Super Mario Maker Phi (also known as Super Mario Maker Φ) is a version of Super Mario Maker created for The V². It features many new features such as customs, new level creation elements, and multiple playable characters that aren't reliant on the Mystery Mushroom.
It also hosts quite a breadth of new online modes, such as online course races with up to five people or collaborative building with five friends. The game has been said to be somewhere between "a dlc and a full-fledged sequel", adding onto the original as opposed to being entirely new (similar to Super Mario Galaxy 2).
Every day a different animation plays before the game boots up the title screen. Unlike the original, holidays are included too!
Turns Builder Rosalina blue and slowly descend the screen.
An eraser erases Builder Rosalina.
Builder Rosalina is being carried by two ducks from Duck Hunt, which are shot and collected by the Duck Hunt Dog as Builder Rosalina drops to the bottom the screen.
Builder Rosalina is struck by lighting and destroyed, the day name changing to "Thorsday".
Builder Rosalina becomes trapped in a box and shipped off.
Builder Rosalina gets knocked off by one of Birdo's eggs.
Builder Rosalina is eaten by a Yoshi, which pops out an egg that hatches into "Good Sunday".
Builder Rosalina gets wrapped into a present. This only appears on December 25th.
Builder Rosalina is circled around by a bunch of boos, that lift up and down to the left of the screen. This only appears on October 31st.
Tapping the letters does a bunch of quirky stuff, just like in the original. As opposed to the original, every letter (including SUPER) does something now. It also is meant to hint at some of the new features inside.
Switches Mario with another character, cycling through Luigi, Peach, Toad, and Rosalina.
Causes the score to glitch out for five seconds, before turning back to normal.
Causes it to snow for five seconds before going back to normal.
Turns the E into a cactus. If Mario (or any other character) touches it, he will get hurt.
Reverses time for as long as the player presses the R.
Mushrooms drop from the top of the screen.
Turns into a rocket, turning the level into another level and putting Mario back at the start.
Transforms into Rambi, causing Donkey Kong to jump down and ride it. A new R replaces the missing one.
Turns into a pong paddle, sending a ball back to the right of the screen.
Turns into a wheel, speeding off.
Grows shoes and waddles off.
Spawns a Blooper.
Turns screen black and white.
Causes a tumbleweed to roll into the screen.
Spawns a star for Mario.
There are a total of five starting unique playable characters (with one unlockable character). Grabbing a mystery mushroom simply gives that character an extra hit while using that skin. All Mystery Mushrooms work with all characters.
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(+) Jack of all trades
(-) Master of none
(+) Bigger jumps
(-) Slippery stops
(+) Floaty Jumps
(-) Slower speed
(+) Fast speed
(-) Low jumps
(+) Double jump with spin
(+) Spin can take out enemies even in small form
(-) Loses spin attack when powered up
(-) Runs the slowest
(+) Can reverse the last three seconds of movement
(+) Can “fast forward” her own movement for five seconds, making her one of the faster characters
(-) Reversal has a one second cooldown after use
(-) Fast forward has a two second cooldown after use, is one of the slower characters.
Unlocked after defeating Themis in Chrono Mario Challenge.
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Super Mario Bros.
The original! While very simplistic compared to the other styles, it's got a lot of charm.
Super Mario Bros. 2
This one is a very different Mario game, but still holds a lot of charm. It adds in new mechanics such as grabbing enemies and items and tossing them, adding a whole new level of gameplay.
Super Mario Land 2
Everything is in black and white. Unique to Super Mario Land 2 is the Magic Carrot power-up, which turns Mario into Bunny Mario. Bunny Mario can jump higher, jump repeatedly by holding down the jump button, and descend slowly using his ears.
Super Mario Bros. 3
The third installment in the main franchise introduced things like being able to hold items and koopa shells as well as flying with the raccoon leaf with the P-Bar.
Super Mario World
Mario's trip to Dinosaur World gave him the ability to hold a power-up in a reserve box and use a spin jump to jump off enemies he normally couldn't. It also introduced Yoshi, his friend with a huge appetite.
New Super Mario Bros. U
Mario gains the ability to ground pound and walljump in this style, and it looks fantastically hi-depth. It also has the Propeller Mushroom which allows Mario to propel high into the air and descend slowly or quickly.
