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

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

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Super Mario Maker 2 was announced during an installment of Nintendo Direct in February 2019 and was released on June 28th of the same year.


This game contains the following tropes:

  • 2½D: The new 3D World style incorporates visual and gameplay elements from said game, including foreground and background interactivity. The objects used in this mode have noticeably more "pop" than the ones used in the New Super Mario Bros. U style.
  • Adaptation Combination: In the previous game, Yamamura's Trademark Favorite Food was established as edamame in the Japanese and American versions, while the British version changed it to fried chicken. In this game, Yamamura states both are his favorite food.
  • And Your Reward Is Clothes: Maker Points earned by publishing levels online and getting good reviews can be spent on cosmetics used to deck out your Mii. Certain NPCs can also give you clothes if you clear challenges.
  • Anti-Frustration Features:
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    • Player-made levels that have a poor or negative rating are unable to appear in the higher difficulty levels of Endless Challenge.
    • Story Mode's "assist mode" allows the player to place a limited amount of powerups and Hard Blocks into a level if they're having too much trouble with it.
    • In the first Super Mario Maker, if you wanted to make a Goomba larger, you would have to physically drag a Super Mushroom onto them, and if you wanted a red Koopa Troopa who could turn on ledges, you would have to shake the enemy with your stylus. Now, the player simply has to double tap an enemy, object, or gizmo to be able to change them. While the former mechanic is still in the game, the shaking function is removed.
    • In multiplayer, freely-placed items like powerups, P-Switches, Yoshi Eggs, and Koopa Clown Cars will spawn another in the location of the original after a few seconds, preventing people from losing matches or failing stages just because there weren't enough items to go around. Similarly, if you take a powerup from a block and die, the block will allow you to get another item from it.
  • Art Evolution:
    • P-Switches and POW Blocks now have a glowing animation in the Super Mario World game style.
    • Luigi's Super Mario World sprites have once again changed. This time, he looks similar to his Super Mario All-Stars + Super Mario World design, except his poses are identical to Mario's rather than distinctive, and he shares his skin tone.
  • Ascended Meme:
    • The lack of slopes in the first Super Mario Maker was one of the most major complaints about the game. Sure enough, slopes were literally the first new feature shown in the reveal for this game. Likewise, the May 2019 Direct also talked about slopes first when it came to the new additions.
    • Music levels and automatic levels ("Music" and "Auto-Mario" respectively) are recognized as their own level tag in the game's search engine.
    • Multiple remakes of the infamous "Mecha Bowzilla" stage from the first game are shown through the trailers.
  • Auto-Scrolling Level:
    • Like the first game, but this time, there is a Custom Scroll feature that allows you to tell the camera where to scroll instead of strictly horizontal scrolling.
    • A new feature is the Scroll Stop function, which stops the scrolling if the player runs into a wall of solid blocks. (This also applies to non-autoscroll levels, allowing you to prevent the screen from scrolling outside of a given area, such as a secret room.) However, if the player breaks through those blocks, the stage will continue to scroll.
  • Background Boss: Meowser can become one when given Wings in the 3D World, attacking sporadically with fire breath from the background of the stage, following you as he does so.
  • Be Careful What You Wish For: The worker Toads don't bother hiding their grievances with Toadette when they talk to Mario. All of them are upset when she ultimately gets kidnapped.
  • Background Music Override: Collecting a Superball Flower replaces the background music with the 1-1 song of Super Mario Land.
  • Berserk Button: Yamamura tends to get upset whenever Nina says his name wrong.
  • Big "NO!": Chief Toadette in the Story Mode intro, when Undodog is about to activate the Reset Rocket and undo her crew's hard work on the castle.
  • Blow You Away: The new Twister object creates a gust of wind which can be used for traversing a stage.
  • Body Horror: The way Mr. Eraser gets rid of brick obstacles is apparently as painful for him as it looks.
