Devann's Maker ID: 4QG-MHD-5JF

World 1 takes place in Super Mario Bros.

1-1 - Genesis

The adventure begins here, with a romp through a course heavily inspired by the "overworld" levels in the original 1985 sidescroller. This course is familiar, but at the same time, different enough to feel refreshing.

In the original game, there was a hidden 1-up on a stretch of flat land after the first few warp-pipes in 1-1.

1-2 - Under

Naturally, the second level HAS to be an underground level. You start off by living the famous cutscene of Mario entering the warp pipe. Then, you are treated to a classicly-designed underground level complete with all the "usual" secrets. There are some tricky enemies in this level, so make sure you don't let them get the jump on you!

1-3 - Tomb

This is the first original course made just for Mario Maker 2! Mario finds himself in a deep tomb inside a pyramid.

Some of the jumps in this course are super long! Be sure to hold down the run button to get extra momentum to make the bigger jumps.

1-4 - Stream

The first water level consists of a simple take on the traditional Super Mario Bros. water level. There are obstacles of all shapes and sizes in this course. You will have to use your new freedom of movement to maneuver around these new roadblocks which would otherwise be impossible to pass on land.

1-5 - Plants

This is the second unique level created just for Complex Simplicity Plus! In this course, you must guide Mario through some tight squeezes between Piranha Plants, Munchers, and tons and tons of Warp Pipes.

1-6 - Choices

The first ghost house of the game starts you off with a choice between two pipes. One sends you to a good room, and one sends you to a bad room. There's a really simple way to determine which pipe is the good one and which pipe is the bad one, but if you want to collect all of the coins you have to try and figure out which pipes to go down!

1-7 - Snow

The level starts out with some really wide jumps. Then you have to try and navigate the ice bridge. Once you get to the snow cave, you'll have to pay really close attention to where the enemies are going to make sure that you don't get trapped by them. Beware of the goombas and you've made it home free!

1-8 - Cloudy

Do you remember the levels in Super Mario Bros. where you had to outrun the Lakitu throwing Spinies at you?
Do you remember the levels in Super Mario Bros. where you had to outrun the Cheep Cheeps on the bridge?
Do you remember the levels in Super Mario Bros. where you had to jump from mushroom to mushroom?

This level is a remix of all of those concepts, thrown all into one mega mash-up level! If you are quick enough, you can get through this level in no time, and face off with the miniboss Boom Boom.

1-9 -  Raid

Mario finds an airship flying around in the sky. Upon further investigation, the airship is being piloted by none other than Bowser's son, Bowser Jr. Take out his Hammer Bros. guards and figure out where that airship is headed to!

1-β - Lava

Bowser's first castle consists of tricky firebars and a rising lava level. Be extra careful near the end and try not to get tricked up. Once you get past Bowser, congratulations! You've completed the first world.

World 2 takes place in Super Mario Bros. 3.

2-1 - Refresh

World 2 starts out with that familiar Super Mario Bros. 3 1-1 feeling. There are plenty of secrets to find in the sky, if you know where to look and how to find them! Be sure to take the Koopa shell near the end of the level for a spin for bonus coins and other nice goodies.

2-2 - Dungeon

This level is inspired by a vertical level in world 7 of SMB3. Near the end of the course, you must find a super leaf and fly through a spiked zone to reach the goal. Be careful with that tail!

2-3 - Hotter

The second desert level of the series has Mario passing through a desert oasis filled with Piranha Plants and crumbling pyramids. If you can hit the secret P-Switch, you can make the pyramids' rubble turn into sweet, sweet coinage, yours for the taking. Collecting all three pink coins in this level will take some cunning.

Be sure to visit the Toad House before you leave. You can get some goodies there!

2-4 - Creek

Mario's path is blocked by a creek surrounding the immediate area. As naturally a hero as his overalls are blue, he jumps into the creek and discovers that despite being a creek, it is actually very deep. The depths of the creek are almost maze-like, and contain many bloopers that Mario will have to find a way to either dispose of, or sneak past. If you're fast enough, you'll be out of this filthy water hole in no time.

2-5 - Sewage

The creek dumped Mario straight into the Old Toad Town sewers. This now-abandoned water treatment plant has been overrun by a gang of Piranha Plants who now call the wastewater reservation their home. Hop, skip, and jump past all of the guards and climb up to the top of the water tower to get to the bridge that leads to safety.

2-6 - Shadows

On the outskirts of the abandoned Old Toad Town sits an equally decrepit chapel. While searching for a place to rest for the night, Mario gets lost inside and must figure out a way to escape. Each room of the chapel are eerie similar, however Mario notices that the windows cast shadows on the question blocks. However, once he leaves one room, the shadows of the blocks stay in the same place, waiting to be punched just as they had been before...



2-7 - Breezy

Finally able to free himself from the horrid condition of the old abandoned chapel, Mario has reached a very tall, icy mountain just outside the outskirts of the ghost town. Noticing an airship flying close by overhead, Mario scales the remaining height of the mountain and climbs from icicle to another to get extra height - just enough to touch the clouds.

2-8 - Skyhigh

Still on the pursuit of the airship which is now beginning to pick up speed, Mario finds a flying castle in the clouds which is being guarded by Boom Boom. After beating Boom Boom into submission, Mario commandeers the castle and uses it to catch up to the flying fortress.

