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** "Nintendo, hire this man!" [[labelnote:Explanation]]Whenever someone makes a really good level, fanmod, or custom song and posts it on [=YouTube=], expect the comments section to say something like this, or some semblance thereof.[[/labelnote]]
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*** The seven Koopalings make their debut in the four core themes, meaning they finally have an official sprite in the ''VideoGame/SuperMarioBros1'' style. The addition of the Mechakoopas and their debuting subspecies was also welcomed.
*** Several additions that greatly improved the ''VideoGame/SuperMario3DWorld'' style for those who found it too limited in comparison to the standard styles due to several factors.[[note]]A smaller selection of enemies and lack of a proper PowerupMount - no Yoshi, Clown Cars or Lakitu clouds here, just the Koopa Car. Further, numerous BoringButPractical gadgets necessary for building complex levels and neat tricks were also omitted - no tracks, Munchers or even the brand-new ON/OFF blocks, which proved amazingly versatile tools in the other styles. Even note blocks were left out, meaning no music-based levels.[[/note]] Namely, it introduced the Boomerang Suit (a great alternative to the Fire Flower, as the Cat Suit and Builder Suit only allow melee strikes to attack), five exclusive hats which provide new actions and concepts (alternative attack methods, a stealth function, and horizontal or vertical flight), and ON/OFF blocks were finally included as well. The additions of ON/OFF trampolines further cemented the usefulness of the switches, with them now being at their most versatile in the ''3D World'' style. These changes have not only opened up the level variety of ''3D World'' courses, but finally allowed the style to distinguish itself with its own strengths rather than limitations.

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*** The seven Koopalings make their debut in the four core themes, meaning themes (meaning they finally have an official sprite in the ''VideoGame/SuperMarioBros1'' style.style), which not only increases the total number of boss enemies to ''twelve'' (the others being Bowser, his Meowser form, Bowser Jr., Boom Boom and Pom Pom), but also greatly expands the possibilities for unique boss battles. The addition of the Mechakoopas and their debuting subspecies was also welcomed.
*** Several additions that greatly improved the ''VideoGame/SuperMario3DWorld'' style for those who found it too limited in comparison to the standard styles due to several factors.[[note]]A smaller selection of enemies and lack of a proper PowerupMount - no Yoshi, Clown Cars or Lakitu clouds here, just the Koopa Car. Further, numerous BoringButPractical gadgets necessary for building complex levels and neat tricks were also omitted - no tracks, Munchers or even the brand-new ON/OFF blocks, which proved amazingly versatile tools in the other styles. Even note blocks were left out, meaning no music-based levels.[[/note]] Namely, it introduced the Boomerang Suit (a great alternative to the Fire Flower, as the Cat Suit and Builder Suit only allow melee strikes to attack), five exclusive hats which provide new actions and concepts (alternative attack methods, a stealth function, and horizontal or vertical flight), and ON/OFF blocks were finally included as well. The additions addition of ON/OFF trampolines further cemented the usefulness of the switches, with them now being at their most versatile in the ''3D World'' style.style (as they now change the state of ''five'' different course parts here, compared to the three in the other styles). These changes have not only opened up the level variety of ''3D World'' courses, but finally allowed the style to distinguish itself with its own strengths rather than limitations.
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Hindsight misuse


* HilariousInHindsight:
** Both ''VideoGame/SuperMarioBrosCrossover'' and ''VideoGame/SuperMarioBrosX'', which let you play as Link in a ''Mario'' game, look eerily prophetic in the wake of [[https://www.youtube.com/watch?v=x66vguSN8Rk Nintendo deciding to do the same thing]].
** In ''VideoGame/IWannaBeTheGuy'', at one point you can jump into a sword that the old man from ''VideoGame/TheLegendOfZeldaI'' is presenting, which prompts him to yell "YOU JUMPED INTO A SWORD, YOU RETARD!" at you. Years later, this game introduces Link's sword as a powerup that you can jump into, with much more helpful results.
** A Website/CollegeHumor [[https://www.gearfuse.com/super-mario-suits-that-never-existed-but-should-have/ comic]] proposes the idea of a power-up suit that would turn Mario into "Cosplay Mario" and have him dressed as Link and equipped with a sword.
** In multiplayer, Frog Mario is red for the sake of distinguishing him from other characters. [[https://www.google.co.uk/amp/s/amp.reddit.com/r/gaming/comments/51lzyu/rare_mario_glitch_featuring_a_red_frog_suit/ The All-Stars version of Super Mario Bros. 3 has a glitch that turns Frog Mario from green to red.]]
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Embarrasing typo I previously overlooked