  • Breath Weapon: A new addition to the game is Red Yoshi, who breathes a ball of fire (or three of them if the player riding them is powered-up with a Fire Flower) instead of using his tongue. A Red Yoshi is created by hatching a giant Yoshi Egg (which hatched into two Yoshis that immediately run away in the first game).
  • Broken Bridge: After the second floor of the main hall is finished, construction on the castle suddenly stalls for various reasons: Red Toad couldn't finish the staircase to the third floor because he ran out of stone, Green Toad needs a new cloud since the Chief took his old one, and Blue Toad is waiting on Purple Toad to arrive with ! Blocks to connect the main and east halls. They all end up offering special jobs for Mario to resolve these issues.
  • Bubbly Clouds: Unlike the original Super Mario Maker, which only offered the Airship course theme as the closest thing, Super Mario Maker 2 features the ability to build proper sky courses, complete with the respective game style's signature Athletic theme as the background music (including a brand new one created for Super Mario Bros., which lacked athletic music).
  • The Bus Came Back:
    • After 31 years since the release of Super Mario Bros. 3, with it getting nothing but minor cameos in a couple of Spin-Off games, the Angry Sun finally makes a return in this game as a regular enemy.
    • After missing in action for 30 years besides an appearance in a WarioWare Gold microgame, the Superball Flower from Super Mario Land returns as a power-up in the Super Mario Bros. style after being unlocked.
  • But Thou Must!: When you first talk to Toadette at the start of story mode, she clearly needs your help to rebuild the castle; your dialog options are "Leave it to me!" and "I'll handle it!".
  • The Cameo: One of the new sound effects features Takamaru and some ninja enemies from his game.
  • Chuck Cunningham Syndrome:
    • The Weird and Mystery Mushrooms have been removed from the game. This means Costume Mario is gone as well, and Weird Mario gets Demoted to Extra. The Big Mushroom is still around, but the variant that retains the NES color constraints is gone.
    • The Gnat Attack minigame no longer exists, so all of its characters vanish as well.
  • Color-Coded for Your Convenience: Indicates the behavior of icicles. Light blue ones fall when Mario stands on or walks under them (they respawn soon afterwards), while dark blue ones don't.
  • Color-Coded Multiplayer: The four playable characters in multiplayer are all distinct colors: Mario (red), Luigi (green), Blue Toad (blue) and Toadette (pink).
  • Co-Op Multiplayer: A co-op setting is possible in Build Mode, allowing two people to share the same screen to build a level. Stages can also be played in cooperative multiplayer mode (along with the competitive mode).
  • Cool Car: An enemy exclusive to the Super Mario 3D World theme is the Koopa Troopa Car, which is based on Bowser's own car from the original game. If Mario Goomba Stomps the Koopa Troopa out of the car, he can take the car for himself and ride it through the level.
  • Crack Is Cheaper: invoked Toadette wants to make you something special that takes 10,000 coins for it to be fully completed in the postgame of Story Mode. It's a giant 8-Bit Builder Mario with a Super Hammer, made up from different sprites throughout the game, and a small Luigi to the side of Mario.
    • The castle itself costs 14100 coins, and Undodog tells jokes for 100 coins apiece.
  • Crate Expectations: A gizmo exclusive to the Super Mario 3D World game style, crates are destructible objects that can float in water and lava. Builder Mario can create his own crates and use them as platforms.
  • Damn You, Muscle Memory!: In the actual 3D World, the dive attack is done by doing the regular claw attack in midair and holding the button afterwards to dive. In this game, the dive is its own attack, which is mapped to the shoulder buttons (which also means it replaces your midair spin). Also, since it doesn't have the claw attack to begin with, it comes out instantly instead of doing a flip first.
  • Death Mountain: The Super Mario World Desert style is modeled after the levels of Chocolate Island (a mountain-themed world) from the original.
  • Decomposite Character: In the first game, Dry Bones become Fishbones in underwater levels. Now, the latter can be placed on land as well.
