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Gaming Forums => Nintendo Gaming => Topic started by: UncleBob on July 12, 2015, 06:48:52 PM

Title: Super Mario Maker
Post by: UncleBob on July 12, 2015, 06:48:52 PM
All of these Super Mario Maker videos have had me replaying Mario games.  Since E3, I've played through SMB1, SMB2j, Super Mario Bros. vs., Super Mario Bros 3, Super Mario Land, and Super Mario Land 2 (the lack of Super Mario World on my 3DS makes me sad). - and it really makes me want a portable version of Super Mario Maker.  Maybe with the ability to make Super Mario Land 2-styled levels (with the return of the bunny ears!).  I know Nintendo really wants to sell Wii U systems, but I'd get so much more playtime in with a 3DS version... who's with me?
Title: Re: Super Mario Maker
Post by: Wah on July 12, 2015, 07:32:11 PM
This is one of the few things a actually agree with u bob.
Title: Re: Super Mario Maker
Post by: nickmitch on July 12, 2015, 09:08:50 PM
I don't know if the editing software is too much for the 3DS, but I don't see why there wouldn't be a 3DS version of the game that just lets you download and play levels.  Maybe not at first, in order to move units, but maybe by spring.
Title: Re: Super Mario Maker
Post by: Stratos on July 12, 2015, 11:46:49 PM
How about keeping the Maker on the Wii U, but allowing you to create levels based off of the handheld games and transferring them to the 3DS to be played on the go?
Title: Re: Super Mario Maker
Post by: azeke on July 13, 2015, 12:15:22 AM
I don't know if the editing software is too much for the 3DS, but I don't see why there wouldn't be a 3DS version of the game that just lets you download and play levels.  Maybe not at first, in order to move units, but maybe by spring.
Title: Re: Super Mario Maker
Post by: Soren on July 13, 2015, 01:18:02 AM
It says something about Wii U that even the die-hard Nintendo fans are port-begging for handheld versions of games. It's even worse than the people begging for Bayonetta 2 to be multi-platform. 
Title: Re: Super Mario Maker
Post by: Enner on July 13, 2015, 01:29:00 AM
Given the vast difference between the Wii U and the 3DS in architecture alone and how crazy Super Mario Maker can get on the Wii U, I don't expect to see a 3DS version of Super Mario Maker.

Maybe there's a slimmed-down version in the works? Or something that will play less-intensive levels? Who knows; Nintendo isn't talking about it.
Title: Re: Super Mario Maker
Post by: UncleBob on July 13, 2015, 10:32:50 AM
It says something about Wii U that even the die-hard Nintendo fans are port-begging for handheld versions of games. It's even worse than the people begging for Bayonetta 2 to be multi-platform. 

It's nothing against the Wii U - It's simply my playstyle.  I spend more time playing my 3DS than my Wii U, just because my Wii U isn't as portable.  My power adapter in my car only has two outlets, which plugs in my Wii U and a small TV, with no room for the hard drive...
Title: Re: Super Mario Maker
Post by: Adrock on July 13, 2015, 10:56:32 AM
No way. I want Super Mario Maker all up in my Wii U. I have a very nice TV. That's what I prefer to play games on.

I wouldn't mind seeing a Super Mario Maker Pocket that revolved around creating Mario stages based on handheld Mario games. Or what about Wario Maker?
Title: Re: Super Mario Maker
Post by: lolmonade on July 13, 2015, 04:27:21 PM
I think it'd be neat if they'd at least offer a scaled down version of the Mario Maker software for 3DS that maybe doesn't let you create levels, but search for & play levels that others create through mario maker.
 
Even if they made you do something like connecting the 3ds to the Wii U & "downloading" a copy of the levels you want to the 3ds like a personalized playlist, limiting you to "X" number of levels at a time until you re-sync your 3ds to the Wii U game, I think that'd be a good way to utilize connectivity for those who have both systems but want some levels on the go.
Title: Re: Super Mario Maker
Post by: Ian Sane on July 13, 2015, 04:55:24 PM
Some want it on the handheld, some want it on the console.  The solution is Adrock's suggestion of the NX being a scalable platform.  Or at least the general hybrid concept.

It also demonstrates Nintendo's struggles to sell the Wii U concept.  Here we have a console game and we're asking for a handheld version of it.  Well that's not supposed to happen!  Console games are supposed to be fancy enough that you wouldn't ask for it to be on a handheld because you wouldn't assume it would be feasible.  But here is Nintendo with another side-scroller with graphics that don't tax the hardware at all (though there is a very obvious reason for that in this case) and it seems somewhat arbitrary that this is on the less popular Wii U when on a technical level you probably could make this game for the 3DS.  This is why you need a little more pizzazz on your console.  Would you have asked for Gamecube games to be made for the GBA?  No of course not because you can't imagine how that could even be possible.  Back then Nintendo provided a big jump in the types of games you got on a console over a handheld.  Now the jump isn't so big so "I'd like this on the handheld" is actually a request that isn't laughed out of the room.

Personally I want this on the TV but I want all games on the TV.  I have a 3DS simply because it has games I want on it.
Title: Re: Super Mario Maker
Post by: UncleBob on July 13, 2015, 06:06:18 PM
Am I the only one who recalls the mock-ups of that delicious-looking portable GameCube?
I don't think asking for portable versions of console games is a blow to the console.  Trap Team had a full-fledged version of the game for tablets that was pretty well reviewed.  It's more of the fact that there's less of a technological gap between console and handheld.  We got a pretty good port of a Wii game already.  And, as you pointed out, SMM isn't a system-taxing game, by any means.
Title: Re: Super Mario Maker
Post by: Shaymin on July 13, 2015, 07:21:07 PM
It says something about Wii U that even the die-hard Nintendo fans are port-begging for handheld versions of games. It's even worse than the people begging for Bayonetta 2 to be multi-platform. 

It's nothing against the Wii U - It's simply my playstyle.  I spend more time playing my 3DS than my Wii U, just because my Wii U isn't as portable.  My power adapter in my car only has two outlets, which plugs in my Wii U and a small TV, with no room for the hard drive...

There is no friggin' way on this planet Super Mario Maker is going to be a 25GB game.
Title: Re: Super Mario Maker
Post by: nickmitch on July 15, 2015, 10:49:48 AM
It says something about Wii U that even the die-hard Nintendo fans are port-begging for handheld versions of games. It's even worse than the people begging for Bayonetta 2 to be multi-platform. 

It's nothing against the Wii U - It's simply my playstyle.  I spend more time playing my 3DS than my Wii U, just because my Wii U isn't as portable.  My power adapter in my car only has two outlets, which plugs in my Wii U and a small TV, with no room for the hard drive...

There is no friggin' way on this planet Super Mario Maker is going to be a 25GB game.

His system is probably already full.  No one wants to do "fridge cleaning" anymore.

Bob, your only solution is to buy a new car with the built in monitors.  I've seen them with ports for you to connect things like DVD players.  Then again, you can use the gamepad screen.
Title: Re: Super Mario Maker
Post by: Evan_B on July 15, 2015, 02:10:47 PM
It says something about Wii U that even the die-hard Nintendo fans are port-begging for handheld versions of games. It's even worse than the people begging for Bayonetta 2 to be multi-platform. 

It's nothing against the Wii U - It's simply my playstyle.  I spend more time playing my 3DS than my Wii U, just because my Wii U isn't as portable.  My power adapter in my car only has two outlets, which plugs in my Wii U and a small TV, with no room for the hard drive...
I think the real lesson to learn here is that UncleBob is too tech illiterate to purchase a Y-Cable that allows a normal hard rice to function on a Wii U. They go for about 8 bucks on Amazon.

You're welcome.
Title: Re: Super Mario Maker
Post by: UncleBob on July 15, 2015, 02:27:08 PM
I don't want hard rice on my Wii U.
Title: Re: Super Mario Maker
Post by: rlse9 on July 15, 2015, 02:35:45 PM

I think the real lesson to learn here is that UncleBob is too tech illiterate to purchase a Y-Cable that allows a normal hard rice to function on a Wii U. They go for about 8 bucks on Amazon.

You're welcome.


Does the Wii U function best with brown rice or white rice?  Or maybe wild rice?  I had no idea the Wii U needed to carb load...
Title: Re: Super Mario Maker
Post by: UncleBob on July 15, 2015, 02:44:19 PM
Plus, Nintendo doesn't recommend using a y-cable to power your hard drive - they say to only use self-powered hard drives.

Plus, I have too many USB Devices plugged into my Wii U as it is.  Hard Drive, Key Board, Wii Speak, Skylanders Portal, Controller cable....
Title: Re: Super Mario Maker
Post by: Evan_B on July 15, 2015, 02:53:13 PM
I seriously hope you're joking.

What Nintendo recommends and what works are two completely separate beasts. The majority of what they reset might work with its own power source, but that's not the most cost-effective solution by far. I'm using a 320GB add Frove from around 2010 and I've not had any issues.
Title: Re: Super Mario Maker
Post by: UncleBob on July 15, 2015, 03:03:33 PM
I dunno.  I have a 2 or 3 TB drive I picked up on clearance for $50 or so...  Can't remember off the top of my head.  It's been a nice little drive.
Title: Re: Super Mario Maker
Post by: Soren on July 15, 2015, 03:57:42 PM
I've been using a y-cable for my Wii U hard rice for the last 2 years. It's no big deal.
Title: Re: Super Mario Maker
Post by: broodwars on August 12, 2015, 01:19:04 PM
So apparently Nintendo is applying their Splatoon strategy to Mario Maker & locking in-game assets & features behind a time-wall, according to their latest official Youtube trailer (https://www.youtube.com/watch?v=lYjEz0z0EHM&feature=youtu.be&a).

