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Super Mario Maker Skyline logo

Super Mario Maker Skyline is the third game in the Super Mario Maker series of Super Mario level editor and user-generated content games. It is developed by Modifly and released for the Modulo in 2022.

Development[]

Development on Super Mario Maker Skyline began after the release of Super Mario Maker 2.

An initial goal of the project was to increase compatibility between game styles with 2D and 3D graphics, and the ease of creating course parts for both. The project brought on more graphics artists to handle the combinatorial amounts of sprites and models. Some ambitious early concepts for full 3D course creation stemmed from this, but were later scaled back into layer-related features and the Super Paper Mario game style to keep the game focused.

The developers looked to recurring Mario elements and fans' feature requests to determine what could be included in the game. As the assets for the five existing game styles lightened this workload, Skyline was given a longer development period and a longterm Splatoon-style update cycle. The producers invested into waves of new course parts and even a post-launch game style, which could be marketed in their own right to keep attention on the game.

The development time quelled some other concerns regarding market competition with Super Mario Maker 2, although it was also decided to cut that game's update cycle short. To save time and resources, the developers chose to cut Story Mode and port Yamamura's Dojo with minimal changes.

The Skyline producers reviewed design documentation for Super Paper Mario, Super Mario Galaxy, and Super Mario Odyssey to properly implement their mechanics, and consulted staff who had worked on these titles.

Title screen[]

When the game starts up, it zooms in on the logo as it turns into a playable course in the new City theme. The letters in "SUPER MARIO MAKER" become traversable skyscrapers.

The course is in the Super Mario Bros. game style on the first play, serving as a tutorial for platforming and editing courses. Subsequently, it is in a random game style. It gains new details and areas as the player unlocks course parts.

The title screen course cannot be uploaded to Course World unless it is manually recreated. Outside of the tutorial, it is replaced by a blank course when Course Maker is opened from the title screen.

Course Maker[]

Course Maker is a more robust and accessible level editor, now supporting touch, button, pointer, and USB mouse controls.

The course part palette now uses a ribbon design. It has tabs for recently used course parts, pinned parts, and each category (Terrain, etc.). When hovered, the ribbon can be scrolled and tabbed through with the shoulder and trigger buttons.

The palette dropdown button opens a different menu—grid list, pie menus, or the new voice search—depending on input method. The dropdown has a random course part option that even randomizes the summoned part's parameters, which makers can use to get inspiration.

The maker can press a placed course part to view it in full, graying out the rest of the course, and customize it. Variants of the selected part appear on the palette at the top of the screen. This mode is easy to exit by pressing the B or X button, the grayed-out course, or a Back button in the palette area.

Course parts can again be shaken to switch between their main variants, using the stylus, stick, or a new, motion-controlled flick of the controller. Twisting the controller while holding certain parts will rotate their gravity by automatically attaching a Gravity Arrow. There are accessibility options to turn off both of these features.

Holding the shoulder and trigger buttons again activates the multigrab and copy modes, respectively. In copy mode, tapping a course part functions as an eyedropper tool, setting the palette's active course part to whatever was tapped. Dragging, and then holding a shoulder or trigger button mid-drag, accesses functions like drawing straight lines.

With the new find-and-replace feature, the maker can multigrab a group of course parts, then find all instances of that layout within the whole course or current sub-area. From there, they can edit all instances at once.

There is an option to flip important Course Maker buttons, like Undodog and the palette dropdown, to the opposite side of the screen. The maker might want these buttons by their dominant hand, or, with touch controls, near the free thumb that's not holding a stylus. Less-used buttons are put on the opposite side, and often grouped into submenus to take up less screen space.

Another option changes which stick moves the cursor. This frees up the other stick, and the D-pads, to pan the camera without moving the cursor to the edge. This is especially used with pointer controls, as the camera does not move when the gyro cursor leaves the screen. Also, the camera can now pan past the edges of the area, making it easier to edit there, and providing quick access to handles to resize the area.

Tilecheck[]

The tilecheck feature is the Super Mario Maker equivalent of a spelling and grammar checker. It scans the course to detect design mistakes and suggest improvements or alternatives, often in conjunction with the advice in Yamamura's Dojo.

Tilecheck scans for issues including:

  • Softlocks
    • Areas enclosed by Hidden Blocks, One-Way Walls, etc.
    • Key use permutations that render a course unclearable
  • Enemy spam
    • Tilecheck tries to avoid flagging densely packed enemies that are part of a contraption.
  • Offscreen obstacles
    • Offscreen Thwomps
    • Blind jumps
    • Tilecheck can recommend bringing the offscreen object into view with a camera shot if possible.
  • Kaizo blocks
  • Entrances to forced failure
    • Simple pick-a-path setups

Even if tilecheck confidently detects a severe issue, the course can still be uploaded. However, it may show the player a disclaimer so that they can anticipate otherwise-unexpected foul play.

Course sharing[]

Super Mario Maker Skyline offers new course sharing experiences. Players can share web links to courses, with a QR Code in the embed thumbnail that can be quickly scanned in AR Camera. Makers can wirelessly share their own courses with players in close range, manually or automatically.

One of the best ways to improve a course is to have someone else playtest it. In service of this advice, friends can share demos of courses that haven't been uploaded to Course World yet. They can do an optional clear check if the course is clearable in its current state, but it doesn't need to be. After playtesting, the recipient can give feedback by commenting or filling out a preset questionnaire.

Playable characters[]

Each character now has their own stats and special abilities.

In online multiplayer, players use their maker profile Mii characters, which wear costumes of the different playable characters. Thus, characters with the same stats can double up.

Players can restrict their courses to certain characters and numbers of players. The stated characters must complete the course before it can be uploaded.

  • Mario: Jack of all trades, Mario is a good default pick, but doesn't excel at anything.
  • Luigi: Though slipperier than a second banana peel, Luigi is an unrivaled acrobat with his jump height and Scuttle descent.
  • Peach: Peach's Floating Jump makes her easier to control, but she's a bit sluggish.
  • Toad: Unmatched speed lets Toad make up lost ground from low jumps.
  • Boost Mode: Assists other players using an extra set of touchscreen or pointer controls. Some course parts are designed for Boost Mode interaction. Boost Mode players can even join in online and save the first player from multitasking with the touch cursor.

Course World[]

Course World search queries are more powerful, letting the player match and sort by more course statistics.

Like in Super Mario Maker 2, the player can collect clothing for their maker profile. The clothing now saves to Mii Maker, where it can be used in any Mii character's default outfit.

Players who tie the World Record on an uploaded course are now also counted as holding the record. In addition, a player can now First Try a course if they clear it without losing any lives or starting over. They can also set a Record Score, Record Coin Score, or Record 1-Up Score, by earning more points, coins, or lives in a course than any other player.

Once a course is played, its creator can see where in the course players gave a like or boo rating. If a player changes their mind or chooses a rating by accident, they can now undo the like or boo.

Random plays of a course are saved for the maker to watch, to get a sense of how players approach their course.

The tagging system is improved with new tags like "troll" and "Kaizo", and an option to only let friends change a course's tags.

Shop[]

The new shop lets players use Course World points, likes, and tokens to buy new course parts, including new variants of already-owned parts. Each one has a demo course that demonstrates how to use it and some of the things it interacts with.

Shop currencies can be earned by playing others' courses, earning First Clears, First Tries, Record 1-Up Scores, Record Coin Scores, Record Scores, and World Records, and performing clear checks.

Clear check[]

To upload a course, the maker can try a single-player or multiplayer clear check (locally or by inviting friends online) with the characters of their choice. They can then do additional clear checks with other characters. This can increase the chance of their course being randomly selected in certain modes: the algorithms are more stringent about separating single- and multiplayer content, and, at greater difficulty levels, serving courses cleared by matching characters.

Once a course is uploaded, other players might also try its remaining clear checks from a new Course World tab. As this is meant to put more courses into circulation and smoothen the gameplay experience, doing a clear check gives the player substantial rewards for the shop.

Course gameplay[]

When a course starts, a pan-over cutscene in the style of Super Mario Sunshine highlights any points of interest. This includes parts such as Clear Condition Warp Doors in the course. During this and the multiplayer countdown, a preparatory loop based on the background music will play, as in the Mario vs. Donkey Kong series.

Due to the increased maximum course size, in multiplayer modes, players fill out a map on the touchscreen as they go. Areas the player has seen will be more detailed on their own instance of the map.

If the player loses all their health in a single-player mode, the course will instantly start reloading in the background, so that they can skip part of the lose-a-life cutscene if ready. In a similar vein, the player now has a shortcut button to restart if they lose a clear condition. And, of course, the pause menu lets the player start over from any passed checkpoint.

If invisible Hidden Blocks were hit during the clear check, a player has the option to reveal them after restarting the course enough times. These Hidden Blocks have a flashing outline, differentiating them from the outlined Hidden Blocks that a maker can place. There is a similar option to reveal which entrances, such as Warp Pipes and Warp Doors, were used in the clear check. The exact requirement is different depending on the difficulty level of the mode. The feature works on a per-player basis in Multiplayer Versus.

Once the course ends, certain modes drop the multiplayer connection to avoid the victory animation being drawn out by lag.

World Maker[]

Makers can collate their courses into worlds, and customize their layouts and exits using the revamped World Maker. Super Worlds can serve as anything from a playlist of courses to a conduit for full-game experiences. The main distinction when playing Super Worlds is that the player character's state persists between courses: lives remaining, power-up form, Coins collected, points earned, ON/OFF Switch states, and so on.

Super Worlds test players' stamina and longterm planning more than a typical single course can. With that in mind, each player has access to an Item Storage slot in this mode. When a player collects a power-up on the same tier as one they already have, it goes into their Item Storage for later access. Unless it is the Super Mushroom, the newly stored item replaces anything that was in the Item Storage slot before.

A maker can share multiple finished worlds online, but each included course must first be uploaded independently. The course markers will then alias to those course IDs. World makers can add their friends' courses with permission. If one of the courses is taken down, it will be skipped on the world map with all of its exits unlocked.

The grid for placing world parts is now a bit tighter, and world maps can scroll horizontally and be up to three screens wide.

Super Worlds have their own discovery menu with the same sections as the Courses menu. Also much like courses, Super Worlds can be given names, descriptions, and tags. The player can search by factors including the world's length, difficulty, and rating.

World parts[]

Question
Junction

Add a course ID to create a course marker, eight of which can be placed in a world. Course markers have one or two paths depending on the number of exits. Hold and drag to draw a path.

Question
Toad House

Visitors can play the selected minigame to earn lives or an item.

Question
Warp Pipe

A set of 2 pipes that link to each other. Multiple pairs can be placed in a world.

Question
New Checkpoint Flag

The Checkpoint Flag activates when the attached course is cleared. If the player runs out of lives, they'll respawn on the course with the Checkpoint Flag. Otherwise, they respawn at the start of the world.

Question
New Mushroom Gate

When a Mushroom Gate is attached to a course marker, the player temporarily loses all their power-ups until they move on from that course.

Question
New Goal Key

A Goal Key can be attached to a course and is collected when that course is cleared.

Question
New Lock

A Lock blocks off a path unless the player has enough Goal Keys.

Question
New ON/OFF Switch

ON/OFF Switches control the state of the Super World's Dotted-Line Blocks, both on the world map and in courses. This can function like Switch Palaces from Super Mario World, or add a puzzle-solving element to navigating a world, like in Rock-Candy Mines in New Super Mario Bros. U. Accordingly, ON/OFF Switches on the world map are shaped like ! Switches.

Question
New Dotted-Line Block

{{{2}}}

Question
New Liquid

The world maker can draw rivers, lakes, and oceans out of water, lava, and more. Paths along liquid become bridges.

Question
Decoration

Depending on the world theme, a Decoration may appear as a hill, pyramid, flower, even a skull.

Question
New Rock

Fans of Super Mario Bros. 3 might know what to do when a Rock is placed adjacent to a path. It looks like a solid barricade, but maybe with a Super Hammer…

Streamer Mode[]

Streamers can turn on Streamer Mode to display useful information and stats on the current course, while hiding private information. Alongside the alphanumeric code, the course ID is displayed as a Data Matrix 2D barcode. Viewers can open AR Camera to scan the barcode and bookmark the course to play it in-game later.

Phosphene compatibility[]

The game supports the Phosphene XR platform. The player can insert the Modulo Console into the Phosphene headset to play in VR.

With Phosphene, Course Maker becomes a full VR environment where the maker can view more of a course simply by looking around. Motion controls work especially well in VR.

While playing a course, the action is instead shown on a stereoscopic virtual screen, due to how the loading system is based on the game camera. Playing courses supports AR and VR; the screen can be moved and resized within the physical or virtual space. In VR, the virtual environment outside of the screen is based on the current course theme.

Game styles[]

Game styles and course parts are mostly cross-compatible, with rare exceptions. This is in response to the criticism of Super Mario Maker 2 that its style-restricted part palettes devalued the added parts and game styles.

Game style Description
Super Mario Bros.

As the first Super Mario game, Super Mario Bros. is one of the most limiting, lacking many of the moves Mario would gain in later titles. However, its game style is also one of the most familiar, being unlocked by default in every Super Mario Maker game. It is simple to use for makers who want tight control over the player's actions.

Aesthetically, this game style also uses assets introduced in Donkey Kong, Super Mario Bros.: The Lost Levels and Super Mario Bros. Deluxe, and 8-bit versions of those from the games' Super Mario All-Stars remakes.

Super Mario Bros. 2

Though it started development as a Mario-style tech demo, Super Mario Bros. 2 was first released in Japan as Yume Kōjō: Doki Doki Panic. It was altered for international release as a Mario game, but some of the core mechanics differ from what one might expect, leading many to count it as a black sheep of the series.

Speaking of counting sheep, the dream kingdom of Subcon might be Mario's worst nightmare: he can't stomp on enemies! Instead, players can uproot objects like Turnips and Shy Guys, then throw them as an attack. Players can also charge up a Power Crouch Jump to reach new heights.

This game style features returning and brand-new graphics drawn in the Super Mario Bros. 2 style, with music by longtime Mario series composer Koji Kondo.

Super Mario Bros. 3

Considered one of the best games of all time, Super Mario Bros. 3 expanded the scope of the Mario Bros.' adventure, seeing them travel through variously themed kingdoms. The legacy of its world map feature lives on in the World Maker mode.

Super Mario Bros. 3 added a fan-favorite batch of power-ups and bosses, which are all represented in this game style in some form.

Super Mario World

Super Mario World added depth to the Super Mario experience with features like a secondary jump with different properties; Yoshi raising and riding; new interactions between colors of Koopa Troopas, Shells, and Yoshis; more in-depth flight controls; and the ability to throw held objects upwards. Common blocks and enemies like G(al)oombas, Koopa Troopas, and Piranha Plants were reimagined in the process.

The unique gameplay additions of the original game have particularly equipped it for intricate custom courses in the ROM hacking world. In an effort to capture this throughout Super Mario Maker Skyline, many key mechanics of the Super Mario World game are not limited to its game style.

The Spin Jump has been given further control compared to its original appearances. Players can choose to switch their jump type between standard and Spin Jump with every bounce. The jump type can now remain constant for all interactions, which didn't use to apply to bouncing off of other players, for example.

Most courses in Super Mario World were replayable for the first time in the series. Finding alternative exits and Switch Palaces increased the focus on exploration and replayability. Thus, both features have been factored into all game styles, especially in the World Maker mode.

Super Mario Land 2: 6 Golden Coins

This game style is based on both Super Mario games for the Game Boy, mainly the Super Mario Land 2: 6 Golden Coins game, with some elements taken from the original Super Mario Land. Makers can use various settings and visual elements, one of the wider varieties for a game style based on a 2D game.

