recursal/Fanatic-Fandom huggingface dataset:
Don't Look Backwards Setup

The **Don't Look Backwards Setup** is level design element used in *Super Mario Maker* that punishes the player for facing the opposite direction.

## How It Works

This setup uses the mechanic that when Mario is facing a Boo it will be unable to move, but will start chasing Mario if he faces away from it.

## Setups

### Basic

This setup gives Mario a few frames of leeway to turnaround and will not immediately go off. It is useful to forcing different techniques of the Midair Shell Jumps.

### Advanced

This setup causes the Boo in the Clown Car to go off if Mario faces left for more than 1 frame. It can also be furthered modified to activate a P Switch or blow up a POW Block. If Mario is given a key then it will be necessary to include a Key Check.

## Bypassing the Contraption

*Main article: Moonwalking*
Although this setup is designed to prevent Mario from moving backwards, it is actually possible to bypass this through different methods allowing Mario to travel backwards without turning around and therefore not triggering the Boo.

## 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
Chain Chomp

**Chain Chomps** are dog-like ball and chain creatures that are attached to a post.

## History

### Super Mario Maker

Chain Chomps will lunge around at random, while being unable to leave its post.

Shaking a Chain Chomp will create an Unchained Chomp. It is also possible to turn a Chain Chomp into an Unchained Chomp by Ground Pounding it's post in the New Super Mario Bros. U game style, having a Thwomp smash it, or by having it break free in the Super Mario Bros. 3 game style.

Chain Chomps are available in all 4 game styles.

### *Super Mario Maker 2*

Chain Chomps make a return functioning the same as they did before. However, in the ground theme at night Chain Chomps will grow to over twice their normal length.

## Variations

In *Super Mario Maker*, Chain Chomps can have the following variations:

* **Chain Chomp**:
* **Winged Chain Chomp**:
* **Giant Chain Chomp**:
* **Giant Winged Chain Chomp**:

## Mechanics

*Main article: Chain Chomp/Mechanics*
Chain Chomps in the Super Mario Bros. 3 game style, after starting lunging 50 times, will have the ability to break free of their post with a full lunge.

## How To Defeat

A Chain Chomp is defeated after 1 attack and can be killed the following ways:

* Cape Attack / Tail Whip
* Getting Crushed
* Clipping in the wall
* POW Block
* Super Star
* Throwing an enemy into it
* Swallowing it
Jank Race

The **Jank Race** was a short-lived race in *Super Mario Maker* held by the community. The race was created on October 2, 2017 and featured Kaizo levels that were intentionally badly designed with no level testing being involved, unlike the other races.

## Schedule

Unlike the other races, the Jank Race did not have a set schedule and instead took place at random intervals.

## List of Race Levels

*Note: Due to the race channel being deleted some of the race levels have been lost and are missing.*

## Leaderboard

*Main article: Jank Race/Results*
This table lists every player that has won at least 2 races in order by the amount of races they have won. The lead is currently held by both Fritzef and Keiichi with 2 separate wins.NoteThere are currently an unknown amount of races that are unaccounted for due to the race channel being deleted.

 2

## Clear Videos

*Main article: Jank Race/Clear Videos*
Janky Shells Jr. by AndrewMM (Jank Race 1)Janky-Jive Cavern by Cloondog (Jank Race 2)Janky Jumpuesday TeamJumpu by Pickle (Jank Race 3)
## 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
Ground Pound Item Jump

Works With
* POW Block
 Symbol

The **Ground Pound Item Jump** is an intermediate trick used in the game. This allows Mario to jump on item in midair by performing a Ground Pound.

## How It Works

Dropping an item while falling and then performing a Ground Pound will stall Mario just enough to land on the item. Mario will only be able to jump off a POW Block if it makes contact with a wall first.

## Variations

### Spin Cancel

By doing a 1 frame regrab Midair Input it is possible to perform the Ground Pound Item Jump from a Spin Jump.

### Throwing

Note: This method does not work with the POW Block

This version is done by throwing an item at the peak of Mario's jump and then performing a Ground Pound after the item rebounds off the wall.
Flyday Race

The **Flyday Race** was a bi-weekly race in *Super Mario Maker* held by Failstream. The race was created on May 7, 2017 and featured levels designed around Raccoon, Cape, or Propeller Mario. Each race level is also eligible for gaining points towards joining Team Flight.

