This will come as little surprise, but we here at Nintendo Life really quite liked Super Mario Maker. An outstanding game and one of only a small handful to truly make use of the Wii U GamePad, we spent countless hours tinkering with levels, running the 8-bit mushroom courses as-and-when they came out and playing the best user-created levels. We even recreated several of our favourites from the original games, switching palettes to see how they’d look if they’d been created for a different game in the series.
We’re not going to dig out our Wii U to check our exact playtime, but Mario Maker was one of those rarefied games to hit a triple-figure hour count (ah, how we miss the comprehensive breakdown of our playtime in the Activity Log). It had so much to offer and sucked away hours so rapidly that the game seemed to bat away our criticisms and nitpicks when they cropped up. While no game is perfect, Nintendo EAD absolutely nailed the level editor interface, striking the perfect balance between functionality, intuitiveness and playfulness. Channelling the same spirit behind Mario Paint, its depth was revealed through doing; tapping those icons and experimenting rather than reading reams of text. By not revealing every secret in a pop-up tip box, Nintendo fostered a sort of online “Have you tried X?” playground hearsay we all remember from the good old days.
With the meat of the game – the editor – being so comprehensive and user friendly, faults could be forgiven or forgotten as you tinkered, but they certainly existed. Some of these issues were addressed over time with patches. Course elements, for example, were slow to unlock, especially for seasoned veterans who wished to start constructing fiendish gauntlets from the get-go. Other missing elements were patched in, although there would be some we’d have to wait for the sequel to get our hands on – more on that later.
Given Nintendo’s patchy history with online endeavours, it should have come as no surprise that Mario Maker faltered in that area, too. The general system for building and sharing courses was installed from the beginning, although features arrived to streamline the experience – being able to bookmark courses via the Super Mario Maker Bookmark website made finding friends’ courses easier, as well as sharing your own masterpieces on social media. Nintendo’s policy for removing courses was a little vague to begin with, too, and players found that their uploaded levels would suddenly disappear without warning or reason. A patch was eventually added that provided an explanation when a course was deleted from the server, with ‘unpopularity’ being one of the possibilities, although this always felt a little stingy. While it encouraged us to up our game, some poor little five-year-old being notified that Nintendo had binned their first ever attempt at a course because no-one played it seemed a bit cruel, no?
Another frustration for players was the inability to create proper ‘worlds’ and share them online. Every level was a one-shot – an excellent way to showcase your construction skills, but we wanted a broader palette; we wanted to show we could make a proper ‘game’. It seems to us that the best worlds in 2D Mario games, just as with great compilation mixtapes (or playlists for those born in the 21st century), follow many subtle rules to get that pacing, that ebb and flow just right. They have to start off with an explosive opener, then take it up a notch before cooling off with an underwater or underground level before the classic gauntlet and boss encounter. Or maybe we could subvert expectations – break all the rules to come up with something fresh!
We were eager to show off everything we’d learned from a lifetime of playing Mario in two dimensions, whether or not we could get anywhere near the same beautiful flow of the originals. Indeed, the results were immaterial; it was something we were desperate to try and share, and that wasn’t an option in the original game.
That’s one of our biggest hopes for Super Mario Maker 2 - to be the ultimate mixtape machine. As brilliant was the original version was, we inevitably ran out of tracks to remix, so the fact that the Switch entry is a sequel and not simply a ‘Deluxe’ upgrade is incredibly exciting. Slopes are, of course, easy to fixate on because their absence in the original stood out like a sore thumb. We had little problem replicating world 1-1 from Super Mario Bros. 3, our absolute favourite 2D Mario game (at this precise moment), but the very next level was beyond the scope of the editor.
Arguably, it wasn’t until you went back and played the actual game (or Super Mario World, or New Super Mario Bros. U) that you realised quite how much was missing. Butt-sliding down slopes to was an integral part of those games from the very initial stages, adding a flavour and burst of pace to the games that you simply couldn’t emulate in Wii U Mario Maker. Players for whom the ‘New’ games were their introduction to Mario probably felt the lack of inclines even more keenly.
