Editing Super Mario Maker 2

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{{game infobox
{{game infobox
|image=[[File:SMM2 Box Art.png|250px]]
|image=[[File:SMM2 Box Art.png|250px]]
|developer=[[Nintendo]]<ref name=officialsite>{{cite|url=www.nintendo.com/us/store/products/super-mario-maker-2-switch|title=''Super Mario Maker™ 2'' for Nintendo Switch|publisher=Nintendo Official Site|language=en-us|accessdate=July 1, 2024}}</ref>
|developer=[[Nintendo]]<ref name=officialsite>[https://www.nintendo.com/games/detail/super-mario-maker-2-switch ''Super Mario Maker'' game page]. Retrieved on February 13, 2019.</ref>
|publisher=Nintendo
|publisher=Nintendo
|release={{flag list|Japan|June 28, 2019<ref name=JPRelease>{{cite|language=ja|author=Kai|date=April 25, 2019|url=topics.nintendo.co.jp/c/article/f4960468-6572-11e9-a16a-063b7ac45a6d.html|title=Nintendo Switch『スーパーマリオメーカー 2』の発売日が、6月28日に決定!|publisher=Nintendo|accessdate=April 25, 2019}}</ref>|USA|June 28, 2019<ref name=JUNERELEASE>{{cite|language=en-us|author=NintendoAmerica|url=x.com/NintendoAmerica/status/1121171963001606145|title=Let’s-a go! Let your imagination run wild as you make and play the Super Mario courses of your dreams when #SuperMarioMaker2 launches for #NintendoSwitch on 6/28!|date=April 24, 2019|publisher=Twitter|accessdate=July 1, 2024}}</ref>|Mexico|June 28, 2019<ref>{{cite|url=www.nintendo.com/es-mx/store/products/super-mario-maker-2-switch|language=es-mx|title=''Super Mario Maker™ 2'' para Nintendo Switch - Sitio Oficial de Nintendo para Mexico|publisher=Nintendo|accessdate=July 1, 2024}}</ref>|Europe|June 28, 2019<ref name=UKRelease>{{cite|language=en-gb|author=Nintendo UK|date=April 24, 2019|url=youtu.be/-EyAb0On6vw|title=''Super Mario Maker 2'' - Release date trailer (Nintendo Switch)|publisher=YouTube|accessdate=July 1, 2024}}</ref>|Australia|June 28, 2019<ref name=AURelease>{{cite|language=en-au|url=x.com/NintendoAUNZ/status/1121549326361059328|title=#SuperMarioMaker2 launches on 28/06, with a limited edition bundle incl. the game + #NintendoSwitchOnline 12-month Individual Membership! Pre-order the digital bundle on #eShop or buy the game on launch at selected retailers to receive a bonus stylus (while stock lasts).|publisher=X|accessdate=July 1, 2024}}</ref>|South Korea|June 28, 2019<ref>{{cite|language=ko|url=www.youtube.com/watch?v=GPn-xZbmZ2Q|date=May 15, 2019|title=슈퍼 마리오 메이커 2 Direct 2019.5.16|publisher=YouTube|accessdate=July 1, 2024}}</ref>|HK|June 28, 2019<ref>https://www.youtube.com/watch?v=eKkyCy5Bur4{{dead link}}</ref>|ROC|June 28, 2019<ref>{{cite|date=April 26, 2019|title=Nintendo Switch《Super Mario Maker 2(超級瑪利歐創作家 2)》將於6月28日發售!|url=www.nintendo.tw/topics/article/a_190426_01.html|accessdate=July 1, 2024|publisher=Nintendo Taiwan|language=zh-hant}}</ref>}}
|release={{release|Japan|June 28, 2019<ref name=JPRelease>Kai. (April 25, 2019). [https://topics.nintendo.co.jp/c/article/f4960468-6572-11e9-a16a-063b7ac45a6d.html Nintendo Switch『スーパーマリオメーカー 2』の発売日が、6月28日に決定!]. ''Nintendo''. Retrieved April 25, 2019.</ref>|USA|June 28, 2019<ref name=JUNERELEASE>[https://twitter.com/NintendoAmerica/status/1121171963001606145 ''Super Mario Maker 2'' release date reveal]</ref>|Mexico|June 28, 2019<ref>https://www.nintendo.com/es_LA/games/detail/super-mario-maker-2-switch/</ref>|Europe|June 28, 2019<ref name=UKRelease>Nintendo UK. (April 24, 2019). [https://youtu.be/-EyAb0On6vw ''Super Mario Maker 2'' - Release date trailer (Nintendo Switch)]. ''YouTube''. Retrieved April 24, 2019.</ref>|Australia|June 28, 2019<ref name=AURelease>[https://twitter.com/NintendoAUNZ/status/1121549326361059328 Announcement by official Nintendo AU NZ Twitter]. Retrieved April 25, 2019.</ref>|South Korea|June 28, 2019<ref>https://www.youtube.com/watch?v=GPn-xZbmZ2Q</ref>|HK|June 28, 2019<ref>https://www.youtube.com/watch?v=eKkyCy5Bur4</ref>|ROC|June 28, 2019<ref>https://www.nintendo.tw/topics/article/a_190426_01.html</ref>}}
|languages={{languages|en_us=y|en_gb=y|fr_fr=y|fr_ca=y|es_es=y|es_latam=y|de=y|it=y|nl=y|ru=y|jp=y|kr=y|zh_simp=y|zh_trad=y}}
|languages={{languages|en_us=y|en_gb=y|fr_fr=y|fr_ca=y|es_es=y|es_latam=y|de=y|it=y|nl=y|ru=y|jp=y|kr=y|zh_simp=y|zh_trad=y}}
|genre=Level editor, 2D [[Genre#Platform|platformer]]
|genre=Level editor, 2D [[Genre#Platform|platformer]]
|modes=Single-player, multiplayer
|modes=Single-player, multiplayer
|ratings={{ratings|esrb=E|pegi=3|cero=A|acb=G|usk=0|classind=L|smeccv=A|rars=0+|grac=all|gsrr=p|fpb=7-9|gcam=3|nmc=3}}
|ratings={{ratings|esrb=E|pegi=3|cero=A|acb=G|usk=0|dejus=L|rars=0+|grac=all|gsrr=p|fpb=7-9|gcam=3|nmc=3}}
|platforms=[[Nintendo Switch]]
|platforms=[[Nintendo Switch]]
|format={{format|switch=1|switchdl=1}}
|media={{media|switch=1|switchdl=1}}
|input={{input|joy-con=1|joy-con-horizontal=1|switchpro=1|switchtouch=1}}
|input={{input|joy-con=1|switchpro=1}}
|serials={{flag list|Japan|HAC-BAAQA-JPN}}
}}
}}
'''''Super Mario Maker 2''''' is a 2D/{{wp|2.5D}} [[Genre#Platform|platforming]] and level-editing game released worldwide for the [[Nintendo Switch]] on June 28, 2019 and is the sequel to the 2015 [[Wii U]] game ''[[Super Mario Maker]]''. It was first announced during the Nintendo Direct broadcast on February 13, 2019. The game expands on its predecessor with new features such as a 2.5D level style based on ''[[Super Mario 3D World]]'', which incorporates some gameplay aspects from the 3D platformer, including the [[Super Bell]] power-up; new level themes, such as desert, snow, sky, and forest; further terrain options such as slopes; and a nighttime feature, which alters many course elements. In addition to [[Mario]], now [[Luigi]], [[Toad]], and [[Toadette]] are playable in both single-player and new co-operative and competitive multiplayer modes locally or online. An offline, single-player Story Mode is also featured in the game, which contains over 100 pre-installed courses made by Nintendo. In 2020, it was recognized as the twenty-second entry in the ''[[Super Mario (series)|Super Mario]]'' series.<ref>スーパーマリオブラザーズ35周年. "[https://twitter.com/supermario35th/status/1301648749907902464 1985-2020年「{{lang|ja|今}}日の思い出マリオ」と題して、本日から少しずつ35年間のマリオタイトルを振り返っていきます。ハッシュタグの #思い出マリオ が目印です。どうぞお楽しみに。]" (Japanese text). ''[https://twitter.com/home Twitter]''. Published 03 Sept 2020. Accessed 13 Apr 2023.</ref> As of 2024, it is recognized as the twenty-third on Mario Portal.<ref>{{cite|author=[[Nintendo|Nintendo Co., Ltd]]|title=HISTORY → Series → ''Super Mario''|url=www.nintendo.com/jp/character/mario/en/history/index.html|publisher=Mario Portal|accessdate=6 Nov. 2024|archive=web.archive.org/web/20241003115239/https://www.nintendo.com/jp/character/mario/en/history/index.html}}</ref>
'''''Super Mario Maker 2''''' is a 2D/{{wp|2.5D}} [[Genre#Platform|platforming]] and level-editing game released worldwide for the [[Nintendo Switch]] on June 28, 2019 and is the sequel to the 2015 [[Wii U]] game ''[[Super Mario Maker]]''. First announced during the Nintendo Direct broadcast on February 13, 2019, it is the twenty-first entry in the [[Super Mario (series)|''Super Mario'' series]].<ref>スーパーマリオブラザーズ35周年. "[https://twitter.com/supermario35th/status/1301648749907902464 1985-2020年「今日の思い出マリオ」と題して、本日から少しずつ35年間のマリオタイトルを振り返っていきます。ハッシュタグの #思い出マリオ が目印です。どうぞお楽しみに。]" (Japanese text). ''[https://twitter.com/home Twitter]''. Published 03 Sept 2020. Accessed 13 Apr 2023.</ref> The game expands on its predecessor with new features such as a 2.5D level style based on ''[[Super Mario 3D World]]'', which incorporates some gameplay aspects from the 3D platformer, including the [[Super Bell]] power-up; new level themes, such as desert, snow, sky, and forest; further terrain options such as slopes; and a nighttime feature, which alters many course elements. In addition to [[Mario]], now [[Luigi]], [[Toad]], and [[Toadette]] are playable in both single-player and new co-operative and competitive multiplayer modes locally or online. An offline, single-player Story Mode is also featured in the game, which contains over 100 pre-installed courses made by Nintendo.


A [[Nintendo Switch Online]] subscription is required to share, download, and play courses online, including participating in [[#Ninji Speedruns|Ninji Speedruns]].
A [[Nintendo Switch Online]] subscription is required to share, download, and play courses online, including participating in [[#Ninji Speedruns|Ninji Speedruns]].
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In editing mode, the basic functions from ''Super Mario Maker'' return, including [[Mr. Eraser]] and [[Undodog]], and the player can quickly switch between playing and editing by pressing {{button|switch|minus}}. As a new feature, the player can zoom in or out during editing mode to gain a different view of the level, the latter performed by clicking one of the analog sticks. If the player switches to ''Super Mario 3D World'' style, everything that has been placed on the editing screen will be erased, due to the style's course elements being vastly different from those of the other styles. Courses can now be edited cooperatively.
In editing mode, the basic functions from ''Super Mario Maker'' return, including [[Mr. Eraser]] and [[Undodog]], and the player can quickly switch between playing and editing by pressing {{button|switch|minus}}. As a new feature, the player can zoom in or out during editing mode to gain a different view of the level, the latter performed by clicking one of the analog sticks. If the player switches to ''Super Mario 3D World'' style, everything that has been placed on the editing screen will be erased, due to the style's course elements being vastly different from those of the other styles. Courses can now be edited cooperatively.
===Controls===
===Controls===
The following controls are listed in [[#Yamamura's Dojo|Yamamura's Dojo]] and in the pause menu. The directional pad ({{button|switch|pad}}/{{button|switch|controlpad}}) can also be used in place of {{button|switch|leftstick}} while using dual Joy-Con or the Nintendo Switch Pro Controller, and {{button|switch|X}} and {{button|switch|A}} can be used in place of {{button|switch|Y}} and {{button|switch|B}} for dashing and jumping, respectively in the default setting. The player can visit the "Settings" option to change the dash controls to {{button|switch|Y}} and {{button|switch|B}} and the jump controls to {{button|switch|X}} and {{button|switch|A}}, similar to the NES games, ''[[New Super Mario Bros.]]'', ''[[New Super Mario Bros. 2]]'', and ''[[New Super Mario Bros. U]]''.
The following controls are listed in [[#Yamamura's Dojo|Yamamura's Dojo]]. In the default setting, {{button|switch|X}} and {{button|switch|A}} can be used in place of {{button|switch|Y}} and {{button|switch|B}} for dashing and jumping, respectively. The player can visit the "Settings" option to change the dash controls to {{button|switch|Y}} and {{button|switch|B}} and the jump controls to {{button|switch|X}} and {{button|switch|A}}, similar to the NES games, ''[[New Super Mario Bros.]]'', ''[[New Super Mario Bros. 2]]'', and ''[[New Super Mario Bros. U]]''.
{|class="wikitable"style="margin:auto;width:70%;text-align:center"
{|class="wikitable"style="margin:auto;width:70%;text-align:center"
!Action
!Action
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|{{SMM style|smb}}
|{{SMM style|smb}}
|-
|-
|[[Crouching High Jump|Charge jump]]
|[[Charge jump]]
|''{{button|switch|B}} after holding {{button|switch|leftstick}} ↓ for a bit''
|''{{button|switch|B}} after holding {{button|switch|leftstick}} ↓ for a bit''
|{{SMM style|smb}}
|{{SMM style|smb}}
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===Story Mode===
===Story Mode===
In Story Mode, after [[Mario]], [[Toadette]] (referred to as "Chief" in this mode), [[Toad]] (referred to as "Taskmaster" in this mode), and several other [[Toad (species)|Toads]] have just finished building [[Princess Peach]]'s [[Peach's Castle|castle]], only for Undodog to accidentally step on a button that causes a [[Reset Rocket]] to erase the whole castle. As such, Mario needs to collect coins to rebuild it. To earn coins, the player can play through a total of 120 official courses produced by Nintendo in the form of "jobs" given by the Taskmaster. After clearing a course, Mario keeps the coins he collected in the course and is also awarded a coin payment. Some of the levels also feature Toads that need to be rescued. Other NPCs including Mr. Eraser and Undodog can also assign jobs for Mario. Like Endless Challenge, up to three extra lives can be received per job, but the current number of lives always defaults to five when entering a different job. The main hub is set in and around Peach's castle in the ''Super Mario 3D World'' style, and the player can explore more parts of the castle as they progress through the mode. Luigi, Toad, and Toadette are not playable in Story Mode. Completing all jobs rewards the player with the Robot Cap and Suit.
In Story Mode, after [[Mario]], [[Toadette]] (referred to as "Chief" in this mode), [[Toad]] (referred to as "Taskmaster" in this mode), and several other [[Toad (species)|Toads]] have just finished building [[Princess Peach]]'s [[Peach's Castle|castle]], Undodog accidentally steps on a button that causes a [[Reset Rocket]] to erase the whole castle. As such, Mario needs to collect coins to rebuild it. To earn coins, the player can play through a total of 120 official courses produced by Nintendo in the form of "jobs" given by the Taskmaster. After clearing a course, Mario keeps the coins he collected in the course and is also awarded a coin payment. Some of the levels also feature Toads that need to be rescued. Other NPCs including Mr. Eraser and Undodog can also assign jobs for Mario. Like Endless Challenge, up to three extra lives can be received per job, but the current number of lives always defaults to five when entering a different job. The main hub is set in and around Peach's castle in the ''Super Mario 3D World'' style, and the player can explore more parts of the castle as they progress through the mode. Luigi, Toad, and Toadette are not playable in Story Mode. Completing all jobs rewards the player with the Robot Cap and Suit.
====Characters====
====Characters====
*[[Mario]]
*[[Mario]]
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====Jobs====
====Jobs====
{|style="text-align:center;min-width:60em;margin:0 auto 10px auto" class="wikitable sortable"
{|style="text-align:center;min-width:60em;margin:0 auto 10px auto;border-collapse:collapse;font-family:Arial;"class="sortable"border="1"cellpadding="1"cellspacing="1"
|-style="background:#ABC;"
!Number!!Course name!!Course creator!!Game style!!Course theme(s)!!Difficulty!!Payment
!Number!!Course name!!Course creator!!Game style!!Course theme(s)!!Difficulty!!Payment
|-
|-
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|16||[[That's One Hot Car!]]||Celebrity MC||{{SMM style|nsmbu}}||{{SMM2 theme|mainarea=castle|subarea=castle}}||★★★☆||200 coins
|16||[[That's One Hot Car!]]||Celebrity MC||{{SMM style|nsmbu}}||{{SMM2 theme|mainarea=castle|subarea=castle}}||★★★☆||200 coins
|-
|-
|17||[[Swing, Claw! Swing!]]||[[zeldawiki:Karson|Rookie Carpenter]]||{{SMM style|smb}}||{{SMM2 theme|mainarea=desert}}||★★☆☆||150 coins
|17||[[Swing, Claw! Swing!]]||Rookie Carpenter||{{SMM style|smb}}||{{SMM2 theme|mainarea=desert}}||★★☆☆||150 coins
|-
|-
|18||[[Treetop Fireballs]]||[[zeldawiki:Hudson|Veteran Carpenter]]||{{SMM style|sm3dw}}||{{SMM2 theme|mainarea=snow|subarea=snow}}||★☆☆☆||100 coins
|18||[[Treetop Fireballs]]||Veteran Carpenter||{{SMM style|sm3dw}}||{{SMM2 theme|mainarea=snow|subarea=snow}}||★☆☆☆||100 coins
|-
|-
|19||[[Plenty of Cheep Cheeps in the Sea]]||Ocean Aficionado||{{SMM style|nsmbu}}||{{SMM2 theme|mainarea=underwater|subarea=underwater}}||★★☆☆||150 coins
|19||[[Plenty of Cheep Cheeps in the Sea]]||Ocean Aficionado||{{SMM style|nsmbu}}||{{SMM2 theme|mainarea=underwater|subarea=underwater}}||★★☆☆||150 coins
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|88||[[Monty Mole Iceberg Getaway]]||Warrior Dad||{{SMM style|smw}}||{{SMM2 theme|mainarea=snow|subarea=underground}}||★★☆☆||150 coins
|88||[[Monty Mole Iceberg Getaway]]||Warrior Dad||{{SMM style|smw}}||{{SMM2 theme|mainarea=snow|subarea=underground}}||★★☆☆||150 coins
|-
|-
|89||[[Just a Normal, Everyday Castle]]||[[zeldawiki:Bolson|General Contractor]]||{{SMM style|nsmbu}}||{{SMM2 theme|mainarea=castle|subarea=castle}}||★★★★||300 coins
|89||[[Just a Normal, Everyday Castle]]||General Contractor||{{SMM style|nsmbu}}||{{SMM2 theme|mainarea=castle|subarea=castle}}||★★★★||300 coins
|-
|-
|90||[[Invincible Windsprinter]]||Amateur Meteorologist||{{SMM style|smb3}}||{{SMM2 theme|mainarea=desert}}||★★★★||300 coins
|90||[[Invincible Windsprinter]]||Amateur Meteorologist||{{SMM style|smb3}}||{{SMM2 theme|mainarea=desert}}||★★★★||300 coins
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===Course World===
===Course World===
Course World, the online hub in which players can access levels created and uploaded by other players, returns from ''Super Mario Maker''. In addition to being able to browse popular courses, searching by course ID, and download courses, players can now search courses by specific parameters such as style, theme, difficulty, and region, similar to the search function on the {{plain link|[https://supermariomakerbookmark.nintendo.net/ ''Super Mario Maker'' Bookmark]}} website. Courses can also be searched by tags that have been applied to them, such as "Puzzle-solving" and "Autoscroll". There is also a Hot Courses tab, which shows courses that have a small number of likes, and a New Courses tab, which shows newly uploaded courses. Feedback can be given to courses in the form of text, drawings, or one of 12 [[Gallery:Super Mario Maker 2#Stamps|''Super Mario''-themed stamps]], and instead of granting stars, players can choose to vote on courses positively or negatively by selecting the "I like it!" or "Boo!" buttons respectively, which are also used in group votes during online play. As in the first ''Super Mario Maker'', the clear rate, world record, and first clear are recorded for every course. Players always start a level in Small form, regardless of their form in the previous level.
Course World, the online hub in which players can access levels created and uploaded by other players, returns from ''Super Mario Maker''. In addition to being able to browse popular courses, searching by course ID, and download courses, players can now search courses by specific parameters such as style, theme, difficulty, and region, similar to the search function on the {{plain link|[https://supermariomakerbookmark.nintendo.net/ ''Super Mario Maker'' Bookmark]}} website. Courses can also be searched by tags that have been applied to them, such as "Puzzle-solving" and "Autoscroll". There is also a Hot Courses tab, which shows courses that have a small number of likes, and a New Courses tab, which shows newly uploaded courses. Feedback can be given to courses in the form of text, drawings, or one of 12 [[Gallery:Super Mario Maker 2#Stamps|''Super Mario''-themed stamps]], and instead of granting stars, players can choose to vote on courses positively or negatively by selecting the "I like it!" or "Boo!" buttons respectively, which are also used in group votes during online play. As in the first ''Super Mario Maker'', the clear rate, world record, and first clear are recorded for every course.


