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Giant Bomb Review

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Super Mario Maker Review

5
  • WiiU

Super Mario Maker lets you make your own Super Mario Bros. levels and if that isn't enough for you then you're probably beyond help anyway.

That hand actually appears on your TV screen while you're editing.
That hand actually appears on your TV screen while you're editing.

Super Mario Maker lets you make, save, and share your own Super Mario Bros. levels. The tools used to make those levels are intuitive and effective, though the level sharing and sorting options used to find levels online could be better.

I mean, I could stop right there, because either that sounds like the one of the best things Nintendo could have ever created or not. If the above moves you, you should own Super Mario Maker. If you shrugged at the concept, then... well, look, you're wrong, but that's OK. I can respect that.

Originally I thought I just wanted the exact same sort of options available to the original creators of levels for Super Mario Bros., Super Mario Bros. 3, Super Mario World, and New Super Mario Bros. U. I wanted left-to-right scrolling levels that, depending on the game in question, either let you scroll the screen back to the left or it didn't. Nintendo plays fast and loose when it comes to duplicating the experiences of the original games in exacting detail, but the flexibility ends up working out in the game's favor because it opens up a lot of really interesting possibilities. You have options that the original developers didn't, so if you want to make a Bullet Bill launcher that shoots mushrooms instead of missiles, you totally can. If you want to hang a pipe up top and have it spit out super-sized goombas, you can do that. If you want make a billion different levels all based around Kuribo's Shoe, you can absolutely do that. I don't mean to say that Super Mario Maker is limitless, but the versatility granted to you by the game's toolset is astounding.

But that toolset starts out with a whole lot of limits on it. Upon first boot, the game will serve you up one rack of objects to place in a level, letting you create a pretty standard above ground Super Mario Bros. level. After fiddling with the tools for awhile, you'll get a notification that the next set of tools will be delivered the following day. At that point, you'll unlock more objects and options to play with. On one level, this is smart because it prevents you from getting overwhelmed by the full set of options, allowing you to ramp up and get more comfortable with the editor before you're turned loose. On the other, you are almost definitely smart enough to handle a quicker unlocking process for those tools. If you're in that camp, I might recommend playing around with the Wii U's system clock to unlock things a little more quickly. Worked for me, but maybe there's some downside to this that I didn't notice in my time with the game.

The jump shadows let you see where Mario landed in your last play, helping you place platforms perfectly.
The jump shadows let you see where Mario landed in your last play, helping you place platforms perfectly.

It doesn't take much time to wrap your mind around the editing tools because most of them are extremely straightforward. You'll plop objects down into a tile-based grid, and you can hit the select button at any time to test out any part of your level immediately. This lets you rapidly iterate on your level until every part of it feels just as you'd like it to feel. You can swap to a different background at any time or even change games completely, which gives you different gameplay options. Super Mario 3 has the raccoon tail and run meter, World has the cape, New lets you butt stomp and wall jump, and the original Super Mario Bros. has Amiibo support.

I've always felt that Nintendo widely misunderstood the appeal of the whole "toys that also work with your video games" concept. Amiibos have always seem incredibly limited--most games only support a tiny portion of the overall catalog and most of the things they unlocked weren't worth the trip. Super Mario Maker ends up being a nice, but non-vital use of Nintendo's intensely popular figurines. The game supports a wide variety of them in the form of "costumes," which replace Mario with a different little sprite. So you can make Mario look like Link, if you like. Or the Wii Fit Trainer. Or just about any other Amiibo we had laying around the office. It'd be nice if Nintendo kept updating Super Mario Maker to make it the sort of Amiibo lingua franca that worked with everything, but maybe that's a bit much to ask. While in a costume, Mario is effectively treated as "Super" Mario. If you get hit, you lose the costume and become tiny Mario again. While in costume, you can push up on the D-pad to get a little animation (Link raises the Triforce above his head) and some characters get different sounds for jumping or the little musical fanfare that plays when you complete a level. Even Toad, who will normally show up at the end of a string of levels to let you know that the princess has been moved to some other castle, will have something a little different to say if you show up in costume. It's a clever little feature. Also, in case you're like me and don't want to insert a ton of Amiibo into your life, you can unlock a lot of costumes by simply finishing the game's 100 Mario mode over and over again.

