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.
I'm going to miss vertical scrolling stages more than slopes, but I still think there will be plenty of neat things that can be done with this game. Also, I'm not sure we've seen everything that's in the game yet, so there still could be a few more things to show closer to release.
Bummer about some of the features that didn't make it, but... oh well. What is there is more than enough to provide me with hundreds of hours of entertainment. There's always sequels. Maybe they'll even continue to add stuff to the game with DLC expansions.
Some actually pretty amazing news from Super Mario Maker:
"The Super Mario Maker website launched officially today in Japan, and with that we have some additional information regarding amiibo. Over 99 costumes can be used in Super Mario Maker. Every amiibo figure, with the exception of Mii Fighters, can be playable, including the upcoming Chibi Robo amiibo as well as the Animal Crossing amiibo and cards. If you don't have every figure (does anyone?) they can also be unlocked through the game itself."
Sorry Yoshi, but you've just been dethroned as far as best amiibo use goes! Seriously, over ninety-nine different playable characters, each with their own sprites and sounds from their respective game? I can play Mario Maker as an 8-bit Ness!? AND you can unlock all of them without amiibo through the game itself? Bring it on!
@TriforceBun That's awesome! I was wondering how many they would include. As far as I know, once the level creator uses an Amiibo to put the costume mushroom in, anybody can access the costume by playing the level.
I feel like there may be a mistranslation here or something. There aren't 99 or more amiibos yet, even with the ones that are upcoming, so something doesn't quite add up. It may be that there are some skins you get from unlocking them through the game, and others you can get from the amiibos. Or maybe it's that there are just more skins than amiibos so the extra ones you gotta unlock. I guess we'll see when the game comes out.
I don't care about the skins though, I'd rather the mega shroom be unlocked through the game and not an amiibo since it actually does something gameplay-wise.
@DrFinkelstein I think that would disrupt the flow of most of my vertical stage ideas to the point where they wouldn't be worthwhile, but we'll see.
I think I'd worry more about what you CAN do in the game (I know, I brought up slopes). I imagine you could also use pipes to transfer to segments. It'll never be a true vertical level, but you can get closer.
I think Smash Bros. probably came the closest with the training a fighter thing they did but it was still a bit of an exclusion from the main game. I think if there was just one big game focused on amiibos I'd be fine with it. I dislike them infecting other games though.
If I was designing a game and had to include amiibo functionality what I would do is weave it in to the established unlock system. So with Smash Bros say you swipe an amiibo and that lets you unlock a stage or piece of existing content earlier as a bonus for having the figure but if you are just interested in the content you could unlock it like normal. With Yoshi I'd keep the costumes but make them unlockable via other means for players who don't have the figure. With Splatoon say you get a coin bonus for scanning in a figure or something. There are just a couple caveats to this:
1. It cannot alter the standard unlock economy and make the unlocks super grindy without amiibos. 2. It cannot reward one player specifically relative to others in a multiplayer game. That is getting in to pay to win territory.
Nintendo, ya did it. You made amiibo content unlock not terrible.
@Stephen Heheh, you're very particular with amiibo use. I still think Yoshi's is a great use of it since it's very minor cosmetic stuff, and I could see people taking umbrage with being able to unlock costumes through non-amiibo use ("Why even have amiibo in the first place then??"). But regardless, I'll agree that this is the best use of amiibo yet.
@Mop it up There are a ton of Animal Crossing amiibo "cards" coming out soon, so that'll probably help round out the number. I kinda hope we don't just have, like 50 AC characters and 50 "everything else" characters though. But as long as I can party as 8-bit Ness (...Ninten?) I'm good.
@TriforceBun I know that there are 100 Animal Crossing cards, but I thought most of them were things other than characters. I haven't been following that game though since I'm not interested, so I don't know for certain what's on the cards. But yeah, I can't imagine them putting in that much AC stuff, so it's gotta be something else...
So, there're over 99 costumes, and all amiibos are compatible, but not every costume is an amiibo. The recent IGN playthrough of Super Mario Maker shows all new costumes, including a playable Goomba and Springboard(!) costume. Pretty funny.
Uh oh, apparently the 100 pre-made courses claim was inaccurate. The page that originally said it has been updated with the following disclaimer:
Nintendo UK said:
Super Mario Maker will feature dozens of sample courses that are directly playable, and can help to inspire players in creating their own. Also included are the four courses featured in the Nintendo World Championships 2015**
**Please note that this page originally incorrectly stated that the game would contain 100 courses that you can play without an internet connection.
The difference between dozens and 100 could be pretty substantial. Lets hope it's not.