Seven Game Series Begging For The Super Mario Maker Treatment
Super Mario Maker captured the imaginations of Nintendo fans at this year's E3. The Nintendo World Championship 2015 highlighted the insane degree of entertainment and unpredictability a creative mind can pack into custom stages. NWC 2015's final challenge was filled with surprising enemies like jumbo chain chomps and triple Bowser attacks, along with treacherous platforming sequences that puzzled the mind. After showcasing these possibilities, Super Mario Maker has us wishing other long-running franchises would receive the same treatment.
Editors note: This article was originally published August 11. Super Mario Maker is out, read our glowing review here.
For this list, we stuck to franchises with old-school roots like Super Mario. The combination of visual and design simplicity, along with players' familiarity with their respective games, make these franchises feel like natural fits for the formula.
The Legend of Zelda
The Zelda franchise is a perfect place to let creative
players loose to craft their own dungeons and worlds. Of course, crafting your
own version of Hyrule is a taller order than placing some warp pipes and Hammer
Bros. in a Mario Maker stage. However, the screen-by-screen, room-by-room
structure of the classic entries feels like an approachable format for self-expression.
Battling a small army of Like-Likes only to find a chest filled with a single
rupee sounds devious, but Zelda fans have been training for a huge challenge
via decades of titles. Creators could also theoretically collaborate and stitch
their dungeons together, creating a co-opted overworld together. Even better,
players could swap between the visual style of The Legend of Zelda, A Link to
the Past, and A Link Between Worlds to spice things up.
Sonic the Hedgehog
The Sonic series has largely been a disappointment for well
over a decade. A Sonic Maker would be Sega's equivalent of tossing its
collective hands up in the air and exasperatedly saying "You do it." Given the
uniform look and style of the Genesis titles, players could weave together insane,
crazy-straw-inspired loop-the-loops or strategically position springs to send
Sonic hurtling into spike traps. Levels could also include hidden secrets like
bonus stages and extra lives only reachable with Tails' flying ability or
Knuckles' climbing claws. A nice addition would be the option to craft your own
boss battles with Dr. Robotnick, complete with custom weapons and basic A.I.
patterns. As long as every level ends with Sonic's fat foe fleeing in his
damaged Egg-o-matic, we're on board.
Mega Man
Let's go ahead and acknowledge that Mega Man Powered-Up for
the PSP was awesome. It allowed players to craft their own punishing Mega Man
stages using all the trappings of the original NES games, all wrapped up in a
cutesy art style. That was great, but we'd love to dive deeper into level-building
using the traditional 8- and 16-bit framework. Given the Mega Man series'
open-ended level select, bundling user-generated stages has the potential to come
together into pseudo-full games, including Robot Masters with weapon
vulnerabilities and item-gated secret rooms. Swapping between the classic 8-bit
and 16-bit styles would also open up the possibilities tremendously. Similar to
Super Mario Maker, being able to wall jump as X in a classic NES-style Mega Man
level would be a unique experience for fans. Allow players to select from the
dozens of Robot Masters and Mavericks to cap off levels, and you've got a huge
number of possibilities that should fill the gap in the neglected hearts of
Mega Man fans everywhere.
Castlevania
You don't need to be a gothic architect to understand what
makes Dracula's castle so cool. You need a zombie-infested entryway, a perilous
clock tower, some flooded sections swarming with mermen, and a handful of other
sections to populate with every monster from history. Users could also stack
their sections of the castle together like building blocks, allowing the
Castlevania Maker to meld the levels into a larger castle map to give players a
sense of place. The series has an entire bestiary's worth of difficult bosses,
from raging minotaurs to gigantic spheres composed of dead corpses, which could
allow players to surprise intrepid vampire hunters with a slew of final
encounters. Maybe Frankenstein's Monster could've overthrown Dracula and he's
the lord of the manor this time around. The 2D Castlevania series doesn't have
a particularly varied visual style, but being able to swap between the classic
8-bit look of Simon Belmont's iconic adventure and the enhanced 16-bit
aesthetic of Symphony of the Night would be more than enough for most fans.
Up next: Creating our own retro JRPGs and more...
Final Fantasy
A handful of titles in the market allow players to create
their own RPGs, but none with the in-depth Final Fantasy trappings that we
want. Many fans point to the 8- and 16-bit generations of Final Fantasy as the
golden years, and the titles get more polarizing from the PlayStation era on.
With a Final Fantasy Maker, players could return to these simpler times to
spread geography tiles around a sprawling overworld and carefully design
multi-floored dungeons. Square Enix could empower users by letting them loose
with the series' huge selection of gear, weapons, and monsters to fill out
every corner of their custom world. In the interest of creating a new tale on
top of a new world, users could pull together their own key characters to fill
out players' parties. Sure, you may need to bust out a keyboard when it comes
time to add in the first fake-out boss's malevolent monologue, but that's part
of the fun.
Metroid
Samus' side-scrolling adventures have been MIA for far too
long, so maybe eager fans could help craft her next intergalactic outing. Creating
an alternate Zebes or entirely new environment for Samus to explore would
require more than placing platforms, missile doors, and a handful of dive-bombing
Skree. Samus' weapons and equipment traditionally gate off sections of her
adventure, requiring careful planning for future routes and planting offshoot
secrets. Nintendo could address this challenge by establishing a core set of
required gizmos (ice beam, screw attack, etc.) that creators would need to
place in order to complete the game. Solidifying a firm foundation would allow
players to show off just how different their iterations of Samus Aran's new
mission could be, with twisting, vertical passageways and deadly Metroids lying
in wait. Being able to swap between the Metroid, Super Metroid, and an updated
2.5D art style would be a great option for injecting visual variety.
Donkey Kong Country
Many of us spent years of our lives cursing at the treacherous
mine cart levels of the SNES Donkey Kong Country series, and some of us still
do thanks to Retro's difficult Donkey Kong Country Returns games. Imagine being
able to sketch your own winding minecart tracks using the Wii U's stylus and
Gamepad and placing tricky banana bunches to bait players into certain doom.
Donkey Kong Country's level variety would play well into helping players spice
up their created levels, like placing floating spiky sea urchins in underwater
stages or hiding Rambi the Rhino for a rampaging run through the jungle. The
Donkey Kong Country series' legacy of fun co-op adds another layer of fun for
players that invest time into creating levels, allowing them to play along and
guide friends through their own creations.