The 100 Mario Challenge is the game's primary method of playing created levels. You'll choose a difficulty and then the game will just serve up random user-created levels. You'll have 100 lives to finish the group of levels. You can also choose different difficulties, with a hard mode unlocking after you beat normal once. The game seems to determine difficulty as a factor of number of times played versus number of times finished, so when you play on hard, you're probably getting levels that a lot of other users bailed on. Speaking of which, if you're faced with something too diabolical (or unfair) to complete, you can hold down select for a few seconds and the game will serve up a new level. The game also has a 10 Mario Challenge, which is used to serve up sample levels that ship as a part of the package. These levels seem to be in place primarily to show you what's possible with the editing tools and give you some new ideas. It's effective.

You can stack things up in a way that the original games usually didn't, but you'll need to prove that your level can be finished before it can be uploaded.
You can stack things up in a way that the original games usually didn't, but you'll need to prove that your level can be finished before it can be uploaded.

Super Mario Maker is so close to being everything you'd want out of a Super Mario level editor that the parts of it that need improvement kind of stick out. Better level filtering would be great, for example. You can follow creators and find popular levels and all that, but there's no text-based search or way to tag levels as a specific type. So you can't immediately go find all the "auto-play" levels that people are making. And you can't limit the levels the game serves you up to remove the New Super Mario Bros. tileset from the rotation completely. Or focus specifically on SMB1 levels. Sharing your level outside of the game requires you to copy down a 16-character code and post that online. Some advanced search options would really go a long way to making the game a little more friendly to explore.

The game also restricts you to making single levels, as opposed to allowing the creation of entire worlds or games. Having one level connect to the next would be positively huge. It'd also let lives and coins mean what they meant in the original games. Since each level is out there on its own, waiting to be randomly mashed up against some other creator's levels in the 100 Mario Challenge, each one has to start you in the same state, as Small Mario. 1UP mushrooms also lose some of their original meaning in Super Mario Maker. They're capped to prevent you from earning more than three in one level, and you can't go over the starting amount of lives (10 or 100, depending on what you're doing). On one hand, this prevents people from creating huge levels full of 1UPs that totally disrupt the difficulty of the modes, but on the other, it makes the core things you do in most Mario games--collecting coins and finding extra lives--feel totally meaningless.

The game also tosses out some of the rules from the original games. For example, if you create two blocks in a level and put mushrooms in both blocks, you can collect one to become Super Mario, as you'd expect. But that second mushroom block won't automatically become a Fire Flower. Mushrooms are always mushrooms. This, again, seems to be a way for the game to help creators by ensuring that a player won't get fiery in a spot where the author doesn't expect them to be tossing fireballs, but it ain't how it used to be. Similarly, Yoshi eggs always hatch into Yoshis, even if you're already on a Yoshi. And eating colored shells as Yoshi doesn't let you breathe fire or stomp around, which was one of Yoshi's only cool abilities. Lastly, the enemies don't dance when the "wah!" sound effect is played in New Super Mario Bros. U. This... might actually be a good thing, but I suppose all of it is up to individual interpretation. The upgrade path of the original Super Mario Bros. is so iconic that it's really weird to see it tossed aside like this, but then you couldn't even run to the left in that original game, either. These changes stick out, but they aren't necessarily bad. Just different in a way that makes it easier for level authors to anticipate what abilities a player might have at any given spot in a level.

Personally, I have no desire to play any underwater levels. It's a shame that you can't set filters to prevent them from coming up.
Personally, I have no desire to play any underwater levels. It's a shame that you can't set filters to prevent them from coming up.

The last thing is something that all user-created games eventually deal with: most users upload lame levels. In a game where the built-in content feels more like a showcase of what's possible, rather than a game unto itself, this could get especially rough. But the few ways users do have to interact with and rate created levels should hopefully help the best levels rise to the top.

These are minor slights against a package that often feels like it's too good to be true. Super Mario Maker lets you create as many Kuribo's Shoe-focused levels as your heart can take and then some. The pipes work and you can make giant goombas and stack them up as high as the screen. You can press play and get served up an endless array of user-created levels of varying degrees of quality. If any of that sounds even slightly appealing, you'll probably love this thing to death.

