Super Mario Maker D.I.Y.

Super Mario Maker D.I.Y. is a crossover of Super Mario Maker and WarioWare D.I.Y.; while it retain the level creation while enhanced from Super Mario Maker, the part from WarioWare D.I.Y. are character and object creation, which allow creativity of levels to exist even further. It also feature Wario as both playable while playing levels made by the community and as of the students in the tutorial instructions.
==Gameplay==
Super Mario Maker D.I.Y. is a 2D Mario platformer that, like its predecessor, involve creating, playing and sharing levels with the community. Notable twists are the fact that it is now possible to modify and even create characters and objects, and even themes.
Another notable difference is that Super Mario Maker D.I.Y. allowed all and any kind of objects to be used in one game-style, and even possible to modify the abilities of the player character (which the level will give which Abilities the player's character will be capable of this level and the player will need to press A in order to proceed next). This means that it is possible to Wall Kick and Ground Pound in Super Mario Bros. style and restrict the Spin Jump and Upward Throw in Super Mario World.
Aside from multiple new mechanics listed below, there are Custom Cards returning from Super Mario Maker Phi, with all 50 old ones as well as 50 other new ones. There are also the Two Freedom Cards that are always activated and take no space from Custom Cards; the Rescue Blue Yoshi which if the player had to go through a pipe or door and face the inevitable trap of pitfall, lava or anything unavoidable and deadly, the Blue Yoshi will fly and rescue the player thus skip the level, and Off-Screen Immobility, which disallows any enemies and bosses aside of Bowser from moving until they are on-screen, thus reducing fake difficulty from those two issues.
Stars earned from other players will only be lost from that deleted level, and levels will not be deleted without warning, and will not be in 100 Lives Challenge if one of the following conditions happened;
*It has an excessive amount of fake difficulty.
*It is almost impossible to win even if it does not have fake difficulty.
*Too many sound effects inserted which could annoy the player.
*If the players deemed it too tedious (to do so, report this level and select "Too Tedious!").
There are also more ways to earn Stars as seen in other sections, as well as new Mystery Costumes (including the all-new Mega Mystery Costumes) to avoid playing the game into excessive extent. There are also more playable characters other than Mario in this time.
==Modes==
There are seven modes available for the release, each of them already available in the beginning when playing the game after completing the tutorials.
===Maker Mode===
The player can make their own levels, characters or objects and can switch between Level Maker, Character Maker and Object Maker at any time. The levels are more open-constructive now; the goal can be flipped horizontally and vertically as well as placed anywhere with only the one-block below tiles required.
Another difference is that the limit on enemies and bosses as well as other objects are drastically increased, although Gear Games does not recommend putting more than ten bosses per level and sub-level in order to be more eligible for the 100 Lives Challenges.
Finally, the player can even modify the player characters' capacities in this level, including its starting Power-Up, and during the Search & Play or 10/100 Lives Challenges, the level will warn the player that the selected character have different properties at this level.
Each levels have their own Secret Sharing Code for sharing with friends or other trusted players when setted to private or not. Private levels will not be published to the public except those who played them but still follows the rules and conduct of Gear Games' Online Service Quality and Service Chart of Agreement (known as simply Chart of Agreement).
There is also a Map Maker where the player can make a World Map with the levels that player made (not from others without Secret Sharing Code to avoid stealing and encourage originality, even to public levels), and one level can give multiple exits, but only during World Play.
It is possible to modify any characters, playable and enemies alike, via Character Modifier and objects via Object Modifier, but it is more advanced than the mix-and-matching methods with objects, and may take more time, for instance, making a new and complex boss or even simply completely modify an existing boss.
The player can also make their own music with Music Maker, with predefined NES, Game Boy and SNES soundbits, as well as various instrument such as piano, classic guitar, electric guitar, drums, xylophone, etc, as well as more sound effects and special effects. For those effects, the player can turn them off before playing the level during the Level Preview.
===10 & 100 Tries Challenges===
Like in the previous games, the 10 and 100 Mario Challenges had changed its name into, respectively, 10 and 100 Tries Challenges does to the fact that more playable characters had been added to this game.
The goal is similar to the predecessor; the player must clear a set amount of levels, the last one always a Castle-themed level, without losing all of its lives. The player can only collect up to three extra lives (unless a Custom Card change this rule for the run) and cannot keep its Power-Up from the previously completed level.
Unlike the predecessor(s), there are now norms to make a level qualified to be in a 100 Tries Challenge session; shall a level be too obnoxious, had excessive amount of fake difficulty, is an automatic level, was almost impossible to complete even if intended for a Super Expert Level, had more than ten bosses overall or keep insulting the player to induce frustration, it will not be selected for a more comfortable gameplay. The exception are in the "Infernal" Difficulty, where all of the levels have at least one fake difficulty.
There are also two new modes called Completely Random and Ordered Random; the former had level of all kind, while the latter one is the same but is ordered from the easiest to the hardest. If the player choose either of those two, then he/she will have an option to allow or disallow Automatic levels and levels with fake difficulty. The amount of stars and Mystery Costumes awarded also depends on the final level's mode it is in (athough Infernal will also give out Ten stars instead of the usual five). 
There is now no limit per difficulty to get not one but up to ten Mystery Costumes per completion, although the easier difficulty had expanded in order to avoid farming too easily, while harder difficulty have fewer level in order to make those difficulty to worth it. There are also new difficulty level introduced.
Mode 	Amount of Levels 	Amount of Stars per Completion	Amount of Mystery Costumes per Completion
Automatic 	Ten 	None 	One
Easy 	Sixteen 	One 	Two
Normal 	Twelve 	Two 	Three
Expert 	Ten 	Three 	Five
Super Expert 	Six 	Five 	Ten
Infernal 	Three 	Ten 	Ten
Completely Random	Random (from three to sixteen)	Varied 	Varied
Ordered Random 	Random (from three to sixteen)	Varied 	Varied
===Purple Park===
It serves as both a story mode of the game, and also a gameplay tutorial for new players, involving Imperia requiring help from the Mushroom Kingdom constructors to build an amusement park for the newly founded Imper Island. Mario, Luigi, the head chief Toadette and the squadron of worker Toads are ready to help out for the construction.
The task is easier said than done; alongside a few misbehaving Impers, the Elite Impers needing help to solve their own troubles in exchange of helping back, and Wario and Waluigi wanting to have the most deluxe amusement park in the whole world for amusingly high price. Waluigi, however, also have other plans in mind...
In the meanwhile, in order to get enough Coins for the needed materials, Mario can complete Tasks from various people, including characters that aren't even from the Mario world (although in a codename). Tasks had to be completed in order to collect the rewards, and while most of the Tasks have Coins, a few also have special rewards such as access to a few unlockable pre-made items and Mii Costumes.
