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It's the rare Nintendo game that is depending on those players, creators, and spectators to keep it alive. With the Super Mario Maker series, Nintendo acknowledges the history of competitive speedrunning, tournament play, and even the masochistic fan games that have made their games visible and interesting in an entirely different way. By loosening its grip on a beloved property and tossing the keys to the player community, Nintendo feeds into the fan-obsessive tendencies they've previously refused. This is why Super Mario Maker 2 and its predecessor feel so refreshing in the context of the Nintendo canon. Nintendo games remain popular at events like this. Speedrunning has proven that it has a sizable audience: This June, Summer Games Done Quick, a charity speedrunning event, raised more than 3 million dollars in donations for Doctors Without Borders. This can be particularly troubling for the speedrunning community, a group of players who often make their money from beating video games as fast as possible. This attitude extends to Nintendo's history of issuing copyright strikes for YouTube creators and Twitch streamers who play Nintendo games on their channels. That game, Sonic Mania, turned out to be the most well-received Sonic game in decades. Compare this with a company like SEGA, which once commissioned a team of fangame developers to make an official Sonic The Hedgehog game. Using a company's established IP to create your own work is, of course, illegal – but Nintendo has always been particularly militant with how it enforces copyright violations.
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Nintendo is often quick to crack down on fan projects, including those that don't exist for the sake of profit. That same attitude of ambivalence and borderline hostility around competitive play has been extended towards fan-made games that use Nintendo's assets. This spectacle has proved interesting to a lot of people: Today, major tournaments for the game often attract over 50,000 viewers on Twitch. When played at its competitive peak, the game's frenetic pace and ridiculous number of button inputs per second barely resemble the experience that lesser players - that is, most of us - are familiar with. But players soon found that the game's unique physics engine and unintended movement options made high-level play a consistently creative affair, rather than one of rote memorization. It was Nintendo attempting to design a fighting game that was simple to pick up and play: Rather than force players to memorize complex button patterns a-la Street Fighter, attacks were mapped to two buttons and a directional stick. The game was designed to function as a casual multiplayer experience that brought together characters from beloved Nintendo properties.

Melee, released in 2001 and the second entry in the series, is still regularly played today. At the same time, Nintendo itself has kept these movements at an arms length: wearily cautious and supportive of them at best, and aggressively hostile towards them at worst.Īmong the most talked-about of these fan communities is the competitive culture surrounding the Super Smash Bros. For years, players and spectators have nurtured fan communities around popular Nintendo titles that emphasize high levels of skill and competition.
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It's Nintendo's reliance on the creative spirit of these dedicated players that makes the Super Mario Maker series such a quietly radical property within the Nintendo canon.
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The game sets out to fulfill a highly specific adolescent fantasy, one that likely inspired many game developers over the past few decades: "What if I could make my own Super Mario course?"Īll Songs TV Inspired By A Super Mario Speed Whiz, 'Warpless Run' Has Tera Melos Playing Catch Up is what makes Super Mario Maker 2 so appealing. Our collective familiarity with a property as ubiquitous and beloved as Super Mario Bros. series has continuously redefined what it means, and how it feels, to run (and jump) through a digital space. Its graphics were wildly inventive, its gameplay immediate and compulsive and its musical score burrowed into our brains. Never before had players encountered a game with its level of precision and character-control. When Mario showed up again just a few years later on home consoles with 1985's Super Mario Bros., the result was nothing less than revelatory. In 1981, Donkey Kong starting taking our quarters at the arcades - here, with Mario at its center, the first platformer was born. Mario, the mustachioed, overalls-sporting plumber, is the omnipresent figure of video games, an instantly recognizable property in one of the world's biggest entertainment industries.

'Super Mario Maker 2' is the latest entry in Nintendo's immense portfolio of games that feature the iconic plumber.
