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Super Mario Maker 2 is a Game Maker released for the Nintendo Switch and the direct sequel to Super Mario Maker. Continuing from where the previous game left off, 2 takes everything from the original and offers even more zany creation options and tools to pack on the course making chaos, including the new Super Mario 3D World game style, new enemies, terrain, a story mode, multiplayer, and of course, slopes!

In the Story Mode, after finally finishing work on Princess Peach's castle, Mario and company are sent back to square one when Undodog jumps on a Reset Rocket and wipes it away. Construction chief Toadette sends Mario out to complete anonymous odd jobs to collect coins to fund an even better castle, which her Toad employees are working on. Mario plays through many pre-made courses along the way, even taking jobs from the various menu elements of Course Maker.

Super Mario Maker 2 was announced during an installment of Nintendo Direct in February 2019 and was released on June 28th of the same year. An update was added on December 5, 2019, adding new course parts, a Ninji Speedrun mode, and the Master Sword powerup for the Super Mario Bros. theme, which turns Mario into Link and gives him a Zelda-inspired moveset. As the last hurrah, the final update, added April 22, 2020, introduced a ton of powerups, the Koopalings as bosses, Cursed Keys for the Super Mario Bros. 1 style that summon Phanto from Super Mario Bros. 2, Mechakoopas from Super Mario World, and finally a World Maker, where players can create their own world maps based on Super Mario World.


This game contains the following tropes:

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    Tropes #-H 
  • 2½D: The new 3D World style incorporates visual and gameplay elements from said game, including foreground and background interactivity. The objects used in this style have noticeably more "pop" than the ones used in the New Super Mario Bros. U style, and won't pass through walls or most other objects - donut blocks and springs are fully solid to both the player and enemies, power-ups bounce off enemies, and Bullet/Banzai Bills collide with walls and most objects, blowing up Bullet Bills while Banzai Bills plow through everything but (ground) walls, pipes and donut blocks, much like giant shells and Thwomps do. Both types of Bill will kill enemies, detonate (red) POW Blocks, and destroy bricks, hard blocks, and ice blocks, unlike in the other styles.
  • Absurdly Short Level: A few Story Mode courses are quite short.
    • "Piranha Creeper Squash" only has one enemy and the goal right after it. You have to defeat the Piranha Creeper, but it doesn't take very long.
    • "Target: A Single Pom Pom" has Pom Pom as a boss, and then the course is over. Pom Pom can be defeated in around 30 seconds.
    • "Head in the Clouds" has Mario fly around two columns of spikes and then reach the goal.
  • Adaptation Combination: In the previous game, Yamamura's Trademark Favorite Food was established as edamame in the Japanese and American versions, while the British version changed it to fried chicken. In this game, Yamamura states both are his favorite food.
  • All Deserts Have Cacti: It is to be noted that no part of Super Mario Maker 2 seems to be set in the Americas.
    • Originally, adding cacti to a course was only possible by having them appear while placing Ground tiles in a course set in a Desert theme or copying pre-existing ones (even then, the Super Mario World game style doesn't do this, as its version of the Desert theme has the appearance of a Mesa Plateau, and those don’t have cacti).
    • A post-release update added Pokeys, which resemble cacti and can be added to courses with a Desert theme.
  • All or Nothing: In Multiplayer Versus mode, only the player in first place earns rank points; everyone else loses them. On courses that have flagpoles, players who can reach the flagpole soon enough after the winner can reduce their rank loss. If a course ends in a draw (either time runs out or all players give up), nobody has points added or subtracted.
  • And Your Reward Is Clothes: Various objectives, such as gaining a certain number of Maker Points, clearing courses, getting far enough in the Endless Challenge modes, or winning Multiplayer Versus matches will unlock clothes for you to customize your Mii with. Certain NPCs can also give you clothes if you clear challenges.
  • Ant Assault: The Ant Troopers, as well as the Horned Ant Troopers and Big Ant Troopers make their return, while wings and/or parachutes can be given to all 3 Koopa Troop Minions, or one can make Horned Ant Troopers big with a Super Mushroom.
  • Anti-Frustration Features:
    • Player-made courses that have a poor or negative rating are unable to appear in the higher difficulty courses of Endless Challenge.
    • Story Mode's "assist mode" allows the player to place a limited number of power-ups and Hard Blocks into a course if they're having too much trouble with it. Likewise, if you lose all your lives, you can opt to have Luigi clear the course for you. You'll still get your payment, but you won't gain any extra coins that you could have earned by playing the courses yourself.
    • In the first Super Mario Maker, if you wanted to make a Goomba larger, you would have to physically drag a Super Mushroom onto them, and if you wanted a red Koopa Troopa who could turn on ledges, you would have to shake the enemy with your stylus. Now, the player simply has to double tap an enemy, object, or gizmo to be able to change them. While the former mechanic is still in the game, the shaking function is removed.
    • In the first Super Mario Maker, the random seed was initialized at the start of the course based on the clock, so truly random events could happen. This was changed in this game, such that the seed at level start is always the same for any given level. This makes a Luck-Based Mission harder to clear check, and easier to complete if it is uploaded, because duplicating the input seed to clear it is guaranteed to work.
    • In multiplayer, some freely-placed items like power-ups, P-Switches, Yoshi Eggs, and Koopa Clown Cars will respawn in the location of the original after a few seconds, preventing people from losing matches or failing courses just because there weren't enough items to go around. Similarly, if you take a power-up from a block and die, the block will allow you to get another item from it.
    • In multiplayer co-op, resetting a level requires all players to hit a “Let’s start over!” button, but if all but one players give up they can restart at any time by hitting the regular start over button.note 
    • Like in the first game, the game requires a level maker to complete their course and earn a clear flag in one life from both the beginning of the level and from every checkpoint before it can be uploaded. This makes sure the player cannot be placed in an unwinnable scenario that can't be resolved after a death (such as triggering a checkpoint but then being locked inside the room with the checkpoint due to Dotted-Line Blocks or something). It seems small, but Nintendo requiring the player to beat their course regardless of difficulty from every possible spawn point means that you are guaranteed to be able to finish a course no matter how hard.
  • Anti-Trolling Features:
    • Much as in the previous game, it is required that any level must be cleared by its creator in one life before it's allowed to be uploaded, not only from the start but also from every checkpoint. This prevents any joke or unwinnable levels from getting into the public eye. Also, players can download any level to look at the bits and pieces used to create it, which means any tricks or hidden objects will be quickly found.
    • One of the Yamamura's Dojo videos about treating the player fairly discourages unfair or unexpected traps.
    • 2 introduces the ability to Boo levels (effectively, downvote them), which can be used if you encounter a level that doesn't treat the player fairly. This penalizes the level's maker and makes the level itself less likely to appear.
  • Aquatic Mook: The game adds the Porcupuffer to the existing list of aquatic enemies from the first game. It is exclusive to the Super Mario 3D World game style, and is capable of killing the playable characters in one gulp.
  • Art Evolution:
    • P-Switches and POW Blocks now have a glowing animation in the Super Mario World game style.
    • Luigi's Super Mario World sprites have once again changed. This time, he looks similar to his Super Mario All-Stars + Super Mario World design, except his poses are identical to Mario's rather than distinctive, and he shares Mario's skin tone.
    • The Koopalings have new sprites in the Super Mario World style for consistency with Bowser and Bowser Jr.'s new sprites.
  • Artificial Brilliance: Bowser Jr. (and the Koopalings in the New Super Mario Bros. U style) will attempt to distance themselves from Mario when their Retaliation Mode is about to end, making it harder to stunlock them.
  • Ascended Extra: Link has gone from a Costume Mario outfit to a full-fledged character, accessed through a powerup, with several items like the sword, bow and bombs from his home games present.
  • Ascended Meme:
    • The lack of slopes in the first Super Mario Maker was one of the most major complaints about the game. Sure enough, slopes were literally the first new feature shown in the reveal for this game. Likewise, the May 2019 Direct also talked about slopes first when it came to the new additions.
    • Music courses and automatic courses ("Music" and "Auto-Mario" respectively) are recognized as their own course tag in the game's search engine.
    • Multiple remakes of the infamous "Mecha Bowzilla" course from the first game are shown through the trailers.
    • One of the new startup screens added in version 1.1.0 shows Luigi with a key walking up to a door guarded by Mario, Blue Toad and Toadette, and promptly getting attacked by all three of them. Anyone who's played the versus mode will tell you this sounds very familiar.
    • Two heavily fan-requested enemies, Pokeys and Spikes, were added on the December 5th update. This update also acknowledged the popularity of speedrun courses, with Nintendo making their own that people can compete on.
  • Attack! Attack... Retreat! Retreat!: The Rotten Mushrooms that show up in the Night version of the Ground style will relentlessly chase you, even hopping up small ledges. Grab a Super Star, however, and they'll instead begin to slide away. Creative makers can exploit this to make the possession of a Super Star control contraptions.
  • Automatic Level:
    • There's not a level of this kind in Story Mode unlike in the first game. However, Nintendo is well-aware of the popularity of these levels, so the search function has a tag that allows the player to limit the pool of levels to those of this type when searching online.
    • The Ninji Speedrun course 35th Anniversary Auto-Mario can be cleared automatically.
