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Super Mario Maker

Super Mario Maker is a side-scrolling and level creation system developed and published by for the Wii U console. Released on September 11, 2015, in and , it celebrates the 30th anniversary of the Super Mario Bros. franchise by allowing players to design, play, and share custom 2D levels using assets drawn from four classic titles. The game's core feature is its intuitive course editor, accessed via the GamePad's touchscreen, where users can place terrain, enemies, power-ups, and other elements to build levels in one of four game styles: Super Mario Bros., , , and . Each style alters the visuals, music, physics, and available items to match the original games—for instance, the style introduces power-ups like the Tanooki Suit, while enables riding . Players can also select from various course themes, such as ground, underground, underwater, or ghost house, and incorporate 100 pre-built Nintendo-designed courses at launch, including those from the 2015. figures unlock additional gameplay elements, like transforming Mario into other characters or granting mystery mushrooms with randomized costumes. Online connectivity via a Nintendo Network ID enabled uploading and downloading user-created courses worldwide, creating a vast library of community content that expanded the game's replayability, though upload and download services for the Wii U version ended on March 31, 2021, with the game delisted from the Nintendo eShop on January 13, 2021. Local multiplayer supports up to four players in modes like co-op play or versus races, and a separate port for Nintendo 3DS, titled Super Mario Maker for Nintendo 3DS, launched on December 2, 2016, adapting the editor for portable use with over 100 new Nintendo courses, StreetPass sharing, and compatibility with select Wii U courses but without online uploads. The title's innovative blend of creation tools and classic gameplay influenced the series' successor, Super Mario Maker 2, released in 2019 for Nintendo Switch.

Gameplay

Level Creation Tools

The course maker interface in Super Mario Maker utilizes the for intuitive placement of objects on a grid-based canvas, allowing creators to select and position elements like , enemies, and items with touch controls for precision. Objects snap to the grid to maintain alignment, enabling builders to construct levels that mimic the side-scrolling structure of classic games. Stamp tools provide decorative options, such as iconic artwork, which can be layered onto the background without impacting mechanics. Levels are built using assets drawn from four distinct game styles: Super Mario Bros., , Super Mario World, and . These include a variety of enemies, such as Goombas and Bullet Bills, which can be customized with behaviors like winged variants for flight patterns; power-ups including the Fire Flower for abilities and the Tanooki Suit for transformation; and gimmicks like P-Switches that alter coin-block interactions or wings that grant flight to . Creators can select themes such as overworld, underground, or castle, which automatically adjust graphics, backgrounds, and music tracks sourced from the corresponding classic games to evoke their original atmospheres. A free update released on March 9, 2016, expanded level creation tools by introducing additional assets, including the and Key Door from for puzzle-based progression, Pink Coins that require full collection to spawn a Key, and the Spike Pillar—a variant of the Thwomp enemy that performs vertical slams. This update also added a aesthetic pack to enhance visual options in that style. Creation is constrained by a fixed level area of 420 tiles wide by 15 tiles high to replicate the bounded structure of traditional Mario stages, ensuring manageable scope while encouraging creative use of space. There is no imposed during the building process itself, though playtesting incorporates a configurable up to 999 seconds to simulate conditions.

Play Modes and Features

Course Maker mode serves as the core editing and testing environment, where players can construct levels using a touch-based interface on the and immediately test them in real-time without exiting the editor. This allows for seamless iteration, with players controlling to evaluate gameplay flow and making adjustments on the fly, including switching between the game's four themes—Super Mario Bros., , , and —to observe stylistic variations during play. Creation tools were initially unlocked progressively over several days of play, but a shortly after launch made all tools available immediately. The game provides multiple modes for engaging with levels in solo play. 100 Mario Challenge is a mode where players must complete sets of randomly selected user-created courses (8 for Easy, 16 for , 32 for , 64 for Super Expert) using 100 lives, with levels drawn from the online repository based on difficulty ratings. Completing all difficulty levels unlocks Mystery Mushroom costumes, allowing to wear randomized outfits during play. Bonus Games present daily challenges with specific objectives, rewarding successful completions with collectibles like stamps that can be used for customization. Make and Play mode grants access to 68 sample courses included on-disc, enabling players to explore, complete, and modify these official examples to learn design techniques. Local multiplayer supports up to four players on a single system in co-op or versus formats, where participants alternate turns navigating the same level, competing via item pickups for advantages, and sharing a collective pool of lives that depletes upon failures. The scoring system emphasizes collection and completion, with players earning points by gathering coins scattered throughout levels, while achieving star markers triggers 1-Up rewards to extend play sessions. Clear conditions vary by level design, such as reaching the flagpole at the end, collecting every coin on the course, or fulfilling custom objectives set by the creator. Accessibility options enhance play flexibility, including speedrun mode that imposes a 60-second for timed challenges to encourage efficient navigation, and the placement of checkpoints within longer levels to allow resumption from designated points rather than restarting entirely.

