recursal/Fanatic-Fandom huggingface dataset:
Ground Pound Cancel Jump

Works With
 Game Styles

The **Ground Pound Cancel Jump** is an advanced trick used in *Super Mario Maker*. This trick allows Mario destroy a block or enemy with a Ground Pound and jump off it at the same time.

## How It Works

When an object is destroyed from a Ground Pound it will not completely disappear for 2 frames. By canceling the Ground Pound after destroying the object, it is possible to perform a jump or enter a door.

## Main Variations

### Boot Jump

Because Goomba's Shoe have the ability to to jump in midair for a few frames, that makes it possible to jump after ground pounding the object.

### Long Jump

Despite Mario normally being unable to jump quick enough after a ground pound it is possible by performing a long jump.

## Other Variations

### Door Entry

By holding Up after destroying a block, it is possible to enter a floating door.

### Chain Chomp Post

This version is much easier because Chain Chomp posts aren't immediately destroyed.
Lakitu

**First Appearance** | *Super Mario Bros.* (1985)

**Lakitus** are Koopas that ride clouds through the skies while dropping Spiny Eggs. When they are defeated, their clouds can be ridden for a short amount of time

## History

### Super Mario Maker

Lakitus ride back-and-forth in a straight line and throw Spiny Eggs by default. Dragging an enemy or power-up onto the Lakitu will allow the it to throw other objects. Shaking a Lakitu will create a Lakitu's Cloud.

Lakitus are available in all 4 game styles.

## Variations

In Super Mario Maker, Lakitus can have the following variations:

* **Lakitu**: Rides back-and-forth in a straight line and throws projectiles.
* **Winged Lakitu**: Rides back-and-forth in a zigzap pattern and throws projectiles.

## How To Defeat

Lakitu are defeated after 1 attack and can be killed the following ways:

* Any method of attack

## Mechanics

Lakitu are able to throw the following objects:

Note: While normally Lakitu have the ability to throw an object an unlimited amount of times, some objects have a limit which will cause the Lakitu to fly offscreen when reached.
Monty Mole

**Monty Moles** are enemies that appear in several Mario games. In these games, Monty Moles throw rocks at Mario and quickly burrow underground.

## History

### Super Mario Maker

Shaking a Monty Mole will create a Rocky Wrench.

## Variations

In Super Mario Maker, Monty Moles can have the following variations;

* **Monty Mole**:
* **Winged Monty Mole**:
* **Mega Mole**:

## How To Defeat

* Monty Moles are defeated in 1 attack from any method of attacking.

## Gallery

Monty Mole under the effect of the Big Mushroom
Mario Maker 2 momentum physics

. Speed locks in the air

. P-speed locks in the air

. P-meter won’t fill in the air

. While in the air your P-meter will naturally decrease if you haven’t reached P-speed

. Releasing Y on the ground will slow you down

. Since speed locks in the air you can release Y and not slow down this is also true for P-speed

. You accelerate slower in the air than you do on the ground

. You can hold B to accelerate downwards slower until max fall speed is reached this is called Slowfall

. You can’t build P-meter in a boot

. While you usually can’t store P-speed in a boot it is possible to do if you mount it midair Note: that your P-meter will not lock in the boot so you will lose P-speed after a little bit

. All speed locks in the air until you ether decrease your speed by doing a left right etc. or increase your speed by holding a direction alongside Y to reach speeds above max walk speed Note: that you can idle stick or release Y at anytime to lock your speed if you do not wish to build speed past a certain  point since holding both Y and <-> build your speed to max run speed before locking

. Yoshi can store P-meter in the air like Mario

. Yoshi’s speed translates to Mario not his P-meter

. You can dismount yoshi and maintain P-speed if yoshi is at P-speed when you dismount him

. In order to store speed from yoshi you must dismount him mid air since dismounting him on the ground makes you jump off of him backwards  which does not happen if you dismount him in the air

. P-meter resets when you mount yoshi

. You can’t build P-meter while bouncing on enemies

. If you already have P-speed your P-meter is stored while bouncing on enemies

. You build P-speed slower in 3DW style

.If you have P-speed in the 3DW style You can clear 6 tile jumps which cant be done in other styles with the ecep
Midair P Switch Jump

Works With
 Symbol

The **Midair P Switch Jump** (*JP*Japanese: 空中Pジャンプ

Romaji: Kūchū P janpu), commonly shortened to **Midair P Jump**, is an intermediate trick used in *Super Mario Maker*. It is a harder version of the P Switch Jump.

## How It Works

When Mario lands on a P Switch in midair, he is considered to be standing on ground for 10 frames. During this time it is possible to perform a jump. On levels created after version 1.40, Mario will only be considered to be standing on ground for 3 frames.

## Variations

### Ground Pound P Switch Jump

Note: See the main page for full variations
Child's Play Relay

Date

The **Child's Play Relay (CPR)** was a charity event held by GrandKeys in order to raise money for Child's Play. The event featured a Blind Relay Race, with two teams competing to see who could raise the most money.

## Donations

A total of over $6000 was raised during the event.

 Team Blue

## See Also

• **Child's Play Relay**
• Games Done Quick (AGDQ • SGDQ 2016 • SGDQ 2018)
• Mario Maker Colosseum (Masters)
• Nintendo World Championships
 **Races** | April Fool's Day Marathon
• Blind Kaizo Race (Hard • European • Marathon)
• Blind Level Race
• Casual Race
• Facebook Speedrun Challenge
• First Clear Race
• Flyday Race
• Jank Race
• NSMBU Race
• Precision Race
• Puzzle Race
• Speedrun Race
 **Tournaments** | Get Peach or Die Tryin' (2)
• Kaizo Battlegrounds (2)
• Kaizo Combat (2)
• Kaizo Relay
• Kaizo Wars (II • 3 • 4 • 5)
• Precision Wars (2)
• Speedoran Jam (2 • 3)
• Super Expert Challenge
• Switch Invitational
Mario Must Die 4 (ROM Hack)

**Mario Must Die 4**  was a ROM Hack of *Super Mario World* created by Sokobansolver. It is the fourth installment in the series.

The Plot gets a change when Bowser introduces introduces Microtransations. When a Green ? Block shows, the player must pay $5 in order to make the Block have an Item in it, otherwise nothing comes out, as well as loadstating, which will cost $0.50.

## Soundtrack

Title Screen
 - Title Bells

Overworld
*Mega Man 2* - Bubble Man

Jackass
*Contra* - Stage 1

## Trivia

* This Plot was to diss on *Electronic Arts*, a Third Party Video Game Company.
* The Teaser was uploaded on April 1, so this was an April Fools joke to get people excited for a fourth game.
	+ The title Screen is also has a terrible design, which confused most viewers.
* This project was replaced by Vanilla Vengeance.

