Super Mario Maker 3 (Mario Maker Trilogy Finale)

Luciano Barone

Spiny
Banned User
Release date:
*October 1, 2025 (original release/version 1.0)
*Febuary 11, 2026 (1st major update/version 2.0)
*June 21, 2026 (2nd/final major update/version 3.0)

Console: Nintendo Switch Pro (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 (all default):
*SMB2 mushroom
*Ninji Speedrun
*Endless mode
*Toads in the story mode
*"Reach the goal as SMB2 Mario" clear condition
*"Reach the goal without getting out of the water" clear condition
*"Reach the goal after bringing # Toads to the goal" clear condition

Games styles:
* Super Mario Bros 1 (Main/normal) (default)
* Super Mario Bros 3 (Main/normal) (default)
* Super Mario World (Main/normal) (default)
* Super Mario Land 2; 6 Golden Coins (Colored) (Main/normal) (version 1.0 update)
* New Super Mario Bros DS (Main/normal) (version 1.0 update)
* New Super Mario Bros U (Main/normal) (default)
* Super Mario Bros 2 (extra) (version 1.0 update)
* Super Mario 3D World (extra) (default)

Themes:
*Grass (night mode: numerous items and enemies experience bizarre alterations to their normal day mode behaviors) (default)
*Underground (night mode: the screen is flipped upside down and controls are inverted) (default)
*Desert (night mode: wind blows in varying directions depending on the game style) (default)
*Beach (night mode: lightning occasionally strikes down from the sky and can damage the player upon contact) (version 1.0 update)
*Underwater (night mode: everything is mostly shrouded in darkness except for the player) (default)
*Sewer (night mode: repeat of underground night mode) (version 2.0 update)
*Jungle (night mode: blobs of purple poison fall down from the sky and can damage the player upon contact) (default)
*Haunted Forest (night mode: fog covers up and obscures much of the screen except for the player, who can clear the fog around them by simply running and/or jumping around it) (version 3.0 update)
*Ghost House (night mode: repeat of underwater night mode) (default)
*Snow (night mode: traction is greatly reduced) (default)
*Mountain (night mode: meteors fall down 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) (version 1.0 update)
*Tower (night mode: the player acts as if he/she were underwater) (version 1.0 update)
*Sky (night mode: gravity is greatly reduced) (default)
*Airship (night mode: all items and enemies act as if they were underwater except for the player) (default)
*Volcano (night mode: toxic gas slowly but surely follows the player from the left side of the screen and can instantly kill the player upon contact no matter what form the player is in at the moment) (version 1.0 update)
*Castle (night mode: repeat of tower night mode) (default)

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), custom 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), custom 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), https://www.youtube.com/watch?v=RMivYga3KGk (SMW music), Deepsea Ruins (NSMBU music), 2-3 (NSMBDS), new design (SML2, SMB2, and SM3DW physical layouts), underground music (SML2 and SMB2 music), Puffprod Peaks (SM3DW music)
*Jungle: Super Mario Maker 2 designs (SMB1, SMB3, SMW, NSMBU, and SM3DW), general Tree Zone levels (SML2), https://www.youtube.com/watch?v=ZNqaomdAg-M&t=276s (NSMBDS day), new design (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), general Pumpkin Zone levels (SML2 music), underground music (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)
*Snow: 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), custom 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), custom music (SML2 music), ground music (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), https://www.youtube.com/watch?v=6BXVbDGctaw&t=45s (NSMBU), 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)

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

Playable Characters:
*Mario (all styles) (default)
*Luigi (all styles) (default)
*Princess Peach (all styles) (version 1.0 update))
*Yellow toad (all styles) (version 1.0 update)
*Blue toad (all styles) (default)
*Toadette (all styles) (default)

Terrain:
*Everything from SMM2 (default)
*Big brick block (all styles except for SMB2) (version 1.0 update)
*Big ? block (all styles except for SMB2) (version 1.0 update)
*Long ? block (SM3DW style only) (version 2.0 update)
*Spiked ? block (main styles only) (version 3.0 update)
*Wedge block (main styles only) (version 3.0 update)
*Stretching block (main styles only) (version 1.0 update)
*Stretching mushroom platform (main styles only) (version 2.0 update)
*Skull platform (main styles only) (version 1.0 update)
*Light block/platform (main styles only) (version 2.0 update)
*Wobble rock (main styles only) (version 1.0 update)
*Turning floor (all styles except for SMB2) (version 1.0 update)
*Chain-link fence (all styles except for SMB2) (version 1.0 update)
*Diagonal/sloped warp pipe (all styles except for SMB2) (version 1.0 update)
*Mini warp pipe (warp pipe + mini mushroom) (NSMBDS style only) (version 1.0 update)
*Giant warp pipe tunnel (main styles only) (version 2.0 update)
*Warp pipe cannon (all styles except for SMB2) (Design/functionality taken from 1-up Blast mini-game from New Super Mario Bros Wii) (version 1.0 update)
*Clear pipe cannon (SM3DW style only) (version 1.0 update)
*Spike bed/platform (SM3DW style only) (version 3.0 update)
*Warp jar (warp pipe + SMB2 style) (SMB2 style only) (version 1.0 update)
*Warp jar cannon (warp pipe cannon + SMB2 style) (SMB2 style only) (version 1.0 update)
*Whale (SMB2 style only) (version 3.0 update)
*Mushroom block (SMB2 style only) (version 1.0 update)
*Waterfall (SMB2 and SM3DW styles only) (version 2.0 update)
*Water (all styles) (version 1.0 update)
*Lava (all styles) (version 1.0 update)
*Purple poison (all styles) (version 1.0 update)
*Quicksand (all styles) (version 1.0 update)
*Vanishing platform (all styles) (version 3.0 update)
*Stone (all styles) (version 1.0 update)

Items:
*Everything from SMM2 (minus the SMB2 mushroom due to the addition of the SMB2 game style) (default)
*Coin ring (all styles) (version 1.0 update)
*Light blue + clock (all styles) (version 1.0 update)
*Light green + clock (all styles) (version 1.0 update)
*Orange + clock (all styles) (version 1.0 update)
*Red + clock (all styles) (version 1.0 update)
*Red coin ring (all styles except for SMB2) (version 3.0 update)
*3-up moon (main styles only (except for SML2)) (version 2.0 update)
*Roller skate goomba/goomba roller skate (SMB1/SMB3/NSMBDS styles only) (version 1.0 update)
*Ice skate goomba/goomba ice skate (SMB1/SMB3/NSMBDS styles only) (version 1.0 update)
*Ice flower (all styles except for SMB2) (version 1.0 update)
*100-coin (all styles except for SMB2) (version 1.0 update)
*Blue coin (all styles except for SMB2) (version 1.0 update)
*Blue Yoshi egg (SMW/SML2/NSMBU styles only) (version 1.0 update)
*Yellow Yoshi egg (SMW/SML2/NSMBU styles only) (version 1.0 update)
*Hammer suit (SMB3 style only) (version 1.0 update)
*Mega man mask (SMW style only) (version 1.0 update)
*1-up heart (1-up mushroom + SML2 style) (SML2 style only) (version 1.0 update)
*3-up heart (3-up moon + SML2 style) (SML2 style only) (version 2.0 update)
*Super carrot (SML2 style only) (version 1.0 update)
*Kirby mushroom (SML2 style only) (version 1.0 update)
*Metroid power suit (SML2 style only) (version 1.0 update)
*Mega mushroom (NSMBDS style only) (version 1.0 update)
*Mini mushroom (NSMBDS style only) (version 1.0 update)
*Blue Shell (NSMBDS style only) (version 1.0 update)
*Penguin suit (NSMBU style only) (version 1.0 update)
*Turnip (SMB2 style only) (version 1.0 update)
*White tanooki suit (SM3DW style) (unlocked after completing story mode) (version 1.0 update)
*Double cherry (SM3DW style only) (version 2.0 update)
*Coin box (SM3DW style only) (version 3.0 update)
*Light box (SM3DW style only) (version 3.0 update)
*Suction cup box (SM3DW style only) (version 3.0 update)

Enemies:
*Everything from SMM2 (default)
*Yellow koopa troopa (main styles only) (version 1.0 update)
*Blue koopa troopa (main styles only) (version 1.0 update)
*Ice bubble (all styles except for SMB2) (version 1.0 update)
*Ice piranha plant (all styles except for SMB2) (version 1.0 update)
*Snow spike (spike + ice theme) (all styles except for SMB2) (version 1.0 update)
*Fire spike (spike + volcano theme) (all styles except for SMB2) (version 1.0 update)
*Fire ball (spiked ball + volcano theme) (all styles except for SMB2) (version 1.0 update)
*Fire pokey (pokey + volcano theme) (all styles) (version 1.0 update)
*Firesnake (main styles only) (version 1.0 update)
*Flame chomp (main styles only) (version 1.0 update)
*Spiny cheep cheep (main styles only) (version 1.0 update)
*Bony beetle (main styles only) (version 1.0 update)
*Boomerang bro (all styles except for SMB2) (version 2.0 update)
*Heavy boomerang bro (boomerang bro + super mushroom) (all styles except for SMB2) (version 2.0 update)
*Climbing Koopa Troopa (koopa troopa + chain-link fence) (all styles except for SMB2) (version 1.0 update)
*Fuzzy (all styles except for SMB2) (version 1.0 update)
*Ninji (all styles except for SM3DW) (version 1.0 update)
*Rex (main styles only) (version 3.0 update)
*Sumo bro (main styles only) (normal version only; no boss version) (version 1.0 update)
*Swoop (main styles only) (version 1.0 update)
*Thwimp (main styles only) (version 1.0 update)
*Urchin (main styles only) (version 2.0 update)
*Bone goomba (main styles only (except for SMW)) (version 1.0 update)
*Bone galoomba (bone goomba + SMW style) (SMW style only) (version 1.0 update)
*Ghost goomba (main styles only (except for SMW)) (version 3.0 update)
*Ghost galoomba (tereburko/ghost goomba + SMW style) (SMW style only) (version 3.0 update)
*Frozen goomba (main styles only (except for SMW)) (version 2.0 update)
*Frozen galoomba (frozen goomba + SMW style) (SMW style only) (version 2.0 update)
*Amp (main styles only (except for SMW)) (version 2.0 update)
*Lil sparky (amp + SMW style) (SMW style only) (version 2.0 update)
*Broozer (main styles only) (version 3.0 update)
*Cheep chomp (main styles only) (version 1.0 update)
*Crowber (main styles only) (version 1.0 update)
*Eep cheep (main styles only) (version 1.0 update)
*Huckit crab (main styles only) (version 2.0 update)
*Scuttlebug (main styles only) (version 3.0 update)
*Waddlewing (main styles only) (version 1.0 update)
*Red shy guy (SMB2 style only) (version 1.0 update)
*Pink shy guy (SMB2 style only) (version 1.0 update)
*Red snifit (SMB2 style only) (version 2.0 update)
*Pink snifit (SMB2 style only) (version 2.0 update)
*Red beezo (SMB2 style only) (version 3.0 update)
*Pink beezo (SMB2 style only) (version 3.0 update)
*Albotoss (SMB2 style only) (version 2.0 update)
*Tweeter (SMB2 style only) (version 1.0 update)
*Cobrat (SMB2 style only) (version 1.0 update)
*Hoopster (SMB2 style only) (version 1.0 update)
*Ostro (SMB2 style only) (version 2.0 update)
*Pidget (SMB2 style only) (version 1.0 update)
*Pidget Carpet (SMB2 style only) (version 1.0 update)
*Flurry (SMB2 style only) (version 1.0 update)
*Panser (SMB2 style only) (version 1.0 update)
*Porcupo (spiny + SMB2 style) (SMB2 style only) (version 1.0 update)
*Small fry guy (SMB2 style only) (version 3.0 update)
*Spark (amp + SMB2 style) (SMB2 style only) (version 2.0 update)
*Trouter (SMB2 style only) (version 1.0 update)
*Red biddybud (SM3DW style only) (version 1.0 update)
*Green biddybud (SM3DW style only) (version 1.0 update)
*Yellow biddybud (SM3DW style only) (version 1.0 update)
*Blue biddybud (SM3DW style only) (version 1.0 update)
*Pink biddybud (SM3DW style only) (version 1.0 update)
*Brolder (SM3DW style only) (version 3.0 update)
*Cat goomba (SM3DW style only) (version 1.0 update)
*Charging Chuck (SM3DW style only) (normal/look-out version only; no variations from SMW) (version 2.0 update)
*Coin coffer (SM3DW style only) (version 2.0 update)
*Flopter (SM3DW style only) (version 1.0 update)
*Octoomba (SM3DW style only) (version 3.0 update)
*Splounder (SM3DW style only) (version 2.0 update)
*Parabones shell (dry bones shell + wings) (main styles only) (version 1.0 update)
*Ice koopa/junior clown car (main styles only) (version 1.0 update)
*Lemmy Koopa ball (main styles only) (version 1.0 update)
*Dry Bowser (main styles only) (version 1.0 update)
*Dry Bowser junior (main styles only) (version 1.0 update)
*Reznor (main styles only) (version 1.0 update)
*Birdo (SMB2 style only) (version 1.0 update)
*Mouser (SMB2 style only) (version 2.0 update)
*Tryclyde (SMB2 style only) (version 2.0 update)
*Clawgrip (SMB2 style only) (version 2.0 update)
*Boss fry guy (small fry guy + super mushroom) (SMB2 style only) (version 3.0 update)
*Wart (Bowser + SMB2 style) (SMB2 style only) (version 1.0 update)
*Dry Meowser (Dry Bowser + SM3DW style) (SM3DW style only) (version 1.0 update)
*Chief bully (SM3DW style only) (version 3.0 update)

Item/enemy add-ons:
*Wings (allow items and enemies to fly) (all styles) (default)
*Parachutes (float items and enemies down the screen until they reach a solid surface) (all styles) (default)
*Balloons (reverse parachutes; float items and enemies up the screen until they reach a solid surface) (all styles) (version 1.0 update)

Gizmos:
*Everything from SMM2 (default)
*Ice bar (main styles only) (version 1.0 update)
*Rotating burner (main styles only) (version 3.0 update)
*Ball'n'Chain (main styles only) (version 1.0 update)
*Bowser statue (all styles except for SMB2 style) (version 2.0 update)
*Item roulette block (all styles except for SMB2) (version 1.0 update)
*Floating mine (all styles except for SMB2) (version 2.0 update)
*Torpedo base/torpedo Ted (Bill blaster/bullet Bill + underwater theme) (all styles except for SMB2) (version 1.0 update)
*Torzilla Ted (banzai Bill + underwater theme) (all styles except for SMB2) (version 1.0 update)
*Red torpedo base/targeting Ted (bullseye Bill blaster/bullseye Bill + underwater theme) (main styles only) (version 1.0 update)
*Targeting torzilla (bullseye banzai + underwater theme) (main styles only) (version 1.0 update)
*Cat torpedo base/Cat torpedo Ted (cat Bill blaster/cat bullet Bill + underwater theme) (red torpedo base/targeting Ted + SM3DW style) (SM3DW style only) (version 1.0 update)
*Cat torzilla Ted (cat banzai Bill + underwater theme) (targeting torzilla + SM3DW style) (SM3DW style only) (version 1.0 update)
*Kick bomb cannon/kick bombs (SM3DW style only) (version 3.0 update)
*Black autobomb (SMB2 style only) (version 2.0 update)
*Red autobomb (SMB2 style only) (version 2.0 update)
*Rocket (SMB2 style only) (version 3.0 update)
*Grrrol (main styles only) (version 3.0 update)
*Balance/scale platform (main styles only) (version 1.0 update)
*Direction changing platform (main styles only) (version 2.0 update)
*Paddle wheel (main styles only) (version 3.0 update)
*Pole (main styles only) (version 2.0 update)
*Tightrope (main styles only) (version 3.0 update)
*Gray P-switch (main styles only) (version 1.0 update)
*Ghost/fake door (main styles only) (version 2.0 update)
*Coin door (main styles only) (version 1.0 update)
*On/off door (all styles except for SMB2) (version 3.0 update)

Exits (all version 1.0 update):
*Secret flagpole (SMB1/NSMBDS/NSMBU/SM3DW styles only)
*Secret ax (secret flagpole + castle and tower theme) (main styles only)
*Secret goal 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 "Reach the goal as SMB2 Mario," "Reach the goal after bringing # Toads to the goal," and "Reach the goal without getting out of the water") (default)
*Reach the goal without killing any enemies (all styles) (version 1.0 update)
*Reach the goal as Hammer Mario (SMB3 style only) (version 1.0 update)
*Reach the goal as Mega Man (SMW style only) (version 1.0 update)
*Reach the goal as Bunny Mario (SML2 style only) (version 1.0 update)
*Reach the goal as Kirby (SML2 style only) (version 1.0 update)
*Reach the goal as Samus (SML2 style only) (version 1.0 update)
*Reach the goal as Mega Mario (NSMBDS style only) (version 1.0 update)
*Reach the goal as Mini Mario (NSMBDS style only) (version 1.0 update)
*Reach the goal as Shell Mario (NSMBDS style only) (version 1.0 update)
*Reach the goal as Penguin Mario (NSMBU style only) (version 1.0 update)
*Reach the goal as Ice Mario (all styles except for SMB2) (version 1.0 update)
*Reach the goal without collecting any power-ups (all styles except for SMB2) (version 1.0 update)
*Reach the goal after entering/exiting # warp pipes (all styles except for SMB2) (version 1.0 update)
*Reach the goal after entering/exiting # warp jars (SMB2 style only) (version 1.0 update)
*Reach the goal after defeating # Shy Guys (SMB2 style only) (version 1.0 update)
*Reach the goal after defeating # Snifits (SMB2 style only) (version 2.0 update)
*Reach the goal after defeating # Beezos (SMB2 style only) (version 3.0 update)
*Reach the goal after defeating # Warts (SMB2 style only) (version 1.0 update)
*Reach the goal after defeating # Birdos (SMB2 style only) (version 1.0 update)
*Reach the goal after defeating # Ninjis (all styles except for SM3DW) (version 1.0 update)
*Reach the goal after defeating # Dry Bowsers (main styles only) (version 1.0 update)
*Reach the goal after defeating # Dry Bowser juniors (main styles only) (version 1.0 update)
*Reach the goal after defeating # Dry Meowsers (SM3DW style only) (version 1.0 update)
*Reach the goal after defeating # Cat Goombas (SM3DW style only) (version 1.0 update)
*Reach the goal after defeating # Charging Chucks (SM3DW style only) (version 2.0 update)
*Reach the goal after climbing # trees (SM3DW style only) (version 1.0 update)
*Reach the goal while carrying a gray P-switch (SMB3/SMW/NSMBDS/NSMBU styles only) (version 1.0 update)
*Reach the goal while carrying a stone (all styles except for SMB1 and SML2) (version 1.0 update)
*Reach the goal without using any swinging claws (main styles only) (version 1.0 update)
*Reach the goal after bringing # Lumas to the goal (SM3DW style only) (story mode exclusive) (version 1.0 update)

Sound effects/music:
*Everything from SMM2 (default)
*https://www.youtube.com/watch?v=GJtpn-jZ0Ms (SMB1 style boss music) (SMB1 style only) (version 1.0 update)
*Super Mario Bros 3 enemy course music (SMB1 style mid-boss music) (SMB1 style only) (version 1.0 update)
*https://www.youtube.com/watch?v=_B8js6FcKuU (SMB3 style boss music) (SMB3 style only) (version 1.0 update)
*Super Mario Bros 3 Boom-boom/Koopaling boss fight music (SMB3 style mid-boss music) (SMB3 style only) (version 1.0 update)
*Remix of Super Mario Bros 2 game mode Birdo boss music from Super Mario All Stars (SMW style mid-boss music) (SMW style only) (version 1.0 update)
*https://www.youtube.com/watch?v=BPfy5mDmRpI (SML2 and SMB2 styles boss music) (SML2 and SMB2 styles only) (version 1.0 update)
*Wario's castle final boss fight music (SML2 style final boss music) (SML2 style only) (version 1.0 update)
*Big Bird boss fight music (SML2 style mid-boss music) (SML2 style only) (version 1.0 update)
*Fuse Room mini game music (SML2 style bonus music) (SML2 style only) (version 1.0 update)
*World 1 castle Bowser boss fight music (NSMBDS style boss music) (NSMBDS style only) (version 1.0 update)
*World 8 castle 2 Bowser final boss fight music (NSMBDS style final boss music) (NSMBDS style only) (version 1.0 update)
*Bowser Jr mid-boss fight music (NSMBDS style mid-boss music) (NSMBDS style only) (version 1.0 update)
*Hidden/secret/bonus area music (NSMBDS style bonus music) (NSMBDS style only) (version 1.0 update)
*Boom-boom mid-boss fight music (NSMBU style mid-boss music) (NSMBU style only) (version 1.0 update)
*Wart final boss fight music (SMB2 style final boss music) (SMB2 style only) (version 1.0 update)
*Birdo boss fight music (SMB2 style mid-boss music) (SMB2 style only) (version 1.0 update)
*Character selection music (SMB2 style bonus music) (SMB2 style only) (version 1.0 update)
*Super Mario 3D World enemy blockade music (SM3DW style mid-boss music) (SM3DW style only) (version 1.0 update)
*Cascade kingdom music from Super Mario Odyssey (all styles) (version 1.0 update)
*Classical-esque music (all styles) (version 2.0 update)
*Country-esque music (all styles) (version 3.0 update)
*Lions roar (all styles) (version 2.0 update)

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). (version 1.0 update)
*Super worlds now have a better naming system than simply "Super (insert username) World." (version 1.0 update)
*You can now create and upload up to 3 super worlds instead of just 1. (version 1.0 update)
*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. (version 1.0 update)
*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). (version 1.0 update)
*Due to the larger physical size of the Nintendo Switch Pro console, the screen for the World Maker is now 5 x 8 tiles in size rather than just 4 x 7 tiles like in SMM2 on the original Nintendo Switch. (version 1.0 update)
*Levels on the world map with only 1 exit will be marked with yellow dots while levels with 2 exits (one main exit and one secret exit) will be marked with red dots. (version 1.0 update)
*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. (version 1.0 update)
*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. (version 1.0 update)
*There are 2 new mini-games for the power-up houses here; one of them is titled "Nail It" and recreates the 1-up Blast mini-game from New Super Mario Bros Wii (version 2.0 update), while the other one is called "Blow It" and recreates the Fuse Room mini-game from Super Mario Land 2, 6 Golden Coins (version 3.0 update).
*It is now possible to place giant, on/off stretch block-like platforms on your maps, just like in Rock Candy Mines in New Super Mario Bros U. (version 2.0 update)
*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. (version 1.0 update)
*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. (version 1.0 update)

Other new stuff (all version 1.0 update):
*USB mouse support for those who play while docked.
*Proper Nintendo app integration.
*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.
*5 to 6-player Co-op.
*8 Bowser Jrs/Dry Bowser Jrs/reznors maximum per level sub-world.
*10 Boom-booms/Pom-poms/Birdos/individual koopalings maximum per level sub-world.
*100 Mario challenge mode returns from Super Mario Maker 1.
*800 default timer seconds maximum per level (excluding timer seconds added by + clocks).
*When placing down ground blocks, ground elements no longer just appear randomly as more and more ground is placed down. Instead, the ground remains blank by defalt but can gain ground elements if you long-press a ground block, allowing you to customize what ground elements you want to be placed on that ground block.
*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.
*In addition to sub-themes, it is now also possible to make the main theme vertical as well.
*Sub-themes can be accessed by both the main theme and other sub-themes and vice versa.
*You now have the option to collaborate with other Nintendo Switch Pro users to create levels. To do this, you simply share a level you are creating with another Nintendo Switch Pro user while you are still editing it so that the other user could make some edits of their own to potentially improve the level before you upload it to the public.
*The super hammer power up in the SM3DW style has been renamed to the "builder suit" to avoid confusion with the new hammer suit power up in the SMB3 style.
*A long ? block dispenses 3 coins at once without anything else placed inside of it; if something else is placed inside of it, it will dispense 2 coins plus the other item placed in it.
*When placing down a coin coffer, you can customize how many coins it contains and releases when defeated, similarly to a brick block or a ? block.
*Arrows can now be placed onto semisolids.
*You can stack up to 10 semisolids (including chain-link fences) on top of each other.
*Bill blasters and bullseye blasters can be as short as 1 block high.
*Tracks can be expanded/retracted in increments of just 1 unit instead of 2.
*Twisters can now be placed inside ? 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.
*Item roulette blocks can hold a minimum of 4 items in them and a maximum of 8 items.
*Some items that can be placed inside of item roulette blocks include super mushrooms, 1-up mushrooms, big mushrooms, Kirby mushrooms, mega mushrooms, mini mushrooms, propeller mushrooms, fire flowers, ice flowers, superball flowers, boomerang flowers, buzzy beetle shellmets, spiny shellmets, dry bones shells, blue shells, raccoon leafs, white tanooki suits, master swords, Mega Man masks, Metroid power suits, 1-up hearts, 3-up hearts, 3-up moons, super stars, frog suits, penguin suits, cape feathers, P-balloons, super acorns, super carrots, hammer suits, builder suits, super bells, and double cherries.
*If multiple fire/ice bars are overlapped on top of each other, the block that the fire/ice bars are connected to will sprout all of the fire/ice bars placed on it.
*Stretches, angry suns, fire bars, ice bars, grrrols, grinders, bumpers, burners, skewers, snake blocks, and icicles can all now be given super mushrooms to become their respective big versions.
*To create a big brick/? block, you must first place a super mushroom inside it so that it dispenses it when hit and then place a second super mushroom inside it so that it becomes it's big version; if you want it to dispense something else, just place another item/enemy in it so that when hit, it will dispense that other item/enemy.
*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.
*For the sake of consistency among the 6 main game styles, Sumo Bros no longer produce fire in the SMW style like they could in the original game; instead, they now produce lightning/electricity just like in New Super Mario Bros U and in every other game style.
*When a playable character is hit with lightning/electricity either from an enemy or in the beach night mode, a new sprite is created for that character of them being electrocuted as they are powering down.
*Super mushrooms no longer have any effects on any of the Yoshis.
*Different colors of Yoshis, koopa troopas, biddybuds, shy guys, snifits, beezos, cheep cheeps, POW blocks, and p-switches are now completely separate from each other on the item/enemy selection screens.
*Yellow and blue Yoshi's retain their respective behavior from Super Mario World, where the yellow variant will cause small but noticeable earth tremors when it jumps and lands on the ground and the blue variant will sprout wings and fly above the ground
*Yellow and blue koopa troopas basically act like faster versions of green and red koopa troopas, respectivly.
*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 basically 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 grass 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 all styles it appears in, both the design and functionality of the Bowser statue is taken exactly from Super Mario Bros 3 (i.e. shooting lasers out of it's mouth if the player gets too close).
*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 run up and down walls and ceilings without the need of a wedge block like you could do in NSMBU.
*Link's arrows can now activate ? blocks.
*Coin rings give you exactly 5 coins when you pass through them.
*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.
*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.
*Unlike the first 2 Super Mario Maker games, none of the course themes have their own unique liquids. Instead, these liquids can now be placed anywhere the creator wants them to be in any course theme of the creators wishes. This means that the Jungle theme from Super Mario Maker 2 now has a different night mode since water and poison can now be placed alongside each other.