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The standard outside. Grass, dirt, hills.
Under the earth, where everything has a darker hue.
Under the water, where you'll have to swim instead of jump through levels.
In abandoned mansions and creepy locales, this place belongs to the dead.
Up in the air and full of danger!
A grinding gauntlet filled with traps, lava, and usually a big boss who has to be taken down.
A sandy place that has dry air and even drier enemies, who usually extrude some kind of spike out.
A cold level type that will leave you shivering and sliding.
The sand and the ocean, who could ask for more?
Everything acts rather weird here... logic that would work in normal levels probably doesn't work here.
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Start Level Signpost
Can't be destroyed. Points you in the direction of the level.
At the end of any given level, there is a flag around a pole. Landing on the top gives you an extra 1-Up while landing anywhere else on the ladder just gives you bonus points.
At the end of any given level (with the exception of Castle levels). You can actually paint the castle by using the the paintbrush but it cannot move from it's designated spot.
At the end of any given Castle level (with the exception of Castle levels). You can actually move the axe around but it can't leave the bridge boundaries. It can also be flipped upside down by shaking it. When it's touched by Mario, it effectively ends the level and causes the bridge at the end of the level to collapse.
Can be placed anywhere the player desires and allows a player to continue from that spot if they die. Getting a game over will require the player to restart the level completely. They can be put at a variety of angles. Placing one in a level requires the maker to beat it twice; once from the beginning and once from the checkpoint.
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Can't be destroyed. The most basic level designing tool.
A standard brick block that can be destroyed.
Always has something inside, whether it be a coin or power-up or even an enemy.
Invisible Question Block
Hidden but usually has something inside, whether it be a coin or power-up or even an enemy.
Jumping off this plays a note and bounces you. Jump at the right time and you go absurdly high!
Can be used to transport you to a sublevel or spawn items and enemies.
When Mario or other characters walk on this, they slide super badly on it. Running on it will take a long time to stop your momentum.
A semi-solid block mainly used as platforms for bonus areas above the ground.
Very hard blocks. They are most commonly used to make stairs that the player can climb. Unlike ? Blocks and Brick Blocks, Hard Blocks cannot contain anything. They cannot be destroyed by Mario himself, but by other methods.
Exclusive to the Super Mario Bros. 2 theme, basically replace pipes except they're thinner. They warp to sub-levels and spawn enemies and items.
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Makes you big and able to break brick blocks and take an extra hit. You gain a lot of height too.
Allows you to throw fireballs and serves as a second extra hit for some of the later styles.
Allows you to take an extra hit while being dressed up in a costume of another character, complete with sound effects!
Similar to the mushroom but uh... well, it makes you look rather absurd and gives you some rather big jumps.
Gives you an extra life. You can collect up to three of these during each level of the 100 Mario Challenge.
Makes you invincible. Nothing gets in your way! Except for pits and lava.
Collecting five of these spawns a star from the lower bottom of the screen that rises upwards.
Creates a Mario clone that follows his actions exactly but being slightly displaced. Either one of the Marios can die but one has to remain or it's game over.
Gives Mario some rabbit ears and the ability to hover. This allows him to fall down gracefully down. Exclusive to the Super Mario Land 2 theme.
Gives you a raccoon tail to whack enemies with and to take off into flight with if you get enough speed. Exclusive to the Super Mario Bros. 3 theme.
The cape form's abilities are much like Raccoon Mario before it. It allows Mario to fly indefinitely through levels, and attack enemies by spinning it around. It is exclusive to the Super Mario World theme.
Yoshis come out off eggs and allow Mario to ride them. They act as an extra hit and can swallow enemies with their tongue. Eating Koopa shells gives Yoshis different abilities: after eating a red shell, the Yoshi will spit out a fireball, while yellow shells will make it heavy enough to shake the ground each time it lands a jump, and blue shells cause the Yoshi to grow wings and fly. They can also "breed" if they eat five of the same fruit. See "Berries" for more info. They are exclusive to the Super Mario World and New Super Mario Bros. U themes.
This mushroom allows players to fly high into the air and descend slowly. This power up is exclusive to the New Super Mario Bros. U theme.
This flower allows players to shoot freezing projectiles at enemies, encasing them in ice. This power up is available through all themes.