* EvenBetterSequel: A given, since as its core it's like the first game but much more expansive, and fleshed-out with thousands more possibilities for levels as a result. Highlights include an added game style, features that were frequently requested for the first game (such as slopes, vertical areas and more level themes), new parts and assets that inspire new ideas for gimmicks and contraptions, and technical improvements like shorter codes for levels, not needing to have your levels voted positively in order to upload more levels, and the fact that unpopulat levels are no longer deleted. The game's content updates were also more significant than those of the original game, as they not only added new assets for level making but also full new modes like Ninji Speedruns and World Maker (in comparison, the only new mode added in the first game post-release was Super Expert difficulty, which was more like [[AntiFrustrationFeatures a way to alleviate the pool of hard levels in Expert Mode]]). The only points of contention are the online multiplayer mode (due to issues with lag and stability) and the removal of Mystery Mushroom costumes.

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* EvenBetterSequel: A given, since as its core it's like the first game but much more expansive, and fleshed-out with thousands more possibilities for levels as a result. Highlights include an added game style, features that were frequently requested for the first game (such as slopes, vertical areas and more level themes), new parts and assets that inspire new ideas for gimmicks and contraptions, and technical improvements like shorter codes for levels, not needing to have your levels voted positively in order to upload more levels, and the fact that unpopulat unpopular levels are no longer deleted. The game's content updates were also more significant than those of the original game, as they not only added new assets for level making but also full new modes like Ninji Speedruns and World Maker (in comparison, the only new mode added in the first game post-release was Super Expert difficulty, which was more like [[AntiFrustrationFeatures a way to alleviate the pool of hard levels in Expert Mode]]). The only points of contention are the online multiplayer mode (due to issues with lag and stability) and the removal of Mystery Mushroom costumes.
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Recursive crosswick. I had added this in the other page


* EvenBetterSequel: A given, since as its core it's like the first game but much more expansive, and fleshed-out with thousands more possibilities for levels as a result. Highlights include an added game style, features that were frequently requested for the first game (such as slopes, vertical areas and more level themes), new parts and assets that inspire new ideas for gimmicks and contraptions, and technical improvements like shorter codes for levels, not needing to have your levels voted positively in order to upload more levels, and the fact that unpopulat levels are no longer deleted. The game's content updates were also more significant than those of the original game. The only points of contention are the online multiplayer mode (due to issues with lag and stability) and the removal of Mystery Mushroom costumes.

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* EvenBetterSequel: A given, since as its core it's like the first game but much more expansive, and fleshed-out with thousands more possibilities for levels as a result. Highlights include an added game style, features that were frequently requested for the first game (such as slopes, vertical areas and more level themes), new parts and assets that inspire new ideas for gimmicks and contraptions, and technical improvements like shorter codes for levels, not needing to have your levels voted positively in order to upload more levels, and the fact that unpopulat levels are no longer deleted. The game's content updates were also more significant than those of the original game.game, as they not only added new assets for level making but also full new modes like Ninji Speedruns and World Maker (in comparison, the only new mode added in the first game post-release was Super Expert difficulty, which was more like [[AntiFrustrationFeatures a way to alleviate the pool of hard levels in Expert Mode]]). The only points of contention are the online multiplayer mode (due to issues with lag and stability) and the removal of Mystery Mushroom costumes.
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* EvenBetterSequel: A given, since it's essentially the first game but much more expansive and fleshed-out with thousands more possibilities for levels as a result.

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* EvenBetterSequel: A given, since as its core it's essentially like the first game but much more expansive expansive, and fleshed-out with thousands more possibilities for levels as a result.result. Highlights include an added game style, features that were frequently requested for the first game (such as slopes, vertical areas and more level themes), new parts and assets that inspire new ideas for gimmicks and contraptions, and technical improvements like shorter codes for levels, not needing to have your levels voted positively in order to upload more levels, and the fact that unpopulat levels are no longer deleted. The game's content updates were also more significant than those of the original game. The only points of contention are the online multiplayer mode (due to issues with lag and stability) and the removal of Mystery Mushroom costumes.
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* EvenBetterSequel: A given, since it's essentially the first game but much more expansive and fleshed-out with thousands more possibilities for levels as a result.
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** [[SturgeonsLaw Little Timmy]] [[labelnote:Explanation]]It's become somewhat popular to [[FanNickname refer to]] ''really'' poor quality levels, particularly those with things just spread everywhere and no coherent theme, as "Little Timmy levels" or "levels made by little Timmy", as a tongue-in-cheek reference to how said levels are presumably made by young kids who don't know any better.[[/labelnote]]

