Super Mario Maker

Super Mario Maker (previously called Mario Maker when announced at E3 2014) is a 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 has been released in September 2015 (originally set to be released in early 2015), as part of the 30th Anniversary of Super Mario Bros..

The eShop version of the game requires at least 1.4 GB of storage memory to be downloaded. Additionally, as many as 100 different amiibo costumes are available in the game, but the player can unlock them without scanning the proper amiibo by completing the 100 Mario Challenge.

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

Pre-title screen animations
Each day the boot screen has a different animation associated with getting Builder Mario off the screen. All of the objects are in Super Mario Bros. style.


 * Monday - A Koopa Shell goes across the screen hitting Builder Mario causing him to fall off the screen.
 * Tuesday - A Magikoopa appears and turns Builder Mario into a Goomba which walks off the screen.
 * Wednesday - A Super Mario Bros. style platform with wings carries Builder Mario off.
 * Thursday - Three Goombas enter in, pick up Builder Mario and carry him off while tribal music plays.
 * Friday - A Gnat picks up Builder Mario, but a fly swatter swats it causing Builder Mario to fall off the screen. (NOTE: At the beginning, in English versions, the day of the week is called "Flyday", but after the gnat has been swatted the word falls with Builder Mario and is called Friday.)
 * Saturday - A Thwomp falls on Builder Mario causing him to fall off the screen and then raises back up.
 * Sunday - Luigi enters in, shoots a fireball at Builder Mario causing him to fall off, and then runs across the screen. A "Happy Sunday" ("Today is Sunday" in PAL versions) banner is also shown on top of the logo.

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 random voice or voices will shout "Super Mario Maker".
 * 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 and shells 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 parakeet from Nintendo DSi Sound, which appears in the recording option, will appear and sit on top of the letter I, making it look like a lowercase I. Like in the application it debuted in, it will also record any sounds, and repeat them with a different effect. The parakeet will leave after a while.
 * O - The letter O will summon a Koopa Clown Car (Junior Clown Car in the New Super Mario Bros. U style).
 * M - The second M will summon an empty Buzzy Beetle or Spiny shell, and either 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, any more 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 courses. 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 starts with only one row of course elements, as the game features a unlocking system, in which a set of elements will be available for the next day, so long as they spend at least five minutes using the tools they have. As part of a Day 1 patch, however, the elements can be made available immediately by spending enough time placing elements on the course. Players can also add sound effects to their courses, using the SFX frog (which uses the frog icon from Mario Paint). These effects 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. However, these custom sound effects are replaced with a generic parrot/chicken squawk when uploaded to Course World.

Players can save up to 120 different courses onto their Wii U profile. In Coursebot, the course selection screen, locally saved and downloaded courses can be arranged into worlds, which are set up like in Super Mario Bros., with four courses per world. There is no way to upload courses in worlds; players can only upload single courses.

Sample courses
Below is the full list of all the 68 sample courses that are in the game. The sample courses that are in worlds 1 and 2 are unlocked as the player unlocks new course sets. The sample courses that are in worlds 3 through 16 are used in the 10 Mario Challenge. The world 17 courses are unlocked after the player has completed all of the 10 Mario Challenge sample courses.

Styles
The game gives 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 retains 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 has 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 changes 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 Themes
 * Ground/Overworld
 * Underground
 * Underwater
 * Ghost House
 * Airship
 * Castle

Course elements
NOTE: Arranged in alphabetical order


 * ? Blocks
 * 1-Up Mushrooms
 * Arrow Signs (shake to turn into Checkpoint Flags)
 * Big Mushrooms - appears when tapping either 30th Anniversary Mario amiibo and turns Mario into Big Mario. When powered-up, enemies feature Mario and Luigi aesthetics and the screen changes to look like a CRT television screen. They only work in Super Mario Bros. Style, but in other styles, 1000 points are still earned.
 * Classic Big Mushroom - With 30th Anniversary Classic amiibo, a normal-looking but large mushroom appears, which can turn Mario into Big Classic Mario.
 * Modern Big Mushroom - With 30th Anniversary Modern amiibo, a mushroom with a red top and white spots appears, which can turn Mario into Big Modern Mario.
 * 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 Boo Buddies, drag into platforms to turn into Stretch)
 * Bowsers (shake to turn into Bowser Jr.s)
 * (Brick) Blocks (Rotating Blocks in Super Mario World style )
 * Bridges
 * Burners
 * Buzzy Beetles (shake to make it hide in shell, becoming a Shell Helmet)
 * Cannons (shake to turn into Red Cannons)
 * Chain Chomps (shake to turn into Unchained Chomps )
 * Cheep Cheeps (green by default; shake to make red. They are Blurps in Super Mario World style and Deep Cheeps in New Super Mario Bros. U style.)
 * Cloud Blocks (they are solid-from-top and breakable by various objects)
 * Coins
 * Coin Blocks
 * Conveyor Belts (direction, length and speed can be changed)
 * Donut Blocks
 * Dry Bones (are Fish Bones underwater, when course is being played)
 * Fire Bars
 * Fire Flowers
 * 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
 * Super Mario Bros. 3-style Goals in non-castle, Super Mario Bros. 3 courses
 * Boss bridge + axe in castle courses
 * Goombas (Galoombas in the Super Mario World style )
 * Shoe Goomba (shake to turn into 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.
 * Grinders
 * Ground
 * Hammer Bros (add a Super Mushroom to them to turn into Sledge Bros)
 * Hard Blocks (breakable by various objects)
 * Hidden Blocks
 * Ice Blocks
 * Invisible ? Block
 * Koopa Clown Car
 * Koopa Troopas (shake to make Red )
 * Lakitus (shake to remove it from cloud)
 * Lava Bubbles
 * Lava Lifts
 * Lifts (Tap arrow to change direction, shake to turn into a Flimsy Lift)
 * Magikoopas
 * Munchers (Shake to quickly activate the Gnat Attack mini-game. )
 * Mushroom Platform (Shake to change color; Red, Yellow or Green)
 * Mystery Mushrooms - 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 Leaves - Exclusive to Super Mario Bros. 3 style.
 * Cape Feathers in Super Mario World style.
 * Propeller Mushrooms in New Super Mario Bros. U style.
 * Note Blocks (shake to turn into a Music Block, plays a note that changes pitch based on its height)
 * One-way Walls
 * P Switches (appear as ? Switches in the New Super Mario Bros. U style)
 * Pipes (can be rotated at to face up, down, left, or right)
 * 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. )
 * POW Blocks
 * Rocky Wrenches (Shake to turn into Monty Moles)
 * Semi-solid Platform (shake to change appearance)
 * Shell Helmet
 * Spike Traps (When used Underwater, they take the appearances of Jelectros in Super Mario Bros. 3, and Sea Urchins from The Legend of Zelda: Link's Awakening in Super Mario World)
 * Spike Tops (Shake to make it into the blue, faster variation)
 * Spinies (Shake to make it hide in shell, becoming a Shell Helmet)
 * Super Mushrooms (can make many object larger; shake to turn into Weird Mushrooms after unlocking)
 * Super Stars
 * Thwomps
 * Tracks
 * Trampolines (can be placed sideways )
 * Warp Doors
 * Weird Mushrooms - Exclusive to Super Mario Bros. style. Randomly appears from a ? Block instead of a Super Mushroom. Can be unlocked for use in the editor by completing world 17 (NWC 2015) sample courses.
 * Wigglers (Shake to turn into angry ones)
 * Wings
 * Vines

Bold = Elements that are available at the start.

Customization options
Most objects can bounce off Springboards and Note Blocks.

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: The following objects can be made huge by dragging Super Mushrooms onto them: Players can make ? Blocks, Brick Blocks, Note Blocks, Bill Blasters, Lakitus and Warp Pipes spawn one of the following objects, by dragging one of the following objects onto one of the former objects: The following objects can be made to move along Tracks by dragging them onto one: The following objects can be put into Koopa Clown Cars. The car will resize to fit the enemy, if it does not fit. If it has an object in, it will try to drive into Mario: The following objects can be put into Lakitu's Clouds:

The following objects can press P Switches:
 * Bowsers
 * Hammer Bros
 * Thwomps
 * Bill Blasters
 * Giants Version of Enemies

The following objects can be stacked on top of each other:

Object limits
Each course layer has limits for how many objects can be placed.


 * Block objects: 2,000
 * Includes: Coins, Ground, Tracks, and Spike Traps.
 * Platform objects: 200
 * Includes: Beanstalks and Pipes.
 * Warp Pipe warp objects: 10
 * Power-up objects: 100
 * Enemy and other action objects: 100
 * Enemies: Goombas, Koopa Troopas, Piranha Plants, Lakitus, Spinies, Bill Blasters, Bloopers, Cheep Cheeps, Hammer Bros, Buzzy Beetles, Thwomps, Lava Bubbles, Rocky Wrenches, Bob-ombs, Spike Tops, Boos, Dry Bones, Magikoopas, Munchers, Wigglers, and Chain Chomps.
 * Action objects: Lifts, Trampolines, Lava Lifts, Fire Bars, POW Blocks, Burners, Cannons, P Switches, Goomba's Shoes / Yoshi Eggs, Junior Clown Cars, Grinders, and One-way Barriers.
 * NOTE: Same restrictions apply to all shaken versions as well. Bowsers and Bowser Jrs. do not count as enemies, while Lakitus count as two (Lakitu and the cloud).


 * Arrow objects: 100
 * Door objects: 4 sets (8 total)
 * Bowsers/Bowser Jrs.: 3
 * Checkpoint Flags: 2 (one per area)

NOTES: Power-up and enemy objects placed inside blocks do not count towards their respective object limits.

Game modes
In addition to the Course Maker, Super Mario Maker features two game modes: 10 Mario Challenge, and Course World.

10 Mario Challenge
In 10 Mario Challenge, the goal is to clear 8 randomly selected sample courses with up to 10 lives. Players can obtain up to 3 1-Ups in each course, but must be able to complete the course to collect them. As many as 56 different sample courses appear in this mode, and they'll be added onto the Coursebot's sample courses list when completed.

When the player plays 10 Mario Challenge for the first time, the eight courses that appear are predetermined, and will never change until the player has completed 10 Mario Challenge once.

After the player has completed 10 Mario Challenge for the first time, any courses that appear in the 10 Mario Challenge will be chosen at random, instead of being predetermined.

Course World
Course World is Super Mario Maker ' s dedicated way to share course creations with the rest of the user base. The sharing system is 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 they are given more stars by players.

In order to share a course online, players must be able to complete it, and have access to Miiverse. 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. Once a course is uploaded, players can comment on it, and/or choose to give it a star if they liked it.

It should be noted, however, that uploaded courses that haven't been played within a set amount of days can end up being removed from the Super Mario Maker servers without any warning. The Miiverse posts for the courses will only be removed if the player deletes the courses; if deleted by Nintendo, the Miiverse posts will still be present, but the course IDs will not work.

As part of the 1.20 version update, an "Event Courses" section has been added to the Course World. Event Courses allow players to play courses created by Nintendo, and potentially obtain Mystery Mushroom costumes as well.

Medals
Whenever players receive stars, they'll earn medals, based on how many stars are earned. Below are all the medals that the player can get, along with the star requirements needed to get them. Even if a course gets deleted, the stars remain.


 * Goomba: Receive 1 star.
 * Koopa Troopa: Receive 50 stars. Allows the player to upload up to 20 courses.
 * Piranha Plant: Receive 150 stars. Allows the player to upload up to 30 courses.
 * Spiny: Receive 300 stars. Allows the player to upload up to 40 courses.
 * Cheep Cheep: Receive 500 stars. Allows the player to upload up to 50 courses.
 * Blooper: Receive 800 stars. Allows the player to upload up to 60 courses.
 * Lakitu: Receive 1300 stars. Allows the player to upload up to 70 courses.
 * Bowser: Receive 2000 stars. Allows the player to upload up to 80 courses.
 * Toad: Receive 3000 stars. Allows the player to upload up to 90 courses.
 * Princess Peach: Receive 5000 stars. Allows the player to upload up to 100 courses.

100 Mario Challenge
Course World also features a variant of 10 Mario Challenge, known as 100 Mario Challenge, which gives the player 100 Marios to clear a certain number of user-created courses; 8 courses on Easy; 16 courses on Normal and Expert. Courses marked as the selected difficulty (based on clear percentage) are used. Unlike with 10 Mario Challenge, 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.

Clearing 100 Mario Challenge rewards the player with a random Mystery Mushroom costume. However, there is a limit to how many costumes can be unlocked on a single difficulty level; this in return, means that the player has to complete all the difficulty levels a certain number of times in order to unlock every random costume in the game.

Without using any amiibo, the player can unlock up to 95 different Mystery Mushroom costumes in 100 Mario Challenge. The unlock limits are as follows:


 * Easy: 20 clears
 * Normal: 45 clears
 * Expert: 30 clears

If the player uses any amiibo to unlock the costumes, then the unlock limit for each difficulty level decreases, depending on which amiibo figures were scanned. Also, when the players have unlocked all the Mystery Mushroom costumes at a certain difficulty level, a notice will appear to notify them.

Differences from original games
Although the recreations are mostly faithful, each style has some minor differences from its source material (disregarding console limitations, etc.):

General

 * Thwomps can be stood on, but Mario will take damage unless he is riding a Yoshi.
 * All castle areas end with a boss bridge and an axe. This is to keep consistent with Super Mario Bros.
 * Mario does not need to enter the fortress in Super Mario Bros. and New Super Mario Bros. U styles. He just needs to grab the Goal Pole to complete the level.
 * It's also possible to jump over the flagpole.
 * Also Mario does not have to reach the door after beating a castle level in all 4 themes.
 * 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 "second tier" power-up (such as a Fire Flower). That is, he will revert to Super Mario instead of Small Mario.
 * Similarly, if a "second tier" power-up is grabbed as Small Mario, he will go straight to the appropriate form, instead of only growing to Super Mario, as in the original Super Mario Bros..
 * Power-ups in ? Blocks couldn't have status dependency (or couldn't be edited to change depending on Mario's status). For example, a Super Mushroom placed in a ? Block won't change into a Fire Flower while Mario is in Super form. This was prior to the 1.2 update on November 4th, however.
 * The Ghost House and Airship themes are available in all four styles, even though airships didn't appear in Super Mario Bros. or Super Mario World, and ghost houses didn't appear before Super Mario World. As such, new music has been composed for these themes, arranged to fit the styles of the original games.
 * In the Super Mario World and New Super Mario Bros. U styles, Yoshi can be used in the Ghost House, Airship, and Castle themes, despite never appearing in, or even being allowed in those courses. New Yoshi drum beats were added to match the music.
 * Similarly, new Yoshi drum beats were added to the New Super Mario Bros. U Underwater music, since Yoshi did not appear in underwater levels in either New Super Mario Bros. U or New Super Mario Bros. Wii (where most of the music of New Super Mario Bros. U originated).
 * Many 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 addition, the P-Balloon from Super Mario World is also not available.
 * However, these power-ups are referenced in the Weird Mario easter eggs.
 * Lakitu's Cloud in the Super Mario Bros. and Super Mario Bros. 3 styles is wider and can be ridden on, consistent with the Super Mario World and New Super Mario Bros. U styles.
 * The Underground, Underwater, and Castle backgrounds have been given extra details (statues, railings, skeletal remains, seaweed, etc.), when originally only the Overworld had such details. This also extends to the Ghost House and Airship backgrounds (lanterns, grandfather clocks, bolts, small flags, etc.), which didn't feature extra background details when shown off at E3 2015.
 * The HUD for all four games is in the style of the HUD from New Super Mario Bros. U, with the coin counter on the left and the score and time counters on the right.
 * An in-game "second" on the timer is actually one second, rather than 0.4, 0.6 or 0.7 seconds.
 * Bowser cannot throw hammers; Bowser Jr. (with wings) has that option instead. However, a Hammer Bro or a winged Bowser Jr. can be put on Bowser's head to simulate this.
 * In Super Mario Bros., Super Mario Bros. 3, and Super Mario World, whenever Mario collects a Fire Flower or a Super Star, he cycles through different palettes (Mario's current palette and the three current palettes of the other sprites in Super Mario Bros. and Super Mario Bros. 3, and the palettes of Mario, Fire Mario, Luigi, and Fire Luigi in Super Mario World). In this game, to be consistent with New Super Mario Bros. U, Mario cycles between his normal and Fire Mario forms when he obtains a Fire Flower, and a rainbow cycle when he collects a Super Star.
 * Mario can swim better underwater when holding an item in all styles that allow carrying items; this is to keep consistent with Super Mario World.
 * Gates and flag poles are found inside ghost houses rather than outside.
 * Enemies don't turn into coins when Fire Mario's fireball hits an enemy, consistent with the other Mario games.

Super Mario Bros.

 * Moving platforms and mushroom platforms could not be jumped through from underneath in the original game; this was 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 is consistent 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, and trampolines make sounds when Mario jumps on them, much like in the other styles and Super Mario Bros. Deluxe.
 * Hitting blocks and bricks with shells will cause them to break or otherwise react as if Mario were to hit them, consistent with the other styles.
 * The player can hit coin blocks underwater, just as in other styles.
 * The beanstalks have Piranha Plant heads on their tops, making them consistent with other styles.
 * Enemies no longer have different color schemes in underground or castle levels, except for Munchers, Chain Chomps, Bob-ombs, Buzzy Beetles, and Bullet Bills, due to them being black.

Super Mario Bros. 3

 * P Switches could not be carried in the original game, but they can here. This is consistent with Super Mario World.
 * Fire Flowers were colored white and blue in the original, but are colored red and green here. This is consistent with Super Mario World and New Super Mario Bros. U.
 * Similar to its GBA remake, 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 consistent with the other styles.
 * Mario cannot go into the background when ducking on a White Block platform. Instead, Mario will do a short hop in-place and a noise will play.
 * Mario could not get out of the Kuribo's Shoe unless he hit an enemy in the original, but here Mario can exit the shoe by pressing ZR. This is consistent with the Yoshi mechanics in Super Mario World and New Super Mario Bros. U.
 * When Mario touches the Goal, he doesn't get a card, as they do not exist in Super Mario Maker. Instead, he recieves points for whatever that was displayed in the roulette at the time he touches it. A Super Mushroom is worth 100 points, a Fire Flower is worth 800 points, and a Super Star is worth 4,000 points. A 1-Up Mushroom is added to the roulette to give Mario a chance at getting an extra life instead of points.
 * Raccoon Mario can defeat Dry Bones. This is to be consistent with Caped Mario's mechanics in the Super Mario World style.
 * Checkpoint Flags can be used in this style, when in the original, checkpoints were not available, due to the shorter level length. 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 is 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 than his sprite in the original game. He can also be used outside of the Koopa Clown Car, consistent with the other styles.
 * Yoshi cannot change Red Koopa Shells into fireballs after eating them. This is 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 three fireballs, similar to the original Red Koopa Shell fireballs. Yoshi can eat fire from a Rocket Engine and release a single fireball.
 * In the original game, the players got a 1-up for finding a Yoshi Egg when they already had a Yoshi, but in this game, another Yoshi hatches. If two Yoshis are present, the egg hatches into a Super Mushroom if the player is Small Mario, a Fire Flower if Super Mario, a Cape Feather if Fire Mario, and a 1-Up Mushroom if Caped Mario.
 * Yoshi can eat hammers and spit them out. This is consistent with New Super Mario Bros. U.
 * Like Super Mario World: Super Mario Advance 2, New Super Mario Bros. Wii, New Super Mario Bros. U and the latter's corresponding style, Yoshi has collision detection, which means Mario will "push" him if he runs into him.
 * Upon clearing the Giant Gate, Mario stops and turns to face it, rather than keep walking away from it.
 * The players cannot clear the course just by passing through the Giant Gate; they must touch the tape. Touching the tape at the very top results in a 1-up, similar to the flagpole in Super Mario Bros..
 * Goal Stars no longer exist. Instead, Mario receives one hundred times the number displayed when touching the tape. He can get either 500, 1,000, 2,500, or 4,000 points depending on where the tape is.
 * When Mario passes through the Giant Gate while the Bonus Game theme plays, the ending fanfare will be from this Bonus Game.
 * In the original game, when Mario loses a life, 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 onward.
 * Bob-ombs and Munchers have more detailed sprites.
 * Yoshi's sprite has green arms, instead of the orange arms in the original. The green is also of a brighter tone, thus making him resemble his Super Mario Advance 2 sprite.
 * The Koopa Clown Car has been scaled down to the size of a Junior Clown Car.
 * Grinders, Lava Bubbles, and some other enemies can no longer be spin-jumped on.
 * Fishbones home in on the player, as in the New Super Mario Bros. series.
 * When in a Koopa Clown Car, Bowser will throw Bob-ombs instead of Mechakoopas, similarly to Bowser Jr.'s second fight in New Super Mario Bros. U.
 * This is also due to the Mechakoopa's lack of presence in the game.
 * Bowser Jr. will throw Green Koopa Shells when in a Koopa Clown Car.
 * When Mario goes through doors while carrying a P-Switch or Koopa Shell, it doesn't disappear.
 * When the timer reaches the last 100 seconds in the original game, the music speeds up uninterrupted while the warning simultaneously plays. In this game, however, the music stops as the warning plays, then restarts with the faster tempo. This is consistent with the other styles.
 * Doors actually open when Mario enters them.
 * The Boo Circle had a mixture of three different Boos in the original, while in this game they are all the same.
 * Jumping Piranha Plants are taller. This is to keep consistent with the other styles.
 * The Midway Gate is replaced by the Checkpoint Flag. This is consistent with the other styles.
 * This is because the Midway Gate is one block wider than the Checkpoint Flag.
 * However, after touching this flag, the sound of the Midway Gate is used.

New Super Mario Bros. U

 * The Goal Pole base was wider than one block in the original game, as well as in reveal build at E3 2014, but it is only one block wide here. Additionally, after jumping off the pole, Mario enters the castle without doing his victory animation, but he'll still say "Oh yeah, Mario Time!" before entering. These were possibly changed to be consistent with the Super Mario Bros. style.
 * Carriable objects cannot be carried above Mario's head, only at his side, unlike in the original game. 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 breakable blocks with his body and his 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.
 * Fishbones do not collapse if they collide into each other.
 * Bullet Bills do not collide with each other. This was possibly changed to be consistent with the other styles.
 * The goal pole will not play the original Super Mario Bros. course clear music when the last two digits on the timer are the same. This was possibly changed to be consistent with the Super Mario Bros. style.
 * Mario does not look directly at any enemies or items whenever he's near them.
 * There is no cheering or applause during chains of 1-Ups.
 * The sprites used here are actually in 2D, rather than the 3D models used in New Super Mario Bros. U. Because of this:
 * Some animations have fewer frames compared to the animation's equivalents in said game.
 * Flowers and grass are stationary; they do not move when Mario touches them and spin jumping near a flower does not produce a coin.
 * Objects do not dance to the music. This was possibly changed to be consistent with the other game styles.
 * Yoshi enters the fortress with Mario after touching the goal pole while riding him, rather than Mario leaving him behind and Yoshi waving goodbye.

Updates
The following is a list of updates that Super Mario Maker has received.

Version 1.01
Released September 10, 2015, Nintendo provided an official description of the update:


 * Added a small Easter egg when making courses.
 * Added a secondary method for unlocking Course elements faster.
 * Adjustments have been made to make for a more pleasant gaming experience.

With this update, course sets are unlocked sooner than was planned during development. This is achieved by placing at least 500 items in the Course Maker after all new items are used from a delivery.

Version 1.10
Released September 23, 2015, an official description was provided:


 * Note: This update requires about 223MB of storage space.
 * Adjustments have been made to make for a more pleasant gaming experience.

This update adds support for official Nintendo courses, including inserting into the game's data the message, "This course was uploaded by Nintendo, so it cannot be reported.". Courses made by Mary O. and Yamamura with this designation were added on, October 14, October 20, and November 4 (the latter before the V1.20 update).

Version 1.20
Released on November 4, 2015, update version 1.20 added some new features to the game:
 * Up to two Checkpoint Flags (one for each Sub Area) can be placed onto courses by shaking an arrow sign to add a checkpoint to the course, and before uploading, the player must be able to clear the course from the checkpoint, as well as normally.
 * Flags have rotation arrows, rotating at 45° angles. They do not require anchoring and can hover in free space.
 * Players can place a Super Mushroom on top of a power-up to make it status-dependent (if the player is Small Mario, the item is a Super Mushroom, but if they are Super Mario, the item is whatever the mushroom was placed on).
 * By shaking a Muncher enough, Watinga will spawn from it in addition to the flies, and hitting him will allow players to play a more difficult version of Gnat Attack.
 * Completing the hard version of Gnat Attack will unlock the Fighter Fly Mystery Mushroom costume.
 * In the Course World menu, an "Official" tab was added to the Makers section, which allows players to find courses created by Nintendo.
 * An Event Courses button will be added to the Course World menu, allowing players to access special courses for partners outside Nintendo. These courses can unlock new Mystery Mushroom costumes based on something pertaining to the partner involved. Those that do are clearly marked by a Mystery Mushroom next to the course title. Confirmed Event Course costumes include Totem Link from The Legend of Zelda: Tri Force Heroes, Necky the Fox from Famitsu, Shinya Arino from GameCenter CX , Super Mario-Kun from CoroCoro Comic , and Cat Mario and Cat Peach from Super Mario 3D World.
 * For a complete list of event courses, see List of officially released courses in Super Mario Maker‎.

Some additional adjustments have also been made:
 * Players can now skip the segment between courses and the intro in the 10/100 Mario Challenge by pressing "A". Players can also skip the loading when Marios are setting up before playing a course for the first time.
 * The glitches that were present in the previous updates have been fixed.

Cosmetic changes:
 * The "Featured" tab and the "Up & Coming" tab in Course World's Courses section were renamed "Highlights" and "New Arrivals" respectively.
 * An easter egg was added to the Course Maker where the player is able to knock on a Warp Door by tapping it. Knocking it enough times causes Weird Mario to answer it in one of five poses, each different depending on the game style.

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.

Reception
Super Mario Maker has received generally positive reviews from critics. Currently, the game has an 88% average on Metacritic and an 89% average on Game Rankings. IGN gave the game a 9.6, praising the game's social elements and highlighting the 10 Mario Challenge in a positive light, stating that players would "see a genuine reverence for Mario’s history" in the online modes. Destructoid, Nintendo World Report and VideoGamer.com gave the game an 8 out of 10, while Game Informer and GameSpot gave a 9 out of 10, and EGM and Polygon gave it an 9.5 out of 10.

The game has been praised for its simple but well designed and expansive interface, social elements and highlighting the 10-Mario Challenge. Some criticisms towards the game include the lack of certain elements, with checkpoints and slopes being the most common, and the issue in finding courses from friends on the Course World feature. The game has also been criticized for its level-sharing organization and quality control such as Michael Thompsen from The Washington Post, who lambasted the game by calling it "an engine for circulating bad ideas and broken gimmicks as if there weren’t already an overabundance of them." Patricia Hernandez from Kotaku, on the other hand, as a direct response to Thompsen's argument, has defended Super Mario Maker, stating that "Mario Maker isn’t a worse game simply because all these shitty levels exist" and praising its simplicity of level creation, but has agreed that the content-sharing aspect of Super Mario Maker is highly flawed.

As of the end of September 2015, Super Mario Maker has sold over a million copies worldwide. It was the fourth-fastest selling Wii U title since the system's launch.

NOTE: This glitch only works on update versions before 1.20.

For this glitch, the player must have a power-up that will turn them into Super Mario when hit. If the player takes any form of damage and enters a door when the invincibility frames are about to end, Mario will retain the invincibility for the duration of the course; he cannot take damage from enemies or obstacles, except for bottomless pits or lava which automatically cause the player to lose a life. While in this state the player also cannot collect any power-ups except for Super Stars.

This likely happens due to how post-damage invincibility functions in the game. By entering the door at the end of the invincibility frames, the player circumvents the invincibility timer. Therefore, even though he is not blinking, when he exits the door, he is still invincible.

NOTE: This glitch only works on update versions before 1.20. This glitch requires a cloud platform, a track piece, and an invisible ? block. Put the invisible ? block on the track, then change the tab to a different object. Next, put the track over the cloud platform, then switch to the track tab. Finally, touch the track, and pull it towards the platform. If the player sees the cloud platform in front of the invisible ? block, then the glitch didn't work, but if the player just sees the invisible ? block, then the glitch did work.

This glitch is similar to the invisible platform glitch, and requires a brick block, a track piece, and a solid block. Put the brick block onto the track, but make sure that the tab is not on the track. Move the track so the brick block is overlapping the solid block. Select the track tab, grab an end of the track, and side it toward the brick block. If the brick block disappears into the solid block, then the glitch worked. Now, when Super Mario hits the solid block from below, the block will break. Or when Mario hits a P-switch and touches the block, the block will disappear, and a coin will be added to the player's total.

This glitch is similar to the ones listed above. It requires a hard block and an invisible block, as well as a track. Place the hard block down, and put the invisible block on the track. Then, drag the track with the block onto the hard block. If done correctly, the block, when stepped on, will send Mario falling.

References to other games

 * Mario Bros.: Shellcreeper, Sidestepper, Fighter Fly and Mario appear as Costumes.
 * 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.
 * Wrecking Crew: Foreman Spike is a playable costume and several jingles from the game are used along with the costume.
 * Super Mario Bros. 2: The door sprite from this game is used in the Super Mario Bros. 3 game style. When using Princess Peach and Shy Guy as Costume Mario, various sound effects from this game are used.
 * 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. Using the boss battle SFX in the Super Mario Bros. game style will make the Hammer Bros. battle music from this game play. The P-switch theme in this game style is also from this game. The Toad sprite that appears when beating 10/100 Mario Challenge in the Super Mario World style is based on his sprite from this game. Additionally, if Mario crouches on a white block in this game's style for five seconds, he will do a short little hop and make a grunting noise, as a nod to the method of obtaining the Warp Whistle in World 1-3.
 * 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. The "To Be Continued..." screen at the end of 10 Mario Challenge and Easy 100 Mario Challenge is a direct rip of the "Bonus Game Clear" music, and the credits music after clearing a 100 Mario Challenge quotes the ending music.
 * Super Mario Kart: The invincible theme from this game is used when the Mario Kart costume uses a Star.
 * Mario Paint: Super Mario Maker is inspired in many ways 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, Undo Dog, 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.
 * Super Mario 64: The Wing Cap theme is used for the Mario costume's invincibility and Metal Cap theme is used for Gold Mario's and Silver Mario's invincibility.
 * New Super Mario Bros.: Mega Mario is mentioned in the digital manual, when describing what the Super Mario Bros. 30th Anniversary amiibo does.
 * New Super Mario Bros. Wii: The fanfare of beating 10/100 Mario Challenge (Easy) when in the New Super Mario Bros. U style is the fanfare of rescuing disguised Kamek.
 * New Super Mario Bros. U: The fourth game style is based on this game.
 * Super Mario Galaxy/Super Mario 3D World/Captain Toad: Treasure Tracker: When clearing a 10/Easy 100 Mario Challenge in a Toad costume, Toad will address Mario as "Captain", referring to Captain Toad.

References in other games

 * Super Smash Bros. for Nintendo 3DS / Wii U: A stage based on Super Mario Maker was released on September 30th, 2015 as downloadable content for both versions of the game.

Trivia

 * On very rare occasions, when falling into a pit, the death jingle is preceded by one of the eight longer sound clips.
 * When placing an object onto the stage, a distorted voice will say the name of said object (e.g. "Pipe" for placing/adjusting a Warp Pipe), which will correspond in tone with the stage's music.