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-->[-[[TheStinger New Mystery Mushroom costume unlocked!]]-]

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-->[-[[TheStinger New Mystery Mushroom costume unlocked!]]-]unlocked!]]-]
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Dummied Out is now Trivia, so moving accordingly


* DummiedOut:
** Bizarrely, the game files contain lots of gear and weapons from an early build of ''VideoGame/{{Splatoon}}''.
** The initial version of the game included references to unused Mystery Mushroom costumes: [[VideoGame/YoshisIsland Baby Mario]], VideoGame/BalloonFight, [[VideoGame/LuigisMansion E. Gadd]], [[VideoGame/{{nintendogs}} a Golden Retriever]], [[VideoGame/SuperMarioBros2 Super Mario Bros. 2 Mario]], Mary O the manual guide, [[VideoGame/EarthBound Mr. Saturn]], a Muncher, [[VideoGame/NewSuperMarioBrosU Nabbit]], the pink rabbit from ''Nintendo Badge Arcade'', [[VideoGame/IceClimber Popo]], VideoGame/{{Tetris}}, and, apparently, the UsefulNotes/MicrosoftWindows 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. While the 3DS version removed the Costume Mario powerup, the only remains are unused costumes of [[VideoGame/FireEmblemElibe Roy]], [[Franchise/StreetFighter Ryu]], and VideoGame/{{Rayman}}.
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Merged per TRS


* UnintentionallyUnwinnable: There are courses that relied on glitches that have since been patched out for completion, rendering them completely unwinnable after the patch. Nintendo has occasionally deleted such courses from the servers, however.



* UnwinnableByMistake: There are courses that relied on glitches that have since been patched out for completion, rendering them completely unwinnable after the patch. Nintendo has occasionally deleted such courses from the servers, however.
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* MeteorSummoningAttack: 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.

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Bubbly Clouds has been renamed into Level In The Clouds. Swapping wicks for fitting examples, removing wicks for misuse, and adding context whenever necessary


* BubblyClouds: The Airship course theme makes this setting possible as long as you rely less on the airship motifs themselves and more on the cloud blocks and mushroom platforms.



* LettingTheAirOutOfTheBand: Happens in the 10 Mario Challenge and easy version of the 100 Mario Challenge if the final course 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. Like the majority of the ''New Super Mario Bros. U'' soundtrack, this particular music was originally taken from ''VideoGame/NewSuperMarioBrosWii'', which played when [[spoiler:Princess Peach revealed herself to be Kamek in disguise]].

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* LevelInTheClouds: The Airship course theme makes this setting possible as long as you rely less on the airship motifs themselves and more on the cloud blocks, bridges, donut blocks and mushroom platforms.[[note]]You can also get rid of the tense Airship theme by embedding the Bonus music onto Mario[[/note]]
* LettingTheAirOutOfTheBand: Happens in the 10 Mario Challenge and easy version of the 100 Mario Challenge if the final course 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. Like the majority of the ''New Super Mario Bros. U'' soundtrack, this particular music was originally taken from ''VideoGame/NewSuperMarioBrosWii'', which played when [[spoiler:Princess [[spoiler:the one Mario thought to be Princess Peach revealed herself "herself" to be Kamek in disguise]].
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As of January 21, 2021, the Wii U version is unavailable to purchase from the Nintendo eShop[[note]]It's still available to those who purchased it previously[[/note]], and as of March 31, 2021, it will no longer be possible to upload and bookmark courses, although all courses that were uploaded prior to the closure will be archived online and remain playable.

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As of January 21, 2021, the Wii U version is unavailable to purchase from the Nintendo eShop[[note]]It's still available to those who purchased it previously[[/note]], and as of March 31, 2021, it will it's no longer be possible to upload and bookmark courses, although all courses that were uploaded prior to the closure will be are archived online and remain playable.
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As of January 21, 2021, the Wii U version is unavailable to purchase from the Nintendo eShop[[note]]It's still available to those who purchased it previously[[/note]], and as of March 31, 2021, it will no longer be possible to upload and bookmark courses, although all courses that were uploaded prior to the closure will be archived online and remain playable.

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** To VideoGame/Mari0, a fanmade level maker that shared many of the same aspects of this game, except the portals.

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** To VideoGame/Mari0, ''VideoGame/Mari0'', a fanmade level maker that shared many of the same aspects of this game, except the portals.


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* SuddenSoundtrackStop: One of the sound effects Soundfrog has, represented by Undodog with a surgical mask, cuts off the game's music with an abrupt static sound and visual effect when activated in gameplay.
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** The worst offender of this is players intentionally placing randomized behavior enemies like Magikoopas and Hammer Bros next to certain environments. Placing a Hammer Bro next to 3 different adjacent blocks, where one of those blocks is a note block that could place a trap. A Hammer Bro has a 50% chance of hitting that trap block, causing a player's chance of passing cut by 50%. The Hammer Bro also has hammers thrown at random and is not consistent. The Magikoopas can be similar to Hammer Bros when hitting a brick block, with a chance of a monster that can hit the trap block. The only reason why they even have clear rates is due to people leaving their Wii U on just so they can get that clear without doing anything, while exponentially increasing the death rates; even so, it is very likely that the method won't work due to that low chance of passing.
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* BattleThemeMusic: The signature boss theme of each game style available can be implemented to any enemy or space, not just Bowser or Bowser Jr. (if it's put into Mario himself, [[BackgroundMusicOverride it will be heard during the entirety of the level, negating the music from the areas used]]). Since the original ''Super Mario Bros.'' didn't have any battle theme, in ''Maker'' it borrows the enemy blockade music from ''Super Mario Bros. 3'' instead.

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* GettingCrapPastTheRadar:
** If you look closely at Mario in the ''NSMBU'' game style after running into the "Dizzy" sound effect, you'll see that he has [[IntoxicationEnsues droopy eyelids]].
** The official level "Doghouse" has a ''literal'' example, in the form of a cat figure that "craps" out Goombas from a pipe on its backside.

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%% * GettingCrapPastTheRadar:
**
GettingCrapPastThe Radar: Due to overwhelming and persistent misuse, GCPTR is on-page examples only until 01 June 2021. If you look closely at Mario are reading this in the ''NSMBU'' game style after running into future, please check the "Dizzy" sound effect, you'll see that he has [[IntoxicationEnsues droopy eyelids]].
** The official level "Doghouse" has a ''literal'' example, in
trope page to make sure your example fits the form of a cat figure that "craps" out Goombas from a pipe on its backside.current definition.
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Misuse


* WidgetSeries: The game contains a number of subtly bizarre moments (i.e. the [[OverlyLongGag rare death sounds]], the Weird Mushroom and [[NoodlePeople Mario's corresponding transformation]], the ability to place ''strobe lights'' in levels, etc.)
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Nintendo's [[MilestoneCelebration 30th anniversary celebration]] of the ''Franchise/SuperMarioBros'' franchise[[note]]That is, the release of ''VideoGame/SuperMarioBros1'', not ''VideoGame/DonkeyKong''[[/note]] is a GameMaker engine for UsefulNotes/WiiU based around the 2D ''Mario'' platformers. The game provides an assortment of enemies, power-ups, and obstacles to make courses with, using an interface very reminiscent of ''VideoGame/MarioPaint''. Players can combine things to create new objects, enemies, and courses that would give even ''VideoGame/KaizoMarioWorld'' a run for its money. Above water big Bloopers with wings? That's one of the easier things to make. Mario in a giant stiletto with a Spiny helmet to match? Totally normal. Three giant Bowsers stacked on top of each other? ''Good luck.''

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''Super Mario Maker'' is Nintendo's [[MilestoneCelebration 30th anniversary celebration]] of the ''Franchise/SuperMarioBros'' franchise[[note]]That is, the release of ''VideoGame/SuperMarioBros1'', not ''VideoGame/DonkeyKong''[[/note]] is ''VideoGame/DonkeyKong''[[/note]], a GameMaker engine for UsefulNotes/WiiU based around the 2D ''Mario'' platformers. The game provides an assortment of enemies, power-ups, and obstacles to make courses with, using an interface very reminiscent of ''VideoGame/MarioPaint''. Players can combine things to create new objects, enemies, and courses that would give even ''VideoGame/KaizoMarioWorld'' a run for its money. Above water big Bloopers with wings? That's one of the easier things to make. Mario in a giant stiletto with a Spiny helmet to match? Totally normal. Three giant Bowsers stacked on top of each other? ''Good luck.''
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* InteractiveStartUp: There's a playable level on the title screen.
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** Not all of the Mystery Mushroom costume are 8-bit characters. One of the most notable exceptions is Franchise/SonicTheHedgehog, who uses 16-bit sprites based on [[VideoGame/SonicTheHedgehog1 his first game]], a sharp contrast from the ''[=SMB1=]'' graphics. What makes it even odder is that Sonic already has [[VideoGame/SonicPocketAdventure a game with more appropriate graphics]]. He's also the only costume with more than two frames in his jump animation. Similarly, VideoGame/PacMan uses his appearance from ''Pac-Land'', which, while still 8-bit, is much larger than most other sprites--even Sonic's.