Wario and Waluigi cannot be played in this mode until Waluigi, the final boss himself, is defeated for the first time. Bosses in this mode are also very different does to their different behavior even outside of being modified by Paint Cans, as those are modified via Character Modifier available for the player.
Instead of being called Worlds, they are called Zones, like they were called in Super Mario Land 2: 6 Golden Coins. In addition to the Tasks, the player can also play the five Levels in each Zone and reach the Boss Level made by either Wario or Waluigi. Bowser and Bowser Jr. (under the codename of Father of Name Withheld and Name Withheld by Request, respectively), in the meanwhile, also impose their own Boss Levels available in the Tasks.
Each construction will take from three to five Hammer Times in order to be completed. Completing either the Tasks or Levels (which both rewards Coins as well) will count toward one Hammer Time for every buildings under construction. If the player is stuck with difficult Tasks and Levels, the player can try easier new Tasks in the meanwhile until the player become more experienced.
In order to have access to the True Final Battle, the player must complete all of the prior Zone Levels and completing "Waluigi's Bigger Castle" Task Level (requiring completed at least 55% of all Tasks available beforehand).
Zone	Zone Boss
Sweet Zone
A zone filled with sweets and foods, and allows players unfamiliar with the Super Mario 2D gameplay to learn how to play.	
Baron Boom-Boom
Baron Boom-Boom is a pilot of a red small airship which fly around to hit Mario, shoots Bullet Bills and drop Bob-Ombs. Mario must Up-Throw at Baron Boom-Boom's ship with the Bob-Ombs. After two hits, he will go red and shoot Bull-Eye Bullet Bills and Lit Bob-Ombs before taking two more hits.
Night Zone
A zone that is always enceased in nighttime, apparently caused by a hex long time ago. Often a home for ghostly critters.	
Dark Tiki Tong
Dark Tiki Tong is a master of mirages; he can make copies of his hands that while not harmful from contact, can confuse the reckless players. The real part of him are not entirely dark. His normal battle isn't too changed, aside of several movements and attacks not available in even his recolors.
Music Zone
A zone filled with large musical instruments, often playing themselves in a specific rhythm.	
Maestro Gooper Blooper
Gooper Blooper in a musical mood. All of his attack are in rhythm of the custom-made boss music, which mean the player have to know the timing in order to defeat him. He become vulnerable when the beat is slower by defeating the custom-made enemies, Music Guys, then stomp its head.
Electric Zone
An electric zone that is filled with futuristic cities, factories and other places with the most advanced technologies to date.	
Thunder Bandineemoth Robot
The electric version of the most imposing reoccurring enemy of the Wario series, the Bandineemoth Robots. This one can shoot electricity bolts from its mouth, and cannot be directly damaged. It is a chasing boss; the only way to defeat it is to reach the end and activate the switch that cause the left floor to fall off along with the boss itself, down to its destruction.
Multicolor Zone
A peculiar zone filled with a field with only one color of various tints and shades, and another of another color, with any themes possible.	
Rainbow Wart
Wart upgraded to use all movement and attacks from his recolors. Although very difficult and crazy on paper, he is actually become a show-off by showboating at you time to time, which allow you to throw a Bob-Omb from the Mini-Maker Machine.
Giant Zone
Similar to Mario Land's Macro Zone, everything in Giant Zone is huge compared to our heroes. Including most enemies!	
Brick King Bob-Omb
King Bob-Omb after consuming a Brick Mushroom. He become hard enough that stomping and regular Power-Up projectiles have no effects on him, and he become too heavy to be grabbed and thrown. However, he is still vulnerable to his own Bob-Omb's explosion.
Gravity Zone
Also similar to Mario Land's Space Zone, the Gravity Zone is a spatial world with small planets and hurtful stars. Watch out for meteors!	
Meteor Topmaniac
Topmaniac after receiving modification from Wario. Unlike the normal Topmaniac, Meteor Topmaniac cannot be stomped does to its pointy spike on its head, and can fall a bit faster like a meteor. However, you can still damage him by fooling him to a near electric-field, or if you wanted to be safer, wait until the Mini-Maker's counter is at zero and spawn a Mega Mushroom so you can stomp him.
Weird Zone
The most odd zone, in which Wario and Waluigi reside in their castle at the moment. This zone had sporatic and irregular themes, such as a mix of lava and desert level!	
Wario & Waluigi
The dangerous duo, now 200% more dangerous than what would you expect from those once-almost pushover duo. Wario use his Shoulder Dash while Waluigi tend to Spin Jump to damage you, and both will try to Ground Pound you after a Wall Kick. They fight like if two multiplayer traitors are teaming up against you, but you can fool them by activating a trap near them.
Waluigi Zone
Having enough of being just Wario's shadow, Waluigi double-crossed Wario and managed to steal the workers and force them to put further work on his Waluigi Zone, and have the Purple Park into Waluigi Park. This Zone is filled with his insignia and replica of his face.
Waluigi wanted to bring chaos ever since he attempted to do so in "the dancing troubles" and shows shades of his true personality; a truly chaotic law-defying show-off. Wario is upset by his double-cross, but refuse to join Mario to put a stop of this... yet.
It is also the most dangerous zone of the Super Mario Maker World, and Mario and his friends must be ready to stop the wicked purple backstabber and for Imperia to reclaim her right of her Purple Park!	
Penultimate Boss: Tennis Waluigi
Tennis Waluigi is Waluigi using a tennis racket to lob and throw Bob-Ombs and other dangerous objects. He will swing wildly shall the player attempt to approach him, so throwing a Lit Bob-Omb will do the trick.
Standard Final Boss: Bowser and Bowser Jr
Suddenly, Bowser and Bowser Jr. arrives right after Mario defeated Waluigi, and attempted to find the Purple Gems in order to impress Peach. Quickly thought that Mario is going to take them for Peach before they could, the King of Koopa and son takes on Mario once again. First phase is their regular boss battle, but their second phase is significantly different from any of their available colors.
Bowser fires spiked, chained balls from his new contraption, the Koopa Snatcher Tank, while Bowser Jr. directly attacks Mario with his equally new Koopa Jumper Jr. that perpetually bounces and launches Bob-Ombs. The player have to throw the Bob-Ombs at Bowser to damage the cockpit, while stomping on Bowser Jr. also damages the son.
If Bowser is defeated first, Bowser Jr. becomes upset and calls on the minions to take down Mario. Army of Hammer Bros., Lakitus and a single out-of-reach Big Magikoopa (presumably Kamek), and Bowser Jr. also throws Purple Spiny Shells that cannot be picked up.
If Bowser Jr. gets defeated first, then Bowser angrily roars and destroys the floor with his spiked bombs, and the battle continues on a larger battlefield. The Snatcher Tank is now armed with multiple Bill Blasters, as well as Cannons that shoots Missile Maxes.
Mario have to redirect the Missile Maxes toward Bowser as the Koopa King breath fire of various colors; red being traditional, blue that slowly chases, green that leaves a burning aura that expires in five seconds, bright yellow ones that split into three smaller ones if hit a wall, and purple ones that moves in spiral (clockwise or counterclockwise) fashion. If Bowser is hit by the Missile Maxes ten times, his Tank explodes, sending him to the sky.
Final Battle (aka Sky-High Finale)
Waluigi had not done with you yet... He had two last trick on his sleeves, and thus the true final battle had begun!
Accessed only by completing the "Waluigi's Bigger Castle" Task Level, which is only available if all prior Zone Levels are beaten.	
True Final Boss Phase 1: Waluigi Robot
Remember the Waluigi Robot that resides in the Waluigi Pinball's court? Waluigi upgraded it to have an even more abnormal physic as it completely flies without wings or a jetpack! Must be the anti-gravity machines he puts in it. The final battle have no timer, so don't worry about taking long, because this battle have two phases.
The Waluigi Robot spits out random projectiles, such as Bullet Bills and Cannonballs, as well as attempting to deliver punches that shift gravity when it punches the ground or a wall. The player should stay at a Clear Pipe where the other end is over the head of the Waluigi Robot, and then move away when the Cursor is fully aimed. Press the ON/OFF Block to block some Clear Pipes and unblock some others.
After the first 10 ten hits from projectiles (Waluigi Robot spit out 15 per attack), Waluigi Robot retaliates with Bob-Ombs that sticks to unmoving objects and explodes on impact. The second HP involve it spitting much less random and more dangerous projectiles, such as Missile Maxes and Bull-Eye Bills, though the Random Projectile Attack remains the same.
After the second ten hits, Waluigi causes the gravity to constantly shift at each ten seconds, and the robotic knuckles will also detach themselves to further extend and chases after Mario. The hands can be stomped with a Spin Jump, and if one is over Waluigi, it will damage him and his robot as the fist falls. Do this three times and all the robot contraption left is the floating head.
True Final Boss Phrase 2: Robot Head
The Waluigi Robot retains its previous attacks, although without the fists and completely new ones such as laser rings from the eyes, sprouting vines from the metallic mustaches, lowering its lower jaw to slam Mario with it, and spin fast to send big tennis balls. The battlefield have no walls which makes Wall Jumping non-existent. The attacks are done in predictable but fairly quick fashion.
However, after fifteen seconds avoiding attacks, Wario arrives and performs a Ground Pound, launching Waluigi out of the Waluigi Robot Head... but Waluigi already made the Waluigi Robot Head to go extremely chaotic, deleting and adding new structures and Gizmos on the spot, resulting clashing structures such as an icy floor with lava beneath. Waluigi escapes as Wario gives chase, while Bowser and Bowser Jr., having already discovered the truth, help out Mario for this one to stop the chaotic robot with their respective Koopa Clown Car.
As Bowser Jr. throws a Cape Feather to help reach the Robot Head, Bowser himself directly attack the Robot Head with his fire breath to cause the robot to overheat and slows down to cool off, giving Mario a chance to ground pound the robot. If either of the two bossy Koopas get hit by any of Robot Head's attack, they will just wildly spin around and delay their progress. If the Waluigi Robot gets hit five times, the Robot Head finally shut down, ending the true final boss battle.
The words in parentheses will tell which game style is used in the following levels. The Super Mario Maker D.I.Y. style is only used for boss battles.
====Sweet Zone====
Level 	Description
Level 1-1: First Step for First Timers (Super Mario Bros.) 	The first level of the mode. This tell the basic of the platforming game, with all mechanicsinics from all mechanics somehow enabled despite taking place in Super Mario Bros. It is new player friendly, as it contain no death pits nor other hazards, only weak enemies such as Goombas.
Level 1-2: Stacking on Those Slackers (Super Mario Bros. 2) 	This level shows the enemies being stacked in one way or another, some even "glued" as they walk together. This show the player the basic of the multiple possibilities of Enemy Stacking and Enemy Glueing.
Level 1-3: Spin Jumping to the Victory! (Super Mario World) 	This level show what the Spin Jump can do, and what enemies and obstacles it is safe to spin jump on or not. It also show the five color variations of the enemies, as shown by Goombas, Galoombas and Koopa Troopas.
Level 1-4: Bowser's Castle? We Had Just Started! (Super Mario Bros. 3) 	The first castle level, and as the level title suggest, may actually refers that each fourth level of each world is a castle level, although not as early in Bowser's own castle. That being said and because of how early the player reached, the battle is predictably anti-climatic, and after defeating Bowser, not only Princess Peach isn't even there, but Wario himself show up and reveals that the whole kidnapping was a scam, and thus the real adventure begins. If you play this level as Peach, Wario laments how Peach actually get in his ways and taunted her usual role; being kidnapped by Bowser.
Level 1-5: Yoshi, Not Yoshi, That is the Question (New Super Mario Bros. U) 	This level shows the player what a riddable Yoshi (or Yoshi himself if the player plays as one) can do, such as eating fireballs to spit three of them at once, and walking on spikes or Nipper Plants without harms. You need to clear the level with your Yoshi friend (even when playing as Yoshi himself), otherwise the text-narrator scold you for leaving your friend behind and forces you to restart the level, without losing a life.
Level 1-6: Chaotic Chase of Kamizake Koopa! (Super Mario Land) 	This level is a chase from a big Kamizake Koopa, in which the player must avoid at all cost. There are Solid Boxes that blocks your way, so you must trick the Kamizake Koopa to hit those by jumping over it. There are also Blue Beach Koopas that kick shells at your way, forcing the player to jump over those shells.
Level 1-7: Wacky Flights in the Airships (Super Mario Land 2) 	This level consist of Airships. The player need to go through the maze of airships in order to get into the center, in which a battle against a Mega Sledge Bros. will commence. During the player's way to find the central Airship, various aerial enemies such as Paratroopas, Bullet Bills and Lakitus will attempt to harm the player's character. The time is unlimited to compensate of being a maze level.
Boss Level 1: Baron Boom-Boom's Battle in the Air (Super Mario Maker D.I.Y.)	This level is a fight against Baron Boom-Boom. Before fighting him, you can choose between a Fire Flower, a Super Leaf or an Ice Flower in an isolated room.
====Night Zone====
Level 	Description
Level 2-1: Beautiful Night For (Player Character) (Super Mario Bros.) 	A relaxing level where the player had to traverse through a maze in a forest environment. Multiple colored enemies such as Red Goombas and Blue Lakitus started to appears more often.
Level 2-2: Two Moons? Too Spooky! (Super Mario Bros. 2) 	A wake-up-call level where undead enemies such as Boos and Dry Bones started to appears, taking place in a haunted house. Being a puzzle based level, the player have to escape the house by finding the right way, otherwise the player would be sent back to its previous position. Fortunately, each times you picked the right path, a Clock appears to increase the time left.
Level 2-3: The Three Trees (Super Mario Bros. 3) 	As the level title said, this place have three trees, but only the center will have the pipe that lead the player to the goal. Jungle and forest enemies such as Wigglers are frequent, and the player can climb on the vines to get to the upper paths.
Level 2-4: Riding in the Quick Flute Train (Super Mario World) 	While taking an airship style, it actually take place on the Quick Flute Train, in which the player need to find the Magic Flute to escape the train, as there is no other ways out. Mechakoopas, variations of Hammer Bros. and cannons are frequent in this level.
Level 2-5: Aah! Boohemoths are Back! (New Super Mario Bros. U) 	Another haunted house, this time a more straightforward level. It focus on the epinomous enemy, Boohemoths, as they appear in the three hallways. The player must let move forward, otherwise looking at them would stop the side-scrolling mechanic.
Level 2-6: Stop the Bob-Omb Racket! (Super Mario Land) 	A Space themed level where the player needs to penetrate an immobile rocket. Upon reaching it, the player needs to clean the rocket by blocking cannons that shoot Bob-Ombs of various colors. Spatial enemies such as Astronaut-Goombas are frequent in this level.
Level 2-7: Hammer Bros. Invasion in the Night Zone! (Super Mario Land 2) 	A mirrored version of Beautiful Night level, but heavily modified to make it more difficult, as well as abundant of Hammer Bros. variations. At the end of the level, the player had to face Pom-Pom to complete the level.
Boss Level 2: Dealing Dark Tiki Tong's Mirages (Super Mario Maker D.I.Y.)	A Boss level where Dark Tiki Tong is faced. Before facing him, there is an isolated room where you can pick up a Racoon Suit, a Cape Feather and a Propeller Mushroom to choose from.
====Music Zone====
Level 	Description
Level 3-1: Bouncing Block Barricade (Super Mario Bros. 3) 	A level where all ground, walls and ceilings are only made of Bouncing Blocks of various colors with various functions. Paratroopas are also very frequent in this level.
Level 3-2: Trumpet Troubles (Super Mario Land 2) 	This level had giant trumpets that can be used as cannons, and you need some of them to reach some higher places. Shy Guys with Trumpets called Trumpet Guys tend to push you behind, but thankfully, there is no pitfalls in this level.
Level 3-3: Drum Beat'em Up (New Super Mario Bros. U) 	A level where three sections on top of a giant drum will inact a forced fight with an horde of enemies. You need to defeat them all in order to get out of the sections, but you can avoid two of them with shortcuts.
Level 3-4: Jazz Juices (Super Mario Land) 	A level filled with Berry Juices, where you need to deliver each of them to each Yoshis of various color. Make sure that the juice matches the Yoshi's color, otherwise they will not accept it. There are shady Goombas that would try to steal your Berry Juices.
Level 3-5: Bad Band Bros. (Super Mario Bros.) 	A much more musical level filled with Hammer Bros. and their variants. Although difficult to cross by simply attacking them, you can activate a music box that either dance them to the point of distraction or to make them fall asleep.
Level 3-6: Bowser's Silent Castle (Super Mario Bros. 2) 	Bowser is not a fan of loud, jazz music, it seems. The castle will have unpenetrable and unbreakable Silent Blocks that requires you to bring the portable Music Blocks to break them. Bowser had his son with him this time for the boss battle.
Level 3-7: Dancin' Piranha Park (Super Mario Bros.) 	A park filled with various Piranha Plants, but dancing from the music. The player need to alternate between a more joyful music or a more relaxing one in order to pass through the Switching Blocks, and put the Piranhas in either red or blue into sleep.
Boss Level 3: Maestro Blooper Melodrama (Super Mario Maker D.I.Y.)	A boss arena where Mastro Gooper Blooper is faced. The arena is decorated with Blooper patterns and had an aquarium for Gooper Blooper to bath on. The best moment to attack is when you knocked out the Music Guys, slowing Mastro Gooper Blooper down.
===Endurance Marathon===
It plays like 100 Tries Challenge but it goes endless and only ends if the player had run out of its 100 tries (or fewer to challenge itself). The player can still obtain up to three 1-Ups per level, and the goal is to survive as much levels as possible. Like the 100 Tries Challenge, there are Easy, Normal, Expert and Super Expert, and at every five levels, you will obtain two, three, five or ten stars, respectively.
===Search & Play and Course Maker===
The player basically make a search for a specific level and store selected levels in the Course Maker. There are three ways to play the selected levels; Classic, which the player have unlimited tries (or the player can challenge itself to restrict the total amount of lives and lives available in the beginning) and allow multiplayer gameplay, Racing, which is an eight player racing, and Time Attack, which is same like Racing but only one player goes solo.
The player can also make filters such as No Fake Difficulty, (Character) Recommanded, and Custom Enemies. This allows the player to make a safer and better search without getting a bad surprise.
====Racing====
Racing, unlike other modes, pits the player and other players. The characters can be matched but will have all eight different coloration in order to make distinction between the player and the other players. It can also be played alone and face off the computer players. The player who is the first to reach the goal of any kind wins, while the rest of the player will stop and will have their rank depended on how far they are from the goal.
While Speedy or Jumpy characters tend to have distant advantages, the Power player can still make better use of Power-Ups, especially Wario, and also can easily defeat more kind of enemies than non-Power players are able to.
In other words, if the selected stage have high height, then the Jumpy players will have an advantage, and in stages with high legth, the Speedy players usually have the upper hand, but if there is a lot of items or enemies, then the Power players will be able to catch up by pushing the Power-Ups' advantages to maximum and also defeat enemies far easier than other players are able to. This is especially true in stages with bosses where bosses will lose twice as hit points from Power players.
===Mystery Suit Hunt===
Mystery Suit Hunt is a way to find the remaining Mystery Suits and Mega Mystery Suits without resorting to their usual unlock condition, making it the only way to unlock all Mystery Suits available, even those of Event Courses and updates.
Play a specific level, both unplayed and is considered as Reasonable by Gear Games, then obtain up to ten Mystery Suits depended how many tries you attempted. One to three tries will give you ten Mystery Suits, while thirty or beyond will only give you just one. If there are no more unplayed levels, then the least played levels will be picked.
===Boss Blast===
Boss Blast is a marathon of boss battles competed for up to eight players, in a specific and specially designed stage. There is two type of game mode in Boss Blast; Endurance, and Marathon.
Endurance is simply an endurance game mode like its name indicate; the goal is to defeat as much bosses as possible. It starts with normal colored bosses, but after the third boss is defeated, the bosses are always colored. Bosses from Wario's Malicious Revenge will never be faced. The last player standing is the victor.
Marathon is different; the goal is to defeat from one to fifteen different bosses. The first five are non-colored while the rest are always colored. The player(s) can continue if they (all) got blundered, but it will make them lose their valuable time.
The player can consult the leaderboard of both modes, which goes from Local, Friends, Regional, National and Worldwide and check Time-List from Hourly, Daily, Weekly, Monthly, Yearly and All-Time. The Worldwide's All-Time is considered as a World Record.
==Characters==
===Playable===
Unlike Super Mario Maker, Mario is not the only playable character in this game. There are 12 characters to play as, and each of them is available right from the start. However, Wario and Waluigi cannot be played in Wario's Malicious Revenge until this mode's final boss is defeated.
Each character has their advantages and disadvantages, and because of those, some levels will restrict the character selection and even recommend certain characters (suggested by the most times such character had cleared this level). Mario is an exception being a jack-of-all-trade, who is easy to control as but rarely is the best of any situations.
Character 	Description
Mario 	The beloved plumber who is usually the one who saves Peach from Bowser's grips. His balanced controls, speed and strength make him easy for newcomers to play as. While he has no disadvantages, he also has lack of advantages, and as such Mario is not as capable of jumping as high as Luigi or throw enemies as strongly as Wario or Donkey Kong.
Luigi 	The shy, younger brother of Mario. While just a palette swap in his first appearance, he gradually become more and more different than Mario, and his distinctive personality had been since well-known at Luigi's Mansion. He has high jump but has sloppier traction, making him more recommended for vertical levels.
Peach 	The princess of the Mushroom Kingdom, known to be kidnapped very often by Bowser. That being said, it doesn't mean that she cannot hold back on her own. She can float for some seconds in order to reach certain gaps, but her speed, jump, and power are nothing spectacular. But with practice, she will be someone not to mess with.
(Blue) Toad	Toads are the inhabitant of the Mushroom Kingdom...who almost all of them not being able to protect the kingdom too well. This Toad is colored blue-dotted for some reason, probably to reflect his sprite from Super Mario Bros. 2, his first playable appearance. He is as fast as Yoshi and nearly as strong as Wario and Donkey Kong, but he jumps the lowest, forcing the player to get clever on vertical levels.
Toadette 	This is Toadette, a female Toad (even if one said that no Toads have gender, but we never know). While usually the one who's a recurring character of side-games, she had her adventure with Captain Toad: Treasure Tracker with the titular character. She is not as fast as Toad but has much better jump, which makes her better on vertical levels than Toad.
Daisy 	The tomboy of a princess of Sarasa Kingdom. She usually stick to the side-games ever since Super Mario Land, but now she got the spotlight of being playable in a platforming game (without counting Mystery Costumes from Super Mario Maker). She is a bit slower than Mario, but her Spin Jump, Wall Kick, and other things are much better performance.
Yoshi 	The partner of Mario introduced a game of Yoshi's name and now known as one of the most popular characters ever since his role as amount in Super Mario World. He is the fastest of the group like Toad but also the weakest, but Yoshi's Eggs mechanic will make up for it in order to damage certain enemies. And yes, you can ride a Yoshi as Yoshi.
Donkey Kong	The king of the jungle, but a laidback yet stubborn fellow at that. His love of banana is not easy to ignore because if you stole his Banana Hoard, he will not hesitate to go punching on you. He is the strongest like Wario, and his speed and jump are average, and a combination of Rolling and Jumping will allow DK to cover a long horizontal jump.
Diddy Kong 	Donkey Kong's partner. Mischievous and playful, who knows what will happens if it wasn't the same without that fellow? Diddy is both fast and a great jumper, but he is almost as weak as Yoshi, and thus Diddy must use his wits in order to defeat the enemies. He can also temporarily float with his Barrel Jetpack, just like how Peach magically float for some seconds.
Rosalina 	The guardian of the galaxies, with only her past, had been known for several people who knows her. Her stats are not the best, but she can do a Star Spin while on Small or Super form, which not only allows her to defeat enemies but also an extra height and length in term of jump height and distance. However, she can only do this when not using a Power-Up other than a Super Mushroom.
Wario 	From an envious maniac in Super Mario Land 2: 6 Golden Coins to a greedy treasure hunter in the Wario Land series and greedy game maker in the WarioWare series, Wario's greed had known no bound. He is the strongest like Donkey Kong, but his jump and speed are below average. That being said, his Shoulder Charge makes him technically faster than Mario, and he can use Power-Ups better than everyone else.
Waluigi 	Wario's usual partner in crime. Self-proclaimed number 1 rival of Luigi, Waluigi will not lose time to do anything to get on his way, but his clumsiness and hypocrisy will make him both a harmless but hilarious opponent. His jump realized Luigi and is as fast as Toad, but is less stronger than the two, and he is a bit slippier than even Luigi, reflecting his clumsiness. However, Waluigi is capable of running over water and climbing up wall while running without the Climbing Triangles.
===Enemies===
===Bosses===
This only includes the bosses in their default forms, with the Four Paint Cans effects for each of them. Wario and Waluigi are not listed since they are playable in the real game, and their own boss battle are listed in Wario's Malicious Revenge Level sub-section.
Boss 	Description
Bowser 	<tabber>
Default (Green)= Mario's arch-nemesis ever since Super Mario Bros. His fighting style varies from style to style, but he usually don't chase the player. If he got shaken, he will become Bowser Jr. |-|
Red= When colored Red, he tend to breath fire more often. More often than you would think! |-|
Yellow= He also throw hammers while breathing fire. |-|
Blue= He will catch and kick any throwing projectiles back at the player, meaning that elemental or uncatchable projectiles such as Fire Flower will do it against him. |-|
Purple= The moment he sees Mario, he will give him a chase! What a naughty foe! |-|
</tabber>
Bowser Jr. 	<tabber>
Default (Green)= This is Bowser Jr. when you shaked Bowser. He is Bowser's own son and is just as much as willing to defeat Mario as his father does. He can be stomped unlike Bowser, but he will spin from his shell and throw hammers! |-|
Red= When colored Red, he tend to breath far larger flames, making this a better idea to dodge from jumping and get behind him. |-|
Blue= He will throw Blue Koopa Shells instead of hammers. A lot of Blue Koopa Shells. Very dangerous in a flat battlefield! |-|
Yellow= He will jump more often, and will try to pound the ground more often, but he spit fire and throw hammer less often. That being said, he tend to ground pound the player if he/she is too nearby. |-|
Purple= Fight like in New Super Mario Bros.; he chase Mario, then retreat in his shell, then throw a Purple Koopa Shell at Mario. Use the Koopa Shell to stun him so you can stomp him! |-|
</tabber>
Birdo 	<tabber>
Default (Pink)= One of Wart's elite troopers. Birdos spit eggs in order to hurt the player, but the player can send it back to her by grabbing those eggs. |-|
Red= Sometimes spit a fireball instead of an eggs, but not always. |-|
Blue= Spit a bubble that can trap the player, thus other methods must be used. |-|
Green= Always spit fire, so the player must use something else against her. |-|
Yellow= Inhale a nearby grabbable object such as a Koopa Shell, then spit it at the player. Otherwise act like the default Birdo. |-|
</tabber>
Wart 	<tabber>
Default (Green)= The would-be conqueror of Subcon, Wart is a bubble-spitting frog who is the king of nightmares, and is not an easy baddie to fight with. However, he is vulnerable when his mouth his open, or simply receive explosion from Bob-Ombs or other things. |-|
Red= Breath fire instead of bubbles, and can actually swim in lava. This is why the lava sink when you activate the Axe in all levels! |-|
Blue= The bubbles will freeze you but it does not damage you. However, this can be dangerous if there are other enemies than just Wart around! |-|
Yellow= Jump around instead of moving, but spit less bubbles. Jumping means more difficult to hit with anything, so wait until he lands. |-|
Purple= Spit less bubbles but will also calls a small army of Shy Guys (or any enemies that is dragged to him) for support. |-|
</tabber>
Boom-Boom 	<tabber>
Default (Red)= Boom-Boom is...what can I say...a big pushover at worst. The thing is, making him large doesn't slow him down and doesn't make him jump lower, and he is fast in any styles, so time your jump very well. Shake him to make Pom-Pom. |-|
Green= Slide through the floor with his shell instead of ducking/laying down. Tend to go faster when under a Super Mushroom effect (but not Mega Mushroom effect). |-|
Blue= His arms are strong enough to destroy everything in his path, including Kamizake Koopas, but excluding other bosses, and he run faster, too! |-|
Yellow= Jump more often, but tend to get back too early. |-|
Purple= Slower, but throw hammers and make an earthquake which drops enemies (don't ask how this happens in Plain, Sky and other non-building levels). Which two enemies can be dragged into him. |-|
</tabber>
Pom-Pom 	<tabber>
Default (Red)= Boom-Boom's partner...rumors that she is his girlfriend or sister, we never clearly know. The thing is, she throw boomerangs instead of swinging her arms around. When hit, she chase the player when she is on her shell! |-|
Green= Throw hammers instead of boomerangs, and is a bit more agile. |-|
Blue= Throw Koopa Shells of five colors instead of boomerangs, and can pick and catch anything throwable back at the player. |-|
Yellow= She make two illusions of her and throw shurikens. However, the real Pom-Pom have a shuriken with a ribbon on it, which make it easier to recognize the real Pom-Pom. |-|
Purple= Always slide and chase Mario in her shell, but become eventually which make her vulnerable to a stomp or other attacks. |-|
</tabber>
Koopalings 	<tabber>
General= Those are always-up-to-no-good elite troopers of Bowser. Unlike previous Mario games, each of them have their own unique strategy, either classic or specially made to made them different. Shake one of them when s/he is in a Clown Car to make all seven Koopalings altogether which unleash multiple Magic Spheres at once. |-|
Larry (Light Blue)= The basic and youngest of the seven, and yet sometimes the leader of the squadron. All he does is launch magic from his staff, jump and slide in his shell. However, if he is placed above any enemies, he will shoot way more often, making more dangerous in this condition. |-|
Morton (Black)= Not the brightest of the seven but also the strongest; every time he jumps, he will make an earthquake, and he swings his hammer as a sliding attack! Worse, he can use enemies as projectiles by knocking them away with his hammer! Wait a second...this is not a bright action, even Bowser would think that this is needlessly stupid. |-|
Wendy (Magenta)= She looks bratty in sometimes, but when she isn't, she tend to be polite and have a calm and charming demeanor. That doesn't make her less threatening, as her ring-like projectiles maker her a big threat in her own right. It comes from the only sister of the Koopalings, too! |-|
Iggy (Lime Green)= A maniac that, like Ludwig, can build machinery of any sort, but is a more of a prankster as opposed to Ludwig more gentleman-like demeanor. Iggy's battle style is unique in this game as it refer his battle from Super Mario Madness, as he grow much larger and attempt to play Mario's own game, AKA stomping him, and can stay on walls and ceilings! Giving a Super Mushroom will make him the second largest boss next to Mega Bowser, but giving him a Mega Mushroom does the same but give him two extra hits. |-|
Lemmy (Yellow)= He seems small and clownish, but that's not making any less dangerous than his brothers and sister. He throw bouncing bombs, but if he is stacked on someone else, he drop his personal circus ball which make him slightly harder to hit. This time, the bombs will be red and will explode on any playable character by contact! Watch out for those! |-|
Roy (Pink)= He seems to be a big bully, but he more like a cool Koopaling who tend to be quite wittier than Morton, and he certainly knows how to use his cannon. He combine both his boss battles from Super Mario World and New Super Mario Bros. U, which means double trouble, as not only you have to avoid his earthshaking stomp, but also his Bullet Bills! |-|
Ludwig (Blue)= Cruel, smart but showy, he can easily compared to Bowser (not as much as Bowser Jr. can of course), and is no pushover in many ways. His strategy combines from New Super Mario Bros. U and Super Mario World (like Roy does), making illusions of him, fire spells, and even breath fire when they come down! Stomp the real one as fast as you can! |-|
</tabber>
Tatanga 	<tabber>
Default (Purple)= The invading alien who kidnapped Princess Daisy of Sarasaland, in Super Mario Land. His mech is constantly floating, but you can safely stomp on him. His cannons could give out decided projectiles like Bob-Omb, however! |-|
Green= The mech moves faster, but only take two hits. |-|
Blue= The mech moves slower but takes a whopping five hits. |-|
Yellow= The mech turn almost invisible after being stomped for four seconds. |-|
Red= Had an extra attack to charge at the player, but leave him vulnerable. |-|
</tabber>
King Bob-Omb 	<tabber>
Default (Black)= The king of the Bob-Ombs and the first Boss Mario has ever faced in Super Mario 64. He will lob Bob-Ombs at a angle and can jump and ground pound to create shockwaves. If shaken, he becomes Petey Piranha.|-|
Red= King Bob-Omb now throws Lit Bomb-Ombs instead of the regular variety. |-|
Blue= King Bob-Omb can jump between platforms like Hammer Bros., and can also flutter in the air before ground pounding. |-|
Yellow= King Bob-Omb now rolls Bob-Ombs in front of them instead of lobbying them. |-|
Green= King Bob-Omb now moves twice as fast. Must be in a hurry.
</tabber>
Petey Piranha 	<tabber>
Default (Red)= The strong, large, walking Piranha Plant, whom faced Mario and company multiple times. This tough Piranha Plant will spit goop and fly in the sky, and then attempt to stop the player. His goop can only disappear after some seconds or if F.L.U.D.D. is used against it.|-|
Yellow= Spit more goop, but also get stunned longer after each body slam. |-|
Blue= Get back up quickly, but spit less goop. |-|
Purple= Petey Piranha will attempt to charge forward instead of a body slam. |-|
Black= Spit out Nibble Plants, or any enemies you dragged into him, instead of goop.
</tabber>
Gooper Blooper 	<tabber>
Default (White)= This large Blooper from Super Mario Sunshine fight differently does to being in a 2D Platformer game. To defeat him, you need to pull one of his tentacles back to him, or perform a Ground Pound on his head, doing either of those three times.|-|
Red= His ink become flare instead, but only takes two hits. |-|
Blue= He spit out bubbles instead of ink, but his bubbles can be harmlessly jumped on. |-|
Yellow= His tentacles can be stretched longer, but his ink are less potent. |-|
Green= Spin around when pinched.
</tabber>
Topmaniac 	
King K. Rool 	
Tiki Tong 	
Captain Syrup 	
Bandineemoth Robot	
==Maker Mode's Mechanics==
===Styles===
There are eight styles; four returning, and four new styles introduced in this game. Each of them has their default settings and behavior for the enemies, power-ups and other things.
The difference from other Super Mario Maker games is that all are available for each style with the exception of the general actions, but the Super Mario Maker D.I.Y. style have all of those general actions.
Style	Description
 	The classic of the classics! The oldest but simplest way to play the Mario core games. The design are simple, a bit weird, and also easy to remember, and also easiest to design, too! This is where you better learn the basics.
 	In this made-for-America version of Super Mario Bros. 2, you can pick up enemies and throw them instead of simply stomping them, a nice change from the other Mario games. You also have Hearts, which means you can take up to four hits if you find enough Super Mushrooms, too!
 	The possibly best of the Super Mario Bros. original trilogy, unless we heard the unpopular opinions about it, that is. There is a P-Meter that show you when your Power-Up is charged enough to fly, like for the Racoon Leaf and Cape Feather for instance.
 	What is more, innovative in term of introducing Yoshi, allowing more levels and a non-linear world? Up throw, Spin Jump, Yellow and Blue Koopas, anything that is not supposed to miss (but Super Mario Bros. 3's Kuribo's Shoe is still the lovable treasure, if not the most), which is quite a lot. Also Samtendo's favorite Mario game.
 	Super Mario Land is when Mario jump into the portable adventures for the first time ever (and succeed). While simplistic like Super Mario Bros., the enemies introduced in there are unusual, such as Bombshell Koopa. With the widescreen, no worries about the limited screen anymore.
 	The sequel of Super Mario Land, and a righteously memorable one at that. Because it is the 30th Anniversary of this style the game is based on, its only natural that this (and Wario of course) got their spot for Super Mario Maker D.I.Y. and while similar to Super Mario Land, the music and the sprites are much enhanced.
 	Can't goes without this style. This allows the player to spin-float, use the Propeller Mushroom, and see some nice 3D graphics of Mario and the foes. The game was a bit too simple for some, but it at least it works marvel in term of gameplay for many, and the entire New Super Mario Bros. series introduced interesting stuffs like the Blue Shell as a Power-Up and the Hooligans.
 	Back in Super Mario Maker 2, Super Mario 3D Worlds have its exclusive enemies and level parts that makes it unique among other Mario games. Now its own components can be compatible with the other styles, and vice versa! Cat Mario, Ant Troopers, Pom Pom, Cars, and even popping 3D look!
 	This Super Mario game have a bit more complex plot than the other Super Mario Bros. games, but that's not the biggest thing. It introduces the Forked Paths that allows the player to separate one path of a level into multiple from a 2.5D perspective. In Super Mario Maker D.I.Y., there is one Default Layer and the player can put up to 10 different layers, and this applies to other styles as well.
Exclusive to this style during single player mode is upgrading the Abilities, with each character having an improved one when collected three Super Mushrooms while in Super form. Enemies and objects introduced from this game are various Impers, Houseflaks, Goal Blocks, Hyper Mushrooms and the Day/Night Block.
 	What is this? The even this game itself have its own style! But what does this means!? Well, to put it simply, the sprites are hand-drawn just like in WarioWare D.I.Y., so that explain it all. Of course, the graphics and sound effects are much better like in WarioWare D.I.Y. Again, and also there is no limit of the characters' abilities, so go crazy with those!
===Tiles===
===Items===
===Power-Ups===
===Goals===
===Others===
==Custom Cards==
With permission granted from the head of Toroko, , this game contains Custom Cards, with the original 50 Custom Cards and a hundred new ones. See here for full details about Custom Cards.
One of the main changes is that they can be used everywhere and unrestricted, but using these to complete levels without Custom Cards attached would give a cobalt C-marked Star, which means that you had to complete it without Custom Cards not attached into it to fully complete this level.
Another change is that if the player had completed any levels of Wario's Malicious Revenge with Custom Cards, then the player(s) cannot have access to the final boss battle. They had to complete every prior level without Custom Cards in order to have access to such final boss battle.
===New Custom Cards===
The new Custom Cards are marked with the capital letter "G" before the numbers, which indicate that they are made by Gear Games for this game.
Image + Name 	Info
Blue Yoshi Rescue 	G001
Shall the player somehow lose a life does to an unfair, inescapable death trap, then the life loss will not count and the player will be transported by a Blue Yoshi, completely skipping the level without penalty and the level is counted as Completed.
Always Red Yoshi 	G002
Any and all of the Yoshis and Baby Yoshis would be a respective Red Yoshi.
Always Yellow Yoshi 	G003
Any and all of the Yoshis and Baby Yoshis would be a respective Yellow Yoshi.
Always Blue Yoshi 	G004
Any and all of the Yoshis and Baby Yoshis would be a respective Blue Yoshi. This Custom Card, if attached, will have priority if the level requires the attached Custom Card where a Blue Yoshi is needed to beat the level.
Always Black Yoshi 	G005
Any and all of the Yoshis and Baby Yoshis would be a respective Black Yoshi.
Always Stiletto Shoe 	G006
Any and all of the Goomba Shoes would be a Silhetto Shoe, while following the respective size.
Blue Shell Automatic Power-Up	G007
No matter the style and if the level permits the Blue Koopa Shell as a power-up or not, this Custom Card will allows the player to treat the Blue Koopa Shell as a power-up.
Any Koopa Shells as Power-Up 	G008
Any and all of the Koopa Shells can be treated as a Power-Up if allowed in the level, but only the Bombshell Koopa Shell have a different effect; if the player could lose it, the Power-Up explodes, defeating nearby enemies. Can stack with Blue Shell Automatic Power-Up.
Useless Spikes 	G009
Spikes (the obstacles, not the enemies named as such) of any kind will not harm you. At all.
Bouncy Jellyfishes 	G010
Jellyfishes are harmless and instead bounces you around upon contact, then disappears.
Weak Bloopers 	G011
Bloopers will gets slower and can only bounce off the players instead of harming them.
Longer Flutter Jump 	G012
The Yoshi player, and only him, can Flutter Jump for a longer time.
Superstrong Toad 	G013
Toad had become as strong as Donkey Kong and Wario, thus able to pluck vegetables even faster and can pick up heavier enemies.
Athletic Daisy 	G014
Daisy wears her sporting clothes to run as fast as Toad.
Captain's Lamp 	G015
Blue Toad or Toadette will wears a head-lamp to light up darker places and to eliminate Boos and other ghostly enemies by simply immobilize them with the light for long enough.
Mega Mushroom Specialist 	G016
Toadette, and only Toadette, is capable to one-hit knockout even otherwise invincible enemies such as King Bill and Boohemoth when under the effect of the Mega Mushroom.
Power Slap 	G017
Donkey Kong's Hand Slap move becomes more powerful, and can defeat stronger enemies instead of just stunning them.
Coconut Gun! 	G018
Allows Donkey Kong to use his Coconut Shooter when not using any Power-Ups other than the Super Mushroom. Can stack with the Power Slap.
Peanut Popgun Slap 	G019
Diddy Kong can use his Peanut Popgun when performing his Hand Slap move.
Rocket Barrels 	G020
Allows Diddy Kong to escape a Bottomless Pit for one time, and can fly during ten seconds.
Mega Rush 	G021
Wario's Shoulder Rush had become much more powerful, and thus able to smash Used Blocks and similar materials, as well as instantly push back bosses when hitting them.
Cheatsy Detection 	G022
Waluigi can recognize which Warp Pipes can bring to where before going there.
Keep Power-Up 	G024
Allows the user to keep its Power-Up for the next level. In Wario's Malicious Revenge, it will keep the three latest items collected for the inventory if the user had still a Power-Up.
Item Box 	G025
Uses the Item Box from the Super Mario World game, which stores the Power-Up when the player collected another one. Stack with Keep Power-Up.
Weakened Bosses 	G026
All bosses will only takes one less hit before getting defeated.
Slower Bosses 	G027
Bosses will lightly slow down for this level.
Explosive Throws 	G028
Any thrown items or enemies would result an explosion (that cannot harm the player) if it hit the ground, wall, ceiling, or anything else. Donkey Kong and Wario's Explosive Throw have larger radius.
Throwing Everywhere 	G029
The throwing maneuver from Super Mario Bros. 2 can be used in any styles. Stacks with any Throw-involved Custom Cards.
Richness 	G030
Enemies, Coin Blocks and Bosses will drop out more Coins when defeated/destroyed.
Lava-Proof 	G031
Lava cannot harm or burn-to-toast the player.
Confused Kamek 	G032
Kamek will fire his spell at the opposite direction of the player.
Attack! 	G033
The player can punch as Mario, Luigi, Donkey Kong or Wario, kick as Waluigi, headbutt as Yoshi, Toad or Toadette, tail swipe as Diddy Kong, slap as Peach or Daisy, or fire a very weak but ranged Star Bit as Rosalina. The Secondary Spin Jump button will instead use Attack.
Faster Speed 	G034
The player will run faster.
Luigi Power 	G035
The player will jump higher, but get higher fraction.
Slow Drop 	G036
Float down slowly instead of falling down while mid-air.
Coin-Spitting Bosses 	G037
All bosses' projectiles will be replaced with an horizontal-moving golden projectile that while it hurts, it produces coins upon contact with anything.
Lanky Trouble 	G038
Everyone is under the effect of the Weird Mushroom. Even the enemies and bosses.
Shrunken Enemies 	G039
All Enemies (including bosses) are under the effect of the Mini Mushroom.
What Bottomless Pits? 	G040
All gaps are replaced by floating springs. If the player still cannot escape despite the springs (after ten seconds), then a Blue Yoshi will rescue the player.
Power-Up Roulette 	G041
Half of the Question Blocks containing Power-Ups will becomes a Roulette Block. A level containing a required Power-Up will prevent this card from working.
Extended Timer 	G042
The Timer is increased by 150. Perfect for levels when you have only 100 or even just 10 seconds!
Mushroomify 	G043
Goombas and variants are replaced by Mushrooms. Colored Goombas will do these; reds makes random Mystery Mushroom, Blue makes Mini Mushroom, Yellow makes Mega Mushroom and Green makes 1-Up Mushroom.
Simpleton Chucks 	G044
The Chargin' Chucks are only capable to do their charging trick, regardless their colors.
Lava-to-Water Alchemist 	G045
Turns all Lava into Water. If the player is unable to escape in the Lava-into-Water section during ten seconds, a Blue Yoshi will rescue the player.
Slanito Effect 	G046
Poison Mushrooms act like regular Super Mushrooms for any players.
Mega Headstart 	G047
The player begins with a Mega Mushroom effect. If the player could be too large for tight path, it will be stored in the Item Box for later.
Power-Up Restart 	G048
If you lose a life and got a Power-Up beforehand, you can try again with the latest Power-Up. Stack with other Power-Up Cards.
Unstoppable Mega Mushroom 	G049
All Mega Mushrooms will be colored cyan, and under its effect, the player can break absolutely everything on its path (and still collect collectible items), but can only break anything below by using Ground Pound, not by simply jumping. Stack with Mega Headstart.
Coin Magnet 	G050
Coins will be pulled at the player character in a small radius. Star/Dragon Coins are only lightly affected.
Crazy Bosses 	G051
Bosses will be aimless and attacks at each others and the other enemies. However, they can still harm the players.
Red Raspsody 	G052
All enemies will be colored Red (or those who were already red will use another color). The Koopalings are not affected by this Custom Card.
Blue Ballade 	G053
All enemies will be colored Blue (or another color for those who are already blue). The Koopalings are not affected by this Custom Card.
Green Gallop 	G054
All enemies will be colored Green (or another color for those who are already green). The Koopalings are not affected by this Custom Card.
Yellow Yodel 	G055
All enemies will be colored Yellow (or another color for those who are already yellow). The Koopalings are not affected by this Custom Card.
Purple Party 	G056
All enemies will be colored Purple (or another color for those who are already purple). The Koopalings are not affected by this Custom Card.
==Mystery Costumes==
===Old===
===New===
==Easter Eggs==
===Daily Intro===
===Title Screen Interaction===
==Gallery==
SMB_Bowser_Recolors.png|Bowser and Recolors
SMB_Goomba_Recolors.png|Goomba Recolors (SMB)
SMW_Koopa_Recolors.png|Koopa Recolors (SMW)
SMW_Galoomba_Recolors.png|Galoomba Recolors (SMW)
SMB3_Boom-Boom-Recolors.png|Boom-Boom and Recolors (SMB3)
==Trivia==
*This game is released in October 21 2022 worldwide, which actually makes the fact that it was 30 years that Super Mario Land 2: 6 Golden Coins was release since October 21 1992 in Japan, and thus also marks the 30th Anniversary of Wario.
**The case is also true for WarioWare D.I.Y. Again!.
Category:Games
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