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