Because if there's one thing your game about boundless creativity needs, it's arbitrary restrictions on what you're allowed to use.
Title: Re: Super Mario Maker
Post by: Ian Sane on August 12, 2015, 01:27:58 PM
So apparently Nintendo is applying their Splatoon strategy to Mario Maker & locking in-game assets & features behind a time-wall, according to their latest official Youtube trailer (https://www.youtube.com/watch?v=lYjEz0z0EHM&feature=youtu.be&a).

Because if there's one thing your game about boundless creativity needs, it's arbitrary restrictions on what you're allowed to use.

If your release schedule is thin you can create the illusion of notable stuff happening by releasing games in an unfinished state and then slowly release the rest of the content spread over a period of time.  It keeps the game "new" right until the next game is ready.  Damn, I hate when I put my mind into "evil corporate" mode.
Title: Re: Super Mario Maker
Post by: broodwars on August 12, 2015, 01:49:56 PM
So apparently Nintendo is applying their Splatoon strategy to Mario Maker & locking in-game assets & features behind a time-wall, according to their latest official Youtube trailer (https://www.youtube.com/watch?v=lYjEz0z0EHM&feature=youtu.be&a).

Because if there's one thing your game about boundless creativity needs, it's arbitrary restrictions on what you're allowed to use.

If your release schedule is thin you can create the illusion of notable stuff happening by releasing games in an unfinished state and then slowly release the rest of the content spread over a period of time.  It keeps the game "new" right until the next game is ready.  Damn, I hate when I put my mind into "evil corporate" mode.

As much as I'd love to rail at Nintendo for doing that like I did Splatoon, that doesn't seem to be what's going on here. The content this time is done. They're not even pretending it's not on the disc this time. They're just deciding you can't have it until an arbitrary period of time has passed since you first started playing it. I suspect if I bought this game a year from now, I'd still have to wait for all the unlocks to occur.
Title: Re: Super Mario Maker
Post by: Ian Sane on August 12, 2015, 02:23:17 PM
So apparently Nintendo is applying their Splatoon strategy to Mario Maker & locking in-game assets & features behind a time-wall, according to their latest official Youtube trailer (https://www.youtube.com/watch?v=lYjEz0z0EHM&feature=youtu.be&a).

Because if there's one thing your game about boundless creativity needs, it's arbitrary restrictions on what you're allowed to use.

If your release schedule is thin you can create the illusion of notable stuff happening by releasing games in an unfinished state and then slowly release the rest of the content spread over a period of time.  It keeps the game "new" right until the next game is ready.  Damn, I hate when I put my mind into "evil corporate" mode.

As much as I'd love to rail at Nintendo for doing that like I did Splatoon, that doesn't seem to be what's going on here. The content this time is done. They're not even pretending it's not on the disc this time. They're just deciding you can't have it until an arbitrary period of time has passed since you first started playing it. I suspect if I bought this game a year from now, I'd still have to wait for all the unlocks to occur.

That's a very strange design decision.  I wonder if you can just move your console's clock ahead a few days and unlock everything at once.  Assuming you can't then the first user created levels made available to everyone will only use the first parts unlocked, so they'll be much lamer than they otherwise would be.  So Nintendo wants the first user created levels available to be lame simplistic levels that can't do much?  Huh?
Title: Re: Super Mario Maker
Post by: TOPHATANT123 on August 12, 2015, 02:31:19 PM
I'm OK with having elements unlock over time, whenever I'm faced with a editor or anything complicated really I appreciate it when I'm forced to get to grips with the basics before more options are added.

Constraints breed creativity do they not? The reason Mario is an Italian plumber instead of a generic Jump Man is because the hair and mouth were too difficult to make and the red overalls would contrast with the blue sky. The best example of this is the Wind Waker which has an incredible artstyle and really unique world design because of technological limitations.

For Mario Maker I think if everything was there day one the majority of levels made would be a random assortment of giant goombas, koopas, bowsers, wings and power stars. If you let the artist use all the colours you are going to end up with brown. By limiting it users have to learn to create interesting levels without all the crazy advanced tools, although you can probably just change the system clock if you wanted but where's the fun in that?

The thing that I am not a fan of are the custom sounds, I like how you can create music kinda like the note blocks in Minecraft, but as far as making sound effects I cannot think of one useful applicantion beyond having "U R ****!" shouted at the player whenever they fall into a pit. This is the kind of game you would want to play with children so I hope there are measures in place to turn off this feature, since I can't see how Nintendo would ever go about trying to police it. As far as I can tell just from the trailer there are no ways to make them apart from with the Wii U microphone, why not have a way to make chiptune sfx using notes like you can in animal crossing?
Title: Re: Super Mario Maker
Post by: broodwars on August 12, 2015, 02:33:58 PM
So apparently Nintendo is applying their Splatoon strategy to Mario Maker & locking in-game assets & features behind a time-wall, according to their latest official Youtube trailer (https://www.youtube.com/watch?v=lYjEz0z0EHM&feature=youtu.be&a).

Because if there's one thing your game about boundless creativity needs, it's arbitrary restrictions on what you're allowed to use.

If your release schedule is thin you can create the illusion of notable stuff happening by releasing games in an unfinished state and then slowly release the rest of the content spread over a period of time.  It keeps the game "new" right until the next game is ready.  Damn, I hate when I put my mind into "evil corporate" mode.

As much as I'd love to rail at Nintendo for doing that like I did Splatoon, that doesn't seem to be what's going on here. The content this time is done. They're not even pretending it's not on the disc this time. They're just deciding you can't have it until an arbitrary period of time has passed since you first started playing it. I suspect if I bought this game a year from now, I'd still have to wait for all the unlocks to occur.

That's a very strange design decision.  I wonder if you can just move your console's clock ahead a few days and unlock everything at once.  Assuming you can't then the first user created levels made available to everyone will only use the first parts unlocked, so they'll be much lamer than they otherwise would be.  So Nintendo wants the first user created levels available to be lame simplistic levels that can't do much?  Huh?

Speaking of lame, simplistic levels, you can't recreate 1-1 until Day 6.

(https://pbs.twimg.com/media/CMOmPPmWgAEuVIh.jpg)
Title: Re: Super Mario Maker
Post by: azeke on August 12, 2015, 03:35:35 PM
There will be levels available online and on-disc with full block set day 0.

Majority of people only want to PLAY levels, including those who are faking outrage about the game they didn't planned to buy on a console they don't own from a manufacturer they despise.
Title: Re: Super Mario Maker
Post by: broodwars on August 12, 2015, 04:03:20 PM
There will be levels available online and on-disc with full block set day 0.

Majority of people only want to PLAY levels, including those who are faking outrage about the game they didn't planned to buy on a console they don't own from a manufacturer they despise.

Here's the problem, though: people can't MAKE good levels for you to PLAY until they have access to all the tools. I'm not a big fan of level creation, either, but I still want to play good levels.
Title: Re: Super Mario Maker
Post by: Soren on August 12, 2015, 04:04:30 PM
There will be levels available online and on-disc with full block set day 0.

Majority of people only want to PLAY levels, including those who are faking outrage about the game they didn't planned to buy on a console they don't own from a manufacturer they despise.


Then make Super Mario Player. There's no reason a game called Super Mario Maker needs to have its full toolset locked away for a week and a half after purchasing. Regular Mario games don't make we wait a full day to play World 2 after I beat 1.
Title: Re: Super Mario Maker
Post by: Stratos on August 12, 2015, 04:59:13 PM
Then make Super Mario Player. There's no reason a game called Super Mario Maker needs to have its full toolset locked away for a week and a half after purchasing. Regular Mario games don't make we wait a full day to play World 2 after I beat 1.


I LOVE this idea. Sell Maker for the full retail price, then sell a limited "player" edition for really cheap. Make the player work on both the 3DS AND the Wii U and you could end up netting a lot more sales and exposure.
Title: Re: Super Mario Maker
Post by: UncleBob on August 12, 2015, 05:20:48 PM
And we wrap around back to the OP. ;)
Title: Re: Super Mario Maker
Post by: Ian Sane on August 12, 2015, 05:38:25 PM
There will be levels available online and on-disc with full block set day 0.

Majority of people only want to PLAY levels, including those who are faking outrage about the game they didn't planned to buy on a console they don't own from a manufacturer they despise.


Then make Super Mario Player. There's no reason a game called Super Mario Maker needs to have its full toolset locked away for a week and a half after purchasing. Regular Mario games don't make we wait a full day to play World 2 after I beat 1.

If we ever start complaining that their games are too short then maybe Nintendo's wacky solution will be to make the player wait to play later levels. ;)

I just find this idea odd.  For better or worse this is the sort of idea I could ONLY imagine Nintendo coming up with.

For maximum hilarity watch as they'll now get the review copies out to the media less than 9 days before release so the reviewers can't access part of the game before publishing their review.
Title: Re: Super Mario Maker
Post by: Soren on August 12, 2015, 05:51:24 PM
There will be levels available online and on-disc with full block set day 0.

Majority of people only want to PLAY levels, including those who are faking outrage about the game they didn't planned to buy on a console they don't own from a manufacturer they despise.

Here's the problem, though: people can't MAKE good levels for you to PLAY until they have access to all the tools. I'm not a big fan of level creation, either, but I still want to play good levels.



There's no justification as to why I should wait one day to use a fire flower or a star in my levels.
Title: Re: Super Mario Maker
Post by: Enner on August 12, 2015, 05:52:41 PM
That's a very strange design decision.  I wonder if you can just move your console's clock ahead a few days and unlock everything at once.  Assuming you can't then the first user created levels made available to everyone will only use the first parts unlocked, so they'll be much lamer than they otherwise would be.  So Nintendo wants the first user created levels available to be lame simplistic levels that can't do much?  Huh?

You can't unlock everything at once as the game wants you to spend 3-5 minutes in the Maker to get the notification that tells you that you will unlock new building pieces the next day. The design goal, I presume, is to encourage players to play and make a little bit every day.

Oh hey, Nintendo is embracing mobile game strategies.