The introduction of Mario's rival, Wario, in 6 Golden Coins is paralleled in this game style as he replaces Bowser. Players can even clear courses in the Castle theme by collecting a titular Golden Coin.

To make the visuals less monotonous, Game Boy Color palettes are combined with swatches of the original Game Boy's four shades of green. Superball Mario, reusing the green color scheme from Super Mario Maker 2, looks right at home.

Uniquely among game styles, this one has a counter for how many enemies have been defeated, with a reward for defeating 100.

Super Paper Mario

The Super Paper Mario game style uses course parts, bone-rigged vector graphics, and music from the Paper Mario series. In this game style, players can seek out a Star Block, Pure Heart, or secret Dimensional Rift to clear a course.

Like the original Super Paper Mario, this game style uses layers in an unusual way. Each course has 3 layers, and each are condensed into a single 2D plane; thus, many course parts on different layers will collide and interact. The player can Flip to unflatten the playfield into a 3D space that respects depth.

In this game style, Course Maker uses a perspective camera that collapses into a parallel projection while playing—the opposite of 2.5D game styles like Super Mario 3D World. The maker can rotate some course parts between 2D and 3D, requiring players to Flip to interact with them.

As courses in this game style are either compressed into a 2D plane or navigated in full 3D, parts can generally be placed on any layer. Some parts, such as Ground, have been reduced in depth in this game style; others, including some blocks, can be flattened entirely; and other 3D parts, like Slopes, can be rotated to swap their width and depth.

Super Mario Galaxy

The representation of Super Mario Galaxy brings with it gravity mechanics, Polar Grids, and various other course parts that can be used in all game styles.

While using the Galaxy game style, players can enjoy the timeless visuals and music of the first Super Mario game to feature a symphony orchestra's performance. Although the focus is on the first Galaxy game, some assets from the sequel, Super Mario Galaxy 2, are also included to give players the best of both galaxies. The game style is rendered in 3D during gameplay, like the Super Mario 3D World game style.

The player character can use moves like the Star Spin, Backward and Side Somersault, Homing Ground Pound, and Double Kick to gain maneuverability and attack enemies. They can also walk while crouching and push against nearby walls.

Additionally, players can automatically ledge grab the edges of solid platforms if they fall short, and either drop down or pull themself up onto the platform from there. Like in Super Smash Bros. 4, edgehogging is not possible in multiplayer modes.

Additionally, Boost Mode borrows some mechanics from the Star Cursor and Co-Star Mode of the Super Mario Galaxy games.

Unlike the original games, the player characters don't have a dedicated Health Meter, unless a power-up with the Life Gauge course part is collected.

New Super Mario Bros. U

This veteran game style, being available by default in every Super Mario Maker game, now has deluxe visuals. Like in the Super Mario 3D World style, most animated course parts now use 3D models, bringing courses closer in line with Mario's first HD platformer.

Boost Mode from the Wii U version of the game is also represented.

Super Mario 3D World

Since Super Mario Maker 2, this game style has been changed to more closely match the source material, including the Super Mario 3D World + Bowser's Fury port. There's even some content from Super Mario 3D Land, Captain Toad: Treasure Tracker, and the Bowser's Fury adventure; one course theme is based on Lake Lapcat, and the Cat Shine appears as the secret goal.

Players can Ground Pound Jump and Side Somersault using familiar controls, and Ground Pound underwater. They can also perform a rolling long jump by jumping during a Roll. The midair spin added in Super Mario Maker 2 is replaced by the midair roll from 3D World + Bowser's Fury. Cat Mario's own claw dive move is changed back to the controls from its original game.

There are many similar minor tweaks. Characters automatically Spin Jump on ice. Fireballs bounce off of walls, stun Dry Bones, and go through Boos. Scratching in midair stalls Cat Mario's fall, and scratching an object like a shell repeatedly will grant a points combo. Players can slope slide while carrying items and each other, and can hit blocks by sliding. Enemies are safe to bounce on underwater. Trees and decorative plants dance to the music. Reaching the top of the Goal Pole turns it gold as a purely cosmetic bonus.

Boost Mode's controls are similar to the implementation of touch controls in Super Mario 3D World + Bowser's Fury.

Super Mario Odyssey

Added in an update that was built up to since the months before launch, this game style is home to the signature Capture mechanic, where Mario can throw his cap at certain course parts to take control of them and use their abilities. Following the 3D World and Galaxy game styles, gameplay in the Super Mario Odyssey game style also uses a 3D perspective camera by default.

Makers can use Super Mario Odyssey parts and mechanics to their full potential in courses set in the various kingdoms around Mario's world. Players have access to the moveset of a 3D sandbox-style Super Mario game, on top of hat trick jumps, to get Power Moons or find the missing Odyssey airship. Moves like the somersaults and ledge grab return in this game style.

Each player character gets a unique Bonneter in their cap. Cappy rejoins Mario, and Luigi and Toad team up with Bonneters based on the generic designs. Peach uses Tiara's abilities for the first time, and her Captures get Peach's crown, hair, and earrings.

The player characters wear different outfits in each course theme, but like in the original game, Capture targets wear their default headwear for recognizability. Toad wears other hats, with the mushroom cap being considered part of his body, but Capture targets get a unique hat based on his mushroom cap for visual clarity.

Course themes[]

Course themes have been split into tilesets, backgrounds, and music. These can be mixed and matched for new aesthetic possibilities. All music tracks can also be placed as sound effects.

Certain backgrounds have day and night settings that can affect the tileset and music. This has no gameplay effect anymore, and most of the night-theme options from Super Mario Maker 2 have been implemented in other ways.

There are five new course themes: Beach, Mountain, City, Space, and Clock.

Tilesets[]

Super Mario Bros. Super Mario Bros. 2 Super Mario Bros. 3 Super Mario World Super Mario Land 2: 6 Golden Coins Super Paper Mario Super Mario Galaxy New Super Mario Bros. U Super Mario 3D World Super Mario Odyssey
Ground World 1-1 and World 2-1 World 1-1 World 1-1 Groovy Start Lineland Road Honeyhive Galaxy Acorn Plains' ground courses Super Bell Hill Fossil Falls
Underground Underground courses World 5-1 World 4-3 Underground courses Tree Zone Area 2 Floro Caverns "Exploring the Cosmic Cavern" (Super Mario Galaxy 2) Tilted Tunnel Koopa Troopa Cave Underground Power Plant
Underwater World 2-2 and World 7-2 World 3-1 Underwater courses The Tile Pool Buoy Base Galaxy Dragoneel's Undersea Grotto Lake Lapcat (Bowser's Fury) Lake Lamode
Desert Super Mario Maker 2 original World 6-1 Desert Land's courses Chocolate Island 2 World 1-1 (Super Mario Land) Yold Desert Dusty Dune Galaxy Layer-Cake Desert's courses Conkdor Canyon Tostarena Ruins
Snow Super Mario Maker 2 original World 4-1 and World 4-3 Ice Land's courses Awesome Fahr Outpost (Paper Mario: The Thousand-Year Door) Freezy Flake Galaxy's snow fortress planet (Super Mario Galaxy 2) Frosted Glacier's courses Snowball Park Shiveria
Sky Super Mario Maker 2 original World 7-1 Sky Land's courses Way Cool's and Mondo's bonus areas Pumpkin Zone Special Area 2 The Overthere Cloudy Court Galaxy (Super Mario Galaxy 2) Meringue Clouds' courses Rolling Ride Run Nimbus Arena
Forest Super Mario Maker 2 original World 5-3 World 7-Piranha Plant 1 Forest of Illusion 1 (day)
Outrageous
Tree Zone Area 3 The Underwhere Tall Trunk Galaxy (Super Mario Galaxy 2) Soda Jungle's courses (day)
Bramball Woods and Deepsea Ruins (night)
Deep Jungle Drift Iron Road
Beach Original Original Turtle Zone Area 1 Keelhaul Key (Paper Mario: The Thousand-Year Door) Beach Bowl Galaxy Sparkling Waters' courses Sunshine Seaside (above water)
Pipeline Lagoon (underwater)
Bubblaine
Mountain Original Yoshi's Island 3 Chai Kingdom (Super Mario Land) Downtown of Crag and Gap of Crag Rock-Candy Mines' courses Clear Pipe Cruise Path to the Meat Plateau
City Donkey Kong World 1-3 and World 3-3 Original Macro Zone Area 2 and Macro Zone Area 3 Flipside (day)
Flopside (night)
Flipsville Galaxy (Super Mario Galaxy 2) Original Tricky Trapeze Theater New Donk City
Space Original World 6-2 Original Space Zone Area 1 and Space Zone Special Area Planet Blobule Space Junk Galaxy Original Super Galaxy Honeylune Ridge
Clock Original World 7-2 Mario Zone Area 1 Riverside Station (Paper Mario: The Thousand-Year Door) Clockwork Ruins Galaxy (Super Mario Galaxy 2) Crushing-Cogs Tower World 7-4 (Super Mario 3D Land)
Ghost House Super Mario Maker original Super Mario Maker original Donut Secret House Pumpkin Zone Area 1 Merlee's Mansion Ghostly Galaxy's Haunted Mansion Swaying Ghost House Shifty Boo Mansion Bonneton
Airship Super Mario Maker original World 1-Airship and World 5-Airship Super Mario Maker original Turtle Zone Area 2 Whoa Zone Airships (Good Egg Galaxy, Space Junk Galaxy, and Bowser Jr.'s Airship Armada) The Mighty Cannonship and Boarding the Airship The Bowser Express Bowser's flagship
Castle Castle courses World 1-Fortress and World 4-Fortress 2 Castle and fortress courses Wario Castle Castle Bleck Bowser's Star Reactor Castle courses Bowser's Lava Lake Keep Bowser's Castle

Backgrounds[]

Super Mario Bros. Super Mario Bros. 2 Super Mario Bros. 3 Super Mario World Super Mario Land 2: 6 Golden Coins Super Paper Mario Super Mario Galaxy New Super Mario Bros. U Super Mario 3D World Super Mario Odyssey
Ground World 1-1 and World 2-1 (day)
World 6-1 and World 6-2 (night)
World 1-1 World 1-1 (day)
World 8-1 (night)
Groovy (day)
Funky (night)
Start Lineland Road Honeyhive Galaxy (day)
Good Egg Galaxy (night)
Acorn Plains' ground courses Super Bell Hill Fossil Falls
Underground Underground courses World 5-1 World 4-3 Underground courses Tree Zone Area 2 Floro Caverns Cosmic Cove Galaxy (Super Mario Galaxy 2) Tilted Tunnel Koopa Troopa Cave Underground Power Plant
Underwater Underwater courses World 3-1 Underwater courses The Tile Pool Buoy Base Galaxy Dragoneel's Undersea Grotto Lake Lapcat (Bowser's Fury) Lake Lamode
Desert Super Mario Maker 2 original World 2-1 Desert Land's courses Chocolate Island 5 World 1-1 (Super Mario Land) Yold Desert Dusty Dune Galaxy Layer-Cake Desert's courses Conkdor Canyon Tostarena
Snow Super Mario Maker 2 original World 4-1 and World 4-3 Ice Land's courses Yoshi's Island 1 Fahr Outpost (Paper Mario: The Thousand-Year Door) Snow Cap Galaxy Frosted Glacier's courses Ty-Foo Flurries (day)
Snowball Park (night)
Shiveria
Sky Super Mario Maker 2 original World 7-1 Sky Land's courses Vanilla Secret 3 Pumpkin Zone Special Area 2 The Overthere Cloudy Court Galaxy (Super Mario Galaxy 2) Flame Chomp Ferris Wheel Rolling Ride Run Nimbus Arena
Forest Super Mario Maker 2 original World 1's courses World 7-Piranha Plant 1 Forest of Illusion 1 (day)
Forest of Illusion 3 (night)
Tree Zone Area 3 The Underwhere Tall Trunk Galaxy (Super Mario Galaxy 2) Soda Jungle's courses (day)
Bramball Woods and Deepsea Ruins (night)
Deep Jungle Drift Iron Road
Beach Original Mondo Turtle Zone Area 1 Keelhaul Key (Paper Mario: The Thousand-Year Door) Beach Bowl Galaxy Sparkling Waters' courses Sunshine Seaside (above water)
Pipeline Lagoon (underwater)
Bubblaine
Mountain Original Yoshi's Island 3 Chai Kingdom (Super Mario Land) Downtown of Crag and Gap of Crag Rock-Candy Mines' courses Clear Pipe Cruise Mount Volbono
City Donkey Kong World 1-3 and World 3-3 Original Macro Zone Area 4 Flipside (day)
Flopside (night)
Flipsville Galaxy (Super Mario Galaxy 2) Original Tricky Trapeze Theater New Donk City
Space Original World 6-2 Original Space Zone Area 1 and Space Zone Special Area Planet Blobule Space Junk Galaxy World 4-Airship (New Super Mario Bros. Wii)
Superstar Road World Map (night)
Honeycomb Skyway (day)
Super Galaxy (night)
Honeylune Ridge
Clock Original World 7-2 Mario Zone Area 1 Riverside Station (Paper Mario: The Thousand-Year Door) Clockwork Ruins Galaxy (Super Mario Galaxy 2) Crushing-Cogs Tower World 7-4 (Super Mario 3D Land)
Ghost House Super Mario Maker original Super Mario Maker original Donut Secret House Pumpkin Zone Area 1 Merlee's Mansion Ghostly Galaxy's Haunted Mansion Ghost Houses' outdoor areas (day)
Swaying Ghost House (night)
Shifty Boo Mansion Bonneton
Airship Super Mario Maker original World 1-Airship and World 5-Airship Vanilla Secret 3 Turtle Zone Area 2 Whoa Zone Bowser Jr.'s Airship Armada The Mighty Cannonship (day)
Boarding the Airship (night)
The Bowser Express In the skies above Peach's castle
Castle Castle courses World 1-Fortress and World 4-Fortress 2 Castle and fortress courses Wario Castle Castle Bleck Bowser's Star Reactor Castle courses Bowser's Lava Lake Keep Bowser's Castle

Music[]

