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Super Mario Maker 2 Review - Make My Day

  • First Released Jun 28, 2019
  • Reviewed Jun 26, 2019
  • NS

Maker time!

Mario is a video game icon not only because he's a plucky and affable dude, but because he's the face behind some of the best platformers of all time. Nintendo has carefully guided his adventures for decades, but something happened in 2015: It gave players the keys to design and share stages in Wii U's Super Mario Maker, and the Mario we thought we knew took on a whole new light. He was no longer a laidback high-jumping hero; Mario became a hardened speed demon, a death-defying daredevil forced into unruly gauntlets crafted by evil geniuses who know his every hop, skip, and jump like the back of their hand.

With the Wii U and 3DS versions of Mario Maker abandoned by Nintendo at this point, Super Mario Maker 2 on Switch brings us back to that heady time from years past. The game itself is largely familiar, though the more you play and create, the more you notice all of the little additions tucked inside and appreciate how they elevate the potential for creativity in new ways. Mario Maker 2 is a robust level creation tool and a fantastic open-ended platformer that will no doubt spur a new era of competition among players and creators alike. But so far, it's amazing what the right players can do when given the tools to craft Mario's world.

The intuitive drag-and-drop system is back--you don't, however, have the luxury of a built-in Switch stylus, so consider buying or devising one before getting into the game as using your finger alone can cause you to occasionally misplace objects. You can create while your Switch is docked, though ultimately that should be a last resort considering how quickly you can place objects in handheld mode, even with the lack of stylus. Picking and placing ingredients for your level, or painting wide swaths of land, is a quick and painless process, and there are intuitive means of copying, pasting, and undoing your work as needed. You are once again given access to the components of games including Super Mario Bros., Super Mario Bros. 3, Super Mario World, and New Super Mario Bros. U, along with their numerous enemies, objects, and mechanisms. You select a game theme and work within that toolset, but you can easily switch to another one on the fly and retain most of your work--only occasional elements aren't transferable.

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The big exception is the newly included set based on Super Mario 3D World, which can only be used in isolation. Lest you mistake the "3D" aspect to suggest you're breaking free from side-scrolling Mario, you aren't--you're just given access to unique elements from that game, such as the never-not-strange Cat Mario power-up. Far from being the only notable addition, the sum total of which are too numerous to list here, the Cat Mario suit is up there with the ability to make slopes, craft custom scrolling for stages, and set level-clear conditions as one of the most impactful additions to the Mario Maker formula. But of course, even the smallest variable can have a huge ripple effect in the hands of the right person. Time will tell what seemingly average element gets twisted into a diabolical weapon in the hands of the craftiest creators.

For new creators, there's the chance of becoming overwhelmed with the number of options available at the start, but that's where Yamamura's Dojo comes in. Yamamura is a pigeon, but a very wise and insightful pigeon at that. If you need help wrapping your head around the basic concepts that go into conceiving and creating a level, Yamamura's your bird. His catalog of 45 lessons (divided into Beginner, Intermediate, and Advanced sets) walk you through everything from laying tracts of land and placing Goombas to the more philosophical side of level creation, even navigating the meta side of being a creator unleashing their work for others to judge.

These lessons will help get a novice creator up to speed, and the fact that there's nothing holding back knowledgeable designers from the start was a smart move by Nintendo, too. The pool of creators has thus far made some truly impressive stages that utilize Mario Maker 2's robust toolset well. The overall level of logic inherent to a Mario game remains largely the same--no digging under the hood to rewrite traditional cause-and-effect rules, for example--but the spirit of Mario Maker 2 comes alive when familiar elements are combined by masterful players, often in ways that Nintendo would never employ in a traditional Mario game.

So far, that unexpected creativity often manifests itself in oddball stages packed with an unreasonable number of enemies, diabolical platforming tests that demand superhuman reflexes, or clever contraptions that move Mario and key items around an environment with calculated chain reactions. Not every stage is a winner, but because the fundamental controls and elements of the world are tried-and-true, it's rare that you run into a custom stage worth getting upset about. Ultimately, dozens (soon to be hundreds, if not thousands) of alternative stages are seconds away, a convenience that's easy to take for granted. It's not an understatement to say that the speed at which you can browse, download, and play levels are key factors that make exploring Mario Maker 2 so easy and enjoyable.

