Super Mario Maker: Why People Still Obsess Over These Impossible Levels

Super Mario Maker: Why People Still Obsess Over These Impossible Levels

Ninety-nine percent of players will never clear "Trials of Death." That is just a fact. When we talk about Super Mario Maker, we aren't just talking about a video game anymore. We are talking about a decade-long exercise in digital masochism, creative brilliance, and a community that refuses to let a legacy die just because a sequel exists. It changed everything. Before 2015, if you wanted to build a Mario level, you had to mess around with ROM hacks or complicated PC software like Lunar Magic. Then Nintendo dropped a toolkit so intuitive a five-year-old could use it, and the internet basically exploded.

It’s weird.

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The original Wii U version is technically "dead" since the servers went dark for uploads, but the spirit of the Super Mario Maker franchise is arguably more alive now than it was at launch. People are still finding glitches. They are still pushing the physics engine to its absolute breaking point. You’ve probably seen the videos of "Kaizo" levels—those nightmare stages where you have to mid-air shell jump off a Koopa while dodging fire bars and invisible blocks. It looks like magic. Honestly, it kind of is.

The Brutal Reality of Level Design

Design is hard. It’s even harder when your audience is a bunch of cynical speedrunners who have seen every trick in the book. The beauty of Super Mario Maker lies in its constraints. You have a grid, a limited palette of enemies, and a goal post. That’s it. But within those walls, creators found ways to make calculators. Yes, actual working binary calculators built out of Bob-ombs and track rails.

Most people start by making "hot garbage." You know the type. A hundred Bowsers dropped into a tiny room or a "pick a pipe" stage where one path leads to the end and the other three lead to instant death. It’s annoying. But it’s a rite of passage. The leap from making a mess to making a masterpiece like those found in the "Super Mario Maker World Engine" or high-end SMM2 levels is where the real game begins.

Experts like Panga or Barb didn't just wake up knowing how to manipulate sub-pixels. They spent thousands of hours failing. In this community, failure isn't just expected; it's the currency. If you aren't dying, you aren't learning.

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Why the Wii U Version Still Matters to Purists

You’d think everyone would have migrated to the Switch version and never looked back. Not quite. While Super Mario Maker 2 added slopes—finally, slopes!—and the Super Mario 3D World style, the original game had a specific "feel" that some veterans still swear by. There’s also the matter of the Costumes. Remember the Mystery Mushroom? You could tap an Amiibo and turn Mario into Link, Kirby, or even a Wii Fit Trainer. For some reason, Nintendo axed that in the sequel, replacing it with the Master Sword power-up. It's not the same.

The touch screen on the Wii U gamepad was also arguably superior for building. Using a stylus felt like painting. On the Switch, unless you bought a third-party stylus, you’re stuck using your finger or the Joy-Cons, which feels a bit like trying to perform surgery with oven mitts.

The Team Search for the Last Clears

One of the most incredible stories in gaming history happened recently: Team Shell and "The Last Quest." Before Nintendo shut down the Wii U servers in early 2024, there were thousands of uncleared levels. The community rallied. They formed a group called Team JSR (Just Super Records) and later Team 0% to ensure that every single uploaded level in Super Mario Maker had been beaten by at least one human being.

It was a race against time. Some levels were thought to be uploaded with cheats. Others were just incredibly precise. The final level, "Trimming the Herbs," turned out to be a tool-assisted upload, which sparked a massive controversy. But the dedication shown by these players proved that this wasn't just a game; it was a collective archive of human creativity.

The Philosophy of "Kaizo" and Technical Play

What is Kaizo? Basically, it’s a sub-genre of platforming that demands perfection. If you're playing Super Mario Maker, you’ve run into it. These levels require "frame-perfect" inputs. We're talking about a 1/60th of a second window to press a button.

  • Shell Jumps: Jumping, throwing a shell against a wall, and bouncing off it in mid-air.
  • Pow-Blocks: Using them as temporary platforms while they fall.
  • P-Switch Jumps: The ultimate test of timing.

It sounds miserable. Why do people do it? Because the flow state you achieve when you finally nail a thirty-second sequence of perfect inputs is better than any boss fight in a standard game. It’s rhythmic. It’s like playing a musical instrument, but the instrument kills you if you hit a sour note.

Building Your Own Legacy: Beyond the Basics

If you want to get good at Super Mario Maker, stop trying to kill the player. Seriously. The best levels aren't the ones that are impossible; they're the ones that are "fair." A fair level teaches the player a mechanic in a safe environment, then tests them on it with increasing stakes.

Think about World 1-1. It’s a masterpiece of invisible tutorials. You see a Goomba, you jump. You see a blinking block, you hit it. You can apply those same Nintendo-style design principles to your own creations.

  1. Themes over chaos. Pick one or two elements (like Munchers and Blue Platforms) and see how many ways you can combine them.
  2. Visual Cues. Use coins to guide the player’s jump. If there’s a blind leap, put a trail of coins there. It builds trust.
  3. Checkpoints are your friend. Don't make someone redo a boring two-minute section just because they died at the very end. That’s how you get "boos" on your level.

The Future of the Maker Scene

We don't know if there will ever be a Super Mario Maker 3. Nintendo is unpredictable. But the "Maker" genre has expanded far beyond Mario. Games like Levelhead or even Roblox owe a debt to what Nintendo did here. They proved that the players are often more creative than the developers.

The community has even moved into "Troll Levels." These aren't just mean levels; they're sophisticated puzzles where the creator tries to trick you in hilarious ways. It’s a dialogue between the builder and the player. You expect a mushroom, but you get a giant Thwomp. You laugh, you die, and you try again. It's a very specific kind of comedy that only exists in this format.


Real Actionable Steps for Aspiring Creators

If you’re looking to actually improve your standing in the Super Mario Maker community or just want to make levels that don't get skipped immediately in Endless Challenge, focus on these specific habits.

First, play the "Popular" tab, but don't just play for fun. Analyze. Look at where the creator placed the enemies. Notice how they decorated the semi-solid platforms to make the world look lived-in rather than just a floating grid. Aesthetics matter. A level that looks good gets played longer than a level that looks like a default template.

Second, join a Discord community. Groups like "MakerCentral" or the "SMM2" subreddit are where the real feedback happens. If you post a level code in the wild, it might get one or two plays. If you engage with a community, you’ll get detailed critiques that actually help you grow.

Lastly, embrace the playtest. If you think a jump is "easy," it's probably too hard for a random player. Watch a friend play your level without giving them hints. When they get stuck and frustrated, don't tell them what to do. Observe. That frustration is where your design failed. Fix it. Smooth it out. The goal isn't to beat the player; it's to give the player the satisfaction of beating you.

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Success in this game isn't about the number of stars or likes you get. It’s about that one person on the other side of the world who finally hits the axe at the end of your stage, breathes a sigh of relief, and thinks, "That was actually really cool." That is the heart of the Maker movement. It’s about sharing a challenge and seeing someone else rise to meet it. Keep building.