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Mario Maker Port or Mario Maker 2?

Mario Maker : now with ramps Edition

You joke, but they sold a Mario Kart game without a real battle mode and then sold the same game again, this time with the battle mode that should have been included originally.

I bought both at full price and I only marginally hate myself for it.
 
Seems like MM would be an easy game to throw together a sequel with re-used assets versus a port.

Since the game is basically entirely re-used assets anyway.

Throw in Land, Paper or All Stars as a theme, and Snow and Athletic as settings, add a bunch of new items and costumes and playable Luigi and that'd be a nice sequel.
 
I want a port. I didn't play this yet because the 3DS version is so stupidly gimped. Like, I'm not about to buy a game about sharing levels where I can't share the levels I make...fkn 'Tendo!
 
No point in a port now that the 3DS port has sold great, they will just come with Mario Maker 2 Switch next year
 
Isn't there literally nothing stopping it from existing? Plus it would be Mario Maker with all of the WiiU perks without being tethered to the WiiU

Mario Maker was designed for a second screen in mind. It would be hard to replicate the functionality on the Switch. Nintendo is the company that would much rather get it right than not get it at all.
 
sequel with ramps and the rest of the shit missing from SMW

or even better give me a fuckin yoshi's island mode EYOOOOOO
but really just the football dudes would be enough for me. Does Mario Maker currently have those climbable walls too? the chain link lookin ones from the end levels of SMW?

Mario Maker was designed for a second screen in mind. It would be hard to replicate the functionality on the Switch. Nintendo is the company that would much rather get it right than not get it at all.

is there any reason it cant work on just one screen? seems like it could just fine with some tweaks
 
Don't care if it's a sequel or a port, but without some kind of filter so that you actually get served levels that revolve around basic running and jumping rather than the standard autoplay nonsense, meme nonsense, intricate puzzle nonsense and 'impossible series of advanced spring jump moves' nonsense then I'm not interested.
 
is there any reason it cant work on just one screen? seems like it could just fine with some tweaks

Because building levels (the most important aspect) needed a touch screen. It can happen with one screen but it'd probably be awkward with no touch screen if it's docked. Even Splatoon's second screen features are more awkward in the sequel.
 
Because building levels (the most important aspect) needed a touch screen. It can happen with one screen but it'd probably be awkward with no touch screen if it's docked. Even Splatoon's second screen features are more awkward in the sequel.
I think it'll work fine with motion controls like in Human Resource Machine.
 
Mario Maker doesn't need a "2". It just needs hooks in it that will allow for continuous updates and new content following a games-as-a-service model.
 
Sequel w/ ability to play or import existing Wii U courses. There's so much that could be added to Super Mario Maker that would warrant it being a sequel over a "Deluxe" edition.

I think Super Mario Maker and Spatoon use the same engine or were developed in tandem. If Splatoon 2 is an extension of the work done on the originally Splatoon ported over from the Wii U ... Super Mario Maker 2 should be up in short order.
 
I don't know how they can elegantly transfer the editor controls from the Wii U to the Switch. Using a IR pointer is pretty clunky, and using your finger for the touchscreen seems unappealing.
 
Mario Maker was designed for a second screen in mind. It would be hard to replicate the functionality on the Switch. Nintendo is the company that would much rather get it right than not get it at all.

this is actually a good point that i didnt think about. a compromise might be that you could use motion controls when it's docked and a stylus when it's not docked? that would probably idea for me, because when I was editing in Mario Maker I never looked at the TV and only used the TV screen when I was playing levels online
 
I don't know how they can elegantly transfer the editor controls from the Wii U to the Switch. Using a IR pointer is pretty clunky, and using your finger for the touchscreen seems unappealing.

I didn't like the Switch port of World of Goo because I wasn't too thrilled with touch controls or using a Joy-Con as a pointer after a while. Use case, I guess. It's just a preference. I prefer playing games with traditional button controls with some gyroscope functionality (for aiming in Breath of the Wild).
 
