Super Mario Maker (artbook)
| Super Mario Maker | |
|---|---|
| Publisher | Nintendo |
| Original language | Japanese |
| Translations | English Dutch French (Europe) German Italian Portuguese (Europe) Russian Spanish (Europe) |
The Super Mario Maker artbook was released alongside limited editions of Super Mario Maker. It contains artwork, sprites, and concept art from the game, as well as codes to enter in the game's digital manual to unlock hidden videos. The front cover shows a ? Block and Brick Block in the Super Mario Bros. style, the former of which connects through the spine to the back cover, which includes a Hard Block in the same style.
Page list[edit]
The following is a list of what is depicted on each page of the artbook. The pages adjacent to the front and back covers are blank yellow pages on both sides.
- Mario running through the first section of World 1-1 from Super Mario Bros.
- A music sheet of "Ground BGM", with a trail of Mario's movement leading to the next page. The code "0913" is written in the top-right corner, referencing the release date of Super Mario Bros., which leads to a video of Koji Kondo playing the Super Mario Bros. soundtrack on piano.
- A custom course expanding off of page 2.
- A recreation of the Nintendo logo in the Super Mario Bros. game style.
- Continued from page 4.
- Mario standing underneath a Junior Clown Car, empty Shoe, Buzzy Shell, Spiny Shell, winged Stiletto, two Fire Flowers, two Super Mushrooms, and a big winged Thwomp with a cannon stacked on top in an iris view, in the Super Mario Bros. style.
- Two picture frames depicting shots in the Super Mario Bros. style: Fire Mario with a Shoe and a Buzzy Shell riding a Junior Clown Car in one, and Fire Mario in a Spiny Shell wearing a Stiletto while riding the Thwomp on page 6 in the other. Codes can be seen underneath.
- A blank yellow page.
- Builder Mario running with a trolley with a voxelated ? Block, Brick Block, Empty Block, Note Block, and Super Mushroom on it.
- An introductory page "The Basics", showing codes with previews of their corresponding videos.
- Same as page 10.
- A halftone-patterned hand dragging a Block with a Wii U stylus.
- A backwards-C-shaped structure with a 1-Up Mushroom, Blocks, and one ? Block. Two hand-drawn birds can be seen sitting on top.
- A continued "The Basics" page with two previews with codes, a hand-drawn Block, a Fire Flower atop an Empty Block, two hand-drawn Hard Blocks and a Pipe, and Mario jumping.
- More "The Basics" previews with codes, but also a Paragoomba, green Koopa Troopa, Bullet Bill, Bill Blaster, and a hand-drawn Semisolid Platform.
- Stills of supposedly in-game footage and mock-ups. One of them contains Mario climbing a vine with a fly from the Gnat Attack minigame.
- More custom images and in-game stills.
- A hand-drawn fortress on a yellow background.
- A cat paw grabbing a worried-looking Mario.
- Fill of assorted terrain, items, enemies, and gizmos from Super Mario Bros.
- Continued from page 20.
- An introductory page to the "Jumps" section.
- A continuation of the "Jumps" section, featuring a code and sketches of how to reach a high-up platform.
- Several winged blocks and enemies in the Super Mario Bros. style, including a ? Block, Piranha Plant, Paragoomba, Super Mushroom and a Buzzy Beetle.
- The same as page 24, but with a Blooper, Coin, Trampoline and Koopa Paratroopa. Hand-drawn Paratroopas can also be seen.
- Weird Mario depicted in several different poses.
- More Weird Mario poses, but also includes a Super Mushroom and a Weird Mushroom.
- An introductory page to the "Coins" section.
- A continuation of the "Coins" section, with codes and screenshots showing different ways the player can collect coins.
- Mario standing next to a Goal Pole in the Super Mario Bros. style, with a fake fortress (made up of Spinies, Bob-ombs, Goombas, and a Bill Blaster) on the left, and the real one on the right.
- A Course Maker screen filled with Baby SFXs.
- Mario surrounded by two big Bowsers with Magikoopas stacked on top of them in the New Super Mario Bros. U game style.
- A structure resembling a woman's legs made up of a Semisolid Platform, Pipes, and Stilettos. Drawings of Mario running and shooting a fireball can be seen.
- An introductory page to the "Shells" section.
- A continuation of the "Shells" section, showing different scenarios of using Koopa Shells to clear obstacles as well as a code.
- Another "Shells" page with more methods of using Koopa Shells.
- The final "Shells" page with another code and Super Mario skidding on the right.
- A Blooper hiding in a Pipe.
- A halftone-patterned hand reaching over to the Blooper on page 38, with the Super Mario Maker logo on the right.
- A maze made of ? Blocks with Coins filling each path in the New Super Mario Bros. U style.
- Mario running through a Super Mario Bros.-styled level with three Bowsers breathing fire at him, with a hand-drawn Super Mushroom and Undodog.
- Two Stiletto Goombas waiting at the goal in the Super Mario Bros. 3 game style.
- Mario in the New Super Mario Bros. U style standing on a cage made of Ground, Bridges, Ice Blocks, Hard Blocks, and Blocks trapping stacks of Wigglers, Buzzy Beetles, Goombas, Koopa Troopas, and Rocky Wrenches who can be freed with a ? Switch.
- Showcases of the Super Mario Bros. and Super Mario World game styles.
- Showcases of the Super Mario Bros. 3 and New Super Mario Bros. U game styles.
- Tiles in the Super Mario Bros. style (a Block, ? Block, Hard Block, Note Block, and Ground) and a screenshot of Mario’s trail jumping up at each one.
- Jump-through platforms in the Super Mario Bros. style (a Lift, Bridge, Mushroom Platform, Donut Block, and Semisolid Platform) and screenshots of Mario interacting with each one.
- A Goomba sticking out of a long Pipe.
- Continued from page 48, but the Goomba's feet are sticking out the other side.
