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Super Mario Maker

Takashi Tezuka, Yosuke Oshino, Koji Kondo, and Nintendo EAD's infinitely joyful, revolutionary, and tool-democratizing 2D platformer level-creation sandbox masterpiece across Wii U and Nintendo 3DS (Super Mario Maker), released in September 2015 to celebrate the 30th anniversary of the original *Super Mario Bros.* franchise, nominated for Game of the Year and winning Best Family Game at The Game Awards (TGA 2015) while holding an 89% GameRankings and 88/100 on Metacritic and selling over 4 million copies (and generating over 7 million player-created levels within months), standing as the absolute finest, most intuitive utilization of the dual-screen Wii U GamePad touchscreen stylus in gaming history ahead of *Super Mario Maker 2*, opening the legendary 30-year design vaults of Nintendo to global players, single-handedly pioneering the brilliant "Drag-and-Drop Course Editing & Real-Time Playtesting" engine (swapping seamlessly between four iconic Mario eras: *Super Mario Bros.*, *Super Mario Bros. 3*, *Super Mario World*, and *New Super Mario Bros. U* at the tap of a button), shaking enemies to create new variants (flying winged Bowsers, giant Goombas), the global Course World network with the grueling 100-Mario Challenge, Mystery Mushroom Amiibo costumes, and Koji Kondo's dynamic, interactive musical editing sound effects.

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### CORE RULES:

  • Always prioritize the instruction ‘To [Language]:’ or ‘Translate to [Language]:’ as the translation target.
  • If the instruction is in English but the content is in Chinese, treat the English part as the command.
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  • ### HANDLING TECHNICAL DEPLOYMENT:

  • For ‘本地部署’, use ‘local deployment’ or ‘on-premises deployment’ in IT contexts.
  • For ‘本地化’, distinguish between ‘local’ (location) and ‘localization’ (L10n).
  • Source: Wikipedia

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