recursal/Fanatic-Fandom huggingface dataset:
Bumper

Appearance in New Super Mario Bros. U.

The **Bumper** is a gizmo in *Super Mario Maker 2*. Upon contact with the player, it will bounce them in the opposite direction they're currently moving, both on the x and y axis, depending on the position of the player from the Bumper. If the player bounces on top of one while pressing A, they will bounce extra high.

## Trivia

* Bumpers appear to have eyes, and will blink when bounced on.
* Because Bumpers bounce players in the opposite direction they're currently moving, bouncing on Bumpers can be a little hard, because they might end up bouncing players in the wrong direction.
* Bumpers have a different pattern for each game style.
Giant Gate

The **Giant Gate** is the goal for Super Mario World. The tape on a Giant Gate will constantly move up and down until touched or the Giant Gate is passed. When touched, it will grant the player anywhere between 500 points to a 1-UP (10,000 points) and will display the number of points divided by 100. If the player passes it without hitting the tape, they won't get any points. Like the other goals, the player won't be able to touch it if the clear condition isn't complete.

## Trivia

* In the original *Super Mario Maker*, it wouldn't count as a touch if the player passed the Giant Gate without touching the tape. However, in this game, it works like *the actual game*, ending the level and not granting any points if the player passed the Giant Gate.
Night Time

The **night** is a new gimmick exclusive to *Super Mario Maker 2*. Once you place a moon in an area, you will unlock the ability to switch anytime. It changes how the course works based on the theme. It is available in every style except Super Mario 3D World.

## Night effects

### Ground

* 1-Up Mushrooms become Rotten Mushrooms.
* Goombas float.
* Chain Chomps have a longer chain.
* Super Mushrooms and Big Mushrooms will move identical to that of a Super Star and will run away from the player.
* Fire Flowers will move away from the player.
* Super Leafs will float upwards.
* Cape Feathers will sway farther.
* Propeller Mushrooms will zoom from one place to another, making them hard to catch.
* Thwomps will try to get in line with the player when they see them.
* The behavior of Boos is reversed; they will pursue the player if looking at them; and don't if not looking at them.
* Stretches will freeze if the player is looking at them.
* Link's Bombs will move until they hit a wall and then they stop.
* Power Balloons will spin around counterclockwise and move to the right.

### Underground

The display and controls are flipped vertically. Neither is changed horizontally.

### Underwater and Ghost House

The player and a handful of other elements will cast light in a small radius (smaller if the ON/OFF state is OFF). Nothing outside the lit areas is visible, except during certain sound effects.

### Desert

The player has to navigate sandstorms. The wind behavior varies by style.

* In Super Mario Bros., it blows intermittently to the left.
* In Super Mario Bros. 3, it blows intermittently to the right.
* In Super Mario World, it alternates direction.
* In New Super Mario Bros. U, it blows constantly to the right.

### Snow

Surfaces are more slippery, reflecting icy conditions.

### Sky

The gravity will be reduced, making the player able to make jumps that were impossible in other themes. Goombas will also be able to float.

### Forest

The water becomes poison, which acts the same as lava.

### Airship

While the player will control normally, other elements will act as if underwater.

### Castle

The player controls as if underwater, complete with the ability to swim all the way to the top. Other elements behave normally.
Red POW Block on the Move

**Red Pow Block On The Move** is a Story Mode level made by Doctor Gizmo.

## Description

I made a course where you throw a Red POW Block to clear the way. Just hold Y when you pick it up, and then release Y to throw it! Throw it at whatever you want to break!

## Synopsis

The level begins with a POW Block and multiple ? Blocks, one of which contains a Super Mushroom. After a section with Brick Blocks and a POW Block, yet another POW Block can be used to take out six Stingbies. Mario must then ground pound additional POW Blocks to take out some Big Piranha Plants, and subsequently have a Koopa Troopa hit another POW Block to take out more Stingbies blocking the Checkpoint Flag. Afterwards, Mario must throw POW Blocks at a series of ! Blocks to move forward, then throw one final POW Block at some Brick Blocks next to the Goal Pole.
Frog Suit

Frog Suits bounce around like Super Stars. In the Night Ground Course Theme, Frog Suits change direction randomly.

When collected, players become their Frog forms, giving them the ability to use 8-way direction inputs whilst swimming to propel their character in provided directions, greatly increasing in-water mobility. Interactive objects such ? Blocks, ON/OFF Switches and POW Blocks can also be activated by the player via this in-water propulsion.

On land, the Frog Suit greatly alters player movement, with airborne acceleration increased. In addition, players can now jump slightly higher than before. The player's height is slightly reduced while idle, and on-land movement has been replaced by a series of short hops which raise the player's elevation slightly each time but ultimately make them slower than normal. In their Frog form, players can run across water when the P-Meter is full and they are holding an item.

## Appearance

In singleplayer, Frog Mario uses Luigi's sprites.

## Trivia

* **Difference from base game:** The ability to run on water using the Frog Suit was not present in Super Mario Bros. 3.
* Weird Mario had previously appeared as Frog Mario before the power-up could be used in the game.
Bill Blaster

Bill Blaster's appearance in the NSMBU style

The **Bullet Bill Blaster** is a Gizmo that orgaianed in *Super Mario Bros.*

It fires Bullet Bills in the direction(s) that it is facing. It will stop shooting if the player character is close enough. It is 1 space wide but can be made very tall. Dragging an item or enemy onto it will make it fire that item.

