Super Mario Maker (also called SMM and tentatively 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 was released in September 2015 (originally set to be released in early 2015), as part of the 30th Anniversary of Super Mario Bros.[2]

The eShop version of the game requires at least 1.4 GB[3] of storage memory to be downloaded. Additionally, 152 different Mystery Mushroom 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, other controllers such as the Wii Remote, Wii Classic Controller, and Wii U Pro Controller are also usable.

On November 7, 2017, Nintendo terminated the Miiverse service, removing support for comments on uploaded levels. Other online features, such as course uploading, remain intact. Super Mario Maker was removed from the eShop on January 12th, 2021. From March 31, 2021, players could no longer upload new courses, but they could still play courses that were uploaded before the discontinuation until the Wii U's online service was shut down altogether on April 8, 2024.

A port of this game was released for the Nintendo 3DS, initially in December 2016. A sequel to the game, titled Super Mario Maker 2, was revealed in a Nintendo Direct on February 13, 2019, and was released for the Nintendo Switch worldwide on June 28, 2019.

Title Screen Intros[]

Each day the startup screen has a different animation associated with getting Builder Mario off the screen. All the objects are in Super Mario Bros. style.

  • Sunday - Luigi enters in, shoots a fireball at Builder Mario, causing him to fall off, then runs across the screen. A bunch of characters (including Peach) and a "Happy Sunday" ("Today is Sunday" in the British English version) banner are also shown on top of the logo alongside text saying "Let's Get Making!".
  • Monday - The Koopa Shell goes across the screen, hitting Builder Mario and causing him to fall off the screen.
  • Tuesday - The Magikoopa appears and turns Builder Mario into a Goomba, which walks off the screen.
  • Wednesday - The 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 the tribal music plays.
  • Friday - The fly picks up Builder Mario, but a fly swatter swats it causing Builder Mario to fall off the screen. (NOTE: At the beginning, the English versions, the day of the week is called "Flyday", but after the fly has been swatted the word falls with Builder Mario and is called Friday.)
  • Saturday - The Thwomp falls on Builder Mario causing him to fall off the screen and raises back up.


This game allows players to create their own Super Mario Bros., Super Mario Bros. 3, Super Mario World, and New Super Mario Bros. U styled levels.

Players can place enemies inside blocks, pipes, adjust their sizes, as well as add wings to various objects. By shaking a Koopa Troopa, the player can change the shell from green to red, which changes their behavior.

Doing this to Mario while he is full-sized removes his power-up. Familiar power-ups such as the Super Mushroom are made available alongside new ones, such as the Weird Mushroom which makes Mario slimmer and have Luigi physics.

List of Elements[]

The following exist in all styles:

Other power-ups that are exclusive to a certain style


The different styles that you can choose is as follows. The game however, retains the same physics across all the games.

  • Super Mario Bros.
  • Super Mario Bros. 3
  • Super Mario World
  • New Super Mario Bros. U


  • Ground/Overworld
  • Underground
  • Underwater
  • Ghost House
  • Airship
  • Castle

10 Mario Challenge[]

The point of this mode is to complete a series of levels in the designated amount of lives. The 10 Mario Challenge only has 10 lives max, but there are only 8 levels to complete. These levels are pooled from the Sample courses in the game with a total of 64 courses and can be found in the Coursebot sample courses list when completed.

100 Mario Challenge[]

The 100 Mario Challenge pools from the game's servers for levels created by other players with the levels' difficulty aligning with which difficulty level the player chose at the beginner. The challenge can be stopped and saved for later completion and difficult levels can be skipped in favor of another level. After completing it, the player unlocks a new costume for Costume Mario. However, these are in pools so players will have to move to higher difficulties to unlock them all.

Differences from the original games[]

Although the recreations are mostly faithful, each style has some minor differences from its source material (disregarding console limitations, etc.). Some of these changes bring one or more styles in line with others, although this is not universal (for an example of a difference that remains, Koopa shells cannot be picked up in Super Mario Bros. style).