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** Not all of the Mystery Mushroom costume are 8-bit characters. One of the most notable exceptions is Franchise/SonicTheHedgehog, who uses 16-bit sprites based on [[VideoGame/SonicTheHedgehog1 his first game]], a sharp contrast from the ''[=SMB1=]'' graphics. What makes it even odder is that Sonic already has [[VideoGame/SonicPocketAdventure a game with more appropriate graphics]]. He's also the only costume with more than two frames in his jump animation. Similarly, VideoGame/PacMan uses his appearance from ''Pac-Land'', ''VideoGame/PacLand'', which, while still 8-bit, is much larger than most other sprites--even Sonic's.

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** If the bonus music is playing when a level is completed in a ''Super Mario World''-themed level, the stage ending theme is replaced with the Bonus Game ending jingle.



** Builder Mario's outfit is a nod to how he looked in ''VideoGame/WreckingCrew''. It also harkens back to the days when he [[Videogame/DonkeyKong used to be a carpenter]].

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** Builder Mario's outfit is a nod to how he looked in ''VideoGame/WreckingCrew''. It also harkens back to the days when he [[Videogame/DonkeyKong [[VideoGame/DonkeyKong used to be a carpenter]].



** [[https://www.youtube.com/watch?v=OakG49Nv4OM&t=19s Pressing Up while wearing the Trampoline costume]] turns it into the original trampoline sprite from the original ''Super Mario Bros.''

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** [[https://www.youtube.com/watch?v=OakG49Nv4OM&t=19s Pressing Up while wearing the Trampoline costume]] turns it into the original trampoline sprite from the original ''Super Mario Bros.''



* NiceHat: The new Buzzy Beetle and Spiny Shells, which respectively block and destroy anything that touches Mario's head, in addition to granting an extra hit.

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* NiceHat: The new Buzzy Beetle and Spiny Shells, which respectively block and destroy anything that touches Mario's head, in addition to granting an extra hit. The Buzzy Beetle shell also allows Small Mario to break blocks.
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* {{Troll}}: Some player-made levels give VideoGame/KaizoMarioWorld a run for its money, although most of their designers are honest about them being "troll levels."
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* SturgeonsLaw: In ''full effect'': for every genuinely well-designed level, there are ''at least'' twenty or so that do nothing but throw gobs of enemies at you, make liberal use of FakeDifficulty (invisible coin blocks and [[LuckBasedMission random chance]] [[TrialAndErrorGameplay death doors/pipes]] being the primary offenders), [[AutomaticLevel play themselves with absolutely zero input from the player]], [[MostAnnoyingSound spam obnoxious sound effects]]... really, the list of bad design tropes featured in the majority of the levels could go on almost forever. The worst part is that ''Nintendo's own levels'' aren't even exempt from this.

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* SturgeonsLaw: In ''full effect'': for every genuinely well-designed level, there are ''at least'' twenty or so that do nothing but throw gobs of enemies at you, make liberal use of FakeDifficulty (invisible coin blocks and [[LuckBasedMission random chance]] [[TrialAndErrorGameplay death doors/pipes]] being the primary offenders), [[AutomaticLevel play themselves with absolutely zero input from the player]], [[MostAnnoyingSound spam obnoxious sound effects]]...effects... really, the list of bad design tropes featured in the majority of the levels could go on almost forever. The worst part is that ''Nintendo's own levels'' aren't even exempt from this.
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** Event Courses rewards costumes of characters from other media. Here's [[Series/RetroGameMaster Shinya Arino]], Famitsu mascot Necky, a Mercedes-Benz GLA, Chitoge Kirisaki from Magazine/ShonenJump's ''Manga/{{Nisekoi}}'', Music/{{Babymetal}}, Kitty White and Melody from Creator/{{Sanrio}}'s ''Franchise/HelloKitty'' and ''Anime/OnegaiMyMelody'' respectively, and Shaun the Sheep from Creator/AardmanAnimations' ''WesternAnimation/ShaunTheSheep''.

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** Event Courses rewards costumes of characters from other media. Here's media, like [[Series/RetroGameMaster Shinya Arino]], Famitsu mascot Necky, a Mercedes-Benz GLA, Chitoge Kirisaki from Magazine/ShonenJump's ''Manga/{{Nisekoi}}'', Music/{{Babymetal}}, Kitty White and Melody from Creator/{{Sanrio}}'s ''Franchise/HelloKitty'' and ''Anime/OnegaiMyMelody'' respectively, and Shaun the Sheep from Creator/AardmanAnimations' ''WesternAnimation/ShaunTheSheep''.



