Super Mario Maker

Super Mario Maker is an upcoming game creator application for the Wii U which allows players to insert blocks, enemies, items, and more from the Super Mario Bros. series to create and share their own 2D Super Mario levels. The game was announced at E3 2014 and is set to be released in September 2015 (originally early 2015), as part of the 30th Anniversary of Super Mario Bros..

It has been confirmed that the eShop version of the game will require at least 1.4 GB of storage memory to be downloaded. Additionally, as many as 100 different amiibo costumes will be available in the game, but the player will be able to unlock them without scanning the proper amiibo by completing certain objectives that have not been revealed yet.

Also, while the game typically uses the GamePad, the Wii Remote, Wii Classic Controller, and Wii U Pro Controller will also be usable.

Title screen
Similarly to Mario Paint, the title screen is highly interactive. A randomly generated stage will appear, and players have the option to choose "Create" and edit the stage, or "Play", to choose either Course World or 10 Mario Challenge. Players can even complete the stage before starting. Each letter will cause a different effect on the game title screen.


 * SUPER: Five Super Stars will appear and a crowd will shout "Super Mario Maker". Mario can collect them to turn invincible.
 * M - The letter M spins upside down and spells Super Wario Maker, and a Mystery Mushroom with a Wario costume appears (in the Super Mario Bros. game style only). In addition, Wario will taunt the player.
 * A - The letter A will summon a cluster of multi-colored stars to fall behind in the background. All enemies present on the screen will be defeated. A train whistle can also be heard.
 * R - The legs of the letter R will extend and will shoot a shower of coins, similar to a Bill Blaster shooting coins. A cash register sound will also play.
 * I - The bird from the recording option will appear and sit on top of the letter I, making it look like a lowercase I. It will also record any sounds, and will repeat it with a different effect. The bird will leave after a while.
 * O - The letter O will summon a Koopa Clown Copter.
 * M - The second M will summon an empty Buzzy Beetle shell, which can be worn as a Shell Helmet. An explosion sound can be heard.
 * A - Touching the second A will cause it to act like a rocket, with a intercom counting down before it shoots off, coming back soon after.
 * K - The letter K will turn the screen into a sepia tone. The music for the title with also turn into an 8-bit variation. Pressing the K again will revert the screen back to normal.
 * E - Touch the letter E will summon a Springboard for Mario to use. An oriental drum can be heard.
 * R - The second R will extend like the first R, turn around and summon either a Goomba's Shoe or a Yoshi Egg (depending on the game style). If there are two Yoshis, anymore Eggs summoned will hold a Super Mushroom. When using Yoshi, an extra drumbeat will added to the title screen music.
 * Clicking randomly on the screen will summon an enemy.
 * Dragging the stylus on the screen will produce a stream of magic dust, similar to how Kamek powers up an enemy like in the Yoshi's Island and New Super Mario Bros. games.

Gameplay
The game is set up so that players can design their very own 2D Super Mario levels. They are able to set up and edit the length and width of the stages, the course's theme and game styles, and are able to use various objects, items and enemies. Players are able to switch between editing and playing their created stages, and can easily make any changes using the tools provided. A outline mode can also be used to show Mario's movements and to make positioning objects easier.

The game will start with only one row of course elements, as the game will feature a daily unlocking system, giving players a set of new course elements and themes for the next day over a set of nine days, so long as they spend time on using the tools they have. From Day 7, players can also add sound effects to their courses, using the SFX frog (which uses the frog icon from Mario Paint). These effects will happen when Mario walks over them in the play mode, with some effects generating visuals. Players can even record their own sound effects and add them to the game.