  • Demoted to Extra:
    • Unlike the first game, there are no game modes centering around Save the Princess. Instead, Princess Peach only appears in the Endless Challenge intro and the end of Story Mode. Ironically she was playable in Super Mario 3D World, only to to be replaced here in its associated game style by Toadette (who can't transform into Peachette in this game).
    • Due to the removal of the Weird Mushroom, Weird Mario only appears in the door-knocking easter egg, which was carried over from the previous game.
  • Distressed Damsel: In a change from the usual, Bowser kidnaps Chief Toadette before the final story mode level.
  • Does This Remind You of Anything?: Mr. Eraser's dialogue and jobs (all of which involve defeating a certain amount of enemies) paint him as a family-friendly hitman.
  • A Dog Named "Dog": Purple Toad lampshades this by saying his parents weren't very creative.
  • Doomy Dooms of Doom: Winning your first online versus match nets you the "Shorts of Doom!", which consists of a pair of purple shorts with Super Mario World skulls on them.
  • Eccentric Millionaire: Several of the job listings are made by someone directly identifying themselves as the trope name, with missions making it clear that they're just throwing money around at this point.
  • Endless Game: The new Endless Challenge mode allows you to run through an infinite gauntlet of courses until you get a Game Over. Your highest record is kept track of and is compared to a global record stat.
  • Escort Mission: The story has levels where Mario must reach the exit while escorting Toad(s), but these escort Toads cannot be placed in user-made levels.
  • Evolving Music: The music for SMB1 Ghost House, SMB1 Airship, and SMB3 Ghost House has been updated a bit. For comparison:
  • Excuse Plot: In the single player mode, Princess Peach's newly-built castle is erased thanks to Undodog activating the Reset Rocket, and Mario is tasked with gathering coins to fund the reconstruction. Completing courses earns you coins (completing a course for the first time earns you extra coins depending on the difficulty rating). It's primarily a disguised tutorial, meant to show the player various level-design examples. In the other mode, the Endless Challenge, Mario (no matter who you choose as your character) simply "embarks on a journey!" for no particular reason.
  • Gimmick Level: The Night versions of the various course themes have extra gimmicks that stand out from the normal Daytime themes:
    • The Night version of Ground themed courses has Goombas floating in midair, as well as longer Chain Chomp chains, bouncing mushrooms, and other various changes in enemy behavior.
    • The Night version of Desert themed courses has wind blowing from either the left or right of Mario.
    • The Night version of Sky themed courses has lowered gravity.
    • The Night version of Forest themed courses can have poisonous water hazards.
    • The Night versions of both the Underwater and Ghost House themed courses are pitch black, with only Mario and certain items acting as a spotlight. Certain sound effects also illuminate the screen.
    • The Night version of Airship themed courses has all the enemies behave as if they were in an underwater stage.
    • The Night version of Castle themed courses makes Mario swim in the air, not unlike the Wing power-up in Super Mario Bros. Special.
    • The Night version of Underground themed courses will flip the stage upside down, with Mario walking on the ceiling instead of the floor.
  • Grimy Water: Forest levels can have adjustable water, and at night, this water is replaced with the usual purple poison water that kills Mario instantly.
  • Here We Go Again!: At the end of the story mode, Undodog sniffs curiously at another Reset Rocket as the game goes to credits.
  • Hypocritical Humor: The level description for Head in the Clouds:
    Green Toad: Who asks someone to do something that they don't want to do themselves?! Oh hey, can you go and get me a Lakitu's Cloud, Mario?
  • Inconveniently Placed Conveyor Belt: Returning from the first game, they can now be sloped, and the new ON\OFF blocks reverse their direction when hit.
  • I Need to Go Iron My Dog: The level description for Fire Koopa Clown Carnage:
    Legendary Explorer: I'd go on the expedition myself, but I... uh... need to do some laundry. Yeah
  • Interface Screw:
  • Insistent Terminology: Yamamura insists that it's courses, not levels, as Nina says.
  • Instant-Win Condition: For co-op multiplayer, if a player reaches the level goal, everyone instantly wins.
  • Late-Arrival Spoiler: Cat Bowser, also known as Meowser, is confirmed to be in the Super Mario 3D World mode, which was supposed to be a reveal in the final battle of that game.
  • Lava is Boiling Kool-Aid: You can throw breakable wooden crates into lava as platforms and they don't set on fire.
  • Level Goal: Each style has a goal straight from its source game. However in this game you can add conditions for victory, such as gaining a certain number of coins, defeating a certain number of enemies, or reaching the goal with Mario in his Super state. If the conditions are not fulfilled, the Level Goal will be inaccessible.
  • Mayincatec: The Angry Sun's appearance gets completely overhauled in the New Super Mario Bros. U style, going from a sun with a typical angry face to a Mesoamerican-style feathered design.
  • Mission-Pack Sequel: It's more of an update to the first game with additional editing tools and gimmicks, new course themes, and a new game style.
  • Musical Nod:
    • Where the previous game's Course World theme was based on the Grass Land map theme from Super Mario Bros. 3, this game's is based on the Special World map theme from Super Mario World.
    • The Desert theme's music in the SMB1 style has nods to the Easton Kingdom's theme from Super Mario Land.
    • The Sky theme's music in SMB1 style is very similar to the Super Smash Bros. Brawl remix of the overworld theme, and also includes the high score table theme from VS. Super Mario Bros. (which was present in the previous game as the theme's Bonus Room music).
  • Nice Day, Deadly Night: Night mode turns the water in forest levels to poison, and 1-Up Mushrooms to deadly Rotten Mushrooms. Inverted for the Angry Sun, which turns into a moon at night—instead of damaging you, touching the moon kills all nearby enemies.
  • Overly Literal Transcription: The description for the Story Mode course "Banzai Bill Chase Scene":
    GWAHAHA! There's no way Mario can make it through this castle now that I've upgraded it with Banzai Bills!
    But I've been overconfident before, so I should probably find some poor sap to test it on.
    Don't put that part in the job posting.
  • Palette Swap: Luigi is a palette swap of Mario in the SMB1 and SMB3 game styles, just like in the games they're based on. Interestingly, Fire Luigi in these game styles has a unique palette, instead of being the same colors as Fire Mario.
  • Paper-Thin Disguise: A series of courses are made by two characters: "Name Withheld by Request"note  and "Father of Name Withheld"note . A quick look at the descriptions of any of their courses makes it obvious that it's Bowser and Bowser Jr. Doubles as a Brick Joke to the Parental Controls video released by Nintendo back in 2017. In addition, "A Certain Mage" has several of Kamek's mannerisms.
  • Pipe Maze: The SMB3 Forest theme abandons the usual tree motif to instead bring back the world 7 course palettes from the original game.
  • Player Versus Player: There's a competitive multiplayer mode in which players race to complete a course first. Online, it's possible to race against random opponents, and there's even a ranking system.
  • Poison Mushroom: In the Night mode of Ground courses, the 1-Up Mushroom becomes the Rotten Mushroom. Unlike Poison Mushrooms in the 2D games, Rotten Mushrooms actively chase Mario around the level, similarly to Super Mario 3D Land, even hopping up small ledges to follow him. Appropriately, they look more menacing than the Poison Mushroom (purple cap, angry eyes), where their caps look like purple skulls and they have glowing eyes surrounded by shadow.
  • Projectile Pocketing: As with recent Mario titles, including Super Mario Maker, throwing certain items and enemies at coins will collect them for you. However, no element can now do it as efficiently as the Superball Flower. Along with retaining its ability to collect coins by throwing superballs at them from Super Mario Land, it can now also collect keys, Pink Coins, and even activate P Switches.
  • Pungeon Master: Undodog has a good number of jokes that you can pay to hear after beating the main story. They're just there if you want to hear them.
  • Punny Name: The brick icon with eyes and legs appears in Story Mode under the name Partrick, named after "part" and "brick" while also sounding like the name Patrick.
  • Put on a Bus: Mary O is the only Original Character to not return for the sequel. Instead, Nina takes her place.