They have a variant called the **Bull's-Eye Bill Blaster**. This will shoot out Bull's-Eye Bills that chase the player character down for a while. In *Super Mario 3D World*, they still shoot Bull's-Eye Bills, but they now look like cats (instead of just being red) due to the feline theme and nature of the game.

By default, they shoot Bullet Bills, but they don't have to. They can shoot ***almost* anything** if you drag what you want it to shoot over to the Bullet Bill Blaster, and then let go. When you test it, it will shoot that item if a block isn't in the way.

**alternate game styles**
Lemmy

**Lemmy** will roll around on a Koopa Ball, and throw identical Koopa Balls every 5 seconds. Instead of jumping, he bounces on his ball when winged When stomped on, his ball will disappear and he will go into his shell. In the New Super Mario Bros. U Game Style, he'll slide along the floor. In every other Game Style, he will jump 1-3 times 5 blocks above the ground and 3-4 blocks forward. When he comes out, his Koopa Ball will reappear and he will jump onto it. After he is stomped on the third time, he will defeated.

## Koopa Ball

The **Koopa Balls** that Lemmy throws bounce 4½ tiles high and 2½ tiles forward per bounce. If they hit a ceiling, the ball loses all upward momentum but keeps moving forward. If it hits a wall, it will lose all collision and fall off the screen. These balls will push a player away from them on contact. This allows players to do a short hop when jumping on top of one. They can also perform a bigger jump by pressing  as they touch the top of it.

If Lemmy is given a Super Mushroom, the Koopa Balls he throws will also grow in size.
Flagpole

## Attributes

### Height

1
11

### Bottom Margin

9
0

The **Flagpole** is a course element works like an end point. It is the most iconic goal. It will give the player points varying on how high they touch the pole, from as low as 100 points if they hit the bottom, to as high as an extra life (or 10,000 points) if they hit the very top. The player won't be able to touch it if the clear condition isn't complete.

## Usages

* The player has to build up speed and jump to reach the top.
* A mini-challenge that lets the player hit the top if they succeed.
SMB2 Mushroom

SMB2 Mushrooms will move to the right and only turn around once reaching at wall. In the Night Ground Course Theme, SMB2 Mushrooms will jump in sync with players.

When collected, it turns characters into their SMB2[2] forms. Instead of stomping enemies, SMB2 players will stand on enemies when jumping on top of them (effectively treating them as platforms). SMB2 players can also use L⬇️+Y to pick enemies up and throw them diagonally downward by releasing Y. In the Snow Course Theme, players can pick up Snowballs out of the ground and throw them as well. This is also the only mode where players can crouch while holding entities. However, it is not possible to drop items while in SMB2 form.

When in SMB2 form, the music will change. Certain Sound Effects are also changed. Sounds for performing certain actions also change such as collecting a Super Mushroom while already powered up, getting an extra life, dying or clearing a course.

## Trivia

* The ability to grab Cloud Blocks in SMB2 form may be a reference to sand-digging segments in Super Mario Bros. 2.
Seesaw Catapults

This article is about the story mode level. For the course element, see Seesaw.

**Seesaw Catapults** is a Story Mode level made by P.E. Teacher.

## Description

I set up some Seesaws to help get rid of all the buddies around here. Just jump and tilt ⬇ to do a ground pound onto a Seesaw to send anything on the other side flying.

## Synopsis

The player has to go through a level primarily focused on Seesaws. There are enemies blocking the path along the way, so the player has to have good jumping skills to dodge them.

## Level Layout

* **First Challenge:** The level starts off with some simple platforming challenges, with an extra challenge that requires you to grab a Koopa shell and take out some Piranha Plants.
* **Second Challenge:** The player must climb up a set of Seesaws going up. There is a ? Block with a 1-Up Mushroom inside that the player can collect for an extra challenge. Then, the player must use the Seesaw to descend, with some Piranha Plants to avoid.
* **Third Challenge:** The player must get a Thwomp to charge down and hit a Seesaw downwards so the player can jump on it. There is a Warp Pipe by the side that the player can go into to play an extra challenge to get a 10-Coin. There is a Checkpoint Flag the player can touch, with a ? Block with a Super Mushroom inside.
* **Fourth Challenge:** The player must again descend down some Seesaws, except there are more and the player has to avoid Wigglers. There is a 10-Coin surrounded by bricks that the player can collect by using a Koopa, or if they're Big, ground pound.
* **Final Challenge:** The player must ground pound on the other side of the seesaws so that the Piranha Plants will bounce up and clear the way. After clearing this section, the player can make their way to the goal.
1-Up Mushroom

The **1-Up Mushroom** is an item in *Super Mario Maker 2*. While in Endless Mode or Story Mode, grabbing them will provide an extra life to use as they progress. Other than that, they are objectively useless outside those modes, but they can still be used as a bonus to reward the player.

At Night, if the theme is Ground, 1-Up Mushrooms will turn into Rotten Mushrooms. The player takes damage upon touching them, and they chase the player and can jump up heights that are 2 blocks tall or lower.

## Usages

* A bonus for finding a secret area.
* At the end in case the player is playing in Endless Mode.
Boom Boom

**Boom Boom** is an enemy (also referred to as a mini-boss) in *Super Mario Maker 2* that requires three stomps to defeat. Their main attack method is running at the player. In the Super Mario 3D World style, they will spin towards the player, and on their last health point, they will turn transparent, making it harder for the player to see them. In the New Super Mario Bros U style, they will start spin-jumping when they reach their last health point. In the Super Mario Bros and Super Mario Bros 3 styles, they will be facing the camera. Once hit, they will go into their shell for a small amount of time (the player can't jump on them in this state), and will return to their original attack method. When winged, they will stay in the air, and every once in a while will fly towards the player, making them vulnerable.
Stingby

**Stingbies** normally move slowly in a horizontal line, turning every few seconds. When a player enters the **Stingby's** line of sight, the **Stingby** moves quickly towards that player. **Stingbies** can be defeated by any attack, such as stomping, fireballs, or Cat scratches. They also die in lava. **Stingbies** do not interact with Terrain.
Bowser

Appearance in New Super Mario Bros. U.

**Bowser** is an enemy (also referred to as a boss) in *Super Mario Maker 2*. He acts differently in each style.

In every game style, he will spit fireballs oneat the player and jump up every few seconds. He can be defeated with 20 fireballs (40 when big). few enemies who change drastically in a specific style, where he turns into Meowser in Super Mario 3D World

## Game Style-Specific Abilities

In Super Mario Bros. 3, after a set of time, will try to ground pound on the player, stunning them if they're on a solid. The ground pound can also break bricks one at a time.

In Super Mario World, he has a special fireball attack where he will spit 5 fireballs in-air, raining down on the player. He will also rarely jump right towards the player. He also bounces back players.

In New Super Mario Bros. U, he acts similar to his Super Mario World counterpart. He has a special fireball attack where he will spit 5 fireballs, with each having a 18-degree separation from its neighbors. He will also rarely jump right towards the player.He also bounces back players.

### Trivia

* Bowser made some level in story mode under the name of "Father of Name Withheld"
Spike Block

Not to be confused with Spike Trap.

The **Spike Block** is a Terrain object in *Super Mario Maker 2* exclusive to Super Mario 3D World. This indestructible block features retractable spikes that go in and out either based on a timer, or based on the current ON/OFF state. If the spikes are out, it will hurt the player upon touch.

Due to their large size, it is literally impossible to place the maximum number of Spike Blocks in a horizontal area, and only barely possible to place the maximum number of Spike Blocks in a vertical area. However, Spike Blocks share the Blocks Pool with a variety of useful smaller blocks with which it is much easier to exhaust this limit.

## Usages

* They can be used like Dotted-Line Blocks, but the player has to be small, otherwise they can cheese it.
* They player has to jump back and forth between timer-based Spike Blocks and only jump on them when they don't have their spikes up.
Invincible Windsprinter

**Invincible Windsprinter** is a Story Mode level made by Amateur Meteorologist.

## Description

We're in for a clear night and starry sky, but a strong-wind advisory is in effect. Snag a Super Star to run across the Spike Traps, and use the wind to your advantage. Dash with Y and you might be mistaken for a shooting star!

## Synopsis

The player must quickly dash through the level and run over Spike Traps and Munchers, while also not falling to their demise.

## Level Layout

There are a variety of obstacles the player has to run through. It mostly consists of spiked objects, but there's also some enemies to avoid. There are also Burners, and Conveyor Belts to slow the player down to make it harder to keep the star timer going. The wind will also speed up the player. There is an optional 10-Coin to collect by precisely timing the jump. After overcoming all of these obstacles, the player can jump to the Roulette Box to destroy all the enemies, giving the player a lot of 1-Ups. There is another 10-Coin that can be collected if the player jumps high enough.

## Enemies

* Goombas
* Lakitus
* Munchers
Block

## Rotating Block

**Blocks** with Course Parts inside will make them come out when hit. When a Coin without Wings or a Parachute is placed inside of one, they will give multiple Coins when hit. When first hit, it'll start a short timer if it is not a rotating block. When the timer ends, only one more Coin can come out of the block before it becomes an Empty Block. If fast enough, a maximum of 10 Coins can be collected from them before they become Empty Blocks..

**Brick Blocks** without any Course Parts inside can be broken by players in the player's Super Mario form or higher, or with a Buzzy Shell or Spiny Shell hitting them from below. They can also be broken when a player in Super Mario form or higher ground-pounds it, or by a Shell or Bob-omb explosion. Hitting them in Small form without a helmet will make them move up a bit.

## Rotating Block

When filled, the behavior of **Rotating Blocks** is identical to **Brick Blocks**.

When empty **Rotating Blocks** get hit from below, by a player, they will rotate for a few seconds, becoming non-solid. If a player or solid object is in front of one, it will not become solid until it is removed.

When a P Switch is activated all rotating blocks turn into stationary coins and all coins into rotating blocks.

If it is partially blocked by a P Switch, POW Block, or Trampoline it will push it out of the block but will become solid with them in the block if they are completely over the block. If a Muncher is blocking it then it will be pushed upwards (if it is blocked blocked above then the block will become solid with the muncher over it).

They can also be made to rotate by:

* Cape attacks
* hitting it with the Power Balloon Powerup
* hitting it with a shell
* getting hit with an attack from spike
* the player throws an item up at it
* hit from any of the bosses' shell attack (after you damage them)

If the block contains an item it will drop the item instead of rotating.

They can be destroyed if it is:

* spin jumped onto with big Mario
* crushed by a thwomp
* hit with a Magikoopa attack
* exploded by a Bob-omb
* exploded from Blasta Mechakoopa's bullet
* hit with Zappa Mechakoopa's zap
* crushed by Morton's stomp attack
* hit by an icicle

Of these, only the Blasta Mechakoopa, the magikoopa, and the bob-omb can destroy it when it contains an item.
Darkness Ahead, Darkness Below

## Chronology

### Next

"High atop Thwomp Tower"

**Darkness Ahead, Darkness Below** is a Story Mode level made by Partrick.

## Description

We were thinking about buying this new property, but they haven't turned the electricity on yet. Could you take a look at the basement and tell us how spacious it is?

## Synopsis

The player must go inside a dark Ghost House and go into all sorts of different sections to try and find the finish. There are also a lot of Big Coins scattered around for the player to collect. There are items the player can find to turn the lights on temporarily.
Big Coin

10, 30 and 50 big coins

The **Big Coin** is an item in *Super Mario Maker 2*. It works identically to a regular Coin, except they're worth more and they're bigger in size. There are 3 types: a 10-Coin, a 30-Coin, and a 50-Coin. They can be pretty useful if a maker wants to reward the player for finding a secret, making a hard jump, etc.

## Usages

* A bonus challenge to get a Big Coin.
* A prize for finding a secret area.
* A clear condition to collect all of the specified Big Coins.
	+ A Big Coin that is impossible to get until the player finds the special item.
	+ A Big Coin with wings that is impossible to get until the player and the coin reaches the end of the level.
* Usages of each type (10, 30, 50)
	+ 10-Coin: After completing a simple bonus challenge.
	+ 30-Coin: After completing a slightly challenging bonus challenge.
	+ 50-Coin: After completing a challenging bonus challenge.
Lakitu

## Attributes

### Aspect

1
2
1:2

### Mass

Fixed
N/A

### Limit

Default (2 slots)
50

The **Lakitu** is an enemy in *Super Mario Maker 2*. Once onscreen, it will stay onscreen until defeated. It will throw a specified object at the player every few seconds. The default object is a Spiny, but it can be changed. After defeated, the player can ride in its cloud.
Semisolid Platform

## Semisolid Platform

Appearance in the New Super Mario Bros. U Airship theme.

## Attributes

### Aspect

3 to 20
3 to 27
Variable

### Mass

Fixed
N/A

### Limit

Terrain
200

The **Semisolid Platform** is a Terrain object in *Super Mario Maker 2*. While the Mushroom Platform is treated as a separate type of course element in the editor's user interface, and has different extents, much of the following information about semisolid platforms includes mushroom platforms

## Drawing Order

When semisolid platforms overlap, their drawing order is based on the location of their top-left corner. A semisolid platform whose top-left corner is below another semisolid platform will always be drawn in front of it. When two semisolid platforms have their top-left corners on the same row, the semisolid platform whose top-left corner is furthest to the right will be drawn in front of the other.

## Overlapping Limitations

When a vertical line of cells contains more than five overlapping semisolid platforms, the editor will silently erase platforms to bring the number down to five. This is easiest to observe when platforms are placed at their smallest size and offset on immediately adjacent rows. In more usual circumstances, the erased platforms will be offscreen, so it may be some time before the maker realizes the platforms are gone.

When a horizontal line of cells contains the overlapping top rows of more than five semisolid platforms, the editor will silently erase platforms to bring the number down to five. (This section is not relevant to Super Mario 3D World, where the top rows of semisolid platforms can't overlap at all.) This is easiest to observe when platforms are placed at their smallest size and offset on immediately adjacent columns. In more usual circumstances, the erased platforms will be offscreen, so it may be some time before the maker realizes the platforms are gone. Note that, unlike in the vertical case, only the top rows are limited horizontally. You can span an entire horizontal area with overlapping 3x3 semisolid platforms, as long as they're arranged in at least two rows vertically, so that their top rows don't overlap.

These behaviors are the same in both horizontal and vertical areas.== Appearance in Each Style ==

## Trivia

* For some unclear reason, semisolid platforms in Super Mario 3D World are actually a separate object from semisolid platforms in other styles.

This could possibly be due to the fact that Super Mario 3D World is the only style where semisolid platforms only have one variation.
Power Balloon

Power Balloons normally float in place. In the Night Ground Course Theme, Power Balloons will spin around counterclockwise and move to the right.

When collected, players transform into their Balloon form. In this mode, players are consistently airborne, though they are still able to enter Warp Doors. Tilting L will point the player and move them slowly in that direction, and holding B or Y will cause the player to move faster in the direction they're facing. Although the player is visually wider, the player's hitbox is 1×1 while in Balloon form. Balloon players cannot use wearables, dismounting rides and vehicles and losing helmets when a Power Balloon is collected.

