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Super Mario Maker Discussion (Nintendo Wii U) [game]
 
Super Mario Maker on the Wii U
9.1/10 from 22 user ratings

Welcome to the official discussion thread for Super Mario Maker on the Wii U!

To start, please add this game to your log, add it to your collection (if applicable), and (when you are ready) rate it using the link above!

Super Mario Maker is a new title from Nintendo where, for the first time ever, you will be able to create your own levels on your own console. The game released on September 11th, 2015.

Through Nintendo Directs, Nintendo Treehouse videos, and the Super Mario Maker website, there's quite a bit of information out now which is really showcasing how deep the creation tools are.

Four Main Themes To Choose From!
Super Mario Bros., Super Mario Bros. 3, Super Mario World, New Super Mario Bros. U

What's really incredible is the slew of classic objects found inside. When an item wasn't part of a previous or later game theme, Nintendo has taken the time to make new sprites to allow you to always be able to switch on the fly from theme to theme. Some classic objects include, Goombas, Monty Moles, Invisible Blocks, Flagpoles, and so much more!


The man who was alongside Miyamoto all these years with the Super Mario series, Takashi Tezuka, is the producer of this game. Koji Kondo, acclaimed Nintendo-music composer, is again the lead composer of this game. I can't imagine we'll see much, if any, new music but it's great that any new renditions of classic themes will be handled by the father of it all.

I am looking to collect data on Negative World's levels we create so if you post a level in the thread, I would sincerely and greatly appreciate if you filled out this brief survey about it so the submissions will be collected and we can ensure that your levels are played for a long time to come as part of the Negative World collection. To view the levels, simply click on the link above the survey.

Negative World's Super Mario Maker Levels List
(Be sure to add your own levels via the form below!)



Thank you for participating and have fun playing Super Mario Maker!

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05/20/15, 01:41    Edited: 09/12/15, 05:06
 
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@VofEscaflowne

I've had that same problem too. I thought I had a great idea for a level, but as I started making it I felt that it just wasn't coming together like I wanted it to. In situations like that I think it's just best to move on. Maybe you'll be able to reuse some of those ideas in another level.


On another topic, I looked last night and was surprised to see that I've already put over 30 hours into Mario Maker. While I'm sure some of you have played more, this is quite a bit for me, and as a result, September is the month with the most playtime in the history of my Wii U. I generally average around 20-25 hours each month, and this month I'm approaching 40 hours.
09/29/15, 18:36   
Question for you all...

I haven't had much time to play this yet. In fact, I've only made/uploaded one level so far. But, my 5yr old has been going crazy on this game. He loves it. He asked me the other day why we don't see Mario's "ghost". And by ghost, he means the trail of ghost images so you can see exactly where/how far Mario can jump.

Any idea how to toggle this feature on/off?
09/29/15, 18:59   
@cooliocuneo

It's not immediately available so you'll unlock it as you do items after putting more time into it. Once it's available, you'll see a Mario icon next to the "Play" icon at the bottom left corner. Just tap it and you'll activate/deactivate it!
09/29/15, 19:03   
cooliocuneo said:
Question for you all...

I haven't had much time to play this yet. In fact, I've only made/uploaded one level so far. But, my 5yr old has been going crazy on this game. He loves it. He asked me the other day why we don't see Mario's "ghost". And by ghost, he means the trail of ghost images so you can see exactly where/how far Mario can jump.

Any idea how to toggle this feature on/off?

You earn it after a few days of item deliveries (4? 5?). If you have it already, there will be a mario icon on the lower-left part of your screen beside the scroll bar. That toggles it on/off. If you don't have anything there yet, keep playing.
09/29/15, 19:04   
@VofEscaflowne @Cubed777 Thanks guys! I think I have what you're describing. I guess I never thought of pressing that. It's right next to where you toggle between main stage and sub stage, yes?
09/29/15, 19:10   
@cooliocuneo

Yup, that's it.
09/29/15, 19:11   
There we go, finished a level!

