Roughly 5% larger than Super Mario World by exits.
http://www.nintendoworldreport.com/news/40630/super-mario-maker-to-have-100-on-disc-courses
Those without internet connections will still have plenty of fun with Super Mario Maker, according to a listing on Nintendo's UK website.
The website has a quote stating that the game will ship with "100 courses included that you can play without an internet connection". The Best Buy and E3 demos listed 40, and the four courses from the World Championships are known to be included, but whether there will be an equal mix of the four representative games is still to be announced.
This somewhat addresses some people's criticism of the Super Mario Marker's (expected?) $59.99 price tag Though, at some point there's no winning against those that find $60 for a 2D platforming game hard to swallow.That criticism was unfair to me considering Super Mario Maker offers an infinite number levels due to level sharing. Granted, I rarely buy games at full price though that's mostly because I dilly dally and by the time I get around to playing most games, they drop in price anyway (or there's a sweet sale).
This somewhat addresses some people's criticism of the Super Mario Marker's (expected?) $59.99 price tag Though, at some point there's no winning against those that find $60 for a 2D platforming game hard to swallow.That criticism was unfair to me considering Super Mario Maker offers an infinite number levels due to level sharing. ...
My time is limited. I've played many different games that encourage content creation and sharing. It's a nice bonus and can certainly be fun, but if paying $70+ (in Canada) I would choose a game from professionals that offers less content instead of an infinite mish-mash of amateur ideas every time. Quality counts, and it's extremely rare that games relying on users to "create and share your own levels" actually provide a high quality experience.While I generally agree as I prefer professional grade level design, I think this is a completely separate point. If someone doesn't find the creation or created aspect of level sharing to be particarly enjoyable, I don't know if there's enough here to justify the full price of the game, even with 100 on-disc levels. I wouldn't pay $60 to leave the largest part of the game mostly unused. However, I was under the impression that the criticism Enner mentioned were from people already interested in user generated content. As such, I don't know how anyone in that position can bemoan unlimited content.
Wait, didn't SMW have 120 exits but only 96 counted for the save file?No. 96 exits over 72 levels.
On the E3 demo some of the levels were really short so I don't know if this is really dwarfing Super Mario World like the raw numbers suggest. But 100 levels of any sort is still meaty enough to make it worth a purchase even if you just want another Mario platformer.
I fully expect Nintendo-made levels to be superior than anything any fan makes so the more of those the better. Now, will Nintendo periodically offer more levels?
i'd imagine $8 - 12 for another pack of 100.Never gonna happen, but it'd be awesome if Nintendo somehow took user created levels, bundled them and sold them, giving the users who made them eShop credit or something based on sales.