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E3 2015 Preview: Super Mario Maker

Since last year’s E3, Mario Maker has come a long way. It’s now 100% more Super and not just in name. Originally players were able to toggle between classic Super Mario Bros. and New Super Mario Bros. U styles. Super Mario Maker now features two more styles: Super Mario Bros. 3 and Super Mario World.

E3 is never the ideal setting to play games. It’s like trying to read a book in a casino but each year I play a game or two that I want to miss my next appointment for because I don’t want to put it down. Super Mario Maker is definitely at the top of that list for this year. Once I got stuck into it I was worried someone would have to physically remove me when my time was up. I can see endless hours spent creating a playing level in Super Mario Maker in my future for one reason. Creating levels is simple.

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It’s easy to slap the old cliché on Super Mario Maker and say, “you’re only limited by you imagination”.  While that’s true, it’s much more important to look at how your creativity translates to what you can create. A few people have already told me they don’t consider themselves “creative” people and are mostly looking forward to playing other peoples level. I thought the exact same thing and after looking back at any game I’ve played that includes a level creator, I wasn’t expecting to be so mesmerised with SMM.

The simplicity of creating levels can be attributed to my least favourite thing about the Wii U. The Wii U GamePad. Ive always felt it was a gimmick that either isn’t necessary or is poorly implemented into most games. There are certainly a few big exceptions and I would argue SMM is at the top of yet another of my imaginary lists. A touch screen and a stylus feels like the most natural way to bring these worlds to life. This makes ideas flow readily and allows creation to become flourish.

Creating levels isn’t the only thing that’s easy. Switching between styles of Mario titles past is as simple as touching the corresponding logo on the GamePad with the stylus. Once your happy with a look you can keep jumping from creating levels into playing them, again at the touch of a button. If you’re making something insane and want to test it out, do just that then make the necessary adjustments and move on. It couldn’t be easier.

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My number one concern abut Super Mario Maker from last year was that nobody would answer my questions about online features. Thankfully the tight lips at Nintendo have loosened a little and informed me there will be level sharing and online functionality in SMM. The only stipulation I’m aware of is that the level must have been completed at least once by the creator before it’s allowed to be shared online. That means the levels must at least be possible for you to ever get your grubby mitts on them. A very clever way to deal with people like myself who just recently found out they’re inherently evil and want to make the toughest levels imaginable.

My time with Super Mario Maker was too brief; The hired goons who dragged my away kicking and screaming will vouch for that. I’m sure I’ve landed at the top of another imaginary list that will no doubt make my future Nintendo appointments supervised. Luckily we will all be getting a chance latter in the year when it’s released on 11 September for the Wii U.


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About the author

Shane Wall

I'm just a simple man trying to make my way in the universe. A game geek turned audio engineer/musician. Shane's life is a delicate balance of video games, music and science fiction.