Discoverability plays a part in what levels you find, and beyond basic lists such as popular, new, and trending courses, there's a detailed search function that lets you narrow stage selection by attributes like theme and difficulty. You can also sort by tags that indicate the type of stage at hand, be it an auto-scrolling level or puzzle-centric challenge. After playing, you can leave feedback on the level for other players to consider--a simple but meaningful chance to contribute to the community and learn from your peers. This is all to say that Mario Maker 2's online stage selection is both organized and catered to the wider player base. You don't have to involve yourself in every aspect of it if you just want to play a bunch of random Mario levels, but it's great to see that you can become deeply involved with your fellow makers if you desire.

One of the hotly contested elements pre-launch was online multiplayer, which comes in both co-op and competitive forms. Nintendo's initial plans to limit these modes to random matchmaking drew the ire of some fans who quite reasonably expected to be able to play with their friends. Nintendo has since made it clear that feature will come, just not in time for launch. As it stands, the lag present in most multiplayer sessions (where matchmaking happens automatically) ruins the experience. Mario, and especially Mario Maker levels, are geared around precision platforming. When you can't rely on the movement of your character or your controller inputs, you might as well not be playing at all. If anything stains Super Mario Maker 2, it's the current state of online multiplayer.

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On a more positive note, the other major addition to Mario Maker 2 is a proper story mode, a campaign of 100 Nintendo-made levels. The story is typical Mario fare set in an overworld with NPCs and a few fun surprises, taking things a few steps further than The Super Mario Challenge from the 3DS Mario Maker. It's not an amazing addition in light of the countless levels coming from other players, but it's an enjoyable alternative if you prefer a more coordinated campaign. There's the slight missed opportunity to give you creative tools as a means of solving purpose-built puzzles, to give you that hands-on learning in a practical scenario, but they are given to you as options to overcome stages that you repeatedly fail. It's not as if there's a drought of custom stages online, even before release, though Nintendo's batch of stages are nice to have if you want to dig into stages handmade by the developers themselves.

The Mario series is worth all the admiration it gets, and Super Mario Maker 2 is an excellent tool for picking it apart by pushing its enemies, mechanisms, and Mario, to their limit. I've yet to make a stage of my own that I think is worthy of sending out to other players, but I'm committed to getting there. Whether exploring the full potential of a single element or throwing things at the wall to see what sticks, I've got the itch to join the creator's club. Mario Maker 2 makes the learning process intuitive and enjoyable. Most importantly, it's enabled designers amateur and professional alike to share their creativity with the world. The community is off to a great start, and thankfully, the fun has only just begun.

Back To Top
The Good
Mario's past adventures collectively offer a deep well of ideas to pull from
Intuitive level creation makes the iteration process more fun than is typical of trial-and-error processes
A seemingly endless stream of custom levels from other players ensures that you've always got something new to play
Story mode gives you an inspirational glimpse into what Nintendo would do in your shoes
Sharing and discovering new levels online is straightforward, but not without deeper options for those that want to search for their favorite levels
The Bad
Not being able to play with friends online at launch is a glaring missed opportunity
Lag frequently ruins the online multiplayer experience
About GameSpot's Reviews

About the Author

Peter played 20 hours of Super Mario Maker 2 before finalizing his review, the first phase of what's sure to be a longterm commitment. Complimentary review code was provided by Nintendo.
50 Comments  RefreshSorted By 
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Avatar image for Amnesiac23

I'm terrible at platformers, but I'm really enjoying this game right now. It's a ton of fun to play with my husband.

Avatar image for Ganados0

That first negative is bollocks and in no way reflects on the current game people are enjoying.

But I've noticed a trend with this site, slap an 8 on everything Nintendo, a trend that began with 3DS exclusives. It's repetitive and lazy.

Avatar image for phili878

Nintendo at it again !

Avatar image for Quarkzquarkz


Avatar image for phili878

@Quarkzquarkz: Multiplayer used to be 20-30% of the content of a game, remember, that is when games used to be good. The more MP you throw into a game, the shittier the game is.