This radish turns Mario and other characters into vampires. In this form they can't touch light but can sustain three extra hits and use bat wings to fly. They can eat enemies to replenish health. They can also hang upside down from the ceiling by latching onto the ceiling, but they have to drop straight down and can't jump while on the ceiling.
When the Technocolor Mushroom is used, it turns Mario into his big form but with a new rainbow-colored trail of his shadow following him. In this form, he can speed through enemies to defeat them (as opposed to stomping them or other means) and run over pits, as if the air was solid ground. The form can't take damage and thus never reverts.
Berries are a key part of "Yoshi Breeding". When a Yoshi eats five of one kind of berry, they pop out a egg with a Baby Yoshi of a certain color. These baby Yoshis can be carried by Mario to eat enemies. When a baby Yoshi eats three enemies, it grows into a full-grown Yoshi of that color. However, it'll grow up instantly if eats a Power-up. All berries can only be put on bushes. While Berries appear in styles without Yoshis, only in the Super Mario World and New Super Mario Bros. U style can these Berries be interacted with.
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When five apples are eaten, a new green baby Yoshi pops out. These Yoshis have no extra abilities.
When five bananas are eaten, a new yellow baby Yoshi pops out. These Yellow Yoshis cause the ground to shake when they land, freezing enemies in their place for a moment or causing coins to fall from the ceiling.
When five blueberries are eaten, a new blue baby Yoshi pops out. These Yoshis can take flight.
When five lavaberries are eaten, a new red baby Yoshi pops out. These Yoshis can spit fire no matter what color Koopa Shell is in its mouth. Blue and yellow shells still retain their normal effects until the fireballs are shot.
When five grapes are eaten, a new purple baby Yoshi pops out. These Yoshis spit bubbles out of their mouths when they eat an enemy, trapping enemies nearby in bubbles that cause them to float away. Bubbling works on otherwise unbeatable enemies like Boos, Thwomps, and Nipper Plants.
When five peppers are eaten, a new orange baby Yoshi pops out. These Yoshis are extremely fast and can focus extremely fast speeds in short bursts, allowing them to go up walls.
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Touch them and you'll take a hit, but stomping on them or firing a projectile at them will take them out. They're standard enemies with not a lot behind them; they'll even walk off the edges if they're permitted to.
Pile Driver Micro-Goomba
Small Goombas that hide under a block. Simply shake a Goomba to use a Pile Driver Micro-Goomba. The brick keeps them safe from fire attacks, but everything else should work on them, including stomping. Careful though, they like to bounce.
These enemies can be taken out just as easily as a Goomba, but if they're stomped they go back into their shells, which can be kicked to propel into enemies to take them out.
Shaking a Koopa gives you a Red Koopa. Red Koopas are more aware of edges but their shells will still propel off a edge if kicked.
An annoying enemy that throws hammers in a arc and can jump up from platform to platform. They can be taken out with the same methods as a Koopa and a Goomba, but it's far harder due to their projectiles.
Give a Hammer Bro a Mushroom and you get a Sledge Bro, a bigger and more dangerous version of the Hammer Bro. They toss bigger hammers and make the ground tremble every time they jump.
They fly in the sky, dropping Spinies. They're very tough as getting an optimal attack spot is difficult, but they can be taken out by being stomped or attacked with some kind of projectile. You get to ride their cloud if you manage to beat them, but the cloud only lasts so long.
Usually found in pipes, these pop in and out from time to time. Don't jump on the pipes if they're out or you'll get hurt. You can take them out with a fireball or other projectile.
Fire Piranha Plant
Shake a Piranha Plant to get a Fire Piranha Plant, which shoots fireballs at Mario when it comes out. It's still weak to projectiles, so you can dispose of them with that.
This cannon will fire giant bullets that will hurt Mario if they hit him, but Mario can stomp on these. They are immune to projectiles for the most part.
Shaking a Bullet Bill blaster gives you a homing version, which will chase Mario. He can still stomp on them but there's no running from them.
Typically they come from Latikus, but can also be seen on their own. They basically act like a Koopa Troopa with spikes and can't be stomped on. The player can wear a Spiny shell if it lands on their head, protecting them from enemies and traps from above. The player can also activate the helmet by pressing down while holding a Spiny shell.
