News & Announcements

by Zephadus
Okay guys, the time has come!
Let's see what we can do with this thing!
It's time to find out if these forums make as much sense as I had hoped.
It should be easier to keep track of everyone's courses on a forum like this.
Don't forget to write a thread about your courses in the Course World board,
and don't forget the little "share" code the game gives you. :)
by Administrator
Hello everyone!
If you're reading this, Super Mario Maker Boards has launched!
We have plenty of different boards to discuss a variety of topics, and even a few courses to stand as examples!
Have fun!

Recent Course Activity

by shearflux
Sheegoth Den
Style: Super Mario Bros.

Theme: Castle and Haunted House
Size: Medium

Difficulty: Normal


This level has tribute in it to the original Mario, Pokemon, and Metroid Prime.
It has visual art of Sheegoth looking creatures from Metroid Prime, all three Pokemon skins hidden in the level, and a few design features from the original Mario.
I hopefully obtained my goal of requiring different skills to be used throughout the level with the exception of a good open area jumping challenge. Running, problem solving, and enemy dodging are some.
Let me know if you see the level as a well rounded experience and if not, please critique away!
by zathienx
Hi guys, we are 2 friends that played lots of hours this game, now we have done some levels, really funny and hard, not unfair btw. Hope u enjoy! Soon i'll post here our codes.


E29F-0000-01D6-CCCE ---> one of our first level, based on a technical wall jump, not too hard but still you will find a great challenge.

6CE2-0000-024F-672E ---> Old school level, fire traps, and lots of spike.

DD23-0000-025A-1726 ---> First mario style, a little bit of maze filled with some traps.

1888-0000-0265-AD96 ---> Another maze, spikes with some serious jump.

DF67-0000-026E-FFE6 ---> Our first auto level, took lots of hours to complete, hope you enjoy!

9CC5-0000-026F-0F13 ---> Really hard wall jump, no errors permitted here, spikes will destroy your hope :3

3D2F-0000-0274-240B ---> Casual level, mixed style

FE5C-0000-0274-3BA8 ---> original ideas, based on timing, no time to waste, run!

                                  ---> really unique level incoming, ideas never seen, really satisfying, but so hard, try to not rage, keep calm with this
by camucamumariomaker
here is all of my level's in one fell swoop!!!! 8D

DO NOT Feel bad if you cannot play a course! I might have deleted it for a better one!!!

here We Go!!!

595B-0000-01E7-B933                                              6B88-0000-01CE-77AF
1031-0000-01E7-F9BE                                               7DF7-0000-01CF-FA03                        
BD77-0000-01EB- B865                                            AND I AM WORRIED OF REPEATING SO Please if you like a course, Star it! please? Thank you! :)
7A76-0000-01EC-B2B0
519A-0000-01F0-3069
8CD4-0000-0148-CC9D
ECAC-0000-01FA-C732
77C9-0000-01FA-C7C4
C8EA-0000-01FA-C843
670B-0000-01FA-C8B0
99D1-0000-01FA-C8F5
54C8-0000-01FA-C95E
894E-0000-01FA-CA95
15C6-0000-01FA-CB59


by john2wa
So, it's more of a puzzle level, but filled with little tricks and curve balls to throw you off.
I tried to make the level semi-easy to manuver, though since I've always made super hard levels, it was heart-breaking to make large platforms. XD

Anyway, the level's still super hard, because figuring out how to get out is the real challenge. Even if you download the level and check it in editing mode, the answer still is somewhat cloaked. For once, I won't be showing a solution video, so let's see if someone can solve my riddle~~

Course ID: B54B-0000-0107-C97A

Like always, if you manage to beat it, I'll play and star every level you have. (But what are the odds of that? ) ;)
by iceyr
tell me what you think
maker name is iceyr.
6b5f-0000-00fe-65f0
76a4-0000-0100-666e
25be-0000-0104-b28f
14d4-0000-01-4-b68b
e5a2-0000-01-5-af57
by Zephadus
Super Mario Land 1-1
Style: Super Mario Bros.
Theme: Overworld
Size: Medium
Difficulty: Easy
Course ID: 7599-0000-0034-2C45




