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Forums - Nintendo - Super Mario Maker DLC Wishlist (Poll included)

 

When will we see DLC released for Super Mario Maker?

November 2015 9 26.47%
 
December 2015 9 26.47%
 
January 2016 2 5.88%
 
February 2016 2 5.88%
 
March 2016 2 5.88%
 
April 2016 4 11.76%
 
May 2016 1 2.94%
 
E3 2016 1 2.94%
 
Holiday 2016 1 2.94%
 
There won't be DLC 3 8.82%
 
Total:34

Stage themes: Ice, desert, poison, forest.

Enemies: Dino-Rhino/Torch, Rex, Shy Guy, Angry Sun, Blargg, Chargin' Chuck, Fishin' Boo/Lakitu, Pokey, Super Koopa, Spike (this enemy could be used to make awesome Donkey Kong-esque levels), Sumo Bro.

Hazards: Ball 'n' Chain, Beak Pillar.

Allies: Dolphins, Baby Yoshi.

Power ups: Acorn Mario.

Options: Vertical levels, increase timer beyond 500 seconds (or option to remove completely).

Assets: Sloped landscape, ability to add water and lava to non-water (underwater) and lava (castle) levels.


That is what comes to mind anyways.



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episteme said:
Angry Sun for SMB3; Chargin' Chucks + Dolphins for SMW and Star Coins + Super Acorn item for NSMBU.

And more themes/backgrounds.

Checkpoints aren't easy to implement because of trolls...

All of the above plus:

SMB: Poison Mushrooms

SMB3: the Tanooki, Hammer Bros. and the Frog costumes, plus the Boomerang Bros, Fire Bros and Pile Driver Micro Goombas (those who camo themselves as blocks) as ennemies. And slopes.

SMW: the Amazing Flying Hammer Bros, the Sumo Bros and Rip van Fish

In general: better overview and sorting tools for levels

Super Mario Bros 2 (the western, Doki Doki Panic resprited one) and Yoshi's Island as new themes. In the latter's case, the amiibo could change the baby sitting on Yoshi's back

And I don't get the constant asks for checkpoints. The NES ones didn't have any in the first place, and I assume most people who want to make difficult stages wouldn't implement them anyway



What I want for free:

checkpoints.

The ability to turn off time limits.

The ability to disable having rare unwanted variables like random skinny mario mushrooms potentially messing up a play through of your carefully designed level.

Extra collectables such as red coins which you can hid a number of in each level to give a clear collection objective with a tally of how many you collected at the end of each level (Should they be present in that levels design).

I would like more objects with interesting physics properties. Objects (And baddies) that can push other objects or Mario if they collide, ect.



Obligatory Checkpoints and Slopes.

I'd like more level themes. I understand that not everything can be converted into the original game's style, but for everything else? Desert, Forest, Ice, Island, Mountain, Sky and Volcano themes would be great. On that note, if any fifth Super Mario game got included as DLC, I'd like it to be Super Mario Land 2. Also being able to use the All-Stars graphics for the 8-bit games would be cool.

Better integration of boss encounters would be great. Simply being able to beat the level end by defeating certain enemies could make this possible. That would be better than, say, the koopalings. Enemies like Boom Boom or the Reznors would also be possible to incorporate into regular stretches of levels.

Regular enemies of note include Fire Snakes, Pokeys, Urchins, Banzai Bill, and Hammer Bro variants.

Last, music. Give us more options for tracks when appropriate. Even music from other Mario games could be featured. Give the option to include the full array of NSMB songs for that style, SMB2 songs for SMB3, and so on.



Something that has not been mentioned, Reggie Level editor for NSMBWii had location based triggering for blocks. (Aka, when Mario enters an area blocks appear, when enemies are cleared blocks disappear).
Won't happen, but would be a cool addition.



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lol I think it's funny that people want checkpoints, because the levels people create are too damn hard.

Doesn't that kind of defeat the purpose of making old school Mario stages? The old Mario games didn't have checkpoints. Yes, the NSMB games do, but that is because games in general have been developed to be easier, to have a "wider appeal", in this day and age. But back then? You just got GOOD enough to get through the level finally.

I dunno. I'm just sayin. Wouldn't you be more satisfied by having finally conquered a hard as fuck level with no checkpoint, instead of having multiple so you can start form the middle? *shrug*



Yoshi's Island art style, music, and level designs. Yes, I know it is a different series, but it isn't THAT different (your still trying to go from left to right).

Also, would love for a Donkey Kong dlc (or expansion like NSLU) where you can create crazy mine kart levels!



DevilRising said:
lol I think it's funny that people want checkpoints, because the levels people create are too damn hard.

Doesn't that kind of defeat the purpose of making old school Mario stages? The old Mario games didn't have checkpoints. Yes, the NSMB games do, but that is because games in general have been developed to be easier, to have a "wider appeal", in this day and age. But back then? You just got GOOD enough to get through the level finally.

I dunno. I'm just sayin. Wouldn't you be more satisfied by having finally conquered a hard as fuck level with no checkpoint, instead of having multiple so you can start form the middle? *shrug*


SMB 1 had invisable checkpoints. If you died you was only sent a little way back. SMB3 had very very short levels. SMW had longer levels but added visable checkpoints.


When I make levels (Which is most of my limited time on mario maker) I want the option of making long interesting levels that don't require a lot of tedious backtracking if people mess up. Mario maker can be used for far more than just a number of short ultra hard level.

I also want to make a range of levels with a range of difficulties to suit a range of players. I think it's actually hard to keep the levels you make moderate and balanced difficulty. The natural tendancy it to throw in an unresonable difficulty spikes here or there. It's not difficult to make something challanging and as you have the extra knolledge, as the creator, it won't seem as hard to you. You have to put youself in the mind of someone whos not played that level before. 



I just want Shy Guys really.



Besides checkpoints, I would like to see scoreboards. Sort it on score or completion time, with the nr of attempts and whether it was a flawless run marked on the board. It would be nice to have a replay of the top score / time available as well, of course only after completing the level.

A practice mode with rewind button. Currently I download hard levels to practice certain sections, yet starting in the middle of a level can screw up the timing of certain things. (The timing is inconsistent, some things activate based on proximity, others start from the beginning or after using a door/pipe. Kinda sucks you can't reliably synchronize fire bars with things traveling on tracks)

And also mentioned before, increase the height range for vertical levels.