This article is about the Wii U game. For other uses of the name "Super Mario Maker", see Super Mario Maker (disambiguation)

Super Mario Maker (tentatively called Mario Maker when announced at E3 2014) is a 2D platforming and level creation game for the Wii U. It allows players to design and share their own 2D Super Mario courses, as well as view and play courses made by other creators. To build a course, players can use a variety of objects such as blocks, enemies and items. They can also set a theme and incorporate their course into the styles of four previous Mario games (Super Mario Bros., Super Mario Bros. 3, Super Mario World and New Super Mario Bros. U), each with distinct mechanics and features. While the game typically uses the GamePad, whose touchscreen is used to design courses, other controllers such as the Wii Remote, Wii Classic Controller, and Wii U Pro Controller are also compatible.[1] Additionally, the game has compatibility with amiibo, which can be scanned to unlock different Mystery Mushroom costumes based on the amiibo figurine.

The game was announced at E3 2014 and was released in September 2015 (originally set to be released in early 2015), as part of the 30th Anniversary of Super Mario Bros.[2] The eShop version of the game requires at least 1.4 GB[1] of storage memory to be downloaded.

Starting on November 7, 2017, Nintendo has terminated the Miiverse service, removing support for comments on uploaded levels. Other online features, such as course uploading, remain intact.

A port of this game was released for the Nintendo 3DS, initially in December 2016. A sequel, titled Super Mario Maker 2, was released for the Nintendo Switch on June 28, 2019.

Pre-title screen animations

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

Sunday - Luigi enters in, shoots a fireball at Builder Mario causing him to fall off, and then runs across the screen. A bunch of characters (including Peach) and a "Happy Sunday" ("Today is Sunday" in the British English version) banner are also shown on top of the logo alongside text saying, "Let's get making!"

- Luigi enters in, shoots a fireball at Builder Mario causing him to fall off, and then runs across the screen. A bunch of characters (including Peach) and a "Happy Sunday" ("Today is Sunday" in the British English version) banner are also shown on top of the logo alongside text saying, "Let's get making!" Monday - A Koopa Shell goes across the screen hitting Builder Mario causing him to fall off the screen.

- A Koopa Shell goes across the screen hitting Builder Mario causing him to fall off the screen. Tuesday - A Magikoopa appears and turns Builder Mario into a Goomba which walks off the screen.

- A Magikoopa appears and turns Builder Mario into a Goomba which walks off the screen. Wednesday - A Super Mario Bros. style platform with wings carries Builder Mario off.

- A style platform with wings carries Builder Mario off. Thursday - Three Goombas enter in, pick up Builder Mario and carry him off while tribal music plays.

- Three Goombas enter in, pick up Builder Mario and carry him off while tribal music plays. Friday - A fly picks up Builder Mario, but a fly swatter swats it causing Builder Mario to fall off the screen. ( NOTE: At the beginning, in English versions, the day of the week is called "Flyday", but after the fly has been swatted the word falls with Builder Mario and is called Friday.)

- A fly picks up Builder Mario, but a fly swatter swats it causing Builder Mario to fall off the screen. ( At the beginning, in English versions, the day of the week is called "Flyday", but after the fly has been swatted the word falls with Builder Mario and is called Friday.) Saturday - A Thwomp falls on Builder Mario causing him to fall off the screen and then raises back up.

Title screen

Super Mario Maker. The title screen of

The screen goes into a sepia tone after the player clicks on the letter K.

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

SUPER : Five Super Stars will appear and a random voice or voices will shout " Super Mario Maker ".

: Five Super Stars will appear and a random voice or voices will shout " ". M - The letter M flips upside down and spells Super Wario Maker , and a Mystery Mushroom with a Wario costume appears (in the Super Mario Bros. game style only). In addition, Wario will taunt the player.

- The letter M flips upside down and spells , and a Mystery Mushroom with a Wario costume appears (in the game style only). In addition, Wario will taunt the player. A - The letter A will summon a cluster of multi-colored stars to fall behind in the background. All enemies and shells present on the screen will be defeated. A train whistle can also be heard.

- The letter A will summon a cluster of multi-colored stars to fall behind in the background. All enemies and shells present on the screen will be defeated. A train whistle can also be heard. R - The legs of the letter R will extend and will shoot a shower of coins, similar to a Bill Blaster shooting coins. A cash register sound and a "Ta-da!!" will also play.

- The legs of the letter R will extend and will shoot a shower of coins, similar to a Bill Blaster shooting coins. A cash register sound and a "Ta-da!!" will also play. I - The parakeet from Nintendo DSi Sound , which appears in the recording option, will appear and sit on top of the letter I, making it look like a lowercase I. Like in the application it debuted in, it will also record any sounds, and repeat them with a different effect. The parakeet will leave after a while.

- The parakeet from , which appears in the recording option, will appear and sit on top of the letter I, making it look like a lowercase I. Like in the application it debuted in, it will also record any sounds, and repeat them with a different effect. The parakeet will leave after a while. O - The letter O will summon a Koopa Clown Car (Junior Clown Car in the New Super Mario Bros. U style).

- The letter O will summon a Koopa Clown Car (Junior Clown Car in the style). M - The second M will summon an empty Buzzy Shell or Spiny Shell, and either can be worn as a helmet. An explosion sound can be heard.

- The second M will summon an empty Buzzy Shell or Spiny Shell, and either can be worn as a helmet. An explosion sound can be heard. A - Touching the second A will cause it to act like a Reset Rocket, with an intercom counting down before it shoots off; it will return soon after. It also clears all items and enemies on screen.

- Touching the second A will cause it to act like a Reset Rocket, with an intercom counting down before it shoots off; it will return soon after. It also clears all items and enemies on screen. K - The letter K will turn the screen into a sepia tone. The music for the title will also turn into an 8-bit variation. Pressing the K again will revert the screen back to normal.

- The letter K will turn the screen into a sepia tone. The music for the title will also turn into an 8-bit variation. Pressing the K again will revert the screen back to normal. E - Touching the letter E will summon a Trampoline for Mario to use. An oriental drum can be heard.

- Touching the letter E will summon a Trampoline for Mario to use. An oriental drum can be heard. R - The second R will extend like the first R, turn around and summon either an empty Goomba's Shoe or a Yoshi Egg (depending on the game style). If there are two Yoshis, any more Eggs summoned will hold a Super Mushroom. When using Yoshi, an extra drumbeat will be added to the title screen music.

- The second R will extend like the first R, turn around and summon either an empty Goomba's Shoe or a Yoshi Egg (depending on the game style). If there are two Yoshis, any more Eggs summoned will hold a Super Mushroom. When using Yoshi, an extra drumbeat will be added to the title screen music. Clicking randomly on the screen will summon a Goomba, Koopa or, rarely, a Bowser.

Dragging the stylus on the screen will produce a stream of magic dust, similar to how Kamek powers up an enemy in the Yoshi's Island and New Super Mario Bros. games.

Gameplay

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

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

Players can save up to 120 different courses onto their Wii U profile.[1] They can be found in Coursebot, the course selection screen. Locally saved and downloaded courses can be arranged into worlds, which are set up like in Super Mario Bros., with four courses per world. There is no way to upload courses in worlds; players can only upload single courses.

Sample courses

Below is the full list of all the 68[5] sample courses that are in the game. The sample courses that are in worlds 1 and 2 are unlocked as the player unlocks new course sets. The sample courses that are in worlds 3 through 16 are used in the 10 Mario Challenge. The world 17 courses, which are the courses that were shown off at the 2015 Nintendo World Championships, are unlocked after the player has completed all the 10 Mario Challenge sample courses. Completing all four of those levels, in turn, allows the player to freely use the Weird Mushroom when creating levels.

Styles

The four game styles used in the game.

The six course styles used in the game.

The game gives players the option to choose the game and course styles from various 2D Mario games.[6] There are four game styles and six course styles to choose from. Each game style retains its respective gameplay elements and physics from its base game. For example, Mario cannot carry items in the Super Mario Bros. style, can triple and wall-jump in the New Super Mario Bros. U style, and is able to throw Koopa Shells upward in the Super Mario World style only. Each game style has its own exclusive elements, such as Yoshi being available in the Super Mario World and New Super Mario Bros. U styles, but is replaced in Super Mario Bros. and Super Mario Bros. 3 styles by the Goomba's Shoe, as well as its exclusive power-ups and end-goals. Changing a course theme changes the assets, objects and the music of the edit mode to appropriately share the theme. These game and course themes include:

Game Styles

Course Themes

S Ground

Ground S Underground

Underground Underwater

Ghost House [7]

Airship

Castle

*S – available from the start.

Course elements

The interface for the sixty items used in the game.

NOTE: Arranged in alphabetical order

*S – available from the start.

*shake→ – alternative form or different element usable by shaking.

Customization options

Most objects can bounce off Trampolines and Note Blocks.

Items which were given wings.

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

? Blocks

1-Up Mushrooms

Bloopers

Bob-ombs

Boos

Bowsers

Brick Blocks

Buzzy Beetles (look like Parabuzzies, act similarly to Para-Beetles)

Cape Feathers

Chain Chomps

Cheep Cheeps Cloud Blocks

Coins

Donut Lifts

Dry Bones (look like Parabones)

Fire Flowers

Goombas (look and act like Paragoombas)

Goomba's Shoe (holding the jump button, it acts like Yoshi's Flutter Jump)

Hammer Bros

Ice Blocks (move back and forth in a wave)

Invisible ? Blocks (wings remain visible)

Koopa Troopas (look and act like Koopa Paratroopas) Lakitus

Lava Bubbles (work like Zigzag Lava Bubble)

Magikoopas

Monty Moles

Moving platforms (makes them move in waving paths)

Munchers

Mystery Mushrooms

Piranha Plants

POW Blocks

Propeller Mushrooms

Rocky Wrenches Solid Blocks (move back and forth in a wave)

Spike Tops (look like Spiky Parabuzzies)

Spinies (shoot spines)

Super Leaves

Super Mushrooms

Super Stars

Thwomps

Trampolines

Wigglers

Yoshi Eggs

A big Paragoomba, along with normal-sized Goombas.

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

Bloopers

Bob-ombs

Boos

Bowsers

Buzzy Beetles

Cannons Chain Chomps

Dry Bones

Goombas

Goomba's Shoes (Mario can ground pound to break blocks; Stiletto form can break Brick and Hard Blocks)

Hammer Bros. (turns into Sledge Bros.)

Koopa Troopas Lava Bubbles

Magikoopas

Monty Moles

Munchers

Piranha Plants

Rocky Wrenches Spike Tops

Spinies

Thwomps

Wigglers

Yoshi Eggs

Bill Blasters, spawning coins and a Cheep Cheep.

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

1-Up Mushrooms

Beanstalks

Bloopers

Bob-ombs

Boos

Buzzy Beetles

Chain Chomps

Cheep Cheeps

Coins

Dry Bones

Fire Flowers

Goombas

Hammer Bros

Koopa Troopas

Lakitu's Clouds Lava Bubbles

Magikoopas

Monty Moles

Muncher

Mystery Mushrooms

P Switches

Piranha Plants

Rocky Wrenches

Spike Tops

Spinies

Super Mushrooms

Super Stars

Trampolines

Wigglers

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

? Blocks

1-Up Mushrooms

Bill Blasters

Bloopers

Boos

Bowsers

Brick Blocks

Burners

Buzzy Beetle

Cannons

Chain Chomps Cheep Cheeps

Cloud Blocks

Coins

Donut Blocks

Dry Bones (in Fish Bone form, they do not target Mario)

Fire Bars

Fire Flowers

Flimsy Lift (only start moving when Mario steps on it; moves slightly slower)

Goombas

Goomba's Shoes Grinders

Hard Blocks

Ice Blocks

Invisible ? Blocks

Koopa Clown Cars / Junior Clown Cars (only empty; disconnect when entered)

Lava Bubbles

Lava Lifts

Lifts

Magikoopas

Moving Platforms

Munchers

Mystery Mushrooms Note Blocks

Piranha Plants

POW Blocks (can be grabbed)

Propeller Mushrooms

Spinies

Super Leaves

Super Mushrooms

Super Stars

Thwomps

Trampolines (can be grabbed)

Unchained Chomps (dangle from rail and swing realistically)

Wigglers

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

A Chain Chomp, riding a Junior Clown Car.

The following objects can be put into Koopa Clown Cars or Junior Clown Car. The car resizes to fit the enemy, if it does not fit. A car with an object chases Mario.

Bill Blasters

Bloopers

Bob-ombs

Boos (Clown Car stops moving when looked at)

Bowsers (Bowser will sometimes throw Bob-ombs while Bowser Jr. tosses Koopa Shells.)

Cannons

Chain Chomps

Coins

Dry Bones

Goombas Hammer Bros.