I guess the other design goal is to have creators gradually learn the elements day by day and limit how they might get in to trouble. But getting in to trouble is the best way to learn, isn't it?

I'm surprised that this time-locking design is getting such a huge thumbs-down when I really shouldn't be. I've played too many mobile games such that that nine day lock out has me saying, "Oh, that's short. It won't be long until I will have everything. I'll just put the time in and it will be done in no time."

I've forgotten that the target audience of this game probably binges on playing video games and would rather have everything all at once.
Title: Re: Super Mario Maker
Post by: Enner on August 12, 2015, 05:59:21 PM

There's no justification as to why I should wait one day to use a fire flower or a star in my levels.

Nintendo: "You need to learn the mushroom and have it's concept settle in your mind before you are ready for the flower!"

"Please don't trade in our game."
Title: Re: Super Mario Maker
Post by: broodwars on August 12, 2015, 06:01:33 PM
For maximum hilarity watch as they'll now get the review copies out to the media less than 9 days before release so the reviewers can't access part of the game before publishing their review.

I doubt they would do that. For all their faults, Nintendo has a reputation for getting review copies out very early (except for console launches), just with very strict and assinine NDAs.
Title: Re: Super Mario Maker
Post by: Enner on August 12, 2015, 06:10:36 PM
For maximum hilarity watch as they'll now get the review copies out to the media less than 9 days before release so the reviewers can't access part of the game before publishing their review.

I doubt they would do that. For all their faults, Nintendo has a reputation for getting review copies out very early (except for console launches), just with very strict and assinine NDAs.

Any strictness that reaches our ears seem to be limited to story spoilers (which is understandable) and video content (which can be really stupid). Oh, I guess the embargo dates are messed up because Nintendo can't grasp the international nature of the internet and how websites can have offices in different parts of the world.

Also nice is that written reviews for Nintendo games tend to be posted a week before release.
Title: Re: Super Mario Maker
Post by: Ian Sane on August 12, 2015, 06:21:33 PM

There's no justification as to why I should wait one day to use a fire flower or a star in my levels.

Nintendo: "You need to learn the mushroom and have it's concept settle in your mind before you are ready for the flower!"

"Please don't trade in our game."

You need to understand how mushrooms work even though the only people who would give the slightest **** about a game with NES style graphics are the long time fans of Mario who are fully aware how EVERYTHING in this game works.  A game that caters to nostalgia that treats the audience like rookies who don't know how any of it works?  Yep, only from Nintendo.  If you're a newcomer to Mario (so you're like 3 years old I suppose) this is very much NOT the game you would start with.

Though I wonder if this is somewhat how Nintendo designs levels themselves.  They tend to gradually introduce the concepts so maybe when they design levels they intentionally restrict themselves at the start so this is their way of getting the player to have the same mindset.  Still doesn't seem like something the user would want to have to go through though.
Title: Re: Super Mario Maker
Post by: Mop it up on August 12, 2015, 06:26:17 PM
Considering how long I'll likely be playing this game, 9 days is insignificant. Besides, there are pre-made stages to try in the meantime.
Title: Re: Super Mario Maker
Post by: UncleBob on August 12, 2015, 08:40:16 PM
Would this be better received if, instead of locking the stuff behind time retraints, it had been locked behind onther in-game requirements?  Like, you can't use Set B until you've completed World B?

That would be more inline with traditional video games, locking content behind in-game performance.
Title: Re: Super Mario Maker
Post by: broodwars on August 12, 2015, 09:02:31 PM
Would this be better received if, instead of locking the stuff behind time retraints, it had been locked behind onther in-game requirements?  Like, you can't use Set B until you've completed World B?

That would be more inline with traditional video games, locking content behind in-game performance.

I would be OK with that, because then you could use the argument that "Well, now that you've seen how these things work for yourself, now they're yours to play with!" It's basically what LittleBigPlanet does with its Bubble Collectables. This just feels so...arbitrary.
Title: Re: Super Mario Maker
Post by: nickmitch on August 12, 2015, 09:29:40 PM
There will be levels available online and on-disc with full block set day 0.

Majority of people only want to PLAY levels, including those who are faking outrage about the game they didn't planned to buy on a console they don't own from a manufacturer they despise.

Here's the problem, though: people can't MAKE good levels for you to PLAY until they have access to all the tools. I'm not a big fan of level creation, either, but I still want to play good levels.

You can totally make good levels with the first set.  Just gotta git gud.
Title: Re: Super Mario Maker
Post by: Adrock on August 13, 2015, 12:23:07 AM
I'd liken this to how games don't give you the best items or weapons at the beginning of the game. The point is that you have to learn the mechanics of the game and whatnot. In that sense, I can kind of see the line of thinking here even if I don't entirely agree with it. Due to the type of game Super Mario Maker is, unlocking new toolsets isn't the same thing as say Link getting the Master Sword a few hours into most Zelda games. How do the developers decide if players are ready for the next toolset? That's a rhetorical question since they can't so I think the idea is "Fool around with this stuff then we'll give you more tomorrow." In order to guide players through the learning curve of stage creation (I'm not even a planning on creating many stages if any at all, and I'm probably still underestimating just how difficult it is to make a decent one), some limitations are expected if not welcome. However, looking at the unlock schedule and it seems so arbitrary. The Chain Chomp isn't unlocked until day nine. That's an odd choice. I'd understand locking some of the crazier stuff at first.

I suppose it would make more sense to lock the toolsets behind a wall dictated by hours spent creating stages or through single player advancement rather than per day. I plan on playing this well past that nine day period so in the long run this barely matters. That doesn't make this choice any less bizarre and silly, but I can't say I'm especially bothered by it now or in the grand scheme of things.
Title: Re: Super Mario Maker
Post by: Ian Sane on August 13, 2015, 12:40:34 PM
Would this be better received if, instead of locking the stuff behind time retraints, it had been locked behind onther in-game requirements?  Like, you can't use Set B until you've completed World B?

That would be more inline with traditional video games, locking content behind in-game performance.

A nice way to do it would be both.  You can either complete the levels or have the time pass, whatever happens first.  Then if you suck at the game and can't beat the levels the stuff still unlocks for you at some point.
Title: Re: Super Mario Maker
Post by: Stogi on August 18, 2015, 12:25:09 AM
There will be levels available online and on-disc with full block set day 0.

Majority of people only want to PLAY levels, including those who are faking outrage about the game they didn't planned to buy on a console they don't own from a manufacturer they despise.

Here's the problem, though: people can't MAKE good levels for you to PLAY until they have access to all the tools. I'm not a big fan of level creation, either, but I still want to play good levels.



There's no justification as to why I should wait one day to use a fire flower or a star in my levels.

As someone who is a bit creative, being artificially restricted is a great way to try something new. So instead of being overwhelmed with the full set of tools, maybe Nintendo thinks it might actually be better for you to learn the basics and goof around with a few things first. Then if you're having fun, the next day you can try a new set of tools, and so on and so forth until you've actually tried them on.
Title: Re: Super Mario Maker
Post by: Dasmos on August 20, 2015, 04:44:33 AM
So it's been confirmed that you can just skip ahead the date to unlock everything, so I guess people can stop having a sook about it now.
Title: Re: Super Mario Maker
Post by: broodwars on August 20, 2015, 01:55:42 PM
So it's been confirmed that you can just skip ahead the date to unlock everything, so I guess people can stop having a sook about it now.

Sure, if you feel like going through the severe pain in the ass of going into the game, screwing around in the editor for 5 minutes, exiting the game, waiting for the Wii U to finish its minute-long load into the System Settings, changing the date, waiting for the Wii U to finish its minute-long load into the main menu, going back into the game, wash, rinse, repeat.
Title: Re: Super Mario Maker
Post by: UncleBob on August 20, 2015, 03:09:19 PM
I have to agree - while I'm not as offended as some by this lock-out, having to fiddle with your system settings if you don't like it is *totally* not a reasonable way around what one would define as a concious flaw in the design of the game.
Title: Re: Super Mario Maker
Post by: Ian Sane on August 20, 2015, 05:07:00 PM
I've been watching a couple videos from guys with review copies and I find myself... excited?  I'm thinking to myself "man, when I get this I'm going to..." and then I stop and realize I don't have a Wii U so I can't get this...yet.  That's kind of the thinking you're supposed to get with a system seller.  Imagine if the Wii U launched with this instead of NSMB U.  Despite being a sidescroller with gameplay lifted right out of the old titles it has a concept that has not been seen in a Mario game before in the level creator.  The best Mario games usually offered something that the prior games didn't have.  Not only is this more interesting than NSMB U but it also makes really good use of the Gamepad.  The concept wouldn't work well without the touchscreen which means unlike the other Wii U Mario games you couldn't do this on prior Nintendo consoles.

USGamer has a series going where the reviewer makes a new level using the tools made available each day.  The approach is to design a Mario game using the same design philosophies that Nintendo does and how they want you to play the game.  It actually is a pretty good argument in favour of the unlocking system.

But then there is the opposite approach: https://www.youtube.com/watch?v=EGZ-mD53X1w (https://www.youtube.com/watch?v=EGZ-mD53X1w)
The creator is trying to throw everything he can think of into a mega level that looks incredibly fun.  But you couldn't do this until day 7 or so.  And there's the argument for not locking the features - you can't jump right in and create something cool like this.
Title: Re: Super Mario Maker
Post by: Stratos on August 20, 2015, 06:20:15 PM
Easiest solution would be to ask the player "Are you a beginner or an experience player?" Beginner locks content behind a time wall and feeds you slowly as you get comfortable, the experienced option just unlocks everything from the get-go.
Title: Re: Super Mario Maker
Post by: Soren on August 21, 2015, 09:40:08 AM
2 Questions to keep the hype train going.

