Super Mario Maker Ultimate (Hugotip)

Super Mario Maker Ultimate is a 2D/2.5D and 3D game development game for the Wii X-treme.
The game is the sequel to Super Mario Maker 2, and expands on its predecessor with new features.
Super Mario Maker Ultimate is Coming in 2023!
== Gameplay ==
As in Super Mario Maker and Super Mario Maker 2, along with the main contents of the level, each level is set with a style, theme, and time limit. Course elements can now be placed outside grids, and the align grid size can be set. Game Styles and Course Themes can be dragged onto course elements to make them look like how and what they do in that game or course theme. Some course elements may change variants when a game or course theme is dragged onto them. Winged elements can have different variants too. Terrain and Items have to be placed down maunally. The goal and start ground can be wherever you want, and levels can be as long or as high as you want. If you drag a course element on another course element, another variant can be, if Mario interacts with that enemy, it turns into something else. Projectiles are new as well. If you put a projectile on another course element, it will use that projectile. You can have course elements use any other course element you want, more than one as well. Another variant for course elements together could be having it change how it looks. The night themes now have night backgrounds, and you can have day music at night, and night music during the day. You can even mix the night gimmicks with any other theme and have them at day or night, you can have as many gimmicks as you want. You don't even have to have any gimmicks at all. You can change the music in your level, or have custom music. You can even change how ground looks when it's in it's home style. Terrain can be grown with a Super Mushroom. Items, Enemies and Gizmos can be as large or as small as you want. Water and Lava can be placed as a course element in all course themes. And you can even drag game and course themes on liquid as well. You can now have as many sub areas as you want, and the custom scroll can be in any of them. If you drag a pipe on another pipe. They'll connect, you can even have pipes spit out other pipes. Background Objects are new. Remember when you couldn't control where bushes and things went? Well now, you can place background objects like course elements, but only manually. You can also make warp zones. You can now set how your level should end. For example, if you place a goal point on an element, you'll end the level. Or you could make the element turn into something, then collect it to complete the level. NPC's are coming to Super Mario Maker Ultimate! You can place them anywhere you like. And make them say something, or make them talk when you press a button, and you can do this with any course element. Anything can be placed in any element now. You can have secret exits in your levels. You can make loads of games other than Mario. You can make your own genres as well. Other than Super Mario, you have the Super Mario spin off games as well. Doors can lead to different sub areas as well, and you can have as many doors as you want. Doors don't even have to lead anywhere. You can now drag Mario into doors like you would for pipes. You can even have instant warps, that take you to different sub areas without pipes or doors. You can now place the goal or start in any sub area. You don't have to have a time limit at all! You don't have extra game styles any more. You still have new styles and the Super Mario 3D World style, it's just not an extra game style anymore. Super Mario 3D World and some other game styles can now have a 3D editor! You can now combine game styles and themes together. Note you can combine more than two games and themes. You can now search for elements and settings by name. Playable characaters now have abilities that can be enabled/diasabled. if you drag styles and themes onto an element, the element will change, but if you do the opposite, the game or theme will change. Anything can now be winged. Snake Blocks can be as long as you want and can go for as long as you want. All elements that appeared in the previous games appear in all styles in this one. Bullet Bills can now be placed in your level without the Bill Blaster element. When you create your own elements and settings in the icon maker, it will do some AI and guess what that element or setting will look like in those styles and what their sprites will look like. World Maker is all unlimited too, unlimited world elements, settings and background objects. You can have any game or theme style from the course maker in your world. You can have as many super worlds in your game, and you can upload as many worlds or levels as you want. You can now create your own elements and settings with coding language. Coding too hard? Don't worry, Yamamura's brother is here. He's a master coder! He teaches you how to do anything that's possible with code in Super Mario Maker Ultimate! Some course elements have been removed as people need to learn coding.
== Course elements ==
Elements formatted in bold are new to Super Mario Maker Ultimate.
=== Playable characters ===
The playable character can be changed in the settings, and can be set to have their different mechanics or work the same.
Name 	Ability
Mario 	None
Luigi 	Jumps higher and can scuttle.
Peach 	Floats after jumping and falls slowly, using a parasol to do so.
Toad 	Runs very fast.
Yoshi 	Can Flutter Jump and can stand on spikes without taking damage.
Donkey Kong 	Can perform a Hand Slap on the ground to sometimes unearth a hidden item. He can also roll into enemies. He carries items above him instead of holding it out in front.
Donkey Kong Jr.	Can climb two vines at once.
Stanley 	Attacks enemies with his sprayer.
Junior (II) 	Acts like Donkey Kong Jr.
Diddy Kong 	He is not as strong as Donkey Kong but is faster. But his light weight prevents him from being able to deafeat more powerful enemies in a single jump.
Dixie Kong 	Does a Helicopter Spin which allows her to glide in midair. If she hits an End of Level Target hard enough, she performs on an electric guitar.
Kiddy Kong 	He is both stronger and heavier than Dixie, and can throw other playable characters to higher places.
Cranky Kong 	Is able to use his cane to bounce upward, as well as on spikes, and defeat certain enemies that other characters can't. His cane can also be utilized while underwater, using a move called the Cane Swipe to attack and take down enemies. Despite the cane's capabilities, it cannot be used to collapse unsound underwater structures, balancing it in relation to the corkscrew action. Cranky's Denture Popgun has unlimited ammo of dentures, which can be shot at enemies in order to stun them for a brief period of time.
Bowser 	Can attack enemies with his Fire Breath.
Wario 	Can throw things further, isn't slowed down by Stones, rolls instead of sliding, can shoulder bash, headbutt, punch and kick.
Captain Toad 	Cannot jump.
Bomberman 	None.
Sonic 	Runs the fastest.
Tails 	Is bequeathed with two large, fluffy tails that can twirl together.
Knuckles 	He is strong enough to pulverize really heavy items, punch through solid steel, and lift objects several times his size and weight with ease.
Mii 	None
=== Styles ===
* Super Mario Bros.
* Super Mario Bros. 2
* Super Mario Bros. 3
* Super Mario Land
* Super Mario World
* Super Mario Land 2: 6 Golden Coins
* Super Mario World 2: Yoshi's Island
* New Super Mario Bros. Wii
* New Super Mario Bros. U
* Super Mario 3D World
=== Mario Kart Styles ===
* Super Mario Kart
* Mario Kart Wii
* Mario Kart 8
=== Mario Party Styles ===
* Mario Party 8
* Mario Party 9
* Mario Party 10
=== Mario Discovery Styles ===
* Mario is Missing!
* Mario's Time Machine
* Mario's Early Years!
=== Dr. Mario Styles ===
* Dr. Mario
* Tetris & Dr. Mario
* Dr. Luigi
=== Mario's Picross Styles ===
* Mario's Picross
* Picross 2
=== Puzzle Styles ===
* Wrecking Crew
* Alleyway
* Yoshi
* Yoshi's Cookie
* Wario's Woods
* Tetris Attack
=== Role-playing Styles ===
* Super Mario RPG: Legend of the Seven Stars
=== Paper Mario Styles ===
* Super Paper Mario
* Paper Mario: Color Splash
=== Mario Tennis Styles ===
* Mario Tennis: Ultra Smash
=== Mario Golf Styles ===
* NES Open Tournament Golf
=== Mario Baseball Styles ===
* Mario Super Sluggers
=== Mario Strikers Styles ===
* Mario Strikers Charged
=== Mario & Sonic at the Olympic Games Styles ===
* Mario & Sonic at the Olympic Games
* Mario and Sonic at the Olympic Winter Games
* Mario & Sonic at the London 2012 Olympic Games
* Mario & Sonic at the Sochi 2014 Olympic Games
* Mario & Sonic at the Rio 2016 Olympic Games
=== Sports Styles ===
* Mario Sports Mix
=== F-1 Styles ===
* F-1 Race
=== Wario Styles ===
* Wario Land: Super Mario Land 3
* Wario Land II
* Wario Land: Shake It!
=== WarioWare Styles ===
* WarioWare: Smooth Moves
* Game & Wario
=== Other Wario Styles ===
* Mario & Wario
* Wario Blast: Featuring Bomberman!
=== Yoshi Styles ===
* Yoshi's Woolly World
=== Yoshi spin-off Styles ===
* Yoshi's Safari
=== Donkey Kong Styles ===
* Donkey Kong
* Donkey Kong Jr.
* Donkey Kong 3
* Donkey Kong Jr. Math
=== Donkey Kong Country Styles ===
* Donkey Kong Country
* Donkey Kong Country 2: Diddy Kong's Quest
* Donkey Kong Country 3: Dixie Kong's Double Trouble
* Donkey Kong Barrel Blast
* Donkey Kong Country Returns
* Donkey Kong Country: Tropical Freeze
=== Mario vs. Donkey Kong Styles ===
* Mario vs. Donkey Kong: Tipping Stars
=== Portable and handheld Donkey Kong Styles ===
* Donkey Kong Land
* Donkey Kong Land 2
* Donkey Kong Land III
=== Other Styles ===
* Mario Bros.
* Pinball
* Mario Paint
* Captain Toad: Treasure Tracker
=== Themes ===
* Ground
* Underground
* Underwater
* Desert
* Beach
* Snow
* Forest
* Mountain
* Sky
* Volcano
* Toad House
* Ghost House
* Airship
* Tower
* Castle
=== Terrain ===
Element 	Description
Ground 	Flat, indestructible ground on which players and many enemies can walk and objects can be placed.
Steep Slope 	Ground at a 45-degree angle that players can slide down, with a 1:1 horizontal-to-vertical ratio. The direction and length of the slope can be changed. The stair variants do not affect the slope's function.
Gentle Slope 	A slope with a flatter angle with a 2:1 horizontal-to-vertical ratio. The direction and length of the slope can be changed. The stair variants do not affect the slope's function.
Pipe 	A green, extendable tube that can be used to enter sub-areas or hold other elements. It also appears in different colors that change the speed of objects that come out: blue is the slowest, green is the second slowest, yellow is the second fastest, and red is the fastest.
Clear Pipe 	A transparent tube players can enter to travel between different parts of the same area. The pipe can be lengthened and bent. Enemies and items can also travel inside Clear Pipes.
Spike Trap 	A hazard that damages players upon contact. They can be walked on safely with a Goomba's Shoe or Yoshi.
Mushroom Platform 	A resizable platform that players can jump through from below and land on the top.
Semisolid Platform	A resizable platform that players can jump through from below and land on the top.
Bridge 	A horizontally resizable platform that players can jump through from below and land on top.
Brick Block 	A block that players can break as any form other than Small Mario. Brick Blocks can hold various items and enemies.
? Block 	A block containing a single Coin; when hit, it turns into an Empty Block. Other elements can be placed inside instead.
Hard Block 	A solid block that mainly serves as a platform, though a strong force such as that of a Banzai Bill can break it.
Hidden Block 	An invisible ? Block that reveals itself when hit from below.
Donut Block 	A type of platform that falls if players stands on it long enough.
Note Block 	A block that bounces players and any elements that land on it up.
Music Block 	An alternate form of the Note Block. A Music Block plays a single note of a specific instrument and pitch depending on what landed on it and how high the block is placed respectively.
Cloud Block 	A type of platform that can be passed through from below, similar to Semisolid and Mushroom Platforms.
Ice Block 	A slippery block that mainly serves as a platform, but can be broken with a strong force.
Empty Block 	A type of block that usually replaces a ? Block or an item-holding Brick Block when the player strikes it.
Message Block 	A block that says anything you type.
=== Items ===
Element 	Description
Coin 	Collecting 100 Coins grants players an extra life.
Star Coin 	Collecting a Star Coin adds 1,000 points to the player's score. You also have a Star Coin count for every Star Coin you place in your level.
Super Mushroom 	A power-up that transforms players into their Super forms.
Fire Flower 	A power-up that transforms players into their Fire forms, allowing them to shoot fireballs.
Super Leaf 	A flight power-up that transforms players into their Raccoon forms.
Cape Feather 	A flight power-up that transforms players into their Cape forms.
Propeller Mushroom 	A flight power-up that transforms players into their Propeller forms.
Boomerang Flower 	A power-up that transforms players into their Boomerang forms.
Super Star 	A power-up that grants players temporary invincibility.
1-Up Mushroom 	A mushroom that grants players an extra life.
3-Up Moon 	This element functions very similarly to the 1-Up Mushroom, but true to its name, it rewards the player with three extra lives instead of one when collected.
Shoe Goomba/Goomba Stiletto	A Goomba that hides inside a Goomba's Shoe and jumps around. After it is defeated, a player can wear the shoe and jump on spiked enemies and obstacles. If the shoe is big, the player can perform a stomp that defeats nearby enemies.
Yoshi Egg 	Upon approaching it, the egg hatches into a Yoshi.
Berry 	Yoshis can eat berries for a value of one coin. Yoshi eats them when he is in contact with them or grabs them with his tongue. Three kinds of berries can be found in this game. They give Yoshi an element of your choice if he eats ten in the same stage.
Vegetable 	These elements can be thrown at enemies to damage or defeat them.
=== Non-playable characters ===
* Mario
* Luigi
* Peach
* Toad
* Yoshi
*Steve
* Lakitu
* Stork
* Poochy
* Huffin Puffin
* Muddy Buddy
* Donkey Kong
* Donkey Kong Jr.
*Pauline
* Stanley
* Junior (II)
* Diddy Kong
* Dixie Kong
* Kiddy Kong
* Cranky Kong
*Funky Kong
*Swanky Kong
*Professor Chops
* Bowser
* Wario
* Nokis
* Piantas
* Luma
* Whittle
*Joe
* Captain Toad
*Big Paint Stars
*Draggadon
* Bomberman
* Sonic
* Tails
* Knuckles
*Jet the Hawk
*Chao
* Mii
=== Enemies ===
Element 	Description
Goomba 	Goombas walk along the ground and can be defeated by stomping on them. In the Super Mario 3D World style, Goombas chase the player upon spotting them.
Galoomba 	When stomped on, Galoombas flip over and can be held and thrown by players.
Koopa Troopa 	When stomped on, Koopa Troopas retreat into their shells; in the Super Mario World and Super Mario 3D World styles, they become Beach Koopas. Their shells can then be held and thrown by players. They also walk off edges. Red Koopa Troopas are an alternate form of the green, yellow and blue ones, which turn around at edges. Yellow Koopa Troopas are an alternate form of the green, red and blue ones, which are unique and tend to chase after Mario, but act like faster Green Koopa Troopas in movement. In the SMW and SM3DW style, when Yellow Koopa Troopas loses their shell, a coin pops out. Also, when a shell-less Yellow Koopa finds a new shell, it will turn into a flashing Shell and chase Mario. It will be invincible to most of Mario's moves, however, Yoshi can eat this shell and gain all three shell abilities for a limited time. And Blue Koopa Troopas are an alternate form of the green, red and yellow ones, which act like red-shelled Koopa Troopas, but move faster. Additionally in the SMW ans SM3DW style, when a Blue Koopa loses its shell, instead of jumping into a new one, it will kick any shell in its path. It also does not get stunned when it loses its shell, as it slides out on its feet as opposed to its belly like other Koopa Troopas.
Buzzy Beetle 	Buzzy Beetles act similar to Koopa Troopas, but are immune to fireballs.
Buzzy Shell 	An alternate form of the Buzzy Beetle. Buzzy Shells can be worn by players to protect themselves against hazards from above.
Spike Top 	Spike Tops can walk along walls and ceilings, and like Buzzy Beetles, they are resistant to fireballs.
Spiny 	Spinies have spikes on their shells, which damage players if they land on them normally. Spinies are also thrown by Lakitus.
Blooper 	Bloopers can be placed on land or underwater, where they move erratically towards players. On land, they can be defeated with a stomp. In the Super Mario 3D World style, they cannot pass through walls or blocks.
Cheep Cheep 	When placed on land, Cheep Cheeps bounce along the ground and occasionally jump up to attack players. When placed underwater, they will constantly swim in one direction. In the Super Mario World and New Super Mario Bros. U styles, they are visually replaced by Blurps and Deep Cheeps respectively. Red Cheep Cheeps are an alternate form of the green ones. When placed on land, they follow the player while bouncing. While underwater, they swim back and forth instead of one direction.
Piranha Plant 	Piranha Plants can be placed in pipes, where they periodically emerge to attack players and retreat. When placed elsewhere such as on ceilings and walls, they act as stationary hazards. In the Super Mario 3D World style, they lunge at players, and can be defeated by stomping them.
Jumping Piranha Plant	Jumping Piranha Plants attack by shooting straight up, before descending back down slowly.
Fire Piranha Plant 	An alternate form of the Piranha Plant. Fire Piranha Plants spit out fireballs from their set location.
Muncher 	Munchers simply act as hazards, similar to Spike Traps. Like them, they can be walked on with a Goomba's Shoe, Yoshi, or a Dry Bones Shell.
Thwomp 	Thwomps crash down from above when players approaches one, then move back up to their original location. They can also be set to attack horizontally. In the Super Mario 3D World style, they are safe to touch, but can instantly take out players by squishing them.
Monty Mole 	When placed in the ground, Monty Moles remain hidden until players approach them, causing them to jump out and chase them.
Rocky Wrench 	Rocky Wrenches hide underneath manhole covers in the ground, then slowly emerge to throw wrenches at players.
Hammer Bro 	Hammer Bros. throw hammers in an arc towards players, occasionally jumping while doing so.
Spike 	Spikes produce and throw Spike Balls at players, which fly forward (Super Mario Bros. and Super Mario Bros. 3 styles) or roll along the ground (Super Mario World, New Super Mario Bros. U and Super Mario 3D World styles). Additionally, they walk forward in the former styles and stand still in the later styles.
Spike Ball 	Spike Balls are hazards that either fly forward or roll along the ground, and break when they collide into a wall. They are produced and thrown by Spikes as their main attack. They can also appear on their own as an alternate form of Spike.
Wiggler 	Wigglers walk back and forth without actively attacking players, but become angry when stomped on.
Angry Wiggler 	An alternate form of the Wiggler. While angry, Wigglers move faster and chase after players.
Boo 	Boos slowly float towards players when their backs are turned, but freeze when they face them. When placed on the ground without modifiers, they become Stretches, which hide in the ground and occasionally emerge while moving back and forth.
Boo Buddies 	An alternate form of the Boo. Boo Buddies are a group of Boos that spin in a circular formation, though players can safely pass through an opening in the circle.
Lava Bubble 	Lava Bubbles periodically leap out from the bottom of the screen. If the player is wearing a Goomba Mask, they will stay the bottom of the screen.
Bob-omb 	Bob-ombs constantly walk forward similar to Goombas; if a player attacks one or it comes into contact with fire, its fuse lights. In the former case, players can then carry and throw or kick it around before it explodes.
Dry Bones 	Dry Bones crumble when stomped on, but emerge back up after a period of time. In the Super Mario World style, they can throw bones at Mario.
Fish Bone 	Underwater, Fish Bones charge towards a player upon spotting them and break upon hitting a wall. They can also be placed on land.
Magikoopa 	Magikoopas occasionally reappear and disappear in different locations, casting a spell at players each time. The spells can transform blocks into different elements.
Pokey 	Pokeys move slowly along the ground, damaging players upon contact. Their heights can be adjusted, and they can be defeated with fireballs and Yoshi. Damaging the head will immediately defeat the Pokey.
Bowser 	Bowser jumps around and breathes fire at players.
Boom Boom 	In the four main game styles, Boom Boom chases after players, occasionally jumping into the air. When attacked, he crouches while protruding his spikes out. In the Super Mario 3D World style, he spins around before making himself dizzy. When attacked, he dashes in his shell, similar to Bowser Jr. He is defeated after three stomps.
Mechakoopa 	Mechakoopas behave similar to green Koopa Troopas, and can be jumped on, carried or kicked around, and thrown at enemies. They get back up if left alone for a period of time after being knocked down.
Lakitu 	Lakitus move left and right in the sky and throw Spinies at players. After a player defeats a Lakitu, they can ride its cloud.
Bully 	While they cannot damage players, Bullies can push them away, stunning them for a brief period of time. Bullies can also be knocked away themselves; once they reach an edge, players can hit them once more to knock them off.
Koopa Clown Car 	Aircraft that can be ridden indefinitely by players. Various elements can also be placed inside them, which causes them to pursue players as long as they are occupied.
Larry 	Larry simply jumps around and shoots spells out of his magic wand, similar to his appearance in Super Mario Bros. 3.
Ludwig 	Ludwig shoots three spells at once instead of one and flutter-jumps in the air. After being hit twice, he shoots five spells instead. If winged, he can shoot spells while flutter-jumping and stays in the air for longer.
Shy Guy 	They attack Mario, Luigi, Toad, and Princess Toadstool by walking in their general direction. In the SMB2 style, they can be easily disposed of by being picked up and thrown against another enemy or into a nearby pit. They can also be defeated by having an object thrown at them. In the other styles, they can be defeated by stomping on them or with a power up attack. In the SM3DW and CTTT styles, in dark levels, they can also start to chase the protagonist should they shine their headlamp on them. Red Shy Guys walk off ledges. Pink ones are an alternate form of red ones, but do not walk off platforms. In the SMB2 and earlier styles, they are pink, but blue in later styles. In the SM3DW style and CTTT styles in 3D mode, Blue Shy Guys periodically turn 90°
Hoopster 	Hoopsters speed up if the player's character is near or on their vines. If the character touches a Hoopster from the side or below, they get injured. The character can jump on the Hoopster to ride up the vine it is crawling on. The character can defeat a Hoopster by either throwing a vegetable at it, touching it while under the Starman effect, or simply picking it up and throwing it.
Trouter 	They are dangerous if touched from the sides. Not only this, but if the player's character ride the Trouter back to the depths, they lose a life.
Spark 	In the DKJ style, they continue to circle their own platform, but blue ones can travel to other platforms through static particles. In the SMB2 style, They circle platforms, though some can hover in the air if a cariabble block is pulled out from beneath them. Sparks can be defeated by throwing an object at them or using a POW Block near them. Sparks can't be jumped on and can hurt the player's character by simply touching them.
Ninji 	The Running Ninji charges at the player, suddenly jumping as it approaches. The Jumping Ninji is the alternate form of the Running one, they remain in one place and jump up and down. In the SMB2 style, like Shy Guys they can easily be defeated by being picked up and thrown against another enemy or into a nearby pit. They can also be defeated by having an object thrown at them. In the other styles, they can be defeated by stomping on them or with a power up attack.
Tweeter 	Rather than walk normally, their movement consists of three short hops followed by a fourth hop its height, traveling straight ahead until hitting a wall. In the SMB2 style, Tweeters can be simply picked up and thrown.
Phanto 	Phantos simply remain immobile and harmless until the player takes the key they are guarding, at which point one of the Phantos will animate and ceaselessly chase them; some of the remakes make this Phanto slightly different in appearance from the others. Phantos can follow the player through other screens and rooms. They cannot be defeated either. If the player drops the key while a Phanto is chasing them, it flies away and leave them alone until they pick up the key again; it will only give up the chase for good once the door is unlocked.
Panser 	The red version stays in one place and shoot two fireballs in the player's direction, the green/gray variant patrols an area and shoot fireballs straight up, and the most powerful, the pink (blue in the styles later than SMB2), chases the player and shoots fireballs towards them. These enemies can only be defeated by throwing another enemy or an item, like a vegetable at them.
Flurry 	They are enemies that run along the ice chasing after the player. Like them, they have poor traction on the ice and can slip off of the platform they're on.