Video Game / Super Mario Maker
aka: Mario Maker

http://static.tvtropes.org/pmwiki/pub/images/super_mario_maker_artwork.jpg

Nintendo's 30th anniversary celebration of the Super Mario Bros. franchisenote  is a Game Maker engine for Wii U based around the 2D Mario platformers. Course makers are provided an assortment of enemies, power-ups, and obstacles to make courses with, using an interface very reminiscent of Mario Paint. Players can combine things to create new objects, enemies, and courses that would even give Kaizo Mario World a run for its money. Above water mega Bloopers with wings? That's one of the easier things to make. Giant Goomba's Shoe with a Spiny helmet to match? Totally normal. Three giant Bowsers stacked on top of each other? Good luck.

In addition to all this chaos the maker allows, users can decide to shift between various graphic styles, including the classic 8-bit style from the first Super Mario Bros. and Super Mario Bros. 3, the 16-bit graphics of Super Mario World, or the 3D vectors from New Super Mario Bros. U.

People can also share the levels they make online with other players. Needless to say, quality of the courses made in this may vary. Courses need to be cleared before they can be uploaded, however, preventing Unwinnable by Design levels from cropping up.

amiibo functionality is included in the form of a Mystery Mushroom powerup: scanning in a compatible figure will create a mushroom that, when collected, will give Mario a Mystery Suit based on that figure. These suits can also be collected by clearing the 100 Mario Challenge, a gauntlet of randomly-picked courses. There are over 100 different Mystery Suits, and not all of them are attached to figures. Additionally, the game has its own amiibo, an 8-Bit Mario figure in Classic and Modern colors. Using the figure in-game creates a Big Mushroom, which allows Mario to grow much larger than usual, replaces enemies with Mario-themed variations, and causes the game to take on a CRT television-style filter.

The game was released on September 11th, 2015 worldwide, the Friday before the 30th anniversary of the Japanese September 13th, 1985 release of the original Super Mario Bros.

This game contains the following tropes:

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    #-E 
  • 1-Up: In every game mode, Mario can earn extra lives in the same usual ways: collecting a 1-Up Mushroom, defeating a certain number of enemies in a row, collecting 100 coins, or grabbing the top of the Goal Pole in the SMB and NSMBU themes. There are new ways to earn 1-Ups as well; in the SMB3 theme, the Roulette Box contains a 1-Up Mushroom, while in the SMW theme, crossing the Giant Gate at the top earns an extra life. In the 10 and 100 Mario Challenges, Mario can only earn three extra lives per course.
  • Abnormal Ammo: Bill Blasters and Lakitus can be made to fire/toss anything from enemies to coins
  • Advancing Wall of Doom: Possible to invoke through the use of tracks and various damaging obstacles attached to them.
  • Airborne Mook: Everyone—just apply wings and they'll fly. If they already fly, they'll move in different patterns.
  • All There in the Manual: Mashiko/Mary O's deliberately terrible levels would make no sense to someone who hasn't read the Super Mario: Crash Course comics.
  • Aluminum Christmas Trees: The Super Mario World airship theme is noteworthy for using samples that aren't part of the Super Mario World ROM or even that of Super Mario All-Stars, making it seem like Nintendo's taking creative freedom with this song. As it turns out, these games only used a fraction of the full sound set, and more samples within the same style can be found within the Super Game Boy ROM as well within the BS-X Magazine service for the Satellaview.
  • And Your Reward Is Clothes: Unlike in Super Mario 64 DS, all of the characters Mario can transform into via the Mystery Mushroom play exactly the same: getting an extra hit and being able to break bricks like Super Mario while still being only one brick's-height tall like regular Mario. However, (almost) each individual character gets their own unique sound effects, including transformation sounds and victory fanfares. For example, the Wii Fit Trainer shouts "Up!" whenever the player jumps, and when Link clears a course, the "Triforce collected" theme from the original Zelda game plays. Many of the characters also have their own "lose-a-life" jingles if they fall into a pit.
  • Antepiece: When a new set of tools is shipped, a sample course showcasing most of the elements is also unlocked.
  • Anti-Frustration Feature:
    • Playing the 100 Mario Challenge picks a random player-made course. Should the player come across a course they can't complete, there's the option to skip the level by holding down the touch screen or the minus button.
    • The lack of a lives system in this game (outside of the 10/100 Mario challenge). This is a blessing if you are going into Kaizo-style levels.
    • The 100 Mario Challenge requires the player to be connected to the internet in order to play a random course from Nintendo's servers. If you happen to lose connection, the game will automatically be saved so you won't lose your progress on the map. Subverted, however, if you happen to finish the level as your internet is going out, as the game will not count this as a win. You'll have to play that particular level number again, and it won't be the same stage.
    • If you complete a level for upload, and the server is down or the connection fails, the game will remember that you completed it if you upload it again later.
    • You are required to beat your own level from the start and from each checkpoint to upload it. This is to keep unwinnable levels from being uploaded.
    • Due to the formidable skill and luck required for the Super Expert levels in 100 Mario challenge, only six of them have to be beaten. The inclusion of this mode in the first place also alleviates mildly the overall difficulty of Expert, as it now includes levels with a higher clear rate.
  • Anti-Grinding: The Easy, Normal and Expert 100 Mario Challenge will eventually stop rewarding Mystery Costumes, making it more difficult to unlock more of them as the player will have to look for more of them in the next difficulty set. Namely, Easy has 20 obtainable costumes, Normal has 49 and Expert has 40. The last few (5) costumes are exclusive to Super Expert.
  • Anti-Poop Socking : Zigzagged. Since new tools are unlocked every real-time day (and it takes only 5 minutes to queue them up), this encourages the player to take regular breaks instead of playing for several hours in a single session. That said, the 1.0.1 update allows players to unlock the tools right away by placing enough objects/tiles.
  • Art Evolution:
    • Bowser's received a completely new sprite for the Super Mario World mode that looks more like his modern appearance, since he's only ever seen in his Clown Car in the actual Super Mario World.
    • Bowser Jr. gets three new appearances in 8-bit and 16-bit, each reflecting the games' respective artstyles and the Early Installment Weirdness associated with them. For example, his SMB1-style sprite is noticeably Off Model compared to the other sprites.
  • The Artifact:
    • You can't collect item cards from the SMB3 Goal Box, or Bonus Stars from crossing the tape in the SMW theme; they're only good for points. Or 1-Ups if you're lucky/break it at the very top respectively.
    • Collecting spare powerups while in the SMW theme (like a Super Mushroom when you're already Super Mario) will still play the sound effect that played in the original when something got stored in your powerup box, even though you don't get to have that box here.
  • Ascended Glitch:
    • The Weird Mushroom power up. It was originally a glitch the dev team found when they were making the game that made Mario skinny, but they found it so entertaining they decided to make it an official power-up in the game. Using it makes Mario tall, thin, and makes his physics similar to Luigi's.
    • There are a number of videos showing how to jump over the flagpole in the first Super Mario Bros. No exploits are required to do so here.
  • Ascended Meme:
    • From a different game, even. The Inkling Girl costume uses the popular "Woomy!" sound clip.
    • One of the sample courses is an Automatic Level titled "Underwater Automation".
    • The Fire Koopa Clown Car in the December 2015 update. Many levels had already been created that gave Mario a Fire Flower and a Clown Car in order to make a level like a scrolling shooter. The devs loved these levels and decided to officially support them by condensing the fire and the Clown Car into one.
  • Aside Glance: While most Mystery Mushroom characters perform a dramatic or iconic pose when the Up button is pressed, the Duck Hunt duo's pose just has the duck stare unimpressed at the camera.
  • Asteroids Monster: The giant Goombas that split into smaller Goombas from New Super Mario Bros. Wii are back. They can be created by placing a Super Mushroom onto them to make them big.
  • Attack of the 50-Foot Whatever:
    • Any and every single enemy should the player choose. Give it a Super Mushroom, and it'll grow. Give them another one, and they will grow again... and sneeze it out, as it can't grow any larger. Enemies can be stacked on top of each other, as well, regardless of size.
    • Scanning a 30th Anniversary Mario amiibo figure unlocks a new power-up called the Big Mushroom, which not only makes Mario twice his size and weight, allowing him to break bricks and blocks by running into or stomping on them, but also alters the enemies to give them Mario's visual attributes, as well as making the screen look like a CRT television.
  • Audible Gleam: Equipping a Spiny Shell on Mario's head causes the spikes to shine with the sound of a blade sharpening.
  • Author Avatar:
    • Yamamura, the rock dove, is based on a veteran Nintendo employee named Yasuhisa Yamamura. Like his avatar, the real Yamamura is a course designer; he's worked on games like Yoshi's Island and the New Super Mario Bros. series.
    • In-universe, within the official level "Bowser's Puzzle Dungeon", Bowser apparently couldn't resist the temptation to put an encounter with himself near the end of said level.
  • Automatic Level: There are several courses uploaded to the game's servers where the player doesn't have to touch anything to win. One of the sample courses is even an automatic course called "Underwater Automation".
  • Automatic New Game: Starting the game for the first time immediately throws the player into an incomplete level where there's no more level beyond a pit. The player's next task is to finish the course so that it can actually be beaten. It also serves as a tutorial level, where it points out what elements/enemies should go where and how different elements interact with one another.
  • Auto-Scrolling Level: A course can be made to scroll automatically in three speeds represented by a tortoise, a hare, and a cheetah, just like the Mouse Speed options in Mario Paint.
  • Auto-Tune: During course building, a digital voice will sing the names of elements laid down to the tune of the course music.
  • Awesome, but Impractical: The Mushroom accessible with the 30th Anniversary 8-Bit Mario Amiibo can make Mario as big as a Kaiju. He also still can take damage, and has a much bigger hitbox.
  • Bag of Spilling: Mario reverts to small form between levels.
  • Big Boo's Haunt: The Ghost House theme can be chosen in the course maker, and is available even for the game styles that didn't have Ghost House levels in their original versions (Super Mario Bros. and Super Mario Bros. 3).
  • Big Fancy Castle: The Castle theme can be chosen in the course maker.
  • Black Bead Eyes: Averted with the SMB versions of Wiggler, Monty Mole, Rocky Wrench, and Bowser Jr., who usually don't have sclera.
  • Blessed with Suck: The Spiny Helmet can become this in the SMW theme, as you can't hit blocks while wearing it (they just shatter), so unless you have something you can throw, you're not getting anything out of those. This is subverted in the NSMBU theme-you can just Ground Pound the blocks instead.
  • Bribing Your Way to Victory: The crossover Mystery Suits can be unlocked by completing the 100-Mario Challenge... or just by scanning the corresponding amiibo figure. It doesn't work for every Mystery Suit, as not every suit has a corresponding amiibo, but it does unlock a good chunk of them.
  • Bullet Hell: Due to the game's high enemy cap, it's entirely possible to stack Hammer Brothers on top of each other and create projectile hell. The same can be said for other enemies, such as winged Spinies, which shoot spikes in cardinal and diagonal directions, and of course, Bullet Bills.
  • The Bus Came Back:
    • Goomba's Shoe finally makes its return after its last and previously only appearance in Super Mario Bros. 3... and in an additional high-heel form, with winged, giant or winged giant variations of both the Stiletto and Normal versions . However, unlike many other items and enemies, it's only available in the Super Mario Bros. and Super Mario Bros. 3 themes, being replaced by Yoshi in the newer styles.
    • The Undo Dog from Mario Paint makes its return after a couple of cameos in WarioWare games. Likewise, King Watinga also returns in the hidden Gnat Attack mini-game.
    • This is the first appearance of Donkey Kong Jr. in an official Mario game since Game & Watch Gallery 4 (even if only as a costume for Mario to wear).
  • Butt Monkey: Construction Mario on the pre-title screen.
  • Cap:
    • Different kinds of objects draw from different pools that each have a limit for how many can be present in an area, with the level and sublevel counting as separate areas. For example, there can be up to a total of three Bowsers or Bowser Jrs. in an area.
    • In the 10 or 100 Mario Challenges, the life counter caps off at the starting amount. Also, only three extra lives can be earned from a level, and they are only rewarded once the level is cleared. This prevents players from regaining their entire Mario stock from a single level. The only way to actually make any meaningful use out of any lives gained during the level past the initial 3 is to play a set of levels as a "world" by pressing the play button on the left side of a row of levels in the Coursebot: this is also the only way to start a level with any powerups.
    • Players starting out will discover that they can only upload 10 courses to Course World. However, as they get more stars from other players, their "rank" will increase, and they'll be able to upload more levels. This, in theory, stops players who make bad/unfair levels from flooding the Course World, and allows more skilled creators more space to show off their skill. In addition, only 120 levels can saved locally.
  • Character Blog: While not a traditional blog per se, several of the game's helper characters- Mary O., Undodog, Coursebot, Mr. Eraser, Soundfrog, and Parakeet, along with Yamamura and Bowser -have their own official Maker pages, home to several courses they designed.
  • Charged Attack: The new Fire Clown Car allows for these, which can destroy anything that a Bob-Omb can destroy.
  • Checkpoint Starvation:
    • At launch, it was impossible to place checkpoints within the level, so long levels would inevitably fall into this. Checkpoints were added in a November 2015 update, though of course all stages created before that date still lack them.
    • If you get a Game Over in Gnat Attack, it's back to the very beginning of the minigame for you, not the beginning of the stage you were on.
  • Chest Monster: Certain enemies can be placed within ?-blocks, essentially turning them into this.
  • Combat Stilettos: It's possible to turn the Goomba's Shoe into a high-heeled boot. Sometimes, it looks so wrong, it's hilarious.
  • Combinatorial Explosion: A lot of the fun advertised in the trailers revolves around putting things together that don't go together in the normal games, and the game having updated physics/rules to deal with it. Any enemy can have wings applied to it, anything can bounce on springboards, and different objects can be stacked upon one another in unorthodox permutations.
  • Combo Platter Powers: It's possible to combine many different power ups to get crazy new ones, such as having Fire Mario wear a Spiny helmet while riding in a Koopa Clown Car.
  • Couch Gag: Construction Mario's fate on the pre-title screen is different for each day of the week. For example, Magikoopa will turn him into a Goomba on Tuesday, and on Saturday he'll be crushed by a Thwomp.
  • Creator Thumbprint:
    • All of the stages on Bowser's official Maker page use the Castle theme in the Super Mario World style, have at least one section that involves bouncing off of cannonballs, and end with a battle against Bowser himself.
    • Mr. Eraser's stages all involve a large number of bouncy objects; apparently "Mr. Bumper" is his friend.
  • Crossover:
    • Via the amiibo costumes. In addition to Nintendo's non-Super Mario characters, there's Sonic the Hedgehog, Mega Man and Pac-Man.
    • One across mediums rather than franchises; one Mystery Mushroom costume added via the November 2015 update is the stylized Mario from Super Mario-Kun, a long-running Mario manga.
    • Another manga character added via update is Chitoge Kirisaki from Nisekoi.
  • Cross-Popping Veins: Practically an Easter Egg given the specific setup, but if Mario grabs the Big Mushroom in a Super Mario Bros. level and finds a Fire Clown Car, the usual clown face is instead replaced by picture of Peach with a heart next to it. Charge up a shot, however, and her eyebrows furrow and the heart changes into crossed veins.
  • Cute Kitten: One of the possible alternate hands one could choose is that of a cat's paw, whether gray or cream. In addition, one of the special effect options is having the exact same cat's paw swipe a character.
  • Damn You, Muscle Memory:
    • The 4 themes keep their different mechanics & limitations. For example...
      • Mario can't wall-jump or ground pound by himself in any of the 2D platforming games that came before the New Super Mario Bros. games.
      • He can't spin jump in games before Super Mario World
      • He cannot pick up and carry items in the original Super Mario Bros.
      • Tossing held items straight upwards only works in Super Mario World
      • Fluttering in the air with Yoshi only works in New Super Mario Bros. U and not in Super Mario World.
    • Yet, not everything that worked in the original games works here:
      • Going past the Super Mario World goal posts is not enough: the moving tape must be broken to clear the stage.
      • The frame window for getting extra height off of a Spring or a Note Block is much narrower than it was in Super Mario World and New Super Mario Bros. U. If the player's timing is off, it's usually too late to turn back and try again. As a result, stages with a high density of Springs and bottomless pits tend to have low completion rates.
      • Super Mario World vets might find that spin jumping with the ZL/ZR buttons instead of the A button will take some getting used to. But those who are familiar with the Super Mario Advance 2 version will have no problem there.
      • If you're used to how overpowered the Spin Jump is in Super Mario World, get ready to be disappointed the first time you try to Spin Jump off of a Boo, Lava Bubble, Grinder, fireball from Bowser, or Magikoopa magic.
      • Alternatively, if you're used to how underpowered the Spin Jump is in New Super Mario Bros. U, get ready to be surprised the first time you try to Spin Jump off of anything aside from the aforementioned things.
      • The invincibility running speed is much faster than normal, making it far too easy to fall or jump into a bottomless pit. This didn't happen in any of the classic games; it's a carry-over from New Super Mario Bros. U.
      • If there's anything set to come out of a pipe, it won't come out until after a few seconds of the pipe the enemy/object comes from being on-screen, compared to older games where Piranha Plants and the like were shown popping out almost instantly upon being scrolled on-screen.
      • Yoshi in the Super Mario World theme won't swallow power-ups and transfer it to Mario like he did in the original game. This is a trait carried over from New Super Mario Bros.
      • You can pick up P-Switches in the NSMBU theme and the SMB3 theme, which is a carry-over from Super Mario World.
      • The physics of P-Switches have changed a bit. For example, they can be placed on top of Thwomps. They can also act as platforms, so as an example, you can throw one onto spikes, press it, and jump off without getting hurt at all.
      • While Mario maintains the "looking up" animation in the Super Mario World theme, holding up or down will not reveal portions of the level above or below the current field of play.
  • Death Is a Slap on the Wrist: In editing mode, death will send the player back to the editor along with a marker of where Mario died; in playing mode, he'll simply start back off at the beginning of the level. Averted in the 10 and 100 Mario Challenges, where he'll lose a life as usual.
  • Death Throws: Mario retains the classic "jump in the air and fall down" pose when he loses a life. Enemies have their own death throws by flying off screen and spinning as they fall while certain enemies retain the traditional Goomba Stomp defeat animation.
  • Degraded Boss: Bowser and Bowser Jr. can be used in the course maker, and both can be modified just like the enemies can. However, unlike any other object in the game, only three total can be used in one level (which can be doubled by using the sublevel), which prevents players from placing them everywhere and calling it a day.
  • Denser and Wackier: Not that the Mario series was ever overly serious to begin with, but with the amount of crazy stuff one can create and the game's own funny details, this is one of the silliest main Mario games.
  • Developers' Foresight:
    • A few amiibo of the same character react differently when used in-game. Scanning in an Isabelle amiibo card will net a different Mystery Suit than scanning in her figure does, as she's wearing her spring/summer outfit in the card's artwork, while her figure has her wearing her fall/winter outfit. Additionally, the Yarn Yoshi amiibos from Yoshi's Woolly World have different sound effects than the standard Super Mario/Super Smash Bros. figure, and the Mega Yarn Yoshi costume is slightly bigger than the regular Yoshi costumes. Golden Mario, Silver Mario, and the 30th Anniversary 8-Bit Mario (regardless of color) all receive unique amiibo costumes in addition to the standard Smash and Mario series amiibo; these are all considered one and the same in most other games.
    • Clearing the 10 or 100 Mario Challenges as certain characters will earn a unique response from the character that's rescued at the end. Finishing as Bowser, for example, will cause the poor Toad to confusedly freak the heck out.
    Toad:"B-B-Bowser? Aaaaagghhh! I thought you'd taken the princess to another castle!"
    • The Easter Egg within Super Mario Bros. 3 where Mario could go behind the scenery by ducking for a few seconds on the large white blocks doesn't work within Super Mario Maker. If one attempts to do so anyway, there's a different Easter Egg where Mario simply hops on the spot (as if he's trying to go behind the blocks) while making a small sound.
    • Mario and most of the amiibo costumes use their standing stance when riding a shoe. However, there are a few that wouldn't quite look right in that stance, and those ones are given a new one (for example, the Wii Balance Board squeezes into the shoe).
    • If you manage to let the time run down to under 100 seconds on the title screen, you'll still get the standard "hurry up" theme followed by faster title screen music. If it hits zero, Mario dies, the screen fades to black, then you're back on the title screen's beginning as if the title screen itself is a legitimate course.
    • In the Super Mario Bros. style, if a door is placed over the entrance of the fort at the end of a level, Mario will open the door as he enters the fort after clearing the level. The addition of keyed doors added even more detail to this. If Mario has the door's key, he'll use the key to open it before entering. If Mario doesn't have the door's key, he will struggle to open the door for a while before looking away and crouching, which normally happens if something prevents Mario from entering the castle.
    • If a warp pipe's obstructed on the exit side, Mario won't be able to exit through it. Instead, a short cutscene plays where Mario peeks out of said warp pipe before returning to the entrance side.
  • Difficulty Levels: Course World offers "Easy", "Normal", "Expert" and "Super Expert" user-designed courses, categorized by the course's completion rate. In the 100 Mario Challenge, levels are chosen exclusively from the corresponding Course World difficulty.
  • Difficulty Spike: The Gnat Attack minigame here is much more ruthless in its boss level than it was in Mario Paint, all due to the measly timer and the many hits the boss needs to take before going down.
  • Disturbed Doves: When tripping a checkpoint, there's a small chance to see doves flying off the flag, appearing out of nowhere.
  • Double Unlock: The Weird Mushroom. First, all the built-in courses from 10 Mario Challenge must be cleared, which unlocks the four Nintendo World Championship 2015 levels. Beating those unlocks the Weird Mushroom.
  • Dub Name Change: Mashiko the manual guide is renamed Mary O in the North American version.
  • Dummied Out:
    • Bizarrely, the game files contain lots of gear and weapons from an early build of Splatoon.
    • The initial version of the game included references to unused Mystery Mushroom costumes: Baby Mario, Balloon Fight, E. Gadd, a Golden Retriever, Super Mario Bros. 2 Mario, Mary O the manual guide, Mr. Saturn, a Muncher, Nabbit, the pink rabbit from Nintendo Badge Arcade, Popo, Tetris, and, apparently, the Microsoft Windows logo. These references were removed from v1.01 onward (though some characters' sound effects exist unused). Some of these were later re-added into the game as full fledged Mystery Mushroom costumes, making them no longer unused.
  • Early-Bird Cameo:
    • A few Mystery Mushroom costumes that appear in the game hadn't been released by the time of its September 11 launch date. For example, the Yarn Yoshi amiibo didn't release until October in North America, and Lucas hadn't been revealed anywhere.
    • The Arwing Walker zigzags with the trope. It was supposed to appear in Star Fox 2, way back on the SNES, but since that game was never released, it instead made its first official appearance in Star Fox Zero, which hadn't been released yet when Super Mario Maker came out.
  • Easter Egg: There are many.
    • The Weird Mushroom appears infrequently in the SMB theme; eating it causes Mario to grow tall and thin, and gives him a higher and floatier jump akin to Luigi's. If all of the Nintendo World Championship 2015 levels are cleared, they can be purposefully inserted into a level by shaking a Mushroom, instead of having them randomly appear in the place of a normal Mushroom.
    • As a reference to the title screen of Mario Paint, the different letters of the title screen can be tapped to cause different effects to happen, like turning the "M" in "Mario" into a "W" and hearing Wario's voice (and spawning his Mystery Mushroom). The screen itself can be tapped to make different things happen.
    • From time to time, flies show up, and they can swatted by tapping them. Hit them all, and the hidden Gnat Attack minigame appears. Beating it unlocks the secret Construction Mario Mystery Suit.
    • Pressing A, B, and down on the D-Pad on the pre-course loading screen will cause the course to take on the same CRT television effect as the 30th Anniversary Mario amiibo.
    • Even the original reveal trailer shows one off — by blocking off the exit after the goal at the end of a course, Mario will walk against the blockade futility for a while until he stops, turns around, and ducks in frustration.
    • Some Mystery Suits have different invincibility themes while collecting a Super Star: Modern Mario uses the Powerful Mario theme from Super Mario 64, Gold and Silver Mario use the Metallic Mario theme from the same game, and Kart Mario uses the fanfare from Super Mario Kart.
    • Whenever Mario falls into a pit, there's a chance of playing one of the eight secret death sounds.
    • The in game manual has a section where you can enter codes (found in the game's artbook) to see short clips of developers in game making things and giving the player advice on how to use elements to make puzzles, faces, and everything else. Entering 1309 shows a video of Takashi Tezuka and Shigeru Miyamoto making a doodle, which is the same ones found on the final page in the artbook. Entering 0913, meanwhile, shows Koji Kondo playing the Mario theme. The codes both stand for September 13th, the original release date of Super Mario Bros. in Japan.
    • The version 1.20 update added the ability to tap on a Warp Door while in the Maker to knock on it. Knocking a few times and stopping results in knocking back in response. Doing that a few times or knocking without stopping causes the door to open to reveal Weird Mario in a random pose/outfit. These are different for each game style, with the outfits in the SMB3 and NSMB styles referencing powerups from those games that weren't included in Super Mario Maker.
    • A Magikoopa placed next to a flag pole within the Super Mario Bros. 1 and New Super Mario Bros U themes can temporarily transform it into something else. Temporary due to it reappearing as soon as you've defeated the Magikoopa (as to not make the level unwinnable).
    • Putting a door over the entry to the castle at the end of a level in the Super Mario Bros. theme will cause Mario to open the door and go through after beating the level.
    • If you shake a spike on a New Super Mario Bros. U ground theme, there is a random chance that it will make a train sound.
  • Easy-Mode Mockery: If you complete 10 Mario Challenge, or 100 Mario Challenge on Easy, you get told that Your Princess Is in Another Castle. You need to beat the 100 Mario Challenge on Normal, Expert or Super Expert to properly rescue Peach. Note that you still have to play on all difficulty levels in order to unlock all amiibo costumes except those earned via Gnat Attack or the online Event Courses.
  • Excuse Plot: Upon starting the 10 or 100 Mario Challenge, it says that "Princess Peach is in trouble!". That's all the plot needs to make Mario run through multiple levels to save her.

    F-L 
  • Fake Difficulty: Given Sturgeon's Law, this is bound to happen with some user created courses, especially since people can share courses to other players, and the 100 Mario Challenge chooses courses at random, which is especially noticeable with Expert and Super Expert difficulty. These levels often feature Trial-and-Error Gameplay that will quickly exhaust your precious lives. Here are notable ways that will kill you:
    • Enemies or traps starting right next to Mario's starting position so that he dies if the player does not instantly react. Have a nice quick death.
    • Thwomps hidden offscreen so that they come crashing down from nowhere on an unsuspecting player. Same for Lakitus positioned in the same way so that not only you can't see them, but you also can't attack them.
    • Groups of pipes and doors, all but one of which lead to death traps. If the level forces you to pick a path, enjoy some Russian Roulette.
    • Unexpected hidden blocks placed at long jumps. Think you can make it? Too bad.
    • Unexpected hidden blocks containing an enemy that will kill you instantly if you don't react fast enough to dodge.
    • Realizing that the level is so long or clock is too short that you pretty much have to speed run the level. Make one mistake and you are doomed. Often times, these levels will be made as puzzles.
    • Exploiting very advanced glitches to complete a level, such as an extra jump on a P-Block.
    • Broken automatic levels. They say you don't need to press anything, only to find out that it contains enemies with random behaviors such as Bowser and Hammer Bros, which has a chance of killing you outside of creator's intentions unless they are trolling. Sometimes, the author trolls the player to jump at a specific area, but often times left in unobvious spots, making it frustrating to figure out the broken part.
    • Power-Ups at wrong times. Think you need the fire flower now while you are still using a flying item that you got in the beginning? Go ahead and get it, only to realize that the fire flower did no benefit and leaves you stuck.
    • Choking a level with the screen literally full of enemies, with progression/survival becoming a Luck-Based Mission.
  • Flunky Boss:
    • Due to the absence of Mechakoopas, a Bowser that is riding a Clown Car tosses Bob-ombs from it; Bowser Jr. instead tosses out Koopa Shells from his Clown Car.
    • In Gnat Attack, Final Boss Watinga sometimes shoots up off-screen and summons some basic Gnats.
    • You can put pipes with enemies alongside Bowser or Bowser Jr, providing them with little armies of mooks.
  • Game-Breaking Bug: In earlier builds, placing an upwards facing warp pipe at the top of the screen in an underwater area and then entering a warp pipe that leads to said underwater pipe would softlock the game, forcing you to close the game and restart. To make things worse, if you ran into a Troll level in 100 Mario Challenge that had this glitch and you fall into it, not only would you lose your progress, but the level wouldn't even show up in your Recently Played list, which means you couldn't even report the offending level. Luckily, Nintendo caught word of this glitch and patched it out in December of 2015, as well as making it impossible to place pipes at the edges of the screen from then on.
  • Game Maker: Designed to be this for 2D Mario platformers. Unlike many similar games, Super Mario Maker is specifically designed to be as intuitive and flexible as possible.
  • Giant Mook: Any enemy that's been given a Super Mushroom is at least twice as large as their normal counterpart, and sometimes has extra abilities.
  • Gimmick Level:
    • Even in the review copies alone, some creations move away from the standard design.
    • Vertical Bowling is a level with very little danger, instead challenging players to throw objects up at coins and enemies to get as many points as possible and post their score.
  • Gratuitous English: Arino ("Jamp!") and Professor E. Gadd ("Hoppu!") whenever they jump. Additionally, Barbra the Bat's transformation sound includes a sound bite of her saying, "Mamma mia!"
  • Green Hill Zone: The Ground theme can be chosen in the course maker.
  • Ground Pound: It can be done in the New Super Mario Bros. U style as usual, and it can also be performed in the Super Mario Bros. and Super Mario Bros. 3 styles by using a giant Goomba's Shoe.
  • Guest Fighter: Mystery Suits allow Mario to transform into other characters, complete with appropriate sound effects, in the Super Mario Bros.-based stages. Unlike Yoshi's Woolly World, the characters from Pokémon are usablenote 
  • Guide Dang It:
    • While it might not affect the game in a negative way, several items have less-than-obvious interactions that may not be obvious until a level built around them explicitly points them out.
    • Goomba's Shoes are a major offender of this; wings can be put on them, which gives them a short flutter jump, and giant versions of them work differently on whether it's a shoe or a stiletto, with both of them being able to use a Ground Pound to defeat normally unkillable enemies such as Munchers and Chain Chomp pegs and the latter being able to break bricks when jumping on them normally. Also, pressing a shoulder button causes Mario to leap out of the Shoe just as he would Yoshi; this is the only use for shoulder buttons in the NES styles, and those buttons didn't even exist on the original console.
    • Both types of shell helmets: the game heavily implies that you can only wear them if they fall on your head which you can only do yourself in SMW style levels that allows you to throw items upwards, but you can also simply duck while holding them in all but SMB style levels to wear them instantly.
  • Hailfire Peaks: Select the Castle theme. Add ice.
  • Handwave: Only the Blue Pikmin can survive underwater. The game gets around this by putting them inside a bubble whenever Mario is underwater while wearing their costume.
  • Harder Than Hard: The 1.40 update added the Super Expert mode to the 100 Mario Challenge. It's the shortest mode (with only 6 levels), but it's brutal.
  • Helpful Mook:
    • One can make enemies like Bill Blasters or Lakitus dispense coins or powerups instead of enemies.
    • Having a Spiny or Buzzy Beetle shell drop onto Mario's head will turn them into a helmet for Mario (the Spiny's spikes even defeating normally unbeatable enemies such as Thwomps).
    • Magikoopas, Thwomps, and Bob-Ombs can clear blocks that may be otherwise impassible in a given level. Magikoopas also have the potential to create Mushrooms and flying items out of blocks, though that's entirely luck-based.
  • Hey, You!: If the final level of the 10 or 100 Mario Challenge is cleared with a Mystery Suit, Toad's Your Princess Is in Another Castle quote or Peach's quote when she's rescued will be changed to not specifically refer to the character in question. However, they have a unique line when greeted by certain characters, including freaking out at Bowser or Peach saying that Bowser was kind enough to rescue her himself.
  • Hitbox Dissonance: Some costumes are bigger than small Mario but keep his hitbox. Totem Link is notorious.
  • I Fell for Hours: One of the audio skits that can play when Mario falls down a pit is a very long "falling whistling sound", accompanied by birds chirping and dogs barking, until Mario hits a trampoline that stops his fall.
  • Incendiary Exponent: If Cheep Cheeps are placed in a castle level, they'll fall into the lava and are subsequently set on fire. In this state, they're immune to anything short of a Super Star, making them a difficult enemy to deal with.
  • Instant-Win Condition: As soon as you touch the Flagpole (SMB1, NSMBU), Goal Box (SMB3), tape of the Giant Gate (SMW) or axe (Castles only), it doesn't matter what happens from there. You can walk across spikes without being hurt, be thrown into pits without dying, or even fail at being crushed, because Mario will just phase through whatever fell onto him.
  • Interchangeable Antimatter Keys: Similar to those found in Yoshi's Island. He can carry as many keys as locked doors are in the level. Attempting to grab one too many knocks it off the screen. They can be placed by themselves or dragged onto enemies and bosses to be offered as rewards on defeat. Also offered as rewards upon collecting all Pink Coins in a level.
  • Interface Screw: Possible to invoke this within the level editor via the use of visual effects. One in particular you can attach to both items or just passing the scenery that recreates "Touch Fuzzy Get Dizzy". You can also cause giant crashing sound effects complete with giant brick breaking to happen on courses.
  • Invincible Minor Minion: Averted for the first time in Mario platforming history with a couple of traditionally indestructible enemies: The Cannons and the Bill Blasters. They can be taken out only by a ground pound by a giant stiletto. They also reward points just like a regular enemy would.
  • Jump Physics: Each theme sticks with the jump physics from the original game, though with a few tweaks. For example, the Lifts in the Super Mario Bros. theme are pass-through instead of solid, and the New Super Mario Bros. U Spin Jump functions more like it did in Super Mario World, allowing Mario to jump on spikes and other sharp objects.
  • Kaizo Trap:
    • It wouldn't be a Mario course maker without them. That said, they're only cosmetic in this case — a level is counted as beaten as soon as the goal is reached, so the course counts as cleared even if Mario is knocked off-screen.
    • Subverted in another case — Magikoopas can make the SMB1 and NSMBU Goal Poles vanish, making it look like this. However, the Goal Pole will always come back.
  • Last Lousy Point: Unlocking new Mystery Suits without amiibos are done through several completions of the 100 Mario Challenge. Eventually, you won't be able to unlock any more suits through Easy, Normal and Expert, which leaves Super Expert as the final hurdle. Since difficulty levels pick courses based on clear rates and Super Expert mode tends to use ones with really low clear rates (even compared to those of the already difficult Expert levels), many players will be beating their heads against the wall trying to clear Super Expert many times to unlock the remaining suits.
  • Late-Arrival Spoiler: Mildly. The Propeller Mushroom appearing as the power-up for the New Super Mario Bros. U spoils its surprise appearance in the original game.
  • Latex Perfection: While the 8-bit aesthetic they're used in makes their exact nature unclear (whether they're true transformations like in Super Mario 64 DS or actual disguises), the Mystery Suits transform Mario into a character that almost always bears no resemblance to his default sprite apart from proportions. When a Mystery Suit-wearing Mario is hit, the character's entire sprite simply falls away to reveal him, even if the sprite was three separate Pikmin or Links.
  • Lethal Joke Item: The Goomba's Stiletto might look ridiculous, but it's just as effective as the Goomba's Shoe. When both items are made giant, the stiletto is actually more powerful than the shoe. While the giant Goomba's Shoe can only defeat enemies with its Ground Pound, the giant stiletto can defeat enemies and break brick blocks with its Ground Pound.
  • Lethal Lava Land: Though the Castle setting has lava in all game settings, the New Super Mario Bros. U fits the best due to the lava illuminating the surroundings of the castle, even in the background.
  • Letting the Air Out of the Band: Happens in the 10 Mario Challenge and easy version of the 100 Mario Challenge if the final level uses the New Super Mario Bros U. style. After it's finished, music starts up while approaching the Princess, which slowly dies down upon meeting Toad instead. This particular music was originally taken from New Super Mario Bros. Wii, which played when Princess Peach revealed herself to be Kamek in disguise.
  • Level Goal: The usual Goal Pole from Super Mario Bros. and New Super Mario Bros. U returns, along with the Roulette Box from Super Mario Bros. 3 and the Giant Gate from Super Mario World. A few mechanics have changed, however: The SMB3 cards now have a standalone 1-Up card in addition to the normal Mushroom, Flower, and Star cards. Going past the Giant Gate in the SMW styled levels is not enough — Mario must actually cross the moving post.
  • Loads and Loads of Characters: There are 99 standard Mystery Suits in the game, and more being added through updates. They're all unlockable through the 100 Mario Challenge, though amiibo figures can be used as a shortcut for some of them. This is not counting those obtainable through event courses.
  • Loophole Abuse: In order to publish your level, you have to be able to actually beat your own level; presumably this was done to keep players from putting out impossibly hard (or just plain impossible levels). However, since it's never specified how you have to clear the level, more than a few players have added well-hidden "developer paths" that jump right to the goal so that they can make incredibly difficult levels and still publish them or make actual nigh-impossible levels and spend hours beating them.
  • Lost in Translation: Averted; the "Flyday/Friday" Pun still is present in the other language versions. The Japanese version uses Gratuitous English, the Spanish version uses "Viernezzz"/"Viernes", and the German version uses "Fliegtag"/"Freitag".
  • Locked Door: Shaking a door twice during level creation mode will turn it into this, and it can only be opened with a Key.
  • Luck-Based Mission: Individual levels can be this; it's not uncommon for levels to contain spots where it's impossible to not die unless you know where the traps are (popular versions include doors or pipes that lead directly into deathtraps, or areas that block you in with invisible blocks that are impossible to escape without restarting the level, and starting the level with an enemy right next to Mario that will kill him within a second unless he dodges it). Too many of these levels can torpedo a run quite quickly.

    M-S 
  • Marathon Boss: Bowser. Since the traditional way to beat him is to just grab the axe and dunk him into lava, there are inevitably many instances where that's not an option, leaving you the alternative of whaling him with fireballs or thrown enemies. Hitting him with either does the same amount of damage and he takes a lot of hits before going down, so if there's no Fire Flower in sight, steel yourself for a long battle (unless the maker didn't account for skipping him altogether).
  • Meaningless Lives:
    • If you're playing just one level (as in, not a 10 or 100 Mario challenge or a four-level world), lives are completely pointless since every time you die, you're just sent back to the beginning of the level. Any hidden 1-Ups or areas where you can gain many lives by killing loads of enemies or collecting hundreds of coins are pointless since those lives literally do nothing for you unless you're in a challenge. Even in challenge mode, there's a Cap of no more than three lives per level and no more than 10 or 100 lives total, rendering any you get beyond that pointless.
    • If you arrange the Coursebot levels so that they form an entire 4 course "world", you have the option to play the entirely of that world. This is the only point within the entire game where this trope's averted due to the 1-up mechanics working exactly like the mainstream Mario games while you're playing within this mode. Except when at least one of the courses offer a mean to gain lots of 1-ups.
  • Medium Blending: The cursors include real hands and cat paws.
  • Mickey Mousing: Whiling creating levels, a robotic voice will read out the name of any object that's set down in time with the background music.
  • Mini-Game: The Gnat Attack (also known as Fly Swatter or Coffee Break) mini game from Mario Paint returns. It's opened by swatting three flies while editing a level. The flies can be spawned at will by shaking a Muncher. It must be beaten to unlock the Construction Mario Mystery Suit. In a November 2015 update, beating the game in hard mode will unlock the Fighter Fly costume.
  • Miracle-Gro Monster: Applying a Super Mushroom to enemies in the level editor will make them grow huge. Applying the item to a Hammer Bro. turns it into a Sledge Bro.
  • Money for Nothing: Since Meaningless Lives is in full effect in many modes, collecting coins (usually done in order to collect a hundred for a 1-Up) is pointless except in very specific circumstances. Coins can still be used by level creators as a way of drawing attention to possible routes (or else lure players into a horrible death trap) or for use with P-switches, which turn them into blocks and vice versa.
  • Mook Maker: Bill Blasters can be re-purposed to launch almost anything, and enemies can march out of pipes as in SMB3.
  • Musical Nod: A few to older Mario games. For example, the 10 Mario Challenge uses the Donut Plains music from SMW, while the Course World and 100 Mario Challenge use the Grass Land music from SMB3.
  • Mutually Exclusive Powerups:
    • In the editor, certain powerups are locked to a specific theme. Yoshi is only available in the Super Mario World and New Super Mario Bros. U themes, and is replaced with the Goomba's Shoe in the Super Mario Bros. and Super Mario Bros. 3 themes. Additionally, each theme has an exclusive powerup of its own: the Mystery Mushrooms for SMB, the Super Leaf for SMB3 , the Cape Feather for SMW, and the Propeller Mushroom for NSMBU.
    • In addition to standard Mario powerup rules (Mario can't have two "upper-level" powerups at once), he can't wear either of the helmets while having a Mystery Suit. Touching them with one in use causes it to be knocked away.
  • Mythology Gag: There are several items and aspects that reference older games:
    • Bowser Jr. acts just like the Koopalings in Super Mario Bros. 3, retreating to his shell after taking a hit. He even has a similarly-styled sprite in the SMB3 theme.
    • Placing spikes underwater in the SMB3 theme will cause them to turn into Jelectros, a similarly invincible and immobile enemy.
    • The doors in the SMB3 theme look just like the doors from Super Mario Bros. 2, and some of the Mystery Mushrooms use sprites from the game.
    • Luigi's amiibo costume is a Palette Swap of Mario's sprite. This is a throwback to Luigi's apperance in older games, where he was merely a green Mario sprite.
    • Autoscroll speed is represented by three animals; a turtle, a rabbit, and a cheetah. In Mario Paint, these animals appeared on an option screen to adjust the mouse's speed.
    • Wario's amiibo costume looks like the sprite used in the Mario Bros.-based minigame from the first WarioWare game.
    • Mario's outfit in the official artwork is a nod to how he looked in Wrecking Crew. It also harkens back to the days when he used to be a carpenter.
    • Pressing up when in an amiibo costume does one for several of the outfits. Samus uses the Samus Aran Is About To Shoot You pose from the second American box art, Zelda turns into Sheik (and Sheik similarly turns into Zelda), and several use their taunts from Super Smash Bros..
    • Some Mystery Mushroom costumes are a ? Block on Mario's head and a Goomba as a character, not to be confused with the papier-mâché Goomba mask.
    • Pressing Up while wearing the Trampoline costume turns it into the original trampoline sprite from the original Super Mario Bros.
  • Nerf: The spin-jump from SMW was hit pretty hard with the nerf gun, losing the ability to spin jump on many enemies and obstacles like the Grinder, for example.
  • Nice Hat: The new Buzzy Beetle and Spiny Shell Helmets, which respectively block and destroy anything that touches Mario's head, in addition to granting an extra hit.
  • No Fair Cheating: A minor example: you can't skip a level when you're in midair unless you've either already died or are far enough falling into a pit that the game counts you dead, leading many people into thinking that skipping a level in this mode always costs a life. If you hold down the skip button while landing on a Muncher or spike-ball while small, though, the game will register the request to skip before it registers Mario getting hurt.
  • Non-Dubbed Grunts:
    • Shulk's Mystery Suit uses his Japanese voice acting regardless of the game's language in spite of normally being voiced by Adam Howden outside of Japan.
    • Wii Fit Trainer's Mystery Suit always uses her North American voice actress, October Moore, instead of the unique regional voice actresses featured in Wii Fit and Super Smash Bros.
  • Non-Standard Character Design:
    • All of the Mystery Suits are 8-bit characters... except Sonic the Hedgehog, who uses 16-bit sprites based on his first game, a sharp contrast from the SMB1 graphics. What makes it even odder is that Sonic already has a game with more appropriate graphics. He's also the only Suit with more than two frames in his jump animation. Similarly, Pac-Man uses his appearance from Pac-Land, which, while still 8-bit, are much larger than most other sprites, even Sonic's.
    • Arino's costume also looks noticeably more "refined" than other 8-bit costumes, looking almost like a battle character sprite from one of the SNES-era Final Fantasy games.
    • The Mario & Luigi: Paper Jam Mario Trio costume is visibly based on the graphical style of Superstar Saga.
    • Mr. Saturn and Master Belch's sprites look more along the lines of how they do in EarthBound, unlike even Ness and Lucas themselves.
    • Birdo's sprites appear to be more of a 16-bit style (not unlike Arino's), rather than matching the 8-bit art-style of all the other Mario characters (including Waluigi, Rosalina, or even Captain Toad, who debuted in the game less than a week earlier). Her(?) animations seem smoother and more fluid than those of most of the other Mystery Mushroom characters, as well.
    • It's possible to scan a 30th Anniversary Mario amiibo in order to summon a Big Mushroom and then set the stage style to something other than Super Mario Brothers. While the mushroom has no effect in the other style (other than giving you points), it also doesn't have any alternate styled counterparts, resulting the game rendering them as a giant SMB1-style mushroom regardless of the level's style. Even within the New Super Mario Brothers U style where it notably stays 2D in spite of the rest of the environment becoming Pseudo-3D.
  • Noodle People: The Weird Mushroom makes Mario tall and very skinny, with long, gangly limbs. When he climbs into a Goomba's Shoe, he has to crouch down so that his knees are at the same level as his head.
  • Nostalgia Level: Some of the sample courses are "remixes" of levels from earlier Mario games. Also, two of the official Event Courses are based on the starting levels from Super Mario Bros. 1 and 2 respectively.
  • Not the Intended Use:
    • People can leave Miiverse comments that show up in the levels by pausing while having Mario standing in the spot they want the comment to show up at and clicking the comment button. While this was obviously intended as a small, fun detail that can help prevent frustration by having people comment and give some forewarning on certain levels, level creators can also leave comments on their own levels as well. As such, some level creators take advantage of this by posting "dialogue", either from Mario or another character, in certain spots throughout their own level to give said level it's own "mini-plot" of sorts.
    • Several creators use certain things like background platforms, mushroom platforms, vines, tracks and the like as decorative aesthetics in their levels rather than for actual platforming. Combining several of these things, it's possible for level creators to make pseudo-"house"s in their levels.
  • Opening the Sandbox: To help out new players, the game only starts out with a limited set of tools. After playing with the editor for a short while, new items are queued up to unlock the next day. Starting with the 1.0.1 patch, however, they can be unlocked in the same day if the editor is used long enough. If one only plays little by little, it takes around 9 days to unlock everything, but players who spend a lot of time in the game can unlock the tools faster.
  • Overly Long Gag: When Mario falls into a pit, there is a chance of a special "audio skit" occurring before the standard death jingle, and some of them take a decent amount of time. Thankfully, they can be skipped.
  • Painting the Medium: Using the Big Mushroom powerup causes the game to take on a retro "CRT television" filter. The effect can be used on any course by pressing A, B, and down on the D-Pad on the course's loading screen.
  • Palette Swap:
    • It is possible to change graphical styles from Super Mario Bros., Super Mario Bros. 3, Super Mario World, and New Super Mario Bros U., and all styles retain their original physics (wall-jumping and ground pounding in NSMBU mode, holding shells in SMB3 and SMW mode, etc.); however, there are some changes to the original games' physics, such as adding the Goomba Springboard feature to the SMB theme.
    • Certain Mystery Mushroom costumes are unavoidably palette swaps of Mario, like Luigi (as he was in the original Super Mario Bros., though in this game he has his modern colors instead), Modern Mario, Silver Mario, Gold Mario, Dr. Mario, Builder Mario (Mario with the outfit seen in the page image), and even Mario Bros.-Mario.
  • Pixel Hunt: A level can be set-up like this using invisible blocks. Some people have made entire levels consisting only of those.
  • Platform Hell:
    • It's a game maker based on 2D Mario games. Going off of most ROM Hacks alone, it's inevitable courses like this will pop up a lot, especially given the level of chaos the maker allows. The game even offers objects to this end that appear rarely if ever in the original games, like spike balls and one-way gates. While you're required to clear your own level in order to publish it, a measure implemented to prevent players from simply sharing nigh-unbeatable Kaizo Mario World wannabes ad nauseam, Kaizo-style levels still exist because their creators did manage to beat them.
    • Two of Nintendo's official levels are this. Mary O's "My First Course" represents a complete newbie trying to complete a course, only to accidentally create one that's so bad, it's nearly (but not completely) unbeatable. "Bowser's Puzzle Dungeon", allegedly created by Bowser himself, is, in-universe, a more intentional example in which Bowser had deliberately set up moments to try and screw users up while they try to solve his puzzles (a few times through the use of Schmuck Bait traps). It's one of the game's hardest levels (with its completion rate being within decimals).
  • Play Every Day: The game only starts off with a basic set of tools, and gradually unlocks new ones every day (or right away if it's played especially long). This is both to ease in newcomers and to prevent players from ignoring the game after a period of time.
  • Player Data Sharing: One of the main draws of the game is the Course World, where players can upload their courses online for the entire userbase to play.
  • Poison Mushroom: It's possible to rig ? Blocks so they release enemies instead of power-ups.
  • Power Up Letdown: Items that are normally helpful can be made into obstacles with the right level design.
  • Power-Up Mount: Yoshi, of course. However, unlike many other items and enemies, he's only available in the Super Mario World and New Super Mario Bros. U themes.
  • Product Placement: A Mercedes-Benz GLA car is one of the costumes Mario could get from the Mystery Mushroom, and an event course added in January of 2016 only exists to advertise Southwest Airlines.
  • Punny Name: In the North American localization of the game, the NPC in charge of the digital manual is named Mary O, after a common mispronunciation of Mario's name. However, in Japanese and other localizations, she's known as Mashiko.
  • Puzzle Reset: Entering a door or pipe causes enemies, platforms and other such stuff to respawn and reset to their default positions. It's not uncommon, especially in puzzle levels, to come across two doors placed side-by-side or close together for this explicit purpose. One has to be careful, however, as coins, items and destroyed blocks don't respawn, which can easily make a level unwinnable. Used item blocks remain used as well.
  • Rage Quit: Very rarely, if Mario falls down a pit, instead of the usual death tune, one can hear Mario yelp, hit the ground, scramble up, run out, hop into a car and drive off, shouting "Bye-bye!". This is followed by a dog chasing after the car, then a bird, then a fly. If all this hasn't been skipped, THEN the death music starts up. There's more "skits" like this, but they don't all involve Mario leaving the scene, but there are three similar ones that fit this trope, where Mario falls down safely, exits through an off-screen door, and one of two creepy whispering voice says the title of the game. Otherwise, Mario subverts this trope by getting back in the game instead thanks to an even weirder sound.
  • Reality Warper: Magikoopas retains their teleportation and object-transformation abilities, but now they can even make the goal vanish (which is fortunately reversible if you kill them).
  • Recycled Soundtrack:
    • Most of the original games' soundtracks are reused here, although they're given new remixes that play in the editor.
    • Gnat Attack's soundtrack is taken straight from Mario Paint.
  • Red Ones Go Faster: Zig-zagged with shakeable elements. Red Bill Blasters, cannons, etc. do fire more quickly. However, blue Spike Tops and Lava Lifts also move quickly. And then there are objects like lifts, which in particular become blue "flimsy lifts" that drop when stood on rather than moving side-to-side faster.
  • Remilitarized Zone: The kind of level you can build with the Airship setting, though it's possible to craft them in any style once the Bullet Bills and Cannons are unlocked.
  • Remixed Level: Some of the sample courses are Nostalgia Levels with different twists.
  • Retraux:
    • Assets that didn't debut in — or are otherwise absent from — certain games have new sprites to fit within the appropriate graphical styles, allowing for many combinations. Examples include Thwomps in Super Mario Bros., Wigglers in Super Mario Bros. 3, and Hammer Bros. in Super Mario World. This even applies to course themes: World and U's Ghost Houses can be made in the style of 1 and 3, and the Airship courses from 3 and U can also be made in 1 and World. Not only do they have graphics made to fit in with the original game, but also brand-new background music tracks in the same style.
    • In addition, the Mystery Mushroom power-up can use amiibo to create a costume for Mario to wear, complete with appropriate sound effects. While a few characters (such as Link and Kirby) use their original graphics, most characters have newly-created sprites in the Super Mario Bros. style, and tunes from their original games replacing Mario's different sound effects, including the death sounds and course clear tunes (barring all of the Pokémon costumes prior to Bulbasaur, Charmander and Squirtle, which use no unique sound effects).
  • Rubbery World:
    • In the course selection menu, take a look at the landscape in the background behind the robot; every time the robot's head comes down (especially when the truck stops by), the entire landscape bounces. Even the lighthouse on the other side bounces with it.
    • It's possible to make a level entirely out of bouncy Note Blocks and springs.
  • Schizophrenic Difficulty: Levels that have been uploaded but not played can appear in the Easy difficulty of the 100 Mario Challenge. An unlucky player can run into difficult unrated levels; good thing they can be skipped. Also, the Expert and Super Expert difficulty have this feel as they allow for levels with a clear rate up to around 15%; levels near that mark are miles easier than the average Expert or Super Expert level. And then there's the issue with impatient players rage-quitting after a couple three attempts, pushing levels that aren't very hard into Expert/Super Expert territory.
  • Scunthorpe Problem: The software will reject course titles that include profanity, and don't even bother trying to insert a space in the middle of a four-letter word, because it's too smart for that. Unfortunately, that means it will also reject such innocent titles as "Yoshi to the Rescue."
  • Self-Imposed Challenge:
    • Trying to beat an automatic level manually can be this, as they are almost always NOT set up to be reasonably playable in the normal way.
    • Completing a 100 Mario Challenge without skipping a course is a popular one. It's not so hard on Easy and Normal, but Expert and Super Expert...good luck.
  • Serious Business: It's implied within the official levels that Mary O. had a mentor that helped her learn how to make Super Mario Maker levels (in a form of a bird named "Yamamura"). This, in turn, implies this trope taking place due to the game being a novelty tool for user-created levels.
  • Ship Level: The Airship theme can be chosen in the course maker, and is available even for the game styles that didn't have Airship levels in their original versions (Super Mario Bros. and Super Mario World).
  • Shout-Out:
    • The Mystery Mushroom powerup will turn Mario into another character, many of which are from other Nintendo series. This includes Link, Marth, Isabelle, and even the Wii Fit Trainer.
    • In the overview trailer, a level was shown off that used Music Blocks to create a short song, which the narrator says might sound a bit familiar. Said song is an arrangement of the Creative Exercise theme from Mario Paint.
    • The parrots from the Nintendo DSi and Nintendo 3DS Sound applications reappear here. Like in those apps, their purpose here is to record sound effects.
    • The title screen is highly interactive, and like the one in Mario Paint, each letter of the logo causes something different to happen.
    • In Super Mario World's Underwater theme, the spikes are the Sea Urchin enemies from The Legend of Zelda: Link's Awakening.
    • Rather than using Super Mario World's instrumentation, the new SMW airship theme seems to use the soundfont from The Legend of Zelda: A Link to the Past.
    • The sound effects when the Magikoopa's fire off their magic are the same as the Wizzrobes from the original Legend of Zelda.
  • Silliness Switch: One of the functions of the giant mushroom in the Super Mario Bros. levels is to change the appearance of many enemies to more ridiculous forms. Cannons shoot spinning Luigis, Koopas and Goombas have fake moustaches, and Bowser has Peach riding on his back.
  • Silly Walk: The Wii Fit Trainer Mystery Suit has a walk cycle where she walks while simultaneously holding the dance yoga pose.
  • Skippable Boss: Before the keyed-door update, there was no hard-coded mechanism to specifically require the player to defeat a particular enemy in order to finish the stage, so in most cases instances of Bowser or Bowser Jr. can be avoided rather than fought. So level designers used certain workarounds to defy this trope, such as requiring a Clown Car to reach an otherwise inaccesible exit.
  • Slippy-Slidey Ice World: with Ice Blocks you can create a good ice-themed level with a little imagination. The underground setting is best suited in most cases for this purpose.
  • Smart Bomb: The POW Block, which instantly defeats all ground bound enemies on the screen when you hit the block from underneath. You can also pick up the block and chuck it for the same effect (except for the Super Mario Bros. themed levels).
  • Soundtrack Dissonance:
    • Possible to invoke this using the "boss music" or "bonus music" effects. Even if used correctly (that is, "boss music" for enemies that represent the bosses of the stage and "bonus music" for areas that give out prizes), it's still possible for them to come out as this trope depending on level theme and style, an example being the dark boss theme of Super Mario World on the normally cheerful overworld.
    • Bowser and Ganondorf's victory themes sound much more gloomy and dramatic than victorious. Justified in that they're villains.
  • Spiritual Successor: To Mario Paint on the SNES, sharing many of the same design aesthetics and characters. In fact, it was a Mario Paint sequel at one point in development.
  • Spread Shot: The Fire Koopa Clown Car shoots this when Mario has a Fire Flower.
  • Springs Springs Everywhere: Anything placed on top of a trampoline will bounce off of it, including other trampolines. Also, Bill Blasters can be made to shoot trampolines.
  • Sprite/Polygon Mix: Although not obvious at first glance, many of the enemies within the New Super Mario Bros. U Theme are actually 2D sprites with software tricks to make them look 3D.
  • Stylistic Suck: The new assets created for the older themes, particularly the original Super Mario Bros. theme, are drawn similarly to the poorly-animated and oftentimes Off Model sprites of the original games.

    T-Y 
  • Theme-and-Variations Soundtrack: The newly-created Super Mario World airship music uses the same recurring melody as all of the original game's level themes.
  • This Is a Drill: Skewers, the spiky drills which originally debuted in Super Mario World.
  • Timed Mission:
    • As per a Super Mario Bros. game. It's possible to create courses that have a very limited time, even shorter than the 100 second courses that New Super Luigi U was known for — the minimum time limit is 10 seconds. The maximum time limit is 500 seconds, even though there were courses with longer time limits in previous Mario games.
    • Gnat Attack has a time limit of 30 seconds for each round.
  • Title Scream: In keeping with the tradition from 2000s-era Mario titles—although this time it's a chorus of people.
  • To Be Continued: The 10 Mario Challenge ends on this note, as does the 100 Mario Challenge in Easy mode.
  • Toilet Humour: The official level "Doghouse" has, at one point, a section of blocks arranged in such a way as to resemble a cat. A Goomba-spawning pipe is placed where its bottom would be, implying it's pooping them.
  • Trademark Favorite Food: Yamamura has a taste for edamame (soy beans in the pod).
  • Triumphant Reprise: The end credits theme of the 100 Mario Challenge becomes a more joyous remix if you were to complete the mode on Normal, Expert or Super Expert.
  • Trial-and-Error Gameplay: As seen in the Giant Bomb Makes Mario streams, it's the easiest thing in the world to design a level so as to present a player with several pipes, doors, and one-way walls, one of which will allow them to continue and the rest of which will send them to a quick death or back to the beginning of the stage. The only way to know which is which is to try one and hope.
  • Tutorial Level: In addition to the built-in levels at the start of the game, levels that go into how certain objects react and interact with each other are fairly popular in course world. People have explained everything from how to properly use a cape, what spin jumps can work on, and the extent to how much the spiny hat protects, and so on and so forth.
  • Underground Level: The Underground theme can be chosen in the course maker.
  • Under the Sea: The Underwater theme can be chosen in the course maker.
  • Unexpected Character: The Mystery Suits are full of unexpected surprises:
    • Besides the obvious Mario cast, most amiibo are supported, allowing characters like the Wii Fit Trainer, the Inklings, and Robin to become playable. Then there are Mystery Suits that aren't linked to amiibo, like Tingle, Donkey Kong Jr., Nikki, Ashley, Dr. Lobe from Big Brain Academy, the Arwing Walker, the Wii Balance Board, Waluigi and even a mahjong tile.
    • The November 2015 update added, of all costumes, Mario from the "Super Mario Kun" manga series.
    • Shinya Arino, the host of the Japanese-exclusive gaming show GameCenter CX, is perhaps the most unexpected choice for a costume, especially for non-Japanese fans who don't know him from Adam. Even for those who have, it's still a left-field choice considering he's the first (and so far only) costume to be based on a real life person.
    • December 9th saw the release of a Mercedes-Benz GLA costume, most likely put there for the Product Placement and as a nod to Mario Kart 8.
    • A costume based on an anime character is a surprise on its own, but said character being Chitoge Kirisaki?!
    • The March 2016 update added more costumes, a few are based on characters from the Japan-only Famicom games (specifically the games that are made for the Famicom Disk System). That includes Ayumi Tachibana from the Famicom Detective Club series, Donbe and Hikari, both from Shin Onigashima.
    • Yu Ayasaki, a character so obscure that several, even GameXplain, initially mistook her for a hentai game character that happened to share the same name and hair color. This was thanks to Google results listing the latter before the former during the first hours after the costume was announced.
    • The heavy metal J-Pop band Babymetal had its three lead singers added to the Mystery Suit line-up, to the surprise of western players unfamiliar with them.
    • Continuing the trend of Japan-related costumes, Hello Kitty and My Melody were unexpected as well.
    • Some of the unused Mystery Mushroom costumes that were Dummied Out are just outright bizarre, with some of the notable examples being Super Mario Bros. 2 Mario, a Munchernote , and the Microsoft Windows logo.
  • Unexpected Shmup Level: Because of how the level editor works and with the number of bullets and projectiles that can appear on-screen, players can invoke this trope by creating their own shmup levels using Lakitu's Cloud or the Koopa Clown Car. A later update includes the Fire Koopa Clown Car for this purpose.
  • Unwinnable by Design: Players have to beat their levels before they can share them with others. However, it's easily possible for a level to become unwinnable under the wrong circumstances, such as only giving the player a single item or a powerup that's necessary to proceed that they can lose before you can use it in the way the level creator intended. That, or the creator can just insert pipes or doors that lead to rooms you can't exit after entering them.
  • Unwinnable by Mistake: There are levels that relied on glitches that have since been patched out for completion, rendering them completely unwinnable after the patch. Nintendo has occasionally deleted such levels from the servers, however.
  • Variable Mix: While in level editing mode, there are different mixes of the main level themes. The sound effects and voices heard upon adding items even sync to the melodies.
  • Video Game Caring Potential: One could design levels that are easy and enjoyable for others to play, but...
  • Video Game Cruelty Potential:
    • Part of the fun of designing courses is to watch people try to play through sadistic courses with all kinds of nasty surprises. The courses featured in the 2015 Nintendo World Championships provides several prime examples.
    • Alternatively, you can make courses centered around using blocks or coins to spell out insulting messages aimed either at the player or the character you're playing as or subject Yoshi or enemies to all kinds of abuse without the player being able to stop it.
    • The ability to jump off of Yoshi's back to make it over a pit or hazard, while consigning the unfortunate Yoshi to oblivion, is a time-honored trick in Super Mario World, but at no point in that game is it absolutely required. Not so in this game, where at least one gimmick stage (by Giant Bomb's Dan Rykert) requires the player to make a mass-dinosaur-murderer to finish the level.
    • The cruelty isn't limited to making levels either. A great many Miiverse comments will point to a pipe that leads to a bottomless pit and claim "this one's safe!"
  • Video Game Flight: The Raccoon Leaf from Super Mario Bros. 3, the Cape Feather from Super Mario World and the Propeller Mushroom from New Super Mario Bros. U are available as power-ups, though they're only available in their respective themes.
  • Video Game Lives: While 1-Ups can be earned anywhere, there are two game modes that specifically feature lives: the "10 Mario Challenge", and the "100 Mario Challenge". The 10 Mario Challenge is easily accessed through the main menu, while the 100 Mario Challenge can be found in the Course World menu. In these modes, extra lives earned in a level are banked with a Cap of three, and rewarded upon finishing the level. Otherwise, one can die many times without ever worrying about getting a Game Over.
  • Video Game Perversity Potential: Defied with the ability to report inappropriate levels and the most-likely-to-be-abused feature, custom sound effects, are replaced when sharing online.
  • Violation of Common Sense: Some levels require Mario to take damage for various reasons:
    • Enforcing Small Mario past a certain part, most often because the clever contraptions ahead are easily bypassed by players exploiting Mercy Invincibility. Most common in levels with checkpoints, as checkpoints turn Small Mario into Super Mario when activated.
    • Conversely, requiring Mercy Invincibility to pass some Beef Gate or stretch of munchers.
    • Making Yoshi run away to pass some unpassable obstacle while Mario takes another route (not accessible with Yoshi) attempting to catch up with him on the other side.
  • What the Hell, Player?: Mario reacts if mean things are done to him while within the level editor, like attempting to fling the eraser over his head or putting a flame over him. And of course, it's possible to design courses that deliberately invoke the trope.
  • Wholesome Crossdresser: The Mystery Mushroom can dress Mario up as a number of female characters, such as Peach, Samus, or the Wii Fit Trainer.
  • Widget Series: The game contains a number of subtly bizarre moments (i.e. the rare death sounds, the Weird Mushroom and Mario's corresponding transformation, the ability to place strobe lights in levels, etc.)
  • Your Princess Is in Another Castle: 10 Mario Challenge ends with the captive Peach being taken to another castle, unsurprisingly. This also happens when 100 Mario Challenge is cleared on the Easy difficulty, but it doesn't happen on Normal, Expert or Super Expert mode.

Alternative Title(s): Mario Maker

http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/SuperMarioMaker?from=VideoGame.MarioMaker