Overview:
After Little Big Planet showed the
potential User generated content holds, Nintendo finally decided to
join the fray. And for starters they picked their most prominent
franchise with the release of Super Mario Maker. Anyone can make it,
everyone can play it. With this slogan Nintendo markets the game as
the ultimate Mario experience. A Tool, where only your imagination is
the limit and everything is possible. But is the game the ultimate
Mario experience? Is it worth it's price tag? Or does it bite off
more than it can chew?
Gameplay:
Super Mario Maker can be segmented into
two parts. Build and Play. The game does so itself on the title
screen and I'm not one to argue with that. So first let's take a look
at the main part of the game. Building your own Mario courses.
The first thing you'll probably
recognize is the missing tools. Because Nintendo once more decided
that their customers need to be taken by the hand for everything.
You'll start with only the bare bones of tools for level creation and
after spending some time with them (roughly 10 minutes) you'll get
notified that a new batch of tools will be ready soon. And with soon
they mean the next day. Now Nintendo quickly applied a patch, which
turned the one day waiting period into 30 Minutes, but for me this
simply didn't work. However you can still use the oldest trick in the
book and simply adjust the date setting of your Wii-U manually. This
is a time consuming move, but still better than waiting a full week
till you can start building decent levels.
But once you managed to bypass this
restriction, you're finally free to build your own dream course.
First of you can choose between four iconic graphic settings. The
original Super Mario Brothers, Super Mario Bros. 3, Super Mario World
and the New Super Mario Bros. Series. Each graphics setting looks
just like it did in the original and even new additions like Baby
Bowser in the older settings fit in perfectly. Each graphics setting
also comes with the things that made I unique. For example Mario can
only perform his wall jump in the New Super Mario Bros. setting and
cannot pick up items in the original graphic style. This of course
also means that some levels only will work in a specific graphic
style.
The next thing to choose is the levels
setting. Plains, Cave, Underwater, Ghost House, Airship and Castle
offer different possibilities in designing your course.
The actual designing is very intuitive
and you'll grasp it in a split second. Super Mario Maker is also one
of the games, where the Wii-U Gamepad truly shines. Simply drag and
drop enemies and blocks onto the screen. Create obstacles, ground and
warp pipe in a matter of seconds. In other games the editor often was
very convoluted and you needed a long time to actually master it, but
in Super Mario Maker everyone can grasp the foundation in a matter of
seconds. Everything is kept simple. You change objects by simply
shaking them. This turns a green Koopa into a red one for example.
Want to make something bigger? Just give it a Super Mushroom.
Dragging enemies or objects into pipes, will make them spawn from
that pipe and by doing the same thing with Mario you can create a
Warp Pipe that takes him to a second screen.
Super Mario Maker also allows you to
combine things, which you would have never dreamed of before. Bowser
riding in a clown cart, with Wings and Hammer Bros on his head?
Possible. Terrible to play against, but possible. In that regard
Super Mario Maker truly holds his promise. The only limit is your
imagination.
But that is not the case everywhere.
Because Nintendo implemented some real limitations. Apart from the
seven days waiting period there are also some other things that will
halt you in your dream of creating your ultimate Mario Course. Some
of these limitations are understandable, to make sure that the
creations don't get too out of hand. There is, for example, a limit
on how many blocks you can place in a level. This can be very
frustrating if you want to fill a level with a ceiling and different
plattforms, which shouldn't hang freely in the air. The other things
I miss are checkpoints, the ability to create water sections (not
underwater), more enemy variety, the possibility to make rising lava
stages and more than two screens height for creating courses. All of
this may seem trivial at first, but only when you really get into
creating levels you feel this restrictions. And then they hurt even
more.
As it is the level creation is
intuitive and easy enough for everyone to understand, still it
manages to provide enough depth for some truly great custom courses.
It sill could have more depth however. But still the creation of your
own Mario courses is a lot of fun and extremely addicting. It's at
least as much fun as playing levels, if not more.
And if you're done with your own custom
Mario course, then you can share it with the world. You just need to
complete your own level once to ensure that no impossible challenges
are created. After that it's ready to be played by people from all
over the world. Each player can upload up to ten levels at first.
