The 10 Hardest 2D Mario Levels
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VOICE OVER: Aaron Brown
WRITTEN BY: Aaron Brown
2D Mario games may same pleasant, but these levels are brutally hard. Welcome to MojoPlays and today we lost a whole dimension trying to complete these Mario levels. Our list of the hardest 2D Mario levels includes Soda Lake from “Super Mario World” (1991), World 7 Castle from “New Super Mario Bros” (2006), The Impossible Pack from “New Super Mario Bros 2” (2012), World C-3 from “Super Mario Bros: The Lost Levels” (1986), and more!
Script written by Aaron Brown
Welcome to MojoPlays and today we lost a whole dimension trying to complete these Mario levels.
While the level starts out simple enough with its Para-Koopas and Lakitu, which you should absolutely deal with as soon as possible unless you want the level overrun by Spinys, it quickly devolves into tricky platforming, as well as an unending stream of Bullet Bills and an entire squadron of Para-Koopas descending on Mario. There’s also the constant mix between large and small gaps that will put the player’s platforming skills to the test as they need to narrowly land on a platform no bigger than Mario’s feet. Timing is absolutely key as the endless streams of Bullet Bills and Para-Koopas make even the simplest jump an exercise in frustration as your window of opportunity quickly closes.
Super Mario World has no shortage of secret levels for dedicated players to find and oftentimes even just finding them can be a challenge in itself. Not only do players need to find the secret exit in another of Super Mario World’s trickiest levels, but the reward for such a feat is also one of the hardest levels in the entire game. And of course, it’s a swimming level. The level is a gauntlet of enemies with Torpedo Teds and Blurps constantly filling the screen attacking from nearly every angle as Mario simply tries to stay afloat. This is a level specially designed for those confident in their abilities and a grueling challenge for the uninitiated.
World 6-6’s difficulty in New Super Mario Bros comes not only from the challenge of the level itself but also its conceptual design. Within a pitch-black cave, Mario needs to ride along a raft with the only source of light strapped to the back. The trick is, not only does the player need to control Mario around the numerous obstacles that are almost impossible to see until they’re directly in front of the plumber, but the player also needs to control the light source using the same Wii-Mote. Not only is the level and exercise in the player’s multitasking capabilities, but due to the limited light, many enemies will be able to catch Mario by surprise as the raft doesn’t stop until the level ends and can easily leave Mario behind, desperately chasing after it in the encroaching darkness.
For a series aimed at players of all ages and skill levels, the Super Mario series isn’t afraid to throw a curveball at players just to keep them humble. The level starts off innocently enough until it inexplicitly gives the player a power star and wishes them luck as they need to maintain constant speed as they jump, duck and dodge their way across an endless stream of Piranha Plants and munchers. Players need to stay on the move lest their star power runs, out leaving them completely vulnerable. This one will undoubtedly take most players a couple runs, especially if they’re unlucky enough to start the level without some kind of powerup already equipped.
Auto scroll levels can often be the bane of any Mario fan’s existence as not only do they not allow the player to complete the level at their own pace, but they’re also often designed to put the player in as much danger as possible. Testing the player’s skills up to this point are not only Snake Blocks above a bottomless pit, but also Amps, Ball’N’ Chains, and Thwomps, all preventing Mario from reaching his end goal. Don’t think the dangers end just on the journey to the end either because waiting at the end is Lakithunder and his endless supply of Spinys as well as the ability to shoot lightning at Mario. All castles in the Mario games present challenges for the player’s abilities but World 7’s Castle could present frustrated players with a broken DS.
Nintendo originally believed that the Lost Levels would prove too difficult for many Western players, and in hindsight, maybe they were right. Not only are the majority of the levels some of the most grueling and challenging gauntlets in the mustachioed plumber’s catalog, but some levels even introduce all new elements to contend with, such as wind in World C-3. As if dodging the Para-Koopas and Lakitu weren’t already difficult enough, players will be constantly flinging themselves off screen using the springs scattered around the infrequent platforms. In addition, they’ll be dealing with the aforementioned wind blowing Mario around off-screen, preventing players from knowing where Mario is until he unexpectedly drops from the sky. And just to add another level of frustration, the path to the end is blocked by spinning fire bars. It’s enough to make Mario’s last Leap of Faith off the end of the level.