- Behaviors of various enemies in the Super Mario Bros. style, with a code in the top left.
- A second page of enemy behaviors.
- A third page of enemy behaviors.
- A fourth page of enemy behaviors.
- Super Mario wearing a Buzzy Shell in the Super Mario Bros. style.
- The Super Mario Maker logo in the bottom left, with Mario riding Lakitu's Cloud.
- Many different enemy combinations and scenarios in the Super Mario Bros. style.
- Continued from page 56.
- Winged Bloopers of different sizes flying in a sky-themed level in the New Super Mario Bros. U style, with a code in the bottom left.
- Weird Mario under the effect of a Super Star, underwater, standing on a structure resembling a stage. The stage is made of Ice Blocks, Super Stars, and Burners.
- A contraption in the Super Mario World style with Koopa Troopas and Conveyor Belts.
- A car-looking pattern in the Super Mario Bros. style with Fire Piranha Plants in the seat. A code is in the bottom right.
- Two scenarios with codes: one in the Super Mario Bros. style with Mario riding a Lift through an onslaught of winged Bob-ombs, and another in the Super Mario World style with Spike Tops covering a big Thwomp.
- A pattern resembling a face in the New Super Mario Bros. U style.
- Concept art featuring stick figures resembling Mario and Luigi playing baseball. A drawing of what appears to be Mario wearing a Blue Shell from New Super Mario Bros. can also be seen.
- Concept art of how Mario would wear a Spiny Shell.
- Four codes with previews of their videos.
- A pattern in the Super Mario Bros. 3 style resembling a head, with a corresponding code.
- Bowser with a Bill Blaster, filled with coins, stacked on his head chasing Mario in the Super Mario World style, with a corresponding code.
- A rocket-shaped pattern in the Super Mario Bros. style with a Thwomp on top of it, with a corresponding code.
- Goombas jumping up from underneath a Bridge attacking Mario in the Super Mario Bros. 3 style.
- Four codes with previews of their videos.
- A drawing of Toad carrying a wheelbarrow with Yoshi eggs and a hatched Yoshi inside, and a more refined drawing of Mario and a group of enemies carrying course elements. A sticky note with three codes, two of which are crossed out, is on the top left.
- Builder Mario bowing with his hard hat off (similar to the artwork shown when Club Nintendo was shut down) and hand-drawn art of the bottom right of the Course Maker.
- A Junior Clown Car holding a tower of Piranha Plants, Buzzy Beetles, Thwomps, and Spinies in the Super Mario Bros. style, with a corresponding code.
- Three rows filled items and enemies in the castle theme and New Super Mario Bros. U style, with a corresponding code.
- Mario in a Ghost House in the New Super Mario Bros. U style with Boos holding cannons on their heads, with a corresponding code.
- Four codes with previews of their videos.
- Mario dodging a hallway of Fire Bars in the Super Mario Bros. style, with a corresponding code.
- Fire Mario riding a Lift on a long, winding track in the Super Mario World style, with a corresponding code.
- A drawing of a Koopa Troopa attaching a flag to a Goal Pole, while Goombas hold up its ladder.
- A drawing of four Koopa Troopas pulling a Thwomp using a rope.
- An introductory page to the "Super Mario Bros. Course Flashback" section, which shows original planning sheets used during development of Super Mario Bros.
- The planning sheet for the title screen of Super Mario Bros. Elements such as the HUD and Mario are noticeably missing and the default high score is 50000 instead of 0.
- The planning sheet for World 1-1.
- Continued from page 84.
- The planning sheet for World 1-2. The secret area near the end of the level goes above ground, leads up a pipe stair onto a bridge, then goes back down to the level's ending as seen in the final game.
- Continued from page 86. The left and right Pipes in the Warp Zone are covered up by Hard Blocks.
- The planning sheet for World 2-2.
- Continued from page 88.
- The planning sheet for World 1-4. There is a staircase at the beginning made of Brick Blocks, and Bowser has a completely different design. Under the Drawbridge is a strip of ground.
- Continued from page 90. This page shows original sketches of enemies: the Koopa Troopa after landing which walks towards Mario, a swift Koopa Troopa, and a "naked" Unshelled Koopa on two feet with a pitchfork. The Buzzy Beetle, Koopa Paratroopa, and Bowser are also sketched.
- Mario running with a Koopa Shell on a set with cardboard boxes of terrain, coins, and enemies from Super Mario Bros.
- The Super Mario Maker logo in several different alternate art styles, with several depictions of Builder Mario such as him with a red hard hat, blue shirt, and yellow overalls.
- More of what appears to be concept art or drawings of different characters, featuring storyboards of the 100 Mario Challenge cutscene.
- Continued from page 94.
- 8-bit Mario's head with Takashi Tezuka and Shigeru Miyamoto's signatures.
