Super Mario Maker 2

Super Mario Maker 2 is a 2D platforming and level-editing game for the Nintendo Switch and the sequel to the 2015 Wii U title Super Mario Maker. The game expands on its predecessor with new features such as a level style based on Super Mario 3D World, which incorporates some gameplay aspects from the 3D platformer, including the Super Bell power-up; new level themes, such as desert, snow, sky, and forest; further terrain options such as slopes; and a nighttime feature, which alters many course elements. In addition to Mario, such characters as Luigi, Toad, and Toadette are playable in both single-player and in Network Play, a multiplayer mode which allows the player to compete against or co-operate alongside three random players online. An offline, single-player Story Mode is also featured in the game, which contains over 100 pre-installed courses made by Nintendo. Super Mario Maker 2 was released worldwide on June 28, 2019.

A Nintendo Switch Online membership is required to share, download, and play courses online.

Gameplay
As in Super Mario Maker, along with the main contents of the level, each level is set with a style, theme, and time limit. The starting platform is no longer visibly separated from any ground tiles placed beside it, which are instead merged into the platform. A new mechanic known as Custom Scroll is introduced, which allows the player to set a level to auto-scroll, as well as the directions at which to scroll, which can be changed up to 10 times per area. In forest-themed levels, a body of water can be added and/or set to rise and fall at a predetermined speed. In castle levels and nighttime forest levels, the lava and poison respectively can also be set the same function. The player also has the option to add Clear Conditions to their level, such as collecting a certain amount of coins or reaching the goal as Super Mario. Vertically scrolling sub-areas can also be created.

Enemies that have alternate forms (such as Piranha Plants) can now have those forms selected by tapping the enemy to open up a menu, rather than shaking it. Additionally, that menu also includes the options to insert/remove a Super Mushroom (although Super Mushrooms can be added by dragging them onto enemies like in the original Super Mario Maker), wings, and a parachute.

In editing mode, the basic functions from Super Mario Maker return, including Mr. Eraser and Undodog, and the player can quickly switch between playing and editing by pressing. As a new feature, the player can zoom in or out during editing mode to gain a different view of the level, the latter performed by clicking one of the analog sticks. If the player switches to Super Mario 3D World style, everything that has been placed on the editing screen will be erased, due to the style's course elements being vastly different from those of the other styles. Courses can now be edited cooperatively.

Controls
The following controls are listed in Yamamura's Dojo.

Story Mode
In Story Mode, after Mario, Toadette (referred to as "Chief" in this mode), and several other Toads have finished building Princess Peach's castle, Undodog accidentally steps on a button that causes a Reset Rocket to erase the whole castle. As such, Mario needs to collect coins to rebuild it. To earn coins, the player can play through over 100 official courses produced by Nintendo in the form of "jobs" given by the Taskmaster. After clearing a course, Mario keeps the coins he collected in the course and is also awarded a coin payment. Some of the levels also feature Toads that need to be rescued. Other NPCs including Mr. Eraser and Undodog can also assign jobs for Mario. The main hub is set in and around Peach's castle in the Super Mario 3D World style, and the player can explore more parts of the castle as they progress through the mode. Luigi, Toad, and Toadette are not playable in Story Mode.

Characters

 * Mario
 * Toads
 * Chief
 * Taskmaster
 * Red Toad
 * Blue Toad
 * Green Toad
 * Yellow Toad
 * Purple Toad
 * Undodog
 * Mr. Eraser
 * Yamamura
 * Soundfrog
 * Partrick
 * Coursebot
 * Princess Peach
 * Luigi

Course World
Course World, the online hub in which players can access levels created and uploaded by other players, returns from Super Mario Maker. In addition to being able to browse popular courses, searching by course ID, and download courses, players can now search courses by specific parameters such as style, theme, difficulty, and region, similar to the search function on the website. Courses can also be searched by tags that have been applied to them, such as "Puzzle-solving" and "Autoscroll". Feedback can be given to courses in the form of text, drawings, or one of 12 Mario-themed stamps, and instead of granting stars, players can choose to vote on courses positively or negatively by selecting the "I like it!" or "Boo!" buttons respectively, which are also used in group votes during online play. As in the first Super Mario Maker, the clear rate and world record are recorded for every course.

Each player on Course World is represented by a Mii and has a Maker profile, which displays their medals, Maker points, and Versus Rating. Maker points are earned if players clear courses and react with "I like it!" for each one. However, maker points can be lost if players fail to clear a course, and/or don't leave behind any kind of positive reaction; this includes giving the course a "Boo!".

The Versus Rating represents the player's rank in Multiplayer Versus matches based on their win-loss ratio; if the player wins a match, they earn points and move up a rank if enough points are earned. The player can also dress up their Mii with various outfits and hats obtained by completing certain objectives in the game.