Styles
The game will give players the option to choose the game and course styles from various 2D Mario games. There are four game styles and six course styles to choose from. Each game style will retain their respective gameplay elements and physics from their base games. For example, Mario can carry items beyond the Super Mario Bros. style, gains triple and wall-jumping in the New Super Mario Bros. U style, while able to throw Koopa Shells upward in the Super Mario World style only. Each game style will have their own exclusive elements, such as Yoshi being available in the Super Mario World and New Super Mario Bros. U styles, but is replaced in Super Mario Bros. and Super Mario Bros. 3 styles by the Goomba's Shoe, as well as their exclusive power-ups and end-goals. Choosing a course theme will change the assets, objects and the music of the edit mode to appropriately share the theme. These game and course themes include:

Game Styles
 * Super Mario Bros.
 * Super Mario Bros. 3
 * Super Mario World
 * New Super Mario Bros. U

Course Styles
 * Ground/Overworld
 * Underground
 * Underwater
 * Ghost House
 * Airship
 * Castle

Objects

 * ? Blocks
 * 1-Up Mushrooms
 * Arrows
 * Beanstalks
 * Brick Blocks (Rotating Blocks in Super Mario World style )
 * Cloud blocks/platforms (they are solid-from-top and breakable by various objects)
 * Coins
 * Coin Blocks
 * Conveyor Belts (direction, length and speed can be changed)
 * Donut Lifts
 * Doors
 * Goal
 * Goal Pole + castles in non-castle, Super Mario Bros. / New Super Mario Bros. U courses
 * Giant Gates in non-castle, Super Mario World courses
 * SMB3-style Goals in non-castle, Super Mario Bros. 3 courses
 * Boss bridge + axe in castle courses
 * Ground Tiles
 * Ice Blocks (breakable/meltable by various objects)
 * Invisible ? Blocks
 * Line Guides
 * Mushroom Platforms
 * Note Blocks (shake to turn into a Music Block, plays a note that changes pitch based on its height)
 * One-way Tiles
 * P Switches (appear as ? Switches in the New Super Mario Bros. U style)
 * Platforms (Different types, can all be shaked to change their appearance/function)
 * POW Blocks
 * Skull Rafts
 * Solid Blocks (breakable by various objects)
 * Spike blocks (take the appearance of Jelectros when both the Game Style is set to Super Mario Bros. 3 and the Course Style to Underwater. Takes the appearance of Sea Urchins from The Legend of Zelda: Link's Awakening when both the Game Style is set to Super Mario World and the Course Style is set to Underwater.)
 * Springboards (can be placed sideways )
 * Warp Pipes (can be rotated at to face up, down, left, or right)
 * Wings

Enemies

 * Bill Blasters (Shoot Bullet Bills. Shake to turn into red ones, which shoot Bull's-Eye Bills and/or how it shoots it. Height can be adjusted )
 * Bloopers (Shake to turn into Blooper Nannies)
 * Bob-ombs (Shake to turn into lit ones)
 * Boos (Shake to make it into Circling Boo Buddies, drag into platforms to turn into Stretch)
 * Bowsers (Shake to turn into Bowser Jr.s)
 * Buzzy Beetles (Shake to make it hide in shell, becoming a )
 * Cannons (Shake to turn into Red Cannons)
 * Chain Chomps (Shake to turn into Unchained Chomps )
 * Cheep Cheeps (Shake to make green. Green versions have the appearance of Blurps in Super Mario World style. Green versions resemble Deep Cheeps in New Super Mario Bros. U style.)
 * Dry Bones (are Fish Bones underwater, when level is being played)
 * Fire Bars
 * Grinders
 * Goombas (Galoombas in the Super Mario World style )
 * Hammer Bros (Add a Super Mushroom to them to turn into Sledge Bros)
 * Koopa Troopas (Shake to make Red )
 * Lakitus (Shake to remove it from cloud)
 * Lava Bubbles
 * Magikoopas
 * Munchers
 * Piranha Plants (In and out of pipes. Shake to turn into a Fire Piranha Plant. They are Jumping Piranha Plants in Super Mario World style. )
 * Rocket Engines
 * Rocky Wrenches (Shake to turn into Monty Moles)
 * Spike Tops (Shake to make it into the blue, faster variation)
 * Spinies (Shake to make it hide in shell, becoming a )
 * Thwomps
 * Wigglers (Shake to turn into angry ones)

