Sadly, as I posted about when I was discussing Super Fresh 2⌒3 World, Nintendo has shut down their servers supporting software for the 3DS and Wii U effective... an hour or two ago.

I had been thinking of writing my thoughts and feelings about the game and this impending shutdown for ages but the last few months have gotten away from me - not in the context of my gaming activities (or blogging) but professionally. This evening, however, it seems like I ought to make the time for it! I haven't got any of my own brilliant videos or screen captures for the occasion so if I've got any nice graphics in here, they are either stolen (shh) or added in later.

When my family was newly growing, I had a period of sparseness with regards to gaming. I mostly had a hiatus partway through the Wii's console generation, and I was a late adopter to the Wii U, having a break when my kids were really young. I actually ignored Smash 4 coming out, even though I loved Melee, followed the hype for Brawl, and adore Mega Man. The Wii U hadn't caught my fancy in the least until I started hearing whispers about Super Mario Maker. I guess I couldn't hide my excitement and even though I never asked for it explicitly, my wife bought me a Wii U with Super Mario Maker for Christmas in 2015.
My Mario Maker goodies! The idea booklet is actually pretty well-used.

I haven't editorialized on this very much on this site yet, and probably will, but I am mildly obsessed with user-generated content. I was making maps for videogames before I even owned a console. It's part of the reason I love romhacking communities so much! For me, with many games, it's not unlikely that I may have spent more time creating crap for the game than playing the game normally. Usually, I don't even have anyone to share this content with. Regardless, we all know Nintendo has first-party titles of a quality that is rarely matched. I knew that this game was going to be fantastic. And it was! I had no big ambitions for what I was going to make, and I'm not sure I made more than one or two truly "good" levels, but the sandbox is what I wanted, and I got it. I played a lot of other folks' levels, too.
This was my first uploaded level; kind of a big mess. My pixel art EarthBound cow was oddly popular.

As I said, when Super Mario Maker was new, my family was growing. My oldest sons could still have been considered toddlers at the time, and it was funny getting into building levels and playing infinite numbers of other folks' levels while my kids were in this developmental stage. I mean, if they wanted to try, it was really easy to make them a stage they could beat and enjoy. And if I gave them the gamepad, they could scribble out a stage and then I could beat it. Supposing that gaming continues to matter to them, Super Mario Maker was an important early game in their lives. On a related note, a fair number of my levels were of downright dubious quality, such as "My 3-Year-Old vs. Bowser" and a few others along those lines.
"My 3-Year Old Vs. Bowser" - a very, very easy Bowser fight. Bowser is stuck when the level starts. You can just run right.

I think at least some of my children share my love of user-generated content, although it's unclear whether they think about it or not. They have spent many, many hours making courses in Super Mario Maker and its sequel and I'm not sure any of them have ever beaten a hard run. Very infrequently do they actually check out random levels. I find similar habits in other games, too. This game was an interesting way to indulge in their creativity. It still is, too, as long as they don't care to upload anything! It's not like we've stopped playing Super Mario Maker entirely since the upload feature was shut down last year.

In 2016 and 2017, I also made a few levels strictly for a playful form of communication; back when Twitter was in its golden age, I was regularly communicating with students of mine using the platform, so I would share levels. I made one level called "Level For My Students" that spelled out that they should stop gaming and get back to work. There were a few students that I legitimately connected with over Super Mario Maker around this time... even getting faculty reviews that were like, "Kyle is a great teacher but he can't kaizo worth a damn".

Another of my levels that was uploaded for a short time was a literal pregnancy announcement! Amazingly, mine was not the only Super Mario Maker-based pregnancy announcement I saw in its heyday.
"EXPE"CTING

What did I like about Super Mario Maker? The editor really was very easy to use, and made excellent of the Wii U's freaky gamepad as a controller. If they had to limit the game to just four game styles, they picked an excellent four, and they represented those source games well. Building was excellent fun. I didn't feel like the game was missing much, with slopes being the only truly notable omission from my point-of-view. The 100 Mario Challenge was excellent, and reasonably fun to play on all difficulty levels, and that is something that Super Mario Maker 2 failed to recapture. As with anything with this much user-generated content, there is a lot of crap out there... but it never felt like it took too long to stumble across some gold, at least in my own experience. My favourite thing to do was play random things until I got a "lead" on a creator who really tried, and then stalking that creator and playing everything they did.
In the final days of Super Mario Maker, I downloaded several levels by a person named Reus. Reus' 1-1 is called "Plumbers Never Die".

