Super Mario Maker 2

Super Mario Maker 2 is a 2D/ platforming and level-editing game released worldwide for the Nintendo Switch on June 28, 2019 and is the sequel to the 2015 Wii U game Super Mario Maker. It is the twenty-first entry in the Super Mario series. The game expands on its predecessor with new features such as a 2.5D 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, now Luigi, Toad, and Toadette are playable in both single-player and new co-operative and competitive multiplayer modes locally or online. An offline, single-player Story Mode is also featured in the game, which contains over 100 pre-installed courses made by Nintendo.

A Nintendo Switch Online membership is required to share, download, and play courses online, including participating in Ninji Speedruns.

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.

Course elements that have alternate forms (such as Piranha Plants) can now have those forms selected by tapping the object 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. In the default setting, and  can be used in place of  and  for dashing and jumping, respectively. The player can visit the "Settings" option to change the dash controls to and  and the jump controls to  and, similar to the NES games, New Super Mario Bros., New Super Mario Bros. 2, and New Super Mario Bros. U.

Story Mode
In Story Mode, after Mario, Toadette (referred to as "Chief" in this mode), and several other Toads have just 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 a total of 120 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. Like Endless Challenge, up to three extra lives can be received per job, but the current number of lives always defaults to five when entering a different job. 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. Completing all jobs rewards the player with the Robot Cap and Suit.

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". There is also a Hot Courses tab, which shows courses that have a small number of likes, and a New Courses tab, which shows newly uploaded courses. 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, world record, and first clear 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.

Medals are earned from ranking high in the game leaderboards. There are 10 medals available, each in a bronze, silver, and gold variant. Some medals do not, however, have a bronze version, such as the one from the Maker Points (Weekly) leaderboard.

If a user uploads content that is deemed by Nintendo as inappropriate, including, but not limited to levels abusing game glitches or referencing inappropriate content, it is removed. If the removed content is a course, the uploader receives a warning in their notifications, telling them which level was deleted and for what reason. If it is a comment, the commenter receives an email warning regarding their removed comment, though it does not specify which comment was removed. If a Maker name is inappropriate, it is replaced by four question marks ("????") and the deleted name cannot be used again. Repeatedly uploading inappropriate content can lead to Nintendo restricting Course World for the user's Nintendo Switch console.

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.

Versus Rating
Versus Rating correlates to a rank tier that can change. As a higher rank is attained, it takes a higher ratio and amount of wins to gain points. In courses with a flagpole exit, players who reach the flag within a few seconds of the winner lose a lesser amount of points (this is not possible in the Super Mario Bros. 3 or Super Mario World game styles). If no one can finish a course, no points are lost. Players who drop their connection while in a worldwide Multiplayer Versus Match will be penalized with a greater reduction of their Versus Rating than a standard loss or giving up.

Players are matched with opponents who have a close rating. The maximum Versus Rating appears to be 8000.

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.

Players start with five lives on Easy and Normal, fifteen on Expert, and thirty on Super Expert.

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.

Ninji Speedruns
Ninji Speedruns is a mode introduced in version 2.0 in which the player must speed through a course created by Nintendo, with new courses being released every so often. One week after the level's release, the player can race against a Ninji Ghost. If the player receives enough stamps on their stamp card, they can earn an outfit for their Mii. The outfits are as follows: The player can also receive stars temporarily spinning around their Mii. They can be one bronze star, two silver stars, or three gold stars, depending on how fast they finished the course once the current Ninji Speedrun event is over.
 * Ninji Cap - Earned with one stamp
 * Ninji Shirt - Earned with four stamps
 * Ninji Slacks - Earned with seven stamps
 * Ninji Garb - Earned with ten stamps
 * Cheetah Headgear - Earned with eleven stamps
 * Cheetah Tanktop - Earned with fourteen stamps
 * Cheetah Runners - Earned with seventeen stamps
 * Cheetah Suit - Earned with twenty stamps

Courses
There is a total of 21 Ninji Speedrun courses.

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."

World Maker
Introduced in the April 22, 2020 update, World Maker allows players to compile different levels from the Coursebot into their own worlds. A set of worlds is compiled into a Super World and can be uploaded to Course World. Each world begins with a starting point and ends with a castle representing the final level (appearing as an outline until a course is placed into it), and is constructed on a 7×4 grid using a variety of course icons (which represent the levels in between), terrain, pathways, 1-Up Toad Houses, and Warp Pipes.