- Level designers: what kind of levels are you thinking about making?
- Level players: what kind of levels do you want to see from designers?
Title: Re: Super Mario Maker
Post by: Evan_B on August 21, 2015, 10:56:03 AM
I'm hoping to make some puzzle platformer levels out of traditional Mario mechanics.
Title: Re: Super Mario Maker
Post by: Ian Sane on August 21, 2015, 12:15:39 PM
My goal would be to try to make like a proper Mario game where earlier levels are easier and introduce the mechanics and then later levels are more ambitious and difficult.  SMB has 32 levels so that would be a good number to aim for.  Let's see if I have the chops to be a half-decent game designer.  Of course if I really suck at it and it's really time consuming I'll probably give up.

From other designers I would want to play creative levels that aren't ridiculous expert challenges.  That seems to be a priority for designers, to make insane levels that **** with the player.  There is a place for that type of game (like that infamous "Asshole Mario" SMW hack) but I fear that people will focus TOO much on that.  And there are going to be designers that try to make levels that feel like other sidescrollers like Metroid, Mega Man, Sonic, etc.  If done right those could be pretty cool.

I could also see the appeal in my brother and I making tricky levels solely for the purpose of fucking with each other.
Title: Re: Super Mario Maker
Post by: Luigi Dude on August 21, 2015, 03:44:11 PM
From other designers I would want to play creative levels that aren't ridiculous expert challenges.  That seems to be a priority for designers, to make insane levels that **** with the player.  There is a place for that type of game (like that infamous "Asshole Mario" SMW hack) but I fear that people will focus TOO much on that.  And there are going to be designers that try to make levels that feel like other sidescrollers like Metroid, Mega Man, Sonic, etc.  If done right those could be pretty cool.

This is why it's nice Nintendo has made it where the designers have to be able to beat their own levels before they can upload them.  That should help cut down on the average person trying to make the most difficult levels possible that are more frustrating then fun.
Title: Re: Super Mario Maker
Post by: Adrock on August 21, 2015, 05:04:52 PM
2 Questions to keep the hype train going.

- Level designers: what kind of levels are you thinking about making?
- Level players: what kind of levels do you want to see from designers?
1. I won't be making too many levels. I'd be more interested if Nintendo retroactively added Yoshi, the leaf ,and the feather to the original Super Mario Bros. style.

2. I want some challenge. I like knowing I can just give up and move on if I think a stage is frustrating for the sake of frustration. I just like the infinite nature of this game so I'm mostly looking at volume more than anything else. There's definitely room for a sequel (e.g. no hills/slopes apparently, more backgrounds etc.), but I'm going to play the hell out of this game.
Title: Re: Super Mario Maker
Post by: Spak-Spang on August 21, 2015, 06:54:30 PM
What I expect from a sequel...

1) Blending powerup into any style game.
2) Hills
3) Character Selections Ala Super Mario Bros 2
4) Amiibo Support for added characters that will have special movies ala (Super Mario Crossover) for the levels.

However, I can't wait for Nintendo to turn this into a series and we can get Kirby Maker, Metroid Maker, Unfortunately Zelda maker would be too hard...UNLESS...it is Zelda Dungeon Maker, and the game is like 100 Marios but it is like 3 Dungeon Worlds or 5 Dungeon worlds...
Title: Re: Super Mario Maker
Post by: Ian Sane on August 21, 2015, 07:30:57 PM
The layout looks like a grid so I'm guessing that's why they didn't go with hills.  I would want in a sequel for them to allow for full mix and match, include SMB2 (enemies from that game don't get squished when you jump on them and have to be thrown; it's doable), and for them to offer the Super Mario All-Stars graphics as well.  The All-Stars graphics would let you incorporate a consistent look while having elements from all the games.

Of course I also want them to somehow incorporate Donkey Kong Country and Wario Land and Yoshi's Island and, **** it, SUPER PRINCESS PEACH into it if they can.  They can go pretty far with this stuff.

Kirby Maker sounds doable though wouldn't attract nearly the level of interest.  Metroid isn't divided into levels so I figure it would be a lot harder to do.  If you made some big Metroid-like world how would you test playing through it?
Title: Re: Super Mario Maker
Post by: Mop it up on August 23, 2015, 02:21:54 PM
- Level designers: what kind of levels are you thinking about making?
- Level players: what kind of levels do you want to see from designers?
1. The same kind of levels that I made for the NSMBWii homebrew editor, which would be ones that focus more on fun activities than challenge. Though, part of that was to make them suitable for multi-player; since this game seems to lack that, I may alter things a bit. I also try to use elements in ways that Nintendo didn't, such as basing a level around wall-jumps, or the Propeller Block, etc.

2. Levels that follow a similar philosophy as above.

The layout looks like a grid so I'm guessing that's why they didn't go with hills.
Hills can work with grids, they just come in pre-set angles, like they are in the NSMB games for example.
Title: Re: Super Mario Maker
Post by: Wah on August 24, 2015, 12:10:05 AM
I want to play as Waluigi! :'(
Title: Re: Super Mario Maker
Post by: Louieturkey on August 24, 2015, 06:23:18 PM
I want to play as Waluigi! :'(
Just wait for the Waluigi amiibo.
Title: Re: Super Mario Maker
Post by: Wah on August 24, 2015, 07:34:48 PM
Ten years later...
Title: Re: Super Mario Maker
Post by: Stogi on August 25, 2015, 11:25:07 AM
2 Questions to keep the hype train going.

- Level designers: what kind of levels are you thinking about making?
- Level players: what kind of levels do you want to see from designers?

After the first few levels of just developing crazy ****, I would actually take it seriously and try to develop a Nintendo-class level, particularly a world 7 stage. Not too hard, but definitely memorable.

And I'd like to play those levels that 'you just push forward'. They're one-off levels, but they're more like a ride anyways.
Title: Re: Super Mario Maker
Post by: Soren on August 29, 2015, 04:39:49 AM
Preordered the game off Amazon and got the price lowered to 49.99. If you have Prime and don't mind waiting a few days you can save a few bucks.
Title: Re: Super Mario Maker
Post by: TOPHATANT123 on September 04, 2015, 10:57:23 AM
Nintendo UK sits down to play levels made by Rare alumni studio Playtonic Games. Including an awesome lemmings inspired level.
https://youtu.be/Ct51yd4LNgw
Title: Re: Super Mario Maker
Post by: Spak-Spang on September 06, 2015, 09:57:03 AM
I remember reading a document about level design for Super Mario Galaxy 2, which they would try to introduce a game play mechanic in a very easy to learn environment.  Reward the player for learning how to play with the new mechanic, and then have the level challenge the players master of this mechanic.

I think I would want to try to make levels like that.   Introduce a new enemy or mechanic to the player, and then have the player learn what to do, and then have the player master it.  It would take awhile to think about your mechanics, but it could be simply, the Skull roller coaster thing, then move to skull coaster and enemies, and then skull coaster enemies and jumps...something like that would be fun.

Title: Re: Super Mario Maker
Post by: sudoshuff on September 06, 2015, 02:51:28 PM
Did anyone here call Nintendo to receive the complimentary Mario Maker book with the digital purchase?  If so, have you received it yet?  I remember Jonny mentioning on RFN that the Nintendo support person said they were trying to mail them out early (before the game releases).
Title: Re: Super Mario Maker
Post by: ThePerm on September 09, 2015, 02:20:34 AM
Damn the Playtonic video went private. The Super Meat Boy guys talked about working on Super Meat boy in that way on that indy game documentary. Actually..I wanna see levels built by famous game developers in general. How would Cliffy B make levels?
Title: Re: Super Mario Maker
Post by: TOPHATANT123 on September 09, 2015, 04:27:31 PM
Huh they must have deleted it, maybe it contained something that was under embargo at the time. Lucky for us you can still watch it on twitch. http://www.twitch.tv/nintendouk/v/14237264
Also in related Nintendo UK news tomorrow they will put up a Q and A with Miyamoto about "Mario Myths", and on Friday 5pm British Summer Time they will stream Mario Maker with Charles Martinet.

As for developer courses there is a video with Igarashi of Castlevania fame https://youtu.be/-HqY6MaeUmw
And another with Michel Ancel known for his work on  Rayman and Beyond Good and Evil https://youtu.be/Q5MaKinEawc
Lastly one with Tezuka and Miyamoto playing Michael Ancel's level live at a Paris game seminar with an unshakeable feeling of E3 2003 deja vu. https://youtu.be/2TVSu9zF0e4
Title: Re: Super Mario Maker
Post by: EasyCure on September 10, 2015, 04:46:54 PM
I have mixed feelings about this title.

The hype is definitely there but I don't see myself being able to put in a significant amount of time, as much as I'd want to. I'd love to make both insane levels that look impossible, as well as something that Miyamoto would be proud of, but I get the feeling I'll end up playing more levels than making them.

It happened with Sm4ash's custom stage options. I thought being able to draw figures would make things easier but I tried it once and haven't touched the option since. I guess we'll see what happens. I do look forward to at lease playing some NWR member's levels though.
Title: Re: Super Mario Maker
Post by: Soren on September 10, 2015, 04:54:43 PM
It happened with Sm4ash's custom stage options. I thought being able to draw figures would make things easier but I tried it once and haven't touched the option since. I guess we'll see what happens. I do look forward to at lease playing some NWR member's levels though.


Smash 4's level creator is extremely limited though.
Title: Re: Super Mario Maker
Post by: EasyCure on September 10, 2015, 05:14:09 PM
It happened with Sm4ash's custom stage options. I thought being able to draw figures would make things easier but I tried it once and haven't touched the option since. I guess we'll see what happens. I do look forward to at lease playing some NWR member's levels though.

Yet I still couldn't put the time into create levels, and it was something I hyped myself up for before the game released. Mario Maker looks much more intuitive first, but I feel like I'll get to day 3's tool set and not create much after that. The fact that I can play any one else's levels is more than enough reason to pick this game up, I just don't know how much if anything I'll be able to contribute.

We'll see though. Maybe I'll try it and get hooked.


Smash 4's level creator is extremely limited though.


EDIT: So I just happened to watch This video (https://youtu.be/Ynk9VSYKztI?t=7m11s) for a DK themed level. This is the sort of stuff I'd want to create! Seeing how well it works brings a smile to my face the way only Nintendo games can. Despite my earlier post, the hype for this game continues!


Also, for whoever brought up the custom sounds earlier in the thread (I think I read that here..) according to the video I linked above, the custom sounds are only available locally and won't be heard online.
Title: Re: Super Mario Maker
Post by: Soren on September 10, 2015, 09:48:13 PM
Yeah, the custom sounds thing sucks, but it's not a deal breaker. I mostly want to use it to troll my friends who come over
Title: Re: Super Mario Maker
Post by: EasyCure on September 11, 2015, 12:30:54 PM
and I just read that the 9 day lock for tool sets has received a day 1 patch to remove it. Hooray?

Still unsure if I should pick the game up today or wait a while.. somebody, knock some sense into me!
Title: Re: Super Mario Maker
Post by: BranDonk Kong on September 11, 2015, 01:04:37 PM
Buy it. Go to Target, Walmart or Best Buy if you have Amazon Prime and show them that it's $49.88 when you go to check out online.
Title: Re: Super Mario Maker
Post by: lolmonade on September 11, 2015, 03:03:21 PM
and I just read that the 9 day lock for tool sets has received a day 1 patch to remove it. Hooray?

Still unsure if I should pick the game up today or wait a while.. somebody, knock some sense into me!

Doesn't remove it, just changes closer to a 1-day unlock.  I've read it has to do with how long you play in the level editor.
Title: Re: Super Mario Maker
Post by: lolmonade on September 11, 2015, 03:21:02 PM
Picked it up on my lunch break and got to tinker with it for about 5-10 minutes. Have very few impressions, but what I can say already:
 Definitely going to burn some time tonight tinkering with the level making tools. 
Title: Re: Super Mario Maker
Post by: EasyCure on September 11, 2015, 06:48:55 PM
and I just read that the 9 day lock for tool sets has received a day 1 patch to remove it. Hooray?

Still unsure if I should pick the game up today or wait a while.. somebody, knock some sense into me!

Doesn't remove it, just changes closer to a 1-day unlock.  I've read it has to do with how long you play in the level editor.

Thank you, but I read that too. I still think it's an improvement and was almost enough to push me over the edge and buy it.

Sadly I didn't, but I think it'll be better this way. I don't have too much time to jump in and create courses right away, and I know it'll be some time before there are some truly magnificent ones available on-line from other Makers.

Get to cracking, NWR. I look forward to some of your courses in a month or so. Hopefully by the time I start making my own, you guys won't be too burnt out on the game. In the meantime, does anyone else have any impressions?

I'm curious: how intuitive do you really find the controls? The videos all make it look pretty flawless. What headaches have you ran into with the creation process? Another question I haven't seen answered in videos: Just how large can the levels be? I've seen a few levels that look pretty massive, even NWR's Metroid level looked huge. Do you get to pick a stage size or do you just build and build until you reach some sort of limit?
Title: Re: Super Mario Maker
Post by: BranDonk Kong on September 11, 2015, 08:13:32 PM
There is a fixed size, you just drag the goal to where you want it to be. I'm sure the size increases as you play more and earn more unlocks.
Title: Re: Super Mario Maker
Post by: pokepal148 on September 11, 2015, 09:26:32 PM
44F6 0000 001A BE9B
Title: Re: Super Mario Maker
Post by: Nile Boogie Returns on September 11, 2015, 09:30:44 PM
BUY IT NOW! I will play this game for 30 years!
Title: Re: Super Mario Maker
Post by: Soren on September 11, 2015, 09:36:10 PM
44F6 0000 001A BE9B

-audible cough- (http://www.nintendoworldreport.com/forums/index.php?topic=48204.0)
Title: Re: Super Mario Maker
Post by: pokepal148 on September 11, 2015, 10:16:32 PM
In fairness I literally just took a level I was working on and slapped a Bowser Jr.fight at the end. More of a WIP then anything...
Title: Re: Super Mario Maker
Post by: EasyCure on September 12, 2015, 12:32:48 AM
BUY IT NOW! I will play this game for 30 years!

Well when you put it that way...
Title: Re: Super Mario Maker
Post by: pokepal148 on September 12, 2015, 01:07:34 AM
(https://d3esbfg30x759i.cloudfront.net/ss/WVW69iYBxwIdNfBUs2)

So sad that version of the map didn't save.
Title: Re: Super Mario Maker
Post by: ShyGuy on September 12, 2015, 02:12:58 AM
Installing the first update now. By the way, what is up with the freaky tall Mario in the manual? A skinny mushroom?
Title: Re: Super Mario Maker
Post by: Enner on September 12, 2015, 04:01:20 AM
It's just Regular Mario with regular arms and legs.

I really like how playful the tools are, though I couldn't speed up the delivery of the next set. Sadly, my Wii U has taken to freezing frequently.
Title: Re: Super Mario Maker
Post by: BranDonk Kong on September 12, 2015, 08:46:50 AM
I've gotten the skinny Mario a few times. It's pretty funny he jumps really high and has unique sounds and animations.
Title: Re: Super Mario Maker
Post by: Adrock on September 12, 2015, 08:53:39 AM
Skinny Mario is just Mario with Luigi's physics: higher jumps, lower traction.
Title: Re: Super Mario Maker
Post by: BranDonk Kong on September 12, 2015, 09:19:01 AM
It's not quite Luigi physics (can't you be Luigi with an Amiibo or power-up anyway?), it actually feels like something out of Wario Ware when you play as him (in fact I think it may have come from Wario Ware).

Anyway, this game is great, and the more you play, the faster you unlock things. My daughter and I just unlocked the Castle Set and the "view Mario's trail" option. She's 9 years old and she's actually pretty good at making good levels, two people have starred one of hers so far.
Title: Re: Super Mario Maker
Post by: sudoshuff on September 12, 2015, 09:58:48 AM
I initially assumed the level creation parts would only work as single player experiences.  However, we've already had quite a few entertaining family moments with everyone watching the TV and working together to build a level.   
Title: Re: Super Mario Maker
Post by: Soren on September 12, 2015, 01:32:15 PM
Spoiler Alert: Every single costume on Mario Maker.

Title: Re: Super Mario Maker
Post by: Caterkiller on September 12, 2015, 01:51:22 PM
I have barely given this game a second look since it first appeared. I knew I would get it, I just didn't care about any previews until I played it at comicon.

This type of creative control is almost daunting to me. I want to make a fun and challenging course. Not the stupid kind of challenging I'm seeing from people based seemingly on some unfair way to go about it but a smart challenge.
Title: Re: Super Mario Maker
Post by: BranDonk Kong on September 12, 2015, 07:07:21 PM
This game deserves to be a multi-million seller, too bad Nintendo didn't have this for a launch title. They should make a 3DS version too, but the scree might be too small.
Title: Re: Super Mario Maker
Post by: nickmitch on September 12, 2015, 08:48:31 PM
When do I get to play the Nintendo World Championship levels?
Title: Re: Super Mario Maker
Post by: ShyGuy on September 13, 2015, 01:48:54 AM
How do I find Michel Ancel's level?
Title: Re: Super Mario Maker
Post by: Nile Boogie Returns on September 13, 2015, 02:08:44 PM
There are some really good levels out there. I particularly like the ones out of the box where if you get the coins before the P-Block you get stuck, or the areas on small Mario can make it though. This is a fantastic game with inarguably the best replay value of any Mario game, possibly any video game period. If this was a Launch title...
Title: Re: Super Mario Maker
Post by: ShyGuy on September 13, 2015, 03:41:21 PM
How are you guys getting all the locked stuff?
Title: Re: Super Mario Maker
Post by: BranDonk Kong on September 13, 2015, 03:58:20 PM
Do the 100 Mario Challenge. You only get one item on Easy, I believe you get more on Normal and Expert, but I could be wrong. If it's only one item, then that means 800-1600 levels to unlock everything...
Title: Re: Super Mario Maker
Post by: Nile Boogie Returns on September 13, 2015, 04:32:57 PM
How are you guys getting all the locked stuff?


I really need invisible blocks but I'm waiting for my son to come home as  don't want to unlock everything before he gets back form the weekend
Title: Re: Super Mario Maker
Post by: Caterkiller on September 13, 2015, 04:58:56 PM
How are you guys getting all the locked stuff?

Do you mean set pieces?

1 - use every item that is new at least once.
2 - Make a stage and add as many blocks as possible of any kind in one big screen filling square.
3 - Highlight them and copy them about 5 times.

You'll see the truck message a few time stating your new pieces will arive in a day or something.
Title: Re: Super Mario Maker
Post by: TGT on September 13, 2015, 06:02:09 PM
We had super smash bros. for both 3ds and wii u, yet we don't have Super Mario Maker for 3ds. I mean really, I get how Nintendo is trying to create some sort of console exclusivity, but it's not going to go very well for your 3ds fanbase if you're only going to release the high demand games on wii u because once you leave 3ds users in the dust, more people are going to buy the wii u, and then the 3ds won't sell well anymore because more people are buying the wii u solely for its game library. Then once they try to release a popular 3ds exclusive game, new and old wii u users are going to be screaming about how it's only on 3ds, just like we are about a portable port (which I do agree with you on how much of a great idea that is). Plus, it's Mario's 30th anniversary, so why not put it on all modern nintendo consoles, as well as form a more similar game library among popular games on both 3ds and wii u?


