Super Mario Maker 2 (also called SMM2 or SMM 2) is a Mario 2D platforming and level-editing game for the Nintendo Switch and the sequel to the 2015 Wii U game.Super Mario Maker and its 2016 Nintendo 3DS port Super Mario Maker for Nintendo 3DS. The game expands on its predecessor with new features such as a level style based on Super Mario 3D World, which incorporates some gameplay aspects from the 3D platformer, including the Super Bell power-up; new level themes, such as desert, snow, sky, and forest; further terrain options such as slopes; and a nighttime feature, which alters many course elements. In addition to Mario, such characters as Luigi, Toad, and Toadette are playable in both single-player and in Network Play, a multiplayer mode which allows the player to compete against or co-operate alongside three random players online. An offline, single-player Story Mode is also featured in the game, which contains over 100 pre-installed courses made by Nintendo. Super Mario Maker 2 was released worldwide on June 28, 2019. A Nintendo Switch Online membership is required to share, download, and play courses online.
As in Super Mario Maker, along with the main contents of the level, each level is set with a style, theme, and time limit. The starting platform is no longer visibly separated from any ground tiles placed beside it, which are instead merged into the platform. A new mechanic known as Custom Scroll is introduced, which allows the player to set a level to auto-scroll, as well as the directions at which to scroll, which can be changed up to 10 times per area. In forest-themed levels, a body of water can be added and/or set to rise and fall at a predetermined speed. In castle levels and nighttime forest levels, the lava and poison respectively can also be set the same function. The player also has the option to add Clear Conditions to their level, such as collecting a certain amount of Coins or reaching the goal as Super Mario. Vertically scrolling sub-areas can also be created.
Enemies that have alternate forms (such as Piranha Plants) can now have those forms selected by tapping the enemy to open up a menu, rather than shaking it. Additionally, that menu also includes the options to insert/remove a Super Mushroom, 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 the minus button. 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.
In Story Mode, after Mario, Toadette (referred to as "Chief" in this mode), and several other Toads have finished building Princess Peach's Castle, Undodog accidentally steps on a button that causes a Reset Rocket to erase the whole castle. As such, Mario needs to collect coins to rebuild it. To earn coins, the player can play through over 100 official courses produced by Nintendo in the form of "jobs" given by the Taskmaster. After clearing a course, Mario keeps the coins he collected in the course and is also awarded a coin payment. Some of the levels also feature Toads that need to be rescued. Other NPCs including Mr. Eraser and Undodog can also assign jobs for Mario. The main hub is set in and around Peach's castle in the Super Mario 3D World style, and the player can explore more parts of the castle as they progress through the mode. Luigi, Toad, and Toadette are not playable in Story Mode.
- Steep Slope
- Slope 2
- Tornado producing enemies
- 10 Gold Coin
- Angry Sun
- Snake Block
- On-Off Switch
- Seesaw Platforms
- Ant Trooper
- Piranha Creeper
- Bell Trees
- Rock Block
- Crystal Block
- Platform Block
- Banzai Bill
- Chain Link Fences
- Cat Bullet Bill
- Boom Boom
- Mushroom Trampolines
- Koopa Cars
Differences from the previous games
The following is a list of differences from the level styles' original games not present in the first Super Mario Maker.
Super Mario Bros.
- Fire Luigi has a distinct color palette instead of being identical to Fire Mario.
- Sky-themed levels now have new music based on the overworld theme arranged by Koji Kondo, unlike in the original game where the original overworld music is used instead.
- Warp Pipes no longer have a black outline in ground levels, instead using the colored outline normally used in underground levels to distinguish the outline from the background.
- With the addition of slopes, Small characters are now able to crouch. However, they cannot actually slide down the slopes.
- The water simply has a clearer, translucent dark blue color, unlike the original game where it is brighter.
Super Mario Bros. 3
- Thwomps have been given new sprites for when they are idle and attacking.
- Thwomps tilt forward slightly when they move horizontally, unlike the original game where they were only idle.
- Snow-themed levels now feature their own 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 World 3-Airship and World 7-Airship, unlike the original game where night airship levels like World 8-Airship have the normal brown palette.
- Castle courses during night receive a tileset from World 8-3
- Luigi is dark green, unlike the original game where he is bright green.
- The water simply has a clearer, translucent blue color.
- Boom Boom now flies off-screen with the stomped sprite when he is defeated.
- Frozen Coins now have a shimmering effect. When the P-Switch is pressed, they turn into frozen Brick Blocks.
- Spikes are now dark green along with their spiked iron balls receiving new sprites.
Super Mario World
- Snake Blocks are colored green and no longer use the Grinders' sound effect.
- The texture for the water in non-underwater levels is missing in addition to its appearance generally updated; the water now simply has a clearer, translucent blue color.
- ON/OFF Switches now have a more saturated color, and their letters flash between black and white.
- Banzai Bills leave some clouds of smoke behind when they travel.
- Desert-, Forest-, and Snow-themed levels now have new music based on the overworld theme arranged by Koji Kondo, unlike in the original game where the original overworld music is used instead.
- P-Switches have a flashing animation.
- Luigi has a new sprite, with his head resembling his appearance from Super Mario All-Stars + Super Mario World, but his body resembling Mario's.
- Para-Goombas use their swimming sprites from Super Mario Maker, rather than using their front-facing sprites from the original.
- The blue Warp Pipes are brighter than in the original game.
- Red Yoshis do not hatch as Baby Yoshis and they are no longer required to be fed to grow into an adult. They also do not need to eat shells to breathe fire (which replaces their lick attack), and they can only use the spread shot if the rider is in Fire form, spitting only one flame forwards if that condition is not met, as in New Super Mario Bros. Wii and U.
- Small Mario has a new running jump sprite.
- Luigi no longer has tan skin, now sharing Mario's consistency.
- Fire Luigi has light green overalls, unlike in the original game, where they are dark green.
- The "Final Boss" sound effect lacks its intro, save for the last note.
- Pokeys sprites have been slightly modified from the original game. They can be defeated using fireballs, unlike the original game where they are fireproof. Similarly, when Yoshi eats the head of a Pokey, it is instantly defeated, unlike the original game where the remaining segment on the top becomes the head. These changes are to be consistent with New Super Mario Bros. U.
New Super Mario Bros. U
- Yellow Toad is completely absent from the player characters. This is likely to keep consistent with Super Mario 3D World, where the playable Toad is colored blue in the original game, akin to Blue Toad. Nabbit is not playable either, unlike in New Super Luigi U and New Super Mario Bros. U Deluxe.
- The screen's scrolling and entering another section of a course in multiplayer do not restrict the players' mobility, such that all players can now move individually. This also applies to all other game styles.
- Due to this, getting stuck between edges of the screen and solid terrains no longer causes the player to instantly lose a life (unless it is an auto-scrolling course).
- Some multiplayer-exclusive controls, such as the simultaneous ground-pound and entering a bubble, are no longer possible.
- The snow theme has a blue/white backdrop like in New Super Mario Bros. Wii instead of taking place during the night like the levels in Frosted Glacier. The music at night plays a music box cover of the Frosted Glacier level theme instead of the original theme which now plays in the daytime.
- Banzai Bills have a shorter design than in New Super Mario Bros. U to keep consistent with Super Mario World, as well as the other game styles.
- There is no giant Bill Blaster that fires Banzai Bills/Bull's-Eye Banzais. This is likely to keep consistent with the Super Mario World style, as they do not exist in that game.
- Banzai Bills do not rotate when they are travelling.
- The background of the castle theme has clear windows instead of red-tinted ones seen in the castles with lava, and torches with purple flames.
- P-Switches have a flashing animation.
- Parabombs use the sitting pose when falling, instead of the front-facing walking animation.
- The Checkpoint Flag (when it is not touched) now has a triangular design instead of a rectangular design. This makes it consistent with the other game styles (except for the Super Mario 3D World style).
- The Warp Pipes now use the early design from the original build where they had a darker and more metallic-like look, as in the series up to New Super Mario Bros. 2, rather than having the brighter and more plastic look from the final game.
- Fire Toadette has white pants unlike in New Super Mario Bros. U Deluxe, where they are red.
- Boom Boom now crouches down in his shell after being stomped on, rather than becoming dizzy. This is to keep consistent with Super Mario Bros. 3, though otherwise there is little difference between the original game and Super Mario Maker 2.
- When multiple players grab the flagpole, they each say their own individual line instead of collectively saying "Oh yeah!"
- Multiple players can no longer perform a simultaneous ground-pound.
- Snake Blocks in multiplayer require one player to activate rather than having to wait for other players to step on them.
- Poison now has a pink gradation.
- Big Wigglers can no longer travel through poison, instead sinking through it like their smaller counterparts.
- Icicles now have a falling sound effect.
- When a player lifts another player, they do not have spinning animations. Additionally, thrown players do not spin forwards.
- Frozen Coins now are inside a transparent Ice Block instead of being in a 2x1 piece of ice to be consistent with the other game styles. When the P-Switch is pressed, they turn into frozen Brick Blocks.
- Pokeys' spikes do not disappear to the background music's chorus, due to the music in some themes having no chorus at all. As a result, item bonuses from eating the fruit-like Pokeys with Yoshi were removed.
Super Mario 3D World
- Gameplay is on a 2D plane like the other game styles, similar to how Super Mario 3D World has 2D sections, but some courses from the original game can be seen in the background.
- There is no Item Storage.
- Like in the New Super Mario Bros. U style, players cannot manually enter a bubble, or perform Simultaneous Ground Pounds in multiplayer.
- Players also cannot ground-pound jump or side-somersault.
- The size and positioning of the life counter, timer, score, and coin counter are now consistent with the other game styles.
- While the timer has the flashing effect during the last hundred seconds like in the original game, it does not beep during the last ten seconds, consistent with other styles.
- When time is converted to points at the end of a course, the New Super Mario Bros. U style's sound effect is reused, rather than the one from the original game.
- When entering a course or restarting after losing a life, players start in Small form, rather than Super form, to be consistent with other game styles.
- Luigi and Toad have the same attributes as Mario to be consistent in multiplayer play.
- Princess Peach and Rosalina are not playable.
- The former was replaced by Toadette to be consistent with other styles.
- Ground Pounding and Sliding are performed by pressing down on leftstick rather than ZR, to be consistent with the other game styles.
- The player cannot enter Koopa Troopa Shells.
- The player has to press down or up to enter the respective direction of Warp and Clear Pipes to be consistent with other game styles.
- Players do not take damage from colliding with enemies while in Clear Pipes.
- Enemies do not give or drop coins or items when they are defeated, consistent with other game styles.
- For unknown reasons, enemies and items cannot appear in stacks like in the original game, despite having a stacking function in the other game styles.
- When the player goes through sections of a course while carrying an item, it does not disappear.
- The snow theme, which appears to be based on Snowball Park, takes place during the day, instead of the night like in the original level.
- The Goal Pole does not turn gold when the player touches the top of it. Additionally, it provides an extra life rather than 10,000 points, akin to the other game styles.
- The victory pose does not always occur properly; if the player does not reach the designated position before their victory pose, they perform it in front of the Goal Pole, or they do not perform it at all. In the former case, only one player performs the pose in multiplayer modes. In multiplayer modes, the zoom-in before the pose is omitted.
- When playing in the castle theme, the Goal Pole at the end is the boss version from the original game, but the flag itself is smaller.