Unlike in the story mode, the extra lives carry over if the player enters a new level, but the power-up will still be lost. The player can set the number of lives with which they start off (from 1 to 99) and the theme of the world. Although worlds only appear in the Super Mario World style, the levels themselves can be of any style. Up to five levels can be included in a world including the castle level, while each Super World can have up to eight worlds.

Up to two Warp Pipes and three 1-Up Toad Houses can be placed in a world. Warp Pipes are used to navigate from one point on the map to another, while 1-Up Toad Houses allow the player to play a minigame to earn extra lives. There are three varieties of 1-Up Toad Houses, each with its own unique minigame: one based on the Spade Panel slot minigame from Super Mario Bros. 3, one where the player has to pump a balloon, and one where the player has to catch as many baseballs as possible.

All Super Worlds are saved to a variation of the Coursebot known as the Worldbot. Up to six Super Worlds can be saved.

Themes
Each theme has its own set of aesthetic features that can be added to the world for decorative purposes by adding plain terrain and holding it down on the touch screen to change it.

Course icons
Be aware, when you reach the final castle of the Super World you're playing it appears as Bowser's Castle.

1UP Houses
When playing a Super World, you may see a 1UP house. There can be up to 3 1UP houses per world; each distinguished differently. You see, there are also 3 types of 1UP houses. In the first house, Match & Win, there is a slot spinning with many items. You would need to match the item correctly in order to win. If you do, you will be rewarded with a 5UP, but if done incorrectly, you won't earn anything. The next 1UP house, Pop & Win, requires you to pop a balloon. The amount of 1UPs you can get from this house is by chance, so even if you pop the balloon really fast you can get only a 1UP. 3UPs and 5UPs can also be collected as well. Sometimes, when the balloon pops you may see characters from Story Mode such as Undodog, Mr. Eraser, Soundfrog, and Partrick. Last but not least, we have the Catch & Win house. In this minigame, you need to catch the baseballs thrown at you by a bill blaster. Each baseball is thrown differently. You can be tossed a forkball, changeup, fastball, knuckleball, and my favorite, the heater. When the bill blaster launches a heater, it becomes a bull's eye blaster. You can win up to 5 lives when playing this minigame.

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 cyan.

Items
The items category is represented by a Coin icon and colored magenta.

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 and are only found in Story Mode.

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 either have one Clear Condition 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 and are only found in Story Mode.

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

Multiple

 * Each Koopaling has the same behavior in all the game styles for consistency purposes.

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.
 * 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.
 * Small characters are now able to crouch. However, they cannot slide down slopes.
 * Water has a clearer, translucent dark blue color, unlike the original game where it is brighter.
 * Water in the Forest theme can be swam through, unlike in the original where water in overworld stages were purely decoration.