*If water is placed in the underwater theme, it will create a whirlpool effect that can pull the player towards it if they get too close and potentially to their deaths if that water is placed over a bottomless pit, as well as being a slightly different shade of blue from the watery background to better distinguish them from each other.
*When placing down liquids, you are able to customize whether the liquid you are placing down is completely stationary, rises and lowers on a constant cycle, moves across the screen in the form of waves, or even sprouts liquid geysers that change depending on the liquid being placed down.
*Liquids can be placed outside of the ground and in the air like semisolids and even on the ceilings of the course themes.
*Liquids can be placed right next to each other, but they cannot be overlapped on top of each other.
*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.
*In the main 6 game styles, all 6 of the new course themes end with the typical flagpole/goal box/goal tape/goal door endings.
*Ice bars can freeze coins, goombas, and galoombas.
*Wendy O. Koopa's rings can now melt frozen coins, goombas, and galoombas like fire.
*In the grass night mode, thwimps will flip in the air when they hop, similarly to New SUper Mario Bros U.
*The ninji and scuttlebug's NSMBU sprites are taken from their respective sprites in Super Mario Run, while the crowber and climbing Koopa troopa's NSMBU sprites are simply HD revisions of their respective New Super Mario Bros Wii sprites.
*In the SMW style, fire snakes get an updated sprite from their appearance in the original Super Mario World game to better fit with the other game styles they appear in.
*In the SMW style, to be consistent with the amps in the other main game styles, lil sparkies no longer move around blocks by default, but both they and normal amps can be given this type of behavior by being placed on tracks.
*In the SMW style, collecting the Mega Man Mask turns you into Mega Man from the Mega Man games and allows you to use Mega Man's blaster and slide-kick attacks on enemies, whilst all of the normal music is replaced with music from the original Mega Man game.
*In the SML2 style, collecting the Kirby Mushroom turns you into Kirby from the Kirby games and allows you to inhale/suck up enemies and float in the air for a limited amount of time, whilst all of the normal music is replaced with music from the original Kirby game.
*In the SML2 style, collecting the Metroid Power Suit turns you into Samus from the Metroid games and allows you to use Samus's blaster and ball-roll attacks on enemies, whilst all of the normal music is replaced with music fr9m the original Metroid game.
*In the SML2 style, the 1-up and 3-up hearts are distinguished by respectively having a 1 and a 3 symbol on them.
*In the SMB2 style, red shy guys and snifits walk off of ledges like green koopa troopas while pink shy guys and snifits turn at ledges like red koopa troopas.
*In the SMB2 style, pink beezos are basically faster versions of normal red beezos.
*In the SMB2 style, red autobombs fire things faster than normal black autobombs.
*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 red Koopa troop as and pink shy guys and walk back and forth on the ground.
*In the NSMBDS style, Bowser Jrs behavior from the original New Super Mario Bros DS game has been changed to match his behavior in the 5 other main game styles.
*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 in 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 paths just like they did in the original game.
*In the SM3DW style, you can now perform a rolling long jump just like you could in the original game.
*In the SM3DW style, if you run with a koopa troopa shell for long enough, you can go into and shell-dash around in it just 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.
*In the SM3DW style, if you have a double cherry, only 5 clones/copies can be active at a time.
*In the SM3DW style, because Yellow Toad is a playable character, Mario's cat suit is now red instead of yellow.
*In the SM3DW style, unlike in Super Mario Maker 2, the cat bullet bill blaster is listed as a separate gizmo from the bullseye bill blaster from the 6 main game styles on the gizmo selection screen and has a new design, being similar to a normal bill blaster but with white stripes and cat ears on top. Similarly, cat banzai bills and bullseye banzais are now listed as separate gizmos on the aforementioned gizmo selection screen.
*The chains of the swinging claws and Ball'n'chains have adjustable lengths.
*The koopa troopa car both drives and turns around much faster.
*Ghost/fake doors have small skulls on them so that players can better distinguish them from normal doors.
*If you place down a coin door, you are able to customize the number of coins the character you are playing as needs to pay to pass through the door, with a minimum of 1 coin and a maximum of 10 being required to be payed to get through it.
*If a twister is placed inside of a pipe, the pipe will be able to blow air/wind from its opening and how hard it will blow the air/wind depends on the pipe color; blue blows the softest, followed by green, then orange, and finally red blowing the hardest.
*If you place down a direction changing platform, similarly to snake blocks, you are able to customize and determine which way the platform goes every time you jump on it.
*If you place down a stretching block, you are able to customize if the stretching block stretches solely vertically, solely horizontally, or alternates between the 2 on a constant cycle.
*While Mario has his exact physics from the first 2 Super Mario Maker games, Luigi jumps higher but has worse traction, yellow toad and blue toad jump lower but run faster, and Princess Peach and toadette run slower but have longer and floater jumps.
*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 2 exceptions being the "Reach the goal after bringing # Toads to the goal" clear condition due to this new story mode's lack of Toads, and the "Reach the goal after bringing # Toads to the goal" clear condition because I just didn't find it very interesting. However, it also features a brand new story mode exclusive clear condition in their place, 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 it also isn't featured in any NSMBU style levels, instead being exclusive to the SM3DW style. Also, of the 300 levels in the story mode, in terms of level themes, this mode also features at least 1 level per theme combination for each of the games 224 possible level theme combinations (i.e. game style, level theme, day/night mode). 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 grand opening of the new comment observatory. Once you have completed the story mode, you will unlock the white tanooki suit in the maker mode.
*The multiplayer modes have improved online connections.
*Tracks and 1-way walls can be added in both the SMB2 and the SM3DW styles.
*Enemies can now be given coins so that when you defeat an enemy, you can collect the coin that the enemy probably contains.
*When placing down a p-switch, you now have the option to have that p-switch produce a certain number of blue coins when pressed, as well as how many blue coins are produced, and when the player collects all of the blue coins, they will get a 1-up mushroom.
*For the sake of consistency between game styles, urchins can now be defeated with fireballs in all of the game styles they appear in, just like in the original New Super Mario Bros U.
*In terms of functionality, the waterfalls in the SMB2 and SM3DW styles are basically semisolids but with a large stream of water vertically flowing down their middles that the 6 playable characters can swim through.
*In all of the styles they appear in, boo circles have had their sprites updated so that the boos that make up the circle will have unique facial expressions, similarly to Super Mario World, New Super Mario Bros Wii, and New Super Mario Bros U.
*Goombas and all of their variants will now turn dark blue in the underground theme.
*Bone goombas require 2 stomps to defeat, with the first stomp simply breaking the skulls on their heads and the second stomp actually defeating them.
*When in a Koopa/junior clown car, dry bowser would throw down bone goombas/bone galoombas while dry bowser jr would throw down dry bones.
*Mario can no longer collide with Yoshi by simply walking through him and will instead walk right past him.
*Yoshi can now step/walk on p-switches.
*In addition to throwing ice balls, when using an Ice flower, you can also skate across liquids like you could in Super Mario Galaxy.
*In the SMB2 style, similarly to Bill blasters, bullseye blasters, black torpedo bases, and red torpedo bases, autobombs can have various different items and enemies placed inside it and launched at the player on top of the cannon balls it launches at them by default. A similar thing can be done with the warp jars, except that they never actually spawn anything by default.
*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 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.
*Light blue + clocks add 10 timer seconds, light green + clocks add 30 timer seconds, orange + clocks add 50 timer seconds, and finally, red + clocks add 100 timer seconds.
*On the sound effect/music selection screen, the mid-boss emblem is 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.
*Pokey's can now walk upside-down on ceilings like Buzzy beetles, Spinies, and Spike tops.
*The ground, ice, and forest themes from the previous 2 Super Mario Maker games have been respectively renamed to the grass, snow, and jungle themes, the first 2 just because they both sounded a bit better and the last one being to avoid confusion with the new haunted forest theme.
*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.

So, what do you think?
 
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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?
 
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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)
 
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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
 
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.

SMM-SMB-Skewer-1.png
SMM-SMB3-Skewer.png
SMM-SMW-Skewer.png
SMM-NSMBUSkewer.png


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?

SpikePillar-SMW.png
Pillar_NSMBW.png


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.
 
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.

SMM-SMB-Skewer-1.png
SMM-SMB3-Skewer.png
SMM-SMW-Skewer.png
SMM-NSMBUSkewer.png


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?

SpikePillar-SMW.png
Pillar_NSMBW.png


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.
 
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.
 
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?
 
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".
 
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?
 
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.
 
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).
 
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.
 
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.
 
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.
 
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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).



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.
 
Fun fact: I just uploaded this whole thing to Google Docs and had it printed a couple of months ago and then shipped it off to Nintendo of America. A while ago, the company sent me a reply saying they liked my idea, but they never said anything about whether or not it will really be a true game or not. Who knows?
 
I'm pretty sure Nintendo is like literally every company in that they don't take unsolicited ideas for games from fans.

The letter they sent you is just them being polite.
 
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