  • Auto-Scrolling Level:
    • It's possible to make a level's screen move forward like in the first game, but this time, there is a Custom Scroll feature that allows you to tell the camera where to scroll instead of strictly horizontal scrolling. Also, thanks to the addition of vertical levels, it's possible to not only adjust the scrolling speed, but whether it scrolls upward or downward.
    • A new feature is the Scroll Stop function, which stops the scrolling if the player runs into a wall of solid blocks (this also applies to non-autoscroll courses, allowing you to prevent the screen from scrolling outside of a given area, such as a secret room). However, if the player breaks through those blocks, the course will continue to scroll.
  • Awesome, but Impractical: The Koopa Troopa Car. You get to stomp a Beach Koopa and drive around in its car! The problems are that you can't use any other power-ups while in it, it goes to a complete halt while turning, its jump is very low, and that it can be smashed apart if it collides with anything three times. It's usually faster to just run on foot.
  • Background Boss: Meowser can become one when given Wings in the 3D World style, attacking sporadically with fire breath from the background of the course, following you as he does so.
  • Background Music Override:
    • As in the first game, placing one of the long-term sound tracks onto Mario (like Heartbeat, Boss or one of the added themes based on other Mario games) will make that music be used for the whole course, replacing the default music used for that course.
    • Collecting a Superball Flower replaces the background music with the 1-1 song of Super Mario Land.
    • Collecting the Master Sword replaces the background music with various music from The Legend of Zelda; namely the Overworld theme in the Ground, Underwater, Desert, Forest, Snow, and Sky styles, the dungeon theme in the Underground and Ghost House styles, and the final dungeon theme in the Castle and Airship styles. Both boss music triggers are also replaced with their respective Zelda equivalents (specifically those of Zelda II: The Adventure of Link), with sprites of Aquamentus and Ganon appearing instead of Bowser Jr.'s and Bowser's heads, respectively. Even the bonus music trigger gets replaced, but with an 8-bit rendition of the Horse Race theme from Ocarina of Time. Finally, the Calm sound effect is replaced with the Fairy Fountain music from A Link to the Past.
    • Collecting the Super Mario Bros 2 mushroom replaces the music with tracks from Super Mario Bros. 2. Namely: the Ground Theme for the Ground, Underwater, Airship, Forest, Desert, Snow and Sky themes; the Underground theme for the Underground, Ghost House and Castle themes; the Subspace theme for when a P Switch is pressed, the source game's respective Boss and Final Boss themes for those of this game (replacing the icons of Bowser Jr. and Bowser with those of Birdo and Wart, again respectively), the Character Select music for the Bonus sound effect (matching the case of the Bonus music for the 3D World game style, since that track is a remixed version of this one), and the ending theme for the Calm sound effect.
  • Backing Away Slowly: In World Maker, when your character doesn't receive a match in the famous matching game from Super Mario Bros. 3, they will do this in reaction to the abomination they created.
  • Battle Boomerang: The Boomerang Flower returns for Super Mario 3D World style courses, and it can be used to hit blocks and collect items along with being a offensive weapon against enemies.
  • Battle Theme Music: The game retains the boss tracks that appeared in the first game, and adds a second theme for each game style, namely the Final Boss theme (the original SMB lacked any sort of boss music, so in Maker 2 it borrows the Bowser battle theme from SMB3); the game also has boss music (both regular and final) from Super Mario Bros. 2 and Zelda II: The Adventure of Link, heard when the player's character triggers the boss music while using the SMB2 Mushroom and Master Sword respectively.note 
  • Be Careful What You Wish For: The worker Toads don't bother hiding their grievances with Toadette when they talk to Mario. All of them are upset when she ultimately gets kidnapped by Meowser.
  • Berserk Button: Yamamura tends to get upset whenever Nina says his name wrong.
  • BFG: Zappa Mechakoopas are Mechakoopas who can shoot out destructive lasers which can destroy hard blocks when enlarged out of their mouths.
  • Big Creepy-Crawlies: The game adds the Stingby and the Ant Trooper (as well as the Horned variant) to the existing list of insectile enemies from the first game. Both are exclusive to the Super Mario 3D World game style, and retain their respective behaviors (Stingbies rush at the player's character upon proximity, and the Ant Troopers will walk around solid terrain). As for the existing insect mooks, Wiggler and Big Wiggler gain the unique trait of swimming in the air during nighttime levels.
  • Big "NO!": Chief Toadette in the Story Mode intro, when Undodog is about to activate the Reset Rocket and undo her crew's hard work on the castle.
  • Black Comedy: In the tutorials, Nina has a habit of misnaming Yamamura, who is a pigeon. One of her mistakes is "Tebasaki," which is a type of fried chicken dish.
  • Blackout Basement: The Underwater and Ghost House themes, in Night mode, will turn pitch black except for the characters' immediate surroundings and some luminous items and enemies (grabbing a Super Star will temporarily illuminate much of the screen).
  • Blending-In Stealth Gameplay: A post-release update adds the Goomba Hat, of Super Mario 3D World fame and exclusive to that game's associated style here. The hat makes Mario and the other playable characters look like a regular Goomba, causing enemies and even bosses to be passive to them. If they take damage, the hat falls off and any hostile creatures in the area will immediately aggro again.
  • Blow You Away: The new Twister object creates a gust of wind that spirals outward above itself. This can be used for traversing a course, but it can also be used to blow objects around too.
  • Body Horror: The way Mr. Eraser gets rid of brick obstacles involves him rapidly bouncing up and down, then chipping pieces of himself off to erase things. It's apparently a little painful, as he flops onto the ground and mutters "adios" each time he does it, but he restores himself after a few seconds.
  • Breath Weapon: A new addition to the game is Red Yoshi, who breathes a ball of fire (or three of them if the player riding them is powered-up with a Fire Flower) instead of using his tongue. A Red Yoshi is created by hatching a giant Yoshi Egg (which hatched into two Yoshis that immediately run away in the first game).
  • Broad Strokes: The Master Sword power-up in the 2.0 update brings with it the aesthetic and mechanics of The Legend of Zelda, despite the fact the Master Sword never appeared in that game. The power-up's appearance is based on the White Sword, but because the Master Sword has since become the iconic sword of the series, it replaces the White Sword here with the sprite slightly altered to reflect this.
  • Broken Bridge: After the second floor of the main hall is finished, construction on the castle suddenly stalls for various reasons: Red Toad couldn't finish the staircase to the third floor because he ran out of stone, Green Toad needs a new cloud since the Chief took his old one, and Blue Toad is waiting on Purple Toad to arrive with ! Blocks to connect the main and east halls. They all end up offering special jobs for Mario to resolve these issues.
  • Bullet Hell: Thanks to Ludwig's penchant for spamming Spread Shot projectiles, the level creator can very easily spawn multiple copies of him to create a situation with tons of projectile spreads.
  • The Bus Came Back:
    • After 31 years since the release of Super Mario Bros. 3, with it getting nothing but minor cameos in a couple of Spin-Off games, the Angry Sun finally makes a return in this game as a regular enemy.note 
    • After being missing in action for 30 years besides an appearance in a WarioWare Gold microgame, the Superball Flower from Super Mario Land returns as a power-up in the Super Mario Bros. style after being unlocked.
    • After 14 years of missing in action since Mario Kart DS, the Big Bullies make their return, now having the same Modern design as the Bullies themselves, though just like the Bullies, they're exclusive to the 3D World game style.
    • The Parachute Galoombas make their first appearance since the E-Reader levels of Super Mario Advance 4.
    • The Big Ant Troopers, Cat Banzai Bills, Cat Bullet Bills, Hop-Chops, Skipsqueaks, Spiny Skipsqueaks, and Snow Pokeys make their return after being absent since 3D World, with the last one also appearing in the 4 previous game styles' ice levels.
    • The Bull's-Eye Banzai also makes its return since 2009's New Super Mario Bros. Wii.
    • Version 3.0.0 saw the return of Phanto from Super Mario Bros. 2, appearing when the new Cursed Key is picked up in the Super Mario Bros. game style.
  • But Thou Must!: When you first talk to Toadette at the start of story mode, she clearly needs your help to rebuild the castle; your dialog options are "Leave it to me!" and "I'll handle it!".
  • The Cameo:
    • One of the new sound effects features Takamaru and some ninja enemies from his game.
    • Some of the missions are presented by other characters under a pseudonym, but with their usual speech patterns. Aside from Bowser and his son, who both appear as enemies, there are also requests from Kamek, Captain Toad, Rosalina, Wario, Purah, Robbie, Callie, Marie, Pearl, and Marina.
  • Challenge Run: There are levels (including some in Story Mode) with mandatory clear conditions like reaching the goal without touching the floor after the first jump, not taking any damage, collecting a certain amount of coins, defeating a certain number of enemies of a specific kind, carrying an object like a POW Block, trampoline or P Switch, or wearing a specific powerup. Without these conditions in check, the exit is disabled.
  • Character Select Forcing: Prior to being patched out, Mario, Luigi and the Toads with the Fire Flower would throw fireballs at different heights in the New Super Mario Bros style. This did not go unnoticed by some, who made a contraption that would detect which player was being used by the starting point of their fireballs, and give access to a different door that led to a different area. As such, one could make a level Unwinnable if certain characters were used, which was why the difference in fireball spawn height was patched out.
  • Checkpoint Starvation:
    • Checkpoints are forbidden in levels with unique clear conditions, such as reaching a minimum or total amount of something (coins gathered, specimens of a certain enemy defeated, P Switches pressed, etc.), wearing a powerup or carrying an item in the hands, or preserving a delicate status like not taking damage or not touching the floor again after jumping. This becomes a problem if the level is too long, and this is indeed the case for certain levels in Story Mode.
    • Like in the first game, this is enforced before you can upload a course online - you first have to clear it once from the start to the goal without dying (and subsequently from each checkpoint to the goal) to confirm that the course can actually be cleared.
  • Chuck Cunningham Syndrome:
    • The Weird and Mystery Mushrooms have been removed from the game. This means Costume Mario is gone as well, and Weird Mario gets Demoted to Extra. The Big Mushroom is still around, but the variant that retains the NES color constraints is gone.
    • The Gnat Attack minigame no longer exists, so all of its characters vanish as well.
  • Colon Cancer: One Story Mode course themed around Buzzy Beetle shells is entitled "BUZZY: The Movie: The Book: The Ride".
  • Color-Coded for Your Convenience:
    • Indicates the behavior of icicles. Light blue ones fall when Mario stands on or walks under them (they respawn soon afterwards), while dark blue ones don't.
    • Mechakoopas come in green, red and blue variations; the red ones shoot homing missiles while the blue ones attack with lasers.
  • Color-Coded Multiplayer: The four playable characters in multiplayer are all distinct colors: Mario (red), Luigi (green), Blue Toad (blue) and Toadette (pink).
  • Company Cross References: The Master Sword power-up is one of these, turning Mario into fellow Nintendo character Link.
  • Convection, Schmonvection: Players, enemies and objects can safely travel through clear pipes placed in lava.
  • Co-Op Multiplayer: A co-op setting is possible in Build Mode, allowing two people to share the same screen to build a course. Courses can also be played in cooperative multiplayer mode (along with the competitive mode).
  • Cool, but Inefficient: The Superball Flower power-up. Having such bouncy projectiles sounds cool, but most of the time, it'll land about one block in front of Mario and then bounce off-screen. It's useless in courses with open ceilings, and is outclassed by the faster Fire Flower.
  • Cool Car: An enemy exclusive to the Super Mario 3D World theme is the Koopa Troopa Car, which is based on Bowser's own car from the original game. If Mario Goomba Stomps the Koopa Troopa out of the car, he can take the car for himself and ride it through the course.
  • Couch Gag: As in the original, there are varying cutscenes on startup. Unlike in the original, these are randomly picked and not tied to days:
    • Mario walks up to the title, which only reads "Super Mario Maker", and jumps into it to make the 2 fall down, before running off.
    • Toadette, Mario, and Toad walk up to the title like above, then jump and hit it to make the 2 fall down, as well as Luigi, who runs off with them.
    • Three stacked Galoombas walk up to the title and jump to hit it. The 2 falling down knocks them all offscreen.
    • Bowser walks up to the title, jumps, and stomps the ground to make the 2 fall down, then gets picked up by a Koopa Clown Car and flies away.
    • One added in version 1.1.0: Luigi walks up to a locked door with a key, guarded by Mario, Toad, and Toadette. They chase him down and beat him up offscreen to get the key, then unlock the door.
    • One added in version 2.0.0: SMB1 Mario walks up to a Spike and Pokey, jumps over a spike ball thrown by the Spike and bounces off of it and over the Pokey, then walks up to the Master Sword, which is below the game's title, as birds chirp.
    • One added in version 3.0.0: Mario and Yoshi (with Princess Peach riding the latter) walk up to the title as usual, then the Koopalings stampede past them and take away Peach. Mario runs off after them, and Yoshi sits as the 2 falls down.
  • Cranium Ride: The Super Mario Bros. 2 Mushroom prevents the player character from Goomba Stomping enemies, instead allowing them to use enemies as a platform and pick them up to throw. Most notably, it allows the player to cross huge gaps by riding a Bullet Bill.
  • Crate Expectations: A gizmo exclusive to the Super Mario 3D World game style, crates are destructible objects that can float in water and lava. Builder Mario can create his own crates and use them as platforms.
  • Damn You, Muscle Memory!:
    • In the actual 3D World, Cat Mario's dive attack is done by doing the regular claw attack in midair and holding the button afterwards to dive. In this game, the dive is its own attack, which is mapped to the shoulder buttons (which also means it replaces your midair spin). Also, since it doesn't have the claw attack to begin with, it comes out instantly instead of doing a flip first.
    • Doing Spin Jumps in the 3D World style requires you to hold up, press a shoulder button, and then jump. This jump goes much higher than the other styles' Spin Jumps, but also can't bounce safely on things like Spinies.
    • One between game styles: you can stand on Thwomps safely in the 3D World style, but not in any of the others (without a shoe or Yoshi). Similarly, you can jump on Piranha Plants in the 3D World style to defeat them, whereas jumping on them in the other styles results in Mario taking damage.
    • The color of pipes now has a gameplay effect. If a pipe has an item or enemy in it, its speed or frequency of appearance is determined by its color; blue is slow, green is in the middle, yellow is slightly speedier, and red is the fastest, making it easy to die to something coming out much faster or slower than you were expecting.
    • You can't slide down slopes in Super Mario Bros. 1 courses as you can with every other style.
    • Ground levels in the Night mode make changes to all sorts of object and enemy behaviors. Among others, Chain Chomps have much longer chains, and Boos behave the opposite of normal (chasing you if you look at them, idling if you look away). This is very obvious with the powerups, which move in several different ways compared to how they behave outside of this setting.
      • The Super Mushroom and Big Mushroom, rather than sliding along the ground to the right, hop away from you.
      • The Fire Flower slides along the ground like Super Mushrooms normally do, but always moves away from you as it does so.
      • The SMB2 Mushroom will slide forward like normal, but will jump whenever you do the same.
      • The Super Leaf swoops back and forth like normal, but moves upwards instead of downwards while doing so.
      • The Frog Suit hops in a pattern of "forward, forward, back, forward, back, back, forward, back".
      • The Cape Feather swoops back and forth like normal, but in a much wider arc.
      • The Power Balloon spirals in circles while moving to the right, like an actual balloon when it's deflating.
      • The Propeller Mushroom, rather than gliding forward in a wave pattern before flying offscreen, will hover in place before darting to a new location, with its movements randomized dependent on your movement.
      • The Super Acorn bounces forward at varying heights and speeds which are randomized based on your movement, instead of rolling along the floor.
    • In Night-based Desert levels, the wind is dependent on what Style the game is in. In SMB1, it blows to the left periodically; in SMB3, it blows to the right periodically; in SMW, it alternates between left and right periodically; and in NSMBU, it blows to the right constantly.
    • The course creator itself, since the first Super Mario Maker used touch screen controls, whereas 2 uses a standard controller setup when in console mode. It takes some getting used to.
    • The roll has been significantly nerfed from 3D Land and 3D World proper. In those games, you can use it to break Brick Blocks as long as you aren't in Small form, and you can also do a normal jump or a rolling long jump out of the roll to get a burst of speed. In this game, the only roll that can break Brick Blocks is the Cat form's claw slide, and it's impossible to do anything out of a roll - you have to wait for it to end.
    • The Super Mario Bros. 2 mushroom will take some getting used to for fans of the original game. To pick anything up, you need to be crouching first (instead of simply pressing the grab button while on top of what you want to grab), and grabbing and throwing is based on holding the button to grab and releasing to throw (like the other games from Super Mario Bros 3 onward), instead of the original game's system of pressing the button once to grab and again to throw.
  • Dark Is Not Evil: Night Mode turns the hostile Angry Sun into the friendly Moon, whose touch causes a Smart Bomb effect against enemies.
  • Death from Above:
    • As always, the classic Goomba Stomp allows you to punish ne'er-do-wells under your heels.
    • When using the Link powerup, the player gains access to his down-thrust attack, which can hurt enemies that are too painful for a normal stomp, like Piranha Plants. They can also drop bombs while riding in a Koopa Clown Car.
  • Death Mountain: The Super Mario World Desert style is modeled after the courses of Chocolate Island (a mountain-themed world) from the original.
  • Decomposite Character: In the first game, Dry Bones become Fishbones in underwater courses. Now, the latter can be placed on land as well, though it instantly breaks upon contact with any obstacle.
  • Demoted to Extra:
    • Unlike the first game, there were no game modes centering around Save the Princess until the Ver. 3.0.0 updated added Super Worlds. Until then, Princess Peach only appeared in the Endless Challenge intro and the end of Story Mode. Ironically she was playable in Super Mario 3D World, only to to be replaced here in its associated game style by Toadette (who can't transform into Peachette in this game).
    • Due to the removal of the Weird Mushroom, Weird Mario only appears in the door-knocking easter egg (which was carried over from the previous game) and when you lose the "Catch & Win!" minigame in Super Worlds.
  • Developer's Foresight:
    • The 2.0 update's Master Sword power-up will turn the player into Link in his iconic green tunic... if there's only one player. For multiple players as Link, their tunics will match the character's color scheme (so Luigi will always be green Link, Mario red Link, Toad blue Link, and Toadette purple Link) for the players' convenience.
    • This is also practically enforced for every maker. If a section, puzzle, or whole course is cheesable, someone will cheese it.
  • Distressed Damsel: And while the Super Worlds stick with tradition, it's not Peach in Story Mode for once - Bowser kidnaps Chief Toadette before the final course.
  • Does This Remind You of Anything?: Mr. Eraser's dialogue and jobs (all of which involve defeating a certain amount of enemies) paint him as a family-friendly hitman.
  • A Dog Named "Dog": Purple Toad lampshades this by saying his parents weren't very creative.
  • Doomy Dooms of Doom: Winning your first online versus match nets you the "Shorts of Doom!", which consists of a pair of purple shorts with Super Mario World skulls on them.
  • Dressing as the Enemy: The Goomba Mask in the Super Mario 3D World theme makes enemies, including bosses like Boom-Boom, treat Mario as one of their own and will not attack you even if you attack them. You can even walk like a Goomba.
  • Easter Egg: Very rarely, you'll get a startup animation starring Bowser, rather than Mario, all four player characters, or three Galoombas. He hits the title to make the 2 fall, then hops in a Koopa Clown Car and flies away.
  • Eccentric Millionaire: Several of the job listings are made by someone directly identifying themselves as the trope name, all of which involve collecting coins, making it clear that they're just throwing money around at this point.
  • Egopolis: Enforced for Super Worlds, in a meta sense. Each maker can upload a single Super World online for others to play, and it will be called "Super <maker name> World" with no way to rename it.
  • Endless Game: The new Endless Challenge mode allows you to run through an infinite gauntlet of courses until you get a Game Over. Your highest record is kept track of and is compared to a global record stat.
  • Escort Mission: The story mode has courses where Mario must reach the exit while escorting Toad(s), but these escort Toads cannot be placed in user-made courses.
  • Everything's Better with Sparkles: Upon earning a Gold Ribbon, awarded for getting to the first place on any leaderboard, you also get the Royal Crown and Attire, which sparkle when worn.
  • Evil Living Flames: The Angry Sun joins the Lava Bubble as the fiery enemies in the game (Chaarvargh is made entirely of lava, so it doesn't count). It only appears in the 2D-based game styles, and periodically charges at the player's character to attempt to harm it. It cannot appear in nighttime levels, because it's replaced by the Moon.
  • Evolving Music: The music for SMB1 Ghost House, SMB1 Airship, and SMB3 Ghost House has been updated a bit. For comparison:
  • Excuse Plot: In the single-player mode, Princess Peach's newly-built castle is erased thanks to Undodog activating the Reset Rocket, and Mario is tasked with gathering coins to fund the reconstruction. Completing courses earns you coins (completing a course for the first time earns you extra coins depending on the difficulty rating). It's primarily a disguised tutorial, meant to show the player various course-design examples. In the other mode, the Endless Challenge, Mario (no matter who you choose as your character) simply "embarks on a journey!" for no particular reason. Finally, in the post-release Super Worlds, the objective is the same as in the first game's 10- and 100-Mario Challenges: to rescue Princess Peach.
  • Fast Tunneling: The game grants this ability with the SMB2 Mushroom (added in a post-release update), as it can be used to dig through Solid Clouds.
  • Fate Worse than Death: Anti-Softlocks, where (generally as punishment for taking the Schmuck Bait) you have to attempt a difficult, tedious, frustrating, or some combination of all three tasknote  simply in order to be allowed to die and continue normal play. Vanilla softlocks are even worse, and generally avoided and reviled even by troll level creators (and players), as the only thing you can do then is wait for the clock to run out, or start from the beginning of the level; you can't even attempt suicide to hasten your demise.
  • Floating Mask: Phanto, which will start chasing whoever grabs a Cursed Key, and won't stop doing so until the key is used to open a Locked Door.
  • Flying Seafood Special: Like in the first game, Bloopers can hover in the air like they would swim underwater. In addition, Cheep Cheeps and Fishbones swim in the air in Sky and Airship courses during nighttime.
  • Game-Breaking Bug: The addition of rising water to courses introduced one in New Super Mario Bros. U style. Take rising water. Add a Wiggler in the water. Give your character a Buzzy Beetle helmet. Have them hit the Wiggler with the helmet. Just like that, the game hardlocks, forcing players to quit just so it can crash.
  • Gameplay and Story Segregation:
    • The plot of the Story Mode is that Peach's Castle has been destroyed and Mario needs to collect coins to begin reconstruction. However, the NSMBU Ground courses, of which the Story Mode features many, has Peach's Castle visible in the background.
    • The castle was destroyed when Undodog accidentally activated a Reset Rocket. If you, the player, accidentally wipe out a course you're working on with a Reset Rocket, you can restore the course easily by... using Undodog.
  • Gender Bender: Toadette when she grabs a Master Sword, as her Link sprite is exactly the same as the other players save for the colors.
  • Gimmick Level: The Night versions of the various course themes have extra gimmicks that stand out from the normal Daytime themes:
    • The Night version of Ground themed courses has Goombas floating in midair, as well as longer Chain Chomp chains, bouncing mushrooms, Life Mushrooms turned into Rotten Mushrooms, and other various changes in enemy and item behavior.
    • The Night version of Desert themed courses has wind blowing from either the left or right of Mario.
    • The Night version of Sky themed courses has lowered gravity.
    • The Night version of Forest themed courses can have poisonous water hazards.
    • The Night versions of both the Underwater and Ghost House themed courses are pitch black, with only Mario and certain items acting as a spotlight. Certain sound effects also illuminate the screen.
    • The Night version of Airship themed courses has all the enemies behave as if they were in an underwater course, though Mario moves normally.
    • The Night version of Castle themed courses makes Mario swim in the air, not unlike the Wing power-up in Super Mario Bros. Special. Enemies behave normally.
    • The Night version of Underground themed courses will flip the course upside down, with Mario walking on the ceiling instead of the floor.
    • The Night version of Ice themed courses makes all terrain slippery, not just ice blocks or icicles.
  • The Goomba: The game adds the Goombrat (as well as a brand-new variant, the Goombud) and the Skipsqueak to the existing list of beginner-friendly enemies from the first game.
    • The Goombud appears only in the Super Mario World game style, and combines the resistance to defeat by a stomp (Galoombas) with the habit of turning back after reaching a ledge (Goombrats); the Goombrat takes its place in the other 2D-based game styles. All Goomba species float in the air in nighttime levels.
    • The Skipsqueak is exclusive to the Super Mario 3D World game style, and jumps whenever the player's character does; it can still be defeated with a stomp.
  • Gravity Screw: The Underground and Sky level themes exhibit this trait during night mode, respectively by having the whole design and all elements within upside down and lowering the gravity.
  • Grievous Harm with a Body: The SMB2 Mushroom allows the player to pick up enemies and throw them into other enemies just like in Super Mario Bros. 2.
  • Grimy Water: Forest courses can have adjustable water, and at night, this water is replaced with the usual purple poison water that kills Mario instantly.
  • The Ground Is Lava: One of the Clear Conditions makers can put in their levels is to beat the level without touching the ground after jumping—which includes all types of ground, even floating platforms and the like. The only way to beat the level is to rely on jumping on enemies or wall jumping.
  • Ground Pound:
    • All the ways to do ground pounds from the original game (whenever you want in NSMBU and SM3DW, when riding in a big shoe in SMB1 and SMB3) return in this game.
    • The Dry Bones Shell allows you to ground pound in all themes it appears in. It forces you into an extended Dry Bones death animation, but otherwise works like the normal ground pound. Since the Goomba's Shoe isn't present in SMW, this is the only way one can ground pound in that style.
    • Link can Sword Plant, which is effective at taking out piles of enemies.
  • Guest Fighter: The 2.0 update adds a power-up exclusive to the SMB1 style that turns the player into Link (with a slightly modified version of his appearance from his first game). And unlike the first SMM, where transforming into any character through the Mystery Mushroom didn't give the player abilities related to that character, turning into Link in this game allows the player to use a few of his items, specifically the Master Sword, shield, bow, bombs and Pegasus Boots.
  • Here We Go Again!: At the end of the story mode, Undodog sniffs curiously at another Reset Rocket as the game goes to credits.
  • Hitbox Dissonance:
  • Hub Level: Story Mode has the outside area where Princess Peach's Castle was located (before being erased from reality by Undodog), and then rebuilt over the course of the campaign. This area is fully playable, and from here Mario can select a level that is available within the list that is curated by Toadette. As Mario completes levels and pays for the rebuild of the castle, other segments within the area can be unlocked to find characters who provide additional tasks and jobs (thus more levels to select from).
  • Hypocritical Humor: The course description for Head in the Clouds:
    Green Toad: Who asks someone to do something that they don't want to do themselves?! Oh hey, can you go and get me a Lakitu's Cloud, Mario?

    Tropes I-Z 
  • I Cannot Self-Terminate: Downplayed with Anti-Softlocks, and played straight with vanilla Softlocks, where you must wait for the timer to run out. The up to 500 second timer.
  • Idle Animation: Wait long enough in the world map of the Course Worlds and your character will start doing a little dance.
  • Inconveniently-Placed Conveyor Belt: Returning from the first game, they can now be sloped, and in addition to the regular one, they also come in red and blue flavors, which reverse their direction when an On/Off block is hit.
  • Inflating Body Gag: The Power Balloon returns for Super Mario World themed courses from the original game, although with different mechanics.
  • I Need to Go Iron My Dog: The course description for Fire Koopa Clown Carnage:
    Legendary Explorer: I'd go on the expedition myself, but I... uh... need to do some laundry. Yeah.
  • Interactive Start Up: Like in the previous game, there is a playable course on the title screen.
