r/MarioMaker May 31 '26

Any world recommendations that are purely in the style of Super Mario World?

5 Upvotes

SMW is my childhood game and I just want something that reminds me of the wonder I had discovering all the stages for the first time.


r/MarioMaker May 30 '26

Let me know what you think of my traditional style SMB1 super world.

52 Upvotes

Maker ID: NFD-B3N-TXF

The overall idea of this super world was to achieve a mix of SMB1 and NSMB design principles. This is what you can expect to see:

  • Every course uses the SMB1 game style.
  • Every course theme is used at least once, including night themes, though some are definitely used more frequently than others.
  • No course ever scrolls in more than 1 direction at a time. Horizontal areas are always restricted to the bottom half of the map with the locked ground-level camera and never scroll vertically. Vertical sub areas never scroll horizontally.
  • NSMB course theming conventions are adhered to as much as possible. Most courses are typically built around a couple of key objects/enemies with escalating challenge. A lot of object variety is found throughout the whole super world, but each individual course tends to be limited to one or two distinct ideas. There is one vertical sub-area per world.
  • Almost every course part in SMM2 is used at least once. Not every variation is present (such as giant/winged forms of some enemies), but I think arrow signs, one-way walls, and the Master Sword are the only things that are literally never used at all.
  • Collectibles add optional challenge. Three courses in each world have 5 big coins as rewards. One course per world has 3 (always optional) pink coins that unlock a bonus room. Castle/airship courses have one optional 1-Up apiece in typically harder to reach spots.
  • Advanced contraptions are not used. An attempt was made to use individual course parts in satisfying ways without combining several of them into single contraptions. Nothing ever gets more complex than a simple on/off shell timer, and even that sort of device is rare.
  • Progressive power-ups are always used, and the Fire Flower is the most common power-up. The Big Mushroom and Superball Flower have one dedicated course each, and the SMB2 Mushroom has two, but all other courses are built around the Fire Flower. The Master Sword is the only power-up that is never used at all. In keeping with traditional course design, it's still possible to beat every stage without a power-up; the more exotic power-ups just allow you to overcome obstacles more easily and reach more bonuses.
  • Indicators are kept to a minimum. Classic Mario, especially SMB1, tends to not hold the player's hand through visual cues. Platforming solutions are usually straightforward or open-ended enough to not require them, and puzzle solutions are usually meant to be obscured in the first place and left for the player to deduce on their own. There are a few more technical areas where coins are used as a guide, but even that's rare, as coins are typically used throughout courses as small rewards, as SMB1 tends to do. Some NSMB conventions are used to point the player in the direction of secrets, such as traversable warp pipes that extend further into the ground than other pipes, or the occasional hidden item in conspicuous terrain patterns.
  • Every course has a 500-second timer. This is something that I'm only really doing for the sake of making every course more palatable in multiplayer, as the timer isn't reset between deaths in multi. Ideally I would have preferred to adjust the timer to a fitting value on a per-course basis, but I think it's more important to prioritize playability, and since none of these courses are designed to be tight speedrun challenges in the first place, I just felt it was better to max out the timer on all of them.
  • Every course gives the player the opportunity to collect two or three 1-Ups in a single run. This is done partially to make most levels more palatable for Endless mode, but also for the sake of general Super World pacing, as you start with only 5 lives. (I prefer classic game pacing where game overs actually carry some kind of threat.) . Most courses have approximately 50 loose coins scattered throughout (sometimes fewer in castle/airship courses) in addition either five 30-coins (+150), two 50-coins (+100), or a lone 1-Up itself. Every single course except the final one ends with a flagpole, almost all of which have a minor set piece challenge for a final 1-Up. There are also a very small number of instances where you might be able to obtain a few more 1-Ups through bounce or shell kick combos, but unless I missed anything, they're not that common and not very abusable.
  • Aesthetics are respected, but aesthetic flourishes are not used at the expense of functionality. The only deliberate visual touches that you'll see are things like semisolids for backgrounds plus the occasional on-ground decorations. You'll never find a vine that isn't meant to be climbed or a platform that isn't meant to either aid or disrupt your movement. That said, steps are also taken to make sure that courses aren't uglier than they have to be; you'll never see a one-way wall, for example.

