Super Mario Maker

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Super Mario Maker (previously called Mario Maker when announced at E3 2014) is a game creator application for the Wii U which allows players to insert blocks, enemies, items, and more from the Super Mario Bros. series to create and share their own 2D Super Mario levels. The game was announced at E3 2014 and has been released in September 2015 (originally set to be released in early 2015), as part of the 30th Anniversary of Super Mario Bros..[1]

The eShop version of the game requires at least 1.4 GB[2] of storage memory to be downloaded. Additionally, as many as 100 different amiibo costumes are available in the game, but the player can unlock them without scanning the proper amiibo by completing the 100 Mario Challenge.[2]

Also, while the game typically uses the GamePad, the Wii Remote, Wii Classic Controller, and Wii U Pro Controller are also usable.[2]

Pre-title screen animations

Each day the boot screen has a different animation associated with getting Builder Mario off the screen. All of the objects are in Super Mario Bros. style.

  • Monday - A Koopa Shell goes across the screen hitting Builder Mario causing him to fall off the screen.
  • Tuesday - A Magikoopa appears and turns Builder Mario into a Goomba which walks off the screen.
  • Wednesday - A Super Mario Bros. style platform with wings carries Builder Mario off.
  • Thursday - Three Goombas enter in, pick up Builder Mario and carry him off while tribal music plays.
  • Friday - A Gnat picks up Builder Mario, but a fly swatter swats it causing Builder Mario to fall off the screen. (NOTE: At the beginning, in English versions, the day of the week is called "Flyday", but after the gnat has been swatted the word falls with Builder Mario and is called Friday.)
  • Saturday - A Thwomp falls on Builder Mario causing him to fall off the screen and then raises back up.
  • Sunday - Luigi enters in, shoots a fireball at Builder Mario causing him to fall off, and then runs across the screen. A bunch of characters (including Peach) and a "Happy Sunday" ("Today is Sunday" in PAL versions) banner are also shown on top of the logo alongside text saying, "Let's get making!"

Title screen

The title screen for Super Mario Maker.
The title screen of Super Mario Maker.
The effect of the letter K on Super Mario Maker's title screen.
The screen goes into a sepia tone after the player clicks on the letter K.

In a similar fashion to Mario Paint, the title screen is highly interactive.[3] A randomly generated stage will appear, and players have the option to choose "Create" and edit the stage, or "Play", to choose either Course World or 10 Mario Challenge. Players can even complete the stage before starting. Each letter will cause a different effect on the game title screen.

  • SUPER: Five Super Stars will appear and a random voice or voices will shout "Super Mario Maker".
  • M - The letter M spins upside down and spells Super Wario Maker, and a Mystery Mushroom with a Wario costume appears (in the Super Mario Bros. game style only). In addition, Wario will taunt the player.
  • A - The letter A will summon a cluster of multi-colored stars to fall behind in the background. All enemies and shells present on the screen will be defeated. A train whistle can also be heard.
  • R - The legs of the letter R will extend and will shoot a shower of coins, similar to a Bill Blaster shooting coins. A cash register sound will also play.
  • I - The parakeet from Nintendo DSi Sound, which appears in the recording option, will appear and sit on top of the letter I, making it look like a lowercase I. Like in the application it debuted in, it will also record any sounds, and repeat them with a different effect. The parakeet will leave after a while.
  • O - The letter O will summon a Koopa Clown Car (Junior Clown Car in the New Super Mario Bros. U style).
  • M - The second M will summon an empty Buzzy Beetle or Spiny shell, and either can be worn as a Shell Helmet. An explosion sound can be heard.
  • A - Touching the second A will cause it to act like a rocket, with a intercom counting down before it shoots off, coming back soon after.
  • K - The letter K will turn the screen into a sepia tone. The music for the title with also turn into an 8-bit variation. Pressing the K again will revert the screen back to normal.
  • E - Touch the letter E will summon a Springboard for Mario to use. An oriental drum can be heard.
  • R - The second R will extend like the first R, turn around and summon either a Goomba's Shoe or a Yoshi Egg (depending on the game style). If there are two Yoshis, any more Eggs summoned will hold a Super Mushroom. When using Yoshi, an extra drumbeat will added to the title screen music.
  • Clicking randomly on the screen will summon an enemy.
  • Dragging the stylus on the screen will produce a stream of magic dust, similar to how Kamek powers up an enemy like in the Yoshi's Island and New Super Mario Bros. games.

Gameplay

The game is set up so that players can design their very own 2D Super Mario courses. They are able to set up and edit the length and width of the stages, the course's theme, and game styles, and are able to use various objects, items, and enemies. Players are able to switch between editing and playing their created stages, and can easily make any changes using the tools provided. A outline mode can also be used to show Mario's movements and to make positioning objects easier.

The game starts with only one row of course elements, as the game features a unlocking system, in which a set of elements will be available for the next day, so long as they spend at least five minutes using the tools they have. As part of a Day 1 patch, however, the elements can be made available immediately by spending enough time placing elements on the course. Players can also add sound effects to their courses, using the SFX frog (which uses the frog icon from Mario Paint). These effects happen when Mario walks over them in the play mode, with some effects generating visuals. Players can even record their own sound effects and add them to the game. However, these custom sound effects are replaced with a generic parrot/chicken squawk when uploaded to Course World.[4]

Players can save up to 120 different courses onto their Wii U profile.[2] In Coursebot, the course selection screen, locally saved and downloaded courses can be arranged into worlds, which are set up like in Super Mario Bros., with four courses per world. There is no way to upload courses in worlds; players can only upload single courses.

Sample courses

Below is the full list of all the 68[5] sample courses that are in the game. The sample courses that are in worlds 1 and 2 are unlocked as the player unlocks new course sets. The sample courses that are in worlds 3 through 16 are used in the 10 Mario Challenge. The world 17 courses are unlocked after the player has completed all of the 10 Mario Challenge sample courses.

