

We saw it collapse and then watched as a gang of Toads and Toadettes set out to rebuild it.

The stages created by Nintendo are linked together within a peculiar story mode dealing with the reconstruction of Princess Peach's castle. And yet we have but scratched the surface. Not to mention the main addition - Super Mario 3D World is now a game style template. As stated in its Nintendo Direct, there are more tools, new items, backgrounds and more elements to use, along with new characters and multiplayer features, more ready-made content and easier ways to share your ideas and enjoy the ideas of other players. Rather than a sequel, we've been shown some sort of enhanced version of the original game, which takes all the above and adds to the already existing experience.

The idea was outstanding at the time of release, but it turns out that it had plenty of room for improvement, as we've realised after sitting down to play Super Mario Maker 2 for a few hours. The game was such a well-rounded experience with a guide to help start you off, a few sample stages to play and experiment with, and a chance to share your creations online. Nintendo gave us a valuable tool to put all this knowledge into practice with Super Mario Maker for the Wii U and Nintendo 3DS - the long-awaited level editor with a family-friendly approach that its creator, Shigeru Miyamoto, so fervently supports. We've picked up tactical positioning, like where on a map would be the best spot to place an enemy, we've learned how to chain a few jumps or where to lay an unexpected trap that puts the player's skill to the test. We've spent so many evenings playing Super Mario non-stop and so many years dashing and hopping from block to block that it's not strange to assume that along the way we, even if by force of habit, have learnt something about level design from one of the best 2D platformers ever.