Codes[edit]
| Page | Code | Description | Video contents |
|---|---|---|---|
| 2 | 1903 | "Koji Kondo here, the composer for the original Super Mario Bros. on the NES. It makes me incredibly happy to think that people have now been enjoying the music from the Super Mario series for 30 years. This performance is a token of my gratitude." | Koji Kondo plays a medley of "World Clear", "Ground BGM", "Underground BGM", "Underwater BGM", and "Game Over" on a keyboard. |
| 7 | 1567 | "Mario grabs quite a variety of power-ups on his way to the goal. With all this protection, why even worry about bumping into enemies? In this video, Mario uses a special mechanism to get the Buzzy Beetle shell on his head–but if you're using the Super Mario World game style, he can throw a Buzzy Beetle shell upwards to put on the helmet himself." | Gameplay in the Super Mario Bros. style where Mario collects various power-ups, including a Buzzy Shell helmet through the use of conveyor belts and trampolines. The ending segment shows Mario flying using a Koopa Clown Car and throwing fireballs at bouncing Piranha Plants before reaching the Goal Pole. |
| 7 | 3891 | "The true ultimate Mario is born. With a stiletto instead of a normal shoe, and riding majestically atop a Thwomp, he has become the ultimate Spiny Winged Stiletto Fire Mario...er, wait... Winged Stiletto Fire Spiny Mario...no, Fire Stiletto Spiny Wingario... Wait, what? Maybe it's Fireny Wingetto..." | Gameplay in the Super Mario Bros. style where Mario collects a Fire Flower, Spiny Shell helmet, and winged Stiletto before riding a winged Thwomp to the Goal Pole. |
| 10 | 1928 | "Jump with all your might, and dodge those Lava Bubbles! Don't forget–if you hold the jump button when you bounce, you'll go even higher!" | The player iterates over a design in the Super Mario Bros. style. They first add Hard Block platforms in a gap, place Trampolines on them, and add coins above them. Then they put Lava Bubbles between the Hard Blocks and add more of them. The player then make the elements ascend as they get closer to the Goal Pole. The player finally increases the distance between the second and third Hard Block platform and increase the number of Lava Bubbles. |
| 11 | 4102 | "A puzzle course based around the venerable Koopa shell. It might be easier to create puzzles like this if you work backward from the solution." | The player creates a puzzle using Koopa shells in the Super Mario World style. The player first makes a puzzle where a shell must be kicked into a ? Block to release a Trampoline that bounces a P Switch into an accessible spot. They then create a segment where a shell must be kicked into a ? to release a Vine and the shell must be thrown upwards. It ends with the player solving the puzzle. |
| 11 | 3754 | "Here's a cute bunny made from Cloud Blocks and ? Blocks. It's always fun to draw pictures using course elements." | The player creates a drawing of a bunny in the Super Mario Bros. style. Ground blocks are used to create the eyes and mouth. |
| 11 | 2453 | "Scary Fire Bars are closing in on tracks! Watch their rotation carefully, and proceed when the path seems clear." | The player creates a level in the New Super Mario Bros. U style. The player first places four sets of Hard Block to form platforms and added coins on them. Then, they add tracks with Fire Bars around the first and third platforms. Next, the player adds two more Hard Block platforms and surrounds the fifth platform with three Fire Bars on a track. Finally, they complete the level. |
| 14 | 5011 | "We used Super Mushrooms on lots of enemies to make them bigger. There's something about oversized enemies that's just fun to watch." | The player creates a stack of enemies made up of a Goomba, green Koopa Troopa, red Koopa Troopa, Rocky Wrench, Buzzy Beetle, Spiny, Dry Bones, Wiggler, and Bowser in the Super Mario Bros. 3 style. The player then uses Koopa Troopas dispensed from a Pipe to defeat the stack. Next, they add Super Mushrooms to all of the enemies in the stack and replace the ground with Hard Blocks and Brick Blocks. Finally, the player defeats the stack and reaches the goal. |
| 14 | 6391 | "Shake a conveyor belt before placing it to make it faster, and then put enemies and items on it to add to the chaos!" | The player creates a level out of conveyor belts in the Super Mario Bros. style. After placing them, they add a Super Mushroom and green Koopa Troopas on them and make the second set of conveyor belts faster. The player progresses, revealing a third set of conveyor belts and Pipes that dispense green Koopa Troopas above them. Finally, they reach the Goal Pole. |
| 15 | 7147 | "A fun course that's all about bouncing around. Change the way things bounce to create different effects, or try bouncing a variety of different things for an even more lively scene." | The player adds objects above lines of Note and Music Blocks in the New Super Mario Bros. U style. The player first places Buzzy Shell helmets above Music Blocks. Then, they add Buzzy Shell helmets above Note Blocks, change the contents of two Bill Blaster to coins and 1-Ups, respectively, and add coins and a POW Block. It ends with the player reaching the Goal Pole. |
| 15 | 8129 | "This is a course based around the venerable Chain Chomp, who has appeared in many of Mario's games. If you take one step back, you'll see that the course itself forms one gigantic Chain Chomp. This is one example of how deciding on a theme for your course at the start can help to make it fun and unique." | The player builds the Super Mario Bros.-styled sprite of a Chain Chomp out of Brick and Cloud Blocks in the Super Mario Bros. style. The four chain segments contain big Chain Chomps in the middle. They then move the third and fourth big Chain Chomps to be on top of their segments. Finally, the player reaches the Goal Pole. |
| 23 | 01-1 | "There are a variety of ways of reaching higher ground. Compared to simply jumping across blocks and platforms, these methods can be a little more challenging for the player to pull off. Try putting a few of them at key points in your courses to keep players on their toes!" | The player uses various methods to reach the top of a Hard Block pillar in the Super Mario Bros. style. They show a Trampoline, a winged red Koopa Troopa, a green Koopa Troopa on top of a Thwomp, and two Bill Blasters. |
| None | 01-2 | "Speaking of methods of reaching high ground, these methods are a little more...roundabout." | Gameplay in the Super Mario Bros. style that shows a contraption that lets Mario reach the top of the Hard Block pillar. After entering a Warp Door, Mario rides on a Buzzy shell that gets bounced around by Trampolines and Note Blocks. The shell eventually hits a Brick Block that releases a vine, letting Mario ascend. |
| 29 | 4008 | "If the player presses the P Switch, normal blocks will turn into coins and conveyor belts will stop moving. These block may look like a face for now, but when they turn into coins, it can look pretty creepy..." | Gameplay that shows off the P Switch's mechanics in the Super Mario Bros. 3 style. The player go down the Warp Pipe and run along the conveyor belt. Then, they hit the P Switch and use a POW Block to make the coins making up the face fall down. Finally, the player falls in the lava. |
