When Super Mario Maker for Nintendo 3DS was revealed recently in a Nintendo Direct, it wasn't necessarily surprising. Nintendo has seen some top notch titles achieve only modest sales on Wii U, and where possible is clearly looking to get stronger results through the larger userbase of the 3DS. This, along with Poochy & Yoshi's Woolly World, is a second chance for titles deserving of a wider audience.
Yet bringing Super Mario Maker to 3DS, including standard models of the hardware, may not have been easy; we suspect that's the case in light of cut corners and small disappointments to be found. That's a pity, as there's a lot worthy of praise here, but it's a very different experience in some ways; let's break it down.
First of all, let's recap what's missing in the portable entry. Despite searching high and low in the software we can't find amiibo support, so a brief web listing on Nintendo's official website appears to have been in error. The big thing missing is online sharing, of course - levels you create can only be shared locally. As Nintendo's marketing has made clear, there will be 'millions' of courses available to play through Course World (through Recommended Courses and 100 Mario Challenge), but unlike the Wii U version custom searches will be out. This mode is locked down (requiring a software update) at the time of publication of this preview, but will hopefully open up before review time.
The longest lasting joy of the original Super Mario Maker was in the sharing of courses, and also the ability for communities to get organised and share course IDs, in some cases even creating 'full games' and sharing them as playlists. The absence of this aspect is telling, and we suspect many won't get much out of local sharing (or StreetPass) - not as intuitively and compulsively as with the online option via Wii U, in any case. These are important points to make, but there's enough here to still make this portable iteration worthwhile, especially if you treat it as a quirky Mario platformer with a neat creation tool included. In other words, flipping the priorities from the Wii U version make this cut-size version a treat.
We're limited in what we're allowed to share, but what we will say is that the new 'Super Mario Challenge' mode is a key inclusion here, and helps justify a potential purchase. It serves two purposes - unlocking additional items and resources in the creation tool, and providing a decent-length 2D Mario adventure. That latter part has a number of provisos, but considering the over-saturation and near apathy that some had towards New Super Mario Bros. 2, that's not necessarily a bad thing.
This challenge mode comprises of a surprisingly high number of levels, all hand-picked and created by Nintendo; some eager players of the original may recognise a handful of them. Each World, when completed, unlocks new items, and game hosts Mashiko and Yamamura (the customer services lady and pigeon) pop up with little conversations to help explain what freshly unlocked items do and how they work. In that respect each World is there to introduce elements and educate players, but Mario veterans can simply treat them as challenges to conquer. Each stage also has two medals to earn, some of which are particularly fiendish, and unlocked levels can be replayed at any time.
Pleasingly, this Challenge mode is structured rather like a conventional entry in the series. You accumulate lives as normal, and there's a 'Boss' stage at the end of each World. What makes it rather fun, especially for those that have seen it all before with 2D Mario, is that the levels embrace the quirkiness of Mario Maker. The linearity and 'flow' of normal entries is replaced by themed stages, tricky puzzles and features that have only emerged through the game's creative tool-set. Though the levels are structured in this way, the vast majority are still nicely designed and smart, with only a few striking us as gimmicky and misplaced so far.
Naturally, they hop around in style, too, through all four templates - Super Mario Bros., Super Mario Bros. 3, Super Mario World and New Super Mario Bros. U. Frankly, if Nintendo's next full 2D Mario title nicked the Sonic Generations concept and utilised cross-gen styles within a cohesive package, we wouldn't complain. Super Mario Challenge doesn't offer that same structured brilliance, but it's a mode that's enjoyable; in this preview phase it's where we've spent most of our time.
Moving onto the creation tool, it's functionally the same as on Wii U, with the same layout and user interface. Pleasingly there's plenty of content available right from the start; without doing anything we counted 32 course elements and 14 sounds, along with all four templates, all six environments and options such as auto-scrolling and time limits. The only feature that seems to be completely absent (so far, in any case) is the ability to record sounds. Having the bulk of features available right away – with just some elements to unlock in the Mario Challenge mode – is a good change from the sometimes tedious waits in the original.
Another good addition, meanwhile, are ten lessons with Mashiko and Yamamura; each consists of a Basic and Advanced part. The Basic section introduces specific features, and tasks you with placing them in a stage as instructed. Advanced, on the other hand, initially asks you to clear a stage, before breaking it down screen by screen to explain how it was constructed and the design principles at play. The tone reminds us, a little poignantly perhaps, of the conversations in some of the Iwata Asks interviews, gently explaining why careful level design is important for the player's enjoyment. Having experienced the wilds of user uploads on Wii U, it strikes us that these lessons would have been welcome in the original.
Overall, then, we're pleased - so far - at the content on offer. The transition to 3DS, on a performance level, has also been solid; in Super Mario Challenge we haven't come across any notable problems or significant framerate dips. A few disappointments are to be found, however. As previously confirmed there's no 3D support, an exclusion that points to Nintendo perhaps trying to keep the porting process as simple as possible. Oddly, too, gameplay on the top screen has a black border all around, indicating issues nailing down the emulation to the correct resolution and ratio. It's not a significant border, but it's noticeable; also of note, although the New Super Mario Bros. U template looks reasonable, it's slightly scruffy. We fired up New Super Mario Bros. 2 just to see the difference, and the game designed ground-up for the portable looked notably better than the squished down Wii U engine.