  • The HUD for all four styles is laid out like the HUD from New Super Mario Bros. U, with the coin counter on the left and the score and time counters in the top-right.
  • An in-game "second" on the timer is actually one second, as in Super Mario Bros. 3 and New Super Luigi U, rather than 0.4, 0.6 or 0.7 seconds.
  • Button inputs are based on New Super Mario Bros. U; as such, any inputs performed by B in the NES titles (e.g. dashing, grabbing objects) are now Y, inputs performed by A in Super Mario World (e.g. spin-jump) are now either L/R/ZL/ZR.
  • Mario reverts to Super Mario]in all styles if he is hit as Fire Mario, Raccoon Mario, Caped Mario, or Propeller Mario. In the original Super Mario Bros., Super Mario World, and Japanese Super Mario Bros. 3 games, he reverted directly to Small Mario (although in SMW, he could have a replacement power-up stored in the Item Storage, which is absent here).
    • 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 Super Mario Bros. and Super Mario Bros. 3.
  • As in 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 Starman. Previously, in Super Mario Bros., Super Mario Bros. 3 and Super Mario World, whenever Mario collected a Fire Flower or a Starman, he cycled through a set series of different palettes (Mario's current palette and the three current palettes of the other sprites in Super Mario Bros. and Super Mario Bros. 3; the palettes of Mario, Fire Mario, Luigi, and Fire Luigi in Super Mario World).
  • Bowser cannot throw hammers; Bowser Jr. (with wings) has that option instead. However, a Hammer Bro or winged Bowser Jr. can be put on Bowser's head to simulate this.
  • All the castle areas end with a boss bridge and an Axe, even in Super Mario Bros. 3 and Super Mario World styles (where the original games featured boss fights such that the boss had to be directly defeated to progress).
    • Similarly, all airship areas end with a normal goal rather than a boss fight.
  • It is possible to jump over the Goal Pole, Axe, or Giant Gate; whereas the original games treated these as touching the goal. The player must now directly touch the goal to complete the course.
    • Anything which happens after touching the Goal Pole the goal in Super Mario Bros. 3-styled levels, the Giant Gate, or the axe is purely cosmetic - Mario does not need to enter the fortress or progress off-screen.
    • Gates and Goal Poles are found inside ghost houses rather than outside.
  • 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 courses 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).
  • Thwomps can be stood on, but Mario will take damage unless he is in a Goomba's Shoe, spinning, or riding a Yoshi.
  • The Ghost House and Airship themes are available in all four styles. (Airships didn't appear in Super Mario Bros. or Super Mario World. 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.[4]) Interestingly, the Airship's Ground and Semisolid Platforms in the Super Mario Bros. style are in a metallic color scheme and design as opposed to wooden and ropey, and the Ghost House's Ground and Semisolid Platforms are in turquoise and gray for the Super Mario Bros. and Super Mario Bros. 3 styles respectively to be consistent with the original games' palette color limitations.
  • Defeating multiple enemies with shells or a Starman in all styles cause the points to increase when the player defeats each enemy, and when the player defeats the eighth enemy, they earn an extra life in a similar manner to the infinite 1-Up trick, as in New Super Mario Bros. U.
  • 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.
  • P-Switches can be carried, as in Super Mario World.
  • Mario can swim better underwater when holding an item in all styles that allow carrying items, as in the original Super Mario World.
  • Semisolid Platforms in the second phase while using the Ground theme in the Super Mario Bros., Super Mario World, and New Super Mario Bros. U styles are darker versions of the solid Ground elements.
  • Spike Traps do not appear as beds of spikes as in the mainstream games; instead, they are block-shaped and can be placed in mid-air.
  • A new cutscene for the 100 Mario Challenge on Normal, Expert and Super Expert difficulties depicting Mario rescuing Peach is created, in the style of arches and a clear daytime sky, and Peach's quotes are "Thank you, Mario, You're my hero!" on Normal and "Oh, Mario! It can't be easy to make it here. You truly are my hero!" on Expert and Super Expert. The style of the arches are the same in the Super Mario Bros. 3 and Super Mario World styles, but toned slightly differently.
    • Also, the alternate cutscene where Mario encounters Toad after clearing the 10 Mario Challenge or the 100 Mario Challenge on Easy difficulty, Toad does not thank Mario, but instead acts more serious about the situation where Peach has been taken to another castle. Toad's quote is "Mario! It's terrible! Princess Peach has been taken to another castle!"
  • Doors and Vines now only send Mario to another section within same area, while the Warp Pipes are the only means of transporting him from the main area to the sub-area and vice-versa.
  • Enemies do not transform into Coins when Fire Mario's fireball hits any enemy, as in Super Mario Bros., Super Mario Bros.: The Lost Levels and Super Mario Bros. 3.
  • When a Monty Mole pops out, its cutout is not shown.
  • Red Cannons, One-Way Walls, Music Blocks, Fast Lava Lifts, Stiletto Goombas, Bumpers, Pink Coins, Key Doors, and Fire Koopa Clown Car] were not present in any of the original games.
  • Buzzy and Spiny Shells now have their "empty" forms, and they can be worn onto Mario's head.
  • The points of Skewers in the mainstream series were pointed, as the name of the obstacle would suggest. In Super Mario Maker, the points are flattened. They will only cause the course to rumble if coming into contact with Ground, Semisolid Platforms, Mushroom Platforms, and Spike Traps.
  • Mushroom Platforms can now be used in the underwater course theme, consistent with other themes, but with stalks in the forms of scales and the caps inside out.
  • 3-Up Moons which were once present in Super Mario World and New Super Mario Bros. U do not exist. Instead, the players reserve up to three extra lives if they clear the course by collecting 1-Up Mushrooms within the course on the 10 Mario Challenge and 100 Mario Challenge.
  • Big Boos who were present in the latter two games do not appear. Instead, Boo Buddies can be enlarged with a Super Mushroom and retain their physical appearances, consistent with other game styles.
  • Lava in the Castle theme in all four styles are across the entire course and at the very bottom and in front of all the course elements that can be placed there, instead of being between solid platforms and various heights.
  • Boo Buddies have never had the ability to shrink and grow in the main Mario franchise. However, this effect can be accomplished by adding wings to the Boo Buddies.
  • Munchers, originally invincible to direct attacks, can now be defeated with a giant Goomba's Shoe, Spiny Shells, or POW Blocks
  • Coin Heaven does not exist in any of the four styles.
  • Super Mario Bros., Super Mario Bros. 3, and Super Mario World styles use the same font for received points as Super Mario Bros.. They also share the new green 1UP icon for receiving extra lives.
    • Furthermore, Super Mario Bros., Super Mario Bros. 3, and Super Mario World styles now have a drop shadow effect on all in-game sprites and elements.