Now, all this talk of replicating classic courses might sound like we’re suffering from a dearth of imagination and simply trying to rebuild past games wholesale in Mario Maker, but the ability to duplicate 1-2 isn’t really the point. Arguably Mario Maker’s greatest triumph was revealing the secrets of great game design to the layman; how the tool gave you the means to create your own levels and then forced you to work out the kinks. Our first efforts were predictably pitiful, and we inevitably looked back to the real 1-1s and gained a greater understanding of the design behind the classics - how to instruct the player, to demonstrate and escalate. Yes, we spent a good amount of time creating zany one-off levels filled with towers of goombas and rivers of mushrooms, but some of our most rewarding time with the game was spent fashioning our very own Super Mario Bros. 3 level pack – a group of courses with peaks and lulls like great albums or, indeed, great Mario games.
Imitation might be the sincerest form of flattery, but it’s also the initial step to understanding how something works, the first stepping stone on the way to putting your own spin on something. Sonic Mania is a recent example of a platformer with many levels that begin as carbon copies of original classics before branching out, blending sections from other acts and spiralling into completely new takes on those zones. It’s this ability to remix original elements with our own ideas that makes Mario Maker such a tantalising proposition, and a fully expanded palette that includes all the tools from the original games is essential to empowering players.
The inclusion of the slopes will simply enable us to expand our horizons that much more; to play with pacing and once again look back on the original games with a new critical eye. Getting to the flagpole is all well and good, but having fun as you do so was the primary goal of the original developers. There’s still so much left to be revealed and we’ve already discussed potential features we’d like to see, but the thing we’re really excited about is the opportunity Super Mario Maker 2 will give us to appreciate and revisit those old classics from a new perspective. We can’t wait to see how the long-gone Miiverse integration translates into the Switch sequel, either (and you can check out the lovely Alex's video for his thoughts on that particular topic, plus an alternative idea for sharing your masterpieces via a certain much-maligned app). Mario Maker 2 is an opportunity to get everything perfect – to make an Awesome Mario Mix Vol. 2 – and we can’t wait for June.
We’re a little giddy at the thought of Mario Maker on Switch, and there's not too long to wait. Did the first one click with you or did you bounce off it? Share your experiences and hopes for the sequel below.
Comments (57)
I just want a music maker a la Mario Paint. I loved that game so much.
I wasn't interested in this game since I have the Wii U version, but perhaps I'll end up getting it.
I would be sold if they had a multiplayer option to play with 3 friends.
Does this add Super Mario 2 (Super Mario USA, Doki Doki Panic) theme? I have been DYING for another game like that since it came out for crying out loud!
I'm not particularly bothered about being able to make worlds of levels! I mean, that kills the immediacy of the game I fear. If folk want worlds, then I think I would prefer the game to generate a world for a collection of different user's levels (akin to the 20 level challenge).
I loved the first and looking forward to the second.
The problem with world editors would be to balance the difficulty of the levels just right, so it doesn't peak too early. That besides, there'd need to be certain rules in place that some may feel would restrict their creativity, but would be for the overall benefit of those who choose to play them.
I would like to see a song selection option, so that you could choose which song would play for each course. Have underwater music in SMB 1-1? Of course! Cloud music for underground? Why not! And so on...
Deffinately interested in this. I much prefer the classic side scrolling Mario over the 3D ones.
A music maker would make this be everywhere with meme covers online, which advertises the game well. I hope this is the case, but I would imagine mario maker is extra hard to code compared to other mario games, and maybe they wont be able to fit enough storage to include it. Just a theory, I know nothing about inner switch tech
@akennelley1 it would be good and I'd love to see it. The turnip-pulling may need to be removed for the sake of the other themes. Not sure about copyright since I don't know much about the original Doki Doki Panic, but whatever they could include I think would be good. Imagine using Birdo as a new boss option, or even Mouser!
I wonder if 1GB of data is in the game card and we must download the other 5GB from the eShop.
Doubt it. Nintendo is pretty stellar in comparison to some... cheap businesses.
As someone who spent days creating in LBP, I'm really looking forward to finally playing SMMaker
I think this game's concept is truly amazing, but I'd rather play levels than create them. I would buy this game if it was on 50 per cent off, so who knows? I am glad for everyone else though.
@LavaTwilight Super Mario Bros 2 (and doki doki panic) is owned and copyrighted by Nintendo.
Thats why they have used shy guys, birdo, pokey, etc, etc in later games.
I just hope this time there’s a way to flag self-playing levels so I can avoid them. It seemed like 99% of online levels in Mario Maker were auto-playing. It’s undoubtedly a very impressive feat of level design but I want to play Mario, not watch it play itself.
I hope we’ll get drop fed new information about the game soon. Nintendo could write tweets, revealing or writing something on a new feature
I doubt it. It would be cool, but as I recall, this is to make "gimmick" levels; you really can't make quality levels like in the core games and expect it to be popular.