Avatar image for brandsome

@Quarkzquarkz: Using all caps just makes you look dumber bro

Avatar image for alastor529

@Quarkzquarkz: there is multiplayer idiot. god why do people like you get to breath in valuable air

Avatar image for Itzsfo0

@alastor529: now now, calm down children (smacks hand with ruler)

besides I only want to play SINGLE player games, screw multiplayer games (in this case, this is the exception) but most games I play ARE SINGLE player, who do I want to play w ith other players, gaming for me (for nearly 3 decades) has never been a social activity, infact quite the opposite, an anti-social (like watching TV after getting off work) ...I dont want to hear some fatso breathing into a microphone, or some teeny bopper who's balls haven't dropped yet with a high pitched voice rant over a headset on Xbox Live....I dont get the obsession with multiplayer (yea it was cool in 2002 when it was a novelty with LAN cables, and PS2's its tried and true) and while FPS and MMO's and MOBA's rely heavily on online multiplayer (for replay value) almost all other genres (ARPGS, action/adventure, platformers, metroidvanias, and varying sub-genres, like ...take for instance Rogue-lite/twin-stick shooter/ The Binding of Isaac: AB+ - I have it on the switch, 1,200 hours played, not 1 hour spent online ...or co-op....and then theres 130 hours of Dead Cells, and 130 hours of Hollow Knight, and 40 hours of Salt and Sanctuary, 220 hours of Breath of the Wild, 100 hours of SUper Mario Odyssey, 450 hours of Xenoblade Chronicles X, 180 hours of Xenoblade Chronicles 2, 200 hours of Witcher 3: Complete Edition, 240 hours of Xenoblade Chronicles, 20 hours of Hyper Light Drifter, 40 hours of Axiom Verge, 450 hours of Elder Scrolls V: Skyrim Special / Legendary Edition, 130 hours of Ghost Recon: Wildlands, 100 hours of Metal Gear Solid V: The Phantom Pain, 100 hours of Rogue Legacy, 100 hours of Spelunky, 30 hours of Super Motherload, (the list just goes on and on) - and ALL of them are single player....offline, by myself...the best story-based games, the best platformers, the best dungeon crawlers, (Divinity Original Sin, Planescape Torment, SW: KOTOR, Icewind Dale) all those classic CRPGS, all the Dark Souls / Bloodborne / Nioh / Demons (regardless who made them) are all single player, yes I know the latter (Souls games) have a massive popularity with the online portion, PVP - but I intentionally stay OFFLINE and play those games PVE (me vs enviroment) basic game, I could careless about the multiplayer componenets

I feel the exact OPPOSITE


I would rather just have a single player game...Mario maker 2 will be the exception...cause well a big part of the joy is uploading content, looking at others content..but is that aspect really multiplayer ? like actually playing w/ someone on screen ? no...downloading someones level and testing my skills....thats a different form of online gaming....If I spend any time with SMM2, it will probably be - playing the story mode + and then playing other peoples creations, and seeing how goofy, silly, masochistic, challenging & intuitive/creative people can get...but ACTUALLY playing with other peoples, co-op and competitive through a single stage does not entice me...I've done my share of online m ultiplayer in gaming (in past years) all the years I spent on Diablo 2....and WoW...even FF XI online......but I've burned myself out on online gaming, and multiplayer (in general) I'd rather Nintendo does what it does best (maybe this instance this is the exception) but outside of SMM2, I'd rather Nintendo just focus their design skills on great single player games, relatively clean launches, and little to no bugs. It's a trade-off, Nintendo may not understand online services, quality servers, and online infrastructures like the other 2 do (Microsoft, Sony) but...they understand (most importantly) quality game making, FUN (actual FUN), and crafting well-running/performing games (most of them time anyway)...and to me that is far more important, the exact reason why ppl bash Nintendo (you know being draconian and backwards, and a decade late on online features/apps & friends lists/messengers, and streamlined online play) is the exact reason why I like them...crazy as that sounds...b/c I dont care about online gaming, friends lists, trophys, blu-ray 4k, streaming services, HULU/Netflix, all those useless apps & features I'll NEVER use...its why I never have PSN (plus+) or Xbox Live (gold)...why pay for a service I'll never make use of ? since I almost exclusively play single player games...some of the best crafted/best story-telling & exploration comes from those single player games, and some of the best games I've played in recent years have almost exclusively had 2 things in common