World No. Course Name Game Style
1-1 Ground New Super Mario Bros. U
1-2 Underwater Super Mario Bros.
1-3 Castle New Super Mario Bros. U
1-4 Airship Super Mario Bros. 3
2-1 Ghost House Super Mario World
2-2 Sound Effects Super Mario Bros. 3
2-3 Tracks Super Mario World
2-4 Sub Areas Super Mario Bros. 3
3-1 Pipeline to the Other Side Super Mario Bros.
3-2 Block Town New Super Mario Bros. U
3-3 1-1 Remix (Ground) Super Mario Bros.
3-4 Spinning Boo Buddies New Super Mario Bros. U
4-1 A P Switch's Journey Super Mario Bros. 3
4-2 Switch it Up! Super Mario World
4-3 1-1 Remix (Raccoon Mario) Super Mario Bros. 3
4-4 1-4 Remix (Castle) Super Mario Bros.
5-1 Bloomin' Goombas! New Super Mario Bros. U
5-2 Perilous Vine Climb Super Mario Bros.
5-3 1-2 Remix (Underground) Super Mario Bros.
5-4 Big Dry Bones' Pirate Ship Super Mario World
6-1 Sunken Mario Super Mario Bros.
6-2 Coinucopia New Super Mario Bros. U
6-3 1-3 Remix (Athletic) Super Mario Bros.
6-4 Festival of Fire Super Mario Bros.
7-1 Super Star Dash Super Mario Bros.
7-2 Ka-POW !!! Super Mario World
7-3 Be Brave & Get Up Close! Super Mario Bros. 3
7-4 Attack Stack New Super Mario Bros. U
8-1 5-3 Remix (Shoe Goombas) Super Mario Bros. 3
8-2 1-2 Remix (Yoshi) Super Mario World
8-3 Zigzag Lava Bubbles New Super Mario Bros. U
8-4 Go for the 3-Up Stomp! Super Mario Bros. 3
9-1 Jump for It! Super Mario Bros.
9-2 Muncher Super Mario Bros.
9-3 Clowning Around New Super Mario Bros. U
9-4 Creepy-Crawly Bowser Tower Super Mario Bros. 3
10-1 3-1 Remix (Infinite 1-Ups) Super Mario Bros.
10-2 2-3 Remix (Pyramids) Super Mario Bros. 3
10-3 Bowser Retreats, Mario Advances New Super Mario Bros. U
10-4 Easy Does It... New Super Mario Bros. U
11-1 Music Notes New Super Mario Bros. U
11-2 Conveyor Belt Sprint Super Mario World
11-3 Shell Shot! Super Mario World
11-4 Find the Fire Flower! New Super Mario Bros. U
12-1 Shoe Factory Super Mario Bros. 3
12-2 Spiny Tower Demolition New Super Mario Bros. U
12-3 7-2 Remix (Piranha Plants) Super Mario Bros. 3
12-4 1-Airship Remix Super Mario Bros. 3
13-1 8-B Remix (Airship) Super Mario Bros. 3
13-2 Danger: Fire Bars! New Super Mario Bros. U
13-3 Blaster Barrage New Super Mario Bros. U
13-4 Dry Bones Stampede New Super Mario Bros. U
14-1 Chain Chomp Super Mario Bros.
14-2 Bone Dungeon Super Mario World
14-3 Underwater Automation Super Mario Bros.
14-4 Up & Over Super Mario World
15-1 Even Trampolines Dream of Flying Super Mario Bros.
15-2 Rollercoaster New Super Mario Bros. U
15-3 2-5 Remix (Chain Chomps) Super Mario Bros. 3
15-4 8-3 Remix (Hammer Bros.) Super Mario Bros.
16-1 6-3 Remix (Ice) Super Mario Bros. 3
16-2 Don't Delay! New Super Mario Bros. U
16-3 Race to the Finish! Super Mario World
16-4 8-4 Remix (Castle Labyrinth) Super Mario Bros.
17-1 NWC 2015-1 Super Mario Bros.
17-2 NWC 2015-2 Super Mario Bros. 3
17-3 NWC 2015-3 Super Mario World
17-4 NWC 2015-4 New Super Mario Bros. U

Styles

The four game styles used in Super Mario Maker.
The four game styles used in the game.
Six of the course themes used in Super Mario Maker.
The six course styles used in the game.
The interface with all the tools for the course designer in Super Mario Maker displayed
The interface for the sixty items used in the game.

The game gives players the option to choose the game and course styles from various 2D Mario games.[6] There are four game styles and six course styles to choose from. Each game style retains their respective gameplay elements and physics from their base games. For example, Mario can carry items beyond the Super Mario Bros. style, gains triple and wall-jumping in the New Super Mario Bros. U style, while able to throw Koopa Shells upward in the Super Mario World style only. Each game style has their own exclusive elements, such as Yoshi being available in the Super Mario World and New Super Mario Bros. U styles, but is replaced in Super Mario Bros. and Super Mario Bros. 3 styles by the Goomba's Shoe, as well as their exclusive power-ups and end-goals. Choosing a course theme changes the assets, objects and the music of the edit mode to appropriately share the theme. These game and course themes include:

Game Styles

Course Themes

Course elements

NOTE: Arranged in alphabetical order

Bold = Elements that are available at the start.

Customization options

Most objects can bounce off Springboards and Note Blocks.

Assorted Winged items from Super Mario Maker.
Items which were given wings.

The following objects can have Wings added to them; in the case of some enemies (such as Goombas and Koopas), it makes them look and act like their "Para" variations in previous titles:

  • ? Blocks
  • 1-Up Mushrooms
  • Bloopers
  • Bob-ombs
  • Boos
  • Bowsers
  • Brick Blocks
  • Buzzy Beetles (look like Parabuzzys, act similarly to Para-Beetles)
  • Cape Feathers
  • Chain Chomps
  • Cheep Cheeps
  • Cloud Blocks
  • Coins
  • Donut Lifts
  • Dry Bones (look like Parabones)
  • Fire Flowers
  • Goombas (look and act like Paragoombas)
  • Goomba's Shoe (holding the jump button, it acts like Yoshi's Flutter Jump)
  • Hammer Bros
  • Ice Blocks (move back and forth in a wave)
  • Invisible ? Blocks (wings remain visible)
  • Koopa Troopas (look and act like Koopa Paratroopas)
  • Lakitus
  • Lava Bubbles (work like Zigzag Lava Bubble)
  • Magikoopas
  • Monty Moles
  • Moving platforms (makes them move in waving paths)
  • Munchers
  • Mystery Mushrooms
  • Piranha Plants
  • POW Blocks
  • Propeller Mushrooms
  • Rocky Wrenches
  • Solid Blocks (move back and forth in a wave)
  • Spike Tops
  • Spinies (shoot spines)
  • Springboards
  • Super Leaves
  • Super Mushrooms
  • Super Stars
  • Thwomps
  • Wigglers
  • Yoshi Eggs
Goombas
A big Paragoomba along with normal-sized Goombas.

The following objects can be made huge by dragging Super Mushrooms onto them:

  • Bloopers
  • Bob-ombs
  • Boos
  • Bowsers
  • Buzzy Beetles
  • Cannons
  • Chain Chomps
  • Dry Bones
  • Goombas
  • Goomba's Shoes (Mario can ground pound to break blocks; stiletto form can break Brick and Hard Blocks)
  • Hammer Bros. (turns into Sledge Bros.)
  • Koopa Troopas
  • Lava Bubbles
  • Magikoopas
  • Monty Moles
  • Munchers
  • Piranha Plants
  • Rocky Wrenches
  • Spike Tops
  • Spinies
  • Thwomps
  • Wigglers
  • Yoshi Eggs
Bill Blaster
Bill Blasters spawning coins and a Cheep Cheep.