As you can see, my first course concept is based on the first level of Super Mario Land for the Game Boy.
In its current form, it's been shortened to fit within what I believed at the time to be the size limit of Super Mario Maker, though I now have reason to believe that courses can be a bit longer.
The 3rd pipe will lead to the first underground area, which will bring you out at the 4th pipe.
In the original game, you would actually come out the same pipe you entered, but as far as we know, Super Mario Maker looks like it requires each entrance and exit to be unique.
If that's not the case, then it will surely be changed.
You may also notice the transparent blocks at the top of the underground section.
The next underground area can be seen between its respective pipes as well.
After that comes the staircase, which harbors some coins in the event that you're little Mario.
At this point in time, I'm not sure what will happen if big Mario runs and ducks into a dead-end like this, but I suspect it will end catastrophically, and will adjust the course if need be.
This was a non-issue in the original game due to not being able to duck while moving.

As for enemies, the original game features Goombos, Bombshell Koopas, and Fighter Flies.
I'll be using Goombas, Bob-ombs, and depending on how they work in SMB style, Paragoombas as the Fighter Flies, otherwise I'll use Paratroopas.
by Zephadus
Mega Man 1 - Fire Man
Style: Super Mario Bros.
Theme: Overworld
Size: Medium
Difficulty: Medium



This course is based on Fire Man's stage in Mega Man 1.
It is the fourth in a series of four courses (a complete world!) that will use my Mega Man amiibo for the Mystery Mushroom.
We start with a series of floors accessible via ladders (or vines in this case), as well as enemies called Screw Bombers, which are basically little robots that pop up and shoot projectiles.
I'm currently using Goombas for sake of simplicity, but I'll likely change them to Rocky Wrench, depending on how it works.
Beyond that are the Tackle Fires that pop out of the lava. Here I use Podoboos.
Making the jump even more perilous is a Burner, or Rocket Engine.
After climbing more ladders (vines), we come to a pipe, which leads to a long room full of Rocket Engines, ending in a pipe.
We then appear in a vertical shaft with a vine and Rocket Engines, as well as Podoboos (hopefully).
Climb down and avoid falling in the lava or getting hit by Rocket Engine to reach a platforming section with plenty of Podoboos, then climb up the other side, and enter the pipe.
Here you'll run into a short gap with stairs made partially of Bill Blasters, followed by a three-floor room featuring Spinies guarding a pipe.
On the other side, you'll find yourself faced with a few short gaps and Podoboos, and finally, the end, which may or may not have a boss in the final version, but in pre-production here, I use a flagpole as the course's end.
by Zephadus
Mega Man 2 - Bubble Man
Style: Super Mario Bros.
Theme: Overworld
Size: Medium
Difficulty: Medium



This course is based on Bubble Man's stage in Mega Man 2.
It is the third in a series of four courses (a complete world!) that will use my Mega Man amiibo for the Mystery Mushroom.
In the original stage, your first obstacle is a series of platforms with Croakers (large frogs who spit out three smaller-sized versions of themselves).
Croakers remain stationary if memory serves, but their menacing little babies jump in your direction, so I used Paratroopas.
Like with many features of these courses, I'll likely be changing that if I find something that works better in the pallet.
After the Croakers would be falling platforms. Self-explanatory Donut Blocks are self-explanatory.
Beyond that is a drop down to some Crabbots, whoa are little hermit crab robots, and are represented here as Spinies.
A pipe down into the water, a few more Spinies, and then the Lantern Fish.
This large enemy's only vulnerable spot is its antenna, and it spits Shrinks (shrimp robots) out of its mouth, so for now I'm using a Bill Blaster with Cheep Cheeps in it.
As you'll no doubt notice, the ceiling is made primarily of spikes, which wouldn't be much of a problem if you had nothing to dodge, but unfortunately there are plenty of M-445 robots, which are basically little depth mines that move toward you by rising and falling in your direction, not dissimilar to the Bloopers I've used in their stead.
Another Lantern Fish (Bill Blaster) and some Croakers (Paratroopas), and you'll reach a pipe that leads out of this aquatic path.
You'll come across a series of platforms and some Snappers (crabs similar to Crabbot) falling from the sky, which are again represented by Spinies, as well as a Lakitu throwing more.
Finally, we're at the flagpole.
by Zephadus
Mega Man 2 - Air Man
Style: Super Mario Bros.
Theme: Overworld
Size: Medium
Difficulty: Medium
Course ID: 596D-0000-003B-2C54



