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Super Mario Maker Discussion (Nintendo Wii U) [game]
9.09/10 from 21 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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Posted: 05/20/15, 01:41:20  - Edited by 
 on: 09/12/15, 05:06:14
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Why not sign up for a (free) account and create your own content?
Quite a few of the Doki Doki Panic enemies have become a standard part of the Mario universe: shyguys, snifits, pokeys, ninjis, bob-bombs, Birdo... then you've got Super Mario 3D World bringing back music from the title and enemy designs that are quite reminiscent of FryGuys... you've got Peach throwing turnips in Smash... you've got all the characters keeping their SMB2 abilities...

I wonder if it's really so weird for Japanese gamers to accept Super Mario USA as legit by this point.
Posted: 06/23/15, 16:07:06
Now this is Mario making.

Posted: 06/23/15, 19:00:13
This game is all kinds of amazeballs.

What a treat for Mario's 30th.
Posted: 06/24/15, 06:12:13
Anand said:
Man, this game looks incredible. My only issues are the limited verticality (I wanted to make some wall jump-heavy vertical scrolling stages) and the lack of a music editor.

Are we entirely sure there isn't a music mode of some sorts? I think this and Star Fox still have more things to reveal before launch. Nintendo likes doing things this way now it seems.

As for the vertical level, nice idea, but I actually think it could be entirely possible, if you design the level right and make use of pipes and doorways and loop around.
Posted: 06/24/15, 06:15:33

You know, some of the aspects of Super Mario Maker's editor resemble Mario paint. I remember seeing the hand pointer on screen chasing around a fly with a fly swatter. I wouldn't be surprised at all if they did have a music section.
Posted: 06/24/15, 08:29:04
No, I'm not sure. I just haven't seen any indication whatsoever for what would be a pretty significant feature. And they're pretty well-covered for music, considering they'll have four themes for each level motif (with Kondo contributing to create the variants that didn't exist, I think?).

As far as vertical stuff, can you have instantaneous pipes, or is there always a delay? I'm not sure. That's a good idea (which I'll try), but maybe we'll have to wait for Super Doki Doki Panic Maker for true verticality.

I wonder how many historical Mario levels CAN'T be created in Super Mario Maker. Probably quite a few. Almost every level in the later games had a different gimmick. Maybe they'll reveal more of those as time goes on.

On the other hand, it also allows a lot of shit that WASN'T possible before. And stuff that's just too crazy for prime-time. I'm looking forward to playing levels that demand advanced techniques like wall-jumping and triple-jumping. And have they said anything about Yoshi Coins?
Posted: 06/24/15, 19:53:08  - Edited by 
 on: 06/24/15, 19:54:51
@Hinph This is about what I figured. An SMB2 theme would basically require its own set of assets and wouldn't really work with the elements of other themes. The game has always been an interesting curiosity for me though; I feel like its creators kind of wished it were a Mario game when they made it, and that's part of why it was re-skinned as one.
Posted: 06/24/15, 20:39:02
How limited are we in terms of verticality? I'm glad it's there, period--I think you can kind of "fake" it with pipes and doors and such.

A wall-kicking challenge using P-Blocks to turn coins into bricks would be fun.

Yeah, Undo-Dog and the Save Robot (complete with Mario Paint's Save music!) are back as well. Neat touch.

Many SMB3 stages had slopes and I don't think Mario Maker does. I do think there'll be a fair number of levels that are recreate-able, but that might get old pretty quickly. I'm more interested in the "fractured" versions of classic stages (like the SMB 1-1 craziness that went on during the NWC).
Posted: 06/25/15, 00:23:40
Yeah, I'm not longing to replay the entirety of Super Mario Bros. in Mario Maker, or something. I'm just curious. Slopes are one element which isn't present. Rolling hills, too. Actually, there's a lot of stuff from NSMB that seemed to have missed the cut. No heat-seeking bonefish! (I totally want a Golden Flower, though. It feels like you're tossing bombs.)

Anyway, they showed the maximum height in a Treehouse segment. I think it was about two screens tall. Not super-limited, but I love extreme vertical platforming a la SMB2 and Kid Icarus.
Posted: 06/25/15, 02:51:48  - Edited by 
 on: 06/25/15, 02:52:37
The tower stages were often the vertical ones in the NSMB games. Is there not a "tower" level theme?
Posted: 06/25/15, 02:56:34
Maybe they will throw in a few big last-minute additions before wrapping up development. Vertical levels (and the ability to warp from one side of the screen to the other while ascending) and slopes would be nice ones.

I wonder how old the build we saw at E3 was or if they intentionally left some cool stuff out of it. We've seen just how many significant changes this game has undergone every time they have shown more, so I imagine that just a few more months of progress from that build could mean big things. Of course, there's always hope with post-release content and sequels!

What we have seen so far is already much more than I was originally expecting. I honestly thought it was going to be quite shallow and simplistic from the 2014 E3 footage, but it has grown into a tool with limitless design potential.
Posted: 06/25/15, 03:04:08  - Edited by 
 on: 06/25/15, 03:05:40
That Direct Audio Mario Maker vid by NWR has really weird off key music. Doesn't sound like something Kondo would make, IMO. It also doesn't sound anything like anything else I've heard in the game.

Is it possible we can edit together music? Or am I crayzeh? That shit sounds weird to me. Surprisingly like, Atari-ish.
Posted: 06/25/15, 06:27:26  - Edited by 
 on: 06/25/15, 06:31:46
Wait, there's no slopes? Are you sure about that?
Posted: 06/25/15, 06:27:31
Yeah I'm wondering the same. That'd be an unfortunate omission.

I think there's quite a bit more to this game than we thought though. I think Nintendo is taking this one very seriously.
Posted: 06/25/15, 06:28:54
And holy shit that video is incredible.
Posted: 06/25/15, 06:40:30

It's a dream come true. I'm going to put hundreds of hours into this game, creating and playing!

Nintendo should seriously consider releasing future platforms with Super Mario Maker as a default pre-installed feature.
Posted: 06/25/15, 06:55:36
To revive not 1, but basically all fuckin' 2D Mario's at once, AND putting the design in the hands of the players?

Fucking genius. Wow. It was a dream I didn't even know I had.
Posted: 06/25/15, 07:06:37  - Edited by 
 on: 06/25/15, 07:07:22
I got to play that P-Switch level at Best Buy. It looks like there's going to be a lot of these really short but trippy levels.

Try not to spoil yourselves TOO much. These levels will all likely be in the final game (though I'm sure that the real joy will be making your own and downloading others).

Really can't wait. Keen on hearing about poweups as well. Can we attach the capes to the Koopa Troopas and stuff like that?

Also with the amiibos, how will they work? I'd kill to have Link control more like Link but it looks like it'll just be a skin.
Posted: 06/25/15, 07:26:06

Yeah, I don't really think there is a way to spoil yourself on this one. Users around the world are going to make better levels than those at E3 in the first couple weeks. It's going to be so awesome.
Posted: 06/25/15, 07:30:41

Yea it's just a skin. It really wouldn't work to have Link control like Link. Levels that are finishable with Mario would be broken with Link.

The included levels are actually a huge part of the appeal for me. Shared levels (including official Nintendo shared levels) will add to the replay level in ways never before seen, but just getting new levels made by Nintendo in these various styles is going to be amazing.

Has Nintendo said how many levels will be there to play from the start?
Posted: 06/25/15, 07:31:59
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