![]() Thankfully, you'll find no such slipshod conversion here. And Hyrule Warriors Legends was, to quote my own review, a "neat party trick," but it definitely wasn't the optimal way to experience the game. for 3DS did that game no favors, and in fact its limitations crimped the Wii U game by forcing the exclusion of popular characters. It hasn't happened often, but the handful of precedents for this adaptation have done little to inspire confidence. Now, here's the real surprise: Super Mario Maker for 3DS manages to be an essential purchase regardless of this infuriating exclusion.Ī big part of my lack of enthusiasm for this port comes from Nintendo's spotty history of converting Wii U games to 3DS over the past few years. It is a huge black mark against this version of the game regardless of whether it actually does have to do with technical limitations or simply emerged from Nintendo's compulsive nanny-state urges, it greatly diminishes the longevity and appeal of the concept of a portable Super Mario Maker. Instead, you're limited to sharing single levels via Street Pass - assuming you can find anyone in the Year of our Lord 2016 who still carries a 3DS with them to Street Pass. In practice, it proves to be a downright baffling omission you can download a seemingly endless array of community-created stages, so why has Nintendo removed the upload option? Also, annoyingly, the download feature gives you stages at random this version lacks the search functions of its console sibling, which is pretty pitiful considering how limited those were in the first place. It does, in fact, undercut much of what makes Super Mario Maker such an incredible and addictive creative venture. Let there be no question, though: The loss of proper sharing features sucks. ![]() Much to my surprise, now that I've played it, my feelings for this adaptation have swung back over to "enthusiasm." With Super Mario Maker for 3DS, Nintendo has put together, without question, its finest console-to-handle conversion ever. So it was with something akin to dread or resentment that I dove into what would surely prove to be a compromised, ill-considered 3DS overhaul of my favorite game from 2015. Creating levels is all well and good, but as anyone who farted around with level-creation modes in old NES games with no save or network features knows, the joy of creation comes in sharing. I seem to recall Nintendo has said this has to do with technical limitations - the 3DS's more modest processor and RAM making it incapable of juggling some of the more elaborate creations the Wii U game could produce - but whatever the reason, it really seems to undercut the basic appeal of the game. Instead, the 3DS version limits players to downloading "recommended" courses from Nintendo and swapping their portable creations via Street Pass. That brief candle went out a few days later when they revealed the 3DS version would lack what was by far the most compelling element of the Wii U game: The ability to share level creations online. Nintendo went ahead and announced a 3DS port regardless, though, and I experienced a flicker of excitement. While a 3DS version would be OK, I realized, it doesn't make sense to undermine the Wii U's shining moment by releasing a compromised adaptation of that game. After playing the final game, however, I came to appreciate the fact that it presents the single greatest case for the Wii U game pad ever created. In the very beginning, I desperately wanted a portable counterpart to the Wii U version I even bugged producer Takashi Tezuka about it. I have had, shall we say, a tempestuous relationship with Super Mario Maker for 3DS. ![]() Some content, such as this article, has been migrated to VG247 for posterity after USgamer's closure - but it has not been edited or further vetted by the VG247 team. This article first appeared on USgamer, a partner publication of VG247.
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