Super Mario Maker: Difference between revisions

no edit summary
No edit summary
No edit summary
Line 4:
'''''Super Mario Maker''''', tentatively called '''''Mario Maker''''' when announced at E3 2014, is a 2D platforming and level creation game for the [[Wii U]]. Originally set to be released in early 2015 as part of the 30th Anniversary of ''Super Mario Bros.'', it was released proper on September 12, 2015.
 
Players can design and share their own 2D ''[[Super Mario (franchise)|Super Mario]]'' courses, as well as viewing, playing and commenting on courses made by other creators. To build a course, players can select a theme based on one of four previous ''Mario'' games: ''[[Super Mario Bros. (video game)|Super Mario Bros.]]'', ''[[Super Mario Bros. 3]]'', ''[[Super Mario World (video game)|Super Mario World]]'' and ''[[New Super Mario Bros. U]]''. Each theme has distinct mechanics and their own variety of objects, blocks, enemies and items. Gameplay typically uses the Wii U GamePad, and the Wii Remote, Wii Classic Controller and Wii U Pro Controller are also compatible. The game has compatibility with [[amiibo]], which can be scanned to unlock different costumes for the "Mystery Mushroom", a unique power-up that turns Mario into one of many forms based on various Nintendo characters and franchises.
 
''Super Mario Maker'' starts players with only one row of course elements - as long as they spend at least five minutes using the tools they have, another set of elements will be available for the next day; a Day 1 patch makes these other elements available immediately for player who spend enough time placing them on the course. Players can also add sound effects and their associated visuals to courses, and even record their own sound effects and add them to the game (though they are replaced with a generic parrot/chicken squawk when uploaded to Course World). There are also 68 sample courses that can be unlocked through course creation and play as well.
Line 18:
* [[Ability Required to Proceed]]: Stages can be set up to require certain power-ups or items to proceed through them.
* [[Abnormal Ammo]]: Whether it's 1-Up Mushrooms, enemies, or coins, you can make Bill Blasters shoot plenty of things aside from Bullet Bills.
* [[Action Bomb]]: Bob-ombs explode after a few seconds when stomped or lit by fire from an object on the stage - you can also shake them while creating the level so that they spawn with their fuses lit.
* [[Airborne Mook]]: In addition to standard flying enemies like Paratroopas and Lakitus, you can take an enemy - any enemy - and slap a pair of wings on them, plop them into Lakitu's cloud or even seat them in a Koopa Clown Car.
* [[Anachronism Stew]]: With regards to the game styles and the compatible powerups and enemies for each one - enemies and objects that didn't exist in the game whose style you're currently using are given new sprites tailored to that game's aesthetic (e.g., Wigglers and Monty Moles are deliberately given large [[Off-Model]] eyes). Some enemies that ''did'' appear in older emulated styles, such as Bowser, have their sprites for those styles changed to better fit the levels and/or reflect their updated designs.
* [[Asteroids Monster]]: Big Goombas split into two normal-sized ones upon being stomped as usual.
* [[Auto-Scrolling Level]]: Present as an option for stage creation, and it's also possible to simulate one using incredibly tall Bill Blasters placed on tracks.
* [[Bottomless Pits]]: But of course.
* [[The Bus Came Back]]:
** Several elements from ''[[Mario Paint]]'' (Mr. Eraser, Undodog, Soundfrog, the "Reset Rocket", and the save robot) return, and a well-hidden [[Easter Egg]] allows you to {{spoiler|replay the Gnat Attack minigame, with King Watinga as the final challenge}}.
** The Frog Suit from ''Super Mario Bros. 3'' appears as a Mystery Mushroom costume, more than 20 years after its first appearance in a platformer. Jelectros also make their first platformer appearance since this game, appearing as the underwater variant of spike traps for levels in that game's style.
* [[Check Point Starvation]]: Players can invoke this in created levels.
* [[Color-Coded Elements]]: Shaking certain enemies and objects lets you change their colors.
* [[Combat Stilettos]]: You can turn Shoe Goombas into ''high heel'' Goombas, and then proceed to use said giant high heel to stomp all your enemies into dust. These "stiletto" Goomba's Shoes have all the spike-proof stomping power of the original plus an ability to [[Ground Pound]], creating dust clouds that can defeat enemies.
* [[Cranium Ride]]: You can do this with winged Buzzy Beetles.
* [[Death Throws]]: Present and vary based on the style. Boswer Jr. in the ''New Super Mario Bros. U'' style also falls off in a different manner compared to other styles.
* [[Degraded Boss]]: You can use multiple Bowser Juniors and Bowsers in a stage to serve as minibosses, obstacles, or particularly beefy enemies, but only up to three each.
* [[Dem Bones]]: Dry Bones are usable enemies, with Fish Bones as [[Underground Monkey|an alternate form]] exclusive to underwater areas.
* [[Easter Egg]]: While making courses, try "knocking" on any doors present by tapping repeatedly.
* [[Dummied Out]]: [https://www.mariowiki.com/List_of_Super_Mario_Maker_pre-release_and_unused_content Listed here] on [[Super Mario Wiki]].