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.
 * Thwomps that move horizontally require the player be in front of them to attack, unlike in the original where they're much more sensitive and can be triggered from below and above.
 * 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
 * The Angry Sun cannot be placed in night-themed courses, unlike the original game where an Angry Sun is present in World 8-2, which is a night-themed level.
 * The Angry Sun will start attacking the player much earlier, and can damage them even before attacking.
 * All sprites with a bright green color palette are dark green.
 * The water simply has a clearer, translucent blue color.
 * Hitting enemies like Spinys and Piranha Plants while sliding down slopes no longer damages the player.
 * Bloopers and Blooper Nannies can rise out of water, instead of stopping at the top.
 * Boom Boom now flies off-screen with the stomped sprite when he is defeated instead of exploding and leaving a Magic Ball behind.
 * When given wings, Boom Boom will be winged for the entirety of the battle, rather than being winged after the first hit and losing his wings after the second.
 * Frozen Coins now have a shimmering effect. When the P Switch is pressed, they turn into frozen Brick Blocks.
 * Buzzy Beetles and Spinys on ceilings can now climb slopes instead of turning at them.
 * Spike Balls receive new sprites.
 * Spikes cannot throw Spike Balls in Snow-themed levels anymore, and will throw Snowballs instead.
 * Spike Balls will now break upon hitting walls, enemies and pipes instead of passing through them.
 * Frog characters can now run on water.
 * Frog Mario/Luigi receive a new frame while hopping, along with improved hopping controls and speed.
 * Frog Mario turns red when playing in multiplayer to be distinguished from Frog Luigi.
 * Frog characters can crouch with the addition of the suit's eyes closing.
 * Frog characters receive tweaked idle and horizontal swimming poses.
 * Frog characters can crouch and slide down slopes.
 * Frog characters receive new running frames while carrying objects with a blur effect added, and the suit's eyes become angry.
 * The Koopalings receive new sprites when they are preparing to use their wands and they retreat into their shells. They also now fly off-screen and throw their wands when defeated instead of spinning around inside their shells and jumping to the top of the screen.
 * Mario can no longer grab the Koopalings' wands to finish the level.
 * All wands have the same yellow for the outline as Lemmy and Iggy do, instead of matching the respective Koopaling's palette.
 * Larry's sprites are a brighter shade of green, the same as Bowser, Bowser Jr. and Lemmy use.
 * Wendy's rings are slower and now disappear after a short time.
 * The ball Lemmy stands on disappears when he's stomped on, and he jumps around in the same fashion as the others, then the ball reappears beneath him when he reemerges, rather than remaining stationary on his ball while spinning in his shell, to be consistent with other game styles.
 * Lemmy's circus balls no longer flash white when stomped on or damage the player, but instead bounce them away and fall off-screen when touching a wall.
 * Roy no longer shakes the screen while attacking with his shell.
 * Ludwig no longer shakes the screen each time he steps on the ground (said attack is given to Morton instead), to be consistent with the other game styles.
 * When the Koopalings go inside their respective shells, the original sprites are replaced with Bowser Jr.'s shell sprites, while Morton, Roy, and Ludwig receive modified sprites of the originals.
 * Due to an oversight, Ludwig's front-facing shell sprite uses the same brown as Morton and Roy instead of his usual murky green.
 * All of the Koopalings' spells (except for Wendy and Lemmy's) are the same color as their current appearances' main colors.

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 has a clearer, translucent blue color.
 * Mario can now uncrouch in mid-air if he jumps while crouching.
 * ON/OFF Switches now have a more saturated color, and their letters flash between black and white.
 * Tracks changed by ON/OFF Switches now have a visual indicator.
 * Banzai Bills leave some clouds of smoke behind when they travel, and can be defeated using shells.
 * The Desert (here modeled after Chocolate Island's levels), Forest and Snow themes 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.
 * Parachute Galoombas use their swimming sprites from Super Mario Maker, rather than using their front-facing sprites from the original.
 * Parabombs use a similar sprite instead of their forward-facing sprite as well.
 * Blue 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 final note, and thus is the second phase of said theme.
 * Pokeys sprites have been slightly modified, having rounder segments than in the original game. They can be defeated using fireballs or the cape, unlike the original game where they are immune to both. Similarly, when Yoshi eats the head of a Pokey, it is instantly defeated, unlike the original game where the remaining segment on the top became the head. They also no longer chase Mario, and simply move forward while turning at ledges. These changes were made to be consistent with New Super Mario Bros. U.
 * The score counter will go up for consecutively hitting each individual Pokey segment with a shell, rather than staying at 200. Pokey segments can also be damaged by placing a shell on them like most enemies.
 * How tall a Pokey is does not and can not be made to rely on whether Mario is riding a Yoshi or not.
 * The bones that Dry Bones throw travel a much shorter distance underwater than they did in Vanilla Fortress or Bowser's Castle.
 * Snake Blocks cannot travel distances as long as they could in the original game.
 * The Koopalings' sprites have been remade, now resembling and being consistent with Bowser Jr. and Bowser's sprites from this game theme, and using a unique mixture of color palettes from Super Mario Bros. 3 and New Super Mario Bros. U. They also now use their wands in battle, their shells are no longer safe to touch, and they are no longer able to be inside pipes.
 * Ludwig no longer slides along the ground in his shell, and hops in a way similar to Super Mario Bros. 3.
 * The Power Balloon is colored yellow instead of tan, and it no longer floats away after hitting the block from where it was found.
 * In the nighttime Ground theme, however, it still floats away, although with a "deflating" animation.
 * Balloon characters receive a new appearance and new sprites, gaining yellow pants (or a dress in Toadette's case) with a "P" symbol on them. They also function differently.
 * While the Balloon form in the original game was temporary and did not affect the player's form, it is now considered to be its own powerup.
 * As such, players can now remain in Balloon form until they take damage, lose a life, or otherwise replace their powerup.
 * Mechakoopas receive a different color palette, and now they get destroyed in pieces when defeated instead of simply falling off the screen. They also cannot be destroyed by a Spin Jump, which harmlessly knocks them forward instead.

New Super Mario Bros. U

 * Yellow Toad is replaced by Toadette. 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. Toadette has the same attributes as the other characters as a result of this, unlike in 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).
 * 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.
 * They also cannot go through walls, unlike the Snake Blocks seen in Snake Block Tower.
 * Poison now has a magenta gradation.
 * Big Wigglers can no longer travel through poison, instead sinking through it like their smaller counterparts.
 * Icicles now have a falling sound effect. They are also now capable of activating ? Blocks, unlike the icicles found in the original game's level Freezing-Rain Tower.
 * 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 2×1 piece of ice to be consistent with the other game styles. When the P Switch is pressed, they turn into frozen Brick Blocks.
 * Pokeys no longer turn into fruits during 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 are no longer present.
 * Spike Balls are smaller and can now activate ? Blocks.
 * Fish Bones now break upon hitting the surface of water.
 * Roy, Wendy, Lemmy, and Morton use their wands instead of their Bullet Bill Cannon, Ice Skates, Bouncy Ball Bombs, and Hammer respectively from New Super Mario Bros. U to be consistent with the other game styles.
 * The Koopalings' spells are smaller than in the original game.
 * Iggy is slightly shorter to match the other Koopalings and his appearance in the other game styles. For the same reasons, Lemmy's shell form is noticeably bigger.
 * The Koopalings now have two different screams that can play when they are defeated instead of one. Their additional voice clip seems to be unused from previous games (except for Larry, who uses both of his screams from New Super Mario Bros. Wii).

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 Stock.
 * 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, Rosalina, and Captain Toad are not playable.
 * The former was replaced by Toadette to be consistent with other styles.
 * 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, Side Somersault, or Ground Pound while underwater.
 * Moves performed using the trigger buttons in the original game (crouching, Ground Pounding, sliding, and entering downward Warp and Clear Pipes) are now performed by tilting down instead, consistent with other styles. This makes rolling and Long Jumping no longer require additional buttons to be held.
 * Bubbles are now colorless like in other styles instead of using colors based on the characters.
 * The player cannot enter Koopa Troopa Shells.
 * 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 Coin 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 lift 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, Bullet Bill Masks, and Red POW Boxes were not present in the original game.
 * When a Fire Flower, a Super Bell, a Super Hammer, or a Boomerang Flower 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.
 * Fire characters' fireballs vanish upon hitting walls instead of bouncing off of walls and vanishing after two seconds, to be consistent with the other game styles.
 * Red Koopa Troopas, green Cheep Cheeps, regular Dry Bones, regular Pokeys, Fish Bones, 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 traveling, 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 the same size as most other block-based elements.
 * Snow Pokeys only spawn one snowball upon defeat, as opposed to all of their segments (including the head) becoming snowballs.
 * Spikes throw Spike Balls instead of spiked rollers, matching their behavior in the 2D games and Captain Toad: Treasure Tracker.
 * Dash Blocks replace Dash Panels.
 * The "TOO BAD!" text does not appear when all players lose a life, including the screen transition with Bowser's emblem appearing after it.
 * The "TIME'S UP!" text, as with the other styles, uses the same text font as the "Too Bad..."/"Game Over" texts from story mode and Endless Challenge respectively.
 * Levels starting with 100 or fewer seconds on the timer do not start with the timer enlarged in the center with a red background, to match other styles.
 * Crystal Blocks make the same sound effect as Brick Blocks when they break, to be consistent with regular Brick Blocks due to Crystal Blocks replacing Brick Blocks in the underground and forest themes.
 * Piranha Creepers no longer have the "Z" symbols floating out when they are sleeping.
 * When Mario equips the Propeller Box on his head, it turns red instead of staying orange.
 * The Propeller Box now has three midair jumps instead of just one. Additionally, the side of the box now has lights to show how many uses it has left in the air.
 * Cannon Boxes must be fired manually, rather than firing automatically.
 * Goomba Masks fool all enemies, rather than just Goombas.
 * For unknown reasons, when collecting a Boomerang Flower, the sound effect used for collecting a Super Bell is played, unlike in the original game where the sound effect for collecting Super Mushrooms or Fire Flowers would play.
 * Stomping on a Blooper underwater now damages the player, as opposed to harmlessly bouncing off of them.
 * It is also no longer possible to defeat them by Ground Pounding on them underwater.