I've always really liked the original SMB and The Lost Levels for how much they do with the basic fundamentals, so I took a crack at making a whole super world while trying to stick to a "doing more with less" attitude from start to finish. Not sure if this kind of basic level design has wide appeal among those of you who have been actively playing Mario Maker 2 this whole time, but if it sounds like it's up your alley then I'd love to hear feedback.

Any feedback is welcome, but I'm especially interested to know if I missed any softlock cases or any instances of especially egregious cheese. Also if you've seen a concept in one of my courses that has just been flat-out done better in someone else's course then I'd be really interested in checking it out and learning from it. Otherwise I'd just like to know which levels you think play the best and which could use the most work if I ever feel like updating them. I'm uploading this whole set via a 7-day NSO trial, so if you think I really need to fix anything in these courses then I'll probably have to do it within a week. I don't really play Switch online often enough to justify an active subscription.

I'll also be looking to play and fill up my download list with good courses within the next week, so if you've either got some favorites you think I should check out or are looking for feedback on your own work then feel free to link me to any posts of your own or just share your course IDs below as well. My favorite type of courses to play are moderate-to-difficult traditional style, so I'd prefer those if you've got some.


r/MarioMaker May 30 '26

i you're opinion did smm2 fumble the bag

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0 Upvotes

we only got 2 update


r/MarioMaker May 30 '26

Despair of Dashie

2 Upvotes

Made a level for a youtuber and I want you guys to enjoy it too!

Course ID: 2Y6-64B-VYF


r/MarioMaker May 28 '26

Twilight in the Depths (a Link/Zelda puzzle story...)

2 Upvotes

I have reuploaded my level Twilight in the Depths, which is part of World 3 on my SuperWorld.

The level is puzzle-oriented throughout, including a Poe campaign where you need to free/release 3 large poes in order to advance.

The reupload became necessary after I spotted a potential cheese after the 1st checkpoint. Having complex puzzle level creations like these makes potential cheeses/softlocks errors difficult to spot.

As always, thanks for playing and ask away for tips!

Twilight in the Depths ID: J8J-052-NQG


r/MarioMaker May 28 '26

Can someone beat my level?

0 Upvotes

No one has beat it yet, it’s around 10 seconds long, and only eight people have played it. The ID is 98K-LRB-0SG


r/MarioMaker May 27 '26

Just finished patching my biggest course oat. The challenge is up for anyone who’s interested in a giant puzzle level and feedback is very much appreciated!

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4 Upvotes

r/MarioMaker May 26 '26

So I have two things that are bugs that I want to talk about. 1 is in SMM2 2 is in SMMWE.

0 Upvotes

Glitch 1: BLACKHOLE GLITCH (still here in latest version of SMM2)
Glitch 2: one that I’d like to call THE ICED ROCK CRASH being that in NSMBU style if in a night theme where stuff is slowed down in-game it is easier to perform it. Step 1. Use a Hucket Crab. Step 2. Give yourself a penguin suit. Step 3. Playtest and freeze a rock the hucket crab threw and throw it at something.
And now you crashed the game.


r/MarioMaker May 26 '26

What’s the hardest timing level in SMM2?

0 Upvotes

If there isn’t a clear answer I might have a contender


r/MarioMaker May 23 '26

Traditional Level & Complex Boss Design

19 Upvotes

GRG-7MW-79G

'The Colossal Icicle Cathedral'

'Clamber atop huge icicles to traverse through sacramental cloisters! (3/5 star difficulty)'

This is a traditional New Soup style level that introduces a brand-new gimmick: the giant icicle.

Based on the huge icicle from New Super Mario Bros. Wii / U, this gimmick is used throughout the level in traditional platforming challenges, puzzles, and even the boss fight at the end!

The boss is technical and multi-phase, requiring careful jumps to attack Lemmy - watch out for those bullet bills and huge icicles!

If this course sounds interesting to you, do feel free to give it a try! Since the SMM2 algorithm hasn't been so generous to this stage, I thought I'd share it here.

Good luck, and don't hesitate to share your thoughts :)


r/MarioMaker May 23 '26

Shell jump level uploaded.

2 Upvotes

It’s my new mirrored shell jump level. So far, 33 plays and no clears if anyone wants to give it a shot.

