Kaizo Mario Maker Wikia
Advertisement
Yamamura's Dojo

Yamamura's Dojo is a new mode in Super Mario Maker 2 that explains the basics of making and playing.

Maker Lessons[]

This section teaches tips on creating levels in Course Maker. The lessons star Nina, a girl, and Yamamura, a bird.

The following tables describe and/or summarize each lesson.

Maker Basics[]

Maker Basics teaches the controls of making levels in Course Maker. It includes using Undodog, Eraser, and Reset Rocket.

Beginner Lessons[]

Lesson Description/Summary
Intro to Making Yamamura explains the definition of a "course" in Mario games. He also defines "clearing course".
Workflow Basics Yamamura makes a sample course, which includes ground and enemies.
On Inspiration Yamamura talks about how inspiration can help makers provide layout or tell a story with their courses. Inspiration can also come from focusing on a few course parts.
Fixing Mistakes Yamamura and Nina discuss playtesting as they fix a course.
Testing Yamamura and Nina test a course from the beginning, fix a pipe, and discuss how players can find alternate pathways.
Using Parts: Terrain Yamamura talks about terrain, including ground, bridges, Semisolid Platforms, and mushroom platforms. Nina also encountered a softlock, and Yamamura explains the importance of measuring Mario's jump.
Using Parts: Blocks Yamamura explains the use of blocks, including Brick Blocks and Question Mark Blocks. He also suggests not putting enemies inside Question Mark Blocks (unless there is a fun reason) and ensuring that players wouldn't get softlocked by breaking Brick Blocks.
Using Parts: Enemies Yamamura discusses the importance of understanding enemy behavior. He goes over Goombas, Green Koopa Troopas, and Red Koopa Troopas. He also discourages makers from spamming tons of enemies.
Using Parts: Gizmos Yamamura talks about the properties of gizmos, including lifts, trampolines, and fire bars.
Super Mushrooms Yamamura discusses how the Super Mushroom allows Mario to break Brick Blocks. He also mentions that enemies can revert Super Mario into Small Mario, rendering him unable to break Brick Blocks anymore.
Coins Yamamura talks about the use of Coins to provide players direction (and satisfaction). He recommends makers to not oversaturate the course with coins.
Tracks Yamamura explains the use and features of tracks.
Themes Yamamura suggests providing a theme for a level rather than spamming enemies.
On Difficulty Yamamura offers ways to make levels easier or harder, like changing enemy types/number or widths of platforms.
Asking for Feedback Nina playtests and provides feedback for one of Yamamura's courses. Yamamura explains that others can notice things overlooked, which can help makers improve a course.

Intermediate Lessons[]

Lesson Description/Summary
Coin Brainstorm Yamamura and Nina brainstorm and build ways to get coins on top of a ledge. One of the ways involved wall-jumping.
Checkpoint Flags and You Yamamura talks about the Checkpoint Flag and offers tips for locating the flag, like placing it in a safe area before or after a hard section.
Water Level Yamamura and Nina try out the Forest Theme (water and land gameplay) and Lava Theme (lava gameplay). Nina tries out levels involving rising water and rising lava.
Making Vertical Courses Yamamura and Nina talk about vertical sub-areas. The bird suggests ensuring that players wouldn't run into surprise enemies from above as they travel vertically.
Know Your Gizmos Yamamura describes items in the Gizmos category, including ON/OFF Switches, P Switches, Doors, Warp Pipes.
Autoscroll Tips Yamamura provides tips for making autoscroll levels. These include signaling if an enemy would appear and using coins for direction.
Mario's Limitations Yamamura suggests not placing coins and Question Mark Blocks in areas that Mario can't reach at all.
The Key to Success Yamamura gives advice on placing keys. He suggests ensuring that keys are obtainable and that there are no softlocks.
Forgiving Player Mistakes Yamamura suggests providing players a second chance (like respawning important items in pipes) should they accidentally mess up.
Providing Direction Yamamura discusses the importance of ensuring that players know the next step. He does this by making platforms visible and signaling where to drop.
The Power of Power-Ups Yamamura talks about power-ups, including the Propeller Mushroom, Fire Flower, and Super Star. He recommends accounting for power-ups in level design.
All about Timing Yamamura lists ways to test timing, including enemy placement, lift placement, and hazard placement. He stated that timing challenges can test concentration in courses.
Creating Enticing Destinations Yamamura provides ways to make areas more interesting, including placing Question Mark blocks and making areas unique.
On Atmosphere Yamamura talks about the importance of the look of the course and provides ways to change the atmosphere of the course. In one example, he uses a Semisolid Platform and different platform types for decoration.
Treating the Player Fairly Nina tries out and reacts to a level that involves a Sniper Thwomp and Invisible Blocks in cheap locations (AKA "Kaizo Blocks") to demonstrate the importance of ensuring that a level is fair. In particular, Nina and Yamamura warn players to not use Sniper Thwomps and Kaizo Blocks to create unfair deaths.

Advanced Lessons[]

Lesson Description/Summary
Free-Form Making Nina observes Yamamura practice "free-form making", where he tries adding ideas and experiments with them. He notes that experimentation can also lead to ideas in course creation.
Know Your Enemies Yamamura mentions that defeating enemies in special ways (stomping Goombas without leaving ground, kicking Koopa Shell, etc.) can be satisfying for players.
Clear Conditions Yamamura provides an overview of Clear Conditions. He recommended designing a course around the clear condition.
Using Walls to Control Players Yamamura talks about how scroll-stop (via placing terrain from top to bottom, not placing anything above the vertical halfway mark in horizontal layouts, etc.) can create rooms or hide areas so players don't see sections too early.
Does the Way Forward Always Need to Be Clear? Yamamura notes that sometimes hiding the main route can be fun. He also stated that Hidden Blocks that are essential to progress should have a clear marking.
Enemy Appearance Yamamura mentions that enemy spawning depends on Mario's location.
Players Are Unpredictable Yamamura discusses how different players have different approaches with courses.
Watching Others Play Your Course Yamamura recommends makers ask for specific feedback as others play their courses. He notes that makers can also look for players' expressions or difficulty at sections.
Seriously, Treat the Player Fairly Once again, Yamamura warns makers to not be unfair with course creation. He offers ways for makers to include Sniper Thwomps while ensuring that players have enough time to react. Yamamura also proclaims the course-maker's creed: tough but fair.
Getting Creative with Parts Yamamura mentions that makers can keep levels fresh despite reusing parts by finding new uses of the same parts.
All about Pacing Yamamura recommends players to ensure that each section of a level has a purpose. In particular, some areas can provide breathing room by having little to no action.
Creating Satisfying Experiences Yamamura describes how sections that show off Mario's moves can provide satisfaction. He also emphasizes the importance of indicators like coins.
Jotting Down Course Ideas on Paper Yamamura notes that writing course plans on paper can help makers organize their course. He also recommends testing a section at a time.
When You Just Can't Finish a Course Yamamura recommends players to stick to a theme. He notes that self-made limitations can lead to innovation.
How to Be a Better Maker Yamamura finishes his series of lessons with Power-Up tips. The bird explains how power-ups give Mario extra hit points and change the difficulty, and he recommends placing power-ups sometimes later in case Mario loses them.

Mario's Moves[]

This section covers Mario's moves and can be accessed while playing a level. The below tables are a consolidated version of the in-game tables. Yamamura and Nina also do a video overview on some of the power-ups (Raccoon Mario, Cape Mario, etc.).

Some of the moves have parentheses—these moves require a power-up in the parentheses to use.

Common Abilities[]

Ability Controls
Move Left lstick or Right lstick
Dash Hold Y button while moving
Jump B button—higher jumps can be performed by holding B button, jumping while dashing, or jumping while stomping on an enemy
Spin Jump L button/R button on ground Note
Crouch Down lstick
Slide Down Slope Down lstick while on slope Note
Ground Pound Down lstick while in midair Note
Wall Jump B button while touching a wall in midair Note
Wall Slide Tilt Neutral lstick in direction of wall while touching wall in midair Note
Enter Pipe Tilt Neutral lstick in direction of pipe opening
Swim B button while underwater
Climb/Descend Vine Up lstick or Down lstick while on vine
Enter Door Up lstick in front of door
Throw Fireball (Fire Mario) Y button
Hold Object Y button while near respective object Note
Throw Object Release Y button while holding object Note
Drop Object Down lstick while releasing Y button and holding object Note
Wear Down lstick while holding a Buzzy, Dry Bones or Spiny shell. Note
Shoe, Stiletto, Dry Bones Shell, Lakitu's Cloud, Clown Car, Yoshi
Ride Land on respective object from above
Bail L button/R button while on respective object
Extend Tongue (Yoshi) Y button
Shoot Fireball (Fire Clown Car) Y button—Hold Y button to charge fireball

Super Mario Bros. Exclusive[]

Ability Controls
Superball Mario
Throw Superball Y button
Link
Swing Sword Y button
Dash Attack Hold Y button while tilting Down lstick
Down Thrust Down lstick in midair
Shoot Arrow Hold L button/R button and release to shoot (Aim by tilting Up lstick or Down lstick)
Ready Bomb Hold Y button while tilting Up lstick
Throw Bomb Release Y button
Place Bomb Release Y button while tilting Down lstick
Raise Shield Down lstick