This course is based on Air Man's stage in Mega Man 2.
It is the second in a series of four courses (a complete world!) that will use my Mega Man amiibo for the Mystery Mushroom.
The original stage starts with a platform in the sky, which comes to an abrupt end, with nothing beyond it.
...Until you get closer, and then a large, traversable entity called a Goblin appears (or Air Tikki in the US, but I like Goblin).
I obviously can't make stuff spontaneously appear out of nowhere, so all the Goblins are present and accounted for form the beginning.
They have horns on either side that rise from their heads, and then retract again, so naturally, I used Pirahna Plants.
They also spawn flying enemies known as Petit Goblins (confusingly known as Gremlins in the US) from their ear-holes on either side.
I'm currently unsure of what I will end up using to represent them, but I will likely use Bill Blasters as the delivery method.
As for the Koopa at the beginning, he was there solely to kick at the Goblin in order to ricochet and hit the ? Block containing a Super Mushroom, but due to the fact that I'm adding the Mystery Mushroom, this will likely be removed.
The red Koopa is meant to serve as a means of getting the 1-Up Mushroom, though I feel the gaps are too large, so I may have to place it elsewhere.
After the Goblins and several small platforms, there are flying enemies called Kaminari Goro (or Lightning Lord), who move in circular patterns.
When you destroy the top half, the bottom remains, enabling you to platform your way across the void.
Depending on the complexity allowed with rails and moving platforms, and whether or not I can seat an enemy on these platforms, it could either go really well or somewhat poorly.
I may just have to use Lakitu and steal their cloud to get across.
Next we come to a long platform, where there would normally be birds called Pipi, who drop eggs on you that hatch into many small Pipi; I will be using Lakitu for this.
You'll also notice a ? Block containing a 1-Up Mushroom, which will be obtainable by jumping up from the low-flying moving platform, hitting the block, and successfully landing back on the platform, then rushing forward to collect the 1-Up Mushroom.
Past the Lakitu bombing lies a pipe, which will take you down to a room with many red Koopas and Paratroopas, who are meant to represent the difficulty of getting past some enemies called "Scworm".
There are two Super Mushrooms here, one of which requires a Koopa Shell be kicked into a Block.
We then drop down to another simple platform, followed by a couple Goblins, and a series of shorter platforms.
These platforms hold another new enemy, Matasaburo (or Fan Fiend), who basically just blows you back.
Despite this being their only attack, it makes it easy to fall off the ledges, so to simulate this difficulty, I've used Hammer Bros and Lakitu, but you never know, something else could work better when the time comes.
After this onslaught of annoying enemies, you'll find the flagpole.
It should be noted that this was one of the few times I bothered with coin placement in my mockup.
My other Mega Man themed courses do not, because it's likely that I will change the amount/locations of coins in the final version based on trial and error.
by Zephadus
Mega Man 1 - Guts Man
Style: Super Mario Bros.
Theme: Overworld
Size: Small
Difficulty: Medium
Course ID: 2AD9-0000-003A-D44F




This course is based on Guts Man's stage in Mega Man 1.
It is the first in a series of four courses (a complete world!) that will use my Mega Man amiibo for the Mystery Mushroom.
The course, starts with a jagged hill with three Rocky Wrenches (in place of Metools), leading up to a large pit with moving platforms.
In the Mega Man stage, these platforms were on tracks with broken segments that would cause the platform to swing down and drop you.
Since I can't do that, I placed spikes just above the track at those points, so you have to jump over those instead.
Just past the pit is another jagged hill of rocks, where you would normally find three Bladers. I've placed Bloopers here.
After this, we have a drop down to an area with a Picket Man (represented here by a Hammer Bro) on a slope, leading to a broken bridge with three more Hammer Bros guarding a pipe.
Down the pipe is a vertical shaft split into three segments, where you would find three Bladers per screen (a lot of threes here); now Bloopers.
At the bottom are two pipes, bringing you to yet more vertical shaft, only this time, there are some surprises:
a 1-Up Mushroom on the left to reward those who would defy the Bloopers, and a set of spikes on the right, to chastise the cowards who would hug the right wall.
At the bottom, we are again able to continue right, where there would normally be an enemy called Big Eye.
The closest thing I can think of as far as behavior is a giant Goomba Shoe.
Just beyond this enemy lie the shutters to the boss, or in our case, the flagpole, which has no staircase or platform, but maybe the Goomba Shoe will come in handy...