| 29 | 9435 | "A face made out of tracks and coins. Not all courses have to be challenging–sometimes just creating pictures is its own reward." | The player creates a face in the Super Mario Bros. style. After iterating on it, the player moves forward, shows more faces made out of course parts, and reaches the Goal Pole. |
| 29 | 7962 | "Here are some examples of how to place coins. In the Mario series, coins are often used to illustrate recommended ways to jump or suggest directions to head in. By the way, is it just me, or do those single-block platforms look like cute caterpillars...?" | The player demonstrates the use of coins as guidance in the Super Mario World style. After creating a platforming sequencing using Rotating Blocks, the player enables outline mode to place coins in a way that matches Mario's jumping. They then erase the ground beneath the coins and perform the jumps. |
| 35 | 8743 | "It can be tricky figuring out exactly where to place the blocks. If you don't make sure the shell falls down at just the right moment, it might zoom off in the wrong direction without destroying them all! By the way, the speed at which the shell travels is actually affected slightly by Mario's speed when he kicks it." | The player demonstrates the Koopa shell's ability to break blocks in the Super Mario Bros. style. They first create a Hard Block wall with a Brick Block at the bottom and kick a red Koopa shell into it. Then, the player shows different arrangements of Brick Blocks that the shell can break. |
| 37 | 6498 | "An example of ways to use Koopa shells. They can defeat enemies, break blocks, and even collect coins–they do have the work for Mario™!" | Gameplay which demonstrates the Koopa shells' abilities using two different structures in the Super Mario Bros. style. The first shell breaks Brick Blocks, defeats a stack of Piranha Plants, and collects a row of coins. The second structure uses a Trampoline to bounce a shell into a structure containing coins and Music Blocks. As the shell bounces off the third Music Block, the rave sound effect plays as it bounces into a ? Block that releases a Super Mushroom. The player collects it and runs to the right, jumping over pits. When the sound effect ends, the player reaches a green Mushroom Platform. They then jump into the Goal Pole. |
| 50 | 0334 | "This video demonstrates how a variety of enemies move. There are plenty of enemies that aren't included here, though, so you'll have to try the rest out for yourself! When you're placing enemies in a course, think carefully about what path they're going to take–and try shaking them before you place them, or try stacking them on top of each other for some unique variations!" | In the Super Mario Bros. style, the player shows the movement of a Goomba, green Koopa Troopa, red Koopa Troopa, Buzzy Beetle, red Paratroopa, green Paratroopa, Para-Beetle, winged ? Block, winged Brick Block, Bullet Bill, Cheep Cheep, Deep Cheep, Blooper, Paragoomba, Shoe Goomba, Lakitu, and Spiny. It ends with the player reaching the Goal Pole. |
| 58 | 2091 | "A host of Bloopers descends from the sky! What do you suppose they were doing up there? Fun fact: Bloopers are design to float straight down until they reach a height just above Mario's head. Once they reach that height, they'll swim diagonally upwards, so as long as Mario is just walking along, they'll never actually hit him!" | Gameplay that shows winged Bloopers in the New Super Mario Bros. U style. After entering a Warp Pipe, several winged Bloopers float down while two 1-Up fall alongside them. When the player goes back down the pipe, the dizzy effect is applied and they go to the Goal Pole. |
| 59 | 9481 | "Mario moves more slowly underwater than he does on land, which is perfect for observing Weird Mario's poses. The Weird Mushroom appears at random, so the easiest way to find one is by placing lots of Suepr Mushrooms in a row." | Gameplay that shows Weird Mario in the Super Mario Bros. style. After hitting several ? Blocks containing Super Mushrooms, one eventually releases a Weird Mushroom. After hitting a Brick Block containing a Super Star, the rave sound effect starts playing. The player goes to the right and starts walking on the stage-like structure. When the sound effect completes, the player reaches the Goal Pole. |
| 60 | 4766 | "A Koopa Troopa-sorting mechanism. Red Koopas, Green Koopas, Big Green Koopas, and 1-Up Mushroom, all carefully guided to their own separate exits. From here, they'll be shipped out to a variety of different Mario games. ...Probably." | Gameplay which demonstrates the sorting machine in the Super Mario World style. Red Koopa Troopas are sent to the right, green Koopa Troopas are sent to the left, big green Koopa Troopas are sent to the left in a layer above the regular green Koopa Troopas, and 1-Up Mushrooms are collected by Mario. |
| 61 | 3578 | "The Fire Piranha Plants have learned to drive a car?! They always did seem strangely intelligent for plants..." | Gameplay that shows course elements assembled together resemble cars and a truck in the Super Mario Bros. style. They have Fire Piranha Plants placed in them to make them look like their are driving. The bed of the truck contains big Bob-ombs. It ends with the player reaching the Goal Pole. |
| 62 | 5783 | "It looks like Mario's run into a whole flock of flying Bob-ombs. When you want to make sure a group of enemies appear in the right formation, it's helpful to either turn on autoscroll or place the enemies just outside a pipe or door." | In the Super Mario Bros. style, the player enters a Warp Door which drops them through a group of winged Bob-ombs and onto a Lift. The player moves right to reach the Goal Pole. |
| 62 | 2374 | "Spike Tops are usually found clinging to platforms, but it looks like they're quite comfortable on Thwomps too. Now let's see–how many of them can we collect...?" | Gameplay that shows Spike Tops in the Super Mario World style. Bill Blasters shoot Spike Tops onto a Thwomp. After they have accumulated, the player presses the P Switch to drop even more of them onto the Thwomp. The player then throws a POW Block to defeat all of them at once. |
| 63 | 0087 | "You can make faces like this too. This is one that a designer came up with on the spur of the moment, right after the programmers added the ability to draw ground tiles by simply dragging the stylus." | The player creates a face in the New Super Mario Bros. U style. The face and hand is made of Ground blocks, the mouth is made of Lifts on tracks, and the eyes are made of stacked Goombas. Piranha Plants are then placed on the fingertips and the top of the head and the Goombas are replaced with big Bob-ombs. |
| 64 | 0261 | "I daresay many people have realized this already, but Super Mario Maker is something of a spiritual successor to a game called Mario Paint, released in 1992 for the SNES. It was a unique game where players could use a mouse the draw pictures and create music.