Super Mario Bros. Super Mario Bros. 2 Super Mario Bros. 3 Super Mario World Super Mario Land 2: 6 Golden Coins Super Paper Mario Super Mario Galaxy New Super Mario Bros. U Super Mario 3D World Super Mario Odyssey
Ground "Ground Theme" "Overworld" "Ground Theme" "Ground Theme" Original "Lineland Road" "Egg Planet" "Ground Theme" "Super Bell Hill" "Fossil Falls"
Underground "Underground Theme" "Underground" "Underground Theme" "Underground Theme" "Graveyard" "Floro Sapien Caverns" "Cosmic Cove Galaxy" "Underground Theme" "Underground Theme" "Subterranean 1"
Underwater "Underwater Theme" "Title Screen" "Underwater Theme" "Underwater Theme" "The Moon" "The Tile Pool" "Buoy Base Galaxy" "Underwater Theme" "Lake Lapcat" "Lake Lamode 2" (above water)
"Lake Lamode 1" (underwater)
Desert Super Mario Maker 2 original Original Super Mario Maker 2 original "Birabuto Kingdom" (Super Mario Land) "Mount Lineland" "Dusty Dune Galaxy" "Desert Theme" "Conkdor Canyon" "Tostarena: Ruins" (day)
"Tostarena: Night" (night)
Snow Super Mario Maker 2 original Super Mario Maker 2 original Super Mario Maker 2 original "Fahr Outpost" (Paper Mario: The Thousand-Year Door) "Freezy Flake Galaxy" "Snow Theme" "Snowball Park" "Ice"
Sky Super Mario Maker 2 original "Athletic Theme" "Athletic Theme" "Athletic Theme" "Overthere Stair" "Cloudy Court Galaxy" "Athletic Theme" "Chainlink Charge" "Run, Jump, Throw! 1"
Forest Super Mario Maker 2 original Original Super Mario Maker 2 original "Treetop" "The Underwhere" (above water)
"River Twygz Bed" (underwater)
"Tall Trunk Galaxy" "Forest Theme" "Piranha Creeper Creek" "Steam Gardens"
Beach Arrangement of "Toad Room / Yoshi Egg Finder" (Super Mario Bros. Deluxe) "World 3 Map" Original "Seashore" "Tilt Island" "Beach Bowl Galaxy" "Beach Theme" "Sunshine Seaside" "Bubblaine"
Mountain Arrangement of "VS. Race Theme" (Super Mario Bros. Deluxe) Original "Chai Kingdom" (Super Mario Land) "Gap of Crag" "Mountain Theme" "Double Cherry Pass" "Mount Volbono"
City Arrangement of Donkey Kong Original "Macro Zone Map" "Flipside" (day)
"Flopside" (night)
"Flipsville Galaxy" (Super Mario Galaxy 2) Original "Switch Scramble Circus" "New Donk City" (day)
"New Donk City: Night 2 ~City Hall~" (night)
Space Original Original "Star Maze" "Outer Space" "Space Junk Galaxy" Original "Footlight Lane" "Honeylune Ridge"
Clock Original "Mario Zone Map" "Riverside Station" (Paper Mario: The Thousand-Year Door) "Slipsand Galaxy" (Super Mario Galaxy 2) "Tower Theme" "Clock Tower" (Super Mario 3D Land)
Ghost House Super Mario Maker original Super Mario Maker original "Ghost House Theme" "Pumpkin Zone Map" "Merlee's Mansion" "Waltz of the Boos" "Ghost House Theme" "Shifty Boo Mansion" "Bonneton"
Airship Super Mario Maker original "Airship Theme" (PAL) Super Mario Maker 2 original "Machine" "Whoa Zone" "Airship Armada" "Airship Theme" "The Bullet Bill Express"
"Blizzard on the Star Express" (Captain Toad: Treasure Tracker) (snowy weather)
"Before Broodals Confrontation"
Castle "Castle Theme" "Castle Theme" "Castle Theme" "Wario's Castle" "Castle Bleck" "Bowser's Lava Lair" (Super Mario Galaxy 2) "Castle Theme" "Bowser's Lava Lake Keep" "Bowser's Castle: Main Courtyard"
Bonus Music "Worker Mario Name Entry" (VS. Super Mario Bros.) "Player Select" "Warp Island" "Bonus Screen Theme" "Bonus Chance" "Tokens, Please" "Warp Pipe Room" (Super Mario Galaxy 2) "Coin Heaven" "Slot Machine" "Above the Clouds"
Boss Music Arrangement of "Bowser Battle" (Super Mario All-Stars) "Boss Theme" "Enemy Battle" "Fortress Boss" "Boss Battle" "A Powerful Enemy Emerges" "Enter Bowser Jr.!" "Castle Boss" "Motley Bossblob"
"Bowser's Fury Theme" (Underwater)
"Broodals Battle"
Final Boss Arrangement of "Final Bowser Battle" (Super Mario All-Stars) "Final Boss Wart" "King Bowser Battle" "King Bowser" "Battle with Wario (Part 1)" "The Ultimate Show" "Final Battle with Bowser" "Final Boss (Phase 2)" "The Great Tower Showdown 1"
"Showdown with Fury Bowser!" (Underwater)
"Bowser Battle 2"
Course Start Arrangement of "Lava Dome: Preparation" (Mario vs. Donkey Kong 2: March of the Minis) (Castle) "Bonus Start" "King's Room" "Fortress Clear Demo Theme" "Chapter Start" "Galaxy Intro" "Loading Screen" "Game Select Screen" "Scenario Introduction 1"
"Scenario Introduction 2" (City)
Super Star "Invincibility Theme"
"Hammer" (Donkey Kong) (City)
"Invincible" "Invincibility Theme" "Invincibility Theme" "Invincibility" "An Unrivaled Battle" "Rainbow Mario" (Super Mario Galaxy 2) "Invincibility Theme" "Super Star Sharing" "Starman" (Super Mario 3D Land)
P Switch Arrangement of "File Select / Challenge Level Select" (Super Mario Bros. Deluxe) "Subspace" "Toad House" "Switch Theme" "Bonus Chance" (Super Mario Land) "And the Question Is" "A-wa-wa-wa!" "P Switch" "Going All Out in the Mystery House" "Climactic Duel!"
Miss "Lost a Life" "Bonus Failure" "Mario Down" "A Misstep"
Game Over "Game Over" "Game Over" "Game Over" "Game Over" "Game Over" "Game Over" "Game Over" "Game Over"
Course Clear "Course Clear" "Stage Clear" "Course Clear" "Course Clear"
"Bonus Screen Clear Fanfare" (Bonus Music)
"End of Chapter" "You Got a Star!" (Super Mario Galaxy 2) "Course Clear" "Course Clear!"
"Cat Shine!" (Underwater)
"You Got a Moon!"
Castle Clear "World Clear" "Bonus Success" "World Clear" "World Clear" "World Clear" "Pure Heart" "You Got a Grand Star!" (Super Mario Galaxy 2) "World Clear" "World Clear!"
"Fury Bowser Defeated!" (Underwater day)
"Fury Bowser Sinks Away…" (Underwater night)
"You Got a Multi Moon!"
"You Got a Multi Moon! (NDC Festival)" (City)

Clear conditions[]

Many new clear conditions have been added. Many have also been merged into single clear conditions with extra parameters. For instance, instead of Goombas and Koopa Troopas being listed as separate clear conditions, they now share a clear condition that lets the maker choose between the enemies.

The maker can now choose to set clear conditions as a course goal: the player that completes it immediately wins.

Courses with a clear condition can now have Checkpoint Flags. Like the goal, a Checkpoint Flag won't work if the clear condition is failed before it is passed. If a Checkpoint Flag is passed while the clear condition is incomplete, it will save the current progress. The Checkpoint Flag will also indicate the uploader's progress when they first passed it during the clear check. This is to show that if the player is behind, they may have a harder time clearing the course.

Clear conditions and sound effects can also be applied to whole sub-areas, and to scroll stop regions. Due to the increased area size, essentially any rectangle enclosed by scroll-stopping tiles or the area's edge can count as a scroll stop region. When zooming out in Course Maker, a bounding box appears over each scroll stop region, which can be pressed to set a clear condition and sound effect.

If a scroll stop region's clear condition is not failed by the time scroll stop turns off—for example, an edge block breaks, letting the camera scroll through—the condition will be completed for good, and the player can move on having done so. Otherwise, if the condition is uncleared by default and is not completed before scroll stop turns off, the condition will be failed for good (unless the course is failed or restarted before a new checkpoint).

With this mechanic in mind, the maker can set Clear Condition Warp Doors and Warp Boxes to use the clear condition of the enclosing sub-area or scroll stop region.


*This clear condition can be applied to optional Clear Condition Warp Doors, but not to the goal. To this end, Warp Doors with this clear condition are unusable during the clear check.

Actions[]

  • Don't take damage [number] times (from [enemies]) (and reach the goal).
  • Don't jump (and reach the goal).
  • Don't land after [leaving the ground / takeoff] (and reach the goal).
  • Don't look [direction] (and reach the goal).
  • Hold [button] without letting go (and reach the goal).

Parts[]

(If the clear condition is set to "Don't", the player must also reach the goal, because if not for this, the course would be cleared instantly upon starting. If it isn't set to "Don't", the course can be set to end as soon as the clear condition is completed.)

  • (Don't) [touch / defeat] [number] [enemies] (using [method]), (and only [enemies]), (and reach the goal).
  • Lure [number] [enemies] [here / to the goal].
  • Don't bounce on the same [course part] more than [number] times (and reach the goal).
  • Pick up [number] 1-Up Mushrooms (and reach the goal).
  • (Don't) hit [number] ? Blocks (and reach the goal).
  • (Don't) break [number] Brick Blocks (and reach the goal).
  • (Don't) activate [number] [POW Blocks] (and reach the goal).
  • (Don't*) go through [number] [entrances] (and reach the goal).
  • (Don't) hit [number] P Switches (and reach the goal).
  • (Don't) break [number] Crates (and reach the goal).
  • (Don't*) grab [number] Coins (and reach the goal).
  • (Don't*) grab [number] Pink Coins (and reach the goal).
  • (Don't) grab [number] [Big Coins] (and reach the goal).
  • (Don't) deflect [number] projectiles (and reach the goal).
  • (Don't*) let Magikoopas destroy [number] [blocks] (and reach the goal).
  • Stand on a Fire Bar (and reach the goal).
  • (Don't) pound [number] Stakes into the ground (and reach the goal).
  • [Ride / Ground Pound] [number] [platforms] (and reach the goal).
  • Make [number] [falling platforms] drop (and reach the goal).
  • Do a handstand on [number] Trees (and reach the goal).
  • (Don't) use [number] Swinging Claws (and reach the goal).
  • (Don't) touch the [fluid]'s surface [number] times (and reach the goal).
  • (Don't*) collect [number] Keys (and reach the goal).
  • (Don't) hear [number] [sound effects].*

Status[]

  • (Don't*) score [number] points (and reach the goal).
  • (Don't) be [form] (and reach the goal). (The form options include "Small Mario"; this can be inverted to check if the player is Super Mario or better.)
  • (Don't) get [number] [power-ups] (and reach the goal).
  • Get [number] lives (using [method]) (and reach the goal). (If no method is specified, the top of the goal will be tangible to get the final life.)
  • (Don't) carry a [carriable item] (and reach the goal). (More carriable items are newly supported.)
  • (Don't) try on [number] types of Goomba's Shoes (and reach the goal).
  • Hold an [item] in Yoshi's mouth (and reach the goal).
  • (Don't) wear a [wearable item] (and reach the goal).
  • Take [number] [items / mounts] [here / to the goal].
  • (Don't) [ride / get off] [number] [mounts] (and reach the goal).

Versus[]

A single player will face off against a computer-controlled Nabbit.

  • Battle for [number] Big Stars.

Other area properties[]

The increased maximum area size provides the best of horizontal and vertical. Width can range from 24 to 240 tiles, and height from 14 to 168 tiles. These can now be adjusted with numeric precision.

The time of day has no gameplay effect and is now managed by variants of backgrounds, which can in turn affect certain tilesets and music.

A new property is weather. Clear weather has no effect. Windy weather acts as it does in Super Mario Maker 2; the maker can now customize its timing, starting direction, and whether it alternates direction each gust. Cloudy weather causes flashes of lightning in the background, and makes Cloud Blocks appear gray and sad. Rainy weather cools lava down, making it deal regular damage and bounce the player like in some of the 3D games. Snowy weather has the same effect but makes water freezing, dealing damage if the player character swims for too long.

The default direction of gravity in an area can be customized. Local gravity can be changed with the Gravity Field and Gravity Arrow course parts. The default gravity strength (normal or weak) can also be set separately for player characters and other course parts.

The liquid level settings are more involved. The maker can choose a different fluid (air, water, quicksand, poison, or lava) on each side of the liquid level. The boundary itself can be rotated and given waves. The timing of the liquid's rising and draining can be adjusted or tied to an ON/OFF signal.

Start and goal[]

The start and goal of a course can be placed anywhere in the main area. The direction of the arrow on the start sign changes to point to the goal.

There can be one or two goals, the second one being a secret goal that unlocks an alternate exit in World Maker. One goal can be a clear condition that ends the course instantly when completed. Depending on the game style, the physical forms of the normal and secret goals can differ significantly.

In multiplayer modes, more than one player can now reach the goal in all game styles. This was formerly not the case in the Super Mario Bros. 3 and Super Mario World styles.

Game style Main goal Secret goal
Super Mario Bros. Goal Pole
Axe (Castle)
Warp Zone Pipe
Super Mario Bros. 2 Crystal Ball and Mask Gate Subspace Jar
Course must also contain a Magic Potion
Super Mario Bros. 3 Card Roulette
Magic Ball (Castle)
Treasure Chest
Super Mario World Giant Gate
Magic Ball (Castle)
Keyhole
Course must also contain a Key
Super Mario Land 2: 6 Golden Coins Bell Goal
Golden Coin (Castle)
Goal (Super Mario Land)
Super Paper Mario Star Block
Pure Heart (Castle)
Dimensional Rift
Super Mario Galaxy Power Star
Grand Star (Castle)
Green Star
New Super Mario Bros. U Goal Pole
Axe (Castle)
Warp Cannon
Super Mario 3D World Goal Pole
Big Goal Pole (Castle)
Cat Shine
Super Mario Odyssey Power Moon
Multi Moon (Castle)
The Odyssey

ON/OFF signals[]

Signals are a way to activate course parts remotely.

The ON/OFF Switch has been expanded into four variants represented by a color and playing card suit. Each variant broadcasts a different signal, allowing compatible parts to only respond to certain ON/OFF Switches instead of all in the course.

Many more course parts are now signal-compatible. For example, an ON/OFF Pipe ejects its contents the moment its signal is sent. ON/OFF Crystal Blocks break on command. ON/OFF Twisters will switch between blowing and sucking in nearby objects. This creates the design space for all-new contraptions and obstacles.

Camera shots[]

The maker can set the camera's behavior for part of the course using camera shots, represented by one of the Lakitu Bros. from Super Mario 64. Camera shots go into effect when they're close enough to the center of the screen. If the player character moves away from most camera shots, the camera goes back to normal.

Question
New Lock

This camera shot locks one or both of the camera's axes of movement. It is placed as a point, but can be stretched into a line. The camera centers on the position or line until it scrolls to the end of the shot.

Locking the camera can focus the player's attention on a room or point of interest. If the camera is locked on a line, it's easy to hide bonus areas that will scroll into view once the player character nears the edge of the screen.

Question
New Pan

This camera shot offsets the camera from its normal position. The camera scrolls along the specified direction and distance, bringing farther course parts into view (and memory).

A proper pan can give the player more time to react as they speed through a section of a course. It can also load course parts earlier than the default camera would, changing the timing of their behavior.

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New Zoom

The camera zooms to the specified level.

Most of the options are zoomed out. The more extreme close-ups are reserved for tight spaces where the player character has less room to maneuver.

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Autoscroll

This classic feature can now be added to just part of an area. The camera mostly returns to normal after reaching the end of the shot, but if trying to go backwards, the autoscrolling area acts like a scroll stop.

If the line is strictly horizontal or vertical, the player can freely scroll the screen in the perpendicular direction.

By adding points to the line, this camera shot becomes a Custom Scroll.

Question
New Stabilize

The camera rotates to keep the player character facing rightside-up. Knowing when to use this can improve many gravity-centric courses.

Gravity[]

As mentioned, the player can set the default direction and strength of gravity for each affected course part. With motion controls, it just takes a twist of the wrist to add a Gravity Arrow to a held part. The strength of gravity can be normal or weak.

Course parts without a custom gravity direction or strength will follow that of any Gravity Field they're inside. Outside of these, objects fall back to the area's gravity properties.

Sound effects[]

There are a few new sound effects, whereas others have been altered or merged.

Question
New Music Disc

The background music changes.

The maker can select any available music option, its Course Maker arrangement, or a Blinking Block theme that can lag to stay synced with the Blinking Block timer.

Question
New Voice

The attached course part plays a certain character's voice clips instead of its own. The maker can choose Mario and other playable characters, Baby face, and more.

In the game's options, the player can select sound effects to mute on their end. A muted sound effect is displayed as a small speech bubble icon over the course part that activated it.

Course parts[]

Modifiers[]

The Modifiers category generally contains course parts that can be added to others to change their behavior.

Question
Slope

The Slope is now a modifier that can be filled with terrain or fluid tiles. It's still filled with Ground by default.

