User:TheUndescribableGhost/List of course elements in Super Mario Maker 2
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Like the first game, Super Mario Maker 2 contains many features for the player to customize their course. 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.
Elements formatted in bold are new to Super Mario Maker 2.
1 - Added in version 2.0.0
2 - Added in version 3.0.0
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".
- Super Mario Bros.
- Super Mario Bros. 3
- Super Mario World
- New Super Mario Bros. U
- Super Mario 3D World
Themes
Theme | Level inspiration | Night effects | ||||
---|---|---|---|---|---|---|
Ground |
General ground levels | World 1-1 | Groovy | Acorn Plains Way, Yoshi Hill | Super Bell Hill | Causes various behavior changes in enemies and items. |
Underground |
General underground levels | World 1-5 | General underground levels | Tilted Tunnel | Koopa Troopa Cave | Turns the screen upside down and inverts all vertical controls |
Underwater |
General underwater levels | General underwater levels | General underwater levels | Tropical Refresher | Pipeline Lagoon | Makes everything dark except for a short radius around players and certain course elements |
Ghost House |
Original | World 2-Fortress's palette | Donut Secret House (horizontal) Donut Ghost House (vertical) |
Swaying Ghost House (day) Which-Way Labyrinth's background (night) |
Shifty Boo Mansion | |
Airship |
Original | World 1-Airship, World 5-Airship (day) World 6-Airship (night) |
Vanilla Secret 3's background, Sunken Ghost Ship's tileset | The Mighty Cannonship | 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) |
Castle |
General castle levels | General hot fortress levels except World 2-Fortress (day) World 8-Bowser's Castle's tileset (night) |
General hot castle and fortress levels | General hot castle levels | Bowser's Lava Lake Keep | Causes player characters to behave as if they are underwater, but leaves all other course parts unaffected |
Desert |
Original | Desert Land's levels | Chocolate Island 5's background, Chocolate Island 2's tileset | Stone-Eye Zone | Conkdor Canyon's background and music, Ant Trooper Hill's terrain | Causes a sandstorm to occur which varies depending on the game style. |
Snow |
Original | Ice Land's levels | Yoshi's Island 1's background, Awesome's tileset | Spinning-Star Sky (day) Cooligan Fields (night) |
Snowball Park | Makes all surfaces become slippery |
Forest |
Original | World 7-Piranha Plant | Forest of Illusion 1 | Jungle of the Giants | Gargantuan Grotto | Turns water into poison water |
Sky |
World 8-3 from Super Mario Bros.: The Lost Levels | Sky Land's levels from the second screen | Vanilla Secret 3's background, Way Cool's and Mondo's bonus areas' tileset | General sky levels | 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) |
Terrain
The terrain category is represented by a Brick Block icon and colored cyan.
Element | Styles available | Description | ||||
---|---|---|---|---|---|---|
Ground | ||||||
Flat, indestructible ground on which players and many enemies can walk and objects can be placed. | ||||||
Steep Slope | 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. | |||||
Gentle Slope | A slope with a flatter angle with a 2:1 horizontal-to-vertical ratio. The direction and length of the slope can be changed. The stair variants do not affect the slope's function. | |||||
Pipe | A green, extendable tube that can be used to enter sub-areas or hold other elements. It also appears in different colors that change the speed of objects that come out: blue is the slowest, green is the second slowest, yellow is the second fastest, and red is the fastest. | |||||
Clear Pipe | N/A | A transparent tube players can enter to travel between different parts of the same area. The pipe can be lengthened and bent. Enemies and items can also travel inside Clear Pipes. | ||||
Spike Trap | N/A | A hazard that damages players upon contact. They can be walked on safely with a Goomba's Shoe, Yoshi, or Dry Bones Shell. In the Super Mario Bros. 3 and Super Mario World styles while underwater, they are visually replaced by Jelectros and Sea Urchins, respectively. | ||||
Mushroom Platform | N/A | A resizable platform that players can jump through from below and land on the top. They can be made red, green, or yellow. | ||||
Semisolid Platform | A resizable platform that players can jump through from below and land on the top. Cat Mario can climb up the Semisolid Platform's wall in the Super Mario 3D World style. | |||||
Bridge | N/A | A horizontally resizable platform that players can jump through from below and land on top. | ||||
Brick Block* |
N/A | 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 Blocks. | ||||
Rotating Block* |
N/A | N/A | A block that spins when hit, allowing players and other elements to pass through it, or can be broken with a Spin Jump from above as any form other than Small Mario. | |||
? Block |
A block containing a single Coin; when hit, it turns into an Empty Block. Other elements can be placed inside instead. | |||||
Hard Block |
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 Blocks. | |||||
Hidden Block |
An invisible ? Block that reveals itself when hit from below. | |||||
Donut Block |
A type of platform that falls if players stand on it long enough. | |||||
Note Block |
N/A | A block that bounces players and any elements that land on it up. | ||||
Music Block |
N/A | An alternate form of the Note Block. A Music Block plays a single note of a specific instrument and pitch depending on what landed on it and how high the block is placed respectively. | ||||
Cloud Block |
A type of platform that can be passed through from below, similar to Semisolid and Mushroom Platforms. | |||||
Ice Block |
A slippery block that mainly serves as a platform, but can be broken with a strong force. |
* - Collectively known in-game as simply "Blocks"
Items
The items category is represented by a Coin icon and colored magenta.