Each player on Course World is represented by a [[Mii]] and has a Maker profile, which displays their medals, Maker points, and Versus Rating. Maker points are earned if players clear courses and react with "I like it!" for each one. However, Maker points can be lost if players fail to clear a course, and/or don't leave behind any kind of positive reaction; this includes giving the course a "Boo!".
Each player on Course World is represented by a [[Mii]] and has a Maker profile, which displays their medals, Maker points, and Versus Rating. Maker points are earned if players clear courses and react with "I like it!" for each one. However, Maker points can be lost if players fail to clear a course, and/or don't leave behind any kind of positive reaction; this includes giving the course a "Boo!".
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Players are matched with opponents who have a close rating. The maximum Versus Rating appears to be 8000.
Players are matched with opponents who have a close rating. The maximum Versus Rating appears to be 8000.
{|style="text-align:center;min-width:20em;margin:0 auto 10px auto" class=wikitable
{|style="text-align:center;min-width:20em;margin:0 auto 10px auto;border-collapse:collapse;font-family:Arial;"border="1"cellpadding="1"cellspacing="1"
|-style="background:#ABC;"
!Versus Rating
!Versus Rating
!Rank
!Rank
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=====Courses=====
=====Courses=====
There is a total of 21 Ninji Speedrun courses.
There is a total of 21 Ninji Speedrun courses.
{|style="text-align:center;min-width:60em;margin:0 auto 10px auto" class=wikitable
{|style="text-align:center;min-width:60em;margin:0 auto 10px auto;border-collapse:collapse;font-family:Arial;"border="1"cellpadding="1"cellspacing="1"
|-style="background:#ABC;"
!Course name
!Course name
!Release date
!Release date
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=====Names in other languages=====
=====Names in other languages=====
{{foreign names
{{foreign names
|Jpn=ハックンタイムアタック
|Jap=ハックンタイムアタック
|JpnR=Hakkun Taimu Atakku
|JapR=Hakkun Taimu Atakku
|JpnM=Ninji Time Attack
|JapM=Ninji Time Attack
|SpaA=Contrarrelojes ninji
|SpaA=Contrarrelojes ninji
|SpaAM=Ninji time trials
|SpaAM=Ninji time trials
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|ChiTM=Ninji Time Trial
|ChiTM=Ninji Time Trial
|Ger=Ninji-Speedrun
|Ger=Ninji-Speedrun
|Kor=닌군 타임 어택<ref>{{cite|language=ko|author=한국닌텐도 공식 채널|date=December 3, 2019|url=youtu.be/X58myLVPPT8|title=슈퍼 마리오 메이커 2 무료 업데이트 Ver. 2.0.0|publisher=YouTube|accessdate=November 11, 2022}}</ref>
|GerM=-
|Kor=닌군 타임 어택<ref>한국닌텐도 공식 채널 (December 3, 2019). [https://youtu.be/X58myLVPPT8 슈퍼 마리오 메이커 2 무료 업데이트 Ver. 2.0.0]. ''YouTube''. Retrieved November 11, 2022.</ref>
|KorR=Ningun Taim Eotaek
|KorR=Ningun Taim Eotaek
|KorM=Ninji Time Attack
|KorM=Ninji Time Attack
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====Official courses====
====Official courses====
{|style="text-align:center;min-width:60em;margin:0 auto 10px auto" class=wikitable
{|style="text-align:center;min-width:60em;margin:0 auto 10px auto;border-collapse:collapse;font-family:Arial;"border="1"cellpadding="1"cellspacing="1"
|-style="background:#ABC;"
!Account
!Account
!Course name
!Course name
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Up to two Warp Pipes and three 1-Up Toad Houses can be placed in a world. Warp Pipes are used to navigate from one point on the map to another, while 1-Up Toad Houses allow the player to play a minigame to earn [[Extra life|extra lives]]. There are three varieties of 1-Up Toad Houses, each with its own unique minigame: [[Match & Win!]], based on the [[Spade Panel]] slot minigame from ''[[Super Mario Bros. 3]]'', [[Pop & Win!]], where the player has to pump a balloon, and [[Catch & Win!]], where the player has to catch as many baseballs as possible.
Up to two Warp Pipes and three 1-Up Toad Houses can be placed in a world. Warp Pipes are used to navigate from one point on the map to another, while 1-Up Toad Houses allow the player to play a minigame to earn [[Extra life|extra lives]]. There are three varieties of 1-Up Toad Houses, each with its own unique minigame: [[Match & Win!]], based on the [[Spade Panel]] slot minigame from ''[[Super Mario Bros. 3]]'', [[Pop & Win!]], where the player has to pump a balloon, and [[Catch & Win!]], where the player has to catch as many baseballs as possible.
Similarly to ''[[Super Mario Bros. 3]]'', the final level in any individual world can alternatively be represented by an [[airship]] (which resembles [[Bowser's Airship]]) rather than a castle, though the final level of a whole Super World will always use a castle icon resembling [[Bowser's Castle]] from most of the [[New Super Mario Bros. (disambiguation)|''New Super Mario Bros.'' series]]. Regardless, these end-level icons are purely aesthetic, and a level of any theme can be placed on them.


All Super Worlds are saved to a variation of the Coursebot known as the [[Worldbot]]. Up to six Super Worlds can be saved.
All Super Worlds are saved to a variation of the Coursebot known as the [[Worldbot]]. Up to six Super Worlds can be saved.
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|rowspan=2|[[Vanilla Dome]] from ''Super Mario World''
|rowspan=2|[[Vanilla Dome]] from ''Super Mario World''
|-
|-
|width=200px height=85px|A [[Blargg]]-like skeleton and mushrooms from the Underground-themed levels of the ''Super Mario World'' game style
|width=200px height=85px|A reptilian skeleton and mushrooms from the Underground-themed levels of the ''Super Mario World'' game style
|width=200px|A [[lantern|torch]] from the Castle-themed levels of the ''Super Mario 3D World'' style
|width=200px|A torch from the Castle-themed levels of the ''Super Mario 3D World'' style
|width=200px|Crystals from the Underground-themed levels of the ''New Super Mario Bros. U'' game style
|width=200px|Crystals from the Underground-themed levels of the ''New Super Mario Bros. U'' game style
|-
|-
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|rowspan=2|[[Desert Land]] from the ''[[Super Mario All-Stars]]'' version of ''[[Super Mario Bros. 3]]''
|rowspan=2|[[Desert Land]] from the ''[[Super Mario All-Stars]]'' version of ''[[Super Mario Bros. 3]]''
|-
|-
|width=200px height=85px|Rocks from the Desert-themed levels of the ''Super Mario World'' game style and a Blargg-like skeleton
|width=200px height=85px|Rocks from the Desert-themed levels of the ''Super Mario World'' game style and a reptilian skeleton
|width=200px|An oasis
|width=200px|An oasis
|width=200px|Pyramids
|width=200px|Pyramids
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|-
|-
|width=200px height=85px|Conifers covered in snow from ''Super Mario 3D World''  
|width=200px height=85px|Conifers covered in snow from ''Super Mario 3D World''  
|width=200px|Blue hills with spots from the snow-themed levels of the ''Super Mario World'' game style
|width=200px|Blue hills with spots
|width=200px|Mountains from the snow-themed levels of the ''New Super Mario Bros. U'' game style
|width=200px|Mountains from the Snow-themed levels of the ''New Super Mario Bros. U'' game style
|-
|-
|rowspan=2|[[File:SMM2-ThemeIcon-Sky.png|x50px]]<br>Sky
|rowspan=2|[[File:SMM2-ThemeIcon-Sky.png|x50px]]<br>Sky
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====Course icons====
====Course icons====
=====Normal=====
The player must press {{button|switch|a}} to enter the course.
<gallery widths=90px heights=97px perrow=7>
<gallery widths=90px heights=97px perrow=7>
SMM2 WorldMaker CourseIcon Standard.png|Standard
SMM2 WorldMaker CourseIcon Standard.png|Standard
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SMM2 WorldMaker CourseIcon Fortress.png|[[Fortress]]
SMM2 WorldMaker CourseIcon Fortress.png|[[Fortress]]
SMM2 WorldMaker CourseIcon Airship.png|[[Airship]]
SMM2 WorldMaker CourseIcon Airship.png|[[Airship]]
SMM2 WorldMaker CourseIcon Castle.png|Castle
SMM2 WorldMaker CourseIcon BowserAirship.png|[[Bowser's Airship]]
</gallery>
=====Enemy=====
The player is immediately sent into the course when touching the enemy.
<gallery widths=90px heights=97px perrow=7>
SMM2 WorldMaker CourseIcon Galoomba.png|[[Galoomba]]
SMM2 WorldMaker CourseIcon Galoomba.png|[[Galoomba]]
SMM2 WorldMaker CourseIcon KoopaTroopa.png|[[Koopa Troopa]]
SMM2 WorldMaker CourseIcon KoopaTroopa.png|[[Koopa Troopa]]
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SMM2 WorldMaker CourseIcon SnowPokey.png|[[Snow Pokey]]<br>(replaces [[Pokey]] in the snow theme)
SMM2 WorldMaker CourseIcon SnowPokey.png|[[Snow Pokey]]<br>(replaces [[Pokey]] in the snow theme)
SMM2 WorldMaker CourseIcon RottenMushroom.png|[[Rotten Mushroom]]
SMM2 WorldMaker CourseIcon RottenMushroom.png|[[Rotten Mushroom]]
SMM2 WorldMaker CourseIcon Castle.png|Castle
SMM2 WorldMaker CourseIcon BowserAirship.png|Bowser's Airship
</gallery>
</gallery>


==Course elements==
==Course elements==
{{image|more=yes|section=yes|Add alternate element icons in {{SMM style|SMB}}, {{SMM style|SMB3}}, {{SMM style|SMW}} and {{SMM style|NSMBU}} styles, and version 2.0.0 and 3.0.0 element icons}}
{{more images|section=yes|Add alternate element icons in {{SMM style|SMB}}, {{SMM style|SMB3}}, {{SMM style|SMW}} and {{SMM style|NSMBU}} styles, and version 2.0.0 and 3.0.0 element icons}}
[[File:SMM2 Game Style Select.jpg|thumb|100px|The style select menu]]
[[File:SMM2 Game Style Select.jpg|thumb|100px|The style select menu]]
Instead of displaying every element on a single screen as in ''Super Mario Maker'', at the top-right corner of the screen in editing mode, there is a magnifying glass which, when selected, allows the player to search for course elements by category. Each category's elements are organized into one or more wheels, with the elements as the sectors. The top of the screen contains the most recently used elements, but elements can be pinned.
Instead of displaying every element on a single screen as in ''Super Mario Maker'', at the top-right corner of the screen in editing mode, there is a magnifying glass which, when selected, allows the player to search for course elements by category. Each category's elements are organized into one or more wheels, with the elements as the sectors. The top of the screen contains the most recently used elements, but elements can be pinned.
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{{footnote|note|2|Added in version 3.0.0}}
{{footnote|note|2|Added in version 3.0.0}}
===Styles===
===Styles===
The game styles are separated into two categories; the ''[[Super Mario 3D World]]'' style, which features its own unique elements that are incompatible with other styles, is placed in "Extra Game Styles".
The game styles are separated into two categories; game styles that feature their own unique elements that are incompatible with other styles are placed in "Extra Game Styles".  
*''[[Super Mario Bros.]]''
*''[[Super Mario Bros.]]''
*''[[Super Mario Bros. 3]]''
*''[[Super Mario Bros. 3]]''
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|-
|-
|[[File:SMM2-ThemeIcon-Ground.png|x50px]]<br>Ground
|[[File:SMM2-ThemeIcon-Ground.png|x50px]]<br>Ground
|General ground levels
|[[World 1-1 (Super Mario Bros.)|World 1-1]]
|[[World 1-1 (Super Mario Bros. 3)|World 1-1]]
|[[World 1-1 (Super Mario Bros. 3)|World 1-1]]
|[[Groovy]]
|[[Groovy]]
|[[Acorn Plains Way]], [[Yoshi Hill]]
|[[Acorn Plains Way]], [[Yoshi Hill]]
|[[Super Bell Hill]]
|[[Super Bell Hill]]
|Causes [[Moon (Super Mario Maker 2)#Nighttime Ground theme effects|various behavior changes in enemies and items]].
|Causes [[Moon (Super Mario Maker 2)#Night-time Ground theme effects|various behavior changes in enemies and items]].
|-
|-
|[[File:SMM2-ThemeIcon-Underground.png|x50px]]<br>Underground
|[[File:SMM2-ThemeIcon-Underground.png|x50px]]<br>Underground
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|-
|-
|[[File:SMM2-ThemeIcon-GhostHouse.png|x50px]]<br>[[Ghost House]]
|[[File:SMM2-ThemeIcon-GhostHouse.png|x50px]]<br>[[Ghost House]]
|Original
|N/A
|{{world link|2|fort|World 2-Fortress}}'s palette
|{{world-link|2|fort|World 2-Fortress}}'s palette
|[[Donut Secret House]] (horizontal)<br>[[Donut Ghost House]] (vertical)
|[[Donut Secret House]] (horizontal)<br>[[Donut Ghost House]] (vertical)
|[[Swaying Ghost House]] (day)<br>[[Which-Way Labyrinth]]'s background (night)
|[[Swaying Ghost House]] (day)<br>[[Which-Way Labyrinth]]'s background (night)
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|-
|-
|[[File:SMM2-ThemeIcon-Airship.png|x50px]]<br>[[Airship]]
|[[File:SMM2-ThemeIcon-Airship.png|x50px]]<br>[[Airship]]
|Original
|N/A
|{{world link|1|airship3|World 1-Airship (Super Mario Bros. 3)}}, {{world link|5|airship3|World 5-Airship (Super Mario Bros. 3)}} (day)<br>{{world link|6|airship3|World 6-Airship (Super Mario Bros. 3)}} (night)
|{{world-link|1|airship3|World 1-Airship (Super Mario Bros. 3)}}, {{world-link|5|airship3|World 5-Airship (Super Mario Bros. 3)}} (day)<br>{{world-link|6|airship3|World 6-Airship (Super Mario Bros. 3)}} (night)
|[[Vanilla Secret 3]]'s background, [[Sunken Ghost Ship]]'s tileset
|[[Vanilla Secret 3]]'s background, [[Sunken Ghost Ship]]'s tileset
|[[Flight of the Para-Beetles]]'s background, [[Boarding the Airship]]'s terrain and music
|[[The Mighty Cannonship]]
|[[The Bowser Express]]
|[[The Bowser Express]]
|Makes the background stormy (except in the ''Super Mario Bros.'' game style) and causes all course elements to behave as if they are underwater (except Spinies, which are slowed down instead)
|Makes the background stormy (except in the ''Super Mario Bros.'' game style) and causes all course elements to behave as if they are underwater (except Spinies, which are slowed down instead)
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|[[File:SMM2-ThemeIcon-Castle.png|x50px]]<br>[[Castle]]
|[[File:SMM2-ThemeIcon-Castle.png|x50px]]<br>[[Castle]]
|General castle levels
|General castle levels
|{{world link|1|fort|World 1-Fortress}} (day)<br>{{world link|8|bowser3|World 8-Bowser's Castle (Super Mario Bros. 3)}}'s tileset (night)
|General hot fortress levels except {{world-link|2|fort|World 2-Fortress}} (day)<br>{{world-link|8|bowser3|World 8-Bowser's Castle (Super Mario Bros. 3)}}'s tileset (night)
|[[2 Morton's Castle|#2 Morton's Castle]] (horizontal)<br>[[Vanilla Fortress]]'s background (vertical)
|General hot castle and fortress levels
|[[Lemmy's Swingback Castle]]
|General hot castle levels
|[[Bowser's Lava Lake Keep]]
|[[Bowser's Lava Lake Keep]]
|Causes player characters to behave as if they are underwater, but leaves all other course parts unaffected
|Causes player characters to behave as if they are underwater, but leaves other course parts unaffected
|-
|-
|[[File:SMM2-ThemeIcon-Desert.png|x50px]]<br>'''Desert'''
|[[File:SMM2-ThemeIcon-Desert.png|x50px]]<br>'''Desert'''
|Original
|N/A
|[[Desert Land]]'s levels
|[[Desert Land]]'s levels
|[[Chocolate Island 5]]'s background, [[Chocolate Island 2]]'s tileset
|[[Chocolate Island 5]]'s background, [[Chocolate Island 2]]'s tileset
|[[Spike's Spouting Sands]]' background, [[Stone-Eye Zone]]'s main terrain
|[[Stone-Eye Zone]]
|[[Conkdor Canyon]]'s background and music, [[Ant Trooper Hill]]'s terrain
|[[Conkdor Canyon]]'s background and music, [[Ant Trooper Hill]]'s terrain
|Causes a sandstorm to occur which [[Moon (Super Mario Maker 2)#Night-time Desert theme effects|varies depending on the game style]].
|Causes a sandstorm to occur which [[Moon (Super Mario Maker 2)#Night-time Desert theme effects|varies depending on the game style]].
|-
|-
|[[File:SMM2-ThemeIcon-Snow.png|x50px]]<br>'''Snow'''
|[[File:SMM2-ThemeIcon-Snow.png|x50px]]<br>'''Snow'''
|Original
|N/A
|[[Ice Land]]'s levels
|[[Ice Land]]'s levels
|[[Yoshi's Island 1]]'s background, [[Awesome]]'s tileset
|[[Yoshi's Island 1]]'s background, [[Awesome]]'s tileset
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|-
|-
|[[File:SMM2-ThemeIcon-Forest.png|x50px]]<br>'''Forest'''
|[[File:SMM2-ThemeIcon-Forest.png|x50px]]<br>'''Forest'''
|Original
|N/A
|{{world link|7|piranhaplant|World 7-Piranha Plant 1}}
|{{world-link|7|piranhaplant|World 7-Piranha Plant 1}}
|[[Forest of Illusion 1]]
|[[Forest of Illusion 1]]
|[[Jungle of the Giants]]
|[[Jungle of the Giants]]
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|-
|-
|[[File:SMM2-ThemeIcon-Sky.png|x50px]]<br>'''Sky'''
|[[File:SMM2-ThemeIcon-Sky.png|x50px]]<br>'''Sky'''
|[[World 8-3 (Super Mario Bros.: The Lost Levels)|World 8-3]] from ''[[Super Mario Bros.: The Lost Levels]]''
|N/A
|[[Sky Land]]'s levels from the second screen
|[[Sky Land]]'s levels
|[[Vanilla Secret 3]]'s background, [[Chocolate Island 3]]'s, [[Way Cool]]'s and [[Mondo]]'s bonus areas' tileset
|[[Vanilla Secret 3]]'s background, [[Way Cool]]'s and [[Mondo]]'s bonus areas' tileset
|[[Flight of the Para-Beetles]], [[A Quick Dip in the Sky]]
|General sky levels
|[[Rolling Ride Run]]
|[[Rolling Ride Run]]
|Causes light gravity to occur, and causes all course elements to behave as if they are underwater (except Spinies, which are slowed down instead)
|Causes light gravity to occur
|}
|}


