Mario Kart Tour — 4Q2020 issue

Mobile Mario Kart still stuck at start­ing line

Grow­ing up as a gamer, there was always a series I could count on to pro­vide a lot of enjoy­ment: Mario Kart. High qual­ity, fun rac­ing ensued as did a famil­iar­ity with the sys­tem that made up rac­ing in the Mush­room King­dom. But as time has marched on, there are dark clouds over the king­dom and it’s not nec­es­sar­ily Bowser’s fault for the fool­ish­ness for once; it’s Nintendo’s greed.

Mario Kart in mobile form has always been a safe bet for the Nin­tendo rac­ing fan. Being able to race with your favorite Mario char­ac­ters and take it on the go? Where do I sign up? But Mario Kart Tour, the lat­est mobile prop­erty for the gam­ing giant, is not a fun tour … er, trip. It’s Mario Kart for the SNES dumbed and watered down with gatcha ele­ments tacked on for good measure.

Mario Kart Tour takes the usual Mario Kart for­mula and adds things like gatcha pulls to unlock spe­cial char­ac­ters, karts and glid­ers, usu­ally in the high-end cat­e­gory, as well as level up your estab­lished ros­ter. The gatcha pulls are obnox­ious because it’s depen­dent on luck of the draw using real money to fund the pulls. The real money — that you’re pulling out of your wal­let — is spent in the form of rubies, which allow you to pull from pipes pos­si­bly con­tain­ing the high-end items in batches of one pull for five rubies or 10 pulls for 45 rubies. Though the rubies are mod­er­ately priced, it’s the fact that you must buy the rubies or com­plete some­times ridicu­lous chal­lenges to get rubies that makes it beyond the pale.

And, just as infu­ri­at­ingly, there’s the character/kart/glider sys­tem that’s tied to the stages cho­sen for each tour. Each level has three or four spe­cific char­ac­ters that are favored on this track. Usu­ally, the char­ac­ters that are favored are the fla­vor of the tour; that is, a char­ac­ter or vari­a­tion cre­ated espe­cially for the spe­cific tour. As always, they are high-end and exceed­ingly hard to acquire. Because this is tied into the pipe pulls, it’s also a cash grab designed to pull in the most ded­i­cated who have the most money and time to spend fid­dling around with a mobile game. These “whales,” as they are called in online cir­cles, keep this cash grab going and endorse this con­tin­ued behav­ior from Nin­tendo, which, in all hon­esty, is atrocious.

In addi­tion to the tool-like single-player mode, there is the mul­ti­player mode from hell. I wish I could some­how con­vey the trash-like qual­i­ties of mul­ti­player in words, but I’m at a loss with­out get­ting an FCC fine for pro­fan­ity. The mul­ti­player plays like garbage and ignores any sort of mechan­ics that Tour attempts to cre­ate in the single-player cam­paign. It is utter chaos in every match and those lucky enough to do well have to be doing that with sheer luck. It can’t be from actual skill and good mechan­ics, because Tour is miss­ing the mark in both areas.

The mechan­ics, lack­ing in skill and refine­ment, are a seri­ous prob­lem. Now, I’m cog­nizant of the fact that this is a mobile game, so we’re not talk­ing pre­ci­sion like a main entry would have. How­ever, this is rough even for a mobile game. Often, drift­ing is dif­fi­cult and ultra mini-turbos are next to impos­si­ble. Given that I’ve mas­tered the drift­ing fea­ture in Mario Kart with every entry start­ing from the Nin­tendo 64 days, I shouldn’t have this much trou­ble main­tain­ing a drift. The combo sys­tem, while inter­est­ing and a great fea­ture, is not refined as well as it should be. There should be a meter that shows me the length of time between combo actions and how much time I have left if you’re going to tell me that I have a time limit on those actions. Some­times, com­bos drop inex­plic­a­bly, ruin­ing a run at a chal­lenge that requires a cer­tain number.

Equally prob­lem­atic are the weapons sys­tem and the AI level. I tend to race com­fort­ably on 100cc, but I will race on 150cc and 200cc (with a pur­chased Gold Pass) if I’m work­ing on improv­ing scores in the bi-weekly ranked cups. In the months since I’ve begun play­ing, I’ve noticed the aggres­sion of the computer-controlled karts steadily creep­ing up, which is a prob­lem. It’s mostly notice­able on the weekly favored track, which quickly gets infu­ri­at­ing when you’re try­ing to main­tain a rank­ing and the com­puter is hell bent on keep­ing you from achiev­ing this goal. The weapons sys­tem plays a large part in this because it’s nearly impos­si­ble some­times to receive your character’s spe­cific weapon or a frenzy or even a use­ful frenzy despite your char­ac­ter more than likely being a high level.