Power-ups

 * Super Mushrooms (can make many object larger)
 * Fire Flowers
 * Super Stars
 * Mystery Mushroom - by tapping amiibo onto the Wii U GamePad, that character can be inserted into the game as a transformation for Mario in the form of this item. - Exclusive to Super Mario Bros. style.
 * Super Leaf - Exclusive to Super Mario Bros. 3 style.
 * Cape Feather in Super Mario World style.
 * Propeller Mushroom in New Super Mario Bros. U style.
 * Luigi Mushrooms - Exclusive to Super Mario Bros. style. Cannot be placed directly.
 * Big Mushroom - tapping the 30th Anniversary Mario amiibo allows this to appear and make Mario larger. Enemies will also feature Mario aesthetics and the screen will change to look like an old TV screen. - Exclusive to Super Mario Bros. style.
 * Goomba's Shoe both normal and a "stiletto" version in Super Mario Bros. and Super Mario Bros. 3 styles.
 * Yoshi Egg (hatches into Yoshi) in Super Mario World and New Super Mario Bros. U styles.
 * Yoshi Egg (hatches into Yoshi) in Super Mario World and New Super Mario Bros. U styles.

Bold = Elements that are available at the start.

Customization options
One noticeable detail is that when placing an object (known in game as course elements), a distorted voice will say the name of that object, entwining with the stage's music.

All or most objects can ride on top of other objects and bounce off springboards.

The following objects can have wings added to them; in the case of some enemies (such as Goombas and Koopas), it makes them look and act like their "Para" variations in previous titles:
 * 1-Up Mushroom
 * Bloopers
 * Bob-ombs
 * Boos
 * Bowsers
 * Buzzy Beetles (look like Parabuzzys, act similarly to Para-Beetles)
 * Chain Chomps
 * Cheep Cheeps
 * Dry Bones (look like Parabones)
 * Fire Flowers
 * Goombas (look and act like Paragoombas)
 * Hammer Bros
 * Koopa Troopas (look and act like Koopa Paratroopas)
 * Lakitus
 * Lava Bubbles
 * Magikoopas
 * Monty Moles
 * Munchers
 * Piranha Plants
 * Spike Tops
 * Spinies (shoot spines)
 * Super Mushrooms
 * Super Stars
 * Thwomps
 * Trampolines
 * Wigglers
 * Platforms (makes them move slightly erratically)
 * Coins
 * POW Blocks
 * Solid Blocks
 * Brick Blocks
 * ? Blocks
 * Donut Lifts

The following objects can be made huge by dragging Super Mushrooms onto them:
 * Bloopers
 * Bob-ombs
 * Boos
 * Bowsers
 * Buzzy Beetles
 * Cannons
 * Chain Chomps
 * Dry Bones
 * Goombas
 * Koopa Troopas
 * Lava Bubbles
 * Magikoopas
 * Munchers
 * Piranha Plants
 * Rocky Wrenches
 * Spike Tops
 * Spinies
 * Thwomps
 * Wigglers
 * Goomba's Shoes
 * Yoshi Egg (does not make contents bigger if contents is a powerup)
 * Hammer Bros. (turns into Sledge Bros.)

Players can drag:
 * Beanstalks
 * Bloopers
 * Bob-ombs
 * Boos
 * Buzzy Beetles
 * Chain Chomps
 * Cheep Cheeps
 * Coins
 * Dry Bones
 * Fire Flowers
 * Goombas
 * Hammer Bros
 * Koopa Troopas
 * Lakitu's Clouds
 * Lava Bubbles
 * Mystery Mushrooms
 * P Switches
 * Piranha Plants
 * Rocky Wrenches
 * Spinies
 * Springboards
 * Super Mushrooms
 * Super Stars
 * Spike Tops
 * Wigglers

into:

which will make the latter produce the former object.
 * ? Blocks
 * Brick Blocks
 * Note Blocks
 * Bill Blasters
 * Lakitus
 * Warp Pipes

The following objects can be made to move along line guides by dragging them onto one:
 * Bill Blasters
 * Boos
 * Bowsers
 * Chain Chomps
 * Cheep Cheeps
 * Coins
 * Grinders (if they fall off they act like they did in Super Mario World)
 * Invisible ? Blocks
 * Spinies
 * Skull Rafts
 * Yoshi Eggs
 * Buzzy Beetle
 * Lava Bubble
 * Super Mushrooms
 * Brick Blocks
 * ? Blocks
 * Solid blocks
 * Fire Bars
 * 1-Up Mushrooms
 * Note Blocks
 * Rocket Engines

The following objects can be put into Koopa Clown Copters. The copter will resize to fit the enemy, if it does not fit. If it has an object in, it will try to drive into Mario. Mario can also ride Koopa Clown Copters, and he gains control when doing so and can shoot fireballs while flying. If it has nothing in, it will stay still, until Mario enters it:
 * Bill Blasters
 * Bloopers
 * Bob-ombs
 * Boos (Clown Copter stops moving when looked at)
 * Bowsers (Bowser will sometimes throw Bob-ombs)
 * Chain Chomps
 * Dry Bones
 * Goombas
 * Hammer Bros
 * Koopa Troopas
 * Magikoopas
 * Monty Moles
 * Piranha Plants
 * Spinies
 * Super Stars
 * Thwomps
 * Coins
 * Yoshi Eggs
 * Lava Bubbles

The following objects can be put into Lakitu's Clouds. Mario can also ride Lakitu's Clouds, like he does in Super Mario World and New Super Mario Bros. U. If it has nothing in, it will stay still, until Mario enters it:
 * Bill Blasters
 * Bowsers
 * Hammer Bros
 * Piranha Plants
 * Rocky Wrenches
 * Wigglers
 * Magikoopas
 * Springboards

The following objects, in addition to Mario) can press P Switches:
 * Bowsers
 * Hammer Bros

Object limits
There is a limit to how many objects can be placed on any course. The list below shows the limits of each object group in a single course layer.


 * Block objects: 2,000
 * Includes: Coins, Ground.
 * Platform objects: 200
 * Includes: Beanstalks, Warp Pipes.
 * Warp Pipe warp objects: 10
 * Power-up objects: 100
 * Does not include power-ups that are inside blocks.
 * Enemy objects: 100
 * Includes: Goombas, Koopa Troopas, POW Blocks, P Switches, Goomba's Shoes, One-way barriers, Skull Rafts, Koopa Clown Cars, and Moving platforms.
 * Arrow objects: 100
 * Door objects: 4 sets (8 total)
 * Bowsers: 3

Sharing system
Super Mario Maker will have a dedicated way to share course creations with the rest of the Mario Maker user base and Nintendo is implementing a system to share courses online, similar to what was done with Pushmo World and the later games in the Mario vs. Donkey Kong series. Uploading courses is limited to 10 at first, but players will be able to earn the ability to upload more when more players online recommend them. Players can even create up to 10 worlds, which are set up like in Super Mario Bros., with four courses per world. In order to share a course online, players must be able to complete it. Players can download, play, and even alter courses made by other players, but they are unable to re-upload those altered courses to the online servers, as to avoid issues of stealing.

Players can save up to 120 different courses onto their Wii U profile.

Players can also experience a 100 Mario Challenge, where the goal is to clear a certain number of courses with up to 100 Marios; 8 courses on Easy; 16 courses on Normal and Expert. Players can obtain up to 3 1-Ups in each course, and the difficulty that's chosen can affect which courses the player will be playing. Additionally, players can save their progress while playing the 100 Mario Challenge, and they can choose to skip a selected course to try another one instead. At first, only the Easy and Normal difficulty levels can be selected, but the player can unlock the Expert difficulty by completing the Normal difficulty 100 Mario Challenge at least once.

Another variant of 100 Mario Challenge, known as 10 Mario Challenge, gives the player 10 Marios to clear 8 randomly selected sample courses. Unlike with 100 Mario Challenge, players cannot save their progress in 10 Mario Challenge.

Differences from base-games
Although the recreations are mainly faithful, there are some minor differences in each styles compared to the original games, disregarding console limitations of the original games:

General

 * Thwomps can be stood on, but only without damage if the player is riding Yoshi.
 * All castle areas end with a boss bridge and an axe. This is to keep consistent with Super Mario Bros.
 * To be consistent with non-Japanese versions of Super Mario Bros. 3 and all versions of New Super Mario Bros. U, Mario can take two hits if he has a "third power-up" (such as a Fire Flower). In other words, he will revert to Super Mario instead of Small Mario.
 * Similarly, if a "third power-up" is gotten as Small Mario, he will go straight to that form instead of only growing to Super Mario.
 * The Ghost House and Airship themes are available to use in these styles, as the former wasn't available for either and the latter wasn't available in Super Mario Bros. and Super Mario World. Because of this, new music compositions have been made for these themes, arranged to fit the music styles for these games.
 * In the Super Mario World and New Super Mario Bros. U styles, Yoshi can be used in Ghost House, Airship and Castle levels, despite never being allowed in, or appearing in (respectively) these levels. Because of this, the additional drum beats when using Yoshi have been added to the stage's music.
 * The extra items found in Super Mario Bros. 3 (Frog Suit, Tanooki Suit, Hammer Suit, P-Wing) and New Super Mario Bros. U (Super Acorn, P-Acorn, Ice Flower, Mini Mushroom, Penguin Suit) are not available in the game.
 * Lakitu's Cloud in the Super Mario Bros. and Super Mario Bros. 3 styles is wider and can be ridden on, to be consistent with the Super Mario World and New Super Mario Bros. U styles.
 * The Underground, Underwater, and Castle backgrounds have been given extra details, when originally only the Overworld backgrounds would have extra details (bushes and trees, for example). This also extends to the Ghost House and Airship backgrounds, which didn't feature extra background details when shown off at E3 2015.
 * The HUD for all four games is set up in the style as the HUD for New Super Mario Bros. U, with the coin counter on the left and the point counter and time on the right.

Super Mario Bros.

 * Moving platforms and mushroom platforms could not be jumped through from underneath in the original game; this was possibly changed to be consistent with the platforms in Super Mario World and New Super Mario Bros. U.
 * All shells now have spinning sprites, unlike in the original. This possibly changed to be consistent with with the other styles.
 * The player gets extra height from jumping on an enemy, just like all games since Super Mario Bros.: The Lost Levels.
 * The player can now fully backtrack.
 * Water and lava are animated, like Super Mario Bros. Deluxe.

Super Mario Bros. 3

 * Switches cannot be carried in the original game, but they can here. This was possibly changed to be consistent with Super Mario World.
 * Fire Flowers were colored white and blue in the original, but are instead colored red and green in this game. This is to keep consistent with Super Mario World and New Super Mario Bros. U.
 * Similar to its GBA port, the score counter is not present on the bottom of the screen. The P-Meter has also been moved to below the coin counter.
 * Bowser hopped in place in the original game, but here he hops forwards and backwards, and can jump normally; this is to keep consistent with the other styles.

