Super Mario Maker 2: Difference between revisions
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==References in later games== | ==References in later games== | ||
*''[[Mario Kart Tour]]'': Builder Mario and Builder Toad debut as drivers in the [[Trick Tour (2020)|2020 Trick Tour]] to coincide with the release of the final major update to ''Super Mario Maker 2''. Builder Luigi and Builder Toadette later debut as drivers in the [[Mario vs. Luigi Tour]] and the [[Trick Tour (2021)|2021 Trick Tour]], respectively. | *''[[Mario Kart Tour]]'': Builder Mario and Builder Toad debut as drivers in the [[Trick Tour (2020)|2020 Trick Tour]] to coincide with the release of the final major update to ''Super Mario Maker 2''. Builder Luigi and Builder Toadette later debut as drivers in the [[Mario vs. Luigi Tour]] and the [[Trick Tour (2021)|2021 Trick Tour]], respectively. | ||
== Trivia == | |||
If Mario, Luigi, Toad and Toadette are wearing a Goomba mask and crouch walking they walk the exact same speed as a Goomba. | |||
SMB2 Mario (Luigi and Toad) sprites are different from Super Mario Bros 2. | |||
==Gallery== | ==Gallery== |
Revision as of 08:12, June 9, 2021
Template:Infobox Super Mario Maker 2 is a 2D/2.5D 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. 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 membership is required to share, download, and play courses online.
Gameplay
As in Super Mario Maker, along with the main contents of the level, each level is set with a style, theme, and time limit. The starting platform is no longer visibly separated from any ground tiles placed beside it, which are instead merged into the platform. A new mechanic known as Custom Scroll is introduced, which allows the player to set a level to auto-scroll, as well as the directions at which to scroll, which can be changed up to 10 times per area. In forest-themed levels, a body of water can be added and/or set to rise and fall at a predetermined speed. In castle levels and nighttime forest levels, the lava and poison respectively can also be set the same function. The player also has the option to add Clear Conditions to their level, such as collecting a certain amount of coins or reaching the goal as Super Mario. Vertically scrolling sub-areas can also be created.
Course elements that have alternate forms (such as Piranha Plants) can now have those forms selected by tapping the object to open up a menu, rather than shaking it. Additionally, that menu also includes the options to insert/remove a Super Mushroom (although Super Mushrooms can be added by dragging them onto enemies like in the original Super Mario Maker), wings, and a parachute.
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 . 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
The following controls are listed in Yamamura's Dojo. In the default setting, and can be used in place of and for dashing and jumping, respectively. The player can visit the "Settings" option to change the dash controls to and and the jump controls to and , similar to the NES games, New Super Mario Bros., New Super Mario Bros. 2, and New Super Mario Bros. U.
Action | Input | Styles |
---|---|---|
Basics | ||
Move | All | |
Dash | Hold while moving | All |
Jump | All | |
High jump | Press and hold | All |
Higher jump | Jump while dashing | All |
Super jump | Jump as you stomp on an enemy | All |
Crouch | ↓ | All |
Enter pipe | Tilt in direction of pipe opening | All |
Swim | while underwater | All |
Climb/descend vine | ↑ / ↓ while on vine | Template:SMMstyleTemplate:SMMstyleTemplate:SMMstyleTemplate:SMMstyle |
Climb/descend tree | ↑ / ↓ while grabbing a tree | Template:SMMstyle |
Enter door | ↑ in front of a door | All |
Throw fireball (Fire Mario) | All | |
Slide down slope | ↓ while on a slope | Template:SMMstyleTemplate:SMMstyleTemplate:SMMstyleTemplate:SMMstyle |
Hold object | Hold and touch object | Template:SMMstyleTemplate:SMMstyleTemplate:SMMstyleTemplate:SMMstyle |
Throw object | Release | Template:SMMstyleTemplate:SMMstyleTemplate:SMMstyleTemplate:SMMstyle |
Drop object | Release while holding ↓ on | Template:SMMstyleTemplate:SMMstyleTemplate:SMMstyleTemplate:SMMstyle |
Throw object upward | Release while holding ↑ on | Template:SMMstyle |
Look up | ↑ | Template:SMMstyle |
Spin jump | /// | Template:SMMstyleTemplate:SMMstyle |
Midair spin | /// in midair | Template:SMMstyle |
Spinning jump | after pressing /// while holding ↑ on | Template:SMMstyle |
Double/triple jump | Jump while dashing, then press again immediately after landing | Template:SMMstyle |
Ground pound | ↓ while in midair | Template:SMMstyleTemplate:SMMstyle |
Wall jump | while touching a wall in midair | Template:SMMstyleTemplate:SMMstyle |
Wall slide | Tilt in the direction of a wall while touching the wall in midair | Template:SMMstyleTemplate:SMMstyle |
Super dash | Dash for a short while | Template:SMMstyle |
Roll | /// while crouching | Template:SMMstyle |
Long jump | /// while moving | Template:SMMstyle |
Crouch jump | while crouching | Template:SMMstyle |
Crouch and move | ↓→ / ↓← | Template:SMMstyle |
Buzzy Shell, Spiny Shell | ||
Wear | ↓ while holding a shell | Template:SMMstyleTemplate:SMMstyleTemplate:SMMstyle |
Shoe, Stiletto, Dry Bones Shell, Lakitu's Cloud, Koopa Clown Car | ||
Ride | Land on vehicle from above | Template:SMMstyleTemplate:SMMstyleTemplate:SMMstyleTemplate:SMMstyle |
Bail | /// | Template:SMMstyleTemplate:SMMstyleTemplate:SMMstyleTemplate:SMMstyle |
Shoot fireball (Fire Koopa Clown Car) |
Template:SMMstyleTemplate:SMMstyleTemplate:SMMstyleTemplate:SMMstyle | |
Charge and shoot fireball (Fire Koopa Clown Car) |
Release after charging | Template:SMMstyleTemplate:SMMstyleTemplate:SMMstyleTemplate:SMMstyle |
Koopa Troopa Car | ||
Ride | Land on a Koopa Troopa Car | Template:SMMstyle |
Change direction | → / ← | Template:SMMstyle |
Jump | Template:SMMstyle | |
Bail | /// | Template:SMMstyle |
Honk horn | ↓ | Template:SMMstyle |
Link (version 2.0.0 and later) | ||
Swing sword | Template:SMMstyle | |
Dash attack | Hold while tilting ↓ | Template:SMMstyle |
Down thrust | ↓ in midair | Template:SMMstyle |
Shoot arrow | Hold / and release to shoot (Aim by tilting ↑ or ↓) | Template:SMMstyle |
Ready bomb | Hold while tilting ↑ | Template:SMMstyle |
Throw bomb | Release | Template:SMMstyle |
Place bomb | Release while tilting ↓ | Template:SMMstyle |
Raise shield | ↓ | Template:SMMstyle |
Raccoon Mario | ||
Tail whip | Template:SMMstyle | |
Fly | Dash until arms extend, then press repeatedly | Template:SMMstyle |
Descend slowly | Press repeatedly while falling in midair | Template:SMMstyle |
Yoshi | ||
Ride | Land on Yoshi from above | Template:SMMstyleTemplate:SMMstyle |
Bail | /// | Template:SMMstyleTemplate:SMMstyle |
Eat | Template:SMMstyleTemplate:SMMstyle | |
Flutter jump | Hold in midair | Template:SMMstyle |
Cape Mario | ||
Cape attack | Template:SMMstyle | |
Ascend | Dash until arms extend, then press and hold while continuing to hold | Template:SMMstyle |
Open cape | Release while ascending | Template:SMMstyle |
Fly | Tilt in opposite direction of movement while cape is open | Template:SMMstyle |
Dive | Hold in direction of movement while flying | Template:SMMstyle |
Dive bomb | Collide with an enemy while descending | Template:SMMstyle |
Descend | Release while flying | Template:SMMstyle |
Descend slowly | Press and hold while descending | Template:SMMstyle |
Propeller Mario | ||
Fly | /// | Template:SMMstyle |
Dive | ↓ while flying | Template:SMMstyle |
Cat Mario | ||
Climb wall | toward a wall in midair | Template:SMMstyle |
Scratch | Template:SMMstyle | |
Slide | /// while crouching | Template:SMMstyle |
Claw dive | /// in midair | Template:SMMstyle |
SMB2 Mario (version 3.0.0 and later) | ||
Pick up | while tilting ↓ | Template:SMMstyle |
Throw | Release | Template:SMMstyle |
Charge jump | after holding ↓ for a bit | Template:SMMstyle |
Frog Mario (version 3.0.0 and later) | ||
Swim | Template:SMMstyle | |
Swim quickly | Swim while holding | Template:SMMstyle |
Skip across water | While holding something, dash until P-Meter is full | Template:SMMstyle |
Balloon Mario (version 3.0.0 and later) | ||
Float | Template:SMMstyle | |
Boost | / | Template:SMMstyle |
Flying Squirrel Mario (version 3.0.0 and later) | ||
Glide | Hold in midair | Template:SMMstyle |
Ascend | / in midair | Template:SMMstyle |
Cling to wall | Tilt in the direction of a wall | Template:SMMstyle |
High spin jump | Press and hold / | Template:SMMstyle |
Boomerang Mario (version 3.0.0 and later) | ||
Throw boomerang | Template:SMMstyle | |
Cannon Box (version 3.0.0 and later) | ||
Fire cannonball | Template:SMMstyle | |
Supercharged shot | Hold for a bit, then release | Template:SMMstyle |
Propeller Box (version 3.0.0 and later) | ||
Fly | / | Template:SMMstyle |
Dive | ↓ while flying | Template:SMMstyle |
Goomba Mask (version 3.0.0 and later) | ||
Crouch | ↓ | Template:SMMstyle |
Bullet Bill Mask (version 3.0.0 and later) | ||
Fly | Press and hold while descending | Template:SMMstyle |
Red POW Box (version 3.0.0 and later) | ||
Activate POW | Jump and hit something above you | Template:SMMstyle |
Superball Mario | ||
Throw Superball | Template:SMMstyle | |
Builder Mario | ||
Swing hammer | Template:SMMstyle | |
Bring out Builder Box | while holding ↑ on | Template:SMMstyle |
Story Mode
In Story Mode, after Mario, Toadette (referred to as "Chief" in this mode), and several other Toads have just finished building Princess Peach's 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 over 100 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.
