Super Mario Maker Recut

Super Mario Maker Recut is an installment in the Super Mario Maker game series, published by Nintendo for the Nintendo Switch. It directly continues off of what Super Mario Maker 2 had in place, carrying over almost all of its gameplay elements, while adding to various parts of the game, the most notable of which being the Course Creator. Two new (six, if Toad's colors are included) playable characters have been introduced, being Princess Peach, Rosalina, as well as four new color variations for Toad. They do not alter the gameplay in any way and are only for aesthetic purposes.
It has various singleplayer modes, such as a standard course player, Endless Challenge, and 100 Mario Challenge returning from the original Super Mario Maker. Multiplayer Versus and Co-op return and function the same way they did in the previous installment.
== Differences from Super Mario Maker 2 ==
* 6 new characters are playable: Princess Peach, Rosalina, as well as yellow, red, green, and purple color variations for Toad.
* The Course Maker interface behaves differently. 
** Many new course parts and variations thereof have been added. New Course Themes and Game Styles have been added as well.
**Night variants have been added to the Super Mario 3D World game style's course themes. Additionally, many night themes use unique darker versions of their standard backgrounds, as opposed to starry space ones shared by most night themes.
** When using the drop-down menu to modify a course part's properties, the menu will no longer close automatically after selecting an option. Any amount of options can be selected until the menu is closed and the changes are applied.
** There is a new F.L.U.D.D. icon that allows players to place liquid tiles. These liquids are water, poison, lava, and quicksand. They can be erased with Mr. Eraser as with other course parts. Additionally, all four liquids can be set across the bottom of an any Course Theme and can be set to rise and fall in a specific pattern.
* 100 Mario Challenge returns from the original Super Mario Maker, now under the name 100 Life Challenge.
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== Modes of Play ==
Gamemode 	Description
Course Creator 	One of the game's two main modes, where the player can design and upload courses to the Course World. A main area and a sub-area, both of which can be either horizontal or vertical. Both areas can be any combination of a Course Theme and Game Style.
World Creator 	A secondary creator mode where Super Worlds can be made. Super Worlds can contain up to 8 individual worlds with multiple courses and Toad Houses within each. Any Course Theme can be selected and has an equivalent, while Super Mario World and Super Mario 3D World are the only available game styles that Super Worlds can use. Levels within the worlds are not affected by the world's Course Theme or Game Style.
Course World 	The main hub for playing, rating, and starring courses. Alongside freely playing any course they choose, players can rate each course they play with an "I like it!" or a "Boo!" rating, which can help other players sort through courses that are rated higher or lower, respectively. Starring a course will save it to the player's list of starred courses until they revoke the star.
100 Life Challenge	A mode returning from Super Mario Maker, where it plays the same way as in that installment. The player starts off with 100 lives and is tasked to beat a certain number of courses that depend on the amount the player selects, independent of the selected difficulty.
Endless Challenge 	A mode returning from Super Mario Maker 2. Players are given a specific number of lives that depends on the selected difficulty. There is no limit on the amount of courses that can be played, as the challenge will only end if the player loses all of their lives.
Super World 	Where Super Worlds designed by other creators can be played. Lives can range anywhere from 1 to 99, or simply have limitless lives, as determined by the creator of the Super World. They can be quit at any time, as progress is automatically saved. There is no limit to how many Super Worlds can be quit and saved, though players may choose to erase their save data on one.
== Course Themes ==
All themes from the previous two installments return in Super Mario Maker Recut. However, several themes have different functionalities at night in comparison to Super Mario Maker 2.
==== Returning Course Themes ====
Theme 	Icon	Night Mode Behavior 	Notes
Ground 	 	Enemies and objects behave in various different ways. Goombas act as if underwater, Chain Chomps have longer reach, alongside many other effects. 1-Ups and Rotten Mushrooms can be placed independently of one another.	
Underground	 	The screen is flipped upside down! The controls adjust accordingly. 	
Underwater 	 	The player character gradually floats up instead of sinking down! Pressing the jump button causes them to swim downward, replacing the darkness effect from Super Mario Maker 2. 	Underwater physics + changed from Super Mario Maker 2
Ghost House	 	A radius of light surrounds the player and various objects in an otherwise pitch-black area. Hitting an ON/OFF Switch to the OFF setting makes the radius smaller. 	
Airship 	 	Enemies and other objects behave as if they were underwater, but the player remains unaffected. 	
Castle 	 	The player behaves as if they were underwater, however, enemies remain unaffected by it. 	
Desert 	 	A sandy desert wind blows in a direction and frequency set by the player, instead of being automatically set by the game style as in Super Mario Maker 2. 	
Snow 	 	All surfaces become slippery like Ice Blocks. Ice Blocks themselves have no traction whatsoever, and enemies, objects, and players will slide on them indefinitely until they hit a wall or turn around. 	
Forest 	 	Liquids set at the bottom of the screen travel in large waves. In the New Super Mario Bros. U game style, the background changes to resemble the Painted Swampland. 	Changed from Super Mario Maker 2 + Appears different in the Super Mario Bros. 3 game style
Sky 	 	Low gravity is applied to all enemies, objects, and the players themselves. 	
==== New Course Themes ====
A total of 7 new course themes have been added to Super Mario Maker Recut. Sub-themes are not counted toward the total.
Theme 	Icon	Night Mode Behavior 	Notes
Beach 	 	Geysers of liquid appear from the bottom of the screen if a liquid has been set at the bottom. Water and quicksand spouts carry the player upward and server as platforms. However, poison and lava geysers will deal damage to the player like an enemy. 	
Volcano 	 	Volcanic debris capable of breaking blocks rain from the sky, signified by the erupting volcanoes in the background. 	
Tower 	 	A giant skewer pierces through the level horizontally in horizontal areas, and vertically in vertical areas. Solid tiles such as ground, Brick Blocks, and Warp Pipes cannot be placed where the skewer hits, though background objects such as vines, enemies, and items can be placed there. 	
Sunken Ship 	 	A radius of light surrounds the player and various objects in an otherwise pitch-black area. Hitting an ON/OFF Switch to the OFF setting makes the radius smaller. 	Underwater physics
Fall (NTSC) / Autumn (PAL)	 	The theme becomes the Graveyard theme, where enemies resurrect themselves after being defeated, much like Dry Bones. 	
Sky Ruins 	 	Clouds cover various parts of the screen which can be set by the player. Coming into contact with them or spin jumping will blow them away. 	Resembles World 5-3 from New Super Mario Bros. 2. In the Super Mario 3D World game style, it is modeled after Hands-on Hall
Pipe Maze 	 	Pipes periodically spit bubbles depending on their color. Green pipes spit water bubbles, yellow ones spit quicksand bubbles, red ones spit lava bubbles, and blue ones spit poison bubbles. Water and quicksand bubbles carry the player until they come into contact with a wall or spin jump out. Poison and lava bubbles will simply damage the player.	Themed similarly to the Super Mario Bros. 3 forest theme seen in Super Mario Maker 2
====Sub-Themes====
Some themes have sub-themes that can be accessed by holding down on the parent theme's icon. While they mostly serve aesthetic purposes, certain ones have unique functionalities. Their night mode behaviors are the same as their parent themes.
Theme 	Icon 	Description 	Parent Theme 	
Icy Underground 	 	A variant of the underground theme with slippery ice physics, like the Snow Night theme. At night, the slippery effects and the upside down effect will stack.	Underground 	
Desert Underground	 	A variant of the underground theme with a warmer color palette to represent the desert. 	Underground 	
Lava Underground 	 	A variant of the underground theme made to resemble the underground volcano levels found in the New Super Mario Bros. series. 	Underground 	
 	Snowy Forest	 	A variant of the forest theme with coniferous, snow-covered trees in the background.	Forest
Mushroom Sky 	 	A variant of the sky theme, where giant mushrooms and multicolored platforms replace the ground tiles of the standard sky theme. 	Sky 	
Mountain 	 	A variant of the sky theme that is themed after mountainous courses seen throughout the Mario series. 	Sky 	
== Game Styles ==
===Returning Game Styles===
All 5 Game Styles return from Super Mario Maker 2, and function the same way as they did previously. While goals from different Game Styles are interchangeable, Axes serve as the default goal type for castle stages outside of Super Mario 3D World.
Game Styles identified as Classic can be used interchangeably. A level designed in the Super Mario Bros. theme, for example, can be switched to the Super Mario Bros. 3 game style while keeping the level intact. Extra Game Styles, however, are incompatible with Classic and other Extra styles alike, and changing to and from one will reset the level layout.
Game 	Description 	Type
Super Mario Bros. 	The original Mario Game Style! It features the simplest control scheme, with running and jumping being the player's only abilities without power-ups. Items and other players cannot be picked up, and slopes cannot be slid down normally. 	Classic
Super Mario Bros. 3 	The third oldest Game Style to be featured in all, and the second to be added to the Super Mario Maker series! Differences from the original Super Mario Bros. include the ability to slide down slopes and to hold and throw items. 	Classic
Super Mario World 	The third game style to be added to the series. It features many similarities to Super Mario Bros. 3, with the inclusion of the Spin Jump and tossing items upwards as major control additions. Previously exclusive course parts like Rotating Blocks and Galoombas are now available in all Game Styles. Conversely, course parts previously unavailable in this Game Style, such as Goombas and Brick Blocks, are available in this style as well.	Classic
New Super Mario Bros. U	One of the two Game Styles originating from the New Super Mario Bros. series! It features the most complex movement out of any Game Style, with wall jumps, triple jumps, midair twirls, and most other mechanics from previous styles. 	Classic
Super Mario 3D World 	The original "extra" Game Style. While it remains incompatible with other styles, including Super Mario 3D Land, various elements from other styles have been implemented into it. These changes include placeable tracks, enemy stacking, One-Way walls, and many other course parts. 	Extra
===New Game Styles===
Game 	Description 	Type
Super Mario Bros. 2 	The sequel to Super Mario Bros, now known alternatively as Super Mario USA. It features vastly different level designs in comparison to other Mario games. It shares very few course parts with other Game Styles, and is generally the most unique out of them. 	Extra
Super Mario All-Stars 	A set of three games-- Super Mario Bros. 1, 2, and 3-- in 16-bit. Each game is functionally identical to its 8-bit counterpart, and only serves to change the visuals and sounds of its respective Game Style. Each style is themed after the games in Super Mario All-Stars on the Super Nintendo Entertainment System. 	Classic (1 + 3) Extra (2)
Super Mario Land 2 	The first of the three handheld Game Styles to be introduced. Unlike the others, it is drawn entirely in black and white monochrome to reflect being originally playable on the GameBoy. It features Wario and Small Wario in place of Bowser and Bowser Jr. respectively, though the other boss enemies remain unchanged. Both Wario and Small Wario have vastly different behaviors than their original counterparts.	Classic
New Super Mario Bros. 2	The second of the three handheld Game Styles, and the second entry of the New Super Mario Bros. series featured in Super Mario Maker Recut. It is rendered in the same resolution as New Super Mario Bros. U, appearing to be significantly smoother than its source game. 	Classic
Super Mario 3D Land 	The last handheld Game Style to be featured in the game, notable for being the predecessor to Super Mario 3D World. Similar to New Super Mario Bros. 2, it is rendered in a higher resolution than the original game, appearing much less pixelated than before. 	Extra
== Course Maker ==
Like its predecessor, Super Mario Maker 2, Recut has a large focus on adding new elements to the Course Maker. Among the differences are:
* Placeable liquids using the F.L.U.D.D. tool (water, quicksand, poison, lava)
* More customizable elements in the drop-down menu accessed when holding down on a course part.
