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SMM Tips and Tricks


Feel free to post any little hidden tricks, cheats or tips you may have found here!


Updated list to easily find some various interesting tips (9-12-14)

Unlock all items on first day:
1. Keep playing around with the editor until you get the notice stating new items will arrive on (Specified day)

Method 1:
2. Quit the game right away, go into system menu and change the day to (Specified day)
3. Restart the game and new items will be unlocked. Repeat steps 1-3 until everything is unlocked.

Method 2:
Place many many objects to have the game deliver it early. One easy method to do this is to enter copy mode (ZL/ZR) and copy a mass amount of blocks over and over through the course.

Shake Everything!
- ton of the items and SE can be shaken to produce a different item/SE.

Fish bones
Dry Bones become Fish Bone in the water themes though they won't change in the editor oddly.

Fly Swatting Game
- If you keep shaking a muncher, eventually three flies will fall out. If you splat all three flies, the minigame will begin. Beating the minigame unlocks the builder mario mystery mushroom costume.

Flaming Cheep Cheeps
-Putting Cheep Cheeps in a castle level causes them to catch fire and bounce across the lava. Flaming Cheep Cheeps can't be jumped on.

Custom Bowser Battles
-If you're planning to customize some bosses, slapping wings onto Bowser Jr. makes him throw hammers and, if he falls off the screen, makes him fly up the screen and then groundpound back down.
So if you want a Bowser that throws hammers like in SMB1, just stack a winged Jr. onto a Bowser and voila.
Putting Bowser into the Clown Car makes him spill out Bob-Ombs, much like what Bowser did in SMW.

Nintendo World Championships 2015 Levels and Luigi Mushroom
-To unlock the four Nintendo World Championships levels, complete the 10 Mario Challenge mode 7 times. Complete all four to unlock the Luigi Mushroom item, which can be used in Course Maker by grabbing and shaking a Super Mushroom. It can only be used in Super Mario Bros. levels.

Homing Thwomp
-A Thwomp in a clown car will still be able to stomp Mario. Because of the clown car's bouncy properties, it'll knock Mario away instead of hurting him. As a bonus, it's somewhat similar to that homing thwomp boss everyone just loves so much.

Reflecting Fireballs

-Want some reflecting fireballs from SMW? Just stick wings on your podoboos!

CRT mode
-When a level is loading, hold down+B+A to activate CRT mode. which basically emulates old tube TV's.

Insert your own Decorations
-Tired of the decorative background objects like trees and bushes only appearing at random? Just select the ground tiles underneath and copy with ZL to create a new tile with the same decoration on top.

Bigger Enemies

Feed a mushroom to almost any enemy to make them bigger. Feeding them again make them temporarily bigger, only for them to sneeze it out and return back to the previous size.

Object Limits
Block objects: 2,000
Includes: Coins, Ground.
Platform objects: 200
Includes: Beanstalks, Warp Pipes.
Warp Pipe warp objects: 10
Power-up objects: 100
Does not include power-ups that are inside blocks.
Enemy objects: 100
Includes: Goombas, Koopa Troopas, POW Blocks, P Switches, Goomba's Shoes (Yoshi Eggs), One-way barriers, Skull Rafts, Junior Clown Cars, and Moving platforms.
Arrow objects: 100
Door objects: 4 sets (8 total)
Bowsers: 3

Different onscreen stylus
Press R3 (press down on the right control stick like a button).

Master Uploader
If you want to upload more levels, you need to get stars from your levels to earn medals. You get the first medal after you earn one star, but you need 50 stars to get the second medal and the first upload expansion.
Layout by LDA during C3.
Actually a patch came out where it doesn't take days anymore to unlock stuff. Now every 15 minutes you unlock something.

GameXplain says it will take 2 hours and 15 minutes to unlock everything.

Redundant tip #1: Shake Everything! A ton of the items and SE can be shaken to produce a different item/SE.

Redundant tip #2: Dry Bones become Fish Bone in the water themes though they won't change in the editor oddly.

Some Game exclusives I have seen so far (will have some redundant info here):
Super Mario Bros:
- Mystery Mushroom and Kuribo's Shoe
- Mushroom and Bowser SE plays the music from SMB3
- Unlocked by Default
Super Mario Bros 3:
- Tanooki suit and Kuribo's Shoe
- White Block Easter Egg
- Chain chomps will break free from their posts if they yank
on them too much
- Can hold items and throw them forward only
Super Mario World:
- Cape and Yoshi
- Yoshi seems to walk on lava see below
- Spin Jump
- Can hold items and throw them forward and up
- Koopas pop out of their shells
- Galoombas replace goombas
New Super Mario U:
- Propeller Suit and Yoshi (with flutter)
- Wall Jump and mid air twirl
- Can hold items but can only throw forward
- Unlocked by Default

Random fun facts:
- You can put wings on a invisible ? Block but it isn't
really invisible because you can still see the wings.
- You can put invisible ? blocks on a track.
- When you see 3 flys fly across the screen tap them to be
treated with the Mario Paint Fly swatting mini game.
- The robot on the course screen is from Mario Paint.
- It is possible to compose music in Mario Maker. You just
need to shake a note block for a music block. The note it
plays depends on the height of said block. Place muliple
blocks and enemies and you should be able to produce music.


Sorry for the redundancy but this info gots to be collected you know?
Team CornersoftYoutube
Originally posted by Luigixhero
- Yoshi seems to walk on lava

Actually, lava acts nothing more then just air similar to the lava in the original SMB (or at least, outside of NSMBU).
While I haven't got the game, there is still one thing you have to know: Munchers are regular enemies and not blocks just like they were in SMB or SMW. That means, they count to the enemies and are also affected by gravity. Use the spike ball instead.
Actually, he doesn't walk on Lava. The one level that made it seem like he can walk on Lava actually had obstacles hidden in the lava that he could walk on.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Putting Cheep Cheeps in a castle level causes them to catch fire and bounce across the lava. Its just an aesthetic change, but hey. Flaming Cheep Cheeps can't be jumped on.

Mario will break ? blocks and used blocks as if they were brick blocks if he is wearing a spiny shell. Could be used for secret areas and the likes.

Shaking a semi-solid platform cycles between styles.

Flyswatter Minigame!

If you keep shaking a muncher, eventually three flies will fall out. If you splat all three flies, the minigame will begin. Beating the minigame unlocks the builder mario mystery mushroom costume.

Will update with more useful interactions as I find them.
The chocolate-looking blocks in SMB1 (and the equivalents in the other sets) can all be broken with big Koopa shells and spiny hats as well.

Also, if you're planning to customize some bosses, slapping wings onto Bowser Jr. makes him throw hammers and, if he falls off the screen, makes him fly up the screen and then groundpound back down.
So if you want a Bowser that throws hammers like in SMB1, just stack a winged Jr. onto a Bowser and voila.
Putting Bowser into the Clown Car makes him spill out Bob-Ombs, much like what Bowser did in SMW.

Flying Spinies shoot needles.
Your layout has been removed.
A Thwomp in a clown car will still be able to stomp Mario. Because of the clown car's bouncy properties, it'll knock Mario away instead of hurting him. As a bonus, it's somewhat similar to that homing thwomp boss everyone just loves so much.

Want some reflecting fireballs from SMW? Just stick wings on your podoboos!

Most objects can be put on rails. Try and experiment, and see what you come up with!

For example, you can put Donut Blocks on rails to get a really hard level where you must keep jumping. Try and think outside the box!
( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)
Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

Want how fishbones behaved in Super Mario World? Just place them on a guideline, and they'll move along it and then fall through the ground, all while ignoring you even when in line of sight. Make the guidelines straight, and voila, you have a SMW fishbone.
Shaking a muncher causes flies to eventually appear. Swat them for the flying minigame from SMM. Apparently you can unlock costumes by beating it but I haven't managed to do so yet.

You can unlock the NWC stages by beating 10 Mario Challenges. Beating all NWC stages unlocks the Luigi Mushroom for use by shaking the Super Mushroom.