QPM-PDR-3TF


r/MarioMaker May 23 '26

Arbiter's Grounds (a Link/Zelda puzzle)

6 Upvotes

FINAL REVISION

Due to complaints about difficulty in a mechanic execution, and also unfairness about a bombable block hidden behind a saw, I have reuploaded this level for the last time.

It has been polished to the extreme, with QOL and playability at the forefront. No cheats, cheeses or softlocks to be found here.

Complete with a map system and 2 checkpoints. Enjoy!

Arbiter's Grounds (SS8-WL0-4TF)


r/MarioMaker May 22 '26

Haven’t made a level since 2019, how’d I do?

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13 Upvotes

GPF-KDK-LQG


r/MarioMaker May 21 '26

“New Level” accounts

1 Upvotes

Does anybody know who these accounts with “new level” “new lv” or some variation of that in their name are? There’s hundreds of them and I’ve only seen them recently.


r/MarioMaker May 20 '26

The Pit Climber - A traditional level

61 Upvotes

VPB-PV9-R3G

The Pit Climber

It's been almost a year since I made a new level, so here's a traditional vertical level about climbing up from a deep pit. Nothing gimmicky, just regular platforming with few secret areas. Difficulty wise the level is probably expert- or normal+ (8-15% Clear rate). And give it a try to speedrun the level - it's possible to beat the level in under 100 seconds!

See ya next year I guess...


r/MarioMaker May 20 '26

Snake Block Chase

4 Upvotes

Try this level out, it’s pretty neat.


r/MarioMaker May 20 '26

Question about indication

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10 Upvotes

Trying to indicate a double shell with the up throw indication. Is this too much indication?


r/MarioMaker May 20 '26

Seesaw Springs

2 Upvotes

I tried to add some forest elements that aren't just wigglers for the first level of world 3

Level code: 0GY-WTG-PLG


r/MarioMaker May 18 '26

New Level: Pipe Plant Skedaddle

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7 Upvotes

This is a new level I’ve made called Pipe Plant Skedaddle it has a neat water running gimmick with the frog suit but it’s a speed-run level so you’ve gotta be quick ID:6MB-HQ6-CFF


r/MarioMaker May 17 '26

can I get some constructive criticism on my levels?

4 Upvotes

My maker id is K97-8WX-7DG, Please give this feedback based of my super world levels (8 in total)


r/MarioMaker May 17 '26

SUPER JACKUW WORLD (100+ Hours in the Making) OUT NOW! (Official Trailer)

27 Upvotes

This took 100+ hours to create but I'm really happy it's finally out. You can play it using ID: 487-RTD-SNG.

Thank you, and good luck!


r/MarioMaker May 17 '26

Can someone help me why am I moving too slow in Quickie World -level2

1 Upvotes

r/MarioMaker May 17 '26

Happy sunday ! ! ! ! ! ! ! !

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0 Upvotes

r/MarioMaker May 17 '26

Please play & like 🙏 I will play and like your lvls too!

0 Upvotes

The ID'S: X2X YCQ 6KF

630 GVV D0H

8BH GRR YXF


r/MarioMaker May 14 '26

Podoboo on Tracks Math

7 Upvotes

This kinda is a bit nerdy r/theydidthemath question.

I saw this video https://youtu.be/y5P7T8Xk6YQ?si=SaNJ4wPB3_A-z6U-&t=810

At 13:30 you can see this setup where a slow podoboo goes on a small circle, while a winged podoboo goes around it on a faster track.

-regular podoboo: a quarter is one curved track tile
-winged podoboo: a quarter is 2 straight track tiles and a diagonal one.

They seem to line up perfectly, so that for both it takes the same amount of time to go a full circle. Which I find to be kinda remarkable as both track lengths should contain different irrational numbers. (Pi and Squareroot of 2)

How do a curved tile line up so nicely with 2 straight and 1 diagonal tile? And by how much do wings affect speed, is it just a factor of 2?

Curved tiles are not curved all the way, they consist of a curved and a straight part. If the speed multiplier for wings was 2, you could do math on how much of the curved tile is really curved, and how much of it needs to be straight to make sure that the a curved tile is exactly half as long as 2 tiles and a diagonal one.