Super Mario Bros. 3 Exclusive[]

Ability Controls
Raccoon Mario
Tail Whip Y button
Fly Dash until arms extend, then press B button repeatedly
Descend Slowly Press B button repeatedly while falling in midair

Super Mario World Exclusive[]

Ability Controls
Look Up Up lstick while on ground
Throw Object Upward Up lstick while releasing Y button and holding object
Cape Mario
Cape Attack Y button
Ascend Dash until arms extend, then press and hold B button while holding Y button
Open Cape Release B button while ascending
Fly Neutral lstick tilt in opposite direction of movement while cape is open
Dive Neutral lstick pressed and held in direction of movement while flying
Dive Bomb Collide with enemy while descending
Descend Release Y button while flying
Descend Slowly Hold B button while falling in midair

New Super Mario Bros. U Exclusive[]

Ability Controls
Midair Spin L button/R button in midair
Double/Triple Jump Jump while dashing, then press B button again immediately after landing
Flutter Jump (Yoshi) Hold B button in midair
Propeller Mario
Fly L button/R button
Dive Down lstick while flying

Super Mario 3D World Exclusive[]

Ability Controls
Climb/Descend Tree Up lstick or Down lstick while grabbing tree
Spinning Jump B button after pressing L button/R button while holding Up lstick
Roll L button/R button while crouching
Long Jump L button/R button while moving
Crouch Jump B button while crouching
Crouch and Move Downleft lstick or Downright lstick
Honk Horn (Koopa Troopa Car) Down lstick
Cat Mario
Climb Wall Neutral lstick towards wall in midair
Scratch Y button
Slide L button/R button while crouching
Claw Dive L button/R button in midair
Builder Mario
Swing Hammer Y button
Bring out Builder Box Y button while holding Up lstick

See Also[]

veSuper Mario Maker 2
Game Styles

Super Mario Bros.Super Mario Bros. 3Super Mario World New Super Mario Bros. USuper Mario 3D World

Game Modes

Endless ChallengeNetwork PlayNinji SpeedrunsStory ModeYamamura's Dojo

Transformations

Big MarioBuilder MarioCape MarioCat MarioFire MarioLinkPropeller MarioRaccoon MarioSmall MarioSuper MarioSuperball Mario

Course Elements Terrain

? BlockBrick BlockBridgeClear PipeCloud BlockConveyor BeltDonut BlockGentle SlopeEmpty BlockGroundHard BlockHidden BlockIce BlockJelectroMushroom PlatformMusic BlockNote BlockPipeRotating BlockSea UrchinSemisolid PlatformSteep SlopeSpike BlockSpike TrapTrack

Items

1-Up MushroomBig CoinBig MushroomCape FeatherCoinFire FlowerFrozen CoinPink CoinPropeller MushroomMaster SwordRotten MushroomShoe GoombaStiletto GoombaSuper BellSuper HammerSuper LeafSuper MushroomSuper StarSuperball FlowerYoshi Egg

Enemies

Angry SunAnt Trooper (Horned) • Blooper (Nanny) • Bob-ombBoo (BuddiesStretch) • Boom Boom (Pom Pom) • Bowser (Jr.Meowser) • BullyBuzzy Beetle (Shell) • Chain ChompCharvaarghCheep Cheep (BlurpDeep Cheep) • Dry Bones (Shell) • Fire Bro (Heavy) • Fish BoneGaloomba (Goombud) • Goomba (Goombrat) • Hammer Bro (Sledge Bro) • Hop-ChopKoopa Clown Car (Fire) • Koopa Troopa (Beach KoopaCar) • Lakitu (Cloud) • Lava BubbleMagikoopaMoonMonty MoleMuncherPiranha Plant (CreeperFireJumping) • PeepaPokey (Snow) • PorcupufferRocky WrenchSkipsqueak (Spiny) • Spike (BallSnowball) • Spike TopSpiny (EggShell) • StingbyThwompWiggler

Gizmos

! SignArrow SignBanzai BillBill BlasterBlinking BlockBumperBurnerCannonCheckpoint FlagConveyor BeltDash BlockFire BarGrinderIcicleKeyLift (CloudFlimsyLava) • Mushroom TrampolineON/OFF Switch (Dotted-Line Block) • One-Way WallP BlockP SwitchPOW BlockSeesawSnake BlockSkewerSwinging ClawTreeTrackTrack BlockTwisterVineWarp DoorWarp Box

Other Stone
Advertisement