Hot CARPage

***Hot CARPage*** is a Mario Maker troll level by SnickerD. Its name is a combination of "Carl" and "Hot Garbage."

## Walkthrough

The level starts bouncing on a shell, and stopping the bounce causes the shell to fly at a block that releases a Muncher into a spring that bounces it toward Mario. Then, a Galoomba can be jumped on, but a hidden block is present. That hidden block can be passed through by riding a cloud hidden behind the Galoomba. Then, there is a pink coin that is difficult to obtain, and a pipe that needs to be entered. The pink coins in this level do not do anything. Going through the pipe, there is an anti-shell contraption that needs to be avoided by throwing the shell upward. After that, there is a check that requires the shell to proceed. There is a Thwomp there that appears to turn the floor into shiny yet deadly coins, but because the floor has coins inside of it, that does not happen, and the player ends up wasting P Switch time. Then, there is a key that can be obtained from a hidden block below a visible key, and an unobtainable pink coin. Going back to the key door at the beginning of the room, the launcher now spits out Chain Chomps instead of Bullet Bills because it was replaced by an offscreen contraption, and a Thwomp drops that didn't drop before. Through the key door, a timed donut drop needs to be done to reach CP1.

Through a small Mario only pipe, there is a puzzle where a Bob-omb from a launcher needs to be used to lower another tall launcher that spits out a POW. The POW can be used to remove a Muncher blocking one path, but that path ends up killing the player. The solution is to use the POW as a platform above the Muncher, and move a wall of cannons to clear another path. Then, the POW can be taken to kill a large Muncher, but going down the shaft that that opens up sends the player to the same death trap, but this time with a Star. This can be solved by using another Bob-omb to break the ceiling of that death trap and escape with a Star. That Star can be used to reach another pipe near the entrance, and continue, though entering the pipe with the Star results in death to an anti-Star check. After this, some Thwomps need to be spun on, though there is another Thwomp that hits a POW if the player reaches it, destroying every Thwomp and making them spin on the platform of Rotating Blocks, killing them, as there are Fashionable Fire Flower Power Power Ups under the Thwomps. However, if the player jumps at that POW Thwomp, they can trigger it and do a normal jump onto the Rotating Blocks, surviving. After that, it is necessary to damage boost through a Piranha Plant, as killing it would make a launcher fall and block the path. After that, there is a contraption that requires the player to completely take damage, and a Thwomp that needs to be spin-jumped on. Once this is done, there is another row of Thwomps, but this time, the third Thwomp gets pushed up, and breaks the blocks below it, meaning it cannot be used as a platform. After all of this, CP2 is present, but it is quickly covered by a launcher. A spring needs to be used to push the launcher up, though that just hits a hidden block. Eventually, a music block bounces the launcher so Mario can collect CP2.

The first thing after CP2 is another puzzle where a Muncher needs to be killed with a POW. The solution is to throw a spring up to a platform, as opposed to using the spring to get Mario up there, as the blue platform does not actually fall. Mario does need to take damage from the Muncher first, as he cannot proceed if he does not do that. The section after that goes through a Dick Vine door, then appears to be difficult but nonlethal, having to hit POW blocks at the perfect instants, but in reality all the player needs to do is go up one of the pipes that has POW blocks coming out. The room after that has Skewers that need to be avoided. One pair of Skewers appears to have a spot to wait on top if Mario ducks, though ducking enters a pipe that leads Mario to an antisoftlock. In reality, one of the Skewers does not actually extend, so there is no need to wait. There is more Skewer platforming after it, with Conveyors behind the Skewers. There is a key and a key door after that, with an auto section through spikes that leads to a pipe, followed by a key door with a safety coin that just leads to an antisoftlock. After this, through a pipe is the ending, though a Magikoopa destroys the axe if the player does not move. The solution is to lure the PlayStation button missiles upward first, so there is more time to hit the axe.