The theme of the level is you’ll see the way forward but not have what you need to proceed. It leads you backwards through the level. They place the doors in such a way that each one is in a dead end. It’s an auto-scroller with several doors. 3, Ghost House) – This was a cool level I found soon after getting the game.
I was actually kind of hoping for a BS enemy out of nowhere to kill me at the end.
I saw a few levels that looked like the same thing. No enemies, just a twisty path to run on. I played one level that had the purpose of being as boring as possible. Though, like any online community, it appears it has its share of fads too. I believe these are all taken from the Wii U version. You can go to Recommended Courses and play courses made by other people. However, there is still some sharing capabilities. There were puzzle levels, levels that showed tricks to get the player to perform advanced platforming skills, levels that showed interesting ways to use enemies, levels that simulated shooters/shmups, forced scrolling, etc.Ĭourses can’t be shared as freely in the 3DS version as on the Wii U. They were all levels that could have been created in Super Mario Maker and they used all the different elements in a variety of ways. Further, the levels were instructive too.
That said, many of the levels were fun and creative. For a game where the main draw is to create your own levels why put the player through that much to get them all? Further, the 19th world (and the final two pieces it unlocks) requires you to not only complete the previous 18 but to get 40 coins gained by completing extra challenges in the levels. First, let me say that 19 worlds is pretty extravagant. 19 worlds with varying amounts of levels each (though most have 4). However, to get the rest you need to work through the Super Mario Challenge. The game starts you off with some basic items like enemies, power-ups, etc. You can start in an Overworld and take a pipe to an Underground section.įirst, I needed to go and unlock some pieces. The two sections can have different settings. There are two sections to each level that are connected by pipes. There’s Overworld, Underground, Underwater, Ghost House, Airship, and Castle. SMB3 has the Tanooki Leaf, SMW has the Feather, Wii U has the Helicopter Hat, and SMB gets the Weird Mushroom and thus has no way for Mario to fly. Further, some elements do get replaced by game. That means he can only wall jump in the Wii U setting, for instance. Mario’s capabilities remain the same as they were in each game. For example, Boos weren’t in the original SMB but they added them for Super Mario Maker and even make the SMB sprite look older and less refined than the Boos’ original appearance in SMB3. They’ve added some elements to the old ones from the new ones. 3, Super Mario World, and New Super Mario Bros. There’s the original Super Mario Bros., Super Mario Bros. The 3DS version wouldn’t have some of the same features as the Wii U, most notably the ability to upload one’s levels, but it had what really mattered to me.įirst, each level chooses one Mario game as its base. While the Wii U has some other interesting titles it didn’t have enough for me to pull the trigger on getting one while the Wii U still sported a pretty high price. No matter how much a game may interest me I never buy a console for one game. There was the little problem of me not owning a Wii U. Then I found out about this game that would handle all the hard stuff and leave the player with only the level design. Somehow, I’ve never actually looked into getting the tools or skills to dabble in it on my own. While I clearly don’t have great game design skills the idea of creating my own game content has always intrigued me. When I first heard about Super Mario Maker for the Wii U I was immediately enthralled by the idea.