## External links

* Original Video

 ***Super Mario Bros. 3*** | Kaizo Mario Bros. 3
• Kamikaze Bros. 3
• Super Barb Bros.
 ***Super Mario World*** | Light
• Claustrophobia
• Fly Me To The Stars
• Grand Poo World (2)
• Invictus
• Kaizo Mario World (1 • 2 • 3)
• Korosu Mario World (2)
• Legends of Mario
• Lord Pickle World
• Quickie World (2)
• SMW Blind Kaizo Race
• Salty Sagan World
• Storks and Apes and Crocodiles
• Super DoDe World
• Super Dram World (2)
• Super Panga World
• Super Riff World
• Super Ryu World (2)
• Super Sheffy World
 Hard
• Facedesk!
• Mario is Screwed
• Mario Must Die (1 • 2 • 3 • **4**)
 Pit
• Glitch Abuse
• Item Abuse
• Pit of Death
• Pit of Despair
• Pit of Insaneness
• Pit of Keys
 **Other** | Kaizo Mario 64
Carl's Premature Detonation

Platform
 Release date
 Genre
 Level ID

**Carl's Premature Detonation** is a level created by CarlSagan42 and is considered one of the hardest levels in Super Mario Maker. The level took the creator 15 hours to beat.

The first person to clear this level other than the creator was Karl.

## World Record

The current World Record is 48.805 seconds held by Bai.
Events

This is a list of **events** held by the *Super Mario Maker* community, unless designated otherwise.

## Blind Level Races

Active
* Blind Kaizo Race - 162+ races
	+ Hard Blind Kaizo Race - 158+ races
	+ SMW Blind Kaizo Race 38+ races (*Super Mario World*)
* First Clear Race - 26+ races
* Makers Guild Blind Race
	+ Makers Guild Blind Race (Kaizo)
* Platformer Race -
* Puzzle Race - 94+ races
* Record Race - 124+ races
* Troll Race - 87+ races

Inactive
* April Fool's Day Marathon - 1 race
* Blind Kaizo Marathon Race - 3 races
* Blind Level Race - 1 race
* Casual Race - 45 races
* European Blind Kaizo Race - 109+ races
* Facebook Speedrun Challenge - 10 races
* Flyday Race - 25 races
* Jank Race - 8 races
* NSMBU Race - 24 races
* Precision Race - 9 races

## Tournaments

There have been a total of 19 tournaments held by the community. They typically feature a double-elimination style bracket with the racers trying to be the first person to clear each level.

## Other Events

Anniversary Events
* One Year of Mario Maker
* Two Years of Mario Maker
* Three Years of Mario Maker

Charity Events
* Californithon
* Child's Play Relay
* Games Done Quick (AGDQ (2016) • SGDQ (2016) • SGDQ (2018))
* Mario Maker Colosseum (Masters)

Level Creation Challenges
* 12 Item Challenge (External Link)
Fire Flower Wall Climb

The **Fire Flower Wall Climb**, also known as **One-Sided Wall Jumping**, is an advanced technique used in *Super Mario Maker*. This technique allows Fire Mario to gain height while wall jumping up a single wall.

This trick was patched in *Super Mario Maker 2*.

## How It Works

Shooting a fireball immediately after wall jumping cancels the wall jump state allowing Mario to be able to immediately turn around towards the wall. Well-timed air twirls allow Mario to regrab the wall at a spot higher than his initial jump.

## Variations

### Crouching

Through the use of Crouch Storage it is possible to climb the wall while being in a crouch. Letting go of the down button will cause Mario to lose his stored crouch.

### Item Carry

It is possible to carry a P Switch or spring up a wall while performing the wall climb. However, it is harder with the spring as it requires precise timing or a Weak Throw to start. The air twirl timing is considerably more strict than the basic technique, requiring near perfect execution to actually gain height.
Diagonal Dropkick

Works With
 Game Styles

The **Diagonal Dropkick** is an intermediate trick used in *Super Mario Maker*. This trick allows Raccoon Mario or Cape Mario to send a shell flying upwards at a diagonal angle.

## How It Works

Dropping a shell near the peak of Mario's jump will cause him to start kicking the shell forward. Right after this happens it is possible to twirl it upwards with either a Tail Whip or a Cape Spin.

### Frame Window

After Mario kicks the shell there are three frames where Cape Mario can twirl the shell to send it flying upwards. It is not currently known if Raccoon Mario is the same.

## Variations

### Dropping

Depending on which side of the shell hits Mario it is able to be kicked it either direction.

### Forward Throw

Because of how items are dropped, Mario is unable to kick the shell forward while at full speed and instead the shell must be thrown forward and immediately twirled upwards.
Floating Door Entry

Works With
* POW Block
 Game Styles

The **Floating Door Entry** is a basic trick used in *Super Mario Maker*. This trick allows Mario to enter a floating door by using various items.

## How It Works

When Mario lands on an item he is considered to be standing on ground. This allows him to enter a door that is not on the ground.

## Varitations

### POW Block

When Mario lands on a POW Block he is considered to be standing on ground. However, a POW Block will only be considered solid if it is thrown or touches ground. This means that Mario is unable to land a POW Block by simply dropping it in midair.

### P Switch

When Mario lands on a P Switch, he is considered to be standing on ground for 10 frames. This allows him to enter a floating door.

As of version 1.40, Mario is only able to stay in contact with a P Switch in midair for 3 frames. Because a P Switch is not activated until the 4th frame after pressing it, this means it is no longer possible to enter a door while also activating the P Switch at the same time.

### Spring

When Mario lands on a spring, he is considered to be standing on ground for ? frames, this allows him to enter a floating door.

### Wall Clips

By clipping into a wall, Mario is able to stand on the side of it for 1 frame which allows him to enter a door.

## Floating Pipe Entry

There are also ways to enter a Warp Pipe that is above the ground.

### Boot Wall Clip

Although Mario is normally unable to enter a floating pipe from a wall clip, if he is inside a boot he is able to. This is because boots have the ability to hover in the air for a few frames.

### P Switch

Note: This is partially patched on levels created after version 1.40.

While Mario cannot normally enter a pipe with a P Switch, he can under certain situations.

### POW Drop

Because POW Blocks are completely solid, Mario is able to ride a POW Block to enter a pipe.
Item Wall Jump

The **Item Wall Jump**, or **Item Wall Carry,** is one of the basic tricks used in *Super Mario Maker*. This allows Mario carry an item while performing a Wall Jump.

