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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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@Jargon Hmm...well, in order to upload a stage, you have to be able to beat it yourself. Maybe tougher enemies and hazards are locked away so that beginners aren't tempted to put fifty Bowsers in a stage and drive themselves crazy trying to beat something above their weight class? I'm sort of intrigued to see how this works.

@TriforceBun DUDE SPOILERS DON'T RUIN IT FOR ME
07/17/15, 03:41   
Edited: 07/17/15, 03:42
@nate38

In Mario vs. DK: Tipping Stars, you earn stars by beating either included levels or user levels and then you use the stars to buy stage creator content from a shop. There are many, many user levels that are entirely designed to be beaten without any effort whatsoever just so that you can get quick stars. If they use a similar system here, then it could be exceedingly easy to unlock everything in short order.
07/17/15, 03:46   
So have we seen slopes or quicksand yet? Both are pretty standard features for 2D Mario.
07/24/15, 14:55   
@Cubed777

I remember hearing we're not getting slopes.
07/24/15, 23:02   
Is it an intentional thing, like they don't want people going and remaking levels from later Mario games or something? Seems like such a weird thing to omit.
07/26/15, 03:09   
@PogueSquadron
I guess it's possible that slopes are weirdly more complex than the other tile-based stuff...? Not sure. I'd like to see water "pools" too (i.e. areas of water in non-water stages).
07/26/15, 03:43   
@PogueSquadron

There are slopes in Mario 3 so I don't think that's it. There are slopes in Mario vs. Donkey Kong, so it's weird they couldn't get them going here but maybe something came up with implementing them. I mean, honestly, I don't think anyone can really complain about a lack of content in this game so I just kind of shrug at any specific thing that isn't there.
07/26/15, 03:45   
Edited: 07/26/15, 03:45
I think the slopes just wouldn't work with SMB1 physics. It wouldn't feel like SMB1. Remember, you can freely change themes during design.
07/28/15, 02:20   
Edited: 07/28/15, 02:21
@Anand

Yea but not all elements can be used in every theme, apparently.
07/28/15, 02:29   
From the Treehouse segment, it seemed like they could. With the exception of the Amiibo mushroom. But that was cosmetic.
07/28/15, 03:03   
@Anand

Doesn't the propeller mushroom, for example, only appear in NSMB style?
07/28/15, 03:10   
@Jargon
Yeah, now that you mention it, I think the icon location stays the same, but the actual power-up varies depending on the game. I think it became a cape in SMW. Not sure about SMB1.

I don't think the actual level geometry stuff is game-specific, though. One of the Treehouse guys made a section of a level and showed how the physics were different, depending on the theme. Like the NSMB theme allowed for wall jumps. But the tile set didn't seem to change. Also, one of the Nintendo World Championship levels had conveyor belts in the SMB1 style. I don't remember the first game having conveyor belts.

We'll see, though. Those big rolling circular landmasses from NSMB also seem to be missing in Super Mario Maker.

I had initially thought that the homing skeleton fish from NSMB were also missing, but I saw some in a Treehouse segment. YES.
07/28/15, 03:33   
Edited: 07/28/15, 03:34
@Anand

That's true I suppose removing part of the level's structure is different from changing a power up. They could have it turn into classic SMB stairs though.

Oh well, like I said, there's really no complaining about a lack of options in this game, from my perspective.
07/28/15, 03:37   
Aside from Bowser and Bowser Jr. (I think?), is there any other bosses included in the game? It would be nice to shake things up and create different boss battles somehow.
07/28/15, 03:44   
@VofEscaflowne
SMB2 had the best bosses.
07/28/15, 03:49   
Some things are exclusive to certain themes.

The riding items:

SMB1 & 3: Kuribo's Shoe
SMW & NSMB: Yoshi

And the flying items:

SMB3: Leaf
SMW: Feather
NSMB: Propeller Mushroom

I think mmmmost other things are in all themes though...? But yeah--the games retain their own physics. So spin-jumping in Mario World, wall-jumping, air-twirling and butt-stomping in NSMB, etc.
07/28/15, 04:06   
Wait, I didn't even KNOW these huge things were IN the game!

The leaf, feather, and propeller mushroom?? Why am I not seeing any info or vids on this?
07/28/15, 04:19   
@TriforceBun
I love Super Mario World, but I'm still not quite sure what the point of the spin jump is... (and I still don't care for the symmetrical diamond button layout.)

@carlosrox
I'm pretty sure they were in one of the Treehouse vids.
07/28/15, 04:27   
Edited: 07/28/15, 04:28
@Anand

The main cool thing with it is that--like with Yoshi--you can bounce off of spikey enemies, like Piranha Plants, Thwomps, etc. It also lets you insta-kill "tougher" enemies like Koopas.

I can see the former use being pretty cool in a stage creator mode. You know, bouncing across a field of Spinies or whatever.
07/28/15, 04:47   
@Anand
@TriforceBun

Yeah, forcing people to spin-jump across otherwise fatal obstacles seems pretty common in custom made SMW levels already, so I bet it'll play a huge role in the levels people make with this game.
07/28/15, 05:23   
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