Characters
- Mario
- Toads
- Chief
- Taskmaster
- Red Toad
- Blue Toad
- Green Toad
- Yellow Toad
- Purple Toad
- Undodog
- Mr. Eraser
- Yamamura
- Soundfrog
- Partrick
- Coursebot
- Princess Peach
- Luigi
Jobs
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 Super Mario Maker Bookmark website. Courses can also be searched by tags that have been applied to them, such as "Puzzle-solving" and "Autoscroll". Feedback can be given to courses in the form of text, drawings, or one of 12 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 and world record 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!".
The Versus Rating represents the player's rank in Multiplayer Versus matches based on their win-loss ratio; if the player wins a match, they earn points and move up a rank if enough points are earned. The player can also dress up their Mii with various outfits and hats obtained by completing certain objectives in the game.
Medals are earned from ranking high in the game leaderboards. There are 10 medals available, each in a bronze, silver, and gold variant. Some medals do not, however, have a bronze version, such as the one from the Maker Points (Weekly) leaderboard.
If a user uploads content that is deemed by Nintendo as inappropriate, including, but not limited to levels abusing game glitches or referencing inappropriate content, it is removed. If the removed content is a course, the uploader receives a warning in their notifications, telling them which level was deleted and for what reason. If it is a comment, the commenter receives an email warning regarding their removed comment, though it does not specify which comment was removed. If a Maker name is inappropriate, it is replaced by four question marks ("????") and the deleted name cannot be used again. Repeatedly uploading inappropriate content can lead to Nintendo restricting Course World for the user's Nintendo Switch console.
Network Play
Network Play allows the player to cooperate with three other players online to complete courses in Multiplayer Co-op, or compete against them to clear the course first in Multiplayer Versus. Each player is assigned to one of four characters: Mario, Luigi, Toad, or Toadette. The player can also connect locally to other players who own the game, though the players' Versus Ratings are not affected in this mode.
Endless Challenge
Similar to the 100 Mario Challenge in the first Super Mario Maker, Endless Challenge involves the player completing as many random courses based on their preferred difficulty as possible. Players that achieve a significantly high score are ranked on the leaderboards. Courses have to be played at least once before they can appear in this game mode. Players can also start over the course from the pause menu, and like the previous game, it costs one life.
The pause menu sound and the Game Over music are determined by the current level's game style, similar to the ending in 100 Mario Challenge.
Ninji Speedruns
Ninji Speedruns is a mode introduced in version 2.0 in which the player must speed through a course created by Nintendo, with new courses being released every so often. One week after the level's release, the player can race against a Ninji Ghost. If the player receives enough stamps on their stamp card, they can earn an outfit for their Mii. The outfits are as follows:
- Ninji Cap - Earned with one stamp
- Ninji Shirt - Earned with four stamps
- Ninji Slacks - Earned with seven stamps
- Ninji Garb - Earned with ten stamps
- Cheetah Headgear - Earned with eleven stamps
- Cheetah Tanktop - Earned with fourteen stamps
- Cheetah Runners - Earned with seventeen stamps
- Cheetah Suit - Earned with twenty stamps
The player can also receive stars temporarily spinning around their Mii. They can be one bronze star, two silver stars, or three gold stars, depending on how fast they finished the course once the current Ninji Speedrun event is over.
Courses
By April 14, 2021, there will be a total of twenty Ninji Speedrun courses.
Names in other languages
Language | Name | Meaning | Notes |
---|---|---|---|
Japanese | ハックンタイムアタック[?] Hakkun Taimu Atakku |
Ninji Time Attack | |
Chinese (simplified) | 哈库计时挑战[?] Hākù Jìshí Tiǎozhàn |
Ninji Timed Challenge | |
Chinese (traditional) | 哈庫計時賽[?] Hākù Jìshísài |
Ninji Time Trial | |
Italian | Corse Ninji[?] | Ninji Runs |
Official courses
Yamamura's Dojo
- Main article: Yamamura's Dojo
In Yamamura's Dojo, the player can view "Maker Lessons," a series of tutorials in which Yamamura teaches a new character, Nina, various course design techniques. Maker Lessons are categorized into three levels: beginner, intermediate, and advanced. The player can also view the controls for each game style, under the option "Mario's Moves."
World Maker
Introduced in the April 22, 2020 update, World Maker allows players to compile different levels from the Coursebot into their own worlds. A set of worlds is compiled into a Super World and can be uploaded to Course World. Each world begins with a starting point and ends with a castle representing the final level (appearing as an outline until a course is placed into it), and is constructed on a 7×4 grid using a variety of course icons (which represent the levels in between), terrain, pathways, 1-Up Toad Houses, and Warp Pipes.
Unlike in the story mode, the extra lives carry over if the player enters a new level, but the power-up will still be lost. The player can set the number of lives with which they start off (from 1 to 99) and the theme of the world. Although worlds only appear in the Super Mario World style, the levels themselves can be of any style. Up to five levels can be included in a world including the castle level, while each Super World can have up to eight worlds.
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 lives. There are three varieties of 1-Up Toad Houses, each with its own unique minigame: one based on the Spade Panel slot minigame from Super Mario Bros. 3, one where the player has to pump a balloon, and one where the player has to catch as many baseballs as possible.
All Super Worlds are saved to a variation of the Coursebot known as the Worldbot. Up to six Super Worlds can be saved.
Themes
Each theme has its own set of aesthetic features that can be added to the world for decorative purposes by adding plain terrain and holding it down on the touch screen to change it.
Name | Aesthetic features | Music | ||
---|---|---|---|---|
Ground |
Super Bell trees from Super Mario 3D World | Slanted rock pillars from New Super Mario Bros. U | A large hill with eyes from Super Mario World | Yoshi's Island from Super Mario World |
Underground |
A reptilian skeleton and mushrooms from the Underground-themed levels of the Super Mario World game style | Crystals from the Underground-themed levels of the Super Mario World game style | A torch | Vanilla Dome from Super Mario World |
Desert |
Rocks from the Desert-themed levels of the Super Mario World game style and a reptilian skeleton | An oasis | Pyramids | Desert Land from the Super Mario All-Stars version of Super Mario Bros. 3 |
Snow |
Conifers covered in snow | Blue hills with spots | Mountains from the Snow-themed levels of the New Super Mario Bros. U game style | Ice Land from the Super Mario All-Stars version of Super Mario Bros. 3 |
Sky |
New Super Mario Bros. U-styled Mushroom Platforms | Hills with spots | A large, cloudy hill with spots | Giant Land from the Super Mario All-Stars version of Super Mario Bros. 3 |
Forest |
New Super Mario Bros. U-styled Mushroom Platforms | A poison pond | A tree from the Forest of Illusion | Forest of Illusion from Super Mario World |
Volcano |
A Bowser Statue from Super Mario World facing right | A Bowser Statue from Super Mario World facing left | A torch | Valley of Bowser from Super Mario World |
Space |
Soundfrog, Undodog, and the Reset Rocket | Towers from the Airship-themed levels of the Super Mario 3D World game style | A large hill with closed eyes | Original music |
Course icons
- Standard
- Standard surrounded by water
- Standard surrounded by sand
- Standard surrounded by snow
- Standard surrounded by trees
- Ghost House
- Fortress
- Airship
- Galoomba
- Koopa Troopa (Dry Bones in the volcano theme)
- Jumping Piranha Plant
- Blurp (Cheep Cheep in the volcano theme)
- Chain Chomp
- Hammer Bro
- Pokey (Snow Pokey in the snow theme)
- Rotten Mushroom
- Bowser’s Castle (final level only)
Course elements
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; 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. 3
- Super Mario World
- New Super Mario Bros. U
- Super Mario 3D World
Themes
Theme | Level inspiration | Night effects | ||||
---|---|---|---|---|---|---|
Template:SMMstyle | Template:SMMstyle | Template:SMMstyle | Template:SMMstyle | Template:SMMstyle | ||
Ground |
World 1-1, World 2-1 | World 1-1 | Groovy | Acorn Plains Way, Yoshi Hill | Super Bell Hill | Causes various behavior changes in enemies and items. |
Underground |
General underground levels | General underground levels | General underground levels | Tilted Tunnel | Koopa Troopa Cave | Turns the screen upside down and inverts all vertical controls |
Underwater |
General underwater levels | World 3-1 | General underwater levels | Dragoneel's Undersea Grotto | Pipeline Lagoon | Makes everything dark except for a short radius around players and certain course elements |
Ghost House |
N/A | N/A | Donut Secret House | Swaying Ghost House | Shifty Boo Mansion | |
Airship |
N/A | World 1-Airship, World 5-Airship | Vanilla Secret 3's background | 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 fortress levels | General castle and fortress levels | General castle levels | Bowser's Lava Lake Keep | Causes player characters to behave as if they are underwater, but leaves other course parts unaffected |
Desert |
N/A | Desert Land's levels | Chocolate Island 5's background, Chocolate Island 2's tileset | Stone-Eye Zone | Conkdor Canyon background, Ant Trooper Hill's terrain | Causes a sandstorm to occur. The Game Style which the course is in determines the timing and direction of the wind. In particular, the Super Mario Bros. style makes the wind blow left periodically, the Super Mario Bros. 3 style makes the wind blow right periodically, the Super Mario World style makes the wind switch between left and right every time it blows, and the New Super Mario Bros. U style makes the wind blow right constantly |
Snow |
N/A | Ice Land's levels | Yoshi's Island 1's background, Awesome's tileset | Spinning-Star Sky's tileset (day); Cooligan Fields' tileset (night) | Snowball Park | Makes all surfaces become slippery |
Forest |
N/A | World 7-Piranha Plant | Forest of Illusion's levels | Jungle of the Giants | Gargantuan Grotto | Turns water into poison water |
Sky |
World 1-3 | Sky Land's levels | Vanilla Secret 3's background, Way Cool's and Mondo's bonus areas' tileset | Switchback Hill | Rolling Ride Run | Causes light gravity to occur |
Terrain
The terrain category is represented by a Brick Block icon and colored cyan.
Element | Styles available | Description | ||||
---|---|---|---|---|---|---|
Template:SMMstyle | Template:SMMstyle | Template:SMMstyle | Template:SMMstyle | Template:SMMstyle | ||
Ground | ||||||
Flat, indestructible ground on which players and many enemies can walk and objects can be placed. | ||||||
Steep Slope | 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. | |||||
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 type of platform that can be extended horizontally. | ||||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | 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. | |||
Template:SMM2 Modifiers | A block containing a single Coin; when hit, it turns into an Empty Block. Other elements can be placed inside instead. | |||||
Template:SMM2 Modifiers | A solid block that mainly serves as a platform, though a strong force such as that of a Banzai Bill can break it. In the Super Mario 3D World style, they take the form of Rock Blocks. | |||||
Template:SMM2 Modifiers | An invisible ? Block that reveals itself when hit from below. | |||||
Template:SMM2 Modifiers | A type of platform that falls if players stands on it long enough. | |||||
Template:SMM2 Modifiers | N/A | A block that bounces players and any elements that land on it up. | ||||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | A type of platform that can be passed through from below, similar to Semisolid and Mushroom Platforms. | |||||
Template:SMM2 Modifiers | 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 | ||||
---|---|---|---|---|---|---|
Template:SMMstyle | Template:SMMstyle | Template:SMMstyle | Template:SMMstyle | Template:SMMstyle | ||
Template:SMM2 Modifiers | Collecting 100 Coins grants players an extra life. In Story Mode, Coins are required to rebuild Princess Peach's castle. | |||||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | A large Coin worth 10 regular coins. | |||||
Template:SMM2 Modifiers | A large Coin worth 30 regular Coins, and an alternate form of the 10 Coin. | |||||
Template:SMM2 Modifiers | 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. | |||||
Template:SMM2 Modifiers | A power-up that transforms players into their Super forms. | |||||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | A power-up that transforms players into their Fire forms, allowing them to shoot fireballs. | |||||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | N/A | A power-up that transforms players into their Big forms. | ||||
Template:SMM2 Modifiers | N/A | N/A | A flight power-up that transforms players into their Raccoon forms. | |||
Template:SMM2 Modifiers | N/A | N/A | A flight power-up that transforms players into their Cape forms. | |||
Template:SMM2 Modifiers | N/A | N/A | A flight power-up that transforms players into their Propeller forms. | |||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | N/A | A power-up that transforms players into their Super Mario Bros. 2 forms, allowing them to ride, grab, and throw enemies. | ||||
Template:SMM2 Modifiers | 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. | |||
Template:SMM2 Modifiers | N/A | N/A | A flight power-up that allows players to float through the air. | |||
Template:SMM2 Modifiers | N/A | N/A | A flight power-up that transforms players into their Flying Squirrel forms. | |||
Template:SMM2 Modifiers | N/A | A power-up that transforms players into their Boomerang forms. | ||||
Template:SMM2 Modifiers | A power-up that grants players temporary invincibility. | |||||
Template:SMM2 Modifiers | A mushroom that grants players an extra life. | |||||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | N/A | |||||
Template:SMM2 Modifiers | 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. | |||
Template:SMM2 Modifiers | N/A | A wearable object that shoots cannonballs. The player can charge up for long-ranged shots. | ||||
Template:SMM2 Modifiers | N/A | A wearable object that allows players to fly up to three times in midair, similar to the Propeller Mushroom. | ||||
Template:SMM2 Modifiers | N/A | A wearable object that prevents enemies from attacking players. | ||||
Template:SMM2 Modifiers | N/A | A wearable object that allows players to fly horizontally through the air similar to a Bullet Bill. | ||||
Template:SMM2 Modifiers | 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
The enemy category is represented by a Goomba icon and colored green.
Element | Styles available | Description | ||||
---|---|---|---|---|---|---|
Template:SMMstyle | Template:SMMstyle | Template:SMMstyle | Template:SMMstyle | Template:SMMstyle | ||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | 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. | |||
Template:SMM2 Modifiers | N/A | N/A | When stomped on, Galoombas flip over and can be held and thrown by players. | |||
Template:SMM2 Modifiers | 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. | |||
Template:SMM2 Modifiers | When stomped on, Koopa Troopas retreat into their shells; in the Super Mario World and Super Mario 3D World styles, they become Beach 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. | ||||||
Template:SMM2 Modifiers | N/A | Ant Troopers can walk on walls and ceilings, but cannot be defeated with a normal stomp, instead requiring a ground-pound. | ||||
Template:SMM2 Modifiers | 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 it. | ||||
Template:SMM2 Modifiers | N/A | Buzzy Beetles act similar to Koopa Troopas, but are immune to fireballs. When given wings, they behave like Parabeetles. | ||||
Template:SMM2 Modifiers | N/A | An alternate form of the Buzzy Beetle. Buzzy Shells can be worn by players to protect themselves against hazards from above. | ||||
Template:SMM2 Modifiers | 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. | |||||
Template:SMM2 Modifiers | 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. | |||||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | 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. | |||||
Template:SMM2 Modifiers | N/A | An alternate form of the Blooper. Blooper Nannies act like regular Bloopers, except with Blooper Babies following their path. | ||||
Template:SMM2 Modifiers | 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. 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. | ||||||
Template:SMM2 Modifiers | N/A | Skipsqueaks march in place and jump into the air when players jump. | ||||
Template:SMM2 Modifiers | N/A | An alternate form of the Skipsqueak, with spines on their back that damage players upon contact. | ||||
Template:SMM2 Modifiers | N/A | Stingbies chase after players if they spot them, though they only move horizontally. | ||||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | N/A | N/A | Jumping Piranha Plants attack by shooting straight up, before descending back down slowly. | |||
Template:SMM2 Modifiers | 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. | |||||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | Thwomps crash down from above when players approaches 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. | |||||
Template:SMM2 Modifiers | N/A | When placed in the ground, Monty Moles remain hidden until players approach them, causing them to jump out and chase them. | ||||
Template:SMM2 Modifiers | N/A | Rocky Wrenches hide underneath manhole covers in the ground, then slowly emerge to throw wrenches at players. | ||||
Template:SMM2 Modifiers | 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. | |||||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | N/A | Chain Chomps occasionally lunge towards players from their set positions. | ||||
Template:SMM2 Modifiers | N/A | An alternate form of the Chain Chomp. Unchained Chomps are not attached to stakes, enabling them to move about freely. | ||||
Template:SMM2 Modifiers | File:SMM2 SMB Spike Enemy Sprite.jpg | File:SMM2 SMB3 Spike Enemy Sprite.jpg | File:SMM2 NSMBU Spike Enemy Sprite.jpg | 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. | ||
Template:SMM2 Modifiers | File:SMM2 SMB3 Spikeball Enemy Sprite.jpg | File:SMM2 SMW Spikeball Enemy Sprite.jpg | File:SMM2 NSMBU Spikeball Enemy Sprite.jpg | 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. | ||
Template:SMM2 Modifiers | File:SMM2 SMB Snowball Enemy Sprite.jpg | File:SMM2 SMW Snowball Enemy Sprite.jpg | File:SMM2 NSMBU Snowball Enemy Sprite.jpg | 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. | ||
Template:SMM2 Modifiers | N/A | Hop-Chops chase after players, but can be jumped on like Trampolines to bounce higher. | ||||
Template:SMM2 Modifiers | N/A | Wigglers walk back and forth without actively attacking players, but become angry when stomped on. | ||||
Template:SMM2 Modifiers | N/A | An alternate form of the Wiggler. While angry, Wigglers move faster and chase after players. | ||||
Template:SMM2 Modifiers | 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. | |||||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | N/A | An alternate form of the Boo. Peepas constantly move around in a circular motion. | ||||
Template:SMM2 Modifiers | 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. | |||||
Template:SMM2 Modifiers | Bob-ombs constantly walk forward similar to Goombas; if a player attacks one or it comes into contact with fire, its fuse lights. In the former case, players can then carry and throw or kick it around before it explodes. | |||||
Template:SMM2 Modifiers | 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. | |||||
Template:SMM2 Modifiers | 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. | |||||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | 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. | |||||
Template:SMM2 Modifiers | Magikoopas occasionally reappear and disappear in different locations, casting a spell at players each time. The spells can transform blocks into different elements. | |||||
Template:SMM2 Modifiers | File:SMM2 Pokey SMB Icon.jpg | File:SMM2 Pokey SMB3 Icon.jpg | File:SMM2 Pokey SMW Icon.jpg | File:SMM2 Pokey NSMBU Icon.jpg | 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. | |
Template:SMM2 Modifiers | File:SMM2 Snow Pokey SMB Icon.jpg | File:SMM2 Snow Pokey SMB3 Icon.jpg | File:SMM2 Snow Pokey SMW Icon.jpg | File:SMM2 Snow Pokey NSMBU Icon.jpg | Pokeys become Snow Pokeys when placed in snow-themed levels. In this form, they can be jumped on, which reduces them to a snowball. | |
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | 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. | |||||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | 🗸 | 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. | |||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | 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. | ||||
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. | ||||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | N/A | In on-land levels, Porcupuffers swim across the bottom of the screen, occasionally leaping out to attack players. While underwater, they behave like Cheep Chomps. Porcupuffers can blow up after getting hit by 4 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 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. | ||||
Koopa Troopa Car | N/A | 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. | ||||
Template:SMM2 Modifiers | N/A | Larry simply jumps around and shoots spells out of his magic wand, similar to his appearance in Super Mario Bros. 3. | ||||
Template:SMM2 Modifiers | N/A | Iggy walks back and forth and shoots fast-moving spells. If winged, Iggy will jump around, instead of walking. | ||||
Template:SMM2 Modifiers | N/A | Wendy jumps around and shoots rings that bounce off of the ground and walls. If winged, Wendy can jump higher than normal. | ||||
Template:SMM2 Modifiers | N/A | Lemmy shoots bouncy balls while balancing on one himself. | ||||
Template:SMM2 Modifiers | 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 but will not show his head, and can hover in the air before landing. | ||||
Template:SMM2 Modifiers | 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. | ||||
Template:SMM2 Modifiers | 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 | ||||
---|---|---|---|---|---|---|
Template:SMMstyle | Template:SMMstyle | Template:SMMstyle | Template:SMMstyle | Template:SMMstyle | ||
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. | |||||
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. | |||||
Template:SMM2 Modifiers | N/A | Cannons periodically fire cannonballs at a set direction. They can be placed on walls and ceilings. | ||||
Template:SMM2 Modifiers | 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. | ||||||
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. | ||||
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 the area. | |||||
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 entered. | ||||
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. | |||||
Template:SMM2 Modifiers | 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. | |||||
Template:SMM2 Modifiers | 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. | |||||
Template:SMM2 Modifiers | 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 | |||||
Template:SMM2 Modifiers | 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. | ||||
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. | |||||
File:SMM2 Conyeor Belt SMB icon sloped.png | ||||||
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.
Element | Styles available | Description | ||||
---|---|---|---|---|---|---|
Template:SMMstyle | Template:SMMstyle | Template:SMMstyle | Template:SMMstyle | Template:SMMstyle | ||
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
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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 have one or no Clear Condition. Levels with Checkpoint Flags cannot use Clear Conditions.
Actions
Image | Clear Condition |
---|---|
File:SMM2 Clear Condition No Damage.jpg | Reach the goal without taking damage. |
File:SMM2 Clear Condition No Touching Ground.jpg | 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.
Image | 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). | |
Reach the goal after defeating [number] Meowser(s). | |
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
Image | 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 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.
Image | Clear Condition |
---|---|
File:TreeHandstandClearCondition.jpg | Reach the goal after doing a handstand on [number] Trees. |
Reach the goal while holding a Stone. | |
File:NoSwingingClawClearCondition.jpg | Reach the goal without using any Swinging Claws. |
File:StayUnderwaterClearCondition.jpg | Reach the goal without getting out of the water. |
File:ToadClearCondition.jpg | Reach the goal with [number] Toad(s) in tow. |
Differences from previous games
Original games
The following is a list of differences from the level styles' original games not present in the first Super Mario Maker.
Multiple
- Each Koopaling has the same behavior in all the game styles for consistency purposes.
Super Mario Bros.
- Fire Luigi has a distinct color palette instead of being identical to Fire Mario.
- Sky-themed levels 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.
- Warp Pipes no longer have a black outline in ground levels, instead using the colored outline normally used in underground levels to distinguish the outline from the background.
- Small characters are now able to crouch. However, they cannot slide down slopes.
- Water has a clearer, translucent dark blue color, unlike the original game where it is brighter.
Super Mario Bros. 3
- Fire Luigi has a distinct color palette instead of being identical to Fire Mario.
- Thwomps have been given new sprites for when they are idle and attacking.
- Thwomps tilt forward slightly when they move horizontally, unlike the original game where they were only idle.
- Snow-themed levels now feature original music composed by Koji Kondo instead of using the overworld or athletic theme.
- Small characters can now crouch, unlike in the original game, where it was not possible.
- Airship courses during night receive a blue palette on the tileset resembling the appearance of the airships seen in World 3-Airship and World 7-Airship, unlike the original game where night airship levels like World 8-Jet have the normal brown palette.
- Castle courses during night receive a tileset from World 8-Bowser's Castle
- The Angry Sun cannot be placed in night-themed courses, unlike the original game where an Angry Sun is present in World 8-2, which is a night-themed level.
- All sprites with a bright green color palette are dark green.
- The water simply has a clearer, translucent blue color.
- Boom Boom now flies off-screen with the stomped sprite when he is defeated instead of exploding and leaving a Magic Ball behind.
- Frozen Coins now have a shimmering effect. When the P Switch is pressed, they turn into frozen Brick Blocks.
- Spike Balls receive new sprites.
- Frog characters can now run on water.
- 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 characters can crouch with the addition of the suit's eyes closing.
- Frog characters receive tweaked idle and horizontal swimming poses.
- 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.
- 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' 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.
- 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.
- 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.
- 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.
- 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.
- All of the Koopalings' spells (except for Wendy and Lemmy's) are the same color as their current appearances' main colors.
Super Mario World
- Snake Blocks are colored green and no longer use the Grinders' 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.
- Mario can now uncrouch in mid-air if he jumps while crouching.
- ON/OFF Switches now have a more saturated color, and their letters flash between black and white.
- Banzai Bills leave some clouds of smoke behind when they travel.
- 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 Switches have a flashing animation.
- Luigi has new sprites, with his head resembling his appearance from Super Mario All-Stars + Super Mario World, but his body resembling Mario's.
- Para-Goombas use their swimming sprites from Super Mario Maker, rather than using their front-facing sprites from the original.
- Blue Warp Pipes are brighter than in the original game.
- Red Yoshis do not hatch as Baby Yoshis and they are no longer required to be fed to grow into an adult. They also do not need to eat shells to breathe fire (which replaces their lick attack), and they can only use the spread shot if the rider is in Fire form, spitting only one flame forwards if that condition is not met, as in New Super Mario Bros. Wii and U.
- Small Mario has a new running jump sprite.
- 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.
- The "Final Boss" sound effect lacks its intro, save for the last note.
- Pokeys sprites have been slightly modified, having rounder segments than in the original game. They can be defeated using fireballs, unlike the original game where they are fireproof. 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. These changes were made to be consistent with New Super Mario Bros. U.
- The Koopalings' sprites have been remade, now resembling and being consistent with Bowser Jr. and Bowser's sprites from this game theme, and using a unique mixture of color palettes from Super Mario Bros. 3 and New Super Mario Bros. U. They also now use their wands in battle, their shells are no longer safe to touch, and they are no longer able to be inside pipes.
- The Power Balloon is colored yellow instead of tan, and it no longer floats away after hitting the block from where it was found.
- In the nighttime Ground theme, however, it still floats away, although with a "deflating" animation.
- 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.
- As such, players can now remain in Balloon form until they take damage, lose a life, or otherwise replace their powerup.
- Mechakoopas receive a different color palette, and now they get destroyed in pieces when defeated instead of simply falling off the screen.
New Super Mario Bros. U
- Yellow Toad is completely absent from the player characters. 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. 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 to be consistent in multiplayer play, 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.
- 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).
- Some multiplayer-exclusive controls, such as the Simultaneous Ground Pound and entering a bubble, are no longer possible.
- 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.
- 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.
- 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.
- Parabombs use the sitting pose when falling, instead of the front-facing walking animation.
- The Checkpoint Flag (when it is not touched) now has a triangular design instead of a rectangular design. This makes it consistent with the other game styles (except for the Super Mario 3D World style).
- The Warp Pipes now use the early design from the original build where they had a darker and more metallic-like look, as in the series up to New Super Mario Bros. 2, rather than having the brighter and more plastic look from the final game.
- 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.
- 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.
- They also cannot go through walls, unlike the Snake Blocks seen in Snake Block Tower.
- Poison now has a pink gradation.
- Big Wigglers can no longer travel through poison, instead sinking through it like their smaller counterparts.
- Icicles 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.
- Frozen Coins now are inside a transparent Ice Block instead of being in a 2×1 piece of ice to be consistent with the other game styles. When the P Switch is pressed, they turn into frozen Brick Blocks.
- Pokeys' spikes do not disappear to the background music's chorus, due to the music in some themes having no chorus at all. As a result, item bonuses from eating the fruit-like Pokeys with Yoshi are no longer present.
- The screen transition with Bowser's emblem does not appear when all players lose a life.
- 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.
- 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.
- 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
- Gameplay is on a 2D plane like the other game styles, similar to how Super Mario 3D World has 2D sections, but some courses from the original game can be seen in the background.
- There is no Item Storage.
- The size and positioning of the life counter, timer, score, and coin counter are now consistent with the other game styles.
- While the timer has the flashing effect during the last hundred seconds like in the original game, it does not beep during the last ten seconds, consistent with other styles.
- When time is converted to points at the end of a course, the New Super Mario Bros. U style's sound effect is reused, rather than the one from the original game.
- When entering a course or restarting after losing a life, players start in Small form, rather than Super form, to be consistent with other game styles.
- Luigi and Toad have the same attributes as Mario to be consistent in multiplayer play.
- Princess Peach and Rosalina are not playable.
- The former was replaced by Toadette to be consistent with other styles.
- 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 Jump, Side Somersault, or Ground Pound while underwater.
- 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 down instead, consistent with other styles. This makes rolling and Long Jumping no longer require additional buttons to be held.
- Bubbles are now colorless like in other styles instead of using colors based on the characters.
- The player cannot enter Koopa Troopa Shells.
- Players do not take damage from colliding with enemies while in Clear Pipes.
- Enemies do not give or drop coins or items when they are defeated, consistent with other game styles.
- For unknown reasons, enemies and items cannot appear in stacks like in the original game, despite having a stacking function in the other game styles.
- When the player goes through sections of a course while carrying an item, it does not disappear.
- The snow theme, which appears to be based on Snowball Park, takes place during the day, instead of the night like in the original level.
- The Goal Pole does not turn gold when the player touches the top of it. Additionally, it provides an extra life rather than 10,000 points, akin to the other game styles.
- The victory pose does not always occur properly; if the player does not reach the designated position before their victory pose, they perform it in front of the Goal Pole, or they do not perform it at all. In the former case, only one player performs the pose in multiplayer modes. In multiplayer modes, the zoom-in before the pose is omitted.
- When playing in the castle theme, the Goal Pole at the end is the boss version from the original game, but the flag itself is smaller.
- The screen has a black transition when Pipes, Warp Doors, and Warp Boxes send the player to another section of the course, consistent with other styles.
- Pipes are always two-way like in the other styles, as opposed to the original game where some are one-way and the Pipe disappears.
- Warp Boxes lack confetti inside of them.
- Coin Blocks do not turn into Coin Boxes after being hit enough times.
- POW Blocks and P Switches are portable, as in the other game styles.
- The point chain of Super Star invincibility is the same as that of stomping enemies continuously or kicking a Koopa Shell through many enemies, like in the New Super Mario Bros. games, as opposed to only awarding an extra life for every eighth enemy defeated on contact.
- Additionally, when invincibility is about to run out, the New Super Mario Bros. U style's sound effect is reused, rather than the normal power-down sound effect.
- Players must lift up another player to share Super Star invincibility, rather than simply touching each other, as in New Super Mario Bros. Wii and New Super Mario Bros. U.
- This also applies to other game styles except for Super Mario Bros., due to that style having no function of picking anything up.
- Super Hammers, Bullet Bill Masks, and Red POW Boxes were not present in the original game.
- When a Fire Flower, a Super Bell, a Super Hammer, or a Boomerang Flower are released from a block, the item stays on top of the block instead of flying out of it and onto the ground, consistent with other styles. This is also similar to the E3 2011 demo version of Super Mario 3D Land.
- Super Mushrooms, 1-Up Mushrooms, and Super Stars always move around a course when they are placed on the ground, rather than staying put, consistent with other styles.
- Fire characters' fireballs vanish upon hitting walls instead of bouncing off of walls and vanishing after two seconds, to be consistent with the other game styles.
- Red Koopa Troopas, green Cheep Cheeps, regular Dry Bones, regular Pokeys, Fish Bones, and Sledge Bros. are now present to be consistent with other styles. Heavy Fire Bros. and Koopa Troopa Cars were also not present in the original game.
- Additionally, since most enemies can be combined with Wings and Parachutes, Paragoombas, Koopa Paratroopas and Parabombs, which are also not present in the original game, can be created.
- 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.
- Porcupuffers act similar to Boss Basses in non-underwater themes and Cheep Chomps 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.
- Cat Bullet Bills are fired from Bull's-Eye Blasters rather than normal Bill Blasters, to be consistent with Bull's-Eye Bills in other game styles.
- Charvaarghs now only damage players, rather than instantly defeating them.
- The Mega ? Blocks that produce multiple blocks in Super Block Land are now represented by ! Blocks, similar to Super Mario 3D Land.
- Fire Toad has a blue cap instead of yellow, as in New Super Mario Bros. U.
- Banzai Bills now have a yellow exhaust as opposed to a purple exhaust, and they also spin while traveling, unlike the original game.
- The Castle music lacks its intro.
- ON/OFF Switches replace Switch Blocks from the original game functionally to match the other styles.
- Pink Coins replace Key Coins 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.
- 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 Blocks 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.
- Blinking Blocks are smaller than the original game's Beep Blocks, now the same size as most other block-based elements.
- Snow Pokeys only spawn one snowball upon defeat, as opposed to all of their segments (including the head) becoming snowballs.
- Spikes throw Spike Balls instead of Spike Bars, matching their behavior in the 2D games and Captain Toad: Treasure Tracker.
- Dash Blocks replace Dash Panels.
- The "Too Bad!" text does not appear when all players lose a life, including 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.
- 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 Blocks 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.
- Piranha Creepers no longer have the "Z" symbols floating out when they are sleeping.
- When Mario equips the Propeller Box on his head, it turns red instead of staying orange.
- 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 Boxes must be fired manually, rather than firing automatically.
- Goomba Masks 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 Mushrooms or Fire Flowers would play.
- 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 Pounding on them underwater.
Super Mario Maker
General
- The title screen no longer contains hidden Easter eggs in it.
- The Gnat Attack minigame was removed.
- As wings are no longer a separate element, adding wings on objects is no longer performed by dragging and dropping, instead performed by tapping and holding the element and selecting the wings option from the pop-up menu.
- Super Mushrooms also can be selected from the same pop-up menu, though enemies and objects can still be transformed via dragging and dropping.
- Similarly, the shaking function that transforms an element to an alternate form (such as turning green Koopa Troopas into red Koopa Troopas) is replaced by the same method.
- Making a sub-area in the Ground theme makes the sub-area Ground by default, rather than Underground.
- Checkpoint Flags now can be combined with any power-up. Due to this, Checkpoint Flags without modifications no longer turn Small characters into their Super form.
Multiple styles
- Grinders 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.
- POW Blocks and P Switches 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 cannot overlap.
- One-Way Walls cannot be hidden behind pipes.
- Several elements now have their own parts slot:
- As in the Nintendo 3DS version, Checkpoint Flags, Skewers, and Keys 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.
- Rocky Wrenches are now a standalone course element from Monty Moles.
- Fish Bones are now a standalone course element from Dry Bones.
- Bumpers are now a standalone course element from Grinders.
- Pink Coins are now a standalone course element from coins.
- Bowser Jr. is now a standalone course element from Bowser.
- Objects can no longer be placed in front of the Arrow Sign at the start of a course.
- 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.
- 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, Magikoopas 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 turn red and hatch into a single red Yoshi that does not run away.
- 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 Warp Pipes.
- 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.
- Winged Lava Bubbles 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.
- Warp Pipes now only spawn one Shoe Goomba at a time. Previously, up to 10 Shoe Goombas could be spawned.
- Coins and other items cannot 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 Munchers) 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.
- Touching a Vine after stomping on enemies will reset the player's jump combo.
Super Mario Bros. style
- Mystery Mushrooms and Weird Mushrooms have been removed.
- Without Mystery Mushrooms, amiibo figurine support and Event Courses have been consequently removed from the game, as with the 3DS version.
- The instrument played by Mystery Mushrooms on Music Blocks is instead inherited by the Superball Flower.
- The Weird Mario Easter egg from the Warp Doors is still available, with new forms added to the Super Mario 3D World style, such as Cat Mario, Boomerang Mario, Double Mario, and Mario with a Goomba Mask.
- The Weird Mushroom's slot as an alternate form of the Super Mushroom is replaced by the Master Sword as of version 2.0.0.
- Big Mushrooms are now default parts rather than being unlocked by amiibo, and now only use "Modern" color from the previous game. Enemies and gizmos also no longer change sprites while the power-up is active, and the screen no longer contains a CRT screen effect.
- Big characters cannot break blocks by running into them, only from below or by jumping on them from above. Also, taking damage now degrades them to Super form, rather than Small form.
- As Mystery Mushrooms have been removed, Big Mushrooms now replace Super Leaves, Cape Feathers, Propeller Mushrooms and Super Bells from other game styles in the parts menu. This means the player can no longer place Big Mushrooms outside of the Super Mario Bros. style.
- Certain sound effects were changed to more 8-bit ones (e.g.: when collecting a Pink Coin or opening a locked door with a key).
- Vines now use their spawning sound effect from the original game when released from a block.
- Thwomps have been given a new appearance for when they are waiting rather than using the same sprite as when they attack.
- The Ghost and Airship themes' music has been tweaked to be more accurate to the NES's sound capabilities.
Super Mario Bros. 3 style
- The background of the castle theme now features windows, instead of just being a black, featureless screen.
- The number font on the HUD looks more like the font used in the game's 16-bit remakes.
- Raccoon Mario does not have a holding pose when flying.
- The Ghost House theme has been tweaked to be more accurate to the NES's sound capabilities.
- The sound effect for opening a Warp Door has changed. In the original game, the sound is the same as in the Super Mario Bros. style.
Super Mario World style
- The Spiny Shell has a flatter sprite while Mario is wearing it.
- Players can now clear a course by passing through the Giant Gate without having to touch the moving tape, similar to the original game.
- If there are more than two Yoshi Eggs and they hatch, the third Yoshi Egg will not reward the player an item. This also applies to the New Super Mario Bros. U style.
- The castle and ghost house tilesets have been updated.
- For ghost houses, a more suitable texture was applied to 1 tile-wide corners, as those were attributed an incoherent texture in Super Mario Maker.
New Super Mario Bros. U style
- The Magikoopa's icon in Course Maker now uses official artwork of it rather than its in-game model.
- 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 white as opposed to black.
- Spiny Eggs are now animated.
- The design for the Mushroom Platforms in the airship theme was changed to a mechanical one.
- The background of the underwater theme is 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.
- Mario now directly faces a Warp Door when he enters one.
- The design of the lava has more detail, to make it look less blank for levels with rising lava.
- When the player grabs a 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.
Course World
- New players can now upload up to 32 courses, instead of up to 10 courses. However, collecting medals will no longer increase a player's upload limit.
- On July 24, 2019, the upload limit increased from 32 courses to 64 courses.
- On January 6, 2020, the upload limit increased from 64 courses to 100 courses.
- Stars are replaced by "I Like It!" and "Boo!", though they function similarly.
- A "Meh.." option is also in the game, though it only appears in Multiplayer Versus.
Other games
- The Legend of Zelda:
- Link uses the Master Sword and Hylian Shield instead of his sword and shield from the original game.
- The dash attack, down thrust, and bow and arrows were not in the original game.
- Super Mario Bros. 2:
- SMB2 Mario's sprite set is a modified version of Mario's sprites from Super Mario Bros. 3, rather than the original ones from Super Mario Bros. 2. Some animations are edited to be smoother.
- New Super Mario Bros. Wii:
- While underwater, the Koopalings vocalize and can be stomped, unlike in Wendy's castle battle in this game.
- Lemmy's balls and Wendy's rings in the New Super Mario Bros. U style have a flashing effect similar to other Koopalings and Magikoopas' spells, colored yellow and pink respectively. Morton's spells are also orange instead of pink, likely to differ from Wendy's pink flashing effect.
- Bulls-Eye Banzais now have a solid red color scheme instead of flashing red like in this game. Additionally, their red color is significantly brighter than in this game. They now consistently follow Mario, instead of only charging forward after matching his vertical position.
- Captain Toad: Treasure Tracker:
- Toadette wears her regular attire, rather than her explorer's outfit.
- In the Super Mario 3D World style, Small Toadette's cap does not turn light pink with magenta spots; in fact, she is the only character whose head(-wear) does not change in Small form in the Super Mario 3D World style; Mario and Luigi lose their caps, while Toad's color scheme becomes inverted.
- The Spike Balls thrown by Spikes are significantly smaller than in this game, and also use a different design to match the other game styles.
Release
In North America, Japan, Europe, and Australia, players can purchase a limited edition of the game that includes a 12-month Nintendo Switch Online subscription. As a pre-order bonus (except in North America),[2] players would receive a Super Mario Maker 2-themed stylus.[3][4][5] 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.[6] 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 Mario diorama set; and two regular packs with similar content as the limited edition packs, but without the membership and SteelBook.[7]
Pre-release and unused content
Debut trailer
- The icons for several of the Super Mario 3D World course elements used different icons than the final game as placeholders.
- The following used their icon from the New Super Mario Bros. U style:
- Pipes
- ? Blocks
- Hidden Blocks
- Ice Blocks
- Semisolid Platforms
- Koopa Troopas
- Cheep Cheeps
- Hammer Bros.
- The following used artwork from the Super Mario 3D World Prima guide:
- Clear Pipes
- Brick Blocks
- Rock Blocks
- Donut Blocks
- Goombas
- Porcupuffers
- Piranha Plants
- Fire Piranha Plants
- Thwomps
- Piranha Creepers
- Stingbies
- Hop-Chops
- Trampolines
- The following have a different icon in general than in the final game.
- Bloopers
- Cloud Blocks
- Pink Coins
- 10-Coins
- Spinies
- The following used their icon from the New Super Mario Bros. U style:
- Many differences and inconsistencies existed in the course element wheels compared to the final game:
- Elements that were not highlighted were transparent. In the final game, all colors are solid, with segments not selected being a lighter version of the main color instead.
- The last wheel of Gizmos could be accessed from the first wheel of Terrain by pressing L. This is not possible in the final game.
- The arrows on the course wheels to switch between them have a different design than the final game, and did not have "L" or "R" on them.
- The Ground icon in general is slightly different. In the trailer, the ground takes up majority of the icon, while the final game has it take up about half of the icon's space.
- In the Terrain menu, the Block and ? switched places.
- In the Super Mario World style, Yoshi's Egg was not present in the Items menu. This was fixed in the final game.
- In the Super Mario World and Super Mario 3D World styles, the Cape Feather and Super Bell respectively were placed in between the 1-Up Mushroom and the Coin. In the final game, they are placed in between the Super Mushroom and Fire Flower. In the former style, Yoshi's Egg takes the Cape Feather's original spot.
- In the Super Mario 3D World style, the icon of the 10-Coin was simply a standard coin with the number 10 on it. The final design may not have been complete at the time of the trailer's release.
- The Goomba icon in the Super Mario 3D World style used the artwork of a Mini Goomba instead of a normal one. In the final game, it shares the same icon as the New Super Mario Bros. U style.
- When the underground theme was shown in the Super Mario 3D World style, the Block icon was a Brick Block rather than the Crystal Block in the final game, as the latter did not have artwork to use as a placeholder.
- There were only three wheels for Enemies instead of four in the Super Mario 3D World style.
- Porcupuffers and Bullies were originally placed in the first and second wheel respectively, suggesting that the third wheel would hold all remaining enemies (Boo, Lava Bubble, Bob-omb, Dry Bones, Fish Bone, Magikoopa, Meowser, Boom Boom, Charvaargh, and Koopa Troopa Car). The Porcupuffer's old spot would later be taken by Spike in the version 2.0.0 update.
- The second wheel of Enemies in the Super Mario 3D World style is in a completely different order than in the final game. The order in the trailer was Piranha Plant, Piranha Creeper, Thwomp, Stingby, Skipsqueak, Hammer Bro, Hop-Chop, and Bully. The order in the final game is Skipsqueak, Stingby, Piranha Plant, Piranha Creeper, Thwomp, Hammer Bro, and Hop-Chop, with Bully being moved to the fourth wheel.
- When Custom Scroll was shown off, the icon used for the scrolling points was more simplistic, consisting of a silhouette of a realistic-looking parrot instead of a more cartoonish one with visible facial features.[8]
- The icon for Custom Scroll was a feather. In the final game it is of a zigzag dotted line.
- The Super Bell was slightly more reddish than in the final game.
- The Twister in the Super Mario World style had a different appearance than in the final game, somewhat resembling a Foo.
Super Mario Maker 2 Direct
- The underground theme in the Super Mario Bros. 3 style used the brown palette like the one seen in World 2-Pyramid for ground tiles in the day version, as opposed to blue like in World 1-5.[9]
- When showing off the feature to use the ON/OFF Switch with Tracks, the Twister in the New Super Mario Bros. U style had a different appearance than in the final game, resembling a Foo, like in the debut trailer.
Version 3.0.0 update announcement
- In the English version of the trailer, the Super Mario Bros. 3 style sprites of Wendy and Ludwig were used in the Super Mario World style and Ludwig's magic projectiles were different from the final game.[10] This was not the case in the Japanese trailer which matched the final game.[11]
- In Morton's part of the Koopalings segment, his shockwaves in the New Super Mario Bros. U style were light-blue instead of orange. Despite this, the scene with all of the Koopalings together shows Morton's shockwaves orange like in the final game.
Gallery
Critical reception
Reviews | |||
---|---|---|---|
Release | Reviewer, Publication | Score | Comment |
Nintendo Switch | Seth Macy, IGN |
9.5/10 | "Super Mario Maker 2 is the most accessible game design tool ever created, and that core is just one part of a greater whole. I spent hours building levels, testing them, and starting over again, and I feel like I've only barely scratched the surface of what's possible. The Story Mode has a basic story, sure, but it's still a great excuse to introduce hundreds of novel, professionally made levels to play. Its design tutorials are so much more in depth than they ever needed to be, and you can take them or leave them as you see fit. Super Mario Maker 2 affords so much freedom in how you play, how you make, and even how you learn, it's astonishing how incredibly well it's all held together in one cohesive package." |
Nintendo Switch | CJ Andriessen, Destructoid |
7/10 | "This is the conundrum of creating a game where players are expected to provide a majority of the content. There is no guarantee the content will be any good, and thanks to the popularity and intuitive nature of Super Mario Maker 2, you're going to get a lot of people clogging up the Endless Challenge and multiplayer modes with courses that have no business being played by anyone...Given how many positive messages I've seen attached to genuinely bad stages, I don't have much faith in the Mario Maker community right now and I question whether it'll get better down the line." |
Nintendo Switch | Peter Brown, GameSpot |
8/10 | "The Mario series is worth all the admiration it gets, and Super Mario Maker 2 is an excellent tool for picking it apart by pushing its enemies, mechanisms, and Mario, to their limit. I've yet to make a stage of my own that I think is worthy of sending out to other players, but I'm committed to getting there. Whether exploring the full potential of a single element or throwing things at the wall to see what sticks, I've got the itch to join the creator's club. Mario Maker 2 makes the learning process intuitive and enjoyable. Most importantly, it's enabled designers amateur and professional alike to share their creativity with the world. The community is off to a great start, and thankfully, the fun has only just begun." |
Nintendo Switch | Common Sense Media | 5/5 | "Fun, accessible editing tools expose kids to game design." |
Aggregators | |||
Compiler | Template:Nowrap | ||
Metacritic | 88 | ||
GameRankings | 87.44% |
Sales
By March 31, 2021, the game had sold 7.15 million units worldwide.[12]
Quotes
- Main article: List of Super Mario Maker 2 quotes
Glitches
- Main article: List of Super Mario Maker 2 glitches
Update history
Version 1.1.0
On October 1, 2019, an update was made for playing online with friends, minor changes and bug fixes.[13]
Course World
Network Play
- Added "Play with friends"
- Added features to "Nearby Play"
- Added "LAN Play"
Official Makers
- Added a list of Official Makers in Leaderboards
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:[14]
- Course elements
- Mode
- Ninji Speedruns: The player can challenge other players around the world to complete the fastest time possible from courses created by Nintendo.
Version 3.0.0
An update was released on April 22, 2020, which added new enemies and course elements and two new modes:[15]
- Course elements
- SMB2 Mushroom
- Frog Suit
- Power Balloon
- Super Acorn
- Boomerang Flower
- Cannon Box
- Propeller Box
- Goomba Mask
- Bullet Bill Mask
- Red POW Box
- Larry
- Iggy
- Wendy
- Lemmy
- Roy
- Morton
- Ludwig
- Cursed Key
- ON/OFF Trampoline
- Dotted-Line Block for the Super Mario 3D World style
- Mechakoopa
- Blasta Mechakoopa
- Zappa Mechakoopa
- Modes
- Other
- The Spike Block was recategorized from Terrain to Gizmos.
Version 3.0.1
On July 15, 2020, a fourth update was released fixing various bugs and issues.
- Other
- Course World: When pausing during Ninji Speedruns, it is no longer possible to control the character for a few moments after closing the menu.
Staff
- Main article: List of Super Mario Maker 2 staff
Yosuke Oshino, who directed the original game and its Nintendo 3DS port, returned as the director to the game. New music for the game was composed by sound director Koji Kondo, and additional soundtracks were worked by Atsuko Asahi, Toru Minegishi, and Sayako Doi. Takashi Tezuka and Hiroyuki Kimura are continuing producers of the game.
References to other games
- Mario Bros.: Fire Luigi in the Super Mario Bros. style resembles his appearance in Mario Bros. for the Atari 2600, as well as the game's flyer ad. Mario's walking sound effect, as well as other sound effects from this game, can be heard during loading screens. Also, the four sub-areas in the story mode level Underground Coin Collecting are modeled after Mario Bros. stages.
- Baseball: The baseball Toad House minigame in Super Worlds uses sound effects from this game, and is accompanied by an arrangement of its title theme.
- Super Mario Bros.: The first game style is based on this game. Some blocks that prevent Mario from going forward or through pipes in Story Mode's main area use a 3D version of this game's ground sprite. In Story Mode, Yellow Toad makes statues of 3D versions of the Goomba, Koopa Troopa and Cheep Cheep's sprites from this game. The story mode level Super Mario Bros. W1-1? by Princess Peach is a remix of the first level from this game.
- VS. Super Mario Bros.: A portion of the newly arranged music for the sky theme in the Super Mario Bros. style borrows the "Name Entry" theme from this game. The "Name Entry" theme also returns as the Bonus theme in the Super Mario Bros. style.
- The Legend of Zelda: Link's sprites and sound effects after obtaining the Master Sword are taken from this game, albeit with slight redesigns such as a paler skin and the Hylian Shield.
- Zelda II: The Adventure of Link: The Down Thrust attack originated as a technique Link could learn.
- Super Mario Bros. 2: The door sprites return for the Super Mario Bros. 3 theme. The Pokey sprite in the Super Mario Bros. 3 theme is an edited version of this game's Pokey sprite. Version 3.0 adds the SMB2 Mushroom as a power-up in the Super Mario Bros. style, giving the user the ability to stand on top on non-spiked enemies and the ability to pick up an throw them that characters possessed in this game. The Cursed Key is based on the key in this game, and a Phanto appears when it is picked up.
- Super Mario Bros. 3: The second game style is based on this game. The P Switch, boss battle and final boss themes in the Super Mario Bros. style are from this game. Morton Koopa Jr.'s Ground Pound ability, including his pose while doing so and breaking blocks, resembles Bowser's attack from that game.
- Super Mario Land: The Superball Flower is available as an item in the Super Mario Bros. style. The music that plays while in the Superball form is a remix of the Birabuto Kingdom theme from this game, and the music that plays when completing a level or losing a life in said form comes from this game.
- 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'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 World's map theme.
- Super Mario Kart: The "Mario Circuit" theme is featured as a sound effect under the "Musical" category, represented by the 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.
- 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.
- The Legend of Zelda: Ocarina of Time: An 8-bit rendition of the horse race theme appears as one of the Link costume sound effects.
- Super Mario Sunshine: The "Delfino Plaza" theme is featured as a sound effect under the "Musical" category, represented by the GameCube logo.
- The Legend of Zelda: Four Swords: The Link colors used for all four players' Master Sword form in multiplayer match those from this game.
- New Super Mario Bros.: The P Switch theme from this game is used in the New Super Mario Bros. U and Super Mario 3D World styles.
- Super Mario Galaxy: The "Gusty Garden Galaxy" theme is featured as a sound effect under the "Musical" category, represented by the Wii logo.
- Super Smash Bros. Brawl: A few of the notes in the arranged sky theme music in the Super Mario Bros. style are taken from the "Ground Theme (Super Mario Bros.)" arrangement in this game, also arranged by Koji Kondo (although this version, in turn, was based on earlier live-orchestra arrangements of the Ground Theme).
- Mario Party 8: Some of Toad's and Toadette's voice clips are recycled from this game.
- New Super Mario Bros. Wii: Music from this game is used on the New Super Mario Bros. U game 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-Coins and 50-Coins from this game reappear as course elements.
- 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. 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'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.
- Splatoon series: This game runs on a modified engine based on Splatoon and Splatoon 2, same as its predecessor. The course creators "Celebrity MC" and "Celebrity DJ" have the same professions and speech patterns as Pearl and Marina, respectively. Likewise, the creators "Agent 1" and "Agent 2" share their pseudonyms and speech patterns with Callie and Marie, respectively.
- Miitomo: Some of the player Mii's animations and proportions are taken directly from this game.
- The Legend of Zelda: Breath of the Wild: The course creators "Youthful Researcher" and "Doctor Gizmo" have the same professions and speech patterns as Purah and Robbie, respectively.
References in later games
- Mario Kart Tour: Builder Mario and Builder Toad debut as drivers in the 2020 Trick Tour to coincide with the release of the final major update to Super Mario Maker 2. Builder Luigi and Builder Toadette later debut as drivers in the Mario vs. Luigi Tour and the 2021 Trick Tour, respectively.
Trivia
If Mario, Luigi, Toad and Toadette are wearing a Goomba mask and crouch walking they walk the exact same speed as a Goomba.
SMB2 Mario (Luigi and Toad) sprites are different from Super Mario Bros 2.
Gallery
- For this subject's image gallery, see Gallery:Super Mario Maker 2.
Toadette's newly introduced Cat form
The Super Hammer
Media
- For a complete list of media for this subject, see List of Super Mario Maker 2 media.
Names in other languages
Language | Name | Meaning | Notes |
---|---|---|---|
Japanese | スーパーマリオメーカー 2[?] Sūpā Mario Mēkā Tsū |
Super Mario Maker 2 | |
Chinese (simplified) | 超级马力欧创作家 2[?] Chāojí Mǎlìōu Chuàngzuòjiā Èr |
Super Mario Creator 2 | |
Chinese (traditional) | 超級瑪利歐創作家 2[?] Chāojí Mǎlìōu Chuàngzuòjiā Èr |
Super Mario Creator 2 | |
Dutch | Super Mario Maker 2[?] | - | |
German | Super Mario Maker 2[?] | - | |
Italian | Super Mario Maker 2[?] | - | |
Korean | 슈퍼 마리오 메이커 2[?] Syupeo Mario Meikeo 2 |
Super Mario Maker 2 | |
Russian | Super Mario Maker 2[?] | - | |
Spanish | Super Mario Maker 2[?] | - |
External links
References
- ^ Spoken name heard when placed in Course Maker
- ^ rawmeatcowboy (May 28, 2019). NINTENDO HAS NO PLANS TO RELEASE THE SUPER MARIO MAKER 2 STYLUS IN NORTH AMERICA. GoNintendo. Retrieved May 28, 2019.
- ^ Super Mario Maker 2 overview (Nintendo UK website)
- ^ Cite error: Invalid
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- ^ Cite error: Invalid
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- ^ Super Mario Maker 2 Limited Edition. EB Games Australia. Retrieved April 29, 2019.
- ^ Super Mario Maker 2 on the official Nintendo UK store
- ^ Nintendo (February 13, 2019). Super Mario Maker 2 – Announcement Trailer – Nintendo Switch. YouTube. Retrieved on February 13, 2019.
- ^ Nintendo (May 15, 2019). Super Mario Maker 2 Direct 5.15.2019. YouTube. Retrieved on May 15, 2019.
- ^ Nintendo (April 20, 2020). Super Mario Maker 2 – World Maker Update – Nintendo Switch. YouTube. Retrieved on April 22, 2019.
- ^ Nintendo 公式チャンネル (April 20, 2020). スーパーマリオメーカー 2 アップデート Ver.3.0. YouTube. Retrieved on April 22, 2019.
- ^ Financial Results Explanatory Material (As of March 31, 2021)
- ^ https://nintendoeverything.com/super-mario-maker-2-update-out-now-version-1-1-0-play-with-friends-online-and-more/
- ^ GameXplain (December 1, 2019). Play as Link in Super Mario Maker 2 Ver. 2.0 Update! + Spike, Ninji Speed Runs, & More! (Trailer). YouTube. Retrieved December 1, 2019.
- ^ GameXplain (April 20, 2020). World Maker Coming to Super Mario Maker 2! Final 3.0 Update Trailer! (Mario 2 shroom, Acorn, & More). YouTube. Retrieved April 20, 2020.