Oh and by the way, the fact that the wii u won't sell very well in the end is nintendo's fault (no offense to wii u lovers).   
Title: Re: Super Mario Maker
Post by: TOPHATANT123 on September 13, 2015, 06:24:22 PM
Stop wasting your breath arguing with the thin air then and get yer self a Wii U, I can't imagine Mario Maker is the only game you would want on it. The 3ds hate is a vocal minority and I see no reason why the two cannot co-exist.
Title: Re: Super Mario Maker
Post by: Wah on September 13, 2015, 08:52:15 PM
This might make me actually buy a Wii U (when it drops in price)
Played it at friend's house frickin fantastic game.
Title: Re: Super Mario Maker
Post by: Traveller on September 13, 2015, 08:57:47 PM
Theres a great number of games on Wii U that are worth owning. Is the system really not worth the asking price for access to these games?
Title: Re: Super Mario Maker
Post by: Wah on September 13, 2015, 09:10:01 PM
that and the fact that parents think a SNES and a PS2 is clearly enough console's.
(with My Gaming Laptop.)
Title: Re: Super Mario Maker
Post by: ejamer on September 13, 2015, 09:24:36 PM
that and the fact that parents think a SNES and a PS2 is clearly enough console's.
(with My Gaming Laptop.)

(Edited font size for emphasis.)

See, that's the problem right there!

In time, you'll be the parent and things will self-correct. That's why we currently have... 16? consoles (combined for handheld and TV-based) in our house now.


Obviously I have a different kind of problem...
Title: Re: Super Mario Maker
Post by: BranDonk Kong on September 13, 2015, 10:48:25 PM
I was going to say you've got me beat...but let me count my consoles...
Genesis (no idea if it works though)
N64
PlayStation
Dreamcast x 2
PS2
Xbox
GameCube
Xbox 360
PS3 x 2
Wii
Wii U
PS4
Xbox One
Android ADT-1
Nvidia Shield
PSP
DSi
3DS
3DS XL
21 if you count the doubles and the handhelds (and the mystery Genesis). I never realized how ridiculous that was until now. Need to get an SNES. And a Saturn (should have never sold that).
Title: Re: Super Mario Maker
Post by: Wah on September 14, 2015, 12:38:24 AM
Snes with Super Mario all-stars NEVER gets old.
Title: Re: Super Mario Maker
Post by: Nile Boogie Returns on September 14, 2015, 12:35:41 PM
This might make me actually buy a Wii U (when it drops in price)
Played it at friend's house frickin fantastic game.




Damn the price drop, this is the system to own at 299.99, no regrets!




This game has  me drawing maps at work to make when I get home...that's impressive! Haven't drawn a map since Blaster Master / Metroid NES.
Title: Re: Super Mario Maker
Post by: Ian Sane on September 14, 2015, 01:58:12 PM
We had super smash bros. for both 3ds and wii u, yet we don't have Super Mario Maker for 3ds. I mean really, I get how Nintendo is trying to create some sort of console exclusivity, but it's not going to go very well for your 3ds fanbase if you're only going to release the high demand games on wii u because once you leave 3ds users in the dust, more people are going to buy the wii u, and then the 3ds won't sell well anymore because more people are buying the wii u solely for its game library. Then once they try to release a popular 3ds exclusive game, new and old wii u users are going to be screaming about how it's only on 3ds, just like we are about a portable port (which I do agree with you on how much of a great idea that is). Plus, it's Mario's 30th anniversary, so why not put it on all modern nintendo consoles, as well as form a more similar game library among popular games on both 3ds and wii u?


Oh and by the way, the fact that the wii u won't sell very well in the end is nintendo's fault (no offense to wii u lovers).   

The fact that I'm thinking "man, I kind of want to get a Wii U for this" is the exact reason why they shouldn't release a 3DS version.  For the most part the 3DS has been completely sufficient for me to get my Nintendo fix and I see that as a huge ****-up on Nintendo's part.  If the console is just a prettier 3DS experience on a TV then that's not worth $300.  The console needed unique games like this early on.
Title: Re: Super Mario Maker
Post by: Stratos on September 14, 2015, 04:38:35 PM
This might make me actually buy a Wii U (when it drops in price)
Played it at friend's house frickin fantastic game.


You mean Pokken Tournament with a playable Lucario won't help? I'd have figured that was going to be your game of the year in 2016.
Title: Re: Super Mario Maker
Post by: BranDonk Kong on September 14, 2015, 08:54:23 PM
This is the best level I've ever seen. Watch it all.



Sorry, guess I screwed up that link.
Title: Re: Super Mario Maker
Post by: nickmitch on September 14, 2015, 10:47:03 PM
This is the best level I've ever seen. Watch it all.

Title: Re: Super Mario Maker
Post by: ShyGuy on September 14, 2015, 10:55:19 PM
That was awesome.
Title: Re: Super Mario Maker
Post by: Wah on September 15, 2015, 07:17:41 PM
This might make me actually buy a Wii U (when it drops in price)
Played it at friend's house frickin fantastic game.




Damn the price drop, this is the system to own at 299.99, no regrets!




This game has  me drawing maps at work to make when I get home...that's impressive! Haven't drawn a map since Blaster Master / Metroid NES.
still 499.99 in oz
Title: Re: Super Mario Maker
Post by: MagicCow64 on September 16, 2015, 12:20:51 AM
I sense the creation of a new sub-genre.
Title: Re: Super Mario Maker
Post by: Evan_B on September 16, 2015, 01:26:55 AM
Made a level earlier, hoping it goes over well. Will share in the other thread,

The Japanese skippy skip patch was never given to the West, was it...? Damn. Not too happy about that but I did made a hard level with just the basic tools so I'm happy to see it grow.
Title: Re: Super Mario Maker
Post by: Shaymin on September 16, 2015, 06:43:38 AM
North America got it too: I had everything unlocked by Sunday afternoon.

Once a delivery arrives:
1) Use all of its new items once
2) Once 1) is complete, lay 1000 blocks (I recommend reaaaaaally long ceilings)
3) Truck!
Title: Re: Super Mario Maker
Post by: ejamer on September 16, 2015, 07:37:03 AM
...
21 if you count the doubles and the handhelds (and the mystery Genesis). I never realized how ridiculous that was until now. Need to get an SNES. And a Saturn (should have never sold that).


Oh, they all count! Glad to know I'm not the only one with a problem...  :)
I'd also love to get an SNES, but have resigned myself to buying fewer consoles going forward - especially since trying to find reasonably priced retro games locally is ridiculously hard.


For the record, my own console breakdown:
NES * 1
N64 * 1
GameCube * 1
Wii * 3 <-- one of these needs to go, replaced by a recent Wii U purchase
Wii U * 2
GBA (original) * 2
GBA Micro * 2
DS * 1
DSi * 1
3DS * 1
3DS XL * 1
PSP Go * 2
PSTV * 1


My wife accepts this and has given up hope of me "growing up".
Title: Re: Super Mario Maker
Post by: ejamer on September 16, 2015, 07:43:52 AM
This is the best level I've ever seen. Watch it all.

(snip)


Meh. I kind of wish I had that 4 minutes of my life back...
Title: Re: Super Mario Maker
Post by: Wah on September 16, 2015, 08:42:04 PM
This is the best level I've ever seen. Watch it all.

(snip)


Meh. I kind of wish I had that 4 minutes of my life back...
is 4min how long you last in bed?
Zing!
Title: Re: Super Mario Maker
Post by: Evan_B on September 26, 2015, 11:19:11 AM
http://nintendoeverything.com/why-super-mario-maker-uses-new-super-mario-bros-u-physics-for-all-game-styles/#disqus_thread
Ever wonder why each game style uses NSMB physics? Because Nintendo hates us, yet loves playtesters.

If your aim is to make a nostalgia grab, you might want to actually emulate the thing you're recreating.
Title: Re: Super Mario Maker
Post by: TOPHATANT123 on September 26, 2015, 11:38:41 AM
Makes sense to me, if they received strong feedback from play testers why would they ignore it? At that point may as well not test the game at all. Wasn't the complaint with the 25th anniversary that it was literally an emulation with nothing they had learnt in 25 years added to the package.
Title: Re: Super Mario Maker
Post by: ShyGuy on September 26, 2015, 12:02:06 PM
Where do I get the weird mushroom for to make Mario lanky?
Title: Re: Super Mario Maker
Post by: Enner on September 26, 2015, 12:07:35 PM
Honestly, I didn't notice that beneath the broad strokes (shell carrying, wall jumps) that it was all the same underneath.

Hey, they are emulating the things! Just not all of it.


Where do I get the weird mushroom for to make Mario lanky?


Random from a Super Mushroom. I recall reading something about completing all stages in the 10 Mario Challenge lets you shake a Super Mushroom to transform it in to a Skinny Mushroom.
Title: Re: Super Mario Maker
Post by: Soren on September 26, 2015, 12:11:38 PM
"On an additional note, while this mushroom does appear randomly to start out, the player can unlock it to use freely by clearing all four of the Nintendo World Championship 2015 courses. It can then be used by shaking a Super Mushroom in the Course Maker."
Title: Re: Super Mario Maker
Post by: NWR_insanolord on September 26, 2015, 03:24:10 PM
Using NSMB physics must be why I find the Super Mario World style to be not horrible in this.
Title: Re: Super Mario Maker
Post by: ShyGuy on September 26, 2015, 05:32:41 PM
Mario Maker has confirmed to me that Super Mario World is the worst 2D mario platformer.
Title: Re: Super Mario Maker
Post by: UncleBob on September 26, 2015, 05:35:51 PM
The thing that annoys me is that I keep trying to control the camera and make it scroll the screen up or down.  This has been in Mario games for a long time, yet it's taken out in the one that could really, really use it?
Title: Re: Super Mario Maker
Post by: BranDonk Kong on September 26, 2015, 05:37:50 PM
Mario Maker has confirmed to me that Super Mario World is the best 2D mario platformer, but I'm terrible at it.

ftfy
Title: Re: Super Mario Maker
Post by: sudoshuff on September 26, 2015, 06:34:23 PM
The thing that annoys me is that I keep trying to control the camera and make it scroll the screen up or down.  This has been in Mario games for a long time, yet it's taken out in the one that could really, really use it?


