Super Mario Maker 3D

is the third installment of the Super Mario Maker series for the Nintendo Switch. Unlike the previous entries, this game is designed to make 3-dimensional levels in the Super Mario 3D World style instead of 2D platforming levels using multiple past Mario titles. Since it only uses 1 game style, the selection of enemies, gizmos and more has been greatly expanded, and even includes some original never-seen-before parts.
's gameplay is intended to be identical to that of Super Mario 3D World, using every move from ground pounds to long jumps, and bringing back all the classic powerups from that game. Unlike 3D World, however, a familiar face joins the party once again; Yoshi is back! As well as multiple new additions, including a Mario Kart minigame and more!
==Gameplay==
=== Mario's Moves===
Mario and friends have a variety of different actions they can perform as they play around in a course
Mario's Moves
Some controls vary depending on the mode.
Left Control Stick: Move Mario
Right Control Stick: Move Mario
Y/X: Sprint - Use Powerup Ability - Pick Up Object
B/A: Jump
DLeft/DUp: Sprint - Use Powerup Ability - Pick Up Object
DDown/DRight: Jump
+/-: Pause
ZL/ZR/L/R: Crouch
Star Mode-Specific Controls
Right Control Stick: Move Camera
Directional Left/Directional Right: Rotate Camera
Directional Up/Directional Down: Reset Camera
L: Zoom In Camera
R: Zoom Out Camera
Right Control Stick (Pressed Down): Mario Camera (Mario stands still and the camera can look in any direction. If enabled, the Nintendo Switch can be tilted to assist moving the camera)
Tricks
Using some of these moves together, Mario can perform some great tricks!
Ground-Pound: Pressing the crouch button (ZL, ZR) while in mid-air will make Mario perform a ground-pound! This move can defeat some enemies unphased by a simple stomp, and has lots of other great uses, too!
Crouch Roll: Holding crouch (ZL, ZR), holding Y and then moving will make Mario perform a crouch roll, that can fit Super Mario into tight spaces and can be great for dodging incoming attacks.
Mid-Air Spin: If you jump high in the air, during your descent you can press Y to perform a mid-air spin! Your descent will be slowed down while spinning. Holding crouch (ZL, ZR) while performing a mid-air spin will make Mario descend at a rapid pace, but unlike ground-pounds, you can stop Mario from going down so fast by releasing the crouch button!
Long Jump: While running, you can crouch (ZL, ZR) and quickly press jump (B) to perform a long jump! Mario might not go as high, but the distance makes up for it!
Crouch Jump: If you hold ZL or ZR long enough, Mario will begin to shake as he is crouched. Jumping while Mario is shaking will give Mario some extra height!
Cat Mario
Y: Scratch
Cat Mario can run up walls by jumping onto a wall or running up a cat ramp. Mario can only move on walls for so long, though.
Dive: Pressing Y in mid-air will make Cat Mario prform a dive. Similar to a ground-pound, dives can defeat enemies simple stomps cannot. However, Mario will fly at an angle instead of straight down.
Koopa Car
When Mario enters a Koopa Car, the camera will jump behind Mario, and Mario can drive the Koopa Car!
Y/X: Accelerate
B/A: Exit Koopa Car
Left/Right Control Sticks Left or Right: Turn (Respectively)
Left/Right Control Sticks Forward: Accelerate
Left/Right Control Sticks Back: Brake
ZL/ZR: Hop
Holding ZL/ZR while turning will cause Mario to enter a drift. The longer and sharper the drift, the greater the boost when releasing ZL/ZR!
Other Items
These items affect how the player controls Mario.
Lakitu Cloud
Mario will float upwards automatically.
ZL/ZR: Float Down
B/A: Jump out of Lakitu Cloud
Builder Mario
Y/X: Use Hammer
ZL/ZR + Y/X: Create Builder Crate
Dry Bones Shell
ZL/ZR: Crumble
B/A (In Mid-Air): Jump Out of Dry Bones Shell
Cannon Helmet
Hold Y: Charge Cannon
===Course Maker===
The Course Maker allows any player of Super Mario Maker 3D to make their very own levels, top-to-bottom! Using the wide variety of course elements, the possibilities are limited only by each player's imagination!
When you create the course, the first thing you will be asked is what mode you will be using. Course Mode is identical to Super Mario 3D World's courses, where Mario and crew begin at the starting platform and make their way to the Goal Post, or, in other words, the end of the level. Star Mode, on the other hand, shakes things up, bringing back Super Mario 64's Power Star as the new end-goal, which acts as the replacement to the Goal Post. Switching between modes will reset the course if any Star Mode-exclusive parts are placed in the course.
The Course Maker interface is similar to Super Mario Maker 2's HUD in the Course Editor. However, the controls have been greatly changed and the placement of tools has been differed to accomodate the 3D style and the expansive parts and tools that can be used.
Course Maker Controls
Left/Right Control Stick: Move 3D Cursor Horizontally
Y: Increase Cursor Speed; (Hold) Call Mario to Cursor
X: Open Tool Settings
B: Undo; (Hold) Redo; (In HUD) Back
A: Use Tool; (In HUD) Choose Highlighted Selection
Directional Buttons: Navigate HUD
Left Bumper: Zoom Out
Right Bumper: Zoom In
Back Left Bumper: Tool Option Left
Back Right Bumper: Tool Option Right
Touchscreen (Handheld Mode Only): Move Cursor and Use Tool; (Mario) Move Mario; (HUD) Select
====Course Mode====
====Star Mode====
====Story Mode====
=====Tasks=====
====Terrain Tool====
====Camera Tool====
====Course Settings====
====Other Tools====
===Story Mode===
====Story====
Bowser is at it again! And this time in a familiar setting. And a familiar note from Princess Peach. After a fake "free cake" tip, Mario finds that Bowser has kidnapped the princess once more, and, to stop Mario from foiling his diabolical plans, Bowser has stolen all of the Power Stars powering Peach's castle! Now, Mario is back in the castle, and in familiar Star Mode levels, along with some brand new Course Mode levels!
In Princess Peach's castle, Mario must collect Power Stars in the various Super Mario 64 themed levels and acquire Bowser Flags to open new Star positions. Using Mario's new moves acquired through the years, Mario needs to save Peach and her castle from the clutches of Bowser!
Navigate the familiar castle setting, opening Star Doors with each star gained. At the top of the castle sits Bowser, who is awaiting Mario's arrival. Time to do it all again; Let's-a go!
====Levels====
==Course Elements==
Please Note: Mario is used to represent the player. Luigi, Blue Toad, and Toadette can also be played in Singleplayer.
Course elements can be selected using the Tool Select Bar on the top screen. This toolbar consists of the Cursor Tool, Edit Tool, Terrain Tool, Camera Tool, and Parts Tool, along with a small selection of pinned or recently used parts. 
===Styles===
There is only one main style in Super Mario Maker 3D, which is Super Mario 3D World. This limitation allows for larger levels, integration of sub-levels, and the expansive series of parts to choose from. However, there are two Play Styles: Course Mode, and Star Mode. Course Mode is a traditional get-to-the-end level you'd see in the traditional Super Mario 3D World game, where the player must make their way from the beginning of the level to the Goal Post. Star Mode removes the Goal Post and replaces it with Power Stars. Up to 5 Power Stars can be placed in a level, and each power star can have different objectives to unlock it. This mode is similar to the Power Stars in Super Mario 64.
====Themes====
Super Mario Maker 3D uses the same styles from Super Mario Maker 2.
Themes and Night Effects
Theme	Notable  Properties 	Nighttime Effects
 	Level is completely open 	Water replaced by poison, Powerups items will run from Mario, Chain Chomps have longer chains, Scuttlebugs will drift on land as if on water, Fish Bones will swim in air, Enemies will run away from Mario when they would usually charge, 1-Ups will transform into Rotten Mushrooms, snowballs roll towards Mario when near, Boos move when looked at and stop when not looked at instead of the other way around
 	Level boundary is entirely surrounded by walls	All enemies act as if in water, low gravity is enabled
 	
Entire level is underwater
Water terrain creates air instead	Everything is dark
 	Level is completely open 	Everything is dark, Cannon Helmets turn into Light Helmets, which act like Light Blocks, however they are a powerup instead of pickup items
 	Camera floats up and down 	The scene will become rainy with occasional lightning, Scuttlebugs act on land as if on water, Cheep Cheeps, Fish Bones, Porcupuffers, and Bloopers act as if fully submerged in water
 	
Void is replaced with lava 	Fire objects/enemies and lava turn blue, and will allow Mario to bounce off of the surface of the lava once if Mario has a powerup
 	Screen has a heat distortion effect 	Activates Wind in Course Settings, and decreases visibility in high winds
 	
Snowflakes fall in front of the screen
Snowy terrain slows Mario down	
All ground (besides paved terrain) becomes slick, snowballs do not lose momentum and will not increase or decrease in size
Activates Wind in Course Settings
 	Void is replaced with water 	All water is turned into poison, scuttlebugswill avoid poison
 	Level is completely open 	Activates low gravity
Switching between themes in a level has an inflating shape animation transition, which can be a circle, star, or mushroom
===Parts===
Parts are split up into three categories; Enemies, blocks, items, and gizmos
====Enemies====
Enemies*
Enemy 	Behaviors
 	Amps will remain still and cannot be defeated by any means other than a Super Star Mario. They will cause damage to Mario if it makes contact with Mario. An important variation* to the Amp is the Keronpa Ball, which will not damage Mario on contact, but will spit homing fire in Mario's direction that will slowly disappear over time
 	Will walk forward onto any solid platform and on any solid wall. Cannot be defeated by stomps, however ground pounds work
 	A large version of Bullet Bill, will not explode when coming into contact with breakable objects and will defeat any enemy it hits
 	Walks forward until it hits a wall, another nearby blockstepper hits a wall, or another nearby blockstepper is defeated, which will cause all nearby blocksteppers to panic and then attack Mario
 	Will float down and swim up until it can dash horizontally into Mario while in water. Will flop around helplessly before being defeated after a short period of time when placed in air
 	Will charge Mario once nearby. Will be deactivated and a fuse will begin once stepped on or lit by any flame
 	Will float towards Mario, ignoring walls and enemies, unless Mario looks in the boo's direction
 	See Bosses and Minibosses
 	Will roam until Mario approaches. Charges Mario, and will be bounced away from Mario when coming into contact with Mario, being stomped on, or being hit by a shell or Bullet Bill
 	See Bosses and Minibosses
 	See Bosses and Minibosses
 	Will charge Mario when near. Will retract into shell when stomped, then pop out of it's shell after ~6 seconds. Can be placed on ceilings, where he will fall and spin towards Mario if he ends up underneath the Buzzy Beetle
 	Cataquacks cannot be defeated by stomps or ground pounds. They will roam randomly and will charge Mario when near. When in contact with Mario, they will flip their beak upwards, sending Mario and any objects near Mario into the air. This will also cause Mario to drop whatever item he is holding at the time
 	Chain Chomp's roaming is limited to the origin of it's peg. Chain Chomp will jump suddenly towards Mario when Mario draws near. Chain Chomp's peg takes 3 ground-pounds to break, which will cause Chain Chomp to run forward in a sporadic manner, bouncing off walls and no longer targeting Mario
 	Cheep Cheep will swim back and forth while in water. When not in water, a cheep cheep will bounce upwards off the ground 3 times before being defeated
 	Dry Bones will roam in a straight direction and will turn around when coming into contact with a wall, solid object, enemy, or near a ledge. When stomped on, Dry Bones will crumble and reform itself after a short period of time
Fire Tire	A Fire Tire will roll forward and along walls indefinitely, causing damage to Mario and lighting Bob-ombs along the way. Fire Tires can only be defeated by a Super Star Mario
 	When in water, Fish Bones will roam 6 cubic tiles before turning around. When Mario is near and in sight, Fish Bones's eye will turn red, and Fish Bones will shake for a very short time before charging in the direction towards Mario, and being defeated when coming into contact with a solid surface
 	Goomba will roam randomly and will charge Mario when near
 	Galoombas will roam randomly and will charge Mario when near, exactly similar to Goombas, however when stomped on they will become stunned instead of defeated. A second stomp will defeat it
