Top 10 Games That Should Have The Mario Maker Treatment
Top 10, Watchmojo, Super Mario Maker, Video Games, Mega Man, The Legend of Zelda, Castlevania, Mario Kart, Sonic The Hedgehog, Crash Bandicoot, Prince of Persia, Lego, Shovel Knight, Metroid, Contra,
Script written by Kurt Hvorup
With the release of Super Mario Maker, the question of what other game series should be adapted in this manner looms overhead. Join http://www.WatchMojo.com as we countdown our picks for the Top 10 Games That Should Have The Mario Maker Treatment.
As the title suggests, we're looking at those games and series, new and old, that would be best suited to user generated content-based games. We'll be excluding games that already have an official map editor, so if you’re looking for “Portal:” Jump on Steam and go play it right now.
When many gamers think of Prince of Persia, their first thought would probably revolve around The Sands of Time series. However its first two titles we’re both remarkable puzzle/platformers with a strong emphasis on character momentum, swordplay combat, and switch based traps. Considering how popular puzzle solving themed levels are in Mario Maker, there would certainly be a market out there for unique creative levels. Besides its not like Ubisoft is doing anything with series right now, so what’s the worst that could happen?
Here, the appeal is malleability of formula. Ever since the release of the first “Lego” branded video game, 1997's “Lego Island”, the broader franchise's diversity has expanded in magnificent fashion. From racing games to open-world titles, from original works to reliance on licensed properties such as “Star Wars”, these games have shown their versatility. Yet “Lego” games are also rooted in a distinct plastic-esque visual style and a mixture of puzzle and platforming mechanics that would allow players a workable jumping-off point. Think Lego Dimensions meets Lego Worlds: you could make your own mashup of your favourite Lego properties!
Though fresh-faced and new to the market, this retro-themed game has plenty to offer in a hypothetical maker gamer. “Shovel Knight”, developed by Yacht Club Games, is a 2014 side-scroller that blends 8-bit graphics and a simple colour scheme with deceptively deep shovel-based combat. Its mix of classic and modern design techniques would make user-created levels an intriguing prospect. We’ve already seen how creative Mario Maker players can get with using flying enemies as platforms – now let’s see what they can do with the Knight’s pogo-shovel.
We'd like to run at the speed of sound once more, if that's alright. From its inception, the “Sonic” games have been all about distinguishing themselves from its peers; where other platformers are about precision and caution, Sonic The Hedgehog is about visceral speed. The fact that the early games maintained a consistent cartoon-esque art style, while introducing elements such as the Chaos Emeralds, adds to the appeal of a creator-centric “Sonic” game. The plethora of characters from which to cull, the impact of speed-affecting obstacles and boosts, the colourful and variable nature of stages... it's hard not to yearn for it all. You thought those Auto-Levels in Mario maker were dizzying? Image if they were Sonic stages…
Whips, monsters and imposing castles – together the makings of something excellent. “Castlevania” established very quickly what its angle was: tightly-built action-platforming titles, framed around Gothic architecture and Universal Horror iconography. With the early games being released for the Nintendo Entertainment System, this translates into easy-to-convert sprites and backdrops not that far removed from those of “Super Mario Maker”. As an added bonus, a hypothetical “Castlevania” makergame would have access to role-playing and metroidvania map design features popularized in the series by “Castlevania: Symphony of the Night” for the more professional makers at heart. It'd certainly be interesting to see what players do with those mechanics.
The Nintendo Entertainment System game “Metroid” put forth a different type of platformer from its contemporaries. As bounty hunter Samus Aran, players explored dark and solitary environments, having the freedom to backtrack as they saw fit and often being faced by hostile alien creatures. This combination of a grim atmosphere, unusual but iconic creature designs, and non-linear gameplay could allow for some of gaming's most unique player-created settings. We’ve already seen a Metroid inspired level in Mario Maker – so just imagine the creative possibilities of Metroid’s non linearity and oppressive atmosphere.
Time for some run-and-gun action. Originally released to arcades by Konami in 1987, “Contra” delivered a side-scrolling experience based around multi-directional gunfire, collectable power-ups and perspective-shifting levels. The resulting variety in visuals, level gimmicks and items would provide creators with countless options – while still adhering to the measured gunplay of the early “Contra” games. Devlishly difficult levels are the king of Mario Maker these days, so why not give the same treatment to the king of devilishly hard shooters.