Jeff Gerstmann on Google+

180 Comments

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sfighter21

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I thought Jeff hated/didn't care for level editors/creators... :/

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UnintendedBM

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awesome jeffrey

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iloveyouprismo

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Sixty bucks, though? Seems a bit much for what is essentially a level editor.

nintendo tax

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Levio

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I am not beyond help!

I'm not!

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GarGar

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I am so pumped for this game! I still can't believe this game happened, much less turned out as well as it has. I just hope a good community sticks around and the level sorting works itself out.

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DJMoo

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Man all I can think about is how much I hate underwater levels as well.

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CheerUpYuko

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Yay! Jeff likes something! And it's a throwback Mario game!

Warms my heart... just a little... (assuming I still have one to warm... probably).

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topsteer

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@amyggen said:

@mumrik: A QL is always guaranteed if they do a review. Point me to an example where that's not the case, you won't find any. The reason for a review before a QL is Nintendo's weird video embargos. Jeff has said that they won't release a QL until they can cover it without Nintendo's restrictions, which will most likely be at launch. They've had the QL in the can for over a week now, waiting for release day.

Adventure Time: Hey Ice King! Why’d you steal our garbage?!!, Family Guy: Back to the Multiverse, and The Expendables 2 all have reviews but no QL. I found these with a quick search of the first four review pages out of seventeen so I'm sure there's a ton more if you go back further. I realize these were done by Alex when he was working alone so that's the reason for no QL but there have been solo QLs before. That's also not counting the Vita reviews but their inability to capture Vita footage is well documented at this point. This will be my last example or I'll be looking up games all night: Super Mario Galaxy 2 also has a review but no QL.

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DonkeyKong

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Edited By DonkeyKong

Can't wait for this

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Quantris

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Sharing your level outside of the game requires you to copy down a 16-character code and post that online

Hmm...seems like an obvious Miiverse integration point. Any possibility that this was just not available at review time but would be in place on launch? I'd imagine the way to find cool levels is to follow favorite creators on Miiverse...

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AMyggen

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@topsteer said:
@amyggen said:

@mumrik: A QL is always guaranteed if they do a review. Point me to an example where that's not the case, you won't find any. The reason for a review before a QL is Nintendo's weird video embargos. Jeff has said that they won't release a QL until they can cover it without Nintendo's restrictions, which will most likely be at launch. They've had the QL in the can for over a week now, waiting for release day.

Adventure Time: Hey Ice King! Why’d you steal our garbage?!!, Family Guy: Back to the Multiverse, and The Expendables 2 all have reviews but no QL. I found these with a quick search of the first four review pages out of seventeen so I'm sure there's a ton more if you go back further. I realize these were done by Alex when he was working alone so that's the reason for no QL but there have been solo QLs before. That's also not counting the Vita reviews but their inability to capture Vita footage is well documented at this point. This will be my last example or I'll be looking up games all night: Super Mario Galaxy 2 also has a review but no QL.

Point taken, but you have to dig really far back for those. Also yeah, the reason why is that Alex were doing those by himself and the most recent was at the end of 2012. I'll change my statement to: A QL has always been guaranteed if they do a review these last three years.

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topsteer

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@amyggen: Yeah I hope I didn't come off as argumentative or something, I was just bored and was curious to see how recent there's been a review without a QL. I think the biggest reason QLs are guaranteed nowadays is that they review far less games than they used to and the ones they do review are the biggest games that would get Quick Looked anyway. They also don't do video reviews anymore which Mario Galaxy 2 had and that may have had something to do with it not getting a QL.

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Jensonb

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@jensonb: If Jeff gave 5 stars to jumping off cliffs, would you?

Petty I know but one thing that gets to me is someone assuming something is good because someone else said so.

I'm sorry if my decision to place significant value in Jeff's opinion on Mario games has offended you. Though I can't imagine why that would be the case.

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amafi

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I really can't wait to play this thing. Working 12 hour shifts all weekend, but I've got two weeks off work from monday, so expect the average quality of levels to dip noticeably sometime tuesday. Gonna be good times.

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migrations

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Nice writing, great review. thanks Jeff.

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blacklab

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Apparently I am beyond help.

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MikeLemmer

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I really want Jeff to give MGSV 4 out of 5 stars now, just to watch the Internet rage erupt.

Also, guy can't catch a break. He's ripped into for giving a Zelda game a low score, he's ripped into for giving a Mario game a high score. No pleasing the Internet.