Super Mario Bros.[]

  • The screen can scroll backwards, allowing the player to backtrack, and auto-scrolling is present as an option.
  • The player gets extra height from jumping on an enemy, just like all the games since Super Mario Bros.: The Lost Levels.
  • 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.
  • Mario can jump through moving platforms and mushroom platforms, as in the later games.
  • Vines cannot be used to send a player to Coin Heaven.
    • Visually, Vines now have Piranha Plant heads on their tops, making them consistent with other styles.
  • Lava in the Castle theme is animated and springboards make sounds when Mario jumps on them, much like in the other styles and Super Mario Bros. Deluxe.
    • Lava now has a hitbox, meaning Mario now loses a life instantly when he touches lava, rather than passing through it and and falling off-screen. This is to keep consistent with other game styles.
  • The Underwater theme is completely underwater, consistent with other game styles.
  • All shells now have spinning sprites.
  • Enemies and ? Blocks do not have different color schemes in underground or castle levels, except for Munchers, Chain Chomps, Bob-ombs, Buzzy Beetles and Bullet Bills, which would otherwise blend in with the black background.
  • Weird Mushroom, Mystery Mushroom, Goomba's Shoes, and the Big Mushroom did not exist in the original game.
  • No timer event exists to trigger fireworks after completing a stage, although a firework SFX exists and can be triggered by Mario walking from the Goal Pole if the level designer includes them.
  • The Underground, Underwater and Castle backgrounds have been given extra details (statues, railings, skeletal remains, seaweed, etc.), when originally only the Overworld had such.
    • 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.
  • P-Switches and Doors are now present. The Doors in this game's style are similar in appearance to the Super Mario All-Stars version of Super Mario Bros. 3s doors, but in green.
  • Boss music can now be played, but is taken from Super Mario Bros. 3's Enemy Battle theme. (Super Mario Bros. had no boss theme.)
    • For similar reasons, the P-Switch's music is taken from Super Mario Bros. 3.
  • Palette color restrictions do not necessarily apply to newly-created sprites, including most Costume Mario characters, which feature their color scheme from later games.

Super Mario Bros. 3[]

  • As part of the use of the New Super Mario Bros. U HUD layout, the Power Meter is placed under the coin counter in the top left of the screen, rather than below the playing area.
  • Raccoon Mario can defeat Dry Bones, similar to Cape Mario's mechanics in the Super Mario World style.
  • Fire Flowers are colored red, rather than white or blue.
  • When Mario touches the goal, he doesn't get a card, as they do not exist in Super Mario Maker. Instead, he receives 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, while a Starman 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.
  • As of their introduction, Checkpoint Flags can be used in this style, when in the original, checkpoints were not available, due to the shorter level length.
  • Bowser hops backward and forward between ground-pounds, rather than merely hopping in place.
  • Mario can exit a Goomba's Shoe by pressing the R or ZR Buttons, as with the Yoshi mechanics in the other styles, rather than being stuck in the shoe until damage is taken.
  • P-Switches can be carried, as in Super Mario World.
  • 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.[5]
  • The following power-ups present in the original game are not included: Frog Suit, Tanooki Suit, Statue Mario, Hammer Suit, and P-Wing. Instead, the Frog Suit and Statue Mario now serve as Mystery Mushroom costumes in the Super Mario Bros. style. However, Weird Mario in any of the power-ups all present in the original game will appear if the player repeatedly taps the normal Warp Door in Edit Mode.
  • Warp Doors which were originally doorless entryways are swing-open doors based from the Western Super Mario Bros. 2. The Key Doors prior to unlocking with the Key depict the keyholes in the center as opposed to below the door knob, consistent with New Super Mario Bros. U.
  • The Boom Boom and Koopaling boss music is the only music played for a boss theme. The enemy battle music is instead used for the Super Mario Bros. style.
  • When Mario rescues Peach in this game's style after beating the 100 Mario Challenge on Normal or Expert, Peach stands still and does not have her crying pose.
  • Big Goombas split into two normal-sized Goombas when jumped on, consistent with other styles.
  • Mushroom Platforms actually take the form of real Mushrooms. Originally, there were Wooden Platforms that would take the shape of the latter.
  • Dry Bones turn around at edges of platforms instead of going forward, consistent with New Super Mario Bros. U.
  • In the Airship theme, most of the Ground blocks representing boards and logs have different patterns expect for the wide vertical pillars.

Super Mario World[]

  • There is no Item Storage.
  • 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 New Super Mario Bros.
    • Goal Stars do not exist. Instead, Mario receives points equal to one hundred times the number of stars 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.
    • Upon clearing the Giant Gate, Mario stops and turns to face it, rather than continuing to walk away from it. And if he walks to his ending mark after touching the tape, he will retain his "peace sign" pose until the screen transitions.
      • If he does not reach the designated position before his "peace sign" pose, he will face left and duck after the pose, similar to the other game styles.
    • After the course clear fanfare, the whistle sound effect and the iris transition, used in the original game to take the player back to the map, is not implemented.
  • The Midway Gate is replaced by the Checkpoint Flag, as used in 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.
  • 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.
  • When in a Koopa Clown Car, Bowser will throw Bob-ombs instead of Mechakoopas, as with 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.
  • The Koopa Clown Car has been scaled down to the size of a Junior Clown Car.
  • 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 Podoboo, he spits three fireballs, similar to the original Red Koopa Shell fireballs. Yoshi can eat fire from a Burner or Fire Bar and release a single fireball.
    • Yoshi will no longer swallow items that are in his mouth after a set period of time.
    • Yoshi can eat hammers and spit them out. This is consistent with New Super Mario Bros. U.
    • Yoshi can eat Coins. This is consistent with New Super Mario Bros. U
  • 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 Cape Mario.
    • However, 1-Up Mushrooms can still appear from giant Yoshi Eggs regardless of form.
  • 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.
  • 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.
  • P-Switches turn Empty Blocks into Coins and vice-versa 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).
    • Also, the P-Switch time limit is shorter, consistent with other game styles.
  • When Mario goes through doors while carrying a P-Switch or Koopa Shell, it does not disappear.
  • Enemies do not transform into Coins when Fire Mario's fireball hits any enemy, consistent with the other Mario games.
  • Grinders, Podoboos and Boos cannot be spin jumped on without taking damage.
    • When spin jumping on enemies that get destroyed, Mario will do a maximum height jump off of it, instead of just destroying it.
  • Fish Bones home in on the player, as in the New Super Mario Bros. series.
  • Jumping Piranha Plants are taller. This is to keep consistent with the other styles.
  • Bob-ombs and Munchers have more detailed sprites.
  • 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.
  • 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.
  • The Starman invincible form now has the same sound effect as the P Switch for indicating that the effect is about to run out, similar to New Super Mario Bros. Wii.
  • Warp Doors actually open when Mario enters them as opposed to the screen pixelating.
  • The Boo Buddies had a mixture of three different Boos in the original, while in this game they are all the same.
  • The Power Balloon power-up is not included.
  • Lakitu's cloud remains and can be hijacked after killing him in any way - in the original game, jumping on Lakitu caused the cloud to disperse.
  • Mushroom Platforms have slim stalks like in Butter Bridge 1 but are lighter toned and have red and yellow Cap variations, consistent with the other game styles. Originally, green was the only color for the caps of the Mushroom Platforms.
  • Berry bushes do not carry Berries, which are absent from the game, and are part of the background in the Ground theme and are not available for course elements.
  • Urchins are absent, but this game style's Underwater theme's Spike Traps take the form similar to those enemies.
  • P-Warp Doors are a recolored version of regular Warp Doors (instead of having their own pattern) and have a P-emblem on them while active, and have framed lines while inactive, consistent with the other game styles. Originally, there were no framed lines where the P Switch doors should be.
  • When Mario rescues Peach in this game's style after beating the 100 Mario Challenge on Normal or Expert, she does not kiss him at all.
  • Skewers, which were first introduced in this game have a completely new design and go vertically and/or horizontally, corresponding with other game styles. Mario can now pass through them, but will still sustain damage while doing so

.*Keys no longer require being lifted to use; instead, they automatically follows Mario after obtaining them. Additionally, they now have a vertical sprite instead of horizontal.

  • Toad appears in this game's style for the first time, but only in the cutscene after clearing the 10 Mario Challenge or the 100 Mario Challenge on the Easy difficulty. On a side note, the "Egg Is Rescued" song plays during this cutscene.
  • Dry Bones and doors have slightly different sprites.
  • Koopa Troopas lack a sprite when turning from a side to another.

New Super Mario Bros. U[]

  • The HUD is solid white (except for the score, which is solid black) as in New Super Mario Bros. Wii and the early version of New Super Mario Bros. U instead of the metal opaque color from the final version of the base game.
  • 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.
  • 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.
  • Yoshi enters the fortress with Mario after touching the goal pole while riding him, rather than Mario leaving him behind and Yoshi waving goodbye.
  • Carriable objects cannot be carried above Mario's head, only at his side like in New Super Mario Bros. and New Super Mario Bros. 2.
  • Stars do not appear when Monty Moles bump into other ones.
  • P-Switches can be carried.
  • P-Switches are dark blue rather than cyan.
  • Bowser can destroy breakable blocks with his body and his fire.
  • When eating a fire-based enemy (Venus Fire Traps and Podoboos), Yoshi will spit out three fireballs instead of one.
  • Yoshi can eat Hammer Bros.
  • Yoshi can swim underwater.
  • Mario can now spin-jump on Piranha Plants and other spiked enemies.
  • The sounds emitted from Note Blocks are affected by the course themes rather than the background music.
  • Big Dry Bones can be knocked out simply by Spin Jumping on top of it, instead of having to ground-pound them (ground-pounding still has the same effect).
    • When attacking Dry Bones, their heads do not fly off their bodies.
  • Big Wigglers can be made angry, making them more consistent with normal Wigglers.
  • Cannons cannot fire Bob-ombs; however, Bob-ombs can be put on Bill Blasters to simulate this.
  • Fish Bones do not collapse if they collide into each other.
  • Bullet Bills do not collide with each other.
  • Bull's-Eye Bills and Bull's-Eye Blasters are now colored entirely red, much like in Captain Toad: Treasure Tracker to distinguish from normal Bullet Bills and Bill Blasters, while in the original game, they are black with blinking red eyes and black like normal Bill Blasters, respectively.
  • Fires emitted from Fire Bars are smaller than in the original game. This is to keep consistent with Super Mario Bros.
  • Bowser's default size is smaller than in the original game to be consistent with Super Mario Bros. and Super Mario Bros. 3.
  • Spin jumping near a flower does not produce a Coin.
  • The sprites used here are actually in 2D, rather than the 3D models used in New Super Mario Bros. U (except Mario, Yoshi, Bowser, and Bowser Jr.), as evident in the following:
    • Some animations have fewer frames compared to their equivalents in said game.
    • Flowers and grass are stationary; they do not move when Mario touches them.
    • Objects and enemies do not dance to the music.
    • Mario does not look directly at any enemies or items whenever he is near them.
    • The face on Lakitu's Cloud does not turn when flying, instead facing the screen at all times.
    • Piranha Plants do not look directly at Mario when they are placed in the ground.
  • Skewers received a new design rather than using that of the original game. It is now more round and has more spikes, similar to the Super Mario World style, however, it is colored black and the spikes are colored gold, much like the ones from the original New Super Mario Bros. games.
  • There is no cheering or applause during chains of 1-Ups.
  • The following power-ups present in the original game are not included: Super Acorn, P-Acorn, Ice Flower, Mini Mushroom, and Penguin Suit.
  • Grinders were not present in the original game.
  • The font for received points has been turned white, while the 1UP icon is smaller and green.