If there is a key progenitor of action-adventure, this may well be it. The original “Legend of Zelda” relied on simple grid-based maps for its overworld and dungeons, yet succeeded through the instantly-iconic and non-linear nature of its realm. Granting players access not only to that free-form design but the attached visuals – which spawned enduring creatures such as the Octorok – would make for a worthy equal to “Super Mario Maker”. There IS currently an unofficial Legend of Zelda Maker out there currently in alpha, and though it lacks that fine quality touch that Nintendo does so well it just goes to show that this idea isn’t so our there.
Ah, to drive until the engine screams. This spin-off series of the “Mario” franchise has long defined the kart racing genre, from its embrace of mid-race weapons to its all-star roster of characters. To that effect, a “Mario Kart” maker title would be appropriate just to capitalize on the widespread nature of the genre alone. However, the recognizable iconography would be just as effective at drawing in new creators, both because of the draw of fan-favourite characters and the potential for intriguing inclusion of every iconic racing track in … well any game out there. Plus, LittleBigPlanet Karting already showed us that you can still make 3D race track creation easy and fun.
Before we unveil our top pick, here are a few honorable mentions:
“Rayman” series (1995-)
“Bubble Bobble” series (1986-)
“Kirby” series (1992-)
“Crash Bandicoot” series (1996-2010)
The “Mega Man” games, from the very beginning, have been renowned for their colourful levels, varied bosses, and challenging yet rewarding action. Not unlike the “Super Mario Bros” games, this series' roots in NES-era graphics and platformer design theoretically means the game could be translated into a maker game. The recognizable style and easily-grasped stage design of “Mega Man” games would allow for creativity within the given constraints. In fact, there already was a Megaman creation game in development known as “Megaman Universe” that would have allowed for players to make their own Megaman stages while also allowing for the use of other iconic Capcom characters like Ryu and Arthur, but for reasons Capcom didn’t disclose, the game was Cancelled. You know where to send your letters of disapproval…
Do you agree with our list? What games do you think should get the Mario Maker treatment? For more idealistic Top 10s published daily, be sure to subscribe to WatchMojo.com.
Top 10 Games That Should Have The Mario Maker Treatment
With the release of Super Mario Maker, the question of what other game series should be adapted in this manner looms overhead. Join http://www.WatchMojo.com as we countdown our picks for the Top 10 Games That Should Have The Mario Maker Treatment.
As the title suggests, we're looking at those games and series, new and old, that would be best suited to user generated content-based games. We'll be excluding games that already have an official map editor, so if you’re looking for “Portal:” Jump on Steam and go play it right now.
#10: “Prince of Persia” Classic Series (1989-93)
When many gamers think of Prince of Persia, their first thought would probably revolve around The Sands of Time series. However its first two titles we’re both remarkable puzzle/platformers with a strong emphasis on character momentum, swordplay combat, and switch based traps. Considering how popular puzzle solving themed levels are in Mario Maker, there would certainly be a market out there for unique creative levels. Besides its not like Ubisoft is doing anything with series right now, so what’s the worst that could happen?
#9: “Lego” series (1997-)
Here, the appeal is malleability of formula. Ever since the release of the first “Lego” branded video game, 1997's “Lego Island”, the broader franchise's diversity has expanded in magnificent fashion. From racing games to open-world titles, from original works to reliance on licensed properties such as “Star Wars”, these games have shown their versatility. Yet “Lego” games are also rooted in a distinct plastic-esque visual style and a mixture of puzzle and platforming mechanics that would allow players a workable jumping-off point. Think Lego Dimensions meets Lego Worlds: you could make your own mashup of your favourite Lego properties!
#8: “Shovel Knight” (2014)
Though fresh-faced and new to the market, this retro-themed game has plenty to offer in a hypothetical maker gamer. “Shovel Knight”, developed by Yacht Club Games, is a 2014 side-scroller that blends 8-bit graphics and a simple colour scheme with deceptively deep shovel-based combat. Its mix of classic and modern design techniques would make user-created levels an intriguing prospect. We’ve already seen how creative Mario Maker players can get with using flying enemies as platforms – now let’s see what they can do with the Knight’s pogo-shovel.