Also low­er­ing Tour’s fun fac­tor is the char­ac­ter sys­tem. As in other games in the series, there are a vari­ety of char­ac­ters from the Mush­room King­dom and Nin­tendo in gen­eral that can be and have been added to the ros­ter. The sheer vari­ety is great but the need to unlock and pay for these vari­eties is the prob­lem. It’s greedy as hell that you have to buy rubies to pos­si­bly unlock a char­ac­ter to do well in the fea­tured tour track or mag­i­cally come up with the ways to earn them, which are far and few in between. Basi­cally, Nin­tendo wants you to spend money and they’re not afraid to pimp out Mario Kart to achieve this goal, so they’ll nickel and dime you constantly.

And I hope you love a lot of the tracks already pulled into Tour because track vari­ety is lack­ing. There are a lot of not-fun tracks that seem to be repeated quite often. That decreases the enjoy­ment of rac­ing because you know you aren’t going to want to mess around with a cup that has an obnox­ious track (I’m glar­ing at you, 3DS Rain­bow Road).

Visu­ally, Tour is fine. It looks like Mario Kart and has all the ele­ments of the rac­ing god we’ve come to know and love. As a mat­ter of fact, the game looks like a bet­ter ver­sion of the Wii U’s Mario Kart 8, just below Mario Kart 8 Deluxe for the Switch. Those oft-repeated tracks are gor­geous recre­ations of old faith­ful favorites from the SNES, Nin­tendo 64 and Game Boy Advance titles with a few new cities of the world tracks thrown in the mix. In the begin­ning there were a lot of dif­fer­ent city tracks, but because of the pan­demic, work on the tour has been kept to already estab­lished tracks from the series that can quickly be con­verted for use in Tour.

Musi­cally, Mario Kart is known as hav­ing a banger sound­track for every game. Tour doesn’t slouch in that depart­ment with the new tracks, but it does mess up with some of the older tracks. I’m not quite sure how a game can get one part of the sound­track right but mess up the other parts, but Tour some­how man­ages to do it. Any of the new tracks that were cre­ated for Tour are excel­lent. The menu themes are excel­lent, as well, with new tunes mixed in with remixed favorites from pre­vi­ous games. But then you get to an older track, let’s say Koopa Troopa Beach from the SNES. It does not sound the same as the orig­i­nal ver­sion at all. The pitch sounds off by a few notes, as if some­one recre­ated it for Tour and kind of, sort of remem­bered the way the orig­i­nal sounded. Rain­bow Road from the SNES has the same prob­lem. It sort of resem­bles the orig­i­nal tunes but also … not really. I’m not quite sure what I’m going to get from tour to tour, so I don’t nec­es­sar­ily get my hopes up in terms of music qual­ity when I see an older track announced.

All my prob­lems with Mario Kart Tour are fix­able, but that’s up to Nin­tendo to work on and decide if it’s worth it this far in. With increas­ing fre­quency, how­ever, I find myself say­ing this might be the part of the Tour that’s my last stop.

Mario quick hit reviews — 1Q2016 issue

Super Mario Land
Mario’s first adven­ture out­side of the Mush­room King­dom just hap­pens to also be his first in the portable sphere. Mario Land is a ser­vice­able adven­ture filled with the weird and dif­fer­ent (Tatanga, any­one?), but it’s still good Mario. The mechan­ics resem­ble SMB, and the graph­ics keep things famil­iar enough despite space­ships and pyra­mids mak­ing an appear­ance. Keep this early Mario as an option on the go.

Score: 3.5 out of 5

Super Mario Land 2: 6 Golden Coins
Mario’s sec­ond hand­held adven­ture is a step up in terms of … every­thing. There are more power ups, more stages and more ene­mies to take on, includ­ing Wario, who is intro­duced to the world at large here. The six tit­u­lar golden coins mean more places to explore and more to do, which is always help­ful in a Mario title. The con­trols get a lit­tle crisper and the graph­ics are gor­geous for a hand­held title. This is one to own, even if you’re not a super Mario fan.

Score: 4 out of 5

Mario Kart: Super Cir­cuit
Mario’s first foray into the hand­held kart­ing side of things is a mixed bag. On the one hand, it’s Super Mario Kart finally on a hand­held sys­tem. That instantly makes it worth check­ing out by itself. On the other hand, the dif­fi­culty and rat­ing sys­tem make it a frus­trat­ing expe­ri­ence. If you’re used to the rub­ber band AI from the two pre­vi­ous titles, you’ll find it well worn here. And good luck get­ting the max num­ber of coins and stars pos­si­ble in the bid to max out the game. But, it’s still decent Mario Kart over­all and the game plays exactly like you’d expect. That’s a win­ning attribute that helps sal­vage this race.

Score: 2.5 out of 5

Super Mario Bros. 2 (JP) — 1Q2016 issue

Super Mario Bros. 2 an uneven, heavy-handed sequel

If there were ever a time when Mario was con­sid­ered not to be fun, this would be it. I have always had a major fas­ci­na­tion with Mario and the Mush­room King­dom, but the true sequel to one of the great­est games of all time made me wish I didn’t go down the rab­bit hole.
At first glance, SMB 2 is your typ­i­cal sequel: Improved graph­ics and new con­cepts, such as the addi­tion of the Poi­so­nous Mush­room. But there’s imme­di­ately some­thing off putting about the game. It’s famil­iar yet for­eign. A lot of the same ene­mies are used and the game has a lot of the same story-specific ele­ments as its pre­de­ces­sor. The objec­tive remains the same: Save Princess Peach from the invad­ing Koopa army. But this is where things take sin­is­ter and not-so-pleasant turn.
I’m not going to beat around the bush: The dif­fi­culty level is not friendly. If you didn’t start with Super Mario Bros., stop right now and go back and study up that game. The sequel is designed to be set up and buoyed by the orig­i­nal. If you start here, you’re set­ting your­self up for fail­ure.
The new lev­els were designed to take “super” play­ers to task and show them that Mario isn’t the cake­walk they thought him to be. So, born from that are Sisyphean efforts such as warps that return you to an ear­lier part of the level; or my favorite: The fact that using level warps at all pre­vents advance­ment to the real end­ing of the game. This is Ghouls and Ghosts before Ghouls and Ghosts.
This frus­trat­ing tac­tic of pun­ish­ing the player for being too good is exactly why the fol­low up to Super Mario Bros. would have never flown in Amer­ica and why we didn’t see the game until a full five years after its release in Japan. Peo­ple tra­di­tion­ally play Mario to relax, not be thrown back­ward in a never-ending loop of anger and frus­tra­tion. This doesn’t appeal to the mass play­ers and it’s cheap and per­verse that Mario is used in this way.
While it’s not the same Mario in a lot of respects, the same old charm is present. The whim­si­cal jaunt through the Mush­room King­dom is now fraught with all types of dan­ger, but it’s still pretty to behold. And the music is still the main act of beauty and source of joy in what is a dark skip through the for­est of Mario. Some­how, through all of the anger, Koji Kondo’s mas­ter­pieces never seem to get old.
For the sake of your con­trollers, I sug­gest invest­ing in cheat codes to get through SMB 2. It’s one of the few games I would ever give this advice about to beat.
We Amer­i­cans might be lazy and unchal­lenged (editor’s note: Nin­tendo con­firmed that this is the real rea­son why we received the much-easier-but-still-hard SMB 2 USA/Doki Doki Panic ripoff), but at least our con­trollers remain intact and whole, no thanks in small part to get­ting a far eas­ier ver­sion of Mario 2. Super Frus­tra­tion Bros. would have been a more apro­pos title for the sequel to the great­est game of all time.

Mario Kart 64 — 1Q2016 issue

Mario Kart’s grow­ing pains

Mario Kart has always been an inter­est­ing expe­ri­ence. Com­bin­ing go-karting and Mario has and is a recipe for suc­cess for Nin­tendo, quite hon­estly. And, by the time Nin­tendo got around to mak­ing the sequel to the smash hit Super Mario Kart, they knew they had a sure­fire mas­sive hit on their hands.
Mario Kart 64 takes every­thing you loved about the first game and immea­sur­ably increases it. The Mario char­ac­ters, the tracks, the secrets; every­thing about Mario Kart 64 is bet­ter than the orig­i­nal in every respect. Dri­ving has improved with bet­ter steer­ing qual­i­ties for all char­ac­ters includ­ing the bonafied intro­duc­tion of pow­er­s­lid­ing. Mas­ter­ing pow­er­s­lid­ing means a world of dif­fer­ence in race times, espe­cially when you have brag­ging rights at stake. Old mechan­ics, such as the weight class con­cept, are still present but it seems every­one has a bet­ter rep­re­sen­ta­tion with respect to how a class really con­trols. The light­weights feel like, well, light­weights. The heavy­weights actu­ally feel like they’re heavy to han­dle.
While I’m an admit­ted long-term Mario Kart afi­cionado, I have to admit that if you’re going to get into Mario Kart, this is the title to do so with. It’s not hard to pick up MK64 and grasp the mechan­ics. It’s also easy to play with friends who under­stand the nuances of Mario Kart so that you’re not left behind for very long. And it’s the play­ing with oth­ers that makes this one of the best party games ever cre­ated. MK64 has Bat­tle Mode as its ace in the hole and it makes it one of the first quin­tes­sen­tial party games, along­side Gold­en­eye, Super Smash Bros. and Mario Party.
With all that it has going for it, how­ever, there a few minor draw­backs. First, if rub­ber band AI both­ers you, this is not the game for you. MK64’s AI is one of the worst offend­ers of the rub­ber band­ing prac­tice and it gets worse as you go through the sin­gle player race cam­paign. Com­bine that with the pun­ish­ing dif­fi­culty of 100cc and 150cc races and you have a frus­trat­ing, controller-throwing mess. Sec­ond, this is the sec­ond game after Mario 64 where Mario char­ac­ters are vocal­ized. I promise you will get tired of hear­ing char­ac­ters say their favorite phrase long before you fin­ish any of the modes. It gets old quickly and makes one wish they could turn the sound off, except that you’ll real­ize quickly that the sound­track is actu­ally great. This, how­ever, is the game that turned me against Mario char­ac­ters talk­ing.
Mario Kart 64 is polar­iz­ing to some play­ers: Some think it’s one of the great­est kart rac­ing games ever made while oth­ers hate it. I tend to be in the mid­dle; it’s a great entry in the kart rac­ing genre, but there are some fairly major quirks with how it plays to throw a wrench into things. I like to think that the fun and the qual­ity asso­ci­ated with Mario Kart boosts it out of the mid­dle of the pack.

Super Mario 64 — 1Q2016 issue

Mario’s great­est evolution

Most of the gam­ing world would agree that Super Mario 64 is one of the great­est games of all time. I would agree also except for two things: First, the game gives me a tremen­dous headache after about 10 min­utes of play; and, sec­ond, I’m not like most peo­ple.
See, where I have a prob­lem with Mario 64 is where most peo­ple don’t have a prob­lem. Don’t get me wrong; I love the leap for­ward that presents itself as soon as you boot up the game for the first time. I was — and still am — in awe of the won­der­ment that is see­ing Mario in 3D after play­ing 2D Mario games for the major­ity of my gam­ing career. How­ever, I’m not in con­cert with the idea that it’s one of the great­est games of all time. Why? Just because it was the first to fully real­ize a for­merly 2D char­ac­ter in 3D splen­dor? Because it’s Mario and just because it’s Mario?
No, I can’t form my opin­ion or even include the game in the con­ver­sa­tion of great­est game of all time just because of any of those things. There has to be some valid rea­son­ing and while there are some great points for it, I’m not sold 100 per­cent.
Mario 64, graph­i­cally, is steps ahead of almost every­thing for the Nin­tendo 64. Note that I said almost.
Most games don’t hold a can­dle to Mario in fully real­ized 3D and, even with his polyg­o­nal block style as with most early N64 games, Mario still looks like a king. Peach’s Palace is inter­est­ingly laid out and the graph­i­cal qual­ity of the cas­tle still blows away the com­pe­ti­tion 20 years later. Watch­ing Mario run around, run and jump and be Mario but in a non-2D sprite is pure heaven for Mario lovers like myself.
But there’s that block­i­ness that I men­tioned before. It’s obvi­ous through­out and can be jar­ring from time to time. And for motion sick­ness suf­fer­ers like myself, the 3D is nigh unbear­able. It’s all I can do not to vomit after 20 min­utes, so my play­time is imme­di­ately lim­ited because of the visu­als. I should not be want­ing to vomit after play­ing a Mario game.
The sound­track makes up for the illness-inducing game­play. The sound­track is fan­tas­tic and it’s wor­thy of a main­line Mario game, eas­ily. From run­ning around in the plains of Bob-omb Bat­tle­field to tra­vers­ing numer­ous obsta­cles to take on the King of the Koopas, Mario 64 is a dream come true in terms of audio plea­sure.
And, this is, after all, the first com­mer­cial game where Mario actu­ally speaks. It’s a joy to hear him squeal and squawk for the first time as he explores the var­i­ous worlds.
With all of my neg­a­tive sen­ti­ments about the leap from 2D to 3D for Mario, I still appre­ci­ate the mas­ter­piece that is Mario 64. Ground­break­ing and simul­ta­ne­ously frus­trat­ing?
Yes. But it’s frus­tra­tion worth hav­ing even if it takes a tum­ble down my list of great­est games ever.