## Variations

### Basic

The basic item wall carry is done by throwing the item off the wall and doing a wall jump to regrab it. This can done with Trampolines, P Switches or Bob-ombs. Starting in *Super Mario Maker 2* thrown items no longer rebound off a wall making this method harder to perform.

### Dropping

This version of the item wall carry requires the player to drop the object instead of throwing it. This version is necessary for carrying shells, but can also be done with any of the previously mentioned items and can even sometimes be more benificial.

### Backwards Dropping

This version of the item wall carry requires the player drop the object and be facing away from the wall. This is only required for carrying a POW Block, but can also be done with any object.

## Advanced Variations

### One-Sided Wall

Note: The Fire Flower method was patched in *Super Mario Maker 2*.

Through the use of the Fire Flower Wall Climb, or Partial Wall Clip, it is possible to carry an item up a wall while only jumping off of one wall.
Claustrophobia

## Download Links

SMW Central

**Claustrophobia** is a ROM Hack of *Super Mario World*created by NaroGugul. The Hack features custom music, timer meter (When a P Switched is pressed is shows the timer on the bottom left corner of the Screen), and kaizo tech set on reach room (level), as every room is only a one-screen room. There are a total of 96 exits.

Unlike other SMW Hacks, when Mario enters a level, instead of showing the "Mario Start!" Message, when each time a room is played, the player is shown a platform or enemy they'll be dealing with before entering the level. Another thing featured is that the Hack also provides 2 extra modes, such as the Tutorial Mode and Race Mode.

## Levels

With there being levels as rooms, there are a total of 96 rooms in the normal game mode. with that being said, there are 8 levels in each 12 rows.

## Trivia

* Claustrophobia is the fear of Tight or Limited Spacing. Since every room is "One-Screen", the hack got it's name for kaizo techs instead of One-Screen Puzzles.
* The P Switch now has a new Timer visible. File:P Switch Timer.png
* In the ROM hack Invictus, the ninth level is called "Claustrophobia." The level takes place in a desert. There are 4 rooms which all have the same theme, and same scripting as done in the Claustrophobia ROM hack itself.

## External links

* smwdb.me

 ***Super Mario Bros. 3*** | Kaizo Mario Bros. 3
• Kamikaze Bros. 3
• Super Barb Bros.
 ***Super Mario World*** | Light
• **Claustrophobia**
• Fly Me To The Stars
• Grand Poo World (2)
• Invictus
• Kaizo Mario World (1 • 2 • 3)
• Korosu Mario World (2)
• Legends of Mario
• Lord Pickle World
• Quickie World (2)
• SMW Blind Kaizo Race
• Salty Sagan World
• Storks and Apes and Crocodiles
• Super DoDe World
• Super Dram World (2)
• Super Panga World
• Super Riff World
• Super Ryu World (2)
• Super Sheffy World
 Hard
• Facedesk!
• Mario is Screwed
• Mario Must Die (1 • 2 • 3 • 4)
 Pit
• Glitch Abuse
• Item Abuse
• Pit of Death
• Pit of Despair
• Pit of Insaneness
• Pit of Keys
 **Other** | Kaizo Mario 64
Big Coin

## Additional Properties

A **Big Coin** is a collectible in *Super Mario Maker 2* that can be changed to have a value of 10, 30, or 50 regular Coins.

## See Also

• Super Mario Bros. 3
• Super Mario World
• New Super Mario Bros. U
 Game Modes
• Network Play
• Ninji Speedruns
• Story Mode
 Transformations
• Builder Mario
• Cape Mario
• Cat Mario
• Fire Mario
• Link
• Propeller Mario
• Raccoon Mario
• Small Mario
• Super Mario
 Course Elements | Terrain
• Brick Block
• Bridge
• Clear Pipe
• Cloud Block
• Conveyor Belt
• Donut Block
• Gentle Slope
• Empty Block
• Ground
• Hard Block
• Hidden Block
• Ice Block
• Jelectro
• Mushroom Platform
• Music Block
• Note Block
• Pipe
• Rotating Block
• Sea Urchin
• Semisolid Platform
• Steep Slope
• Spike Block
• Spike Trap
 Items
• Big Coin
• Big Mushroom
• Cape Feather
• Coin
• Fire Flower
• Frozen Coin
• Pink Coin
• Propeller Mushroom
• Master Sword
• Rotten Mushroom
• Shoe Goomba
• Stiletto Goomba
• Super Bell
• Super Hammer
• Super Leaf
• Super Mushroom
• Super Star
• Superball Flower
 Enemies
• Ant Trooper (Horned)
• Blooper (Nanny)
• Bob-omb
• Boo (Buddies • Stretch)
• Boom Boom (Pom Pom)
• Bowser (Jr. • Meowser)
• Bully
• Buzzy Beetle (Shell)
• Chain Chomp
• Charvaargh
• Cheep Cheep (Blurp • Deep Cheep)
• Dry Bones (Shell)
• Fire Bro (Heavy)
• Fish Bone
• Galoomba (Goombud)
• Goomba (Goombrat)
• Hammer Bro (Sledge Bro)
• Hop-Chop
• Koopa Clown Car (Fire)
• Koopa Troopa (Beach Koopa • Car)
• Lakitu (Cloud)
• Lava Bubble
• Magikoopa
• Moon
• Monty Mole
• Muncher
• Piranha Plant (Creeper • Fire • Jumping)
• Peepa
• Pokey (Snow)
• Porcupuffer
• Rocky Wrench
• Skipsqueak (Spiny)
• Spike (Ball • Snowball)
• Spike Top
• Spiny (Egg • Shell)
• Stingby
• Thwomp
 Gizmos
• Arrow Sign
• Banzai Bill
• Bill Blaster
• Blinking Block
• Bumper
• Burner
• Cannon
• Checkpoint Flag
• Conveyor Belt
• Dash Block
• Fire Bar
• Grinder
• Icicle
• Key
• Lift (Cloud • Flimsy • Lava)
• Mushroom Trampoline
• ON/OFF Switch (Dotted-Line Block)
• One-Way Wall
• P Block
• P Switch
• POW Block
• Seesaw
• Snake Block
• Skewer
• Swinging Claw
• Tree
• Track
• Track Block
• Twister
• Vine
• Warp Door
 Other
Donut Speed Tech

**Donut Speed Tech** is a basic trick used in *Super Mario Maker* that causes a Donut Block to fall faster than normal.

## Variations

### Original

Note: This was patched in *Super Mario Maker 2* version 1.0.

