Sound effects return from Super Mario Maker in Super Mario Maker 2, with new additions. All of them are now categorized in five different groups similar to the course elements: feelings, stingers, reactions, animations, and music. When playing in an underwater or Ghost House course set at nighttime, certain sound effects serve as temporary light sources when they are triggered.

Super Mario Maker 2 features a total of 47 sound effects. Sound effects in bold are new. The rightmost column describes what each sound effect does when dragged and dropped onto the player character in the course editor. Unlike power-ups, the sound effect dragged and dropped onto the player character is saved to the course, and will be present when it is played outside of the course editor.

Feelings [ edit ]

The feelings category is represented by a smiling face and colored yellow.

Name Image Description Effect when attached to player Shock A man shouting "HELP ME!" in pain. The screen blurs for a split second. Its icon is of Soundfrog screaming. Triggers whenever the player takes damage or dies. Scream A man moaning in pain. The screen blurs for a split second. Its icon is Soundfrog yelling. Triggers whenever the player takes damage or dies. Laughter Sounds of mischievous laughter. Red, blue, and yellow mouths appear where the sound effect is played. Triggers whenever the player takes damage or dies. Guffaw Sounds of laughter from an audience. Several red, blue, and yellow mouths appear at the bottom. Its icon is a row of three mouths laughing. Triggers whenever the player takes damage or dies. Booo! A childish voice blowing a raspberry. Some saliva is spewed from the center of the screen like a sprinkler. Its icon is sound frog pouting. Triggers whenever the player dies by falling into a pit. Cheer A crowd cheering. Confetti and sparkles appear where the sound effect was played. Its icon is a blowhorn (although reused from Super Mario Maker, the sound effect itself is different). Triggers whenever the player acquires a power-up they didn't already have. Baby The baby sound effect from Mario Paint. The same face from the icon appears where the sound effect was played. Its icon is a baby face. When played in night levels, the sound is pitch-shifted, and occasionally plays a baby screaming instead. Triggers whenever the player crouches. Party Popper Celebratory sparkles and bright screen accompanied by bursts of confetti from the sides of the screen. Its icon is a party popper. Triggers whenever the player jumps within approximately 1 second of another jump, or bounces off something while jumping. Applause An audience clapping. Confetti appears where the sound effect was played. Its icon is a pair of hands clapping (although reused from Super Mario Maker, the sound effect itself is different). Triggers whenever the player acquires a power-up they didn't already have. Near Miss A sound effect consisting of a heavenly choir and some sci-fi sound effects. A faced black sun/black hole entity swoops across the screen. Its icon is a black spinner on top of a white spinner. Triggers whenever the player hasn't made any controller inputs in 3 seconds.

Stingers [ edit ]

The stingers category is represented by a "!?" and colored red.

Name Image Description Effect when attached to player Clatter A crashing sound. Rocks and occasionally the landslide warning sign in the sound effect's icon can be seen falling from the top of the screen. Its icon is a warning sign with rocks falling. Triggers whenever the player dies by falling into a pit. Drama! A brief fanfare resembling a disastrous event. The screen darkens for a second with white streaks appearing around the border while the hue of everything on screen shifts briefly. Its icon is flaming rocks falling (although reused from Super Mario Maker, the sound effect itself is different). Triggers whenever the player dies by falling into a pit. Kick A man shouting "Ow!" in a high-pitched voice. Two stars appear where the sound effect was played. Its icon is a shoe. Triggers whenever the player jumps within approximately 1 second of another jump, or bounces off something while jumping. Jump A man shouting "Whoo!" in a high-pitched voice. Three stars and a rainbow appear where the sound effect was played. Its icon is a shoe lifted up by a spring. Triggers whenever the player jumps within approximately 1 second of another jump, or bounces off something while jumping. Honk Honk The clown horn noise from Mario Paint. Accompanied by a ring of flowers. Its icon is a car. Triggers whenever the player crouches. Punch A punching noise. A cat's paw can be seen "punching" the location the sound effect was played. Its icon is a boxing glove. Triggers whenever the player jumps within approximately 1 second of another jump, or bounces off something while jumping. Oink An oinking sound effect that also causes the pig stamp from Mario Paint to pop up from wherever it was triggered. Occasionally the original pig sound effect from Mario Paint will play instead. Its icon is a pig. Triggers whenever the player turns around while having running speed. Kuh-thunk! A taiko drum sound. Several white streaks appear from the edges of the screen (much like the Drama sound effect). Its icon is also a taiko drum. Triggers whenever the player enters a "vehicle" item, such as a Clown Car or Goomba Shoe. Beep! Causes the screen's picture to break up slightly as glitched 8-bit tones play. Its icon is a television. Triggers whenever the player dies by falling into a pit. Ninja Attack! An effect based on The Mysterious Murasame Castle in which Takamaru's and enemy ninjas' sprites from said game move through the screen while a sped-up version of the game's main theme replaces the level music. Its icon is a shuriken. Triggers whenever the player turns around while having running speed. Zap! A manga-style visual composed of white flares linked by electric discharges, accompanied by a piano tune. Triggers whenever the player takes damage or dies.