  • Interface Screw:
  • Insistent Terminology: Yamamura insists that it's courses, not levels, as Nina says.
  • Instant-Win Condition: For co-op multiplayer, if a player reaches the course goal, everyone instantly wins.
  • Invincible Minor Minion: Like in Super Mario Bros. 2, Phanto cannot be killed (and there's no glitch giving you the chance either in this game); it's invulnerable against everything (including the Smart Bomb effect of the Moon). The only way to drive it away is by using the Cursed Key you've just grabbed to open a Locked Door.
  • Jet Pack: In Ground levels set during night, Mechakoopas make use of jet engines to briefly hover in the air.
  • Large Ham: One of the various course creators in Story Mode has the name of "Fired-Up Announcer", whose course descriptions go just about as you'd expect. "Father of Name Withheld" is no slouch either, which isn't a surprise, considering how obvious it is that he's Bowser.
  • Late-Arrival Spoiler: Meowser is in the Super Mario 3D World mode, even though the character as a whole never appeared until the final battle of that game.
  • Lava Is Boiling Kool-Aid: You can throw breakable wooden crates into lava as platforms and they don't set on fire.
  • Leaning Tower of Mooks: Like in the first game, almost any enemy can be stacked on top of another, even Bowser and Bowser Jr. (as well as Boom Boom in this game). The only game style where this trope isn't possible is that of Super Mario 3D World.
  • Level Goal: Each style has a goal straight from its source game. However in this game you can add conditions for victory, such as gaining a certain number of coins, defeating a certain number of enemies, reaching the goal with Mario in his Super state, or using a certain number of items like P-Switches or POW Blocks. If the conditions are not fulfilled, the goal will be inaccessible, represented by a dotted-line version of its normal form.
  • Level in the Clouds: Unlike the original Super Mario Maker, which only offered the Airship course theme as the closest thing, Super Mario Maker 2 features the ability to build proper sky courses, complete with the respective game style's signature Athletic theme as the background music (including a brand new one created for Super Mario Bros., which lacked athletic music). During night, gravity is reduced in these courses.
  • Lethal Joke Character: Fish Bones out of water do nothing but drop to the ground and shatter when they hit anything, making them near useless at first beyond jokes and troll mechanics, or possibly as silly Goomba Springboards when parachuted. Like all other enemies however, they can be dropped from pipes, claws and Lakitus, shot out of Bill Blasters, and put into Clown Cars to pilot them, making them deadly in the hands of a creative maker.
  • Logical Weakness: Spike balls destroy Lemmy's balls. They're made of rubber, so spikes penetrating them makes perfect sense.
  • The Lost Woods: The Forest theme, first introduced in Super Mario World and made a mainstream Mario setting thanks to the New Super Mario Bros. sub-series, is one of the added course themes in the game. Its water is safe for Mario and his friends to swim during the day, but becomes deadly during the night.
  • Luckily, My Shield Will Protect Me: The Master Sword powerup comes with a shield, where it can be used to defend against many projectile attacks.
  • Mayincatec: The Angry Sun's appearance gets completely overhauled in the New Super Mario Bros. U style, going from a sun with a typical angry face to a Mesoamerican-style feathered design.
  • Mecha-Mooks: The game adds the Banzai Bill (as well as its homing variant, Bull's-Eye Banzai) to the existing list of mechanical enemies from the first game, while a post-release update put in Mechakoopas and two brand-new variants of them (Blasta and Zappa).
    • The Banzai Bill appears in all game styles (though the Bull's-Eye Banzai is replaced by the Cat Banzai in 3D World), and is easy to defeat despite its size. In the 3D World style, it's possible to make Banzai Bills shoot from cannons in the background.
    • The Mechakoopas only appear in the 2D-based game styles, and while they all share a common default behavior (walking towards the player's character and only being stunned from a Goomba Stomp), the Blasta Mechakoopas can shoot homing red missiles while the Zappa Mechakoopas can shoot a powerful electric beam; in nighttime ground levels, they use jet engines to hover from one spot to another.
  • Meta Multiplayer: The Ninji Speedrun mode behaves as this. First, you do a "recon" run through a course with nobody but yourself present, and after that, you race against other players' times, represented by two-dimensional Ninjis, in an effort to improve your time and win some Stars.
  • Meteor-Summoning Attack: The game features an offscreen Bowser on tracks that can be used to create this effect in due to the fireballs looking similar to meteors.
  • Moveset Clone: This is most noticeable with Larry and Iggy, who share a common attack pattern even though the other Koopalings are given unique movesets based on previous mainline games. The only difference, aside from Larry's energy projectiles being blue and Iggy's being green, is that Larry tends to move back and forth with tall jumps, while Iggy moves sideways rapidly.
  • Musical Nod:
    • Where the previous game's Course World theme was based on the Grass Land map theme from Super Mario Bros. 3, this game's is based on the Special World map theme from Super Mario World.
    • The map music for the Endless Challenge is based on the map music from Super Mario World: Yoshi's Island in the Easy and Normal modes and Valley of Bowser in the Expert and Super Expert modes, respectively.
    • The Desert theme's music in the SMB1 style has nods to the Easton Kingdom's theme from Super Mario Land.
    • The Sky theme's music in SMB1 style is very similar to the Super Smash Bros. Brawl remix of the Ground theme, and also includes the high score table theme from VS. Super Mario Bros. (which is present in this and the previous game as the theme's Bonus Room music). It also references the name entry/file select music from Super Mario RPG.
  • Mythology Gag:
    • The Koopalings get some callbacks especially in the retro styles.
      • Iggy's design in the SMB1 style sports orange hair like his SMB3 appearance, and in SMW style he has green hair like his modern depiction. In addition, his hairstyle in both modes is modeled after its appearance from prior to New Super Mario Bros Wii. His shell color is also blue instead of green.
      • While his shell's color was changed, Ludwig's design in the SMW style has him keep his yellowish white hair from that game.
      • When a Koopaling is defeated in the retro styles, their wands will get tossed straight up into the air and fall off the screen, referencing how Mario needed to take their wand after beating them in Super Mario Bros. 3.
      • Their Retaliation Mode behavior in the retro styles is identical to their appearance in SMB3 where they bounce around in their shells before hopping back out. In the NSMBU style, they instead mimic Bowser Jr.'s Retaliation Mode.
      • While Roy and Morton do get new abilities in this game, they're both based off of their abilities in New Super Mario Bros. Wii. Roy's digging ability is inspired by his pipe gimmick where he attempts to ambush Mario, and Morton generating fireball hazards upon ground pounding is likely based off how ground pounding caused the floor near him to become hazardous (namely, crushing Mario with the ceiling).
    • The three minigames introduced for the World Maker mode are all references to facets of Nintendo's history. The "Match and Win" minigame is the most obvious draw, being taken wholesale from Super Mario Bros. 3, while the "Catch and Win" minigame is likely a reference to the "Nintendo Ultra Machine" and other such baseball products made back in the sixties or Nintendo Baseball, and the "Pop and Win" minigame is a reference to the Disk Writer's loading screen on the Famicom, music and all.
    • In the post-release UK ad, "Discover the adventures of Mario on Nintendo Switch, the obstacle course and Mario's Failure Montage are modeled exactly from the second trailer of the The Super Mario Bros. Movie.
  • Nice Day, Deadly Night: Night mode turns the water in forest courses to poison, and 1-Up Mushrooms to deadly Rotten Mushrooms. Inverted for the Angry Sun, which turns into a moon at night — instead of damaging you, touching the moon kills all nearby enemies.
  • Night of the Living Mooks:
    • The game adds the Peepa to the existing list of ghostly enemies from the first game. It is exclusive to the Super Mario 3D World game style, and moves in a circular pattern like Boo Buddies. A post-release update also adds Phanto, which starts harassing whoever grabs a Cursed Key.
    • The other ghostly mooks acquire special properties in nighttime ground levels: Boos chase the player's character when they're looking at them, and bashfully stay quiet when they aren't (the inverted version of normal Boo behavior). Boo Buddies only spin when they're not being looked at (and also approach the characters as they move), as they bashfully stay quiet when the player's character is facing them; the same thing happens with Stretches.
    • Unlike in the original game, where Fishbones were exclusive to Underwater levels (meaning Dry Bones couldn't be added in them), in this game they're a separate enemy from Dry Bones, so both can be added at the same time. The technical reason is because the Forest levels feature both underwater and ground gameplay, so it would have been impractical to have the two enemies coded together as one in this case.
  • No-Damage Run: It's possible to design levels that feature the explicit clear condition of reaching the Level Goal without taking any damage, which will disable said goal if the player is hit. There's a level in Story Mode that features this condition.
  • Non-Indicative Name: Three game/setting combinations don't match the usual theme that is respectively designated to them, opting instead to feature unique settings:
    • The Forest theme in Super Mario Bros. 3 (actually Pipe Maze)
    • The Desert theme in Super Mario World (actually Death Mountain)
    • The Sky theme in Super Mario 3D World (actually Toy Time)
  • No Ontological Inertia: Defeating a Koopaling will cause any lingering magic blasts they've fired to immediately explode, removing their threat.
  • Not the Intended Use: Any sufficiently creative maker can exploit almost anything for some different purpose than intended.