Agreed.  I especially remember it in Super Mario World.  That skin just feels weird without it.
Title: Re: Super Mario Maker
Post by: BranDonk Kong on September 26, 2015, 07:16:52 PM
That reminds me. I need to play Super Mario World again.
Title: Re: Super Mario Maker
Post by: ShyGuy on September 26, 2015, 07:47:11 PM
Mario Maker has confirmed to me that Super Mario World is the best 2D mario platformer, but I'm terrible at it.

ftfy

This is the inferior block:
(http://i91.photobucket.com/albums/k302/shyguy70/piq_59139_400x400_zpsswdppofq.png) (http://s91.photobucket.com/user/shyguy70/media/piq_59139_400x400_zpsswdppofq.png.html)
Title: Re: Super Mario Maker
Post by: Dasmos on September 26, 2015, 09:44:29 PM
Man, I'm sick of these "automatic" and "don't touch anything" levels. The 100 Mario challenge is filled with them and I get it they're cleverly designed, but man they're ****.
Title: Re: Super Mario Maker
Post by: UncleBob on September 26, 2015, 10:16:34 PM
Agreed.
I wish Nintendo could add some kind of filter that removes these levels from the 100 Mario Challenge.  Maybe something that detects if the player ever actually controls Mario to beat the course?

I paid $60 to play a game.  I appreciate the amount of work that goes into the auto-play levels - but, damnit, I wanna play!
Title: Re: Super Mario Maker
Post by: Evan_B on September 26, 2015, 10:19:44 PM
They're not cleverly designed. They take a long time to design, but it's more of a "beat your head against the wall" trial and error design.
Title: Re: Super Mario Maker
Post by: azeke on September 27, 2015, 12:30:10 AM
Ever wonder why each game style uses NSMB physics?
Because there is not reason to settle for inferior physics.
Title: Re: Super Mario Maker
Post by: Soren on September 27, 2015, 11:41:17 AM
Maybe you guys should git gud and stop playing the easy 100 Mario Challenge.
Title: Re: Super Mario Maker
Post by: Evan_B on September 27, 2015, 01:23:19 PM
Because there is not reason to settle for inferior physics.
Now this is comedy.
Title: Re: Super Mario Maker
Post by: azeke on September 27, 2015, 01:27:48 PM
Now this is comedy.
This is my unbiased and objectively correct fact.
Title: Re: Super Mario Maker
Post by: Evan_B on September 27, 2015, 02:01:17 PM
I'm just glad they didn't use 3D Land physics, since that's the most "Mario 3D Mario" that exists.
Title: Re: Super Mario Maker
Post by: azeke on September 27, 2015, 02:44:00 PM
^ that will be in Mario 3d Maker

3D Land's physics would have been better than 3d World's physics.
Title: Re: Super Mario Maker
Post by: Evan_B on September 27, 2015, 04:32:50 PM
Now this is trolling.
Title: Re: Super Mario Maker
Post by: Kairon on September 27, 2015, 05:40:03 PM
Do you guys know of anyway to get those random background doodads to generate on demand? You know, like the grandfather clocks in the ghost house when you place down certain kinds of terrain. Is it purely random or is there a pattern of something like they can't be within X spaces of each other?
Title: Re: Super Mario Maker
Post by: Evan_B on September 27, 2015, 11:17:15 PM
It is random, but once you spawn one you can actually copy it and put it anywhere else.
Title: Re: Super Mario Maker
Post by: Kairon on September 28, 2015, 03:09:51 PM
Oh sweet! Thanks Evan!
Title: Re: Super Mario Maker
Post by: ClexYoshi on October 06, 2015, 08:59:47 PM
https://www.youtube.com/watch?v=xSqAtxQsFQ0

UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUGH

I really, REALLY hope this gets patched out because there are probably some emotional terrorists out there that are going to do evil, evil things with this.
Title: Re: Super Mario Maker
Post by: ShyGuy on October 06, 2015, 09:04:58 PM
https://www.youtube.com/watch?v=xSqAtxQsFQ0

UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUGH

I really, REALLY hope this gets patched out because there are probably some emotional terrorists out there that are going to do evil, evil things with this.

I've never heard the phrase emotional terrorist, but dang it, I'm triggered now.
Title: Re: Super Mario Maker
Post by: ClexYoshi on October 06, 2015, 11:42:08 PM
https://www.youtube.com/watch?v=xSqAtxQsFQ0 (https://www.youtube.com/watch?v=xSqAtxQsFQ0)

UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUGH

I really, REALLY hope this gets patched out because there are probably some emotional terrorists out there that are going to do evil, evil things with this.

I've never heard the phrase emotional terrorist, but dang it, I'm triggered now.

You need to listen to more RFN, then!
Title: Re: Super Mario Maker
Post by: Evan_B on October 14, 2015, 08:28:54 PM
Well, I returned my copy of Mario Maker today. The selection of levels is just not improving (I'm partially to blame, I make hard levels too), and the palette of items has exhausted it's cleverness. I'm also tired of people skipping my levels and I'm tired of having to sift through self-playing and ball-busting my hard levels.

After playing a popular maker's levels, I noticed either praise for. "Being like a Mario level" or just because it was easy and I realized why this game isn't satisfying to me- everyone wants to bust people's balls bu not have to deal with it themselves, and if they scale back the difficulty it just feels boring since there is not linear structure to playing the levels. Nintendo certainly didn't do a good job of trying to filter the levels themselves.

Maybe I'll pick Mario Maker back up again in the future, when the creators have matured a bit and the level design has, as well. But until then, I have more important things to work on, and I also realized that I need a long break from all Mario because it's dissatisfying to me.
Title: Re: Super Mario Maker
Post by: ClexYoshi on October 14, 2015, 09:33:13 PM
I actually have been exclusively been playing lots of Expert 100 Mario Challenge in that regard. I will sit through a tough level if I think they have a good idea and aren't asking me to act within a single block's pixel precision, or  are asking me to work with a mechanic that's RNG based (Bowser, Lakitu, hammer bros.)

I feel I've gotten my $60 worth and that my levels could be more popular if I had a stronger social media presence, but I don't.

https://www.youtube.com/watch?v=MwvK1v9ATNU If you can endure this guy's pitched up voice, this is actually a pretty decent video on why Auto-Mario is such a plague on Super Mario Maker...
Title: Re: Super Mario Maker
Post by: Phil on October 14, 2015, 10:49:55 PM
Well, I returned my copy of Mario Maker today. The selection of levels is just not improving (I'm partially to blame, I make hard levels too), and the palette of items has exhausted it's cleverness. I'm also tired of people skipping my levels and I'm tired of having to sift through self-playing and ball-busting my hard levels.

After playing a popular maker's levels, I noticed either praise for. "Being like a Mario level" or just because it was easy and I realized why this game isn't satisfying to me- everyone wants to bust people's balls bu not have to deal with it themselves, and if they scale back the difficulty it just feels boring since there is not linear structure to playing the levels. Nintendo certainly didn't do a good job of trying to filter the levels themselves.

Maybe I'll pick Mario Maker back up again in the future, when the creators have matured a bit and the level design has, as well. But until then, I have more important things to work on, and I also realized that I need a long break from all Mario because it's dissatisfying to me.


I hope it wasn't me who ruined the experience for you! !  :'(  I support you for returning a game if you aren't enjoying it. That's a horrible feeling to have, being hyped for a game and it not being what you desired or it being a disappointment.
Title: Re: Super Mario Maker
Post by: ejamer on October 15, 2015, 08:16:03 AM
...
Maybe I'll pick Mario Maker back up again in the future, when the creators have matured a bit and the level design has, as well. But until then, I have more important things to work on, and I also realized that I need a long break from all Mario because it's dissatisfying to me.


I hate to keep sounding super negative about this game, but (based on experience with other games that rely on user-generated content) don't get your hopes up for creators or level designs to mature.

The majority of people making and posting content will never spend enough time to improve significantly. Eventually the number of creators will slow down; but good content will always be drowned out by stuff that isn't really worth playing. That's just the way it is.

This isn't condemning the game. There certainly is fun to be had here, especially if you have some local friends to play with/against. Just don't expect the limitations you've already experienced to magically get fixed - for better or worse, they are part of the experience.
Title: Re: Super Mario Maker
Post by: lolmonade on October 15, 2015, 01:06:31 PM
Yeah...i'd actually expect the quality & quantity of new levels to stagnate over time.


I think I said it somewhere else, but even if they had released tools that allowed you to create everything you could in the original games, this wouldn't replace the people at Nintendo behind making the levels.  I'm sure there's a very rigid set of rules Nintendo forces themselves through when making a 2D mario game, and the novelty of being able to flip conventions wears off eventually when you see it so many times.


I agree with ClexYoshi - I got my money's worth, but I'll be doing more tinkering with levels than playing any, and I have low expectations of my levels getting visibility.
Title: Re: Super Mario Maker
Post by: Luigi Dude on October 15, 2015, 02:19:48 PM
I hate to keep sounding super negative about this game, but (based on experience with other games that rely on user-generated content) don't get your hopes up for creators or level designs to mature.

The majority of people making and posting content will never spend enough time to improve significantly. Eventually the number of creators will slow down; but good content will always be drowned out by stuff that isn't really worth playing. That's just the way it is.

This isn't condemning the game. There certainly is fun to be had here, especially if you have some local friends to play with/against. Just don't expect the limitations you've already experienced to magically get fixed - for better or worse, they are part of the experience.

Yep this is just the world of User Generated videogames.  For every great level that gets made, you'll get 100 bad ones as well.  The average person is not going to be making what people who actually studied and have spent years making can create.  Anyone expecting the majority of the average person being able to make Nintendo quality levels was always going to be very disappointed. 