The terminals can be dragged to change the Slope's length and angle. On top of the Gentle and Steep Slopes, the new Slippery Slope rises two tiles for every tile of run. Angles that are too steep, relative to gravity, force objects to fall or slide down the Slope.

Compared to the version in Super Mario Maker 2, the Slope's terminals are flat, no longer jutting out horizontally. Slopes can combine at sharp corners in either direction.

Only taking up triangular parts of tiles, Slopes can be placed flush against each other.

Question
New Triangle

The Triangle is like a Slope with a third handle, and can be filled with any of the same tiles. Each side is constrained to the same angles as a Slope. A Triangle's interior can be filled or hollow.

Question
New Parallelogram

The Parallelogram easily covers rectangular and rhombic areas. It's like resizing a Semisolid Platform in prior Super Mario Maker games, or Ground in the Mario Maker E3 2014 beta.

Question
New Fill

The Fill is another modifier that contains terrain or fluid. Placed as a tile in Course Maker, it flood-fills a surrounding empty region.

Filled regions are only calculated from the initial state of a course. They won't flood the sub-area if a bounded region is breached during gameplay.

Question
New Offset Grid

Grids allow course parts to be placed in unusual positions and shapes. Parts on the Offset Grid are placed halfway between tiles, which can help with precise object placement. Any half-tile gaps are the perfect size for the Mini Mushroom, and many things shrunken by it. The grid can be offset horizontally, vertically, or both.

Question
New Diagonal Grid

The Diagonal Grid can be rotated in 15° intervals, placing course parts at an angle without affecting their gravity.

Question
New Polar Grid

The Polar Grid takes up a sector of a circle, allowing for perfect arc shapes. Its radius is resizable, and its endpoints can be rotated to form a full or partial circle.

Placing a Gravity Field inside a Polar Grid can create gravity systems like on many planetoids in Super Mario Galaxy. Gravity can point toward the center of the Polar Grid, away from the center, or around the curve at various cambers.

SMMS Wings (SPM)
SMMS City (SPM) day
Wings

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Parachute

Parachutes now appear in a deflated state on still course parts, like Thwomps that aren't mid-drop.

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New Balloon

The Balloon attaches to other course parts to make them rise slowly.

In the Super Mario Odyssey game style, the Balloon's appearance is based on Luigi's Balloon World, featuring the attached part's Course Maker icon on its surface.

SMMS Bubble (SMB1) 4x
SMMS black
New Bubble

The Bubble floats around at the mercy of the breeze, holding another course part inside. It can pop by floating into spikes, or being stomped or otherwise attacked.

An empty Bubble can ensnare another object upon contact. If a player character is caught, they can time when to jump out, popping the Bubble.

Bubbles can be added to the middle and top of an enemy stack, even if they contain course parts that aren't enemies.

Question
New Hat

The player must knock a Hat off before trying to Capture its wearer. The Hat can only be applied to Capture targets or enemies that can wear the Spike Helmet subpart.

Question
New Spike Helmet

Certain enemies can wear the Spike Helmet to counter damage from above.

Question
New Life Gauge

When a power-up with a Life Gauge is collected, a health meter appears on the user's screen. They can take damage three times before losing the power-up (but might lose a damage-based clear condition). Collecting another power-up that has a Life Gauge will refill it.

Attaching the Life Gauge to an enemy will increase its health to three. The enemy's health meter appears directly above it. If it already takes three or more hits, the Life Gauge has the opposite effect and limits the enemy to one hit point.

Question
New Snow

Snow falls and drapes over the nearest floor surface, making it more slippery. Ice Blocks with Snow lose all traction.

In the Super Mario Bros. 2 game style, Snow can be picked up, turning it into a Snowball.

Question
New Gravity Arrow

The Gravity Arrow changes an object's gravity on contact. It can be rotated in 15° intervals, and set to normal or weak gravity.

A variant changes the angle of gravity by a set interval each time it is touched.

If placed on top of a Gravity Field, the Gravity Arrow applies to everything on it, and is only activated by a player character touching it. Multiple Gravity Arrows on the same Gravity Field will sync up.

As a modifier, the Gravity Arrow can be attached to any gravity-affected object to set its gravity individually.

Question
New ON/OFF Gravity Arrow

The ON/OFF Gravity Arrow changes the gravity of its Gravity Field whenever it receives a matching signal from an ON/OFF Switch.

Question
New Blinking Gravity Arrow

The Blinking Gravity Arrow changes a Gravity Field on the same timer as the Blinking Block.

Question
New Flip Outline

The maker can play Bestovius and attach the Flip Outline to an enemy, making them able to Flip. Such enemies are outlined with a dotted rectangle.

This course part is exclusive to the Super Paper Mario game style.

Question
New Phantasm

When the Phantasm is attached to a course part, it will disperse into Boo particles upon interaction with the player character or their projectiles. Affected course parts have a pale color filter and other giveaways to their true nature.

Trying to apply the Phantasm to a physical goal will create a fake copy of the goal.

Question
New Poltergeist

The Poltergeist makes a course part hover and crash down towards an approaching player character. It can even turn Decorations into obstacles.

Affected course parts have a telling purple glow.

Question
New Threshold

The Threshold is a numeric display that attaches to platforms, making them start or stop working when weighed down enough. It counts down from its set value by the number or total weight of objects on top. The counting type can be set to count only players, enemies, or other objects.

Terrain[]

The Terrain category generally contains course parts used for terraforming and decoration.

Question
Ground

Ground tiles can be set to an alternate appearance. For instance, Ground in the Super Mario Bros. game style can use Super Mario Bros.: The Lost Levels graphics. The same applies to the New Super Mario Bros. U game style for New Super Luigi U graphics. Unlike the main appearance, which is unique for each theme, the secondary Ground appearances are often shared across tileset settings.

Question
New Semisolid Ground

Semisolid Ground takes the assets of the Semisolid Platform and Mushroom Platform from past Super Mario Maker games, and lets them tile, mix, and match for new aesthetics.

When one column wide, Semisolid Ground looks like the stem of a Mushroom Platform. Otherwise, it can take on the three appearances per tileset of a Semisolid Platform. Semisolid Ground can be fully in the back layer, or have a semisolid top.

SMMS Fence (SMW semisolid) 4x
SMMS Castle (SMW) 4x
New Fence

Fence tiles are climbed like Vines. They can combine with the tops of Semisolid Ground, making Fences that are solid from above.

Question
New Foreground

Foreground tiles can cover up other course parts and hide contraptions, but have distinct graphics to stand out from solid Ground. If a player character goes behind a Foreground tile, the surrounding area becomes visible with a spotlight effect. ON/OFF Switches change the spotlight size.

SMMS Pipe (SPM)
SMMS City (SPM) day
Pipe / Jar

All Pipes are now placed like Clear Pipes, and can have corners and junctions. Each end of a Pipe can be set to a solid end, a lip, a one-way lip (for Warp Pipes), or a Pipe Cannon.

The Pipe can now be colored yellow and pink, to spawn its contents moderately fast and slow, respectively.

The force of Big Mario can push the lip of a Pipe inward by a tile at a time.

The enterable area of a Warp Pipe or Pipe Cannon is now larger. Furthermore, in the Super Mario Galaxy game style, a Warp Pipe is entered immediately on contact.

In the Super Mario Bros. 2 game style, the Pipe and all subparts are replaced by functionally identical Jars.

In the Super Mario Bros. 3 game style, the player characters have forward-facing sprites for entering a vertical Warp Pipe, like in the original game.

The scene change transitions for going through a Warp Pipe are different in certain game styles and course themes. They are entirely absent in the Super Mario Galaxy and Super Mario 3D World game styles, which simply cut to the new area for Warp Pipes, Warp Doors, and the like. In the Super Mario World game style, the screen pixelates as it fades through black. In the Super Paper Mario game style, the screen turns into a sheet of paper that gets sucked in the direction of each of the Pipe's ends. When going between vertically distant pairs of course themes in the New Super Mario Bros. U game style, like Ground and Underground or Sky, there is a wavy wipe to black. The Super Mario Odyssey game style uses an animated iris out in the shape of Mario's spinning cap.

Question
New Pipe Cannon

A Pipe Cannon launches characters that enter it.

The aimable Pipe Cannon option that lets the player change its trajectory and fire at will, like the Cannons in 3D Super Mario games. The player can choose to use button or motion controls to tilt the cannon.

In the Super Paper Mario game style, entering an aimable Pipe Cannon forces the player character into 3D for a first-person view, complete with targeting reticle. If players are sharing a screen, this view is shown on the touchscreen when possible.

Question
New ON/OFF Pipe

The ON/OFF Pipe ejects its contents whenever it receives a matching signal from an ON/OFF Switch.

SMMS Mini Pipe (SMW) 4x
SMMS Underground (SMW) 4x
New Mini Pipe

If a Mini Mushroom is attached to the body of a Pipe, it will shrink into a one-tile-wide Mini Pipe. Only small objects can go through.

Question
New ! Pipe

The ! Pipe releases its contents when enough projectiles are shot into the other end. The type and amount of projectiles needed can be customized.

SMMS Clear Pipe (SMB1) 4x
SMMS Underwater (SMB1)
Clear Pipe

Enemies and obstacles traveling through Clear Pipes can inflict and take damage, as in Super Mario 3D World. Since Clear Pipes can be made with junctions, players can choose the direction to travel.

In the Super Paper Mario game style, Clear Pipes are replaced by the rotating rectangles from that game.

Question
Pixel Pipe

Based on the 8-Bit Pipe, the Pixel Pipe is exclusive to the Super Mario Galaxy, Super Mario 3D World, and Super Mario Odyssey game styles, and has variants matching each of the pixelated game styles (Super Mario Bros., Super Mario Bros. 2, Super Mario Bros. 3, Super Mario World, and Super Mario Land 2: 6 Golden Coins).

When a player character enters a Pixel Pipe, they enter a connected background or foreground region that plays like the corresponding game style. The character returns to normal if they go past the edge of habitable space: Semisolid Ground in background regions, and Ground or Foreground in foreground regions.

Each end of the Pixel Pipe can be rotated and drawn like a standard Pipe. However, some features like junctions and course part spawning are missing.

The flat end of the Pixel Pipe must open into a square of 4 tiles of habitable space. If there is not enough space, the Pixel Pipe generates its own resizable rectangle of Semisolid Ground or Foreground at the minimum size, with a background themed after the corresponding game style.

The maker can draw a path for this rectangle to follow once entered. In multiplayer, a new copy of the rectangle spawns whenever someone enters the Pixel Pipe.

Unlike in the Super Mario Odyssey game, course parts cannot become pixelated when they overlap with a Pixel Pipe region. Instead, moving a course part to the front or back layer will make it always pixelated. A player can bring carriable and wearable course parts back to 3D space by keeping them on their person.

SMMS Bridge (SMW diagonal) 4x
SMMS Forest (SMW) 4x
Bridge

The angle of a Bridge can be adjusted by dragging its endpoints vertically. Objects can move past the bottom tile of a diagonal Bridge that is flush with the ground. Adjacent Bridges combine together.

Question
New Railing

The Railing is a course part that collides with anything moving across layers, such as a Banzai Bill or an enemy with a Flip Outline. A Railing's angle can be adjusted, just like the Slope or Bridge.

Question
Decoration

Decorations are the background elements that randomly appear when drawing Ground. Now considered a course part, they can be placed manually, and resized to change their design.

Question
New Climbing Hold

The Climbing Hold is a grip that can tile into a climbable surface. Unlike the Fence, the player character sidles along the top.

A Climbing Hold can merge with a solid wall, creating a ledge that can be grabbed in game styles with wall-sliding. Distinct from most ledges in the Super Mario Galaxy and Super Mario Odyssey game styles, this terrain does not have enough space for the player character to pull themself up onto the platform above.

Question
New Water

Water and other fluids can be placed as floating tiles, or reshaped with modifiers like the Slope and Fill. It is still by default, but a current can be set. This sometimes gives it the appearance of a waterfall.

Question
New Air

Tiles of Air can be used in underwater courses and interrupt other regions of fluid. If Air is given a current, it appears as wind.

Question
New Fog

Fog obscures whatever is behind it, but spinning, and certain course parts, can clear swaths at a time. It can be used aesthetically to form intangible clouds.

Question
New Quicksand

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Question
New Tree Sap

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New Gelatin

Originally found in Yoshi's Story and a Ghost House in New Super Mario Bros., Gelatin is a hard fluid that heavy impacts like Ground Pounds can dig through.

Question
New Poison

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New Lava

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Blocks[]

The Blocks category generally contains course parts that can release items, form destructible environments, and more.

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Brick Block

In some game styles, course parts like the Brick Block, ? Block, Hard Block, and even enemies like the Goomba change color palettes based on the area's background. They may turn blue, gray, or orange. This is based on the palette limitations of Super Mario Bros., which was referenced in earlier New Super Mario Bros. games and is now integrated into the New Super Mario Bros. U game style.

An empty Brick Block can have its appearance changed to a Crystal Block from Super Mario 3D World.

If any block tile (like the Brick Block) contains a Coin, its maximum number of Coins can be changed. The block tile can also be set to release a player-controlled Coin Snake.

When a Brick Block's contents are exhausted in the Super Mario Galaxy game style, it disappears instead of becoming an Empty Block. Unlike the original game, this does not apply to ? Blocks.

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New ON/OFF Crystal Block

The ON/OFF Crystal Block breaks the moment it receives its signal while onscreen.

SMMS Gold Block (SMW) 4x
SMMS Ground (SMW) 4x
New Gold Block

If enough Coins are collected, this course part turns from a Brick Block to the Gold Block from New Super Mario Bros. 2.

The Gold Block can either contain Coins, or be empty and immediately ready to wear. No other course parts can be put inside it.

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Rotating Block / Flipping Block

The Rotating Block from Super Mario World can be placed in most game styles.

In the Super Paper Mario game style, it is replaced by the Flipping Block. It rotates around the vertical axis when hit, and course parts that are perpendicular to it can't touch it.

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? Block

The ? Block contains a Coin by default. If this is removed, it turns into an Empty Block.

Many blocks (like the ? Block) have long versions that can be resized horizontally. Each tile of a long block can hold a different object, and they are all activated at the same time.

Winged ? Blocks chirp like birds in the Super Mario Galaxy game style.

SMMS Hidden Block (SMB1 outlined) 4x
SMMS Ground (SMB1) 4x
Hidden Block

While the Hidden Block is still invisible by default, a new outlined form lets makers use its properties without keeping it a secret. This builds on the convention of outlining Hidden Blocks with Tracks, but is much more precise and convenient.

Even for invisible Hidden Blocks, a player who restarts a course enough times can choose to reveal any that were hit during the clear check. These have a flashing outline, distinct from any outlined Hidden Blocks that the maker placed.

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Hard Block

The Hard Block can now contain objects of the same size or smaller, which are only released when broken.

A Hard Block can be set to look like stone, wood, or the Rock Block from Super Mario 3D World.

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New ON/OFF Hard Block

The ON/OFF Hard Block breaks when it receives its signal. Unlike the Dotted-Line Block, hitting an ON/OFF Switch again won't restore this course part.

SMMS Hard Note Block (SMB3) 4x
SMMS Ground (SMB3) 4x
New Hard Note Block

Like in Super Mario Bros. 3, the Hard Note Block can bounce the player character from all sides.

If a Hard Note Block contains an object, it can be released on contact with a player character or projectile, instead of needing to be destroyed outright.

SMMS Roulette Block (SMW) 4x
SMMS Ground (SMW) 4x
New Roulette Block

The Roulette Block contains up to 8 possible items that it rapidly cycles through. Once the block is hit, it ejects whatever item it is displaying. The maker can customize the set of items.

Due to the inconsistency of getting a particular item, anything that is only available through a Roulette Block cannot be set as a clear condition goal.

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Donut Block

Long Donut Blocks are easier to drop due to their surface area.

Conversely, Mini Mario is too light to activate Donut Blocks without holding another object.

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New Red Donut Block

There's no waiting around on the Red Donut Block, as it drops immediately on contact, even for Mini Mario.

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New Donut Climbing Hold

The player character can climb and sidle along this course part, which appeared in New Super Mario Bros. Wii.

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New Number Platform

The Number Platform counts down every time something lands on it and steps off. When it reaches 0, it disappears. The starting number can be customized from 1 to 9.

This subpart can be considered an antithesis to the Donut Block, as repeatedly jumping drains its counter, rather than resetting it.

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ON/OFF Switch

The ON/OFF Switch is the core of the signal system, with four broadcast frequencies to choose from, each represented by a playing card suit. Once activated, this block sends a signal to all course parts that receive the same frequency, causing their state or behavior to change remotely.

In Super Worlds, the state of each ON/OFF Switch persists between courses. If the course is failed or restarted, the switches' states revert to what they were when the course was entered, but they are saved upon clearing the course. This lets makers create Switch Palaces, and courses that change depending on which ON/OFF Switches were hit before entering.

ON/OFF Switches are also available in World Maker in the shape of a ! Switch, as are Dotted-Line Blocks.

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Dotted-Line Block

The Dotted-Line Block is the quintessential signal receiver, switching between solid and intangible when the corresponding ON/OFF Switch is hit.

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P Block

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New Key Block

The Key Block is a solid block that the player must use a Key to remove.

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New Power-up Block

The Power-up Block can be removed by an attack from the specified power-up. Power-ups without attacks can't be selected.

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New Stretch Block

The maker can customize the Stretch Block's expanded length, and choose whether it changes direction every other time it expands and contracts.

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New Spin Block

The Spin Block is an alternative to the Propeller Mushroom or Propeller Box, in that the player can't bring it with them. The player character jumps off of it to use it.

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Note Block

The timing to bounce off of a Note Block has been adjusted to be more forgiving.

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New ON/OFF Music Block

The ON/OFF Music Block plays when it receives its signal. If it contains a course part, it uses that part's instrument.

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New Trampoline Block

The Trampoline Block acts like the Note Block, but always bounces objects at maximum height.

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New Super Note Block

The Super Note Block warps the player character between areas when they bounce on it.

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Cloud Block

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SMMS ON-OFF Cloud Block (SMB1) 4x
SMMS Ground (SMB1) 4x
New ON/OFF Cloud Block

The ON/OFF Cloud Block responds to signals in the same way as a Dotted-Line Block, but is semisolid when active.

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Ice Block

The Ice Block can contain many other course parts, and resizes to fit. Large Ice Blocks can be resized arbitrarily.

The maker can choose whether an Ice Block can be melted on contact with fire. If not, its contents are released if the Ice Block is destroyed by other means, much like the Hard Block.

SMMS Crate (SMB1) 4x
SMMS black
Crate

Like the Ice Block, the Crate can now contain other course parts than Coins, and has a resizable large version. The player character can only hold small Crates.

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New Sturdy Crate

The Sturdy Crate is reinforced and magnetic, and requires much greater force to break. It is a good solid physics object.

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New Pluck Patch

The Pluck Patch contains an item to be plucked, defaulting to a Turnip. It appears as a tuft of grass when placed in the ground in sprite-based game styles.

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New Soft Sand

The player can dig through Soft Sand in the same manner as plucking a Pluck Patch. When left intact, it acts as semisolid terrain.

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New Crystal

The Crystal can be shattered by the Star Spin and other attacks. It contains Star Bits by default, and the amount can be changed. Like blocks, it can also contain other course parts.

If not attached to solid terrain, a Crystal takes on the appearance of a Star Piece Cluster, also from Super Mario Galaxy.

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New Touchstone

A Boost Mode player can press the Touchstone to make it move between its positions.

SMMS Rivet (SMB1 Girder) 4x
SMMS Ground (SMB1) 4x
New Rivet

The Rivet is an endpoint for a Boost Mode player to draw Pickups between, like in the Mario vs. Donkey Kong series.

A Rivet can be set to a Girder Rivet, Conveyor Rivet, or Ladder Rivet, or to accept whatever Pickup is drawn from another Rivet.

The maker can also draw initial layouts of Girders, Conveyors, and Ladders between Rivets. Girders and Conveyors are semisolid unless they are exactly vertical.

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New ON/OFF Rivet

Any Conveyor attached to an ON/OFF Rivet will change its movement direction when it receives its signal.

Collectibles[]

The Collectibles category generally contains course parts that increase a counter or provide some other effect when touched.

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Coin

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New Hidden Coin

The Hidden Coin activates with a short delay after a player character touches it. It then turns into a real Coin to collect. It's suited for places the player is meant to double back through.

In the Super Mario 3D World and Super Mario Odyssey game styles, the Hidden Coin is usually invisible. A nearby Ground Pound, or a Boost Mode player, can briefly break its camouflage. The same applies to Hidden Blocks in these game styles.

SMMS Dash Coin (SMB3) 4x
SMMS Snow (SMB3) 4x
New Dash Coin

After being collected, the Dash Coin can be used to get a speed boost.

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Pink Coin

Now up to 120 Pink Coins can be placed in a course. They're arranged in the HUD as a grid of 10 columns by up to 12 rows.

The maker can edit this HUD to set certain amounts of Pink Coins to grant a Key or spawn a power-up. The default setting is a Key at every 10 Pink Coins, and on the last of all Pink Coins. When one of these milestones is reached in Multiplayer Versus, every player can see all the Pink Coins collected up to that point.

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Big Coin

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New Token

Tokens are a strictly in-game currency that can be spent to unlock course parts. Only one can be placed in each course, and it has no effect within the course, not even granting points. However, if the player collects it and clears the course, they will earn it to spend at the shop. Tokens can only be collected once per course per player, and not by a course's uploader.

If they have not done so, the maker is prompted to consider adding the Token course part before the initial clear check, to make it easier for other players to unlock parts.

SMMS 1-Up Mushroom (NSMBU) double stacked
SMMS Ground (NSMBU)
1-Up Mushroom

Add it to a power-up, and the 1-Up Mushroom spawns instead if the character is already powered up. This works like attaching a Super Mushroom, and can be combined with that to spawn one of the three power-ups, depending on the player's state. It's a standard prize for a Red Ring.

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New 3-Up Moon

The 3-Up Moon grants 3 extra lives at once.

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Rotten Mushroom

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New Berry

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New Star Bit

The Star Bit works as in Super Mario Galaxy. Anyone can collect it, even a Boost Mode player, and can shoot them to stun enemies and activate objects.

Each Star Bit's color can be customized between red, yellow, green, blue, purple, and gray.

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New + Clock

When collected, the + Clock can grant 10, 50, or 100 extra seconds to clear the course.

The sum of the course's time limit and all + Clocks cannot exceed the maximum for the time limit setting. Spawners will only create one instance each of a + Clock.

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New Stop Watch

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Key

Any course part holding a Key has a unique sparkling particle effect.

In the Super Paper Mario game style, the Key looks like Yakkey from Paper Mario in the style of a Pixl.

In the Super Mario 3D World game style, the Key now uses a combination of its Captain Toad: Treasure Tracker and Bowser's Fury designs.

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Cursed Key

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Power-ups[]

The Power-ups category generally contains course parts that change the player character's state when collected.

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Super Mushroom

Upon collecting this item, Small or Mini Mario grows into Super Mario, granting an extra hit and the ability to break Brick Blocks.

SMMS Mini Mushrooom (SMB3) 4x
SMMS Ground (SMB3) 4x
New Mini Mushroom

Mini Mario is small and floaty, fitting below tight overhangs, but can't stomp enemies or sustain any damage (unless a Life Gauge is attached).

The Mini Mushroom can be added to many other course parts to shrink them down.

In the New Super Mario Bros. U style, Mini Mario can run up walls with enough speed.

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Big Mushroom

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Fire Flower

Fire Mario can throw up to 2 fireballs at a time, which bounce foward and damage many kinds of enemies.

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New Ice Flower

In most game styles, Ice Mario can throw up to 2 ice balls. They bounce fewer times than fireballs, but freeze the enemy they touch in a carriable block of ice.

In the Super Mario Galaxy game style, Ice Mario freezes the surface of fluids into a path of ice platforms to skate across. Ice Mario is invulnerable to fire and ice damage. However, this form's Star Spin is less aerodynamic.

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Superball Flower

Superball Mario can throw one superball at a time. It travels diagonally, ricochets at right angles, and collects certain items on top of defeating enemies.

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New Slow Flower

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New Speed Flower

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Super Leaf

Raccoon Mario can swing the iconic tail to whip enemies at close range, break his fall, and temporarily fly after reaching full speed.

In the New Super Mario Bros. U game style, playing as Raccoon or Tanooki Mario adds a wood block track to the music, like in the New Super Mario Bros. 2 game. This can overlap with Yoshi's drums.

In the Super Mario 3D World game style, the Super Leaf grants a unique form of Tanooki Mario that takes Raccoon Mario's place. This Tanooki Mario cannot fly or turn into a statue.

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New Tanooki Suit / Statue Leaf / Jizo

Tanooki Mario has Raccoon Mario's abilities, and can also turn into a statue to avoid damage or pound enemies and objects.

In the Super Mario 3D World game style, this course part is replaced by the Statue Leaf, with a similar function.

In the Super Mario Odyssey game style, it is replaced by the Jizo.

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Frog Suit

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Cape Feather

Cape Mario can swing the cape at enemies, glide to the ground continuously, and build speed to fly through the sky and nosedive.

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Power Balloon

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New Carrot

Bunny Mario can glide by flapping his ears. If done well enough, he'll barely even lose height.

SMMS Blue Shell (SMB1) 4x
SMMS black
New Blue Shell

Shell Mario can duck while running to slide in the shell and bounce off walls. The shell can take out enemies just like the real thing.

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New Bee Mushroom

Bee Mario can float gently through the air for a limited time. Coins collected mid-flight will recharge the flight meter, as will landing on a solid platform.

SMMS Boo Mushroom (SMB3) 4x
SMMS Desert (SMB3) 4x
New Boo Mushroom

Boo Mario can fly more freely in midair, albeit somewhat slowly and clumsily. Pressing the spin button allows this form to turn invisible and intangible for a moment.

Boo Mario attracts other Boos. This can be used to lure them to other places, but they still deal damage on contact.

If Boo Mario is exposed to particularly harsh light compared to the normal surroundings, the form wears off, reverting to Super Mario.

SMMS Propeller Mushroom (SMW) 4x
SMMS Ground (SMW) 4x
Propeller Mushroom

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New Penguin Suit

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New Cloud Flower

Cloud Mario can create up to 3 temporary cloud platforms. He can restock by collecting another Cloud Flower.

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Boomerang Flower

The Boomerang Flower now uses the proper power-up sound effect in the Super Mario 3D World game style.

SMMS Super Acorn (SMW) 4x
SMMS Forest (SMW) 4x
Super Acorn

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New P-Acorn

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SMMS Super Bell (SMW) 4x
SMMS Forest (SMW) 4x
Super Bell

Cat Mario can swipe and pounce, claw dive diagonally through the air, and climb walls to the sides and background. The quadrupedal stance also allows quick passage below one-tile overhangs.

The claw dive is changed back to its controls in Super Mario 3D World.

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New Lucky Bell

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New Double Cherry

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Super Hammer

Builder Mario can perform a powerful melee strike with his hammer. This can destroy things like Hard Blocks and Thwomps. He can also generate up to five Builder Boxes at a time, all of which act as Crates.

By charging the hammer input while standing still, Builder Mario can also throw his hammer in an arc, akin to the Hammer Suit's projectile in Super Mario Bros. 3. However, doing this removes the power-up and prompts the player character to recollect it where it lands, leaving it vulnerable to being destroyed or collected by an opponent.

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Master Sword

The Master Sword turns its user into Link, the main playable character in The Legend of Zelda.

If a Life Gauge is attached to the Master Sword, Link can fire Sword Beams when it is full.

Link's dash attack has less startup lag.

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New Morph Ball

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New Star Rod

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New Super Sea Snail

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SMMS Super Star (SMW) stacked 4x
SMMS Castle (SMW) 4x
Super Star

Invincible Mario defeats most enemies, moves faster, and lights up the course. He is only vulnerable to bottomless pits, harmful liquids, and the course's time limit.

The Super Star can now stack with a Coin. For Invincible Mario, the stacked course parts will spawn as another Super Star, allowing the player to chain their invincibility. Otherwise, the Coin will spawn.

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New Boost Star

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Yoshi's Egg

Yoshi can't be ridden in the Super Mario Odyssey game style, but can be Captured instead. Either way, additional percussion is added to the background music while the player character is using a Yoshi.

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New Yoshi

Yoshi can be placed separately from a Yoshi's Egg. The maker can change its color.

SMMS Baby Yoshi (NSMBU)
SMMS Ground (NSMBU)
New Baby Yoshi

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Cannon Box

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Propeller Box

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Goomba Mask

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Bullet Bill Mask

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Red POW Box

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Items[]

The Items category generally contains course parts with a miscellaneous beneficial use.

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New Turnip

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New Magic Potion

When the Magic Potion is used, it creates a mirrored Subspace area out of the objects on the screen.

A Magic Potion must be placed in a course with a Subspace Jar.

SMMS Baseball (SMW) 4x
SMMS Ground (SMW) 4x
New Baseball

The Baseball can be picked up and thrown, bounding off of objects upon contact.

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New Boomerang

The Boomerang acts somewhat like the Boomerang Flower's projectile when thrown, but it must be caught to reuse it. Though more resilient, dropping down from flight instead of breaking, it doesn't return automatically.

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New Lucky Star

Like the Moon in Super Mario Maker 2, the Lucky Star defeats all on-screen enemies when it's collected.

This course part originates from Super Mario Bros. Special, developed by Hudson Soft.

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New Boost Block

Once collected, a Boost Mode player can place the Boost Block.

Only as many Boost Blocks as have been collected can be used. When trying to place more, the oldest one disappears. Pressing a Boost Block again removes it, letting the player choose to replace another one.

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New Girder Pickup

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New Conveyor Pickup

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New Ladder Pickup

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Enemies[]

The Enemies category generally contains course parts that represent hostile sentient creatures.

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Goomba

When Captured in the Super Mario Odyssey game style, the Goomba provides the same stealth benefits as the Goomba Mask.

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Galoomba

Galoombas can be given the same properties as other subtypes of the Goomba. The Goomba family in general is quite combinatorial.

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Goombrat / Goombud

Goombrats and Goombuds can be given the same properties as other subtypes of the Goomba.

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New Mini Goomba

The Mini Goomba is one of several enemies that can be achieved with the Mini Mushroom. It can use its normal clingy behavior, or its Pile Driver form that disguises as a Brick Block.

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New Bone Goomba / Masked Ghoul

The Bone Goomba is created by giving a Goomba a Rotten Mushroom in Course Maker, or by having one touch poison during a course.

In the Super Mario Land 2: 6 Golden Coins game style, the Bone Goomba is replaced by the Masked Ghoul.

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New Tanoomba

The Tanoomba is created by giving a Goomba an item like the Super Leaf.

When the player carries a Tanoombud, it can whip its tail to defeat enemies in front.

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New Cat Goomba

If the maker gives a Goomba the Super Bell, it becomes a Cat Goomba. It attacks by jumping and claw diving.

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New Goomba Nanny

The Goomba Nanny attacks by dropping Mini Goombas.

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Shoe Goomba / Stiletto Goomba

The Goomba can be removed from its Goomba's Shoe, making the item easier to catch a ride in.

