Super Mario Maker Phi

Super Mario Maker Phi (also known as Super Mario Maker Φ) is a version of Super Mario Maker created for The V². It features many new features such as customs, new level creation elements, and multiple playable characters that aren't reliant on the Mystery Mushroom.
It also hosts quite a breadth of new online modes, such as online course races with up to five people or collaborative building with five friends. The game has been said to be somewhere between "a dlc and a full-fledged sequel", adding onto the original as opposed to being entirely new (similar to Super Mario Galaxy 2).
A spiritual successor called Super Wario & Kirby Maker was announced on 8/16/16.
==Pre-title Screen Animations==
Every day a different animation plays before the game boots up the title screen. Unlike the original, holidays are included too!
Day	Event
 	Turns Builder Rosalina blue and slowly descend the screen.
 	An eraser erases Builder Rosalina.
 	Builder Rosalina is being carried by two ducks from Duck Hunt, which are shot and collected by the Duck Hunt Dog as Builder Rosalina drops to the bottom the screen.
 	Builder Rosalina is struck by lighting and destroyed, the day name changing to "Thorsday".
 	Builder Rosalina becomes trapped in a box and shipped off.
 	Builder Rosalina gets knocked off by one of Birdo's eggs.
 	Builder Rosalina is eaten by a Yoshi, which pops out an egg that hatches into "Good Sunday".
 	Builder Rosalina gets wrapped into a present. This only appears on December 25th.
 	Builder Rosalina is circled around by a bunch of boos, that lift up and down to the left of the screen. This only appears on October 31st.
==Title Screen==
Tapping the letters does a bunch of quirky stuff, just like in the original. As opposed to the original, every letter (including SUPER) does something now. It also is meant to hint at some of the new features inside.
Letter	Tap
 	Switches Mario with another character, cycling through Luigi, Peach, Toad, and Rosalina.
 	Causes the score to glitch out for five seconds, before turning back to normal.
 	Causes it to snow for five seconds before going back to normal.
 	Turns the E into a cactus. If Mario (or any other character) touches it, he/she will get hurt.
 	Reverses time for as long as the player presses the R.
 	Mushrooms drop from the top of the screen.
 	Turns into a rocket, turning the level into another level and putting Mario back at the start.
 	Transforms into Rambi, causing Donkey Kong to jump down and ride it. A new R replaces the missing one.
 	Turns into a pong paddle, sending a ball back to the right of the screen.
 	Turns into a wheel, speeding off.
 	Grows shoes and waddles off.
 	Spawns a Blooper.
 	Plays fireworks.
 	Turns screen black and white.
 	Causes a tumbleweed to roll into the screen.
 	Spawns a star for Mario.
==Characters==
There are a total of five starting unique playable characters (with one unlockable character). Grabbing a mystery mushroom simply gives that character an extra hit while using that skin. All Mystery Mushrooms work with all characters.
Image + Name	Info
Mario 	(+) Jack of all trades(-) Master of none
Luigi 	(+) Bigger jumps(-) Slippery stops
Peach 	(+) Floaty Jumps(-) Slower speed
Toad 	(+) Fast speed(-) Low jumps
Rosalina 	(+) Double jump with spin
(+) Spin can take out enemies even in small form
(-) Loses spin attack when powered up
(-) Runs the slowest
Fusee 	(+) Can reverse the last three seconds of movement 
(+) Can “fast forward” her own movement for five seconds, making her one of the faster characters
(-) Reversal has a one second cooldown after use
(-) Fast forward has a two second cooldown after use, is one of the slower characters.
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Unlocked after defeating Themis in Chrono Mario Challenge.
==Game Styles==
Image + Name	Info
Super Mario Bros.	The original! While very simplistic compared to the other styles, it's got a lot of charm.
Super Mario Bros. 2	This one is a very different Mario game, but still holds a lot of charm. It adds in new mechanics such as grabbing enemies and items and tossing them, adding a whole new level of gameplay.
Super Mario Land 2	Everything is in black and white. Unique to Super Mario Land 2 is the Magic Carrot power-up, which turns Mario into Bunny Mario. Bunny Mario can jump higher, jump repeatedly by holding down the jump button, and descend slowly using his ears.
Super Mario Bros. 3	The third installment in the main franchise introduced things like being able to hold items and koopa shells as well as flying with the raccoon leaf with the P-Bar.
Super Mario World	Mario's trip to Dinosaur World gave him the ability to hold a power-up in a reserve box and use a spin jump to jump off enemies he normally couldn't. It also introduced Yoshi, his friend with a huge appetite.
New Super Mario Bros. U	Mario gains the ability to ground pound and walljump in this style, and it looks fantastically hi-depth. It also has the Propeller Mushroom which allows Mario to propel high into the air and descend slowly or quickly.
==Course Styles==
Image + Name	Info
Ground/Overworld	The standard outside. Grass, dirt, hills.
Underground	Under the earth, where everything has a darker hue.
Underwater 	Under the water, where you'll have to swim instead of jump through levels.
Ghost House	In abandoned mansions and creepy locales, this place belongs to the dead.
Airship 	Up in the air and full of danger!
Castle 	A grinding gauntlet filled with traps, lava, and usually a big boss who has to be taken down.
Desert 	A sandy place that has dry air and even drier enemies, who usually extrude some kind of spike out.
Snow 	A cold level type that will leave you shivering and sliding.
Beach 	The sand and the ocean, who could ask for more?
Glitch 	Everything acts rather weird here... logic that would work in normal levels probably doesn't work here.
==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
At the end of any given level, there is a flag around a pole. Landing on the top gives you an extra 1-Up while landing anywhere else on the ladder just gives you bonus points.
Castle 	003
At the end of any given level (with the exception of Castle levels). You can actually paint the castle by using the the paintbrush but it cannot move from it's designated spot.
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Axe 	004
At the end of any given Castle level (with the exception of Castle levels). You can actually move the axe around but it can't leave the bridge boundaries. It can also be flipped upside down by shaking it. When it's touched by Mario, it effectively ends the level and causes the bridge at the end of the level to collapse.
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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.
===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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Vase 	010
Exclusive to the Super Mario Bros. 2 theme, basically replace pipes except they're thinner. They warp to sub-levels and spawn enemies and items.
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===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 Mario Challenge.
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 Mario clone that follows his actions exactly but being slightly displaced. Either one of the Marios can die but one has to remain or it's game over.
Carrot 	010
Gives Mario some rabbit ears and the ability to hover. This allows him to fall down gracefully down. Exclusive to the Super Mario Land 2 theme.
Super Leaf 	011
Gives you a raccoon tail to whack enemies with and to take off into flight with if you get enough speed. Exclusive to the Super Mario Bros. 3 theme.
Cape Feather	012
The cape form's abilities are much like Raccoon Mario before it. It allows Mario to fly indefinitely through levels, and attack enemies by spinning it around. It is exclusive to the Super Mario World theme.
Yoshi 	013
Yoshis come out off eggs and allow Mario 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 yellow shells will make it heavy enough to shake the ground each time it lands a jump, and blue shells cause the Yoshi to grow wings and fly. They can also "breed" if they eat five of the same fruit. See "Berries" for more info. They are exclusive to the Super Mario World and New Super Mario Bros. U themes.
Propeller Mushroom	014
This mushroom allows players to fly high into the air and descend slowly. This power up is exclusive to the New Super Mario Bros. U theme.
Ice Flower 	015
This flower allows players to shoot freezing projectiles at enemies, encasing them in ice. This power up is available through all themes.
Vampire Radish	016
This radish turns Mario and other characters into vampires. In this form they can't touch light but can sustain three extra hits and use bat wings to fly. They can eat enemies to replenish health. They can also hang upside down from the ceiling by latching onto the ceiling, but they have to drop straight down and can't jump while on the ceiling.
Technocolor Mushroom	
When the Technocolor Mushroom is used, it turns Mario into his big form but with a new rainbow-colored trail of his shadow following him. In this form, he can speed through enemies to defeat them (as opposed to stomping them or other means) and run over pits, as if the air was solid ground. The form can't take damage and thus never reverts.
Big Mushroom	
When the Big Mushroom is used, it turns Mario into a gigantic version of himself, about four times the size of Small Mario. It can be used to break blocks and stomp all over enemies. Collecting a Big Mushroom also affects enemies and other elements; most enemies are given at least one of Mario's features, such as a hat, mustache, or nose. A CRT Filter is also added onto the screen. Big Mario can still be effected by enemy attacks, so be careful.
===Berries===
Berries are a key part of "Yoshi Breeding". When a Yoshi eats five of one kind of berry, they pop out a egg with a Baby Yoshi of a certain color. These baby Yoshis can be carried by Mario to eat enemies. When a baby Yoshi eats three enemies, it grows into a full-grown Yoshi of that color. However, it'll grow up instantly if eats a Power-up. All berries can only be put on bushes. While Berries appear in styles without Yoshis, only in the Super Mario World and New Super Mario Bros. U style can these Berries be interacted with.
Image + Name	Info
Apple 	001
When five apples are eaten, a new green baby Yoshi pops out. These Yoshis have no extra abilities.
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Banana 	002
When five bananas are eaten, a new yellow baby Yoshi pops out. These Yellow Yoshis cause the ground to shake when they land, freezing enemies in their place for a moment or causing coins to fall from the ceiling.
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Blueberry 	003
When five blueberries are eaten, a new blue baby Yoshi pops out. These Yoshis can take flight.
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Lavaberry 	004
When five lavaberries are eaten, a new red baby Yoshi pops out. These Yoshis can spit fire no matter what color Koopa Shell is in its mouth. Blue and yellow shells still retain their normal effects until the fireballs are shot.
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Grapes 	005
When five grapes are eaten, a new purple baby Yoshi pops out. These Yoshis spit bubbles out of their mouths when they eat an enemy, trapping enemies nearby in bubbles that cause them to float away. Bubbling works on otherwise unbeatable enemies like Boos, Thwomps, and Nipper Plants.
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Pepper 	006
When five peppers are eaten, a new orange baby Yoshi pops out. These Yoshis are extremely fast and can focus extremely fast speeds in short bursts, allowing them to go up walls.
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===Enemies===
Image + Name 	Info
<tabber>Normal=|-|Super=|-|Mushroom=</tabber>
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. When given a Big Mushroom, they turn into Super Goombas, which take a total of five stomps to kill or fifteen fireballs. When a Super Goomba is given a Mushroom, they turn into a Mushroom Goomba, which drops three Mushrooms on death and takes a total of ten stomps to kill and 50 fireballs to kill.
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 Mario 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 Mario if they hit him, but Mario 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 Mario. He can still stomp on them but there's no running from them.
Spiny 	012
Typically they come from Latikus, but can also be seen on their own. They basically act like a Koopa Troopa with spikes and can't be stomped on. The player can wear a Spiny shell if it lands on their head, protecting them from enemies and traps from above. The player can also activate the helmet by pressing down while holding a Spiny shell.
<tabber>Normal=|-|Dire=</tabber>
Blooper 	013
They follow Mario continuously, although they cannot touch the ground. As a result, they move in a regular zig-zag pattern. If they touch Mario, Mario will be damaged. They can be taken out with projectiles. If they are shaken twice, they turn into Dire Bloopers that move twice as quickly but don't directly damage Mario but instead obscuring his vision with ink. All the player can see is the white of their character's eyes for a short time.
Blooper Nanny 	014
Shake a Blooper and get a Blooper Nanny. She can send her children in every direction, making it more difficult to swim, and the children will return to her after a short time. Use projectiles take them out.
Buzzy Beetle 	015
Like a Koopa Troopa, they will hide in their shell when jumped on, and can be kicked around the level. However, the player cannot defeat them with fireballs. The player can wear a Buzzy Beetle shell if it lands on their head, protecting them from enemies and traps from above. The player can also activate the helmet by pressing down while holding a Buzzy Beetles shell.
<tabber>Goomba's Shoe=Goomba's Shoe|-|Goomba's Stiletto=Goomba's Stiletto</tabber>	016
The Goomba Shoe/Stiletto are enemies that hide in giant shoes that you can ride after defeating the enemy inside. Big Goomba's Shoes can Ground Pound by pressing down while mid air. This attack can defeat enemies including Munchers and Bill Blasters, which are normally indestructible. It can be used only in the Super Mario Bros., Super Mario Bros 2, Super Mario Land 2, and Super Mario Bros. 3 styles, with the Yoshi Egg replacing it in the Super Mario World and New Super Mario Bros. U styles. Shake the Shoe to get the Stiletto, which acts exactly the same. This enemy can be painted with the Paintbrush.
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Shy Guy 	017
These guys just walk wherever they can, even if it means going off a ledge. They can be taken out by projectiles or by Mario grabbing them and tossing them.
Snifit 	018
These guys stand in place, shooting a black ball if Mario comes into their sight. The black ball goes straight forward and goes through walls. They can be taken out with projectile attacks or by Mario grabbing and throwing them.
Tweeter 	019
Although they have wings, Tweeters cannot fly; however they are very good at hopping across the ground. They can be picked up and thrown or taken out with a shell.
Cobrat 	020
Cobrats jump out of the sand or vases to attack, and most of them can spit out black projectiles similar to Snifits. They are easy to defeat if in a line; the player can throw one and cause a domino effect. They can be avoided easily and only pose a threat when in large numbers.
Phanto 	021
Only awaken when a key has been taken within a wide radius. Phantos chase the player and harm the player if they touch. Phantos cannot be avoided and can only be escaped by using the key it was guarding to unlock a door. If the player simply drops the key while a Phanto is chasing them, the creature will fly away and leave them alone, at least until the key is picked up again.
Ninji 	022
There are two types of Ninji: the first type charges at Mario, suddenly jumping as it approaches; the second type remains in one place and jumps up and down. Players can switch between the two variations by shaking it. All variations of Ninjis can be picked up and thrown at other enemies to defeat them.
Pidgit 	023
Pidgits are always seen flying away on carpets. Pidgits attempt to dive bomb into the player, but players can jump on them, pick them up, and throw them. Once the Pidgit has been removed, players can ride the carpet and control it for a brief amount of time.
Flurry 	024
Flurrys can only be added in snow levels and attempt to run into the player. They move faster than average, but they are prone to slipping on ice.
<tabber>SMB1=|-|SMB2=</tabber>
Bob-omb 	025
Bob-ombs run back and forth and will eventually self-destruct if they are near a player. If they self-destruct, they can harm players. Players can pick them up and throw them. They can destroy most blocks and enemies.
Hoopster 	026
Hoopsters crawl slowly on vines, attempting to harm players. Players can jump on the top of them and even pick them up and throw them. They cannot hit the bottom or the sides or will suffer damage.
<tabber>SMB2=|-|SMW=</tabber>
Pokey 	027
Pokeys attack players by moving slowly into them. Pokeys can be various heights and can be dragged out by the cursor to be up to 10 segments tall! They can be defeated by having objects thrown at them or their body segments being removed one by one.
<tabber>Normal=|-|Super=</tabber>
Thwomp 	028
Thwomps appear above the ground, only falling down when the player gets near them. They then ascend back up to where they were. The player can actually stand on top of them. When given a Fire Flower they become Super Thwomps, who only move when Mario is right under them at a incredibly fast speed. Shaking them allows them to change their direction to horizontal, or upside down. They can also bump against each other.
===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.
<tabber>Normal=|-|Fire Flower=</tabber>
Birdo	003
This boss from Super Mario Bros. 2 shoots eggs that you have to grab and toss back at her. You have toss five of her eggs back to defeat her. You can use the Fire Flower to make Birdo shoot a fiery egg every other time. In the SMB1 and Super Mario Land 2 style, with some kind of projectile, whether it be shells or fireballs.
<tabber>Normal=|-|Fire Flower=</tabber>
Robirdo	004
By shaking Birdo, you get Robirdo, a mechanized version of Birdo. It shoots giant eggs, charges directly at the player, and uses a ground stomp move that immobilizes the player. She must be defeated by tossing her eggs back at her five times. Giving her a fire flower allows her to shoot fiery eggs. In the SMB1 and Super Mario Land 2 style, you have to fire at her with some kind of projectile, whether it be shells or fireballs.
Petey Piranha	005
This boss from Super Mario Sunshine and New Super Mario Bros ground pounds the ground and spits goop everywhere. You can attack him with fireballs after he finishes his ground-pound or stomp on his stomach to hit him.
Dry Petey Piranha	006
By shaking Petey Piranha, you get Dry Petey Piranha who attacks with vines instead of goop and can summon Dry Bones. When he ground pounds, you can stomp on his stomach but projectile attacks won't work here.
Koopa the Quick	007
Not so much a boss as he is a person you race against. He is actually a "ghost" of the author of the level beating it for submission, albeit slightly slower. When you place him in your level during creation, he'll just follow your path but never outpace you. He doesn't do any damage nor seems to be effected by any hazards.
Tantanga 	008
Tantanga fights with a small space craft, capable of shooting energy weapons and dive bombing Mario. When he descends for his dive bomb attack, Mario must jump on top of the space invader. After three hits, he is defeated.
Larry Koopa	009
Larry jumps around and shoots magic blasts from his stolen magic wand. He needs to be jumped on three times to be defeated. He is one of seven koopalings in the game that can be added to levels and shaking him will change him to the next koopaling in line.
Morton Koopa Jr.	010
Morton attacks Mario or Luigi by climbing the walls and ceiling of his room and dropping down. Mario or Luigi needs to stomp on his head thrice or shoot a dozen fireballs at him to win. He is one of seven koopalings in the game that can be added to levels and shaking him will change him to the next koopaling in line.
Wendy Koopa	011
Wendy attacks Mario by tackling him and shooting giant rings of candy at him. After two hits, she starts jumping around the room, while still throwing candy rings. She is one of seven koopalings in the game that can be added to levels and shaking her will change her to the next koopaling in line.
Iggy Koopa 	012
In battle, Iggy tries to either jump on to Mario or shoot magical blasts at him using his magic wand. When jumped on, he will retreat into his shell and jump before coming back out. He is one of seven koopalings in the game that can be added to levels and shaking him will change him to the next koopaling in line.
Roy Koopa 	013
In battle, Roy leaps at Mario and tries to crush him with his ground-shaking stomps. Roy can also shoot energy blasts from his stolen wand. Mario can stomp on him or attack with projectiles. He is one of seven koopalings in the game that can be added to levels and shaking him will change him to the next koopaling in line.
Lemmy Koopa	014
He rides a rubber ball around during battle, and uses his wand to summon additional balls; once summoned, they do not disappear. When jumped on and withdrawing into his shell, Lemmy stays on his ball instead of jumping around. Being stomped three times defeats Lemmy. He is one of seven koopalings in the game that can be added to levels and shaking him will change him to the next koopaling in line.
Ludwig Koopa	015
In battle, Ludwig utilizes a unique combat strategy: spitting fireballs, sliding around in his spiked shell, and occasionally making huge leaps. He is one of seven koopalings in the game that can be added to levels and shaking him will change him to Larry Koopa, repeating the cycle again.
Ojay 	017
A giant elephant made of Super Mario Maker blocks. You must jump onto him, avoiding the enemies that are on him such as a Bullet Bill Blaster and Piranha Plants. Once you enter his castle, you must attack the core, which can be edited by players to be made more challenging or easier. When his core is damaged, he shoots you out of his trunk. Once you do this three times he is defeated. This boss is unlocked when you complete Chrono Missions normally.
===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.
Pickaxe 	002
An eraser of sorts, but only deletes blocks. It will ignore anything else.
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.
==Game Modes==
In addition to the Course Maker, Super Mario Maker Phi features four game modes: 10 Mario Challenge, Course World, Course Races, and Creation Community.
===10 Mario Challenge===
In 10 Mario Challenge, the goal is to clear 8 randomly selected sample courses with up to 10 lives. Players can obtain up to 3 1-Ups in each course, but must be able to complete the course to collect them. As many as 88 different sample courses appear in this mode, and they'll be added onto the Coursebot's sample courses list when completed.
===100 Mario Challenge===
100 Mario Challenge is a variant of 10 Mario Challenge, which gives the player 100 Marios to clear a certain number of user-created courses; 8 courses on Easy; 16 courses on Normal and Expert; 6 courses on Super Expert. Courses marked as the selected difficulty (based on clear percentage) are used. Unlike with 10 Mario Challenge, players can save their progress while playing the 100 Mario Challenge, and they can choose to skip a selected course to try another one instead. At first, only the Easy and Normal difficulty levels can be selected, but players can unlock the Expert difficulty by completing the Normal difficulty 100 Mario Challenge at least once, and if they clear Expert once, then the players will unlock the Super Expert difficulty.
Clearing 100 Mario Challenge rewards the player with a random Mystery Mushroom costume. Unlike in the original, the level of difficulty you clear rewards you with a certain number of Mystery Mushroom costumes.
*Easy: 1 Mystery Mushroom Costume.
*Normal: 2 Mystery Mushroom Costumes.
*Expert: 3 Mystery Mushroom Costumes.
*Super Expert: 5 Mystery Mushroom Costumes.
Also unlike the original, you can use Custom Cards during the 100 Mario Challenge run at the cost of a 1-Up you can collect in an level (you can pick up 3 1-Ups or use 3 Custom Cards). Custom Cards are obtained via a roulette wheel that appears after being a level. Typically the player has a 2/5 chance of getting one custom card per level, and a 1/100 chance of getting three custom cards per level. The player can also obtain 10 Coins instead (at a 3/5 chance rate).
===Chrono Mario Challenge===
A new addition to the Super Mario Maker, Chrono Mario Challenge is a rather loosely told "story mode" of sorts that follows Mario and his friends as they are enlisted by a Time Princess named Fusee to go through various Mario levels and put time back in place after they were scrambled by Themis (the villian of Super Mario Bros: Multiverse Degeneration). This mode is derived from the 10 and 100 Mario Challenge modes, as you will go through a set of levels looking for Horostars.
Click here for missions.
===Course World===
Course World is Super Mario Maker Phi's dedicated way to share course creations with the rest of the user base. Uploading courses is limited to 10 at first, but players will be able to earn the ability to upload more when they are given more stars by players or by earning medals through the 100 Mario Challenge.
A new change in this installment is that you can now tag your level with certain keywords as well as search up levels by creator name or level name.
In order to share a course online, players must be able to complete it, and have access to Miiverse. Players can download, play, and even alter courses made by other players, but they are unable to re-upload those altered courses to the online servers, as to avoid issues of stealing. Once a course is uploaded, players can comment on it, and/or choose to give it a star if they liked it.
Players can also bookmark courses on the official Super Mario Maker Bookmark website, then access the bookmarked courses in the courses section of Course World.
No courses are deleted in this installment if the creator chooses not to delete them; in Super Mario Maker, courses would be deleted without warning if they did not obtain one star within a set amount of days. This no longer happens.
Course World will also recommend levels to play. Levels that the player has given a star to will also have a .5 chance of appearing in the 100 Mario Challenge (up to three can appear in any given challenge run).
===Course Races===
A new mode in this installment. Course Races follow a group of players (up to 5) competing through a level, attempting to get the fastest time. While each player can see the other's ghost, they cannot directly interact with them. Players can comment or drop out if they find the level too hard. Each level can either be decided by random or decided personally by the host of the room.
===Creation Community===
Another new mode in this installment. Creation Community allows you to edit and create your levels with your friends online, allowing for levels created by multiple people. Up to five people can edit the level in real time and the host can block off certain items to prevent spamming of unwanted objects. Additionally, one person at any time can play through the level, even if it is still being edited.
==Custom Cards==
During the 100 Mario Challenge, the player can unlock Custom Cards when they beat a level (provided that they did not swipe it away for a different level) and use these customs for characters in a later run. These range from higher jumps, faster speeds, changing the properties of things like fireballs and raccoon tail, or changing the properties of blocks and power-ups. Custom Cards work very similarly to the way they do in Super Smash Bros. for Wii U and 3DS, as they only effect the player equipped with them and are used to customize the gameplay experience.
The player can only equip up to three (3) customs at once. Equipping a Custom Card costs you a 1-up slot (you can't collect three 1-ups in a level like you used to if you've equipped three customs at once). Custom Cards that contradict will grey out as you choose your customs.
When creators publish a level, they can decide whether Custom Cards can be used by other players or not. They can also attach customs that they have unlocked to certain levels. If Custom Cards are turned off or attached to a level, they do not appear in the Custom-Run 100 Mario Challenge but instead show up in the Normal-Run 100 Mario Challenge.
There is a total of 50 Custom Cards in all.
Image + Name	Info
Triple Fireballs	001
Allows all characters to throw three fireballs instead of just two.
Toxic Fireballs	002
Gives the fireballs a poison effect that damages an enemy after it's been hit, extremely handy for bosses.
Passive Fireballs	003
Makes the fireballs never disappear unless they hit the edge of the screen and can't come back.
Small Fire Mario	004
Allows for Mario and other characters to use fireballs while remaining small. This doesn't allow them to take an extra hit though!
Small Blockbreaker Mario	005
Allows for Mario and other characters to break brick blocks while small.
Phantom Jump	006
Leaves a ghostly trail behind Mario when he jumps during regular play. This allows you to better understand how high he can jump and whether you'll make it to that platform or not.
Parasol Float	007
Gives Peach (and only Peach) a longer period of floating.
Visible Invisible Blocks	008
Makes invisible blocks visible within a certain radius of the character.
Pit Spring 	009
If Mario or any other character falls into a pit with at least a mushroom or a greater power-up on, they'll spring out as their small form.
Lightfoot 	010
Falling platforms fall slower and donut blocks take longer to activate.
Mystery Spell	011
Magikoopa's magic turns the character into a Mystery Mushroom Costume. Doesn't effect enemies.
Weird/Lanky Spell	012
Magikoopa's magic turns the player character into a Weird/Lanky version of themselves. Doesn't effect enemies.
Spell Shield	013
Reflects Magikoopa's magic if the player has any power-up.
Shell Captive	014
Makes Koopas act the same in every single game style, acting exactly like they do in the original Super Mario Bros.
Koopa Shell Helmet	015
Allows characters to wear Koopa Shells as helmets.
Blue Flame Flower	016
Turns Fire Flowers into Blue Flame Flowers, which allow Mario and other characters to fire blue flame projectiles in a straight horizontal direction as opposed to bouncing. This also effects Poison Flowers that drift horizontally before going up and down in a hump.
Thundercloud	017
Transforms Cloud blocks into Thunderclouds that strike lighting on enemies underneath.
Speedcloud 	018
When running on cloud blocks, the character builds up speed much much faster.
Watercloud 	019
Characters can swim through cloud blocks.
Bouncy Music Note	020
Any character that jumps on it does not need to time the jump on it, immediately jumping the highest it will allow.
Eggplant Spell	021
Magikoopa's magic makes Mario and other characters turn into a Eggplant, which only has one-hit point of health and can't pick up items! You need to collect a mushroom to cure this.
Auto-Mushroom	022
Automatically makes Mario and other characters big at the start of the level.
Auto-Fire Flower	023
Automatically makes Mario and other characters in their Fire Flower forms at the start of the level. Stacks with most of the Fire Flower customs like Blue Flame Mario and Toxic Fireballs.
Auto-Buzzy Shell Helmet	024
Automatically makes Mario and other characters obtain a Buzzy Shell Helmet. Can be stacked with some of the other Auto customs.
Auto-Spiny Shell Helmet	025
Automatically makes Mario and other characters obtain a Spiny Shell Helmet. Can be stacked with some of the other Auto customs.
Auto-Mystery Mushroom	026
Automatically gives Mario and other characters a random Mystery Mushroom at the start of the level. Can be stacked with some of the other Auto customs.
Alchemist Fire Flower	027
When Mario and the other characters collect four mushrooms, they get a Fire Flower.
Infinite Mushrooms	028
Any Question Block that holds a Mushroom will never go to a "dead" state, instead spitting out a Mushroom every time Mario hits it.
Lava Jump 	029
If Mario falls into Lava with a power-up, he'll loose all power-ups and jump out from the lava in his small form, similar to the 3D Games.
Super POW 	030
The POW block takes out all enemies in a level.
Shell Propel	031
Any shells kicked will not get bounced back after breaking a brick block> It will just keep propelling forward, destroying anything in it's path.
Cautious Red Shell	032
Red Shells stop at ledges when kicked. Kick them again to send them over ledges.
Stay-Dead Dry Bones	033
Dry Bones won't get back up once stomped.
Dry Ice 	034
Ice is no longer slippery.
Rocket Pipe	035
Non-warp and spawn pipes turn into Rocket Pipes, which blast Mario upwards.
Spikeless Cowards	036
Removes the spikes off Spinies, making them stompable.
Freeze Hammer	037
Hammers thrown by Bowser and the Hammer Bros only freeze Mario in place now. The effect lasts a second.
Warp Hammer	038
Hammers thrown by Bowser and the Hammer Bros only warp Mario away from them.
Rubber Hammer	039
Hammers thrown by Bowser and the Hammer Bros are completely ineffectual and make squeaky sounds when they hit Mario.
Blueberry Plant	040
Fire Piranha Plants only spit out completely ineffective blue berries at the characters now.
Avocado Plant	041
Nipper Plants can now be stomped by Mario, turning them into a gushy avocado mess.
Stone Plant	042
Nipper Plants have been turned into stone, allowing you to walk on them.
Cherry Bob-omb	043
Bob-ombs won't explode.
Question Bob-omb	044
When Bob-ombs explode, they turn into a random power-up or item.
Cash Bob-omb	045
Bob-ombs now explode into a shower of coins.
Long Raccoon Tail	046
Gives Raccoon Tails a longer reach.
Auto Raccoon Leaf	047
Automatically makes Mario and other characters in their Raccoon Tail forms at the start of the level. Stacks with Long Raccoon Tail.
Fire Cape 	048
When Mario collects a fireflower while using a cape, the power ups stack. When Mario presses the action button, he uses both the cape and shoots a fireball.
Auto Cape Feather	049
Automatically makes Mario and other characters in their Cape Feather forms at the start of the level. Stacks with Fire Cape.
Infinite Propelling	050
Allows the player to spin with the Propeller Mushroom infinitely into the air.
==Badges==
==amiibo==
Returning from Super Mario Maker is the Mystery Mushroom. All mystery mushroom skins can be unlocked through the 100 Mario Challenge/Chrono Mario Challenge on the various difficulties and you will always get a random skin everytime. You can also unlock these costumes through amiibo.
====Base Game====
Costumes highlighted in yellow can only be unlocked when you unlock Fusee as a playable character.