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** [[SturgeonsLaw Little Timmy]] [[labelnote:Explanation]]It's become somewhat popular to [[FanNickname refer to]] ''really'' poor quality levels, particularly those with things just spread everywhere and no coherent theme, as "Little Timmy levels" or "levels made by little Timmy", as a tongue-in-cheek reference to how said levels are presumably made by young kids who don't know any better. In instances where literal children make good levels, they're sometimes endearingly referred to as Big Timothy.[[/labelnote]]
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Transferred from the main work page.

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* SequelDifficultySpike: Whereas the 10 Mario Challenge in the first game consisted primarily of short, easy courses (with the exception of the hidden NWC courses), and the 3DS version's Super Mario Challenge was longer (both by virtue of having many more courses, and these in turn being longer) but still easy until the last two worlds, the Story Mode in ''Maker 2'' likely stands as the hardest 2D Mario game since ''VideoGame/SuperMarioBrosTheLostLevels''--courses frequently rely on precise platforming and timing and utilize unconventional and difficult-to-grasp gimmicks (with the "Don't Touch the Ground" courses being particularly notorious). And while generally avoiding outright PlatformHell, it often shows a degree of [[ClassicVideoGameScrewYous active player cruelty]] that tends to be completely absent from the ''VideoGame/NewSuperMarioBros'' series.
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Thinking of it, it isn't that horrifying.


** While most of the enemies don't react to sinking in the lava, in the ''Super Mario 3D World'' theme, Bullies sink with a fearful expression, and Boom Boom will ''flail his arms in misery'' as he sinks.
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*** The first thing it adds is finally adding the option that will allow people to play with their friends in Multiplayer versus and Multiplayer Co Op modes as well as letting you select courses you've saved in Coursebot and levels uploaded in Courseworld.
*** You can now play Multiplayer Co Op and Versus in local play as well. In addition the host system no longer needs to be connected to the internet.

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*** The first thing One feature it adds is finally adding the option that will allow people to play with their one’s friends in Multiplayer versus Versus and Multiplayer Co Op modes Co-op modes, as well as letting you select courses you've saved in Coursebot and levels uploaded in Courseworld.
Course World.
*** You can now play Multiplayer Co Op Co-op and Versus in local play as well. In addition addition, the host system no longer needs to be connected to the internet.



*** When everyone chooses "Let's Start Over" in Multiplayer Co Op, the time will also reset as well.
*** When someone places Builder Boxes over a warp point, players will now be able to break them.
*** Also, you are now able to use button controls to create levels in handheld mode.

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*** When everyone chooses the "Let's Start Over" start over!" option in Multiplayer Co Op, Co-op, the time will also reset as well.
*** When someone places Builder Boxes over a warp point, players will now be able to break them.them by simply using the warps.
*** Also, you are now able to use button controls to create levels courses in handheld mode.
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** Mary O. is strangely absent from the game's story mode. It would've been interesting to see a realistically stylized human being rendered in 3D. This also extends to her [[SuspiciouslySimilarSubstitute substitute]], Nina.

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** Though she's present in the game's manual, Mary O. is strangely absent from the game's story mode.mode despite several of the other original characters like Undodog, Mr. Eraser, and Yamamura making appearances. It would've been interesting to see a realistically stylized human being rendered in 3D. This also extends to her [[SuspiciouslySimilarSubstitute substitute]], Nina.



** Luigi's sprite in the ''VideoGame/SuperMarioWorld'' style looks a little off as it's simply Mario's body with [[HeadSwap Luigi's head]] from ''[[VideoGame/SuperMarioAllStars All Stars+World.]]''
** Soundfrog has a surprisingly humanoid build, which looks very jarring with his rather cutesy-looking head. The Story Mode reveals a zipper on their back, suggesting it's an [[PeopleInRubberSuits unknown character in a suit]].

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** Luigi's sprite in the ''VideoGame/SuperMarioWorld'' style looks a little off as it's simply Mario's body with [[HeadSwap Luigi's head]] from ''[[VideoGame/SuperMarioAllStars All Stars+World.Stars + World.]]''
** Soundfrog has a surprisingly humanoid build, which looks very jarring with his their rather cutesy-looking head. The Story Mode reveals a zipper on their back, suggesting it's an [[PeopleInRubberSuits unknown character in a suit]].
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* Narm: Levels that makers intend to be "Horror-themed" tend to overdo it with scream/static/shock/distortion sound effects, which downplays the intended scares.

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* Narm: {{Narm}}: Levels that makers intend to be "Horror-themed" tend to overdo it with scream/static/shock/distortion sound effects, which downplays the intended scares.
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* Narm: Levels that makers intend to be "Horror-themed" tend to overdo it with scream/static/shock/distortion sound effects, which downplays the intended scares.

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** "Bowser in a Box", a boss fight setup where it's just you versus (often giant) Bowser in an otherwise empty room, oftentimes with an infinite Fire Flower generator to make it more doable. It's widely hated because Bowser takes quite some punishment before he goes down, even if he isn't giant, and the Fire Flower is the most convenient attack to use, but this also removes most of the challenge from the fight and just leaves it feeling tedious.

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** "Bowser in a Box", a boss fight setup where it's just you versus (often giant) Bowser in an otherwise empty room, oftentimes with an infinite Fire Flower generator to make it more doable. It's widely hated because Bowser takes quite some punishment before he goes down, even if he isn't giant, and the Fire Flower is the most convenient attack to use, but this also removes most of the challenge from the fight and just leaves it feeling tedious. ''3D World'' courses even use Meowser in this way, despite the fact that the boss wasn't designed for this purpose, but rather to be a nuisance hounding the player through a platforming sequence; see GoddamnedBoss for more detail as to how annoying "Meowser in a Box" is.



* GoddamnedBoss: Meowser replaces Bowser in the ''3D World'' style, making him the go-to boss character for many course makers. Unlike his classic counterpart, who mostly just jumps around and breathes fire, Meowser frequently leaps right out of the boss arena where he can't be hit, only to pop up from the foreground or do an invincible somersault attack. During this stage he's completely invulnerable [[SoLastSeason (even trying to trick him into jumping into lava doesn't work this time),]] all while [[TimedMission the timer steadily ticks down.]] It's even worse if you give him wings, as he will periodically fly into the background to launch a fireball barrage; Winged Meowser spends less than ''half'' of the battle in a state where you can actually hit him. Combine that with the fact that fireballs, boomerangs and/or cannonballs are all but mandatory to beat him (beating him with the Cat Suit or Super Hammer without getting hit is nearly impossible) and you've got a nasty chokepoint in your stage. A mandatory Meowser fight with time running out can easily be a LuckBasedMission.

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* GoddamnedBoss: GoddamnedBoss:
**
Meowser replaces Bowser in the ''3D World'' style, making him the go-to boss character for many course makers. Unlike his classic counterpart, who mostly just jumps around and breathes fire, Meowser frequently leaps right out of the boss arena where he can't be hit, only to pop up from the foreground or do an invincible somersault attack. During this stage he's completely invulnerable [[SoLastSeason (even trying to trick him into jumping into lava doesn't work this time),]] all while [[TimedMission the timer steadily ticks down.]] It's even worse if you give him wings, as he will periodically fly into the background to launch a fireball barrage; Winged Meowser spends less than ''half'' of the battle in a state where you can actually hit him. Combine that with the fact that fireballs, boomerangs and/or cannonballs are all but mandatory to beat him (beating him with the Cat Suit or Super Hammer without getting hit is nearly impossible) and you've got a nasty chokepoint in your stage. A mandatory Meowser fight with time running out can easily be a LuckBasedMission.LuckBasedMission.
** Iggy Koopa's habit of erratically jogging back and forth makes him a deceptively annoying enemy to stomp.

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** In the update that allowed people to create their own Worlds using sets of their levels, you can place down Toad Houses for minigames to earn items and extra lives. One of the Toad House minigames you can play is the slot machine from ''Super Mario Bros 3''. Whatever the final picture on the Slot Machine is, it will emerge from the house... and if it's a mishmash of different things that doesn't get any results, your character(s) will get unsettled enough to ''back away'' from it.