This is why I always laughed at the idea that some people were saying Nintendo won't be able to make 2D Mario's anymore because Mario Maker will spoil the fans.  If anything, Mario Maker is going to make people crave the real thing even more since Mario Maker shows making 2D levels isn't as easy as some people think and they'll start giving some more respect to the actual professionals instead of the usual, "lol anyone can make a 2D game".
Title: Re: Super Mario Maker
Post by: Spak-Spang on October 15, 2015, 07:47:01 PM
I am partially going to blame Nintendo and the game media.

Nintendo with the Nintendo World Championship introduced the game as a "Troll Game"  How hard can you make a level. 

All the tools are there to make really great 2D Mario levels.  Help making hard but balanced jumps.  Help making diverse enemies and even changing power up and game play mechanics to different Mario games to make the game more playable. 

Nintendo has tried to even give people tools with the incredible Game Tutorial book, but people saw that troll levels and auto playing levels got the most attention.

Now people are not trying to make good levels but trying to make either artistic levels, other game levels (Metroid ect...) or troll levels.  Nobody is thinking about a concept and applying that concept and theme to a level.  So crap levels are being made.

However, Nintendo could change that...if Nintendo could update with a difficulty level and perhaps a theme labeler that the designer and other players can do perhaps Nintendo can help filter levels better. 
Title: Re: Super Mario Maker
Post by: TOPHATANT123 on October 15, 2015, 09:35:25 PM
NCL has a tutorial comic thing on making good Mario levels, I have no idea what it says but the presentation is hilarious. http://www.nintendo.co.jp/nintendo_news/sp/151014/supermariomaker/index.html
Title: Re: Super Mario Maker
Post by: Fatty The Hutt on October 16, 2015, 10:49:54 AM
NCL has a tutorial comic thing on making good Mario levels, I have no idea what it says but the presentation is hilarious. http://www.nintendo.co.jp/nintendo_news/sp/151014/supermariomaker/index.html (http://www.nintendo.co.jp/nintendo_news/sp/151014/supermariomaker/index.html)
That comic is gold. So much so, that I have adopted NintenPigeon (that's what I call him) as my new avatar.
All Hail NintenPigeon!
Title: Re: Super Mario Maker
Post by: Stratos on October 16, 2015, 06:38:37 PM
I don't understand what is going on with NintenPigeon but I want to know more.
Title: Re: Super Mario Maker
Post by: ShyGuy on October 17, 2015, 11:08:31 AM
I'm waiting for a fan translation.
Title: Re: Super Mario Maker
Post by: Soren on October 17, 2015, 11:59:29 AM
NintenPigeon for Smash. Also, isn't he on the in-game manual?
Title: Re: Super Mario Maker
Post by: Phil on October 17, 2015, 09:24:12 PM
I hope Nintendo addresses these issues with finding levels and searching for same. I don't want the community to go away so soon. I really like making and playing levels. :(
Title: Re: Super Mario Maker
Post by: ClexYoshi on October 20, 2015, 11:08:44 AM
Remember when we were worried that this game wasn't going to have an online server to share levels with?

it sounds like this game is going to need a UI Overhaul if Nintendo wants to keep word of mouth going about this one, because the prospect of this game providing limitless fun is very quickly evaporating if comunities like this one are losing interest this quickly.
Title: Re: Super Mario Maker
Post by: Soren on October 20, 2015, 12:02:02 PM
Maybe this will be a wakeup call for a patch.

http://kotaku.com/why-the-latest-number-one-mario-maker-course-is-such-ga-1737305180

Quote
It says “I will play the courses of everyone who likes this,” according to a translation provided by Kotaku’s own Brian Ashcraft. This promise alone was enough to get 124,591 people to play the troll level, and at least 26,767 of those players ended up starring the course.
Title: Re: Super Mario Maker
Post by: ejamer on October 20, 2015, 12:20:52 PM
But how do you propose they patch it?


The discovery system relies on the integrity of the players, and that's by design. If people want to recommend levels that are garbage - which many people appear content to do - then what is Nintendo supposed to do?  Unless they curate recommended levels, there isn't a good alternative. Considering the number of levels being created, I'm not sure that's even a possibility.


Nintendo could provide better filters for results, based on factors like completion percentage and average time to beat a level. Or they could try allowing user tags - but once you start relying on users again, it's probably not going to end up being as useful as we'd want. And getting your own levels played and starred will remain a metagame challenge - people who are popular outside the game or find ways to play the system will always dominate.


I don't think people are losing interest in the game generally. Creating levels is still fun. Playing levels from people you know is still fun. That's never going to change. The online discovery aspect is garbage though.
Title: Re: Super Mario Maker
Post by: Enner on October 20, 2015, 04:27:55 PM
The easiest change from what I see is a tagging system that allows makers and players to tag any level with what the level is trying to do. Some example tags would be "Regular", "Auto", "Puzzle", "Crazy", "Kaizo", and "Precision". Makers and Player should be able to tag to keep levels honest.
Title: Re: Super Mario Maker
Post by: ejamer on October 20, 2015, 09:04:52 PM
Makers and Player should be able to tag to keep levels honest.
You have more faith in (anonymous, online) humanity than I do.
Title: Re: Super Mario Maker
Post by: NWR_insanolord on October 20, 2015, 09:25:36 PM
Unless they want to full-on actively police it themselves like they do Miiverse, I'm not sure there's much they could do to improve things. Maybe just streamline the process of seeing what your friends make and like, or something like a curator system where you can follow people who filter through things.
Title: Re: Super Mario Maker
Post by: Phil on October 20, 2015, 09:52:52 PM
I like how this site does it: http://www.mariomakerhub.com/levels


I'd just like to search levels by name aside from a sixteen digit number. :(
Title: Re: Super Mario Maker
Post by: Enner on October 21, 2015, 12:45:30 AM
Makers and Player should be able to tag to keep levels honest.
You have more faith in (anonymous, online) humanity than I do.

My faith comes and goes. The cyber nightmare scenario is gamifying the tagging system to promote accurate tagging and punishing inaccurate tagging.

The tagging system I had in mind does not end with a one-and-done "tag". Rather each tag has a value of trustworthiness that is determined some how. Perhaps it would be too much to ask players to tag a level. Maybe a short prompt of "Were the Maker's tags accurate? Yes/No" in the Pause menu or Level Complete screen will suffice. Of course, Player-side tagging should still be available to (hopefully) categorize levels properly.
Title: Re: Super Mario Maker
Post by: ShyGuy on October 29, 2015, 12:25:37 AM
I just went back and played some New Super Mario Bros U. The character movement and jumping felt entirely different than Super Mario Maker. I thought it was supposed to have the same physics?
Title: Re: Super Mario Maker
Post by: Enner on October 29, 2015, 01:47:51 AM
I haven't played New Super Mario Bros. U, but the Super Mario Maker's treatment of New Super Mario Bros. feels just as I remembered it from New Super Mario Bros. Wii.
Title: Re: Super Mario Maker
Post by: michaelbaysuperfan616 on October 29, 2015, 01:47:52 PM
I have been on the fence about getting this game but I am worried it might not be a good fit. I don't have internet at home so I cannot update or connect the servers can the game be played entirely offline? I know that reduces much of the enjoyment but is it possible to just make my own levels and play them and then when I am back online, hopefully soon, connect then?

I hate this not having internet at the house it sucks. I have discovered too many things I cannot do without it, my PS4 won't even play DVD's or Blu Rays without going online for some reason total bullshit there.
Title: Re: Super Mario Maker
Post by: Soren on December 17, 2015, 10:22:17 AM
New update!

- Fire Koopa Clown Car: This volcanic vessel is capable of shooting fireballs as well as a powerful charged shot that can even destroy Blocks. It’s perfect for creating shoot-’em-up-style courses.
- P Warp Doors: Unlike regular Warp Doors, these are only visible while a P Switch is active – perfect for creating truly devious Ghost House courses.
- Bumper: This bouncy donut-shaped object sends Mario bounding away when touched.
- World Records: Now pages will display the World Record for each course uploaded, displaying the fastest clear time.
- Super Mario Maker Bookmark: Levels that players have bookmarked to play later using the Web portal will be accessible from the Course World tab.
Title: Re: Super Mario Maker
Post by: Stratos on December 17, 2015, 02:04:09 PM
Now I want to see the plane and sub from Mario Land. Those were some very fun levels and I'd love to see them return.
Title: Re: Super Mario Maker
Post by: michaelbaysuperfan616 on December 20, 2015, 07:55:28 PM
I just got this gamer yesterday and so far it is pretty fun. I don't have internet at the house so I can't try any of the online stuff but for now I am having fun editing levels. I do plan on bringing my Wii U into the office sometime next week when we are closed and seeing if I can do some updates because I have read that some of the Updates for this game are pretty cool.
Title: Re: Super Mario Maker
Post by: Stratos on December 21, 2015, 12:42:55 AM
If you have a good enough phone you could turn it into a wifi hotspots for updates. I did that work a week when we moved and there was a delay in setting up our new internet.

My Nexus 6 was able to support a computer, tablet, another phone and my 3DS with rock solid speeds.

Just mind your data depending on the carrier.
Title: Re: Super Mario Maker
Post by: michaelbaysuperfan616 on December 21, 2015, 09:37:12 AM
I honestly haven't even tried that because the salesman said the carrier I use blocks game consoles or something like that. But I will give it a try sometime this week.
Title: Re: Super Mario Maker
Post by: Stratos on December 21, 2015, 09:51:33 AM
I've never heard of a phone blocking a console specifically. Some carriers will lock out the feature in general to make you pay.
Title: Re: Super Mario Maker
Post by: azeke on December 22, 2015, 01:32:35 AM
Mario Maker Bookmark site (https://supermariomakerbookmark.nintendo.net) is up.

Neat site. I logged automatically because i constantly use miiverse on PC.

I was even able to bookmark few levels, despite not owning Mario Maker.