  • Rainbow Speak: Job descriptions have stage elements highlighted in blue, and controls highlighted in pink.
  • Recycled Soundtrack: Oddly, while the other four game styles have unique music for all ten course themes, the Super Mario Bros. 3 style just reuses its Ground music for its Desert and Forest course themes. At the very least, the Course Maker music still features alternate arrangements fitting for the Desert and Forest themes.
  • Retraux:
    • Like last time, new graphics and music are created for enemies, settings, etc. that didn't appear in earlier games. In the case of Super Mario World, which replaced Goombas with Galoombas, counterparts for Goombrats called Goombuds make their debut in this game.
    • Superball Mario's colors resemble those of the original Game Boy's screen. The Superball itself also has afterimages behind it, reflecting how moving objects appeared on the Game Boy.
  • Rise to the Challenge: Vertical sub-levels can be set to auto-scroll this way.
  • Shifting Sand Land: One of the added settings, and has been added retroactively to the Super Mario Bros. style (as that game originally had no explicitly themed worlds at all). Its Night variation has a blowing sandstorm that pushes the player around.
  • Shout-Out: Several of the courses in Story Mode, which given by the creator's handle and the description they wrote can imply that a Nintendo character made it. For example, a course featuring Swinging Claws was made by someone called "Celebrity MC" and calls it "straight up SLOPPY!". Additionally, two haunted house levels were made by Agents 1 and 2, and "Celebrity DJ" made a level revolving around Goomba's Shoes. A later course from Celebrity MC makes it obvious:
    "That's One Hot Car!" description: "Yo, this Fire Junior Clown Car course that I made is off the hook!"
  • Sinister Sentient Sun: The notorious Angry Sun from Super Mario Bros. 3 has been added as a stage hazard.
  • Sizable Snowflakes: Some giant, starry snowflakes can be seen falling amongst the otherwise normal snowfall in the Super Mario 3D World snow-themed levels.
  • Slippy-Slidey Ice World: Unlike the first Super Mario Maker, in which ice blocks were the only ice-related asset available (and only felt truly adequate in a few game-setting combinations, such as the Super Mario World Underground style), this sequel adds the snow setting among the course themes. In addition, combining the Snow theme with the Night setting causes all surfaces to become very slippery and not just ice blocks.
  • The Smurfette Principle: With the Mystery Mushroom costumes removed, Toadette is now the only female player character, alongside Mario, Luigi, and Toad. Pom Pom is the only obviously-female enemy, though many of them don't have an official gender.
  • Stalactite Spite: The icicles from the New Super Mario Bros. games are now available as an obstacle to place in levels, the light blue ones falling when they get near Mario and the darker blue ones never falling.
  • Stealth Pun: Mr. Eraser is portrayed as a Professional Killer in Story Mode because he can erase objects; in other words, he rubs them out.
  • Sudden Name Change: In both the Wii U and Nintendo 3DS versions of the first game, the building assets were consistently called "course elements". In this game, this terminology was changed to simply "parts" for no apparent reason.
  • Theme-and-Variations Soundtrack: Like with the Airship theme in the previous game, the new music for the Super Mario World themes (Forest, Snow, and Desert) are all remixes of the same motif.
  • Unlockable Content: A bunch of clothes and headwear can be unlock through progression in Story Mode or various other in-game achievements. Besides those, however, are two special items that become available in the Course Maker:
    • Super Hammer: Unlock by completing the game.
    • Superball Flower: Unlock by playing through the game until Purple Toad appears, then take all three of the jobs Purple Toad offers you. Completing the last job allows you to access three ? Blocks that you couldn't hit before, the middle one containing the special item.
    • Unlocking the ability to switch to nighttime stage themes takes even less effort; all you need to do is select the Angry Sun's alternate form.
  • Weird Moon: The Moon can be used in Night themes. It shares its behavior with the Angry Sun, but if Mario touches the Moon, it acts as a Smart Bomb that wipes every enemy on-screen.

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