Reactions [ edit ]

The reactions category is represented by split arrows and colored green.

Name Image Description Effect when attached to player Ding Dong A doorbell noise. A light bulb icon appears where the sound effect was played. Its icon is a lightbulb. When playing as Link, it plays the "Puzzle Solved" sound. Triggers whenever the player hasn't made any controller inputs in 3 seconds. Bzzzt! An error buzzer sound effect. A scribble icon appears where the sound effect was played. Its icon is a vertical spiral. Triggers whenever the player hasn't made any controller inputs in 3 seconds. Glory A heavenly musical effect with church bells. A beam of light shines down from above where the sound effect was played, which temporarily lights up the entire screen when triggered in a nighttime underwater or Ghost House course. Its icon is an otafuku mask. Triggers whenever the player crouches. Doom An eerie piano musical effect. The screen darkens for a few seconds with ominous purple fog and evil laughter. Its icon is a hannya mask. Triggers whenever the player crouches. Yeah! A sound effect of children shouting "Yay!" Several music notes appear where the sound effect was played. Its icon is an eighth note. Triggers whenever the player acquires a power-up they didn't already have. Aww... A sound effect of a group of children groaning. Several dark colored spirals appear where the sound effect was played. Its icon is a spiral. Triggers whenever the player takes damage or dies.

Animations [ edit ]

The animations category is represented by sparkles and colored purple.

Name Image Description Effect when attached to player Fireworks Produces a single firework that rises up a short distance from where the sound effect was played and explodes, it also produces light in nighttime Ghost House and underwater courses. Its icon is a fireworks explosion. Triggers whenever the player jumps within approximately 1 second of another jump, or bounces off something while jumping. Audience A cymbal crash followed by an audience (which consists of Mario, Luigi, Toads, Yoshi and Princess Peach) cheering. Its icon is a disco ball. Triggers whenever the player enters a "vehicle" item, such as a Clown Car or Goomba Shoe. Scatting A woman vocalizing to music. The screen turns pink and white flowers appear. Its icon is a woman holding a microphone. Triggers whenever the player takes damage. Spark The sound of a firework being lit. Some stars shoot from where the sound effect was played. Its icon is a series of shooting stars. Triggers whenever the player jumps within approximately 1 second of another jump, or bounces off something while jumping. Traditional A Japanese-styled tune. Some confetti appears as well as paper lanterns that bounce on the upper part of the screen. Its icon is a lantern with a cherry blossom. Triggers whenever the player enters a "vehicle" item, such as a Clown Car or Goomba Shoe. Electric Guitar A portion of the castle boss theme's melody from Super Mario Bros. 3 played on electric guitar, accompanied by colorful lightning bolts. Its icon is an electric guitar. Triggers whenever the player enters a "vehicle" item, such as a Clown Car or Goomba Shoe, and it isn't already playing. Twisty Turny A record-scratching sound effect. The sound effects are muffled and the music is distorted. Its icon is a squid. Triggers whenever the player enters a "vehicle" item, such as a Clown Car or Goomba Shoe. Woozy Another record-scratching sound effect. The sound effects and music rapidly increase and decrease in speed and pitch in a similar fashion to the "dizzy" sound effect from the first game. Its icon is an octopus. Triggers whenever the player takes damage or dies. Flash A quick burst of light. Its icon is sunglasses. Triggers whenever the player acquires a power-up they didn't already have.

Music [ edit ]

The music category is represented by a vinyl record and colored blue. Placing any of these sound effects onto the player in the editor will cause the song to play throughout the entire course (including subarea) unless overridden by another sound effect. If placed on an enemy, the music will play as long as the enemy is on screen. Music will override each other with priority depending on what the music is placed on. Priority goes as follows: On Mario < On background < Triggered from block < On enemy (closest enemy takes priority) < On a moving lift. Taking damage after transforming into Link or SMB2 Mario while playing the Peaceful, Bonus Music, Boss Music, or Final Boss sound effects does not override them with their normal counterparts unless the player leaves the area where the sound effect is placed.