* RageQuit: 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.

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* RageQuit: 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'' ''then'' the death music starts up.



* SturgeonsLaw: In ''full effect'': for every genuinely well-designed level, there are ''at least'' twenty or so that do nothing but throw gobs of enemies at you, make liberal use of FakeDifficulty (invisible coin blocks and [[LuckBasedMission random chance]] [[TrialAndErrorGameplay death doors/pipes]] being the primary offenders), [[AutomaticLevel play themselves with absolutely zero input from the player]], [[MostAnnoyingSound spam obnoxious sound effects]]... really, the list of bad design tropes featured in the majority of the levels could go on almost forever. The worst part? ''Nintendo's own levels'' aren't even exempt from this!

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* SturgeonsLaw: In ''full effect'': for every genuinely well-designed level, there are ''at least'' twenty or so that do nothing but throw gobs of enemies at you, make liberal use of FakeDifficulty (invisible coin blocks and [[LuckBasedMission random chance]] [[TrialAndErrorGameplay death doors/pipes]] being the primary offenders), [[AutomaticLevel play themselves with absolutely zero input from the player]], [[MostAnnoyingSound spam obnoxious sound effects]]... really, the list of bad design tropes featured in the majority of the levels could go on almost forever. The worst part? part is that ''Nintendo's own levels'' aren't even exempt from this!this.
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pls acknowledge the advancement of time


A sequel, ''VideoGame/SuperMarioMaker2'', has been announced during the February 2019 WebVideo/NintendoDirect and is currently scheduled for release in June 2019. It introduces new gimmicks such as slopes, new level themes, and a graphic style based on ''VideoGame/SuperMario3DWorld'', including the Cat Mario power-up.

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A sequel, ''VideoGame/SuperMarioMaker2'', has been announced during the February 2019 WebVideo/NintendoDirect and is currently scheduled for release in was released June 2019. It introduces new gimmicks such as slopes, new level themes, and a graphic style based on ''VideoGame/SuperMario3DWorld'', including the Cat Mario power-up.
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[[center:'''TO BE CONTINUED...''']]

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[[center:'''TO BE CONTINUED...''']]
[[center:'''[[TheEnd THE END]]''']]
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Added a few more "courses" and replaced the quote from Easy with the one from Normal.


->'''Toad:''' Mario! It's terrible! [[YourPrincessIsInAnotherCastle Princess Peach has been taken to another castle!]]

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->'''Toad:''' Mario! It's terrible! [[YourPrincessIsInAnotherCastle Princess Peach has been taken to another castle!]]
->'''Princess Peach:''' Thank you, Mario. You're my hero!



Captain Toad [DON'T JUMP]\\

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[[TrialAndErrorGameplay Choose Wisely]]\\
Sound Effect Spam\\
[[VideoGame/CaptainToadTreasureTracker
Captain Toad Toad]] [DON'T JUMP]\\JUMP]\\
[[LuckBasedMission RNG Enemies Galore]]\\


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Music Level\\


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[[NostalgiaLevel Yet Another 1-1 Recreation]]\\


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UnexpectedShmupLevel\\
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** Seeing Luigi-like Bullet Bills in Big Mario's filter brings [[VideoGame/SuperSmashBros Luigi's Green Missile move]] to mind.
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* The 10-Mario challenge has you go through a gauntlet of 8 randomly selected sample courses with 10 lives, and allows you to get three lives per course, but you need to complete the course to get them.
* The 100-Mario Challenge is much the same as the 10-Mario Challenge, except the levels are user-created, you have 100 lives, and the number of courses changes with difficulty level[[note]]8 courses in Easy mode, 16 in Normal and Expert, and 6 in Super Expert[[/note]]. At the end of a run, you are rewarded with [[AndYourRewardIsClothes a random Mystery Mushroom costume]], but there are only a finite amount of costumes that can be unlocked per difficulty level[[note]]20 costumes in Easy, 48 in Normal, 34 in Expert, and 5 in Super Expert[[/note]]. Given how many of the Expert and Super Expert levels have completion percentages in the single digits, [[LastLousyPoint good luck getting those last costumes]]...

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* ** The 10-Mario challenge has you go through a gauntlet of 8 randomly selected sample courses with 10 lives, and allows you to get three lives per course, but you need to complete the course to get them.
* ** The 100-Mario Challenge is much the same as the 10-Mario Challenge, except the levels are user-created, you have 100 lives, and the number of courses changes with difficulty level[[note]]8 courses in Easy mode, 16 in Normal and Expert, and 6 in Super Expert[[/note]]. At the end of a run, you are rewarded with [[AndYourRewardIsClothes a random Mystery Mushroom costume]], but there are only a finite amount of costumes that can be unlocked per difficulty level[[note]]20 costumes in Easy, 48 in Normal, 34 in Expert, and 5 in Super Expert[[/note]]. Given how many of the Expert and Super Expert levels have completion percentages in the single digits, [[LastLousyPoint good luck getting those last costumes]]...
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* ArrangeMode:
* The 10-Mario challenge has you go through a gauntlet of 8 randomly selected sample courses with 10 lives, and allows you to get three lives per course, but you need to complete the course to get them.
* The 100-Mario Challenge is much the same as the 10-Mario Challenge, except the levels are user-created, you have 100 lives, and the number of courses changes with difficulty level[[note]]8 courses in Easy mode, 16 in Normal and Expert, and 6 in Super Expert[[/note]]. At the end of a run, you are rewarded with [[AndYourRewardIsClothes a random Mystery Mushroom costume]], but there are only a finite amount of costumes that can be unlocked per difficulty level[[note]]20 costumes in Easy, 48 in Normal, 34 in Expert, and 5 in Super Expert[[/note]]. Given how many of the Expert and Super Expert levels have completion percentages in the single digits, [[LastLousyPoint good luck getting those last costumes]]...
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* {{Transplant}}: Many of the elements from ''VideoGame/MarioPaint'' find a new home in ''Super Mario Maker'', which include Undodog and Mr. Eraser, who both gain more characterization in the ''Maker'' series.
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* RealityWarper: 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).

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* RealityWarper: Magikoopas retains can invoke their teleportation usual BalefulPolymorph and object-transformation abilities, TeleportSpam, but now they can even ''make make the goal vanish'' (which is fortunately reversible if [=Goal/Axe=] vanish (making the Course unwinnable until you kill them).the one responsible).
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** If you arrange the Coursebot courses so that they form an entire 4 course "world", you have the option to play the entirely of that world. In the Wii U version, this is the only point within the entire game where the 1-up mechanics working exactly like the mainstream Mario games.

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** If you arrange the Coursebot courses so that they form an entire 4 course "world", you have the option to play the entirely entirety of that world. In the Wii U version, this is the only point within the entire game where the 1-up mechanics working work exactly like the mainstream Mario games.



* VideoGameLives: 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 course 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 GameOver.

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* VideoGameLives: While 1-Ups can be earned anywhere, there are two three game modes that specifically feature lives: lives. The main ones are 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 course are banked with a {{Cap}} of three, and rewarded upon finishing the level. It's also possible to play a "world" of four saved courses through Coursebot, which features lives that work the same as standard Mario games (you start with three lives, and 1-ups are applied immediately). Otherwise, one can die many times without ever worrying about getting a GameOver.
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* DeathThrows: 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 GoombaStomp defeat animation.

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* DeathThrows: Mario retains the classic "jump in the air and fall down" pose when he loses a life. Enemies have their own death throws throes by flying off screen and spinning as they fall while certain enemies retain the traditional GoombaStomp defeat animation.
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* SturgeonsLaw: In ''full effect'': for every genuinely well-designed level, there are ''at least'' twenty or so that do nothing but throw gobs of enemies at you, make liberal use of FakeDifficulty (invisible coin blocks and [[LuckBasedMission random chance]] [[TrialAndErrorGameplay death doors/pipes]] being the primary offenders), play themselves with absolutely zero input from the player, [[MostAnnoyingSound spam obnoxious sound effects]]... really, the list of bad design tropes featured in the majority of the levels could go on almost forever. The worst part? ''Nintendo's own levels'' aren't even exempt from this!

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* SturgeonsLaw: In ''full effect'': for every genuinely well-designed level, there are ''at least'' twenty or so that do nothing but throw gobs of enemies at you, make liberal use of FakeDifficulty (invisible coin blocks and [[LuckBasedMission random chance]] [[TrialAndErrorGameplay death doors/pipes]] being the primary offenders), [[AutomaticLevel play themselves with absolutely zero input from the player, player]], [[MostAnnoyingSound spam obnoxious sound effects]]... really, the list of bad design tropes featured in the majority of the levels could go on almost forever. The worst part? ''Nintendo's own levels'' aren't even exempt from this!

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