Players can make ? Blocks, Brick Blocks, Note Blocks, Bill Blasters, Lakitus and Warp Pipes spawn one of the following objects, by dragging one of the following objects onto one of the former objects (whether huge, winged, both, or neither):

  • 1-Up Mushrooms
  • Beanstalks
  • Bloopers
  • Bob-ombs
  • Boos
  • Buzzy Beetles
  • Chain Chomps
  • Cheep Cheeps
  • Coins
  • Dry Bones
  • Fire Flowers
  • Goombas
  • Hammer Bros
  • Koopa Troopas
  • Lakitu's Clouds
  • Lava Bubbles
  • Magikoopas
  • Monty Moles
  • Muncher
  • Mystery Mushrooms
  • P Switches
  • Piranha Plants
  • Rocky Wrenches
  • Spike Tops
  • Spinies
  • Springboards
  • Super Mushrooms
  • Super Stars
  • Wigglers

The following objects can be made to move along Tracks by dragging them onto one:

  • ? Blocks
  • 1-Up Mushrooms
  • Bill Blasters
  • Bloopers
  • Boos
  • Bowsers
  • Brick Blocks
  • Buzzy Beetle
  • Cannons
  • Chain Chomps
  • Cheep Cheeps
  • Cloud Blocks
  • Coins
  • Donut Blocks
  • Dry Bones (In Fish Bone form, they won't target Mario.)
  • Fire Bars
  • Fire Flowers
  • Flimsy Lift (will only start moving when Mario steps on it; moves slightly slower)
  • Goombas
  • Goomba's Shoes
  • Grinders
  • Hard Blocks
  • Ice Blocks
  • Invisible ? Blocks
  • Koopa Clown Cars (only empty. Will disconnect when entered)
  • Lava Bubble
  • Magikoopas
  • Moving Platforms
  • Munchers
  • Mystery Mushrooms
  • Note Blocks
  • Piranha Plants
  • POW Blocks (Can be grabbed)
  • Propeller Mushrooms
  • Rocket Engines
  • Skull Rafts
  • Spinies
  • Super Leaves
  • Super Mushrooms
  • Super Stars
  • Thwomps
  • Trampolines (can be grabbed)
  • Unchained Chomps (will dangle from rail and swing realistically)
  • Wigglers

Note: Any object on a track, when winged, will move faster.

Chain Chomp on the Junior Clown Car
A Chain Chomp riding a Koopa Clown Car.

The following objects can be put into Koopa Clown Cars. The car will resize to fit the enemy, if it does not fit. If it has any object in, it will try to drive into Mario:

  • Bill Blasters
  • Bloopers
  • Bob-ombs
  • Boos (Clown Car stops moving when looked at)
  • Bowsers (Bowser will sometimes throw Bob-ombs while Bowser Jr. tosses Koopa Shells.)
  • Cannons
  • Chain Chomps
  • Coins
  • Dry Bones
  • Goombas
  • Hammer Bros.
  • Koopa Troopas
  • Lava Bubbles
  • Magikoopas
  • Monty Moles
  • Piranha Plants
  • Spinies
  • Super Stars
  • Thwomps
  • Yoshi Eggs
Piranha Plant in Lakitu's Cloud
A Piranha Plant riding a Lakitu's Cloud.

The following objects can be put into Lakitu's Clouds:

  • 1-Up Mushrooms
  • Bill Blasters
  • Bloopers
  • Boos (Will still move when looked at)
  • Bowsers
  • Bob-Ombs
  • Buzzy Beetles
  • Buzzy Beetle Helmets
  • Chain Chomps
  • Cheep Cheeps
  • Cannons
  • Cape Feathers
  • Coins
  • Dry Bones
  • Goombas
  • Hammer Bros.
  • Lava Bubbles
  • Fire Flowers
  • Fishbones
  • Magikoopas
  • Monty Moles
  • Munchers
  • Mystery Mushrooms
  • Piranha Plants
  • POW Blocks (Can be grabbed)
  • Propeller Mushrooms
  • Rocky Wrenches
  • Spike Tops
  • Spinies
  • Spiny Helmets
  • Springboards (Can be grabbed)
  • Super Leaves
  • Super Mushrooms
  • Super Stars
  • Thwomps (will destroy cloud and fall as usual when Mario is near)
  • Unchained Chomps (will not lunge at Mario)
  • Wigglers
  • Yoshi Eggs

The following objects can press P Switches:

  • Bowsers
  • Bowser Juniors
  • Cannons
  • Hammer Bros.
  • Thwomps
  • Bill Blasters
  • Giant Enemies
Assorted enemies
Stacked Wiggler, a Bill Blaster and a Magikoopa.

The following objects can be stacked on top of each other (when not on rails or in Koopa Clown Cars):

  • Bill Blasters
  • Bloopers
  • Bob-ombs
  • Boos (not possible in Stretch form)
  • Bowsers
  • Buzzy Beetles (not while in helmet form)
  • Cannons
  • Chain Chomps
  • Dry Bones (not Fish Bones)
  • Goombas
  • Goomba's Shoes
  • Hammer Bros
  • Koopa Troopas
  • Magikoopas (won't teleport when stacked)
  • Munchers
  • Piranha Plants
  • Rocky Wrenches
  • Spike Tops
  • Spinies (not while in helmet form)
  • Thwomps
  • Wigglers

Object limits

Each course layer has limits for how many objects can be placed.[21]

  • Block objects: 2,000
    • Includes: Coins, Ground, Tracks, and Spike Traps.
  • Platform objects: 200
    • Includes: Beanstalks and Pipes.
  • Warp Pipe warp objects: 10
  • Power-up objects: 100
  • Enemy and other action objects: 100
    • Enemies: Goombas, Koopa Troopas, Piranha Plants, Lakitus, Spinies, Bill Blasters, Bloopers, Cheep Cheeps, Hammer Bros, Buzzy Beetles, Thwomps, Lava Bubbles, Rocky Wrenches, Bob-ombs, Spike Tops, Boos, Dry Bones, Magikoopas, Munchers, Wigglers, and Chain Chomps.
    • Action objects: Lifts, Trampolines, Lava Lifts, Fire Bars, POW Blocks, Burners, Cannons, P Switches, Goomba's Shoes / Yoshi Eggs, Junior Clown Cars, Grinders, and One-way Barriers.
NOTE: Same restrictions apply to all shaken versions as well. Bowsers and Bowser Jrs. do not count as enemies, while Lakitus count as two (Lakitu and the cloud).
  • Arrow objects: 100
  • Door objects: 4 sets (8 total)
  • Bowsers/Bowser Jrs.: 3
  • Checkpoint Flags: 2 (one per area)

NOTES: Power-up and enemy objects placed inside blocks do not count towards their respective object limits.

Game modes

In addition to the Course Maker, Super Mario Maker features two game modes: 10 Mario Challenge, and Course World.

10 Mario Challenge

In 10 Mario Challenge, the goal is to clear 8 randomly selected sample courses with up to 10 lives. Players can obtain up to 3 1-Ups in each course, but must be able to complete the course to collect them. As many as 56 different sample courses appear in this mode, and they'll be added onto the Coursebot's sample courses list when completed.

When the player plays 10 Mario Challenge for the first time, the eight courses that appear are predetermined, and will never change until the player has completed 10 Mario Challenge once.