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** In the update that allowed people to create their own Worlds using sets of their levels, you can place down Toad Houses for minigames to earn items and extra lives. lives.
***
One of the Toad House minigames you can play is the slot machine from ''Super Mario Bros 3''. Whatever the final picture on the Slot Machine is, it will emerge from the house... and if it's a mishmash of different things that doesn't get any results, your character(s) will get unsettled enough to ''back away'' from it.
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*** Failing the "Catch-and-Win" minigame will have ''Weird Mario'' come out and point at you, signaling "Get Out".

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*** Failing the "Catch-and-Win" minigame will have ''Weird Mario'' come out and point at you, signaling "Get Out"."GetOut".
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*** Failing the "Catch-and-Win" minigame will have ''Weird Mario'' come out and point at you, signaling "Get Out".
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There's an actual reason for this; it just needs better wording.


** Objects can no longer be placed over the arrow sign and surrounding area behind the starting point, which makes certain styles of levels harder to make, such as automatic levels[[note]]Previously, one could place a tracked block or spring just behind Mario to immediately push him into the automaton, not requiring the player to take any action at all[[/note]], but especially single-screen levels without resorting to piping Mario to the sub-area and building there instead.

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** Objects can no longer be placed over the arrow sign and surrounding area behind the starting point, which makes certain styles of levels harder to make, such as automatic levels[[note]]Previously, one could place a tracked block or spring just behind Mario to immediately push him into the automaton, not requiring the player to take any action at all[[/note]], but especially single-screen levels without resorting to piping Mario to the sub-area and building there instead. The reason this is done is for the starting box in multiplayer.
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** The 3.0.0 update finally enables makers to build world maps for their courses, with a design based on ''VideoGame/SuperMarioWorld''. There are eight themes to choose from, each with its own background music. The Ground, Underground, Forest and Volcano (Bowser) themes use their respective music from ''World''. The Desert, Sky, and Snow themes, which weren't present in ''World'', instead use music from the ''[[VideoGame/SuperMarioAllStars All Stars]]'' version of ''VideoGame/SuperMarioBros3'', namely from World 2, World 4, and World 6, respectively. Finally, the music for the Space theme is brand-new.

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** The 3.0.0 update finally enables makers to build world maps for their courses, with a design based on ''VideoGame/SuperMarioWorld''. There are eight themes to choose from, each with its own background music. The Ground, Underground, Forest and Volcano (Bowser) themes use their respective music from ''World''. The Desert, Sky, and Snow themes, which weren't present in ''World'', instead use music from the ''[[VideoGame/SuperMarioAllStars All Stars]]'' version of ''VideoGame/SuperMarioBros3'', namely from World 2, World 4, and World 6, respectively. Finally, the music for the Space theme is brand-new.brand-new, when they could have just as easily used the Star World theme from ''VideoGame/SuperMarioWorld''[[note]]The Space map borrows elements from that world's map[[/note]].
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World 3's music in SMB 3 corresponds to the water world. The actual music used for SMM 2's sky is from Giant Land


** The 3.0.0 update finally enables makers to build world maps for their courses, with a design based on ''VideoGame/SuperMarioWorld''. There are eight themes to choose from, each with its own background music. The Ground, Underground, Forest and Volcano (Bowser) themes use their respective music from ''World''. The Desert, Sky, and Snow themes, which weren't present in ''World'', instead use music from the ''[[VideoGame/SuperMarioAllStars All Stars]]'' version of ''VideoGame/SuperMarioBros3'', namely from World 2, World 3, and World 6, respectively. Finally, the music for the Space theme is brand-new.

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** The 3.0.0 update finally enables makers to build world maps for their courses, with a design based on ''VideoGame/SuperMarioWorld''. There are eight themes to choose from, each with its own background music. The Ground, Underground, Forest and Volcano (Bowser) themes use their respective music from ''World''. The Desert, Sky, and Snow themes, which weren't present in ''World'', instead use music from the ''[[VideoGame/SuperMarioAllStars All Stars]]'' version of ''VideoGame/SuperMarioBros3'', namely from World 2, World 3, 4, and World 6, respectively. Finally, the music for the Space theme is brand-new.
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** Snake Blocks can become a hassle to set up because there's no way to change the path you set it on without undoing the entire path after that point. If you set up a long Snake Block segment and want to change something toward the beginning of the path, you'll need to draw most of its most path over again.
** When uploading a course, you have to clear it from both the starting position and any checkpoints placed, and respawn from those points if you die. While this requirement is in place to stop makers from uploading UnwinnableByDesign levels, the restriction has a major oversight, that being that playing from the checkpoints during the upload check is treated as though they're your starting point, and any progress up to them isn't saved. This places a severe restriction of the usage of red coins and keys, because if you place such things before the checkpoint and cannot backtrack to get them, the level is unwinnable during the upload check, even though a player playing the level normally would retain their keys and red coins if they had to start from the checkpoint. This also means that any sort of open world level where players can use checkpoints to save their progress, the maker must complete the level in full up to three times. And of course, levels that a maker doesn't intend or expect players to be able to play through it all in one try, they still have to.