Koopa Troopas

Lava Bubbles

Magikoopas

Monty Moles

Piranha Plants

Spinies

Super Stars

Thwomps

Yoshi Eggs

A Piranha Plant, riding a Lakitu's Cloud.

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

1-Up Mushrooms

Bill Blasters

Bloopers

Boos (still move when looked at)

Bowsers

Bob-ombs

Buzzy Beetles

Buzzy Shells

Cannons

Cape Feathers Chain Chomps

Cheep Cheeps

Coins

Dry Bones

Goombas

Hammer Bros.

Lava Bubbles

Fire Flowers

Fish Bones Magikoopas

Monty Moles

Munchers

Mystery Mushrooms

Piranha Plants

POW Blocks (can be grabbed)

Propeller Mushrooms

Rocky Wrenches

Spike Tops

Spinies Spiny Shells

Super Leaves

Super Mushrooms

Super Stars

Thwomps (will destroy cloud and fall as usual when Mario is near)

Trampolines (can be grabbed)

Wigglers

Unchained Chomps (will not lunge at Mario)

Yoshi Eggs

The following objects can press P Switches:

Bowsers

Bowser Juniors

Cannons

Hammer Bros.

Munchers Thwomps

Bill Blasters

Giant enemies

Stacked Wiggler, a Bill Blaster, and a Magikoopa.

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

Bill Blasters

Bloopers

Bob-ombs

Boos (not possible in Stretch form)

Bowsers

Buzzy Beetles (not while in shell form)

Cannons Chain Chomps

Dry Bones (not Fish Bones)

Goombas

Goomba's Shoes

Hammer Bros

Koopa Troopas

Magikoopas (do not teleport when stacked) Munchers

Piranha Plants

Rocky Wrenches

Spike Tops

Spinies (not while in shell form)

Thwomps

Wigglers

Object limits

Each course layer has limits for how many objects can be placed.[8]

Block objects: 2,000 Includes: Coins, Ground, Tracks, and Spike Traps.

Platform objects: 200 Includes: Beanstalks and Pipes.

Warp Pipe warp objects: 10

Power-up objects: 100

Enemy and other action objects: 100 Enemies: Goombas, Koopa Troopas, Piranha Plants, Lakitus, Spinies, Bill Blasters, Bloopers, Cheep Cheeps, Hammer Bros, Buzzy Beetles, Thwomps, Lava Bubbles, Rocky Wrenches, Bob-ombs, Spike Tops, Boos, Dry Bones, Magikoopas, Munchers, Wigglers, and Chain Chomps. Action objects: Lifts, Trampolines, Lava Lifts, Fire Bars, POW Blocks, Burners, Cannons, P Switches, Goomba's Shoes / Yoshi Eggs, Junior Clown Cars, Grinders, and One-Way Walls.



NOTE: Same restrictions apply to all shaken versions as well. Bowsers and Bowser Jrs. do not count as enemies, while Lakitus count as two (Lakitu and the cloud).

Arrow objects: 100

Sound Effects: 300

Door objects: 4 sets (8 total)

Bowsers and Bowser Jrs. (combined total): 3

Checkpoint Flags: 2 (one per area)

Pink Coins: 10 (five per area)

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

Game modes

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

10 Mario Challenge

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

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

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

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

Course World

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

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

Players can also bookmark courses on the official Super Mario Maker Bookmark website, then access the bookmarked courses in the courses section of Course World.

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

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

Medals

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

Goomba: Receive 1 star.

Koopa Troopa: Receive 50 stars. Allows the player to upload up to 20 courses.

Piranha Plant: Receive 150 stars. Allows the player to upload up to 30 courses.

Spiny: Receive 300 stars. Allows the player to upload up to 40 courses.

Cheep Cheep: Receive 500 stars. Allows the player to upload up to 50 courses.

Blooper: Receive 800 stars. Allows the player to upload up to 60 courses.

Lakitu: Receive 1300 stars. Allows the player to upload up to 70 courses.

Bowser: Receive 2000 stars. Allows the player to upload up to 80 courses.

Toad: Receive 3000 stars. Allows the player to upload up to 90 courses.

Princess Peach: Receive 5000 stars. Allows the player to upload up to 100 courses.

100 Mario Challenge

Course World also features a variant of 10 Mario Challenge, known as 100 Mario Challenge, which gives the player 100 lives to clear a certain number of user-created courses; 8 courses on Easy; 16 courses on Normal and Expert; 6 courses on Super Expert. Courses marked as the selected difficulty (based on clear percentage) are used. Unlike with 10 Mario Challenge, players can save their progress while playing the 100 Mario Challenge, and they can choose to skip a selected course to try another one instead. At first, only the Easy and Normal difficulty levels can be selected, but players can unlock the Expert difficulty by completing the Normal difficulty 100 Mario Challenge at least once, and if they clear Expert once, then the players will unlock the Super Expert difficulty.

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

Prior to the release of update version 1.40, without using any amiibo, the player could unlock up to 95 different Mystery Mushroom costumes in 100 Mario Challenge. The unlock limits were originally as follows:

Easy: 20 clears

Normal: 45 clears

Expert: 30 clears

As of version 1.40, additional costumes have been added onto 100 Mario Challenge, which also increases the unlock limits for each difficulty level (except Easy).

Normal: 48 clears

Expert: 34 clears

Super Expert: 5 clears

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

Differences from original games

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

General

Super Mario Bros.

The screen can scroll backwards, allowing the player to backtrack, and auto-scrolling is present as an option.

The player gets extra height from jumping on an enemy, just like all games since Super Mario Bros.: The Lost Levels .

. Hitting blocks and bricks with shells will cause them to break or otherwise react as if Mario were to hit them, consistent with the other styles.

Mario can jump through moving platforms and mushroom platforms, as in later games.

Mario can hit ? Blocks and bricks underwater, consistent with other styles.

Enemies typically found on land, such as Goombas, can be stomped underwater.

Visually, beanstalks now have Piranha Plant heads on their tops, making them consistent with other styles.

Lava in the Castle theme is animated and trampolines make sounds when Mario jumps on them, much like in the other styles and Super Mario Bros. Deluxe . Lava now has a hitbox, meaning Mario now loses a life instantly when he touches lava, rather than passing through it and and falling off-screen. This is to keep consistent with other game styles.

. The Underwater theme is completely underwater, consistent with other game styles.

All shells now have spinning sprites.

Enemies and ? Blocks do not have different color schemes in underground or castle levels, except for Munchers, Chain Chomps, Bob-ombs, Buzzy Beetles and Bullet Bills, which would otherwise blend in with the black background.