According to the staff who worked on that game all those years ago, they tried to throw in as many fun ideas as they could think of, even if they seemed a little silly. During development, there was a sort of banter between the staff members as they all created their own fun additions and tried to make each other laugh. In Super Mario Maker, we've tried to take a similar approach, letting players do all kind of things that would seem out of place in Mario's usual world. So if you want to put wings on everything, stack enemies into towers, give the enemies Super Mushrooms to make them grow instead of Mario, or even fill your stages with bizarre sound effects, that's all totally fine! Of course we're also aiming to make a polished game that players can enjoy, but out of respect for the fun development process that gave birth to Mario Paint, we've packed in all kinds of little nods that players of that game might recognize. If you're not familiar with Mario Paint, you might find this game a little odd at times, but we're aiming to create a new and fresh kind of entertainment, where you can have fun creating all kinds of bizarre courses yourself and then enjoy watching your friends and family react to the results." |
N/A |
| 66 | 1289 | "Warp Doors can transport Mario around within the same area. You can have up to four paints of doors at once. In this video, we've placed the lot of them on a single screen, but they can actually take you anywhere in the area." | The player shows Warp Doors in the Super Mario World style. After going down a Warp Pipe, the player adds Warp Doors to an area made up of many tiny compartment. After placing them, the player adds additional elements, including a Cape Feather, 1-Up Mushroom, Thwomp, and a Bill Blaster that launches Super Stars. After going through the puzzle, the player reaches the Giant Gate. |
| 66 | 7065 | "When an enemy bumps into a sideways trampoline, it bounces off at a slight upward angle. That's why you can set up mechanisms like this." | The player shows Trampolines in the New Super Mario Bros. U style. They place sideways Trampolines around a pipe spawning Goombas and place two regular Trampolines where they land. When the player reaches the last pipe of the level, they add tall stacks of sideways Trampolines around it. It ends with the player going through the entire level. |
| 66 | 8237 | "Uh-oh! A bunch of Bloopers are chasing after Mario in Koopa Clown Cars! But hang on...Koopa Clown Cars chase after Mario no matter what you put in them. Could it be that these Clown Cars are chasing after Mario on their own, and the Bloopers are just stuck inside...?" | Gameplay which shows the Koopa Clown Cars in the New Super Mario Bros. U style. Winged big Bloopers chase after Mario in Koopa Clown Cars. Mario gets into a Koopa Clown Car and flies around, eventually reaching the Goal Pole. |
| 66 | 6134 | "Wow, it's a factory full of giant robots! We built them in the Super Mario Bros.™ 3 Underground course theme, using platforms that Mario can jump through from below but can't fall through from above. If you shake them before placing them, they transform into some very robotic-looking designs! ... Sadly, though, there's no way to make them move." | Gameplay showing robot designs built from semi-solid platforms in the Super Mario Bros. 3 style. There are three robots, with the last one with a Super Mushroom for an eye and extra Spike Traps on the shoulders. The violin stab sound effect plays when Mario gets close. |
| 67 | 30-1 | "A very sleepy-looking face. Sometimes we feel like making challenging courses to play, but other times...we end up with things like this. It's though to say exactly why certain ideas spring to mind, but we did put some thought into this! We tried to find the most sleepy-looking thing to fall out of its ear (a Super Leaf), and we searched for the laziest-sounding noise to include (the Wiggler's bell)." | Gameplay showing a face made of course parts in the Super Mario Bros. 3 style. The pipe on the left dispenses Super Leaves while the pipe on the right dispenses big Wigglers. They fall onto a Music Block, making a low-pitched bell sound. |
| None | 30-0 | "This video shows some of our experiments while we were making the course from 30-1. We weren't sure what expression to give him or what should come out of his ears... You know, just everyday concerns!" | The player creates the face seen in video from 30-1. It starts with the player erasing some faces in the Super Mario Bros. style while in the Ground theme. They then switch to the Super Mario Bros. 3 style and Underground theme. The player continues to iterate on the design before reaching the one seen in 30-1. During this process, the player goes to the subarea, showing a locomotive with a face. |
| 68 | 2763 | "We decided to upgrade Bowser with a Bill Blaster. Because...why not? We have it shooting things like coins and Super Mushrooms to make Bowser seem a bit more friendly, but don't forget–you can put a LOT of different things into those Bill Blasters..." | In the Super Mario World style, the player enter a Warp Door which leads to an area with Bowser with a Bill Blaster that shoots coins on his back. The next area has Bowser with a Bill Blaster that shoots Super Mushrooms and another that shoots P Switches. The player uses the P Switch to reach the next area. This area has Bowser with a Bill Blaster that shoots lit big Bob-ombs. These Bob-ombs break the Hard Blocks above Mario, letting him reach the axe at the end. |