    • The fact that the Custom Scroll feature locks the camera vertically as well as horizontally (unlike regular scroll modes where the camera follows the player vertically) can be exploited to hide things above and below the screen, such as contraptions not meant to be seen by the player. It also opens up for all sorts of weird outside-the-box mechanics, most notably fakeout Bottomless Pits where the pits turn out to be hidden ground (or water in the Forest style). Particularly mischievous makers can even hide enterable pipes and doors offscreen this way.
    • It's possible to stack Munchers with Bill Blasters or Cannons to make half-tile high floors and hide them in lava, making the lava walkable by the player and enemies.
    • In the 3D World style, you can exploit the fact that boxes float to turn the variable water/lava course into a makeshift elevator, by filling the surface between two vertical walls with a row of boxes topped with a row of Bill Blasters, forming an ascending or descending platform.
  • One Bullet at a Time:
    • As always, the Fire Flower only allows two fireballs to coexist at a time, but the Superball Flower has it worse, allowing you to shoot only one until the current superball despawns, just like in its home game. So if you miss your mark with a superball, most of the time, you'll have to wait a while before you can try again.
    • Averted with Link's bow, which has no limit on the number of fired arrows on-screen at a time, but played straight with his bombs, of which he can only have one active at a time.
    • Combining the arrows and the Superballs results in a strange interaction; if you have one arrow onscreen, you can't shoot a Superball, but if you shoot multiple arrows and have them onscreen, you can bypass both this and the one Superball limit.
    • Each Spike is limited to two spiked balls or snowballs simultaneously, and won't throw another until at least one of them has been destroyed.
  • Overly Literal Transcription: The description for the Story Mode course "Banzai Bill Chase Scene":
    GWAHAHA! There's no way Mario can make it through this castle now that I've upgraded it with Banzai Bills!
    But I've been overconfident before, so I should probably find some poor sap to test it on.
    Don't put that part in the job posting.
  • Pacifist Run: Can be invoked or enforced in two of the game styles:
    • In 3D World, you can add impassable locked warp boxes to invoke this. The warp boxes will only activate if the player has a key; otherwise, s/he can safely pass behind them. Then give each killable enemy a key, which will be "awarded" to the player upon killing them.
    • Something similar can be done in the SMB1 style as of a 3.0.0 by giving enemies cursed keys instead of regular keys, which will summon Phanto when obtained. Then you'll have to figure out a way to guarantee that Phanto will hit the player (or make it exceedingly hard to avoid).
  • Palette Swap:
    • Luigi is a palette swap of Mario in the SMB1 and SMB3 game styles, just like in the games they're based on. Interestingly, Fire Luigi in these game styles has a unique palette, instead of being the same colors as Fire Mario.
    • The bros both turn monochrome lime-green when using the Superball Flower, but their clothes are inverted; Mario has light overalls and a dark hat, shirt, and shoes, while Luigi has the inverse.
    • With the Master Sword powerup, all four players become Link in different tunics, with red, green, blue, and pink nearly making them match the Links from The Legend of Zelda: Four Swords.
    • In multiplayer, Frog Mario becomes red to help distinguish him from Frog Luigi. Otherwise, he retains his green color from the original game.
    • A number of Mii outfits are recolored and/or retextured swaps of each other:
      • Most of the short-sleeved shirts, including the Nintendo Shirt, Fireworks Shirt, Slobbery Shirt, Chomp-Dog Shirt, Fish Bone Shirt, and Laughing Shirt are all edits with different colors, animations and/or effects.
      • Ditto for the long-sleeved shirts, like the Nintendo Uniform, Refreshing Shirt, and Banzai Bill Shirt.
      • The Hot Hot Shirt and Yamamura Shirt share a turtleneck model, and the ? Block Hoodie and 1-Up Hoodie share a hoodie model.
      • The Denim Jeans and Antsy Corduroys share pants and shoes, and the Big-Spender Shorts and Shorts of Doom share shorts and flip-flops.
      • Naturally, the Mario Outfit and Luigi Outfit are palette swaps, and the Builder Mario Outfit also swaps colors, but adds the builder's toolbelt. Their hats, however, are not swaps, as Luigi's is distinctly larger than Mario's.
  • Paper-Thin Disguise: A series of courses are made by two characters: "Name Withheld by Request"note  and "Father of Name Withheld"note . A quick look at the descriptions of any of their courses makes it obvious that it's Bowser and Bowser Jr. Doubles as a Brick Joke to the Parental Controls video released by Nintendo back in 2017. In addition, "A Certain Mage" has several of Kamek's mannerisms.
  • Pipe Maze: The SMB3 Forest theme abandons the usual tree motif to instead bring back the world 7 course palettes from the original game, making it a pipe forest.
  • Plant Mooks: The Piranha Creeper (including its sleepy variant) joins Piranha Plant as the botanical enemies in this game, while a post-release update adds Pokey.
    • The Piranha Creeper is exclusive to the Super Mario 3D World game style, and its movement's trajectory (or body stance if it's sleeping) can be adjusted while creating a level.
    • The Pokey appears in all game styles, and turns into Snow Pokey in snow-themed levels. In nighttime ground levels, Pokeys swim in the air in a wave-like pattern, and slowly chase Mario and his friends if they have wings.
  • Playable Epilogue: The Story Mode, upon completion, allows you to fund the build of a statue dedicated to Mario, for which you have to keep playing levels. You can also unlock and play some surprisingly difficult levels from Princess Peach.
  • Player-Guided Missile: The Bullet Bill Mask works similarly to the mechanic of possessing and rerouting Bullet Bills in Super Mario Odyssey. Mario and his friends can wear these masks to hover airborne as projectiles, and can also change direction horizontally after briefly lowering their current height.
  • Player Versus Player: There's a competitive multiplayer mode in which players race to complete a course first. Online, it's possible to race against random opponents, and there's even a ranking system.
  • Playing Possum: The Dry Bones Shell allows you to imitate the falling apart death of a Dry Bones, which makes you temporarily invincible as the animation plays out.
  • Point of No Return: In Story Mode, once the rebuild of the castle is almost complete, Bowser (in his Meowser form) will kidnap Chief Toadette and the only level available in the job list is the one where she is held captive, and to rescue her it'll be necessary to win the Final Boss battle against Meowser himself. After the rescue, the castle's rebuild process is complete and the credits roll, after which all available levels are selectable again (and a few more can also be unlocked as part of the Playable Epilogue).
  • Poison Mushroom:
    • In the Night mode of Ground courses, the 1-Up Mushroom becomes the Rotten Mushroom. Unlike Poison Mushrooms in the 2D games, Rotten Mushrooms actively chase Mario around the course, similarly to the former in Super Mario 3D Land, even hopping up small ledges to follow him. Appropriately, they look more menacing than the Poison Mushroom (purple cap, angry eyes), where their caps look like purple skulls and they have glowing eyes surrounded by shadow.
    • The Stones that appear in a few Story Mode courses (which aren't available when making your own courses, for whatever reason) count as well, though they're on the line between this and Joke Item. While they can be thrown to defeat enemies, carrying one will make Mario unable to jump as high as he normally can, and they slow him down on top of that. Naturally, every course that they appear in requires you to bring one to the goal.
  • Power-Up Letdown: Any powerup can become this in the hands of a careless (or mischievous) maker. For example, having a Fire Flower would make puzzles involving a lot of shell kicking more annoying, as if the shell in question is not a Buzzy Beetle shell, you may accidentally hit a shell with a fireball and screw up the puzzle, and being in any powered-up form can make jumps in cramped spaces harder since the player is twice as tall. More lethally, when attempting to Goomba Stomp off enemies across a Bottomless Pit, a Super Star would cause the player to fall through the enemies instead, into the pit below.
  • Product Delivery Ordeal: Story Mode features a small handful of levels where Mario is tasked by Yellow Toad to bring a sturdy, heavy cubic stone to him in order to continue working on the rebuild of Princess Peach's castle (and according to him, Chief Toadette is very picky about which stones to use). The stones are very heavy, so Mario cannot jump highly when carrying one; the challenge is to work a way across each of these levels so the plumber can reach their goal with the requested object. More generally, the player can also make levels that can only be completed by reaching the goal while carrying a specific object, like a trampoline, P Switch, or POW Block, and requiring the players playing said levels to venture through their paths and obstacles with the object at hand.
  • Projectile Pocketing:
    • As with recent Mario titles, including Super Mario Maker, throwing certain items and enemies at coins will collect them for you. However, no element can now do it as efficiently as the Superball Flower. Along with retaining its ability to collect coins by throwing Superballs at them from Super Mario Land, it can now also collect keys, Pink Coins, and even activate P Switches.
    • With the Link powerup, the player can grab things using arrows shot from his bow.
  • Prolonged Video Game Sequel: The game has 120 levels in Story Mode, whereas the original's 10 Mario challenge only has 56note  (though the 3DS version rose the amount to 88note ). The levels themselves are also longer than many of those pre-installed in the first game.
  • Promoted to Playable: While Mario was playable in the first Super Mario Maker and the Builder Outfit was available as a costume in Odyssey and Super Smash Bros. Ultimate, this is the first game with the Builder form, which is distinctly different from normal Mario as it comes with a hammer and can create crates to use as platforms or to block things.
  • Pungeon Master: Undodog has a good number of jokes that you can pay to hear after beating the main story. They're just there if you want to hear them.
  • Punny Name: The brick icon with eyes and legs appears in Story Mode under the name Partrick, named after "part" and "brick" while also sounding like the name Patrick.