They follow Mario continuously, although they cannot touch the ground. As a result, they move in a regular zig-zag pattern. If they touch Mario, Mario will be damaged. They can be taken out with projectiles.
Shake a Blooper and get a Blooper Nanny. She can send her children in every direction, making it more difficult to swim, and the children will return to her after a short time. Use projectiles take them out.
Like a Koopa Troopa, they will hide in their shell when jumped on, and can be kicked around the level. However, the player cannot defeat them with fireballs. The player can wear a Buzzy Beetle shell if it lands on their head, protecting them from enemies and traps from above. The player can also activate the helmet by pressing down while holding a Buzzy Beetles shell.
The Goomba Shoe/Stiletto are enemies that hide in giant shoes that you can ride after defeating the enemy inside. Big Goomba's Shoes can Ground Pound by pressing down while mid air. This attack can defeat enemies including Munchers and Bill Blasters, which are normally indestructible. It can be used only in the Super Mario Bros., Super Mario Bros 2, Super Mario Land 2, and Super Mario Bros. 3 styles, with the Yoshi Egg replacing it in the Super Mario World and New Super Mario Bros. U styles. Shake the Shoe to get the Stiletto, which acts exactly the same. This enemy can be painted with the Paintbrush.
These guys just walk wherever they can, even if it means going off a ledge. They can be taken out by projectiles or by Mario grabbing them and tossing them.
These guys stand in place, shooting a black ball if Mario comes into their sight. The black ball goes straight forward and goes through walls. They can be taken out with projectile attacks or by Mario grabbing and throwing them.
Although they have wings, Tweeters cannot fly; however they are very good at hopping across the ground. They can be picked up and thrown or taken out with a shell.
Cobrats jump out of the sand or vases to attack, and most of them can spit out black projectiles similar to Snifits. They are easy to defeat if in a line; the player can throw one and cause a domino effect. They can be avoided easily and only pose a threat when in large numbers.
Only awaken when a key has been taken within a wide radius. Phantos chase the player and harm the player if they touch. Phantos cannot be avoided and can only be escaped by using the key it was guarding to unlock a door. If the player simply drops the key while a Phanto is chasing them, the creature will fly away and leave them alone, at least until the key is picked up again.
There are two types of Ninji: the first type charges at Mario, suddenly jumping as it approaches; the second type remains in one place and jumps up and down. Players can switch between the two variations by shaking it. All variations of Ninjis can be picked up and thrown at other enemies to defeat them.
Pidgits are always seen flying away on carpets. Pidgits attempt to dive bomb into the player, but players can jump on them, pick them up, and throw them. Once the Pidgit has been removed, players can ride the carpet and control it for a brief amount of time.
Flurrys can only be added in snow levels and attempt to run into the player. They move faster than average, but they are prone to slipping on ice.
Bob-ombs run back and forth and will eventually self-destruct if they are near a player. If they self-destruct, they can harm players. Players can pick them up and throw them. They can destroy most blocks and enemies.
Hoopsters crawl slowly on vines, attempting to harm players. Players can jump on the top of them and even pick them up and throw them. They cannot hit the bottom or the sides or will suffer damage.
Pokeys attack players by moving slowly into them. Pokeys can be various heights and can be dragged out by the cursor to be up to 10 segments tall! They can be defeated by having objects thrown at them or their body segments being removed one by one.
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The big, mean and tough original. He spews flames and hammers and you can take him out with firepower or by dropping the hammer on him. Give him a lanky/weird mushroom and he jumps higher and his flames become thinner with a green color.
By shaking Bowser, you can use his son. He's a smaller boss with a different strategy, using fireballs, shell spins, and ground pounds that can stun Mario if he's caught on the ground. He can be taken out in three measly hits, whether it be from a fireball or head stomp. Giving him a Fire Flower gives him two extra hits and bigger fireballs.
This boss from Super Mario Bros. 2 shoots eggs that you have to grab and toss back at her. You have toss five of her eggs back to defeat her. You can use the Fire Flower to make Birdo shoot a fiery egg every other time. In the SMB1 and Super Mario Land 2 style, with some kind of projectile, whether it be shells or fireballs.
By shaking Birdo, you get Robirdo, a mechanized version of Birdo. It shoots giant eggs, charges directly at the player, and uses a ground stomp move that immobilizes the player. She must be defeated by tossing her eggs back at her five times. Giving her a fire flower allows her to shoot fiery eggs. In the SMB1 and Super Mario Land 2 style, you have to fire at her with some kind of projectile, whether it be shells or fireballs.