## Trivia

* **Difference from base game:** The Power Balloon controls completely differently from its original appearance
* Weird Mario had previously appeared as Balloon Mario before the power-up could be used in the game.
* There are sprites for using a Buzzy Shell or Spiny Shell as a Balloon character but they are unused as Balloon players cannot use wearables.
Charvaargh

Charvaarghs are 4x4 in the editor, but longer and curved in gameplay. They jump out of the bottom of the screen (or the Lava in the Castle Course Theme), either across the screen or from the background to the foreground. They cannot be defeated by most methods, but can be defeated by the Super Star.
Key

## Attributes

### Aspect

1
1
1:1

### Mass

Fixed
N/A

### Limit

Default
100

The **Key** is a gizmo in *Super Mario Maker 2*. It will float in the air until it is collected. It is used to open Key Doors and locked Warp Boxes. If there isn't anything left to open, the Key will get knocked away and cannot be collected. If all of the Pink Coins in the level have been collected, the player will be granted a key. In the
Super Mario Bros. theme the key has a variant called cursed key, unlike the normal one, if you grab it a Phanto will chase you until you use it in a Warp door closed by key.

## Trivia

* Keys don't have any modifiers, so makers can't make levels involving keys flying away.
* Keys will always stay afloat and will not be affected by POW Blocks.
ON/OFF Switch

Appearance in Super Mario Bros.

The **ON/OFF Switch** is a gizmo exclusive to *Super Mario Maker 2*. When hit, it will toggle its set of linked blocks. It works with Dotted-Line Blocks, Tracks, Conveyor Belts, and Spike Blocks (3D World only). If it's  Night and the theme is  Underwater or  Ghost House, it will also change the diameter of the circle of light (ON is bigger, OFF is smaller).

## Usages

* A shell will forever bounce off walls and hit an ON/OFF Switch, causing the linked blocks to keep changing every certain amount of time.
* They can be used for a speedrun, with the player running over the Dotted-Line Blocks and pressing the switches so they can run on the next platform.
Hello, 3D World!

**Hello, 3D World!** is a Story Mode level made by Lonely Farmer.

## Description

I've planted all these cute Trees in my garden. Would someone try reaching the goal by climbing Trees with ↑? I haven't weed the garden in a while, but if the Piranha Plants give you any trouble, just stomp them into the dirt.

## Synopsis

The player must go through a grassland level that introduces a lot of Super Mario 3D World's mechanics.

## Level Layout

* **First Part:** The level starts out with a few basic enemies on a mostly flat terrain, and a Tree to climb up, giving the player a Super Bell.
* **Second Part:** There are a few obstacles dedicated to the Super Bell that the player has to pass. There are two 10-Coins in this area. One is inside a pipe blocked by bricks that only Cat Mario can collect, and another is below some bricks in front of a Semi-Solid that Super Mario can still collect, but Cat Mario will make it much easier.
* **Third Part:** The player is now greeted with a Checkpoint Flag. ! Blocks are now introduced. The player can use one to take out the big Piranha Plant. There is a slope for the player to slide down. The player has to use a ! Block to provide stairs to pass the gap, but before doing that they can collect a 30-Coin by climbing up the wall.
* **Final Part:** The player can finally slide down a slope then climb up a ! Block to make it easier to reach the top of the flagpole and complete the level.

## Enemies

* Stingbys
* Piranha Plants
* Goombas

## Trivia

* This is the first Super Mario 3D World level.
* This is the first level that has more than 300.
* This level might seem generic at first, but it actually was made to show almost all of Super Mario 3D World's mechanics, and how it works.
* The name is probably a reference to a Hello World program in programming, which is a basic program to start learning programming with, in which the text "Hello World" is displayed.
Pink Coin

The **Pink Coin** (also called **Red Coins** or **Key Coins**) is an Item in *Super Mario Maker 2*. They act like segments of a key. Once the player collects all of the pink coins in the level (including the sub-area), the player will get a Key so they can open a Key Door. If the main area and the sub-area are both counted, there can be a max of 10 pink coins.

## Usages

* Several mini-challenges to complete, and the player gets one Pink Coin for completing a challenge.
* The player has to search around to find the Pink Coins.
* The player progresses through a level, getting the Pink Coins along the way.
* They can serve as an extra challenge, and the player will get a bonus for collecting every Pink Coin.
Spike Trap

Not to be confused with Spike Block.

Appearance in Super Mario Bros. 3, both the normal and the underwater sprite.

The **Spike Trap** is a Terrain part in *Super Mario Maker 2*. It acts as a basic hazard, damaging the player upon touch. If the player has Super Star invincibility, is riding Yoshi or is in a Goomba Shoe, they can walk over Spike Traps.

## Usages

* A player has to carefully time their movement so they don't hit any Spike Traps.
* A player has to collect a Super Star and quickly run through the Spike Traps before it expires to get another Star.