Probably my own best level was "Giant Kitchen", which I later made a copy of called "Red Coins in the Giant Kitchen" with forced red coins in order to get the player exploring a bit more. Y'all know I love a good level made to resemble giant things, and this felt right out a Tom & Jerry game. Shortly after Super Mario Maker 2 came out, I tried to re-create it, block-for-block... which means this is still playable, sort of! You can access it on SMM2 with level code W5R-20S-N6G.
"Red Coins in the Giant Kitchen" from Super Mario Maker.
The NEW Giant Kitchen.

Shortly before writing this, I happened to watch the end of Ryukahr's last stream that he played until the servers went down. The fun streamers of these games are another thing that I'm thankful for. I remember the early days of my oldest son and I watching Ryukahr (and later, DGR and occasionally others) when the littler kids went to bed and getting him all primed on his swear words (Ryu swore a lot more in his earlier days). It is weird how many memories can emerge from a game and its related communities.
Wyldstar very proudly rockin' Ryukahr merch a few years ago.

It really does feel pretty sad... but there isn't much that is lost here, really, I guess. I mean, Super Mario Maker 2 is still going strong, in its own way... and there's always hacks! However, I think Super Mario Maker is/was an important game... and I'm not sure SMM2 fully captures every aspect of its magic, especially for me personally.

The idea of a legislation allowing people who buy software to use and support it independently if the vendor stops supporting the service is intriguing to me.
My whole family loves Super Mario Maker (and its sequel). When my kids were a bit younger, I was busy enough that I almost skipped an entire console generation from the late-Wii era through the Wii U (to say nothing of other contemporary consoles), but I did end up getting a Wii U as a very late adopter. The game that made the decision for me was the original Super Mario Maker. I am pretty big fan of easily-accessed user-generated content and coming from a developer like Nintendo I just felt like it was going to be magic, and in my opinion, it was.

There's a lot I can say about the original Super Mario Maker, and with the Wii U online servers closing completely in just a couple of months perhaps I will. But for now I want to talk about what my kids and I have done recently with Super Mario Maker 2.

Some Background / Why?

There's a niche-but-not-small community of YouTubers (and Twitch streamers) who are quite dedicated to playing Super Mario Maker 2 levels. Some are very skilled (like LilKirbs) and some are... kinda skilled, but also just really likeable (like DGR). My kids and I have been watching DGR and Ryukahr for years, since maybe a year after the original Super Mario Maker came out. They are super fun to watch.

In the Super Mario Maker community, it's somewhat of a meme that people like making new versions of the original 1-1 from Super Mario Bros. There are thousands of these, and in normal play you're incredibly likely to come across someone else's "1-1 with a twist" or whatever. Well, in November of 2021, DGR made a series of videos of him playing an entire 40-course Super World of levels that were different versions of 1-1 by WarSpyKing. These videos - and these levels with variations of 1-1 - were just fantastic content.

DGR went on to play a 1-2 Super World (which was still good, but not as glorious) and a second 1-1 Super World (which was only okay), and much more recently played a bunch of 1-3 reimaginings.

The Project / What?

My kids and I watched DGR playing the second 1-1 Super World via YouTube in August 2023, shortly after it was released. We've found these delightful, but it was also generally fun how many of these things were coming together. I said aloud to my kids, "Wouldn't it be funny to make 40 different versions of just the dumbest, lamest Super Mario Bros. level?"
My kids had good familiarity with courses from the original Super Mario Bros. from the Super Mario 35 days, so they knew the options. There are a few that are just sort of flat and linear. I was jokingly saying, "What about Super 5-1 World?" - I didn't even remember what 5-1 was. But eventually I said, "How about the bridge with the fish? What is that, 2-3?". And my youngest son was excited and started coming up with idea: How about the fish are goombas? How about the fish are hammer bros.?

This is where the project started: make 40 different versions of the most boring Super Mario Bros. level.
I don't really believe "the fish level" is truly the lamest or most boring level in Super Mario Bros., by the way - it is memorable at least - but this is how the idea came into being.

The Makers / Who?

This Super World was a collaborative project between myself (FreshFeeling) and my three children, Wyldstar, FlamingXP, and CannonTrys.

Wyldstar has got a pretty solid YouTube presence, including one prior, rather old video about his own Super Mario Maker 2 Super World.

My younger kids (currently going by FlamingXP and CannonTrys) have appeared in Wyldstar's videos from time to time but they aren't really organized enough to have an online presence of their own yet.