General

 * The title screen no longer contains hidden Easter eggs in it, and its demo is playable without requiring elements being done in "Auto-Mario" functionality.
 * 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 enemies and objects 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 can no longer overlap.
 * One-Way Walls can no longer 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 multiplayer matches.
 * Checkpoint Flags can no longer be rotated 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 use their American versions regardless of regional settings, 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 now 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 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.
 * Pipes now only spawn one Shoe Goomba at a time. Previously, up to 10 Shoe Goombas could be spawned.
 * Coins and other items can no longer 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 a Vine after stomping on enemies will now reset the player's jump 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 2.0.0.
 * 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 can no longer 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 now 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 now 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 now looks more like the font used in the game's 16-bit remakes.
 * Raccoon Mario no longer has a holding pose when flying.
 * The Ghost House theme has now been tweaked to be more accurate to the NES's sound capabilities.
 * The sound effect for opening a Warp Door has now changed. In the original game, the sound is the same as in the Super Mario Bros. style.

Super Mario World style

 * The Spiny Shell now 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 no longer reward the player an item. This also applies to the New Super Mario Bros. U style.
 * The castle and ghost house tilesets have now been updated.
 * For ghost houses, a more suitable texture was now applied to 1 tile-wide corners, as those were attributed an incoherent texture in Super Mario Maker.

New Super Mario Bros. U style

 * The Magikoopa's icon in Course Maker now uses official artwork of it rather than its in-game model.
 * 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 now white as opposed to black.
 * Spiny Eggs are now animated.
 * The design for the Mushroom Platforms in the airship theme was now changed to a mechanical one.
 * The background of the underwater theme is now 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 now 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 increased from 32 courses to 64 courses.
 * On January 6, 2020, the upload limit increased from 64 courses to 100 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.
 * The music that plays in the menu is a remix of Special Zone from Super Mario World, instead of Grass Land – the first world of Super Mario Bros. 3.

Other games

 * The Legend of Zelda:
 * Link uses the Master Sword and Hylian Shield instead of his sword and shield from the original game.
 * The dash attack, down thrust, and bow and arrows were not in the original game.
 * Super Mario Bros. 2:
 * SMB2 Mario's sprite set is a modified version of Mario's sprites from Super Mario Bros. 3, rather than the original ones from Super Mario Bros. 2. Some animations are edited to be smoother.
 * Holding the attack button is required to hold enemies and other objects before throwing, consistent with the traditional mechanics of other Mario platform games where the same control action is required to hold shells and other objects. On the other hand, crouching is required before picking them up.
 * The Power Squat Jump effect requires holding the D-Pad Down without releasing it before jumping.
 * Characters climb on the vines side-by-side – consistent with Super Mario Bros.'s method of climbing on the vines, instead of with their backs facing the screen like in later games.
 * New Super Mario Bros. Wii:
 * While underwater, the Koopalings vocalize and can be stomped, unlike in Wendy's castle battle in this game.
 * Lemmy's balls and Wendy's rings in the New Super Mario Bros. U style have a flashing effect similar to other Koopalings and Magikoopas' spells, colored yellow and pink respectively. Morton's spells are also gold instead of magenta, likely to differ from Wendy's magenta flashing effect.
 * Bulls-Eye Banzais now have a solid red color scheme instead of flashing red like in this game. Additionally, their red color is significantly brighter than in this game. They now consistently follow Mario, instead of only charging forward after matching his vertical position.
 * Captain Toad: Treasure Tracker:
 * Toadette wears her regular attire, rather than her explorer's outfit.
 * In the Super Mario 3D World style, Small Toadette's cap does not turn light pink with magenta spots; in fact, she is the only character whose head(-wear) does not change in Small form in the Super Mario 3D World style; Mario and Luigi lose their caps, while Toad's color scheme becomes inverted.
 * The Spike Balls thrown by Spikes are significantly smaller than in this game, and also use a different design to match the other game styles.

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.
 * Bloopers
 * Cloud Blocks
 * Pink Coins
 * 10-Coins
 * Spinies
 * Many differences and inconsistencies existed in the course element wheels compared to the final game:
 * Elements that were not highlighted were transparent. In the final game, all colors are solid, with segments not selected being a lighter version of the main color instead.
 * The last wheel of Gizmos could be accessed from the first wheel of Terrain by pressing L. This is not possible in the final game.
 * The arrows on the course wheels to switch between them have a different design than the final game, and did not have "L" or "R" on them.
 * The Ground icon in general is slightly different. In the trailer, the ground takes up majority of the icon, while the final game has it take up about half of the icon's space.
 * In the Terrain menu, the Block and ? switched places.
 * In the Super Mario World style, Yoshi's Egg was not present in the Items menu. This was fixed in the final game.
 * In the Super Mario World and Super Mario 3D World styles, the Cape Feather and Super Bell respectively were placed in between the 1-Up Mushroom and the Coin. In the final game, they are placed in between the Super Mushroom and Fire Flower. In the former style, Yoshi's Egg takes the Cape Feather's original spot.
 * In the Super Mario 3D World style, the icon of the 10-Coin was simply a standard coin with the number 10 on it. The final design may not have been complete at the time of the trailer's release.
 * The Goomba icon in the Super Mario 3D World style used the artwork of a Mini Goomba instead of a normal one. In the final game, it shares the same icon as the New Super Mario Bros. U style.
 * 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, as the latter did not have artwork to use as a placeholder.
 * There were only three wheels for Enemies instead of four in the Super Mario 3D World style.
 * Porcupuffers and Bullies were originally placed in the first and second wheel respectively, suggesting that the third wheel would hold all remaining enemies (Boo, Lava Bubble, Bob-omb, Dry Bones, Fish Bone, Magikoopa, Meowser, Boom Boom, Charvaargh, and Koopa Troopa Car). The Porcupuffer's old spot would later be taken by Spike in the version 2.0.0 update.
 * The second wheel of Enemies in the Super Mario 3D World style is in a completely different order than in the final game. The order in the trailer was Piranha Plant, Piranha Creeper, Thwomp, Stingby, Skipsqueak, Hammer Bro, Hop-Chop, and Bully. The order in the final game is Skipsqueak, Stingby, Piranha Plant, Piranha Creeper, Thwomp, Hammer Bro, and Hop-Chop, with Bully being moved to the fourth wheel.
 * 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 visible facial features.
 * The icon for Custom Scroll was a feather. In the final game it is of a zigzag dotted line.
 * The Super Bell was slightly more reddish than in the final game.
 * 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, as the final design for the New Super Mario Bros. U style also appeared in the Direct, this was most likely meant to be an alternate form.

Version 3.0.0 update announcement

 * In the English version of the trailer, the Super Mario Bros. 3 style sprites of Wendy and Ludwig were used in the Super Mario World style and Ludwig's magic projectiles were different from the final game. This was not the case in the Japanese trailer which matched the final game.
 * In Morton's part of the Koopalings segment, his shockwaves in the New Super Mario Bros. U style were light-blue instead of orange. Despite this, the scene with all of the Koopalings together shows Morton's shockwaves orange like in the final game.
 * The sound effect for flying as Balloon Mario is lower-pitched.
 * Frog Mario has tan on his feet, which does not appear in the final game.
 * The word "world" in the Super World is in all-capital letters, whereas in the final game, only the letter "W" is in caps.

Unused data

 * The game would have had amiibo support, as there are unused sounds and data for Mystery Mushrooms, Costume Mario, Weird Mushrooms, and Weird Mario, but the feature and those elements were scrapped for unknown reasons.