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** Snake Blocks can become a hassle to set up because there's no way to change the path you set it on without undoing the entire path after that point. If you set up a long Snake Block segment and want to change something toward the beginning of the path, you'll need to draw most of its most path over again.
** When uploading a course, you have to clear it from both the starting position and any checkpoints placed, and respawn from those points if you die. While this requirement is in place to stop makers from uploading UnwinnableByDesign levels, the restriction has a major oversight, that being that playing from the checkpoints during the upload check is treated as though they're your starting point, and any progress up to them isn't saved. This places a severe restriction of the usage of red coins and keys, because if you place such things before the checkpoint and cannot backtrack to get them, the level is unwinnable during the upload check, even though a player playing the level normally would retain their keys and red coins if they had to start from the checkpoint. This also means that for any sort of open world level where players can use checkpoints to save their progress, the maker must complete the level in full up to three times. And of course, levels that a maker doesn't intend or expect players to be able to play through it all in one try, they still have to.



** The oddly story mode-exclusive Stone part which, as its level demonstrates, shows its glaring potential as a puzzle element, being what's effectively a block affected by gravity.

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** The oddly story mode-exclusive Stone part which, as its level demonstrates, shows its part, which has glaring potential as a puzzle element, being what's effectively a block affected by gravity.
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* BetterAsALetsPlay: The game has a very large community of fans that don't even play it themselves but love to watch dedicated streamers play the SturgeonsLaw-prone levels that random people have created. For this reason, many content creators attempt Super Expert No-Skip runs so that their viewers can watch them play through the horrors that await. Other sub-communities include Troll Levels (levels designed to make players look like idiots), Puzzle Levels (levels designed to test players' knowledge or problem-solving skills), and Kaizo Levels (NintendoHard levels designed for players to show off their reflexes and platforming skills).
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** The 3.0 update introduces [[VideoGame/SuperMarioBros2 Phantos]], who are just as relentless as they were in the original, if not ''more'' so. Not only do they constantly fly at you in an erratic fashion, their threat status is magnified by their ''complete invulnerability''.

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** The 3.0 update introduces [[VideoGame/SuperMarioBros2 Phantos]], who are just as relentless as they were in the original, if not ''more'' so. Not only do they constantly fly at you in an erratic fashion, their threat status is magnified by their ''complete invulnerability''.invulnerability'' and the fact that unlike in ''Mario 2'', you ''can't'' drop the key to make them ease off their pursuit.
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Whoops.

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* ComplacentGamingSyndrome:
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* ComplacentGamingSyndrome:

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* ComplacentGamingSyndrome:** The 3.0.0 update finally enables makers to build world maps for their courses, with a design based on ''VideoGame/SuperMarioWorld''. There are eight themes to choose from, each with its own background music. The Ground, Underground, Forest and Volcano (Bowser) themes use their respective music from ''World''. The Desert, Sky, and Snow themes, which weren't present in ''World'', instead use music from the ''[[VideoGame/SuperMarioAllStars All Stars]]'' version of ''VideoGame/SuperMarioBros3'', namely from World 2, World 3, and World 6, respectively. Finally, the music for the Space theme is brand-new.
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In fact, Phanto is the ONLY enemy that is fully immune to any attack. All other enemies can be defeated in one way or another


** The main theme from ''VideoGame/SuperMarioLand'' returns to a Mario platformer for the first time in 30 years, even though it only plays while Mario has the Superball power up.
** The Snow theme in the [=SMB3=] style is an upbeat, Christmas-y song that makes courses that much more enjoyable to play.

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** The main theme from ''VideoGame/SuperMarioLand'' returns to a Mario ''Mario'' platformer for the first time in 30 years, even though it only plays while Mario has the Superball power up.
** The Snow theme in the [=SMB3=] style is an upbeat, Christmas-y song that makes courses that much more enjoyable to play. And the Edit version of the music makes them fun to make as well.