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Smorlock

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Why is nobody talking about the fact that you have to wait REAL WORLD DAYS to unlock features in Mario Maker? That is the hottest bullshit. I'm not saying this is a bad game (it's wonderful), but that is something that would be central to the discussion in any other game, and heavily criticized, but we all like Mario so I guess this is okay here? Fuck me I'm not waiting a week to get all the shit unlocked in this game.

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valeo

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Edited By valeo

@smorlock said:

Why is nobody talking about the fact that you have to wait REAL WORLD DAYS to unlock features in Mario Maker? That is the hottest bullshit. I'm not saying this is a bad game (it's wonderful), but that is something that would be central to the discussion in any other game, and heavily criticized, but we all like Mario so I guess this is okay here? Fuck me I'm not waiting a week to get all the shit unlocked in this game.

Why? It makes sense in it's own strange Nintendo way.

It's not like they're gating things behind f2p mechanics. They are gating things because they believe it would be too overwhelming for people to have all options as soon as you load up the game. They're easing the player in. Perhaps it's not the most elegant way to do so - and there are certainly downsides to it; namely if you have already played the game and are, say, loading it up for the first time on a friends WiiU, but it's not as bad as you are making out.

Most games take a whole lot longer than a week to get everything unlocked, no?

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Eribuster

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Edited By Eribuster

@smorlock: Whatever circles you are in must have missed it when news of that first came out, because that design choice was put through the wringer on message boards. I've read good points for and against the unlocking scheme, particularly how its a mismatch for busy schedules.

I've read suggestions of alternatives such as tutorials and challenges. But do you really want Nintendo to put you through tutorials? (Personally, I wasn't bothered by Skyward Sword's coddling, but I can see how it can be insulting.)

In the end, it is unfortunate that the unlocking scheme is an inconvenience for people. It's goal of indirectly easing players in to different level elements is marred because of the frustration it will cause.

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DrFat32

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@eribuster:

A very well written reply but what i don't get is the desire to play old games and the reverence especially held for Mario games.

I have a history of 40 years of gaming but have no nostalgia for old games or desire to go back and play them. In going back to old games it shows them up for what they are, old games and they may have been good in there day but i have no desire to touch them now.

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Quicklyer

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Edited By Quicklyer

I know this is a shitty thing to ask, but since things like Mario X and other pretty accessible modding tools for SMB games have existed for so long now is that dampening the hype for this game for anyone else?

It's a first-party Nintendo game so I know it will be pure goddamn gold, but I haven't seen anyone saying "I've been doing this for years," or developing a counter-argument for that. That is the kind of discussion I'd expect to hear about something like this.

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deactivated-63b0572095437

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My copy came early, but on the same day as Forza 6. I'm so torn!

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GarbageCan

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@smorlock: If you're ever in need of something hotter, you should check out Animal Crossing.

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AMyggen

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@valeo said:
@smorlock said:

Why is nobody talking about the fact that you have to wait REAL WORLD DAYS to unlock features in Mario Maker? That is the hottest bullshit. I'm not saying this is a bad game (it's wonderful), but that is something that would be central to the discussion in any other game, and heavily criticized, but we all like Mario so I guess this is okay here? Fuck me I'm not waiting a week to get all the shit unlocked in this game.

Why? It makes sense in it's own strange Nintendo way.

It's not like they're gating things behind f2p mechanics. They are gating things because they believe it would be too overwhelming for people to have all options as soon as you load up the game. They're easing the player in. Perhaps it's not the most elegant way to do so - and there are certainly downsides to it; namely if you have already played the game and are, say, loading it up for the first time on a friends WiiU, but it's not as bad as you are making out.

Most games take a whole lot longer than a week to get everything unlocked, no?

Just for the record, that has now been changed with a patch. So that's no longer a problem, if you regard it as that.

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Mitmol

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Great review as always Jeff. Glad it came out as good as it did.

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OrangeLadBoy

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I love full GB reviews. Thanks Jeff.

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ripelivejam

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Does anyone know if you eventually can get rid of the damn hand?

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CoopCouple

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I'm excited about Mario Maker and the ability to play and share worlds from the community, but it would be nice to someday see a Zelda Maker, or something of that sort.

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shtinky

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Edited By shtinky

@quicklier: I think those people will be happy they have a new and more mainstream platform they can publish their levels on.