Every day of the week it has every animation with Builder Mario getting off the screen.

  • Sunday
  • Monday
  • Tuesday
  • Wednesday
  • Thursday
  • Friday
  • Saturday


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.[6]


In 2015, a browser game based on this game was released on the Play Nintendo website called Super Mario Maker Wallpaper Maker.


Critical reception[]

Super Mario Maker has received generally positive reviews from critics. Currently, the game has an 88% average on Metacritic[7] and an 89% average on Game Rankings[8]. 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.[9] Destructoid, Nintendo World Report and gave the game an 8 out of 10, while Game Informer[10]and GameSpot[11] gave a 9 out of 10, and EGM [12] and Polygon[13] 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 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 Thomsen 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."[14] Patricia Hernandez from Kotaku, on the other hand, as a direct response to Thomsen'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.[15]


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. [16] As of the end of December 2015, Super Mario Maker racked up over 3.3 million sales.[17]


The first major update launched on November 4, though it was announced on October 27. This update includes 5 notable features. The first is the addition of checkpoints. Players can place up to 2 checkpoints in a level and players must be able to beat levels from the checkpoint before uploading them. The second is tiered power-ups by attaching a Mushroom to that power-up.

If the player is small, he will get a Mushroom and he'll get the other power-up if he is big. The third addition is a harder version of Gnat Attack from shaking the Muncher enough to get the boss gnat. The fourth addition is Official Mario Maker courses in Maker part of Course World. it features courses made by Nintendo. The fifth addition Event Courses. They are courses for special events, such as I Choose You! Some may reward with a new costume.

The 1.3 update, released on December 21/22, provided 3 new elements for the level editor and a new bookmarks feature for Course World. The 3 new items are Bouncers, P-Switch Doors, and Fire Clown Cars. Bouncers are found by shaking the Grinder and bounce players and enemies off in all directions. P-Switch Doors are found by shaking Doors and are invisible unless a P-Switch is active. P-Switches were also to be Blue and respawn after use. The Fire Clown Cars are obtained from shaking the regular Clown Car.

When riding, Fire Clown Cars will shoot fireballs straight ahead when the run button is pressed. The run button can be held for a stronger shot that breaks blocks. When enemies ride the Fire Clown Car, they will shoot fire too. The bookmark system uses a special website to filter levels into difficulty, tags and level creator and bookmark levels they find to play on the Wii U. Players can also link their level on social media so, the Level ID codes do not have to be shared.


Super Mario Maker rapidly left a pretty important mark in the Mario series as well as in the history of Nintendo itself. Super Mario Maker was praised by most for its original gameplay as a Mario game. It was also very successful for a game released on the Wii U. Soon after its release, a DLC stage based on the game, simply called Super Mario Maker, in Super Smash Bros. for Nintendo 3DS/Wii U. A Nintendo 3DS port under the name of Super Mario Maker for Nintendo 3DS was released in 2016. Mario's outfit from Super Mario Maker was also featured in Super Mario Odyssey along a lot of other costumes referencing Mario's past. The stage returned in Super Smash Bros. Ultimate and one of Mario's alternate costumes is now based on his Super Mario Maker one. In 2019, an official sequel called Super Mario Maker 2 was announced and released in 2019. The sequel improved greatly on the ideas Super Mario Maker brought on the table and include even more elements from other Mario games, including Super Mario 3D World.

Super Mario Maker Bookmark[]

Super Mario Maker Bookmark is a website which allows users to search and bookmark Super Mario Maker courses from PC and smart devices. It was launched by Nintendo on December 22, 2015,[18] coinciding with the game's version 1.30 update, in which players can bookmark online courses to play them later. To be able to bookmark a course from the website, users have to sign in with their Nintendo Network ID. While logged in, they can also visit their profile to view their own uploaded courses.

The website features three ways to search for courses. The Recommended Courses tab features highly popular courses that can be sorted by All, Easy, Normal, Expert and Super Expert. The tab also contains an area called Special Collections, which users can access to view courses featured at special events such as GameCenter CX and Tokaigi, or courses selected by the game's development team based on a theme such as Costume Mario and Super Mario Bros. 3.

The Course Search tab allows users to filter courses by game style, course theme, region, difficulty, tag and upload date. There is also an individual option to sort courses by star rate, total stars, lowest clear rate, times shared and most recent.

Lastly, the Maker Rankings tab features a top 100 of course makers ranked by a certain category: total stars, number of world records, number of first clears or number of 100 Mario Challenge clears. Users could also similarly view courses by various rankings, although this is no longer supported.


  Main article: Super Mario Maker/gallery


  Main article: Super Mario Maker/gallery



  • On very rare occasions, when Mario falls into a pit, the death jingle is preceded by one of the eight longer sound clips (e.g. one of them which would whisper the game's title).[19] [20]
  • When starting the game, the opening screen has a unique sequence for each day:
    • Sunday: Fire Luigi, Fire Mario, then the title card appears, with Happy Sunday, with the bubble talk of "LET'S GET MAKING!", with all the characters.
    • Monday: The green shell hits Mario, spinning around, then the title card appears.
    • Tuesday: Magikoopa uses a wand at Mario to transform into a Goomba, then the title card appears.
    • Wednesday: The flying platform takes Mario flying away, then the title card appears.
    • Thursday: The Goombas take Mario away, then the title card appears.
    • Friday: The fly takes Mario, with the text Flyday, then swatting the fly, letting Mario fall down, replacing to Friday, then the title card appears.
    • Saturday: The Thwomp hits Mario, then the title card appears.
  • When placing an object onto a course, a distorted voice will say the name of the object (e.g. "Pipe" for placing/adjusting a Warp Pipe), corresponding in tone with the stage's background music.
  • Holding the Pad-down, A, and B buttons while a course loads will give a CRT television screen display, similar to the Big Mushroom. However, this Easter egg is available in all the four game styles, unlike the Big Mushroom.[21]
  • Sometimes a P-Switch changes colour only in the NSMBU and NSMB style.


The Official E3 Trailer for Mario Maker
Main Page: Super Mario Maker/videos


  1. 2020 CESA Games White Papers. ISBN 978-4-902346-42-8. SMM3DS sales 3.68
  2. GameXplain (April 1, 2015). Mario Maker Gameplay - Nintendo Direct 4.1.15 (High Quality!). YouTube. Retrieved April 3, 2015.
  3. GameXplain (July 29, 2015). NEW Super Mario Maker Details: 99 amiibo Costumes (Isabelle!), Pro Controller Support, & File Size. YouTube. Retrieved July 29, 2015.
  4. Nintendo World Report TV (June 23, 2015). " Super Mario Maker - Level Creation Fun (E3 2015)". YouTube. Retrieved October 9, 2015.
  5. GameXplain (August 22, 2015). "Cool Bits - Super Mario Maker's SMB3 White Block Secret". YouTube. Retrieved October 9, 2015.
  6. Yoon, Andrew (October 15, 2009) "Miyamoto foresees more user-generated content in the future" Engadget. Retrieved 2015-05-14
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  14. Thomsen, M. (September 15, 2015). Super Mario Maker is an engine for circulating horrible new "Mario" levels. The Washington Post. Retrieved November 4, 2015.
  15. Hernandez P. (September 16, 2015). Crappy Levels Are Not Ruining Super Mario Maker. Kotaku. Retrieved November 4, 2015.
  16. [9]
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  18. Nintendo (December 17, 2015). Super Mario Maker Bookmark Update! YouTube. Retrieved April 17, 2019.
  19. Master0fHyrule. (September 20, 2015). "All 8 SECRET/HIDDEN Falling Death Sounds In Super Mario Maker (Easter Eggs)" Youtube. Retrieved September 22, 2015.
  20. Gamexplain. (September 21, 2015). "Super Mario Maker: All 8 SECRET DEATH Sounds" Youtube. Retrieved November 17, 2015.

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