 15 minutes. Then I booted up my SNES mini and began SMW - couldn’t put it down.
@BiscuitCrumbsInMyBed Not only Tropical Freeze, the Wii U has both Rayman Legends and Yoshi's Woolly World which are two more platformers way better than NSMBU. But of course, TF stands above them all.
It's not that great. Very mediocre level design compared to many Mario Maker creators that get zero coverage that this guy got.
My Super World ID H1R-X6F-NRF is better. I 100% grantee it.
Is it sad that I am tempted to buy the game just for this?
To the creator well done sir.
I'm on World 7 and seeing they're based on 3 and World...they're okay.
The constantly long levels and the lack of level structure variety left me bored. 3 and World ways of doing things eclipses over this one.
Short levels/long levels/vertical levels/bonus shortcuts and the ways you discover em/etc. The variety that 3 and world and maybe 1 have makes it beloved. This super world feels a bit factory made.
Though the few Ghost Levels are pretty cool.
Heh, if anything, Mario Maker 2 gotten some attention again. It's never too late to make some super worlds, guys!
@mereel Someone hasn't played the secret levels from Mario World.
@BloodNinja Haha. I see your point, but I’m in my 40’s I tackled those levels over and over as a kid. There’s a difference between an appropriately scaled level of additional difficulty, and just plain broken-ness “gotcha!” difficulty.
Boring! No offence
@mereel Trust me, I agree with you! Just turned 41 and I'm not always looking for insane difficulty; I just don't have time to figure that stuff out. I'd rather be working out LOL
Thank you for taking it in jest.
NINJA APPROVED
@Devann If that video is any indication of the quality you’re bringing to all 55 levels, then you sir are heads and shoulders above the subject of this article, who I assume must be a relative of a staff member at Nintendo Life.
@Devann I have played/liked some of your levels already and I'm having a good time! This situation happens with content creators in general (Indie games, social media, art as examples). It's unfortunate that most content gets buried, I understand the feeling as a fellow Mario Maker 2 level creator.
I believe Metroid Mike 64 got the attention due to having a big enough following on twitter. I started his world and I'm enjoying the level design so far. It's cool to see a traditional level focused world get some recognition!
Sheesh, I haven't played Super Mario Maker 2 in almost three years. Can someone kindly explain how to bookmark this set of courses, so I can revisit it, without having to re-enter the code? And is there a way to turn off comments on the courses?
If anyone would like to try something less traditional. I have Blue platform with a twist world. Y7J-9N2-02H. Dgr superworld, a collection of very short kaizo lite levels designed to ease you into kaizo without having to grind a long level 56X-V1N-6JF. Secret of mana superworld, 40 music levels featuring secret of mana music RSK-M90-H1H. Danger UXB Superworld, throw bombs through pipes to keep them ticking while platforming and defeating unique boss fights GF2-CGQ-STF. Finally there is team fantastik super world, 10 tough levels in a rom hack style. L1C-5PY-VBG
@Devann Hi there Firstly, there are a great many brilliant Mario Maker creations we haven't been able to cover! This one happened to catch our eye when it flared up on social media, and we decided to check it out and reach out to the creator.
As to our not responding to your submission, my apologies. Searching back, I see you contacted us in April 2020. We get a huge number of emails and, unfortunately, we're not able to respond to all of them.
Ehh... I played through it and I'm with some of the other commenters here, it's not that special. The guy has a following so that's why that and the big "7 years in the making" were good marketing enough to catch NintendoLife's attention, but there are definitely more impressive Super Worlds out there that didn't get a fraction of attention that this one did. It's not bad by any means, but it's not even as traditional Mario as it aims to be, some of the levels fail the basic concept of level flow Nintendo applies to most Mario games.
Can we get another Super Mario RPG one of the most under rated games but one of the funnest to play
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