| 69 | 3928 | "We call it...Thwompbot! We made it out of pipes, burners, and a conveyor belt, and we love it as one of our own. It seemed like the most obvious idea, but there we those among us who thought it quite unusual. As Mario creators, we pride ourselves on our ability to come up with unique ideas, but as adults... Well, we can't help but wonder about ourselves sometimes. Now, if only we could send Thwompbot into battle..." | Gameplay which shows the creation of Thwompbot in the Super Mario Bros sttyle. The screen autoscrolls to show a car and truck made of course parts. The player goes into edit mode and rearranges the parts to create Thwompbot. After completing it, the player changes the level theme to the Ground theme and plays through the level, passing by Thwompbot in the process. |
| 70 | 9189 | "It's a veritable parade of bouncing Goombas! In this video, Mario hangs around a little to watch their antics, but if you play this like a normal course, you'll be at the goal in no time. Sometimes, it's nice to stop and smell the roses." | Gameplay of a level built around Goombas bouncing off of Note Blocks in the Super Mario Bros. 3 style. Partway through the level, the player bounces off several Goombas to gain a few 1-Ups. |
| 71 | 5623 | "Mario has arrived at the Telephone Boss's lair. This massive foe may have a rather retro look to him, but watch out for his most deadly attack: ringing when you least expect it! Why would you do that?! We were right in the middle of a Mario course!" | Gameplay of a level in the Super Mario World style. The player goes down the Warp Pipe to enter the lair. When a telephone sound effect plays, the player looks around. The Telephone Boss is shown to be a rotary phone made of course parts. After passing him, the player reaches the Giant Gate. |
| 71 | 4568 | "In this course, Mario powers up automatically. Once he gets on the conveyor belt, the player doesn't need to do a thing! As Spiny Shoe Fire Mario...er, I mean Shoe Fire Spiny Mario...no, Fire Show Spiny Helmet... Wait, where did the "Mario" go? I mean, Spiny Helmet Fire Shoe..." | Gameplay of an automatic level in the Super Mario Bros. style. After Mario walks onto the conveyor belt, he collects a Super Mushroom, Fire Flower, Spiny Shell helmet, and Goomba's Shoe. Along the way, Mario misses some power-ups, requiring the player to modify the level to make it work. |
| 71 | 21-1 | "A group of bouncing Piranha Plants combined with the power of autoscroll (Tortoise speed). It's like a jump-rope challenge–surprisingly difficult!" | Gameplay of a level centered on Piranha Plants bouncing on Music Blocks in the Super Mario Bros. style. The autoscroll cause them to bounce in a wave pattern. After beating the level, the player adds sound effects. When they have all been placed, the player goes through the level again. |
| None | 21-2 | "This time, we've upgraded the bouncing Piranha Plants' autoscroll to Hare speed. It looks almost like two jump ropes swinging together!" | Gameplay of the level seen in 21-1 but at a faster autoscroll. |
| 71 | 29-1 | "We were wondering if there was any way to hit P Switches without using Mario, and sure enough, we found one–falling Bill Blasters! Since P Switches run on a timer, we set up a layer of coins beneath the blocks so that the Bill Blasters would fall neatly away once their job was done." | Gameplay of a level based on P Switches and Bill Blasters in the Super Mario World style. The player goes down a Warp Pipe to enter the sub-area with the Bill Blasters. When the player kicks a shell into the Rotating Block below a Bill Blaster, it falls onto a P Switch. This leads to Bill Blasters that shoot coins to fall down. Once the P Switch expires, the Bill Blasters fall away and let the player reach the Giant Gate. |
| None | 29-2 | "When we were making the course for 29-1, we started wondering just how tall a Bill Blaster we could actually make. So, naturally, we tested it out! To help show off how long they really are, we used a Castle course where the lava would slow their fall. We figured such tall Bill Blasters would need to be stored in a room with a high ceiling, so we added a Koopa Clown Car to let the player see just how tall the room was on their way out." | Gameplay of a modified version of the level seen in 29-1. Along with the original Bill Blasters, very tall ones were added. A Clown Car was also added to show the height of the room. After beating the level, the player goes to the sub-area in edit mode and shows the contents of the Bill Blasters. |
| 72 | 5421 | N/A | Gameplay of a big Koopa shell being kicked into many other big enemies in the Super Mario Bros. 3 style. |
| 72 | 6012 | N/A | Gameplay of a big Koopa shell being kicked into many other big enemies in the Super Mario Bros. 3 style. It is an iteration of the level seen in 5421, with additional level elements and sound effects attached to the enemies. |
| 72 | 7842 | N/A | Gameplay of a big Koopa shell being kicked into many other big enemies in the Super Mario Bros. 3 style. It is a further iteration of the levels seen in 5421 and 6012. A Lakitu, Bill Blasters that launch big Spinies, Fire Flowers bouncing on Trampolines, conveyor belts that lead to Bowser Jr. in Lakitu's Cloud, and pipes before the goal which dispense coins have all been added. |
| 72 | 1406 | "Did you know that, instead of the hand that normally appears on the TV screen while you're making a course, you can make a cat's paw or a dog's paw appear?