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!width=50px style="border-style:none solid solid none;"|{{SMM style|sm3dw}}
!width=50px style="border-style:none solid solid none;"|{{SMM style|sm3dw}}
|-
|-
|rowspan=11|[[Ground (block)|Ground]]
|rowspan=15|[[Ground (block)|Ground]]
|-
|-
|style="border-style:solid none solid solid;"|[[File:SMM2 Ground SMB icon.png|50px]]
|style="border-style:solid none solid solid;"|[[File:SMM2 Ground SMB icon.png|50px]]
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|style="border-style:solid none solid none;"|[[File:SMM2 Ground NSMBU icon.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground NSMBU icon.png|50px]]
|style="border-style:solid solid solid none;"|[[File:Ground SMM2 SM3DW.png|50px]]
|style="border-style:solid solid solid none;"|[[File:Ground SMM2 SM3DW.png|50px]]
|rowspan=10|Flat, indestructible ground on which players and many enemies can walk and objects can be placed.
|rowspan=14|Flat, indestructible ground on which players and many enemies can walk and objects can be placed.
|-
|-
|style="border-style:solid none solid solid;"|[[File: SMM2 Ground SMB icon underground.png|50px]]
|style="border-style:solid none solid solid;"|[[File: SMM2 Ground SMB icon underground.png|50px]]
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|style="border-style:solid none solid solid;"|[[File:SMM2 Ground SMB icon underwater.png|50px]]
|style="border-style:solid none solid solid;"|[[File:SMM2 Ground SMB icon underwater.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground SMB3 icon underwater.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground SMB3 icon underwater.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground SMW icon underwater.png|50px]]<br>[[File:SMM2 Ground SMW icon underwater night.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground SMW icon underwater.png|50px]]  
|style="border-style:solid none solid none;"|[[File:SMM2 Ground NSMBU icon underwater.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground NSMBU icon underwater.png|50px]]
|style="border-style:solid solid solid none;"|[[File:SMM2 Ground SM3DW icon underwater.png|50px]]  
|style="border-style:solid solid solid none;"|[[File:SMM2 Ground SM3DW icon underwater.png|50px]]  
|-
|style="border-style:solid none solid solid;"|
|style="border-style:solid none solid none;"|
|style="border-style:solid none solid none;"|[[File:SMM2 Ground SMW icon underwater night.png|50px]]
|style="border-style:solid none solid none;"|
|style="border-style:solid solid solid none;"|
|-
|-
|style="border-style:solid none solid solid;"|[[File:SMM2 Ground SMB icon castle.png|50px]]
|style="border-style:solid none solid solid;"|[[File:SMM2 Ground SMB icon castle.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground SMB3 icon castle.png|50px]]<br>[[File:SMM2 Ground SMB3 icon castle night.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground SMB3 icon castle.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground SMW icon castle.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground SMW icon castle.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground NSMBU icon castle.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground NSMBU icon castle.png|50px]]
|style="border-style:solid solid solid none;"|[[File:SMM2 Ground SM3DW icon castle.png|50px]]
|style="border-style:solid solid solid none;"|[[File:SMM2 Ground SM3DW icon castle.png|50px]]
|-
|-
|style="border-style:solid none solid solid;"|[[File:SMM2 Ground SMB icon airship.png|50px]]<br>[[File:SMM2 Ground SMB icon airship night.png|50px]]
|style="border-style:solid none solid solid;"|
|style="border-style:solid none solid none;"|[[File:SMM2 Ground SMB3 icon airship.png|50px]]<br>[[File:SMM2 Ground SMB3 icon airship night.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground SMB3 icon castle night.png|50px]]
|style="border-style:solid none solid none;"|
|style="border-style:solid none solid none;"|
|style="border-style:solid solid solid none;"|
|-
|style="border-style:solid none solid solid;"|[[File:SMM2 Ground SMB icon airship.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground SMB3 icon airship.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground SMW icon airship.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground SMW icon airship.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground NSMBU icon airship.png|50px]]<br>[[File:SMM2 Ground NSMBU icon airship night.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground NSMBU icon airship.png|50px]]
|style="border-style:solid solid solid none;"|[[File:SMM2 Ground SM3DW icon airship.png|50px]]
|style="border-style:solid solid solid none;"|[[File:SMM2 Ground SM3DW icon airship.png|50px]]
|-
|style="border-style:solid none solid solid;"|[[File:SMM2 Ground SMB icon airship night.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground SMB3 icon airship night.png|50px]]
|style="border-style:solid none solid none;"|
|style="border-style:solid none solid none;"|[[File:SMM2 Ground NSMBU icon airship night.png|50px]]
|style="border-style:solid solid solid none;"|
|-
|-
|style="border-style:solid none solid solid;"|[[File:SMM2 Ground SMB icon ghost house.png|50px]]
|style="border-style:solid none solid solid;"|[[File:SMM2 Ground SMB icon ghost house.png|50px]]
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|style="border-style:solid solid solid none;"|[[File:SMM2 Ground SM3DW icon sky.png|50px]]
|style="border-style:solid solid solid none;"|[[File:SMM2 Ground SM3DW icon sky.png|50px]]
|-
|-
|style="border-style:solid none solid solid;"|[[File:SMM2 Ground SMB icon snow.png|50px]]<br>[[File:SMM2 Ground SMB icon snow night.png|50px]]
|style="border-style:solid none solid solid;"|[[File:SMM2 Ground SMB icon snow.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground SMB3 icon snow.png|50px]]<br>[[File:SMM2 Ground SMB3 icon snow night.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground SMB3 icon snow.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground SMW icon snow.png|50px]]<br>[[File:SMM2 Ground SMW icon snow night.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground SMW icon snow.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground NSMBU icon snow.png|50px]]<br>[[File:SMM2 Ground NSMBU icon snow night.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground NSMBU icon snow.png|50px]]
|style="border-style:solid solid solid none;"|[[File:SMM2 Ground SM3DW icon snow.png|50px]]
|style="border-style:solid solid solid none;"|[[File:SMM2 Ground SM3DW icon snow.png|50px]]
|-
|style="border-style:solid none solid solid;"|[[File:SMM2 Ground SMB icon snow night.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground SMB3 icon snow night.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground SMW icon snow night.png|50px]]
|style="border-style:solid none solid none;"|[[File:SMM2 Ground NSMBU icon snow night.png|50px]]
|style="border-style:solid solid solid none;"|
|-
|-
|style="border-style:solid none solid solid;"|[[File:SMM2 Ground SMB icon forest.png|50px]]
|style="border-style:solid none solid solid;"|[[File:SMM2 Ground SMB icon forest.png|50px]]
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|[[File:SMM2-NSMBU-GentleSlope.png|50px]][[File:SMM2 Steep Slope NSMBU icon underground.jpg|50px]][[File:SMM2 Steep Slope NSMBU icon underwater.jpg|50px]][[File:SMM2 Steep Slope NSMBU icon castle.jpg|50px]][[File:SMM2 Steep Slope NSMBU icon airship.jpg|50px]][[File:SMM2 Steep Slope NSMBU icon ghost house.jpeg|50px]][[File:SMM2 Steep Slope NSMBU icon desert.jpg|50px]][[File:SMM2 Steep Slope NSMBU icon sky.jpg|50px]][[File:SMM2 Steep Slope NSMBU icon snow.jpg|50px]][[File:SMM2 Steep Slope NSMBU icon jungle.jpg|50px]]
|[[File:SMM2-NSMBU-GentleSlope.png|50px]][[File:SMM2 Steep Slope NSMBU icon underground.jpg|50px]][[File:SMM2 Steep Slope NSMBU icon underwater.jpg|50px]][[File:SMM2 Steep Slope NSMBU icon castle.jpg|50px]][[File:SMM2 Steep Slope NSMBU icon airship.jpg|50px]][[File:SMM2 Steep Slope NSMBU icon ghost house.jpeg|50px]][[File:SMM2 Steep Slope NSMBU icon desert.jpg|50px]][[File:SMM2 Steep Slope NSMBU icon sky.jpg|50px]][[File:SMM2 Steep Slope NSMBU icon snow.jpg|50px]][[File:SMM2 Steep Slope NSMBU icon jungle.jpg|50px]]
|[[File:SMM2 Steep Slope SM3DW icon.png|50px]][[File:SMM2 Steep Slope SM3DW icon underground.png|50px]][[File:SMM2 Steep Slope SM3DW icon underwater.png|50px]][[File:SMM2 Steep Slope SM3DW icon castle.png|50px]][[File:SMM2 Steep Slope SM3DW icon airship.png|50px]][[File:SMM2 Steep Slope SM3DW icon ghost house.png|50px]][[File:SMM2 Steep Slope SM3DW icon desert.png|50px]][[File:SMM2 Steep Slope SM3DW icon sky.png|50px]][[File:SMM2 Steep Slope SM3DW icon snow.png|50px]][[File:SMM2 Steep Slope SM3DW icon forest.png|50px]]
|[[File:SMM2 Steep Slope SM3DW icon.png|50px]][[File:SMM2 Steep Slope SM3DW icon underground.png|50px]][[File:SMM2 Steep Slope SM3DW icon underwater.png|50px]][[File:SMM2 Steep Slope SM3DW icon castle.png|50px]][[File:SMM2 Steep Slope SM3DW icon airship.png|50px]][[File:SMM2 Steep Slope SM3DW icon ghost house.png|50px]][[File:SMM2 Steep Slope SM3DW icon desert.png|50px]][[File:SMM2 Steep Slope SM3DW icon sky.png|50px]][[File:SMM2 Steep Slope SM3DW icon snow.png|50px]][[File:SMM2 Steep Slope SM3DW icon forest.png|50px]]
|Ground at a 45° angle that players can slide down, with a 1:1 horizontal-to-vertical ratio. The direction and length of the slope can be changed. The stair variants do not affect the slope's function.
|Ground at a 45-degree angle that players can slide down, with a 1:1 horizontal-to-vertical ratio. The direction and length of the slope can be changed. The stair variants do not affect the slope's function.
|-
|-
|'''[[Slope|Gentle Slope]]'''
|'''[[Slope|Gentle Slope]]'''
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|[[File:SMM2 Block NSMBU icon.png|50px]]
|[[File:SMM2 Block NSMBU icon.png|50px]]
|[[File:SMM2 Block SM3DW icon.png|50px]][[File:SMM2 Block SM3DW icon underground.png|50px]]
|[[File:SMM2 Block SM3DW icon.png|50px]][[File:SMM2 Block SM3DW icon underground.png|50px]]
|A block that players can break as any form other than Small Mario. Brick Blocks can hold various items and enemies. If a Coin is placed inside, they [[Coin Block|spawn up to ten Coins if they are hit fast enough]]. In underground and forest-themed levels in the ''Super Mario 3D World'' style, they become [[Crystal Block]]s.
|A block that players can break as any form other than Small Mario. Brick Blocks can hold various items and enemies. In underground- and forest-themed levels in the ''Super Mario 3D World'' style, they become [[Crystal Block]]s.
|-
|-
|{{SMM2 modifiers|[[Rotating Block]]{{footnote|main|*}}|wings=1}}
|{{SMM2 modifiers|[[Rotating Block]]{{footnote|main|*}}|wings=1}}
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|[[File:SMM2 Question Block NSMBU icon.png|50px]]
|[[File:SMM2 Question Block NSMBU icon.png|50px]]
|[[File:SMM2 Question Block SM3DW icon.png|50px]]
|[[File:SMM2 Question Block SM3DW icon.png|50px]]
|A block containing a single [[Coin]]; when hit, it turns into an [[Empty Block]]. Other elements can be placed inside instead. Like Brick Blocks, they spawn up to ten Coins if they are hit fast enough when a Coin is placed.
|A block containing a single [[Coin]]; when hit, it turns into an [[Empty Block]]. Other elements can be placed inside instead.
|-
|-
|{{SMM2 modifiers|[[Hard Block]]|wings=1}}
|{{SMM2 modifiers|[[Hard Block]]|wings=1}}
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|[[File:SMM2 Hard Block NSMBU icon.png|50px]]
|[[File:SMM2 Hard Block NSMBU icon.png|50px]]
|[[File:SMM2 Hard Block SM3DW icon.png|50px]]
|[[File:SMM2 Hard Block SM3DW icon.png|50px]]
|A solid block that mainly serves as a platform, though a strong force such as that of a [[Bob-omb]] explosion or [[Big Mario]] jumping on it can break it. In the ''Super Mario 3D World'' style, they take the form of [[Rock Block]]s.
|A solid block that mainly serves as a platform, though a strong force such as that of a [[Banzai Bill]] or [[Big Mario]] jumping on it can break it. In the ''Super Mario 3D World'' style, they take the form of [[Rock Block]]s.
|-
|-
|{{SMM2 modifiers|[[Hidden Block]]|wings=1}}
|{{SMM2 modifiers|[[Hidden Block]]|wings=1}}
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|[[File:SMM2 Donut Block NSMBU icon.png|50px]]
|[[File:SMM2 Donut Block NSMBU icon.png|50px]]
|[[File:SMM2 Donut Block SM3DW icon.png|50px]]
|[[File:SMM2 Donut Block SM3DW icon.png|50px]]
|A type of platform that falls if players stand on it long enough. [[Thwomp]]s can also activate Donut Blocks upon landing on them.
|A type of platform that falls if players stand on it long enough.
|-
|-
|{{SMM2 modifiers|[[Note Block]]|wings=1}}
|{{SMM2 modifiers|[[Note Block]]|wings=1}}
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|[[File:SMM2 Note Block NSMBU icon.png|50px]]
|[[File:SMM2 Note Block NSMBU icon.png|50px]]
|style="background:silver;"|''N/A''
|style="background:silver;"|''N/A''
|A block that bounces players and any elements that land on it up. They can contain coins, power-ups and enemies, and landing on or hitting the Note Block will release them.
|A block that bounces players and any elements that land on it up.
|-
|-
|{{SMM2 modifiers|[[Music Block]]|wings=1}}
|{{SMM2 modifiers|[[Music Block]]|wings=1}}
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|[[File:SMM2 Cloud Block NSMBU icon.png|50px]]
|[[File:SMM2 Cloud Block NSMBU icon.png|50px]]
|[[File:SMM2 Cloud Block SM3DW icon.png|50px]]
|[[File:SMM2 Cloud Block SM3DW icon.png|50px]]
|A type of platform that can be passed through from below, similar to [[Semisolid Platform|Semisolid]] and [[Mushroom Platform]]s. They can be destroyed by Thwomps, [[Skewer]]s, and [[Bowser]] (in the ''Super Mario Bros. 3'' style) and [[Morton]]'s Ground Pound attacks, and [[SMB2 Mario]] can also dig through them.
|A type of platform that can be passed through from below, similar to [[Semisolid Platform|Semisolid]] and [[Mushroom Platform]]s.
|-
|-
|{{SMM2 modifiers|[[Ice Block]]|wings=1}}
|{{SMM2 modifiers|[[Ice Block]]|wings=1}}
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|[[File:SMM2 Coin SMW icon.png|50px]]
|[[File:SMM2 Coin SMW icon.png|50px]]
|colspan=2|[[File:Coin SM3DW SMM2.png|50px]]
|colspan=2|[[File:Coin SM3DW SMM2.png|50px]]
|Collecting 100 Coins grants players an [[extra life]]. When a Coin is attached to [[Warp Pipe|Pipes]], [[Bill Blaster]]s or [[Lakitu]]s, they spawn multiple Coins at once. In Story Mode, Coins are required to rebuild [[Princess Peach]]'s [[Peach's Castle|castle]].
|Collecting 100 Coins grants players an [[extra life]]. In Story Mode, Coins are required to rebuild [[Princess Peach]]'s [[Peach's Castle|castle]].
|-
|-
|{{SMM2 modifiers|'''[[Frozen Coin]]'''{{footnote|main|1}}|wings=1}}
|{{SMM2 modifiers|'''[[Frozen Coin]]'''{{footnote|main|1}}|wings=1}}
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|[[File:SMM2-SMB-SMB2Mushroom.png|50px]]
|[[File:SMM2-SMB-SMB2Mushroom.png|50px]]
|style="background:silver;"colspan=4|''N/A''
|style="background:silver;"colspan=4|''N/A''
|A power-up that transforms players into their ''[[Super Mario Bros. 2]]'' [[SMB2 Mario|forms]], allowing them to ride, grab, and throw enemies, as well as being able to perform [[Crouching High Jump|charge jump]]s.
|A power-up that transforms players into their ''[[Super Mario Bros. 2]]'' [[SMB2 Mario|forms]], allowing them to ride, grab, and throw enemies, as well as being able to perform [[charge jump]]s.
|-
|-
|{{SMM2 modifiers|'''[[Frog Suit]]'''{{footnote|main|2}}|mushroom=2|wings=1|parachute=1}}
|{{SMM2 modifiers|'''[[Frog Suit]]'''{{footnote|main|2}}|mushroom=2|wings=1|parachute=1}}
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|A harmful mushroom that replaces the 1-Up Mushroom in nighttime ground levels and actively chases players. Upon contact, players are damaged, similar to [[Poison Mushroom]]s.
|A harmful mushroom that replaces the 1-Up Mushroom in nighttime ground levels and actively chases players. Upon contact, players are damaged, similar to [[Poison Mushroom]]s.
|-
|-
|{{SMM2 modifiers|[[Shoe Goomba]]|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|[[Shoe Goomba]]|mushroom=1|wings=1}}
|[[File:SMM2 Shoe Goomba SMB icon.png|50px]]
|[[File:SMM2 Shoe Goomba SMB icon.png|50px]]
|[[File:SMM2 Shoe Goomba SMB3 icon.png|50px]]
|[[File:SMM2 Shoe Goomba SMB3 icon.png|50px]]
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|rowspan=2|A [[Goomba]] that hides inside a [[Goomba's Shoe]] and jumps around. After it is defeated, a player can wear the shoe and jump on spiked enemies and obstacles. If the shoe is big, the player can perform a stomp that defeats nearby enemies. If the shoe has wings attached, it can perform a [[Flutter Jump|flutter jump]]. The stiletto variant can destroy certain obstacles such as Thwomps.
|rowspan=2|A [[Goomba]] that hides inside a [[Goomba's Shoe]] and jumps around. After it is defeated, a player can wear the shoe and jump on spiked enemies and obstacles. If the shoe is big, the player can perform a stomp that defeats nearby enemies. If the shoe has wings attached, it can perform a [[Flutter Jump|flutter jump]]. The stiletto variant can destroy certain obstacles such as Thwomps.
|-
|-
|{{SMM2 modifiers|[[Stiletto Goomba]]|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|Stiletto Goomba|mushroom=1|wings=1}}
|[[File:SMM2 Stiletto Goomba SMB icon.png|50px]]
|[[File:SMM2 Stiletto Goomba SMB icon.png|50px]]
|[[File:SMM2 Stiletto Goomba SMB3 icon.png|50px]]
|[[File:SMM2 Stiletto Goomba SMB3 icon.png|50px]]
|style="background:silver;"colspan=3|''N/A''
|style="background:silver;"colspan=3|''N/A''
|-
|-
|{{SMM2 modifiers|[[Yoshi Egg|Yoshi's Egg]]|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|[[Yoshi Egg|Yoshi's Egg]]|mushroom=1|wings=1}}
|style="background:silver;"colspan=2|''N/A''
|style="background:silver;"colspan=2|''N/A''
|[[File:SMM2 Yoshis Egg SMW icon.png|50px]]
|[[File:SMM2 Yoshis Egg SMW icon.png|50px]]
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===Enemies===
===Enemies===
{{more images|section=yes|Add alternate element icons for Red Koopa Troopas and Sledge Bros in {{SMM style|SMB3}}, {{SMM style|SMW}} and {{SMM style|NSMBU}} styles, blue Spike Tops in {{SMM style|SMB3}} and {{SMM style|NSMBU}}styles, and Mechakoopa in {{SMM style|NSMBU}} style}}
[[File:Enemies Icon.png|25px|left]]
[[File:Enemies Icon.png|25px|left]]
The enemy category is represented by a [[Goomba]] icon and colored green.
The enemy category is represented by a [[Goomba]] icon and colored green.
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!width=50px|{{SMM style|sm3dw}}
!width=50px|{{SMM style|sm3dw}}
|-
|-
|{{SMM2 modifiers|[[Goomba]]|mushroom=Mega Goomba|wings=Paragoomba|parachute=1}}
|{{SMM2 modifiers|[[Goomba]]|mushroom=Big Goomba|wings=Paragoomba|parachute=1}}
|[[File:SMM2 Goomba SMB icon.png|50px]]
|[[File:SMM2 Goomba SMB icon.png|50px]]
|[[File:SMM2 Goomba SMB3 icon.png|50px]]
|[[File:SMM2 Goomba SMB3 icon.png|50px]]
|style="background:silver;"|''N/A''
|style="background:silver;"|''N/A''
|colspan=2|[[File:SMM2 Goomba NSMBU icon.png|50px]]
|colspan=2|[[File:SMM2 Goomba NSMBU icon.png|50px]]
|Goombas walk along the ground and can be defeated by stomping on them. In the ''Super Mario 3D World'' style, Goombas chase the player upon spotting them. They float around in the air in the nighttime Ground theme. When enlarged, jumping on them causes them to split into two regular Goombas.
|Goombas walk along the ground and can be defeated by stomping on them. In the ''Super Mario 3D World'' style, Goombas chase the player upon spotting them.
|-
|-
|{{SMM2 modifiers|'''[[Goombrat]]'''|mushroom=Hefty Goombrat|wings=1|parachute=1}}
|{{SMM2 modifiers|'''[[Goombrat]]'''|mushroom=Kodeka Kakibō|wings=1|parachute=1}}
|[[File:SMM2 Goombrat SMB icon.png|50px]]
|[[File:SMM2 Goombrat SMB icon.png|50px]]
|[[File:SMM2 Goombrat SMB3 icon.png|50px]]
|[[File:SMM2 Goombrat SMB3 icon.png|50px]]
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|[[File:SMM2 Goombrat NSMBU icon.png|50px]]
|[[File:SMM2 Goombrat NSMBU icon.png|50px]]
|style="background:silver;"|''N/A''
|style="background:silver;"|''N/A''
|An alternate form of the Goomba. Goombrats act like Goombas, except that they turn around when they reach an edge. They float around in the air in the nighttime Ground theme.
|An alternate form of the Goomba. Goombrats act like Goombas, except that they turn around when they reach an edge. They float around in the air in the nighttime ground theme.
|-
|-
|{{SMM2 modifiers|[[Galoomba]]|mushroom=Big Galoomba|wings=Paragaloomba|parachute=Parachute Galoomba}}
|{{SMM2 modifiers|[[Galoomba]]|mushroom=Big Galoomba|wings=Paragaloomba|parachute=Parachute Galoomba}}
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|[[File:SMM2 Goombud SMW icon.png|50px]]
|[[File:SMM2 Goombud SMW icon.png|50px]]
|style="background:silver;"colspan=2|''N/A''
|style="background:silver;"colspan=2|''N/A''
|An alternate form of the Galoomba. Goombuds act like Galoombas, except that they turn around when they reach an edge. They float around in the air in the nighttime Ground theme.
|An alternate form of the Galoomba. Goombuds act like Galoombas, except that they turn around when they reach an edge. They float around in the air in the nighttime ground theme.
|-
|-
|rowspan=2|{{SMM2 modifiers|[[Koopa Troopa]]|mushroom=Big Koopa Troopa|wings=Koopa Paratroopa|parachute=1}}
|rowspan=2|{{SMM2 modifiers|[[Koopa Troopa]]|mushroom=Big Koopa Troopa|wings=Koopa Paratroopa|parachute=1}}
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|[[File:SMM2 Koopa Troopa NSMBU icon.png|50px]]
|[[File:SMM2 Koopa Troopa NSMBU icon.png|50px]]
|[[File:SMM2 Koopa Troopa SM3DW icon.png|50px]]
|[[File:SMM2 Koopa Troopa SM3DW icon.png|50px]]
|When stomped on, Koopa Troopas retreat into their [[shell]]s; in the ''Super Mario World'' and ''Super Mario 3D World'' styles, they become [[Unshelled Koopa Troopa|unshelled Koopa]]s. Their shells can then be held and thrown by players. Green Koopa Troopas walk off edges and bounce along the ground when [[Koopa Paratroopa|given wings]]. When enlarged, their shell cannot be picked up, but can break ? Blocks, Hard Blocks and Ice Blocks.
|When stomped on, Koopa Troopas retreat into their [[shell]]s; in the ''Super Mario World'' and ''Super Mario 3D World'' styles, they become [[Beach Koopa]]s. Their shells can then be held and thrown by players. Green Koopa Troopas walk off edges and bounce along the ground when [[Koopa Paratroopa|given wings]].
|-
|-
|[[File:SMM2 Koopa Troopa SMB icon red.png|50px]]
|[[File:SMM2 Koopa Troopa SMB icon red.png|50px]]
|[[File:SMB3RedKoopaSMM2.png|50px]]
|[[File:SMB3RedKoopaSMM2.png|50px]]
|[[File:SMM2 Asset Sprite SMW Icon Koopa Troopa (Red).png|50px]]
|
|[[File:SMM2 Asset Sprite NSMBU Icon Koopa Troopa (Red).png|50px]]
|
|[[File:SMM2 Koopa Troopa SM3DW icon red.png|50px]]
|[[File:SMM2 Koopa Troopa SM3DW icon red.png|50px]]
|Red Koopa Troopas are an alternate form of the green ones, which turn around at edges and fly in a vertical motion when given wings.
|Red Koopa Troopas are an alternate form of the green ones, which turn around at edges and fly in a vertical motion when given wings.
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|style="background:silver;"colspan=4|''N/A''
|style="background:silver;"colspan=4|''N/A''
|[[File:SMM2 Ant Trooper SM3DW icon.png|50px]]
|[[File:SMM2 Ant Trooper SM3DW icon.png|50px]]
|Ant Troopers can walk on walls and ceilings, but cannot be defeated with a normal stomp, instead requiring a [[Ground Pound|ground-pound]]. When enlarged, they also become invulnerable to fireballs.
|Ant Troopers can walk on walls and ceilings, but cannot be defeated with a normal stomp, instead requiring a [[Ground Pound|ground-pound]].
|-
|-
|{{SMM2 modifiers|'''[[Horned Ant Trooper]]'''|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|'''[[Horned Ant Trooper]]'''|mushroom=1|wings=1|parachute=1}}
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|[[File:SMM2 Buzzy Beetle NSMBU icon.png|50px]]
|[[File:SMM2 Buzzy Beetle NSMBU icon.png|50px]]
|style="background:silver;"|''N/A''
|style="background:silver;"|''N/A''
|Buzzy Beetles act similar to Koopa Troopas, but are immune to fireballs. When attached to a ceiling, they fall once the players approach them, spinning in their shell form. When given wings, they become [[Parabeetle]]s.
|Buzzy Beetles act similar to Koopa Troopas, but are immune to fireballs. When given wings, they become [[Parabeetle]]s.
|-
|-
|{{SMM2 modifiers|[[Buzzy Shell]]|parachute=1}}
|{{SMM2 modifiers|[[Buzzy Shell]]|parachute=1}}
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|-
|-
|[[File:SMM2 Spike Top SMB icon blue.png|50px]]
|[[File:SMM2 Spike Top SMB icon blue.png|50px]]
|[[File:SMM2 Asset Sprite SMB3 Icon Spike Top (Blue).png|50px]]
|
|[[File:SMM2 Spike Top SMW icon blue.png|50px]]
|[[File:SMM2 Spike Top SMW icon blue.png|50px]]
|[[File:SMM2 Asset Sprite NSMBU Icon Spike Top (Blue).png|50px]]
|
|style="background:silver;"|''N/A''
|style="background:silver;"|''N/A''
|An alternate form of the red Spike Tops, the blue versions are faster than their red counterparts.
|An alternate form of the red Spike Tops, the blue versions are faster than their red counterparts.
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|[[File:SMM2 Spiny NSMBU icon.png|50px]]
|[[File:SMM2 Spiny NSMBU icon.png|50px]]
|[[File:SMM2 Spiny SM3DW icon.png|50px]]
|[[File:SMM2 Spiny SM3DW icon.png|50px]]
|Spinies have spikes on their shells, which damage players if they land on them normally. Spinies are also thrown by Lakitus. When attached to a ceiling, they act like Buzzy Beetles, in which state they can be jumped on and their shell can be carried. While thrown or underwater, Spinies take the form of [[Spiny Egg]]s. When they are given wings, they occasionally retract into their Spiny Egg forms and shoot spines in the four cardinal directions.
|Spinies have spikes on their shells, which damage players if they land on them normally. Spinies are also thrown by Lakitus. While thrown or underwater, Spinies take the form of [[Spiny Egg]]s. When they are given wings, they occasionally retract into their Spiny Egg forms and shoot spines in the four cardinal directions.
|-
|-
|{{SMM2 modifiers|[[Spiny Shell (red)|Spiny Shell]]|parachute=1}}
|{{SMM2 modifiers|[[Spiny Shell (red)|Spiny Shell]]|parachute=1}}
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|[[File:SMM2 Blooper SMW icon.png|50px]]
|[[File:SMM2 Blooper SMW icon.png|50px]]
|colspan=2|[[File:SMM2 Blooper NSMBU icon.png|50px]]
|colspan=2|[[File:SMM2 Blooper NSMBU icon.png|50px]]
|Bloopers can be placed on land or underwater, where they move erratically towards players. On land, they can be defeated with a stomp. In the ''Super Mario 3D World'' style, they cannot pass through walls or blocks. Giving them wings makes them move faster.
|Bloopers can be placed on land or underwater, where they move erratically towards players. On land, they can be defeated with a stomp. In the ''Super Mario 3D World'' style, they cannot pass through walls or blocks.
|-
|-
|{{SMM2 modifiers|[[Blooper Nanny]]|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|[[Blooper Nanny]]|mushroom=1|wings=1|parachute=1}}
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|[[File:SMM2 Thwomp NSMBU icon.png|50px]]
|[[File:SMM2 Thwomp NSMBU icon.png|50px]]
|[[File:SMM2 Thwomp SM3DW icon.png|50px]]
|[[File:SMM2 Thwomp SM3DW icon.png|50px]]
|Thwomps crash down from above when players approach one, then move back up to their original location. They can activate certain elements such as ? Blocks and P Switches upon landing on them. They can also be set to attack horizontally. In the ''Super Mario 3D World'' style, they are safe to touch, but can instantly take out players by squishing them. When enlarged, they can continuously break blocks that are in their way. When winged, they slowly float to the left. In nighttime Ground levels, they chase the players when not looked at, similar to Boos.
|Thwomps crash down from above when players approach one, then move back up to their original location. They can also be set to attack horizontally. In the ''Super Mario 3D World'' style, they are safe to touch, but can instantly take out players by squishing them.  
|-
|-
|{{SMM2 modifiers|[[Monty Mole]]|mushroom=Big Monty Mole|wings=1|parachute=1}}
|{{SMM2 modifiers|[[Monty Mole]]|mushroom=Big Monty Mole|wings=1|parachute=1}}
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|[[Sledge Bro]]
|[[Sledge Bro]]
|[[File:SMM2 Sledge Bro SMB icon.png|50px]]
|[[File:SMM2 Sledge Bro SMB icon.png|50px]]
|[[File:SMM2 Asset Sprite SMB3 Icon Sledge Bro.png|50px]]
|
|[[File:SMM2 Asset Sprite SMW Icon Sledge Bro.png|50px]]
|
|[[File:SMM2 Asset Sprite NSMBU Icon Sledge Bro.png|50px]]
|
|[[File:SMM2 Sledge Bro SM3DW icon.png|50px]]
|[[File:SMM2 Sledge Bro SM3DW icon.png|50px]]
|A form of the Hammer Bro when given a Super Mushroom, which throws sledge hammers and can also perform a stomp that stuns any players on the ground.
|A form of the Hammer Bro when given a Super Mushroom, which throws sledge hammers and can also perform a stomp that stuns any players on the ground.
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|[[File:SMM2 Chain Chomp NSMBU icon.png|50px]]
|[[File:SMM2 Chain Chomp NSMBU icon.png|50px]]
|style="background:silver;"|''N/A''
|style="background:silver;"|''N/A''
|Chain Chomps are tied to a stake and occasionally lunge towards players from their set positions. In the ''New Super Mario Bros. U'' style or while riding a big Goomba's Shoe or Dry Bones Shell, their stake can be removed by Ground Pounding on it, setting them free.  
|Chain Chomps occasionally lunge towards players from their set positions.  
|-
|-
|{{SMM2 modifiers|Unchained Chomp|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|Unchained Chomp|mushroom=1|wings=1|parachute=1}}
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|-
|-
|{{SMM2 modifiers|'''[[Spike]]'''{{footnote|main|1}}|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|'''[[Spike]]'''{{footnote|main|1}}|mushroom=1|wings=1|parachute=1}}
|[[File:SMM2 Asset Sprite SMB Icon Spike.png|50px]]
|[[File:SMM2 SMB Spike Enemy Sprite.jpg|50px]]
|[[File:SMM2 Asset Sprite SMB3 Icon Spike.png|50px]]
|[[File:SMM2 SMB3 Spike Enemy Sprite.jpg|50px]]
|[[File:SMM2 Asset Sprite SMW Icon Spike.png|50px]]
|[[File:SMM2 SMW Spike Enemy Sprite.png|50px]]
|colspan=2|[[File:SMM2 Asset Sprite NSMBU Icon Spike.png|50px]]
|colspan=2|[[File:SMM2 NSMBU Spike Enemy Sprite.jpg|50px]]
|Spikes produce and throw Spike Balls at players, which fly forward (''Super Mario Bros.'' and ''Super Mario Bros. 3'' styles) or roll along the ground (''Super Mario World'', ''New Super Mario Bros. U'' and ''Super Mario 3D World'' styles). Additionally, they walk forward in the former styles and stand still in the latter styles. In snow-themed levels, they produce snowballs instead, similarly to [[Snow Spike]]s.
|Spikes produce and throw [[Spike Ball]]s at players, which fly forward (''Super Mario Bros.'' and ''Super Mario Bros. 3'' styles) or roll along the ground (''Super Mario World'', ''New Super Mario Bros. U'' and ''Super Mario 3D World'' styles). Additionally, they walk forward in the former styles and stand still in the latter styles. In snow-themed levels, they produce [[snowball]]s instead, similarly to [[Snow Spike]]s.
|-
|-
|{{SMM2 modifiers|'''[[Spike Ball]]'''{{footnote|main|1}}|mushroom=Giant Spiked Ball|parachute=1}}
|{{SMM2 modifiers|'''[[Spike Ball]]'''{{footnote|main|1}}|mushroom=Giant Spiked Ball|parachute=1}}
|[[File:SMM2 Asset Sprite SMB Icon Spike Ball.png|50px]]
|[[File:SMM2 SMB Spikeball Enemy Sprite.jpg|50px]]
|[[File:SMM2 Asset Sprite SMB3 Icon Spike Ball.png|50px]]
|[[File:SMM2 SMB3 Spikeball Enemy Sprite.jpg|50px]]
|[[File:SMM2 Asset Sprite SMW Icon Spike Ball.png|50px]]
|[[File:SMM2 SMW Spikeball Enemy Sprite.jpg|50px]]
|[[File:SMM2 Asset Sprite NSMBU Icon Spike Ball.png|50px]]
|[[File:SMM2 NSMBU Spikeball Enemy Sprite.jpg|50px]]
|[[File:SMM2 Asset Sprite SM3DW Icon Spike Ball.png|50px]]
|[[File:SMM2 SM3DW Spikeball Enemy Sprite.jpg|50px]]
|Spike Balls are hazards that either fly forward or roll along the ground, and break when they collide into a wall. They are produced and thrown by Spikes as their main attack. They can also appear on their own as an alternate form of Spike. In nighttime ground levels, they home in on the players.
|Spike Balls are hazards that either fly forward or roll along the ground, and break when they collide into a wall. They are produced and thrown by Spikes as their main attack. They can also appear on their own as an alternate form of Spike.
|-
|-
|{{SMM2 modifiers|'''[[Snowball]]'''{{footnote|main|1}}|mushroom=1|parachute=1}}
|{{SMM2 modifiers|'''[[Snowball]]'''{{footnote|main|1}}|mushroom=1|parachute=1}}
|colspan=2|[[File:SMM2 Asset Sprite SMB3 Icon Snowball.png|50px]]
|colspan=2|[[File:SMM2 SMB Snowball Enemy Sprite.jpg|50px]]
|[[File:SMM2 Asset Sprite SMW Icon Snowball.png|50px]]
|[[File:SMM2 SMW Snowball Enemy Sprite.jpg|50px]]
|[[File:SMM2 Asset Sprite NSMBU Icon Snowball.png|50px]]
|[[File:SMM2 NSMBU Snowball Enemy Sprite.jpg|50px]]
|[[File:SMM2 Asset Sprite SM3DW Icon Snowball.png|50px]]
|[[File:SMM2 SM3DW Snowball Enemy Sprite.jpg|50px]]
|Spike Balls are replaced by Snowballs in snow-themed levels. Snowballs can be picked up and thrown at enemies to defeat them or objects such as P Switches.
|Spike Balls are replaced by Snowballs in snow-themed levels. Snowballs can be picked up and thrown at enemies to defeat them or objects such as P Switches.
|-
|-
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|Hop-Chops chase after players, but can be jumped on like [[Trampoline]]s to bounce higher.
|Hop-Chops chase after players, but can be jumped on like [[Trampoline]]s to bounce higher.
|-
|-
|{{SMM2 modifiers|[[Wiggler]]|mushroom=Mega Wiggler|wings=1|parachute=1}}
|{{SMM2 modifiers|[[Wiggler]]|mushroom=Big Wiggler|wings=1|parachute=1}}
|[[File:SMM2 Wiggler SMB icon.png|50px]]
|[[File:SMM2 Wiggler SMB icon.png|50px]]
|[[File:SMM2 Wiggler SMB3 icon.png|50px]]
|[[File:SMM2 Wiggler SMB3 icon.png|50px]]
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|[[File:SMM2 Wiggler NSMBU icon.png|50px]]
|[[File:SMM2 Wiggler NSMBU icon.png|50px]]
|style="background:silver;"|''N/A''
|style="background:silver;"|''N/A''
|Wigglers walk back and forth without actively attacking players, but become angry when stomped on. When winged, Wigglers jump along the ground. In nighttime Ground levels, they can float in the air.
|Wigglers walk back and forth without actively attacking players, but become angry when stomped on.
|-
|-
|{{SMM2 modifiers|Angry Wiggler|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|Angry Wiggler|mushroom=1|wings=1|parachute=1}}
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|[[File:SMM2 Boo SMW icon.png|50px]]
|[[File:SMM2 Boo SMW icon.png|50px]]
|colspan=2|[[File:SMM2 Boo NSMBU icon.png|50px]]
|colspan=2|[[File:SMM2 Boo NSMBU icon.png|50px]]
|Boos slowly float towards players when their backs are turned, but freeze when they face them. When placed on the ground without modifiers, they become [[Stretch]]es, which hide in the ground and occasionally emerge while moving back and forth. Giving them wings makes them move faster while chasing the player. In nighttime Ground levels, Boos have their behavior reversed, chasing the players when looked at and stopping when their backs are turned, while Stretches act like regular Boos.
|Boos slowly float towards players when their backs are turned, but freeze when they face them. When placed on the ground without modifiers, they become [[Stretch]]es, which hide in the ground and occasionally emerge while moving back and forth.
|-
|-
|{{SMM2 modifiers|[[Boo Buddies]]|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|[[Boo Buddies]]|mushroom=1|wings=1|parachute=1}}
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|[[File:SMM2 Boo Buddies NSMBU icon.png|50px]]
|[[File:SMM2 Boo Buddies NSMBU icon.png|50px]]
|style="background:silver;"|''N/A''
|style="background:silver;"|''N/A''
|An alternate form of the Boo. Boo Buddies are a group of Boos that spin in a circular formation, though players can safely pass through an opening in the circle. When winged, their formation can grow and shrink. In nighttime Ground levels, they behave like regular Boos.
|An alternate form of the Boo. Boo Buddies are a group of Boos that spin in a circular formation, though players can safely pass through an opening in the circle.
|-
|-
|{{SMM2 modifiers|'''[[Peepa]]'''|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|'''[[Peepa]]'''|mushroom=1|wings=1|parachute=1}}
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|[[File:SMM2 Lava Bubble NSMBU icon.png|50px]]
|[[File:SMM2 Lava Bubble NSMBU icon.png|50px]]
|[[File:SMM2 Lava Bubble SM3DW icon.png|50px]]
|[[File:SMM2 Lava Bubble SM3DW icon.png|50px]]
|Lava Bubbles periodically leap out from the bottom of the screen. If the player is wearing a Goomba Mask, they will stay the bottom of the screen. When winged, Lava Bubbles fly diagonally.
|Lava Bubbles periodically leap out from the bottom of the screen. If the player is wearing a Goomba Mask, they will stay the bottom of the screen.
|-
|-
|{{SMM2 modifiers|[[Bob-omb]]|mushroom=Mega Bob-omb|wings=1|parachute=Parabomb}}
|{{SMM2 modifiers|[[Bob-omb]]|mushroom=Mega Bob-omb|wings=1|parachute=Parabomb}}
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|An alternate form of the Bob-omb. This form ignites as soon as it appears on screen. These Bob-ombs continue walking even while their fuses are lit, but explode after approximately five seconds. The resulting explosion can break nearby blocks.
|An alternate form of the Bob-omb. This form ignites as soon as it appears on screen. These Bob-ombs continue walking even while their fuses are lit, but explode after approximately five seconds. The resulting explosion can break nearby blocks.
|-
|-
|{{SMM2 modifiers|[[Dry Bones]]|mushroom=Mega Dry Bones|wings=Parabones|parachute=1}}
|{{SMM2 modifiers|[[Dry Bones]]|mushroom=Big Dry Bones|wings=Parabones|parachute=1}}
|[[File:SMM2 Dry Bones SMB icon.png|50px]]
|[[File:SMM2 Dry Bones SMB icon.png|50px]]
|[[File:SMM2 Dry Bones SMB3 icon.png|50px]]
|[[File:SMM2 Dry Bones SMB3 icon.png|50px]]
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|[[File:SMM2 Dry Bones NSMBU icon.png|50px]]
|[[File:SMM2 Dry Bones NSMBU icon.png|50px]]
|[[File:SMM2 Dry Bones SM3DW icon.png|50px]]
|[[File:SMM2 Dry Bones SM3DW icon.png|50px]]
|Dry Bones crumble when stomped on, but emerge back up after a period of time. In the ''Super Mario World'' style, they can throw bones at Mario. When enlarged, they become invulnerable to regular stomps, requiring a [[Spin Jump]] or [[Ground Pound]] to make them crumble.
|Dry Bones crumble when stomped on, but emerge back up after a period of time. In the ''Super Mario World'' style, they can throw bones at Mario.
|-
|-
|{{SMM2 modifiers|'''[[Dry Bones Shell]]'''|parachute=1}}
|{{SMM2 modifiers|'''[[Dry Bones Shell]]'''|parachute=1}}
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|-
|-
|{{SMM2 modifiers|'''[[Pokey]]'''{{footnote|main|1}}|wings=1|parachute=1}}
|{{SMM2 modifiers|'''[[Pokey]]'''{{footnote|main|1}}|wings=1|parachute=1}}
|[[File:SMM2 Asset Sprite SMB Icon Pokey.png|50px]]
|[[File:SMM2 Pokey SMB Icon.jpg|50px]]
|[[File:SMM2 Asset Sprite SMB3 Icon Pokey.png|50px]]
|[[File:SMM2 Pokey SMB3 Icon.jpg|50px]]
|[[File:SMM2 Asset Sprite SMW Icon Pokey.png|50px]]
|[[File:SMM2 Pokey SMW Icon.jpg|50px]]
|[[File:SMM2 Asset Sprite NSMBU Icon Pokey.png|50px]]
|[[File:SMM2 Pokey NSMBU Icon.jpg|50px]]
|[[File:SMM2 Asset Sprite SM3DW Icon Pokey.png|50px]]
|[[File:SMM2 Pokey SM3DW Icon.jpg|50px]]
|Pokeys move slowly along the ground, damaging players upon contact. Their heights can be adjusted, and they can be defeated with [[fireball]]s and [[Yoshi]]. Damaging the head will immediately defeat the Pokey. In nighttime Ground levels, they can float in the air in a similar manner to Wigglers.
|Pokeys move slowly along the ground, damaging players upon contact. Their heights can be adjusted, and they can be defeated with [[fireball]]s and [[Yoshi]]. Damaging the head will immediately defeat the Pokey.
|-
|-
|{{SMM2 modifiers|'''[[Snow Pokey]]'''{{footnote|main|1}}|wings=1|parachute=1}}
|{{SMM2 modifiers|'''[[Snow Pokey]]'''{{footnote|main|1}}|wings=1|parachute=1}}
|[[File:SMM2 Asset Sprite SMB Icon Snow Pokey.png|50px]]
|[[File:SMM2 Snow Pokey SMB Icon.jpg|50px]]
|[[File:SMM2 Asset Sprite SMB3 Icon Snow Pokey.png|50px]]
|[[File:SMM2 Snow Pokey SMB3 Icon.jpg|50px]]
|[[File:SMM2 Asset Sprite SMW Icon Snow Pokey.png|50px]]
|[[File:SMM2 Snow Pokey SMW Icon.jpg|50px]]
|[[File:SMM2 Asset Sprite NSMBU Icon Snow Pokey.png|50px]]
|[[File:SMM2 Snow Pokey NSMBU Icon.jpg|50px]]
|[[File:SMM2 Asset Sprite SM3DW Icon Snow Pokey.png|50px]]
|[[File:SMM2 Snow Pokey SM3DW Icon.jpg|50px]]
|Pokeys become Snow Pokeys when placed in snow-themed levels. In this form, they can be jumped on, which reduces them to a snowball.
|Pokeys become Snow Pokeys when placed in snow-themed levels. In this form, they can be jumped on, which reduces them to a snowball.
|-
|-
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|[[File:SMM2 Bowser Jr NSMBU icon.png|50px]]
|[[File:SMM2 Bowser Jr NSMBU icon.png|50px]]
|style="background:silver;"|''N/A''
|style="background:silver;"|''N/A''
|Bowser Jr. occasionally breathes fireballs and retreats into his shell and dashes towards players. When winged, he can throw multiple hammers. While inside a Koopa/Junior Clown Car, he can throw Green Shells at players, though if a Clear Condition to defeat a certain number of Koopa Troopas is set, he throws Bob-ombs instead. He is defeated after three stomps.
|Bowser Jr. occasionally retreats into his shell and dashes towards players. While inside a Koopa/Junior Clown Car, he can throw Green Shells at players, though if a Clear Condition to defeat a certain number of Koopa Troopas is set, he throws Bob-ombs instead. He is defeated after three stomps.
|-
|-
|{{SMM2 modifiers|'''[[Meowser]]'''|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|'''[[Meowser]]'''|mushroom=1|wings=1|parachute=1}}
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|[[File:SMM2 Boom Boom NSMBU icon.png|50px]]
|[[File:SMM2 Boom Boom NSMBU icon.png|50px]]
|[[File:SMM2 Boom Boom SM3DW icon.png|50px]]
|[[File:SMM2 Boom Boom SM3DW icon.png|50px]]
|In the four main game styles, Boom Boom chases after players, occasionally jumping into the air. When attacked, he crouches while protruding his spikes out. In the ''New Super Mario Bros. U'' style, he can perform Spin Jumps. In the ''Super Mario 3D World'' style, he spins around before making himself dizzy. When attacked, he dashes in his shell, similar to Bowser Jr. He is defeated after three stomps. Giving him wings will cause him to fly around in the air.
|In the four main game styles, Boom Boom chases after players, occasionally jumping into the air. When attacked, he crouches while protruding his spikes out. In the ''Super Mario 3D World'' style, he spins around before making himself dizzy. When attacked, he dashes in his shell, similar to Bowser Jr. He is defeated after three stomps. Giving him wings will cause him to fly around in the air.
|-
|-
|{{SMM2 modifiers|'''[[Pom Pom]]'''|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|'''[[Pom Pom]]'''|mushroom=1|wings=1|parachute=1}}
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|-
|-
|{{SMM2 modifiers|'''[[Mechakoopa]]'''{{footnote|main|2}}|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|'''[[Mechakoopa]]'''{{footnote|main|2}}|mushroom=1|wings=1|parachute=1}}
|[[File:SMM2 Asset Sprite SMB Icon Mechakoopa.png|50px]]
|[[File:SMM2-SMB-Mechakoopa.png|50px]]
|[[File:SMM2 Asset Sprite SMB3 Icon Mechakoopa.png|50px]]
|[[File:SMM2-SMB3-Mechakoopa.png|50px]]
|[[File:SMM2 Asset Sprite SMW Icon Mechakoopa.png|50px]]
|[[File:SMM2-SMW-Mechakoopa.png|50px]]
|[[File:SMM2 Asset Sprite NSMBU Icon Mechakoopa.png|50px]]
|🗸
|style="background:silver;"|''N/A''
|style="background:silver;"|''N/A''
|Mechakoopas behave similar to green Koopa Troopas, and can be jumped on, carried or kicked around, and thrown at enemies. They get back up if left alone for a period of time after being knocked down. In nighttime Ground levels, they are equipped with jet engines, and occasionally hover in the air.
|Mechakoopas behave similar to green Koopa Troopas, and can be jumped on, carried or kicked around, and thrown at enemies. They get back up if left alone for a period of time after being knocked down.
|-
|-
|{{SMM2 modifiers|'''[[Blasta Mechakoopa]]'''{{footnote|main|2}}|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|'''[[Blasta Mechakoopa]]'''{{footnote|main|2}}|mushroom=1|wings=1|parachute=1}}
|[[File:SMM2 Asset Sprite SMB Icon Blasta Mechakoopa.png|50px]]
|[[File:Blasta SMB1.png|50px]]
|[[File:SMM2 Asset Sprite SMB3 Icon Blasta Mechakoopa.png|50px]]
|[[File:Blasta SMB3.png|50px]]
|[[File:SMM2 Asset Sprite SMW Icon Blasta Mechakoopa.png|50px]]
|[[File:Blasta SMW.png|50px]]
|[[File:SMM2 Asset Sprite NSMBU Icon Blasta Mechakoopa.png|50px]]
|[[File:Blasta NSMB.png|50px]]
|style="background:silver;"|''N/A''
|style="background:silver;"|''N/A''
|An alternate form of the Mechakoopa. Blasta Mechakoopas behave like red Koopa Troopas and occasionally fire a [[Bull's-Eye Bill]]-like homing missile out of their mouths. These missiles explode after a few seconds.
|An alternate form of the Mechakoopa. Blasta Mechakoopas behave like red Koopa Troopas and occasionally fire a [[Bull's-Eye Bill]]-like homing missile out of their mouths. These missiles explode after a few seconds.
|-
|-
|{{SMM2 modifiers|'''[[Zappa Mechakoopa]]'''{{footnote|main|2}}|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|'''[[Zappa Mechakoopa]]'''{{footnote|main|2}}|mushroom=1|wings=1|parachute=1}}
|[[File:SMM2 Asset Sprite SMB Icon Zappa Mechakoopa.png|50px]]
|[[File:Zappa SMB1.png|50px]]
|[[File:SMM2 Asset Sprite SMB3 Icon Zappa Mechakoopa.png|50px]]
|[[File:Zappa SMB3.png|50px]]
|[[File:SMM2 Asset Sprite SMW Icon Zappa Mechakoopa.png|50px]]
|[[File:Zappa SMW.png|50px]]
|[[File:SMM2 Asset Sprite NSMBU Icon Zappa Mechakoopa.png|50px]]
|[[File:Zappa NSMB.png|50px]]
|style="background:silver;"|''N/A''
|style="background:silver;"|''N/A''
|An alternate form of the Mechakoopa. Zappa Mechakoopas also behave like red Koopa Troopas and occasionally stand still and fire a horizontal laser beam out of their mouths.
|An alternate form of the Mechakoopa. Zappa Mechakoopas also behave like red Koopa Troopas and occasionally stand still and fire a horizontal laser beam out of their mouths.
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|[[File:SMM2 Lakitu NSMBU icon.png|50px]]
|[[File:SMM2 Lakitu NSMBU icon.png|50px]]
|style="background:silver;"|''N/A''
|style="background:silver;"|''N/A''
|Lakitus move left and right in the sky and throw Spinies at players. After a player defeats a Lakitu, they can ride its cloud. The Lakitu can be modified to throw objects other than Spinies. Giving them wings make them fly in a waving motion.
|Lakitus move left and right in the sky and throw Spinies at players. After a player defeats a Lakitu, they can ride its cloud. The Lakitu can be modified to throw objects other than Spinies.
|-
|-
|[[Lakitu's Cloud]]
|[[Lakitu's Cloud]]
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|style="background:silver;"colspan=4|''N/A''
|style="background:silver;"colspan=4|''N/A''
|[[File:SMM2 Bully SM3DW icon.png|50px]]
|[[File:SMM2 Bully SM3DW icon.png|50px]]
|While they cannot damage players, Bullies can push them away, stunning them for a brief period of time. Bullies can also be knocked away themselves; once they reach an edge, players can hit them once more to knock them off. When winged, they can float in the air for a short while when knocked off of platforms.
|While they cannot damage players, Bullies can push them away, stunning them for a brief period of time. Bullies can also be knocked away themselves; once they reach an edge, players can hit them once more to knock them off.
|-
|-
|{{SMM2 modifiers|'''[[Porcupuffer]]'''|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|'''[[Porcupuffer]]'''|mushroom=1|wings=1|parachute=1}}
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|style="background:silver;"colspan=4|''N/A''
|style="background:silver;"colspan=4|''N/A''
|[[File:SMM2 Koopa Troopa Car SM3DW icon.png|50px]]
|[[File:SMM2 Koopa Troopa Car SM3DW icon.png|50px]]
|Koopa Troopa Cars are driven by unshelled Koopas; after they are defeated, players can drive the cars themselves. They can sustain multiple hits before they are destroyed completely.
|Koopa Troopa Cars are driven by Beach Koopas; after they are defeated, players can drive the cars themselves. They can sustain multiple hits before they are destroyed completely.
|-
|-
|{{SMM2 modifiers|'''[[Larry]]'''{{footnote|main|2}}|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|'''[[Larry Koopa|Larry]]'''{{footnote|main|2}}|mushroom=1|wings=1|parachute=1}}
|[[File:SMM2 Larry SMB icon.png|50px]]
|[[File:SMM2 Larry SMB icon.png|50px]]
|[[File:SMM2 Larry SMB3 icon.png|50px]]
|[[File:SMM2 Larry SMB3 icon.png|50px]]
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|[[File:SMM2 Larry NSMBU icon.png|50px]]
|[[File:SMM2 Larry NSMBU icon.png|50px]]
|style="background:silver;"|''N/A''
|style="background:silver;"|''N/A''
|Larry simply jumps around and shoots spells out of his [[magic wand]], similar to his appearance in ''[[Super Mario Bros. 3]]''. If winged, Larry can jump higher than normal.
|Larry simply jumps around and shoots spells out of his [[magic wand]], similar to his appearance in ''[[Super Mario Bros. 3]]''.
|-
|-
|{{SMM2 modifiers|'''[[Iggy]]'''{{footnote|main|2}}|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|'''[[Iggy Koopa|Iggy]]'''{{footnote|main|2}}|mushroom=1|wings=1|parachute=1}}
|[[File:SMM2 Iggy SMB icon.png|50px]]
|[[File:SMM2 Iggy SMB icon.png|50px]]
|[[File:SMM2 Iggy SMB3 icon.png|50px]]
|[[File:SMM2 Iggy SMB3 icon.png|50px]]
Line 2,331: Line 2,351:
|Iggy walks back and forth and shoots fast-moving spells. If winged, Iggy will jump around, instead of walking.
|Iggy walks back and forth and shoots fast-moving spells. If winged, Iggy will jump around, instead of walking.
|-
|-
|{{SMM2 modifiers|'''[[Wendy]]'''{{footnote|main|2}}|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|'''[[Wendy O. Koopa|Wendy]]'''{{footnote|main|2}}|mushroom=1|wings=1|parachute=1}}
|[[File:SMM2 Wendy SMB icon.png|50px]]
|[[File:SMM2 Wendy SMB icon.png|50px]]
|[[File:SMM2 Wendy SMB3 icon.png|50px]]
|[[File:SMM2 Wendy SMB3 icon.png|50px]]
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|Wendy jumps around and shoots [[Ring (projectile)|ring]]s that bounce off of the ground and walls. If winged, Wendy can jump higher than normal.
|Wendy jumps around and shoots [[Ring (projectile)|ring]]s that bounce off of the ground and walls. If winged, Wendy can jump higher than normal.
|-
|-
|{{SMM2 modifiers|'''[[Lemmy]]'''{{footnote|main|2}}|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|'''[[Lemmy Koopa|Lemmy]]'''{{footnote|main|2}}|mushroom=1|wings=1|parachute=1}}
|[[File:SMM2 Lemmy SMB icon.png|50px]]
|[[File:SMM2 Lemmy SMB icon.png|50px]]
|[[File:SMM2 Lemmy SMB3 icon.png|50px]]
|[[File:SMM2 Lemmy SMB3 icon.png|50px]]
Line 2,347: Line 2,367:
|Lemmy shoots bouncy [[magical ball|ball]]s while balancing on one himself. If winged, Lemmy jumps with the ball instead, similar to (albeit in a different manner from) his Castle boss battle in ''[[New Super Mario Bros. Wii]]''.
|Lemmy shoots bouncy [[magical ball|ball]]s while balancing on one himself. If winged, Lemmy jumps with the ball instead, similar to (albeit in a different manner from) his Castle boss battle in ''[[New Super Mario Bros. Wii]]''.
|-
|-
|{{SMM2 modifiers|'''[[Roy]]'''{{footnote|main|2}}|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|'''[[Roy Koopa|Roy]]'''{{footnote|main|2}}|mushroom=1|wings=1|parachute=1}}
|[[File:SMM2 Roy SMB icon.png|50px]]
|[[File:SMM2 Roy SMB icon.png|50px]]
|[[File:SMM2 Roy SMB3 icon.png|50px]]
|[[File:SMM2 Roy SMB3 icon.png|50px]]
Line 2,355: Line 2,375:
|Roy shoots spells out of his wand and can burrow into the ground and pop up out of other parts of the ground or ceilings. Upon landing from a ceiling, he creates a tremor that stuns any players on the ground. If winged, Roy will pop out several times but will not show his head, and can hover in the air before landing.
|Roy shoots spells out of his wand and can burrow into the ground and pop up out of other parts of the ground or ceilings. Upon landing from a ceiling, he creates a tremor that stuns any players on the ground. If winged, Roy will pop out several times but will not show his head, and can hover in the air before landing.
|-
|-
|{{SMM2 modifiers|'''[[Morton]]'''{{footnote|main|2}}|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|'''[[Morton Koopa Jr.|Morton]]'''{{footnote|main|2}}|mushroom=1|wings=1|parachute=1}}
|[[File:SMM2 Morton SMB icon.png|50px]]
|[[File:SMM2 Morton SMB icon.png|50px]]
|[[File:SMM2 Morton SMB3 icon.png|50px]]
|[[File:SMM2 Morton SMB3 icon.png|50px]]
Line 2,363: Line 2,383:
|Morton shoots spells out of his wand and can jump and stomp on the ground, stunning any players on the ground and producing fireballs that move along the ground and walls. If fought in a brick block-filled area, his stomping the ground will shatter any brick blocks in the vicinity. If winged, Morton will fake out his landing a few times before finally landing.
|Morton shoots spells out of his wand and can jump and stomp on the ground, stunning any players on the ground and producing fireballs that move along the ground and walls. If fought in a brick block-filled area, his stomping the ground will shatter any brick blocks in the vicinity. If winged, Morton will fake out his landing a few times before finally landing.
|-
|-
|{{SMM2 modifiers|'''[[Ludwig]]'''{{footnote|main|2}}|mushroom=1|wings=1|parachute=1}}
|{{SMM2 modifiers|'''[[Ludwig von Koopa|Ludwig]]'''{{footnote|main|2}}|mushroom=1|wings=1|parachute=1}}
|[[File:SMM2 Ludwig SMB icon.png|50px]]
|[[File:SMM2 Ludwig SMB icon.png|50px]]
|[[File:SMM2 Ludwig SMB3 icon.png|50px]]
|[[File:SMM2 Ludwig SMB3 icon.png|50px]]
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|[[File:SMM2 Bill Blaster NSMBU icon.png|50px]]
|[[File:SMM2 Bill Blaster NSMBU icon.png|50px]]
|[[File:SMM2 Bill Blaster SM3DW icon.png|50px]]
|[[File:SMM2 Bill Blaster SM3DW icon.png|50px]]
|Bill Blasters fire [[Bullet Bill]]s, which fly straight forwards. They can also be set to fire a different element. In the ''Super Mario 3D World'' style, Bullet Bills cannot pass through walls or objects, but explode upon colliding with them. The resulting explosion can break nearby blocks, similar to Bob-ombs. Their height can be adjusted, and they can be modified to shoot objects other than Bullet Bills.
|Bill Blasters fire [[Bullet Bill]]s, which fly straight forwards. They can also be set to fire a different element. In the ''Super Mario 3D World'' style, Bullet Bills cannot pass through walls or objects, but explode upon colliding with them. The resulting explosion can break nearby blocks, similar to Bob-ombs. They can be modified to shoot objects other than Bullet Bills.
|-
|-
|[[Bull's-Eye Blaster]]<ref name=Spoken>Spoken name heard when placed in Course Maker</ref>
|[[Bull's-Eye Blaster]]<ref name=Spoken>Spoken name heard when placed in Course Maker</ref>
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|An alternate form of the Bill Blaster. Bull's-Eye Blasters are red and fire [[Bull's-Eye Bill]]s ([[Cat Bullet Bill]]s in the ''Super Mario 3D World'' style), Bullet Bills that home in on players. If a different element is placed inside, it is fired at a greater distance.
|An alternate form of the Bill Blaster. Bull's-Eye Blasters are red and fire [[Bull's-Eye Bill]]s ([[Cat Bullet Bill]]s in the ''Super Mario 3D World'' style), Bullet Bills that home in on players. If a different element is placed inside, it is fired at a greater distance.
|-
|-
|'''[[Bomber Bill|Banzai Bill]]'''
|'''[[Banzai Bill]]'''
|[[File:SMM2 Banzai Bill SMB icon.png|50px]][[File:SMM2 Banzai Bill SMB icon underground.png|50px]]
|[[File:SMM2 Banzai Bill SMB icon.png|50px]][[File:SMM2 Banzai Bill SMB icon underground.png|50px]]
|[[File:SMM2 Banzai Bill SMB3 icon.png|50px]]
|[[File:SMM2 Banzai Bill SMB3 icon.png|50px]]
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|[[File:SMM2 Icicle NSMBU icon.png|50px]]
|[[File:SMM2 Icicle NSMBU icon.png|50px]]
|[[File:SMM2 Icicle SM3DW icon.png|50px]]
|[[File:SMM2 Icicle SM3DW icon.png|50px]]
|Icicles damage players if they are touched from underneath, though they can be stood on from above. When the player gets close enough to them, they will begin to shake before eventually falling on the player, after which they respawn. They can activate certain elements such as ? Blocks and P Switches, similar to Thwomps. The arrow does not appear while playing a level.
|Icicles damage players if they are touched from underneath, though they can be stood on from above. When the player gets close enough to them, they will begin to shake before eventually falling on the player, after which they respawn. The arrow does not appear while playing a level.
|-
|-
|[[File:SMM2 Icicle SMB icon 2.png|50px]]
|[[File:SMM2 Icicle SMB icon 2.png|50px]]
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|style="background:silver;"colspan=4|''N/A''
|style="background:silver;"colspan=4|''N/A''
|[[File:SMM2 Tree SM3DW icon.png|50px]][[File:SMM2 Tree SM3DW icon desert.png|50px]][[File:SMM2 Tree SM3DW icon forest.png|50px]][[File:SMM2 Tree SM3DW icon underwater.png|50px]][[File:SMM2 Tree SM3DW icon snow.png|50px]]
|[[File:SMM2 Tree SM3DW icon.png|50px]][[File:SMM2 Tree SM3DW icon desert.png|50px]][[File:SMM2 Tree SM3DW icon forest.png|50px]][[File:SMM2 Tree SM3DW icon underwater.png|50px]][[File:SMM2 Tree SM3DW icon snow.png|50px]]
|Trees can be climbed similar to Vines, and can also hold items that release when a player reaches the top. Their height can be adjusted.  
|Trees can be climbed similar to Vines, and can also hold items that release when a player reaches the top.
|-
|-
|'''[[Crate]]'''
|'''[[Crate]]'''
|style="background:silver;"colspan=4|''N/A''
|style="background:silver;"colspan=4|''N/A''
|[[File:SMM2-SM3DW-Crate.png|50px]]
|[[File:SMM2-SM3DW-Crate.png|50px]]
|Crates can be destroyed with a [[Ground Pound|ground-pound]] or carried around by players. They also float on water and lava and can be used as platforms. They can contain a single coin.
|Crates can be destroyed with a [[Ground Pound|ground-pound]] or carried around by players. They also float on water and lava and can be used as platforms.
|-
|-
|[[Key]]
|[[Key]]
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|[[File:SMM2 Vine NSMBU icon.png|50px]]
|[[File:SMM2 Vine NSMBU icon.png|50px]]
|style="background:silver;"|''N/A''
|style="background:silver;"|''N/A''
|Vines can be climbed by players. They can be placed as is on the level, or placed inside a block and grow when a player hits it. When placed on the level, their height can be adjusted.
|Vines can be climbed by players. They can be placed as is on the level, or placed inside a block and grow when a player hits it.
|-
|-
|[[Arrow Sign]]
|[[Arrow Sign]]
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|[[File:SMM2 Flimsy Lift NSMBU icon.png|50px]]
|[[File:SMM2 Flimsy Lift NSMBU icon.png|50px]]
|style="background:silver;"|''N/A''
|style="background:silver;"|''N/A''
|An alternate form of the Lift. Flimsy Lifts are stationary and fall as soon as a player stands on them. When attached to tracks, they remain unactivated until a player stands on them.
|An alternate form of the Lift. Flimsy Lifts fall as soon as a player stands on them.
|-
|-
|[[Lava Lift]]
|[[Lava Lift]]
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|[[File:SMM2 Snake Block NSMBU icon.png|50px]]
|[[File:SMM2 Snake Block NSMBU icon.png|50px]]
|[[File:SMM2 Snake Block SM3DW icon.png|50px]]
|[[File:SMM2 Snake Block SM3DW icon.png|50px]]
|Snake Blocks are mobile platforms that move along a set path that can be modified by the editor.
|Snake Blocks are mobile platforms that move along a set path.
|-
|-
|'''Fast Snake Block'''
|'''Fast Snake Block'''
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|style="background:silver;"colspan=4|''N/A''
|style="background:silver;"colspan=4|''N/A''
|[[File:SMM2 Track Block SM3DW icon.png|50px]][[File:SMM2 Track Block SM3DW icon blue.png|50px]]
|[[File:SMM2 Track Block SM3DW icon.png|50px]][[File:SMM2 Track Block SM3DW icon blue.png|50px]]
|A block that slowly moves along a set path that can be modified by the editor. Red Track Blocks move constantly, while blue ones move only after a player steps on it, which vanish and return to the starting position shortly after reaching the end point.
|A block that slowly moves along a set path. Red Track Blocks move constantly, while blue ones move only after a player steps on it.
|-
|-
|'''[[ON/OFF Trampoline]]'''{{footnote|main|2}}
|'''[[ON/OFF Trampoline]]'''{{footnote|main|2}}
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Each level can either have one Clear Condition or no Clear Condition. Levels with [[Checkpoint Flag]]s cannot use Clear Conditions.
Each level can either have one Clear Condition or no Clear Condition. Levels with [[Checkpoint Flag]]s cannot use Clear Conditions.
====Actions====
====Actions====
{|class=wikitable width=100%
{|border=1 cellspacing=0 cellpadding=3 style="border-collapse:collapse"width=100%
|-style="background:#ABC;"
!width=50px|Image
!width=50px|Image
!Clear Condition
!Clear Condition
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====Parts====
====Parts====
In Multiplayer Versus, players cannot see their progress on meeting the said Clear Condition until someone completes it. The first player to complete the Clear Condition can interact with the goal, but other players can steal it by stomping on the player with the goal mark. The player also loses the goal mark upon losing a life, allowing others to steal it.
In Multiplayer Versus, players cannot see their progress on meeting the said Clear Condition until someone completes it. The first player to complete the Clear Condition can interact with the goal, but other players can steal it by stomping on the player with the goal mark. The player also loses the goal mark upon losing a life, allowing others to steal it.
{|class=wikitable width=100%
{|border=1 cellspacing=0 cellpadding=3 style="border-collapse:collapse"width=100%
|-style="background:#ABC;"
!width=50px|{{SMM style|smb}}
!width=50px|{{SMM style|smb}}
!width=50px|{{SMM style|smb3}}
!width=50px|{{SMM style|smb3}}
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|[[File:NSMBU CC Hammer Bro.png|50px]]
|[[File:NSMBU CC Hammer Bro.png|50px]]
|[[File:3DW CC Hammer Bro.png|50px]]
|[[File:3DW CC Hammer Bro.png|50px]]
|Reach the goal after defeating [number] [[Hammer Bro.|Hammer Bro(s).]]
|Reach the goal after defeating [number] [[Hammer Bro.|Hammer Bro(s).]].
|-
|-
|[[File:SMB1 CC Sledge Bro.png|50px]]
|[[File:SMB1 CC Sledge Bro.png|50px]]
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|[[File:NSMBU CC Sledge Bro.png|50px]]
|[[File:NSMBU CC Sledge Bro.png|50px]]
|[[File:3DW CC Sledge Bro.png|50px]]
|[[File:3DW CC Sledge Bro.png|50px]]
|Reach the goal after defeating [number] [[Sledge Bro|Sledge Bro(s).]]
|Reach the goal after defeating [number] [[Sledge Bro|Sledge Bro(s).]].
|-
|-
|[[File:SMB1 CC Lakitu.png|50px]]
|[[File:SMB1 CC Lakitu.png|50px]]
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|[[File:NSMBU CC Banzai Bill.png|50px]]
|[[File:NSMBU CC Banzai Bill.png|50px]]
|[[File:3DW CC Banzai Bill.png|50px]]
|[[File:3DW CC Banzai Bill.png|50px]]
|Reach the goal after defeating [number] [[Bomber Bill|Banzai Bill(s)]].
|Reach the goal after defeating [number] [[Banzai Bill|Banzai Bill(s)]].
|-
|-
|[[File:SMB1 CC Magikoopa.png|50px]]
|[[File:SMB1 CC Magikoopa.png|50px]]
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|[[File:NSMBU CC Bowser Jr.png|50px]]
|[[File:NSMBU CC Bowser Jr.png|50px]]
|
|
|Reach the goal after defeating [number] [[Bowser Jr.|Bowser Jr(s).]]
|Reach the goal after defeating [number] [[Bowser Jr.|Bowser Jr(s).]].
|-
|-
|[[File:SMB1 CC Boom Boom.png|50px]]
|[[File:SMB1 CC Boom Boom.png|50px]]
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====Status====
====Status====
{|class=wikitable width=100%
{|border=1 cellspacing=0 cellpadding=3 style="border-collapse:collapse"width=100%
|-style="background:#ABC;"
!width=50px|{{SMM style|smb}}
!width=50px|{{SMM style|smb}}
!width=50px|{{SMM style|smb3}}
!width=50px|{{SMM style|smb3}}
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====Other====
====Other====
These Clear Conditions are not available in Course Maker and are only found in Story Mode.
These Clear Conditions are not available in Course Maker and are only found in Story Mode.
{|class=wikitable width=100%
{|border=1 cellspacing=0 cellpadding=3 style="border-collapse:collapse"width=100%
|-style="background:#ABC;"
!width=50px|{{SMM style|smb}}
!width=50px|{{SMM style|smb}}
!width=50px|{{SMM style|smb3}}
!width=50px|{{SMM style|smb3}}
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====Multiple====
====Multiple====
*Each Koopaling has the same behavior in all the game styles for consistency purposes. Their shells bounce like in ''Super Mario Bros. 3'', with the exception of ''New Super Mario Bros. U'', where they act more like Bowser Jr. and their shells stay on the ground.
*Each Koopaling has the same behavior in all the game styles for consistency purposes.


====''Super Mario Bros.''====
====''Super Mario Bros.''====
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====''Super Mario Bros. 3''====
====''Super Mario Bros. 3''====
*[[Fire Mario|Fire Luigi]] has a distinct color palette instead of being identical to Fire Mario; however, Luigi's sprites remain being a recolor of Mario's (or identical to Mario's, in case of Frog Luigi in single-player) in this game, unlike in the ''[[Super Mario All-Stars]]'' and ''[[Super Mario Advance 4: Super Mario Bros. 3]]'' remakes where Luigi was given unique sprites from Mario's.
*[[Fire Mario|Fire Luigi]] has a distinct color palette instead of being identical to Fire Mario.
*[[Thwomp]]s have been given new sprites for when they are idle and attacking, rather than being static the whole way through.
*[[Thwomp]]s have been given new sprites for when they are idle and attacking.
*Thwomps that move horizontally require the player be in front or on top of them to attack, unlike in the original where they are much more sensitive and can be triggered from below and above.
*Thwomps tilt forward slightly when they move horizontally, unlike the original game where they were only idle.
*Thwomps that move horizontally will only stop at a wall, even though some in the original game could stop on their own.
*Thwomps that move horizontally require the player be in front of them to attack, unlike in the original where they're much more sensitive and can be triggered from below and above.
*Snow-themed levels now feature original music composed by Koji Kondo instead of using the overworld or athletic theme.
*Snow-themed levels now feature original music composed by Koji Kondo instead of using the overworld or athletic theme.
*[[Small Mario|Small]] and [[Goomba's Shoe]]-riding characters can now [[crouch]], unlike in the original game, where it was not possible.
*[[Small Mario|Small characters]] can now [[crouch]], unlike in the original game, where it was not possible.
*Hitting normally unstompable enemies like [[Spiny|Spinies]] and [[Piranha Plant]]s while sliding down slopes will defeat them, rather than damaging the player.
*Airship courses during night receive a blue palette on the tileset resembling the appearance of the airships seen in {{world-link|3|airship3|World 3-Airship (Super Mario Bros. 3)}} and {{world-link|7|airship3|World 7-Airship (Super Mario Bros. 3)}}, unlike the original game where night airship levels like {{world-link|8|airforce|World 8-Airship (Super Mario Bros. 3)}} have the normal brown palette.
*Airship courses during night receive a blue palette on the tileset resembling the appearance of the airships seen in {{world link|3|airship3|World 3-Airship (Super Mario Bros. 3)}} and {{world link|7|airship3|World 7-Airship (Super Mario Bros. 3)}}, unlike the original game where night airship levels like {{world link|8|airforce|World 8-Airship (Super Mario Bros. 3)}} have the normal brown palette.
*Castle courses during night receive a tileset from {{world-link|8|bowser3|World 8-Bowser’s Castle (Super Mario Bros. 3)}}
*Castle courses during night receive a tileset from {{world link|8|bowser3|World 8-Bowser’s Castle (Super Mario Bros. 3)}}
*The [[Angry Sun]] cannot be placed in night-themed courses, unlike the original game where an Angry Sun is present in [[World 8-2 (Super Mario Bros. 3)|World 8-2]], which is a night-themed level.
*The [[Angry Sun]] cannot be placed in night-themed courses, unlike the original game where an Angry Sun is present in [[World 8-2 (Super Mario Bros. 3)|World 8-2]], which is a night-themed level.
*The Angry Sun will start attacking the player much earlier, and can damage them even before attacking.
*The Angry Sun will start attacking the player much earlier, and can damage them even before attacking.
*The water has a clearer, translucent blue color.
*The water has a clearer, translucent blue color.
*Hitting enemies like [[Spiny]]s and [[Piranha Plant]]s while sliding down slopes no longer damages the player.
*[[Blooper]]s and [[Blooper Nanny|Blooper Nannies]] can rise out of water, instead of stopping at the top.
*[[Blooper]]s and [[Blooper Nanny|Blooper Nannies]] can rise out of water, instead of stopping at the top.
*[[Boom Boom]] now flies off-screen with the stomped sprite when he is defeated instead of exploding and leaving a [[magic ball]] behind.
*[[Boom Boom]] now flies off-screen with the stomped sprite when he is defeated instead of exploding and leaving a [[Magic Ball]] behind.
*When given wings, Boom Boom will be winged for the entirety of the battle, like in ''New Super Mario Bros. U'', rather than being winged after the first hit and losing his wings after the second.
*When given wings, Boom Boom will be winged for the entirety of the battle, like in ''New Super Mario Bros. U'', rather than being winged after the first hit and losing his wings after the second.
*[[Frozen Coin]]s now have a shimmering effect. When the [[P Switch]] is pressed, they turn into frozen [[Brick Block]]s.
*[[Frozen Coin]]s now have a shimmering effect. When the [[P Switch]] is pressed, they turn into frozen [[Brick Block]]s.
*[[Buzzy Beetle]]s and Spinies on ceilings can now climb slopes instead of turning at them.
*[[Buzzy Beetle]]s and Spinys on ceilings can now climb slopes instead of turning at them.
*[[Spike Ball]]s receive new sprites.
*[[Spike Ball]]s receive new sprites.
*[[Spike]]s cannot throw Spike Balls in snow-themed levels anymore, and will throw [[Snowball]]s instead.
*[[Spike]]s cannot throw Spike Balls in Snow-themed levels anymore, and will throw [[Snowball]]s instead.
*Spike Balls will now break upon hitting walls, enemies and pipes instead of passing through them.
*Spike Balls will now break upon hitting walls, enemies and pipes instead of passing through them.
**They will also stop being airborne if hit by [[Raccoon Mario]]'s tail whip, rather than not being affected by it.
*[[Frog Mario|Frog characters]] can now run on water.  
*[[Frog Mario|Frog characters]] can now run on water and crouch, with the addition of the suit's eyes closing.
**Frog Mario/Luigi receive a new frame while hopping, along with improved hopping controls and speed.
**Frog Mario/Luigi receive a new frame while hopping, along with improved hopping controls and speed.
**Frog Mario turns red when playing in multiplayer to be distinguished from Frog Luigi.  
**Frog Mario turns red when playing in multiplayer to be distinguished from Frog Luigi.
**Frog characters can crouch with the addition of the suit's eyes closing.
**Frog characters receive tweaked idle and horizontal swimming poses.
**Frog characters receive tweaked idle and horizontal swimming poses.
**Frog characters can crouch and slide down slopes.
**Frog characters can crouch and slide down slopes.
**Frog characters receive new running frames while carrying objects with a blur effect added, and the suit's eyes become angry.
**Frog characters receive new running frames while carrying objects with a blur effect added, and the suit's eyes become angry.
*Water in the Forest theme is translucent and less blue.
*The Koopalings receive new sprites when they are preparing to use their wands and they retreat into their shells. They also now fly off-screen and throw their wands when defeated instead of spinning around inside their shells and jumping to the top of the screen.
*The Koopalings receive new sprites when they are preparing to use their wands and they retreat into their shells. They also now fly off-screen and throw their wands when defeated instead of spinning around inside their shells and jumping to the top of the screen.
*Mario can no longer grab the Koopalings' [[Magic wand|wands]] to finish the level.
*Mario can no longer grab the Koopalings' [[Magic wand|wands]] to finish the level.
**All wands have the same yellow for the outline as Lemmy and Iggy do, instead of matching the respective Koopaling's palette.
**All wands have the same yellow for the outline as Lemmy and Iggy do, instead of matching the respective Koopaling's palette.
*Larry's sprites are a brighter shade of green, the same that Bowser, Bowser Jr. and Lemmy use.
*Larry's sprites are a brighter shade of green, the same as Bowser, Bowser Jr. and Lemmy use.
*Wendy's rings are slower and now disappear after a short time.
*Wendy's rings are slower and now disappear after a short time.
*The ball Lemmy stands on disappears when he is stomped on, then reappears beneath him when he reemerges, rather than him remaining stationary on his ball while spinning in his shell, to be consistent with other game styles.  
*The ball Lemmy stands on disappears when he's stomped on, and he jumps around in the same fashion as the others, then the ball reappears beneath him when he reemerges, rather than remaining stationary on his ball while spinning in his shell, to be consistent with other game styles.  
*Lemmy's circus balls no longer flash white when stomped on or damage the player, but instead bounce them away and fall off-screen when touching a wall.
*Lemmy's circus balls no longer flash white when stomped on or damage the player, but instead bounce them away and fall off-screen when touching a wall.
*Roy and Ludwig no longer shake the screen while jumping in their shells.
*Roy no longer shakes the screen while attacking with his shell.
*Ludwig no longer shakes the screen each time he steps on the ground (said attack is given to Morton instead), to be consistent with the other game styles.
*Ludwig no longer shakes the screen each time he steps on the ground (said attack is given to Morton instead), to be consistent with the other game styles.
*When most Koopalings go inside their respective shells, the original sprites are replaced with Bowser Jr.'s shell sprites, while Morton, Roy, and Ludwig receive modified sprites of the originals.
*When the Koopalings go inside their respective shells, the original sprites are replaced with Bowser Jr.'s shell sprites, while Morton, Roy, and Ludwig receive modified sprites of the originals.
**Due to an oversight, Ludwig's front-facing shell sprite uses the same brown as Morton and Roy instead of his usual murky green.
**Due to an oversight, Ludwig's front-facing shell sprite uses the same brown as Morton and Roy instead of his usual murky green.
*All of the Koopalings' spells (except for Wendy and Lemmy's) are the same color as their current appearances' main colors.
*All of the Koopalings' spells (except for Wendy and Lemmy's) are the same color as their current appearances' main colors.