Course No. Course Name Game Style
1 Pipeline to the Other Side Super Mario Bros.
2 Block Town New Super Mario Bros. U
3 1-1 Remix (Ground) Super Mario Bros.
4 Spinning Boo Buddies New Super Mario Bros. U
5 A P Switch's Journey Super Mario Bros. 3
6 Switch it Up! Super Mario World
7 1-1 Remix (Raccoon Mario) Super Mario Bros. 3
8 1-4 Remix (Castle) Super Mario Bros.

After the player has completed 10 Mario Challenge for the first time, any courses that appear in the 10 Mario Challenge will be chosen at random, instead of being predetermined.

Course World

Course World is Super Mario Maker's dedicated way to share course creations with the rest of the user base. The sharing system is similar to what was done with Pushmo World and the later games in the Mario vs. Donkey Kong series. Uploading courses is limited to 10 at first, but players will be able to earn the ability to upload more when they are given more stars by players.

In order to share a course online, players must be able to complete it, and have access to Miiverse. Players can download, play, and even alter courses made by other players, but they are unable to re-upload those altered courses to the online servers, as to avoid issues of stealing. Once a course is uploaded, players can comment on it, and/or choose to give it a star if they liked it.

It should be noted, however, that uploaded courses that haven't received at least one star within a set amount of days can end up being removed from the Super Mario Maker servers without any warning. The Miiverse posts for the courses will only be removed if the player deletes the courses; if deleted by Nintendo, the Miiverse posts will still be present, but the course IDs will not work.

As part of the 1.20 version update, an "Event Courses" section has been added to the Course World. Event Courses allow players to play courses created by Nintendo, and potentially obtain Mystery Mushroom costumes as well.

Medals

Whenever players receive stars, they'll earn medals, based on how many stars are earned. Below are all the medals that the player can get, along with the star requirements needed to get them. Even if a course gets deleted, the stars remain.

  • Goomba: Receive 1 star.
  • Koopa Troopa: Receive 50 stars. Allows the player to upload up to 20 courses.
  • Piranha Plant: Receive 150 stars. Allows the player to upload up to 30 courses.
  • Spiny: Receive 300 stars. Allows the player to upload up to 40 courses.
  • Cheep Cheep: Receive 500 stars. Allows the player to upload up to 50 courses.
  • Blooper: Receive 800 stars. Allows the player to upload up to 60 courses.
  • Lakitu: Receive 1300 stars. Allows the player to upload up to 70 courses.
  • Bowser: Receive 2000 stars. Allows the player to upload up to 80 courses.
  • Toad: Receive 3000 stars. Allows the player to upload up to 90 courses.
  • Princess Peach: Receive 5000 stars. Allows the player to upload up to 100 courses.

100 Mario Challenge

Course World also features a variant of 10 Mario Challenge, known as 100 Mario Challenge, which gives the player 100 Marios to clear a certain number of user-created courses; 8 courses on Easy; 16 courses on Normal and Expert. Courses marked as the selected difficulty (based on clear percentage) are used. Unlike with 10 Mario Challenge, players can save their progress while playing the 100 Mario Challenge, and they can choose to skip a selected course to try another one instead. At first, only the Easy and Normal difficulty levels can be selected, but the player can unlock the Expert difficulty by completing the Normal difficulty 100 Mario Challenge at least once.

Clearing 100 Mario Challenge rewards the player with a random Mystery Mushroom costume. However, there is a limit to how many costumes can be unlocked on a single difficulty level; this in return, means that the player has to complete all the difficulty levels a certain number of times in order to unlock every random costume in the game.

Without using any amiibo, the player can unlock up to 95 different Mystery Mushroom costumes in 100 Mario Challenge. The unlock limits are as follows:

  • Easy: 20 clears
  • Normal: 45 clears
  • Expert: 30 clears

If the player uses any amiibo to unlock the costumes, then the unlock limit for each difficulty level decreases, depending on which amiibo figures were scanned. Also, when the players have unlocked all the Mystery Mushroom costumes at a certain difficulty level, a notice will appear to notify them.

Differences from original games

Although the recreations are mostly faithful, each style has some minor differences from its source material (disregarding console limitations, etc.). Some of these changes bring one or more styles in line with others, although this is not universal (for an example of a difference that remains, Koopa shells cannot be picked up in Super Mario Bros. style).

General

  • The HUD for all four styles is laid out like the HUD from New Super Mario Bros. U, with the coin counter on the left and the score and time counters in the top-right.
  • An in-game "second" on the timer is actually one second, rather than 0.4, 0.6, or 0.7 seconds.
  • Mario reverts to Super Mario in all styles if he is hit as Fire Mario, Raccoon Mario, Caped Mario, or Propeller Mario. In the original Super Mario Bros., Super Mario World, and Japanese Super Mario Bros. 3 games, he reverted directly to Small Mario (although in SMW, he could have a replacement power-up stored in the Item Stock, which is absent here).
  • As in New Super Mario Bros. U, Mario cycles between his normal and Fire Mario forms when he obtains a Fire Flower, and a rainbow cycle when he collects a Super Star. Previously, in Super Mario Bros., Super Mario Bros. 3, and Super Mario World, whenever Mario collected a Fire Flower or a Super Star, he cycled through a set series of different palettes (Mario's current palette and the three current palettes of the other sprites in Super Mario Bros. and Super Mario Bros. 3, and the palettes of Mario, Fire Mario, Luigi, and Fire Luigi in Super Mario World).
  • Bowser cannot throw hammers; Bowser Jr. (with wings) has that option instead. However, a Hammer Bro or winged Bowser Jr. can be put on Bowser's head to simulate this.
  • All castle areas end with a boss bridge and an Axe, even in Super Mario Bros. 3 and Super Mario World styles (where the original games featured boss fights such that the boss had to be directly defeated to progress).
  • It is possible to jump over the Goal Pole, Axe, or Giant Gate; whereas the original games treated these as touching the goal. The player must now directly touch the goal to complete the course.
    • Anything which happens after touching the Goal Pole, Goal Panel, Giant Gate, or Axe is purely cosmetic - Mario does not need to enter the fortress or progress off-screen.
    • Gates and Goal Poles are found inside ghost houses rather than outside.
  • In the Super Mario World and New Super Mario Bros. U styles, Yoshi can be used in the Ghost House, Airship, and Castle themes, despite never appearing in, or even being allowed in those courses. New Yoshi drum beats were added to match the music.
    • Similarly, new Yoshi drum beats were added to the New Super Mario Bros. U Underwater music, since Yoshi did not appear in underwater courses in either New Super Mario Bros. U or New Super Mario Bros. Wii (where most of the music of New Super Mario Bros. U originated).
  • Yoshi can eat coins in the Super Mario World and New Super Mario Bros. U styles.
  • Thwomps can be stood on, but Mario will take damage unless he is in a Goomba's Shoe or riding a Yoshi.
  • The Ghost House and Airship themes are available in all four styles (Airships didn't appear in Super Mario Bros. or Super Mario World. Ghost houses didn't appear before Super Mario World. As such, new music has been composed for these themes, arranged to fit the styles of the original games[22].)
    • This also extends to the Ghost House and Airship backgrounds (lanterns, grandfather clocks, bolts, small flags, etc.), which didn't feature extra background details when shown off at E3 2015.
  • Lakitu's Cloud in the Super Mario Bros. and Super Mario Bros. 3 styles is wider and can be ridden on, consistent with the Super Mario World and New Super Mario Bros. U styles.
  • Mario can swim better underwater when holding an item in all styles that allow carrying items, as in the original Super Mario World.

Super Mario Bros.

  • The player can now fully backtrack.
  • The player gets extra height from jumping on an enemy, just like all games since Super Mario Bros.: The Lost Levels.
  • Hitting blocks and bricks with shells will cause them to break or otherwise react as if Mario were to hit them, consistent with the other styles.
  • Mario can jump through moving platforms and mushroom platforms, as in later games.
  • Beanstalks only work within the sub-level and cannot be used to send a player to Coin Heaven.
    • Visually, beanstalks now have Piranha Plant heads on their tops, making them consistent with other styles.
  • Water and lava are animated, and trampolines make sounds when Mario jumps on them, much like in the other styles and Super Mario Bros. Deluxe.
  • All shells now have spinning sprites.
  • Enemies and ? Blocks no longer have different color schemes in underground or castle levels, except for Munchers, Chain Chomps, Bob-ombs, Buzzy Beetles, and Bullet Bills, which would otherwise blend in with the black background.
  • Weird Mario and Costume Mario did not exist in the original game.
  • No timer event exists to trigger fireworks after completing a stage, although a firework SFX exists and can be triggered by Mario walking from the Goal Pole if the level designer includes them.
  • The Underground, Underwater, and Castle backgrounds have been given extra details (statues, railings, skeletal remains, seaweed, etc.), when originally only the Overworld had such.

Super Mario Bros. 3

  • As part of the use of the New Super Mario Bros. U HUD layout, the Power Meter is placed under the coin counter in the top left of the screen, rather than below the playing area.
  • Raccoon Mario can defeat Dry Bones, similar to Cape Mario's mechanics in the Super Mario World style.
  • Fire Flowers are coloured red, rather than white or blue.
  • When Mario touches the Goal, he doesn't get a card, as they do not exist in Super Mario Maker. Instead, he recieves points for whatever that was displayed in the roulette at the time he touches it. A Super Mushroom is worth 100 points, a Fire Flower is worth 800 points, and a Super Star is worth 4,000 points. A 1-Up Mushroom is added to the roulette to give Mario a chance at getting an extra life instead of points.
  • As of their introduction, Checkpoint Flags can be used in this style, when in the original, checkpoints were not available, due to the shorter level length.
  • Bowser hops backward and forward between ground pounds, rather than merely hopping in place.
  • Mario can exit a Goomba's Shoe by pressing ZR, as with the Yoshi mechanics in the other styles, rather than being stuck in the shoe until damage is taken.
  • P Switches can be carried, as in Super Mario World.
  • Mario cannot go into the background when ducking on a White Block platform. Instead, Mario will do a short hop in-place and a noise will play.[23]
  • The following power-ups present in the original game are not included: Frog Suit, Tanooki Suit, Hammer Suit and P-Wing

Super Mario World

  • There is no Item Stock.
  • The players cannot clear the course just by passing through the Giant Gate; they must touch the tape. Touching the tape at the very top results in a 1-up, similar to the flagpole in Super Mario Bros..
    • Goal Stars do not exist. Instead, Mario receives one hundred times the number displayed when touching the tape. He can get either 500, 1,000, 2,500, or 4,000 points depending on where the tape is.
    • When Mario passes through the Giant Gate while the Bonus Game theme plays, the ending fanfare will be from this Bonus Game.
    • Upon clearing the Giant Gate, Mario stops and turns to face it, rather than continuing to walk away from it.
    • After the course clear fanfare, the "BOWWWWW-wop" sound effect and the iris transition does not exist as that part was only used in the original game to take the player back to the map.
  • The Midway Gate is replaced by the Checkpoint Flag. This is consistent with the other styles.
    • This is because the Midway Gate is one block wider than the Checkpoint Flag.
    • However, after touching this flag, the sound of the Midway Gate is used.
  • Bowser now features a new sprite that more closely resembles his modern design than his sprite in the original game. He can also be used outside of the Koopa Clown Car, consistent with the other styles.
  • When in a Koopa Clown Car, Bowser will throw Bob-ombs instead of Mechakoopas, similarly to Bowser Jr.'s second fight in New Super Mario Bros. U.
    • This is also due to the Mechakoopa's lack of presence in the game.
    • Bowser Jr. will throw Green Koopa Shells when in a Koopa Clown Car.
  • The Koopa Clown Car has been scaled down to the size of a Junior Clown Car.
  • Yoshi cannot change Red Koopa Shells into fireballs after eating them. This is consistent with New Super Mario Bros. U, as well as due to the lack of Yellow and Blue Koopa Troopas.
    • Instead, when Yoshi eats a Lava Bubble, he spits three fireballs, similar to the original Red Koopa Shell fireballs. Yoshi can eat fire from a Rocket Engine and release a single fireball.
    • In the original game, the players got a 1-up for finding a Yoshi Egg when they already had a Yoshi, but in this game, another Yoshi hatches. If two Yoshis are present, the egg hatches into a Super Mushroom if the player is Small Mario, a Fire Flower if Super Mario, a Cape Feather if Fire Mario, and a 1-Up Mushroom if Cape Mario.
    • Yoshi can eat hammers and spit them out. This is consistent with New Super Mario Bros. U.
    • Like Super Mario World: Super Mario Advance 2, New Super Mario Bros. Wii, New Super Mario Bros. U and the latter's corresponding style, Yoshi has collision detection, which means Mario will "push" him if he runs into him.
  • Yoshi's sprite has green arms, instead of the orange arms in the original. The green is also of a brighter tone, thus making him resemble his Super Mario Advance 2 sprite.
  • P Switches turn Used blocks into Coins in the original game, but here they turn Rotating Blocks into coins. This is consistent with Super Mario Bros. 3 and New Super Mario Bros. U, in which P Switches turn Brick Blocks into Coins (Rotating Blocks are the Super Mario World equivalent to Brick Blocks).
  • When Mario goes through doors while carrying a P-Switch or Koopa Shell, it doesn't disappear.
  • Enemies no longer turn into coins when Fire Mario's fireball hits an enemy, consistent with the other Mario games.
  • Grinders, Lava Bubbles, and some other enemies can no longer be spin-jumped on without taking damage.
  • Fishbones home in on the player, as in the New Super Mario Bros. series.
  • Jumping Piranha Plants are taller. This is to keep consistent with the other styles.
  • Bob-ombs and Munchers have more detailed sprites.
  • In the original game, when Mario loses a life, he goes into his death pose, but it isn't animated until he starts flying upwards. In Super Mario Maker, his death pose is now animated from the moment he dies onward.
  • When the timer reaches the last 100 seconds in the original game, the music speeds up uninterrupted while the warning simultaneously plays. In this game, however, the music stops as the warning plays, then restarts with the faster tempo. This is consistent with the other styles.
  • Doors actually open when Mario enters them.
  • The Boo Circle had a mixture of three different Boos in the original, while in this game they are all the same.
  • The P-Balloon power-up is now absent from the game.
  • Lakitu's cloud remains and can be hijacked after killing him in any way - in the original game, jumping on Lakitu caused the cloud to disperse.

New Super Mario Bros. U

  • The HUD is solid white as in New Super Mario Bros. Wii and the beta version of New Super Mario Bros. U instead of the metal opaque color from the final version of the base game.
  • The Goal Pole base was wider than one block in the original game, as well as in reveal build at E3 2014, but it is only one block wide here. Additionally, after jumping off the pole, Mario enters the castle without doing his victory animation, but he'll still say "Oh yeah, Mario Time!" before entering.
  • The goal pole will not play the original Super Mario Bros. course clear music when the last two digits on the timer are the same.
  • Yoshi enters the fortress with Mario after touching the goal pole while riding him, rather than Mario leaving him behind and Yoshi waving goodbye.
  • Carriable objects cannot be carried above Mario's head, only at his side.
  • Bowser can destroy breakable blocks with his body and his fire.
  • When eating a fire-based enemy (Fire Piranha Plants and Lava Bubbles), Yoshi will spit out three fireballs instead of one.
  • Yoshi can eat Hammer Bros.
  • Mario can now Spin Jump on Piranha Plants and other spiked enemies.
  • Big Dry Bones can be knocked out simply by Spin Jumping on top of it, instead of having to Ground Pound them (Ground Pounding still has the same effect).
    • When attacking Dry Bones, their heads do not fly off their bodies.
  • Fishbones do not collapse if they collide into each other.
  • Bullet Bills do not collide with each other.
  • Spin jumping near a flower does not produce a coin.
  • The sprites used here are actually in 2D, rather than the 3D models used in New Super Mario Bros. U (except Mario, Yoshi, Bowser and Bowser Jr.). In part because of this:
    • Some animations have fewer frames compared to the animation's equivalents in said game.
    • Flowers and grass are stationary; they do not move when Mario touches them and
    • Objects do not dance to the music.
    • Mario does not look directly at any enemies or items whenever he's near them.
    • The face on Lakitu's Cloud doesn't turn when flying, and instead faces the screen.
  • There is no cheering or applause during chains of 1-Ups.
  • The following power-ups present in the original game are not included: Super Acorn, P-Acorn, Ice Flower, Mini Mushroom and Penguin Suit

Obsolete

  • Prior to the 1.20 update on 4 November 2015, power-ups in ? Blocks couldn't have status dependency (or couldn't be edited to change depending on Mario's status). For example, a Super Mushroom placed in a ? Block wouldn't change into a Fire Flower while Mario is in Super form.
  • Prior to the 1.30 update, P-switches were orange rather than blue in Super Mario Bros. and New Super Mario Bros. styles, and showed a ? rather than P in the latter case.

Updates

The following is a list of updates that Super Mario Maker has received.

Version 1.01

Released September 10, 2015, Nintendo provided an official description of the update:[24]

  • Added a small Easter egg when making courses.
  • Added a secondary method for unlocking Course elements faster.
  • Adjustments have been made to make for a more pleasant gaming experience.

With this update, course sets are unlocked sooner than was planned during development. This is achieved by placing at least 500 items in the Course Maker after all new items are used from a delivery.

Version 1.10

Released September 23, 2015, an official description was provided:[24]

Note: This update requires about 223MB of storage space.
  • Adjustments have been made to make for a more pleasant gaming experience.

This update adds support for official Nintendo courses, including inserting into the game's data the message, "This course was uploaded by Nintendo, so it cannot be reported.".[25] Courses made by Mary O. and Yamamura with this designation were added on, October 14, October 20, and November 4 (the latter before the V1.20 update).[26][27][28]

Version 1.20

Released on November 4, 2015, update version 1.20 added some new features to the game:[29][30]

  • Up to two Checkpoint Flags (one for each Sub Area) can be placed onto courses by shaking an arrow sign to add a checkpoint to the course, and before uploading, the player must be able to clear the course from the checkpoint, as well as normally.
    • Flags have rotation arrows, rotating at 45° angles. They do not require anchoring and can hover in free space.
  • Players can place a Super Mushroom on top of a power-up to make it status-dependent (if the player is Small Mario, the item is a Super Mushroom, but if they are Super Mario, the item is whatever the mushroom was placed on).
  • By shaking a Muncher enough, Watinga will spawn from it in addition to the flies, and hitting him will allow players to play a more difficult version of Gnat Attack.
    • Completing the hard version of Gnat Attack will unlock the Fighter Fly Mystery Mushroom costume.
  • In the Course World menu, an "Official" tab was added to the Makers section, which allows players to find courses created by Nintendo.
  • An Event Courses button will be added to the Course World menu, allowing players to access special courses for partners outside Nintendo. These courses can unlock new Mystery Mushroom costumes based on something pertaining to the partner involved. Those that do are clearly marked by a Mystery Mushroom next to the course title. Confirmed Event Course costumes include Totem Link from The Legend of Zelda: Tri Force Heroes, Necky the Fox from Famitsu[31], Shinya Arino from GameCenter CX[32], Super Mario-Kun from CoroCoro Comic[33], and Cat Mario and Cat Peach from Super Mario 3D World.

Some additional adjustments have also been made:

  • Players can now skip the segment between courses and the intro in the 10/100 Mario Challenge by pressing "A". Players can also skip the loading when Marios are setting up before playing a course for the first time.
  • The glitches that were present in the previous updates have been fixed.Template:Refneeded

Cosmetic changes:

  • The "Featured" tab and the "Up & Coming" tab in Course World's Courses section were renamed "Highlights" and "New Arrivals" respectively.
  • An easter egg was added to the Course Maker where the player is able to knock on a Warp Door by tapping it. Knocking it enough times causes Weird Mario to answer it in one of five poses, each different depending on the game style.

Version 1.21

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Version 1.30

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New Elements:

  • 3 new elements have been added to the game.
    • Shaking a Koopa Clown Car will transform it into a Fire Koopa Clown Car. This will enable it to shoot fire.
    • Shaking a warp door will transform it into a P warp door. The doors will only be usable when a P switch is activated.
    • Shaking a grinder will turn it into a bumper. This donut-shaped object will bounce anything away that touches it.

Cosmetic changes:

  • The ? Switches in the New Super Mario Bros. U theme are now blue P-Switches. This was possibly changed to be consistent with Super Mario Bros. 3 and Super Mario World.
  • The Orange P-Switches in the Super Mario Bros. theme are now blue. This was possibly changed to be consistent with Super Mario Bros. 3 and Super Mario World.