This boss from Super Mario Sunshine and New Super Mario Bros ground pounds the ground and spits goop everywhere. You can attack him with fireballs after he finishes his ground-pound or stomp on his stomach to hit him.
Dry Petey Piranha
By shaking Petey Piranha, you get Dry Petey Piranha who attacks with vines instead of goop and can summon Dry Bones. When he ground pounds, you can stomp on his stomach but projectile attacks won't work here.
Koopa the Quick
Not so much a boss as he is a person you race against. He is actually a "ghost" of the author of the level beating it for submission, albeit slightly slower. When you place him in your level during creation, he'll just follow your path but never outpace you. He doesn't do any damage nor seems to be effected by any hazards.
Tantanga fights with a small space craft, capable of shooting energy weapons and dive bombing Mario. When he descends for his dive bomb attack, Mario must jump on top of the space invader. After three hits, he is defeated.
Larry jumps around and shoots magic blasts from his stolen magic wand. He needs to be jumped on three times to be defeated. He is one of seven koopalings in the game that can be added to levels and shaking him will change him to the next koopaling in line.
Morton Koopa Jr.
Morton attacks Mario or Luigi by climbing the walls and ceiling of his room and dropping down. Mario or Luigi needs to stomp on his head thrice or shoot a dozen fireballs at him to win. He is one of seven koopalings in the game that can be added to levels and shaking him will change him to the next koopaling in line.
Wendy attacks Mario by tackling him and shooting giant rings of candy at him. After two hits, she starts jumping around the room, while still throwing candy rings. She is one of seven koopalings in the game that can be added to levels and shaking her will change her to the next koopaling in line.
In battle, Iggy tries to either jump on to Mario or shoot magical blasts at him using his magic wand. When jumped on, he will retreat into his shell and jump before coming back out. He is one of seven koopalings in the game that can be added to levels and shaking him will change him to the next koopaling in line.
In battle, Roy leaps at Mario and tries to crush him with his ground-shaking stomps. Roy can also shoot energy blasts from his stolen wand. Mario can stomp on him or attack with projectiles. He is one of seven koopalings in the game that can be added to levels and shaking him will change him to the next koopaling in line.
He rides a rubber ball around during battle, and uses his wand to summon additional balls; once summoned, they do not disappear. When jumped on and withdrawing into his shell, Lemmy stays on his ball instead of jumping around. Being stomped three times defeats Lemmy. He is one of seven koopalings in the game that can be added to levels and shaking him will change him to the next koopaling in line.
In battle, Ludwig utilizes a unique combat strategy: spitting fireballs, sliding around in his spiked shell, and occasionally making huge leaps. He is one of seven koopalings in the game that can be added to levels and shaking him will change him to Larry Koopa, repeating the cycle again.
A giant elephant made of Super Mario Maker blocks. You must jump onto him, avoiding the enemies that are on him such as a Bullet Bill Blaster and Piranha Plants. Once you enter his castle, you must attack the core, which can be edited by players to be made more challenging or easier. When his core is damaged, he shoots you out of his trunk. Once you do this three times he is defeated. This boss is unlocked when you complete Chrono Missions normally.
In the course editor, you can use these tools to assist in level building. These tools replace the cursor while being used.
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This tool allows you to paint blocks to be different colors such as Question Blocks, Brick Blocks, Hard Blocks, and even the Castle.
An eraser of sorts, but only deletes blocks. It will ignore anything else.
It can only be used in closed gaps created by blocks and fills it with water tiles.
A lava version of the Water FLUDD. Use it in block-made gaps to fill it with lava tiles.
Using this on a ground tile will cut it in half like a slope. Using the slope shovel to click on it multiple times will give you different angle cuts. Dragging the slope shovel will create a bounding box where a slope will appear. Mario can slide down slopes and doesn't have to jump when going up or down it.
In addition to the Course Maker, Super Mario Maker Phi features four game modes: 10 Mario Challenge, Course World, Course Races, and Creation Community.