Element | Styles available | Description | ||||
---|---|---|---|---|---|---|
Coin |
Collecting 100 Coins grants players an extra life. In Story Mode, Coins are required to rebuild Princess Peach's castle. | |||||
Frozen Coin1 |
N/A | An alternate form of the Coin. A coin encased in an Ice Block that thaws out when hit with fireballs or other fire-based elements such as Lava Bubbles, Fire Bars, and the Angry Sun. | ||||
10-Coin |
A large Coin worth 10 regular coins. | |||||
30-Coin |
A large Coin worth 30 regular Coins, and an alternate form of the 10 Coin. | |||||
50-Coin |
A large Coin worth 50 regular Coins, and an alternate form of the 10 Coin. | |||||
Pink Coin | A Coin with a key symbol imprinted on it. If all Pink Coins in the area are collected, a key appears. | |||||
Super Mushroom |
A power-up that transforms players into their Super forms. | |||||
Master Sword1 |
N/A | An alternate form of the Super Mushroom. A power-up that transforms players into Link, allowing them to attack with his sword, block projectiles, and use bombs and a bow and arrow. | ||||
Fire Flower |
A power-up that transforms players into their Fire forms, allowing them to shoot fireballs. | |||||
Superball Flower |
N/A | An alternate form of the Fire Flower. A power-up that transforms players into their Superball forms, allowing them to shoot Superballs. When using this power-up, music from Super Mario Land plays. It is an unlockable element accessible after clearing "Spiny Shell Smashers" in Story Mode. | ||||
Big Mushroom |
N/A | A power-up that transforms players into their Big forms, allowing them to break Hard Blocks and other obstacles. | ||||
Super Leaf |
N/A | N/A | A flight power-up that transforms players into their Raccoon forms. | |||
Cape Feather |
N/A | N/A | A flight power-up that transforms players into their Cape forms. | |||
Propeller Mushroom |
N/A | N/A | A flight power-up that transforms players into their Propeller forms. | |||
Super Bell |
N/A | A power-up that transforms players into their Cat forms, allowing them to attack and pounce on enemies, and climb up walls, Semisolid Platforms, and the Goal Pole. | ||||
Super Hammer |
N/A | A power-up that transforms players into their Builder forms, allowing them to use a hammer to break hard blocks and defeat enemies and place Builder Boxes. It is an unlockable element obtained after clearing "Meowser Showdown!" in Story Mode. | ||||
SMB2 Mushroom2 |
N/A | A power-up that transforms players into their Super Mario Bros. 2 forms, allowing them to ride, grab, and throw enemies, as well as being able to perform charge jumps. | ||||
Frog Suit2 |
N/A | N/A | A power-up that transforms players into their Frog forms, allowing them to swim underwater more easily and run across water surfaces. | |||
Power Balloon2 |
N/A | N/A | A flight power-up that allows players to float through the air. | |||
Super Acorn2 |
N/A | N/A | A flight power-up that transforms players into their Flying Squirrel forms. | |||
Boomerang Flower2 |
N/A | A power-up that transforms players into their Boomerang forms. | ||||
Super Star |
A power-up that grants players temporary invincibility. | |||||
1-Up Mushroom |
A mushroom that grants players an extra life. | |||||
Rotten Mushroom |
N/A | 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 Mushrooms. | ||||
Shoe Goomba |
N/A | 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. The stiletto variant can destroy certain obstacles such as Thwomps. | ||||
Stiletto Goomba |
N/A | |||||
Yoshi's Egg |
N/A | N/A | Upon approaching it, the egg hatches into a Yoshi. If the egg is enlarged, it turns red and hatches into a Red Yoshi, which breathes fire instead of licking. If the rider is in their Fire form, the Red Yoshi can breathe three fireballs at once. | |||
Cannon Box2 |
N/A | A wearable object that shoots cannonballs. The player can charge up for long-ranged shots. | ||||
Propeller Box2 |
N/A | A wearable object that allows players to fly up to three times in midair, similar to the Propeller Mushroom. | ||||
Goomba Mask2 |
N/A | A wearable object that prevents enemies from attacking players. | ||||
Bullet Bill Mask2 |
N/A | A wearable object that allows players to fly horizontally through the air similar to a Bullet Bill. | ||||
Red POW Box2 |
N/A | A wearable object that can create up to three shockwaves that break or activate nearby blocks similar to the Red POW Block. |
Enemies
It has been requested that more images be uploaded for this section. Remove this notice only after the additional images have been added. Specific(s): Add alternate element icons for Red Koopa Troopas and Sledge Bros in , and styles, blue Spike Tops in and styles, and Mechakoopa in style
The enemy category is represented by a Goomba icon and colored green.
