While official games limit you to Mario, Luigi, Toad, and Peach (occasionally), Mario Multiverse offers a roster that reads like a wiki fever dream. Unlockable characters include:
This variety invites replayability. A level impossible for Mario’s standard jump might be trivialized by Wario’s shoulder bash—or made harder by Rosalina’s float.
At its core, the Mario Multiverse Super Fanmade Mario Bros. is not a single game but a hyper-expanded platformer engine. Developed over several years by a loose collective of international programmers, artists, and composers (often under the umbrella of forums like SMW Central or MFGG), this project reimagines Super Mario Bros. as a dimensional hub.
The premise is simple yet explosive: Bowser’s latest scheme doesn’t just kidnap Peach—it shatters the fabric of the Mario multiverse. Portals tear open between Super Mario Bros. 3’s Grass Land, Super Mario 64’s Cool, Cool Mountain, and Super Mario Sunshine’s Bianco Hills. Mario must navigate these fractured realities, often switching between graphical styles and physics engines mid-level.
The keyword here is "Super Fanmade" —meaning the project prioritizes fan service over corporate restraint. Expect obscure enemies from Super Mario Land 2, power-ups abandoned since Super Mario World (we see you, P-Balloon), and even boss rushes against variants of Wart, Tatanga, and Fawful.
Despite the legal risks, the community around this fan game is vibrant. On Twitch, speedruns of the "All-Dimensions% category" last over four hours, requiring mastery of over twelve distinct physics engines. The world record changes weekly.
Dedicated forums host "Multiverse Jams," monthly competitions where level designers fuse three random dimensions (e.g., Super Mario Land + Super Mario Sunshine + the underground theme from SMB2). The results are often avant-garde, sometimes broken, but always creative.
Build a 3-stage mini-campaign that reimagines one Mario power-up: define a unique mechanic (e.g., a magnet suit that flips gravity near metallic platforms), craft Stage 1 as an introduction tutorial, Stage 2 as a timed gauntlet combining the mechanic with enemies, Stage 3 as a boss arena that demands mastery—then iterate based on playtest feedback.
If you want, I can: outline a 3-stage design for one specific mechanic, suggest tile palettes and enemy ideas, or draft an itch.io page description. Which would you like?
Mario Multiverse , originally titled Super Fanmade Mario Bros. (SFMB), is a fan-developed Super Mario level creation platform developed by neoarc. Often described as an expansive alternative to Super Mario Maker, it features tools to recreate or invent stages across dozens of classic and unique game styles. Core Game Features
Extensive Themes: Includes styles from Super Mario Bros. (1, 2, 3), World, Land, Land 2, Special, Odyssey (8-bit), and even non-Mario themes like Sonic.
Deep Level Editor: Features a robust maker mode where you can drag and drop blocks, items, and enemies. It supports sub-areas via pipes, linked doors, and custom NPCs to tell stories.
Customization: Advanced users can create their own game themes, pixel art, and cutscenes.
Playable Characters: Supports multiple characters beyond Mario, each with unique mechanics.
The most astounding aspect of Mario Multiverse is its technical architecture. Traditional fan games stick to one engine: a SMB1 rom hack, a SM64 mod, or a New Super Mario Bros. fangame. The Multiverse engine, however, is a chimeric beast.
The result is a game that feels less like a level pack and more like a playable museum of Mario’s evolution. mario multiverse super fanmade mario bros
Disclaimer: As this is a fan-made project, features, controls, and stability vary heavily depending on which specific version or download pack you have found.
The "Mario Multiverse," originally titled Super Fanmade Mario Bros. (SFMB), is a highly anticipated fan game developed by neoarc. It serves as a spiritual successor to the Super Mario Maker series, offering significantly expanded creative tools like custom enemy and boss makers.
Because the project is a level-creation engine rather than a single narrative game, its "story" is a tapestry of infinite scenarios created by the community. Below is a narrative interpretation of how this "Multiverse" functions within the Mario world. The Story of the Mario Multiverse
In the heart of the Mushroom Kingdom, a strange cosmic rift opened, not caused by Bowser’s magic or a stray Power Star, but by the collective imagination of the "Creators." This event shattered the singular timeline of Mario's adventures, giving birth to the Mario Multiverse. The Convergence of Eras
No longer bound to one style, Mario found himself slipping between realities. In one moment, he was the pixelated hero of the NES era; in the next, he possessed the fluid, acrobatic movements of the New Super Mario Bros. world or even the 3D-inspired mechanics of Super Mario Odyssey. The Rise of the Custom Threat
This rift didn't just change the scenery; it warped the very nature of his enemies. Bowser was no longer the only apex predator. Across the multiverse, new and terrifying entities emerged—monstrous creations like Toad's Worm or the elusive Slinking in the Shadows—born from the Custom Enemy Maker. Even the power-ups were no longer safe, as some realities turned the very Mushrooms and Fire Flowers Mario relied on into sentient traps. The Endless Odyssey
Mario now travels through a series of "Demo Stages" and community-crafted "Worlds". One day he might be navigating the gravity-defying corridors of a Geometry Dash-inspired realm, and the next, he's surviving a "Hardcore One Life Mode" where a single mistake erases his existence from that universe entirely.