Version 1.31

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Version 1.32

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Development

Shigeru Miyamoto had shown interest in developing a user-generated Mario game since at least 2009, citing the Mario vs. Donkey Kong series and Flipnote Studio as examples of Nintendo products already featuring such content to demonstrate how open he is to the idea.[34]

Reception

Super Mario Maker has received generally positive reviews from critics. Currently, the game has an 88% average on Metacritic[35] and an 89% average on Game Rankings [36]. IGN gave the game a 9.6, praising the game's social elements and highlighting the 10 Mario Challenge in a positive light, stating that players would "see a genuine reverence for Mario’s history" in the online modes. [37] Destructoid, Nintendo World Report and VideoGamer.com gave the game an 8 out of 10, while Game Informer [38]and GameSpot [39] gave a 9 out of 10, and EGM [40] and Polygon [41] gave it an 9.5 out of 10.

The game has been praised for its simple but well designed and expansive interface, social elements and highlighting the 10-Mario Challenge. Some criticisms towards the game include the lack of certain elements, with checkpoints and slopes being the most common, and the issue in finding courses from friends on the Course World feature. The game has also been criticized for its level-sharing organization and quality control such as Michael Thompsen from The Washington Post, who lambasted the game by calling it "an engine for circulating bad ideas and broken gimmicks as if there weren’t already an overabundance of them."[42] Patricia Hernandez from Kotaku, on the other hand, as a direct response to Thompsen's argument, has defended Super Mario Maker, stating that "Mario Maker isn’t a worse game simply because all these shitty levels exist" and praising its simplicity of level creation, but has agreed that the content-sharing aspect of Super Mario Maker is highly flawed.[43]

As of the end of September 2015, Super Mario Maker has sold over a million copies worldwide. It was the fourth-fastest selling Wii U title since the system's launch. [44]

Glitches

It has been requested that this section be rewritten. Reason: All the block glitches are the same thing, so they should be combined into one section. The section should also be expanded to include more information

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NOTE: This glitch only works on update versions before 1.20.

For this glitch, the player must have a power-up that will turn them into Super Mario when hit. If the player takes any form of damage and enters a door when the invincibility frames are about to end, Mario will retain the invincibility for the duration of the course; he cannot take damage from enemies or obstacles, except for bottomless pits or lava which automatically cause the player to lose a life. While in this state the player also cannot collect any power-ups except for Super Stars.[45]

This likely happens due to how post-damage invincibility functions in the game. By entering the door at the end of the invincibility frames, the player circumvents the invincibility timer. Therefore, even though he is not blinking, when he exits the door, he is still invincible.

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NOTE: This glitch only works on update versions before 1.20.

This glitch requires a cloud platform, a track piece, and an invisible ? Block. Put the invisible ? Block on the track, then change the tab to a different object. Next, put the track over the cloud platform, then switch to the track tab. Finally, touch the track, and pull it towards the platform. If the player sees the cloud platform in front of the invisible ? Block, then the glitch didn't work, but if the player just sees the invisible ? Block, then the glitch did work.

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This glitch is similar to the invisible platform glitch, and requires a Brick Block, a track piece, and a solid block. Put the Brick Block onto the track, but make sure that the tab is not on the track. Move the track so the Brick Block is overlapping the solid block. Select the track tab, grab an end of the track, and side it toward the brick block. If the brick block disappears into the solid block, then the glitch worked. Now, when Super Mario hits the solid block from below, the block will break. Or when Mario hits a P-switch and touches the block, the block will disappear, and a coin will be added to the player's total.

Template:Conjecturaltext

This glitch is similar to the ones listed above. It requires a hard block and an invisible block, as well as a track. Place the hard block down, and put the invisible block on the track. Then, drag the track with the block onto the hard block. If done correctly, the block, when stepped on, will send Mario falling.

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This involves a Mystery Mushroom, blocks covering beanstalks, and Super Mario Bros. style. First, get the Mystery Mushroom, and then place two beanstalks. Cover the beanstalks with blocks. Play, get the Mystery Mushroom, and break the blocks. Climb up the beanstalk without the blocks, then at the top, press right. The player goes through the hard blocks above.

References to other games

  • Mario Bros.: Shellcreeper, Sidestepper, Fighter Fly and Mario appear as Costumes.
  • Super Mario Bros.: The first game style is based on this game.
  • VS. Super Mario Bros.: Using the bonus room SFX in the Super Mario Bros. game style will make the high score table music from this game play.
  • Wrecking Crew: Foreman Spike is a playable costume and several jingles from the game are used along with the costume.
  • Super Mario Bros. 2: The door sprite from this game is used in the Super Mario Bros. 3 game style. When using Princess Peach and Shy Guy as Costume Mario, various sound effects from this game are used.
  • Super Mario Bros. 3: The second game style is based on this game. The Course World menu music and 100 Mario Challenge map music are both remixes of the Grass Land map theme.[46] Using the boss battle SFX in the Super Mario Bros. game style will make the Hammer Bros. battle music from this game play. The P-switch theme in this game style is also from this game. The Toad sprite that appears when beating 10/100 Mario Challenge in the Super Mario World style is based on his sprite from this game. Additionally, if Mario crouches on a white block in this game's style for five seconds, he will do a short little hop and make a grunting noise, as a nod to the method of obtaining the Warp Whistle in World 1-3. A Mystery Mushroom costume is based on Frog Mario from this game.
  • Super Mario World: The third game style is based on this game. The map theme for the 10 Mario Challenge is a remix of the main map theme from this game. The "To Be Continued..." screen at the end of 10 Mario Challenge and Easy 100 Mario Challenge is a direct rip of the "Bonus Game Clear" music, and the credits music after clearing a 100 Mario Challenge quotes the ending music.
  • Super Mario Kart: The invincible theme from this game is used when the Mario Kart costume uses a Star.
  • Mario Paint: Super Mario Maker is inspired in many ways by this game, and thus features similar elements. The game's logo and the interactive title screen is similar to this game's logo and interactive title screen.[47] Gnats will occasionally roam across the screen, and swatting them will trigger the Gnat Attack minigame. A frog icon, used to add sound effects to the level creator, appears on the left in the edit screen, which is the same as the one used in the music composer mode. Mr. Eraser, Undo Dog, the "Reset Rocket" that deletes everything on the screen, and the robot that appears when saving something in this game also reappear. When selecting a level to play in Super Mario Maker, the screen used is also based off of the robot. The two people that appear in the presentation before starting the game reappear on the loading screen for the Course World.
  • Super Mario 64: The Wing Cap theme is used for the Mario costume's invincibility and Metal Cap theme is used for Gold Mario's and Silver Mario's invincibility.
  • New Super Mario Bros.: Mega Mario is mentioned in the digital manual, when describing what the Super Mario Bros. 30th Anniversary amiibo does.
  • New Super Mario Bros. Wii: The fanfare of beating 10/100 Mario Challenge (Easy) when in the New Super Mario Bros. U style is the fanfare of rescuing disguised Kamek.
  • New Super Mario Bros. U: The fourth game style is based on this game.
  • Super Mario Galaxy/Super Mario 3D World/Captain Toad: Treasure Tracker: When clearing a 10/Easy 100 Mario Challenge in a Toad costume, Toad will address Mario as "Captain", referring to Captain Toad. A Captain Toad costume is unlockable after beating the Captain Toad event level, the level itself recommends that the players don't jump to keep in spirit with the original game. Cat Mario/Peach costumes are also unlockable from their respective event levels.