It's as simple as pressing the Right or Left Stick on the Wii U GamePad (depending on which hand you prefer!), but I'm sure a lot of people have never tried it out. We actually had to go out and take photos of real cats and dogs for this feature, and it was a lot more work than we expected! Cats aren't exactly cooperative, and dogs are quite excitable... None of our staff had done anything quite like these photo sessions before, so we were pretty worried about whether it would go all right. Just to be sure, we prepared two cats instead of one. We started off photographing the white-furred cats, but it was always sticking its claws out, so we thought, "Oh dear, we're never going to be able to use these." Oddly enough, though, when we tried editing the pictures, they looked much better than we expected–so both cats' paws made it into the final game! In the end, the photo session was a fun new experience for everyone. It probably helped that the animals we used were the pets of some of our team's member!" |
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| 74 | 3452 | "We started wondering how many things could be crammed into a single Koopa Clown Car, so like good Mario Makers, we went ahead and tried it out. You might think that using more Big Thwomps would provide extra width for piling even more things on, but they're so tall that they make it tricky to actually keep everything on the screen." | The player creates stacks of enemies to ride on top of a Koopa Clown Car in the Super Mario Bros. style. The stacks are made up of Thwomps, Piranha Plants, Buzzy Beetles, and Spinies on the top. One stack is placed above a Thwomp riding in a Koopa Clown Car while the other is placed on a Donut Block. The player starts the level from the beginning and enters the Warp Door to the Koopa Clown Car. The Thwomp in the Koopa Clown Car carries both stacks as it chases Mario to the Goal Pole. |
| 75 | 1521 | "We did our best to fit as many course elements as we could onto a single screen. You'd never find this many enemies moving around at once in a normal Mario game! It's quite the sight." | The player shows several course parts in the New Super Mario Bros. U style. They put the majority of them into Bill Blasters and most others onto a track. Then then let the level play out. |
| 76 | 1044 | "These Boos only seem to fire at Mario when he looks at them. Are they shy, or are they aggressive...? (The trick is actually in the timing of Mario's movements!)" | Gameplay which shows Boos with Cannons attached to them in the New Super Mario Bros. U style. After timing Mario's movements to create the illusion that the Cannons fire when Mario turns to face the Boos, the player activates a P Switch and reaches the Goal Pole. |
| 77 | 0658 | "At this time every year, the Galoombas migrate south to warmer climates. Well, that's what we like to think, anyway!" | The player places Notes Blocks for the Galoomba to bounce off of in the Super Mario World style. After creating a successful sequence, the player creates a pipe which spawns more Galoombas. The video then transitions to a level with a more complete version of the idea. |
| 77 | 6074 | "In this course, Mario travels to the goal in his trusty Koopa Clown Car. Sometimes it can be fun to create courses where you don't run or jump at all!" | Gameplay of a level centered around navigating in a Koopa Clown Car in the Super Mario World style. The player navigates around Fire Bars, Burners, and other enemies before reaching the Giant Gate. |
| 77 | 8889 | "By putting coins inside the Bill Blasters and adding in some sound effects, we created a rather lively bonus stage! But is it exciting ENOUGH?" | Gameplay which shows a bonus area in the Super Mario Bros. style. The player enters a Warp Door which drops Mario off in the bonus area. The rave sound effect plays as the Bill Blasters dispense coins. |
| 77 | 23-1 | "A course where the aim is to reach the goal without ever setting foot on the ground. This kind of design is only possible in the New Super Mario Bros. U game style, where Mario can use wall jumps. He does step on a few enemies along the way, but they're not the ground, so that's not cheating...right?" | Gameplay of a level centered around wall jumps in the New Super Mario Bros. U style. Along with wall jumps, the player bounces off of red Koopa Troopas and a red Paratroopa to reach the end. |
| None | 23-2 | "This was our attempt to answer the question, can you create a course where Mario never needs to step on the ground, without using the New Super Mario Bros. U game style? It turns out you can, though he does need to step on a lot of other things..." | Gameplay of a level centered around getting to the end without touching any ground in the Super Mario World style. The player bounces off of Trampolines and then spin jumps off of Spinies on tracks to reach the Giant Gate. |
| 78 | 10-1 | "A row of Fire Bars rotating together makes for some remarkably beautiful patterns. You can create effects like this quite easily by placing a few Fire Bars and then adjusting their angles slightly. If you're not careful, though, they'll turn into an almost insurmountable obstacle for poor Mario! The tricky part is placing them in an arrangement that seems terrifying, but actually isn't so difficult for the player to slip through as long as they watch carefully. It can be incredibly satisfying when you make it through the other side!" | Gameplay of a level focused on Fire Bars in the Super Mario Bros. style. The player passes through sets of Fire Bars which have a clear path despite the quantity of them. After reaching the axe, the player creates the first Fire Bar pattern seen in the level. |
| None | 10-2 | "By placing a group of Fire Bars on a track, their movements become even more complex. This layout seems design more for aesthetic effect than actual challenge." | The player shows a decorative display of Fire Bars in Super Mario World style. After showing off the pattern they make, the player creates another pattern where the Fire Bars rotate at about the same speed they travel on a track. |
| None | 10-3 | "This course combines autoscroll with an advancing procession of Fire Bars on tracks, It gets very dangerous from time to time, so you can't let your guard down! Of course, the whole thing moves in exactly the same way every time you play, so with a little trail and error, it shouldn't be too hard to work out a safe route." | Gameplay of a level based on Fire Bars on an overhead track in the Super Mario World style. As the level progresses, another long Fire Bar is added to the track. After beating the level, the player shows the elements on the tracks in edit mode. |
| 79 | 9373 | "This course came from a simple idea: What would happen if we filled the screen with tracks? We started off with enemies in random positions and adjusted them bit by bit so that Mario would encounter them at just the right times." | Gameplay of a level filled with tracks in the Super Mario World style. Mario rides on a winged Lift as he encounters enemies on the tracks. |
| 81 | 2958 | "The Sound Effects feature started out when we were wondering if we could work some kind of sound-based mode into the game, like the music-making feature in Mario Paint (released for SNES in 1992). In the end, in turned into a set of fun "toys" that can be used to liven up a stage in all kinds of unusual ways. Out own staff are sometimes surprised at the possibilities!
