Super Mario Maker 3

Luciano Barone

Monty Mole
Release date: September 1, 2023

Console: Nintendo Switch 2.0 (Basically a bigger and more powerful version of the original Nintendo Switch combined with the double screen of the Nintendo DS and touch screen of the Wii U)

Parts removed:
*SMB2 mushroom
*Ninji Speedrun
*“Clear the level after bringing # Toads to the goal” story mode exclusive clear condition

Games styles:
* Super Mario Bros 1 (Main/normal)
* Super Mario Bros 3 (Main/normal)
* Super Mario World (Main/normal)
* Super Mario Land 2; 6 Golden Coins (Colored) (Main/normal)
* New Super Mario Bros DS (Main/normal)
* New Super Mario Bros U (Main/normal)
* Super Mario Bros 2 (extra)
* Super Mario 3D World (extra)

Modes:
*Day (all styles)
*Night (main styles only)

Themes:
*Grass (night mode: 1-up mushrooms turn into rotten mushrooms and numerous other items and enemies experience bizarre alterations to their normal day mode behaviors)
*Underground (night mode: the screen is flipped upside down and controls are inverted)
*Desert (night mode: wind blows in varying directions depending on the game style)
*Beach (includes rising/lowering water) (night mode: the water is now on the ceiling rather than the floor)
*Underwater (night mode: everything is mostly shrouded in darkness except for the player)
*Sewer (includes rising/lowering water) (night mode: repeat of underground night mode, except that the water is completely unaffected)
*Jungle (includes rising/lowering water) (night mode: the water turns into deadly purple poison)
*Haunted Forest (includes rising/lowering water) (night mode: repeat of forest/jungle night mode)
*Ghost House (night mode: repeat of underwater night mode)
*Ice (night mode: traction is greatly reduced)
*Mountain (night mode: meteors fall from the sky in the background and while they don’t physically interact with the player, they do stun the player when they touch the ground)
*Tower (night mode: the player acts as if he/she were underwater)
*Sky (night mode: gravity is greatly reduced)
*Airship (night mode: all items and enemies act as if they were underwater except for the player)
*Volcano (includes rising/lowering lava) (night mode: toxic gas slowly but surely follows the player from the left side of the screen)
*Castle (includes rising/lowering lava) (night mode: repeat of tower night mode)

Theme designs:
*Grass: Super Mario Maker 2 designs (SMB1, SMB3, SMW, NSMBU, and SM3DW), general grass levels (SML2, NSMBDS day, and SMB2), https://www.youtube.com/watch?v=ZNqaomdAg-M&t=276s (NSMBDS night)
*Underground: Super Mario Maker 2 designs (SMB1, SMB3, SMW, NSMBU, and SM3DW), general underground levels (SML2, NSMBDS day, and SMB2), https://www.youtube.com/watch?v=ZNqaomdAg-M&t=276s (NSMBDS night)
*Desert: Super Mario Maker 2 designs (SMB1, SMB3, SMW, NSMBU, and SM3DW), general desert levels (NSMBDS day and SMB2), https://www.youtube.com/watch?v=ZNqaomdAg-M&t=276s (NSMBDS night), new design (SML2 physical layout), grass/athletic music (SML2 music)
*Beach: https://www.youtube.com/watch?v=M2Mc1SuWoak (SMB1), https://www.youtube.com/watch?v=2gd_bU8Hsh8&t=558s (SMB3), https://www.youtube.com/watch?v=8EVGgFv7etw&t=58s (SMW), https://www.youtube.com/watch?v=xk_yz0h-8Vc&t=23s (NSMBU), Sunshine Seaside (SM3DW), 6-2 (NSMBDS), https://www.youtube.com/watch?v=7xAPTKPPwUM&t=344s (SMB2), new design (SML2 physical layout), grass/athletic music (SML2 music)
*Underwater: Super Mario Maker 2 designs (SMB1, SMB3, SMW, NSMBU, and SM3DW), general underwater levels (SML2 and NSMBDS day), https://www.youtube.com/watch?v=ZNqaomdAg-M&t=276s (NSMBDS night), https://www.youtube.com/watch?v=7xAPTKPPwUM&t=344s (SMB2)
*Sewer: https://www.youtube.com/watch?v=3sBZRRLKuUM&t=230s (SMB1, SMB3, SMW, and NSMBU physical designs), Super Mario Maker 2 forest/jungle music (SMB1 music), https://www.youtube.com/watch?v=l6BhgDU-O6A&t=70s (SMB3 music), remix of underground music from Super Mario World 2; Yoshi's island (SMW music), Deepsea Ruins (NSMBU music), 2-3 (NSMBDS), new design (SML2, SMB2, and SM3DW physical layouts), underground music (SML2 and SMB2 music), King Ka-thunk’s Castle (SM3DW music)
*Jungle: Super Mario Maker 2 designs (SMB1, SMB3, SMW, NSMBU, and SM3DW), general tree zone levels (SML2 physical layout), grass/athletic music (SML2 music), https://www.youtube.com/watch?v=ZNqaomdAg-M&t=276s (NSMBDS day), new design (SMB2 physical layout and NSMBDS night), grass music (SMB2 music)
*Haunted Forest: Which-way Labyrinth outdoor sections (NSMBU physical layout), Deepsea Ruins (NSMBU music), Shifty Boo Mansion outdoor sections (SM3DW), 8-1 (NSMBDS), new design (SMB1, SMB3, SMW, SML2, and SMB2 physical layouts), 8-bit remix of Ghostly Galaxy music from Super Mario Galaxy (SMB1 music), https://www.youtube.com/watch?v=nVY7t9TjZhs&t=27s (SMB3 music), https://www.youtube.com/watch?v=TFDF0hz1yek&t=62s (SMW music), underground music (SML2 and SMB2 music)
*Ghost House: Super Mario Maker 2 designs (SMB1, SMB3, SMW, NSMBU, and SM3DW), general ghost house levels (SML2 and NSMBDS day), https://www.youtube.com/watch?v=ZNqaomdAg-M&t=276s (NSMBDS night), https://www.youtube.com/watch?v=7xAPTKPPwUM&t=344s (SMB2)
*Ice: Super Mario Maker 2 designs (SMB1, SMB3, SMW, NSMBU, and SM3DW), general ice levels (NSMBDS day and SMB2), https://www.youtube.com/watch?v=ZNqaomdAg-M&t=276s (NSMBDS night), new design (SML2 physical layout), grass/athletic music (SML2 music)
*Mountain: https://www.youtube.com/watch?v=ufIcV2Ehk18&t=57s (SMB1), https://www.youtube.com/watch?v=xhFm5qebqpE (SMB3 physical layout), https://www.youtube.com/watch?v=lS8-fRWq1gU&t=9s (SMB3 music), https://www.youtube.com/watch?v=7d5gzY_FQHs&t=63s (SMW), general mountain levels (NSMBDS and NSMBU), Clear Pipe Cruise (SM3DW), new design (SML2 and SMB2 physical layouts), ground music (SML2 and SMB2 music)
*Tower: https://www.youtube.com/watch?v=ddQfyKnRujo&t=187s (SMB1 physical layout (minus the lava)), https://www.youtube.com/watch?v=xmXEaAIkZtg&t=5s (SMB1 music), Crushing Cogs Tower (NSMBU), King Ka-thunk's Castle (SM3DW), World 1-Tower (NSMBDS), new design (SMB3, SMW, SML2, and SMB2 physical layouts), https://www.youtube.com/watch?v=p2e_0RF0o6Q (SMB3 music), https://www.youtube.com/watch?v=4APrkNmTjgA&t=50s (SMW music), https://www.youtube.com/watch?v=Txd94FwUofw&t=8s (SML2 music), underground music (SMB2 music)
*Sky: Super Mario Maker 2 designs (SMB1, SMB3, SMW, NSMBU, and SM3DW), general sky levels (SML2, NSMBDS day, and SMB2), new design (NSMBDS night)
*Airship: Super Mario Maker 2 designs (SMB1, SMB3, SMW, NSMBU, and SM3DW), https://www.youtube.com/watch?v=ZNqaomdAg-M&t=276s (NSMBDS day), https://www.youtube.com/watch?v=7xAPTKPPwUM&t=344s (SMB2 physical layout), https://www.youtube.com/watch?v=QOWLwwsAuL8&t=22s (SMB2 music), new design (SML2 physical layout and NSMBDS night), https://www.youtube.com/watch?v=Txd94FwUofw&t=8s (SML2 music)
*Volcano: https://www.youtube.com/watch?v=R1U7skY6gs8&t=59s (SMB1), https://www.youtube.com/watch?v=D8ef-iYfA0E&t=4s (SMB3), https://www.youtube.com/watch?v=yPmKyhpM500&t=59s (SMW), volcano-background sections of https://www.youtube.com/watch?v=pt2VjfrutGA&t=136s (NSMBU (minus the ax/bridge ending)), Simmering Lava Lake (SM3DW), 8-8 (NSMBDS), new design (SML2 and SMB2 physical layouts), https://www.youtube.com/watch?v=Txd94FwUofw&t=8s (SML2 music), https://www.youtube.com/watch?v=QOWLwwsAuL8&t=22s (SMB2 music)
*Castle: Super Mario Maker 2 designs (SMB1, SMB3, SMW, NSMBU, and SM3DW), Wario’s castle (SML2), World 8-Castle 1 (NSMBDS day), https://www.youtube.com/watch?v=ZNqaomdAg-M&t=276s (NSMBDS night), https://www.youtube.com/watch?v=7xAPTKPPwUM&t=344s (SMB2)

Playable Characters:
*Mario (all styles)
*Luigi (all styles)
*Princess Peach (all styles)
*Blue toad (all styles)
*Yellow toad (all styles)
*Toadette (all styles)

Terrain:
*Everything from SMM2
*Big brick block (all styles except for SMB2)
*Big ? block (all styles except for SMB2)
*Long ? block (SM3DW style only)
*Spiked ? block (main game styles only)
*Wedge block (main game styles only)
*Stretching block (main game styles only)
*Stretching mushroom platform (main game styles only)
*Balance/scale platform (main game styles only)
*Chain-link fence (all styles except for SMB2)
*Diagonal warp pipes (all styles except for SMB2)
*Mini pipe (warp pipe + mini mushroom) (NSMBDS style only)
*Warp pipe cannon (all styles except for SMB2) (Design/functionality taken from 1-up blast mini-game from NSMBW)
*Clear pipe cannon (SM3DW style only)
*Wobble rock (main game styles only)
*Rolling hill (all styles except for SMB2)
*Warp pot (warp pipe + SMB2 style) (SMB2 style only)
*Waterfall (SMB2 and SM3DW styles only)
*Mushroom block (SMB2 style only)
*Quicksand (all styles)
*Stone (all styles)

Items:
*Everything from SMM2 (minus the SMB2 mushroom due to the addition of the SMB2 game style)
*+ clock (all styles) (Light blue clocks add 10 timer seconds while light green clocks add 50 timer seconds)
*3-up moon (main styles only)
*Roller skate goomba/goomba roller skate (SMB1/SMB3/NSMBDS styles only)
*Ice skate goomba/goomba ice skate (SMB1/SMB3/NSMBDS styles only)
*Ice flower (all styles except for SMB2)
*Red ring/red coins (all styles except for SMB2)
*Blue Yoshi (SMW/SML2/NSMBU styles only)
*Yellow Yoshi (SMW/SML2/NSMBU styles only)
*Hammer suit (SMB3 style only)
*Mega man mask (SMW style only)
*1-up heart (1-up mushroom + SML2 style) (SML2 style only)
*Super carrot (SML2 style only)
*Kirby mushroom (SML2 style only)
*Metroid power suit (SML2 style only)
*Mega mushroom (NSMBDS style only)
*Mini mushroom (NSMBDS style only)
*Blue Shell (NSMBDS style only)
*Penguin suit (NSMBU style only)
*Turnip (SMB2 style only)
*Double cherry (SM3DW style only)
*Coin box (SM3DW style only)
*Light box (SM3DW style only)
*Suction cup box (SM3DW style only)