Sharing and Multiplayer

The sharing features in Super Mario Maker for Wii U centered on integration with Nintendo's social network, allowing players to upload custom levels directly from the game. Upon completing a level in the course editor, users could post it to , where it appeared as a community drawing accompanied by a , a player-chosen title, and optional tags to categorize the level's style, difficulty, or theme. Locally, consoles supported storage of up to 100 levels, but online uploads began with a limit of 10 slots, expandable up to 100 through earning star ratings from other players' feedback on previous uploads. This system encouraged quality creations, as higher-rated levels unlocked more sharing opportunities, with notifications alerting creators to plays, completions, and comments via . Level discovery occurred primarily through Course World, an in-game that connected players to the global repository of uploaded courses. Users navigated categories such as Featured (curated by ), Star Ranking (most popular by ratings), and Up & Coming (newest uploads), with additional filters for difficulty levels, regional creators, or friends' content. Search functionality supported direct entry of 16-digit course IDs shared via or external means, as well as tag-based queries to find specific gameplay styles like puzzle or traditional platforming. Bookmarking allowed saving favorites for quick access, and global statistics tracked download counts and clear rates, fostering competition through leaderboards tied to star rankings. By mid-2016, these features had facilitated over 7 million level uploads, with peak daily activity surging immediately after launch as players explored the infinite creation potential. Online interaction emphasized asynchronous play, where users downloaded and tackled community levels individually, without real-time co-op in the original release. Global rankings highlighted top performers on popular courses, and download stats provided creators with visibility into engagement, though all play remained single-player online. Local multiplayer complemented this by enabling up to four players to alternate turns on any level, including downloads, via a single console. To maintain a positive environment, implemented community moderation, empowering players to suspicious levels through in-game tools that flagged potential issues for . The company actively removed courses containing inappropriate , such as offensive imagery or language, in line with its , often without prior warning to deter violations. This process ensured the repository remained , with deleted levels inaccessible to all users.

Development

Concept and Early Prototyping

The concept for Super Mario Maker emerged from Nintendo's internal tools team, who created an experimental prototype aimed at simplifying the traditionally laborious process of designing 2D levels. This early tool was developed to address the inefficiencies of earlier methods, such as sketching levels on and manually translating them into code, a workflow that , a veteran designer since 1984, described as particularly time-consuming during the original production. The prototype evolved from an idea initially tied to -style creation on the GamePad's touchscreen, allowing intuitive placement of elements to "lower the hurdle for everyone being able to design," according to Tezuka. Producer and General Producer , both long-time contributors to the series—including directing and providing creative oversight on nearly every major entry—saw broader potential in the prototype beyond internal use. What began as a modest editor, potentially positioned as lower-priced software, quickly expanded into a full consumer game after testing demonstrated its depth and appeal for player creativity. Miyamoto emphasized the title's focus on "creative play as much as anything," positioning it as an extension of the franchise's legacy at its 30th anniversary. Early prototypes centered on evoking nostalgia by enabling the mixing of visual and gameplay assets from four classic Mario eras—Super Mario Bros., Super Mario Bros. 3, Super Mario World, and New Super Mario Bros. U—while prioritizing balance between user freedom and playable level design. The team deliberately limited the scope to 2D side-scrolling mechanics, drawing directly from the foundational 2D platforming of the series to maintain accessibility and fidelity to Mario's origins, excluding more complex 3D elements from later titles. Development was led by Nintendo's Entertainment Planning & Development (EPD) division, with core contributions from the tools team and significant input from veteran designers like Tezuka and Miyamoto, ensuring the game's alignment with established Mario principles.

Asset Integration and Technical Challenges

The development of Super Mario Maker entered full production in 2013, with the team focusing on creating a robust level editor that incorporated visual, audio, and gameplay elements from four iconic 2D Mario titles: Super Mario Bros., , , and . This integration required adapting legacy sprites, animations, and mechanics to a unified framework on the hardware, ensuring seamless mixing of assets while maintaining the essence of each original game's style. Developers sourced these elements to recreate authentic aesthetics and behaviors, such as the palettes and enemy patterns from the and SNES eras, alongside more modern assets from the Wii U predecessor. Technical challenges arose in achieving compatibility for mixed assets, particularly with and interactions like Yoshi's behavior across different game styles, where behaviors from had to align with physics from other titles without breaking level functionality. Music syncing presented another hurdle, as theme-specific tracks needed to loop and transition smoothly during real-time style swaps on the Wii U's limited processing capabilities, avoiding performance dips during extended play sessions or complex level loads. The implementation of theme switching addressed these by enabling dynamic swaps of graphics, audio, and physics— for instance, toggling between 's cape-based flight mechanics and New Super Mario Bros. U's tanooki suit double jump—while using a tweaked but consistent to prevent inconsistencies in mixed environments. These features evolved through iterative in-house testing, which revealed stability issues in asset combinations and led to efforts extending into 2015, culminating in a release that prioritized frustration-free experimentation on the platform.

Release and Versions

Wii U Launch and Marketing

The game was first revealed at , where it was shown as a level-creation toolset drawing from classic aesthetics across multiple eras. Further details, including the release date and a playable demo, were showcased during Nintendo's Digital Event at to highlight its intuitive building . It released in on September 10, 2015, in and on September 11, 2015, and in on September 12, 2015, supporting multiple languages and regionally localized assets to accommodate global audiences. To build anticipation, Nintendo integrated the title into several pre-launch presentations, providing detailed overviews of its features and tying the release to the 30th anniversary of the original . Marketing efforts emphasized the game's unprecedented creative freedom, with official trailers released via Nintendo's channels that demonstrated seamless level editing and theme switching between Super Mario Bros., , , and styles. Pre-launch hype was further amplified through retail demonstrations at select stores in on June 17 and 20, 2015, allowing visitors to experience hands-on gameplay sessions focused on course creation and playtesting. These events were part of Nintendo's broader Access program, designed to engage fans directly ahead of the September rollout. The standard edition retailed for $59.99 USD, available in both physical and digital formats via the , positioning it as a premium first-party title. In select regions, including and , special bundles paired the game with figures, such as the exclusive 8-bit available through in the U.S. and a Premium Pack in that included a themed console variant. These integrations offered in-game bonuses like character costumes and temporary access to enhanced features, such as additional Mystery costumes for a limited period post-launch.

Nintendo 3DS Port

Nintendo announced Super Mario Maker for Nintendo 3DS during a Nintendo Direct presentation on September 1, 2016. The port launched in Japan on December 1, 2016, and in North America, Europe, and other regions on December 2, 2016, at a suggested retail price of $39.99 USD. This handheld adaptation retained core level creation and gameplay mechanics from the original Wii U version while introducing modifications suited to the Nintendo 3DS hardware. Key adaptations for the 3DS included a touchscreen-based level editor that utilized the system's for intuitive placement of elements like blocks, enemies, and power-ups, making course design accessible on the smaller portable screen. Visuals were simplified to a flat presentation without stereoscopic depth effects, prioritizing clarity on the 3DS display over the Wii U's layered style. Unlike the Wii U edition, the 3DS version omitted the online user-generated 100 Mario Challenge mode, replacing it with a local Super Mario Challenge featuring 100 Nintendo-designed courses across varying difficulties to test player skills offline. The port introduced enhancements such as an expanded Mystery Mushroom power-up, which transformed Mario into 8-bit costumes inspired by Nintendo characters, including Samus from the Metroid series and Link from The Legend of Zelda, unlocked through gameplay or amiibo scanning. Multiplayer focused on local wireless play, allowing up to four players to compete or collaborate on courses without internet connectivity, alongside StreetPass for sharing creations nearby; online uploading and global course browsing were not supported due to hardware limitations. Development of the 3DS port was handled by (NST) in cooperation with the original Wii U team at (EPD). Porting efforts addressed constraints like the smaller screen resolution by resizing level canvases and optimizing asset rendering for battery efficiency, ensuring smooth performance during extended editing sessions on the portable device. The game was occasionally bundled with other 3DS Mario titles in promotional packs, such as pairings with , to appeal to handheld audiences. As of December 31, 2021, Super Mario Maker for Nintendo 3DS had sold 3.79 million units worldwide.

