Super Mario Maker 2
Template:Infobox Super Mario Maker 2 is a 2D platforming and level-editing game for the Nintendo Switch and the sequel to the 2015 Wii U title Super Mario Maker. The game expands on its predecessor with new features such as a 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, such characters as Luigi, Toad, and Toadette are playable in both single-player and in Network Play, a multiplayer mode which allows the player to compete against or co-operate alongside three random players online. An offline, single-player Story Mode is also featured in the game, which contains over 100 pre-installed courses made by Nintendo. Super Mario Maker 2 was released worldwide on June 28, 2019.
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.
Enemies that have alternate forms (such as Piranha Plants) can now have those forms selected by tapping the enemy 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 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 | Press in opposite direction of movement while cape is open | Template:SMMstyle |
Dive | Press and 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 |
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 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.
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
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
Course name | Release date | Game style | Course theme(s) |
---|---|---|---|
Rolling Snowballs | December 4, 2019 | Template:SMMstyle | Template:SMM2theme |
The Speedventure of Link | December 19, 2019 | Template:SMMstyle | Template:SMM2themeTemplate:SMM2theme |
The 10-Coin of Deep Woods | January 7, 2020 | Template:SMMstyle | Template:SMM2theme |
Cat Mario Dash | February 5, 2020 | Template:SMMstyle | Template:SMM2themeTemplate:SMM2theme |
Banzai Bill Cliff Climb | February 26, 2020 | Template:SMMstyle | Template:SMM2themeTemplate:SMM2theme |
Swinging Claw Flyway | March 18, 2020 | Template:SMMstyle | Template:SMM2theme |
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."
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
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' ground levels | Super Bell Hill | Goombas and Wigglers swim, Pokeys snake through the sky, Chain Chomps have longer chains, Thwomps and Boo Buddies pursue the player in a similar manner as a Boo, Boos' behavior is reversed, Stretches freeze when Mario faces them similar to Boos, Super Mushrooms and Big Mushrooms bounce along the ground like a Super Star while trying to avoid the player, Fire Flowers slide away from the player, Super Leaves float upwards instead of downwards, Cape Feathers have a wider glide movement, Propeller Mushrooms move erratically, 1-Up Mushrooms are replaced by Rotten Mushrooms, Link's bombs grow feet and walk around like lit Bob-ombs, and Spikes' spike balls (or snowballs) will home in on the player (tracking their vertical movement in the Super Mario Bros. and Super Mario Bros. 3 styles, and rolling after them in all instances when they are affected by gravity). |
Underground |
General underground levels | World 4-3 | General underground levels | Tilted Tunnel | Koopa Troopa Cave | Turns the screen upside down |
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 other 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, Boarding the Airship | The Bowser Express | The background is stormy (except in the Super Mario Bros. game style), and enemies and items will behave as if there was low gravity (similar to the nighttime Sky theme) |
Castle |
General castle levels | World 1-Fortress, World 4-Fortress, World 8-Fortress | General castle and fortress levels | General castle levels | Bowser's Lava Lake Keep | The characters swim in the air, similar to the underwater theme. Enemies behave as they would above-ground. |
Desert |
N/A | Desert Land's levels | Chocolate Island 5's background, Chocolate Island 2's tileset | Layer-Cake Desert's levels | Conkdor Canyon | Causes a sandstorm to occur. Super Mario Bros. style makes the wind blow left periodically; Super Mario Bros. 3 style makes the wind blow right periodically; Super Mario World style makes the periodic wind constantly switch between left or right; 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 | Frosted Glacier's tileset | Snowball Park | Turns all surfaces slippery |
Forest |
N/A | World 7-Piranha Plant | Forest of Illusion 1 | Soda Jungle's levels | Deep Jungle Drift | 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 | Meringue Clouds' levels | Rolling Ride Run | Causes light gravity to occur |
Terrain
The terrain category is represented by a Brick Block icon and colored blue.