Element | Styles available | Description | ||||
---|---|---|---|---|---|---|
Goomba |
N/A | 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. | ||||
Goombrat |
N/A | 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. | |||
Galoomba |
N/A | N/A | When stomped on, Galoombas flip over and can be held and thrown by players. | |||
Goombud |
N/A | 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. | |||
Koopa Troopa |
When stomped on, Koopa Troopas retreat into their shells; in the Super Mario World and Super Mario 3D World styles, they become unshelled Koopas. Their shells can then be held and thrown by players. Green Koopa Troopas walk off edges and bounce along the ground 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. | ||||||
Ant Trooper |
N/A | Ant Troopers can walk on walls and ceilings, but cannot be defeated with a normal stomp, instead requiring a ground-pound. | ||||
Horned Ant Trooper |
N/A | An alternate form of the Ant Trooper. Horned Ant Troopers act like regular Ant Troopers, but have a spiked helmet on their head, hurting players that jump on them. | ||||
Buzzy Beetle |
N/A | Buzzy Beetles act similar to Koopa Troopas, but are immune to fireballs. When given wings, they become Parabeetles. | ||||
Buzzy Shell |
N/A | An alternate form of the Buzzy Beetle. Buzzy Shells can be worn by players to protect themselves against hazards from above. | ||||
Spike Top |
N/A | Spike Tops can walk along walls and ceilings, and like Buzzy Beetles, they are resistant to fireballs. | ||||
N/A | An alternate form of the red Spike Tops, the blue versions are faster than their red counterparts. | |||||
Spiny |
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 Eggs. When they are given wings, they occasionally retract into their Spiny Egg forms and shoot spines in the four cardinal directions. | |||||
Spiny Shell |
N/A | An alternate form of the Spiny. Spiny Shells function similarly to Buzzy Shells, but can be used to defeat enemies instead of simply knocking them away. The shell can also be used to break certain blocks. | ||||
Blooper |
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. | |||||
Blooper Nanny |
N/A | An alternate form of the Blooper. Blooper Nannies act like regular Bloopers, except with Blooper Babies following their path. | ||||
Cheep Cheep |
When placed on land, Cheep Cheeps bounce along the ground and occasionally jump up to attack players. When placed underwater, they will constantly swim in one direction. When placed in lava, they will become invulnerable to jumps. In the Super Mario World and New Super Mario Bros. U styles, they are visually replaced by Blurps and Deep Cheeps respectively. | |||||
Red Cheep Cheeps are an alternate form of the green ones. When placed on land, they follow the player while bouncing. While underwater, they swim back and forth instead of one direction. | ||||||
Skipsqueak |
N/A | Skipsqueaks march in place and jump into the air when players jump. Giving them wings allows them to flutter jump. | ||||
Spiny Skipsqueak |
N/A | An alternate form of the Skipsqueak, with spines on their back that damage players upon contact. | ||||
Stingby |
N/A | Stingbies chase after players if they spot them, though they only move horizontally. | ||||
Piranha Plant |
N/A | Piranha Plants can be placed in pipes, where they periodically emerge to attack players and retreat. When placed elsewhere such as on ceilings and walls, they act as stationary hazards. In the Super Mario 3D World style, they lunge at players, and can be defeated by stomping them. | ||||
Jumping Piranha Plant |
N/A | N/A | Jumping Piranha Plants attack by shooting straight up, before descending back down slowly. | |||
Fire Piranha Plant |
An alternate form of the Piranha Plant. Fire Piranha Plants spit out fireballs from their set location. | |||||
Piranha Creeper | N/A | Piranha Creepers move along a path set by the editor. Purple ones move constantly back and forth between their starting point and the end of their path. When stomped on or hit with a projectile, they move back towards their starting point in small increments, and are permanently defeated if they reach it after being hit in quick succession. Otherwise, they resume their routine after a short period of time. | ||||
N/A | Blue Piranha Creepers are an alternate form of purple ones. They sleep at the end of their set path, thus staying immobile. When stomped on or hit with a projectile, they move back towards their starting point in small increments, and are permanently defeated if they reach it after being hit in quick succession. Otherwise, they reset themselves to the end of their path after a short period of time. | |||||
Muncher |
N/A | Munchers simply act as hazards, similar to Spike Traps. Like them, they can be walked on with a Goomba's Shoe, Yoshi, or a Dry Bones Shell. They can be defeated with a POW Block, or a stomp from a Goomba's Stiletto. When winged, Munchers will periodically jump in the air. | ||||
Thwomp |
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. | |||||
Monty Mole |
N/A | When placed in the ground, Monty Moles remain hidden until players approach them, causing them to jump out and chase them. | ||||
Rocky Wrench |
N/A | Rocky Wrenches hide underneath manhole covers in the ground, then slowly emerge to throw wrenches at players. | ||||
Hammer Bro |
Hammer Bros. throw hammers in an arc towards players, occasionally jumping while doing so. | |||||