When a level is loading, hold down+B+A to activate CRT mode.
What's CRT Mode?

Click the character on the right side of my layout to visit my Discord server and discuss and play and look at and get updates and sneak peeks of the games and other things I'm making.

The authors of these 2 My Little Pony fan games have removed their games from the Internet.
Rise of the Clockwork Stallions has been updated! Download My Little Pony: Rise of the Clockwork Stallions DX: Director's Cut and My Little Pony: Magic Shards now! Spread this link!

"CRT" means "cathode ray tube" and in that mode, SMM emulated (more or less) the monitor tubes (the very old TVs).
Tired of the decorative background objects like trees and bushes only appearing at random? Just select the ground tiles underneath and copy with ZL to create a new tile with the same decoration on top.


Updated the first post with various tips and tricks posted in the thread so far.
Layout by LDA during C3.
One thing to add to this point:

Originally posted by Lightvayne
Unlock all items on first day:
1. Keep playing around with the editor until you get the notice stating new items will arrive on (Specified day)


From what I've experienced, you can actually speed this up a little (or increase the likeliness of this happening) by using all new level parts at least once. Like, if you have a level part with a red exclamation mark next to it, make sure that you have placed it in a level at least once. The same goes for level themes and for new features, make sure to test them all in a random level at least once. I had a few occasions where I was waiting and waiting and the new level elements just didn't feel like coming, then I placed all elements with an exclamation mark in the level at least once and suddenly new stuff arrived right away (that is, right after placing the element). Of course this could be a coincidence, but I think there is actually a connection.


As for another, more personal tip (or rather recommendation): I recommend using the Classic Controller Pro or the regular Classic Controller to play levels in the game, especially the more difficult levels. The Wii U Gamepad and the Wii U Pro Controller really have horrible D-Pads when it comes to 2D games. Most of the time they work okay, but when you need precision, they can be a real pain. If have especially experienced this with the NSMBU theme, where I have done a lot of accidental ground pounds using the Wii U Gamepad, as well a lot of wall jumping mistakes. This didn't happen to me when using the Classic Controller Pro. The Classic Controllers have a bigger D-Pad that is more precise and just works way better for 2D games. That's my opinion at least, of course you may like other controllers better, but if you are having trouble with the game, I recommend at least giving the Classic Controller a try.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I have another tip:
-If magic from a Magikoopa touches the end-of-stage axe, it turns into an object, but will eventually reappear. This can be used for survival areas at the end of the stage where you have to avoid getting killed until the axe reappears.

Edit: On the enemy limit list, could you please remove Goomba and Koopa, as it's obvious those are enemies, and also mention that lakitus take up two enemy slots, so you can have only 50 lakitus in a level.

Also, objects in blocks don't count towards limits.
Some people are disappointed that we can't have powerup blocks that change depending on whether Mario is small or big, but I just found this clever workaround to basically do the same thing:
Originally posted by Murphmario
I have another tip:
-If magic from a Magikoopa touches the end-of-stage axe, it turns into an object, but will eventually reappear. This can be used for survival areas at the end of the stage where you have to avoid getting killed until the axe reappears.

Just popping in to confirm this and also note that the axe only respawns after the magikoopa has been killed. It also works on the flagpole in SMB1 and NSMB themes.

If you want some of that sweet random background deco on your stuff in specific places, just swish around the brush on an empty spot till that piece you want appears and then drag its footing around, that'll drag the decoration along.


This spring + launcher setup allows you to make a sort of key-lock level, where you have to place the spring on the other, locked-in-place spring to propel the launcher up so you can pass.
Put a ledge above the launcher as well to have it stay open instead of bouncing constantly like this one is going to.
Your layout has been removed.
You can hold L+ZL or R+ZR to use the RADIERGUMMI.

Also, you could combine enemies to serve the same function as some left out enemies. Three stacked spinies are similar to a Pokey, a winged Wiggler with a Muncher on top acts similar to a Fire Snake, a winged Piranha Plant with a Venus Fire Trap on top acts kinda like a Fire Bro, etc.