====''Super Mario World''====
====''Super Mario World''====
*Mario can earn extra lives from defeating multiple enemies while sliding down slopes, as in ''[[Super Mario World: Super Mario Advance 2]]'' and ''New Super Mario Bros.'' games.
*[[Snake Block]]s are colored green and no longer use the [[Grinder]]s' sound effect.
*[[Snake Block]]s are colored green and no longer use the [[Grinder]]s' sound effect.
*The texture for the water in non-underwater levels is missing in addition to its appearance generally updated; the water now has a clearer, translucent blue color.  
*The texture for the water in non-underwater levels is missing in addition to its appearance generally updated; the water now has a clearer, translucent blue color.  
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*[[ON/OFF Switch]]es now have a more saturated color, and their letters flash between black and white.
*[[ON/OFF Switch]]es now have a more saturated color, and their letters flash between black and white.
*Tracks changed by ON/OFF Switches now have a visual indicator.
*Tracks changed by ON/OFF Switches now have a visual indicator.
*[[Bomber Bill|Banzai Bill]]s leave some clouds of smoke behind when they travel, and can be defeated using shells.
*[[Banzai Bill]]s leave some clouds of smoke behind when they travel, and can be defeated using shells.
*The Desert (here modeled after [[Chocolate Island]]'s levels), Forest and Snow themes now have new music based on the overworld theme arranged by Koji Kondo, unlike in the original game where the original overworld music is used instead.
*The Desert (here modeled after [[Chocolate Island]]'s levels), Forest and Snow themes now have new music based on the overworld theme arranged by Koji Kondo, unlike in the original game where the original overworld music is used instead.
*[[P Switch]]es have a flashing animation.
*[[P Switch]]es have a flashing animation.
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*Luigi no longer has tan skin, now sharing Mario's complexion.
*Luigi no longer has tan skin, now sharing Mario's complexion.
*Fire Luigi has light green overalls, unlike in the original game, where they are dark green.
*Fire Luigi has light green overalls, unlike in the original game, where they are dark green.
*The final boss theme (here used for the "Final Boss" [[List of sound effects in Super Mario Maker 2|sound effect]]) lacks its intro, save for the final note.
*The "Final Boss" sound effect lacks its intro, save for the final note.
*[[Pokey]]s sprites have been slightly modified, having rounder segments than in the original game. They can be defeated using fireballs or the cape, unlike the original game where they are immune to both. Similarly, when Yoshi eats the head of a Pokey, it is instantly defeated, unlike the original game where the remaining segment on the top became the head. They also no longer chase Mario, and simply move forward while turning at ledges. These changes were made to be consistent with ''New Super Mario Bros. U''.  
*[[Pokey]]s sprites have been slightly modified, having rounder segments than in the original game. They can be defeated using fireballs or the cape, unlike the original game where they are immune to both. Similarly, when Yoshi eats the head of a Pokey, it is instantly defeated, unlike the original game where the remaining segment on the top became the head. They also no longer chase Mario, and simply move forward while turning at ledges. These changes were made to be consistent with ''New Super Mario Bros. U''.  
*The score counter will go up for consecutively hitting each individual Pokey segment with a shell, rather than staying at 200. Pokey segments can also be damaged by placing a shell on them like most enemies.
*The score counter will go up for consecutively hitting each individual Pokey segment with a shell, rather than staying at 200. Pokey segments can also be damaged by placing a shell on them like most enemies.
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*Power Balloons can be grabbed with Yoshi's tongue like other powerups.
*Power Balloons can be grabbed with Yoshi's tongue like other powerups.
*[[Balloon Mario|Balloon characters]] receive a new appearance and new sprites, gaining yellow pants (or a dress in Toadette's case) with a "P" symbol on them. They also function differently.
*[[Balloon Mario|Balloon characters]] receive a new appearance and new sprites, gaining yellow pants (or a dress in Toadette's case) with a "P" symbol on them. They also function differently.
*While the Balloon form in the original game was temporary and did not affect the player's form, it is now considered to be its own powerup, and replaces whatever powerup the player may have previously had.
*While the Balloon form in the original game was temporary and did not affect the player's form, it is now considered to be its own powerup.
**As such, players can now remain in Balloon form until they take damage, lose a life, or otherwise replace their powerup.
**As such, players can now remain in Balloon form until they take damage, lose a life, or otherwise replace their powerup.
*[[Mechakoopa]]s receive a different color palette, and now they get destroyed in pieces when defeated instead of simply falling off the screen. They also cannot be destroyed by a [[Spin Jump]], which harmlessly knocks them forward instead.
*[[Mechakoopa]]s receive a different color palette, and now they get destroyed in pieces when defeated instead of simply falling off the screen. They also cannot be destroyed by a [[Spin Jump]], which harmlessly knocks them forward instead.


