Super Mario Maker Forever is a sequel to Super Mario Maker released in 2021 for the Starry Skies.


In normal play, there's no story whatsoever, however, in 100 Mario Challenge and 10 Mario Challenge there's a small story revolving around magical "Blue Coins" that start spawning around the Mushroom Kingdom, Bowser likes how shiny they are so he steals them and locks them up in castles, sending Mario on a journey to retrieve the Blue Coins.


In its most basic form Super Mario Maker Forever isn't all that different from its predecesor: there's two modes, "Make" and "Play", in Make you can create stages and upload them to the game's network for the world to see and play, and in Play you can play stages made by other people.

There's also 100 Mario Challenge and 10 Mario Challenge, in which the objective is to complete as many randomly selected popular (or in the case of 10 Mario Challenge, difficult) stages with 100 and 10 lives, respectively

However, apart from the many new features added in each segment, there's also one new element that surrounds all of these modes: "Blue Coins", which kinda work as the game's currency and are obtained by making a lot of stages, having people play and rate your stages, playing and rating many other stages, and playing 100 Mario Challenge and 10 Mario Challenge. If, for example, there's a set of props you want that you will get in some time, but you can't wait or need them for a stage you're currently making, then you can use Blue Coins to buy the set and get them early! There are also some props that you can't get unless you buy them with Blue Coins, but they're usually not that big.

Now, let's go in-depth over the new features in these modes:


The most noticeable new feature is that you start with many more props than what you start off with in the original Super Mario Maker, and that while in the original, after playing enough you had to wait for a day before you'd get a new set of props, in this game you only have to wait an hour after reaching the required amount of playtime.

Another new feature is the addition of "Worlds", Worlds are compilations of multiple stages, they can be your's or another person's, though to use a stage made by another person you must first send them a "World Request" and wait for them to either accept or decline, however if you want your stage to be used by anyone in a World you can just set them to be "Free to Use", allowing people to use them without having to send requests to you. Worlds can have stages with different Themes in them (one stage might have a Super Mario Bros. 3 Theme and the next might have a New Super Mario Bros. U Theme).

All of the Themes from Super Mario Maker return with some really minor differences, along with 2 new Themes:

Super Mario Land 2 Theme

This Theme is based on the Gameboy game "Super Mario Land 2: The 6 Golden Coins", so it has a black and white look to it, though if you hold and shake the Super Mario Land 2 Theme button, the Theme will change and instead have a green and slightly yellow tint, and if you make a stage with this look the stage will have it to, but don't worry you can set it back to normal by shaking the button again.

This Theme controls similarly to the Super Mario Bros. Theme, with the only difference being that you can jump higher by holding Up before pressing the Jump button.

The only power-ups available in this Theme are Super Mario, Fire Mario, Superball Mario (which gives Mario the ability to throw an iron ball that goes defies gravity and goes straight forwards until hitting a wall or an enemy) and Bunny Mario (which allows Mario to fall slower if the B button is held after jumping). The Starman is only available by reaching a required score, at which point a Starman would appear, this required score can be modified and the Starman can be even removed completely for certain stages.

The checkpoints in this theme are represented by small "Checkpoint Bells" hanging from blocks, and the goal is represented by a door with a sign saying "Goal" pointing to it, if you want you can also add a "Bonus Goal" in the form of a small Bell hanging from a stick way high up, if a player hits it they will go into a "Bonus Round" where they can win either lives or power-ups if in a stage in a World, more lives if in 100 Mario Challenge or 10 Mario Challenge, and even Blue Coins if it's a stand-alone stage.

Super Mario Galaxy 2 Theme

This Theme is based on the 2D Platforming sections ocassionally found in "Super Mario Galaxy 2", this Theme is the only one in the game to use actual 3D models, as the New Super Mario Bros. U Theme only uses pre-rendered sprites.

This Theme's controls are much simpler than Super Mario Galaxy's, this is because of the fact that there's only 2D in this game, rendering the nunchuk useless, this means that crouching is done by pressing the Down button like in other Themes. This Theme is the second Theme to have Wall-Jumping and the only one to have the "Star Spin", which works just like in Super Mario Galaxy, being able to stun and even take out enemies and also work as a mid-air jump of sorts.

Apart from the Star Spin, the Ground Pound, the Somersault and the Long Jump also return, working just like they did in Super Mario Galaxy, though the Side Somersault doesn't return, probably due to the fact that players often have to change directions a lot in 2D Platformers and might accidentally Side Somersault into a pit.

The interesting aspect of this Theme comes in the fact that multiple different platforming sections with no relation to each other can be connected via Launch Stars, and of course there can also be "Planetoids", small circular areas, with zero gravity.

In this Theme, Mario has 4 Hit Points, which means that Super Mushrooms instead heal one Hit Point, or regenerate one's health entirely if shaken, however, as a downside, all Power-Ups except for Spin Drills and Bee Mushrooms are temporary, even the Fire Flower.

The power-ups available in this Theme are Fire Mario, Bee Mario (can fly as long as his Stamina Gauge is filled, as soon as it runs out the player has to wait until it refills, can also climb walls in the background as long as they have honey on it), Rock Mario (can turn into a boulder that automatically rolls forwards at high speeds, destroying almost any enemy in Mario's path until hitting a wall), Spin Drill (allows Mario to drill through certain patches of ground and come out in the other side, as well as perform a small horizontal dash to take out enemies in front of him, Mario holds the Spin Drill over his head whenever he's not performing a horizontal dash or drilling the ground, protecting him from most, but not all, attacks from above), and Rainbow Star which is basically the Starman.

This Theme also has Yoshi in it, who works exactly like he does in New Super Mario Bros. U but can now eat "Dash Peppers" to run up walls in the background temporarily and "Blimp Fruits" to fly through the air for a short amount of time.

The checkpoints in this Theme are represented by "Checkpoint Flags" similar to the ones in the New Super Mario Bros. U theme and the goal is represented by a "Power Star", if you want the Power Star to appear after a boss battle you can place the Power Star in the boss, and after beating him in the stage the Power Star will appear out of him in a special cinematic unique to each boss.


Play works very similar to the first Super Mario Maker, except that now there's a handy "Category" sytem, which allows you to search for specific types of levels you like (for example, "Automatic", "Musical", "Vertical Platforming", "Autoscrolling"), you can also search with filters (for example, no "Automatic" stages) and search for stages by name and creator.

The biggest new feature is "Playable Characters", in this game you can choose more than just Mario, with each playable character having their own stats, however, while many Amiibo Costumes do return as playable characters, most non-Mario costumes don't return.

With Playable Characters, Amiibo now serve a different function: changing the entire stage to resemble the series of the amiibo that was tapped in, for example, if you tap in a Link amiibo the stage will change to resemble a Dungeon if in an underground stage and the enemies will change to look like Zelda enemies and items/power-ups and hazards will also change. This can be done in all Themes and if done in the Super Mario Bros. Theme or Super Mario Galaxy 2 theme, then Mario will gain an outfit to resemble the Amiibo that was tapped in, regardless of what it was (for example if you tap in a Shulk amiibo, Mario will get Shulk's clothes and the Monado will be strapped onto Mario's back, if you tap in a Bowser amiibo Mario will be in a Bowser costume and if you tap in a Zelda amiibo Mario will gain Zelda's dress).