I think it will be like that, and the same will happen as it did with the first one.
Maybe it's a great opportunity for people who want more that they realize it is possible to edit the original games via ROM-Hacking :> (which sadly, the user base is diminishing. It's been a while since I played a great ROM hack from the core mario games)
I hope we get more space to create. I want to create a vertical level so bad. I had to use pipes to simulate going higher and higher, but it still takes the element out of what I was trying to accomplish.
Even if it means shortening the grid to make the vertical ability happen, I’m okay with it.
June can’t come soon enough.
The concept of mario maker is more revolutionary than most people outside of gaming will realise.
In looking forward to infinite mario worlds and crafting them. Even better than before.
If they'd really add the possibility of an overworld, we'd have perfection within our grasps.
Great commentary, thanks! I'd love to be able to create a series of levels that have an overworld. I'd also love to play a series of levels that are connected like that that were created by others. I also LOVE Mario Paint and would find it incredibly exciting if it's tools we're incorporated into Mario Maker 2. If people can create music it could make for really fun and interesting levels. Also, I really was blown away by the psychedelic visual distortion in Mario Maker where the screen goes all zigzag. More varieties of that would be sweet! I want lots of Eat Fuzzy, Get Dizzy in Mario Maker 2! I'd also like it if the different visual distortions distort the music and sound effects in different ways. I want to create and play these crazy hill sliding psychedelic levels with user created music and sound effects!!
Holy crap I can't wait for this game! I'm going to play Mario Maker now!
@60frames-please I mean, you can use note blocks and enemies to create music levels, though I am pretty sure that is not what you mean. However, it would be cool to use a music-making interface to create custom music for your levels. That would be pretty epic. Unless that is what you mean.
@spirit_flame
This caught me off guard, I bought my Switch with Mario Odysee and yet the only Mario I typically want to play is Super Mario U Since I picked it up. For me that game is just more fun to sit and play as I work in zoning out and forgetting my day.
I miss creating levels(and then playing them) on my wii U and then finally posting them in miiverse -plz bring back miiverse😢
I was very young when Super Mario Bros first came out. Having slopes in SMB 3 was a huge factor in showing how much the game had evolved compared to the original. I really hope putting slopes is a feature. I really enjoy sliding down a slope and taking out bad guys in the process.
@MattFox I was thinking about this for Mario Maker and other games that let you create levels. Sell a level-player separately from the creation tools. Or if the online subscription is used, offer the level-player as part of the subscription service.
@Tandy255 Oh yeh, I agree with you 100 per cent. I'd buy a 20 Dollar "Play Only Super Mario Maker" day one. But I think that's a pipe dream..
@MattFox I think they would reach a wider audience.
Having said that, I was surprised how much fun I had designing my own levels with the Wii U version. I am all in for Mario Maker 2.
@Tandy255 I get you. I also think I'd have fun designing levels, but because of the price, I have other games I'd like to buy before, such as New Super Mario Bros, Yoshi, Mario Tennis, Super Smash Bros( There are only so many 60 dollars games I can buy per month lol )
This game will be a day 1 for me. I certainly hope they add as many features as they can.
@spirit_flame
Funny how that works.
My friend and I are polar opposites with Mario. He's a retro purist and I'm more interested in seeing it evolve. Mario 64 was it for me. Once I was shown a 3rd dimension, there was no going back.
I would absolutely love to see this series evolve into 3 dimensions as well. I'd never want to see it cannibalize or replace the 2d version but a separate spin off would be welcomed.
@BulkSlash
I agree that automatic levels were kind of annoying. I think that so many people made them because they seemed to rake in stars. My son went through a phase where all he made was automatic levels, and even the simple uninspired ones seemed to get more stars than some of my more thought out levels. I especially worked hard on a level where you had to ride on buzzy shells and dodge stuff. It was difficult but not unfairly difficult, and I added as much character to the level as I could. It lasted maybe a couple of weeks before it was taken down.
I wish I could alter it, maybe change some things to make it easier and put it back up but alas.
Now my son is making troll levels...
I have so many ideas of what to make for this but i am pretty bad at making stuff, although a few people played my flappy bird level on wii u. I think i even saw a little video of it on you tube flappy bird levels. Thinking of trying a pac man themed level and trying to remake classic levels from super mario world but with 3d world or new super mario bros u graphics. As i say i got a lot of ideas but if most or all of them don't work out the way i planned at least i have my flappy bird level.