** The 3.0 update introduces [[VideoGame/SuperMarioBros2 Phantos]], who are just as relentless as they were in the original, if not ''more'' so. Not only do they constantly fly at you in an erratic fashion, their threat status is magnified by the fact they are one of the few enemies in the game that is ''completely invulnerable''.

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** The 3.0 update introduces [[VideoGame/SuperMarioBros2 Phantos]], who are just as relentless as they were in the original, if not ''more'' so. Not only do they constantly fly at you in an erratic fashion, their threat status is magnified by the fact they are one of the few enemies in the game that is ''completely invulnerable''.their ''complete invulnerability''.
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** The Super Worlds menu in Course World is represented by a stylized solar system, with each planet representing someone's Super World...and Princess Peach is on every single one of them, screaming for help. As if it's not ridiculous enough, the over-the-top way she flails her arms and wriggles about makes it impossible to take seriously.

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* UnderusedGameMechanic: While the original game had all built-in levels use the same tools that the player has access to, this game has a few tools exclusive to the Story Mode. Toads (running into a Toad gets them to follow Mario, and if they get hit they get trapped in a bubble and float back towards their initial location) and stone blocks (carryable like a POW Block/crate, but are indestructible and heavily limit Mario's running speed and jump height) are only seen in Story Mode levels that involve [[EscortMission taking them to the goal]] and aren't ever unlocked for the player to use. There's also a few Clear Conditions that the player gets no access to, such as the ones tied to Toads and stone blocks, as well as the ones used in "Hold Your Breath" (reach the goal without exiting the water), "Swinging Claw Escape" (reach the goal without getting grabbed by a Swinging Claw), and "Treetop Fireballs" (reach the goal after doing a handstand on each tree).

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* UnderusedGameMechanic: UnderusedGameMechanic:
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While the original game had all built-in levels use the same tools that the player has access to, this game has a few tools exclusive to the Story Mode. Toads (running into a Toad gets them to follow Mario, and if they get hit they get trapped in a bubble and float back towards their initial location) and stone blocks (carryable like a POW Block/crate, but are indestructible and heavily limit Mario's running speed and jump height) are only seen in Story Mode levels that involve [[EscortMission taking them to the goal]] and aren't ever unlocked for the player to use. There's also a few Clear Conditions that the player gets no access to, such as the ones tied to Toads and stone blocks, as well as the ones used in "Hold Your Breath" (reach the goal without exiting the water), "Swinging Claw Escape" (reach the goal without getting grabbed by a Swinging Claw), and "Treetop Fireballs" (reach the goal after doing a handstand on each tree).
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* GoddamnedBoss: Meowser replaces Bowser in the ''3D World'' style, making him the go-to boss character for many course makers. Unlike his classic counterpart, who mostly just jumps around and breathes fire, Meowser frequently leaps right out of the boss arena where he can't be hit, only to pop up from the foreground or do an invincible somersault attack. During this stage he's completely invulnerable [[SoLastSeason (even trying to trick him into jumping into lava doesn't work this time),]] all while [[TimedMission the timer steadily ticks down.]] It's even worse if you give him wings, as he will periodically fly into the background to launch a fireball barrage; Winged Meowser spends less than ''half'' of the battle in a state where you can actually hit him. Combine that with the fact that fireballs are all but mandatory to beat him (beating him with the cat suit without getting hit is nearly impossible) and you've got a nasty chokepoint in your stage. A mandatory Meowser fight with time running out can easily be a LuckBasedMission.

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* GoddamnedBoss: Meowser replaces Bowser in the ''3D World'' style, making him the go-to boss character for many course makers. Unlike his classic counterpart, who mostly just jumps around and breathes fire, Meowser frequently leaps right out of the boss arena where he can't be hit, only to pop up from the foreground or do an invincible somersault attack. During this stage he's completely invulnerable [[SoLastSeason (even trying to trick him into jumping into lava doesn't work this time),]] all while [[TimedMission the timer steadily ticks down.]] It's even worse if you give him wings, as he will periodically fly into the background to launch a fireball barrage; Winged Meowser spends less than ''half'' of the battle in a state where you can actually hit him. Combine that with the fact that fireballs fireballs, boomerangs and/or cannonballs are all but mandatory to beat him (beating him with the cat suit Cat Suit or Super Hammer without getting hit is nearly impossible) and you've got a nasty chokepoint in your stage. A mandatory Meowser fight with time running out can easily be a LuckBasedMission.

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