Network Play
Network Play allows the player to cooperate with three other players online to complete courses in Multiplayer Co-op, or compete against them to clear the course first in Multiplayer Versus. Each player is assigned to one of four characters: Mario, Luigi, Toad, or Toadette. The player can also connect locally to other players who own the game, though the players' Versus Ratings are not affected in this mode.

Endless Challenge
Similar to the 100 Mario Challenge in the first Super Mario Maker, Endless Challenge involves the player completing as many random courses based on their preferred difficulty as possible. Players that achieve a significantly high score are ranked on the leaderboards. Courses have to be played at least once before they can appear in this game mode. Players can also start over the course from the pause menu, and like the previous game, it costs one life.

The pause menu sound and the Game Over music are determined by the current level's game style, similar to the ending in 100 Mario Challenge.

Yamamura's Dojo


In Yamamura's Dojo, the player can view "Maker Lessons," a series of tutorials in which Yamamura teaches a new character, Nina, various course design techniques. Maker Lessons are categorized into three levels: beginner, intermediate, and advanced. The player can also view the controls for each game style, under the option "Mario's Moves."

Course elements
Instead of displaying every element on a single screen as in Super Mario Maker, at the top-right corner of the screen in editing mode, there is a magnifying glass which, when selected, allows the player to search for course elements by category. Each category's elements are organized into one or more wheels, with the elements as the sectors. The top of the screen contains the most recently used elements, but elements can be pinned.

Elements formatted in bold are new to Super Mario Maker 2.

Styles
The game styles are separated into two categories; game styles that feature their own unique elements that are incompatible with other styles are placed in "Extra Game Styles".
 * Super Mario Bros.
 * Super Mario Bros. 3
 * Super Mario World
 * New Super Mario Bros. U
 * Super Mario 3D World

Terrain
The terrain category is represented by a Brick Block icon and colored blue.

Items
The item category is represented by a Coin icon and colored pink.

Enemies
The enemy category is represented by a Goomba icon and colored green.

Gizmos
The gizmos category is represented by a key icon and colored yellow.

Other
These course elements are not available in Course Maker.

Sounds
Sounds reappear along with several new ones, accessed by tapping the Soundfrog icon. As with course elements, they are divided into several wheels. Additionally, the secondary forms of sounds are now separated from their base counterpart. However, the ability to record sounds was removed due to the Nintendo Switch's lack of a microphone.

Clear conditions
Clear conditions are a new feature that requires the player to fulfill a given condition by the end of the level to make the goal appear. Similar to the conditions in Challenge Mode from New Super Mario Bros. U, some clear conditions are incomplete at the start of a level and must be completed, while others are complete at the start but can be failed before reaching the goal. Failing a clear condition does not cause the player character to lose a life immediately, but they will be unable to interact with the goal without restarting the level.

Each level can have one or no clear condition. Levels with Checkpoint Flags cannot use clear conditions.

Parts
In Multiplayer Versus, players cannot see their progress on meeting the said clear condition until someone completes it. The first player to complete the clear condition can interact with the goal, but other players can steal it by stomping on the player with the goal mark. The player also loses the goal mark upon losing a life, allowing others to steal it.

Other
These clear conditions are not available in Course Maker.

Original games
The following is a list of differences from the level styles' original games not present in the first Super Mario Maker.

Super Mario Bros.

 * Fire Luigi has a distinct color palette instead of being identical to Fire Mario.
 * Sky-themed levels now have new music based on the overworld theme arranged by Koji Kondo, unlike in the original game where the original overworld music is used instead.
 * Warp Pipes no longer have a black outline in ground levels, instead using the colored outline normally used in underground levels to distinguish the outline from the background.
 * With the addition of slopes, Small characters are now able to crouch. However, they cannot slide down the slopes.
 * The water simply has a clearer, translucent dark blue color, unlike the original game where it is brighter.

Super Mario Bros. 3

 * Fire Luigi has a distinct color palette instead of being identical to Fire Mario.
 * Thwomps have been given new sprites for when they are idle and attacking.
 * Thwomps tilt forward slightly when they move horizontally, unlike the original game where they were only idle.
 * Snow-themed levels now feature original music composed by Koji Kondo instead of using the overworld or athletic theme.
 * Small characters can now crouch, unlike in the original game where it was not possible.
 * Airship courses during night receive a blue palette on the tileset resembling the appearance of the airships seen in and, unlike the original game where night airship levels like  have the normal brown palette.
 * Castle courses during night receive a tileset from
 * Luigi is dark green, unlike the original game where he is bright green.
 * The water simply has a clearer, translucent blue color.
 * Boom Boom now flies off-screen with the stomped sprite when he is defeated.
 * Frozen Coins now have a shimmering effect. When the P Switch is pressed, they turn into frozen Brick Blocks.
 * Spikes are now dark green along with their spiked iron balls receiving new sprites.

Super Mario World

 * Snake Blocks are colored green and no longer use the Grinders' sound effect.
 * The texture for the water in non-underwater levels is missing in addition to its appearance generally updated; the water now simply has a clearer, translucent blue color.
 * ON/OFF Switches now have a more saturated color, and their letters flash between black and white.
 * Banzai Bills leave some clouds of smoke behind when they travel.
 * Desert-, Forest-, and Snow-themed levels now have new music based on the overworld theme arranged by Koji Kondo, unlike in the original game where the original overworld music is used instead.
 * P Switches have a flashing animation.
 * Luigi has new sprites, with his head resembling his appearance from Super Mario All-Stars + Super Mario World, but his body resembling Mario's.
 * Para-Goombas use their swimming sprites from Super Mario Maker, rather than using their front-facing sprites from the original.
 * Blue Warp Pipes are brighter than in the original game.
 * Red Yoshis do not hatch as Baby Yoshis and they are no longer required to be fed to grow into an adult. They also do not need to eat shells to breathe fire (which replaces their lick attack), and they can only use the spread shot if the rider is in Fire form, spitting only one flame forwards if that condition is not met, as in New Super Mario Bros. Wii and U.
 * Small Mario has a new running jump sprite.
 * Luigi no longer has tan skin, now sharing Mario's complexion.
 * Fire Luigi has light green overalls, unlike in the original game, where they are dark green.
 * The "Final Boss" sound effect lacks its intro, save for the last note.
 * Pokeys sprites have been slightly modified from the original game. They can be defeated using fireballs, unlike the original game where they are fireproof. Similarly, when Yoshi eats the head of a Pokey, it is instantly defeated, unlike the original game where the remaining segment on the top becomes the head. These changes are to be consistent with New Super Mario Bros. U.

New Super Mario Bros. U

 * Yellow Toad is completely absent from the player characters. This is likely to keep consistent with Super Mario 3D World, where the playable Toad is colored blue in the original game, akin to Blue Toad. Nabbit is not playable either, unlike in New Super Luigi U and New Super Mario Bros. U Deluxe.
 * The screen's scrolling and entering another section of a course in multiplayer do not restrict the players' mobility, such that all players can now move individually. This also applies to all other game styles.
 * Due to this, getting stuck between edges of the screen and solid terrains no longer causes the player to instantly lose a life (unless it is an auto-scrolling course).
 * Some multiplayer-exclusive controls, such as the Simultaneous Ground Pound and entering a bubble, are no longer possible.
 * The snow theme has a blue/white backdrop like in New Super Mario Bros. Wii instead of taking place during the night like the levels in Frosted Glacier. The music at night plays a music box cover of the Frosted Glacier level theme instead of the original theme which now plays in the daytime.
 * Banzai Bills have a shorter design than in New Super Mario Bros. U to keep consistent with Super Mario World, as well as the other game styles.
 * There is no giant Bill Blaster that fires Banzai Bills/Bull's-Eye Banzais. This is likely to keep consistent with the Super Mario World style, as they do not exist in that game.
 * Banzai Bills do not rotate when they are traveling.
 * The background of the castle theme has clear windows instead of red-tinted ones seen in the castles with lava, and torches with purple flames.
 * P Switches have a flashing animation.
 * Parabombs use the sitting pose when falling, instead of the front-facing walking animation.
 * The Checkpoint Flag (when it is not touched) now has a triangular design instead of a rectangular design. This makes it consistent with the other game styles (except for the Super Mario 3D World style).
 * The Warp Pipes now use the early design from the original build where they had a darker and more metallic-like look, as in the series up to New Super Mario Bros. 2, rather than having the brighter and more plastic look from the final game.
 * Fire Toadette has white pants unlike in New Super Mario Bros. U Deluxe, where they are red.
 * Boom Boom now crouches down in his shell after being stomped on, rather than becoming dizzy. This is to keep consistent with Super Mario Bros. 3, though otherwise there is little difference between the original game and Super Mario Maker 2.
 * When multiple players grab the flagpole, they each say their line instead of collectively saying "Oh yeah!"
 * Snake Blocks in multiplayer require one player to activate rather than having to wait for other players to step on them.
 * Poison now has a pink gradation.
 * Big Wigglers can no longer travel through poison, instead sinking through it like their smaller counterparts.
 * Icicles now have a falling sound effect.
 * When a player lifts another player, they do not have spinning animations. Additionally, thrown players do not spin forwards.
 * Frozen Coins now are inside a transparent Ice Block instead of being in a 2x1 piece of ice to be consistent with the other game styles. When the P Switch is pressed, they turn into frozen Brick Blocks.
 * Pokeys' spikes do not disappear to the background music's chorus, due to the music in some themes having no chorus at all. As a result, item bonuses from eating the fruit-like Pokeys with Yoshi were removed.

Super Mario 3D World

 * Gameplay is on a 2D plane like the other game styles, similar to how Super Mario 3D World has 2D sections, but some courses from the original game can be seen in the background.
 * There is no Item Storage.
 * Like in the New Super Mario Bros. U style, players cannot manually enter a bubble, or perform Simultaneous Ground Pounds in multiplayer.
 * Players also cannot Ground Pound Jump or Side Somersault.
 * The size and positioning of the life counter, timer, score, and coin counter are now consistent with the other game styles.
 * While the timer has the flashing effect during the last hundred seconds like in the original game, it does not beep during the last ten seconds, consistent with other styles.
 * When time is converted to points at the end of a course, the New Super Mario Bros. U style's sound effect is reused, rather than the one from the original game.
 * When entering a course or restarting after losing a life, players start in Small form, rather than Super form, to be consistent with other game styles.
 * Luigi and Toad have the same attributes as Mario to be consistent in multiplayer play.
 * Princess Peach and Rosalina are not playable.
 * The former was replaced by Toadette to be consistent with other styles.
 * Ground Pounding and Sliding are performed by pressing down on rather than, to be consistent with the other game styles.
 * The player cannot enter Koopa Troopa Shells.
 * The player has to press down or up to enter the respective direction of Warp and Clear Pipes to be consistent with other game styles.
 * Players do not take damage from colliding with enemies while in Clear Pipes.
 * Enemies do not give or drop coins or items when they are defeated, consistent with other game styles.
 * For unknown reasons, enemies and items cannot appear in stacks like in the original game, despite having a stacking function in the other game styles.
 * When the player goes through sections of a course while carrying an item, it does not disappear.
 * The snow theme, which appears to be based on Snowball Park, takes place during the day, instead of the night like in the original level.
 * The Goal Pole does not turn gold when the player touches the top of it. Additionally, it provides an extra life rather than 10,000 points, akin to the other game styles.
 * The victory pose does not always occur properly; if the player does not reach the designated position before their victory pose, they perform it in front of the Goal Pole, or they do not perform it at all. In the former case, only one player performs the pose in multiplayer modes. In multiplayer modes, the zoom-in before the pose is omitted.
 * When playing in the castle theme, the Goal Pole at the end is the boss version from the original game, but the flag itself is smaller.
 * The screen has a black transition when Pipes, Warp Doors, and Warp Boxes send the player to another section of the course, consistent with other styles.
 * Pipes are always two-way like in the other styles, as opposed to the original game where some are one-way and the Pipe disappears.
 * Warp Boxes lack confetti inside of them.
 * Coin Blocks do not turn into ? Boxes after being hit enough times.
 * POW Blocks and P Switches are portable, as in the other game styles.
 * The point chain of Super Star invincibility is the same as that of stomping enemies continuously or kicking a Koopa Shell through many enemies, like in the New Super Mario Bros. games, as opposed to only awarding an extra life for every eighth enemy defeated on contact.
 * Additionally, when invincibility is about to run out, the New Super Mario Bros. U style's sound effect is reused, rather than the normal power-down sound effect.
 * Players must pick up another player to share Super Star invincibility, rather than simply touching each other, as in New Super Mario Bros. Wii and New Super Mario Bros. U.
 * This also applies to other game styles except for Super Mario Bros., due to that style having no function of picking anything up.
 * Super Hammers were not present in the original game.
 * When a Fire Flower, a Super Bell, or a Super Hammer are released from a block, the item stays on top of the block instead of flying out of it and onto the ground, consistent with other styles. This is also similar to the E3 2011 demo version of Super Mario 3D Land.
 * Super Mushrooms, 1-Up Mushrooms, and Super Stars always move around a course when they are placed on the ground, rather than staying put, consistent with other styles.
 * Red Koopa Troopas, regular Dry Bones, regular Pokeys and Sledge Bros are now present to be consistent with other styles. Heavy Fire Bros and Koopa Troopa Cars were also not present in the original game.
 * Additionally, since most enemies can be combined with Wings and Parachutes, Paragoombas, Koopa Paratroopas and Parabombs, which are also not present in the original game, can be created.
 * The Thwomps in the Super Mario 3D World style use the same behavior as the other game styles, where they fall once the player is near or below them, as opposed to the behavior seen in the original game, where they rise and fall in a constant pattern.
 * Porcupuffers act similar to Boss Basses in non-underwater themes and Cheep Chomps while underwater; they will attempt to suck Mario into their mouths when he gets close to them. These behaviors were not seen in the original game. They take four fireballs to defeat, rather than one. Additionally, they chase Mario, rather than following a set pattern.
 * Cat Bullet Bills are fired from Bull's-Eye Blasters rather than normal Bill Blasters, to be consistent with Bull's-Eye Bills in other game styles.
 * Charvaarghs now only damage players, rather than instantly defeating them.
 * The Mega ? Blocks that produce multiple blocks in Super Block Land are now represented by ! Blocks, similar to Super Mario 3D Land.
 * Fire Toad has a blue cap instead of yellow, as in New Super Mario Bros. U.
 * Banzai Bills now have a yellow exhaust as opposed to a purple exhaust, and they also spin while travelling, unlike the original game.
 * The Castle music lacks its intro.
 * ON/OFF Switches replace Switch Blocks from the original game functionally to match the other styles.
 * Pink Coins replace Key Coins from the original game to match the other styles. However, placing one Pink Coin in a level will cause a similar function to the Key Coin.
 * P Switches have the same music and design as they do in New Super Mario Bros. U, while they never had any music in the original game.
 * POW Blocks are affected by gravity, rather than floating in midair. Additionally, the POW Block's sound after being thrown is the same one used for the Super Mario World style.
 * Donut Blocks fall faster when stood on, consistent with the other styles. The original game had them slowly fall and vanish. Additionally, the player can prevent them from dropping by jumping, as in the other game styles.
 * Blinking Blocks are smaller than the original game's Beep Blocks, now about the same size as most other block-based elements.
 * Snow Pokeys only spawn one snowball upon defeat, as opposed to their segments (including the head) becoming snowballs.
 * Spikes throw spiked iron balls instead of spiked bars, matching their behavior in the 2D games and Captain Toad: Treasure Tracker.
 * Dash Blocks replace Dash Panels.

General

 * The title screen no longer contains hidden Easter eggs in it.
 * The Gnat Attack minigame was removed.
 * As wings are no longer a separate element, adding wings on objects is no longer performed by dragging and dropping, instead performed by tapping and holding the element and selecting the wings option from the pop-up menu.
 * Super Mushrooms also can be selected from the same pop-up menu, though they can still be transformed via dragging and dropping.
 * Similarly, the shaking function that transforms an element to an alternate form (such as turning green Koopa Troopas into red Koopa Troopas) is replaced by the same method.
 * Making a sub-area in the Ground theme makes the sub-area Ground by default, rather than Underground.
 * Checkpoint Flags now can be combined with any power-up. Due to this, Checkpoint Flags without modifications no longer turn Small characters into their Super form.

Multiple styles

 * Grinders in the Super Mario World and New Super Mario Bros. U styles now have their cutting sound effect from Super Mario World.
 * The Super Mario Bros. 3 and Super Mario World styles now show received points in the same font as their respective original games. Each style also has a unique 1-UP icon.
 * POW Blocks and P Switches now have a flashing animation in all returning game styles.
 * Castle levels now have rising and falling lava like the forest theme's water.
 * Pipes cannot overlap.
 * One-Way Walls cannot be hidden behind pipes.
 * Several elements now have their own parts slot:
 * As in the Nintendo 3DS version, Checkpoint Flags, Skewers, and Keys are now standalone course elements, meaning they no longer need to be created by shaking an arrow sign, a Thwomp, or a P Switch, respectively.
 * Rocky Wrenches are now a standalone course element from Monty Moles.
 * Fish Bones are now a standalone course element from Dry Bones.
 * Bumpers are now a standalone course element from Grinders.
 * Pink Coins are now a standalone course element from coins.
 * Bowser Jr. is now a standalone course element from Bowser.
 * Objects can no longer be placed in front of the Arrow Sign at the start of a course.
 * The starting platform is now seven blocks wide and has a 7x3 forbidden zone to accommodate for four players during multiplayer matches.
 * Checkpoint Flags can no longer be placed diagonally.
 * The Ground terrain element now represents its own group, instead of being part of the blocks group. Additionally, up to 4,000 Ground terrain elements can be placed onto a single course area.
 * One-Way Walls are now in the same group as the Arrow Sign.
 * Unchained Chomps, Angry Wigglers, Lit Bob-ombs, Bull's-Eye Blasters, Red Cannons, and Fast Lava Lifts now have their own "singing parts" in the edit screen, rather than the same as their original counterparts.
 * Additionally, Magikoopas and Skewers' singing parts now uses their American versions regardless of region, as opposed to having "Kamek" and "Spike Pillar" clips, respectively in the British English version.
 * Normal-sized shells now deal more damage to Bowser.
 * Instead of big Yoshi Eggs being green and hatching into two Yoshis that run around in a panic, they turn red and hatch into a single red Yoshi that does not run away.
 * The remaining time displayed is now rounded down instead of rounded up, so once the time displayed reaches zero, it means the player has less than one second left to clear the course.
 * The player can no longer stand on the edge of One-Way Walls.
 * Spiny Mario can no longer break blocks while in Warp Pipes.
 * If Mario is in a Goomba's Shoe and walks through a one-block gap, he automatically crouches.
 * Koopa Troopa Shells and Buzzy Shells in mid-air are now affected by POW Blocks. This means wearing Buzzy Shells while activating POW Blocks is no longer possible.
 * Winged Lava Bubbles fired from Bill Blasters or Bull's-Eye Blasters now only fly horizontally.
 * It is now possible to change direction while crouching; however, entering Warp Doors while dashing is no longer possible.
 * Checkpoint Flags no longer contain the Easter egg where birds (fish in underwater levels) appear when Mario touches them.
 * Warp Pipes now only spawn one Shoe Goomba at a time. Previously, up to 10 Shoe Goombas could be spawned.
 * Coins and other items cannot overlap with Checkpoint Flags.
 * Small Mario with Buzzy/Spiny Shells now takes damage while crouching. Previously, enemies simply turn around if they come into contact with him.
 * Bill Blasters and Cannons on top of certain objects (such as winged Munchers) now can be destroyed by collision with ceilings.
 * One-Way Walls now have stricter collision.
 * Placing POW Blocks in front of Piranha Plants defeats them, instead of simply pushing them away. This does not apply to P Switches.
 * Touching the Vines while hitting enemies will cease the 1-Up trick combo.

Super Mario Bros. style

 * Mystery Mushrooms and Weird Mushrooms have been removed.
 * Without Mystery Mushrooms, amiibo figurine support and Event Courses have been consequently removed from the game, as with the 3DS version.
 * The instrument played by Mystery Mushrooms on Music Blocks is instead inherited by the Superball Flower.
 * The Weird Mario Easter egg from the Warp Doors is still available, with new forms added to the Super Mario 3D World style, such as Cat Mario, Boomerang Mario, Double Mario, and Mario with a Goomba Mask.
 * The Weird Mushroom's slot as an alternate form of the Super Mushroom is replaced by the Master Sword as of Version 2.0.
 * Big Mushrooms are now default parts rather than being unlocked by amiibo, and now only use "Modern" color from the previous game. Enemies and gizmos also no longer change sprites while the power-up is active, and the screen no longer contains a CRT screen effect.
 * Big characters cannot break blocks by running into them, only from below or by jumping on them from above. Also, taking damage now degrades them to Super form, rather than Small form.
 * As Mystery Mushrooms have been removed, Big Mushrooms now replace Super Leaves, Cape Feathers, Propeller Mushrooms and Super Bells from other game styles in the parts menu. This means the player can no longer place Big Mushrooms outside of the Super Mario Bros. style.
 * Certain sound effects were changed to more 8-bit ones (e.g.: when collecting a Pink Coin or opening a locked door with a key).
 * Vines now use their spawning sound effect from the original game when released from a block.
 * Thwomps have been given a new appearance for when they are waiting rather than using the same sprite as when they attack.
 * The Ghost and Airship themes' music has been tweaked to be more accurate to the NES's sound capabilities.

Super Mario Bros. 3 style

 * The background of the castle theme now features windows, instead of just being a black, featureless screen.
 * The number font on the HUD looks more like the font used in the game's 16-bit remakes.
 * Raccoon Mario does not have a holding pose when flying.
 * The Ghost House theme has been tweaked to be more accurate to the NES's sound capabilities.

Super Mario World style

 * The Spiny Shell has a flatter sprite while Mario is wearing it.
 * Players can now clear a course by passing through the Giant Gate without having to touch the moving tape, similar to the original game.
 * If there are more than two Yoshi Eggs and they hatch, the third Yoshi Egg will not reward the player an item. This also applies to the New Super Mario Bros. U style.

New Super Mario Bros. U style

 * The HUD was given a small update: the coin counter now has a white/yellow gradient and lacks the "×" symbol present in all other styles, and the score counter is white as opposed to black.
 * Spiny Eggs are now animated.
 * The design for the Mushroom Platforms in the airship theme was changed to a mechanical one.
 * The background of the underwater theme is different, with bluer water and with more decorations, including a Cheep Chomp that watches the player in the distance. It also has a wavy effect.
 * The background of the underground theme now has waterfalls.
 * Mario now directly faces a Warp Door when he enters one.
 * The design of the lava has more detail, to make it look less blank for levels with rising lava.
 * When the player grabs a Pink Coin, it now makes the sound effect when collecting a Red Coin from a Red Ring in the original game. A similar sound effect is used in the Super Mario World style.
 * Characters now face forward during their lava death animation rather than sideways.

Course World

 * New players can now upload up to 32 courses, instead of up to 10 courses. However, collecting medals will no longer increase a player's upload limit.
 * On July 24, 2019, the upload limit has increased from 32 courses to 64 courses.
 * Stars are replaced by "I Like It!" and "Boo!", though they function similarly.
 * A "Meh.." option is also in the game, though it only appears in Multiplayer Versus.

Release
In North America, Japan, Europe, and Australia, players can purchase a limited edition of the game that includes a 12-month Nintendo Switch Online subscription. As a pre-order bonus (except in North America), players would receive a Super Mario Maker 2-themed stylus. In Australia, the pre-order bonus also included a Super Mario Maker 2-themed A4 landscape drawing pad with 50 pages of grid paper used for drafting levels. For UK players, four bundle packs are available for purchase on the official Nintendo UK store: two limited edition packs both including the game, membership, stylus, and a themed SteelBook, one with the drawing pad, a pencil, and a sharpener, and the other with a Mario diorama set; and two regular packs with similar content as the limited edition packs, but without the membership and SteelBook.

Debut trailer

 * The icons for several of the Super Mario 3D World course elements used different icons than the final game as placeholders.
 * The following used their icon from the New Super Mario Bros. U style:
 * Pipes
 * ? Blocks
 * Hidden Blocks
 * Ice Blocks
 * Semisolid Platforms
 * Koopa Troopas
 * Cheep Cheeps
 * Hammer Bros.
 * The following used artwork from the Super Mario 3D World Prima guide:
 * Clear Pipes
 * Brick Blocks
 * Rock Blocks
 * Donut Blocks
 * Goombas
 * Porcupuffers
 * Piranha Plants
 * Fire Piranha Plants
 * Thwomps
 * Piranha Creepers
 * Stingbies
 * Hop-Chops
 * Trampolines
 * The following have a different icon in general than in the final game.
 * Cloud Blocks
 * Pink Coins
 * 10-Coins
 * Spinies
 * The early icon of the 10-Coin was simply a standard coin with the number 10 on it.
 * The Goomba icon in the Super Mario 3D World style used the artwork of a Mini Goomba instead of a normal one.
 * When the underground theme was shown in the Super Mario 3D World style, the Block icon was a Brick Block rather than the Crystal Block in the final game.
 * There were only three enemy wheels instead of four in the Super Mario 3D World style. Additionally, Porcupuffers and Bullies were placed in the first and second wheel respectively instead of the fourth.
 * When Custom Scroll was shown off, the icon used for the scrolling points was more simplistic, consisting of a silhouette of a realistic-looking parrot instead of a more cartoonish one with a visible facial features.
 * The Twister in the Super Mario World style had a different appearance than in the final game, somewhat resembling a Foo.

Super Mario Maker 2 Direct

 * The underground theme in the Super Mario Bros. 3 style used the brown palette like the one seen in for ground tiles in the day version, as opposed to blue like in.
 * When showing off the feature to use the ON/OFF Switch with Tracks, the Twister in the New Super Mario Bros. U style had a different appearance than in the final game, resembling a Foo, like in the debut trailer. However, since the final version's design also appears in the New Super Mario Bros. U style, this was most likely intended to be some sort of alternate form.

Version 1.1.0
On October 1, 2019, an update was made for playing online with friends, minor changes and bug fixes.

Course World
Network Play Official Makers
 * Added "Play with friends"
 * Added features to "Nearby Play"
 * Added "LAN Play"
 * Added a list of Official Makers in Leaderboards

Version 2.0
An update was released on December 5, 2019, which adds new enemies and course elements and a new Course World mode:


 * Course elements
 * Spike
 * Pokey
 * P Block
 * Dash Block
 * Frozen Coin
 * Master Sword


 * Mode
 * Ninji Speedruns: The player can challenge other players around the world to complete the fastest time possible from courses created by Nintendo.

Staff
Yosuke Oshino, who directed the original game and its Nintendo 3DS port, returned as the director to the game. New music for the game was composed by sound director Koji Kondo, and additional soundtracks were worked by Atsuko Asahi, Toru Minegishi, and Sayako Doi. Takashi Tezuka and Hiroyuki Kimura are continuing producers of the game.

References to other games

 * Mario Bros.: Fire Luigi in the Super Mario Bros. style resembles his appearance in Mario Bros. for the Atari 2600, as well as the game's flyer ad. Mario's walking sound effect, as well as other sound effects from this game, can be heard during loading screens. Also, the four sub-areas in the story mode level Underground Coin Collecting are modeled after Mario Bros. stages.
 * Super Mario Bros.: The first game style is based on this game. Some blocks that prevent Mario from going forward or through pipes in Story Mode's main area use a 3D version of this game's ground sprite. In Story Mode, Yellow Toad makes statues of 3D versions of the Goomba, Koopa Troopa and Cheep Cheep's sprites from this game. The story mode level Super Mario Bros. W1-1? by Princess Peach is a remix of the first level from this game.
 * VS. Super Mario Bros.: A portion of the newly arranged music for the sky theme in the Super Mario Bros. style borrows the "Name Entry" theme from this game. The "Name Entry" theme also returns as the Bonus theme in the Super Mario Bros. style.
 * The Legend of Zelda: Link's sprites and sound effects after obtaining the Master Sword are taken from this game, albeit with slight redesigns such as a paler skin and the Hylian Shield.
 * Zelda II: The Adventure of Link: The Down Thrust attack originated as a technique Link could learn.
 * Super Mario Bros. 2: The door sprites return for the Super Mario Bros. 3 theme. The Pokey sprite in the Super Mario Bros. 3 theme is an edited version of this game's Pokey sprite.
 * Super Mario Bros. 3: The second game style is based on this game. The P Switch, Boss Fight and Final Boss themes in the Super Mario Bros. theme are from this game.
 * Super Mario Land: The Superball Flower is available as an item in the Super Mario Bros. style. The music that plays while in the Superball form is a remix of the Birabuto Kingdom theme from this game, and the music that plays when completing a level or losing a life in said form comes from this game.
 * Super Mario World: The third game style is based on this game. The music heard in the map of the Endless Challenge at the Easy, Normal, and Expert difficulties are arrangements of Yoshi's Island's map theme from this game, while Super Expert's and the bassline of Expert's are arrangements of Valley of Bowser's map theme. The music that plays elsewhere in Course World is an arrangement of the Special World's map theme.
 * Super Mario Kart: The "Mario Circuit" theme is featured as a sound effect under the "Musical" category, represented by the Super Famicom logo.
 * Super Mario All-Stars + Super Mario World: Luigi's sprite in the Super Mario World theme is an amalgamation of his body from the original game and his head from this game.
 * Super Mario 64: The "Slider" theme is featured as a sound effect under the "Musical" category, represented by the Nintendo 64 logo. Some parts of the "Inside the Castle Walls" theme from this game can be heard during Story Mode.
 * The Legend of Zelda: Ocarina of Time: An 8-bit rendition of the horse race theme appears as one of the Link costume sound effects.
 * Super Mario Sunshine: The "Delfino Plaza" theme is featured as a sound effect under the "Musical" category, represented by the GameCube logo.
 * The Legend of Zelda: Four Swords: The Link colors used for all four players' Master Sword form in multiplayer match those from this game.
 * New Super Mario Bros.: The P Switch theme from this game is used in the New Super Mario Bros. U and Super Mario 3D World styles.
 * Super Mario Galaxy: The "Gusty Garden Galaxy" theme is featured as a sound effect under the "Musical" category, represented by the Wii logo.
 * Super Smash Bros. Brawl: A few of the notes in the arranged sky theme music in the Super Mario Bros. style are taken from the "Ground Theme (Super Mario Bros.)" arrangement in this game, also arranged by Koji Kondo (although this version, in turn, was based on earlier live-orchestra arrangements of the Ground Theme).
 * Mario Party 8: Some of Toad's and Toadette's voice clips are recycled from this game.
 * New Super Mario Bros. Wii: Music from this game is used on the New Super Mario Bros. U game style. The cage in which Toadette is held in the Story Mode course "Meowser Showdown!" resembles the cage where Princess Peach is held in this game.
 * New Super Mario Bros. 2: The 10-Coins and 50-Coins from this game reappear as course elements.
 * New Super Mario Bros. U: The fourth game style is based on this game.
 * New Super Luigi U: The snowmen seen in some of Frosted Glacier's levels from this game are used as decorations in the snow theme of the New Super Mario Bros. U style.
 * Super Mario 3D World: The first extra game style is based on this game. The music that plays on the menu screen in Yamamura's Dojo is an arrangement of World 1's map theme in this game. The Galoomba sprite in the Super Mario World theme is recolored to match its appearance in this game.
 * Mario Kart 8: Some of Toadette's voice clips, particularly in the Super Mario 3D World style, are recycled from this game.
 * Splatoon series: The course creators "Celebrity MC" and "Celebrity DJ" have the same professions and speech patterns as Pearl and Marina, respectively. Likewise, the creators "Agent 1" and "Agent 2" share their pseudonyms and speech patterns with Callie and Marie, respectively.