Weird Mushroom, Mystery Mushroom, Goomba's Shoes, and the Big Mushroom did not exist in the original game.

No timer event exists to trigger fireworks after completing a stage, although a firework SFX exists and can be triggered by Mario walking from the Goal Pole if the level designer includes them.

The Underground, Underwater and Castle backgrounds have been given extra details (statues, railings, skeletal remains, seaweed, etc.), when originally only the Overworld had such. This also extends to the Ghost House and Airship backgrounds (lanterns, grandfather clocks, bolts, small flags, etc.), which didn't feature extra background details when shown off at E3 2015.

P Switches and Warp Doors are now present. The Warp Doors in this game's style are similar in appearance to the Super Mario All-Stars version of Super Mario Bros. 3 's doors, but in green.

version of 's doors, but in green. Boss music can now be played, but is taken from Super Mario Bros. 3 's Enemy Battle theme. ( Super Mario Bros. had no boss theme.) For similar reasons, the P Switch's music is taken from Super Mario Bros. 3 .

's Enemy Battle theme. ( had no boss theme.) Palette color restrictions do not necessarily apply to newly-created sprites, including most Costume Mario characters, which feature their color scheme from later games.

Super Mario Bros. 3

As part of the use of the New Super Mario Bros. U HUD layout, the P-Meter is placed under the coin counter in the top left of the screen, rather than below the playing area.

HUD layout, the P-Meter is placed under the coin counter in the top left of the screen, rather than below the playing area. Raccoon Mario can defeat Dry Bones, similar to Cape Mario's mechanics in the Super Mario World style.

style. Fire Flowers are colored red, rather than white or blue.

When Mario touches the goal, he doesn't get a card, as they do not exist in Super Mario Maker . Instead, he receives points for whatever that was displayed in the roulette at the time he touches it. A Super Mushroom is worth 100 points, a Fire Flower is worth 800 points, while a Super Star is worth 4,000 points. A 1-Up Mushroom is added to the roulette to give Mario a chance at getting an extra life instead of points.

. Instead, he receives points for whatever that was displayed in the roulette at the time he touches it. A Super Mushroom is worth 100 points, a Fire Flower is worth 800 points, while a Super Star is worth 4,000 points. A 1-Up Mushroom is added to the roulette to give Mario a chance at getting an extra life instead of points. As of their introduction, Checkpoint Flags can be used in this style, when in the original, checkpoints were not available, due to the shorter level length.

Bowser hops backward and forward between ground pounds, rather than merely hopping in place.

Mario can exit a Goomba's Shoe by pressing the R or ZR Buttons, as with the Yoshi mechanics in the other styles, rather than being stuck in the shoe until damage is taken.

Mario cannot go into the background when ducking on a White Block platform. Instead, Mario will do a short hop in-place and a noise will play. [10]

The following power-ups present in the original game are not included: Frog Suit, Tanooki Suit, Statue Mario, Hammer Suit and P-Wing. Instead, the Frog Suit and Statue Mario now serve as Mystery Mushroom costumes in the Super Mario Bros. style. However, Weird Mario in any of the power-ups all present in the original game will appear if the player repeatedly taps the normal Warp Door in Edit Mode.

style. However, Weird Mario in any of the power-ups all present in the original game will appear if the player repeatedly taps the normal Warp Door in Edit Mode. Warp Doors which were originally doorless entryways are swing-open doors based from the Western Super Mario Bros. 2 . The Key Doors prior to unlocking with the Key depict the keyholes in the center as opposed to below the door knob, consistent with other game styles.

. The Key Doors prior to unlocking with the Key depict the keyholes in the center as opposed to below the door knob, consistent with other game styles. The Boom Boom and Koopaling boss music is the only music played for a boss theme. The enemy battle music is instead used for the Super Mario Bros. style.

style. When Mario rescues Peach in this game's style after beating the 100 Mario Challenge on Normal or Expert, Peach stands still and does not have her crying pose.

Big Goombas split into two normal sized Goombas when jumped on, consistent with New Super Mario Bros. U .

. Mushroom Platforms actually take the form of real mushrooms. Originally, there were Wooden Platforms that would take the shape of the latter.

Dry Bones turn around at edges of platforms instead of going forward, consistent with New Super Mario Bros. U .

. In the Airship theme, most of the Ground blocks representing boards and logs have different patterns expect for the wide vertical pillars.

Super Mario World

New Super Mario Bros. U

The HUD is solid white (except for the score, which is solid black) as in New Super Mario Bros. Wii and the early version of New Super Mario Bros. U instead of the metal opaque color from the final version of the base game.

and the early version of instead of the metal opaque color from the final version of the base game. The Goal Pole base was wider than one block in the original game, as well as in reveal build at E3 2014, but it is only one block wide here. Additionally, after jumping off the pole, Mario enters the castle without doing his victory animation, but he'll still say "Oh yeah, Mario time!" before entering.

The Goal Pole will not play the original Super Mario Bros. course clear music when the last two digits on the timer are the same.

course clear music when the last two digits on the timer are the same. Yoshi enters the fortress with Mario after touching the goal pole while riding him, rather than Mario leaving him behind and Yoshi waving goodbye.

Carriable objects cannot be carried above Mario's head, only at his side like in New Super Mario Bros. and New Super Mario Bros. 2 .

and . Stars do not appear when Monty Moles bump into other ones.

P Switches are dark blue rather than cyan.

Bowser can destroy breakable blocks with his body and his fire.

When eating a fire-based enemy (Fire Piranha Plants and Lava Bubbles), Yoshi will spit out three fireballs instead of one.

Yoshi can eat Hammer Bros.

Yoshi can swim underwater.

Mario can now Spin Jump on Piranha Plants and other spiked enemies.

The sounds emitted from Note Blocks are affected by the course themes rather than the background music.

Big Dry Bones can be knocked out simply by Spin Jumping on top of it, instead of having to Ground Pound them (Ground Pounding still has the same effect). When attacking Dry Bones, their heads do not fly off their bodies.

Big Wigglers can be made angry, making them more consistent with normal Wigglers.

Cannons cannot fire Bob-ombs; however, Bob-ombs can be put on Bill Blasters to simulate this.

Fish Bones do not collapse if they collide into each other.

Bullet Bills do not collide with each other.