* Several power-ups being shared across more Game Styles (such as the Master Sword, Super Leaf, Cape Feather, Propeller Mushroom)
===Course Parts===
All course parts from Super Mario Maker 2 return in Recut. Additionally, the Weird Mushroom (as well as the Weird Mario) form return, though the Costume Mushroom and Costume Mario do not. For the sake of simplicity, only new course parts will be listed.
==== Blocks ====
==== Enemies ====
Name 	Description 	Appearance
Yellow Koopa / Blue Koopa 	Two new color variants of Koopa Troopas. Yellow Koopa Troopas behave similarly to their green counterparts, walking off ledges and spawning Beach Koopas when knocked out of their shells. Blue Koopa Troopas behave in the same manner as their red counterparts, turning around at ledges. When knocked out of their shells in select Game Styles, however, they will spawn Bully Beach Koopas instead. 	
Beach Koopa 	Varieties of Koopa Troopas that appear naturally in the Super Mario World and Super Mario 3D World Game Style after jumping on a normal Koopa Troopa, but can be placed on their own in any Game Style that features Koopa Troopas. They function identically to Goombas, unless they find an uninhabited Shell, in which case they will jump inside and become the shell's color. 	
Bully Beach Koopa 	Enemies that function similarly to Beach Koopas, and normally appear when a Beach Koopa is knocked out of a blue Koopa Shell. Instead of jumping into shells, Bully Beach Koopas will kick shells at the player and even stop ones being kicked at them. 	
Masked Koopa 	Enemies that behave identically to Koopa Troopas (or Koopa Paratroopas, when given wings). Their only difference is that they wear Mario-like masks instead of wearing shells. 	
Koopa Shell 	Koopa Shells can now be placed as individual items in any of the four available colors. They are also available as the masks dropped from Masked Koopas. 	
Blotblooper 	Pink variants of Bloopers with red spots on their bodies. They behave similarly to normal Bloopers, with the exception of occasionally stopping to shoot venomous bubbles at the player. They do not have Blooper Nanny variants. 	
Urchin 	Rotund, slow-moving underwater enemies with spikes on all sides. They move on an invisible track set by the player (similarly to Piranha Creepers or Snake Blocks) that loops once the end is reached. When given wings, they move more quickly. When placed above water, they roll after the player, and even give chase when they land in liquid. 	
Mad Urchin 	A variant of the normal Urchin that appears angry and is red in color. Instead of following a set path, they will chase the player directly, though they are unable to pass through blocks. When placed above water, they give chase as normal Urchins do, only faster. 	
Fuzzy 	Small, black creatures that are, as the name implies, fuzzy. Similar to Spike Tops, they stick to the surfaces of walls and ceilings, and move in the same pattern. They are immune to most forms of attack, excluding being hit by Invincible Mario and being hit by Builder Mario's hammer. They move clockwise by default, but a specific direction can be set by the player. Enemies stacked on top of them will travel around the platforms with them.	
Boomerang Bro. / Heavy Boomerang Bro.	Koopas in blue protective gear that throw boomerang projectiles at the player, which travel forward, and then backwards in an arc. Heavy Boomerang Bros. throw larger but slower boomerangs. 	
Ice Bro. / Heavy Ice Bro. 	Koopas in red protective gear that toss balls of solid ice at the player. They bounce once before dissipating, and freeze the player, doing damage on contact. Uniquely, they can freeze other enemies which can then be used as platforms or thrown. Heavy Ice Bros. behave the same way, but will occasionally slam onto the ground, stunning players on the ground. 	
== Screenshots ==
Category:Super Mario Maker (series)
Category:Mario (series)