* [[MookEaster MakerEgg]]:
* [[Easter Egg]]:* While making courses, try "knocking" on any doors present by tapping repeatedly.
* [[Electric Jellyfish]] / [[Invincible Minor Minion]]: Jelectros return from ''Super Mario Bros. 3'', and are treated the same in that game style as Spike Traps are in other styles.
* [[Fake Difficulty]]: [[Sturgeon's Law]] naturally dictates that a significant amount of the created levels employ this, often via simply cramming the level full of every enemy possible - the game and [[Super Mario Maker 2|its sequel]] have developed a reputation for these in particular. [[Ben Croshaw|Yahtzee]] of ''[[Zero Punctuation]]'' describes the typical fare he encountered in his review:
{{quote|So I turned to random levels, most of which fall into one of three categories: a level with ten million of something, the kind of obnoxious difficulty a [[Roald Dahl]] villain would come up with, or [[Bread, Eggs, Breaded Eggs|ten million of something being obnoxiously difficult]].}}
Line 31 ⟶ 45:
* [[Helpful Mook]]: Lakitus can toss power-ups or coins.
* [[Homing Projectile]]: Bull's-Eye Bills are fired from red Bill Blasters, and pursue Mario for a certain amount of time.
* [[Infinite 1-Ups]]: The classic tricks are still possible, but [[Meaningless Lives|not nearly as useful]].
* [[Invincibility Power-Up]]: The Super Star.
* [[Kaizo Trap]]: Averted, thankfully. Once you touch the goal you're home free, no matter what death traps are placed beyond it - if you can ''reach'' the goal, anyway. Creators still set up contraptions at the end of the stage to provide a more "unique" level clear animation, including ones that knock the victorious player into pits or lava.
* [[Law of One Hundred]]: As always, 100 coins grant you an extra life.
* [[Luck-Based Mission]]: As with Fake Difficulty above, it comes in many forms. One particularly notorious type is referred to as "pick-a-door" or "pick-a-pipe", where all but one of the paths presented in a section of the stage leads to death or a soft-lock, and is often the entirety of the level in question.
** "Enemy spam" levels are this by definition.
* [[Marathon Level]]: If you want, you can make these yourself!
* [[Meaningless Lives]]: Mostly averted. When playing single levels, players can make as many attempts as they wish. The 10 and 100 Mario Challenge modes give players a set number of lives to complete a group of stages - the 10 Mario Challenge uses eight sample courses, while the 100 Mario Challenge chooses from player-created levels with a clear rate depending on the chosen difficulty (8 courses on Easy, 16 courses on Normal and Expert, 6 courses on Super Expert). In both cases players start with a sizable cache of lives, and can only obtain a maximum of three extra lives per stage - which aren't added to the life counter until ''after'' the stage is beaten.
* [[Mook Maker]]: Bill Blasters and pipes can be used to generate various enemies - pipes of different colors have varying rates of enemy creation, while Blasters create enemies at the same rate, but expel them at different angles and distances depending on whether or not the blasters are red. Lakitus can serve this role as well, allowing you to swap out the standard Spiny for other non-boss Mooks or even [[Helpful Mook|power-ups and goodies]].
* [[Mook Maker]]:
* [[Off-Model]]: [[Invoked]] for some of the newer characters and enemies to the series that can appear in styles emulating older games.
** Bill Blasters and pipes can be used to generate various mooks - the color of the object determines how fast they spawn.
** Lakitus can serve this role as well, allowing you to swap out the standard Spiny for other non-boss Mooks or even [[Helpful Mook|power-ups and goodies]].
* [[Palette Swap]]: The Mystery Mushroom costumes are essentially this. Each one acts as a second hit point for [[One-Hit-Point Wonder|Small Mario]] in the ''Super Mario Bros.'' style, but without altering his height; otherwise, the differences between costumes is usually tied to appearance, animations and sound effects. Many stages, including some of the official partner-endorsed Event Courses, were built around the Small Mario-sized form, sometimes with a theme matching that particular costume.
* [[Save the Princess]]: The [[Excuse Plot]] used for each of the challenge modes - Bowser kidnapped Peach, beat this random selection of levels to rescue her, don't lose all your lives, good luck.
* [[Timed Mission]]: The timer can be set anywhere from 10 to 500 seconds.
* [[Turns Red]]: Wigglers literally turn red with anger when stomped and move much faster - they can be shaken while placing enemies during level creation to have them spawn angry.
* [[Video Game Settings]]: Each style has six different theme types - Ground, Underground, Underwater, Ghost House, Airship, and Castle.
** [[Big Boo's Haunt]]: The Ghost House theme has an entire set of new sprites and music created for the ''SMB'' and ''SMB3'' styles, as ghost houses made their debut in ''World''.
** [[Bubbly Clouds]]: Subverted with the Airship theme, whose background music is at odds with the standard fare.
** [[Down the Drain]]: The Underwater theme.
** [[Green Hill Zone]]: The Ground theme has the aesthetic of this trope, being the standard peaceful-looking grasslands.