1) Indie

2) Single player/offline

lol so for me AAA / Multiplayer games (loaded with day 1 broken content, patched up the ass, promises of seasons pass's, microtransactions, an emphasis on games as a "service") is IMHO - what has broken the mainstream/AAA industry (I hate to be one of those people, I try to be optimistic, and I enjoy games now as much as I did 25 years ago) today are a joke "put some cool skin packs, some pew pew's, online features, charge by the month/year and then charge more for any additional packs, helix points, blah blah, rope them in with that freemium-plan-mentality, and boom, you've got them (EA and a few others are the biggest offenders of this...) meanwhile I'm over here playing indie games on my Nintendo Switch, a bare bones device, hop in/hop out, plug n play - perfect...for my needs...I feel sorry for the First Person Shooter 2019 industry. So stale, so....dead, and lifeless. Xbox Live, may be a GOOD service. but i dont enjoy it....or have any use for it. (and I'm not a fanboy or anything, I own a variety of devices...including a desktop PC...Switch...X360....PS4 & tablet (for work) - among other devices. But I just want good solid, single player, open world games to explore, kill, level up, experience a story....more games like AC: Origins and Witcher 3....except LESS online features, and LESS microtransactions (esp in the former, Witcher 3 doesn't offend that way, but AC origins/Odyssey does..and they aren't bad games, infact quite good...but all those needless screens pushing you towards buying Helix points, and Skin packs, over-priced DLC that adds (at best) 4 hours of content for $25....I mean....its a bankrupt business model, and I wonder how much longer it can last.

Meanwhile I buy Hollow Knight for $15, and get a straight forward, amazing, single player experience, and over 100 hours (from a team of 2 guys with a limited budget, WELL under a million) lol.....thats when you know things are pretty bad for AAA industry.

But I guess if enough pimple popping, 17 somethings, are enjoying Apex Legends and whatever-other-random MOBA or FPS is popular at the moment, you know "lit" .....I feel like the old guy shaking his head in dismay ....and I never though I'd become that guy. lol

Avatar image for Darkmoonchild08

@Itzsfo0: You're so proud to be boring lol

Avatar image for Kefka-

@Itzsfo0: Wow. I recommend saving this to a text document. I started doing this years ago when I realized that certain rants/explanations I would tend to repeat so I started saving them in a Word doc for reuse.

Avatar image for Quarkzquarkz

@Itzsfo0: Look, get with the times alright? It's 2019 and everything and anything is connected whether you like it or not. Our houses are connected, our cars are connected, and even household appliances such as laundry etc... How can you possibly not enjoy multiplayer when it has some form of communication with others to interact with?

Case in point, when you say you are only playing smm2 as single player, downloading other people's level and testing it out is in a way an interactive way to play with others, so when you say you are only for single player is complete BS, I'm sorry but just admit it because multiplayer is here to stay, and YOU EVEN ADMITTED PLAYING WOW AND THATS NOTHING BUT MMO JEEZUS... sorry I gotta calm down now~

Avatar image for Kefka-

@Quarkzquarkz: I don't play multi player last multi player I played was Fantasy Star Online maybe 35 hourish total and that was nearly 20 years ago. Before that playing SNES and N64 Mario Kart as a kid.

I really do prefer to be the hero in my own story, so we do exist. But I have no animosity towards multi player and if Fallout 76 ever gets private servers and mods I will play that. Also I would enjoy playing Mario Maker (don't have Switch, PC gamer) if it came to PC. I would love to play and make players made levels.

Avatar image for Sepewrath

Something that would be a great addition post launch would be to be able to send unpublished levels to friends.

Avatar image for dzimm

Still haven't seen it definitively stated whether or not level sharing requires a subscription.

Avatar image for Sepewrath

@dzimm: Yes it does, all online elements require the subscription.

Avatar image for dzimm

@Sepewrath: "all online elements require the subscription."

Well, that sucks. Guess I won't be buying it then.

Avatar image for kamikazekae

@dzimm: here in Canada you can get the game with 1 year subscription for 10$ extra

Avatar image for dzimm

@kamikazekae: It's the same in the US, but I don't feel like having to pay a yearly fee to access one of the key features of the game is worth my money, especially since I am otherwise wholly uninterested in Nintendo's online service.

Avatar image for alastor529

@dzimm: all consoles have had online subscriptions ?? lol

Avatar image for dzimm

@alastor529: The Wii U didn't, and the Switch didn't for its first year. I was really hoping that basic level sharing would be a "free" feature, and that only online multiplayer would require a paid subscription.