## Trivia

* Spike Traps have a very strict hit box, since as much as one pixel of the player counts as a touch.
* The Spike Traps in Super Mario Bros. 3 and Super Mario World are very similar in appearance.
	+ The Spike Trap in Super Mario Bros. also looks similar, except the whole sprite is white.
* In Super Mario Bros. 3 and Super Mario World, Spike Traps have special sprites for  Underwater.
* (Discovered using the Smuggle Glitch) Despite not having a model in Super Mario 3D World, it is fully functional.
Shoe-Stopper

**Shoe-Stopper** is a Story Mode level made by Celebrity DJ.

## Description

These Shoe Goombas are too much! But the kicks they're rocking are useful because they let you walk over Spike Traps. The Shoes probably don't smell great, but you can always press R to take them off! And if you find a big Shoe, you can slam down by tilting ⬇ in the air.

## Synopsis

The player must go through a level centered around Goomba Shoes. They must use the shoes to defeat enemies and walk over Munchers. The player will find more useful shoes as the progress through the level.

## Level Layout

* **First Part:** The level starts in a snowy area, where the player is given a Super Mushroom. There is a Pipe with Shoe Goombas inside, letting the player go into their shoe. The player is given some Munchers to walk on and a Shoe Goomba to avoid or defeat. Just in case the player got hit, there is an extra mushroom in a ? Block. The player now has to go inside a pipe to go underground.
* **Second Part:** The player is greeted with many obstacles designed for the Goomba Shoe, like some Piranha Plants to jump on. The player is now given a Checkpoint Flag. After this, the player gets to ride inside a big shoe. With the big shoe, the player can ground pound, defeat the Munchers, and get a 10-Coin.
* **Third Part:** The player is now given the choice to switch to a big Stiletto. There is a Super Mushroom that can be collected by ground-pounding and bouncing it up. There is a bonus for ground-pounding Hard Blocks to get coins. The player is now given the choice to switch to a Winged Shoe. With it, the player can fly to high places to get on top of Munchers with coins on them.
* **Last Part:** The player can now jump off Piranha Plants to hit the flagpole.

## Enemies

* Shoe Goombas
* Munchers
* Piranha Plants
* Fire Piranha Plants
Chain Chomp

Appearance in Super Mario Bros. 3.

The **Chain Chomp** is an enemy in *Super Mario Maker 2*. It can't be defeated with most attacks. When chained, it will alternate between bouncing around and charging in a random direction, being held back by its chain. The **Unchained Chomp** variant will hop quickly in a single direction, turning around when encountering a wall. The post holding a Chain Chomp's chain can be ground-pounded and destroyed, turning the Chain Chomp into an Unchained Chomp. In The player can bounce off a Chain Chomp by spin jumping on it.
Snake Block

Appearance in New Super Mario Bros. U, both normal and fast.

The **Snake Block** is a gizmo in *Super Mario Maker 2*. Once landed on, it will move in the directions set in the editor. It will not move the player with it, so the player has to constantly move to keep up. Once it has finished its trip, it will shake and fall apart, then respawn once their original position is off-screen. They have a variant called the **Fast Snake Block** which is colored blue and will move approximately twice as fast.

## Usages

* The Snake Block moves over a bottomless pit, forcing the player to stay on.
* The Snake Block moves through enemies that the player has to dodge.
P Switch

The **P Switch** is a Gizmo in *Super Mario Maker 2*. When hit, it will toggle on an effect that lasts 10 seconds. Music will be played that varies in different styles to identify the effect is on. If another P-Switch is hit while the effect is in play, the timer will reset. When toggled on, the effect will do 4 different things:

* Coins will become Brick Blocks, and Brick Blocks will become Coins
* Conveyor Belts will stop moving
* P Warp Doors will become accessible
* P Blocks will become solid

When pressed, it can be jumped off of for a split second.

## Good Usages

* Right above a Spike Trap so the player can jump off it during that split second.
* After pressing it, they have to run over the Bricks (or P Blocks) before they turn back into coins.
* Turn Bricks into coins, then collect as many coins as possible before they turn back into Brick Blocks.
* Make it easier to run over Conveyor Belts.
Episode 250: No Such Thing As The Mysterious Chamber

**No Such Thing As The Mysterious Chamber** is the 250th episode of No Such Thing As A Fish, the 42nd episode of the fifth year, and the 1st episode of 2019. It features regular presenters James Harkin, Andrew Hunter Murray, Anna Ptaszynski, and Dan Schreiber, and was recorded at the QI Offices in Covent Garden, London.

## Description

> Dan, James, Anna and Andy discuss demolishing the Great Pyramid of Giza, with the WWF logo is a panda, and psychopathic teenage angst.
>
>

## Facts

* In 1833 the pyramid at Giza was almost dismantled by the Pasha of Egypt so that he could use the stones to build a dam. (Murray)
* Psychologist Hermann Rorschach thought that his test wouldn't work on teenagers as they were the same as psychopaths. (Schreiber)
* Robert Falcon Scott's dying wish was for his son to get into nature. Peter Scott went on to found the World Wildlife Fund, and design its panda logo. (Ptaszynski)
* A traditional hangover cure in Mongolia is the Mongolian Mary, which consists of tomato juice with a pickled sheep's eyeball floating in it. (Harkin)

 Trivia

* Although Murray's fact states that the stones would've been used for a dam, this appears to be speculation, as the Pasha built numerous structures - dams, but also mosques.
* Harkin talks about AIs being given the Rorschach test, which was a fact from The Book of the Year 2018, mentioned in the audiobook preview Merry Christmas from Dan, James, Anna and Andy.
* The panda logo of the WWF was previously mentioned in Episode 49: No Such Thing As A Buff Panda.
* Schreiber reacts to Murray's fact that Peter Scott gave the Loch Ness Monster a scientific name by saying that, if he'd brought that up as a fact, the others would not have accepted it.
* The Malmö Disgusting Food Museum was also mentioned in TBA.
	+ The Helsingborg Museum of Failure was also mentioned in TBA
* Pliny's unusual remedies are again mentioned.
* Primula was previously mentioned in Episode 246: No Such Thing As The Worm Revolution.
Skipsqueak

Skipsqueaks will jump when the closest player jumps. Skipsqueaks will always try to stay in their starting position. If they are pushed away, they will try to come back to their starting position. If they encounter a wall or reach their x position but are too low, they will try to jump 2 blocks to attempt to get over the wall (or reach their starting height). If that fails, they will do a second jump, and then a third jump, this time 4 blocks high. If that fails, they will become sad for a few seconds, and then go back to their normal behavior, using their new position.

When given Wings, they won't react to players' jumps, but will instead fly up on a set timer. They will fly one tile above their starting position, before dropping out of the sky.

## Spiny Skipsqueak

Spiny Skipsqueaks act exactly the same as normal Skipsqueaks but cannot be stomped on.
POW Block

## Attributes

### Aspect

1
1
1:1

### Mass

Fixed
1

### Limit

Default
100

The **POW Block** is a Gizmo in *Super Mario Maker 2*. If thrown or hit, it will explode, defeating all of the on-screen enemies, even Munchers and Bosses (even when big). Meowser, however, can take 2 POW Blocks (4 when big). Because of this, it is one of the most powerful items in the game.

In Super Mario 3D World, POW Blocks will have a variation called **Red POW Blocks**, that will also destroy all on-screen Brick Blocks.
House of ! Blocks

## Chronology

### Next

"Darkness Ahead, Darkness Below"

**House of ! Blocks** is a Story Mode level made by Partrick.

## Description

We're in the market for a new house, and we need someone to inspect this place we found. Hit the ! Blocks and climb to the top to check it out. You can also tilt ⬇ in midair to ground-pound to get all the blocks out instantly.

## Synopsis

The player must go through a level centering around ! Blocks. They have to use them in all sorts of ways. The challenges gradually get harder.
Player

## Player

A full sheet of all characters in all styles.

## Attributes

### Aspect

1
1 (Small)
2 (Big)
1:1 (Small)
1:2 (Big)

### Mass

Fixed
1

### Limit

Dedicated
1-4

The **Player** is an entity that is controlled by the person playing the game. Players can choose between 4 characters: Mario, Luigi, Toad, and Toadette.

## Controls

The player has a variety of different moves, depending on game style. Depending on a player setting, either B acts like A and X acts like Y, or B acts like Y and X acts like A.

### Flight Powerup Controls

(With Super Leaf)
(With Cape Feather)
 Dive
 Climb higher

### Rides

HP
--

When the player is in their small form, they die in one hit, but if they collect a Super Mushroom, they can take a extra hit, and another extra hit if they collect a powerup such as a Fire Flower, a Cape Feather, a Super Leaf, etc. Things such as Thwomps, bottomless pits, poison or lava, and the time running out will kill the player instantly, even if they have a powerup.

## Tricks/Cheats

* If the player presses one of the shoulder buttons before jumping, they will automatically jump at their full height instead of having to hold the jump button.
Porcupuffer

**Porcupuffers** are Enemies that originated in *Super Mario World*.

Parachute

In non-underwater courses, **Porcupuffers** mostly stay at the liquid's surface or the bottom of the stage in Course Themes with no liquids. Periodically, they jump up, sucking players in if they get close, which can cause instant death unless the player has Super Star invincibility (which will cause the Porcupuffer to be defeated).

When underwater (and in the Forest Course Theme while the player is underwater), they chase the player and attempt to suck them in.

When hit by a Fire character's fireballs, it/they will start to turn red and puff up. If left alone for a little bit, they will return to normal. If they keep getting hit, they will become more red and puff up more. Once they are hit 4 times, they will get defeated and cause an explosion. This also applies if hit by a Red POW Block.

When given Wings, they will jump higher and flutter while jumping.

After touching lava, they becoming Flaming **Porcupuffers**, which will not be affected by a Fire character's fireballs.
Mushroom Trampoline

Mushroom Trampolines can be resized from as small as 3 tiles wide to as long as 8 tiles wide. The orange ones move exactly like Lifts, moving in a direction picked in the Course Maker and then back again. They can go up to three blocks horizontally or two vertically from the starting position. The blue ones do not move. A player or Course Element that lands on it will bounce off.
One-Way Wall

## Attributes

### Aspect

2
2
1:1

### Mass

←↑→↓
N/A

### Limit

Arrows
100

The **One-Way Wall** is a Gizmo in *Super Mario Maker 2*, used to allow the player to move through a particular portion of the level only in a single direction.

## Usages

* After the player enters a new section, a One-Way Wall prevents them from exiting the section.
* If pointed up, a One-Way Wall acts like a Semisolid Platform.
Master Sword

The Master Sword is an item in Super Mario Maker 2 and one of the special powerups exclusive to the Super Mario Bros. style. It acts the same as a Superball Flower, never moving gravity. When the player picks up this power-up, they get 1,000 points and become Link. This allows the player to have several new abilities.

