Super Mario Maker Features
A follow-up for Super Mario Maker feels like a sure thing, and there are lots of ways the sequel can surpass the excellent original.
Yeah, the new level-design tool port definitely has some serious shortcomings. Fortunately, we can think of a few easy fixes.
PART NINE: When we had a few idle moments to kill, these games did the killing—with style!
PART EIGHT: The USgamer team celebrates the games that let us play 'em our own way, even if those ways were never intended.
PART ONE: The team played lots of games in 2015, but which one left them with the greatest sense of accomplishment?
Mike Williams steps in to host From US To You! as Jeremy, Nadia, and Bob share their thoughts.
The creators talk about the new material, the prospect of future updates, and what they think about the idea of a Zelda Maker.
A free update coming on November 4 adds features the community has been looking for.
Nintendo's Mario creation kit is already pretty user-friendly—with just a few tweaks, it could be user-friendlier.
Also Amstrad's obscure attempt to challenge Nintendo and Sega, and other examples of European gaming history at EGX.
Later additions reimagined via the lens of earlier games provides some of Mario Maker's greatest moments.
Nintendo should let players take a few Mario Maker levels on the road.
Actually, Mario's much older than 30, but his most important adventure just dinged the odometer on another decade. Plus, Super Mario Maker discussion!
Retrace Nintendo's attempts to turn players into designers over the past 30 years.
As the Super Mario Maker review servers go offline, Jeremy says farewell to many hours of work with a final tribute to the Mario game Nintendo forgot to include.
Your feedback turns an interesting but unrealized level concept into a near-finished work of art.
As all good creators should, Jeremy ends a week of Super Mario Maker by resting and reappraising his work so far. But did he see that it was good...?
Jeremy takes on the greatest challenge Super Mario Maker has to offer: Creating a level suitable to be a game's World 1-1.
Take a break from thoughtful original levels for this hateful remake of one of the hardest stages ever to appear on NES.
Bowser makes his debut as Jeremy experiments with Super Mario Maker's castle toolset.
Can an amateur designer achieve the impossible: Create a fun underwater level design?
Design; test; fail; revise; test; fail; revise some more.
Jeremy begins his daily chronicle of learning to design great (even competent would be OK) levels in Super Mario Maker with the most fundamental of building blocks.
You won't be able to access every tool in Mario Maker's toolbox at launch... and that's a good thing.
Does the director of the oddball NES classic feel snubbed over his game's absence in Nintendo's upcoming game design tool?
E3 2015's Nintendo event revealed some amazing, behind-the-scenes documents from their first console hit. But these priceless sheets of paper don't belong in any museum.
It was a packed first day on the E3 2015 show floor. Here's what Kat found.