Avatar image for coltonnaslund

so excited for this game! endless mario levels

Avatar image for djezhel619

To be honest, games like this are fine as they are. Multiplayer isnt needed, not online at least. We dont need to keep isolating ourselves from real interaction with other people/friends/ family. Local multiplayer is good here. All that really matters is getting creative with the creation tools and enjoying all the levels, Good or Bad. To take off 1 to 2 points because of that one negative seems like you're a spoiled brat ;)

Avatar image for blowfish82

@djezhel619: Wow thats super awesome that local multiplayer is good for YOU. So ironic that you call OP spoiled. Derp WHOOPSIE WHOOPSIE

Avatar image for djezhel619


You must be his #1 fangirl.

Avatar image for LostTomorrows

Docking 2 whole points only for a feature that will come available in short order seems a little cutthroat to me. Seems like an outlier when the other reviews generally reach a consensus on giving it a much higher score.

Avatar image for brandsome

@LostTomorrows: lol why do you assume that it'd be a perfect score if it had the multiplayer?

Avatar image for LostTomorrows

@brandsome: I think the irony here is that you assumed I assumed it should/would have been a perfect score if it had multiplayer. I never mentioned that.


Avatar image for zmanbarzel

@LostTomorrows: did.

"Docking 2 whole points" implies that you think the score would be two points higher had the game had "a feature that will come available in short order." The game as it is received an 8; those two whole points would've put it at 10.

Avatar image for Itzsfo0

@zmanbarzel: lol 8 is still pretty damn good, considering all the 5s & 6s we see...and so many ppl are focused on a single number/numeric value....other sites are giving it glowing reviews, and gamespot seems to like it...i dont see the issue here (either way)

OMG an 8 - it deserves ATLEAST an 10/10 and 11/10 - How dare them !?!?!?!

lol 8/10 is more then ok...a solid game, and prob as with time (things will change, new additions, etc) we know that much.

That then leads me to the question of....maybe game review sites shouldn't review a game (esp a game like this) and many modern games right away, day 1 ...maybe they should wait...cause we all know in todays industry, good games can become better over time, patches/DLC/fixes/expansions/quality of life updates...often decent games become better (over time), and bad games, become somewhat forgiveable/more playable (as time progresses) so....makes me wonder why sites (Polygon, Gamespot, Giant Bomb, Game Informer, Games Radar, IGN, Kotaku, and youtube reviewer[s]/vloggers like Nintendo Life, GameXplain etc) why they cant review a game (early on) sort of"early impressions" and then go back and review the game at 6 months / 1 - year, etc...and talk about the changes, and positives and negatives (solely unbiased) COULD be done lol (a review now) and a (review later) retrospective reviews would be after so much time has passed, you could say alot more about the game...

ps I know alot of expansions get reviews as that counts I guess...but a game like Super Smash Bros Ultimate, and Super Mario Maker 2, could be reviewed early on (upon release) to give the general viewers/audience a feel of the game...and whether its worth buying for them or not...and then go back and within a year or (more) give or it again, with all the updates, content packs, fixes, etc...and talk about how its changed...and what are the improvements...and how much its worth it NOW vs upon release...the value of the product day 1, vs the value of a product down the road...could be a good thing. It's been done before, but very rarely by major/mainstream gaming institutions/sites.

Avatar image for djezhel619


Well see thats the problem, companies bringing out half assed games at full price and then try to patch it up along the way. Nintendo hardly comes out with a broken game. As of now the only thing broken is the least important feature to me (multiplayer). That thing is running at 2 frames per second in some matches, because it relies on P2P connection with who youre playing.

Avatar image for snowflakemelter

@LostTomorrows: I thought the same thing. Especially since this isn't a crucial features.

Avatar image for kamikazekae

@LostTomorrows: giving Mario maker review before 3 weeks in is pointless imo

Avatar image for Arkhalipso

@LostTomorrows: I don't see an 89/100 as a much higher score.