10 Mario Challenge
In 10 Mario Challenge, the goal is to clear 8 randomly selected sample courses with up to 10 lives. Players can obtain up to 3 1-Ups in each course, but must be able to complete the course to collect them. As many as 88 different sample courses appear in this mode, and they'll be added onto the Coursebot's sample courses list when completed.
100 Mario Challenge
100 Mario Challenge is a variant of 10 Mario Challenge, which gives the player 100 Marios to clear a certain number of user-created courses; 8 courses on Easy; 16 courses on Normal and Expert; 6 courses on Super Expert. Courses marked as the selected difficulty (based on clear percentage) are used. Unlike with 10 Mario Challenge, players can save their progress while playing the 100 Mario Challenge, and they can choose to skip a selected course to try another one instead. At first, only the Easy and Normal difficulty levels can be selected, but players can unlock the Expert difficulty by completing the Normal difficulty 100 Mario Challenge at least once, and if they clear Expert once, then the players will unlock the Super Expert difficulty.
Clearing 100 Mario Challenge rewards the player with a random Mystery Mushroom costume. Unlike in the original, the level of difficulty you clear rewards you with a certain number of Mystery Mushroom costumes.
Easy: 1 Mystery Mushroom Costume.
Normal: 2 Mystery Mushroom Costumes.
Expert: 3 Mystery Mushroom Costumes.
Super Expert: 5 Mystery Mushroom Costumes.
Also unlike the original, you can use Custom Cards during the 100 Mario Challenge run at the cost of a 1-Up you can collect in an level (you can pick up 3 1-Ups or use 3 Custom Cards). Custom Cards are obtained via a roulette wheel that appears after being a level. Typically the player has a 2/5 chance of getting one custom card per level, and a 1/100 chance of getting three custom cards per level. The player can also obtain 10 Coins instead (at a 3/5 chance rate).
Chrono Mario Challenge
A new addition to the Super Mario Maker, Chrono Mario Challenge is a rather loosely told "story mode" of sorts that follows Mario and his friends as they are enlisted by a Time Princess named Fusee to go through various Mario levels and put time back in place after they were scrambled by Themis (the villian of Super Mario Bros: Multiverse Degeneration). This mode is derived from the 10 and 100 Mario Challenge modes, as you will go through a set of levels looking for Horostars.
Course World is Super Mario Maker Phi's dedicated way to share course creations with the rest of the user base. Uploading courses is limited to 10 at first, but players will be able to earn the ability to upload more when they are given more stars by players or by earning medals through the 100 Mario Challenge.
A new change in this installment is that you can now tag your level with certain keywords as well as search up levels by creator name or level name.
In order to share a course online, players must be able to complete it, and have access to Miiverse. Players can download, play, and even alter courses made by other players, but they are unable to re-upload those altered courses to the online servers, as to avoid issues of stealing. Once a course is uploaded, players can comment on it, and/or choose to give it a star if they liked it.
Players can also bookmark courses on the official Super Mario Maker Bookmark website, then access the bookmarked courses in the courses section of Course World.
No courses are deleted in this installment if the creator chooses not to delete them; in Super Mario Maker, courses would be deleted without warning if they did not obtain one star within a set amount of days. This no longer happens.
Course World will also recommend levels to play. Levels that the player has given a star to will also have a .5 chance of appearing in the 100 Mario Challenge (up to three can appear in any given challenge run).
A new mode in this installment. Course Races follow a group of players (up to 5) competing through a level, attempting to get the fastest time. While each player can see the other's ghost, they cannot directly interact with them. Players can comment or drop out if they find the level too hard. Each level can either be decided by random or decided personally by the host of the room.
Another new mode in this installment. Creation Community allows you to edit and create your levels with your friends online, allowing for levels created by multiple people. Up to five people can edit the level in real time and the host can block off certain items to prevent spamming of unwanted objects. Additionally, one person at any time can play through the level, even if it is still being edited.
During the 100 Mario Challenge, the player can unlock Custom Cards when they beat a level (provided that they did not swipe it away for a different level) and use these customs for characters in a later run. These range from higher jumps, faster speeds, changing the properties of things like fireballs and raccoon tail, or changing the properties of blocks and power-ups. Custom Cards work very similarly to the way they do in Super Smash Bros. for Wii U and 3DS, as they only effect the player equipped with them and are used to customize the gameplay experience.