## Appearance in Each Style

 ↓
 ↓ + Y
 ↓ Midair
 ↑ + Y
 Y in Clown Car
 L/R/ZL/ZR
 L/R/ZL/ZR + ↓/↑
Cloud Lift

Cloud Lifts' direction can be changed. The direction can be changed to be up, down, left, or right.

## Attributes

### Aspect

4
4
4:1

### Mass

←→↑↓
N/A

### Limit

Default
100

When facing a horizontal direction, they will move the direction they're facing in by three tiles, then move back to their starting position. They will do the same thing again, except in the opposite direction.

When facing a vertical direction, they will do the same thing as said above but they will move vertically by two tiles instead of horizontally by three.
Cannon

## Attributes

### Aspect

1
1
1:1

### Mass

← ↖ ↑ ↗ →
2

### Limit

Default
100

The **Cannon** is a gizmo in *Super Mario Maker 2*. Every 3 seconds, it will shoot out a cannonball in the direction it is facing that will hurt the player if they don't jump on top of it.

## Usages

* As a smaller alternative to the Bill Blaster.
* To shoot diagonally (something that a Bill Blaster can't do).
* To give the player a challenge to dodge all of the cannonballs coming their way.
* To make the player jump off one to reach a normally unreachable area.
Morton

Morton is one of the Koopalings added to the game in the Final Major Update. He can blast magic missiles out of his wand and can jump very high. When he lands, if you are on the ground, the player will be stunned. Fireballs will circle the platform he is on when he lands from his ground pound. Morton can fake ground pound if he is given wings.
Pipe

The Warp Pipe is also the title of an SML video of the same name

The **Pipe** is Terrain in *Super Mario Maker 2*. It is indestructible, and has many uses. It can be used as an obstacle to jump over. It can also be turned into a **Warp Pipe** to transport the player between the main area and the sub-area. There can only 10 warp pipes per area. Objects can be put into them so the pipe can output the item placed inside infinitely. Piranha Plants and Munchers will peek in and out if placed inside pipes. It is a very useful and commonly used element.

A pipe's color can be changed to indicate the speed it'll shoot out entities, based on a speed of 1 to 4. Two linked warp pipes will always be the same color.

* **RED**: 4
* **YELLOW**: 3
* **GREEN**: 2 (Default)
* **BLUE**: 1

## Usages

* Right in front of the beginning to give breathing space and make the player go inside it to go to the main part of the level, and at the end to give them more breathing space.
* As an obstacle to jump over.
* Putting a useful item inside a Pipe.
Dry Bones Shell Boating

**Dry Bones Shell Boating** is a Story Mode level made by Celebrity MC.

## Description

I'm thinking of changing the look of my room to something like this! Visitors have to get over the lava by floating in a Dry Bones Shell. Pretty hardcore, eh?

## Synopsis

The player must venture through the rising and falling lava by staying in a Dry Bones Shell. There are also some Fire Bars to avoid.

## Level Layout

* **First Part:** The player is greeted with a Dry Bones Shell. The player can now go into it. The shell is needed to finish the level, since it can go over lava. There is a Super Mushroom to collect, but the player has to dodge a Fire Bar. The player now has to dodge a few more Fire Bars and some Dry Bones. There is a 10-Coin that can be accessed by jumping into a hole that is only accessible when the lava is at it's lowest point.
* **Second Part:** There are a few coins to collect under some platforms, but the player must jump on the platforms to proceed. There is then an extra Dry Bones Shell just in case the player lost the first one. After this, the player must dodge Lava Bubbles. The position of the Lava Bubbles are indicated by Hard Blocks.
* **Third Part:** The player can now grab a Checkpoint Flag and an extra shell. There are 3 big Dry Bones that are stacked on each other. After this, there is a split path: The player can continue the level through the top, or do a harder challenge on the bottom. The player can be easily crushed on the bottom path, so they have to find safe spots to hide before the lava comes up. If the player completes the bottom path, they can do a mini-challenge to get a 10-Coin.
* **Last Part:** After that, the player is greeted by Bowser, but they can easily defeat him with the goal Axe, and complete the level.

## Enemies

* Dry Bones
* Lava Bubbles
Ludwig

In most Game Styles, Ludwig will throw three blue rings that gradually expand and don't collide with other objects aimed at a player then flutter above and towards a player before dropping down. In the New Super Mario Bros. U Game Style, Ludwig throws three blue fireballs instead of rings.

After being stomped twice, Ludwig will throw five projectiles instead of just three.

When a player stomps on him in most Game Styles, he will retreat in his Shell and jump 1 to 3 times at a distance of 3 blocks plus the amount of distance to land perfectly in one tile (sometimes). His jump height in this phase is 5 blocks off of the platform he jumped on. In the New Super Mario Bros. U Game Style, Ludwig does not jump while in his shell. Instead, he slides around and homes in on the player.

When given Wings, Ludwig will shoots two extra sets of projectiles while moving back and forth while fluttering.

When he is stomped on 3 times, he is defeated and his wand goes up into the air before falling off the screen.