Avatar image for Smokin105

I usually don't comment on scores, but for everything that this offers (even without the on-line elements that have yet to be included in the review) and the comments offered in the review an 8 seems like a low score to me. I would expect at least a 9 from what is said here. The one negative of "not being able to play with friends on-line at launch" seems like a missing bonus if anything and not a requirement to have that large of a negative score. After all how many platformer games can you play on-line with friends in the first place anyway? Perhaps it will be upgraded later but I might have reserved giving any score rather than place a lower score that will sway first impressions of readers.

Avatar image for Packer1080

Super Mario Brothers 21. Nintendo should make new games.

Avatar image for Bread_or_Decide

@Packer1080: Nah, you just complain then that you don't care about the new games.

ARMS was terrific, how many people played it?

Also, Splatoon?

Avatar image for PrpleTrtleBuBum

@Packer1080: Super Mario Brothers 21 is a better platformer than any platformer on PC (modern)/PS4/X1. Sure sometimes someone might want a palette swap, but gameplay is at least A- and no story in a platformer game is really worth it.

Nintendo has pretty perfect staple with Metroid, Starfox, Pokemon, F-Zero, Fire Emblem etc. etc. If they could make a worthy sequel to all of them every 3 or so years they would be perfect. On occasion they can make a new franchise like Pikmin or Splatoon are but it's no point creating a new platformer just for the sake of it.

Avatar image for Itzsfo0

@PrpleTrtleBuBum: Well to be fair - Nintendo has more franchises then the other "big two" do realize they really don't need to make new games or CREATE new franchises.

With what ?

1) Xenoblade (series)

2) Super Mario (series)

3) Luigi (stand-alone-series in itself)

4) Mario Party / Mario Kart / Maker (off-shoots, of the mainline/base line games)

5) Donkey Kong (series)

6) The Legend of Zelda (series)

7) Pikmin (series)

8) Pokemon (series)

9) Animal Crossing (series)

10) Etrian Odyssey (series)

11) Fire Emblem (series)

12) Kirby (series)

13) Metroid (series)

14) Star Fox (series)

15) F-Zero (series)

16) Smash Bros

17) Bayonetta

(and a handful of others like Mother, Golden Sun, Kid Icarus, among others)

and then all the indies being supported (some multi-plats/ports, SOME Celeste...and timed exclusives like Hollow Knight, that end up on other platforms as well) ....and original games that aren't really franchises (yet) but new & exclusive to Nintendo (such as Octopath Traveler)...not to mention other upcoming exclusives like Astral Chain and BDDP (2-3 more that most ppl aren't even talking about)...Nintendo has been ROLLING in exclusives both AAA & are you people talking about (and no I'm not a fanboy or sucking on anyones tit...I own them all...console/pc/handheld....Nintendo/Sony/Microsoft/Sega/Atari/Apple/Samsung/LG/Vizio/TCL/Hisense/Amazon/Google - christ I have hardware & software from a LITANY of major hardware manufacturers (VR devices, phones, tablets, chromebooks, consoles, handhelds, hybrids, Desktops/all-in-ones, laptops, TV's, sound-bars, you name it) But if were just talking gaming developers (both software and hardware) its fair to say Nintendo wins in the department of "# of exclusive franchises" ...why ? Nintendo has had a longer history in gaming...more franchises, more just makes sense....that isn't fanboy sentimentality...just fact.

I don't think Nintendo or (their in-house dev team, or any team's signed up to produce/publish for them are having a problem developing new content, or utilizing one of the 15-16 existing franchises) from Game Freak to Team Cherry to Ubisoft (and rayman games) Nintendo has enough under its belt (Hell there could be atleast 2 more Zelda titles for Switch in its life-span, obviously Links Awakening & BOTW 2...and that will be exciting...and all the indies that will continue to stream in...and get ported over -another Metroid, another Kirby, and another Donkey Kong will come to the system in due time (as will the upcoming Animal Crossing) Smash brothers (which has already released, will continue to get momentum, with packs released, and updates) SMM2 (the game at hand here) will continue to get play & support for years to come.

Even playstation with all the exclusives (about 23 games in the past 6 1/2 years since the PS4's release in 2013) - even they don't have that amount of "exclusive franchises" nor does Microsoft.

Nintendo IF anyone, doesn't need to create new IP's


If anything you guys might want to throw that advice/criticism over to Microsoft

what do they have ?

Dead ?

Gears ?

Halo ?

Forza ?

Ori (maybe not forever)

Cuphead (oh right...not anymore)

lol.....Oh right Sunset Overdrive

by that comparison Nintendo is LEAGUES ahead.

Avatar image for blowfish82

@PrpleTrtleBuBum: lol suck on stuff much?

Avatar image for kamikazekae

A "ghost mode" would cool for friends no idea it might have that already. Ghost mode is where you compete against a friend who has already played the level and you see him run through it but can't interact with him

Avatar image for djezhel619

@kamikazekae: That would kinda work but not work. It would defeat the purpose in figuring out how to beat some levels. Cuz you'll see the friends ghost doing what needs to be done.

Avatar image for kamikazekae

@djezhel619: ya it would be an option before starting a level or even race against the fastest so far even.

Avatar image for djezhel619


It'll work if that option comes AFTER you beat the level. Just so it wont ruin the element of surprise.

Avatar image for zmanbarzel

I'm not much of a creator, but I'm really looking forward to this just to see what other people make.

Avatar image for snugglebear

I think Im the exact opposite sort of person these are designed for, but I'm glad it exists for those who are into it.

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@snugglebear: Yea everyone is different - thats fair, but I'm the one who is excited (cause the original was so great) and the best levels besides arent the "top levels" its the levels your friends will send you, plus the massive amount of content this game has thats SINGLE player in nature (like 4-games-in-1 package for $60) even JUST the single player / non creation content = would be 40-60 hours - and then online ? a few hundred hours of co-op, friends, uploading, and playing the (1.6 billion levels) that will get created, many of which will be masochistic, some challenging, some stupid, some fun - its a mixed bag, I like the idea of "infinite replay value"

I like my single player ARPGS and action/adventure games that are offline and hand-crafted and all about the story...but I can only handle spending $60 on games that give me (barely 1 hour per dollar entertainment) I know thats a weird way of looking at things...but a game like this...I could (very well 18 months from now) be hitting the 600 hours mark...and still having fun, texting friends on my phone "did you SEE that level?...holy shit..whats your rank.." (that cult like appeal that these kind of games get) ...thats sorta my thing. Plus creating levels = (even in basic layman's) is damn easy, its so easy to throw together something stupid or a matter of minutes, and theres a sense of progression (to unlocking things)...which I like. Just based off the sheer amount of content - its worth the price of admission (for most of us). Even now as I speak, 14 different reviewers/sites & Youtube vloggers have already had extensive hands-on-time, and they basically all say the same thing, A) its great B) it has a crap ton of content C) the future also looks quite good for expansion (and there is no microtransactions, no buggy day 1 launch, no skin packs of Helix coins, seasons pass, none of that) just a solid $60 game with loads of content, and a future that will guarantee continued support. I honestly never saw myself (before I played the original) enjoying it...I was like "meh...I'm not really into design, and creation, doesn't seem fun, not my kind of tea" ...then I tried it, and realized how (almost) effortless it became, I gave it a few hours to sink in..and began realizing this COULD become very addictive in nature (LOL) literally....and so if this game is anything like the original (but much more), and thats what I'm hearing (overall positive reception, and 89% metacritic so far) ....well that means...alot more hours are going to be gone...I can see it now, all the memes and jokes on Facebook (chinese boy found dead after spending 187 hours on SMM2 - a binge which he didnt survive) LOL -But again, everyone is different. Not everyone is going to see the appeal, personally Super Smash Bros (and most fighting games) are not my cup of tea, so I skipped that one...but this one I won't be skipping, but as with any form of entertainment...I'm sure there are games you are looking forward to. Atleast I hope so

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@snugglebear: Same boat here. Not purchasing this one since I know I would only put about 20 hours into it and be done. Also the top levels will all be meme and joke levels like Smash which I have no interest in.

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@bgres077: They're actually not. There's a lot of top levels that are very interesting and unique. There's also a lot of people who make a set of levels which feels like a "world" from a main Super Mario game. There's also plenty of communities online where people share some really great levels that would feel at home in a main Mario game :)

Super Mario Maker 2 More Info

  • First Released Jun 28, 2019
    • Nintendo Switch
    Super Mario Maker 2
    Average Rating13 Rating(s)
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    Developed by:
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    Action, 2D, Platformer
    Content is generally suitable for all ages. May contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language.
    Mild Cartoon Violence