001 	002 	003 	004 	005
Modern Mario 	Silver Mario 	Gold Mario 	Modern Luigi 	Modern Peach
006 	007 	008 	009 	010
Modern Toad 	Bowser 	Bowser Jr. 	Modern Rosalina 	Cosmetta
011 	012 	013 	014 	015
Yoshi 	Woolly Yoshi 	Pink Woolly Yoshi 	Blue Woolly Yoshi 	Mega Woolly Yoshi
016 	017 	018 	019 	020
Dr. Mario 	Wario 	Donkey Kong 	Diddy Kong 	Kirby
021 	022 	023 	024 	025
King Dedede 	Meta Knight 	Pit 	Palutena 	Dark Pit
026 	027 	028 	029 	030
Samus 	Zero Suit Samus 	<tabber>JP=|-|US=</tabber>R.O.B	Fox 	Falco
031 	032 	033 	034 	035
Marth 	Ike 	Lucina 	Robin 	Tharja
036 	037 	038 	039 	040
Pikachu 	Jigglypuff 	Charizard 	Lucario 	Greninja
041 	042 	043 	044 	045
Mewtwo 	Olimar 	Louie 	130pxLittle Mac 	Fly Mia
046 	047 	048 	049 	050
Link 	Zelda 	Tetra 	Linkle 	Gerudo Link
051 	052 	053 	054 	055
Warrior Zelda 	Impa 	Ganondorf 	Warrior Ganondorf 	Lana
056 	057 	058 	059 	060
Midna 	Cia 	Sheik 	Toon Link 	Totem Link
061 	062 	063 	064 	065
Shulk 	Ness 	Lucas 	Mr. Saturn 	Master Belch
066 	067 	068 	069 	070
Green Inkling Squid 	Blue Inkling Boy 	Orange Inkling Girl 	Orange Inkling Squid	Green Inkling Girl
071 	072 	073 	074 	075
Purple Inkling Boy 	Callie 	Marie 	Judd 	Wii Fit Trainer (Female)
076 	077 	078 	079 	080
Wii Fit Trainer (Male)	Chibi Robo 	Super Chibi Robo 	Villager 	Tom Nook
081 	082 	083 	084 	085
KK Slider 	Resetti 	Mabel 	Kappn 	Kicks
086 	087 	088 	089 	090
Isabelle 	Isabelle (Winter) 	Digby 	Cyrus 	Reese
091 	092 	093 	094 	095
Redd 	Captain Falcon 	Game and Watch 	Duck Hunt 	Sonic
096 	097 	098 	099 	100
Pac-Man 	Mega Man 	Golden Mega Man 	Nikki 	Inverse Nikki
101 	102 	103 	104 	105
Lemmy Koopa 	Iggy Koopa 	Ludwig Koopa 	Roy Koopa 	Morton Koopa
106 	107 	108 	109 	110
Wendy Koopa 	Larry Koopa 	Lavora Koopa 	Patti Lee Koopa 	Poopbutt Koopa
111 	112 	113 	114 	115
Peachiro 	Luigiasy 	Devili D. Koopa 	McBoo 	Akro Bat
116 	117 	118 	119 	120
Layla 	Moonling 	Police Guy 	Builder Rosalina 	Bullet Billie
121 	122 	123 	124 	125
Edwardo 	God Waluigi 	Waluigi 	God Mario 	Salvo the Slime
126 	127 	128 	129 	130
Popo 	Nana 	Blue Toad 	Yellow Toad 	Kart Mario
131 	132 	133 	134 	135
Snifit 	Mouser 	Fighter Fly 	Sky Pop 	Captain Toad
136 	137 	138 	139 	140
SUPER MARIO-KUN 	Cat Mario 	Cat Peach 	Cat Luigi 	Cat Toad
141 	142 	143 	144 	145
Cat Rosalina 	Frog Mario 	Mario Trio 	Statue Mario 	Evil Luigi
146 	147 	148 	149 	150
Professor E. Gadd 	Birdo 	Jumpman 	Luigi (Donkey Kong) 	Pauline
151 	152 	153 	154 	155
Daisy 	Daisy (Sports) 	Daisy (Rosalina) 	Daisy (Luigi) 	Daisy (Mario)
156 	157 	158 	159 	160
Urban Champion 	Urban Champion (Player 2)	Foreman Spike 	Builder Mario 	Builder Bowser
161 	162 	163 	164 	165
Bowser (Mario) 	Bowser (Luigi) 	Bowser (Wario) 	Bowser (Waluigi) 	Dr. Bowser
166 	167 	168 	169 	170
Rosalina (Green) 	Rosalina (Blue) 	Rosalina (Orange) 	Rosalina (Pink) 	Rosalina (Purple)
171 	172 	173 	174 	175
Rosalina (Red) 	Rosalina (Yellow) 	Rosalina (Grey) 	Rosalina (Peach) 	Rosalina (Daisy)
176 	177 	178 	179 	180
Dr. Rosalina 	Dr. Peach 	Dr. Luigi 	Dr. Toad 	Nurse Mario
181 	182 	183 	184 	185
Nurse Luigi 	Nurse Toad 	Nurse Peach 	Nurse Rosalina 	Luigi (Peach)
186 	187 	188 	189 	190
Beach Mario 	Beach Luigi 	Beach Toad 	Beach Peach 	Beach Rosalina
191 	192 	193 	194 	195
Beach Bowser 	Balloon Fighter 	Jouster 	Ossan 	Dr. Lobe
196 	197 	198 	199 	200
Mahjong Tile 	Wii Balance Board 	Pikmin 	Pikmin II 	Wario (Classic)
201 	202 	203 	204 	205
Captain Syrup 	Ashley 	Arwing Walker 	Wolf 	Peppy
206 	207 	208 	209 	210
Slippy 	Toadette 	Necky 	Excite Bike 	Arcade Bunny
211 	212 	213 	214 	215
Yamamura 	Mary O. 	Barbara 	Yu Ayasaki 	Starfy
216 	217 	218 	219 	220
Wolf Link 	Donbe 	Hikari 	Nabbit 	Ayumi Tachibana
221 	222 	223 	224 	225
Baby Mario 	Iris Archwell 	Bubbles 	Diskun 	Volleyball Player
226 	227 	228 	229 	230
Captain Toadette 	Felyne 	Unten 	Volt 	Smile
231 	232 	233 	234 	235
Spring 	Question Block 	Shantae 	Mappy 	Ms. Pacman
236 	237 	238 	239 	240
Blinky 	Pinky 	Inky 	Clyde 	Pacman (Classic)
241 	242 	243 	244 	245
Fusee (Modern) 	Fusee (Peach) 	Fusee (Rosalina) 	Fusee (Zero Suit) 	Dr. Fusee
246 	247 	248 	249 	250
Nurse Fusee 	Beach Fusee 	Cat Fusee 	Fusee (Mario) 	Fuseee (Luigi)
====Event Courses====
Character 	Event Course
Zonas 	GONE - Zonas Run
Play as Zonas as he goes through a series of obstacles while hiding using the Buzzy Beetle shell helmet.