## Schedule

The race took place every other Sunday at 4:00 PM PST / 7:00 PM EST, before being cancelled on May 9, 2018.

## Leaderboard

*Main article: Flyday Race/Results*
This table lists every player that has won more than 1 race in order by the amount of races they have won. The lead is currently held by Noah with 4 separate wins. NoteThere are currently 6 races that are unaccounted for due to the original level being deleted.

 2
 3
 4

## See Also

* Flydayrace.com - Home of Failstream's Flyday Races (currently unavailable)

• 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
Facebook Speedrun Challenge

The **Facebook Speedrun Challenge Race** was a weekly race in *Super Mario Maker* held by the Facebook community. The race was created on October 30, 2016 and featured levels designed around being able to be beaten very quickly and was won by the player who had the World Record at end of a one week period.

The race was divided into three brackets: Mushroom, Flower and Star, with each category being used to group players of similar skill levels.

## Schedule

The race took place every Sunday and ran for a total of 10 weeks.

## Results

This table lists the winner from each race.

## See Also

* Speedrun Race

• 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
Chain Chomp/Mechanics

This is a list of mechanics based around Chain Chomps.

## Mechanics

### Attack Patterns

Chain Chomps can lunge around 150° over their post (they can't go straight forward on the sides and will always lunge 15° higher than the floor) and do so in random directions. However, Mario's position gives a higher chance for the Chain Chomp to lunge in his direction. It his very likely that the Chain Chomp lunges at the lowest position possible when Mario is under the post, straight up when Mario is over the post and middle height if Mario is placed at 45°.

Winged Chain Chomps can lunge at a full 360°. Mario's position gives a higher chance for the winged Chain Chomp to lunge in his direction. They are very unlikely to lunge 180° over their post if Mario is under it, or lunge 180° under their post if Mario is over it.

### Breaking Free From Their Post

Chain Chomps in the Super Mario Bros. 3 game style, after starting a lunge 50 times, will have the ability to break free of their post with a full lunge (or 51 full lunges), which takes around 265 seconds normally (giant Chain Chomps will take more time because of how far they lunge). If the post of the Chain Chomp is despawned, the number of lunges will reset. When breaking free Chain Chomps will always lunge in the direction of Mario, as opposed to being entirely random, and after breaking free will get a significant speed boost.

This can be further sped up in a various different ways:

* Putting a sideways spring, spring or a Note Block near the Chain Chomp (around 81 seconds)
* Knocking the Chain Chomp back with a shellmet after it starts lunging, in addition to using the above setup (around 26 seconds)

**(Click on the image to be able to see the second GIF)**

If a Chain Chomp breaks free after lunging into a wall it will become clipped inside of it instead of getting killed like it normally would. It will be able to move forward inside the wall with the same mechanics as with Mario, except that it won't be able to bounce like it normally does when it is on the ground, even if Mario tries to bump it up with his shellmet.

### Respawning

Once a Chain Chomps breaks free from its post, if the post is despawned without also despawning the Chain Chomp, a new one will be able to spawn attached to the post essentially "cloning" the original. In addition to this, if a Chain Chomp is eaten by Yoshi, once the post is despawned, a new Chain Chomp will be attached to the post.

### Resting

If the post falls while the Chain Chomp is not lunging, and it is not able to swing around or touch the ground, it will stay there just resting.

### Spawning Inside a Wall

If a giant Chain Chomp is stacked on top of something, it is able to spawn even if there is blocks covering it, as long as its post isn't covered, just like how it works for winged Chain Chomps.
Blooper

**Bloopers** are white squid-like creatures that are normally found in the ocean.

## History

### Super Mario Maker

Bloopers will fly around the screen in a zigzag-like pattern moving left or right at random whenever it reaches Mario's horizontal position. Bloopers are also unable to touch the ground and will always be at least one block above it.

Bloopers 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. Shaking a Blooper will create a Blooper Nanny.

Bloopers are available in all 4 game styles.

## Variations

In *Super Mario Maker*, Bloopers can have the following variations:

* **Winged Blooper**:
* **Giant Blooper**:

## How To Defeat

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

* Any method of attack

## Gallery

Artwork from *Super Mario Bros.: The Lost Levels*Blooper Maker Medal
Kaizo Mario 64

## Download Links

SM64Hacks

**Kaizo Mario 64** is a ROM hack of *Super Mario 64* created by OmegaEdge29. It uses the same levels as the original, but remade to be much harder. It also features various Kaizo traps, such as not being able to enter certain levels until a specific Cap Switch has been activated.