====''New Super Mario Bros. U'' / ''New Super Mario Bros. U Deluxe''====
====''New Super Mario Bros. U''====
*[[Yellow Toad and Blue Toad|Yellow Toad]] is replaced by Toadette. This is likely to keep consistent with ''Super Mario 3D World'', where the playable Toad is colored blue in the original game, akin to [[Blue Toad (character)|Blue Toad]]. [[Nabbit]] is not playable either, unlike in ''[[New Super Luigi U]]'' and ''[[New Super Mario Bros. U Deluxe]]''. [[Toadette]] has the same attributes as the other characters as a result of this, unlike in ''New Super Mario Bros. U Deluxe''.
*[[Yellow Toad (New Super Mario Bros. series)|Yellow Toad]] is replaced by Toadette. This is likely to keep consistent with ''Super Mario 3D World'', where the playable Toad is colored blue in the original game, akin to [[Blue Toad (character)|Blue Toad]]. [[Nabbit]] is not playable either, unlike in ''[[New Super Luigi U]]'' and ''[[New Super Mario Bros. U Deluxe]]''. [[Toadette]] has the same attributes as the other characters as a result of this, unlike in ''New Super Mario Bros. U Deluxe''.
*The screen's scrolling and entering another section of a course in multiplayer do not restrict the players' mobility, such that all players can now move individually. This also applies to all other game styles.
*The screen's scrolling and entering another section of a course in multiplayer do not restrict the players' mobility, such that all players can now move individually. This also applies to all other game styles.
**Due to this, getting stuck between edges of the screen and solid terrains no longer causes the player to instantly lose a life (unless it is an auto-scrolling course).
**Due to this, getting stuck between edges of the screen and solid terrains no longer causes the player to instantly lose a life (unless it is an auto-scrolling course).
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*The snow theme has a blue/white backdrop like in ''[[New Super Mario Bros. Wii]]'' instead of taking place during the night like the levels in [[Frosted Glacier]]. The music at night plays a music box cover of the Frosted Glacier level theme instead of the original theme which now plays in the daytime.
*The snow theme has a blue/white backdrop like in ''[[New Super Mario Bros. Wii]]'' instead of taking place during the night like the levels in [[Frosted Glacier]]. The music at night plays a music box cover of the Frosted Glacier level theme instead of the original theme which now plays in the daytime.
*Banzai Bills have a shorter design than in ''New Super Mario Bros. U'' to keep consistent with ''[[Super Mario World]]'', as well as the other game styles.
*Banzai Bills have a shorter design than in ''New Super Mario Bros. U'' to keep consistent with ''[[Super Mario World]]'', as well as the other game styles.
**[[Banzai Bill Cannon]]s are completely absent. This is likely to keep consistent with the ''Super Mario World'' style, as they do not exist in that game.
*There is no giant Bill Blaster that fires Banzai Bills/Bull's-Eye Banzais. This is likely to keep consistent with the ''Super Mario World'' style, as they do not exist in that game.
**Banzai Bills do not rotate when they are traveling.
*Banzai Bills do not rotate when they are traveling.
*The background of the castle theme has clear windows instead of red-tinted ones seen in the castles with lava, and torches with purple flames.
*The background of the castle theme has clear windows instead of red-tinted ones seen in the castles with lava, and torches with purple flames.
*P Switches have a flashing animation.
*P Switches have a flashing animation.
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*Fire Toadette has white pants unlike in ''New Super Mario Bros. U Deluxe'', where they are red.
*Fire Toadette has white pants unlike in ''New Super Mario Bros. U Deluxe'', where they are red.
*Boom Boom now crouches down in his shell after being stomped on, rather than becoming dizzy. This is to keep consistent with ''[[Super Mario Bros. 3]]'', though otherwise there is little difference between the original game and ''Super Mario Maker 2''.
*Boom Boom now crouches down in his shell after being stomped on, rather than becoming dizzy. This is to keep consistent with ''[[Super Mario Bros. 3]]'', though otherwise there is little difference between the original game and ''Super Mario Maker 2''.
**Boom Boom has a new voice clip when he is stomped.
**Boom Boom's voice clips no longer become lower-pitched, or cause the screen to shake upon landing when he is enlarged.
*When multiple players grab the flagpole, they each say their line instead of collectively saying "Oh yeah!"
*When multiple players grab the flagpole, they each say their line instead of collectively saying "Oh yeah!"
*Snake Blocks in multiplayer require one player to activate rather than having to wait for other players to step on them.
*Snake Blocks in multiplayer require one player to activate rather than having to wait for other players to step on them.
**They also cannot go through walls, unlike the Snake Blocks seen in [[Snake Block Tower]].
**They also cannot go through walls, unlike the Snake Blocks seen in [[Snake Block Tower]].
*[[Poison (obstacle)|Poison]] now has a magenta gradation.
*[[Poison (obstacle)|Poison]] now has a magenta gradation.
*[[Mega Wiggler|Big Wiggler]]s can no longer travel through poison, instead sinking through it like their smaller counterparts.
*[[Big Wiggler]]s can no longer travel through poison, instead sinking through it like their smaller counterparts.
*[[Icicle]]s now have a falling sound effect. They are also now capable of activating [[? Blocks]], unlike the icicles found in the original game's level [[Freezing-Rain Tower]].
*[[Icicle]]s now have a falling sound effect. They are also now capable of activating [[? Blocks]], unlike the icicles found in the original game's level [[Freezing-Rain Tower]].
*When a player lifts another player, they do not have spinning animations. Additionally, thrown players do not spin forwards.
*When a player lifts another player, they do not have spinning animations. Additionally, thrown players do not spin forwards.
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*Spike Balls are smaller and can now activate ? Blocks.
*Spike Balls are smaller and can now activate ? Blocks.
*[[Fish Bone]]s now break upon hitting the surface of water.
*[[Fish Bone]]s now break upon hitting the surface of water.
*Roy, Wendy, Lemmy, Morton and Ludwig now use behaviors similar to their ''New Super Mario Bros. Wii'' appearances, instead of their Bullet Bill cannon, ice skates, Bouncy Ball bombs, hammer, and illusionary fakes respectively from ''New Super Mario Bros. U'' to be consistent with the other game styles.  
*Roy, Wendy, Lemmy, and Morton use their wands instead of their Bullet Bill Cannon, Ice Skates, Bouncy Ball Bombs, and Hammer respectively from ''New Super Mario Bros. U'' to be consistent with the other game styles.
**Iggy can no longer walk on the ceiling or enter pipes, unlike his boss battle from the original game.
*The Koopalings' spells are smaller than in the original game.
**The Koopalings' spells are smaller than in the original game.
*Iggy is slightly shorter to match the other Koopalings and his appearance in the other game styles. For the same reasons, Lemmy's shell form is noticeably bigger.
**Iggy is slightly shorter to match the other Koopalings and his appearance in the other game styles. For the same reasons, Lemmy's shell form is noticeably bigger.
*The Koopalings now have two different screams that can play when they are defeated instead of one. Their additional voice clip seems to be unused from previous games (except for Larry, who uses both of his screams from ''New Super Mario Bros. Wii'').
**Morton's jumps cover significantly less horizontal distance and do not cause the screen to shake until the final landing, similar to ''New Super Mario Bros. Wii''.
**The Koopalings now have two different screams that can play when they are defeated instead of one. Their additional voice clip seems to be unused from previous games (except for Larry, who uses both of his screams from ''New Super Mario Bros. Wii'').