 	Can have up to 3 jump positions. Will launch 3 projectiles before jumping to the next position and repeating. If a jump position includes a stack, and the stack is defeated, that jump position will be removed.  If no jump positions exist, it will hop in place, and will pass through semisolids
 	Hop Chop will roam randomly and will charge Mario when near. Upon being stomped, Hop Chop will transform into a trampoline, and will revert back to a Hop Chop after a short period of time
 	
Will spawn with a sleeping Koopa Troopa inside. When Mario approaches, the Koopa Troopa will wake up and attempt to run over Mario. If the Koopa Troopa is stomped, the Koopa Car will remain empty until Mario or a nearby Koopa Troopa enters it. If it hits a wall or immobile object, it will bounce back and bits an pieces will fly off. After 3 of these hits, the Koopa Car will explode and disappear
An important variation* to the Koopa Troopa Car is the Koopa Troopa Kart, which is not damaged by running into walls or objects, and will change into the respective color of whomever enters the Koopa Troopa Kart (Mario = Red, Luigi = Green, Blue Toad = Blue, Toadette = Pink, Empty = Gray)
 	Will roam in one direction unless Mario approaches, in which case it will charge towards Mario. When stomped, the Koopa Troopa will be launched from its shell, and will attempt to reenter it. If unable to get to its shell, or it's shell is destroyed, the Koopa Troopa will look dismayed for a moment before angrily charging at Mario or, if Mario is not in range, continue roaming
 	Will float randomly around Mario, throwing out whatever item it is assigned to. If nothing is assigned, it will throw a Spiny Egg. If defeated, a Lakitu Cloud will be left behind that can be used by Mario
 	Will fly up from any lava source or from the bottom void and will descend shortly after. Lava bubbles will be instantly defeated if it comes into contact with terrain
 	
Magmaarghs will take the form of whatever liquid they are placed on. If placed on the bottom void, they will take the lava form. They must be placed on the surface of a liquid. They can be placed on the side of and underneath water terrain
Magmaarghs will rise out of whatever liquid they exist in (Must be at least 2 x 2 for small Magmaarghs, 4 x 4 for large Magmaarghs). If they have space in front of them, they will move forward, and then slowly fall back down. They will repeat this cycle indefinitely unless defeated by a Super Star Mario
 	Teleports randomly around Mario while periodically throwing Magic from it's wand. Magic can turn any brick block or ? block into any random object. The spawned item is generated based on Mario's XYZ position and the amount of time left in the level
 	Monty Mole will be immobile with an idle animation unless Mario approches. Monty Mole will charge towards Mario, and will bounce off of any solid object. If Monty Mole is placed within the ground, a dust and disturbed ground effect will appear on the nearest direct flat ground before Monty Mole pops out of the ground
 	Peepa will float in a circle, ignoring objects and damage (unless from a Star Mario)
 	Piranha Creeper will follow a predetermined path. Once reaching the end of the path, it will retract, following the same path, back to it's original location. The vine portion will damage Mario. If stomped on, the Piranha Creeper will retract back a short ways suddenly and will wait a short period of time before proceeding. If it retracts past it's original location, it will be defeated
 	Piranha Plant will remain stationary. If Mario approaches, it will lean back before biting out at Mario. Piranha Plants can be placed on walls and ceilings
 	Pokeys can be stacked on top of one another. If a section is defeated, the pokey will fall and maintain a smaller size. Pokeys can be instantly defeated if their head section is defeated or they are hit by any impact or Super Star Mario
 	See Bosses and Minibosses
 	When in water, Porcupuffer will roam randomly in a certain area. If Mario is near, the Porcupuffer will swim directly towards Mario before swallowing Mario whole. Being eaten by a Porcupuffer will cause Mario to lose a life, even with a powerup. When not in water, Porcupuffer will bounce on the ground in varying directions until coming into contact with water
 	Rocky Wrench will start underground. While underground, Rocky Wrench is intangible. It will pop it's head out for a short period of time before popping all the way out, throwing a wrench that travels indefinitely in the thrown direction, and retreating back underground. If placed on a semisolid platform, Rocky Wrench will dangle underneath the platform, and can be defeated underground using powerups and objects/enemies
 	Scuttlebug, or Skeeter, will act identically to Goombas when on land. Skeeters will not sink underwater, and will instead glide across the surface in strides
 	Skipsqueak will not move from it's original location unless forced to by a spring or moving object. If moved the Skipsqueak will attempt to return to it's original location by running and jumping. If placed on a conveyor or spinning wheel, the Skipsqueak will run opposite the motion in order to remain in it's original location
 	Spikes will remain motionless and face one direction. They will throw spikey balls that roll forward on the ground. What the Spike throws can be changed to a snowball or any snowball variation (via object settings)
 	Spinys will roam randomly and will charge Mario when near. Spinys will damage Mario when jumped on. A spiny can be placed on the ceiling, where they will roam while avoiding edges. If Mario gets too close, 
Sprounce 	A Sprounce will bounce around randomly, avoiding ledges and water. When Mario is near, Sprounce will bounce close to Mario and jump high above Mario before ground-pounding. This ground-pound has identical effects to Mario's ground pound, except if Mario is underneath, he will be damaged. If Sprounce just misses Mario, Mario will still be knocked away by the pound. A Sprounce can be defeated by a ground pound, impact (such as a Thwomp or Whomp), 
 	Will remain completely still until Mario is underneath the Thwomp. If so, the Thwomp will fall very quickly downwards in order to crush Mario. Being crushed will cause Mario to lose a life, regardless of whether or not Mario has a powerup
 	Whomps will roam randomly and will charge Mario when near. Once in range, the Whomp will stop and attempt to jump facefirst in order to crush Mario. While on the ground, the Whomp can be defeated by ground pounding the large X on it's back
 	Whomp Boss is a variation of Large Whomp. Unlike Whomps, Whomp Bosses count towards the Minibosses limit instead of the Enemies limit See Bosses and Minibosses
 	Wigglers will roam randomly or on a set path. They will not notice Mario unless he stomps the flower off their head. In which case a Wiggler will charge Mario indefinitely or if defeated. Wigglers cannot be defeated by stomps or ground pounds
====Blocks====
Blocks
Ground Type 	Behaviors and Special Properties 	Variations
Roller 	
A roller is a sideways cylinder that can rotate. There are two versions of a roller. Rolling rollers are static objects that will continuously spin indefinitely.
Dynamic rollers will be still unless Mario or any object or enemy causes it to roll in either direction. Once left alone it will slow to a stop.
If a Skipsqueak is placed on top of a dynamic roller, it will not stop rolling unless affected by Mario or any object or enemy 	Dynamic Roller
Pipe 	
Pipes can allow Mario to travel from one area of a level to another, or can allow travel between main and sub-levels. On top of travel, they can also have enemies and items placed inside. They will periodically spit out the enemy or item placed within depending on their color and whether or not a clear condition exists using the item placed within.
There are 4 colors: Blue, slow pipe; Green, normal pipe; Yellow, fast pipe; Red, very fast pipe 	
Blue Pipe
Yellow Pipe
Red Pipe
Large Block 	Large blocks resemble used ? blocks or used brick blocks. They are indestructible and, while resizeable, always take up the area of a cube. Nothing can be placed inside and it can not be moved by any means 	N/A
Clear Pipe 	Clear pipes will allow Mario to travel through them. Unlike normal pipes, clear pipes are clearly connected and Mario can be seen as he travels through them. Clear pipes can also allow enemies, objects, items, and projectiles to travel through them at the same speed as Mario. Coins can also be collected if they are placed inside of clear pipes. If a clear pipe is overlayed on top of another clear pipe, it will create a T-junction or intersection that can be traversed by holding a direction when crossing	N/A
Spike Trap 	Spike Blocks are immobile and invincible blocks that cause Mario damage (excluding Super Star Mario, Yoshi, or Mario in a Dry Bones Shell) 	N/A
Large Spike Block 	
Spike Blocks are indestructible 2 x 2 x 2 objects that will damage Mario if he comes into contact with one that has it's spikes out.
A Spike Block can appear as Red or Blue. Red Spike Blocks will start in an ON position, with spikes out, while Blue Spike Blocks will be off at the start of the level 	Blue Spike Block
Timer Spike Block 	A Timer Spike Block acts similarly to the Large Spike Block, other than not being activated and deactivated by On/Off Switch Blocks. Instead, it periodically activates and deactivates on a continuous timer 	N/A
Semisolid Platform	A semisolid platform can be placed above the ground and will allow passage from below. The side is fully solid, and can be climbed up as Cat or Lucky Cat Mario 	N/A
Platform 	A platform acts similarly to a Semisolid Platform, other than being solid from below as well 	N/A
Brick Block 	A Brick Block can hold whatever is placed inside of it. If there are no contents within it will be destroyed if hit by Mario with a powerup or as Super Mario 	
Flying Brick Block
Hidden Brick Block
Hard Block 	Hard blocks resemble Brick Blocks, other than being unable to be destroyed by ground-pounds, punches, shells, or scratches; and being unable to hold any contents. However, they can be destroyed by all other means, such as a bob-omb explosion or impact from a Banzai Bill or Buster Bill 	
Flying Hard Block
? Block 	A ? Block can hold any item placed inside. If no item exists, it will hold a single coin. ? Blocks can be destroyed; if destroyed while the contents have not been released, the contents will also be destroyed 	
Flying ? Block
Hidden ? Block 	Act similarly to normal ? blocks, other than not having a Flying variation and being completely invisible until hit by Mario 	N/A
Note Block 	Note blocks are indestructible blocks that can hold any item. If Mario, any item or any enemy steps onto the note blocks, they will be bounced upwards. If hit or jumped on, it will cause it's contents to be released 	N/A
Donut 	A donut block can be stood upon for a short period of time at once before it begins to fall and disappears 	N/A
Cloud Block 	
A cloud block can be resized horizontally. Cloud blocks can be jumped through from below, but will not allow Mario to drop down from above.
Cloud blocks have three variations from the original: Flimsy Cloud (Will disappear after a moment of being stood upon. Can also be ground pounded to be destroyed), Cloud Lift (Will move vertically or horizontally), Flimsy Cloud Lift (A mixture of the Flimsy and Lift variations) 	
Flimsy Cloud Block
Cloud Lift
Flimsy Cloud Lift
Ice Cube 	An ice block is slippery, immobile and indestructible 	N/A
Cat Ramp 	Mario with a Super Bell or Lucky Bell powerup can use these ramps to seamlessly go from walking to climbing. Cat Boosters will make Cat Mario sprint instantly, and allows Cat Mario to maneuver on walls slightly longer than usual 	Cat Booster
Roulette Box 	A roulette box can hold up to 5 items inside, which it will cycle through quickly. Hitting the roulette box from below will cause it to drop whatever item it was displaying at the time. Unlike ? Blocks and Brick Blocks, roulette boxes cannot be ground pounded 	N/A
====Items====
Items
Item 	Behavior 	Variations
Coin 	Coins can be picked up by Mario, by a shell Mario throws, or by any other thrown item. If Mario gathers 100 coins, Mario recieves one extra life and the counter is set to 0. 	