## Trivia

* When Mario goes to the backyard of Peach's Castle (which is where Mario can access Boo's Mansion), the *Super Mario 64* credit music will play instead of its original outdoor ambience.

## See Also

 ***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**
House of Dram's Cat

**House of Dram's Cat** is the ninth level in Super Dram World.

## Level Map

Area 1

Boss Room

• Level 2 (P-Switch Palace)
• Level 3 (Jeita Grotto)
• Level 4 (Pyriphlegethon)
 **World 2** | Level 6 (Jordan River)
• Level 7 (Bridge of Butter 35)
• Level 8 (Autoscrollers Suck)
 **World 3** | Level 10 (The Rise and Fall)
• Level 11 (Dram Switch Palace)
• Level 12 (Alcyonian Lake)
• Level 13 (Ultra Star 3.0)
 **Star Road** | Star Road 1 (Mushroom Madness)
• Star Road 2 (Frame-Perfect Land)
• Star Road 3 (Too Cool For You!)
• Star Road 4 (The Cetacean Mammal)
• Star Road 5 (Dram's Butthole)
First Clear Race

The **First Clear Race** was a weekly race in *Super Mario Maker* held by the community. The race was created on December 25, 2018 and features difficult levels that do not feature Kaizo tricks.

## Schedule

The race took place every Friday at 11:00 AM PST / 2:00 PM EST in the Discord server, before being cancelled on June 21, 2019 in favor of a revamped Casual Race.

## Leaderboard

*Main article: First Clear Race/Results*
This table lists every player that has won at least 1 race in order by the amount of races they have won. The lead is currently held by Fritzef with 9 separate wins.

 2
 3
 4
 5
 6

## See Also

* Casual Race

• 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
List of Minor Techniques

The following is a list of minor techniques in *Super Mario Maker* that are not big enough to have their own page.

## Clown Car Bypass

Mario is unable to enter a Clown Car during the throwing or Spin Jumping animation.

## Hidden Block Jump

It is possible to activate a Hidden Block with a cape spin or tail swipe while also landing on it.

## Rotating Block Bounce Cancel

Spin Jumping onto a Rotating Block and throwing an item 1 frame after landing on it will cancel the bounce off the block and Mario will fall directly through it.

## One Block High Buzzy Beetle Jump

By jumping in a one block high space Mario is able to avoid taking damage from a Buzzy Beetle. This is due to the Buzzy Beetle being slightly less than one block high. When in the Super Mario World or New Super Mario Bros. U game styles, Mario has to be ducking for this to work.

## Thwomp Raise

Jumping on an enemy that is stacked on a Thwomp will cause the Thwomp to immediately start raising to its initial spot.

## Upward Block Break

Jumping into a block directly above Mario and throwing a shell will allow Mario break a Brick Block that would normally not be able to be broken from below by Small Mario.

## Yoshi Push

Mario has the ability to push Yoshi around by walking into him. However, Mario is unable to push Yoshi while crouching.

## Yoshi Spin Jump Mount

Spin Jumping onto Yoshi while he is in midair as Super Mario or higher will cause him to slightly jump upwards. It is also possible to do this if Yoshi is sitting on top of a Muncher or Thwomp due to the fact that Yoshi slightly hovers above them. This will only work in the Super Mario World game style.

## Yoshi Swallow Kill

When Yoshi swallows a fireball he is able to kill enemies with it during the time it is entering his mouth. This can also be used to move the explosion from a Bob-omb.

## Yoshi Used P Switch Eat

If Yoshi eats a P Switch at the same time it gets pressed he is able to swallow the used P Switch after it gets activated. This will cause Yoshi to have the appearance of an item being in his mouth, when in reality his mouth is empty. While there is no physical P Switch in his mouth, this will still allow Yoshi to swim faster underwater.
Mario Must Die

## Download Links

SMW Central

**Mario Must Die** is the first installment of the Mario Must Die Series created by Sokobansolver. The ROM hack features custom music and very difficult kaizo tech.