Mario Multiverse is an ambitious, fan-made Mario creation engine for PC, Linux, and mobile that expands on the "Mario Maker" formula with deep customisation and community-driven content. Often referred to in its public demo form as Mario Singleverse
, it is currently in a closed beta phase but has released public demos for fans to explore. Core Gameplay & Features
The project serves as both a playable platformer and a powerful creative tool: Massive Style Variety : It features over 20 different game styles , ranging from classics like Super Mario Bros. 3 to unique themes like Yoshi’s Island Super Mario Bros. 2 Advanced Level Maker
: The editor allows users to build complex stages with custom themes, background colours, and a vast array of blocks, power-ups, and gizmos (like magnets and trampolines). Custom Enemy & Boss Creator
: One of its standout features is the ability for users to design their own enemies and bosses. Examples include 2D versions of and custom-skinned enemies like Goombas with mining hats. Multiverse Mechanics
: The engine supports unique "non-Euclidean" mechanics, such as downward pipes that lead upwards or falling into a void that returns the player to the regular world. Playable Content & Modes Demo Stage World
: A mode that allows players to experience community-created levels without needing to download individual files. Hardcore One-Life Mode
: A challenging mode for veteran players looking for high-stakes platforming. Character Customisation While official games limit you to Mario, Luigi,
: Players can swap Mario for other characters, including community favorites like Sonic or SpongeBob. Important Note for Fans
The glow of the old CRT monitor was the only light in Leo’s room, illuminating a face etched with focused determination. On the screen, the familiar title screen didn't say Super Mario Bros. It read, in bright, shimmering pixels: MARIO MULTIVERSE.
This wasn’t an official Nintendo release. It was the legendary "Super Fanmade Mario Bros." project—a community-driven romp built by fans, for fans, a chaotic love letter to the plumber that defied copyright logic and game design restrictions.
Leo hit 'Enter'.
Instantly, the game exploded. This wasn't the World 1-1 he knew. The pixel art style shifted fluidly between 8-bit, 16-bit, and high-definition hand-drawn sprites within seconds. This was the Hub, a fractured dimension where every Mario game ever made—and many that hadn't—collided.
Leo navigated his avatar, a pixelated Mario wearing a Builder’s Helmet (a nod to Mario Maker), toward a rift in the fabric of the reality. This was a "Versus Level." He wasn't playing against AI; he was racing against a ghost data of a player named 'WarioWarrior99.'
The level loaded: "Auto-Mario Mayhem: Toxic Turbulence."
The music kicked in—a heavy metal remix of the Underground Theme. The screen began to scroll automatically. Leo didn't even have to press forward; he just had to survive.
Immediately, the fanmade nature of the game reared its head. The ground was made of "Note Blocks" that launched him into the air. Mid-flight, he grabbed a leaf, transforming into Raccoon Mario, but the sprite glitched—he suddenly looked like the NES version of Tanooki Mario but with the flight mechanics of the SNES Cape Feather.
"Classic fanmade jank," Leo muttered with a grin, fighting the physics engine.
The level shifted abruptly. He fell through a pipe and landed in a section that looked like Super Mario 64, complete with the blocky polygons of 1996. But the enemies were Super Mario World Koopas. Leo had to ground-pound a switch while dodging spinning firebars that moved impossibly fast.
Error: Entity Overflow, the text log in the corner flickered.
The game was struggling to render the chaos. This was the beauty of Mario Multiverse. It was held together by duct tape and passion.
Suddenly, the level design turned malicious. "Kaizo blocks"—invisible coin blocks placed deliberately to stop a player's jump—appeared out of nowhere. Leo slammed into one, his momentum killed instantly. He plummeted toward a pit of instant-death spikes.
"No way," Leo hissed.
Time seemed to slow. He rapidly tapped the 'Spin Jump' button. In this fanmade engine, the Spin Jump had a property Nintendo never intended: it allowed you to bounce off of spike tops if you had a specific power-up equipped. Leo prayed he had the correct flag set.
Boing!
Instead of dying, Mario ricocheted off the spikes, screaming a digitized voice clip that was distorted from overuse. He launched himself upward, catching the edge of a ledge.
The finish line was in sight—a goal tape that looked like a pixelated version of Rosalina.
But WarioWarrior99’s ghost was ahead. The transparent blue figure taunted Leo, performing a "P-Speed" run to clear the final gap.
Leo saw only one option. He grabbed a fanmade item, the "Rainbow Star," tucked away in a hidden block he had memorized. It wasn't invincibility; it was a "Palette Swap" power-up.
He touched it. The world inverted. Black became white; fire became ice. The collision data for the level briefly reset.
With the level's geometry confused, Leo ran through a wall that should have been solid, cutting a diagonal corner that shaved off half a second.
The music swelled—the metal remix hitting a crescendo.
Leo and the ghost hit the goal tape at the exact same millisecond.
TIE GAME.
The screen faded to black. Instead of a score tally, a chat box appeared in the corner of the screen, typed by another human somewhere else in the world.
: dude that wall clip : reportd bug or feature? : feature. devs left it in the v0.4 patch. : gg. remtach?
Leo smiled. This wasn't the polished, corporate experience of a mainline Nintendo game. The physics were floaty, the sprites clashed, and the difficulty was sadistic. But Mario Multiverse was alive. It was a world where the impossible happened daily, built by people who loved the plumber enough to break him.
He cracked his knuckles.
"Rematch accepted," Leo typed. "Let's play."
This appears to be a draft title or concept for a fan-made Mario game. Here’s a quick review of the draft title “Mario Multiverse Super Fanmade Mario Bros”: