Super Infinite Maker

Super Infinite Maker is a 2018 title that will be coming to The V². It is a spiritual successor to both Super Mario Maker Phi and Super Wario & Kirby Maker. It expands upon the level creation content of those games and expanding it to almost Umbrella style selection of course elements and ways the game can be played. The game uses the engine and assets of it's predecessors. It kicks off the Infinite Content branding, as it was the first demo to be found on the Infinite Content disc.
==Gameplay==
Super Infinite Maker is a level designer and a 2D platformer. The player can place course elements such as enemies, power-ups, ground and more in their levels and test them or play other people's courses. 
Super Infinite Maker is unique from it's predecessors in that every level submitted to the servers connects in some way through tunnels. These tunnels can be blocked off until the player does something to lift the barrier that has locked them away (such as completing a boss level, completing a specific objective, or whatever the player assigns as a task to complete) or be left completely open. Each tunnel leads to a different level submitted by players, although generally levels are filtered before being placed where they are to prevent difficulty spikes or inappropriate level content.
==Characters==
There will be multiple playable characters, with the entire cast of both Super Mario Maker Phi and Super Wario & Kirby Maker returning. Additionally, many new characters will debut as playable. All of them can pick up Mystery Mushrooms. In the demo, only Mario, Wario, Sonic are playable.
Image + Name	Info
Mario 	(+) Jack of all trades
(-) Master of none
Wario 	(+) Jack of all trades
(+) Shoulder Dash
(-) Master of none
(-) Can only take, at max, two hits.
Sonic 	(+) Jack of all trades
(+) Shoulder Dash
(-) Master of none
(-) Can only take, at max, two hits.
Pit 	(+) Infinite arrow projectiles
(+) Can increase his health
(-) Must stand still while attacking
(-) Far from the best jumper
==Game Styles==
Image + Name	Info
8-Bit 	Bearing simplistic graphics and straight-forward game mechanics, these levels are straight to the point.
16-Bit 	These levels allow for a more intricate amount of depth and more complicated level design, with sloped level design.
2.5D 	2.5D levels are the most visually intensive, as everything is a model, and are by far the smoothest looking levels with some really interesting new mechanics like wall-jumping and rolls.
==Course Elements==
===Level Elements===
Image + Name	Info
Start Level Signpost	001
Can't be destroyed. Points you in the direction of the level.
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Flagpole 	002
Can be placed at the end of the level to end it. Spawns a castle right next to it.
They are generated by default.
Castle 	003
There are placed at the end of levels with a flagpole in them. The player can paint them a variety of colors if they so desire.
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Axe 	004
Can be used to destroy bridges that bosses are on and open the tunnel to the next level when activated.
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Checkmark Flag	005
Can be placed anywhere the player desires and allows a player to continue from that spot if they die. Getting a game over will require the player to restart the level completely. They can be put at a variety of angles. Placing one in a level requires the maker to beat it twice; once from the beginning and once from the checkpoint.
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===Blocks===
Image + Name	Info
Ground 	001
Can't be destroyed. The most basic level designing tool.
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Brick Block	002
A standard brick block that can be destroyed.
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Question Block	003
Always has something inside, whether it be a coin or power-up or even an enemy.
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Invisible Question Block	004
Hidden but usually has something inside, whether it be a coin or power-up or even an enemy.
Note Block 	005
Jumping off this plays a note and bounces you. Jump at the right time and you go absurdly high!
Pipe 	006
Can be used to transport you to a sublevel or spawn items and enemies.
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Ice Block 	007
When Mario or other characters walk on this, they slide super badly on it. Running on it will take a long time to stop your momentum.
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Cloud Block	008
A semi-solid block mainly used as platforms for bonus areas above the ground.
Hard Block 	009
Very hard blocks. They are most commonly used to make stairs that the player can climb. Unlike ? Blocks and Brick Blocks, Hard Blocks cannot contain anything. They cannot be destroyed by Mario himself, but by other methods.
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Item Box 	010
Item Boxes are effected by physics and must be jumped on or attacked to drop the item inside of them.
Shuttle Loop	011
Shuttle Loops appear in the 16-Bit era and beyond, in 8-Bit they are replaced with two platforms. Shuttle Loops require the player to be fast enough to get through them, and the top of of them are solid. They blend in with the ground around them.
Star Block 	012
Star Blocks are very fragile; simply bumping hard into them or landing onto one by jumping from up high will remove it, and they are vulnerable to almost all forms of attacks. They may contain enemies or act as the floor, so destroying them may not be within the player's best interest!
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Bomb Block 	013
Bomb Blocks can only be destroyed via a attack, causing a chain reaction, usually destroying the blocks around it or creating a path of blocks if shaken.
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Locked Chest	014
Locked Chests contain whatever the user wants to put in them, from coins to enemies to treasure items. The user can place up to 10 and can assign a key to each Locked Chest. By shaking the Locked Chest, the user can get different colors of Locked Chests, with their colored key.
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Locked Skull	015
Locked Skulls are similar to Locked Chests, except only a single one can be put down and they have a single key that works for it. When a Skull Key is used on a Locked Skull, it opens up a treasure room that houses a treasure piece.
Mob Spawner	016
Mob Spawners are rendered inactive when originally placed down, but enemies can be put inside the block in the editor to spawn them at intervals. Using the Code Cube, the player can also edit the range and how often enemies spawn from the Mob Spawner.
===Power-Ups===
Image + Name	Info
Mushroom 	001
Makes you big and able to break brick blocks and take an extra hit. You gain a lot of height too.
Fire Flower	002
Allows you to throw fireballs and serves as a second extra hit for some of the later styles.
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Poison Flower	003
Allows you to throw poison spores that go upwards in a diagonal before descending down slowly. These spores harm anything that it touches for the most part.
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Mystery Mushroom	004
Allows you to take an extra hit while being dressed up in a costume of another character, complete with sound effects!
Weird/Luigi/Lanky Mushroom	005
Similar to the mushroom but uh... well, it makes you look rather absurd and gives you some rather big jumps.
1-Up Mushroom	006
Gives you an extra life. You can collect up to three of these during each level of the 100 Challenge. They do not matter in regular play.
Starman 	007
Makes you invincible. Nothing gets in your way! Except for pits and lava.
Cherry 	008
Collecting five of these spawns a star from the lower bottom of the screen that rises upwards.
Double Cherry	009
Creates a clone that follows the player's actions exactly but being slightly displaced. Either one of the player's clones can die but one has to remain or the player will die.
Yoshi 	010
Yoshis come out off eggs and allow the player to ride them. They act as an extra hit and can swallow enemies with their tongue. Eating Koopa shells gives Yoshis different abilities: after eating a red shell, the Yoshi will spit out a fireball, while green shells will make it heavy enough to shake the ground each time it lands a jump, and pink shells cause the Yoshi to grow wings and fly.
===Enemies===
Image + Name	Info
Goomba 	001
Touch them and you'll take a hit, but stomping on them or firing a projectile at them will take them out. They're standard enemies with not a lot behind them; they'll even walk off the edges if they're permitted to.
Pile Driver Micro-Goomba	002
Small Goombas that hide under a block. Simply shake a Goomba to use a Pile Driver Micro-Goomba. The brick keeps them safe from fire attacks, but everything else should work on them, including stomping. Careful though, they like to bounce.
Koopa 	003
These enemies can be taken out just as easily as a Goomba, but if they're stomped they go back into their shells, which can be kicked to propel into enemies to take them out.
<tabber>Red=|-|Pink=</tabber>
Red Koopa	004
Shaking a Koopa gives you a Red Koopa. Red Koopas are more aware of edges but their shells will still propel off a edge if kicked. Shaking them turns them into slower Pink Koopas,
who have shells that move twice as fast as the normal shells when kicked.
Hammer Bro 	005
An annoying enemy that throws hammers in a arc and can jump up from platform to platform. They can be taken out with the same methods as a Koopa and a Goomba, but it's far harder due to their projectiles.
Sledge Bro 	006
Give a Hammer Bro a Mushroom and you get a Sledge Bro, a bigger and more dangerous version of the Hammer Bro. They toss bigger hammers and make the ground tremble every time they jump.
Lakitu 	007
They fly in the sky, dropping Spinies. They're very tough as getting an optimal attack spot is difficult, but they can be taken out by being stomped or attacked with some kind of projectile. You get to ride their cloud if you manage to beat them, but the cloud only lasts so long.
Piranha Plant	008
Usually found in pipes, these pop in and out from time to time. Don't jump on the pipes if they're out or you'll get hurt. You can take them out with a fireball or other projectile.
Fire Piranha Plant	009
Shake a Piranha Plant to get a Fire Piranha Plant, which shoots fireballs at the player when it comes out. It's still weak to projectiles, so you can dispose of them with that.