All three of my sons seem to like creating levels a lot more than they like playing levels... but they aren't clueless when it comes to Mario games, having played chunks of Super Mario Bros. Wii and Super Mario Bros. U with some success and Super Mario Bros. 3 with relatively little success before my wife gets mad at them for mansplaining to her.

We all love Mario but I don't think any of us are amazingly skilled; we wanted this Super World to have a reasonable level of challenge but probably not quite the level of difficulty of WarSpyKing's Super World. It's still probably a bit on the easy side, but with some outliers.

The Method / How?

It started with a sheet of paper and some verbal brainstorming. Everyone, just shout your ideas and let's see if we can come up with at least 40 reasonably good ones... or even some bad ones, and then we'll narrow it down.
The original, very messy sheet of 40+ ideas.

Next, I made as exact of a recreation of 2-3 as I could in Super Mario Bros. (SMB1) style.
2-3 but it's normal in SMB1 style, unuploaded. 2-3 but it's normal in SMB1 style in the editor.
We had a few ideas that were going to make use of Super Mario 3D World (SM3DW) style as well, so we made a generic version of that.
2-3 but it's 3D level data, not uploaded. 2-3 but it's 3D, in the editor.

Both of these required just a bit of artistic liberty: we had to change the height of the level by one block for the tree platforms to look good, and then the arcing jump of the cheep cheeps wasn't effective - and cheep cheeps don't have that high, semi-randomized jump like in SMB1 here. Thus, there are some normal placed cheep cheeps as well as a few that fall somewhat arbitrarily using rails.

Because of how uploads and copies work in Super Mario Maker 2, we then made 40 copies of these two "template" courses and just gradually starting working on ideas from our list. Some ideas were more well-formed than others! I made most but each of the kids directed at least a couple of them, and we shared ideas and playtested each others' levels throughout.

The Product / When?

Given that uploaded levels can't be modified, and given a desire for some level of consistency with descriptions and general quality, we all agreed that we weren't going to upload any of the levels until they were all pretty much done. That day came on September 23rd, 2023 when Wyldstar started clear checking the levels. That same day we started building the Super World itself. It was ready by the end of September.
Each world design in the Super World is designed to resemble a bridge.

On September 11th I dropped a single message about this project on DGR's Discord. Wyldstar and I talked about editing together an epic, attention-grabbing trailer but it never materialized, so as far as I know nobody has really played it. Maybe we'll still put something together but we haven't for a few months so... it seems doubtful. We'd really love DGR to play it but we're not sure how to beg.

What's silly about this is, as we said, DGR has played a selection of 1-3 levels by 🇲🇽 1 ⇔ 3 since we made these, and many of the ideas that we had that ended up used in these levels! Some of our ideas were really original back in August and September of 2023 and apparently used by others since. Oh well. It's not like everything we did was 100% original either.

Play It! / Where?

For the occasion, I changed my Super Mario Maker 2 profile name from Freshy to Fresh 2⌒3. For some reason it didn't let me use any of the usual punctuation. You can find Super Fresh 2⌒3 World using the code 9RD-GP7-VGG in Super Mario Maker 2. As I said in my Year in Review, the "VGG" must stand for "Very Good Game".

Highlights!

2-3 but it builds Itself (251-FY2-G2G)

This is one of the first levels where I've looked up a piece of level-design trickery that interested me to adapt it. Wyldstar helped me a lot with this, including finding a level with the "builds itself" action happening. I wasn't able to use the technique we observed verbatim, but we found a way to make it work and I think it's cool to see and fun to play.
The structure of the first automatic build in this course. A snippet of the "builds itself" level as shown in Wizulus' SMM2 viewer.

2-3 but it's 1-1 (VC6-MXR-S4G)

This probably isn't the most original thing ever - in fact, I did something like this years ago in my own 1-1 remakes. I basically took 1-1 and put its blocks atop the bridges of 2-3 in a way that felt natural for the geometry of both. Honestly, I think it kind of works.

2-3 but ACTUALLY upside-down (GKX-FYP-SHG)

The funny thing about this sort of level design is that, while most of these levels are built using the templating approach mentioned above, some of them can't be. To create this one, the level had to be created again to resemble 2-3 visually while playing as an upside-down level... which meant quite literally building it upside-down. This is the one where we later saw that 🇲🇽 1 ⇔ 3 did the exact same thing with 1-3 months later and at least one of my young collaborators was upset about it.
Mario is upside down under the bridges, which is trippy.
This level also serves as a bit of a punchline, coming after 2-3 but it's upside-down in the Super World, which is just straight-up upside-down (?) gameplay.