Enemies:
*Everything from SMM2
*Yellow koopa troopa (all styles except for SMB2)
*Blue koopa troopa (all styles except for SMB2)
*Ice bubble (all styles except for SMB2)
*Snow spike (spike + ice theme) (all styles except for SMB2)
*Fire spike (spike + volcano theme) (all styles except for SMB2)
*Fire ball (spiked ball + volcano theme) (all styles except for SMB2)
*Fire pokey (pokey + volcano theme) (all styles)
*Firesnake (main styles only)
*Flame chomp (main styles only)
*Spiny cheep-cheep (main styles only)
*Bony beetle (main styles only)
*Boomerang bro (all styles except for SMB2)
*Heavy boomerang bro (boomerang bro + super mushroom) (all styles except for SMB2)
*Climbing Koopa Troopa (koopa troopa + chain-link fence) (all styles except for SMB2)
*Fuzzy (all styles except for SMB2)
*Rex (main styles only)
*Sumo bro (main styles only) (normal version only; no boss version)
*Swoop (main styles only)
*Thwimp (main styles only)
*Urchin (main styles only)
*Tereburko (goomba + boo) (main styles only (except for SMW))
*Galoomburko (galoomba + boo) (tereburko + SMW style) (SMW style only)
*Cheep-chomp (main styles only)
*Crowber (main styles only)
*Eep-cheep (main styles only)
*Ice piranha plant (all styles except for SMB2)
*Shy guy (red/pink) (SMB2 style only)
*Snifit (red/pink) (SMB2 style only)
*Tweeter (SMB2 style only)
*Cobrat (SMB2 style only)
*Hoopster (SMB2 style only)
*Ninji (SMB2 style only)
*Pidget (SMB2 style only)
*Flurry (SMB2 style only)
*Panser (SMB2 style only)
*Porcupo (SMB2 style only)
*Small fry guy (SMB2 style only)
*Trouter (SMB2 style only)
*Spark (SMB2 style only)
*Biddybud (red/yellow/green/blue/pink) (SM3DW style only)
*Cat goomba (SM3DW style only)
*Charging Chuck (SM3DW style only) (normal version only; no variations from SMW)
*Coin coffer (SM3DW style only)
*Flopter (SM3DW style only)
*Octoomba (SM3DW style only)
*Splounder (SM3DW style only)
*Ice koopa/junior clown car (main styles only)
*Lemmy Koopa ball (main styles only)
*Parabones shell (dry bones shell + wings) (main styles only)
*Dry Bowser (main styles only)
*Dry Bowser junior (main styles only)
*Reznor (main styles only)
*Birdo (SMB2 style only)
*Mouser (SMB2 style only)
*Tryclyde (SMB2 style only)
*Clawgrip (SMB2 style only)
*Boss fry guy (small fry guy + super mushroom) (SMB2 style only)
*Wart (Bowser + SMB2 style) (SMB2 style only)
*Dry Meowser (Dry Bowser + SM3DW style) (SM3DW style only)
*Chief bully (SM3DW style only)

Item/enemy add-ons:
*Wings (allow items and enemies to fly) (all styles)
*Parachutes (float items and enemies down the screen until they reach a solid surface) (all styles)
*Balloons (reverse parachutes; float items and enemies up the screen until they reach a solid surface) (all styles)

Gizmos:
*Everything from SMM2
*Bowser statue (all styles except for SMB2 style)
*Ice bar (main styles only)
*Ball'n Chain (main styles only)
*Torpedo base/torpedo Ted (Bill blaster/bullet Bill + underwater theme) (all styles except for SMB2)
*Torzilla Ted (banzai Bill + underwater theme) (all styles except for SMB2)
*Red torpedo base/targeting Ted (bullseye Bill blaster/bullseye Bill + underwater theme) (main styles only)
*Targeting torzilla (bullseye banzai + underwater theme) (main styles only)
*Cat torpedo base/Cat torpedo Ted (cat Bill blaster/cat bullet Bill + underwater theme) (red torpedo base/targeting Ted + SM3DW style) (SM3DW style only)
*Cat torzilla Ted (cat banzai Bill + underwater theme) (targeting torzilla + SM3DW style) (SM3DW style only)
*Kick bomb cannon/kick bombs (SM3DW style only)
*Tightrope (main styles only)
*Gray P-switch (main styles only)
*On/off door (all styles)

Exits:
*Secret flagpole (SMB1/NSMBDS/NSMBU/SM3DW styles only)
*Secret ax (secret flagpole + castle and tower theme) (main styles only)
*Secret gole box (secret flagpole + SMB3 style) (SMB3 style only)
*Secret goal tape (secret flagpole + SMW style) (SMW style only)
*Goal door (flagpole + SML2 style) (SML2 style only)
*Secret goal door (secret flagpole + SML2 style) (SML2 style only)
*Crystal ball/bird mask gate (flagpole/ax + SMB2 style) (SMB2 style only)
*Secret crystal ball/secret bird mask gate (secret flagpole/secret ax + SMB2 style) (SMB2 style only)

Clear conditions:
*Everything from SMM2 (except for “Clear the level after bringing # Toads to the goal”)
*Clear the level as Ice Mario (all styles except for SMB2)
*Clear the level without collecting any power-ups (all styles except for SMB2)
*Clear the level without killing any enemies (all styles)
*Clear the level after entering/exiting # doors (all styles)
*Clear the level after entering/exiting # warp pipes (all styles except for SMB2)
*Clear the level after entering/exiting # warp pots (SMB2 style only)
*Clear the level after defeating # Shy Guys (SMB2 style only)
*Clear the level after defeating # Snifits (SMB2 style only)
*Clear the level after defeating # Dry Bowsers (main styles only)
*Clear the level after defeating # Dry Bowser juniors (main styles only)
*Clear the level after defeating # Dry Meowsers (SM3DW style only)
*Clear the level after climbing # trees (SM3DW style only)
*Clear the level without using any swinging claws (main styles only)
*Clear the level after bringing # Lumas to the goal (NSMBU and SM3DW styles only) (story mode exclusive)

Sound effects/music:
*Everything from SMM2
*https://www.youtube.com/watch?v=GJtpn-jZ0Ms (SMB1 style boss music) (SMB1 style only)
*Super Mario Bros 3 enemy course music (SMB1 style mid-boss music) (SMB1 style only)
*https://www.youtube.com/watch?v=_B8js6FcKuU (SMB3 style boss music) (SMB3 style only)
*Super Mario Bros 3 Koopaling boss fight music (SMB3 style mid-boss music) (SMB3 style only)
*Remix of Super Mario Bros 2 game Birdo boss music from Super Mario All Stars (SMW style mid-boss music) (SMW style only)
*https://www.youtube.com/watch?v=BPfy5mDmRpI (SML2 and SMB2 styles boss music) (SML2 and SMB2 styles only)
*Wario’s castle final boss fight music (SML2 style final boss music) (SML2 style only)
*Big Bird boss fight music (SML2 style mid-boss music) (SML2 style only)
*Casino zone music (SML2 style bonus music) (SML2 style only)
*World 1 castle Bowser boss fight music (NSMBDS style boss music) (NSMBDS style only)
*World 8 castle 2 Bowser final boss fight music (NSMBDS style final boss music) (NSMBDS style only)
*Bowser Jr mid-boss fight music (NSMBDS style mid-boss music) (NSMBDS style only)
*Hidden/secret/bonus area music (NSMBDS style bonus music) (NSMBDS style only)
*Boom-boom mid-boss fight music (NSMBU style mid-boss music) (NSMBU style only)
*Wart final boss fight music (SMB2 style final boss music) (SMB2 style only)
*Birdo boss fight music (SMB2 style mid-boss music) (SMB2 style only)
*Character selection music (SMB2 style bonus music) (SMB2 style only)
*Super Mario 3D World enemy blockade music (SM3DW style mid-boss music) (SM3DW style only)
*Cascade kingdom music from Super Mario Odyssey (all styles)
*Lions roar (all styles)

World maker updates:
*Super worlds now have the same search filters/systems as that of course maker levels (i.e. traditional, kaizo, puzzle, speedrun, etc).
*Super worlds now have a better naming system than simply “Super (insert username) World.”
*If the player loses all of his/her lives and/or checkpoints in a super world, that player is sent all the way back to the very beginning of that super world.
*Each map on the world maker is much larger, both physically and in terms of level capacities. Depending on the player's interest, each world in the world maker can be up to 2 screens big and have up to 12 levels on it (6 per screen).
*Levels on the world map with only 1 exit will be marked yellow, while levels with 2 exits (one main exit and one secret exit) will be marked red.
*If a level has multiple exits, then finding each exit will reward you with a branching path to a different level depending on which exit you find.
*In addition to being able to change the theme of a certain map in the world maker, players can also be able to change the game style of all the maps in the world maker depending on what game they may be trying to replicate. SMB1 and SMB2 will get new styles for their respective world maps, while the other 6 game styles will use the world map styles already used in their respective games.
*There are 2 new mini-games for the power-up houses here; those are a colored version of the Cashimo zone roulette mini-game from Super Mario Land 2, 6 Golden Coins, and the other is an HD version of the 1-up blast mini-game from New Super Mario Bros Wii.
*There are 8 new possible world themes for the world maker, including beach/coastal, underwater, sewer/pipe, autumn/fall, haunted forest, mountain/rock/canyon, food/sweets/dessert, and carnival/circus.
*In addition to being able to customize the order of each world's theme, players can also decide how many worlds their game can have. While 8 worlds is still the maximum amount, players who aren’t feeling too creative can also have a lower number of worlds that can be as low as only 1 world.

Other new stuff:
*Item storage (all styles and modes).
*Amiibo challenge mode.
*2 exits maximum per level (one mandatory main exit and one optional secret exit).
*3 themes maximum per level (one mandatory main theme and two optional sub-themes).
*5 Bowsers/Dry Bowsers/Meowsers/Dry Meowsers/Warts maximum per level sub-world.
*8 Bowser Jrs/Dry Bowser Jrs maximum per level sub-world.
*10 Boom-booms/Pom-poms/Birdos/individual koopalings maximum per level sub-world.
*800 default timer seconds maximum per level (excluding timer seconds added by +clocks).
*The pause menu now has a “restart from checkpoint” button for if a level has at least 1 checkpoint and the player dies in that level at one point or another.
*When searching for a particular level, instead of finding it by typing in its code, you now just select its basic name so you don't have to do as much work.
*If you have already rated a particular level before, you would be able to undo/change that rating on said level whenever you wish.
*Each level in the maker mode now has a visible boo/dislike count.
*The secret exits in all game styles are basically red versions of their respective normal exit counterparts.
*If a level has 2 exits, then finding both exits is required to successfully complete and upload the level online. Finding each individual exit adds 50% to the level's completion.
*Both the main and secret exits can be placed in the main theme, but only the secret exit can be placed in sub-themes.
*Sub-themes can be accessed by both the main theme and other sub-themes.
*Arrows can now be placed onto semisolids.
*You can stack up to 10 semisolids (including chain-link fences) on top of each other.
*Tracks can be expanded/retracted in increments of just 1 unit instead of 2.
*Bill blasters and bullseye blasters can be as short as 1 block high.
*Twisters can now be placed inside brick blocks and ? blocks.
*Twisters can be placed on walls and ceilings which will respectively allow them to push things sideways and downwards.
*Snake blocks can go through solid surfaces as they could in the original New Super Mario Bros games.
*Stretches and icicles can now be given super mushrooms to respectively become big stretches and big icicles.
*If given a super mushroom, a rex will be defeated with 3 stomps instead of the usual 2.
*While the Boss sumo bro from the original NSMBU game is not featured in this game, if a super mushroom is given to a normal Sumo bro, then that Sumo bro’s appearance will be made to resemble that of the Boss version. Also, when given wings, sumo bros can jump between platforms, again, much like their boss version.
*Super mushrooms no longer have any effects on any of the Yoshi’s.
*Different colors of Yoshi's, koopa troopas, and cheep-cheeps are now completely separate from each other on the item/enemy selection screens.
*Green cheep-cheeps are now referred to as Blurps in the SMW and SML2 styles, as well as Deep-cheeps in the NSMBDS and NSMBU styles.
*In all the styles it appears in, both the cheep-chomps land and underwater behaviors are identical to those of the porcupuffer from the SM3DW style. Also, its SMB3 sprite is a recolor of that of the boss bass/big bertha from the original Super Mario Bros 3 game.
*In all styles it appears in, if a fuzzy is placed on the ground and not on a track of some kind in the day mode, it will either stay completely still in place or slowly move up and down if given wings. Meanwhile, if a fuzzy is placed off of tracks in the night mode, it will either roll back and forth on the ground if not given anything other than a super mushroom or bounce back and forth on the ground if given wings.
*In the SMB2 style, In addition to being placeable on vines, hoopsters can also be placed off of vines, in which case they will act like pink shy guys and walk back and forth on the ground.
*While this was not featured in the original NSMBDS game, in the NSMBDS style of this game, when in mini form, you are able to walk up and down walls like you could do in NSMBU.
*In the SMB1 style, the master sword now gives you an extra ability. That extra ability is the ability to use Link's sword as a grappling hook to reach higher places.
*Link’s arrows can now activate ? blocks.
*The Yoshis and Goomba shoes each get their own third game styles; for the Yoshis, this is the SML2 style, while for the Goomba shoes, this is the NSMBDS style.
*In the ground night mode, the mega and mini mushrooms will both behave exactly like super mushrooms while the ice and superball flowers will both behave exactly like fire flowers.
*The wind functionality in the desert night mode in SML2 is identical to SMW, while the wind functionality in the desert night mode in NSMBDS is the reverse of NSMBU, with the wind permanently blowing to the left instead of the right.
*If quicksand is placed inside of other liquids like water, poison, or lava, when the player sinks through the quicksand, they will not interact at all with the other liquids.
*Quicksand can be placed outside of the ground and in the air like semisolids; in this case, players caught up in this quicksand will sink right through it and land on top of solid ground (that is, unless that air quicksand is located on top of ground quicksand).
*In the main 6 game styles, the beach, volcano, mountain, sewer, and haunted forest themes end with the typical flagpole/goal box/goal tape/goal door endings while the tower theme ends with the ax/bridge ending.
*In the NSMBU style, due to the ice flower already being present, whilst in your penguin form, you can no longer throw ice balls like you could in the original game.
*In the NSMBU style, whilst in your propeller form, you can now wall jump both during/immediately after using your upward propeller move and no longer have to wait until you land back on the ground just like the original game.
*In the NSMBU style, whilst in your flying squirrel form, you can now continue gliding immediately after doing an extended spin jump and no longer have to wait until you land back on the ground just like in the original game.
*In the SM3DW style, clear pipes can now have split patches like they did in the original game.
*In the SM3DW style, you can now perform a rolling long jump like you could in the original game.
*In the SM3DW style, ice piranha plants have light blue heads with white spots.
*In the SM3DW style, doors can now be placed onto semisolids just like in all the other game styles.
*If you have a double cherry, only 2 clones/copies can be active at a time.
*Parachutes and balloons cannot be placed/overlapped on top of each other, but each of them can be individually placed/overlapped on top of wings.
*The chains of the swinging claws have adjustable lengths.
*The koopa troopa car both drives and turns around much faster.
*Similarly to Super Mario Maker 2, this game also has its own original story mode; Rosalina invites the 6 playable characters in the course maker mode to the 300th anniversary of her comet observatory, only for Bowser and his henchmen to invade the party, kidnap Rosalina, and destroy the observatory. This results in our playable protagonists needing to fix the observatory by receiving tasks (AKA Nintendo-created maker levels) from the surviving Luma’s on where to get new materials. Each playable character receives 50 tasks to complete. All clear conditions from Super Mario Maker 2’s story mode return here, the only exception being the “Clear the level after bringing # Toads to the goal” clear condition due to this new story mode's lack of Toads. However, it also features a brand new story mode exclusive clear condition to replace it, that condition being the “Clear the level after bringing # Lumas to the goal” clear condition. It is basically the same clear condition, but you bring Lumas to the goal instead of Toads, and instead of only being featured in NSMBU style levels, this condition also appears in a few levels in the SM3DW style. The first 50 tasks go to Mario, then the next 50 tasks go to Luigi, then toadette, followed by blue toad, and then yellow toad, and finally Princess Peach, whose final task is to travel to Bowser’s castle to rescue Rosalina herself. After that final task is complete, the story mode ends with Rosalina, her Lumas, and the 6 playable characters happily rejoicing at the sight of the grand opening of the new comment observatory.
*While the stones from the Super Mario Maker 2 story mode are now available in the Super Mario Maker 3 course maker, its accompanying clear condition to bring them to the goal to clear a level is still a story mode exclusive feature. This is because for the clear condition to be featured in the course maker, it would have to appear in all game styles, which would be very hard to make sense of since certain game styles such as SMB1 and SML2 don’t allow you to carry objects, making this clear condition basically impossible to complete in those styles. Also, in the new story mode, in addition to appearing in the 4 game styles that featured it in the original Super Mario Maker 2 story mode, the stone and accompanying clear condition also appear in some levels in the NSMBDS and SMB2 styles.
*Goomba‘s and all of their variants will now turn dark blue in the underground theme, green in the sewer theme, and red in the castle theme.
*In the SMW style, balloon Mario can now wear shellmets.
*In the NSMBDS style, enemies no longer dance to the music.
*In the NSMBDS style, normal Bowser can throw hammers like in Super Mario Bros 1 while Dry Bowser can throw bones.
*The multiplayer modes have improved online connections.
*The cursed key no longer appears in the SMB1 game style, though it does still appear in this game as an exclusive gizmo to the SMB2 game style.
*On the sound effect/music selection screen, the mid-boss emblem is that of a silhouette of Boom-boom’s head/face.
*On the sound effect/music selection screen, the Super Mario Odyssey Cascade Kingdom music emblem is an icon for the original Nintendo Switch.
*Stacking enemies is now possible in the SM3DW style.
*Boos, Lava bubbles, Grinders, and Fuzzies can all be spin-jumped on.
*Just like in Super Mario Maker 1, pipes can be overlapped on top of one another.
*Just like in Super Mario Maker 1, Big Mario can break blocks and damage enemies simply by running into them.
*Just like in Super Mario Maker 1, you can download and check out the stages of other gamers online to practice the best way to clear them.
*The ground and forest themes from the previous 2 Super Mario Maker games have been respectively renamed to the grass and jungle themes, the former just because it sounded a bit better and the latter being to avoid confusion with the haunted forest theme.

Sources for my ideas:
*https://www.youtube.com/watch?v=TR1dq_qWEDI&t=248s (Rizarjay)
*https://www.youtube.com/watch?v=sQEhlHl0yGk&t=295s (Fuffina)
*https://www.youtube.com/watch?v=3sBZRRLKuUM&t=230s (Smashy 1)
*https://www.youtube.com/watch?v=s7wFXZoROgY&t=327s (Smashy 2)
*https://www.youtube.com/watch?v=lcgHRMgT_88&t=230s (Smashy 3)
*https://www.youtube.com/watch?v=vAXYmEhMV74&t=211s (Smashy 4)
*https://www.youtube.com/watch?v=OzssLzOm7ms&t=227s (Smashy 5)
*https://www.youtube.com/watch?v=JpndVsv-VuM (Smashy 6)
*https://www.youtube.com/watch?v=hpXfxHvaHmg&t=327s (Smashy 7)
*https://www.youtube.com/watch?v=5_uHHaRicNw (Smashy 8)
*https://www.youtube.com/watch?v=ddQfyKnRujo&t=187s (Smashy 9)
*https://www.youtube.com/watch?v=yzYV4bOB8yo&t=307s (Nin10doland)
*https://www.youtube.com/watch?v=o4T3Ir_nRWg&t=504s (The Hidden Chest)
*https://www.youtube.com/watch?v=2gd_bU8Hsh8&t=558s (64ios 1)
*https://www.youtube.com/watch?v=7xAPTKPPwUM&t=344s (64ios 2)
*https://www.youtube.com/watch?v=xhFm5qebqpE (Matyas)
*https://www.youtube.com/watch?v=ZNqaomdAg-M&t=276s (BeardBear 1)
*https://www.youtube.com/watch?v=7b0DpJ2PwSg (BeardBear 2)
*https://www.youtube.com/watch?v=b10dwBNc7bM (Blue Television Games 1)
*https://www.youtube.com/watch?v=J5MsN0Z3Dc8 (Blue Television Games 2)
*https://www.youtube.com/watch?v=qtowwpja9gY&t=163s (Blue Television Games 3)
*https://www.youtube.com/watch?v=yBDZqY6aR0Y (Blue Television Games 4)
*https://www.youtube.com/watch?v=p235AJiTQhQ&t=308s (Blue Television Games 5)
*https://www.youtube.com/watch?v=4OLS-9dTyEs (Profesagaming)
*https://www.youtube.com/watch?v=rczc0JPqhMI&t=482s (Odyssey Central 1)
*https://www.youtube.com/watch?v=fyf1f7T-GwY (Odyssey Central 2)
*https://www.youtube.com/watch?v=Zzr2JVRrPOA&t=457s (Odyssey Central 3)
*https://www.youtube.com/watch?v=ZaNzt6qF1PY (Odyssey Central 4)
*https://www.youtube.com/watch?v=7gqVg-qcz4c&t=135s (Odyssey Central 5)
*https://www.youtube.com/watch?v=X6U5oYarTzg (Odyssey Central 6)
*https://www.youtube.com/watch?v=M2Mc1SuWoak (Spike)
*https://www.youtube.com/watch?v=8EVGgFv7etw&t=58s (Mabeloid)
*https://www.youtube.com/watch?v=pt2VjfrutGA&t=136s (WillyMaker)
*https://www.youtube.com/watch?v=R1U7skY6gs8&t=59s (Joy Sticks 1)
*https://www.youtube.com/watch?v=D8ef-iYfA0E&t=4s (Joy Sticks 2)
*https://www.youtube.com/watch?v=yPmKyhpM500&t=59s (Joy Sticks 3)
*https://www.youtube.com/watch?v=7d5gzY_FQHs&t=63s (Joy Sticks 4)
*https://www.youtube.com/watch?v=xmXEaAIkZtg&t=5s (JosueCr4ft 1)
*https://www.youtube.com/watch?v=p2e_0RF0o6Q (JosueCr4ft 2)
*https://www.youtube.com/watch?v=4APrkNmTjgA&t=50s (JosueCr4ft 3)
*https://www.youtube.com/watch?v=ufIcV2Ehk18&t=57s (JosueCr4ft 4)
*https://www.youtube.com/watch?v=l6BhgDU-O6A&t=70s (Tater-Tot Tunes 1)
*https://www.youtube.com/watch?v=lS8-fRWq1gU&t=9s (Tater-Tot Tunes 2)
*https://www.youtube.com/watch?v=nVY7t9TjZhs&t=27s (Tater-Tot Tunes 3)
*https://www.youtube.com/watch?v=Txd94FwUofw&t=8s (Tater-Tot Tunes 4)
*https://www.youtube.com/watch?v=QOWLwwsAuL8&t=22s (Tater-Tot Tunes 5)
*https://www.youtube.com/watch?v=GJtpn-jZ0Ms (Tater-Tot Tunes 6)
*https://www.youtube.com/watch?v=_B8js6FcKuU (Tater-Tot Tunes 7)
*https://www.youtube.com/watch?v=BPfy5mDmRpI (Tater-Tot Tunes 8)
*https://www.youtube.com/watch?v=TFDF0hz1yek&t=62s (ValtteriValtteri24)
*https://www.youtube.com/watch?v=xk_yz0h-8Vc&t=23s (TMolter)
*https://www.youtube.com/watch?v=pi920INO6LU&t=450s (Arrowstotle 1)
*https://www.youtube.com/watch?v=rP2vkm9nW_4&t=112s (Arrowstotle 2)

So, what do you think?
 
Last edited:

Luciano Barone

Monty Mole
So, if a potential Super Mario Maker 3 game we’re to come out, what do you think is the likely hood of any of my choices being included? And do you have any ideas for a future SMM3 game that I didn’t mention?
 
Last edited:

Nico di Angelo

Have you no respect for those who summon the dead?
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So, if a potential Super Mario Maker 3 we’re to come out, what is the likely hood of any of my choices?
See if that's the route you're going just explain it's fake from the beginning. (EDIT: This was fixed)
 
Last edited:

zelen !!

actual spore creature
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if they were to add more characters, why would it just be peach and a palette swap of the already existing blue toad? also tbh do we need two different nsmb styles when each nsmb game differs so little from one another
 

Door Trace

Make sure to lock so fires can't get in.
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Ray Trace
The lack of the Spiked Balls is a major omission and I cannot stand for this.

Also, I want Skewers to retain their original design or at least designate this thing below to be a cousin of the Skewer.



Like what is this.

What is this design?

This crushes. It doesn't "skewer". They originally didn't look like this in Super Mario World, so like...why? Why can't we have the classic death spike look like its original self?



This doesn't even appear in the 3D World style despite it appearing in 3D Land, which honestly stinks.

Also, have the ability to adjust launching speed of them, rather than have a single fixed speed. Look at how much variations Super Mario World has, we have very slow moving ones and very fast ones.
 

Luciano Barone

Monty Mole
The lack of the Spiked Balls is a major omission and I cannot stand for this.

Also, I want Skewers to retain their original design or at least designate this thing below to be a cousin of the Skewer.



Like what is this.

What is this design?

This crushes. It doesn't "skewer". They originally didn't look like this in Super Mario World, so like...why? Why can't we have the classic death spike look like its original self?



This doesn't even appear in the 3D World style despite it appearing in 3D Land, which honestly stinks.

Also, have the ability to adjust launching speed of them, rather than have a single fixed speed. Look at how much variations Super Mario World has, we have very slow moving ones and very fast ones.
I’m not sure any of that could actually be fixed in SMM3. The best solution I could think of is adding a super mushroom to the skewer so it can move slightly faster on top of increasing it’s size. Also, if we are going this route of replacing the sharp tops of the skewers with flat tops covered in spikes, then I am afraid we would have to change it’s sprite from NSMBDS to accommodate these changes. Sorry for the disappointment.
 

Luciano Barone

Monty Mole
if they were to add more characters, why would it just be peach and a palette swap of the already existing blue toad? also tbh do we need two different nsmb styles when each nsmb game differs so little from one another
Actually, when researching other people describe their preferred Super Mario Maker 3 experience, I heard some say that out of all of the New Super Mario games, the 2006 DS version is the most visually and musically different from the Wii U version seen in the first 2 Super Mario Maker games and therefore the most perfect choice for a second New Super Mario representation in a potential third Super Mario Maker game.
 

zelen !!

actual spore creature
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does there Need to be a second new super mario representation though is my point
honestly at this point with a third mario maker you might as well start ramping up the game styles, like how smm2 did with the 3dw style, and add like. idk mario 64 (also smb2 finally that i do agree with) instead of more new soups?
 

Door Trace

Make sure to lock so fires can't get in.
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I’m not sure any of that could actually be fixed in SMM3. The best solution I could think of is adding a super mushroom to the skewer so it can move slightly faster on top of increasing it’s size. Also, if we are going this route of replacing the sharp tops of the skewers with flat tops covered in spikes, then I am afraid we would have to change it’s sprite from NSMBDS to accommodate these changes. Sorry for the disappointment.
It can be fixed. Nintendo just needs more intuitive ways to adjust enemy behavior than "shake this bullshit to become this or add Super Mushroom to this bullshit to make it bigger". Just use sliders and numerical values for "advanced options" like how every other bloody level maker does, that'll allow for a broader spectrum and variation than a strict binary such as "big or small".
 

Ignazio Salvaggi

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Couldn't they easily just even do preset speeds or something. Do they just not have additional settings for each asset you can put on a level like in Smash Bros.'s Stage Builder?
 

Booguette

Some random gamer
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Something you could do which would make level creating go a lot faster is add a "fill" tool. This tool would allow you to fill in the blank space between terrain (Mainly ground) with ground. this would make it easier to fill in the blast zone and other level-building reasons.
 

Eric B

Spiny
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Wonder if Nintendo could just confiscate the "Mario Multiverse" hack, which has all of these different styles, powerups, etc.; nearly everything anyone would want, and release it as their own (since it's really all their intellectual property, but is currently only a beta that seems to only have been made available to some Youtube gamers).

I would think Mario Maker 3D should be 3D, but only have a single "game style" (to save capacity), but using objects/elements from various 3D games. The different 3D styles, with the exception of 64 (so, Sunshine and up), have almost the same graphics, sounds and mechanics (moves, powers, etc.), unlike the 2D games, which were increasing in bit size (8, 8+, 16, 64) from game to game, and so differed significantly. So separate "game styles" for each wouldn't be needed. Even Galaxy, you could just use the same 3D field and construct round planetoids instead of flat ground (though this would still be limited in how big the 3D field is).

Also, I want Skewers to retain their original design or at least designate this thing below to be a cousin of the Skewer.

This doesn't even appear in the 3D World style despite it appearing in 3D Land, which honestly stinks.

Also, have the ability to adjust launching speed of them, rather than have a single fixed speed. Look at how much variations Super Mario World has, we have very slow moving ones and very fast ones.
3DL and 3DW aren't exactly the same "engine" (even though they are very similar). Again, not really different enough to have to be separate game styles in a 3D Mario Maker, but still, the objects from 3DL probably had to be redrawn for 3DW, so they didn't bother with the skewers (I always hated those things anyway because they reminded me of SMW which I thought was too different from the earlier games, and so was glad to see them go in a new game, but it's nice they were brought to the older game styles in SMM).
Instead, they did have long spike blocks, with the red ones moving back and forth (though gently; and blue ones as stationary). In the SMM2 game style, the spike blocks come as single units only (and you have to put them together to make them longer), and don't move. But 3DW (original game and SMM2 style) did also add piranha creepers, which from the sides at least, are sort of like skewers with the spikes (except for being able to bend).
 

Metal Knuckles

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OhoJeeOnFire
You’re missing some clear conditions:

- Reach the goal after collecting EXACTLY # coins. (You have to collect the exact number specified. If you collect too much, you lose.)

- Reach the goal after defeating EXACTLY # [insert enemy name here]. (You have to defeat the exact number specified. If you defeat too much, you lose.)

- Reach the goal without collecting a single coin.

- Reach the goal without jumping. (This means you can’t perform any jumps from the ground. Spin jumps don’t work as well. However, bouncing on enemies, jumping on trampolines and/or Note Blocks, wall jumping, and swimming in water are exceptions to this, though once you enter the water, you can’t get out.)

- Reach the goal without getting grabbed by a Swinging Claw.

- Reach the goal without going in the water. (Only available in levels with water. Entering a door or pipe on dry land and exiting it underwater will fail the clear condition.)

- Reach the goal without getting out of the water after going in. (Only available in levels with water. Entering a door or a pipe underwater and exiting it out of the water will fail the clear condition.)

- Reach the goal after performing a handstand on All / At least / Exactly # trees. (Only available in levels with trees.)

- Reach the goal without removing the wings from any winged enemy.

- Reach the goal after removing the wings from every winged enemy. (Defeating the enemy counts too.)

- Reach the goal after activating exactly # P-Switches / POW Blocks / Red POW Blocks.

- Reach the goal without defeating any [insert enemy name here].

- Reach the goal after defeating every single enemy.

- Reach the goal with Exactly / At least / All # Toads in tow.

- Reach the goal without activating any Thwomps.

- Reach the goal while a P-Switch is active.

- Reach the goal without collecting any power ups.

- Reach the goal after collecting every single power up.

- Reach the goal without activating any P-Switches.

- Reach the goal without activating any POW Blocks.

- Reach the goal while holding a Green / Red / Yellow / Blue Koopa Troopa Shell.

- Reach the goal before the time limit reaches #.

- Reach the goal after the time limit passes #.

- Reach the goal while holding Exactly / At least / All # Keys.

- Reach the goal without grabbing onto a vine, chain link, or rope.

- Reach the goal while the time limit is between # and #.

Well, here are so many clear conditions that are missing.
 

Luciano Barone

Monty Mole
You’re missing some clear conditions:

- Reach the goal after collecting EXACTLY # coins. (You have to collect the exact number specified. If you collect too much, you lose.)

- Reach the goal after defeating EXACTLY # [insert enemy name here]. (You have to defeat the exact number specified. If you defeat too much, you lose.)

- Reach the goal without collecting a single coin.

- Reach the goal without jumping. (This means you can’t perform any jumps from the ground. Spin jumps don’t work as well. However, bouncing on enemies, jumping on trampolines and/or Note Blocks, wall jumping, and swimming in water are exceptions to this, though once you enter the water, you can’t get out.)

- Reach the goal without getting grabbed by a Swinging Claw.

- Reach the goal without going in the water. (Only available in levels with water. Entering a door or pipe on dry land and exiting it underwater will fail the clear condition.)

- Reach the goal without getting out of the water after going in. (Only available in levels with water. Entering a door or a pipe underwater and exiting it out of the water will fail the clear condition.)

- Reach the goal after performing a handstand on All / At least / Exactly # trees. (Only available in levels with trees.)

- Reach the goal without removing the wings from any winged enemy.

- Reach the goal after removing the wings from every winged enemy. (Defeating the enemy counts too.)

- Reach the goal after activating exactly # P-Switches / POW Blocks / Red POW Blocks.

- Reach the goal without defeating any [insert enemy name here].

- Reach the goal after defeating every single enemy.

- Reach the goal with Exactly / At least / All # Toads in tow.

- Reach the goal without activating any Thwomps.

- Reach the goal while a P-Switch is active.

- Reach the goal without collecting any power ups.

- Reach the goal after collecting every single power up.

- Reach the goal without activating any P-Switches.

- Reach the goal without activating any POW Blocks.

- Reach the goal while holding a Green / Red / Yellow / Blue Koopa Troopa Shell.

- Reach the goal before the time limit reaches #.

- Reach the goal after the time limit passes #.

- Reach the goal while holding Exactly / At least / All # Keys.

- Reach the goal without grabbing onto a vine, chain link, or rope.

- Reach the goal while the time limit is between # and #.

Well, here are so many clear conditions that are missing.
Yeah, that all seems like a bit too much.
 

Ignazio Salvaggi

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Try engaging more with some of other people's responses first, as I'm seeing a lot of very uncommitted "okay", "sure", and even some "sure whatever you say" which can be considered by some to be rude, not limited to this thread. I just don't recommend trying to open discussion for people by shelling out a ton of ideas, asking for responses, and then not really giving their responses much respect.
 

Luciano Barone

Monty Mole
Wonder if Nintendo could just confiscate the "Mario Multiverse" hack, which has all of these different styles, powerups, etc.; nearly everything anyone would want and release it as their own (since it's really all their intellectual property, but is currently only a beta that seems to only have been made available to some Youtube gamers).

I would think Mario Maker 3D should be 3D, but only have a single "game style" (to save capacity), but using objects/elements from various 3D games. The different 3D styles, with the exception of 64 (so, Sunshine and up), have almost the same graphics, sounds, and mechanics (moves, powers, etc.), unlike the 2D games, which were increasing in bit size (8, 8+, 16, 64) from game to game, and so differed significantly. So separate "game styles" for each wouldn't be needed. Even Galaxy, you could just use the same 3D field and construct round planetoids instead of flat ground (though this would still be limited in how big the 3D field is).



3DL and 3DW aren't exactly the same "engine" (even though they are very similar). Again, not really different enough to have to be separate game styles in a 3D Mario Maker, but still, the objects from 3DL probably had to be redrawn for 3DW, so they didn't bother with the skewers (I always hated those things anyway because they reminded me of SMW which I thought was too different from the earlier games, and so was glad to see them go in a new game, but it's nice they were brought to the older game styles in SMM).
Instead, they did have long spike blocks, with the red ones moving back and forth (though gently; and blue ones as stationary). In the SMM2 game style, the spike blocks come as single units only (and you have to put them together to make them longer) and don't move. But 3DW (original game and SMM2 style) did also add piranha creepers, which from the sides at least, are sort of like skewers with the spikes (except for being able to bend).
Considering what they have been doing recently, personally, I wouldn't really have a reason to put it past them at this point.
 
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