In the Super Mario Odyssey game style, it can be valuable to Capture the Shoe Goomba, which controls the same as riding an empty Goomba's Shoe. The player character will first dismount the Goomba's Shoe, then exit the Capture, giving them multiple extra midair jumps.

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New Headbonk Goomba

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New Octoomba

The Octoomba shoots rocks or cannonballs to attack, and takes a Ground Pound to defeat it in the Super Mario 3D World game style.

It can be changed to an Elite Octoomba, which shoots more rocks in succession, or an Octoguy, which attempts to flee from being stomped.

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Goomba Mask

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Koopa Troopa

The Koopa Troopa can now take on each of its colors from Super Mario World, along with their associated properties: green, red, yellow, and blue. Each color is shaded or patterned differently to help differentiate them.

In the Super Mario Odyssey game style, Capturing a Koopa Troopa works similarly to holding a Shell in Super Mario 3D World, being able to enter the Shell and go inside to shell dash.

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New ON/OFF Koopa Troopa

The ON/OFF Koopa Troopa either enters or leaves its shell when it receives its signal, and may send the shell sliding, all depending on its color.

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New Shell

The empty Shell of a Koopa Troopa can now be placed separately, like the Buzzy, Spiny, and Dry Bones Shells.

In the Super Mario 3D World game style, pressing the crouch button has the player character hop inside a held empty Shell and shell dash, like in the original game.

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New Beach Koopa

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New Bombshell Koopa

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New Koopa Striker

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Koopa Troopa Car / Jaxi

The Beach Koopa inside the Koopa Troopa Car can be removed, making it less confrontational for the player to hitch a ride.

In the Super Mario Odyssey game style, the Koopa Troopa Car is replaced by Jaxi.

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Piranha Plant

The Piranha Plant's stem length can be changed.

If it is given a Super Mushroom and not placed in a Pipe, the Big Piranha Plant behaves like one from New Super Mario Bros.

If a Piranha Plant is thrown by a Lakitu, it starts as a Piranha Pod before reaching the ground.

In the Super Mario Odyssey game style, the Piranha Plant will try to eat Cappy unless it is stuck chewing on a Rock.

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New Lost Piranha Plant

Named after its debut appearance in Super Mario Bros.: The Lost Levels, the Lost Piranha Plant is faster and braver than the garden variety. It can emerge from a Pipe no matter how close the player character is, unless they stand directly flush with the Pipe.

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New Poison Piranha Plant

The Poison Piranha Plant is created by giving a Piranha Plant a Rotten Mushroom.

In the Super Paper Mario game style, it looks like a Putrid Piranha.

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New Bone Piranha Plant

The Bone Piranha Plant is created by giving a Poison Piranha Plant another Rotten Mushroom, or by having any kind of Piranha Plant touch poison.

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Fire Piranha Plant

The Fire Piranha Plant can now also be created by equipping a Piranha Plant with a Fire Flower.

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New Ice Piranha Plant

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Jumping Piranha Plant

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New Ptooie

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New Stalking Piranha Plant

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Piranha Creeper

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Muncher

Unlike other types of Piranha Plants, the Muncher cannot be Captured.

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New Shy Guy

The Shy Guy must usually be plucked and thrown to be defeated. However, strong attacks like a Yoshi's stomp can still take care of one.

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New Snifit

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New Fly Guy

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New Ostro

A Shy Guy can be set to ride an Ostro, and can then be removed from its mount.

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Buzzy Beetle

When Captured in the Super Mario Odyssey game style, the Buzzy Beetle can cling to ceilings if the jump button is held while hitting one, and drop by jumping again. Captured Shelled Buzzy Beetles also have the built-in defense of a Buzzy Shell, and can shell dash.

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Buzzy Shell

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New Unshelled Buzzy Beetle

The Unshelled Buzzy Beetle is created by removing a Buzzy Beetle from its shell.

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New Bony Beetle

The Bony Beetle is created by giving a Buzzy Beetle a Rotten Mushroom in Course Maker, or by having it touch poison.

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New Stone Buzzy
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Spiny

Unlike in the Super Mario Odyssey game, the Spiny can be Captured, offering the built-in offense of a Spiny Shell.

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Spiny Shell

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Spike Top / Lil' Sparky

When Captured in the Super Mario Odyssey game style, the Spike Top can cling to walls in the same way as ceilings.

The Lil' Sparky is largely an alternate appearance for the Spike Top.

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New Hothead

The Hothead is created by giving a Lil' Sparky a Super Mushroom.

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Cheep Cheep / Blurp

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New Cheep Chomp

The maker can create a Cheep Chomp by giving a Cheep Cheep a Super Mushroom.

If Captured in the Super Mario Odyssey game style, the player can put its swallowing prowess to good use.

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New Spiny Cheep Cheep

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Porcupuffer

The Porcupuffer is the Super Mushroom form of a Spiny Cheep Cheep.

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New Rip Van Fish

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Blooper

When Captured in the Super Mario Odyssey game style, the Blooper offers enhanced swimming and an ink-spray attack.

In the Super Paper Mario game style, Big Bloopers look like the boss of the same name.

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Blooper Nanny

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New Jellien

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SMMS Stingby (SMW) 4x
SMMS Forest (SMW) 4x
Stingby

Like Bullet Bills in Super Mario Odyssey, the Stingby cannot move vertically when Captured in that game style, aside from being pushed by Slopes and moving platforms. This means the Capture can be used as a longer-lasting alternative to the Bullet Bill Mask.

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New Urban Stingby

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New Waddlewing

The Waddlewing is a flying squirrel enemy with the powers of the Super Acorn power-up. The maker can give it an item to carry, which it drops upon defeat, or when tapped by a Boost Mode player.

When Captured in the Super Mario Odyssey game style, the Waddlewing shares Flying Squirrel Mario's abilities, and can pick up and drop items at will.

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New Ninji

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Monty Mole

The Monty Mole can dig through the ground when Captured in the Super Mario Odyssey game style.

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New Mega Mole

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New Morty Mole

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Rocky Wrench

In the Super Mario Odyssey game style, the Rocky Wrench's manhole cover counts as a hat that must be knocked off to Capture it. After taking care of that, the player character can throw wrench projectiles at will.

SMMS Skipsqueak (SMW) 4x
SMMS Ground (SMW) 4x
Skipsqueak

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Spiny Skipsqueak

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Ant Trooper

Like the Waddlewing, Ant Trooper can now carry items like Coins and power-ups.

When Captured in the Super Mario Odyssey game style, the Ant Trooper can cling to walls and ceilings in the same way as a Spike Top.

It is visually replaced by Antotto in the Super Mario Land 2: 6 Golden Coins game style.

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New Horned Ant Trooper

In the Super Mario Odyssey game style, the distinguishing Spike Helmet must be removed before the Horned Ant Trooper can be Captured.

It is visually replaced by Chikunto in the Super Mario Land 2: 6 Golden Coins game style.

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New Rex

Rex is a collapsible dino that takes 2 stomps to be defeated. This applies when controlled as a Capture target as well, flattening when the player character takes damage.

The maker can also place conveniently pre-flattened Rexes.

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Pokey

The Pokey can now be placed in enemy stacks and Pipes. Defeating a stacked Pokey's head will also defeat every enemy under it, like what happens with the Pokey's own segments. This can provide weak points for even the tallest and most complicated enemy stacks.

To facilitate this, Pokeys can be resized to one tile high, leaving nothing but the head.

Like certain other course parts such as the Stretch and P Switch, Pokeys can stick upside-down to ceilings without using custom gravity, an ability demonstrated in the New Super Mario Bros. U game.

A Captured Pokey in the Super Mario Odyssey game style can bend its body segments to reach distant items. The spiked forms also have the properties of a Spiny Shell built in.

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New Spikeless Pokey

The Spikeless Pokey can be safely defeated with a stomp.

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New Poison Pokey

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Snow Pokey

The Snow Pokey's headgear must be knocked off to Capture it in the Super Mario Odyssey game style.

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Lava Bubble

The lava of the Lava Bubble can be swapped out for any fluid, such as poison, water, or air, and the enemy will take on that fluid's properties. It can even be filled with tiles like Ground, making for a rapidly rising platform.

Winged Lava Bubbles now bounce off of Slopes with properly reflected angles, which can lead to more complicated flight paths than before.

True to the original game, the Lava Bubble can now be Spin Jumped off of in the Super Mario World game style.

The enemy can be Captured in the Super Mario Odyssey game style if it is made of a fluid. It floats in bodies of the same fluid as its own. The classic Lava Bubble can also be used as a fiery projectile, of course.

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New Trouter

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New Fire Snake

The Fire Snake can be resized to change its number of segments.

When Captured in the Super Mario Odyssey game style, the Fire Snake can only move by jumping. Like the Lava Bubble, it can light things on fire with its body.

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New Hooligon

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Wiggler

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New Squiggler

The Squiggler is the Mini Mushroom form of the Wiggler.

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New Tropical Wiggler

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New Fuzzy

The Fuzzy is most recognizable when attached to a Track, Vine, or Tightrope. It will float in place if not.

When not bound to a Track or other course part, Fuzzies with Wings bounce around erratically.

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New Bullet Bill

The Bullet Bill can finally be placed separately from a Bill Blaster. The maker can set it flying in any direction, and like the Banzai Bill, it can fire from the background in 3D game styles.

When Captured in the Super Mario Odyssey game style, the Bullet Bill offers similar controls to the Bullet Bill Mask, but it can also turn to fly through the air at an angle.

SMMS Banzai Bill (SML2) 4x
SMMS Ground (SML2) 4x
Banzai Bill

The Banzai Bill is now the Super Mushroom form of the Bullet Bill.

In the New Super Mario Bros. U game style, Banzai Bills spin around in flight, like in the New Super Mario Bros. series proper.

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New Torpedo Ted

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Bullet Bill Mask

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Bob-omb

In the Super Mario Odyssey game style, Capturing a Bob-omb can make for a much more controlled and well-aimed detonation.

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New Kab-omb

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Boo

If a Boo is placed inside a Lakitu's Cloud, it becomes a Fishing Boo.

In the Super Mario World game style, the Boo can be Spin Jumped off of. It also quickly sticks out its tongue after being stared down for 8 continuous seconds.

Capturing a Boo in the Super Mario Odyssey game style offers the same controls as the Boo Mushroom.

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New Red Boo

The Red Boo has the opposite behavior to a normal Boo, pursuing the player character when looked at, and halting when their back is turned. Other types of Boos can be given the Red Boo's properties, as well.

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New Balloon Boo

The Balloon Boo is created by adding a Super Mushroom to a Boo.

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New Boo Buddies

The Boo Buddies rotate in a circular formation, and can prove scarily useful. Individual Boos can be removed and replaced with lots of other course parts, which will adopt the same spinning path… and ectoplasmic glow. Circles of Boo Buddies can even be nested in other Boo Buddies' slots, allowing for complex motions if need be.

The Boo Buddies' number, radius, speed, and direction can be customized for precise rotation control. Also, the option to pulsate the radius over time is no longer based on the attachment of Wings.

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New Boo Block

The Boo Block turns into a solid block when looked at, and slowly transforms back when not being watched. It can be defeated if its block form is broken through the same means that would destroy a Hard Block.

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New Octoboo

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Peepa

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Dry Bones

The Dry Bones no longer throws bones in any game style, with that behavior being reserved for the Dark Bones subtype.

A Captured Dry Bones in the Super Mario Odyssey game style can play dead for temporarily invincibility. What it lacks compared to the carriable Dry Bones Shell might be made up for with its general fireproofing and a fragile shell dash move.

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Dry Bones Shell

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New Dark Bones

The Dark Bones tosses bones, and so can the player character if they Capture one in the Super Mario Odyssey game style.

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Fish Bone

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Chain Chomp

The Chain Chomp's chain can be resized to change its range.

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Unchained Chomp

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New Stake

The Chain Chomp's Stake can be placed separately, providing a course part that disappears when Ground Pounded. It can also be made taller, changing the number of hits needed to remove it.

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New ON/OFF Stake

The ON/OFF Stake drills itself into the ground when it receives its signal. If the ON/OFF Switch is hit again, it can launch whatever is atop with its quick ascent.

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New Flame Chomp

The Fire Flower form of the Chain Chomp, the Flame Chomp flies around, shooting a customizable number of fireball projectiles before blowing up. It's unusually vulnerable to attacks that wouldn't faze the typical Chain Chomp.

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Thwomp

The Thwomp can be resized and set to drop in any direction, but its face betrays which way it will go.

Speaking of indicating a Thwomp's behavior, Parachutes now always appear on still Thwomps, in a deflated state when the Thwomp isn't aggroed.

Capturing a Thwomp in the Super Mario Odyssey game style lets the player drop it at will and ride along inside it. This can be especially useful for variants on the sliding block puzzle with Thwomps with different gravities. An extra twist: the player character ends up on top of the Thwomp, relative to its own gravity, when the Capture is released.

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New Blue Thwomp

The Blue Thwomp is safe to touch and stand on in all game styles, aside from the maintained risk of being crushed.

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New ON/OFF Thwomp

The ON/OFF Thwomp watches only for its signal, and falls when it receives it.

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New Blinking Thwomp

The Blinking Thwomp takes after Thwomps of certain games past, and drops on a repeating timer, just like the Blinking Block.

SMMS Thwimp (SMB3) 4x
SMMS black
New Thwimp

Giving a Thwomp a Mini Mushroom yields the Thwimp, which hops from side to side in a wide arc.

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New Tail Thwomp

A Thwomp given an item like the Super Leaf becomes the Tail Thwomp, from Super Mario 3D Land.

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New Whomp

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New Flomp

The Flomp's size and timing can be customized.

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New Dino-Torch

The Dino-Torch can breathe fire to the side and upwards.

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New Dino Rhino

If the Dino-Torch is given a Super Mushroom, it becomes a Dino Rhino.

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Lakitu

When Capturing a cloud-riding Lakitu in the Super Mario Odyssey game style, the player character can throw the contents of its cloud. By default, this is a Spiny that can be removed, leaving the Lakitu without ammunition.

However, Lakitus can also be removed from their clouds and placed separately. If placed in a Pipe instead, it behaves like a Pipe Lakitu.

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New Fishing Lakitu

The Fishing Lakitu holds a second course part as bait. If the bait is collected or otherwise removed, the Fishing Lakitu starts throwing the first course part that is contained in its cloud.

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Lakitu's Cloud

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New Square Cloud

The Square Cloud is a subtype of Lakitu's Cloud that turns into a Lakitu when hit. The Lakitu throws whatever the maker put in the Square Cloud.

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New Ruff Puff

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New Pidgit's Carpet

The Pigit's Carpet comes with a removable Pidgit pilot. A player character that steps aboard, or Captures the Pidgit in the Super Mario Odyssey game style, can steer it through the skies.

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New Foo

The Foo is a fog-blowing enemy. Unlike its larger counterpart, it's offered its first time to be Captured in the Super Mario Odyssey game style.

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New Ty-Foo

The Ty-Foo is obtained by adding a Super Mushroom to a Foo. It blows strong wind in a given direction, instead of fog.

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Mechakoopa

The Mechakoopa can be manually given jet-engine feet, letting it hover in midair in any course theme.

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Magikoopa

A Magikoopa can be set to ride a broom, changing its movement pattern.

If the player can knock off the Magikoopa's wizard hat and Capture it in the Super Mario Odyssey game style, they'll gain access to its teleportation and spellcasting abilities, as well as the broom if it's riding one.

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New Magiblot

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New Phanto

Manually placed Phantos will awaken to join in on a Cursed Key chase.

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Angry Sun

The Angry Sun can interact with more course parts, like enemy stacks and the Super Mushroom.

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Hammer Bro.