Bull's-Eye Bills and Bull's-Eye Blasters are now colored entirely red, much like in Captain Toad: Treasure Tracker to distinguish from normal Bullet Bills and Bill Blasters, while in the original game, they are black with blinking red eyes and black like normal Bill Blasters, respectively.

to distinguish from normal Bullet Bills and Bill Blasters, while in the original game, they are black with blinking red eyes and black like normal Bill Blasters, respectively. Fires emitted from Fire Bars are smaller than in the original game. This is to keep consistent with Super Mario Bros.

Likewise, Chain Chomps are slightly smaller, and can interact with terrains when released, to be consistent with Super Mario Bros. 3 . Additionally, the stump do not produce coins upon defeating it.

. Additionally, the stump do not produce coins upon defeating it. Pipes cannot be entered from the edge of them.

Enemies and coins will bounce upon interacting with a Note Block, instead of acting just like other solid terrain.

Bowser's default size is smaller than in the original game to be consistent with Super Mario Bros. and Super Mario Bros. 3 .

and . Spin jumping near a flower does not produce a coin.

The sprites used here are actually in 2D, rather than the 3D models used in New Super Mario Bros. U (except Mario, Yoshi, Bowser and Bowser Jr.), as evident in the following: Some animations have fewer frames compared to their equivalents in said game. Flowers and grass are stationary; they do not move when Mario touches them. Objects and enemies do not dance to the music. Mario does not look directly at any enemies or items whenever he is near them. The face on Lakitu's Cloud does not turn when flying, instead facing the screen at all times. Piranha Plants do not look directly at Mario when they are placed in the ground.

(except Mario, Yoshi, Bowser and Bowser Jr.), as evident in the following: Skewers received a new design rather than using that of the original game. It is now more round and has more spikes, similar to the Super Mario World style, however, it is colored black and the spikes are colored gold, much like the ones from the original New Super Mario Bros. games.

style, however, it is colored black and the spikes are colored gold, much like the ones from the original games. There is no cheering or applause during chains of 1-Ups.

The following power-ups present in the original game are not included: Super Acorn, P-Acorn, Ice Flower, Mini Mushroom, and Penguin Suit.

Grinders were not present in the original game.

The font for received points has been turned white, while the 1UP icon is smaller and green.

Obsolete

Prior to the 1.20 update on November 4, 2015, power-ups in ? Blocks or Brick Blocks couldn't have status dependency (or couldn't be edited to change depending on Mario's status). For example, a Fire Flower placed in block wouldn't change into a Super Mushroom while Mario was in small form. From 1.20 onward - although the default remains non-status-dependent - dragging a Super Mushroom onto a Fire Flower, Super Leaf, Cape Feather, or Propeller Mushroom will make them show a small mushroom in their lower-right corner. The combined item is status-dependent and can be placed into a block as normal.

Prior to the 1.30 update, P Switches were orange rather than blue in the Super Mario Bros. and New Super Mario Bros. U styles, and showed a ? rather than P in the latter case.

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

Version 1.01

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

Added a small Easter egg when making courses.

Added a secondary method for unlocking Course elements faster.

Adjustments have been made to make for a more pleasant gaming experience.

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

Version 1.10

Released September 23, 2015, an official description was provided:

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

This update adds support for official Nintendo courses, including inserting into the game's data the message, "This course was uploaded by Nintendo, so it cannot be reported.".[12] Courses made by Mary O. and Yamamura with this designation were added on, October 14, October 20, and November 4 (the latter before the V1.20 update).[13][14][15]

Version 1.20

Released on November 4, 2015, update version 1.20 added some new features to the game:[16][17]

Up to two Checkpoint Flags (one for each Sub Area) can be placed onto courses by shaking an arrow sign to add a checkpoint to the course, and before uploading, the player must be able to clear the course from the checkpoint, as well as normally. Flags have rotation arrows, rotating at 45° angles. They do not require anchoring and can hover in free space.

Players can place a Super Mushroom on top of a power-up to make it status-dependent (if the player is Small Mario, the item is a Super Mushroom, but if they are Super Mario, the item is whatever the mushroom was placed on).

By shaking a Muncher enough, King Watinga will spawn from it in addition to the flies, and hitting him will allow players to play a more difficult version of Gnat Attack. Completing the hard version of Gnat Attack will unlock the Fighter Fly Mystery Mushroom costume.

In the Course World menu, an "Official" tab was added to the Makers section, which allows players to find courses created by Nintendo.

An Event Courses button was added to the Course World menu, allowing players to access special courses for partners outside Nintendo. These courses can unlock new Mystery Mushroom costumes based on something pertaining to the partner involved. Those that do are clearly marked by a Mystery Mushroom next to the course title. The first six Event Courses were released: Ship Love, Super Bakarhythm Land, Arino Maker, Arino Maker Returns, New! Arino Maker and Tri Force Heroes. For a complete list of event courses, see List of official Super Mario Maker‎ courses.



Some additional adjustments have also been made:

Players can now skip the segment between courses and the intro in the 10/100 Mario Challenge by pressing "A". Players can also skip the loading when Marios are setting up before playing a course for the first time.

Some glitches that were present in the previous updates have been fixed.

Cosmetic changes:

The "Featured" tab and the "Up & Coming" tab in Course World's Courses section were renamed "Highlights" and "New Arrivals" respectively.

An easter egg was added to the Course Maker where the player is able to knock on a Warp Door by tapping it. Knocking it enough times causes Weird Mario to answer it in one of five poses, each different depending on the game style. If the player doesn't knock enough times then a loud knocking sound will be heard answering.

Version 1.21

Released November 12, 2015, the only official note is that Adjustments have been made for a more pleasant gaming experience

Version 1.30

Released on December 21, 2015. This update adds support for the portal site, Super Mario Maker Bookmark. In addition, the "Bookmarks" tab is added in the Course World's Courses section. The "World Record" and "First Clear" are also added for each course in Course World.

New Elements:

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



Cosmetic changes:

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

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

Players can now have an option to retry a course when a course is cleared.

Version 1.31

Released December 28, 2015, the only official note is that Adjustments have been made for a more pleasant gaming experience

Version 1.32

This was an update solely to "Fix a[n unspecified] glitch occurring in “Create” mode", which had led to the online portion of the game being taken down for maintenance for twenty hours on the 28th of January 2016[18].

Version 1.40

An update has been released on March 9, 2016, which adds several new features to the game.[19] These include a Super Expert difficulty level for 100 Mario Challenge, along with new Mystery Mushroom costumes. The new Mystery Mushroom costumes can be unlocked by completing the Normal, Expert, and Super Expert difficulty levels, with some of the costumes being exclusive to the Super Expert difficulty level.

Four new course creating elements have also been added:

Shaking a Thwomp will transform it into a Skewer. They will extend to crush Mario at regular intervals and can be positioned horizontally.