Super Mario World

 * P Switches turn Used blocks into Coins in the original game, but here they turn Rotating Blocks into coins. This was possibly changed to be consistent with Super Mario Bros. 3 and New Super Mario Bros. U, in which P Switches turn Brick Blocks into Coins. Rotating Blocks are the Super Mario World equivalent to Brick Blocks.
 * Bowser now features a new sprite that more closely resembles his modern design compared to his sprite in the original game. He can also be used outside of the Koopa Clown Copter, as to keep consistent with the other styles.
 * Yoshi cannot change Red Koopa Shells into fireballs upon eating them. This was possibly changed to be consistent with New Super Mario Bros. U, as well as due to the lack of Yellow and Blue Koopa Troopas.
 * Instead, when Yoshi eats a Lava Bubble, he spits fireballs the same way as he spits a Red Koopa Shell. Yoshi can eat fire from the Rocket Engines and release only a single fireball.
 * Yoshi can eat hammers and spit them out. This was possibly changed to be consistent with New Super Mario Bros. U.
 * Upon clearing the Giant Gate, Mario stops and turns to face it, rather than keep walking away from it.
 * In the original game, when Mario dies, he goes into his death pose, but it isn't animated until he starts flying upwards. In Super Mario Maker, his death pose is now animated from the moment he dies onwards.
 * Bob-ombs and Munchers have more detailed sprites than originally.

New Super Mario Bros. U

 * The Goal Pole base is wider than one block in the original game, as well as in the E3 2014 trailer, but it is one block wide here. Additionally, after jumping off the pole, Mario immediately enters the castle without doing his victory animation, but he'll still say "Oh yeah, Mario time" before entering. Both of these changes were possibly made to be consistent with Super Mario Bros..
 * Switches cannot be carried in the original game, but they can here. This was possibly changed to be consistent with Super Mario World.
 * Trampolines cannot be carried at Mario's side, only above his head, in the original game, but they can be here. This was possibly changed to be consistent with Super Mario World.
 * Mario can now Spin Jump on Piranha Plants and other spiked enemies. This was possibly changed to be consistent with Super Mario World.
 * The face on Lakitu's Cloud doesn't turn when flying, and instead faces the screen. This was possibly changed to be consistent with Super Mario World.
 * When attacking Dry Bones, their heads do not fly off their bodies, and instead stay on their bodies. This was possibly changed to be consistent with the other styles.
 * Bowser can destroy solid blocks with his body or fire.
 * Yoshi can eat Hammer Bros.
 * The HUD is solid white as in New Super Mario Bros. Wii instead of the metal opaque color from the base game.

Development
Shigeru Miyamoto had shown interest in developing a user-generated Mario game since at least 2009, citing the Mario Vs. Donkey Kong series and Flipnote Studio as examples of Nintendo products already featuring such content to demonstrate how open he is to the idea.

References to other games

 * Super Mario Bros.: The first game style is based on this game.
 * VS. Super Mario Bros.: Using the bonus room SFX in the Super Mario Bros. game style will make the high score table music from this game play.
 * Super Mario Bros. 2: The door sprite from this game is used in the Super Mario Bros. 3 game style. When using Princess Peach as Costume Mario, dying will play the same death jingle from this game.
 * Super Mario Bros. 3: The second game style is based on this game. The Course World menu music and 100 Mario Challenge map music are both remixes of the Grass Land map theme.
 * Super Mario World: The third game style is based on this game. The map theme for the 10 Mario Challenge is a remix of the main map theme from this game.
 * Mario Paint: Super Mario Maker is inspired by this game, and thus features similar elements. The game's logo and the interactive title screen is similar to this game's logo and interactive title screen. Gnats will occasionally roam across the screen, and swatting them will trigger the Gnat Attack minigame. A frog icon, used to add sound effects to the level creator, appears on the left in the edit screen, which is the same as the one used in the music composer mode. The eraser icon, Undodog, the rocket that deletes everything on the screen, and the robot that appears when saving something in this game also reappear. When selecting a level to play in Super Mario Maker, the screen used is also based off of the robot. The two people that appear in the presentation before starting the game reappear on the loading screen for the Course World.
 * New Super Mario Bros. U: The fourth game style is based on this game.