By dragging other course parts onto Hammer Bros., they can be given various other projectiles to throw.

In the Super Mario Odyssey game style, a Hammer Bro. whose helmet has been knocked off can be Captured to jump high and throw their ammo at will.

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New Sledge Bro.

The Sledge Bro. is the Super Mushroom form of the Hammer Bro., and can be given all of the same course parts and subtypes. When Captured, the Sledge Bro. also boasts a Ground Pound that stuns other enemies on the screen.

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Fire Bro.

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New Ice Bro.

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New Superball Bro.

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New Boomerang Bro.

The Boomerang Bro. is created by giving a Hammer Bro. the Boomerang item or a Boomerang Flower.

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New Builder Bro.

Achieved by giving a Hammer Bro. a Super Hammer, the Builder Bro. attacks by swinging the hammer at short range.

SMMS Bully (SMW) 4x
SMMS Castle (SMW) 4x
Bully / Snailicorn

The Bully appears as a Snailicorn in the New Super Mario Bros. U game style.

When Captured in the Super Mario Odyssey game style, the Bully can push other enemies around, and has the same protection as a Buzzy Shell built in.

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New Chill Bully

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New Blargg

The lava of the lunging Blargg enemy can be replaced by any fluid, altering its properties.

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New Magmaargh

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Charvaargh

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New Swoop

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New Cooligan

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New Spindrift

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New Splunkin

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New Crowber

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New Amp

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New Bowser Stunner

When placed on a Track, the Bowser Stunner remains stationary and sends electricity along it.

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New Fliprus

In the Super Mario Odyssey game style, a Captured Fliprus can produce and throw snowballs.

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Spike

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New Stone Spike

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New Snow Spike

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New Tweeter

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New Cobrat

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New Cleft

In the Space tileset, the Cleft appears as a Moon Cleft.

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New Bald Cleft

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New Clubba

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New Floro Sapien

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New Foton

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New Longator

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New Shlurp

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New Skellobit

A Skellobit with Wings resembles the Skellobomber.

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New Spiky Skellobit

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New Sproing-Oing

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New Mini-Sproing

As the name indicates, the Mini-Sproing can be created by giving a Sproing-Oing a Mini Mushroom.

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New Squiglet

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New Tileoid

Tileoids' colors can be changed, affecting their speed.

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New Uproot

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New Coin Coffer

The maker can customize how many Coins are held by the Coin Coffer.

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New Gushen

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New Pokio

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New Klepto

Klepto steals valuable items, even including Cappy in the Super Mario Odyssey game style. The player must track the Klepto down to retrieve the stolen object.

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New Eerie

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New Huckit Crab

The area's tileset indicates whether the Huckit Crab throws sand balls or rocks.

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New Conkdor

In 3D game styles, Conkdors can be set to peck from the background.

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New Biddybud

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New Prongo

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New Flaptack

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New Scaredy Rat / Blockstepper

In the Super Mario 3D World game style, Scaredy Rats become Blocksteppers.

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New Flopter

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SMMS Madpole (SMW) 4x
SMMS Underwater (SMW) 4x
Madpole

The Madpole floats on the surface of fluids.

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New Trapeetle

The Trapeetle can catch carriable objects that are thrown at it. After the catch, it launches itself in a straight line at the character who threw it, and explodes once it hits something in its path.

Obstacles[]

The Obstacles category generally contains course parts that can impede and damage the player character.

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Spike Trap

Like the Spike Block, a Spike Trap can be set to protrude and retract on a timer.

Compared to Super Mario Maker 2, the Spike Trap's hitbox has been made more forgiving.

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New ON/OFF Spike Trap

The ON/OFF Spike Trap protrudes or retracts its spikes whenever it receives a matching signal. Its default state can be set.

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Spike Block

A larger Spike Trap, the Spike Block can be resized and given the same settings as its one-tile counterpart.

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New Urchin

The Urchin is a round, spiky course part that floats in fluids like water. It can be given a Super Mushroom or Mini Mushroom to change its size.

Urchins roll down adjacent slopes like Spike Balls, regardless of whether they're floating in the water.

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Bill Blaster

The Bill Blaster now contains a Bullet Bill by default. If this is removed, it won't fire anything and its skull emblem disappears. If the Bill Blaster contains a helpful item, its emblem becomes a mushroom instead.

If a Bill Blaster contains a large course part like the Banzai Bill, it will take on the appearance of a Banzai Bill Cannon.

In certain game styles, the Bill Blaster can be placed in the background so that it fires its contents towards the screen.

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New ON/OFF Bill Blaster

The ON/OFF Bill Blaster fires its contents whenever it receives its signal.

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Cannon

The Cannon can be set to rotate. Both its barrel and axis can be hooked up to an ON/OFF signal, respectively controlling firing and rotation.

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Cannon Box

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Burner

The timing of the Burner course part's onset and offset can be customized. This changes the amount of time there is, if any, to get past unscathed.

Alternatively, a Burner can be set to rotate continuously, like in New Super Mario Bros. Wii.

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New ON/OFF Burner

The ON/OFF Burner burns or stays off until it receives the corresponding signal. Its default state can be set.

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New ! Burner

When the ! Burner's block is hit, it temporarily shuts off.

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Twister

The Twister blows opposite the direction of gravity by default, but can be set to suck nearby objects in instead, acting more like a whirlpool.

Twisters can now combine and interact with more course parts. A Twister with Wings hovers in place as a stationary obstacle.

If a Twister is placed in a Pipe, the Pipe will generate an air current, rather than spawning Twisters.

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New ON/OFF Twister

When it receives its signal, the ON/OFF Twister reverses polarities between blowing and sucking in nearby objects.

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Icicle

The Icicle is resizable, and its appearance can be changed to a Falling Spike.

If an Icicle is given Wings, it will fly around unless there's a solid ceiling flush with it. Either way, it drops more slowly.

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New ON/OFF Icicle

The ON/OFF Icicle falls when it receives its signal.

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New Flimsy Icicle

The Flimsy Icicle only drops when it's stood on, similarly to a Donut Block or Flimsy Lift.

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Bumper

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Grinder

In the Super Mario World game style, the player character can Spin Jump off of Grinders.

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Skewer

The Skewer is now resizable, and has customizable timing.

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Fire Bar

In 3D game styles, the Fire Bar can be set to sweep in a lateral circle, so that it must be dodged when it passes through the 2D plane.

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New Roto-Disc

Unlike the Fire Bar, the Roto-Disc has empty space between the disc itself and the block it orbits. Its radius can still be customized.

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New Ball 'n' Chain

Both the ball and the chain of the Ball 'n' Chain course part can be resized. The chain can be set to be harmlessly passed through, or to also be spiky.

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New Ring Burner

The Ring Burner is a rotatable course part that blasts damaging laser rings. These rings can destroy breakable course parts and clear fog.

If the player character or a weighted object reaches the course part itself, the Ring Burner turns off for as long as its top is pressed.

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New Ring Beamer

The Ring Beamer is covered in spikes, and so cannot be disabled on contact. It can be set to a forward-facing orientation for a radial trajectory that sweeps across the screen, instead of two main intersection points to dodge.

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New Jump Beamer

The Jump Beamer bounces the player character like a spring after being stunned. This can be accomplished by stomping the Jump Beamer or shooting a Star Bit.

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New Sentry Beam

The Sentry Beam fires a straight laser at the player character from its mouth. It can also be temporarily stopped by standing on the top, or otherwise applying pressure.

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New Pulse Beam

The Pulse Beam only shoots its ring when activated by a projectile or explosion. However, nearby coplanar Pulse Beams can send each other into infinite loops with their own rings.

Like the Ring Beamer, a Pulse Beam can be rotated to face the screen.

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New Candle

By default, the Candle spawns Hot Feet. The maker can turn this setting off, making the course part more decorative.

In the Super Mario Galaxy game style, candlelight is effective against ghostly enemies like Boos.

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New Volcano Plant

The maker can customize which spores the Volcano Plant fires, creating individual patterns for the player to dodge.

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Koopa Clown Car / Junior Clown Car

If the maker places a Torpedo Ted in a Koopa Clown Car, it will become the model from "The Mighty Cannonship" in New Super Mario Bros. U, able to fire Torpedo Teds at will.

In the New Super Mario Bros. U game style, the Junior Clown Car has the spin attack from Bowser Jr.'s World 6 battle in New Super Mario Bros. Wii. This can be used to fly faster or bump objects away with greater force. Bowser Jr. and the Koopalings will also use this attack if placed in a Junior Clown Car.

In the Super Mario Odyssey game style, this course part can allow for convenient transportation for various Capture targets.

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Fire Koopa Clown Car

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New Ice Koopa Clown Car

The Ice Clown Car shoots ice balls, getting a triple shot when Ice Mario pilots it.

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New Boxer Koopa Clown Car

The Boxer Clown Car is based on the Junior Clown Car in "Boarding the Airship" in New Super Mario Bros. U. It boasts extending mechanical arms with boxing gloves. It can throw punches to damage destructible course parts.

If its arm is held or stuck in place, the Boxer Clown Car can be used as a semisolid bridge to the cockpit. This feature can help attackers reach the pilot if used poorly.

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New Bumpty

Though they can't quite be categorized as enemies—if only because, just look at them!—Bumpties have a habit of bouncing player characters around on contact.

They can be defeated with projectiles if necessary, like in Super Mario Advance 4: Super Mario Bros. 3.

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New Banana

Recognizable from the Mario Kart series, this is one slippery peel. The unfortunate player character to touch it slips and falls on their back, momentarily halting their control. This doesn't deal damage, but can make them fall behind in time-sensitive situations.

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New Geyser

The Geyser is a pillar of fluid that periodically rises up from pools of fluid or the edge of the screen. The top acts as semisolid terrain, unless it would damage the player character.

Water Geysers briefly allow the player to swim as they are boosted to the top. Similar properties apply to other fluid options that affect the controls.

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Spike Ball

The Spike Ball can be set to seek out the player character, as seen in nighttime sub-areas in Super Mario Maker 2.

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Snowball

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New Hedron

The Hedron is a rotating rectangular prism from Super Paper Mario. Although said to be indestructible, it eventually breaks if it takes enough damage. It can be resized.

SMMS Black Hole (SMB1) 4x
SMMS Ground (SMB1) 4x
New Black Hole

The Black Hole will suck up and destroy anything that goes near it. It might look, and be, frightening, but as long as the player character keeps their distance, they'll be unaffected.

The maker can resize the Black Hole. Its radius of effect is about twice the radius of the Black Hole itself, and is indicated by the particles it draws in.

Bosses[]

The Bosses category generally contains course parts that represent hostile computer-controlled characters.

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Bowser / Wario

With frequent appearances in Super Mario Maker courses, and often being defeated with a repetitive strategy, Bowser's health has been quartered to 5 HP, its value in the Super Mario Bros. game. With a Super Mushroom, it remains doubled, now to 10 HP.

Like all bosses, Bowser can be further lowered to 1 HP by giving him a Life Gauge.

If an enemy is attached to Bowser, he will become a Fake Bowser and turn into that enemy while defeated. For variant forms of Bowser, the power-up used to achieve the form will appear alongside the enemy.

When Bowser is Captured in the Super Mario Odyssey game style, the player can swipe with his claws and breathe fire.

In the Super Mario Land 2: 6 Golden Coins game style, Bowser is replaced by Wario, who has his own attacks and forms based on his battle in the game.

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New Dry Bowser

If a Rotten Mushroom is added to Bowser, he becomes the fireproof Dry Bowser.

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New Tail Bowser

With the power of the Super Leaf, Tail Bowser can swing a familiar tail, damaging breakable course parts at close range.

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Meowser

Meowser's acrobatics have been toned down since the Super Mario Maker 2 game to make him easier to attack. He is now created by adding a Super Bell to Bowser.

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Bowser Jr.

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New Tail Bowser Jr.

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New Meowser Jr.

By giving Bowser Jr. a Super Bell, Meowser Jr. from Bowser's Fury can be battled for the first time. He's learned a lot of Cat Mario's tricks from their adventure together.

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Larry Koopa

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Wendy O. Koopa

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Morton Koopa

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Lemmy Koopa

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Roy Koopa

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Iggy Koopa

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Ludwig von Koopa

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New Birdetta

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New Tatanga

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Boom Boom

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Pom Pom

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New Reznor

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New Dimentio

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Gizmos[]

The Gizmos category generally contains course parts with miscellaneous effects and uses.

SMMS Gravity Field (SMB1) up 4x
SMMS black
New Gravity Field

The Gravity Field is a resizable background wall that affects the direction and strength of local gravity. Its direction can be set relative to the current Grid in 15° increments. Its strength can be normal or weak.

A Gravity Field can be controlled with a Gravity Arrow placed upon it.

If a course part inside a Gravity Field has its own gravity set with a Gravity Arrow, its customized gravity will supersede the Gravity Field's.

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New Looping Wall

The Looping Wall teleports anything that passes through one of the marked edges to the other side. Either set of parallel sides can be set to loop, but the other sides will allow objects to leave the Looping Wall.

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Warp Door

In Course Maker, knocking on a Warp Door now lets the maker quickly travel to the other side.

SMMS Warp Box (SMB3) 4x
SMMS black
Warp Box

The Warp Box is now a subpart of the Warp Door that can be given many of the same properties.

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New One-Way Warp Door

The One-Way Warp Door can help set up a point of no return. Its design is based on those in the New Super Mario Bros. series.

Only one Warp Door in a pair can be a One-Way Warp Door. They'll swap if the maker tries to set the other one as such.

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P Warp Door

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Key Door

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New Big Key Door

The Big Key Door requires multiple Keys to open it, reducing the need for multiple consecutive Key Doors. The number of keyholes can be adjusted, but more keyholes may call for a bigger door.

SMMS Warp Door (SMW) clear condition 4x
SMMS Forest (SMW) 4x
New Clear Condition Warp Door

The Clear Condition Warp Door won't open unless its clear condition is met. Like many other Warp Door subparts, this can also be applied to Warp Boxes.

The maker can set these course parts to use the clear condition of a sub-area or scroll stop region that they're inside.

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New Launch Star

The Launch Star can be used to blast off between areas of a course.

When the player character uses a Launch Star, they travel in a straight line by default. The flight path curves if it goes through a Gravity Field, and ends when the character touches solid collision.

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New Sling Star

A weaker subpart of the Launch Star, a Sling Star blasts its user in an arc that is affected by the area's default gravity, as well as any Gravity Fields. The speed fizzles out, so when the player character reaches the apex of the path, they can be controlled again.

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P Switch

The P Switch can be set to a reusable version that players can't carry.

By interacting with the P Switch in Course Maker, the maker can place Blue Coins.

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New ON/OFF P Switch

When the ON/OFF P Switch receives its signal while on-screen, it activates.

SMMS Red Ring (SMB1) 4x
SMMS Ground (SMB1) 4x
New Red Ring

The Red Ring spawns in Red Coins for the player to collect under a time limit. By interacting with the Red Ring in Course Maker, the maker can place these Red Coins.

Although it spawns a power-up by default, the Red Ring's prize is also up to the maker. The desired reward can be dragged onto the Red Ring, along with a sound effect to play.

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New Rock

The Rock is a kickable course part that can combo-bounce off of other objects, or into a Pipe, for extra lives. It releases its contents when broken.

In the Super Mario Odyssey game style, a Piranha Plant will chew on a Rock kicked at it, preventing the enemy from biting and entrapping Cappy.

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New Grab Block / Mushroom Block

Grab Blocks can be picked up, thrown, and stacked on top of each other. They aren't broken as easily as a Crate. Unlike in the source games, the Grab Block doesn't expire after a limited time, making for a strong carriable alternative to the POW Block.

In the Super Mario Bros. 2 game style, it is replaced with the Mushroom Block. In the Super Mario Bros. 3 game style, it appears as the throwable Ice Block from that game, but isn't named after it.