2-3 but it's a love story (GMK-560-DTF)

When you're browsing easy levels or "most popular" levels you'll often come across these levels that are some kind of novelty, cinematic things. There were a good handful of love story levels that existed early on in Super Mario Maker 2's lifecycle. We decided we could riff on this using 2-3's ubiquitous cheep cheeps. FlamingXP came up with the narrative and I made the level. It was my first time making something of this sort and I think I did okay!

The narrative I was given was along the lines of: there's a boy fish and a girl fish, and the boy fish likes to fight... but one day a bunch of boy fishes all come chasing the girl fish and the boy fish has to fight them off, and she thinks he died, but he didn't. Yes, I know, that's very heteronormative and cliche. Don't worry, I've addressed that with the kids. When you play the level it's very hard to determine the genders of the cheep cheeps anyway.
Cheep cheeps in love.

2-3 but it's the wild west (GY2-912-Y7G)

This one is just a nice example of the theming being different that I wanted to make. I have always found the idea of goombas and koopas with guns inherently funny anyway. We didn't do many with this sort of theming. It concludes with a big shoot-out with Boom Boom in the saloon.
This is clearly an old west saloon.

2-3 but it's hamburger pixel art (DQ7-M6L-NNF)

I once made a Super Mario Maker (1) level named Hamburger Quest that was just a bunch of pixel art hamburgers and I always thought it was pretty great. I even made a sequel, Hamburger Quest 2, on CannonTrys' SMM2 profile. Strangely, this is not very unique: there are good few SMM2 levels that match search for "quest" and "hamburger". Super Hamburger World, anyone?

Anyway, in this course each of the bridges in 2-3 is replaced with a delicious hamburger.
Bridges are replaced with hamburgers.
The variety of sizes and toppings and different choices of route make this kind of fun. The tiny bridges near the end are sliders.

2-3 but it's a superball thing (SGJ-F5H-57G)

This one is notable, I think, for being made entirely by CannonTrys with a bit of coaching from me. CannonTrys is quite young but he found ways to insert a fair number of superball puzzles into the existing framework of 2-3.

2-3 but with brittle bridges (4BC-C86-J9G)

This is one of two or three levels where I actually credited WarSpyKing with the idea as it was pretty much entirely based around one of his 1-1 ideas, 1-1 but it's spin 2 win. It suits 2-3 very well though! It is also one of four or five levels on the more challenging side (such as Wyldstar's 2-3 but it's trolly), having taken us a good few attempts to clear.

2-3 but it's a NSMB speedrun (VWS-Q3P-9PG)

I have never attempted to make a traditionally-styled New Super Mario Bros. U-styled speedrun level, but these things tend to dominate the lists of popular courses. There's a certain style the most mainstream ones adhere too, and I think we did a great job embedding 2-3 into that style.

2-3 but DID YOU KNOW..? (VWG-3BS-CXG)

This is a whole meta-DGR-meme-reference-mess. He's got a schtick where every time he plays a level that features the goomba mask, he recites aloud the little-known fact about the goomba mask: if you crouch while walking while wearing a goomba mask, you walk at the exact same speed as a goomba. I think the way this happened is he didn't realize he had already said it the first couple of times, until his audience started to point out how repetitive it was and that itself became funny... but I'm not in-the-know about DGR's community so really I'm not sure. Almost every time it happens it starts with a specifically-toned, "DID YOU KNOW...".

Here's an arbitary example:

Anyway: I say it's a little known fact, but to DGR's main audience it's like... the most known fact.
We based a whole level around this gimmick. You absolutely need to get a goomba to the end to win, which requires a goomba walking across the entire level, so the fastest and easiest way to do that is to goomba walk across the entirety of this slightly modified 2-3. I don't think it's fun... but that's sort of the point.

2-3 but it's tanks (23G-QDF-5LG)

The kids didn't really seem to understand this, but I really like the "feel" of the tank levels in SMB3 and replacing each bridge with a representation of a tank was really effective for that. I think this is just a really good level, and the cheep cheeps fit right in.

2-3 but it's the FINAL BOSS (BKR-DN0-DTF)

This was designed by Wyldstar... but if you look back at our original list of ideas, one of CannonTrys' most-requested ones was having a porcu-puffer in the level.
"all The fish are porcuff r"
Wyldstar put together a great level that did what his brother wanted and was also a really good culmination of the different versions of 2-3, and I think it's quite effective as a finale.

Conclusion

I hope you'll play our Super World! It was a fun project, although a bit unfortunate that we didn't do something to hype it up sooner. We'd really like DGR to play it.

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