2-9 - Uprise

As Mario approaches and boards the airship, he notices that there is not just one - it is an entire fleet of different shapes and sizes of airships, all being piloted by Bowser's resistance. Desperate to stop the rebellion, Mario leaps from one flying boat to the other, finally reaching the mother ship. Inside he finds Bowser Jr. and a map to a castle - one no doubt Bowser will be hiding in.

2-β - Curtain

Bowser's new castle is in a deep, dark cave. Upon finding the entrance, Mario is greeted with corridors of lava bubbles, Thwomps, and a line of Magikoopas ready to take him down. Bowser awaits, standing next to a rather flimsy bridge... perhaps you could find a way to break the bridge?

World 3 takes place in Super Mario World.

3-1 - Radical

Super Mario World was a revolutionary step into the 16 bit generation by Mario. This course is inspired by a few of the Yoshi's Island courses in that game. Find the Yoshi and you can go to new heights!

3-2 - Slammed

Be careful in this dank cavern, there are huge spiked posts just waiting to skewer you and have Mario kebabs for lunch. If you're fast enough, you can discover a secret higher route, which may lead to further riches...

3-3 - Crag

After finding his way out of the cave, Mario finds himself smack-dab in the middle of a Monty Mole infested rocky mountainside. Infiltrate their moleholes and make it towards the exit.

3-4 - River

The sea creatures that reside in this river have anticipated Mario's arrival. They've set up points of ambush to take the plumber by surprise. Don't let them get the drop on you - fight back with everything you have!

3-5 - Wetland

This course is inspired partly by Aquatic Ruin Zone from Sonic 2. Half of the level is submerged in water, and the other half isn't. To be able to traverse the top of the level, you must be skilled in jumping and not lose your Super powerup. The bottom, sunken portion is more challenging, but rewards handsomely.

3-6 - Tricked

The tricky ghosts that reside in this abandoned mansion want nothing more than to scare the daylights out of Mario. Luckily, he's a bit more brave than they are - don't fall for their tricks! Get out of there as quickly as you can.

3-7 - Tundra

There are enemies that throw snowballs at you here. I don't think they mean you any harm, they just want to have a snowball fight. Regardless, you'll have to take them out if you want to be able to pass this course. Be sure to save some snowballs to take out the Chain Chomps, or else you're going to have a hard time getting past them...

3-8 - Stalks

A garden in the sky? What an original concept! Boom Boom has taken refuge up here, and it's your job to traverse the overgrown beanstalks and give him a good thwomping.

3-9 - Convoy

A convoy of trucks have been spotted hauling supplies in the sky. Naturally, Bowser Jr.'s the head honcho here. Be sure to make him go crying to his daddy.

3-β - ForTres

The Third fortress, or Fort Tres, can be quite a challenge if you don't know how to spin jump. Be sure to take extra care around the exploding ground, because you can't escape once it starts to go!

World 4 takes place in New Super Mario Bros. U.

4-1 - Higher

The home stretch - you'll have to practice your triple jumping, your spin jumping, your midair spinning, and your wall kicking using this course to be able to clear this world. You'll need every move in Mario's arsenal to be a master of Complex Simplicity!

4-2 - Spelunk

This dark and very vertical cave doesn't have any stepping stones - you'll have to make your own way up. Just make sure that you're able to bring a fire flower all the way to the end of the course - or else you won't be able to find the secret area!

4-3 - Spicier

This hot, dry desert is filled with ruthless, fire-breathing piranha plants. If you can find the propeller suit, hold on to it for dear life. Maybe try a bit of backtracking? You might find an easier path...

4-4 - Ocean

This is an incredibly tight and packed waterway filled with all sorts of animals and obstacles and dangerous mechanisms. If you want to be a master of Mario, you'll have to go down all three pathways to collect all three pink coins.

4-5 - Clingy

The jungle in this region has been overrun with grabby claws. Try to use them to your advantage to traverse this dangerous landscape.

4-6 - Decide

This mansion's main hallway is filled with many doors, and it's up to you to decide which door you want to go through. One path leads to a difficult room. One door leads to a moderately challenging room. Another leads to an easy room. There's a fourth door, but what does it lead to...?

4-7 - Bitter

These mountaintops are colder than anything Mario's ever experienced... and, of course, filled with tons of buzzsaws and seriously deadly leaps. Mario's going to need everything he has, along with a little bit of cunning to find his way out of this. PS: If you find a fire flower, try heading back to the beginning of the course.

4-8 - Clouded

Forget the wing cap, Mario's riding clouds in style to face Boom Boom yet again. Dodge the firebars and winged enemies and you'll be one step closer to thwarting Bowser once and for all.

4-9 - Faster

Bowser Jr.'s mothership has been put on full steam ahead. Everything's riding on this - make sure you're there when he heads back to his father, and their hideout. It's all come down to this.

4-β - Destiny

This is it. You've reached the ultimate stop: Bowser's castle. This is the only path you have left to take - and it leads straight to the Dragon Koopa king. Take him out. Take him and his son down. Free the kingdom from his reign. You can do this! 

...but wait, there's more! Complex Simplicity will receive a "DLC" pack of 15 more courses - 10 in the Super Mario 3D World style, AND a 5 course world packed with extra difficult levels! Stay tuned for more info regarding this expansion!

Website created in 2019 by Devann. Super Mario Maker and Super Mario Maker 2 are properties of Nintendo. This website exists purely to celebrate Super Mario Maker and promote user-created content within Super Mario Maker.