Paper Mario — 1Q2016 issue

A ser­vice­able tale on paper

The moment you know Mario has gone on too many adven­tures is when you know you’ve played way too much Mario. Paper Mario, the sequel to the hard-to-top Super Mario RPG, is when I knew I’d played way too much Mario and seemed to expect way too much from a Mario game. The joke, how­ever, was on me as I real­ized that an in-depth and long adven­ture awaited, and a story was to be told here that needed to be told after the high­light of RPG.
Paper Mario starts out much like any other Mario game: The princess has been kid­napped and Mario needs to save her. How­ever, there’s a twist in the danse macabre that is Mario and Bowser’s eter­nal strug­gle over Peach. Bowser has man­aged to get his hands on the Star Rod, impris­ons most of the wish-granting com­mu­nity and has lit­er­ally absconded with Peach and her court into the sky. This is the point at which you should be say­ing, “Really Bowser? You just helped save your uni­verse in RPG and you’re back to cre­at­ing prob­lems again?” But, nev­er­the­less, the story must go on and Paper Mario fills that void nicely with an engag­ing tale of team­work and cama­raderie. I was most impressed with the depth of the char­ac­ters and the deft way Intel­li­gent Sys­tems fleshed out the world of Mario and some of his never-before-seen allies who come from all walks of the Mario life.
Another impres­sive part of the tale is the tongue-in-cheek humor sprin­kled lib­er­ally through­out. Paper Mario isn’t afraid to be self-referential or pinch off other games when it calls for shak­ing up the rou­tine “Mario saves Peach” bit.
Spoil­ers ahead: There is a sec­tion that calls for a cer­tain princess to become a vir­tual Solid Snake-like char­ac­ter and it imme­di­ately calls forth images of Metal Gear Solid. That kind of bor­row­ing is the kind of thing that’s allowed and plays well within the con­text that Mario is the king of all that he sur­veys and even in his spin­off titles, he can still run with the best of the best, pay homage and still come out smelling like roses.
In his sec­ond RPG out­ing, Mario still plays just as well as his first attempt in the role-playing sphere. Paper looks like and plays out like a sto­ry­book, which is fresh and invit­ing to old diehards like myself. The mechan­ics are sim­ple to learn and are lay­ered enough that an expe­ri­enced RPGer can jump right in and under­stand what’s going on with­out much expla­na­tion.
If you played the first game, con­cepts such as timed defense, timed offense and first hits will make sense. It’s that kind of ref­er­enc­ing that makes the game a suc­cess: It’s easy to pick up and play, regard­less of your level of famil­iar­ity with the series’ sys­tem.
My main gripe, though, is that the game feels sprawl­ing and slightly dis­jointed at times. That’s a great prob­lem to have actu­ally, but there are times when back­track­ing and the seem­ingly end­less sid­e­quests tend to dis­tract from the main goal. Still, I’d rather have that prob­lem than be bored with noth­ing to sup­port the main story.
Also, as a rather nit­picky side gripe, the final boss fight is one of the most aggra­vat­ing fights I have ever expe­ri­enced.
I was eas­ily in that bat­tle for half an hour solely because of the boss’ abil­ity to heal, not because I was doing any­thing par­tic­u­larly wrong. If, at the end of the bat­tle, I say, “I will never fight this end bat­tle again,” there is a prob­lem there.
It was as if it was pro­tracted and drawn out for the sake of being a hard boss bat­tle.
My issues aside, though, I had an engag­ing and mem­o­rable time play­ing through and I couldn’t wait to work through a new chap­ter in the saga that was Paper Mario. This is a tale you lit­er­ally can’t put down.