I love Super Mario Maker but it is extremely weak and limited. You can't even fully make SMB1. I think it needs a sequel that gives us at least a small fraction of the capabilities present in NSMBU.
 
I wanna say 2, but a port would do that game justice. All I really want is Yoshi's Island and Super Mario All Stars palettes.

I don't see what else you could add.
 
What's our wishlist for a new Mario Maker?

Off the top of my head:

- Slopes
- Vertical levels
- World maps
- Alternate exits
- Ability to link worlds together
- More powerups
- More enemies
- More obstacles
- More course elements (i.e. twisters, etc)
- More level themes (beach, snow, etc)
- Maybe a new style (SMB2?)
 
If we eventually get it on Switch, I hope they include all Mario music from the games included, and then allow you to use any song on any theme.
 
I wanna say 2, but a port would do that game justice. All I really want is Yoshi's Island and Super Mario All Stars palettes.

I don't see what else you could add.

A few things from SMB1, dozens of things from SMB3 and SMW, hundreds of things from NSMBU. Much more lax limitations. More advanced scripting tools.
 
Give me more unique experiences like ARMS and Breath of the Wild. Nintendo is currently at their A-Game with Mario Odyssey coming in November/December. Can't wait to see what they will release in 2018, let's hope the train keeps going.

As for Mario Maker, I'd feel like they should release a Sequel and not a port, though I don't have a clue what they could improve. A 1080p@60 Port would be okay too I guess, including the whole WiiU Library of user generated levels.
 
New Super Mario Maker. Additional tutorials, enemies, powerups, levels, elements, skins (SML?, 2/USA?), distinct playable characters (a la Mario Run) but the big thing being 1-4 players local and online multiplayer.
 
I'd like to see Mario Maker 2 with stuff people still want from 1 (ramps) and themes for the Mario Land games

Excite Bike Maker could work wonderfully
 
Mario Maker 2 or Mario Maker 2017 that has all the content from the original plus more tools, power ups, and stage assets to use. Treat this kind of like professional creation software in that you fix bugs and put in new features.
 
What's up with the Piranha Plants?

Only thing I can think of is ones in NSMBU should move their heads around and snap at you. And also they should be able to be placed on ceilings and walls.
WhmVcGdl.jpg

ExEGpqP.jpg
 
Only thing I can think of is ones in NSMBU should move their heads around and snap at you. And also they should be able to be placed on ceilings and walls.

WhmVcGdl.jpg

ExEGpqP.jpg
On a side note, these screens make me realize how much NSMBU has grown on me.

I feel something resembling... warmth, in my heart. They really have a nice colorful aesthetic.
 
Is a Mario Maker port/sequel even a reasonable thing to expect on the Switch? The original started as a tool to help developers learn/make Mario games more easily, and it ended up so user-friendly that they saw potential in it as something to release to the public.

Mario Maker without a second touch screen is basically Mario Maker except clunky enough that no one but very dedicated fans will ever want to bother with. Basically objectively inferior than the other two versions.

This is like when people ask for a Skyward Sword remaster without motion controls.
 
What's up with the Piranha Plants?
Their timing is completely off. In any other 2D Mario title they pop out of pipes the instant they come on screen to both serve as an obstacle and advertise themselves. The ones in Mario Maker take their sweet time coming out and both tend to be pretty poor obstacles in faster stages and tend to be unfairly unpredictable in slower ones.
 
Their timing is completely off. In any other 2D Mario title they pop out of pipes the instant they come on screen to both serve as an obstacle and advertise themselves. The ones in Mario Maker take their sweet time coming out and both tend to be pretty poor obstacles in faster stages and tend to be unfairly unpredictable in slower ones.
Interesting. Any ideas why they might've changed this?
 
Interesting. Any ideas why they might've changed this?
See, this is part of why it needs to be a sequel. The engine needs tools to give more control to creators. Set pipe spawn rates and be able to sync their timing so you can create patterns.
 
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