As we already mentioned, auto-scrolling levels will test not only the player’s abilities, but also their endurance. The airships in Super Mario Bros 3 always presented some of the game’s greatest challenges, but World 8’s airship significantly raises the stakes. Although how this is even classified as an airship at all with the enormous gaps in its design is a question unto itself. In between the precision platforming, players will also need to deal with Rocky Wrenches and an unfair amount of fire traps. They will need to be sure to bring any powerup they can simply to reach the end of the ship. The speed of the autoscroll is also faster than any other ship or level within the game and Rocky’s Wrenches will be following you the majority of the way.
Although Nintendo released a different version of Super Mario Bros 2 in the West due to the Lost Levels’ challenge, it doesn’t mean that Super Mario Bros 2 didn’t still frustrate some players. The player’s choice of character on this level is key, due to each having their own abilities with Luigi and Peach allowing the player more time to land their precise jumps. Trying to jump between falling logs and bugs is hard enough, but the level is also filled with secret passages and power ups necessary to even reach the end of the level. And waiting at the end is a powered up Birdo just waiting to roast the player with their new fire spitting technique.
Just because his adventure is designed to take on the go, don’t think that some of the levels aren’t also designed to frustrate you. World 8-7 remains one of the most challenging modern Mario levels simply because of the abundance of enemies within the level. With nearly every Koopa type from the game crammed into one level, players will be contending with Boomerang Bros, Fire Bros, Para-Koopas, as well as regular Koopa Troopas, all while having to use some of the turtle-shelled foes just to reach the rest of the level. The flag at the end of the level is more than just the goal, it’s a glimmer of hope at the end of the tunnel.
We’re cheating a bit with this one, but given the level of difficulty in every level of this DLC pack, it would be almost impossible to choose one over another. Although there are only 3 levels in the entire pack, their difficulty could potentially keep you invested the same amount of time as the base game. Combining the most challenging aspects of Mario’s previous adventures, players will need to traverse everything from difficult swimming sections, precision platforming and a non-stop barrage of enemies in their way. And that’s only the first level. The remaining are even more daunting with rivers of lava peppered with moving platforms, spinning blades and bouncy note blocks as well as a rising lake of poison and a stringent time limit that will leave even the most seasoned Mario veterans with sweaty and shaky palms by level’s end.
What 2D Mario level made you jump to 3D? Let us know down in the comments.
Welcome to MojoPlays and today we lost a whole dimension trying to complete these Mario levels.
World 8-2
“Super Mario Bros” (1985)While the level starts out simple enough with its Para-Koopas and Lakitu, which you should absolutely deal with as soon as possible unless you want the level overrun by Spinys, it quickly devolves into tricky platforming, as well as an unending stream of Bullet Bills and an entire squadron of Para-Koopas descending on Mario. There’s also the constant mix between large and small gaps that will put the player’s platforming skills to the test as they need to narrowly land on a platform no bigger than Mario’s feet. Timing is absolutely key as the endless streams of Bullet Bills and Para-Koopas make even the simplest jump an exercise in frustration as your window of opportunity quickly closes.
Soda Lake
“Super Mario World” (1991)Super Mario World has no shortage of secret levels for dedicated players to find and oftentimes even just finding them can be a challenge in itself. Not only do players need to find the secret exit in another of Super Mario World’s trickiest levels, but the reward for such a feat is also one of the hardest levels in the entire game. And of course, it’s a swimming level. The level is a gauntlet of enemies with Torpedo Teds and Blurps constantly filling the screen attacking from nearly every angle as Mario simply tries to stay afloat. This is a level specially designed for those confident in their abilities and a grueling challenge for the uninitiated.
World 6-6
“New Super Mario Bros Wii” (2009)World 6-6’s difficulty in New Super Mario Bros comes not only from the challenge of the level itself but also its conceptual design. Within a pitch-black cave, Mario needs to ride along a raft with the only source of light strapped to the back. The trick is, not only does the player need to control Mario around the numerous obstacles that are almost impossible to see until they’re directly in front of the plumber, but the player also needs to control the light source using the same Wii-Mote. Not only is the level and exercise in the player’s multitasking capabilities, but due to the limited light, many enemies will be able to catch Mario by surprise as the raft doesn’t stop until the level ends and can easily leave Mario behind, desperately chasing after it in the encroaching darkness.