Holding forward while on a Donut Block will make it start falling 1 frame faster than normal. This is often used against a wall, but the wall is not necessary.

### 3D World

In the Super Mario 3D World game style, this can be done by holding down on a Donut Block.
Californithon

Website
 Location
 Date Held
 Location
 Date Held
 Location
 Date Held

**Californithon**, often shortened to **Calithon**, is an annual video game speedrun charity marathon held in the United States.

Held since 2016, the events have raised money for several charities. The events are broadcast live on Twitch. Over $20,000 has been raised across three marathons.

*Super Mario Maker* has been featured at Californithon 3 times.

## Californithon (2017)

In the 2017 Calithon, Team Dracula (POOBear, Jakku, PokeTesla, romscout) competed against I Am a Planet (Darbian, Failstream, Xwater, Pluto).

### Video

Blind Relay Race - Team Dracula vs. I Am a Planet (Californithon 2017)
## Californithon (2018)

In the 2018 Calithon, Team Cali (GrandPOOBear, Failstream, Ryukahr, Mr. Shasta) and Team Noncali (Pluto, Thabeast, Xwater, Jakku) completed in a blind relay race. Thabeast also did a run of Super Warp World, a series of levels in Mario Maker.

## See Also

• Child's Play Relay
• Games Done Quick (AGDQ • SGDQ 2016 • SGDQ 2018)
• Mario Maker Colosseum (Masters)
• Nintendo World Championships
 **Races** | April Fool's Day Marathon
• Blind Kaizo Race (Hard • European • Marathon)
• Blind Level Race
• Casual Race
• Facebook Speedrun Challenge
• First Clear Race
• Flyday Race
• Jank Race
• NSMBU Race
• Precision Race
• Puzzle Race
• Speedrun Race
 **Tournaments** | Get Peach or Die Tryin' (2)
• Kaizo Battlegrounds (2)
• Kaizo Combat (2)
• Kaizo Relay
• Kaizo Wars (II • 3 • 4 • 5)
• Precision Wars (2)
• Speedoran Jam (2 • 3)
• Super Expert Challenge
• Switch Invitational
Goomba

**Goombas** are small, brown mushroom-like creatures and are a fungus-based species.

## History

### Super Mario Maker

Goombas will talk forward and turn around when they hit a wall. Goombas show the ability to swim for the first time and will rapidly chase after Mario when he comes near in the Underwater theme.

Goombas can be made to spawn from Lakitus, Warp Pipes, ? Blocks, Brick Blocks, or Bill Blasters. They can also be stacked on top of other enemies, or placed on tracks.

Goombas are available in every game style, except Super Mario World, where they are replaced by Galoombas.

## Variations

In Super Mario Maker, Goombas can have the following variations:

* **Goomba**: Goombas that walk back-and-forth and die when jumped on.
* **Paragoomba**: Goombas that jump around in the direction of Mario and lose their wings when jumped on.
* **Giant Goomba**: Goombas that are twice as big and split into two smaller Goombas when jumped on.

## How To Defeat

Goombas are defeated after 1 attack and can be killed the following ways:

* Any method of attack

## Gallery

Artwork from *Super Mario Bros.*ParagoombaThe Goomba Mystery Costume
Automatic Wall Clips

This is a list of setups to get an automatic Wall Clip in *Super Mario Maker*. An automatic wall clip refers to a setup that will assist the player in getting a wall clip by holding a set of buttons, as opposed to having to manually time out Mario's jump.

## Mechanics

All of these setups can be used to enter a floating door by simply holding up before hitting the wall. However, in order to perform a wall jump Mario must be in one of the following action animations:

* Cape Dive
* Ducking
* Item Throw
* Power-up Attack

## Setups

### Conveyor-based

#### Setup 1

This method is done by ducking and holding jump immediately after exiting the door. It is the most common setup used because Mario starts in an action animation allowing for easier wall jumps.

**Button Inputs**:

* Wall Clip

### Left-based

#### Setup 1

Note: This will not work if Mario simply spawns from a door. The player must press forward even if there is no visual difference.

This method is done by walking off the ledge and holding jump.

**Button Inputs**:

* Wall Clip

#### Setup 2

This method is completely automatic, however it will not work if the player does a Slow Fall.

**Button Inputs**: *None*

* Wall Clip

## See Also

• Indicators
• Infinite Checkpoints
• Off-Center Course Elements
 Patched
 Contraptions
• Key Check
• Lag Machine
• Multiplayer Detector
• Multiplayer Splitter
• Player Counter
• Power-up Check (Anti)
 Patched
• Freeze Detecting Machine
 Level Types
• Don't Jump (Captain Toad)
• Don't Run
• Kaizo
• Music
• Pacifist
• RNG
• Troll
Mii Outfit

**Mii Outfits** are unlockable outfits introduced in *Super Mario Maker 2* that can be used to customize a player's Mii in Course World. They are unlocked after completing various objectives. Starting with the version 2.0 update, it's also possible for a player's Mii to have stars surrounding it by participating in the Ninji Speedruns.

## Emotions

In addition to the Mii outfits it is possible to select from the following emotions:

* Normal
* Fidgety
* Annoyed
* Buoyant
* Thrilled
* Let's go!
* Hello!
* Show-Off
* Cutesy
* Hyped!

## See Also

* Clothing Unlock Guide (external link)

• Super Mario Bros. 3
• Super Mario World
• New Super Mario Bros. U
 Game Modes
• Network Play
• Ninji Speedruns
• Story Mode
 Transformations
• Builder Mario
• Cape Mario
• Cat Mario
• Fire Mario
• Link
• Propeller Mario
• Raccoon Mario
• Small Mario
• Super Mario
 Course Elements | Terrain
• Brick Block
• Bridge
• Clear Pipe
• Cloud Block
• Conveyor Belt
• Donut Block
• Gentle Slope
• Empty Block
• Ground
• Hard Block
• Hidden Block
• Ice Block
• Jelectro
• Mushroom Platform
• Music Block
• Note Block
• Pipe
• Rotating Block
• Sea Urchin
• Semisolid Platform
• Steep Slope
• Spike Block
• Spike Trap
 Items
• Big Coin
• Big Mushroom
• Cape Feather
• Coin
• Fire Flower
• Frozen Coin
• Pink Coin
• Propeller Mushroom
• Master Sword
• Rotten Mushroom
• Shoe Goomba
• Stiletto Goomba
• Super Bell
• Super Hammer
• Super Leaf
• Super Mushroom
• Super Star
• Superball Flower
 Enemies
• Ant Trooper (Horned)
• Blooper (Nanny)
• Bob-omb
• Boo (Buddies • Stretch)
• Boom Boom (Pom Pom)
• Bowser (Jr. • Meowser)
• Bully
• Buzzy Beetle (Shell)
• Chain Chomp
• Charvaargh
• Cheep Cheep (Blurp • Deep Cheep)
• Dry Bones (Shell)
• Fire Bro (Heavy)
• Fish Bone
• Galoomba (Goombud)
• Goomba (Goombrat)
• Hammer Bro (Sledge Bro)
• Hop-Chop
• Koopa Clown Car (Fire)
• Koopa Troopa (Beach Koopa • Car)
• Lakitu (Cloud)
• Lava Bubble
• Magikoopa
• Moon
• Monty Mole
• Muncher
• Piranha Plant (Creeper • Fire • Jumping)
• Peepa
• Pokey (Snow)
• Porcupuffer
• Rocky Wrench
• Skipsqueak (Spiny)
• Spike (Ball • Snowball)
• Spike Top
• Spiny (Egg • Shell)
• Stingby
• Thwomp
 Gizmos
• Arrow Sign
• Banzai Bill
• Bill Blaster
• Blinking Block
• Bumper
• Burner
• Cannon
• Checkpoint Flag
• Conveyor Belt
• Dash Block
• Fire Bar
• Grinder
• Icicle
• Key
• Lift (Cloud • Flimsy • Lava)
• Mushroom Trampoline
• ON/OFF Switch (Dotted-Line Block)
• One-Way Wall
• P Block
• P Switch
• POW Block
• Seesaw
• Snake Block
• Skewer
• Swinging Claw
• Tree
• Track
• Track Block
• Twister
• Vine
• Warp Door
 Other
Fire Flower

**First Appearance** | *Super Mario Bros.* (1985)

The **Fire Flower** is a power-up that transforms Mario into Fire Mario.

## History

### Super Mario Maker

Fire Flowers can be placed on the ground, on tracks or inside blocks and pipes. Dragging a Super Mushroom on top of a Fire Flower will make it status-dependent. If Mario touches a Fire Flower he will be transformed into Fire Mario. This gives Mario the ability to throw fireballs.

Fire Flowers are available in all 4 game style.

## Gallery

Artwork from *Super Mario Bros.*Artwork from *Super Mario World*
Kaizo Trap

A **Kaizo Trap** is any trap that was either used in *Kaizo Mario World*, or a variation on one of its traps. Now, it more commonly refers to any trap that is meant to annoy the player and are found in both Kaizo Hacks and *Super Mario Maker*.

## List of Common Kaizo Traps=

### End Goal

A pit after the goal point which requires a P Switch or a certain status to avoid death, namely one that is out of sight from the initial crossing point.

### Kaizo Block

An invisible coin block that is placed near a pit with the intention of making the player fall to his or her death.

### Kaizo Block Trap

Placement of invisible coin blocks to trap the player in an inescapable area, especially after luring the player with something like a 1-up mushroom; also known as the Jackpot Trap.

### ! Switch Block Trap

Instant death upon starting a level, unless the correct Switch Palace has been cleared.

### Kaizo Fish

A Cheep Cheep that falls out of the sky or from a block that tries to kill the player.
Ground Pound Cancel

Symbol

The **Ground Pound Cancel** is a basic trick used in *Super Mario Maker* to cancel a Ground Pound after starting it. There are many variations of this trick.

## Basic Ground Pound Cancel

Pressing up after performing a Ground Pound will cancel it.

## Variations

### Air Stalling

Note: See the main page for full variations

By repeatedly performing Ground Pound Cancels it is possible to significantly slow the rate of Mario's fall.

### Block Activation

Performing a Ground Pound Cancel will allow Mario to activate blocks that he wouldn't normally be able to reach.

### Pipe Entry

Performing a Ground Pound Cancel will slightly extend Mario's height allowing him to enter an overhead Warp Pipes
Crouch Storage

Game Styles

**Crouch Storage** is a basic trick used in *Super Mario Maker*. This allows Mario to store his crouch state even when he is not physically crouching. Mario will then be forced into crouch whenever a crouch check is performed.

## How It Works

Crouch Storage is gained whenever Mario is forced out his crouch by means other than releasing down. This tricks the game into thinking Mario is still in the crouched state and forces Mario back into crouch whenever a crouch check is performed.

## Gaining Crouch Storage

The following actions will allow Mario to store a crouch.

### Action Animation

Landing on an enemy during a power-up attack or item throwing animation will cause Mario to store his crouch. This can also be done by turning around while holding an item when in the Super Mario World game style, or while on Yoshi. Mario must have been crouched before the action animation was started.

### Propeller

Crouch jumping and then propelling upwards will allow Propeller Mario to store his crouch.

### Wall Slide

Note: This was patched in *Super Mario Maker 2* version 1.0

Entering a wall slide animation while crouching will cause Mario to store his crouch.

### Yoshi Dismount

Dismounting a Yoshi after a crouch jump will cause Mario to store his crouch.

## Crouch Checks

The following actions will cause Mario to crouch if done while Mario has crouch storage.

### Exiting Wall Slide

If Mario exits a wall sliding animation while holding down he will start crouching. This can done by either drifting away from a wall, or sliding off a corner.

### Ground Pound Cancel

Canceling a Ground Pound and then immediately holding down can cause Mario to crouch.

### Item Throw

Note: This was patched in *Super Mario Maker 2* version 1.1.0

Throwing an item will cause Mario to crouch.

### Power-up Attack

Doing either a cape spin, tail whip or throwing a fireball will cause Mario to crouch.

### Taking Damage While Propelling

Note: The crouching with items glitch was patched in *Super Mario Maker 2* version 1.1.0

Taking damage while propelling as Propeller Mario will cause him to crouch. This can also be used to crouch with items in the NSMBU game style, which is not normally possible.

### Turning Around While Holding an Item

If Mario turns around while holding an item he will start crouching. This will only work in the Super Mario World game style.

## Losing Crouch Storage

Crouch storage will be lost if Mario lands on the ground, starts climbing a vine, or grabs an item (on levels created after *Super Mario Maker 2* version 1.1.0). It can also be lost if the down button is not held when performing a crouch check in the New Super Mario Bros. U game style in the original *Super Mario Maker*, or in any game style in *Super Mario Maker 2*.

## See Also

* Force Crouch Storage
* Hidden Crouch
Item Momentum Storage Glitch

The **Item Momentum Storage Glitch** is a basic glitch used in *Super Mario Maker*. This glitch allows Yoshi to spit out items at speeds that are normally not possible by tricking the game into thinking the item is still moving at a high speed.

## How It Works

Spitting out an item with Yoshi while on a conveyor or fast moving shell will cause the item to retain the momentum of moving at a high speed. This allows Yoshi to spit out the item at either a much slower speed when facing the opposite direction the spring was moving and a much faster speed when facing the same direction.

## Activating the Glitch

This glitch is activated by spitting out an item with Yoshi while moving at a high speed.

## De-Activating the Glitch

This glitch will be de-activated after being spit out by Yoshi. Going through a door or pipe will not affect this glitch.

## See Also

* Yoshi Slow Spit

• Bowser Jr. Spin Glitch
• Conveyor/Mole Projectile Glitch
• Fast Muncher Launch Glitch
• Flying Enemy Glitch
• Frozen Enemy Glitch (Beach Koopa)
• High Speed Muncher/Thwomp Glitch
• Magikoopa Stack Floating Muncher Glitch
• Muncher Hitbox Glitch
• Phantom Bowser Jr. Glitch
• Small Koopa Troopa Glitch
• Wiggler Super Jump Glitch
 Items
• Background Items Glitch
• Bill Blaster Fast Item Launch Glitch
• Bill Blaster Physics Glitch
• Clown Car Momentum Storage Glitch
• Clown Car Separation Glitch
• Crouching With Items Glitch
• Disappearing Items Glitch
• Entangled Spring Glitch
• Flying Cannon Glitch
• Frozen Yoshi Glitch
• Goomba's Shoe Duplication Glitch
• Infinite Coins Glitch
• **Item Momentum Storage Glitch**
• Item Wall Clip
• Items Into Uploaded Levels Glitch
• Jumping Spring Glitch
• No Bounce Spring Jump Glitch
• Non-Interactive Spring Glitch
• Null Sprite Glitch
• Offscreen Coin Glitch
• Pink Coin Duplication
• Pink Coin Respawning Glitch
• Power-up Physics Glitch
• Spring Launching Glitch
• Spring Momentum Glitch
• Super Spring Jump Glitch
• Teleporting Power-up Glitch
• Winged Items Glitch
 Other
• Editor Freezing Glitch
• Ending Sequence Delayed Note Block Jump
• Fake Checkpoint Glitch
• Fire Floater
• Flutter Jump Refresh Glitch
• Forced Crouch Storage Glitch
• Hidden Crouch
• Intangible Wall Glitch
• Invincibility Glitch
• Life After Death
• Object Bypassing
• Pipe Conveyor Glitch
• Pipe Teleport Glitch
• Shrunken Mario Glitch
• Slow Motion Glitch
• Small Jump Glitch
• Spawn-Blocked Stack
• Stack Displacement Glitch
• Stack Flipping Glitch
• Teleportation Glitch
• Track Momentum Glitch
• Walking Through Walls
 Visual
• Bumper Sprite Glitch
• Coin Lava Sprite Glitch
• Frozen Shellmet Animation
• Goomba Shoe Sprite Glitch
• Invisible POW Block Glitch
• Missing Shellmet Animation
 Crashes
• Muncher Door Softlock
• Offscreen Pipe Softlock
• Title Screen Game Crash
• Underwater Pipe Softlock
• Yoshi/Fire Flower Game Crash
Extra Special Stage

**Extra Special Stage** is the fifth and final level of Special World in Kaizo Mario World.

## Level Overview

Extra Special Stage consists only of an infobox and a Cape Feather.

## Level Map

• Level 2 (Death Palace)
• Level 3 (Everywhere-Hurts River)
• Level 4 (Cerulean Cave)
• Level 5 (Aneha's House)
• Level 6 (Dead Sea)
• Level 7 (Hell or Heaven)
• Level 8 (Ultra Star)
• Level 9 (Cultural Importance)
Special World
Special Stage 1
• Special Stage 2
• Special Stage 3
• Final Special Stage
 **Kaizo Mario World 2** | Level 1 (Archway Mountains)
• Level 2 (Silver Mountain)
• Level 3 (Screw City)
• Level 4 (Queen Elizabeth)
• Level 5 (Mt. Everest)
• Level 6 (Norfair)
• Level 7 (City Sky)
• Level 8 (Pandemonium)
• Level 9 (Labrinth)
• Level 10 (Ultra Star Return)
 **Kaizo Mario World 3** | • Level 1 (Wakayama)
• Level 2 (Death Peak)
• Level 3 (Nabana no Sato)
• Level 4 (High-Class Estate)
• Level 5 (Hakata Bay)
• Level 6 (Skytree)
• Level 7 (Koopa Keep - Tokyo)
• Level 8 (Umeda Undermall)
• Level 9 (Hell)
• Level 10 (Heaven)
• Level 11 (Koopa Keep - Kyoto)
Special World
Special Level 1 (Colosseum)
• Special Level 2 (Break Room)
Grand Poo World/Soundtrack

This is a list of custom music used in Grand Poo World.

## Menus

Title Screen
*SMW Central* - Tarzan Boy by Baltimore

Credits
*SMW Central* - Africa by Toto

*SMW Central* - Hold On by Com\_poser

## Overworld Map

Main Area
*Lufia II* - Overworld

Cave Area
*Pokémon G/S/C* - Dark Cave

## Levels

### World 1

House of Poo
*Mystical Ninja* - Stone Bamboo Forest

Banzai Blitz
*Kirby Super Star* - Halberd ~ Nightmare Warship

Moria
*VLDC 7* - Fire Remix

Blu Blu Beach
*Super Mario Kart* - Vanilla Lake

Aokigahara
*Final Fantasy VI* - The Phantom Forest

*Halloween (1978)* - Main Theme

Pastebin Palace
*Streets of Rage 2* - Dreamer

Soda Bridge
*Star Fox* - Venom

Botany Bay
*Metroid Prime 2* - Submerged Temple

The Linkdead Pool
*Lufia II: Rise of the Sinistrals* - The Final Battle

*Lufia II: Rise of the Sinistrals* - Battle #2

### World 2

Cretacean Cavern
*Yoshi's Cookie* - Crazy Cookie Chase

*Wario Land* - Stage Theme IV

Echo Base
*Super Mario World* - Underground Remix

*Super Mario Bros. 3* - Ice Map Remixed

Colorblind Palace
*Streets of Rage 2* - Dreamer

Widow's Peak
*Super Mario RPG* - Docaty Mountain Railroad

The Red Keep
*VLDC 7* - Fortress Remix

*Super Mario Bros. 2* - Wart's Theme

Fangorn
*VLDC 7* - Forest Remix

### World 3

Career Night
*Super Mario World* - Athletic Theme

Death Star
*Super Mario World* - Athletic Theme

Madagascar Palace
*Streets of Rage 2* - Dreamer

The People's Castle
*Super Mario World* - Castle/Fortress

*The Legend of Zelda: A Link to the Past* - Anger of the Guardians

### Special World

The Nexus
*Pokémon G/S/C* - Dark Cave

Gorgoroth
*Phantasy Star IV* - Laughter

Carl's Bad Caverns
*SMW Central* - Volcanic Ash by MercuryPenny

The Throne Room
*Guilty Gear X2* - Holy Orders

## See Also

• ColonThree
• Death Zone
• Facedesk!
• **Grand Poo World** (2)
• Invictus
• Mario is Screwed
• Mario Must Die (1 • 2 • 3)
• Salty Sagan World
• Storks and Apes and Crocodiles
• Super Dode World
• Super Kuso World
• Super Sheffy World
• Super Wahnthac World
 Other
• *Super Mario Maker 2*
Cultural Importance

**Cultural Importance** is the ninth and final level in *Kaizo Mario World*. The level is known for having an invisible Bowser fight.

## Level Overview

Cultural Importance consists of 5 rooms and a boss fight.

## Level Map

Main Area

Room 1

Room 2

Room 3

Room 4

Room 5

Boss Room

## See Also

• Level 2 (Death Palace)
• Level 3 (Everywhere-Hurts River)
• Level 4 (Cerulean Cave)
• Level 5 (Aneha's House)
• Level 6 (Dead Sea)
• Level 7 (Hell or Heaven)
• Level 8 (Ultra Star)
• **Level 9 (Cultural Importance)**
Special World
Special Stage 1
• Special Stage 2
• Special Stage 3
• Final Special Stage
 **Kaizo Mario World 2** | Level 1 (Archway Mountains)
• Level 2 (Silver Mountain)
• Level 3 (Screw City)
• Level 4 (Queen Elizabeth)
• Level 5 (Mt. Everest)
• Level 6 (Norfair)
• Level 7 (City Sky)
• Level 8 (Pandemonium)
• Level 9 (Labrinth)
• Level 10 (Ultra Star Return)
 **Kaizo Mario World 3** | • Level 1 (Wakayama)
• Level 2 (Death Peak)
• Level 3 (Nabana no Sato)
• Level 4 (High-Class Estate)
• Level 5 (Hakata Bay)
• Level 6 (Skytree)
• Level 7 (Koopa Keep - Tokyo)
• Level 8 (Umeda Undermall)
• Level 9 (Hell)
• Level 10 (Heaven)
• Level 11 (Koopa Keep - Kyoto)
Special World
Special Level 1 (Colosseum)
• Special Level 2 (Break Room)
2 Frame Note Block Jump

Game Styles

The **2 Frame Note Block Jump** is an advanced trick used in *Super Mario Maker* that allows Mario to jump off a Note Block without taking damage from an overlapped grinder.

## How It Works

When Mario lands on a Note Block there are 2 frames before it is pushed downwards. By jumping during these frames, Mario is able to avoid taking damage.

## Mechanics

Mario is not able to jump off the Note Block unless he is doing a certain action. A 2 Frame Note Block Jump can be performed by doing any of the following actions:

* Ducking
* Item Throw
* Spin Jump
* Power-up Attack
Dram55

**dram55** is an American speedrunner best known as being one the top Kaizo Mario World players, as well as being the first person to complete Kaizo Mario World deathless.

## Speedrunning career

Dram started speedrunning the original Kaizo Mario World in early 2014 after having been speedrunning Super Mario World for 3 years prior. On January 1, 2015 Dram became the first person to complete a deathless run of the game. Dram then went on to complete and get the record for Kaizo Mario World 2 being the first person to do so in a single playthrough.

In addition to speedrunning Super Mario World games, Dram also speedruns various other Super Mario games such as getting a sub 5 minute run of Super Mario Bros. and being one of the top speedrunners for Super Mario Odyssey.

## World Records

His records have since been beaten, but for nearly 2 years they went unbeaten.

## Super Mario Maker Levels

Dram has uploaded 8 different levels in Super Mario Maker.

## Videos

Kaizo Mario World by dram55 (Any% Speedrun)Kaizo Mario World 2 by dram55 (Any% Speedrun)Kaizo Mario World by dram55 (AGDQ 2015)
## See Also

• DoDeChehedron
• **Dram55**
• Grand POOBear
• Juzcook
• PangaeaPanga
 Creators
• PangaeaPanga
• RubberRoss
• Sokobansolver
• T. Takemoto
Mario Must Die 2

## Download Links

SMW Central

**Mario Must Die 2** is the second installment of the *Mario Must Die* series created by Sokobansolver. It featured more custom music, even custom sprites and enemies, and more kaizo techs.

A sequel titled Mario Must Die 3 was released.

## Unused Content

### Unused Level

"Labirynth of Agony" was originally stage 5, but got replaced with "Cave Johnson" (originally stage 6). It was found in the Forest Overworld that also went unused and was replaced by a warp pipe leading to the cave overworld. It was ghost house/castle themed level which included a boss battle featuring a heavily edited version of Mouser from the All Stars recreation of Super Mario Bros. 2. The level was never officially released though is playable in a demo version of the game. The stage also included a secret exit which was intended to lead to the final overworld of the hack but was scrapped alongside the level.

### Unused Areas

012 - In Lunar Magic, Sokobansolver stated this area as, "Credits". The area is just a mediocre design of land and water together. It's use was probably for credits, but its unfinished or abandoned.Bottom part of the bigger Overworld That cannot be seen by the player (Possibly could be seen with the Overworld camera feature, but that might be disabled, just like in the First Mario Must Die).
## Eternal Links

* smwdb.me

 ***Super Mario Bros. 3*** | Kaizo Mario Bros. 3
• Kamikaze Bros. 3
• Super Barb Bros.
 ***Super Mario World*** | Light
• Claustrophobia
• Fly Me To The Stars
• Grand Poo World (2)
• Invictus
• Kaizo Mario World (1 • 2 • 3)
• Korosu Mario World (2)
• Legends of Mario
• Lord Pickle World
• Quickie World (2)
• SMW Blind Kaizo Race
• Salty Sagan World
• Storks and Apes and Crocodiles
• Super DoDe World
• Super Dram World (2)
• Super Panga World
• Super Riff World
• Super Ryu World (2)
• Super Sheffy World
 Hard
• Facedesk!
• Mario is Screwed
• Mario Must Die (1 • **2** • 3 • 4)
 Pit
• Glitch Abuse
• Item Abuse
• Pit of Death
• Pit of Despair
• Pit of Insaneness
• Pit of Keys
 **Other** | Kaizo Mario 64
Midair Shell Jump

The **Midair Shell Jump**, commonly referred to as simply a **Midair**, and also known as the **TAS Jump** (*JP*Japanese: TAS ジャンプ

Romaji: TAS janpu) is widely considered to be one of the most difficult to pull off tricks in *Super Mario Maker*.