Shaking a P Warp Door will transform it into a Locked Door. The doors are only usable when unlocked by a Key.

Shaking a P Switch will transform it into a Key. They can be carried to Locked Doors to unlock them, and if one is dragged onto an enemy, it will be dropped when that enemy is defeated.

Shaking a coin will transform it into a Pink Coin. They act similarly to Red Coins, and if all within a course are collected, a Key will appear.

Three new restrictions on giving out stars were implemented:

If a player tries to star a course using another Nintendo Network ID on the same Wii U console as the user who uploaded the course, the game now gives a message telling the player they cannot do that.

Players cannot star courses unless they have beat or failed at said course at least once; if the player opens up the interface with the star touch button on it without doing so, the icon will be faded out and un-clickable.

Players cannot star more than 100 courses within 24 hours of real life time.

Version 1.41

Released March 17, 2016, the only official note is that Adjustments have been made to make for a more pleasant gaming experience. This patch also fixed Wolf Link's entry in the Mystery Mushroom Menu from Japanese to English.

Version 1.42

Released April 6, 2016, the only official note is that A number of issues have been fixed to make for a more pleasant gaming experience.

Version 1.43

Released May 19, 2016, Nintendo provided an official description of the update . Unusually for a 0.01 update, it includes actual details:

The Star Ranking list in Course World has been changed to display courses that have received the most stars relative to the number of people who have played them. [A message to this effect also pops up when opening the Star Ranking page] Previously, when searching for courses in the Star Ranking list, results could be set to either “Weekly” or “All-Time” but will now be limited to “All-Time.”

[A message to this effect also pops up when opening the Star Ranking page] “Super Expert” difficulty has been added to the difficulty filters when searching for courses.

This update (ver1.43) must be downloaded and applied in order to use the Internet features of Super Mario Maker.

In addition, the Mystery Mushroom "Costume Collection" the player has obtained can now be viewed directly from the Main Menu, with the Notifications, Options and Manual buttons being slightly shrunk to allow it to fit.

When choosing costumes by tapping the Mystery Mushroom can now be navigated using and selected/canceled using / , alongside the touch screen.

Cosmetic changes:

Rather than being displayed as "★ Stars / 👣 Plays" in lists, the values are now displayed as "★ Stars [👣 Plays] "

Version 1.44

Released July 22, 2016 .

Commenting on courses during or after playing them will no longer cause them to receive a star.

Changed the conditions that cause the fly to appear while creating courses.

In addition, the player gets notified with a reason (i.e. unpopularity, bugs, inappropriate content), when their course(s) gets deleted from the server. Previously, the player gets notified without a reason.

Version 1.45

Released November 30, 2016, the only official note is that A number of issues have been fixed to make for a pleasant playing experience.

Version 1.46

Released April 27, 2017, the only official note is that A number of issues have been fixed to make for a pleasant playing experience.

Released September 5, 2017, an additional update was added to Version 1.46:

Addressed an issue that caused text in the e-manual to display incorrectly.

Version 1.47

Released November 7, 2017 .

Accompanying the ending of the Miiverse service, new comments can no longer be added and existing comments can no longer be viewed on uploaded courses. Courses can still be uploaded, played, and evaluated.

A number of issues have been fixed to make for a pleasant playing experience.

The "Comment" button has been removed from the "Course Clear" menu and the pause menu, and the "View Comments" button has been removed from the Course World menu. Various glitches have also been removed. Additionally, there were many changes to the in-game physics, such as being able to immediately jump on upside down Beach Koopas without spin jumping, thrown Bob-ombs moving differently and springs sinking in lava now giving Mario high jumps instead of acting like a regular platform.

Development

Shigeru Miyamoto had shown interest in developing a user-generated Mario game since at least 2009, citing the Mario vs. Donkey Kong series and Flipnote Studio as examples of Nintendo products already featuring such content to demonstrate how open he is to the idea.[20]

Promotion

In 2015, a browser game based on this game was released on the Play Nintendo website called Super Mario Maker Wallpaper Maker. A series of comics called Super Mario Maker: Crash Course were later added to the Super Mario Maker website.

Reception

Critical reception

Super Mario Maker has received generally positive reviews from critics. Currently, the game has an 88% average on Metacritic[21] and an 89% average on Game Rankings[22]. IGN gave the game a 9.6, praising the game's social elements and highlighting the 10 Mario Challenge in a positive light, stating that players would "see a genuine reverence for Mario’s history" in the online modes[23]. Destructoid, Nintendo World Report and VideoGamer.com gave the game an 8 out of 10, while Game Informer[24] and GameSpot[25] gave a 9 out of 10, and EGM[26] and Polygon[27] gave it an 9.5 out of 10.

The game has been praised for its simple but well designed and expansive interface, social elements and highlighting the 10-Mario Challenge. Some criticisms towards the game include the lack of certain elements, with slopes being the most common, and the issue in finding courses from friends on the Course World feature. The game has also been criticized for its level-sharing organization and quality control such as Michael Thomsen from The Washington Post, who lambasted the game by calling it "an engine for circulating bad ideas and broken gimmicks as if there weren’t already an overabundance of them."[28] Patricia Hernandez from Kotaku, on the other hand, as a direct response to Thomsen's argument, has defended Super Mario Maker, stating that "Mario Maker isn’t a worse game simply because all these shitty levels exist" and praising its simplicity of level creation, but has agreed that the content-sharing aspect of Super Mario Maker is highly flawed.[29]

Sales

As of the end of September 2015, Super Mario Maker has sold over a million copies worldwide. It was the fourth-fastest selling Wii U title since the system's launch[30] As of the end of December 2015, Super Mario Maker racked up over 3.3 million sales. [31].

Glitches

Main article: List of Super Mario Maker glitches

Permanent Invincibility

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

For this glitch, the player must have a power-up that will turn them into Super Mario when hit. If the player takes any form of damage and enters a door when the invincibility frames are about to end, Mario will retain the invincibility for the duration of the course; he cannot take damage from enemies or obstacles, except for bottomless pits or lava which automatically cause the player to lose a life. While in this state the player also cannot collect any power-ups except for Super Stars.[32]

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

Block Glitches

Invisible Platform

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

This glitch requires a cloud platform, a track piece, and an invisible ? Block. Put the invisible ? Block on the track, then change the tab to a different object. Next, put the track over the cloud platform, then switch to the track tab. Finally, touch the track, and pull it towards the platform. If the player sees the cloud platform in front of the invisible ? Block, then the glitch didn't work, but if the player just sees the invisible ? Block, then the glitch did work. This can also happen with hard blocks and solid blocks. The method for the latter two cab be found below.