@Plexagon Yeah, a separate music creation thing like Mario Paint for SNES so you don't have to make music with level elements. Even if it was as simple as Animal Crossing where you can change the town tune that would be great.
This is very exciting. All the new features are going to be great, but, the best part is the Switch's huge player base; I can't wait to see all the amazing content that people are going to come up with.
@MattFox There's no reason to make anything, all I do is play, and I've spent thousands of hours playing countless great levels, but, I'm a fan of 2d Mario games, I can see not wanting it if that's not your thing. Anyway, I wouldn't expect it to hit 50% off until the servers are shut down. That's going to be a huge evergreen title for the life of the Switch, I can't imagine they'll have any reason to sell it at a discount.
@BulkSlash It CERTAINLY DID NOT seem like 99% of online levels in Mario Maker were auto-playing. Not even 9%. As a matter of fact, not even 0,99%.
@BulkSlash It’s actually not impressive at all. The original Mario Maker had a fantastic little feature that tracked the last few movements of Mario through the previous play-test session, so auto-level creators only had to match interactive objects to that line. It’s got to be the laziest excuse for a level design ever, and it completely takes the agency away from the player with all the random crap in the way. Yes, there were a precious few that actually did something remarkable with the concept, but 99% of the auto-levels were utter ass. I flipping hate them, ...can you tell?
@Cosats /sarcasm
@60frames-please Considering how open Smash’s music system was, I would hope they had something similar planned for Mario Maker 2: especially since Mario Paint had focused so much on that music editor, so it’s definitely a part of the series’ legacy to mess with tunage.
@bones Keep at it
@technotreegrass Slopes are already confirmed as being present in Mario Maker 2
@60frames-please I never stopped playing it; I always have new ideas and now I can design them on the go with the 3DS version.
It’s a perfect thing to mess with on a work break
@Kwehst If there’s no vertical level capability this time, the reveal video makes no sense: after the slopes, it focuses heavily on how the camera can move up now and shows new enemies that push Mario towards thd top of the screen. I’d be very, very surprised if they were just trolling us by focusing on that content
@PrettyPatrick I’m dying to know more, too
@Itzdmo Yeah, I always found 2D Mario more charming. The N64 version was good though. Odesey I sold. Having MK8, I thought a lot of the graphics and design sub par.
@Dilated Exactly my thoughts! I'm a sucker for anything creative and can see myself spend days just creating.
@Antraxx777 Yeah, I'll buy every version of Mario Maker they release. I love the Wii U and 3DS games!
If the object of Mario Maker was to allow the users to recreate every single Mario stage ever, then not only would they have a long, long, LONG, way to go yet, before that was achieved, but as a goal it is also the complete absense of creativity.
I NEED THIS GAME NOW
Really looking forward to this one.
I'll be honest on the Wii U Version rather than creating my own levels I simply enjoyed playing other people's creative ideas.
I liked the 10 level challenge as it was different every time you played and obviously never quite knew what you were going to get.
I'll have to have a go of the creation tools this time though
I like the idea of tagging courses with Autowin, Autoscroll, Music Stage, One-Screen Puzzle, Speedrun, Troll Level, Hot Garbage, etc. and I don't mean any of it in a negative way. There are people who actively look out for special stages and tagging them would make it easier to find (or avoid) them.
@Antraxx777 that’s a very good point. I’d be very surprised with all that was shown during the reveal if we don’t have the capability to make levels more vertical.
Isn't about time they upgraded the release info to an actual date instead of just "June"? Those vague details leave too much room for unpleasant surprises. I seem to remember SMM had a date by two months ahead.
I can see how it might still be considered too complex to offer an actual world map editor, but how about at least a more intelligent system that leads you to more from the same creator of a level you just played? Or even a way for the creator to embed a link of some kind to the next level of a sequence? Instead of the highly randomized "you might like" scroll along the bottom in SMM.
I, too, hope for an SMB2 theme, though it seems unlikely. Either way, still f'in pumped.
In all honesty, whether or not this allows us to create our own world will determine if I buy it or not. If Wargroove could let us create our own campaigns, there's no reason a first party Nintendo game can't do the same.
"Let’s just take a moment to imagine a Christian Whitehead-helmed Super Sonic Maker… oh dear, we appear to have had a trouser accident."
"trouser accident"?
Great details It reminds me of the old days..
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