Kind of surprised nobody's made a thread about this yet...
So Super Mario Maker was released a few days ago. Just wondering what the folks here think of it now that it's out.
As for me, I'm really enjoying it so far. The creation tool may be somewhat limited compared to what romhacks can accomplish [https://www.youtube.com/watch?v=4xyvQQSbX5o], but there are tons of possibilities nonetheless. One of my favorite aspects is seeing how enemies and environments from newer Mario games have been lovingly recreated for the older ones. It's fun seeing NES-tified versions of things like ghost houses and Wigglers. In a way, Super Mario Maker kind of reminds me of Shovel Knight. Both titles aren't about what you actually played as a kid, but what you REMEMBER playing as a kid. Both play up the nostalgia factor in a compelling way, embellishing everything you liked while inserting just enough modern gaming conventions to make things seem familiar, yet new.
It ain't perfect though, so here's a few quibbles I have:
-I hate how much of the creation tool is locked at first, with new elements slowly drip-fed over the course of several days. I understand Nintendo didn't want to overwhelm new users, but time-locking it away like a F2P cow-clicker isn't the answer. All it does is make people frustrated waiting around or entice them to manipulate the WiiU's clock to unlock everything right away.
-As mentioned previously, the tool is powerful, but there are still limitations. Some omissions are downright baffling. For example, I can't stack coins on top of enemies, even though you can stack enemies on top of each other.
-I was hoping the 10-Mario and 100-Mario challenge would let you keep your powerups between levels, but nope. I realize many powerups are incompatible between Mario games, but could they at least let me start the next stage as big Mario?
-This isn't so much a fault of the game itself as it is a validation that Sturgeon's Law is still very much in effect. After playing nearly one hundred user-created stages, I can confidently say that most people don't know a damn thing about level design. The vast majority of levels I've run across are either piss-easy straight stretches with 1-Ups out the ass or unrelenting enemy spam in a poor imitation of Kaizo Mario difficulty. It's also clear many people don't seriously playtest their levels, often resulting in laughably easy exploits. In my last 100-Mario run I cleared four stages by killing a Lakitu, hopping in its cloud and flying past the myriad of obstacles the author clearly put there to be a challenge.
-No Koopalings? Seriously?! Yet you included that lame Bowser Jr. in there. I don't understand why Nintendo wouldn't include such iconic characters, particularly since they've put them in games like the recent Smash Bros. and Mario Kart titles.
So Super Mario Maker was released a few days ago. Just wondering what the folks here think of it now that it's out.
As for me, I'm really enjoying it so far. The creation tool may be somewhat limited compared to what romhacks can accomplish [https://www.youtube.com/watch?v=4xyvQQSbX5o], but there are tons of possibilities nonetheless. One of my favorite aspects is seeing how enemies and environments from newer Mario games have been lovingly recreated for the older ones. It's fun seeing NES-tified versions of things like ghost houses and Wigglers. In a way, Super Mario Maker kind of reminds me of Shovel Knight. Both titles aren't about what you actually played as a kid, but what you REMEMBER playing as a kid. Both play up the nostalgia factor in a compelling way, embellishing everything you liked while inserting just enough modern gaming conventions to make things seem familiar, yet new.
It ain't perfect though, so here's a few quibbles I have:
-I hate how much of the creation tool is locked at first, with new elements slowly drip-fed over the course of several days. I understand Nintendo didn't want to overwhelm new users, but time-locking it away like a F2P cow-clicker isn't the answer. All it does is make people frustrated waiting around or entice them to manipulate the WiiU's clock to unlock everything right away.
-As mentioned previously, the tool is powerful, but there are still limitations. Some omissions are downright baffling. For example, I can't stack coins on top of enemies, even though you can stack enemies on top of each other.
-I was hoping the 10-Mario and 100-Mario challenge would let you keep your powerups between levels, but nope. I realize many powerups are incompatible between Mario games, but could they at least let me start the next stage as big Mario?
-This isn't so much a fault of the game itself as it is a validation that Sturgeon's Law is still very much in effect. After playing nearly one hundred user-created stages, I can confidently say that most people don't know a damn thing about level design. The vast majority of levels I've run across are either piss-easy straight stretches with 1-Ups out the ass or unrelenting enemy spam in a poor imitation of Kaizo Mario difficulty. It's also clear many people don't seriously playtest their levels, often resulting in laughably easy exploits. In my last 100-Mario run I cleared four stages by killing a Lakitu, hopping in its cloud and flying past the myriad of obstacles the author clearly put there to be a challenge.
-No Koopalings? Seriously?! Yet you included that lame Bowser Jr. in there. I don't understand why Nintendo wouldn't include such iconic characters, particularly since they've put them in games like the recent Smash Bros. and Mario Kart titles.