The fun part of this feature is that most of these sounds seem to have nothing to do with the game, so it's amusing to thing of ways that they can actually fit into the courses. What's more, unlike Mario's usual sound effects, these ones are actually recorded using 3D audio technology, so they can sound surprisingly realistic. When we were first testing the feature out, we had a set completely made out of weird sounds that seemed totally out of place in the game, but we got a lot of feedback saying people had no idea how to use them. In the end we mixed in a bunch of sounds that were a bit easier to find uses for. We ended up with about a 50-50 split. You hear a lot of different sounds in your everyday life, but you never really get to think about which ones you'd like to hear in what situations, do you? I think it's pretty amazing to be able to set up these everyday sounds to play whenever and wherever you like." |
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| 85 | 8641 | "In these videos, we've started with classic courses as a base but added new Super Mario Maker twists to them. This course is based on 1-1 from the original Super Mario Bros., but were those enemies always so...large?" | The player edits a recreation of World 1-1 from Super Mario Bros. in the Super Mario Bros. style. Elements are moved around and big enemies are placed in blocks throughout the level. After beating the level, the player goes back and enters the bonus area, where it has been modified to feature a big Goomba, Bill Blasters that dispense coins, and Hidden Blocks that contain 1-Up Mushrooms above the Bill Blasters. |
| 87 | 6695 | "This course is based on 1-2 from the original Super Mario Bros., the classic underground course. However, we've packed it full of extra sound effects. You never know which corner or which enemy might be concealing an unexpected sound. By the way, in the original Super Mario Bros., the hidden room beyond the pipe at the end of the course was a Warp Zone that the player could use to skip to later parts of the game–but in this version, it leads to a secret area in the overworld instead." | The player edits a recreation of World 1-2 from Super Mario Bros. in the Super Mario Bros. style. They add numerous sound effects throughout the level. Once they have been placed, the player goes through the level. |
| 89 | 2116 | "Ah, the classic 2-2 underwater course from Super Mario Bros. Swim forward, and it won't be long until you run into those nasty Bloopers... Wait, huh? They're missing. Instead, there are a bunch of Bill Blasters! Oh dear, how are we ever going to deal with Bullet Bills underwa– Wait, they're firing Goombas? You mean the Goombas have learned to swim?! What have we done?!" | Gameplay of a modified version of World 2-2 from Super Mario Bros. in the Super Mario Bros. style. Bill Blasters that launch Goombas and numerous other Goombas are placed instead of Bloopers. ? Blocks have also been added, with some containing Super Stars. |
| 91 | 4486 | "In the original Super Mario Bros., 1-4 was the first castle where the player had to face Bowser. Leap over the Fire Bars... Wait for the right moment... Oh, can you stop being so distracting up there?! It looks like Bowser has built a second floor since the original game was released..." | Gameplay of a modified version of World 4-1 from Super Mario Bros. in the Super Mario Bros. style. Additional elements have been added above the original level, including Goombas, ? Blocks, and a path directly to the axe. |
| 93 | 8010 | "This feature actually started out when one of our staff members, who was working on the packaging and other artwork designs, suddenly came to us and said, "I made some pixel art of the amiibo characters. Do you think we can use them for anything?"
So we showed them to the designers on the development team, and they got really excited, saying, "We've got to use these somehow! How about we let people play as them?!" The first one we tried out was the Wii Fit Trainer, and when we saw it in motion, we all loved it. In fact, everyone we showed this to was really enthusiastic, so we were all like, "Let's keep making them! Do you think we could make 30 or so?" And once we'd got started, the whole idea really picked up momentum until we ended up with a hundred of them!" Even after we had a whole set, though, we always used the Wii Fit Trainer to demonstrate the feature at internal presentations. |
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| 94 | 2234 | "A: They're asking us to tell some anecdotes from the programming side of development...
B: Hmmmm, let's see... We could talk about the sheer number of combinations? You know, how Mario can transform, then put on a shell for a helmet, then jump in a shoe with wings on it, then ride in the Koopa Clown Car all at the same time. A: You mean how difficult it was to program all these power-ups so that they could fit together in any combination? Or how many checks needed to be run, once they were all working, to make sure they were all displayed properly and didn't cause any issues when bumping into things?" B: That's right. The player might think, "Of course you can do stuff like that!" But I realize now how much effort it took to make all those things possible. (Yikes, that does sound pretty difficult...) A: Yeah, but for people who can imagine all the fun situations the players can have as a result of that effort, it's easy to feel motivated to put in the hard work no matter how long it takes. So the team was having fun even as they were suffering. (So the suffering was fun? That's what I call finding a silver lining!) B: We also often heard that we should just "make it feel right." A: Like they're leaving it up to you, right? Guess that means they think you're dependable, though. B: Dependable, huh? It sounds more relaxed and heartwarming to me... A: No, no... Instructions like "make it feel right" are sort of vague and easy to misunderstand. But if that's all they need to say, and the team members can visualize what that means, that's proof of how good the understanding is, right? Also, there are a lot of people who've been involved in making Mario games at this point, and they share a certain understanding between them. It's relationships like those that really deepen the know-how of a development team. (That's pretty deep! But I think I get what they're saying...) B: Oh, I see! Usually people talk about "know-how" as something that a single person builds up from their experience, and then they're encouraged to pass it on to other people by writing it down-but I guess it's possible for a whole team to build up a shared know-how too. As a specific example of that, someone was saying how the programmers created the fly-swatting mode all on their own and were allowed to just "make it feel right," based on the minigame from Mario Paint. A: In the normal flow of a project, you'd have the planners giving an explanation to the programmers of exactly how they want something to look in the finished product, and they'd constantly be going back and having discussions about how the product was coming along. But in this case, all the planners had to say was, "Let the player swat flies, and make it feel right." So it was pretty much like... Planners: "Make this!" → Programmers: "Got it! ...Done!" → Planners: "Good job!" ...I guess that might be making it sound a little TOO simple... B: Apparently one of the programmers really did just say, "Fly swatting? You can leave that to me!" A: Then...my explanation might not be so far off the mark after all? B: By the way, are we really going to use a casual conversation like this for the programmers' feedback? A: Don't worry...I'll just ask the editor to "make it feel right!" (Got it, "make it feel right." No pressure or anything!)" |
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| 96 | 1309 | "I'm happy that you found these hidden pages.
I'm Takashi Tezuka, the producer of Super Mario Maker. I've been creating games in the Super Mario series for many years now, and I don't think there's a Mario game out there that has freedom in gameplay quite like this one. We made this new Mario game with the hope that everyone playing it would enjoy it. I'm Shigeru Miyamoto. Please enjoy creating and playing together with your family!!" |
Takashi Tezuka and Shigeru Miyamoto sign pieces of paper. |
Gallery[edit]
Notes[edit]
- The New Super Mario Bros. U still on page 17 has a fully rectangular Warp Door while, in the game, all doors in that game style have a curved top.
- The Super Mario World still page 66 depicts a ghost house course with a black ground, which is unlike in-game.