Sinicini 	GONE - Sinicini Assist
Play as Sinicini as she helps a Goomba make it to the exit by taking out obstacles ahead of him.
Adexene 	GONE - Adexene Destroy
Play as Adexene as she takes out legions of enemies coming for her, including three bosses.
Ness (EarthBound 2: Destiny's Call)	Fruits of Foresight
Play as Ness as he finds the Fruits of Foresight to cure his robotic disease. He'll need all the help he can get!
Lub Lub 	Lub Lub's Rad Level That Doesn't Have Scratch Kat
Lub Lub got in this game before Scratch Kat because he's so rad. Objective? What is that? Get to the flagpole to unlock this rad Lub.
Princess Buttercup 	Princess Buttercup's Freethrow
Princess Buttercup needs a slam dunk from an intense series of P-Switches and Springs to make a free throw that will help her forget her agonizing mental and physical pains.
Finn 	Adventure Time: Finn
This course was created by Pen Ward, the creator of Adventure Time. The course follows Finn through a dungeon. Can you find all the secret loot?
Marceline 	Adventure Time: Marceline
This course was created by Olivia Olson, voice actress of Marceline. Recover Marceline's ax bass through this large castle guarded by many red foes.
----
Also unlocks the Marceline Axe.
Corrin 	Fire Emblem - Platforms of Fates
The player decides to take the Male Corrin or Female Corrin route and can unlock one or the other through their routes through the level. The player must complete the course on both paths to unlock both Mystery Costumes.
====Event Course Elements====
These are Course Elements only unlocked through beating an event course. These are merely reskins of pre-existing course elements and can only be used in the SMB1 style.
Character	Event Course
Marceline Axe	001
Reskin of the Axe.
===Technocolor Mushroom===
Technocolor Mario is a special amiibo that was created for Nintendo 30. When placed over the VRAPTOR, it gives the player a Technocolor Mushroom to use. When the Technocolor Mushroom is used, it turns Mario into his big form but with a new rainbow-colored trail of his shadow following him. In this form, he can speed through enemies to defeat them (as opposed to stomping them or other means) and run over pits, as if the air was solid ground. The form can't take damage and thus never reverts. This can be used as a level making tool; what you decide to do with it is up to you.
==Gallery==
SuperMarioMakerPhi.png|Logo
SmallFireMarioNES.png|Small Fire Mario's artwork.
PitSpring.png|Pit Spring's artwork.
BlueFlameMario.png|Blue Flame Mario's artwork.
RosalinaSMMPhi.png|Promotional art featuring Rosalina.
RosalinaSMMPhi2.png|Alternate version of Rosalina artwork.
FuseeSMMPExoArt.png|Fusee concept art.
SuperMarioMakerPhiV2Boxart.png|Boxart without black borders.
LankyBowserPromo.png|Lanky/Weird/Luigi Bowser Promotional Art
LankyBowservsWeirdMarioPromo.png|Promotional art featuring both Weird Mario and Weird Bowser, comparsion of heights.
SuperGoombaPromo.png|Promo art of the Super Goomba, compared to a four Goomba stack
==Trivia==
*Super Mario Maker DLC is the predecessor of this and this game features many of the same ideas presented there. These include:
**Weird/Lanky/Luigi Bowser
**Colored Ground
**Desert Course Type
**Pile Driver Micro Goombas
*Super Mario Maker Phi shares some content from Super Mario Bros.: The Lost Worlds as both run on the same engine. Later, stuff from The Lost Worlds began to appear in the game.
Category:Toroko
Category:Games
Category:Fan Games
Category:Mario (series)
Category:Super Mario Maker Phi
Category:V2 Games
Category:D.I.Y. Games
Category:The Year of Rosalina
Category:Super Mario Maker (series)
Category:Super Mario Maker Games