====''Super Mario 3D World''====
====''Super Mario 3D World''====
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*Like in the ''New Super Mario Bros. U'' style, players cannot manually enter a bubble or perform Simultaneous Ground Pounds in multiplayer.
*Like in the ''New Super Mario Bros. U'' style, players cannot manually enter a bubble or perform Simultaneous Ground Pounds in multiplayer.
**Players also cannot [[Ground Pound#Super Mario 3D World|Ground Pound Jump]], [[Side Somersault]], or Ground Pound while underwater.
**Players also cannot [[Ground Pound#Super Mario 3D World|Ground Pound Jump]], [[Side Somersault]], or Ground Pound while underwater.
*Moves performed using the trigger buttons in the original game (crouching, Ground Pound, sliding slopes, and entering downward Warp and Clear Pipes) are now performed by tilting {{button|switch|leftstick}} down or pressing {{button|switch|down}} instead, consistent with other styles. As a result, rolling and Long Jumping are now done by pressing a trigger button while crouching and running respectively, rather than pressing the dash and jump buttons (respectively) while holding a trigger button.
*Moves performed using the trigger buttons in the original game (crouching, Ground Pounding, sliding, and entering downward Warp and Clear Pipes) are now performed by tilting {{button|switch|leftstick}} down instead, consistent with other styles. This makes rolling and Long Jumping no longer require additional buttons to be held.
**Due to the roll and Long Jump now sharing the same controls, it is not possible to perform a Long Jump immediately after a roll.
*Bubbles are now colorless like in other styles instead of using colors based on the characters.
*Bubbles are now colorless like in other styles instead of using colors based on the characters.
*The player cannot [[shell dash|enter]] Koopa Troopa Shells, consistent with other styles.
*The player cannot [[shell dash|enter]] Koopa Troopa Shells, consistent with other styles.
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*Red Koopa Troopas, green Cheep Cheeps, regular Dry Bones, regular Pokeys, Fish Bones, and [[Sledge Bro]]s. are now present to be consistent with other styles. [[Heavy Fire Bro]]s. and [[Koopa Troopa Car]]s were also not present in the original game.
*Red Koopa Troopas, green Cheep Cheeps, regular Dry Bones, regular Pokeys, Fish Bones, and [[Sledge Bro]]s. are now present to be consistent with other styles. [[Heavy Fire Bro]]s. and [[Koopa Troopa Car]]s were also not present in the original game.
**Additionally, since most enemies can be combined with Wings and Parachutes, [[Paragoomba]]s, [[Koopa Paratroopa]]s and Parabombs, which are also not present in the original game, can be created.
**Additionally, since most enemies can be combined with Wings and Parachutes, [[Paragoomba]]s, [[Koopa Paratroopa]]s and Parabombs, which are also not present in the original game, can be created.
*Bob-ombs, Banzai Bills, and Bullet Bills break [[? Block]]s when exploding rather than activating them. This subsequently means hitting a ? Block no longer destroys the latter two.
*Bob-ombs break [[? Block]]s when exploding rather than activating them.
*The Thwomps in the ''Super Mario 3D World'' style use the same behavior as the other game styles, where they fall once the player is near or below them, as opposed to the behavior seen in the original game, where they rise and fall in a constant pattern.
*The Thwomps in the ''Super Mario 3D World'' style use the same behavior as the other game styles, where they fall once the player is near or below them, as opposed to the behavior seen in the original game, where they rise and fall in a constant pattern.
*[[Porcupuffer]]s act similar to [[Big Cheep Cheep|Boss Bass]]es in non-underwater themes and [[Cheep Chomp]]s while underwater; they will attempt to suck Mario into their mouths when he gets close to them. These behaviors were not seen in the original game. They take four fireballs to defeat, rather than one. Additionally, they chase Mario, rather than following a set pattern.
*[[Porcupuffer]]s act similar to [[Big Cheep Cheep|Boss Bass]]es in non-underwater themes and [[Cheep Chomp]]s while underwater; they will attempt to suck Mario into their mouths when he gets close to them. These behaviors were not seen in the original game. They take four fireballs to defeat, rather than one. Additionally, they chase Mario, rather than following a set pattern.
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*ON/OFF Switches replace [[Switch Block (Super Mario 3D World)|Switch Block]]s from the original game functionally to match the other styles.
*ON/OFF Switches replace [[Switch Block (Super Mario 3D World)|Switch Block]]s from the original game functionally to match the other styles.
*[[Pink Coin (Super Mario Maker)|Pink Coins]] replace [[Key Coin]]s from the original game to match the other styles. However, placing one Pink Coin in a level will cause a similar function to the Key Coin.
*[[Pink Coin (Super Mario Maker)|Pink Coins]] replace [[Key Coin]]s from the original game to match the other styles. However, placing one Pink Coin in a level will cause a similar function to the Key Coin.
*P Switches have the same music and design as they do in ''New Super Mario Bros. U'', while they never had any music in the original game. Their functionality is completely changed to be more in-line with how they behave in other styles.
*P Switches have the same music and design as they do in ''New Super Mario Bros. U'', while they never had any music in the original game.
*POW Blocks are affected by gravity, rather than floating in midair. Additionally, the POW Block's sound after being thrown is the same one used for the ''Super Mario World'' style.
*POW Blocks are affected by gravity, rather than floating in midair. Additionally, the POW Block's sound after being thrown is the same one used for the ''Super Mario World'' style.
*[[Donut Block]]s fall faster when stood on, consistent with the other styles. The original game had them slowly fall and vanish. Additionally, the player can prevent them from dropping by jumping, as in the other game styles.
*[[Donut Block]]s fall faster when stood on, consistent with the other styles. The original game had them slowly fall and vanish. Additionally, the player can prevent them from dropping by jumping, as in the other game styles.
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*The "COURSE CLEAR!" text, as well as the confetti effect, does not appear after the victory pose.
*The "COURSE CLEAR!" text, as well as the confetti effect, does not appear after the victory pose.
*The "TOO BAD!" text does not appear when all players lose a life, along with the screen transition with Bowser's emblem appearing after it.
*The "TOO BAD!" text does not appear when all players lose a life, along with the screen transition with Bowser's emblem appearing after it.
*The "TIME'S UP!" text, as with the other styles, uses the same text [[font]] as the "Too Bad..."/"Game Over" texts from story mode and Endless Challenge respectively.
*The "TIME'S UP!" text, as with the other styles, uses the same text font as the "Too Bad..."/"Game Over" texts from story mode and Endless Challenge respectively.
*Levels starting with 100 or fewer seconds on the timer do not start with the timer enlarged in the center with a red background, to match other styles.
*Levels starting with 100 or fewer seconds on the timer do not start with the timer enlarged in the center with a red background, to match other styles.
*[[Crystal Block]]s make the same sound effect as Brick Blocks when they break, to be consistent with regular Brick Blocks due to Crystal Blocks replacing Brick Blocks in the underground and forest themes.
*[[Crystal Block]]s make the same sound effect as Brick Blocks when they break, to be consistent with regular Brick Blocks due to Crystal Blocks replacing Brick Blocks in the underground and forest themes.
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*The Propeller Box now has three midair jumps instead of just one. Additionally, the side of the box now has lights to show how many uses it has left in the air.
*The Propeller Box now has three midair jumps instead of just one. Additionally, the side of the box now has lights to show how many uses it has left in the air.
*[[Cannon Box]]es must be fired manually, rather than firing automatically.
*[[Cannon Box]]es must be fired manually, rather than firing automatically.
*Cannon Boxes cannot be used to destroy [[Hard Block]]s, in spite of them resembling [[Rock Block]]s in this style.
*[[Goomba Mask]]s fool all enemies, rather than just Goombas.
*[[Goomba Mask]]s fool all enemies, rather than just Goombas.
*For unknown reasons, when collecting a [[Boomerang Flower]], the sound effect used for collecting a [[Super Bell]] is played, unlike in the original game where the sound effect for collecting [[Super Mushroom]]s or [[Fire Flower]]s would play.
*For unknown reasons, when collecting a [[Boomerang Flower]], the sound effect used for collecting a [[Super Bell]] is played, unlike in the original game where the sound effect for collecting [[Super Mushroom]]s or [[Fire Flower]]s would play.
*Stomping on a [[Cheep Cheep]] or a [[Blooper]] underwater now damages the player, as opposed to harmlessly bouncing off of them.
*Stomping on a [[Blooper]] underwater now damages the player, as opposed to harmlessly bouncing off of them.
**It is also no longer possible to defeat them by [[Ground Pound|Ground Pounding]] on them underwater.
**It is also no longer possible to defeat them by [[Ground Pound|Ground Pounding]] on them underwater.
*The player can no longer freeze enemies by touching them on the screen.


===''Super Mario Maker''===
===''Super Mario Maker''===
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*Making a sub-area in the Ground theme makes the sub-area Ground by default, rather than Underground.
*Making a sub-area in the Ground theme makes the sub-area Ground by default, rather than Underground.
*[[Checkpoint Flag]]s now can be combined with any power-up. Due to this, Checkpoint Flags without modifications no longer turn Small characters into their Super form.
*[[Checkpoint Flag]]s now can be combined with any power-up. Due to this, Checkpoint Flags without modifications no longer turn Small characters into their Super form.
*Seven [[List of sound effects in Super Mario Maker|sound effects]] were removed: the two jade-themed, music-based effects, the red-themed bird effect, the teal-themed telephone and distortion effects (although the [[List of sound effects in Super Mario Maker 2#Animations|"Twisty Turny" and "Woozy"]] effects are similar to the latter), and the two green-themed parrot effects.
*[[Castle]] levels now have rising and falling lava like the forest theme's water.
*The starting and goal platforms now merge with the main ground terrain, rather than being visually separated.
**The starting platform is now seven blocks wide and has a 7x3 forbidden zone to accommodate for multiplayer matches.
*Checkpoint Flags can no longer be rotated diagonally.
*One-Way Walls are now in the same group as the Arrow Sign.
*The Ground terrain element now represents its own group, instead of being part of the blocks group. Additionally, up to 4,000 Ground terrain elements can be placed onto a single course area.
*Unchained Chomps, Angry Wigglers, Lit Bob-ombs, Bull's-Eye Blasters, Red Cannons, and Fast Lava Lifts now have their own "singing parts" in Course Maker, rather than the same as their original counterparts.
**Additionally, [[Magikoopa]]s and Skewers' singing parts now use their American versions regardless of regional settings, as opposed to having "Kamek" and "Spike Pillar" clips, respectively, in the British English version.
*The remaining time displayed is now rounded down instead of rounded up, so once the time displayed reaches zero, it means the player has less than one second left to clear the course.
*It is now possible to change direction while crouching; however, entering Warp Doors while dashing is no longer possible.
*Checkpoint Flags no longer contain the [[Easter egg]] where birds (fish in underwater levels) appear when Mario touches them.


====Multiple styles====
====Multiple styles====
*[[Track]]s in the ''Super Mario Bros.'' and ''Super Mario Bros. 3'' styles received new sprites, resembling their appearance in the ''Super Mario World'' style.
*[[Grinder]]s in the ''Super Mario World'' and ''New Super Mario Bros. U'' styles now have their cutting sound effect from ''[[Super Mario World]]''.
*[[Grinder]]s in the ''Super Mario World'' and ''New Super Mario Bros. U'' styles now have their cutting sound effect from ''[[Super Mario World]]''.
*The ''Super Mario Bros. 3'' and ''Super Mario World'' styles now show received points in the same font as their respective original games. Each style also has a unique 1-UP icon.
*The ''Super Mario Bros. 3'' and ''Super Mario World'' styles now show received points in the same font as their respective original games. Each style also has a unique 1-UP icon.
*[[POW Block]]s and [[P Switch]]es now have a flashing animation in all returning game styles.
*[[POW Block]]s and [[P Switch]]es now have a flashing animation in all returning game styles.
*[[Castle]] levels now have rising and falling lava like the forest theme's water.
*Pipes can no longer overlap.
*[[One-Way Wall]]s can no longer be hidden behind pipes.
*Several elements now have their own parts slot:
*Several elements now have their own parts slot:
**As in the [[Super Mario Maker for Nintendo 3DS|Nintendo 3DS version]], [[Checkpoint Flag]]s, [[Skewer]]s, and [[Key]]s are now standalone course elements, meaning they no longer need to be created by shaking an arrow sign, a [[Thwomp]], or a P Switch, respectively.
**As in the [[Super Mario Maker for Nintendo 3DS|Nintendo 3DS version]], [[Checkpoint Flag]]s, [[Skewer]]s, and [[Key]]s are now standalone course elements, meaning they no longer need to be created by shaking an arrow sign, a [[Thwomp]], or a P Switch, respectively.
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**[[Pink Coin (Super Mario Maker)|Pink Coin]]s are now a standalone course element from coins.
**[[Pink Coin (Super Mario Maker)|Pink Coin]]s are now a standalone course element from coins.
**[[Bowser Jr.]] is now a standalone course element from Bowser.
**[[Bowser Jr.]] is now a standalone course element from Bowser.
*Pipes can no longer overlap.
*Objects can no longer be placed in front of the Arrow Sign at the start of a course.
*[[One-Way Wall]]s can no longer be hidden behind pipes.
*The starting platform is now seven blocks wide and has a 7x3 forbidden zone to accommodate for multiplayer matches.
**One-Way Walls have improved collision detection; the player also can no longer stand on the edge of them.
*Checkpoint Flags can no longer be rotated diagonally.
*Normal-sized shells now deal more damage to Bowser, now defeating him with seven hits.
*The Ground terrain element now represents its own group, instead of being part of the blocks group. Additionally, up to 4,000 Ground terrain elements can be placed onto a single course area.
*One-Way Walls are now in the same group as the Arrow Sign.
*Unchained Chomps, Angry Wigglers, Lit Bob-ombs, Bull's-Eye Blasters, Red Cannons, and Fast Lava Lifts now have their own "singing parts" in the edit screen, rather than the same as their original counterparts.
**Additionally, [[Magikoopa]]s and Skewers' singing parts now use their American versions regardless of regional settings, as opposed to having "Kamek" and "Spike Pillar" clips, respectively, in the British English version.
*Normal-sized shells now deal more damage to Bowser.
*Instead of big Yoshi Eggs being green and hatching into two Yoshis that run around in a panic, they now turn red and hatch into a single red Yoshi that does not run away.
*Instead of big Yoshi Eggs being green and hatching into two Yoshis that run around in a panic, they now turn red and hatch into a single red Yoshi that does not run away.
*Small Mario with Buzzy/Spiny Shells now takes damage while crouching. Previously, enemies simply turn around if they come into contact with him.
*The remaining time displayed is now rounded down instead of rounded up, so once the time displayed reaches zero, it means the player has less than one second left to clear the course.
*The player can no longer stand on the edge of One-Way Walls.
*[[Spiny Mario]] can no longer break blocks while in pipes.
*[[Spiny Mario]] can no longer break blocks while in pipes.
*If Mario is in a Goomba's Shoe and walks through a one-block gap, he automatically crouches.
*If Mario is in a Goomba's Shoe and walks through a one-block gap, he automatically crouches.
*Koopa Troopa Shells and Buzzy Shells in mid-air are now affected by POW Blocks. This means wearing Buzzy Shells while activating POW Blocks is no longer possible.
*Koopa Troopa Shells and Buzzy Shells in mid-air are now affected by POW Blocks. This means wearing Buzzy Shells while activating POW Blocks is no longer possible.
*Winged [[Lava Bubble]]s fired from Bill Blasters or Bull's-Eye Blasters now only fly horizontally.
*Winged [[Lava Bubble]]s fired from Bill Blasters or Bull's-Eye Blasters now only fly horizontally.
*It is now possible to change direction while crouching; however, entering Warp Doors while dashing is no longer possible.
*Checkpoint Flags no longer contain the [[Easter egg]] where birds (fish in underwater levels) appear when Mario touches them.
*Pipes now only spawn one [[Shoe Goomba]] at a time. Previously, up to 10 Shoe Goombas could be spawned.
*Pipes now only spawn one [[Shoe Goomba]] at a time. Previously, up to 10 Shoe Goombas could be spawned.
*Coins and other items can no longer overlap with Checkpoint Flags.
*Coins and other items can no longer overlap with Checkpoint Flags.
*Small Mario with Buzzy/Spiny Shells now takes damage while crouching. Previously, enemies simply turn around if they come into contact with him.
*Bill Blasters and Cannons on top of certain objects (such as winged [[Muncher]]s) now can be destroyed by collision with ceilings.
*Bill Blasters and Cannons on top of certain objects (such as winged [[Muncher]]s) now can be destroyed by collision with ceilings.
*One-Way Walls now have stricter collision.
*Placing POW Blocks in front of Piranha Plants defeats them, instead of simply pushing them away. This does not apply to P Switches.
*Placing POW Blocks in front of Piranha Plants defeats them, instead of simply pushing them away. This does not apply to P Switches.
*Touching a Vine after stomping on enemies will now reset the player's jump combo.
*Touching a Vine after stomping on enemies will now reset the player's jump combo.


====''Super Mario Bros.'' style====
====''Super Mario Bros.'' style====
*[[Mystery Mushroom]]s and [[Weird Mushroom]]s have been removed.
*[[Mystery Mushroom]]s and [[Weird Mushroom (item)|Weird Mushroom]]s have been removed.
**Without Mystery Mushrooms, [[amiibo]] figurine support and [[List of official Super Mario Maker courses#Event Courses|Event Courses]] have been consequently removed from the game, as with the 3DS version.
**Without Mystery Mushrooms, [[amiibo]] figurine support and [[List of official Super Mario Maker courses#Event Courses|Event Courses]] have been consequently removed from the game, as with the 3DS version.
**The instrument played by Mystery Mushrooms on [[Music Block]]s is instead inherited by the [[Superball Flower]].
**The instrument played by Mystery Mushrooms on [[Music Block]]s is instead inherited by the [[Superball Flower]].
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*The HUD was given a small update: the coin counter now has a white/yellow gradient and lacks the "×" symbol present in all other styles, and the score counter is now white as opposed to black.
*The HUD was given a small update: the coin counter now has a white/yellow gradient and lacks the "×" symbol present in all other styles, and the score counter is now white as opposed to black.
*[[Spiny Egg]]s are now animated.
*[[Spiny Egg]]s are now animated.
*The design for the Mushroom Platforms in the airship theme was now changed to a mechanical one.
*The background of the underwater theme is now different, with bluer water and with more decorations, including a [[Cheep Chomp]] that watches the player in the distance. It also has a wavy effect.
*The background of the underwater theme is now different, with bluer water and with more decorations, including a [[Cheep Chomp]] that watches the player in the distance. It also has a wavy effect.
*The background of the underground theme now has waterfalls.
*The background of the underground theme now has waterfalls.
*Mario now directly faces a [[Warp Door]] when he enters one.
*Mario now directly faces a [[Warp Door]] when he enters one.
*The design of the lava now has more detail, to make it look less blank for levels with rising lava.
*The design of the lava now has more detail, to make it look less blank for levels with rising lava.
*The sounds of grabbing a [[Pink Coin (Super Mario Maker)|Pink Coin]] have been updated, now resembling the sound effect when collecting a [[Red Coin]] from a [[Red Ring]] in the original game. A similar sound effect is used in the ''Super Mario World'' style.
*When the player grabs a [[Pink Coin (Super Mario Maker)|Pink Coin]], it now makes the sound effect when collecting a [[Red Coin]] from a [[Red Ring]] in the original game. A similar sound effect is used in the ''Super Mario World'' style.
*Characters now face forward during their lava death animation rather than sideways.
*Characters now face forward during their lava death animation rather than sideways.
*The design for the Mushroom Platforms in the airship theme was now changed to a mechanical one.
 