SMMS POW Block (SML2) 4x
SMMS Ground (SML2) 4x
POW Block

The POW Block now floats in place unless it's given a Gravity Arrow. Only POW Blocks affected by gravity can be picked up.

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Red POW Block

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Red POW Box

The Red POW Box can now be activated by Ground Pounding while wearing it.

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New Glow Block

The Glow Block is a carriable course part that lights up its surroundings. The level of light it emits can be set to low, high, or full; the latter option illuminates an entire screen's worth of area.

If attached to a Track, Glow Blocks can work similarly to the Light Blocks also from New Super Mario Bros. Wii.

Question
New ON/OFF Glow Block

The ON/OFF Glow Block toggles between its two light levels when it receives its signal. The maker can set each light level to none, low, high, or full.

Question
New Blinking Glow Block

The Blinking Glow Block works like Flash Black Galaxy in Super Mario Galaxy 2. Every couple of beats, in sync with other blinking course parts, it flashes on and slowly dims back down. The player will want to remember where the terrain is between flashes.

Question
New Light Box

When worn on the head, the Light Box emits a powerful spotlight that can defeat ghostly enemies.

Question
New Barrel

The Barrel is a carriable course part that rolls across the ground when thrown, and floats on the surface of fluids like water.

A Barrel can be turned sideways to prevent players from picking it up. Buoyant sideways Barrels act like small Logs.

Question
Trampoline

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Question
New ON/OFF Trampoline

The ON/OFF Trampoline locks up when it receives its signal, becoming a carriable solid platform instead of a bouncy one.

Question
Hop-Chops

Like some individuals in the Super Mario 3D World game, Hop-Chops can be set to turn into a carriable Trampoline when dispatched.

Question
New Hat Trampoline

The Hat Trampoline must be struck with a power-up attack, Cap Throw, or Ground Pound to open up its bouncy interior.

SMMS Vine (SPM)
SMMS Ground (SPM)
Vine

When released from a block, the Vine grows opposite the direction of gravity, which can be customized by attaching a Gravity Arrow. If the maker attaches a Gravity Arrow that's parallel with the surrounding gravity, a Vine won't grow out of its block in the wrong direction, even if the player Ground Pounds the block instead of hitting it from below.

Having lent itself to aesthetics in prior Super Mario Maker games, the Vine has even more appearances to choose from, like a ladder, chain, or pole.

Certain enemies can be attached to Vines, to make them ride along like on Tracks.

If a Vine goes off of the edge of the sub-area, the maker can create a warp and continue the Vine into the other sub-area.

SMMS Icy Vine (SMB1) 4x
SMMS Snow (SMB1) 4x
New Icy Vine

The Icy Vine is so slippery that whoever climbs it will slide down automatically, and must jump to stay on.

Question
New Swinging Vine

The Swinging Vine can be set to swing automatically. Otherwise, it will swing based on the climber's inputs, or any wind or sandstorm in its surroundings.

Question
New Tightrope

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SMMS Dash Block (SMB1) 4x
SMMS Ground (SMB1) 4x
Dash Block

The speed boost from the Dash Block instantly fills the P-Meter.

When most enemies stand on the Dash Block, they now also get a speed boost. Some enemies have specific behaviors for this interaction. For example, the Koopa Troopa enters its shell and starts sliding at a boosted speed.

In the New Super Mario Bros. U game style, the Dash Block grants elements of the Super Mario Run game's controls. The player character automatically vaults and flips over one-tile-high obstacles, including stompable enemies, and rolls upon landing from high falls. They also ledge grab the tops of solid walls, and can even Long Jump. The effects of the Dash Block in this game style wear off if the player pulls back to skid, crouches, Ground Pounds, or runs against the base of a tall wall.

Question
New Dash Ring

The Dash Ring gives the same effects as the Dash Block when passed through, and can be rotated.

SMMS Triangular Block (SMB3) 4x
SMMS Desert (SMB3) 4x
New Triangular Block

By running at the Triangular Block at P-Speed, the player character can run across adjacent walls and ceilings. Unlike a Gravity Field, though, they'll drop if they jump off or can't maintain P-Speed. A Triangular Block is needed at every corner to continue the dash.

Question
New P Triangular Block

The P Triangular Block turns on or off for the duration of a P Switch.

Question
New ON/OFF Triangular Block

The ON/OFF Triangular Block acts like a Dotted-Line Block. It can send the player character down a different path depending on the state of its signal.

Question
New Log

The Log is a resizable course part that rotates towards the screen when weighed down. If something rests on it for too long, it will fall off of the side. The Log is distinguished from dropping platforms by its angular momentum affecting when things fall.

Question
Sign

The Arrow Sign from prior Super Mario Maker games has been expanded into a variety of helpful symbols, with optional signposts to display them.

Symbols include the classic rotatable arrow, face and shoulder button icons, a D-pad icon with individually highlightable directions, a combining no symbol, an exclamation point, and a stylized skull.

Compared to previous games, which wouldn't even let an Arrow Sign overlap a Semisolid Platform, the Sign can be placed much more freely and even layer in front of tiles in the foreground.

A signpost must be attached to a platform, and will be subject to gravity if the platform moves or is destroyed.

Question
Checkpoint Flag

The Checkpoint Flag can be rotated once again, and is now always flown rightside up, relative to gravity. Like all flags, it now uses wind physics in certain game styles.

In multiplayer, the Checkpoint Flag's design changes to indicate which players have passed it.

Question
Lift

The angle of a Lift can be adjusted by dragging its endpoints like a Slope.

A Lift can be placed in a Pipe to have it spawn periodically.

The Lift's appearance can also be changed to a Cloud Lift.

Question
New Cap Cloud

The Cap Cloud is a collapsed Cloud Lift. When struck with a power-up attack or Cap Throw, it temporarily expands into its semisolid state.

SMMS Mario Bros. Platform (SMW) 4x
SMMS Underwater (SMW) 4x
New Mario Bros. Platform

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SMMS Scale (SMB1) 4x
SMMS Snow (SMB1) 4x
New Scale

The Scale is a 2-sided pulley. Each side descends under weight, bringing the other upwards, and can be moved and resized separately alongside the pulley's height.

By default, the Scale comes with Lifts attached, each of which can be replaced by other course parts.

Question
New Bolt Lift

The direction, angle, nut count, and thread length of the Bolt Lift can be customized.

Question
Lava Lift

The Lava Lift's angle can be adjusted by dragging its endpoints.

If a Gravity Arrow is attached, the Lava Lift becomes subject to gravity, even when not on a Track.

Question
New Count Lift

The Count Lift travels in the set direction when stood on. It displays a countdown until the platform falls, which can be set from 0 to 9.

Its angle can be adjusted like a Slope. Adding Wings increases the Count Lift's speed.

Question
New Arrow Lift

The Arrow Lift is a platform from New Super Mario Bros. Wii that moves in a set direction while stood on, and otherwise drifts backwards to its initial position. Like other platforms, its direction, length, and angle can be customized.

Question
New Spine Coaster

This wild ride from New Super Mario Bros. Wii is great for stop-and-go gauntlets. It accelerates down Tracks, letting it reach multiple speeds throughout the course. Try building tension with an uphill section, then make a drop!

In the Super Mario 3D World game style, the Spine Coaster is designed after the Bone Roller Coaster in Super Mario 3D Land.

SMMS Tilt Lift (SMB1) 4x
SMMS Ground (SMB1) 4x
New Tilt Lift

The first player to touch the Tilt Lift can rotate the platform until they disembark. All of the remote-controlled platforms can be controlled with the shoulder buttons, and players can set which input method they want to use, if not both.

The Tilt Lift's length can be customized. Its starting and maximum angles in either direction can be set more precisely than other platforms, as it is designed to rotate somewhat freely.

When a Tilt Lift is on a Track, tilting it moves it along the Track in the corresponding direction. Tilt Lifts cannot be attached to vertical Track pieces, as tilting either way would be unable to move them from their starting position.

Question
New RC Lift

The player who last hit an RC Block can remotely slide this platform in either direction until it hits solid terrain. It starts slowly in case of an accidental Spin Jump, then accelerates to high speed. Its length and angle can be customized.

If attached to a Track, tilting moves the RC Lift along the Track in the corresponding direction until it hits a closed end piece. With clever Track layouts, an RC Lift can make several stops at more than two endpoints.

Question
New RC Block

When a player hits the RC Block, they take remote control of all RC and Tilt Lifts. However, another player can hit it to wrest control into their own hands.

SMMS Dolphin (SML2) 4x
SMMS Ground (SML2) 4x
New Dolphin

The Dolphin jumps from the bottom of the screen in an arc, or from a pool of fluid like water, and can be stood on.

It can be Captured in the Super Mario Odyssey game style to use its swimming and leaping prowess.

Question
Seesaw

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Question
New Wobble Rock

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Question
Swinging Claw

The Swinging Claw's chain can be resized, giving the player character a greater range when it picks them up.

Unlike in Super Mario Maker 2, the Swinging Claw is affected by wind at all times, not just when a player character is in its grasp.

Question
New Swinging Magnet

The Swinging Magnet is a horseshoe magnet on a chain. It attracts magnetic objects like Sturdy Crates.

Question
Snake Block

The Snake Block lays and removes any tiles that the maker has laid in its path. Air tiles can even be used to put gaps in the trail.

Like in New Super Mario Bros. 2, a Snake Block can be set to move on its own, without first being stood on. Its path can also be set to loop if the endpoint touches its start.

Giant Snake Blocks from New Super Mario Bros. U can also be used, but they can only lay custom tiles of matching size.

In Course Maker, course parts that follow an adjustable path, like the Snake Block and ! Block, use bent arrows at corners in the path to make it more clear.

Question
New Flip Panel

The Flip Panel can fold at diagonal angles and along the background.

Question
New Manhole Cover

The Manhole Cover functions as it does in the Super Mario Sunshine and New Super Mario Bros. games. If the player character Ground Pounds one, the Manhole Cover spins, allowing access past it. It will also spin if jumped into from below, giving it semisolid properties.

In the Super Mario Odyssey game style, a Manhole Cover can additionally be Captured to slide it out of place, making way for objects that can't otherwise get through.

Question
One-Way Wall

The One-Way Wall can be rotated into a diagonal skew.

SMMS Flipper (SMB1) 4x
SMMS Underwater (SMB1)
New Flipper

The Flipper from New Super Mario Bros. is a solid, hinged platform that rotates forwards when the player character is behind it. This course part can be worked into puzzling maze junctions, or used to redirect moving objects.

Question
Conveyor Belt

On top of angled Conveyor Belts, the new vertical orientation affects how quickly the player slides down its walls.

Question
ON/OFF Conveyor Belt

ON/OFF Conveyor Belts can be set to a certain direction and one of three speed settings (stopped, normal, or fast) in each signal state.

Question
Track

Tracks can now be extended by a single tile at a time, allowing for more compressed contraptions.

Tracks can now have junctions. Three-way junctions have a default turning direction setting for course parts approaching from the side.

The resistance of each Track piece can also be customized, altering the speed of course parts riding along them. The more frequent the dots on a Track, the more resistance it has.

Question
New Cog

The Cog's core and teeth size, direction, speed, and rotation style (seamless or ticking) can all be changed.

The speed setting depends on rotation style. Seamlessly spinning Cogs can be stopped, slow, normal, or fast, whereas ticking Cogs can have their onset and offset timing adjusted.

Question
New ON/OFF Cog

The ON/OFF Cog switches between two sets of movement options when it receives its corresponding signal.

Question
New Rolling Hill

The Rolling Hill is a semisolid type of Cog that is always toothless.

SMMS Exclamation Block (SMW) 4x
SMMS Ground (SMW) 4x
! Block

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Question
New Red-Blue Panel

The Red-Blue Panel alternates between flipping forward and backward whenever a player jumps in most game styles. In the Super Mario Galaxy game style, it's activated by the Star Spin instead.

Its angle can be adjusted; it can even be made vertical.

Question
New ON/OFF Red-Blue Panel

The ON/OFF Red-Blue Panel flips when it receives its signal from a corresponding ON/OFF Switch.

Question
Blinking Block

Adjacent Blinking Blocks of the same timing will now tile together.

Question
New Blast Block

The Blast Block alternates every 2 beats, 4 times faster than the Blinking Block.

Question
Track Block

The Track Block can now be resized or made semisolid.

SMMS Tree (SMB1) 4x
SMMS Ground (SMB1) 4x
Tree

A Tree's appearance can be freely customized to any of its appearances in the current game style, with one exception. As an easter egg, a Tree can be made red in the Desert tileset in the Super Paper Mario game style.

SMMS Mushroom Trampoline (NSMBU)
SMMS Ground (NSMBU)
Mushroom Trampoline

The Mushroom Trampoline's angle can be adjusted.

Question
ON/OFF Mushroom Trampoline

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SMMS Web (SMB1) 4x
SMMS black
New Web

Webs can be climbed like Fences, but disappear for a second after the player character lets go. The Web's design in the New Super Mario Bros. U game style is based on its appearance in New Super Mario Bros. 2.

Question
New Moving Fence

The Moving Fence is another climbable object from New Super Mario Bros. 2. It is a resizable part that slides between two adjacent positions when hit. Its sliding direction can be set. Like in the original game, it swaps which side is attached to a Track if it is on one.

Question
New Pull Star

The Pull Star is a course part that can be used in Boost Mode, drawing the player character towards it. If a Pull Star is released prematurely, the player character will retain inertia from the speed the Pull Star was attracting them with.

Question
New Push Star

Unlike the Pull Star, the Push Star repels the player character until they are out of range.

Question
New Sling Pod

Much like the Swinging Claw, the Sling Pod can catch a player character or course part that touches it. The player can free themself by pulling back and releasing, which stretches out the Sling Pod and flings their character in the opposite direction.

A Boost Mode player can interact with any Sling Pod, just like the Star Cursor can in Super Mario Galaxy.

Question
New Pole / Volbonan

The Pole is a flexible bollard from Super Mario Odyssey. When Captured in that game style, the player can flick to launch from it. It can also be set to appear as a Volbonan.

SMMS Cosmic Zone (SMB1) 4x
SMMS Ground (SMB1) 4x
New Cosmic Zone

The Cosmic Zone is a resizable rectangular area that starts spawning Cosmic Clones when the player character passes through it. The Cosmic Clones despawn if the character they're cloning reaches another Cosmic Zone.

The number of Cosmic Clones that spawn can be customized. If the maker lowers it to 0, the Cosmic Zone will take on a lighter appearance and serve only to despawn existing Cosmic Clones when reached.

Question
New Tanooki Gear

The Tanooki Gear is a solid platform that moves when its gear is hit with a Tanooki tail. The platform combines with adjacent Ground of the same appearance, and moves it all as one platform.

Changing the appearance of the Tanooki Gear's platform affects which appearance of adjacent Ground it will move.

The direction and distance to move the Ground can be adjusted, but the path must stop before collision with solid terrain.

Question
New Stone Staircase

The Stone Staircase is a course part from the Lost Kingdom in the Super Mario Odyssey game. When the high end receives a strong impact, like a Ground Pound or a Thwomp's fall, it lowers and the low end raises up.

The width of both the Stone Staircase and its landings can be resized, as can the structure's height.

The Stone Staircase has "sloped" and stepped options. The former has steps that are narrow and plentiful enough to act as a slope. Its width is constrained to creating the same slope angles as tiles have. The stepped option is constrained to form equally sized and spaced steps. Of course, if the landings are right next to each other, there is no difference between these options.

Question
New Scarecrow

When Cappy is attached to the Scarecrow in the Super Mario Odyssey game style, this course part activates a timer challenge and spawns temporary platforms.

Gallery[]

Credits[]

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