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WiiU

Additional Mario Skins May Appear in Mario Maker

by Danny Bivens - June 16, 2014, 7:51 am EDT
Total comments: 11 Source: Takashi Tezuka

We might see more than just the original Mario Bros. and NSMB skins in the final version of the game.

Art assets from other Super Mario Bros. games, such as Super Mario Bros. USA, Super Mario 3, and Super Mario World are being considered to be implemented into Mario Maker, Takashi Tezuka revealed to us in an interview. While Tezuka could make no promises, he went on to say that the development team is considering the use of different skins in the the game but currently are not sure which ones they are going to use in the final version.

Mario Maker will release on the Wii U in 2015. For more information on the game, be sure to read our hands-on preview here and check out the video of the game form the E3 show floor below.

Talkback

MythtendoJune 16, 2014

Good, this is what I want for it. :)

Leo13June 16, 2014

I'm pleasantly surprised to hear this. I was certain they'd offer all these, but I figured they'd come as DLC, but if they might just come as part of the game AWESOME!!!
Truth be told I have no interest in making Mario Levels (just not up my alley) I am however incredibly interested in playing all the crazy unique levels that I know everyone around the world will be making. It's like unlimited awesome new levels!!! THat's what I'll be buying this game for. It'll be the last 2D mario game I'll ever have to buy cause I'll have so much content!!!

AVJune 16, 2014

Yes Please, I also want invisible blocks, and ability to put water and the vines and enemies I want. I want this to be full fleshed out .


FYI if anyone is curious Mario USA is Super Mario Brothers 2 for anyone who doesn't know.

UncleBobRichard Cook, Guest ContributorJune 16, 2014

I want to be able to transfer levels to my 3DS similar to Wario Ware DIY.

KITT 10KJune 16, 2014

I can't wait for this to come out!

Ian SaneJune 16, 2014

"Skins" is kind of a very basic way to describe it.  Like if I'm going with SMB2 stuff I want to be able to stand on a Shyguy and then throw him.  That's a different gameplay mechanic than how anything works in SMB1 or pretty much any Mario game except SMB2.  Art assets aren't really what I'm looking for.  I want to be able to take any element from pre-existing Mario games and put it in the level and it acts like it would in its source game.  Koopas for example work differently in SMW because they shoot out of their shells.  If it's just putting a Koopa in that always acts like SMB1 Koopa but you can make it look like a SMW Koopa, there's not much to that.  It's cooler than being limited to just SMB1 or NSMB style visuals but it's superficial.

The problem is that the level of complexity I want out of a Mario Maker is a lot more than what Nintendo wants to make and justificably what a large section of the target demo for this title would be comfortable with.  I think Nintendo wants to make more of a fun little sandbox for people to fool around in but some of us want an outright fully-featured Mario game development tool.

They can probably make this whole thing a little meatier if they save the elements from other games for DLC or outright sequels where it isn't just a graphics skin.

marvel_moviefan_2012June 16, 2014

Now the game is starting to sound a little more interesting.

MagicCow64June 17, 2014

Quote from: Ian

"Skins" is kind of a very basic way to describe it.  Like if I'm going with SMB2 stuff I want to be able to stand on a Shyguy and then throw him.  That's a different gameplay mechanic than how anything works in SMB1 or pretty much any Mario game except SMB2.  Art assets aren't really what I'm looking for.  I want to be able to take any element from pre-existing Mario games and put it in the level and it acts like it would in its source game.  Koopas for example work differently in SMW because they shoot out of their shells.  If it's just putting a Koopa in that always acts like SMB1 Koopa but you can make it look like a SMW Koopa, there's not much to that.  It's cooler than being limited to just SMB1 or NSMB style visuals but it's superficial.

The problem is that the level of complexity I want out of a Mario Maker is a lot more than what Nintendo wants to make and justificably what a large section of the target demo for this title would be comfortable with.  I think Nintendo wants to make more of a fun little sandbox for people to fool around in but some of us want an outright fully-featured Mario game development tool.

They can probably make this whole thing a little meatier if they save the elements from other games for DLC or outright sequels where it isn't just a graphics skin.

As usual your clairvoyant understanding of fully developed products from the future is indispensable.

nickmitchJune 17, 2014

Quote from: Ian

"Skins" is kind of a very basic way to describe it.  Like if I'm going with SMB2 stuff I want to be able to stand on a Shyguy and then throw him.  That's a different gameplay mechanic than how anything works in SMB1 or pretty much any Mario game except SMB2.  Art assets aren't really what I'm looking for.  I want to be able to take any element from pre-existing Mario games and put it in the level and it acts like it would in its source game.  Koopas for example work differently in SMW because they shoot out of their shells.  If it's just putting a Koopa in that always acts like SMB1 Koopa but you can make it look like a SMW Koopa, there's not much to that.  It's cooler than being limited to just SMB1 or NSMB style visuals but it's superficial.

The problem is that the level of complexity I want out of a Mario Maker is a lot more than what Nintendo wants to make and justificably what a large section of the target demo for this title would be comfortable with.  I think Nintendo wants to make more of a fun little sandbox for people to fool around in but some of us want an outright fully-featured Mario game development tool.

They can probably make this whole thing a little meatier if they save the elements from other games for DLC or outright sequels where it isn't just a graphics skin.

Yeah, but there's a balance to that, isn't there?  You can't make something that comes off as too intimidating.  Those features could easily be added, just not as heavily advertised.  The game still looks early, so who know what they might add.

Mop it upJune 17, 2014

I hope the different skins also include the physics. It would be weird to play a Super Mario World level and not have the game's sharp control.

pokepal148Spencer Johnson, Contributing WriterJune 18, 2014

Quote from: Ian

"Skins" is kind of a very basic way to describe it.  Like if I'm going with SMB2 stuff I want to be able to stand on a Shyguy and then throw him.  That's a different gameplay mechanic than how anything works in SMB1 or pretty much any Mario game except SMB2.  Art assets aren't really what I'm looking for.  I want to be able to take any element from pre-existing Mario games and put it in the level and it acts like it would in its source game.  Koopas for example work differently in SMW because they shoot out of their shells.  If it's just putting a Koopa in that always acts like SMB1 Koopa but you can make it look like a SMW Koopa, there's not much to that.  It's cooler than being limited to just SMB1 or NSMB style visuals but it's superficial.

I believe 3d world actually handled this by introducing some sort of goomba subspecies called a 'galoomba' that looks and behaves like the ones in Super Mario World so they could do something similar. Either way considering how much they put into the e-reader levels for Mario 3 (seriously, they had levels with charging chucks and those penguins from yoshi's island for god sake) I think it's safe to assume we can expect to see some things taken from other games,

But the fact that the skinny mushroom exists(I hope they design a counterpart that reverses that effect, it could be interesting to create levels based on constantly switching between Mario and Luigi's physics) should prove that they aren't beyond integrating new things.

Although lets be honest, there were no Hammer Brothers in Super Mario World, what we got was the AMAZING FLYING HAMMER BROTHERS instead.

I am curious if they decide to include enemies from outside of mario (which they may, I'm honestly under the impression that they basically had just gotten the general editor engine going and had to scrape some stuff together) how they will handle the changing art style. SMB is honestly a pretty poor option to have for this kind of thing I mean it will be hard to include some of the more complex enemies in later mario games like a Charging Chuck and have it mantain that sort of fast paced feel that chuck has with only two frames of animation.

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