
In truth, the level is a little rough and a little tough, but it also very much has its own creative identity that's a neat trick in a templated toolkit, and that's precisely why it's worth including here. The thing that stuck with me about the level - and in fact, influenced my approach toward Mario Maker - is the way that she defined her own completely new visual aesthetic for the level despite the fact that she's using the same tile set everybody else is. There's some irony in including one of Liz Ryerson's levels in this roundup because she just announced that she's leaving game development to concentrate on her music career.īut there's something about this level - starting with the title, it's clear that you're getting Mario, but you're not getting Mario. And while you have to "get" it to get through the level, the player isn't badgered into finding a single, obtuse solution. It's clever, puzzly, and polished - and surprising. Like many of the best levels in Mario Maker, it has its own aesthetic - both of play, and of visual style - that expresses something different than the original Mario game it draws inspiration from. Their 1990 introduction cemented the concept of the "puzzle platformer" into the game design lexicon.Ī lot of people have been attempting to make Super Mario World-style Ghost Houses in Super Mario Maker, and they are, by and large, not very good. Ghost Houses were introduced in Super Mario World, and of all the Mario level types, they're generally the trickiest - making your way usually hinges on figuring out a gimmick.
POLYGON SUPER MARIO BROS MAKER PROFESSIONAL
And since this site is developer-oriented, I thought I'd showcase some of my favorite Mario Maker levels created by working, professional developers - because they are great levels, and because each illustrates the creative possibilities of the toolset and the skills and strengths of the developers in question.

Super Mario Maker was predictably enticing to the game development community. Still, I've been following the work of professional game developers, too. That's great, and it validates the very existence of Super Mario Maker, in the end.


These are people whose names I don't even know, but whose contributions I follow eagerly.