Sledge Bro | 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. | |||||
Fire Bro |
N/A | An alternate form of the Hammer Bro. Fire Bros. shoot fireballs at players instead of hammers. | ||||
Heavy Fire Bro | N/A | A form of the Fire Bro when given a Super Mushroom. Like Sledge Bros., can also perform a stomp that stuns any players on the ground in addition to throwing fireballs. | ||||
Chain Chomp |
N/A | Chain Chomps occasionally lunge towards players from their set positions. | ||||
Unchained Chomp |
N/A | An alternate form of the Chain Chomp. Unchained Chomps are not attached to stakes, enabling them to move about freely. | ||||
Spike1 |
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 Spikes. | |||||
Spike Ball1 |
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. | |||||
Snowball1 |
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. | |||||
Hop-Chops |
N/A | Hop-Chops chase after players, but can be jumped on like Trampolines to bounce higher. | ||||
Wiggler |
N/A | Wigglers walk back and forth without actively attacking players, but become angry when stomped on. | ||||
Angry Wiggler |
N/A | An alternate form of the Wiggler. While angry, Wigglers move faster and chase after players. | ||||
Boo |
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 Stretches, which hide in the ground and occasionally emerge while moving back and forth. | |||||
Boo Buddies |
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. | ||||
Peepa |
N/A | An alternate form of the Boo. Peepas constantly move around in a circular motion. | ||||
Lava Bubble |
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. | |||||
Bob-omb |
Bob-ombs constantly walk forward similar to Goombas; if a player attacks one or it comes into contact with fire, its fuse ignites. In the former case, players can then carry and throw or kick it around before it explodes. If given wings, they will float through the air in a manner similar to Para-Beetles. | |||||
Lit Bob-omb |
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. | |||||
Dry Bones |
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. | |||||
Dry Bones Shell |
N/A | An alternate form of the Dry Bones. Dry Bones Shells allow players to safely sail along the surface of fluids, ground pound and "play dead" to become temporarily invincible. When "playing dead", Bull's-Eye Bills, Bull's-Eye Banzais, and Blasta Mechakoopa missiles will not follow the player. | ||||
Fish Bone |
Underwater, Fish Bones charge towards a player upon spotting them and break upon hitting a wall. They can be placed on land, though they fall apart if they touch the ground. | |||||
Magikoopa Kamek (British English version) |
Magikoopas occasionally reappear and disappear in different locations, casting a spell at players each time. The spells can transform blocks into different elements. | |||||
Pokey1 |
Pokeys move slowly along the ground, damaging players upon contact. Their heights can be adjusted, and they can be defeated with fireballs and Yoshi. Damaging the head will immediately defeat the Pokey. | |||||
Snow Pokey1 |
Pokeys become Snow Pokeys when placed in snow-themed levels. In this form, they can be jumped on, which reduces them to a snowball. | |||||
Bowser |
N/A | Bowser jumps around and breathes fire at players. In the Super Mario Bros. 3 style, he can perform a Ground Pound that stuns players on the ground, while in the Super Mario World and New Super Mario Bros. U styles, he can breathe multiple fireballs into the air. If he is inside a Koopa Clown Car, he can throw Bob-ombs at players, though if a Clear Condition to defeat a certain number of Bob-ombs is set, he throws Green Shells instead. | ||||
Bowser Jr. |
N/A | 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. | ||||
Meowser |
N/A | Meowser attacks similarly to Bowser, but can also climb walls and Semisolid Platforms. When given wings, he will fly off the stage and attack from the background. | ||||
Boom Boom |
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. | |||||
Pom Pom |
N/A | An alternate form of Boom Boom. Pom Pom spawns duplicates of herself and attacks by throwing shurikens at players. The real Pom Pom wields a pink shuriken. She is defeated after three stomps. | ||||
Mechakoopa2 |
🗸 | 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. | |||
Blasta Mechakoopa2 |
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. | ||||
Zappa Mechakoopa2 |
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. | ||||
Angry Sun | N/A | The Angry Sun swoops down from the sky to attack players. Only one can be placed in an area. | ||||
Moon | N/A | An alternate form of the Angry Sun. The Moon changes the level to nighttime, and can be touched to defeat all on-screen enemies. Only one can be placed in an area. | ||||
Lakitu |
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. | ||||
Lakitu's Cloud | N/A | An alternate form of the Lakitu. Lakitu's Clouds allow players to move around freely for a period of time, after which they disappear. | ||||
Charvaargh | N/A | Charvaarghs leap out from below and either the side or the foreground in an arching motion. | ||||
Bully |
N/A | 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. | ||||
Porcupuffer |
N/A | In on-land levels, Porcupuffers swim across the bottom of the screen, occasionally leaping out to attack players in order to eat them. While underwater, they behave like Cheep Chomps. Porcupuffers explode after getting hit by four fireballs. | ||||