Sales
By December 31, 2021, the game had sold 7.89 million units worldwide.

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 2.0.0
An update was released on December 5, 2019, which added new enemies and course elements and a new Course World mode:
 * Course elements
 * Spike
 * Spike Ball
 * Snowball
 * Pokey
 * Snow 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.

Version 3.0.0
An update was released on April 22, 2020, which added new enemies and course elements and two new modes:
 * Course elements
 * SMB2 Mushroom
 * Frog Suit
 * Power Balloon
 * Super Acorn
 * Boomerang Flower
 * Cannon Box
 * Propeller Box
 * Goomba Mask
 * Bullet Bill Mask
 * Red POW Box
 * Larry
 * Iggy
 * Wendy
 * Lemmy
 * Roy
 * Morton
 * Ludwig
 * Cursed Key
 * ON/OFF Trampoline
 * Dotted-Line Block for the Super Mario 3D World style
 * Mechakoopa
 * Blasta Mechakoopa
 * Zappa Mechakoopa
 * Modes
 * World Maker
 * Worldbot
 * Other
 * The Spike Block was recategorized from Terrain to Gizmos.

Version 3.0.1
On July 15, 2020, a fourth update was released, fixing various bugs and issues.
 * Other
 * Course World: When pausing during Ninji Speedruns, it is no longer possible to control the character for a few moments after closing the menu.

Version 3.0.2
On November 14, 2022, a fifth update was released, addressing issues to improve gameplay. This update patches a vulnerability, known as ENLBufferPwn, in the game's network code which enables hackers to take full, remote control of a user's (unmodified) Nintendo Switch system during online multiplayer sessions. This same vulnerability exists in many other first-party Nintendo games, such as Mario Kart 7.

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.
 * : The baseball Toad House minigame in Super Worlds uses sound effects from this game, and is accompanied by an arrangement of its title theme.
 * 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, as well as a 2D statue of Builder Mario's sprite made of elements from that 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. Version 3.0 adds the SMB2 Mushroom as a power-up in the Super Mario Bros. style, giving the user the ability to stand on top on non-spiked enemies and the ability to pick up an throw them that characters possessed in this game. The Cursed Key is based on the key in this game, and a Phanto appears when it is picked up.
 * Super Mario Bros. 3: The second game style is based on this game. The P Switch, boss battle and final boss themes in the Super Mario Bros. style are from this game. Morton Koopa Jr.'s Ground Pound ability, including his pose while doing so and breaking blocks, resembles Bowser's attack from that 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 Zone'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: The music for Desert, Snow and Sky-themed Super Worlds are the World 2, World 6 and World 4 map music respectively from this game's version of Super Mario Bros. 3.
 * 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 original "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.
 * Mario Party 8: Some of Toad's and Toadette's voice clips are recycled from this game.
 * 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).
 * 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. Roy and Ludwig's behaviors are based on the ones used in this game when encountered in their respective castles. The Koopalings' icons in the parts menu are taken directly from this game's artwork.
 * 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. Morton's behavior resembles that of Boss Sumo Bro in 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. When on a Lakitu Cloud with Toads in tow, they will try to get up to Mario by scuttling like characters do in this game.
 * 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: This game runs on a modified engine based on Splatoon and Splatoon 2, same as its predecessor. 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.
 * : Some of the player Mii's animations and proportions are taken directly from this game.
 * The Legend of Zelda: Breath of the Wild: The course creators "Youthful Researcher" and "Doctor Gizmo" have the same professions and speech patterns as Purah and Robbie, respectively.
 * Mario Tennis Aces: Peach's tennis outfit from this game is one of the unlockable outfits for the player's Mii.
 * Super Mario Party: Mario's voice clips are reused in this game.

References in later media

 * Mario Kart Tour: Builder Mario and Builder Toad debut as drivers in the 2020 Trick Tour to coincide with the release of the final major update to Super Mario Maker 2. Builder Luigi and Builder Toadette later debut as drivers in the 2020 Mario vs. Luigi Tour and the 2021 Trick Tour, respectively.
 * Mario Golf: Super Rush: Some of Toadette's voice clips are reused for this game.
 * The Super Mario Bros. Movie: A Super Hammer appears on a sign at the construction site.