The real plot of the series is that Bowser was getting tired of losing against Mario all the time, so he hired new members - nicknames, Hitler and Satan - to create ridiculous levels to stop Mario.

A sequel titled Mario Must Die 2 was released in 2016.

## Unused Levels/Areas

103 an unusual area with stacked lava, A Yoshi, Blue Shell, and a lonely Beach Koopa
## Trivia

* A separate file of the ROM Hack was created by the creator himself. The ROM Hack is the GOD PAINFUL! level and has a different overworld that isn't located on the mouth of Bowser's Statue.

## 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
Forcing Small Mario

**Forcing Small Mario** is a common design element used in Kaizo levels to prevent a player from getting to certain areas with a power-up. This is most commomly used to prevent damage boosting after a checkpoint, whether to prevent cheese or to increase the difficulty of a section. This can also be used to take a power-up from a player after giving them a power-up earlier in the level.

## How It Works

Forcing a player to take damage after a checkpoint, or making it where it is impossible to advance unless the player is Small Mario are the most common ways of making sure a player doesn't advance with a power-up.

## Common Setups

Note: Starting in *Super Mario Maker 2*, Checkpoints can be made to not reward power-ups making the first four designs only useful in the original.

### Checkpoint 1: Semi-Solid

After Mario collects the checkpoint he will be forced to take damage. However, when he respawns from the checkpoint he will be below the Semisolid allowing him to pass without needing to take damage.

### Checkpoint 2: Spike Trap

In this setup Mario will be forced to take damage every time he wants to pass through. When he respawns from the checkpoint he will immediately collect a Super Mushroom allowing him to continue taking damage.

### Checkpoint 3: Falling Grinder

When Mario originally gets to this setup the grinder will have already fallen onto the bottom track forcing him to take damage. However, when he respawns from the checkpoint the grinder will still be on the first track allowing him to pass without taking damage.

### Checkpoint 4: Forced Death

This setup is unique in that it forces a player to die in order to get the checkpoint. The POW Block will have already fallen offscreen by the time Mario gets to it. When Mario respawns from the checkpoint he will be directly on top of the POW Block allowing him to jump onto the next platform.

### Small Gap

In this setup the gap is small enough that Mario will be unable to pass unless he is Small Mario, forcing the player to take damage.

## Patched Setups

### Warp Pipe

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

In this setup Mario will be unable to enter a Warp Pipe unless he is Small Mario. It is still possible for Costume Mario to enter the pipe, in which case placing an extra spike or grinder forcing the player to take damage can fix this. However, starting in *Super Mario Maker 2* it is no longer possible to enter partially covered pipes

## Tips

* If a player has a form above Super Mario they may be able to cheese the checkpoint setup.
* It may be able for a player to bypass certain setups.

• 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
Lava Bubble

**Lava Bubbles**, originally called **Podoboos**, are living fireballs that emerge from lava. They are large fireballs with two black eyes.

## History

### Super Mario Maker

Lava Bubbles will jump up from below the screen before falling back down. Lava Bubbles with wings will fly in a zigzag pattern richoceting off anything it touches. Unlike previous games, Lava Bubbles can be found outside of Castle levels.

Lava Bubbles are available in all 4 game styles.

## Variations

In Super Mario Maker, Lava Bubbles can have the following variations:

* **Big Lava Bubble**: Lava Bubbles that are twice as large.
* **Winged Lava Bubble**: Lava Bubbles that fly in a zigzag pattern.

## How To Defeat

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

* Touching Mario when he's invincible
* Getting hit from below with a shellmet.
The Hammer

**The Hammer** was a member of Don Vizioso's gang. Vizioso indicates that he is his best mob enforcer.

## History

### **Heart of Evil**

The Hammer was present with Don Vizioso when he had the Heart of the Shredder with him. In the Turtles fight with Don Vizioso at his restaurant, the Hammer was defeated when the chandelier was dropped upon him. During the Turtles' next fight at Don Vizioso's hideout, the Hammer battled the Turtles until the battle was crashed by the Foot Clan and Kavaxas. The Hammer tried to fight Kavaxas only for his mech suit to be ripped apart followed by Kavaxas draining The Hammer's soul out of him.

## Equipment

* **Mech Suit** - Hammer has a mech suit with rocket launchers, a gripping claw, and a hammer that he fights with.

## Trivia

* Hammer is a very on-the-nose parody of Italian-American actor Sylvester Stallone who Eric Bauza also impersonates when voicing The Hammer.
Indicators

**Indicators** are a common design element in *Super Mario Maker* levels. Indicators are onscreen visuals that help guide the player and indicate where to jump, when to do a specific trick, which enemies have a key and many other things.

## Tips

When using indicators there is often multiple ways to indicate the same exact thing. In these instances, it's important to be consistent in which indicator is chosen to make the level as clear as possible.

* Example: If an arrow sign is used to indicate the player should throw, a track indicator should not later be used in the same level to also indicate throwing.

## Basic Movement

### Direction

 An arrow pointing at the location the player should land.

## Enemy Status

### Thwomps

When including a section where a player rides a Thwomp it's very easy to misjudge how fast it is going to move (i.e if it has a parachute or not). Additionally, it may also be beneficial to include an arrow showing which direction it is set to move.

## Environmental

### Hidden Block

When using Hidden Blocks to remove cheese or as required platforms, indicating where they are located can remove certain guesswork. This can also be used to make "kaizo" blocks less dangerous by showing the player where to avoid jumping.

## Techniques

### Midair Input

Note: This only applies to *Super Mario Maker* as the technique was patched.

In order to indicate which Midair Input should be used there are various different indicators:

* The first arrows indicates the starting position, or the direction the item is being thrown.
* The second arrow indicates the ending position, or the buttons that need to be pressed on the next frame.

 Standard
Cat Mario

**Cat Mario** is the form the player turns into after obtaining a Super Bell.

## History

### *Super Mario Maker*

Mystery Costumes based on Cat Mario and Cat Peach were added to the game through Event Courses.

### *Super Mario Maker 2*

Cat Mario is the exclusive transformation of the Super Mario 3D World game style. Taking damage while in this form will cause the player to revert to Super Mario.

## Abilities

This form allows Mario to run up walls for a short period of time. Mario can also attack enemies by pouncing while in the air or by performing a claw swipe.

## Gallery

The Cat Mario Mystery Costume.The Cat Peach Mystery Costume.
## 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
1st Frame Jump

The **1st Frame Jump** is a frame-perfect trick used in *Super Mario Maker*. This trick involves Mario jumping off of something on the first frame he lands on it.

## Variations

### Boot

If Mario jumps out of a boot on the first possible frame he is able to avoid hidden blocks or one-way walls that are two blocks off the ground.

### Cloud

By jumping out of a Lakitu's Cloud on the first frame it is possible to jump out of the cloud without changing its position.

### Conveyor

A Conveyor cannot transfer momentum to Mario until the second frame after landing on it. By jumping off a Conveyor on the first frame, Mario can jump with no change in his original momentum.

### Door

Note: See the main page for full variations

Mario cannot take damage until the second frame after exiting a door.

### Ground

If Mario jumps off a block on the first possible frame while being in an action animation, the screen will be unable to scroll vertically.

### Lava Lift

A Lava Lift cannot transfer momentum to Mario until the second frame after landing on it. By jumping off a Lava Lift on the first frame, Mario can jump with no change in his original momentum.

### Pipe Exit

Note: See the main page for full variations

When Mario exits a Warp Pipe while inside a boot he is considered to be standing on ground for exactly 1 frame. Pressing jump during this frame allows Mario to jump in midair.

### Power-up

When Mario starts a level, he will have 1 frame where he can jump before collecting a power-up. This also allows Mario to enter a door without collecting the power-up.

### Propeller

When a propeller on a track is placed just above lava, Mario will have 1 frame where he can propell upwards before touching the lava.

### Vine

When Big Mario climbs on a vine that is partially covered he will immediately be knocked off 1 frame after grabbing the vine. However, by pressing jump on the first frame Big Mario is on the vine he is able to perform a jump.

### Yoshi

This trick allows Mario to jump off of Yoshi without activating the effects that normally come with being on Yoshi.

## 2 Frame Jumps

These tricks allow Mario to stay on the object for 2 frames before jumping off

### Level Start

On levels that start from a fall, Mario stays on the starting platform for 2 frames before he falls. Pressing jump during this time will allow Mario to jump instead of falling.