Koopa Clown Car Junior Clown Car (New Super Mario Bros. U style) |
N/A | Aircraft that can be ridden indefinitely by players. Various elements can also be placed inside them, which causes them to pursue players as long as they are occupied. | ||||
Fire Koopa Clown Car Fire Junior Clown Car (New Super Mario Bros. U style) |
N/A | An alternate form of the Koopa/Junior Clown Car. Fire Koopa/Junior Clown Cars have the ability to shoot fireballs from their mouths. If the player holds down the fire button, the resulting fireball becomes larger and more powerful. When ridden by a player equipped with a Fire Flower, they shoot three fireballs at once. | ||||
Koopa Troopa Car | N/A | 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. | ||||
Larry2 |
N/A | Larry simply jumps around and shoots spells out of his magic wand, similar to his appearance in Super Mario Bros. 3. | ||||
Iggy2 |
N/A | Iggy walks back and forth and shoots fast-moving spells. If winged, Iggy will jump around, instead of walking. | ||||
Wendy2 |
N/A | Wendy jumps around and shoots rings that bounce off of the ground and walls. If winged, Wendy can jump higher than normal. | ||||
Lemmy2 |
N/A | Lemmy shoots bouncy balls 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. | ||||
Roy2 |
N/A | 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. | ||||
Morton2 |
N/A | 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. | ||||
Ludwig2 |
N/A | Ludwig shoots three spells at once instead of one and flutter-jumps in the air. After being hit twice, he shoots five spells instead. If winged, he can shoot spells while flutter-jumping and stays in the air for longer. |
Gizmos
The gizmos category is represented by a Key icon and colored yellow.
Element | Styles available | Description | ||||
---|---|---|---|---|---|---|
Burner | N/A | Burners occasionally emit fire, but can also be used as platforms. Their direction can be changed. In Course Maker, the Burners with a dotted outline will emit their fire separately from the main one. | ||||
N/A | ||||||
Bill Blaster | Bill Blasters fire Bullet Bills, 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[1] | An alternate form of the Bill Blaster. Bull's-Eye Blasters are red and fire Bull's-Eye Bills (Cat Bullet Bills 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. | |||||
Banzai Bill | Banzai Bills fly straight forwards from one of the four cardinal directions. In the Super Mario 3D World style, they can be launched out of a cannon from the background, and can destroy blocks. If Cat Mario swipes at a Banzai Bill, it changes direction. | |||||
Bull's-Eye Banzai | An alternate form of the Banzai Bill. Similar to Bull's-Eye Bills, Bull's-Eye Banzais home in on players. In the Super Mario 3D World style, they are visually replaced by Cat Banzai Bills, but function the same. However, they cannot fire from the background like their standard counterparts. | |||||
Cannon |
N/A | Cannons periodically fire cannonballs at a set direction. They can be placed on walls and ceilings. | ||||
Red Cannon[1] |
N/A | An alternate form of the Cannon. Cannonballs launched from Red Cannons travel approximately three times as fast. | ||||
Icicle | 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. | |||||
The icicle without an arrow is an alternate form of the main one, being slightly darker in blue. These icicles do not fall off, instead remaining stationary and damaging players if they touch them from the bottom. | ||||||
Twister | Twisters propel players and other elements up through the use of tornadoes. | |||||
! Block | N/A | A block that creates another block next to the last each time it is hit. The path in which the blocks form can be set. After a set period of time, the blocks return to being a single ! Block. | ||||
Tree | N/A | Trees can be climbed similar to Vines, and can also hold items that release when a player reaches the top. | ||||
Crate | N/A | Crates can be destroyed with a ground-pound or carried around by players. They also float on water and lava and can be used as platforms. | ||||
Key | A key is required to open Key Doors or locked Warp Boxes. It also appears after collecting every Pink Coin in a level. | |||||
Cursed Key2 | N/A | An alternate form of the key. When obtained, a Phanto appears and chases after the player who collected it. Only one Phanto can appear at a time, regardless of how many keys the player has. | ||||
Warp Door | Warp Doors transport players to a different location in the same area. They appear in pairs when first placed on the level. | |||||
P Warp Door | An alternate form of the Warp Door. P Warp Doors are invisible by default and only appear while a P Switch is in effect. | |||||
Key Door | An alternate form of the Warp Door. A Key Door requires a key to unlock, after which it becomes accessible anytime. | |||||
Warp Box | N/A | Warp Boxes transport players from one location to another upon contact. Unlike Warp Doors, Warp Boxes disappear once the player enters them. | ||||
Warp Box (With Key) | N/A | An alternate form of the Warp Box. These Warp Boxes require a key to unlock. | ||||
P Block1 | An unbreakable block that can be set to be invisible or solid. When a P Switch is hit, the P Blocks switch states. | |||||
P Switch |