However this number increases when you gather a lot of stars, which
are way of rating levels. When playing a level from another person
you can give it a star, even if you didn't finish. This way gifted
level builder can share even more ideas with the world. It's a simple
but effective system that works perfectly.
Well then now that we covered the Build
aspect of Super Mario Maker, what about the actual gameplay? There is
not all to much to say honestly. It's classic Mario Gameplay with
perfect controls. Each graphical setting just plays like the real
game it comes from. Physics, controls, moveset are perfectly
recreated. If you have played a 2D Mario before than you will feel at
home from the first button touch.
The content provided with the base game
is really sparse, but one could argue that this isn't surprising with
a game that relies on it's community this much. Still it's a bit
disappointing. The 10 Mario challenge sends you against a set of 8
courses, which you have to beat with only 10 lives. After that the
next set of courses unlocks, till you finally get the courses that
where shown at the Nintendo World Championship 2015. This pretty much
is all there is on Content that is on the disk. After that you'll
have to play the levels provided by the community.
They can be tackled in two different
ways. Firstly you can just play them regularly. For this the game
provides you with different search options. You can either search
specific levels via a 16 digit code or do a more broader search for
newest levels, levels that got the most stars, etc.
The 100 Mario
challenge pits you against 16 random courses from other players. It
functions like the 10 Mario challenge, but it comes in three
different difficulty settings and if you encounter a particularly
unfair course you can swap it with another random course.
All in all Super Mario Maker is at
barebones as it gets. Apart from the user created levels there is
nothing that will keep you entertained, gameplay wise. However the
build aspect is extremely addicting because of how simple it is to
use.
Presentation:
Presentation wise this game is top
notch. The four graphical styles are recreated faithfully and
perfectly. Super Mario World levels look, like they came straight out
of the original and that is the biggest compliment you can give. Even
Enemies, that never appeared in that specific game, are recreated
faithfully to fit the style. Also the switch from one graphical
setting to another works seamlessly. Couple all that with a smooth
60fps framerate and your Eyes are in for a perfect nostalgia trip.
The same can be said on the audio
front, although not as thorough. The soundtrack of the game includes
some iconic and nostalgic Mario tunes, but far less than I had hoped,
and nothing new. It's just the same soundtrack you have heard (and
loved) countless of times. This would be ok, if you could at least
choose with song to play with your level. This is not possible. The
background music is tied to the background of the level. So if you
make a castle level, it will always have the same background music.
This is another wasted opportunity in a game that completely thrives
on the ideas of it's community.
Conclusion:
Super Mario Maker is (nearly)
everything Nintendo promised it would be. It's neither the ultimate
level creating tool, nor the ultimate Mario experience, but it comes
very close. It's a game that is completely dependent on the
creativity of it's community, because the package you'll buy comes
with nearly no content, except for the tools to make your own. It is
a level creator after all. But it's a damn good one. All the tools
are extremely easy to use and intuitive. There are a lot of
possibilitiest. And the Gameplay is classic Mario.
Still there are several things missing,
which dipped my enjoyment of the game a little. Things like the
standard music and no checkpoints feel like missed opportunities to
make this the definitive Mario experience. Still the possibilities
are extremely diverse and playing levels from other people all around
the world is a lot of fun. (And sometimes very nerv wracking if it's
one of the Kaizo courses)
All in all Super Mario Maker is a great
tool to make your own Mario courses, but it has some flaws, which
become obvious after you delve deeper into it's content. There is
also barely any content to play on the disc, because the game
entirely depends on its buyers to provide courses. With all of this
the pricetag of the game seems a bit too high.
Conclusion (One Sentence):
Super Mario Maker is a great tool for
creating your own Mario courses, that lacks some important features,
but overall is the perfect way for anyone to go wild and create the
level of your dreams.
Authors note: As I mentioned in an
earlier post I won't end my reviews with a score anymore, which
probably destroys my chances of getting on Metacritic with it, but
whatever.
Source of all pictures: Nintendo