Hidden Coin
Blue Coin 	Blue coins act identically to normal coins; however, they can not be collected until a P Switch is activated. Once the P Switch timer runs out, they will dissappear again 	N/A
Red Coin 	
(In Course Mode) There must always be 8 red coins in a level for them to appear in a level. After all 8 have been collected, Mario will be given an item. Small Mario gets a Super Mushroom, Super Mario gets a Super Bell, and Cat Mario gets a 1-Up Mushroom
(In Star Mode) Collecting all 8 coins will grant Mario a Power Star, either at the location of the last collected coin, or a preset location indicated by a translucent blue star-shaped object.
Object settings are applied to all Red Coins in a level	N/A
10-Coin 	10 Coins act identically to traditional coins, the only difference is they count for more than one coin 	
30-Coin
50-Coin
Pink Coin 	Pink coins can only be picked up by Mario. Once all coins in the course are picked up, the player to pick up the last coin will recieve a key 	Hidden Pink Coin
Super Mushroom 	
Super Mushrooms will move forward along the ground. If Mario comes into contact with one, he will be transformed into Super Mario
Super Mario can jump up into empty Brick Blocks to make them crumble! Getting hit with any powerup above Super Mario will revert him back into Super Mario, and getting hit as Super Mario will transform him back into his smaller self!	N/A
Super Bell 	
The Super Bell transforms Mario into Cat Mario. Cat Mario can use the sprint/pick up button to scratch. Not only that, but Cat Mario can climb walls for a short period of time
Performing a ground pound with a Lucky Bell will transform Mario into an extra-heavy golden Lucky Cat Mario statue! As Mario falls in this state, gold coins will generate rapidly! In Mario's golden statue form, Mario is completely intangible, and falling on enemies and breakable objects will destroy them!	Lucky Bell
Builder Hammer 	A Builder Hammer will transform Mario into Builder Mario! As Builder Mario, you can break any breakable block using your big hammer. By crouching and using your hammer, Mario will create a Builder Box, which acts identically to Crates. Up to five Builder Boxes can be created per player 	N/A
Super Hammer 	A Super Hammer will transform Mario into Hammer Mario. Mario can throw hammers that will defeat enemies, hit Brick and ? Blocks and destroy Crates 	N/A
Fire Flower 	Fire Flowers turn Mario into Fire Mario. As Fire Mario, you can throw bouncing fireballs at any time. Up to three fireballs can exist at once per player 	N/A
Metal Cap 	When Mario puts on a Metal Cap, his entire body will turn into metal! This allows him to sink easily in water, and even walk normally in water. He will also be invincible to enemy attacks, similar to the Super Star; though, Mario can't run and can't jump very high as Metal Cap Mario. Metal Cap Mario is also immune to any contact damage	N/A
Super Mario 64 Cap	
The Super Mario 64 Cap is a lower-poly version of Mario's cap that glitters and glistens with a nostalgic glow! Putting on this cap will give Mario, and any other member of the playable cast, the abilities found in Super Mario 64, as well as an aesthetically pleasing low-poly look!
Pressing Y will make Mario throw out two left-right punches and a final big kick, that can defeat enemies and hit container blocks! Pressing Y in mid-air while holding a directional input will make Mario dive forward, defeating enemies and allowing Mario to slide on his stomach down slopes! And there's more: Mario can hold onto and shimmy along ledges! When holding onto a ledge, Mario can also hoist himself back up into the ground above!
This item comes with some fun Easter eggs! See Easter Eggs
Watch out, Bowser! As Super Mario 64, running up behind Bowser gives Mario the ability to pick Bowser up by his tail, spin around, and then toss Bowser like a ragdoll, launching him into any traps that might be in his path!
Attach some wings to the Super Mario 64 Cap in the object settings and it will transform into a Wing Cap! With wings, Mario can take to the skies using a triple jump!	Wing Cap
Apple 	
Apples can be eaten by Yoshi.
(In Course Mode) If Yoshi eats 5 Apples, Yoshi will spit out a powerup! Small Mario gets a Super Mushroom, Super Mario gets a Super Bell, and Cat Mario (or any other powerup) gets a 1-Up Mushroom
(In Star Mode) If Yoshi eats 5 apples in a course, he will spit out a Power Star. Up to 10 can be placed, meaning Yoshi can generate 2 Power Stars!	N/A
Double Cherry 	If Mario eats a Double Cherry, Mario will be duplicated! This means another Mario will be added to the mix, and will move exactly as the "original" Mario moves! Up to 8 Marios can exist at once. If a duplicate Mario is hurt, it will dissappear instantly in a wisp of smoke 	N/A
Super Star 	The Super Star powerup will transform Mario into Super Star Mario. While in Super Star mode, Mario is invincible to any form of damage, and any enemy that comes into contact with Super Star Mario will be instantly defeated 	N/A
Yoshi Egg 	
A Yoshi Egg will allow Yoshi to appear if jumped on or hit by any thrown object. Yoshi can help Mario in lots of ways! See "Yoshi" in Mario's Moves
Red Yoshi also gains the ability to spit fireballs! If Mario has a Fire Flower powerup while riding a Red Yoshi, a spread of 3 fireballs will be spit out! 	Red Yoshi Egg
1-Up Mushroom 	1-Up Mushrooms will move forward along the ground. If Mario picks one up, he will be granted one extra life 	N/A
Boomerang Flower 	The Boomerang Flower will transform Mario into Boomerang Mario. As Boomerang Mario, you can throw a single boomerang that will travel forwards before returning to Mario 	N/A
Rotten Mushroom 	Rotten Mushrooms take the place of 1-Up Mushrooms in the nighttime version of Super Bell Hill. These evil mushrooms will chase down Mario from any distance, even jumping over small ledges to do so. If Mario comes into contact with one, he will take damage and the rotten mushroom will disappear in a cloud of poisonous purple smoke 	N/A
Dry Bones Shell 	Jumping into a Dry Bones shell will allow Mario to sail over water, poison, and even Lava! Crouching will cause the Dry Bones Shell to crumble around Mario, making him invisible to enemies and causing Mario to ignore damage. However, he can only stay like that for so long, and he cannot move at all while crumbled 	N/A
Cannon Helmet 	The Cannon Helmet can be used by jumping into it from below. While in use, the Cannon Helmet will continuously fire cannonballs. If the sprint/pick up button is held, the cannon will charge, and after releasing it will send out a large cannonball that explodes on impact 	Light Helmet
Gold Ring 	Passing through a Gold Ring will grant Mario 5 coins! 	N/A
====Gizmos====
Gizmos
Gizmo 	Description and Behavior 	Variations
Bill Blaster 	The Bill Blaster will periodically fire out Bullet Bills if not obstructed by any solid objects 	
Cat Bill Blaster
Super Bill Blaster
Buster Bill Blaster
Banzai Bill Blaster	A large version of the Bill Blaster, Banzai Bills are unaffected by gravity and have no protruding sections. They also fire Banzai Bills, a larger version of the Bullet Bill 	Cat Banzai Bill Blaster
One Way Wall 	
One Way Walls can be oriented to face any direction. They will allow Mario and any enemy, item, or projectile/thrown object to pass through in only one direction
Kart Walls will allow Mario to pass through both sides only when in a Koopa Troopa Car/Kart
Item Walls will allow Mario to pass through both sides only when Mario has the respective powerup. If an Item Wall is empty, it will only allow Mario to pass through both sides when Mario has no powerup	
Kart Wall
Item Wall
Icicle 	An icicle will remain stationary unless Mario walks underneath it or steps on top of it. It will then fall and shatter on the ground before reforming in it's original location. An icicle will deal damage to Mario on all sides except its top 	Solid Icicle
Twister 	A twister will roam forward and turn around when encountering a solid wall, object, or ledge. If Mario ends up above the Twister, the gust of wind will send Mario upward. Holding the jump button before going upward will send Mario even farther into the air 	N/A
Key 	A key will grant Mario the ability to unlock key doors and locked warp boxes. It can be collected by Mario or any object Mario throws or by a bob-omb's explosion when thrown by Mario 	Hidden Key
Warp Door 	A Warp Door will allow Mario to travel from one place in the course to another in an instant. Only four sets can be placed in a level, and they can only be placed on solid walls (excluding one-way walls) 	
P-Door
Key Door
Warp Box 	A Warp Box will allow Mario to travel from one place in the course to another in an instant. Only four sets can be placed in a level at one time 	Locked Warp Box
P-Switch 	A P-Switch can be activated by being pressed down on the top (or the bottom if placed on a ceiling). It can be pressed by Mario or any heavy enemy (Like Thwomps or Boom-Booms). P-Switches can be picked up and thrown 	N/A
POW Block 	A Pow Block can be picked up or thrown. When thrown or hit by a scratch, shell, explosion or falling Whomp or Thwomp, it will erupt, defeating all enemies on the ground in an area and causing all coins in an area to fall to the ground (excluding pink coins) 	Red POW Block
Trampoline 	Trampolines can be picked up and thrown. If Mario steps on a trampoline, he will be sent into the air 	Sideways Trampoline
Arrow Sign 	Arrow signs can be placed on the ground or on the wall to guide Mario to wherever he needs to be. An arrow sign on the ground can be destroyed for items. Ground pounds, Banzai Bills and Bob-omb explosions can destroy the sign 	N/A
Checkpoint Flag 	A checkpoint flag will save Mario's progress, including his position, coin count, red coin count, and key count. Two can be placed in a course, including the sub-level. Items can be stored in a checkpoint flag for Mario to collect once he gets to it! However, the powerup will not reappear once he has already collected that checkpoint. 	N/A
On/Off Switch 	On/Off switches will affect certain objects based on its condition. When on, red spike blocks will have spikes and Mario's light in dark levels is large. When off, red spike blocks are off, and blue spike blocks have spikes instead. Mario's light in dark levels is also dereased, along with all other light-emitting objects. On/Off Brick Blocks can only be activated once 	On/Off Brick Block
Snake Block 	Snake Blocks will follow a predetermined path that is set in the object's settings. It will set off once Mario steps onto it, and after reaching it's destination, it will crumble 	Fast Snake Block
Fire Bar 	Fire Bars can be placed sideways or vertically, and can have up to 8 arms of varying length. An On/Off fire bar will turn off once an On/Off switch is turned off 	On/Off Fire Bar
Conveyor 	Conveyors will push Mario and any movable object (excluding Skipsquaks) in the preset direction. An On/Off conveyor will switch direction depending on the On/Off switch's state 	
Fast Conveyor
Slope Conveyor
On/Off Conveyor
Crate 	
A crate can hold items and enemies inside of it. It can also be picked up and thrown. If it is destroyed by a Bob-omb explosion, a ground-pound, by a Banzai Bill, or by a Thwomp or Whomp (or any other impact), it will be destroyed and the contents will be spilled
Ice Crates will slide along the ground when thrown or pushed, and will break after running into a wall 	Ice Crate
Fan 	A fan can be oriented to face any direction. When Mario or any object that can be moved is in front of a fan, it will be pushed away. Heavier objects, like Bill Blasters, will be pushed slowly, while light objects, like crates, will be pushed quickly. On/Off fans will turn off when the On/Off switch's state is set to Off 	On/Off Fan
! Block 	! Blocks can be extended on a predetermined path when hit by a shell, Bob-omb explosion, or by Mario's punch or scratch. If it is ground-pounded or hit by a Thwomp or Whomp, it will extend to full length immediately. After a short period of being extended it will blink and then the extended blocks will disappear 	N/A
Turntable 	A turntable is a platform that, when ground pounded, will cause Mario (Or a Sprounce or falling Thwomp) to pass through. Mario can also jump through a turntable. Red Turntables can only be ground pounded through, but cannot be jumped back through 	Red Turntable
Red Blinking Block 	Blinking Blocks will blink and disappear on a timer. On the Bowser Express theme, it will blink and change to the music! When inactive, a blinking block can be seen by the white outline 	Blue Blinking Block
Number Lift 	Number Lifts will not be activated by just Mario alone. By matching the number on the platform using Double Cherries or a friend or two, the lift will activate and take whoever is on top up high where they would usually normally be unable to reach. The amount of Marios needed can be changed in the part settings 	N/A
Tree 	A tree can be climbed by Mario. Cat Mario and Lucky Cat Mario can climb up it even faster! If Mario reaches the top, he will do a handstand, where he can do a big jump off the top, or slide back down. If an item is placed in a tree, it will pop out once Mario reaches the top 	N/A
Climbing Pole 	A climbing pole can be climbed by Mario. Cat Mario and Lucky Cat Mario can climb up it even faster! If Mario reaches the top, he will do a handstand, where he can do a big jump off the top, or slide back down. If an item is placed in a pole, it will pop out once Mario reaches the top 	N/A
Mushroom Trampoline	Mushroom Trampolines will cause Mario and any other item or enemy to bounce into the air once stepping or jumping onto it's top surface. Trampoline lifts will move up and down or side to side 	Trampoline Lift
Track 	Tracks can allow certain objects to travel on its path. See Trackable Items List below. On/Off tracks will be activated and deactivated based on the On/Off switch's state 	On/Off Track
Snowball 	
Snowballs have 3 variations, with each variation having a "bomb" variation
A normal snowball can be picked up and thrown by Mario. If Mario runs into it, it will be pushed a short distance. While rolling on Snowy terrain (Or primary terrain in Snowball Park), it will increase in size. While rolling on other terrain, it will decrease in size. Snowbombs will explode after a short period of time, and their size depicts their explosion size. 
A baseball can be kicked when Mario runs into it. Soccer Bombs will explode after a short period of time.
Rolling Stones will damage Mario on contact. Bowser Bombs will explode on impact or after a short period of time	
Snowbomb
Baseball
Soccer Bomb
Rolling Stone
Bowser Bomb
Swinging Platform 	Swinging platforms will swing back and forth from its pivot point above.  	N/A
Spotlight 	Spotlights are mainly for decoration, providing a small point of light below. However, they do help in dark levels 	Swinging Spotlight
Torch 	
Up to 10 torches can be placed in a course (10 more can be placed in a sub-area) A torch is a decoration item that must be placed on the ground or wall. If Mario touches the flame, he will be burned. Unlit torches will not emit any light nor burn Mario, as there is no flame; however, they can be lit by any kind of flame. Unlit torches are also containers and will give their contents when lit.
(In Star Mode) Lighting all unlit torches will grant Mario a Power Star	Unlit torch
Decoration Piece 	Decoration pieces serve as decoration. Soft decoration pieces serve as containers and can be destroyed by ground pounds, impacts (from Thwomps, Whomps, and Bullet Bills), and moving shells. Loose decoration pieces are much smaller and can be destroyed by anything, even just walking into them will destroy them, and their contents will be released. All variations can be placed on walls	
Soft Decoration Piece
Loose Decoration Piece
Burner 	Burners will periodically spew fire from it's top. Delayed burners will turn on while normal burners are off 	Delayed Burner
Cannon 	Cannons can be tilted and rotated on a pivot by 45 degree angles. They will periodically fire a cannonball projectile. Red cannons will fire faster cannonballs 	Red Cannon
Bubble Blower 	
Bubble blowers will blow large bubbles in front of them whenever they have not blown a bubble or a bubble they have blown has been popped. Bubbles will float away from their respective bubble blower once entered. They can be popped by touching any object, including walls, players, and other bubbles. Objects and players can fall into bubbles, where they will float until popped. Mario can jump out of a bubble once trapped inside. Bubbles can be moved similarly to Lakitu Clouds
Constant bubble blowers will blow bubbles that always move away, regardless of whether or not an object is inside it. They will also blow bubbles periodically whether or not their previously blown bubble has been popped. Constant Bubble Blower bubbles can not be pushed if a player enters a bubble
Bubbles that do not originate from blowers will float in place until affected by an object	
Constant Bubble Blower
Bubble
Seesaw 	Seesaws are affected by objects that are on top of it. Heavier objects or objects that are further from the pivot point will cause the seesaw to tilt towards them, while lighter objects that are closer to the pivot point will be lifted into the air 	N/A
Flip Platform 	
Flip Platforms will allow Mario to pass through from the bottom, and stand on top. Performing a Ground Pound will cause Mario to fall straight through the platform.
Red Timer Platforms will enable the Timer in the level (Including the Timer Tool in Tools). When the timer pings, the platform will flip, causing all objects on top of the platform to quickly fall through it. (Blue Timer Platforms will flip halfway inbetween timer pings)
Action Platforms will flip when Mario performs a jump	
Red/Blue Timer Platform
Action Platform
(*) Power Star 	Power Stars can be collected to finish a Star Mode level. They can be placed inside of containers. Power Stars can only be placed in certain container objects. Up to 5 can be placed in a level, and each one can be given a different set of tasks to complete See Star Mode tasks 	N/A
(*) Silver Star 	5 Silver Stars must be placed in a course. If 5 Silver Stars are not placed in a course, they will not appear while playing. Silver Stars can be placed in containers. Collecting all 5 Silver Stars will grant Mario a Power Star 	N/A
(*) Goal Point 	Up to 8 Goal Points can be placed inside of containers. Goal Points not placed inside of containers will be collected by running through them. Goal Points are invisible while playing in the course. If one is collected, the amount of goal points found will appear over the total amount of goal points. Accessing all Goal Points will grant Mario a Power Star 	N/A
(*) Golf Hole 	When any variation of a snowball (snowballs and snowbombs must be normal size) enters a gole hole, it will grant Mario a Power Star. Large Golf Holes can fit maximum size snowballs 	Large Golf Holes
===Soundtrack===
====Sounds====
=====Feelings=====
=====Reactions=====
=====Animations=====
=====Music=====
===Other===
====Bosses and Minibosses====
====Enemy Variations====
Enemy 	Special Behaviors 	Variation Of...
Keronpa Ball 	Will remain still and occasionally fire homing fire projectiles towards Mario when near 	Amp
Spiked Ant Trooper 	Spiked Ant Troopers will damage Mario if he jumps on their spiky helmets, and cannot be defeated by a ground pound 	Ant Trooper
Cat Banzai Bill 	Will act identically to Banzai Bills; however, Cat Banzai Bills will home in towards Mario 	Banzai Bill
Ice Bully 	Ice Bullies act identically to Bullies, but cannot be jumped on in most cases due to the icy spike in the top of their head 	Bully
Unchained Chomps 	Unchained Chomps do not have pegs holding them back 	Chain Chomp
Spikey Cheep Cheep 	Spikey Cheep Cheeps are smaller than normal Cheep Cheeps and will swim angrily towards Mario. Spikey Cheep Cheeps will appear to be asleep when Mario is not near 	Cheep Cheep
Parabones 	Parabones will float in midair, and will attack Mario when near. Parabones will crumble to the floor if jumped on or hit by any impact 	Dry Bones
Goombratt 	Goombratts act identically to Goombas, but will avoid falling off ledges 	Goomba
Fire Bro 	Fire Bros acti identically to Hammer Bros, but will fire bouncing fireballs that can travel through clear pipes and will disappear on impact 	Hammer Bro
Boomerang Bro 	Boomerang Bros will throw boomerangs that will travel in an arc away from the Boomerang Bro and then back. The Boomerang Bro will jump to the next jump point after the boomerang has returned 	Hammer Bro
Red Koopa Troopa 	Red Koopa Troopas will not directly attack Mario (Unless out if its shell) and will avoid falling off ledges 	Koopa Troopa
Ring Peepa 	Multiple Peepas will turn in an identical circle, with a single space 	Peepa
Blue Piranha Creeper	Blue Piranha Creepers act identically to Piranha Creepers, but will not retract naturally, but will instead remain in the filly extended state with a sleeping animation unless hit 	Piranha Creeper
Fire Piranha Plant 	Fire Piranha Plants will puff up and glow bright yellow before spitting a small fireball towards Mario 	Piranha Plant
Poison Piranha Plant	Poison Piranha Plants will puff up and glow bright purple before spitting a ball of goo a short distance in front of itself and in Mario's direction. On contact, the poison ball will leave damaging poison on any flat terrain (excluding walls and ceilings) 	Piranha Plant
Snow Pokey 	When a section is hit, instead of the section being defeated, it will transform into a snowball. If a Snow Pokey's head section is hit, all sections of the Snow Pokey will turn into snowballs and fly off in random directions 	Pokey
Apple Pokey 	A normal Pokey; however, every so often, all sections of the Pokey will transform into Apples for a short period of time. Apples will not damage Mario. If Yoshi eats an Apple Pokey in its apple state, the entire Pokey will be eaten instead of just one section, and will act as if Yoshi consumed one whole apple.	Pokey
Spiky Skipsqueak 	Spiky Skipsquaks can not be defeated by being jumped on, and will damage Mario if he tries 	Skipsqueak
Bouncer 	Bouncers will roam randomly unless Mario draws near. If Mario is near, Bouncer will hop close to Mario, before rearing up, and then lunging towards Mario. If Mario gets hit, he will be launched a good distance away. Bouncers can also be bounced on like a trampoline 	Sprounce
Angry Wiggler 	Angry Wigglers are red and very angry forms of Wigglers that attack Mario regardless of his distance away from the Wiggler. A normal wiggler will transform into an Angry Wiggler when jumped on. 	Wiggler
====Easter Eggs====
Easter eggs in Super Mario Maker 3D are differences in music or sound effects, and, in most cases, do not effect gameplay in any way
Super Mario 64 Cap
Super Mario 64 Cap Easter Eggs
As Super Mario 64, many sound effects are changed to the original sound effects from the original Super Mario 64 game! Including:
Goombas use the original sound effects
Collecting a Power Star uses the original sound effect
Jumping and other attacks use lower-quality sound effects including the original sound effects
Piranha Plants use the original 'Chomp' sound effect
Chain Chomps use the original 'Bark' sound effect
Thwomps use the original sound effect when hitting the ground
Collecting coins and red coins will play the original respective sound effect
Piranha Plants act identically to their original Super Mario 64 behavior
The 'Doom' Sound effect will play the Bowser Laugh sound from the original game
The 'Ding' Sound effect will play the Correct Solution sound from the original game
The 'Bonus' Music effect will play the Slide Theme from the original game
Using the 'Super Mario 64' Music Effect will play the original Super Mario 64 theme for the level, instead of a remix
Super Bell Hill: Bob-omb Battlefield
Koopa Cave: Hazy Maze Cave
Underwater Theme: Dire, Dire Docks
Boo Mansion: Big Boo's Haunt
Bowser Express: Lethal Lava Land
Conkdor Canyon: Shifting Sand Land
Snowball Park: Cool, Cool Mountain
Deep Jungle: Bob-omb Battlefield
Rolling Ride Run: Over The Rainbow
As Super Star Mario: Wing Cap Theme
As Metal Mario: Metallic Mario Theme
====Decor====
==Differences From Past Titles==
===Super Mario Maker 1 and 2===
===Super Mario 3D World===
Category:Mario (series)
Category:Super Mario Maker (series)
Category:Super Mario Maker Games
Category:Fan Games