Temporarily transforms Coins into Brick/Rotating Blocks and vice versa, as well as switches the states of P Blocks when activated. It also reveals P Warp Doors. P Switches can be attached to ceilings. | |||||
POW Block |
When hit, a POW Block defeats all on-screen enemies that are on the ground. POW Blocks can also be carried and thrown. | |||||
Red POW Block | N/A | An alternate form of the POW Block. When hit, Red POW Blocks destroy all Brick/Crystal Blocks surrounding them as well as activate nearby ? Blocks and other Red POW Blocks. | ||||
Trampoline | Trampolines are used to bounce up to higher locations similar to Note Blocks, though they can be carried and have their own gravity unlike Note Blocks. | |||||
Sideways Trampolines are an alternate form of their vertical counterpart. They bounce objects sideways instead of upwards, but they cannot be picked up. | ||||||
Vine | 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. | ||||
Arrow Sign | Arrow Signs are used to point players towards one of eight directions. | |||||
Checkpoint Flag | If a player passes a Checkpoint Flag, they can restart from that point if they lose a life. Its orientation can be changed, and only one can be placed in an area. If a power-up is dragged onto a Checkpoint Flag, it can be set to grant that power-up's effect. | |||||
Lift |
N/A | Lifts / Cloud Lifts are platforms that move back and forth in a horizontal or vertical direction, depending on the editor's setting. Their lengths can also be changed. | ||||
Cloud Lift | N/A | |||||
Flimsy Lift |
N/A | An alternate form of the Lift. Flimsy Lifts fall as soon as a player stands on them. | ||||
Lava Lift | N/A | Lava Lifts move towards the right when a player stands on them, eventually sinking after a period of time. | ||||
Fast Lava Lift | N/A | An alternate form of the Lava Lift. Fast Lava Lifts move approximately three times as fast and are colored blue. They also do not sink. | ||||
Seesaw | N/A | Seesaws teeter to one side when a player or element stands on the opposite side. Their lengths can be changed. | ||||
Grinder | N/A | Circular saws that serve as hazards. Any element can pass through them. | ||||
Bumper | N/A | Bounces players away when they come into contact with them. They can also be bounced on from the top like a Trampoline. | ||||
Skewer Spike Pillar (British English version) |
N/A | A spiked pillar that suddenly extends, with the ability to break the first row of blocks in its way (if any), before retracting back to its idle state. Skewers can be placed horizontally or vertically. | ||||
Swinging Claw | N/A | Players can use a Swinging Claw to swing to distant locations. Other elements can also be attached to them, which drop when a player is nearby. | ||||
ON/OFF Switch | Causes red Dotted-Line Blocks to appear and blue ones to disappear while "ON," and vice versa while "OFF." ON/OFF Switches can also be used to toggle Tracks, Conveyor Belts, Spike Blocks, and ON/OFF Trampolines. | |||||
Dotted-Line Block | 2 | Red Dotted-Line Blocks become solid when an ON/OFF Switch is on, while blue ones become solid when off. Otherwise, they appear as non-solid, dotted outlines. | ||||
2 | ||||||
Spike Block | N/A | A large, yellow block with spikes that protrude and retract alternately. | ||||
N/A | The red and blue Spike Blocks are alternate forms of the yellow one. They will protrude or retract their spikes based on the state of the ON/OFF Switch. The red blocks will have spikes when it is on, while the blue one will have spikes when it is off. | |||||
N/A | ||||||
Snake Block | Snake Blocks are mobile platforms that move along a set path. | |||||
Fast Snake Block | An alternate form of the Snake Block. Fast Snake Blocks move approximately twice as fast and are colored blue. | |||||
Fire Bar | N/A | Fire Bars rotate indefinitely around a block and damage players if they make contact with one. Their starting position, length, and direction at which they move can be set by the editor. | ||||
One-Way Wall | N/A | Walls that players can pass through via a certain direction but not the opposite direction. Their direction can be changed. | ||||
Conveyor Belt | Long platforms that move players and any elements on it at a set direction. In addition to being able to set their direction and length, they can also be placed diagonally, and can be set to change directions with ON/OFF Switches. | |||||
Fast Conveyor Belt | An alternate form of the Conveyor Belt. Fast Conveyor Belts move approximately twice as fast. | |||||
Track | N/A | Various elements can be attached to tracks, which makes them follow their path. Tracks can also be set with ON/OFF Switches to toggle between different paths. | ||||
Track Block | N/A | 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 Trampoline2 | N/A | Mushroom Trampolines that can bounce the player upwards or serve as regular platforms depending on the ON/OFF Switch's current state. | ||||
Mushroom Trampoline | N/A | Bouncy mushrooms that allow players to reach higher locations. Orange Mushroom Trampolines move back and forth in a set direction, while blue ones are stationary. | ||||
Dash Block1 | N/A | A rectangular block that functions identically to Dash Panels in Super Mario 3D World; when stepped on, the player gains a large burst of speed. | ||||
Blinking Block | N/A | Pink and blue blocks that alternate appearing and disappearing in a rhythmic manner. |
Other
These course elements are not available in Course Maker and are only found in Story Mode.
