This isn’t readily apparent in this blog, but I am a huge Nintendo fan. For a while, I’ve been considering how I might bring my love of video games into the conversation around writing and dramaturgy. In my mind, there’s a lot of connection between video games and storytelling. How a video game unfolds may require unique parameters, but it’s not so different from how a play or musical unfolds. What the audience experiences in real time is key for both artforms - and yes, I definitely consider video games an artform.
Enter Super Mario Maker 2. With its predecessor on the Wii U, I was fine simply playing the levels that people from around the world have created. But last night, I ventured to create my first level. This brought me back to younger days when I would make mazes for friends to solve. I loved making a puzzle and challenging others. So, naturally, my Mario level is a puzzle, a maze. I’m not sure how many more levels I’ll feel inclined to create, but it was fun considering once again how I would both hinder and help a player as they solve the puzzle I made. Some will find it tricky. Some will find it too easy. But, here’s my first Mario Maker level code, for those Switch owners who might want to try it: