- Not to be confused with Super Mario 3D Designer.
|Super Mario Designer|
|Genre(s)|| Game creator|
Players can create and share their very own Super Mario levels and worlds with a user-friendly interface, then play others' levels online and give feedback. The Course and Map Designers primarily use the stylus, though or and dash buttons can also be used to move about the level more quickly.
Differences from Super Mario Maker
Super Mario Designer was largely made to be "Super Mario Maker, but more", but there are some areas and aspects where the two games differ completely. As follows are some miscellaneous notable changes.
- High scores of points have been introduced as another type of world record, alongside the returning timer record.
- The camera…
- uses a smart system instead of trying to keep Mario centered and lagging behind him. Players can now see more of the level in front of Mario, removing some aspect of fake difficulty from many levels. The camera will change "direction" if Mario turns and moves three-quarters of a tile.
- can be panned left and right by holding the shoulder buttons, regardless of its position, unless it is already up against the edge of the stage. It can also be zoomed.
- There are new ways to earn stars, though these methods only work once per player per level despite stacking. Players can now earn stars by…
- getting a first clear or world record on a level.
- earning 100000 points in a single level.
- having their level played more than once by a single player.
- beating a level with a star as the prize.
- If a player plays ten levels without starring any, a reminder to star levels the player likes will appear on the results screen.
- Level creators' times for beating the full course to upload it now appear alongside world records, and are set as the default world record. This also somewhat separates the concepts of first clears and world records, and both can be given in one course completion.
- Prizes can be set upon uploading a course, to be awarded to each player who beats it for the first time they do so. The options for prizes range from sums of coins, most useful to Mario Challenge players, to a star.
- To avoid unnecessary loading times, when Course World's Courses button is pressed, the different "tabs" first appear as buttons, instead of loading Featured courses and locking the player out of other selections until the loading is finished.
- A coin, progressive power-up, or other compatible item can be dragged onto enemies to make them drop said item upon defeat. This is similar to how keys work, and mean that each compatible item has a unique symbol when in a block, enemy, or container.
- Scenery and arrow signs can now appear in front of semi-solid platforms and the like.
- Server-side, virtual systems "play" every submitted level multiple times with different inputs on turbo. Automatic levels, and levels that can be completed by holding any of the main controls, are automatically flagged and will not appear in Mario Challenges.
- In some game styles, certain objects use 3D models rather than sprites.
The Course Designer, the main attraction in Super Mario Designer, lets players create their very own 2D Super Mario levels by using and combining tools from a palette at the top of the screen. There are a few main types of elements that can be used. Tiles can be laid down in bulk by moving the stylus across the Display's screen from an empty space, while performing the same gesture with another type of element selected will drag one new copy around. A player can quickly and easily switch between building and playtesting their level by pressing the clapper in the lower-left corner of the screen.
To the left of the Course Designer are options to change the game style of the course, and the level theme, backdrop, and lighting of the current sublevel, as well as a button to toggle the sound effects mode.
To the right are buttons to undo and reset the level, still with icons of Undodog and a rocket, respectively. Above those are new options for the pen for "drawn" tiles, like ground and blocks. There is the default pencil (now with customizable size), a fill bucket tool, a rectangle tool, and the dithering brush from Flipnote Studio (with customizable pattern). These new tools can be accessed with the A, B, X, and Y face buttons, respectively. Holding one of these face buttons while a non-tile object is selected will make said object drawable. Finally, above these pen options are buttons to activate the multi-grab, erase, and copy modes, respectively from top to bottom.
Up to four other players can locally collaborate on a level using Displays, Sight controllers, m-controls, Wii Remotes, and/or other compatible controllers. Player 1 has control over adding and kicking collaborators. Online collaboration is not planned.
Start and Goal
The Start and Goal points can now be customized to a degree, and new options are unlocked on certain days. On day 1, both default to the second row from the bottom at the beginning and end of the level, respectively, and cannot be moved. However, other objects can be put over the ground tiles, which will also "join" with adjacent ground. On day 2, each can be moved vertically, or horizontally in vertical levels, and day 4 lets designers drag them in the other direction as well.
On day 6, amiibo costumes and second-level power-ups can be dragged onto the Start to force Mario to keep that form throughout the level. When hit, Mario will become a short version of this form; or in the case of an amiibo costume, it will look visibly tattered and ripped. Up until day 7, the arrow on the Start point automatically rotates to point toward the Goal; on said day, it can be manually rotated, or even hidden altogether by double-tapping it.
Day 9 unlocks the ability to resize the Start and Goal from their default 4-by-1 sizes. In addition, both can be shaken at this point. Shaking the Goal turns it into an alternate form, such as a Magic Ball in the Super Mario Bros. 3 game style, a lock and big key in World, and a red Goal Pole in SMB, NSMB, and the like. Shaking the Start turns the ground into pink blocks, which disappear once Mario steps off of a row of them.
On day 14, the secret ability to copy the points is unlocked. Copying the Start results in more pink blocks appearing, whereas copying the Goal creates a secret exit.
The palette is the menu from which elements to place in a level are selected. The available range of elements is similar overall to that of Super Mario Maker, with some new additions scattered about and many others usable by shaking other elements.
Elements are sortable by ID, type, and theme, and can be dragged into a custom order as well.
New elements are unlocked in the same manner as in Super Mario Maker. However, elements will be delivered after thirty minutes of using the Course Designer since the last batch if none of the other unlock requirements have been met. Elements that a Nintendo Network user has already unlocked in Super Mario Maker will sync their availability to Super Mario Designer.
A simple tile that can hold other things, releasing them when hit. With no item inside, Super Mario can break it apart.
SMW: Empty Rotating Blocks only rotate when hit, and will eventually stop turning. Super Mario can break one by spin-jumping from above.
Note: Blocks containing coins will now only produce one coin when hit.
|Becomes a Used Block.|
An intriguing-looking tile that you can put other things in. They work the same way as Blocks, but will give out a coin and become a Used Block when hit.
|Becomes a Triple ? Block, which can hold three things at once, and gives three coins by default when hit.|
These tiles are hard to break, but something really destructive, like a Bob-omb blast or a giant Koopa shell, should bust it into nothingness.
|Becomes a Gray Block, which opens a menu to change its color when tapped in the editor.|
This tile is indestructible, and in some ways, that might be for the better.
|Becomes a half-ground tile, which will change shape into slopes and more depending on the surrounding ground tiles.|
An object that can be elongated and rotated by dragging its lip. Tapping it will open a menu from which a color can be picked. Put something in to have it pop out every once in a while, or drag Mario into it to send him to the sublevel once it's unlocked.
|Becomes a mini pipe, which cannot hold anything.|
Note: Only Mini Mario can enter mini pipes. If Mario is dragged into one in any other form, he will become Mini Mario before the warp is created.
A power-up that makes Mario grow into Super Mario, letting him break empty Blocks and take an extra hit before dying. Drag it onto something else, and it might become big as well!
|Becomes a Mini Mushroom, which can also shrink certain elements in the editor.|
If Mario collects a hundred of these shiny floating items, he will get another life.
|Becomes a Star Coin, up to three of which can be placed in a course. Mario will get an extra life for every three Star Coins he collects.|
Things tend to bounce off of these springy objects. If the jump button is pressed just as Mario lands on one, he will bounce higher than usual. In most game styles, Mario can also pick trampolines up and carry them around.
|Rotates such that it is bouncy on the sides and can be stood on from the top.|
An enemy that simply walks forward, despite being weak to all attacks. If it hits a wall or another enemy, it will turn around. There is a small chance of spawning a Kug instead when creating one, which will electrify itself for a bit every few seconds.
|Becomes a Galoomba, which can be picked up and carried after being stomped in most game styles.|
This enemy can be stomped for its shell, which can be carried and kicked to collect coins and take out other enemies.
|Becomes red and will not walk off of cliffs.|
These meat-eating plant enemies will go in and out of a pipe they are placed in, unless Mario is standing nearby.
SMW: Jumping Piranha Plants jump into the air every so often.
|Changes color, moves more quickly, and will not stop emerging even if Mario is nearby.|
This object can be dragged onto other elements to give them new attributes and behaviors.
Become a parachute.
A Goomba-like enemy that will turn around instead of walking off of a platform.
Dinosaur enemies that take two stomps to defeat; the first will only squish one, making it start to move faster.
|Starts out squished.|
An enemy that rides around in a cloud and throws something, Spinies by default, at Mario. However, Mario can hijack the cloud and ride in it himself for a while.
Note: If put into a pipe, Lakitu will become a Pipe Lakitu.
If a 1-Up Mushroom is put into the cloud, Lakitu will become a Fishin' Lakitu.
|Ejects Lakitu from the cloud, becoming Lakitu's Cloud, which other elements can ride.|
Note: Becomes a Buster Beetle when shaken over a carryable object.
This tile hurts to touch, so Mario will have to avoid it.
Note: Becomes a spike when next to a ground tile.
Ice cave: Becomes an icicle when under a ground tile.
|Becomes a falling spike, which will fall down when Mario is nearby underneath.|
|21||2||2||Fire Flower||Becomes an Ice Flower.|
|22||2||2||Second-level power-up||Becomes another second-level power-up.|
|24||3||2||1-Up Mushroom||Becomes a 3-Up Moon.|
An object whose width can be adjusted. Only its top is solid.
|Becomes stairs, the direction and length of which can be changed.|
This solid-on-top platform object can also be used for aesthetic purposes.
Note: Can only be tapped or dragged if selected in the palette.
These objects are essentially moving bridges. Their width and direction can be changed as well.
|Becomes a flimsy lift, which will fall once Mario stands on it.|
A floaty container object that can hold all sorts of things. It pops when Mario touches it, though jumping off of a bubble from the top will also provide a small bounce.
SMB3: Ice Block
This invisible ? Block doesn't even physically exist until it's hit from the bottom.
|Gets a dashed outline, tipping players off to its location; this can be useful for puzzle levels and the like.|
|35||5||3||POW Block||Becomes red and floats in place.|
|36||5||3||P-Switch||Becomes a Red Ring, prompting the player to place eight Red Coins.|
|37||5||3||Hammer Bro.||Becomes a Sledge Bro., which shakes the ground to stun Mario when landing from a jump.|
|38||5||3||Thwomp||Becomes a Blue Thwomp, which only damages Mario if it squishes him.|
|39||5||3||Lava Bubble||Becomes a Fire Snake.|
|40||5||3||Bowser||Becomes Bowser Jr., then a Boom Boom.|
|41||6||3||Monty Mole||Becomes a Rocky Wrench.|
|44||6||3||Fire bar||Becomes a roto-disc, then a ball 'n' chain.|
A resizable horizontal background element.
|47||6||3||Donut Block||Becomes a Frosted Donut Block.|
|48||6||3||Cloud Block||Turns upside-down, preventing Mario from moving through its underside but being intangible from any other angle.|
A rotating circular platform object whose top can be stood on. Its radius and direction can be adjusted.
A solid object that moves other things on it. The width and direction can be changed.
An object that moves back and forth. Its size, direction, and movement length can be adjusted.
This spiked pillar-like object slams into the ground every few seconds, hurting Mario if it hits him. Its direction and distance can be adjusted.
|Becomes a wooden Skewer, which is only one unit wide rather than two.|
A skull-themed platform that moves straight forward.
NSMBU: Resembles a Spine Coaster.
|Becomes blue, moves faster, and will not fall off the course.|
A small lift that can be turned diagonally.
|Becomes a timed lift, which will move and start a countdown timer once Mario stands on it, then fall once the countdown reaches zero.|
|57||8||4||Shoe Goomba||Boot becomes a stiletto.|
|63||9||4||Arrow sign||Becomes a Checkpoint Flag.|
Note: Can now cross other track, creating a composite track piece in the process.
|Becomes curved if diagonal.|
|66||9||5||Grinder||Becomes a Bumper.|
|67||9||5||Spike||Throws spike ball downward rather than forward.|
|68||9||5||Rope||Becomes a chainsaw.|
Note: Can contain small elements.
|Shoots more quickly.|
A mechanical hand inside this obstacle reaches out to deploy Torpedo Teds.
|72||10||5||Spike Top||Turns blue and moves faster.|
|73||10||5||Boo||Becomes Circling Boo Buddies.|
Note: Individual Boo Buddies in the circle can be selected, copied, and erased.
|74||10||5||Dry Bones||Becomes a Dark Bones, which throws bones forward.|
|75||10||5||Magikoopa||Becomes a Mechakoopa.|
|76||10||5||Muncher||Becomes a Nipper Plant.|
|77||10||5||Wiggler||Starts out angry.|
|78||10||5||Pokey||Becomes green and can be jumped on.|
|79||10||5||Chain Chomp||Becomes a Chomp.|
Note: Changes appearance based on level theme.
|Becomes a swinging vine.|
Becomes a locked door, prompting the player to place a key if there isn't already one in the level.
|82||11||6||Clown Car||Drops Big Steelies.|
Makes Mario move quickly for a while upon touching it.
SMB3: Automatically fills the Power Meter.
|85||12||6||Candle||Turns bright red and will spawn Hot Feet.|
|87||12||6||Chargin' Chuck||Becomes a Clappin' Chuck, then a Splittin' Chuck, then a Passin' Chuck, a Confused Chuck, Diggin' Chuck, and Whistlin' Chuck, before turning back to the default Lookout Chuck form.|
Note: All versions of Chargin' Chuck have visual differences, be them an altered color scheme or the addition of a shovel to the sprite.
|88||12||6||Swoop||Turns blue and moves more quickly.|
A rotatable platform creating a stream of wind that Mario can ride. Put it in a pipe and the tube will generate air instead!
Note: When placed in a Warp Pipe, the pipe becomes a Pipe Cannon rather than creating wind.
|Turns on and off every few seconds.|
This big steel ball will roll and bounce left or right; the direction is customizable.
|Becomes a Big Bubble.|
|91||13||6||Ninji||Becomes purple, charges at Mario, and jumps when close.|
|93||14||6||Water||Becomes quicksand, then lava.|
|94||14||6||Ice||Becomes digging sand, then flammable wood.|
The metal, rotating side only lets anything through from the object's inside.
|Becomes a trapdoor, which swings open to the side when Mario is next to the "entrance" side.|
In edit mode, a P-Switch can be tapped multiple times in quick succession to press it and activate P-Mode. This temporary mode switches certain items in the palette to P-related counterparts. Items placed in P-Mode do not revert once the mode expires. In addition, the interface becomes blue, and a remix of the current game style's P-Switch music can be heard.
|? Block||ON/OFF Switch|
An indestructable tile that only becomes opaque and tangible when a P-Switch is running.
While playing a level, this coin only appears when a P-Switch is pressed.
This bright blue pipe only spawns the object inside if a P-Switch is pressed. If nothing is inside, it will be translucent and intangible until the switch is hit.
Pink ON track only becomes solid when ON/OFF Switches are turned on. In P-Mode only, it can be shaken to turn it into gray OFF track, which is activated by ON/OFF Switches being off.
Game styles and level themes
Super Mario Designer features both more game styles and level themes than its predecessor. New game styles will include Super Mario Land 2: Golden Coins, Super Mario All-Stars, New Super Mario Bros., Super Mario Maker, and New Super Mario Galaxy 2D.
The level themes included are as follows.
Backdrop and lighting
For each combination of game styles and level themes, there are three related backdrops to choose from. In addition, players can adjust the lighting type to add atmosphere to a course. The overall hue, brightness and saturation of the lighting can be changed. Some backdrops will change according to the brightness level, such as sunny skies becoming starry, ghost house windows letting in bright light, and afternoon scenes switching to dawn. A New Super Mario Bros. Wii-style spotlight effect can also be used to focus light on the player and other bright objects, and the spotlight's size and blurriness can be changed.
Many of Super Mario Designer's sound effects are reused from Super Mario Maker. The overall volume of sound effects has been turned down.
Players can now create their own music to place in their level, using a Mario Paint-style sequencer to do so. While this feature does not replace Music Blocks, the end result may sound similar due to the sequencer using the same instruments.
Two brand-new sound effects have been confirmed so far. One is the "Mario's voice" sound effect, which makes whatever it's applied to play different voice clips of Mario depending on the situation. The other is the "Editor music" sound effect, which switches the level's current background music to its music in the editor.
Music discs have been confirmed, allowing the creator to change a level's background music to an ever-expanding selection from popular and not-so-popular games. It is hinted that music from Mario side-series installments and from other series entirely will be included, alongside tracks from Ninkancho's own titles. Fans have speculated that music discs will be obtainable through event courses, by having save data from other games linked to the player's Nintendo Network ID, or at random when completing various tasks and Mario Challenges.
Super Mario Designer will also feature client-side settings to turn certain sound effects off. When asked why this option was added, a Ninkancho representative half-jokingly replied, "Because honestly, that rave music is f[rea]king grating."
Another new feature is a menu for camera control. There are several options for adjusting the in-game camera's behavior, such as locking, zooming, panning, and centering the viewport, and specifying a custom path to follow when autoscrolling.
Crafting is a somewhat-new addition to the Course Designer, in which players may combine certain elements to create new ones. Crafted elements can be dragged into the empty rows in the palette to save them there for easy later use. In addition, combinations of different elements may yield the same result or none at all.
To craft two elements, they are multi-grabbed via the shoulder buttons, and the selection box is shaken. For this to work, no other elements may be selected. Depending on the types of items being crafted, a shortcut to this process exists in the form of dragging one item onto the other.
Super Mushrooms, wings, and parachutes can be put onto all enemies. For all intents and purposes while crafting, most of these forms are considered the same as their base enemies. To save space, they are not listed here. In addition, Mini Mushrooms shrink any elements that are already big.
Craftable objects can be added to the palette for easy access, and removed after pressing the Customize button.
|Block||Super Mushroom||Big Block||Pipe corner|
|Block, Stretch Block, ? Block, ! Block||Stretch Block, Snake Block||Platform Block|
|Winged Block||Hammer Bro.||Amazing Flying Hammer Brother|
|Used Block||Super Mushroom||Pipe corner|
|? Block, Hard Block||Trampoline, Note Block, Music Block, Bumper||Spin Block|
|? Block, long ? Block||! Switch||! Block|
|Hard Block, Gray Block||Bob-omb||Activator Block|
Turns on when touched by something in motion, immediately sending electricity to other Activator Blocks directly next to it. Active Activator Blocks "activate" anything they touch, causing Koopas to hide in their shells, pipes to eject items, Thwomps to fall, P-Switches to activate, and more.
|Hard Block||Boo||Boo Buddy Block|
|Activator Block||Super Mushroom||OR gate|
An orange two-by-three solid object that can be rotated. On the bottom of the shorter sides are tubes for Activator Block energy, and at the bottom center the tubes join in a curve and lead to another one-way tube at the top. Electricity will be sent from the out-tube if either or both of the in-tubes are receiving it.
The tube connector at this cyan gate's bottom is square-shaped. The gate will only send electricity out if both in-tubes are receiving it.
|Activator Block||Mini Mushroom||NOT gate|
A red, rotatable, one-way gate that inverts the signal going into it.
|Ground||Semi-solid platform||Ground rectangle|
|Half-ground||Dash Panel||Triangular Block|
|Pipe, mini pipe||Fire Flower||Fire Pipe|
A black pipe that shoots something out of the opposite end when several fireballs are thrown in.
|Pipe, mini pipe||Hidden Block||Clear Pipe|
|Super Mushroom||Spike trap||Floating Mine|
|Super Mushroom||Fire Flower, second-level power-up||Progressive power-up|
|Super Mushroom||Lil' Sparky||Hothead|
|Super Mushroom||Semi-solid platform||Mushroom platform||Changes color.|
|Mushroom platform||Trampoline, Note Block, Music Block, Bumper||Bouncy mushroom platform|
|Super Mushroom||Cheep Cheep||Big Bertha|
|Super Mushroom||Spiny Cheep Cheep, Rip Van Fish||Porcupuffer|
|Super Mushroom, 1-Up Mushroom, mushroom platform||Grab Block||Mushroom Block||Changes cap design.|
|Super Mushroom||P-Switch||! Switch||Changes color.|
|Super Mushroom||Hammer Bro.||Sledge Bro.|
|Super Mushroom, Rex||Monty Mole||Mega Mole|
Note: Now resembles its design from SMW.
|Super Mushroom||Big Boo||The Big Boo|
NSMB: Balloon Boo
|Mini Mushroom||Goomba||Micro Goomba|
|Mini Mushroom||Yoshi, colored Yoshi||Baby Yoshi|
|Micro Goomba||Block||Pile-Driver Micro-Goomba|
|Micro Goomba||Goomba||Goomba Nanny|
|Micro Goomba||Paragoomba||Paragoomba Nanny|
|Baby Yoshi||Koopa Troopa||Colored Baby Yoshi|
|Coin||Snake Block||Controllable coin snake|
|Coin||Dash Panel||Dash Coin|
|Goomba||Dry Bones||Dry Goomba|
|Green Koopa Troopa||Red Koopa Troopa||Yellow Koopa Troopa||Blue Koopa Troopa|
|Koopa Troopa||Spiny Shell Helmet, Buzzy Beetle Shell Helmet||Koopa Shell|
|Koopa Troopa, Koopa Shell||Bob-omb||Bombshell Koopa|
|Koopa Troopa, Koopa Shell, Spiny, Spiny Shell Helmet, Buzzy Beetle, Buzzy Beetle Shell Helmet||POW Block||POW Ball|
This ball can be picked up, thrown, and kicked. It rolls along the ground until it hits a wall, upon which it counts as being hit and vibrates the screen like a POW Block.
|Turns red, hovers in place until kicked or thrown, and maintains its vertical position unless moving up or down some sort of slope.|
|Koopa Troopa, Koopa Shell||Yoshi||Colored Yoshi|
|Piranha Plant, Fast Piranha Plant||Spike||Ptooie|
|Piranha Plant, Fast Piranha Plant||Dry Bones||Bone Piranha Plant|
|Lakitu, Lakitu's Cloud, Pipe Lakitu, Fishin' Lakitu|
|Fishin' Lakitu||Boo||Fishin' Boo|
|Spiny, Buzzy Beetle||Dry Bones||Bony Beetle|
|Spiny, Spiny Shell Helmet|
|Buzzy Beetle, Buzzy Beetle Shell Helmet|
|Fire Flower||Fire Flower||Flare Flower|
|Fire Flower||Ice Flower||Thunder Flower|
|Fire Flower||Hammer Bro.||Fire Bro.|
|Fire Flower, Ice Flower, Thunder Flower||Boomerang||Boomerang Flower|
|Fire Flower||Clown Car||Fire Clown Car|
|Fire Flower||Chain Chomp, Chomp||Flame Chomp|
|Ice Flower||Hammer Bro.||Ice Bro.|
|Ice Flower||Clown Car||Ice Clown Car|
|Thunder Flower||Hammer Bro.||Thunder Bro.|
|Thunder Flower, Fuzzy||Spike Top||Lil' Sparky|
|Thunder Flower||Clown Car||Thunder Clown Car|
|Second-level power-up||Goomba||SMB: Costume Goomba|
SMB3: Tail Goomba
NSMB: Goomba Troopa
|Second-level power-up||Koopa Troopa||SMB: Cosplayer Koopa|
SMB3: Aquatic Koopa
SMW: Super Koopa
NSMB: Blue Spiny Koopa Paratroopa
|Second-level power-up||Grab Block||SMB3: Tail Block|
SMW: Cape Block
NSMBU: Propeller Block
|Semi-solid platform||Vine||Climbing fence|
Note: Double-tapping a part of the fence will create a rotating square that Mario can punch to flip to the other side. Double-tapping an element that is completely in front of the fence will move it behind, and vice-versa regardless of whether the fence is in the way.
|Becomes semi-solid on top.|
|Lift, flimsy lift||Lift, flimsy lift, track||Scale|
|Cheep Cheep||Spike trap||Spiny Cheep Cheep||Rip Van Fish|
|Cheep Cheep||Dry Bones||Wet Bones|
|Big Bertha||Spike trap||Porcupuffer|
|Hidden Block||Circling Boo Buddies||Boo Buddy Swarm|
|Hammer Bro.||Bob-omb||Bomb Bro.|
|Hammer Bro.||Boomerang||Boomerang Bro.|
|Semi-solid wheel, cannon||Cannon||Rotating cannon|
The Course World is a curated hub for Super Mario Designer courses from around the world.
Courses can now be played in Multiplayer Mode by up to five players at a time, with each one playing as a palette swap of Mario. Multiplayer can consist of any combination of local and online players. In this mode, players share lives and try to clear the course cooperatively. Items and keys dropped by dying players will enter bubbles and float toward the remaining players. Courses can be locked from Multiplayer Mode, and all levels must be beatable with a single player to upload them.
Course World levels can be bookmarked wherever links to them appear, so that players can access and play them later on.
Super Mario Designer corrects Super Mario Maker's contested lack of a search feature. Players can search through and sort the level database by course name, designer, and other metadata to find levels with ease. Some of the search options are reused from the SUPER MARIO MAKER BOOKMARK site's Course Search, such as game style, region, difficulty, and tag.
In addition to stars, players can give courses votes. A level with many votes is likely to be highlighted.
The Map Designer is a new mode allowing players to create their own World maps out of local courses. Players can upload their maps, and the levels on it by extension, to the Internet.
The Mario Challenge now has three sliders to adjust the difficulty. Each combination of these slider settings will grant an exclusive Mystery Mushroom costume the first five times it is cleared. When the Mario Challenge begins, the player is challenged with beating a random selection of courses from the Course World. The game selects increasingly more difficult courses as the Mario Challenge is closer to completion, picking courses with more plays and less clears such that they are sure to be more difficult.
- Lives [ 1 | 3 | 5 | 10 | 16 | 25 | 50 | 64 | 75 | 100 ]
- The number of lives Mario starts the Mario Challenge with. Losing all of them will result in an "unsatisfactory" mark on Mario's official testing record, followed by a game over.
- Courses [ 1 | 6 | 8 | 10 | 16 ]
- This number of courses must be beaten to complete the Mario Challenge.
- Clear rate [ 0%–5% | 5%–10% | 10%–25% | 25%–50% | 50%–100% ]
- The courses that are randomly selected must have around this percentage of clears out of total attempts.
Infinite Mario Challenge
Instead of fiddling around with sliders for costumes, the player can instead choose to play the Infinite Mario Challenge. Here, Mario has infinite lives, as his goal is to beat a potentially infinite number of courses that get progressively more difficult as the challenge continues. Unlike the "normal" Mario Challenge, the player has a limited number of skips. They start the Infinite Mario Challenge with five skips, and are able to collect more by getting a 1UP on the Goal, by using a secret exit, or by cashing in Play Coins. Each player can have three Infinite Mario Challenge saves at any given time.
New Costume Mario costumes
Super Mario Designer introduces a slough of new Costume Mario costumes. All of the mechanics remain unchanged from Super Mario Maker, though the player can now press the jump button to skip a death jingle.
As in Super Mario Maker, Super Mario Designer has remixes for all in-level music in the Course Designer, as well as new music for level themes in game styles that didn't have them originally.