<tabber>Bill=|-|Goomba=</tabber>
Bullet Bill	010
This cannon will fire giant bullets that will hurt the player if they hit them, but the player can stomp on these. They are immune to projectiles for the most part. Putting a Goomba inside and shaking it turns it into a Bullet Goomba Blaster. These Goombas are immune to projectiles but still can be stomped.
Bulls-Eye Bill	011
Shaking a Bullet Bill blaster gives you a homing version, which will chase the player. The player can still stomp on them but there's no running from them.
Wanderin' Goom	011
A tiny and meek enemy that wanders around and cannot harm the player. In fact, it falls onto it's back whenever it hits a object.
Pirate Goom	012
A darker colored Goom holding a spear that's actually able to hurt Wario and Kirby. They're easily disposed of, though, simply by charging behind them or jumping on them to turn them over. By shaking the Pirate Goom, the player can get the Wario Land 2 appearance of the Pirate Goom, which has no differences.
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Helmut 	013
A spiked mollusk that bobs up and down in the water, with a vulnerable underside that Wario and Kirby can attack to defeat it.
Pinwheel 	014
Pinwheels are sea-horse looking goons that curl up into a spiked formation should the player get close and swipe from left to right before uncurling. The player can defeat them easily in their uncurled states.
Pouncer 	015
Pouncers act similar to Thwomps, except they can be programmed to follow a path and crush enemies to create a 10 Coin. If the player gets crushed by them or touch their spikes, they instantly die. The only safe spot is on top of their heads.
Monoeye 	016
Monoeyes fly towards the player character and can hurt upon contact, but are defeated very easily, through a stomp or a fireball. They usually are found in a group. A Code Cube can be used to make them go through designated flight patterns.
Eggplant Wizard	017
Eggplant Wizards throw arched projectiles at the player which inflict the eggplant curse, a status ailment that transforms the player character into an eggplant with legs. This condition disables all forms of attack. It will wear off after 15 seconds or after getting a cure like a Power-Up.
===Bosses===
Image + Name	Info
<tabber>Normal=|-|Lanky/Weird=|-|Blue Bowser=|-|Lanky/Weird Blue Bowser= |-|Red Bowser=|-|Lanky/Weird Red Bowser=</tabber>
Bowser	001
The big, mean and tough original. He spews flames and hammers and you can take him out with firepower or by dropping the hammer on him. Give him a lanky/weird mushroom and he jumps higher and his flames become thinner with a green color. When you use the Paint Brush on him,
you can change him into Blue Bowser or Red Bowser. Red Bowser is unique in that he can only spit out fire.
<tabber>Normal=|-|Fire Flower=</tabber>
Bowser Jr.	002
By shaking Bowser, you can use his son. He's a smaller boss with a different strategy, using fireballs, shell spins, and ground pounds that can stun Mario if he's caught on the ground. He can be taken out in three measly hits, whether it be from a fireball or head stomp. Giving him a Fire Flower gives him two extra hits and bigger fireballs.
===Power Tools===
In the course editor, you can use these tools to assist in level building. These tools replace the cursor while being used.
Image + Name	Info
Paintbrush 	001
This tool allows you to paint blocks to be different colors such as Question Blocks, Brick Blocks, Hard Blocks, and even the Castle.
Horostar Wand	002
This tool has a different range of erasing functions. It can be used to erase blocks only, enemies only, items only, or erase everything.
Water FLUDD	003
It can only be used in closed gaps created by blocks and fills it with water tiles.
Lava FLUDD 	004
A lava version of the Water FLUDD. Use it in block-made gaps to fill it with lava tiles.
Slope Shovel	005
Using this on a ground tile will cut it in half like a slope. Using the slope shovel to click on it multiple times will give you different angle cuts. Dragging the slope shovel will create a bounding box where a slope will appear. Mario can slide down slopes and doesn't have to jump when going up or down it.
Code Cube 	003
This tool can be used to program new behaviors into objects, defined in a set of variables. Goombas can be programmed to use certain attacks for example, and give different copy abilities. These range from very simple to very complex. Despite the name though, there's no actual coding here.
==Game Modes==
Alternate game modes are not available in the demo.
==Mystery Mushroom Costumes==
All new costumes.
001 	002 	003 	004 	005
Boxers Mario	Caveman Mario	Knight Mario	Poncho Mario	Skeleton Mario
==Gallery==
SuperInfiniteMakerLogo.png|Logo
==Trivia==
*This was the first of the Infinite Content games to be revealed under the branding.
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