  • Put on a Bus: Mary O. is the only Original Character to not return for the sequel, only appearing in the manual. Nina takes her place in Yamamura's tutorials as the newblood to course design.
  • Quote Mine: Mario, Luigi and Toad's Voice Grunting are recycled from their source games, but since Toadette wasn't in Super Mario 3D World, they had to get creative. Most of her voice clips were taken from Mario Kart 8, and they even edited a clip of her saying "Wahoo!" to make it sounds like she meows when grabbing a Super Bell.
  • Racing Ghost: In the Ninji Speedrun mode, Ninjis representing other players appear on the course after it's been run once.
  • Rainbow Speak: Job descriptions have course elements highlighted in blue, and controls highlighted in pink.
  • Randomized Title Screen:
    • The game starts with one of seven randomly-chosen startup screens, formerly four screens before later updates. This contrasts with the first game, in which each startup screen is preset according to the day of the week.
      • Mario walks up to the Super Mario Maker logo and jumps into it to make a "2" fall down, then runs off.
      • Three Galoombas walk up to the Super Mario Maker logo and jump into it to make a "2" fall down, which knocks them offscreen.
      • Bowser walks up to the Super Mario Maker logo and jumps into it to make a "2" fall down, then hops into a Koopa Clown Car and flies away.
      • Mario, Toad, and Toadette walk up to the Super Mario Maker logo and jump into it to make both a "2" and Luigi fall down, then walk off while Luigi runs after them.
      • Added in version 1.1.0: Mario, Toad, and Toadette chase after Luigi offscreen to get a key and unlock a door.
      • Added in version 2.0.0: Mario avoids a Spike and Pokey and finds the Master Sword in its pedestal - all three of these course elements were added in this update.
      • Added in version 3.0.0: Mario escorts Peach on a Yoshi, before she gets kidnapped by the Koopalings - this references the addition of the Super World mode and the seven Koopalings as new bosses.
    • After the animation, the title screen has your selected character in one of ten different levels. You can play in them or even go straight to editing the course from there.
  • Rank Inflation:
    • The medals come in Bronze, Silver, and Gold, based on your position on the leaderboards; respectively, they're earned for being between 201st and 1000th, 101st and 200th, and 4th and 100th. However, there's also special Bronze, Silver and Gold ribbons/spiked medals earned for being 3rd, 2nd, or 1st in the world.
    • The online versus mode starts players at 0 points in D rank. Every 1000 points increases their rank, from D, to C, to B, to A, and then to S. Players who put forth more effort in the mode can eventually reach 5000 points... and find themselves in S+. Earlier patches had a ranking for reaching 9999 points that went by "S++", but eventually this was dropped; the S+ now turns pink when a player passes 6000 points.
  • Recycled Soundtrack: Oddly, while the other four game styles have unique music for all ten course themes, the Super Mario Bros. 3 style just reuses its Ground music for its Desert and Forest course themes. This becomes especially egregious when piping from, say, a Forest area to a Desert area - the music will still switch, which just results in the Ground theme replaying from the beginning. At the very least, the Course Maker music still features alternate arrangements fitting for the Desert and Forest themes.
  • Red Ones Go Faster: Or rather, red pipes spit things out faster, being the fastest of all four colors.
  • Repeatable Quest: In Story Mode, all levels take the form of job tasks offered to Mario so he can complete them and receive money in return to repair Princess Peach's Castle; some of the supporting characters offer additional tasks outside the numbered list. Replaying these levels won't give the same offered reward again, but it's still possible to gather coins in them to farm extra money to increase the current repair budget.
  • Replay Mode:
    • In a minor variation, Mr. Eraser and Soundfrog will let you replay their animations if you talk to them again.
    • After finishing the story mode, you can access a hidden switch underground that activates the Coursebot above ground. When you speak to the Coursebot, it allows you to rewatch the cutscenes for the opening scene, closing scene, or the credits.
  • Respawning Enemies: Just like in the original, defeated enemies respawn when the player re-enters the area through a door or pipe. The exception is when the goal condition is to defeat all or a number of the enemy type in question. Additionally, also like in the original, enemies that go too far offscreen (including down Bottomless Pits) return to their spawn point, facing the player, when the player does.
  • Retraux:
    • Like last time, new graphics and music are created for enemies, settings, etc. that didn't appear in earlier games. In the case of Super Mario World, which replaced Goombas with Galoombas, counterparts for Goombrats called Goombuds make their debut in this game.
    • Superball Mario's colors resemble those of the original Game Boy's screen. The Superball itself also has afterimages behind it, reflecting how moving objects appeared on the Game Boy.
  • Rise to the Challenge: Vertical sub-areas can be set to auto-scroll this way.
  • Save the Princess: Peach is completely safe in Story Mode, as the goal is to rebuild her castle. It's Toadette who gets captured by Bowser and has to be rescued. In the Endless Challenge Modes, Peach remains safe in the castle; but in the Super Worlds, she does get captured and has to be saved.
  • Scare Chord: One of the sound effects you can place in a course. It has the visual effect of making the game appear in grainy, dull colors, as well as replacing the music with ominous foreboding noises.
  • Seesaw Catapult: One of the course parts introduced in this game is a seesaw (colored red in the Super Mario Bros. 1 and 3 game styles, and orange in the World and New U ones; it's absent in the 3D World style) that can be used to catapult an item or enemy placed in one extreme by performing a Ground Pound on the other, or making a Thwomp ground-pound one extreme so Mario or any of his friends gets launched upward by standing onto the other. There's a level in Story Mode designed to demonstrate this trope.
  • Sequence Breaking: One of Yamamura's lessons discusses the inversion of this where the player may find an alternate, simpler path through a series of jumps or obstacles in a way totally unexpected by the course designer.
  • Shifting Sand Land: One of the added settings, and has been added retroactively to the Super Mario Bros. style (as that game originally had no explicitly themed worlds at all). Its Night variation has a blowing sandstorm that pushes the player around.
  • Shock and Awe: Zappa Mechakoopas are a blue-colored subspecies of Mechakoopas that attack by shooting a powerful electric beam capable of destroying weak blocks (or even harder ones if the Zappas are large enough, since the beams will also be larger).
  • Shout-Out: Several of the courses in Story Mode, which given by the creator's handle and the description they wrote can imply that a Nintendo character made it. For example, a course featuring Swinging Claws was made by someone called "Celebrity MC" and calls it "straight up SLOPPY!". Additionally, two haunted house courses were made by Agents 1 and 2, and "Celebrity DJ" made a course revolving around Goomba's Shoes. A later course from Celebrity MC makes it obvious:
    "That's One Hot Car!" description: Yo, this Fire Junior Clown Car course that I made is off the hook!
  • Sinister Sentient Sun: The notorious Angry Sun from Super Mario Bros. 3 has been added as a course hazard.
  • Sizable Snowflakes: Some giant, starry snowflakes can be seen falling amongst the otherwise normal snowfall in the Super Mario 3D World snow-themed courses.
  • Slapstick: Just like in New Super Mario Bros. U Deluxe, Toadette is subject to any of the misfortunes that can happen to the other playable characters, and can also use the Power Balloon item added in the final major update.
  • Slide Level: The addition of slopes, both steep (45°) and gentle (~26.57°), allow the creation of courses centered around sliding. In fact, the first level in Story Mode revolves around introducing this concept.
  • Slippy-Slidey Ice World: Unlike the first Super Mario Maker, in which ice blocks were the only ice-related asset available (and only felt truly adequate in a few game-and-setting combinations, such as the Super Mario World Underground style), this sequel adds the snow setting among the course themes, as well as icicles which can be set to drop when the player gets near and (with an update) coins encased within meltable ice blocks. In addition, combining the Snow theme with the Night setting causes all surfaces to become very slippery, not just ice blocks and icicles.
  • The Smurfette Principle: With the Mystery Mushroom costumes removed, Toadette is now the only female player character, alongside Mario, Luigi, and Toad. Pom Pom was the only enemy that was explicitly female until Wendy was later added.
  • Snowlems: The Snow Pokeys in the snow courses, replacing their standard desert cousins.
  • Solid Clouds: In addition to featuring the classic cloud blocks (which were also present in the first Super Mario Maker), the game adds Cloud Lifts. These platforms are exclusive to the 3D World game style, and move in a pattern (either up and down or sideways); their length can be adjusted as well.
  • Spike Balls of Doom: The 2.0 update brings with it Spike from Super Mario Bros. 3, who spits these at you. Whether they float or roll towards you depends on the game style. The spiked balls themselves are also a usable part.
  • Spikes of Doom: The round spikes from the first game are present once again in the 2D-based game styles, while the 3D World style uses larger spike blocks that come in three colors. The red blocks have their spikes active by default, while the blue ones have them retracted by default and the yellow ones protrude and retract them periodically. The red and blue blocks swap states when hit an ON/OFF switch.
  • The Spiny: The game adds the Spiny Skipsqueaks and Horned Ant Troopers to the existing list of thorny and spiky enemies from the first game (an update also adds Pokey, which cannot be stomped on either in any of the game styles, not even in those where it has the original design first seen in Super Mario Bros. 2).
  • Spread Shot:
    • If the player has the Fire Flower Powerup when riding a Fire Koopa Clown Car, it will fire out a spread of three fireballs per shot.