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 | File:Pipe SM3DW SMM2.png | 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 slowest, yellow is slightly faster, 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. | ||||
Spike Block | N/A | A large, yellow block with spikes that protrude and retract. Spike Blocks can be combined with ON/OFF Switches to create red and blue variants that alternate when the switches are hit. | ||||
Mushroom Platform | N/A | A resizable platform that players can jump through from below and land on the top. They can be set to different colors. | ||||
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 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 | A block containing a single Coin; when hit, it turns into an Empty Block. Other elements can be placed inside instead. | |||||
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 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 item category is represented by a Coin icon and colored pink.
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. In the nighttime ground theme, they bounce along the ground, similar to a Super Star. | |||||
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 | 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 | A power-up that transforms players into their Fire forms, allowing them to shoot fireballs. | |||||
Template:SMM2 Modifiers | File:SMM2 Superball Flower SM3DW icon.png | 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 | 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. If a Fire Flower is collected, the Red Yoshi can breathe three fireballs at once. |
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. 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 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 | 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, while red ones turn around. | |||||
Template:SMM2 Modifiers | N/A | Buzzy Beetles act similar to Koopa Troopas, but are immune to fireballs. | ||||
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. They also appear in blue, which are faster. | ||||
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 | Spinies have spikes on their shells, which damage players if they land on them normally. Spinies are thrown by Lakitus. While thrown or underwater, Spinies take the form of Spiny Eggs. | |||||
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, green ones constantly move in one direction, while red ones swim back and forth and follow players on land. In the Super Mario World and New Super Mario Bros. U styles, green ones are visually replaced by Blurps and Deep Cheeps respectively. | |||||
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, then descending back down slowly. | |||
Template:SMM2 Modifiers | An alternate form of the Piranha Plant. Fire Piranha Plants spit out fireballs from their set location. | |||||
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. | ||||
Piranha Creeper | N/A | Piranha Creepers move along a path set by the editor. When stomped on, they move back towards their original location, and are defeated upon reaching it. They can be set to move constantly or sleep. | ||||
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. When given a Super Mushroom, they become Sledge Bros., which 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. When given a Super Mushroom, they become Heavy Fire Bros., which like Sledge Bros. can also perform a stomp that stuns any players on the ground. | ||||
Template:SMM2 Modifiers | N/A | Chain Chomps occasionally lunge towards players from their set position. In the nighttime ground theme, they have longer chains. | ||||
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 | N/A | Hop-Chops chase after players, but can be jumped on like Trampolines to bounce higher. | ||||
Template:SMM2 Modifiers | 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 | 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. | |||||
Template:SMM2 Modifiers | An alternate form of the Spike Ball, only available 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 | 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. | |||||
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. 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. | ||||
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 | Pokeys move slowly along the ground, damaging players upon contact. Their heights can be adjusted, and they can be defeated with fireballs and Yoshi. | |||||
Template:SMM2 Modifiers | 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 stomp 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. | ||||
Template:SMM2 Modifiers | N/A | Meowser attacks similarly to Bowser, but can also climb walls and Semisolid Platforms. | ||||
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. He is defeated after three stomps. | ||||
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 spins around 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. | ||||
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. | ||||
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. |
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. | ||||
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, they are visually replaced by Cat Banzai Bills, which 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. The light blue ones with a red arrow fall once the player stands beneath them or when they are stood on, while the dark blue ones remain stationary. | |||||
Twister | Twisters propel players and other elements up through the use of tornadoes. | |||||
Key | A key is required to open Key Doors or locked Warp Boxes. It also appears after collecting every Pink Coin in the area. | |||||
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 when activated, and 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. | ||||
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. They can be placed sideways, in which case they cannot be grabbed and simply bounce objects away. | |||||
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. | ||||
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. | ||||
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. | ||||
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 and Conveyor Belts. | |||||
Dotted-Line Block | N/A | 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. | ||||
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 | File:SMM2 Conyeor Belt SMB icon sloped.png | Long platforms that move players and any elements on it at a set direction. In addition to being able to set their direction and length, they can also be placed diagonally, and can be set to change directions with ON/OFF Switches. | ||||
Fast Conveyor Belt | An alternate form of the Conveyor Belt. Fast Conveyor Belts move approximately twice as fast. | |||||
Track | N/A | Various elements can be attached to tracks, which makes them follow their path. Tracks can also be set with ON/OFF Switches to toggle between different paths. | ||||
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. | ||||
! 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. | ||||
Blinking Block | N/A | Red and blue blocks that alternate appearing and disappearing in a rhythmic manner. | ||||
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. | ||||
Tree | N/A | Trees can be climbed similar to Vines, and can also hold items that release when a player reaches the top. | ||||
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. |
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 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 Raccoon Mario. | |
Reach the goal as Cape Mario. | |
Reach the goal as Propeller Mario. | |
Reach the goal as Cat Mario. | |
Reach the goal as Builder 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 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 |
---|---|
Reach the goal after doing a handstand on [number] Trees. | |
Reach the goal while holding a Stone. | |
Reach the goal without using any Swinging Claws. | |
Reach the goal without getting out of the water. | |
Reach the goal with [number] Toad(s) in tow. |
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.
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.
- With the addition of slopes, Small characters are now able to crouch. However, they cannot slide down the slopes.
- The water simply 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.
- Luigi is dark green, unlike the original game where he is bright green.
- The water simply has a clearer, translucent blue color.
- Boom Boom now flies off-screen with the stomped sprite when he is defeated.
- Frozen Coins now have a shimmering effect. When the P Switch is pressed, they turn into frozen Brick Blocks.
- Spikes are now dark green along with their Spike Balls receiving new sprites.
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 simply has a clearer, translucent blue color.
- 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.
- Desert-, Forest-, and Snow-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.
- 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 from 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 becomes the head. These changes are to be consistent with New Super Mario Bros. U.
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 Mario 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.
- 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.
- 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 2x1 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 were removed.
- The screen transition with Bowser's emblem does not appear when all players lose a life.
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 ? 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 were not present in the original game.
- When a Fire Flower, a Super Bell, or a Super Hammer 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, 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 travelling, 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 about the same size as most other block-based elements.
- Snow Pokeys only spawn one snowball upon defeat, as opposed to 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.
- 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.
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 they 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 four players during multiplayer matches.
- Checkpoint Flags can no longer be placed 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 uses their American versions regardless of region, 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 the Vines while hitting enemies will cease the 1-Up trick 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.
- 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.
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.
New Super Mario Bros. U style
- 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.
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.
- Cloud Blocks
- Pink Coins
- 10-Coins
- Spinies
- The following used their icon from the New Super Mario Bros. U style:
- The early icon of the 10-Coin was simply a standard coin with the number 10 on it.
- The Goomba icon in the Super Mario 3D World style used the artwork of a Mini Goomba instead of a normal one.
- 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.
- There were only three enemy wheels instead of four in the Super Mario 3D World style. Additionally, Porcupuffers and Bullies were placed in the first and second wheel respectively instead of the fourth.
- 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 a visible facial features.[8]
- 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. However, since the final version's design also appears in the New Super Mario Bros. U style, this was most likely intended to be some sort of alternate form.
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% |
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.[10]
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
An update was released on December 5, 2019, which adds new enemies and course elements and a new Course World mode:[11]
- 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.
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.
- 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.
- Super Mario Bros. 3: The second game style is based on this game. The P Switch, Boss Fight and Final Boss themes in the Super Mario Bros. theme are from this 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 + 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 "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.
- 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.
- 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.
- 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: 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.
Gallery
- For this subject's image gallery, see Gallery:Super Mario Maker 2.
Group artwork of Builder Mario, Luigi, Toad and Toadette
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 Tsu |
Super Mario Maker 2 | |
Chinese (simplified) | 超级马力欧创作家 2[?] Chāojí Mǎlìōu Chuàngzuòjiā 2 |
Super Mario Creator 2 | |
Chinese (traditional) | 超級瑪利歐創作家 2[?] Chāojí Mǎlìōu Chuàngzuòjiā 2 |
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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- ^ 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.
- ^ 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.