World 7-7
“Super Mario Bros 3” (1989)For a series aimed at players of all ages and skill levels, the Super Mario series isn’t afraid to throw a curveball at players just to keep them humble. The level starts off innocently enough until it inexplicitly gives the player a power star and wishes them luck as they need to maintain constant speed as they jump, duck and dodge their way across an endless stream of Piranha Plants and munchers. Players need to stay on the move lest their star power runs, out leaving them completely vulnerable. This one will undoubtedly take most players a couple runs, especially if they’re unlucky enough to start the level without some kind of powerup already equipped.
World 7 Castle
“New Super Mario Bros” (2006)Auto scroll levels can often be the bane of any Mario fan’s existence as not only do they not allow the player to complete the level at their own pace, but they’re also often designed to put the player in as much danger as possible. Testing the player’s skills up to this point are not only Snake Blocks above a bottomless pit, but also Amps, Ball’N’ Chains, and Thwomps, all preventing Mario from reaching his end goal. Don’t think the dangers end just on the journey to the end either because waiting at the end is Lakithunder and his endless supply of Spinys as well as the ability to shoot lightning at Mario. All castles in the Mario games present challenges for the player’s abilities but World 7’s Castle could present frustrated players with a broken DS.
World C-3
“Super Mario Bros: The Lost Levels” (1986)Nintendo originally believed that the Lost Levels would prove too difficult for many Western players, and in hindsight, maybe they were right. Not only are the majority of the levels some of the most grueling and challenging gauntlets in the mustachioed plumber’s catalog, but some levels even introduce all new elements to contend with, such as wind in World C-3. As if dodging the Para-Koopas and Lakitu weren’t already difficult enough, players will be constantly flinging themselves off screen using the springs scattered around the infrequent platforms. In addition, they’ll be dealing with the aforementioned wind blowing Mario around off-screen, preventing players from knowing where Mario is until he unexpectedly drops from the sky. And just to add another level of frustration, the path to the end is blocked by spinning fire bars. It’s enough to make Mario’s last Leap of Faith off the end of the level.
World 8 Airship
“Super Mario Bros 3” (1989)As we already mentioned, auto-scrolling levels will test not only the player’s abilities, but also their endurance. The airships in Super Mario Bros 3 always presented some of the game’s greatest challenges, but World 8’s airship significantly raises the stakes. Although how this is even classified as an airship at all with the enormous gaps in its design is a question unto itself. In between the precision platforming, players will also need to deal with Rocky Wrenches and an unfair amount of fire traps. They will need to be sure to bring any powerup they can simply to reach the end of the ship. The speed of the autoscroll is also faster than any other ship or level within the game and Rocky’s Wrenches will be following you the majority of the way.
World 5-1
“Super Mario Bros 2” (1988)Although Nintendo released a different version of Super Mario Bros 2 in the West due to the Lost Levels’ challenge, it doesn’t mean that Super Mario Bros 2 didn’t still frustrate some players. The player’s choice of character on this level is key, due to each having their own abilities with Luigi and Peach allowing the player more time to land their precise jumps. Trying to jump between falling logs and bugs is hard enough, but the level is also filled with secret passages and power ups necessary to even reach the end of the level. And waiting at the end is a powered up Birdo just waiting to roast the player with their new fire spitting technique.
World 8-7
“New Super Mario Bros” (2006)Just because his adventure is designed to take on the go, don’t think that some of the levels aren’t also designed to frustrate you. World 8-7 remains one of the most challenging modern Mario levels simply because of the abundance of enemies within the level. With nearly every Koopa type from the game crammed into one level, players will be contending with Boomerang Bros, Fire Bros, Para-Koopas, as well as regular Koopa Troopas, all while having to use some of the turtle-shelled foes just to reach the rest of the level. The flag at the end of the level is more than just the goal, it’s a glimmer of hope at the end of the tunnel.
The Impossible Pack
“New Super Mario Bros 2” (2012)We’re cheating a bit with this one, but given the level of difficulty in every level of this DLC pack, it would be almost impossible to choose one over another. Although there are only 3 levels in the entire pack, their difficulty could potentially keep you invested the same amount of time as the base game. Combining the most challenging aspects of Mario’s previous adventures, players will need to traverse everything from difficult swimming sections, precision platforming and a non-stop barrage of enemies in their way. And that’s only the first level. The remaining are even more daunting with rivers of lava peppered with moving platforms, spinning blades and bouncy note blocks as well as a rising lake of poison and a stringent time limit that will leave even the most seasoned Mario veterans with sweaty and shaky palms by level’s end.
What 2D Mario level made you jump to 3D? Let us know down in the comments.
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