    • If the player has the Fire Flower powerup when riding a Red Yoshi, he will fire a spread of three fireballs per attack.
    • Ludwig Von Koopa will fire out a spread of three shots from his wand in the player's direction. If he's low on health, he fires five.
  • Springy Spores: The springy mushroom platforms that first appeared in 3D Land and 3D World can be used in levels from the latter's game style. The orange platforms move either up and down or sideways, while the blue ones are static. A post-release update adds a special purple version whose bouncy properties can be either enabled or disabled with ON/OFF blocks.
  • Sprint Shoes: When using the Master Sword powerup, you can use the Pegasus Boots to dash forward with your sword out to attack enemies, just like in Link's home games.
  • Stalactite Spite: Icicles from the New Super Mario Bros. games are now available as an obstacle to place in courses, which can be either stationary or set to drop when the player gets near.
  • Stealth Pun: Mr. Eraser is portrayed as a Professional Killer in Story Mode because he can erase objects; in other words, he rubs them out.
  • Stylistic Suck: The Story Mode course Super Mario Bros. W1-1? is an altered version of World 1-1 from Super Mario Bros. with random enemies spammed everywhere, massive blind jumps, and a troll sub-area that takes you backward in the course in place of the shortcut akin to a player using all sorts of unimaginative methods for their course.
  • Sudden Name Change: In both the Wii U and Nintendo 3DS versions of the first game, the building assets were consistently called "course elements". In this game, this terminology was changed to simply "parts" for no apparent reason.
  • Sudden Soundtrack Stop: Like in the first game, one of Soundfrog's sound effects cuts off the game's music when activated. Rather than the static of the first game, this iteration instead plays a short beep.
  • Sweat Drop: In online multiplayer, if a player in an autoscrolling level is being pushed by the screen boundaries, other players will see them emitting large amounts of sweat.
  • Sword Plant: As Link, you can leap into the air and lunge downwards with your sword out to attack enemies below you, even ones that are normally immune to regular stomps like Piranha Plants.
  • Temporary Platform: The Donut Blocks, Lava Lifts and unstable platforms make a return from the first game, and new assets related to this trope have been added: Blinking Blocks from Galaxy 2 and 3D World, yellow ! blocks that work like the Mega ? Blocks from 3D World (namely, empty blocks temporarily extend out of it upon each it, with a Ground Pound or explosion fully displaying them at once), blocks that move to a place before disappearing, and (with an update) P Blocks that toggle on or off when a P Switch is pressed (like the red blocks in the Yoshi's Island series).
  • Theme-and-Variations Soundtrack:
    • Like with the Airship theme in the previous game, the new music for the Super Mario World themes (Forest, Snow, and Desert) are all remixes of the same motif.
    • The Super Mario Bros. athletic music is a motif of the original Ground music and the newer high score table music made for the Vs. System edition of the game.
  • Thermal Dissonance: Taken to an extreme with the relationship between lava and frozen coins. Frozen coins can be thawed out by every kind of burning object in the game - Fire Flower fireballs, Lava Bubbles, firebars, burners, Fire Piranha's fireballs, even the Angry Sun... But after being engulfed in rising lava, the frozen coins will remain frozen just as solid as before when the lava falls back down.
  • Tide Level: This can be invoked by players, and also happens at least once in Story Mode. When making a course in the Forest or Castle themes, you can choose to set the liquid level, how fast it goes up and down, and the maximum and minimum heights it can reach. The liquid is water for the daytime version of Forest, lava for Castle, and poison in the night version of Forest.
  • Toggling Setpiece Puzzle: The ON/OFF Switches are added to the list of Gizmos that can be implemented in the courses, and to this end, there are multiple course parts whose states can be alternated by pressing these switches.
    • The Dotted-line blocks. They're colored red and blue, with the former being solid by default; the blue ones are initially absent, but their intended location is indicated by blue outlines. When you press an ON/OFF Switch, their states will swap: Red blocks will disappear but their locations remain traced with red outlines, while blue ones will appear and become solid. All sorts of puzzles and contraptions are possible with them, and several levels of Story Mode demonstrate it (for example, there's one where you have to guide a 1-Up Mushroom into you by making it move over these blocks).
    • Conveyor belts set to red will reverse their current directions and change their color to blue when an ON/OFF Switch is pressed.
    • Rail junctions, shaped like Y, will take all platforms, enemies, and terrain at one branch by default; when an ON/OFF switch is pressed, that branch is cut and the other will open, taking the aforementioned elements into an alternate path.
    • The 3D World-exclusive Spike Blocks, instead of appearing or disappearing, will have the states of their spiky shells swapped upon pressing an ON/OFF Switch: The red ones, which by default have their spikes protracted, will retract them and become safe to walk on; the blue ones, meanwhile, will then protract theirs and become harmful upon contact. The yellow ones act independently, protracting and retracting their spikes on their own periodically.
    • The 3D World-exclusive Rail Blocks work differently. Both the red and blue blocks can be moved by default (the red ones do it all the time, while the blue ones only move when you stand on them). What the ON/OFF Switch does is to stop them completely upon being pressed, and will remain immobile even if you stand on them; they will only resume their functionality when the ON/OFF Switch is pressed again.
    • The 3D World-exclusive ON/OFF trampolines, added post-release via an update. The active ones will be colored purple with blue dots, and act like typical Springy Spores, while the inactive ones will be generic colorless platforms. When an ON/OFF Switch is hit, the trampolines with swap their states, with the colored ones becoming monochrome and losing their bouncing properties, and the monochrome ones becoming purple (with blue dots) and being able to give a boost to the players' (and enemies') jumps.
    • A post-release update added the P Blocks, whose states are controlled by P Switches instead of ON/OFF Switches. All these blocks are colored yellow, but the currently-active blocks are visibly solid while the inactive ones only show their outlines. When a P Switch is pressed, their states are swapped, but only for as long as the effect of the Switch lasts. When it expires, all P Blocks in the level revert to their corresponding states.
  • Toy Time: In the Super Mario 3D World game style, the Sky theme is not based on any of the actual sky courses from the original game, but instead on the course "Rolling Ride Run" from World Star, which is themed around wooden setpieces used by small children as building blocks.
  • Unintentionally Unwinnable: Oversight is a common problem with courses where a player can become trapped by complete accident.Example The dojo section of the game points out a few examples on how you can accidentally trap players without noticing it until it's pointed out by someone.
  • Unlockable Content: A bunch of clothes and headwear can be unlock through progression in Story Mode or various other in-game achievements. Besides those, however, are two special items that become available in the Course Maker:
    • Super Hammer: Unlock by completing the game.
    • Superball Flower: Unlock by playing through the game until Purple Toad appears, then take all three of the jobs Purple Toad offers you. Completing the last job allows you to access three ? Blocks that you couldn't hit before, the middle one containing the special item.
    • Unlocking the ability to switch to nighttime course themes takes even less effort; all you need to do is select the Angry Sun's alternate form.
  • Unwinnable: While you can't upload courses online if you can't clear them, there's still some courses that can become unbeatable in certain circumstances, which is called softlocking note .
  • Unwinnable by Design: Some courses may softlock on purpose, such as having a pit the player can fall into and then being blocked by invisible blocks. Proper course design etiquette is to provide a way to die so that the player doesn't have to restart the course from the pause menu, even if there hasn't been a checkpoint, making it not a true softlock. Sometimes the way to actually die is in itself quite challenging, though. Alternatively, one common design element is a powerup check, meant for either removing powerups unintended to be in the next section (Buzzy Beetle helmets being a known offender) or as a punishment to force a restart on players that do the previous section wrong in some way, say, by taking too many hits and not having a powerup to Mercy Invincibility through a grinder.
  • Variable Mix: If the sub-world for a level is set in the same theme as the main world, but set at a different time, the song will transition from one version to the other instead of resetting.
  • Video Game Caring Potential: In Multiplayer Versus, the losing players lose versus rank points, but if they make it to the flagpole on time, they will fewer points than normal, or sometimes none at all. If a player is in the mood, they can choose to wait for other players to catch up to them at the flagpole, allowing them to lose as few versus ranking points as possible, which makes reaching the high versus ranks of A and S much easier. Some Multiplayer Versus levels explicitly have setups designed so that the winner of a race can wait for the other players without worrying about them trying to snipe the goal.
  • Video Game Delegation Penalty: If you lose all your lives while attempting a job in Story Mode, you can delegate Luigi to complete it for you. You receive the full payment for the job, but Luigi doesn't collect any Coins during the course, resulting in a lower total overall. For courses without many Coins it doesn't make much difference, but on some of the later courses, the amount you get from Coins in the course can equal or exceed the job payment. Dispatching Luigi is an Anti-Frustration Feature, letting you skip the more aggravating gimmick courses, but you'll have to complete a higher number of jobs overall.
  • Walk on Water: In the Super Mario Bros. 3 style, characters can run on water while wearing the Frog Suit if they reach maximum speed while carrying an object, similarly to how the Mini-Mushroom and the Penguin Suit allow characters to respectively run and slide on water in the New Super Mario Bros. games.
  • Weird Moon: The Moon can be used in Night themes. It shares its dive-bombing behavior with the Angry Sun, but if Mario touches the Moon, it acts as a Smart Bomb that wipes every enemy on-screen.

 
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Super Mario Maker 2

Sequel to the much-beloved Super Mario Maker, this one adds new features, biomes, and styles.

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