Video Games Weekly: Super Mario Maker
This week, I’m reviewing Super Mario Maker, which I have been anxiously awaiting for weeks! Super Mario Maker is probably the most unique Mario game Nintendo has put out in recent years, and I’m looking forward to showing you why!
Platform: Wii U
Rated: E for “Everyone”, but don’t let that fool you. This game is rated “E” because there isn’t violence, gore, sex, etc. but that doesn’t mean that kids/teens will be able to beat every level they attempt. For example, there is a level called “Pit of Panga: P-Break” which is the most “difficult” level in Super Mario Maker [for now] that has made grown men cry when they FINALLY beat it. Watch this YouTube video if you don’t believe me (warning: turn down your volume) :
Single or Multiplayer: Single player. You can, however, have teens play with the same policy that my brother and I had while growing up: When you die, I’ll play.
Quick Synopsis: First of all, the video game character “Mario” dates back to the ‘80s. The first Mario arcade game came out in 1983 called Mario Bros. It was a sidescrolling platform jumper, which means Mario runs left to right, and can jump up and down. The goal was always to save Princess Peach from the evil Bowser, and you have to beat levels in order to find her.
Since then, there have been many Mario themed video games, but Super Mario Maker has completely changed the sidescrolling platform jumper genre. Instead of players beating levels designed and created by Nintendo game developers, players create their own levels for other players to beat. This is genius for so many reasons! First of all, adult players [like myself] who have been playing Nintendo games since they were kids can experience some serious nostalgia. Second, Super Mario Maker never feels boring because players from around the world are constantly releasing new levels for others to play. Players can sort of “beat” the game by either defeating the “10 Mario Challenge”, where players are given 10 lives to beat 8 sample levels, or by defeating the “100 Mario Challenge” where they have 100 lives to beat a certain number of levels, but every time you fail a challenge, you have to start over with new levels. This gives the game a long shelf life since the game is always changing and is full of surprises. Third, this is a great STEM learning opportunity for kids/teens, which I will get to later.
Playing Levels: Players can either use the Wii U Gamepad, Wii Remote, Wii Pro Controller, or a classic controller. In a level, Mario can move right, left, jump up, or slam down. Mario can also change into different “costumes” if the they are available in a level. The goal for each level is to reach the “end”, usually by hitting a switch.
Creating Levels: Players who are creating their own level have to use the Wii U Gamepad to drag and drop items on a course. Players can use a variety of enemies, artwork, and items from previous Mario games to create their level. This is fun because players can also “blend” items to make non-conventional combinations. This makes levels interesting for both older and younger players because every time Mario approaches an item, the player has no clue what is going to happen! I should also mention that in order for a level to be posted online, the creator has to be able to beat it themselves. This is a great game mechanic because it prevents mean people from posting impossible levels! Once your level is complete, the level is posted to the “Course World” where other players can comment and rank your level.
If you’re interested in watching a player create a level, here’s a good YouTube video:
Amiibo: A quick note about Amiibos. Amiibos are tiny figurines that players can purchase to unlock special content from Nintendo, but they are not required in order to play the game. With the Wii U, you place the Amiibo on the Wii U Gamepad near the NFC reader. If you use an Amiibo in Super Mario Maker, it unlocks more costumes for Mario.
STEM Appeal: There is a lot of STEM appeal for teens who are interested in game development. In the video game medium, a game has to have a “balance” in order for it to be considered a “good” game. That balance is mainly between game mechanics and difficulty, although there are other theories/contributing factors that make a good game. By playing Super Mario Maker, teens get a quick introduction to learning that balance. A teen’s goal is to create a level that is challenging enough to make players have a difficult time beating it, but not TOO difficult where it becomes impossible and makes players give up quickly. Remember that “Pit of Panga: P-Break” level that I talked about earlier? That level has been widely popular with hardcore gamers because it nearly impossible to beat, but casual gamers such as myself haven’t even attempted it because I don’t want to invest the time/effort. So, teens have to think about their level’s audience, skill level, and difficulty when creating a level. You know, like a game developer.
Verdict: I definitely recommend this as a core purchase for video game collections. It may or may not do well at a Teen Game Night program because you can only have one player at a time, but teens can pass the controller around when they die. Alternatively, you can ask teens to create a level together and see how it does in the online Course World. Make sure you have an internet connection, otherwise you will not be able to access levels created by other players, nor post your own.
By Alanna Graves
About Karen Jensen, MLS
Karen Jensen has been a Teen Services Librarian for almost 30 years. She created TLT in 2011 and is the co-editor of The Whole Library Handbook: Teen Services with Heather Booth (ALA Editions, 2014).
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