Super Mario Maker 3 (Beancity)

Super Mario Maker 3 is the third game in the Super Mario Maker Series (excluding Super Mario Maker for Nintendo 3DS) and was released on the 25th of April on 2023. The game was released by Nintendo, and was developed by Nintendo and Beancity Studios. It expands on the concept of Super Mario Maker even more than Super Mario Maker 2 did when its final update was released in 2020. It adds things like allowing for up to 5 sub-areas in one course. Infinite sub-areas was originally planned, but was soon scrapped due to the fact that it could be used as an entry-point for unauthorised code to run by overloading the console by importing a course with more sub-areas than the console could handle. It also added a sunset setting to the day and night themes, as well as the ability to place the start point and goal pole wherever you wanted, as well as being able to place alternate exits on a course. It also includes even more features like new powerups and more course themes/game styles. Because of the new features, it is has no clear skill ceiling or floor, allowing for ease-of-use and creation of high-level Mario games by fans.
=== Gamemodes ===
Course Maker 	The game's main mode for creating your own courses to upload to Course World.
Course World 	The game's way of allowing you to view and play levels by other users.
Story Mode 	In here, Bowser has designed a set of 100 courses spread across 10 worlds to stop you
from saving Princess Peach once and for all. You can also unlock certain course-creation tools 
here.
Challenge Mode	In here, our heroes go through 100 courses that can be completed by a combination of platforming
and puzzle-solving skill. You can also unlock certain course-creation tools here.
World Maker 	In here, you can create a super world made up of up to 15 worlds, 5 shortcut worlds, and 2 bonus
worlds, each of which can contain up to 10 courses uploaded by you.
Super World
Galaxy	Here, you can play and view super worlds created by other players.
Character
Maker	In here, you can create custom NPCs, Enemies, and Bosses to use in your creations. You can also
upload them to allow other people to view and use them.
Character
World	Here, you can view and use custom NPCs, Enemies and Bosses as well as download them to use
in your creations.
=== Game Styles ===
Note: * means that the game style has to be unlocked via Story Mode or Challenge Mode.
Super Mario Bros.	The 8-bit classic is back! Mario and Co. can only run and jump in this game style. It also
comes with tiles from Super Mario Bros. The Lost Levels.
Super Mario Bros. 3	The well-known classic has returned! Mario and Co. can now carry and throw items,
and fly up high in the air with the Super Leaf!
Super Mario World	The 16-bit classic returns! Mario and Co. can throw items high up in the air,
spinjump, and fly higher than ever before with the Cape Feather!
*Super Mario Land	The handheld classic is back! Mario and Co. may only be able to run and jump, but they
can still defeat enemies and collect items with the Superball Flower!
*Super Mario Land 2: 6
Golden Coins	The sequel is here! Mario and Co. can hold and throw items, spinjump, and float through
the stage with the Carrot!
New Super Mario Bros.	2D Mario is Back! Mario and Co. can now ground pound and wall jump, as well as speed
through the stage with the Mini Mushroom, become giant with the Mega Mushroom,
or slide through the course with the Blue Shell.
New Super Mario Bros. Wii	The new game is here! Mario and Co. can fly up high in the air with the Propeller
Mushroom, slide through the course with the Penguin Suit, freeze enemies with 
the Ice Flower, or speed through the stage with the Mini Mushroom.
*New Super Mario Bros. 2	The sequel is here! Mario and Co. can become giant with the Mega Mushroom, turn
enemies gold with the Gold Flower, get a coin boost with the Gold Mushroom, fly up 
high with the Super Leaf, or speed through the stage with the Mini Mushroom.
New Super Mario Bros. U	The Wii U sequel is here! Mario and Co. can slide through the course with the Penguin
Suit, dash through the stage with the Mini Mushroom, glide through the air with the
Super Acorn, freeze enemies with the Ice Flower, or fly up high in the air with the
Propeller Mushroom.
==== Extra Game Styles ====
Super Mario Bros. 2	Doki Doki Panic returns! Instead of powerups controlling your health, you have a HP meter
that can go up to 4, which can be increased by picking up Mushrooms. You can pick up
enemies/turnips and throw them at enemies to defeat them instead of jumping on
enemies to defeat them. Soft Sand is exclusive to this game style, which disappears
when you pick it up.
Super Mario 3D World	Back from Super Mario Maker 2, this is mostly the same as the Super Mario Maker 2
counterpart, however, this includes more content from the original Wii U game, such as 
the Lucky Bell, Double Cherry, Super Leaf, as well as bosses such as Hisstocrat and
King Ka-thunk.
*Super Mario Galaxy	Super Mario Galaxy is here! Instead of creating terrain, you can create planets to any
proportion you want, and instead of powerups controlling your health, you have a HP 
meter that can be increased by collecting coins. Powerups act like their Super Mario Galaxy
counterpart, and powerups like the Bee Mushroom, Boo Mushroom, Spring Mushroom,
Red Star, Rock Mushroom and Cloud Flower return from Super Mario Galaxy and its
well-received sequel and are exclusive to this game style. Unlike the normal game styles,
the level ends by collecting a Power Star.
*Super Mario Odyssey	Switch Mario is Here! instead of powerups controlling your health, you have a HP meter 
that can be increased by collecting Hearts and Life-Up Hearts, which replace powerups
in this game style. Instead of powerups controlling your abilities, you can use Cappy to
throw at enemies to capture them and gain their abilities. Unlike the normal game styles,
the level ends by collecting a Power Moon.
Super Mario Sunshine	Super Mario Sunshine has returned! Instead of powerups controlling your health, you 
have a HP meter that can be increased by collecting coins. Powerups are replaced with
F.L.U.D.D. nozzles, and enemies from Super Mario Sunshine re-appear in this game style.
Unlike the normal game styles, the level ends by collecting a Shine Sprite.
Super Mario 64	Super Mario 64 is back! You can dive, long jump, backflip, kick, punch, and all of the other
abilities from Super Mario 64. Instead of powerups controlling your health, you have a HP
meter that can be increased by collecting coins, and unlike the normal game styles, the 
level ends by collecting a Power Star.
=== Course Themes ===
Note: * means that this theme is a variant of the theme above.
Image/Name	Sunset Gimmick 	Nighttime Gimmick
Ground 	At sunset, various enemies have changed
properties, such as Koopas walking faster,
Goombas being able to jump, etc.	At nighttime, enemies like Goombas and
Wigglers float in the air, Chain Chomps have
longer chains, Koopas walk slower, etc.
Underground	At sunset, rubble falls from the top of the
screen that can damage the player.	At nighttime, the course is upside-down
and the controls are remapped to fit.
*Sand Cave	At sunset, sand falls from the top of the
screen that the player can use as platforms.	Same as Underground.
*Ice Cave	At sunset, Icicles fall from the top of the
screen that can damage the player, and
snowballs fall from the top of the screen
that break if they hit the ground, however,
the player can pick then up and throw them
at enemies.	Same as Underground.
*Lava Cave	At sunset, the lava can turn into waves that 
can damage the player.	Same as Underground.
*Sewers 	At sunset, poison can occasionally fall from
the top of the screen that can damage the
player.	Same as Underground.
Castle 	At sunset, the lava can turn into waves that
can damage the player.	At nighttime, the castle will take place
underwater.
*Water Castle	At sunset, the water can turn into waves
that the player can swim in.	Same as Castle.
*Tower 	At sunset, all enemies wear armour by
default, requiring an extra hit to defeat
them.	Same as Castle.
*Courtyard	At sunset, poison fog chases the player
throughout the stage.	At nighttime, it will become ruined, causing
parts of the course to crumble after stepped
on.
Tanks 	At sunset, enemies will rush towards the
player when they spot him in their line of
sight.	At nighttime, Bullet Bills constantly fly from
one side of the screen to the other.
Airship 	At sunset, the level will take place in a
rainstorm, constantly pushing various
enemies and objects backwards, including
the player.	At night, various enemies and objects have
low gravity, however, the player is 
unaffected.
Sky 	At night, the level will take place in a storm,
causing lightning to occasionally strike,	At night, various enemies and objects will
be affected by low gravity, including the
player.
Mountain 	At sunset, a rockslide will occasionally
fall from the side of the screen, damaging
anything caught in it.	Same as sky.
City 	At sunset, the level will take place inside
a skyscraper.	At night, the stage will take place in a
festival, with fireworks occasionally shooting
up and creating projectiles that can damage
the player.
*Factory 	At sunset, smog covers the screen, 
making it harder to see.	At night, the factory lights occasionally
flicker, making it harder to see.
Space 	At sunset, space debris will float through
the course.	At night, comets will occasionally shoot
across the screen.
Rainbow Road	Same as space. 	At night, the player will run extremely fast,
as a reference to the Rainbow Road tracks
in the Mario Kart series.
Forest 	At sunset, leaves will fall from the top of the
screen that the player can use as platforms.	At night, the water will turn into poison.
Autumn 	Same as forest. 	At night, Stingbies will fly in the air, and
occasionally come down and chase the
player.
Oriental	Same as forest, but the leaves are replaced
with cherry-blossom petals.	At night, the level will take place on the
rooftops of various dojos.
Desert 	At sunset, most enemies will be mummified,
casing them to rise up from the ground
when they are loaded in.	At night, a sandstorm will occur, blowing the
player to either the left or right of the stage
depending on the direction of the
sandstorm.
Snow 	At sunset, the level will take place in a
snowstorm, causing the player to be
constantly be pushed backwards, as well
as snow piling up constantly, which can
act as a platform for the player to stand on.	At night, everything becomes slippery.
Underwater	At sunset, the water is polluted and harmful
debris floats around in the water.	At night, the water becomes dark,
decreasing the player's field of view.
Beach 	At sunset, tsunamis will occasionally occur,
pushing the player and enemies back by
a significant amount.	At night, the level will take place in a tropical
storm with strong winds, constantly pushing
the player back.
Volcano 	At sunset, the lava can turn into waves that
can damage the player.	At night, meteors will fall from the top of the
screen that can damage the player.
*Wasteland	At sunset, poison fog will chase the player.	Same as Volcano.
Ghost House	At sunset, the level will become dark,
reducing the player's field of vision.	At night, a swarm of Boos will fly up in the
air, occasionally swooping down in groups in
an attempt to damage the player.
*Haunted	At sunset, Boos will possess various objects
in an attempt to damage the player.	Same as Ghost House.
=== Objects ===
Note: * means that this is a variant of the course part above.
Ground Block	The regular ground block. It cannot be broken.
Rolling Hill	This hill constantly rolls in one direction. It appears as a circle when placed, but blocks and slopes
can be placed over it. Properties of it can also be changed such as the size, direction and speed.
*Secret Ground	It looks like normal ground, but when the player tries to pass through it, it becomes see-through and
the player is allowed to pass through it.
Steep Slope	A type of slope that is steeper than the gentle slope, but gentler than the steeper slope. It cannot be
broken.
*Gentle Slope	A type of slope that is gentler than the others. It cannon be broken.
*Steeper Slope	A type of slope that is steeper than the steep slope.
Start Arrow	This marks the start of the level. The arrow can be changed to any of 8 directions. This does not show
up in the object selection menu because it cannot be destroyed because doing so would remove the
start of the level and crash the game. Although it cannot be destroyed, it can be moved, moving the
start point with it.
Flag Pole 	This marks the end of the level. This does not show up in the object selection menu because it cannot
be destroyed because doing so would remove the end of the level and crash the game. Although it 
cannot be destroyed, it can be moved, moving the end point with it. In the Super Mario World game
style, it appears as a Giant Gate, and in the Super Mario Bros. 3 game style it appears as a Card
Roulette.
Alternate Flag
Pole	This marks the alternate ending of the level. Due to the fact that it is the alternate exit of the level, it
can be destroyed and because of that, it appears in the object selection menu. In the Super Mario
World game style, it appears as a Goal Orb.
*Keyhole 	This is a variation of the Alternate Flag Pole that spawns a key and keyhole that can be moved
separately, however, the key must be inserted into the keyhole to unlock the secret exit. Due to the
fact that this requires items to be picked up, it cannot be used in the Super Mario Bros. and Super
Mario Land game styles.
Semisolid
Platform	This platform is solid on the top, but not on the bottom. The design of it can be selected from 3
variants.
Mushroom
Platform	This platform is solid on the top, but not on the bottom and is shaped after a mushroom. The 
design of it can be selected from 3 variants. It can also extend and retract, tilt, and/or bounce
enemies and objects on it.
? Block 	When hit, this block will give you a coin by default. but other items can be placed inside it.
*Long ? Block	When hit, this block will give you a 3 coins by default. but other items can be placed inside it. Unlike
the normal ? Block, it dispenses 3 items.
 	
 	
 	
Category:Super Mario Maker (series)