Element | Styles available | Description | ||||
---|---|---|---|---|---|---|
Stone | N/A | Stones are heavy blocks that the player can carry. Its weight prevents players from jumping high, but it can be thrown at enemies to defeat them. Stones only appear in certain levels in Story Mode. | ||||
Toad | N/A | N/A | Small Toads that appear in certain levels in Story Mode, where the player needs to bring them to the Goal Pole. They can either wear different-colored builder hats or only have the colors of a normal Toad. If an enemy hits the Toad, they are encased inside a bubble and float backwards. |
Sounds
- Main article: List of sound effects in Super Mario Maker 2
Sounds reappear along with several new ones, accessed by tapping the Soundfrog icon. As with course elements, they are divided into several wheels. Additionally, the secondary forms of sounds are now separated from their base counterpart. However, the ability to record sounds was removed due to the Nintendo Switch's lack of a microphone.
Clear Conditions
Clear Conditions are a new feature that requires the player to fulfill a given condition by the end of the level to make the goal appear. Similar to the conditions in Challenge Mode from New Super Mario Bros. U, some Clear Conditions are incomplete at the start of a level and must be completed, while others are complete at the start but can be failed before reaching the goal. Failing a Clear Condition does not cause the player character to lose a life immediately, but they will be unable to interact with the goal without restarting the level.
Each level can either have one Clear Condition or no Clear Condition. Levels with Checkpoint Flags cannot use Clear Conditions.
Actions
Image | Clear Condition |
---|---|
Reach the goal without taking damage. | |
Reach the goal without landing after leaving the ground. |
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.
Clear Condition | |||||
---|---|---|---|---|---|
Reach the goal after defeating [number] Goomba(s)/Galoomba(s) (Super Mario World game style). | |||||
Reach the goal after defeating [number] Goombrat(s)/Goombud(s) (Super Mario World game style). | |||||
Reach the goal after defeating [number] Koopa Troopa(s). | |||||
Reach the goal after defeating [number] Buzzy Beetle(s). | |||||
Reach the goal after defeating [number] Spin(y/ies). | |||||
Reach the goal after defeating [number] Piranha Plant(s)/Jumping Piranha Plant(s) (Super Mario World game style). | |||||
Reach the goal after defeating [number] Fire Piranha Plant(s). | |||||
Reach the goal after defeating [number] Piranha Creeper(s). | |||||
Reach the goal after defeating [number] Muncher(s). | |||||
Reach the goal after defeating [number] Dry Bones. | |||||
Reach the goal after defeating [number] Fish Bone(s). | |||||
Reach the goal after defeating [number] Rocky Wrench(es). | |||||
Reach the goal after defeating [number] Monty Mole(s). | |||||
Reach the goal after defeating [number] Hammer Bro(s). | |||||
Reach the goal after defeating [number] Sledge Bro(s). | |||||
Reach the goal after defeating [number] Lakitu(s). | |||||
Reach the goal after defeating [number] Blooper(s). | |||||
Reach the goal after defeating [number] Cheep Cheep(s). | |||||
Reach the goal after defeating [number] Spike Top(s). | |||||
Reach the goal after defeating [number] Ant Trooper(s). | |||||
Reach the goal after defeating [number] Lava Bubble(s). | |||||
Reach the goal after defeating [number] Chain Chomp(s). | |||||
Reach the goal after defeating [number] Spike(s). | |||||
Reach the goal after defeating [number] Wiggler(s). | |||||
Reach the goal after defeating [number] Bob-omb(s). | |||||
Reach the goal after defeating [number] Thwomp(s). | |||||
Reach the goal after defeating [number] Boo(s). | |||||
Reach the goal after defeating [number] Peepa(s). | |||||
Reach the goal after defeating [number] Banzai Bill(s). | |||||
Reach the goal after defeating [number] Magikoopa(s)/Kamek(s) (British English version). | |||||
