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The archive · Games & Play · Product decision · 2015–2016

Super Mario Maker turns Nintendo's level editor into the game — 1M courses in week one

For Mario's 30th, Nintendo sold its own level editor as a consumer game — players made 1M courses in week one and 7.2M by May 2016.

Nintendo

The ideaSell players the very tool Nintendo designers use: an intuitive drag-and-drop editor where creating, sharing and playing Mario levels is the game itself.substantial

What it had to solve

Mario turned 30, and Nintendo had never put an official level editor for its platformers into consumers' hands. The team built a Wii U game around a toolkit that could reproduce Mario's look and physics from the original 8-bit era through the modern New Super Mario Bros. style.

How it works

In 2015 Super Mario Bros. turned 30. Where other publishers might have released a retrospective or a making-of documentary, Nintendo's answer was Super Mario Maker: a Wii U game whose whole point was putting the tools for creating Mario levels into the hands of fans, with the look and physics of the series from its original 8-bit era through the modern New Super Mario Bros. style.

The editor runs on the Wii U GamePad — players drag and drop among 60 building blocks, from ground tiles to enemies, which unlock over nine days so newcomers are not overwhelmed. Levels can be tested instantly, and a creator must complete their own course before it can be uploaded to Nintendo's servers, a built-in quality gate that kept every shared course playable.

The idea landed immediately: worldwide, more than one million player-made courses were uploaded in the launch week, and the game entered the UK charts at No. 2 behind Metal Gear Solid V. Reviewers scored it an 89 Metacritic average — Polygon gave it 9.5 and called it 'a hands-on history lesson', writing that where other publishers release documentaries of their golden era, Super Mario Maker 'lets you do the making of'.

By May 2016 Nintendo of America reported 3.5 million copies sold and 7.2 million community levels created, and the concept proved durable enough to become its own franchise: a Switch sequel, Super Mario Maker 2, was announced in February 2019.

Why it lands

  • It trusted the audience with craft: Nintendo's famously guarded level-design tooling became the product itself, framed as the fitting gift for the series' 30th anniversary.
  • The constraints were the design: building a toolkit around four classic Mario styles with a nine-day unlock schedule made creation approachable instead of overwhelming.
  • The upload rule turned every creator into a player first — finishing your own level before sharing guaranteed the community a steady stream of completable courses.
  • It turned three decades of brand history into creative material: players learned what makes a great Mario stage by designing terrible ones, deepening their appreciation of the originals.

What it did

More than one million player-made courses were uploaded worldwide in the launch week, and the game entered the UK chart at No. 2 behind Metal Gear Solid V. Reviews averaged 89 on Metacritic — Polygon called it 'a hands-on history lesson' and scored it 9.5 — and by May 2016 Nintendo reported 3.5 million copies sold with 7.2 million community levels created.

VideoWatch the E3 2015 launch trailer

What you can take

Instead of a making-of documentary, ship the making-of as a product: handing trusted craft to the audience turns your most guarded asset into a community's playground.

Since then

Nintendo kept feeding the tool after launch with new character costumes, and the model proved it could carry a franchise: Super Mario Maker 2 was announced for Nintendo Switch in February 2019. The original's 3.5 million copies and 7.2 million shared courses made it one of the biggest successes of the Wii U generation, and it became the reference point for treating a professional editor as a consumer product with infinite, community-made content.

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