Super Mario Maker 2 - Discussion with @Metroidmike64

Personally speaking, I hate/strongly dislike create-a-(insert term) in games. Perhaps I am lazy but when it comes to create-a-character, I just want the game to give me the character they envisioned when it was created. As far as create-a-level/base/park/whathaveyou, my hate may just have to do with the fact that I suck at it. Games like Fallout and Terraria where it’s almost a sidequest, I am alright. I usually google base building tips or something similar just so I get something practical done. I have walls and a roof, maybe a door, and defense turrets haphazardly placed. It’s not pretty but usually gets the job done. There are a lot of people (a ton actually based on the numerous Reddit threads out there) that love this aspect in games. Part of me is a bit jealous because I think it is the coolest thing ever. We are talking about mansions built into existing structures in Fallout or complete underground bases in Terraria to recreating things like the Titantic, Westeros or even Middle Earth in Minecraft. There are no limits to your imagination.

On a smaller scale, you have level designers in games like Tony Hawk’s Pro Skater and Doom. Lastly, but not least, are the games like Dreams and Super Mario Maker 2 (the reason we are here) that are made to foster all of this creativity. The first Super Mario Maker released in 2015 on the Wii U. Super Mario Maker 2 was released in June of 2019 on the Switch and added, amongst other things, the ability to create entire worlds. There were no limits to making multiple levels but now players could create their own world containing all of the levels in a neat little package. Seems cool but also a massive undertaking. Well, how about an entire 8 world game? That is exactly what player @MetroidMike64 has done with his self-dubbed game (within a game), Super Mario Bros. 5. I was fortunate enough to sit down with him and discuss his creation.

Like many creators, Mike began on the Wii U. While world creation would not be introduced until the second game in the series, Mike did envision his level work as part of a larger creation. 

For those unfamiliar, you cannot just make a level and publish it for the public. Players need to beat their creations first, otherwise who knows what abominations would exist on the servers. Super Mario Bros. 5 may have 40 levels but Mike had to rebuild from scratch his existing Wii U levels as there is no way to transfer data from Super Mario Maker. That means more than 40 creations and completions before all of the levels existed for the public to enjoy.

There are all variety of levels available to play ranging from the most mundane, carbon copies of existing Mario levels to those of the kaizo variety, a la the infamous World 1-1. When you play through Super Mario Bros. 5, it feels like a game that could have packaged up and sold by Nintendo themselves. Worlds have themes and follow traditional progression, levels are straightforward but also contain clever and creative tricks and secrets.

Mike’s 7-year journey can clearly be seen in the craftsmanship from beginning to end. That said, he did “troll” all of us a bit with his 8-4 dungeon. I had 99 lives upon reaching the level and completed it at 62 lives…

If you ever needed a reason to dust off Super Mario Maker 2, MetroidMike64’s “Super Mario Bros. 5” is easily one of the best reasons to do so. This was a 7 year long passion project that became so much more in a matter of days. Mike always enjoyed the concept of creating and sharing the levels but never, in his wildest dreams, imagined 30,000 plus people would like it and who knows how many more have had an opportunity to play his game. You go from reading all of the mainline media sites to being featured on IGN, GameSpot, Polygon, Destructoid, and so many more. In a hobby where we constantly critique everything from delays to bugs to length of game, it’s nice hearing a feel good story that so many can experience. 

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