Those complaints aside, the user interface, audio and so on are generally charming and effective. As a 3DS version of a true Wii U gem this title delivers some solid hits, though some of its misses undoubtedly take away a little sheen.
At this preview stage, though, we're rather glad that Nintendo decided to bring Super Mario Maker to the 3DS. Its unique blend of nostalgia, familiarity and anarchy is hard to resist.
Comments 27
I'm pretty stoked for this game myself. I still play the Wii U version a fair amount yet and it will be fun to play it on the go. The Streetpass way of sharing levels is a bit limiting but with a computer and a little know how, you can Streetpass people from the comfort of your own home. Which is what I do, cause sadly not many people have a 3ds in my city it seems.
My main reason for wanting this game is to have lots of Mario levels to play through so it sounds like this is must buy for me. I am sure that my kids will have fun with the level editor, but I will probably not use it much.
Captain toad treasure tracker would be an awesome port to 3ds from wiiu
My main complaint with the Wii U version was the lack of a campaign mode. Playing through auto-levels and stupid, random levels got really old.
Since this has a campaign mode, I might consider it.
Hmmm... looks good. May consider.
Have this on wii u but my boy is forcing me to get this for him.
this would have been so much better if they had just removed the NSMBU theme and added NSMB2. it would take some more work but it would leave the Wii U with an exclusive theme and the 3DS with another, better looking, one.
or maybe even in top of that also add a Super Mario Land 2 theme. with the green and black game boy colors, I personally would love that.
Well I am happy that 3ds only users get to have this great game but I'll stick with the definitive version unless Nintendo adds some exclusive features.
I'm most interested to hear if you can download significant numbers of courses from the online mode to take with you on the go. If I can download 100-200 levels this is a definite buy (I'm not always around the internet with the 3DS. By having this function I can effectively have an entirely new 100 course Mario game with me whenever I go somewhere which is pretty amazing. I'm looking forward to hearing more about this game!
@B238ben I'll be sure to check how many it lets you download when the feature is turned on
Wow! they even had posters advertising this on the London Underground!
I'm very excited for a near-limitless number of SMB3 style levels to play, anything on top of that is just gravy.
I'm definitely getting this. My country really sucks - the Wii U is nowhere to be found (or extremely expensive), and I barely got a 3DS.
I really like all kinds of level-making games, so this is like a treat to me. I don't really care about sharing because I'm going to make games only for myself, and if it has tons of checked levels, I don't need a million of levels where over half of them suck.
To be honest, this is my most anticipated game. Yes, it's even above Sun & Moon.
Thanks, Thomas, for this great summary.
@cfgk24 Crikey! And that's a genuine crikey, I'm glad to hear it
@Toadsfriend Hey, that's my line!
I'm getting this because my kids want this and so do I. I don't really use my Wii U all that much. My 3DS is my go to for playing games so this game being ported to the 3DS works for me.
@ThomasBW84 Thank you!
If it connected the 3ds to the to make up the fact that the 3ds by itself cant upload courses online then I would've brought it in a heartbeat nevertheless, the preview sound promising.
I know a lot of people have had a different experience with uploading courses, but for me it's hard to say it's the worst feature to have to lose for this version. Not being able to upload means no firing up the game to find out another level you were happy with got deleted.
The level dumping tactics became enough of a steady bummer that it started spoiling the enjoyment of making them a little, so taking that out of the equation doesn't really ruin the game for me.
@gizmoto It will be yes.
@Raien Really? That's a shame. Well, I'm gonna get it either way.
It will be a slight pain to make levels on a small screen, but I still think it'll end up just as fine on the smaller Old and New 3DS screens. Playing through the stages... Well, you got NSMB2 on the 3DS and it works just fine, so I don't think there will be any kind of problem concerning that.
@ThomasBW84 I know! Why didn't I take picture of it last night with my phone!? lol. . .
This game comes out 5 days before Mario iOS... it's a good business strategy to entice smartphone gamers to buy 3DS if they want the real deal.
@Toadsfriend I have to agree, I played it through 100 completion, I hope the series continues as it was one of the best games to grace the Wii U!
I'm going to be getting this game, though I am a little worried about the frame rate.
Maybe @ThomasBW84 could ease my concerns? I've seen parts of the trailer where it looks like the game's FPS slows down quite a bit. Have you noticed this being an issue?
Also, are there any enhancements for New 3DS players? Does the C-Stick do anything? ZL/ZR? Framerate? If anyone knows the answers I'd be grateful.
@Moon I've been playing on a New 3DS. In terms of framerate issues, I haven't really encountered any worth noting yet. BUT, once it gets into user created stages maybe the more chaotic scenes will be different. In the core Mario Challenge mode, however, performance has been fine. I may make my own crazy stage with too much on screen to see how much it takes to break the framerate, in good time for the review at least.
I haven't tried the ZL/ZR buttons, will have to! C-Stick might move the camera in creation mode, but I need to check.
@ThomasBW84 I appreciate your reply. I'll be using New 3DS too, I'm just hoping that they've used an old 3DS for recording their trailer and that the game performs better on the New models.
It would be interesting to know if the extra buttons do anything, but I don't remember the equivalent buttons doing much on the Wii U version.
If you could do some further investigating on these points, I'd be glad to know the results! I can wait for the review, though Thanks again.
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...