#7: “Sonic The Hedgehog” series (1991-)
We'd like to run at the speed of sound once more, if that's alright. From its inception, the “Sonic” games have been all about distinguishing themselves from its peers; where other platformers are about precision and caution, Sonic The Hedgehog is about visceral speed. The fact that the early games maintained a consistent cartoon-esque art style, while introducing elements such as the Chaos Emeralds, adds to the appeal of a creator-centric “Sonic” game. The plethora of characters from which to cull, the impact of speed-affecting obstacles and boosts, the colourful and variable nature of stages... it's hard not to yearn for it all. You thought those Auto-Levels in Mario maker were dizzying? Image if they were Sonic stages…
#6: “Castlevania” series (1987-)
Whips, monsters and imposing castles – together the makings of something excellent. “Castlevania” established very quickly what its angle was: tightly-built action-platforming titles, framed around Gothic architecture and Universal Horror iconography. With the early games being released for the Nintendo Entertainment System, this translates into easy-to-convert sprites and backdrops not that far removed from those of “Super Mario Maker”. As an added bonus, a hypothetical “Castlevania” makergame would have access to role-playing and metroidvania map design features popularized in the series by “Castlevania: Symphony of the Night” for the more professional makers at heart. It'd certainly be interesting to see what players do with those mechanics.
#5: “Metroid” series (1987-)
The Nintendo Entertainment System game “Metroid” put forth a different type of platformer from its contemporaries. As bounty hunter Samus Aran, players explored dark and solitary environments, having the freedom to backtrack as they saw fit and often being faced by hostile alien creatures. This combination of a grim atmosphere, unusual but iconic creature designs, and non-linear gameplay could allow for some of gaming's most unique player-created settings. We’ve already seen a Metroid inspired level in Mario Maker – so just imagine the creative possibilities of Metroid’s non linearity and oppressive atmosphere.
#4: “Contra” series (1987-)
Time for some run-and-gun action. Originally released to arcades by Konami in 1987, “Contra” delivered a side-scrolling experience based around multi-directional gunfire, collectable power-ups and perspective-shifting levels. The resulting variety in visuals, level gimmicks and items would provide creators with countless options – while still adhering to the measured gunplay of the early “Contra” games. Devlishly difficult levels are the king of Mario Maker these days, so why not give the same treatment to the king of devilishly hard shooters.
#3: “The Legend of Zelda” series (1987-)
If there is a key progenitor of action-adventure, this may well be it. The original “Legend of Zelda” relied on simple grid-based maps for its overworld and dungeons, yet succeeded through the instantly-iconic and non-linear nature of its realm. Granting players access not only to that free-form design but the attached visuals – which spawned enduring creatures such as the Octorok – would make for a worthy equal to “Super Mario Maker”. There IS currently an unofficial Legend of Zelda Maker out there currently in alpha, and though it lacks that fine quality touch that Nintendo does so well it just goes to show that this idea isn’t so our there.
#2: “Mario Kart” series (1992-)
Ah, to drive until the engine screams. This spin-off series of the “Mario” franchise has long defined the kart racing genre, from its embrace of mid-race weapons to its all-star roster of characters. To that effect, a “Mario Kart” maker title would be appropriate just to capitalize on the widespread nature of the genre alone. However, the recognizable iconography would be just as effective at drawing in new creators, both because of the draw of fan-favourite characters and the potential for intriguing inclusion of every iconic racing track in … well any game out there. Plus, LittleBigPlanet Karting already showed us that you can still make 3D race track creation easy and fun.
Before we unveil our top pick, here are a few honorable mentions:
“Rayman” series (1995-)
“Bubble Bobble” series (1986-)
“Kirby” series (1992-)
“Crash Bandicoot” series (1996-2010)
#1: “Mega Man” series (1987-)
The “Mega Man” games, from the very beginning, have been renowned for their colourful levels, varied bosses, and challenging yet rewarding action. Not unlike the “Super Mario Bros” games, this series' roots in NES-era graphics and platformer design theoretically means the game could be translated into a maker game. The recognizable style and easily-grasped stage design of “Mega Man” games would allow for creativity within the given constraints. In fact, there already was a Megaman creation game in development known as “Megaman Universe” that would have allowed for players to make their own Megaman stages while also allowing for the use of other iconic Capcom characters like Ryu and Arthur, but for reasons Capcom didn’t disclose, the game was Cancelled. You know where to send your letters of disapproval…
Do you agree with our list? What games do you think should get the Mario Maker treatment? For more idealistic Top 10s published daily, be sure to subscribe to WatchMojo.com.
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