Super Mario Maker — 1Q2016 issue

 

A mas­ter­piece in the making

Super Mario Maker is the Mario game that isn’t quite the stan­dard Mario fare but is the game you didn’t know you needed. It is, along­side few oth­ers, the killer app for the Wii U.
Let’s start with what Mario Maker isn’t. This isn’t your reg­u­lar Mario hop and bop, save the princess adven­ture. In fact, lit­tle story if any exists and Peach is barely men­tioned or ref­er­enced. This is Mario stripped down to his bare ele­ments, show­ing how his adven­tures come together. It’s also really an excuse to revisit Mario’s past and get some of the newer enthu­si­asts up to speed, just in time for Mario’s 30th birth­day.
The stage is set by uti­liz­ing some of Mario’s great­est games. Mak­ing an appear­ance are ele­ments from the orig­i­nal plat­form­ing mas­ter­pieces Super Mario Bros. and Super Mario Bros. 3. Join­ing those are sec­ondary great­est hit Super Mario World and the more recent hit New Super Mario Bros. U. All four games rep­re­sent some crown­ing achieve­ment for the every­day plumber and thus have some merit for mak­ing you revisit these set pieces to cre­ate your own mas­ter­piece.
Cre­at­ing that mas­ter­piece is sim­ple and intu­itive. The level edi­tor focuses on lev­els, not worlds, and wisely makes the process quick and pain­less. Want to make a level with 10 Bowsers under­wa­ter only to face off against a lone Ham­mer Bros. before the end gate in Super Mario world style and graph­ics? That’s easy. But this is also where the only gripe that I have with the game rears its head. While you may want to make that stun­ning gaunt­let of pain imme­di­ately, you’re lim­ited because of the game’s unlock­ing sys­tem. Game styles beyond the initial two and ulti­mately the major­ity of your cre­ation library are unlocked via a time sys­tem that goes by days. You can speed it up, but it’s intended to make you the cre­ator spend sev­eral days try­ing out the sys­tem and get­ting a feel for new ele­ments in a paced envi­ron­ment. I can appre­ci­ate the sense of not want­ing too many ele­ments all at once, but the sys­tem is a lit­tle slow and frus­trat­ing when I have a mil­lion ideas that I can’t fully imple­ment for sev­eral days ini­tially.
Mario Maker looks fan­tas­tic for the most part. The non-level edi­tor graph­ics look great and are crisp. The game runs off the Wii U graph­i­cal power so while your newer game styles and non-editor graph­ics look good on the Wii U gamepad and on the TV, your older graph­ics for most of the styles are going to look a lit­tle bad at 1080p res­o­lu­tion on a newer TV. Nin­tendo took a risk in not jazz­ing up the older game styles and it paid off, quite hon­estly. I’d rather play a SMB3 level in the way that it would have looked on the orig­i­nal NES than a fixed ver­sion that’s been changed.
In addi­tion to the graph­ics, the sound­track is a mix of new and old. The main themes asso­ci­ated with each game style and level type (Ground, Under­wa­ter, Under­ground, Cas­tle, Air­ship and Ghost House) are remixed for use dur­ing the edit­ing process. They are found, though, in their orig­i­nal form when an actual level is played. The remixes are great and bring some­thing new to the table, while using the orig­i­nal ver­sion does a lot for immer­sion. The game’s illu­sions to spir­i­tual pre­de­ces­sor Mario Paint don’t hurt, either. It, too, had a unique sound­track and hear­ken­ing back to that era of cre­ativ­ity in sev­eral places such as the sound­track is a  wel­come inclu­sion.
What I love most about Mario Maker is its sense of Mario love. It’s not afraid to let the gamer take con­trol and it’s also about Nin­tendo let­ting folks in to see the wheels turn behind one of its most iconic fran­chises. Nin­tendo clearly loves Mario, whether it’s from a mon­e­ti­za­tion point of tak­ing its inter­nal level edi­tor and turn­ing it loose on the pop­u­la­tion, or from the stand­point that Mario is Nin­tendo and he’s been given the royal treat­ment for a job well done for the past 30 years. Super Mario Maker is the company’s love let­ter to Mario fans and well done let­ter at that.