The player can only equip up to three (3) customs at once. Equipping a Custom Card costs you a 1-up slot (you can't collect three 1-ups in a level like you used to if you've equipped three customs at once). Custom Cards that contradict will grey out as you choose your customs.
When creators publish a level, they can decide whether Custom Cards can be used by other players or not. They can also attach customs that they have unlocked to certain levels. If Custom Cards are turned off or attached to a level, they do not appear in the Custom-Run 100 Mario Challenge but instead show up in the Normal-Run 100 Mario Challenge.
There is a total of 50 Custom Cards in all.
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Allows all characters to throw three fireballs instead of just two.
Gives the fireballs a poison effect that damages an enemy after it's been hit, extremely handy for bosses.
Makes the fireballs never disappear unless they hit the edge of the screen and can't come back.
Small Fire Mario
Allows for Mario and other characters to use fireballs while remaining small. This doesn't allow them to take an extra hit though!
Small Blockbreaker Mario
Allows for Mario and other characters to break brick blocks while small.
Leaves a ghostly trail behind Mario when he jumps during regular play. This allows you to better understand how high he can jump and whether you'll make it to that platform or not.
Gives Peach (and only Peach) a longer period of floating.
Visible Invisible Blocks
Makes invisible blocks visible within a certain radius of the character.
If Mario or any other character falls into a pit with at least a mushroom or a greater power-up on, they'll spring out as their small form.
Falling platforms fall slower and donut blocks take longer to activate.
Magikoopa's magic turns the character into a Mystery Mushroom Costume. Doesn't effect enemies.
Magikoopa's magic turns the player character into a Weird/Lanky version of themselves. Doesn't effect enemies.
Reflects Magikoopa's magic if the player has any power-up.
Makes Koopas act the same in every single game style, acting exactly like they do in the original Super Mario Bros.
Koopa Shell Helmet
Allows characters to wear Koopa Shells as helmets.
Blue Flame Flower
Turns Fire Flowers into Blue Flame Flowers, which allow Mario and other characters to fire blue flame projectiles in a straight horizontal direction as opposed to bouncing.
Transforms Cloud blocks into Thunderclouds that strike lighting on enemies underneath.
When running on cloud blocks, the character builds up speed much much faster.
Characters can swim through cloud blocks.
Bouncy Music Note
Any character that jumps on it does not need to time the jump on it, immediately jumping the highest it will allow.
Magikoopa's magic makes Mario and other characters turn into a Eggplant, which only has one-hit point of health and can't pick up items! You need to collect a mushroom to cure this.
Automatically makes Mario and other characters big at the start of the level.
Automatically makes Mario and other characters in their Fire Flower forms at the start of the level. Stacks with most of the Fire Flower customs like Blue Flame Mario and Toxic Fireballs.
Auto-Buzzy Shell Helmet
Automatically makes Mario and other characters obtain a Buzzy Shell Helmet. Can be stacked with some of the other Auto customs.
Auto-Spiny Shell Helmet
Automatically makes Mario and other characters obtain a Spiny Shell Helmet. Can be stacked with some of the other Auto customs.
Automatically gives Mario and other characters a random Mystery Mushroom at the start of the level. Can be stacked with some of the other Auto customs.
Alchemist Fire Flower
When Mario and the other characters collect four mushrooms, they get a Fire Flower.
Any Question Block that holds a Mushroom will never go to a "dead" state, instead spitting out a Mushroom every time Mario hits it.
If Mario falls into Lava with a power-up, he'll loose all power-ups and jump out from the lava in his small form, similar to the 3D Games.
The POW block takes out all enemies in a level.
Any shells kicked will not get bounced back after breaking a brick block> It will just keep propelling forward, destroying anything in it's path.
Cautious Red Shell
Red Shells stop at ledges when kicked. Kick them again to send them over ledges.
Stay-Dead Dry Bones
Dry Bones won't get back up once stomped.
Ice is no longer slippery.
Non-warp and spawn pipes turn into Rocket Pipes, which blast Mario upwards.
Removes the spikes off Spinies, making them stompable.
Hammers thrown by Bowser and the Hammer Bros only freeze Mario in place now. The effect lasts a second.
Hammers thrown by Bowser and the Hammer Bros only warp Mario away from them.
Hammers thrown by Bowser and the Hammer Bros are completely ineffectual and make squeaky sounds when they hit Mario.