### P Switch

When Mario lands on a P Switch there are 2 frames before the P Switch is pressed. Jumping during this time allows Mario to jump off of the top of the P Switch.
Dev Exit

A **Dev Exit** (for longer terms, **Developer Route**) is a hidden route that is put in a level if the creator has difficulties trying to complete their own level. In other words, dev exits are a major shortcut in levels.

## How They Work

When a dev exit is in a level, it'll be with the use of a door or pipe. When entering the door/pipe, it'll give the player an easier path to go through, or immediately to the goal.

### Dev Item

Using dev doors or pipes are too obvious when putting in a level, so creators will sometimes use a dev item - such as a Super Star, Power-Up, or a Yoshi - so when collecting the item, they'll have an advantage in their own level.

### Fake Dev Exit

Sometimes, the creator can make a fake dev exit that'll lead to no where, or kill them instantly or lead a room that'll kill the player.

## How to Spot a Dev Exit

* If the player doesn't seem to make any progress and wants to download the level, there will often be hidden blocks placed on the edge of the starting point, possibly leading to a Door or Pipe, or carrying an item that'll help them out in the level.

* If the level has a long ways to go, and if someone has discovered a Dev Exit, their time will be shorter than the time of clearing the level legit.
Flight Storage

Game Styles

**Flight Storage** is an intermediate trick used in *Super Mario Maker*. This trick allows Cape Mario to retain the ability to fly when standing still, which is normally not possible.

## How It Works

Mario will naturally have stored flight while in midair if he runs off a ledge after reaching cape speed, or by doing a Spin Fly. However, it is also possible to gain stored flight by collecting a Cape Feather in midair after reaching cape speed.

### Gaining Flight

Mario is able to start a flight without needing any horizontal momentum by doing one of the following actions:

* Bouncing on an enemy
* Starting a Spin Fly (even while holding an item)
* Throwing an item and jumping during the animation

## Maintaining Stored Flight

### Cape Spin

Causing Mario to constantly spin his cape while still holding down the run button will allow him to retain the ability to fly while touching the ground. This must be done with the use of both X and Y, with one being held down and the other being used to spin Mario's cape.

This also allows Mario to jump without flying after reaching cape speed.

### Action Animations

Mario will also be able to retain the ability fly if he touches the ground during an action animation, such as throwing an item or using a Fire Flower.

### Yoshi

When Mario is on Yoshi he is able to store his flight as long as he is still in the air. This results in Mario being able to start a flight from dismounting Yoshi.

## Losing Stored Flight

Mario will lose his stored flight if he does one of the following actions without also doing one of the above methods to retain it:

* Lands on the ground
* Turns around in midair while holding an item (while floating)
Life After Death

**Life After Death**, also known as **L.A.D.**, is an obscure glitch found in *Super Mario Maker*. This glitch allows the player to control Mario after he has died from falling offscreen. Mario is unable to interact with any object or complete the level.

## How It Works

When Mario jumps off a spring below the screen, it is possible to trigger the death sequence without Mario falling completely offscreen. The likely reason this works is that the spring jump animation negates the death animation.

## Setups

There are various setups for performing this glitch automatically.

• 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
List of Global Patches in Super Mario Maker 2

This is a list of global patches in *Super Mario Maker 2*. A global patch is something that affects all levels, retroactively making certain things impossible.

## Glitches

### Cat Mario Warp Box/Pipe Softlock

Note: This only works before version 1.11.

Exiting a Warp Box as Cat Mario in a one-block tall space and immediately entering a Warp Pipe will no longer cause the game to freeze.

### Moonstomping

Note: This only works before version 2.0.
Collecting a Moon while performing a Ground Pound with a giant Goomba's Shoe will no longer teleport spawning objects next to the player.

### Time Freeze Glitch (advanced variations)

Note: This only works before version 1.11.
It is no longer possible to enter a door/pipe, take damage or collect a power-up immediately after performing the basic Time Freeze Glitch. This means that advanced variations of the glitch, such as door teleportation or clipping through a Clear Pipe no longer work.

## Mechanics

### Character Differences

Note: This only works before version 1.11.

The Playable Characters no longer behave differently and instead all act the same as Mario. Previously, each character would shoot a fireball slightly different when in the New Super Mario Bros. U game style and in the Super Mario 3D World game style Cat Luigi was able to perform a visual lightspeed glitch by hitting his head after pouncing.