Reach the goal after defeating [number] Pokey(s). | |||||
Reach the goal after defeating [number] Skipsqueak(s). | |||||
Reach the goal after defeating [number] Stingb(y/ies). | |||||
Reach the goal after defeating [number] Bull(y/ies). | |||||
Reach the goal after defeating [number] Charvaargh(s). | |||||
Reach the goal after defeating [number] Porcupuffer(s). | |||||
Reach the goal after defeating [number] Hop-Chops. | |||||
Reach the goal after defeating [number] Angry Sun. | |||||
Reach the goal after defeating [number] Bowser(s)/Meowser(s) (Super Mario 3D World game style). | |||||
Reach the goal after defeating [number] Bowser Jr(s). | |||||
Reach the goal after defeating [number] Boom Boom(s). | |||||
Reach the goal after defeating [number] Pom Pom(s). | |||||
Reach the goal after defeating [number] Bullet Bill(s). | |||||
Reach the goal after defeating [number] Larry(s) | |||||
Reach the goal after defeating [number] Iggy(s) | |||||
Reach the goal after defeating [number] Wendy(s) | |||||
Reach the goal after defeating [number] Lemmy(s) | |||||
Reach the goal after defeating [number] Roy(s) | |||||
Reach the goal after defeating [number] Morton(s) | |||||
Reach the goal after defeating [number] Ludwig(s) | |||||
Reach the goal after picking up [number] 1-Up Mushroom(s). | |||||
Reach the goal after activating [number] POW Block(s). | |||||
Reach the goal after hitting [number] Red POW Block(s). | |||||
Reach the goal after hitting [number] P Switch(es). | |||||
Reach the goal after breaking [number] Crate(s). | |||||
Reach the goal after grabbing [number] Coin(s). (Coin counter hidden in Multiplayer Versus until Clear Condition is met) | |||||
Reach the goal after grabbing [number] 10-Coin(s). (Coin counter hidden in Multiplayer Versus until Clear Condition is met) | |||||
Reach the goal after grabbing [number] 30-Coin(s). (Coin counter hidden in Multiplayer Versus until Clear Condition is met) | |||||
Reach the goal after grabbing [number] 50-Coin(s). (Coin counter hidden in Multiplayer Versus until Clear Condition is met) |
Status
Clear Condition | |||||
---|---|---|---|---|---|
Reach the goal as Super Mario. | |||||
Reach the goal as Link. | |||||
Reach the goal as Fire Mario. | |||||
Reach the goal while you have Super Star invincibility. | |||||
Reach the goal as Big Mario. | |||||
Reach the goal as Superball Mario. | |||||
Reach the goal as SMB2 Mario. | |||||
Reach the goal as Raccoon Mario. | |||||
Reach the goal as Frog Mario. | |||||
Reach the goal as Cape Mario. | |||||
Reach the goal as Balloon Mario. | |||||
Reach the goal as Propeller Mario. | |||||
Reach the goal as Flying Squirrel Mario. | |||||
Reach the goal as Cat Mario. | |||||
Reach the goal as Builder Mario. | |||||
Reach the goal as Boomerang Mario. | |||||
Reach the goal while holding a POW Block. | |||||
Reach the goal while holding a Red POW Block. | |||||
Reach the goal while holding a P Switch. | |||||
Reach the goal while holding a Trampoline. | |||||
Reach the goal while wearing a Shoe. | |||||
Reach the goal while wearing a Goomba Mask. | |||||
Reach the goal while riding Yoshi. | |||||
Reach the goal in a Koopa Troopa Car. (Super Mario 3D World game style). | |||||
Reach the goal as Buzzy Mario. | |||||
Reach the goal as Spiny Mario. | |||||
Reach the goal in a Koopa Clown Car/Junior Clown Car (New Super Mario Bros. U game style). | |||||
Reach the goal on a Lakitu's Cloud. | |||||
Reach the goal while wearing a Dry Bones Shell. | |||||
Reach the goal while holding a Koopa Shell. |
Other
These Clear Conditions are not available in Course Maker and are only found in Story Mode.
Clear Condition | |||||
---|---|---|---|---|---|
Reach the goal after doing a handstand on [number] Tree(s). | |||||
Reach the goal while holding a Stone. | |||||
Reach the goal without using any Swinging Claws. | |||||
Reach the goal without getting out of the water. | |||||
Reach the goal with [number] Toad(s) in tow. |