Fire Piranha Plants only spit out completely ineffective blue berries at the characters now.
Nipper Plants can now be stomped by Mario, turning them into a gushy avocado mess.
Nipper Plants have been turned into stone, allowing you to walk on them.
Bob-ombs won't explode.
When Bob-ombs explode, they turn into a random power-up or item.
Bob-ombs now explode into a shower of coins.
Long Raccoon Tail
Gives Raccoon Tails a longer reach.
Auto Raccoon Leaf
Automatically makes Mario and other characters in their Raccoon Tail forms at the start of the level. Stacks with Long Raccoon Tail.
When Mario collects a fireflower while using a cape, the power ups stack. When Mario presses the action button, he uses both the cape and shoots a fireball.
Auto Cape Feather
Automatically makes Mario and other characters in their Cape Feather forms at the start of the level. Stacks with Fire Cape.
Allows the player to spin with the Propeller Mushroom infinitely into the air.
Returning from Super Mario Maker is the Mystery Mushroom. All mystery mushroom skins can be unlocked through the 100 Mario Challenge/Chrono Mario Challenge on the various difficulties and you will always get a random skin everytime. You can also unlock these costumes through amiibo.
Costumes highlighted in yellow can only be unlocked when you unlock Fusee as a playable character.
Pink Woolly Yoshi
Blue Woolly Yoshi
Mega Woolly Yoshi
Zero Suit Samus
Green Inkling Squid
Blue Inkling Boy
Orange Inkling Girl
Orange Inkling Squid
Green Inkling Girl
Purple Inkling Boy
Wii Fit Trainer (Female)
Wii Fit Trainer (Male)
Super Chibi Robo
Game and Watch
Golden Mega Man
Patti Lee Koopa
Devili D. Koopa
Salvo the Slime
Professor E. Gadd
Luigi (Donkey Kong)
Urban Champion (Player 2)
Wii Balance Board
Fusee (Zero Suit)
GONE - Zonas Run
Play as Zonas as he goes through a series of obstacles while hiding using the Buzzy Beetle shell helmet.
GONE - Sinicini Assist
Play as Sinicini as she helps a Goomba make it to the exit by taking out obstacles ahead of him.
GONE - Adexene Destroy
Play as Adexene as she takes out legions of enemies coming for her, including three bosses.
Ness (EarthBound 2: Destiny's Call)
Fruits of Foresight
Play as Ness as he finds the Fruits of Foresight to cure his robotic disease. He'll need all the help he can get!
Lub Lub's Rad Level That Doesn't Have Scratch Kat
Lub Lub got in this game before Scratch Kat because he's so rad. Objective? What is that? Get to the flagpole to unlock this rad Lub.
Princess Buttercup's Freethrow
Princess Buttercup needs a slam dunk from an intense series of P-Switches and Springs to make a free throw that will help her forget her agonizing mental and physical pains.
Adventure Time: Finn
This course was created by Pen Ward, the creator of Adventure Time. The course follows Finn through a dungeon. Can you find all the secret loot?
Adventure Time: Marceline
This course was created by Olivia Olson, voice actress of Marceline. Recover Marceline's ax bass through this large castle guarded by many red foes.
Also unlocks the Marceline Axe.
Event Course Elements
These are Course Elements only unlocked through beating an event course. These are merely reskins of pre-existing course elements and can only be used in the SMB1 style.
Reskin of the Axe.
Technocolor Mario is a special amiibo that was created for Nintendo 30. When placed over the VRAPTOR, it gives the player a Technocolor Mushroom to use. When the Technocolor Mushroom is used, it turns Mario into his big form but with a new rainbow-colored trail of his shadow following him. In this form, he can speed through enemies to defeat them (as opposed to stomping them or other means) and run over pits, as if the air was solid ground. The form can't take damage and thus never reverts. This can be used as a level making tool; what you decide to do with it is up to you.
Small Fire Mario's artwork.
Pit Spring's artwork.
Blue Flame Mario's artwork.
Promotional art featuring Rosalina.
Alternate version of Rosalina artwork.
Fusee concept art.
Boxart without black borders.
Lanky/Weird/Luigi Bowser Promotional Art
Promotional art featuring both Weird Mario and Weird Bowser, comparsion of heights.