Reception and Legacy

Critical Reviews

Super Mario Maker received generally positive reviews upon its Wii U launch in 2015, earning a aggregate score of 88/100 based on 85 critic reviews. Critics widely praised the game's robust level creation tools for enabling user creativity reminiscent of classic Super Mario titles, evoking nostalgia through familiar assets from games like and . awarded it a 9/10, highlighting its endless replayability through community-shared levels that offered diverse challenges and discoveries far beyond the base content. Similarly, gave it a 9/10, commending the potential for a vibrant community ecosystem where players could learn design principles from others' courses. However, some reviewers noted drawbacks, including the game's heavy reliance on for social features like level comments and discovery, which could limit accessibility for non-social players. Others criticized the scarcity of official Nintendo-designed levels at launch, leading to an initial reliance on that varied in quality. The port fared less favorably, with a score of 73/100 based on 45 reviews, primarily due to the absence of online sharing and multiplayer features available on . Reviewers pointed to these omissions as severely curtailing the game's collaborative spirit, alongside a steeper for touch-based controls in level editing. The game garnered several 2015 award nominations, including for Game of the Year at , though it did not secure that top honor. It did win Best Family Game at the same event, recognizing its accessible creation tools. Post-2016 updates, such as the addition of new enemy behaviors and the Toadette costume, were credited in subsequent coverage with alleviating early complaints about content scarcity, enhancing long-term engagement and prompting more favorable retrospective assessments.

Commercial Success and Community Impact

Super Mario Maker achieved notable commercial success, particularly for the struggling platform. The version sold 4.02 million units worldwide over its lifetime, providing a significant late-cycle boost to the console's software library. The port contributed an additional 2.34 million units by April 2017, resulting in combined sales exceeding 6 million copies across both versions. The game's September 2015 launch drove hardware sales up by over 110 percent compared to August, helping to revitalize interest in the system during its final years. The title profoundly shaped community dynamics within the Mario fanbase, fostering explosive growth in player-created content and competitive play. It spawned thriving scenes, especially around "" levels—highly precise, puzzle-like stages inspired by fan-made hacks that demand frame-perfect execution and innovative techniques. Community-driven events, including tournaments with double-elimination brackets and official showcases like the Super Mario Maker Invitational at the , highlighted exceptional level designs and drew thousands of participants, solidifying the game's role as a hub for fan creativity. Super Mario Maker reinvigorated appreciation for classic 2D Mario mechanics, encouraging players to revisit and remix elements from historic titles like Super Mario Bros. and Super Mario World. This influence extended to the Mario franchise, with assets and level design principles from Maker appearing in the 2D kingdoms of Super Mario Odyssey, blending user-inspired creativity into official development. Broader impacts included accelerating trends in user-generated content across gaming, where platforms increasingly prioritize tools for sharing and iterating on player-made experiences, as seen in subsequent titles emphasizing community-driven expansion. Engagement metrics underscored the game's scale, with over 2.2 million user-created courses uploaded in its first weeks and those levels played a collective 75 million times by late September 2015. By May 2016, the total reached more than seven million courses created and over 600 million plays, reflecting peak daily interactions in the millions via sharing and global course downloads. The 2021 discontinuation of online services curtailed new uploads and multiplayer, reducing active engagement, though dedicated fans responded with archival initiatives, including systematic completion and preservation of all remaining levels to safeguard the community's legacy.

Post-Release Updates

Content Expansions

Following its launch, Super Mario Maker received several updates that introduced new course elements, gameplay mechanics, and community tools to enhance the level creation and sharing experience. These updates were designed to expand the game's asset library and functionality without any paid , fostering greater player engagement and creativity within the community. In early November 2015, version 1.20 added checkpoint flags, enabling creators to place mid-level save points inspired by , which allowed players to respawn closer to challenging sections upon failure. This update also introduced the Mystery Mushroom power-up, transforming Mario into various 8-bit costumes—including from The Legend of Zelda—unlocked through gameplay in Event Courses or the 100 Mario Challenge mode. Additionally, it launched Event Courses, temporary themed levels accessible via Course World, such as Boo-focused Halloween variants that featured ghostly enemies and spooky aesthetics to celebrate seasonal events. The update further included Official Maker courses crafted by developers and a hard mode for the Gnat Attack testing mini-game, along with bug fixes to improve stability. The December 2015 update, version 1.30, expanded sharing options by integrating the game with the newly launched Super Mario Maker Bookmark website, where players could upload courses, track world , and first clear times. It introduced sharing capabilities, including QR codes generated on the site for easy course exchange outside the network. A new enemy variant, the Fire Koopa Clown Car, was included, allowing creators to place flying Koopas that shoot fireballs, drawing from elements. These features aimed to deepen community interaction while maintaining free access. Version 1.40, released in March 2016, brought further asset integration with new items like the (a piercing enemy from ) and the (a collectible for door-based puzzles from ). It increased level complexity options by adding the Super Expert difficulty tier to the 100 Mario Challenge, featuring more demanding courses to test player skills. This update also enabled ranking lists on the site and included minor gameplay adjustments for balance. Later patches, such as version 1.44 in July 2016, refined mechanics like cape flight conditions and commenting systems to prevent exploits, ensuring fairer community feedback without adding major new assets. The port, launched in December 2016, arrived with built-in optimizations for the handheld's touch screen, allowing intuitive stylus-based course editing and navigation that streamlined asset placement compared to the Wii U's controls. Its initial update, 1.02 on December 2, 2016, added Recommended Courses and the full 100 Mario Challenge mode to Course World, bringing parity with features while adapting them for local play via StreetPass. Although lacking online uploads, the version included exclusive pre-loaded content like the Challenge, a curated set of 100 official levels, but no unique power-ups beyond the core set shared with the edition. Subsequent updates focused on bug fixes and minor enhancements, such as 1.03 in 2017 for gameplay stability.

Service Shutdowns and Preservation

The shutdown of on November 8, 2017, significantly impacted Super Mario Maker for by eliminating the platform's integration for posting comments and screenshots on user-created levels, though core course sharing via the game's dedicated online services continued until later dates. released an update for the version on November 7, 2017, to remove Miiverse dependencies and ensure stability, preserving offline play and local level creation without interruption. The version of Super Mario Maker faced its online closure on April 8, 2024, as part of Nintendo's broader discontinuation of internet services for the and platforms, which ended all wireless features including level downloads and StreetPass functionality, while local play remained unaffected. For the version, course uploads ceased entirely on March 31, 2021, following the delisting of the game from the eShop on January 12, 2021, after which players could no longer access the official bookmarking site or upload new content, though previously downloaded levels stayed playable offline. In response to these changes, provided no official archives of , relying instead on the 2017 update to enable offline access to downloaded levels and emphasizing that local creation tools would persist indefinitely. The full online termination in 2024 further restricted access to undownloaded courses, leaving vast amounts of -created material inaccessible without prior saves. Preservation efforts have been driven by fan , including initiatives to archive levels before server closures; for instance, the Super Mario Maker , which indexed over 10 million courses before its shutdown on March 31, 2021, was preserved through collaborative projects like Archive Team's efforts to capture its data. Other databases and save file collections have safeguarded millions of levels, courses, and creations, often shared via modded hardware or tools to bypass post-shutdown limitations. Groups like Team 0% completed every remaining online level—totaling more than 10.5 million—by March 2024, documenting clears to aid future archival playthroughs. Access to the original Super Mario Maker remains limited on modern hardware, with no official port to ; instead, many assets and mechanics were carried over to in 2019, which introduced expanded tools but required a fresh ecosystem. ROM-based s face legal hurdles, as actively pursues actions against unauthorized emulators that circumvent security or distribute copyrighted ROMs, though pure emulation software is not inherently illegal if users supply their own legitimate game files. These shutdowns resulted in the effective loss of a large portion of for players without prior downloads, estimated to affect the majority of the over 10 million levels, and have fueled broader conversations on challenges in , highlighting the ephemerality of online-dependent features.

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