References in other games

Gallery

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Staff

Main article: List of Super Mario Maker staff

Trivia

  • On very rare occasions, when falling into a pit, the death jingle is preceded by one of the eight longer sound clips.[48] [49]
  • When placing an object onto the stage, a distorted voice will say the name of said object (e.g. "Pipe" for placing/adjusting a Warp Pipe), which will correspond in tone with the stage's music.
  • Holding +Control Pad down, A Button, and B Button while a level loads will cause it to be displayed as if it were on a CRT television screen, similarly to the Big Mushroom; unlike the Big Mushroom, this easter egg is functional in all four game styles.[50]

See also

References

  1. ^ a b c d e f g h i j k l m n o p q r s GameXplain (April 1, 2015). Mario Maker Gameplay - Nintendo Direct 4.1.15 (High Quality!). YouTube. Retrieved April 3, 2015.
  2. ^ a b c d GameXplain (July 29, 2015). NEW Super Mario Maker Details: 99 amiibo Costumes (Isabelle!), Pro Controller Support, & File Size. YouTube. Retrieved July 29, 2015.
  3. ^ [1]
  4. ^ [2]
  5. ^ IGN (September 2, 2015). Super Mario Maker Review. YouTube. Retrieved September 2, 2015.
  6. ^ a b c GameXplain (December 5, 2014). New Mario Maker Trailer! - Game Awards 2014 (Wii U). YouTube. Retrieved April 26, 2015.
  7. ^ Nintendo Digital Event @ E3 2015
  8. ^ a b c d e f g h i j k GameXplain (June 10, 2014). Mario Maker - Level Creator Gameplay & Terrifying Hammer Bro tower! (Wii U - E3 2014). YouTube. Retrieved April 26, 2015.
  9. ^ a b c d e f g h i j k l m n o p q r s t Nintendo World Championships 2015
  10. ^ a b Nintendo of America. Super Mario Maker - Nintendo @ E3 2015. e3.nintendo.com. Retrieved June 16, 2015.
  11. ^ Perfectly Nintendo (April 25, 2015). Super Mario 30th Anniversary - Game Center CX SP at NicoNico Chokaigi 2015. YouTube. Retrieved April 25, 2015.
  12. ^ E3 2015 Minisite
  13. ^ Nintendo Treehouse Live @ E3 2015 Day 3 Super Mario Maker
  14. ^ US Minisite
  15. ^ a b c d e Treehouse Day 2
  16. ^ NinEverything (June 17, 2015). Nintendo Treehouse @ E3 2015 - Super Mario Maker (day 2) YouTube. (Retrieved June 18, 2015).
  17. ^ [3]
  18. ^ GameXplain (June 17, 2015). Super Mario Maker - Level Creator Gameplay (Direct Feed - E3 2015). YouTube. Retrieved June 18, 2015.
  19. ^ Gamexplain analysis (June 11th, 2015). [4]. Gamexplain. Retrieved June 12th, 2015.
  20. ^ In-game voice
  21. ^ GameXplain (August 25, 2015). "Pushing the Object Limit in Super Mario Maker!". YouTube. Retrieved August 25, 2015.
  22. ^ Nintendo World Report TV (June 23, 2015). " Super Mario Maker - Level Creation Fun (E3 2015)". YouTube. Retrieved October 9, 2015.
  23. ^ GameXplain (August 22, 2015). "Cool Bits - Super Mario Maker's SMB3 White Block Secret". YouTube. Retrieved October 9, 2015.
  24. ^ a b Nintendo of America (September 23, 2015). "How to Update Super Mario Maker". Retrieved October 9, 2015.
  25. ^ Random Talking Bush (September 24, 2015). "Random Talking Bush on Twitter". Twitter. Retrieved October 9, 2015.
  26. ^ October 14, 2015. "スーパーマリオメーカーコース作成講座 ましことヤマムラ 第一話". Nintendo News. Retrieved November 6, 2015.
  27. ^ October 22, 2015. "スーパーマリオメーカーコース作成講座 ましことヤマムラ 第二話". Nintendo News. Retrieved November 6, 2015.
  28. ^ November 4, 2015. "スーパーマリオメーカーコース作成講座 ましことヤマムラ 第三話". Nintendo News. Retrieved November 6, 2015.
  29. ^ My Nintendo News (October 27, 2015). Software Update Brings Mid-Level Checkpoints And New Courses To Super Mario Maker. Retrieved October 27, 2015.
  30. ^ GameXplain (October 27, 2015). "Even more Checkpoint details for Super Mario Maker!" YouTube. Retrieved October 29, 2015.
  31. ^ Brian (September 10, 2015). "Famitsu mascot to be added as a costume in Super Mario Maker". Nintendo Everything. Retrieved November 1, 2015.
  32. ^ Matt (October 1, 2015). "GameCenter CX’s Arino coming to Super Mario Maker as a costume". Nintendo Everything. Retrieved November 1, 2015.
  33. ^ Brian (October 15, 2015). "Super Mario Maker teaming up with Super Mario-kun for a new collaboration". Nintendo Everything. Retrieved November 1, 2015.
  34. ^ Yoon, Andrew (October 15, 2009) "Miyamoto foresees more user-generated content in the future" Engadget. Retrieved 2015-05-14
  35. ^ [5]
  36. ^ [6]
  37. ^ [7]
  38. ^ [8]
  39. ^ [9]
  40. ^ [10]
  41. ^ [11]
  42. ^ Thompsen, M. (September 15, 2105). “Super Mario Maker” is an engine for circulating horrible new “Mario” levels. The Washington Post. Retrieved November 4, 2015.
  43. ^ Hernandez P. (September 16, 2015). Crappy Levels Are Not Ruining Super Mario Maker. Kotaku. Retrieved November 4, 2105.
  44. ^ [12]
  45. ^ GameXplain (September 20, 2015). "Invincibility Glitch in Super Mario Maker". YouTube. Retrieved September 20, 2015.
  46. ^ Nintendo World Report TV (July 8, 2015). "Super Mario Maker Music - Mario Bros 3 World 1 Remix" YouTube. Retrieved October 9, 2015.
  47. ^ Nintendo World Report TV (July 18, 2015). "Super Mario Maker: Title Theme Music". YouTube. Retrieved October 9, 2015.
  48. ^ Master0fHyrule. (September 20, 2015). "All 8 SECRET/HIDDEN Falling Death Sounds In Super Mario Maker (Easter Eggs)" Youtube. Retrieved September 22, 2015.
  49. ^ Gamexplain. (September 21, 2015). "Super Mario Maker: All 8 SECRET DEATH Sounds" Youtube. Retrieved November 17, 2015.
  50. ^ https://www.youtube.com/watch?v=i_cV6J5pw44

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