- The screen has a black transition when Pipes, Warp Doors, and Warp Boxes send the player to another section of the course, consistent with other styles.
- Pipes are always two-way like in the other styles, as opposed to the original game where some are one-way and the Pipe disappears.
- Warp Boxes lack confetti inside of them.
- Coin Blocks do not turn into ? Boxes after being hit enough times.
- POW Blocks and P Switches are portable, as in the other game styles.
- The point chain of Super Star invincibility is the same as that of stomping enemies continuously or kicking a Koopa Shell through many enemies, like in the New Super Mario Bros. games, as opposed to only awarding an extra life for every eighth enemy defeated on contact.
- Additionally, when invincibility is about to run out, the New Super Mario Bros. U style's sound effect is reused, rather than the normal power-down sound effect.
- Players must pick up another player to share Super Star invincibility, rather than simply touching each other, as in New Super Mario Bros. Wii and New Super Mario Bros. U.
- This also applies to other game styles except for Super Mario Bros., due to that style having no function of picking anything up.
- Super Hammers were not present in the original game.
- When a Fire Flower, a Super Bell, or a Super Hammer are released from a block, the item stays on top of the block instead of flying out of it and onto the ground, consistent with other styles. This is also similar to the E3 2011 demo version of Super Mario 3D Land.
- Super Mushrooms, 1-Up Mushrooms, and Super Stars always move around a course when they are placed on the ground, rather than staying put, consistent with other styles.
- Fire characters' fireballs vanish upon hitting walls, 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 Bro.s and Koopa Troopa Cars were also not present in the original game.
- The Thwomps in the Super Mario 3D World style use the same behavior as the other game styles, where they fall once the player is near or below them, as opposed to the behavior seen in the original game, where they rise and fall in a constant pattern.
- Porcupuffers act similar to Boss Basses in non-underwater themes and Cheep Chomps while underwater; they will attempt to suck Mario into their mouths when he gets close to them. These behaviors were not seen in the original game. They take four fireballs to defeat, rather than one. Additionally, they chase Mario, rather than following a set pattern.
- Cat Bullet Bills are fired from Bull's-Eye Blasters rather than normal Bill Blasters, to be consistent with Bull's-Eye Bills in other game styles.
- Charvaarghs now only damage players, rather than instantly defeating them.
- The Mega ? Blocks that produce multiple blocks in Super Block Land are now represented by ! Blocks, similar to Super Mario 3D Land.
- Fire Toad has a blue cap instead of yellow, as in New Super Mario Bros. U.
- Banzai Bills now have a yellow exhaust as opposed to a purple exhaust, and they also spin while travelling, unlike the original game.
- The Castle music lacks its intro.
- ON/OFF Switches replace Switch Blocks from the original game functionally to match the other styles.
- Pink Coins replace Key Coins from the original game to match the other styles. However, placing one Pink Coin in a level will cause a similar function to the Key Coin.
- P Switches have the same music and design as they do in New Super Mario Bros. U, while they never had any music in the original game.
- POW Blocks are affected by gravity, rather than floating in midair. Additionally, the POW Block's sound after being thrown is the same one used for the Super Mario World style.
- Donut Blocks fall faster when stood on, consistent with the other styles. The original game had them slowly fall and vanish. Additionally, the player can prevent them from dropping by jumping, as in the other game styles.
- Blinking Blocks are smaller than the original game's Beep Blocks, now about the same size as most other block-based elements.
- Snow Pokeys only spawn one snowball upon defeat, as opposed to their segments (including the head) becoming snowballs.
- Spikes throw spiked iron balls instead of spiked bars, matching their behavior in the 2D games and Captain Toad: Treasure Tracker.
- Dash Blocks replace Dash Panels.
Super Mario Maker
- The title screen no longer contains hidden Easter eggs in it.
- The Gnat Attack minigame was removed.
- As wings are no longer a separate element, adding wings on objects is no longer performed by dragging and dropping, instead performed by tapping and holding the element and selecting the wings option from the pop-up menu.
- Super Mushrooms also can be selected from the same pop-up menu, though they can still be transformed via dragging and dropping.
- Similarly, the shaking function that transforms an element to an alternate form (such as turning green Koopa Troopas into red Koopa Troopas) is replaced by the same method.
- Making a sub-area in the Ground theme makes the sub-area Ground by default, rather than Underground.
- Checkpoint Flags now can be combined with any power-up. Due to this, Checkpoint Flags without modifications no longer turn Small characters into their Super form.
- Grinders in the Super Mario World and New Super Mario Bros. U styles now have their cutting sound effect from Super Mario World.
- The Super Mario Bros. 3 and Super Mario World styles now show received points in the same font as their respective original games. Each style also has a unique 1-UP icon.
- POW Blocks and P-Switches now have a flashing animation in all returning game styles.
- Castle levels now have rising and falling lava like the forest theme's water.
- Pipes cannot overlap.
- One-Way Walls cannot be hidden behind pipes.
- Several elements now have their own parts slot:
- As in the Nintendo 3DS version, Checkpoint Flags, Skewers, and Keys are now standalone course elements, meaning they no longer need to be created by shaking an arrow sign, a Thwomp, or a P Switch, respectively.
- Rocky Wrenches are now a standalone course element from Monty Moles.
- Fish Bones are now a standalone course element from Dry Bones.
- Bumpers are now a standalone course element from Grinders.
- Pink Coins are now a standalone course element from Coins.
- Bowser Jr. is now a standalone course element from Bowser.
- Objects can no longer be placed in front of the Arrow Sign at the start of a course.
- The starting platform is now seven blocks wide, and has a 7x3 forbidden zone to accommodate for four players during multiplayer matches.
- Checkpoint Flags can no longer be placed diagonally.
- The Ground terrain element now represents its own group, instead of being part of the blocks group. Additionally, up to 4,000 Ground terrain elements can be placed onto a single course area.
- One-Way Walls are now in the same group as the Arrow Sign.
- Unchained Chomps, Angry Wigglers, Lit Bob-ombs, Bull's-Eye Blasters, Red Cannons, and Fast Lava Lifts now have their own "singing parts" in the edit screen, rather than the same as their original counterparts.
- Additionally, Magikoopas and Skewers' singing parts now uses their American versions regardless of region, as opposed to having "Kamek" and "Spike Pillar" clips, respectively in the British English version.
- Normal-sized shells now deal more damage to Bowser.
- Instead of big Yoshi Eggs being green and hatching into two Yoshis that run around in panic, they turn red and hatch into a single red Yoshi that does not run away.
- The remaining time displayed is now rounded down instead of rounded up, so once the time displayed reaches zero, it means the player has less than one second left to clear the course.
- The player can no longer stand on the edge of One-Way Walls.
- Spiny Mario can no longer break blocks while in Warp Pipes.
- If Mario is in a Goomba's Shoe and walks through a one-block gap, he automatically crouches.
- Koopa Troopa Shells and Buzzy Shells in mid-air are now affected by POW Blocks. This means wearing Buzzy Shells while activating POW Blocks is no longer possible.
- Winged Lava Bubbles fired from Bill Blasters or Bull's-Eye Blasters now only fly horizontally.
- It is now possible to change direction while crouching; however, entering Warp Doors while dashing is no longer possible.
- Checkpoint Flags no longer contain the Easter egg where birds (fish in underwater levels) appear when Mario touches them.
- Warp Pipes now only spawn one Shoe Goomba at a time. Previously, up to 10 Shoe Goombas could be spawned.
- Coins and other items cannot overlap with Checkpoint Flags.
- Small Mario with Buzzy/Spiny Shells now takes damage while crouching. Previously, enemies simply turn around if they come into contact with him.
- Bill Blasters and Cannons on top of certain objects (such as winged Munchers) now can be destroyed by collision with ceilings.
- One-Way Walls now have stricter collision.
- Placing POW Blocks in front of Piranha Plants defeats them, instead of simply pushing them away. This does not apply to P-Switches.
- Touching the Vines while hitting enemies will cease the 1-Up trick combo.
Super Mario Bros. style
- Mystery Mushrooms and Weird Mushrooms have been removed.
- Without Mystery Mushrooms, amiibo figurine support and Event Courses have been consequently removed from the game, as with the 3DS version.
- The instrument played by Mystery Mushrooms on Music Blocks is instead inherited by the Superball Flower.
- The Weird Mario Easter egg from the Warp Doors is still available, with new forms added to the Super Mario 3D World style, such as Cat Mario, Boomerang Mario, Double Mario, and Mario with a Goomba Mask.
- The Weird Mushroom's slot as an alternate form of the Super Mushroom is replaced by the Master Sword as of Version 2.0.
- Big Mushrooms are now default parts rather than being unlocked by amiibo (due to their lack of compatibility), and now only use "Modern" color from the previous game. Enemies and gizmos also no longer change sprites while the power-up is active, and the screen no longer contains a CRT screen effect.
- Big characters cannot break Blocks by running into them, only from below or by jumping on them from above. Also, taking damage now degrades them to Super form, rather than Small form.
- As Mystery Mushrooms have been removed, Big Mushrooms now replace Super Leaves, Cape Feathers, Propeller Mushrooms, and Super Bells from other game styles in the parts menu. This means the player can no longer place Big Mushrooms outside of the Super Mario Bros. style.
- Certain sound effects were changed to more 8-bit ones (e.g.: when collecting a Pink Coin or opening a locked door with a key).
- Vines now use their spawning sound effect from the original game when released from a block.
- Thwomps have been given a new appearance for when they are in a waiting state rather than using the same sprite as when they attack.
- The Ghost and Airship themes' music has been tweaked to be more accurate to the NES's sound capabilities.
Super Mario Bros. 3 style
- The background of the castle theme now features windows, instead of just being a black, featureless screen.
- The number font on the HUD looks more like the font used in the game's 16-bit remakes.
- Raccoon Mario does not have a holding pose when flying.
- The Ghost House theme has been tweaked to be more accurate to the NES's sound capabilities.
Super Mario World style
- The Spiny Shell has a flatter sprite while Mario is wearing it.
- Players can now clear a course by passing through the Giant Gate without having to touch the moving tape, similar to the original game.
- If there are more than two Yoshi Eggs and they hatch, the third Yoshi Egg will not reward the player an item. This also applies to the New Super Mario Bros. U style.
New Super Mario Bros. U style
- The HUD was given a small update: the coin counter now has a white/yellow gradient and lacks the "×" symbol present in all the other styles, and the score counter is white as opposed to black.
- Spiny Eggs are now animated.
- The design for the Mushroom Platforms in the airship theme was changed to a mechanical one.
- The background of the underwater theme is different, with a bluer water and with more decorations, including a Cheep Chomp that watches the player in the distance. It also has a wavy effect.
- The background of the underground theme now has waterfalls.
- Mario now directly faces a Warp Door when he enters one.
- The design of the lava has more detail, to make it look less blank for levels with rising lava.
- When the player grabs a Pink Coin, it now makes the sound effect when collecting a Red Coin from a Red Ring in the original game. A similar sound effect is used in the Super Mario World style.
- Characters now face forward during their lava death animation rather than sideways.
The game was first revealed during a Nintendo Direct on February 13, 2019. A Nintendo Direct reviewing some of the new features, story mode and the online of the game was broadcasted on May 15, 2019. The game was briefly shown during E3 2019 and released later in the same month.
Pre-release and unused content
- 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:
- ? 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
- Piranha Plants
- Fire Piranha Plants
- Piranha Creepers
- The following have a different icon in general than in the final game.
- Cloud Blocks
- Pink Coins
- The following used their icon from the New Super Mario Bros. U style:
- The early icon of the 10-Coin was simply a standard coin with the number 10 on it.
- The Goomba icon in the Super Mario 3D World style used artwork of a Mini Goomba instead of a normal one.
- When the underground theme was shown in the Super Mario 3D World style, the Block icon was a Brick Block rather than the Crystal Block in the final game.
- There were only three enemy wheels instead of four in the Super Mario 3D World style. Additionally, Porcupuffers and Bullies were placed in the first and second wheel respectively instead of the fourth.
- When Custom Scroll was shown off, the icon used for the scrolling points was more simplistic, consisting of a silhouette of a realistic-looking parrot instead of a more cartoonish one with a visible facial features.
- The Twister in the Super Mario World style had a different appearance than in the final game, somewhat resembling a Foo.
Super Mario Maker 2 Direct
- The underground theme in the Super Mario Bros. 3 style used the brown palette for ground tiles in the day version.
- When showing off the feature to use the ON/OFF Switch with Tracks, the Twister in the New Super Mario Bros. U style had a different appearance than in the final game, resembling a Foo, like in the debut trailer. However, since the final version's design also appears in the New Super Mario Bros. U style, this was most likely intended to be some sort of alternate form.
It was announced that the game had sold 3.93 million units by the end of September 2019. This made Super Mario Maker 2 the ninth best selling game on the Nintendo Switch.
On October 1, 2019, an update was made for playing online with friends, minor changes and bug fixes.
- Added "Play with friends"
- Added features to "Nearby Play"
- Added "LAN Play"
- Added a list of Official Makers in Leaderboards
An update was released on December 5, 2019, which adds new enemies and course elements and a new Course World mode:
- Course elements
- Dash Block
- Frozen Coin
- Ninji Speedruns: The player can challenge other players around the world to complete the fastest time possible from courses created by Nintendo.
- Super Mario Maker 2 is the first game:
- For newcomer composer Sayako Doi since joining Nintendo.
- First Super Mario Maker game to feature multiplayer.
- Which the single-player Mario games featured use of multi-player (up to 4 players).
- In the Mario series to lack any Amiibo function since its introduction in 2014.
- Toru Minegishi, one of the game's composers, has previously composed music in Super Mario 3D World.
- Atsuko Asahi, another one of the game's composers, has previously worked on Mario Kart 8.
- While credited as "Sound director", Koji Kondo has composed some new music in the game which are yet to be confirmed.
- ↑ Super Mario Maker 2 release date reveal
- ↑ Kai. (April 25, 2019). Nintendo Switch『スーパーマリオメーカー 2』の発売日が、6月28日に決定！. Nintendo. Retrieved April 25, 2019.
- ↑ Nintendo UK. (April 24, 2019). Super Mario Maker 2 - Release date trailer (Nintendo Switch). YouTube. Retrieved April 24, 2019.
- ↑ Announcement by official Nintendo AU NZ Twitter. Retrieved April 25, 2019.
- ↑ https://www.youtube.com/watch?v=GPn-xZbmZ2Q
- ↑ Nintendo (February 13, 2019). Super Mario Maker 2 – Announcement Trailer – Nintendo Switch. YouTube. Retrieved on February 13, 2019.
- ↑ Nintendo (May 15, 2019). Super Mario Maker 2 Direct 5.15.2019. YouTube. Retrieved on May 15, 2019.
- ↑ https://nintendoeverything.com/super-mario-maker-2-update-out-now-version-1-1-0-play-with-friends-online-and-more/
- ↑ GameXplain (December 1, 2019). Play as Link in Super Mario Maker 2 Ver. 2.0 Update! + Spike, Ninji Speed Runs, & More! (Trailer). YouTube. Retrieved December 1, 2019.