Solid Block Glitch

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

Fake Hard Block Glitch

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

Vine Wall Clip Glitch

This involves blocks covering vines and the Super Mario Bros. style. First place two vines, then cover the vines with blocks. When playing, climb up the vine without the blocks, then at the top, press right to transfer to the other vine. Mario will instead clip through the ground blocks above and can freely walk through the wall.

Four Bowsers

NOTE: This glitch only works on update versions before 1.32.

This glitch involves Bowser, track, and a firebar. First, place a track segment and place Bowser on it. Next, place a firebar on Bowser, then extend it to full length while simultaneously holding right on the Control Stick. After a couple screens, hit Undo, and the editor should lock up, causing the firebar to remain. Head to the main menu and tap the Exit option. Bowser will be visible on the title screen, but when you head back to the editor, the firebar will replace him. Delete the firebar. Tap Play to make Bowser reappear, then go back to the editor. Place 2 Bowsers, then delete the original to place another. When the Play option is tapped, the original Bowser will remain, bypassing the limit. Keep in mind that the original Bowser must be on a track or he will fall off the stage.

WARNING: If performed, the glitch will cause random Bowsers to appear out of nowhere upon starting a course before falling off screen. To stop this, one must shut off their console before restarting it. If the problem persists, unplugging the console might fix it.

Black Hole

NOTE: This glitch has been partially patched.

This glitch involves a Big Thwomp, Muncher, and another item with which the player wishes to surpass the enemy limit. The player then places the Giant Thwomp with a Muncher on the left side under it. On the other side on the bottom of the giant Thwomp, the player has to place the enemy to be duplicated, start the game and then go out again. Then, the player should duplicate the enemy to be duplicated before going into the play mode again. By doing this over and over, the player can create an infinite number of enemies.

An alternative way to do this glitch was discovered afterwards, which is not patched yet and even works on the Nintendo 3DS version. First, the player must have a Bill Blaster four blocks below the second level line, while still have it above it. Then, the player must place a Big Thwomp on it. Then the player must put the enemy they want to clone right by it. It helps to have a Bob-omb on top of the enemy the player wants to clone, but another video on Ceave Gaming's channel shows it with stacks of Big Goombas. After preparations are made, the player must be viewing the bottom screen and place a coin. Then they must erase the Bill Blaster, get out of Erase mode, and hit undo twice. Player repeats the process after preparations until desired number is reached, but 36 coins can only be on the screen at once. It should be noted that duplicated enemies on the Nintendo 3DS version shows up in Edit mode, but not in Play mode, where only the max number of enemies can be seen until some are defeated and moves the camera, or the player goes through a door and encounters different enemies.

WARNING: If the player goes above the normal enemy limit to an extreme level, the editor may crash and their progress will not be saved. Therefore, the player should save the glitched level at multiple occasions. Also, this glitch can cause the game to lag if used to bypass the normal 100 enemy limit.[citation needed]

Multiple-Item ? Block Glitch

NOTE: This glitch has been patched.

This glitch involves a ? Block, a Lava Bubble, a Track, and a Super Mushroom. The player must place the Lava Bubble on a track, drag the Super Mushroom onto the Lava Bubble, then shake the Track. The player should then select undo twice, place the ? Block on the track with the Lava Bubble, then select play and return to the editor and duplicate the ? Block however many times as desired. The player must place an item in the ? Blocks, then drag the track with the Lava Bubble away and layer the ? Blocks on top of each other. It should be noted that the layered ? Block must have a track under it, otherwise it will fall off of the stage. When the player hits the ? Block, all of the items will pop out.[citation needed]

Wrong Block Art

NOTE: This glitch only works on update versions before 1.11.

Sometimes, if one places a grass tile around other tiles (confirmed in the Super Mario World theme with the grass tile) then deletes the tiles around them, and then replacing them, that one tile may glitch and show the wrong tile art. There is another way to do this in the New Super Mario Bros. U theme (only confirmed on it, however).[33][dead link]

Super Mario Maker Bookmark

Home page, as of April 17, 2019

Super Mario Maker Bookmark is a website which allows users to search and bookmark Super Mario Maker courses from PC and smart devices. It was launched by Nintendo on December 22, 2015,[34] coinciding with the game's version 1.30 update, in which players can bookmark online courses to play them later. To be able to bookmark a course from the website, users have to sign in with their Nintendo Network ID. While logged in, they can also visit their profile to view their own uploaded courses.

The website features three tabs where the player can search for courses. The Recommended Courses tab features highly popular courses that can be sorted by All, Easy, Normal, Expert and Super Expert. The tab also contains an area called Special Collections, which users can access to view courses featured at special events such as GameCenter CX and Tokaigi, or courses selected by the game's development team based on a theme such as Costume Mario and Super Mario Bros. 3.

The Course Search tab allows users to filter courses by game style, course theme, region, difficulty, tag and upload date. There is also an individual option to sort courses by star rate, total stars, lowest clear rate, times shared and most recent.

Lastly, the Maker Rankings tab features a top 100 of course makers ranked by a certain category: total stars, number of world records, number of first clears or number of 100 Mario Challenge clears. Users could also similarly view courses by various rankings,[34] although this is no longer supported.

The following are the course sets from the Special Collections.

Thumbnail Name Official description Number of courses Link Tokaigi 2016 These courses were created by the "King of Course Creators" challengers nominated for the final round of the "King of Course Creators" / "King of Course Players" contest at Tokaigi 2016. 96 [1] GAMECENTER CX Super Mario Maker Special (set 1) These courses were chosen by the staff of GAMECENTER CX for a challenge in which Arino KACHO took on courses in a 120-minute live broadcast. 120 courses were selected from over 10,000 submissions by the public, and these are the first 60. To view the second 60, click here. 60 [2] GAMECENTER CX Super Mario Maker Special (set 2) These courses were chosen by the staff of GAMECENTER CX for a challenge in which Arino KACHO took on courses in a 120-minute live broadcast. 120 courses were selected from over 10,000 submissions by the public, and these are the second 60. To view the first 60, click here. 60 [3] Course Selects: Super Mario Bros. 3 This is a selection of courses chosen by the development team, based on the theme of "Super Mario Bros. 3."

The Super Mario Maker development team ranges from people who worked on creating the original Super Mario Bros. 3 to people who weren't even born when it released!

But everyone has their own ideas about what made that game special. Though the Super Mario Bros. 3 game style seems to have been less popular than we might have hoped, we've picked out the very best courses that breathed new life into this classic title. 7 [4] Course Selects: The World of Costume Mario Costume Mario, who can take on the form of all kinds of different characters, is a power-up unique to Super Mario Maker.

We're thrilled to see just how many courses you've all created featuring Mario in his many different guises.

We crafted each costume's pixel art and sound effects carefully in the hope that they'd make fans of each individual character happy. For this selection, we've picked out courses that will make fans of the original characters smile, but provide lots of fun even for players who are meeting them for the first time. 6 [5] Course Selects: Spikes Galore This is a selection of courses chosen by the development team, based on the theme of "Spikes Galore."

You probably won't find many Mario fans who claim to like spikes, but there's no denying they add some extra spice that many courses just wouldn't be the same without. Love 'em or hate 'em, spiky elements are an important part of the Mario series. So for this selection, we've picked out courses whose creators showed a lot of love for our spiky friends.

Courses with lots of spikes have a tendency to end up hard as nails, but this time we've focused on courses that are lots of fun to play despite all that! 7 [6] Course Selects: Tricky Challenges This is a selection of courses chosen by the development team, based on the theme of "Tricky Challenges."

This selection's focus is simple: courses that are so hard, they made even our most confident staff members weep. But difficulty isn't all we were looking for! These are the kinds of courses that you can't stop coming back to for one more try. It takes a lot of work to make courses with this level of finely tuned suffering!

If you're not a hardened Mario veteran, you might find these courses a little too much to handle, but it can't hurt to give them a try! 6 [7] Course Selects: Simple Yet Fun This is a selection of courses chosen by the development team, based on the theme of "Simple Yet Fun."

There's something almost magical about this kind of course. They don't take that much effort to complete, yet by the time you reach the end, you feel like you've achieved something wonderful. In a sense, these might be the courses that represent the pinnacle of game design—because at the end of the day, aren't games all about making sure the player has a good time?

Let's hear it for all the creators who really know how to put the player first! 8 [8] Course Selects: Above the Clouds This is a selection of courses chosen by the development team, based on the theme of "Above the Clouds."

Is there anything more inherently thrilling than standing high above the world? In the Mario series, the Athletic courses represent that kind of thrill.

Everyone loves them, so it's always tempting to try to design your own. But the more you try to bring out that sense of precarious height, the more frustrating the courses always seem to get. For this selection, we've picked out our favorite courses that find the perfect balance between thrill and difficulty, for a truly tremendous airborne experience! 6 [9] Course Selects: Visual Splendor This is a selection of courses chosen by the development team, based on the theme of "Visual Splendor."

This selection showcases courses that have managed to transcend the limitations of the elements Super Mario Maker has to offer, constructing fascinating scenes that are a wonder to behold. Because there's no denying the importance of atmosphere! And of course, they're fun to play, too. We tip our hats to your creativity. 10 [10] Course Selects: Beneath the Waves This is a selection of courses chosen by the development team, based on the theme of "Beneath the Waves."

Mario's swimming style can be something of an acquired taste, so underwater courses are among the trickiest to design in any Mario title. We were worried that you'd struggle with them in Super Mario Maker too, but as usual, you've exceeded all our expectations! Enjoy this selection of entrancing underwater escapades. 10 [11] Course Selects: Traditional Style This is a selection of courses chosen by the development team, based on the theme of "Traditional Style."

For this selection, we've picked out courses that capture the core of the Mario experience, providing pure platforming action. Each course challenges the player while never overwhelming them, and the items and Checkpoint Flags are always perfectly placed. Even when you fail, you'll always feel ready to get right back into the action in these expert creations. 10 [12] Course Selects: Befuddling Puzzles This is a selection of courses chosen by the development team, based on the theme of "Befuddling Puzzles."

One area that we really focused on in our updates to Super Mario Maker was adding elements that could be used to create puzzle-based courses. The Pink Coins and Key Doors in particular were two elements that we really worked hard to get just right, so we were a little nervous to see how they would be received.

In the end, though, we needn't have worried—you created tons of courses that used them in a multitude of creative ways!

So for this selection, we've picked out our favorite puzzling courses that opened up our minds to a world of new ideas. 10 [13] Course Selects: Through the P Warp Door The mysterious P Warp Door only appears once a P Switch is pressed. For this selection, we asked makers to create courses that use this advanced item in unique ways, and the development team chose their favorites. 3 [14] Course Selects: Summer Fun For this selection, we asked makers to create courses perfect for the summer season—be they courses that exude a sense of sweltering heat, or courses that might cool you down after a day in the summer sun. As always, the development team picked their favorites to be included. 3 [15] Course Selects: Brrrrrring! One of the sound effects available in Super Mario Maker is a ringing telephone. Even the development staff weren't quite sure how to use it in a course, so we asked makers to give them some great ideas. Their favorites are included in this selection. 3 [16]

References to other games

References in other games

Gallery

For this subject's image gallery, see Gallery:Super Mario Maker.

Media

For a complete list of media for this subject, see List of Super Mario Maker media.

Super Mario Maker - Modern Mario's death music 0:06

File info Media:SMM-MarioModern-Die.oga

Super Mario Maker - The Super Mario World Ground Theme 0:30

File info Media:Overworld Theme Super Mario World.oga

Super Mario Maker - The Super Mario World Ground Theme while riding Yoshi 0:30

File info Media:Overworld Theme (Yoshi) Super Mario World.oga

Super Mario Maker - Super Mario Bros. Ground Theme 0:23

File info Media:Overworld Theme.oga

Super Mario Maker - The Super Mario Bros. 3 Ground Theme 0:29

File info Media:Overworld 1 Super Mario Bros 3.oga

Super Mario Maker - The New Super Mario Bros. U Ground Theme 0:30

File info Media:Overworld Theme New Super Mario Bros U.oga

Staff

Main article: List of Super Mario Maker staff

Trivia

On very rare occasions, when Mario falls into a pit, the death jingle is preceded by one of the eight longer sound clips (e.g. one of them which would whisper the game's title). [39] [40]

When placing an object onto a course, a distorted voice will say the name of said object (e.g. "Pipe" for placing/adjusting a Warp Pipe), which will correspond in tone with the stage's music.

Holding Easter egg is functional in all four game styles.[41]

Super Mario Maker coverage on other coverage on other NIWA wikis: Nookipedia Pikipedia SmashWiki Starfy Wiki StrategyWiki

Websites

See also