<gallery position="center">
<gallery position="center">
SMM-NSMBU-MushroomPlatform.png|''Super Mario Maker''{{'}}s Airship Mushroom Platform
SMM-NSMBU-MushroomPlatform.png|''Super Mario Maker''{{'}}s Airship Mushroom Platform
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|width2=250
|width2=250
}}
}}
In North America, Japan, Europe, and Australia, players can purchase a limited edition of the game that includes a 12-month [[Nintendo Switch#Nintendo Switch Online|Nintendo Switch Online]] subscription. As a pre-order bonus (except in North America),<ref>{{cite|language=en|author=rawmeatcowboy|date=May 28, 2019|url=gonintendo.com/stories/336330-nintendo-has-no-plans-to-release-the-super-mario-maker-2-stylus-i|title=NINTENDO HAS NO PLANS TO RELEASE THE SUPER MARIO MAKER 2 STYLUS IN NORTH AMERICA|publisher=GoNintendo|accessdate=July 1, 2024}}</ref> players would receive a ''Super Mario Maker 2''-themed stylus.<ref>{{cite|url=www.nintendo.com/en-gb/Games/Nintendo-Switch-games/Super-Mario-Maker-2-1514009.html|title=''Super Mario Maker 2''|publisher=Nintendo of UK|language=en-gb|accessdate=July 1, 2024}}</ref><ref name=JPRelease/><ref name=AURelease/> In Australia, the pre-order bonus also included a ''Super Mario Maker 2''-themed A4 landscape drawing pad with 50 pages of grid paper used for drafting levels.<ref>{{cite|deadlink=y|archive=web.archive.org/web/20190702055303/https://www.ebgames.com.au/product/nintendo-switch/244454-super-mario-maker-2-limited-edition|title=''Super Mario Maker 2'' Limited Edition|publisher=EB Games Australia|language=en-au|accessdate=July 1, 2024}}</ref> For UK players, four bundle packs are available for purchase on the official Nintendo UK store: two limited edition packs both including the game, membership, stylus, and a themed SteelBook, one with the drawing pad, a pencil, and a sharpener, and the other with a ''Super Mario'' diorama set; and two regular packs with similar content as the limited edition packs, but without the membership and SteelBook.<ref>[https://store.nintendo.co.uk/games/nintendo-switch/super-mario-maker-2.list ''Super Mario Maker 2'' on the official Nintendo UK store]{{dead link}}</ref>
In North America, Japan, Europe, and Australia, players can purchase a limited edition of the game that includes a 12-month [[Nintendo Switch#Nintendo Switch Online|Nintendo Switch Online]] subscription. As a pre-order bonus (except in North America),<ref>rawmeatcowboy (May 28, 2019). [https://gonintendo.com/stories/336330-nintendo-has-no-plans-to-release-the-super-mario-maker-2-stylus-i NINTENDO HAS NO PLANS TO RELEASE THE SUPER MARIO MAKER 2 STYLUS IN NORTH AMERICA]. ''GoNintendo''. Retrieved May 28, 2019.</ref> players would receive a ''Super Mario Maker 2''-themed stylus.<ref>[https://www.nintendo.co.uk/Games/Nintendo-Switch/Super-Mario-Maker-2-1514009.html ''Super Mario Maker 2'' overview (Nintendo UK website)]</ref><ref name=JPRelease/><ref name=AURelease/> In Australia, the pre-order bonus also included a ''Super Mario Maker 2''-themed A4 landscape drawing pad with 50 pages of grid paper used for drafting levels.<ref>[https://ebgames.com.au/nintendo-switch-244454-Super-Mario-Maker-2-Limited-Edition-Nintendo-Switch ''Super Mario Maker 2'' Limited Edition]. ''EB Games Australia''. Retrieved April 29, 2019.</ref> For UK players, four bundle packs are available for purchase on the official Nintendo UK store: two limited edition packs both including the game, membership, stylus, and a themed SteelBook, one with the drawing pad, a pencil, and a sharpener, and the other with a ''Super Mario'' diorama set; and two regular packs with similar content as the limited edition packs, but without the membership and SteelBook.<ref>[https://store.nintendo.co.uk/games/nintendo-switch/super-mario-maker-2.list ''Super Mario Maker 2'' on the official Nintendo UK store]</ref>
{{br}}
{{br}}


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|-style="background-color:#E6E6E6"
|colspan=2|Compiler
|colspan=2|Compiler
|colspan=2|{{nw|Score}}
|colspan=2|{{nowrap|Score}}
|-
|-
|colspan=2|Metacritic
|colspan=2|Metacritic
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===Sales===
===Sales===
As of December 31, 2021, the game had sold 7.89 million units worldwide.<ref>{{cite|author=Nicolas|date=August 29, 2022|url=nintendoeverything.com/nintendo-million-sellers-cesa-2022-update-super-mario-3d-all-stars-at-9-million-the-legend-of-zelda-links-awakening-over-6-million-more|title=Nintendo million sellers – CESA 2022 update – Super Mario 3D All-Stars at 9 million, The Legend of Zelda: Link’s Awakening over 6 million, more|publisher=Nintendo Everything|language=en|accessdate=July 1, 2024}}</ref>
By December 31, 2021, the game had sold 7.89 million units worldwide.<ref>[https://nintendoeverything.com/nintendo-million-sellers-cesa-2022-update-super-mario-3d-all-stars-at-9-million-the-legend-of-zelda-links-awakening-over-6-million-more/]</ref>


==Quotes==
==Quotes==
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==Update history==
==Update history==
===Version 1.1.0===
===Version 1.1.0===
On October 1, 2019, an update was made for playing online with friends, minor changes and bug fixes.<ref>{{cite|date=October 1, 2019|author=@NE_Brian|url=nintendoeverything.com/super-mario-maker-2-update-out-now-version-1-1-0-play-with-friends-online-and-more|title=''Super Mario Maker 2'' update out now (version 1.1.0) – play with friends online and more|publisher=Nintendo Everything|accessdate=July 1, 2024|language=en}}</ref>
On October 1, 2019, an update was made for playing online with friends, minor changes and bug fixes.<ref>https://nintendoeverything.com/super-mario-maker-2-update-out-now-version-1-1-0-play-with-friends-online-and-more/</ref>
====Course World====
====Course World====
'''Network Play'''
'''Network Play'''
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===Version 2.0.0===
===Version 2.0.0===
An update was released on December 5, 2019, which added new enemies and course elements and a new Course World mode:<ref name=Ver2>{{cite|author=GameXplain|date=December 1, 2019|url=youtu.be/ffF8muP8044|title=Play as Link in ''Super Mario Maker 2'' Ver. 2.0 Update! + Spike, Ninji Speed Runs, & More! (Trailer)|publisher=YouTube|accessdate=December 1, 2019}}</ref>
An update was released on December 5, 2019, which added new enemies and course elements and a new Course World mode:<ref name=Ver2>GameXplain (December 1, 2019). [https://youtu.be/ffF8muP8044 Play as Link in ''Super Mario Maker 2'' Ver. 2.0 Update! + Spike, Ninji Speed Runs, & More! (Trailer)]. ''YouTube''. Retrieved December 1, 2019.</ref>
;Course elements
;Course elements
*[[Spike]]
*[[Spike]]
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===Version 3.0.0===
===Version 3.0.0===
An update was released on April 22, 2020, which added new enemies and course elements and two new modes:<ref name=Ver3>{{cite|author=GameXplain|date=April 20, 2020|url=www.youtube.com/watch?v=bJKrtrzmBrs&t=4s|timestamp=0:04|title=World Maker Coming to ''Super Mario Maker 2''! Final 3.0 Update Trailer! (Mario 2 shroom, Acorn, & More)|publisher=YouTube|accessdate=April 20, 2020}}</ref>
An update was released on April 22, 2020, which added new enemies and course elements and two new modes:<ref name=Ver3>GameXplain (April 20, 2020). [https://www.youtube.com/watch?v=bJKrtrzmBrs&t=4s World Maker Coming to ''Super Mario Maker 2''! Final 3.0 Update Trailer! (Mario 2 shroom, Acorn, & More)]. ''YouTube''. Retrieved April 20, 2020.</ref>
;Course elements
;Course elements
*[[SMB2 Mushroom]]
*[[SMB2 Mushroom]]
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===Version 3.0.2===
===Version 3.0.2===
On November 14, 2022, a fifth update was released, addressing issues to improve gameplay.<ref>{{cite|url=en-americas-support.nintendo.com/app/answers/detail/a_id/46689/kw/mario maker/p/989/c/120#v302|title=Nintendo Support: How to Update ''Super Mario Maker 2''|publisher=Nintendo.com|language=en-us|accessdate=July 1, 2024}}</ref> This update patches a vulnerability, known as ENLBufferPwn, in the game's network code which enables hackers to take full, remote control of a user's (unmodified) Nintendo Switch system during online multiplayer sessions.<ref>{{cite|author=PabloMK7, Rambo6Glaz, and Fishguy6564|date=December 22, 2022|url=github.com/PabloMK7/ENLBufferPwn|title=ENLBufferPwn (CVE-2022-47949)|publisher=GitHub|language=en|accessdate=March 4, 2023|archive=web.archive.org/web/20221225025808/https://github.com/PabloMK7/ENLBufferPwn}}</ref> This same vulnerability exists in many other first-party Nintendo games, such as ''[[Mario Kart 7]]''.
On November 14, 2022, a fifth update was released, addressing issues to improve gameplay.<ref>https://en-americas-support.nintendo.com/app/answers/detail/a_id/46689/kw/mario%20maker/p/989/c/120#v302</ref> This update patches a vulnerability, known as ENLBufferPwn, in the game's network code which enables hackers to take full, remote control of a user's (unmodified) Nintendo Switch system during online multiplayer sessions.<ref>PabloMK7, Rambo6Glaz, and Fishguy6564 (December 22, 2022). [https://github.com/PabloMK7/ENLBufferPwn ENLBufferPwn (CVE-2022-47949)]. ''GitHub''. Retrieved March 4, 2023. ([https://web.archive.org/web/20221225025808/https://github.com/PabloMK7/ENLBufferPwn Archived] December 25, 2022, 02:58:08 UTC via Wayback Machine.)</ref> This same vulnerability exists in many other first-party Nintendo games, such as ''[[Mario Kart 7]]''.


===Version 3.0.3===
===Version 3.0.3===
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*''[[Super Mario World]]'': The third game style is based on this game. The music heard in the map of the Endless Challenge at the Easy, Normal, and Expert difficulties are arrangements of [[Yoshi's Island (location)|Yoshi's Island]]'s map theme from this game, while Super Expert's and the bassline of Expert's are arrangements of [[Valley of Bowser]]'s map theme. The music that plays elsewhere in Course World is an arrangement of the [[Special Zone]]'s map theme.
*''[[Super Mario World]]'': The third game style is based on this game. The music heard in the map of the Endless Challenge at the Easy, Normal, and Expert difficulties are arrangements of [[Yoshi's Island (location)|Yoshi's Island]]'s map theme from this game, while Super Expert's and the bassline of Expert's are arrangements of [[Valley of Bowser]]'s map theme. The music that plays elsewhere in Course World is an arrangement of the [[Special Zone]]'s map theme.
*''[[Super Mario Kart]]'': The "Mario Circuit" theme is featured as a sound effect under the "Musical" category, represented by the [[Super Nintendo Entertainment System|Super Famicom]] logo.
*''[[Super Mario Kart]]'': The "Mario Circuit" theme is featured as a sound effect under the "Musical" category, represented by the [[Super Nintendo Entertainment System|Super Famicom]] logo.
*''[[Super Mario All-Stars]]'': The music for Desert, Snow and Sky-themed Super Worlds are the World 2, World 6 and World 4 map music respectively from this game's version of ''Super Mario Bros. 3''. In the nighttime, Airship levels become stormy like in this game's version of ''Super Mario Bros. 3''.
*''[[Super Mario All-Stars]]'': The music for Desert, Snow and Sky-themed Super Worlds are the World 2, World 6 and World 4 map music respectively from this game's version of ''Super Mario Bros. 3''.
*''[[Super Mario All-Stars + Super Mario World]]'': Luigi's sprite in the ''Super Mario World'' theme is an amalgamation of his body from the original game and his head from this game.
*''[[Super Mario All-Stars + Super Mario World]]'': Luigi's sprite in the ''Super Mario World'' theme is an amalgamation of his body from the original game and his head from this game.
*''[[Super Mario 64]]'': The original "Slider" theme is featured as a sound effect under the "Musical" category, represented by the [[Nintendo 64]] logo. Some parts of the "Inside the Castle Walls" theme from this game can be heard during Story Mode.
*''[[Super Mario 64]]'': The original "Slider" theme is featured as a sound effect under the "Musical" category, represented by the [[Nintendo 64]] logo. Some parts of the "Inside the Castle Walls" theme from this game can be heard during Story Mode.
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*''[[New Super Mario Bros. Wii]]'': The P Switch theme from this game is used in the ''Super Mario 3D World'' style. The cage in which Toadette is held in the Story Mode course "[[Meowser Showdown!]]" resembles the cage where Princess Peach is held in this game. Roy and Ludwig's behaviors are based on the ones used in this game when encountered in their respective castles. The Koopalings' icons in the parts menu are taken directly from this game's artwork.
*''[[New Super Mario Bros. Wii]]'': The P Switch theme from this game is used in the ''Super Mario 3D World'' style. The cage in which Toadette is held in the Story Mode course "[[Meowser Showdown!]]" resembles the cage where Princess Peach is held in this game. Roy and Ludwig's behaviors are based on the ones used in this game when encountered in their respective castles. The Koopalings' icons in the parts menu are taken directly from this game's artwork.
*''[[New Super Mario Bros. 2]]'': The [[10-Coin]]s and [[50-Coin]]s from this game reappear as course elements.
*''[[New Super Mario Bros. 2]]'': The [[10-Coin]]s and [[50-Coin]]s from this game reappear as course elements.
*''[[New Super Mario Bros. U]]'': The fourth game style is based on this game. Iggy largely retains his behavior from this game, albeit without the ability to walk on the ceiling, and Morton's behavior resembles that of [[Boss Sumo Bro]] in this game.
*''[[New Super Mario Bros. U]]'': The fourth game style is based on this game. Morton's behavior resembles that of [[Boss Sumo Bro]] in this game.
*''[[New Super Luigi U]]'': The snowmen seen in some of [[Frosted Glacier]]'s levels from this game are used as decorations in the snow theme of the ''New Super Mario Bros. U'' style. One of alternate designs for semisolid platforms in ''New Super Mario Bros. U''-style forest levels appears to be based on the main terrain of the levels [[Sumo Bro Bridge]] and [[Wiggler Floodlands]] from this game. When on a Lakitu Cloud with Toads in tow, they will try to get up to Mario by scuttling like characters do in this game.
*''[[New Super Luigi U]]'': The snowmen seen in some of [[Frosted Glacier]]'s levels from this game are used as decorations in the snow theme of the ''New Super Mario Bros. U'' style. When on a Lakitu Cloud with Toads in tow, they will try to get up to Mario by scuttling like characters do in this game.
*''[[Super Mario 3D World]]'': The first extra game style is based on this game. The music that plays on the menu screen in Yamamura's Dojo is an arrangement of [[World 1 (Super Mario 3D World)|World 1]]'s map theme in this game. The Galoomba sprite in the ''Super Mario World'' theme is recolored to match its appearance in this game.
*''[[Super Mario 3D World]]'': The first extra game style is based on this game. The music that plays on the menu screen in Yamamura's Dojo is an arrangement of [[World 1 (Super Mario 3D World)|World 1]]'s map theme in this game. The Galoomba sprite in the ''Super Mario World'' theme is recolored to match its appearance in this game.
*''[[Mario Kart 8]]'': Some of Toadette's voice clips, particularly in the ''Super Mario 3D World'' style, are recycled from this game.
*''[[Mario Kart 8]]'': Some of Toadette's voice clips, particularly in the ''Super Mario 3D World'' style, are recycled from this game.
*[[inkipedia:Splatoon (series)|''Splatoon'' series]]: This game runs on a modified engine based on ''[[inkipedia:Splatoon|Splatoon]]'' and ''[[inkipedia:Splatoon 2|Splatoon 2]]'', same as [[Super Mario Maker|its predecessor]]. The course creators "Celebrity MC" and "Celebrity DJ" have the same professions and speech patterns as [[inkipedia:Pearl|Pearl]] and [[inkipedia:Marina|Marina]], respectively. Likewise, the creators "Agent 1" and "Agent 2" share their pseudonyms and speech patterns with [[inkipedia:Callie|Callie]] and [[inkipedia:Marie|Marie]], respectively.
*[[inkipedia:Splatoon (series)|''Splatoon'' series]]: This game runs on a modified engine based on ''[[inkipedia:Splatoon|Splatoon]]'' and ''[[inkipedia:Splatoon 2|Splatoon 2]]'', same as [[Super Mario Maker|its predecessor]]. The course creators "Celebrity MC" and "Celebrity DJ" have the same professions and speech patterns as [[inkipedia:Pearl|Pearl]] and [[inkipedia:Marina|Marina]], respectively. Likewise, the creators "Agent 1" and "Agent 2" share their pseudonyms and speech patterns with [[inkipedia:Callie|Callie]] and [[inkipedia:Marie|Marie]], respectively.
*''{{wp|Miitomo}}'': Some of the player [[Mii]]'s animations and proportions are taken directly from this game.
*''{{wp|Miitomo}}'': Some of the player [[Mii]]'s animations and proportions are taken directly from this game.
*''[[zeldawiki:The Legend of Zelda: Breath of the Wild|The Legend of Zelda: Breath of the Wild]]'': The course creators "Youthful Researcher", "Doctor Gizmo", "Rookie Carpenter", "Veteran Carpenter", "General Contractor" and have the same professions and speech patterns as [[zeldawiki:Purah|Purah]], [[zeldawiki:Robbie|Robbie]], [[zeldawiki:Karson|Karson]], [[zeldawiki:Hudson|Hudson]], and [[zeldawiki:Bolson|Bolson]], respectively.
*''[[zeldawiki:The Legend of Zelda: Breath of the Wild|The Legend of Zelda: Breath of the Wild]]'': The course creators "Youthful Researcher" and "Doctor Gizmo" have the same professions and speech patterns as [[zeldawiki:Purah|Purah]] and [[zeldawiki:Robbie|Robbie]], respectively.
*''[[Super Mario Odyssey]]'': Some of Mario's voice clips are reused from this game.
*''[[Super Mario Odyssey]]'': Some of Mario's voice clips are reused from this game.
*''[[armswiki:ARMS|ARMS]]'': The "Fired-Up Announcer" shares his profession and speech patterns with [[armswiki:Biff|Biff]].
*''[[Mario Tennis Aces]]'': Peach's tennis outfit from this game is one of the unlockable outfits for the player's Mii.
*''[[Mario Tennis Aces]]'': Peach's tennis outfit from this game is one of the unlockable outfits for the player's Mii.
*''[[Super Mario Party]]'': Mario's voice clips are reused in this game.
*''[[Super Mario Party]]'': Mario's voice clips are reused in this game.
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*''[[Mario Golf: Super Rush]]'': Some of Toadette's voice clips are reused for this game.
*''[[Mario Golf: Super Rush]]'': Some of Toadette's voice clips are reused for this game.
*''[[The Super Mario Bros. Movie]]'':  A Super Hammer appears on a sign at the construction site.
*''[[The Super Mario Bros. Movie]]'':  A Super Hammer appears on a sign at the construction site.
*''[[Mario vs. Donkey Kong (Nintendo Switch)|Mario vs. Donkey Kong]]'' ([[Nintendo Switch]]): Toads donning construction outfits can be seen working in the [[Mario Toy Company]] building's factory.


==Gallery==
==Gallery==
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==Names in other languages==
==Names in other languages==
{{foreign names
{{foreign names
|Jpn=スーパーマリオメーカー 2
|Jap=スーパーマリオメーカー 2
|JpnR=Sūpā Mario Mēkā Tsū
|JapR=Sūpā Mario Mēkā Tsū
|JpnM=''Super Mario Maker 2''
|JapM=''Super Mario Maker 2''
|Fre=''Super Mario Maker 2''
|Fre=''Super Mario Maker 2''
|FreM=-
|Spa=''Super Mario Maker 2''
|Spa=''Super Mario Maker 2''
|SpaM=-
|Ger=''Super Mario Maker 2''
|Ger=''Super Mario Maker 2''
|GerM=-
|Ita=''Super Mario Maker 2''
|Ita=''Super Mario Maker 2''
|ItaM=-
|Dut=''Super Mario Maker 2''
|Dut=''Super Mario Maker 2''
|DutM=-
|Rus=''Super Mario Maker 2''
|Rus=''Super Mario Maker 2''
|RusM=-
|ChiT=超級瑪利歐創作家 2
|ChiT=超級瑪利歐創作家 2
|ChiTR=Chāojí Mǎlìōu Chuàngzuòjiā Èr
|ChiTR=Chāojí Mǎlìōu Chuàngzuòjiā Èr
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}}
}}


==Notes==
==Trivia==
*''Super Mario Maker 2'' is the first ''Super Mario'' game to be released during the {{wp|Reiwa era}} in Japan, following the abdication of emperor {{wp|Akihito}} on April 30 and ascension of prince {{wp|Naruhito}} the following day. [[Nintendo]]'s Japanese Instagram account acknowledged the timing by posting a video depicting Mario traveling through the different imperial eras since the ''[[Super Mario (franchise)|Super Mario]]'' franchise's inception, with each one being represented by a different style in this game: the ''[[Super Mario Bros.]]'' style represents the {{wp|Shōwa era}}, the ''[[Super Mario World]]'' style represents the {{wp|Heisei era}}, and the ''[[Super Mario 3D World]]'' style represents the Reiwa era.<ref>{{cite|author=Japanese Nintendo|date=May 1, 2019|language=en|url=www.youtube.com/watch?v=9-0HY5TLBAw|title=''Super Mario Maker 2'' Reiwa video|publisher=YouTube|accessdate=January 20, 2024}}</ref><ref>{{cite|author=Co, Franz|date=May 1, 2019|language=en|url=www.gamerevolution.com/news/533723-super-mario-maker-2-reiwa-trailer|title=''Super Mario Maker 2'' Reiwa trailer celebrates Japan’s new era|publisher=GameRevolution|accessdate=January 20, 2024}}</ref>
*''Super Mario Maker 2'' is the first ''Super Mario'' game to be released during the {{wp|Reiwa era}} in Japan, following the abdication of emperor {{wp|Akihito}} on April 30 and ascension of prince {{wp|Naruhito}} the following day. [[Nintendo]]'s Japanese Instagram account acknowledged the timing by posting a video depicting Mario traveling through the different imperial eras since the ''[[Super Mario (franchise)|Super Mario]]'' franchise's inception, with each one being represented by a different style in this game: the ''[[Super Mario Bros.]]'' style represents the {{wp|Shōwa era}}, the ''[[Super Mario World]]'' style represents the {{wp|Heisei era}}, and the ''[[Super Mario 3D World]]'' style represents the Reiwa era.<ref>Japanese Nintendo (May 1, 2019). [https://www.youtube.com/watch?v=9-0HY5TLBAw Super Mario Maker 2 Reiwa video]. YouTube. Retrieved January 20, 2024.</ref><ref>Co, Franz (May 1, 2019). [https://www.gamerevolution.com/news/533723-super-mario-maker-2-reiwa-trailer Super Mario Maker 2 Reiwa trailer celebrates Japan’s new era]. ''GameRevolution''. Retrieved January 20, 2024.</ref>
*The sprite used for [[Yoshi]] while [[Princess Peach]] rides him, as seen in the ending of Super Worlds and one of the intros, is actually the same as the one used in the ending of ''[[Super Mario World]]'', with the only change being his arms being made green. This means he lacks the additional line added to his eye in ''[[Super Mario Maker]]''.
 
==External links==
{{NIWA|StrategyWiki=1}}
*[https://supermariomaker.nintendo.com/ Official North American website]
*[https://www.nintendo.co.jp/switch/baaqa/pc/index.html Official Japanese website]


==References==
==References==
<references/>
<references/>
==External links==
{{NIWA|StrategyWiki=1|MiiWiki=1}}
{{TCRF}}
*[https://www.nintendo.com/jp/character/mario/en/history/maker2/index.html Mario Portal Game Archive (EN)]
*[https://www.nintendo.com/jp/character/mario/history/maker2/index.html Mario Portal Game Archive (JP)]
*[https://www.nintendo.co.jp/switch/baaqa/pc/index.html Official website]
*[https://supermariomaker.nintendo.com/ Official North American website]


{{SMM2}}
{{SMM2}}

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