Land, Sea and Air

(09F6-0000-007C-FA97)
09/29/15, 20:55   
Spiny Shoot 'Em Up Remix
7B14-0000-007B-B74B

A tougher version of a stage I uploaded that was a little on the easy side (83% completion rate).
I rejigged the enemy placement and reduced the number of power ups.
Should now pose a decent challenge to NW players.
09/30/15, 00:51   
NinSage said:
Zero said:
Just imagine this times like a thousand and also random bugs appear all over the place including ones you thought you already fixed and you will know what game dev is like.

I conquer Nintendo Trivia.
09/30/15, 01:36   
@achhibbar

Looking forward to playing it!!
09/30/15, 03:08   
It's a bit weird that I'm trying to learn from my previous level designs and look at them from different perspectives but I still see people who attempt my levels a few times and still don't even bother completing them. I wonder if it's the lack of checkpoints or what. Maybe long levels discourage people from playing it to completion? I can see that being the case with challenging levels but I don't see it being overly frustrating in my latest levels either.
09/30/15, 04:22   
VofEscaflowne said:
It's a bit weird that I'm trying to learn from my previous level designs and look at them from different perspectives but I still see people who attempt my levels a few times and still don't even bother completing them. I wonder if it's the lack of checkpoints or what. Maybe long levels discourage people from playing it to completion? I can see that being the case with challenging levels but I don't see it being overly frustrating in my latest levels either.

Keep in mind, and I always try to remind myself this too, is there are probably a lot of little kids playing too. I know my 4-year old skips levels for all kinds of reasons (and he thinks automatic levels and levels with a ton of enemies and stars are awesome). So there might not be something logical you can pin down to why the attach rate to levels isn't what we'd expect. This game seems to be pretty popular, so we probably just have a really wide array of people playing it.
09/30/15, 04:40   
I have a level that's just a single goomba and right now the completion rate is like 85%. Some things are simply unexplainable via metrics.
09/30/15, 04:43   
@kriswright

I died in that level because if you run at full speed, the comment is made at just the right spot that when it appears, it makes the Goomba nearly impossible to see coming.
09/30/15, 04:47   
You guys play with the comments on? How?
09/30/15, 04:53   
@kriswright

I'll turn them on sometimes out of curiosity. I just forgot to turn it off at that one spot and of course it caused my death
09/30/15, 04:54   
@VofEscaflowne

But you've proven my point. The numbers are explainable. But you can't derive the explanation from the numbers.
09/30/15, 04:58   
@kriswright

I wasn't really trying to disprove anything. Heck, I've even seen some of my Wii U friends or NW people play and not even complete my levels. They may be challenging in some cases but most are quite easy, if maybe after a few tries. There's no cheap deaths or hidden blocks or anything else off screen that is there for the purpose of killing the player.

It's really weird to find a balance for the levels anyway. If a level is really, REALLY easy like auto plays, they can be extremely popular. Same goes for the brutally difficult ones that can also get attention. But design a simple, regular level which you try and draw inspiration from the main games and it's like people don't care all that much.

I do wish they'd balance how the popular levels were highlighted. Even the levels that have the most stars don't always mean they're good... they just have the stars and are most likely from popular people. Maybe sort levels by stars to plays ratio and that could create a more interesting shift in what appears at the top of the boards. Or just give us more sorting options. I mean come on Nintendo.
09/30/15, 05:07   
@VofEscaflowne
Plays to stars ratio will probably be similar to stars in general.

Popular people get stars and comments in their stages no matter what.

I feel similarly to you. I try to make fun levels, but mine tend to lean on the long side and get only a little attention. I pray for proper checkpoints... Which may or may not fix the issue.
09/30/15, 05:52   
@ploot

But then us "regular" non sheep people who play the levels will realize how bad they are and pull them back down by not giving them stars!

Regardless, it still needs several filters. The game has had 1+ million uploaded levels in a week after its launch. To have a bare bone filter system is ridiculous. I guess it's unfair to compare this to Splatoon since its content updates were all scheduled way ahead of time but I do wish that Nintendo would at least listen to the community a bit more or let us know that we're being heard in some way.
09/30/15, 05:57   
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