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 i
nitial 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.

where historic figures and moments in Japanese history were mixed with action/adventure gaming, third-person combat and brief moments of puzzle solving. After playing the first game, I wondered if the second installment would keep the successful formula and raise the bar for future installments. When I received Onimusha 2: Samurai Destiny, I put on my custom-made samurai armor and prepared to have my questions answered.
perform “Issen” (lighting slash) on various enemies, allowing him to continue forward, giving him a brief minute to defend himself or retreat. Another element is the requirement to solve certain puzzles to obtain certain items or gain access to certain areas. For these puzzles, I highly advise utilizing patience and strong memorization as they have a much stronger effect in Onimusha 2 than in the first game. The final new element is role playing that enhances the storyline. Jubei can not only interact with non-playable characters, but also gain allies who will give information or assist him in boss battles provided he is in constant contact with them or if his allies are not involved in their own plans to defeat Nobunaga.
While the challenges may be different, there isn’t much else different about the games. The music and graphics from the 8‑bit era remain intact and about the only thing that’s changed is the slick modern packaging of the Ultimate Remix itself and the addition of leaderboards and championship mode. So, don’t come into this expecting depth or some magical upgrade to modern day standards of graphics.
repertoire of the Prince, such as the Prince Hop and the King Shock, but otherwise you’re still rolling along to pick up items to make your katamari grow. The series isn’t known for its growth and this is a major reason why. While it’s easy to control the Prince and maneuver the Katamari, there still should be some innovation at this point, five games in.
much like playing any platformer of the past 20 years and the control scheme is simple and intuitive in letting you figure out what to do and how to apply it later. Where it falters is the jumping mechanics. While obvious and simple, the jumping does feel slightly off and floaty, which is a problem in a game that relies on that mechanic to carry it. It’s annoying to have to re-do sections of a level solely because of a missed jump, and that detracts from the core experience.

Eidos/Montreal and Square 
series. There’s a new mode to play, Oni — which introduces the concept of a “three strikes and you’re out policy” with courses to play — and the overall look and feel has been upgraded from the days of yore. Max 2 represented the middle of a new era for
burn of the franchise, Max 2 works toward undoing the mess made previously.
illustrated by this point: The game sometimes feels like a re-tread of previous entries, and it shouldn’t. I was under the impression that the reason for the debacle created by blowing up 
person shooters of the day. What you need to know to understand Prime is that it’s set between Metroid and Metroid 