This trick was patched in *Super Mario Maker 2*.

## How It Works

A Midair Shell Jump is done by throwing the shell backward and redirecting the shell forwards before Mario's throwing animation finishes. When Mario starts his throwing animation there is 1 frame before the shell is thrown. By turning around during this frame the shell is flicked underneath Mario.

## Techniques

There are 2 main techniques for doing a **Midair Input**.

## Timing

Doing the midair input at different heights lets you do different variations.

## Basic Variations

### Cape Midair

A midair shell jump can be done as Cape Mario by doing the midair input while floating. If Mario has stored flight then he is able to start flying after the shell jump.

## Advanced Variations

### Falling Damage Boost Midair

If the midair input is done as soon as Mario starts to descend, performing an air twirl will allow Mario to take damage from the shell while also bouncing off it. In order for the advanced method to be done successfully it necessary to perform a 1 frame regrab midair input.

### Fire Flower

By shooting a fireball after throwing the shell, it is possible to jump off the shell and kill it at the same time.

### Ledge Midair

This is done by doing the midair input near the end of a ledge in a one-block high space and then jumping just before Mario runs off. In the New Super Mario Bros. U game style, it is not necessary to jump as Mario can simply run off and still land on the shell.

### Phase Midair

Because Mario is unable to interact with a shell for so many frames after throwing them he is able to throw the shell on the way down and "phase" through it on the way up before bouncing off it.

### Regrab Midair

By twirling the shell with a cape or tail on the same frame Mario lands on it it is possible to regrab the shell.

## See Also

* Assisted Midair
* Midair Input Item Jump
Kaizo Wars 4

**Kaizo Wars 4** was a ***Super Mario Make*r** tournament held by the **Kaizoholics**. The event featured 16 racers facing off in a double elimination style tournament. A total of 16 levels were used in the tournament.

The event was won by **マリオ (Mario)**.

## Tournament

### Preliminary Round

Racers faced off to determine the placing of the tournament.

## Video

Kaizo Wars 4 (Highlights)Kaizo Wars 4 (Trailer)

## See Also

• Child's Play Relay
• Games Done Quick (AGDQ • SGDQ 2016 • SGDQ 2018)
• Mario Maker Colosseum (Masters)
• Nintendo World Championships
 **Races** | April Fool's Day Marathon
• Blind Kaizo Race (Hard • European • Marathon)
• Blind Level Race
• Casual Race
• Facebook Speedrun Challenge
• First Clear Race
• Flyday Race
• Jank Race
• NSMBU Race
• Precision Race
• Puzzle Race
• Speedrun Race
 **Tournaments** | Get Peach or Die Tryin' (2)
• Kaizo Battlegrounds (2)
• Kaizo Combat (2)
• Kaizo Relay
• Kaizo Wars (II • 3 • **4** • 5)
• Precision Wars (2)
• Speedoran Jam (2 • 3)
• Super Expert Challenge
• Switch Invitational
Fast Momentum Item Jump

Works With
* POW Block
 Game Styles

The **Fast Momentum Item Jump** is an advanced trick used in *Super Mario Maker* that allows Mario to jump off an item in midair by throwing it forward when traveling at a fast speed.

## How It Works

When Mario is traveling at a high speed he is able to throw an item in a way where it travels slower than him. This allows Mario to catch up to and land on the item. This trick is only possible when Mario is moving towards the left. When Mario is moving towards the right the item will be thrown faster than Mario is traveling making it impossible to land on it.

## Variations

### Yoshi

This variation can be done either direction.

## See Also

* Assisted Midair
* Yoshi Midair Item Jump
Mario Must Die 3/Soundtrack

Here is a list of custom music used in the ROM Hack Mario Must Die 3.

## Title

Soko Presents
*Earthbound*- Oncoming Boss
Title Screen
*A Flower-Studded Sake Dish on Mt. Ooe - Touhou 11* - Subterranean Animism
## Levels

World 1
*Little Nemo* - Mushroom Forest
Platform Antics
*Mega Man 9 -* Hornet Man's Stage
Boss 1
*Sonic 3 & Knuckles* - Act 2 Boss
Beach Volleyball
*Megamari* - Cirno
4D Cavern
*Smirk -* Heidi #7
Run Yoshi Run!
*Battletoads -* Rat Race
Chip Polka
Thou Shalt not Jump
Pastel Wind (Custom)
Mountain Overworld
The green and the blue dragon (Custom)
Cantrip Castle
*Castlevania II: Belmont's Revenge* - Praying Hands
Gravity Falls
*Sonic The Hedgehog 3* - Hydrocity Act 1
Thou Shalt not Walk
*Sonic Triple Trouble* - Robotnik Winter Zone
Nonary Palace
*Forza Motorsport 3* - Superleggera
Sonic Boom
*Sonic Advance 3* - Cyber Track act 1
Bowser Map
Bowser submap - *SMWCP*
Labyrinth of Agony

*Alexander Brandon* - Repression
*Ghost Trick: Phantom Detective* - The Last Desperate Struggle
Z-Break

Golden Anthem (Custom)
*Mother 3* - Natural Killer Cyborg
Bouncer Map
Sewer Submap - *SMWCP*
Final Map
*Earthbound* - Giygas Lair
STUDENT LOADS!

*Super Meatboy* - Hot Damned
*Lufia II: Rise of Sinistrals* - Battle #2
## Extra

Player Down
Player Down/Death Jingle (Composed by Wakana)

## Video

• ColonThree
• Death Zone
• Facedesk!
• Grand Poo World (2)
• Invictus
• Mario is Screwed
• Mario Must Die (1 • 2 • **3**)
• Salty Sagan World
• Storks and Apes and Crocodiles
• Super Dode World
• Super Kuso World
• Super Sheffy World
• Super Wahnthac World
 Other
• *Super Mario Maker 2*