Super Mario Maker: My Own Private Miyamoto

The greatest lesson of Super Mario Maker is the most obvious one: you can play a game forever and still have no idea how to make it. I’ve put 30 years into Mario, almost half a life (probably more, if you live like me), and I still feel like a true goon whenever I try to make a level in Mario Maker. I’ll toss some blocks all over the place, pipes that things sometimes come out of, turtles, some of those spinning fire sticks, all kindsa mushrooms, turtle witches, the laziest ghosts you’ve ever hung out with, and wings, wings everywhere, wings on everything, like a God who just thought up wings for the very first time and sticks ‘em on every single thing He makes, so everything bounces towards me or away from me, and never in the direction I want.
Making Mario is tough, and the game itself doesn’t go out of its way to make it easier.
Super Mario Maker is stingy with the tools, but it’ll give you everything you need, in time. If you edit levels for five minutes a day, you’ll unlock a small selection of new items and enemies to use the next day. After the first eight or so days are up, and the little cartoon truck has dropped off all the various elements from every kind of side-scrolling Mario (sans the US version of Super Mario Bros. 2 and the Game Boy games), the game picks its hands up and kicks its feet back and lets you mess around with little supervision.
It doesn’t really give you lessons on how to make a good Mario level. It gives you sample levels every day, using whatever new goodies you scrounged up the day before, so you can get an idea of how things work, if you weren’t already sure. It’s like if you bought some Legos and just used the photo on the box instead of the instructions, but you didn’t get every Lego at once. Or like if you picked out a song on your guitar by listening to it instead of using another ace 60’s tab from Andrew Rogers, but you started with only the low E string and had to gradually unlock the other five. Mario Maker wants you to learn by experience and example, but if it was that easy we would all already be masterful Mario artists after years and decades of Goomba squashing.
But then the goal isn’t to make us all into dimestore Miyamotos. We can cop his moves but no game could ever teach us his soul. Mario Maker’s goal is to turn us into the Guitar Center employees of the games world: we can maybe learn where the notes go and how to play ‘em, but good luck with the passion and the theory and the experience that makes art possible.
My most successful level is called “Alone Again.” It is an empty cave Mario goes to when he is sad. It has two stars. (You can upload your levels to the internet. People can then give them stars, if they like them.) Nobody has played my follow-up, “Alone Again Or,” where Mario’s empty cave of sadness hosts a surprise visitor. The visitor has wings.