### Sideways Thwomp Slope Interaction

Note: This only works before version 1.11 and after version 2.0.
Sideways Thwomps are no longer able to travel up slopes and will instead stop after hitting the bottom of it. This may also cause the game to crash when it happens. However, as of version 2.0, this mechanic has been globally patched back into the game.

### Superball Interaction

Note: This only works before version ?.

Superballs will no longer bounce off P Switches without activating them.
Hell or Heaven

**Hell or Heaven** is the sixth level in Kaizo Mario World. It serves as the Red Switch Palace.

## Level Map

Room 1

Room 2

• 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)
Cloud Block

*This article is refering to the regular-sized block with the smily face. You may be looking for the Cloud Lift instead.*

A **Cloud Block** is a type of platform that Mario can stand on. It looks like a cloud with a smily face.

## Uses

Similar to Semisolid Platforms and Lifts, Cloud Blocks are intangible from the bottom or sides. In other words, Mario can jump from underneath and land on Cloud Blocks. Also, the intangibility means that Mario can not get crushed by Cloud Blocks.

Cloud Blocks can be destroyed by Thwomps or Skewers when struck from the top.

## See Also

* Block
* Bridge
* Lift
* Semisolid Platform

• 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
Everywhere-Hurts River

**Everywhere-Hurts River** is the third level in Kaizo Mario World. It introduces the concept of having to activate a Switch before being allowed to enter a level. As well as being known for the introduction of Fishin' Boo and dolphins, the latter of which is notorious for being heavily affected by RNG.

## Level Map

Area 1

Area 2

• 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)
Checkpoint Flag

**First Appearance** | *New Super Mario Bros.* (2006)

**Checkpoint Flags** are collectible midway points in *Super Mario Maker* that are used to save a players progress in a level. They were introduced in the version 1.20 update on November 4, 2015.

## History

### Super Mario Maker

Checkpoint Flags are created by shaking an Arrow Sign. They are limited to one per world, meaning there can only be a total of two in a given level. However, individual Checkpoint Flags can be re-used multiple times as activating the checkpoint in the subworld will de-activate the one in the main world, and vice-versa.

Checkpoints Flags will save the players progress in a level, including any Pink Coins that were collected prior to activating the checkpoint, however they will not save power-up statuses or any Keys that have been collected. This also results in an unintended Key Death mechanic should the player collect all available Pink Coins and then die with the key.

Checkpoint Flags are available in all 4 game styles.

## Appearance

Checkpoint Flags are black triangle-shaped flags with a Bowser emblem on them. After being activated they turn red and gain a Mario emblem, as well as slightly changing shapes.

## Mechanics

* Collecting a checkpoint will grant Mario a power-up similar to a Super Mushroom.
* Mario is unable to collect a checkpoint that is behind ground blocks. Interestingly, this also applies to unactivated Hidden Blocks.
Midair Shell Jump/Tutorial

## Tips

* Getting the throw is the most important part. Timing the shell to land under Mario will come with practice.
* Try messing around with the different methods and see which method works best.
* It is generally considered that the tap method is easier for D-pad players, while flick is easier for joystick players.
ColonThree

## Download Links

SMWCentral

**ColonThree** is a featured Pit Hack created by HoorayForJay & ShadowDragon121.
According to he creators, it is the world's longest pit hack known to the world of Pit Hacks.

## Plot

The story somewhat revolves around a monster known as the "Level Designers" to keep Mario (referred to as an Italian intruder) away. A random person then speaks to announce to why would these levels exist, and hope that there isn't a way to any treacherous levels. The story then cuts to a statement of someone's execution, and the villagers of SMWC were ridiculed of the man's logic. It was also a given fact that TASer's themselfs are a strange species, and with the news about ColonThree, it gave TASers fear.

### The Level Plot

Mario peers across a river where he finds a ghost house, but couldn't because it was impossible to swim, so he finds an easier alternative.

After the large segments of the Pit, a man was passing by and saw Mario, thinking he looked ill, the man offered him to take him to the Hospital. However, Mario refused and took off and jumped into the sewers, leading to another part of a level.

A Cloud level is later featured for some reason. After passing it, He gets greeted by a pod of friendly dolphins.

After passing the Dolphin level, The next dialogue says it suddenly rained Liquid Nitrogen, then takes Mario to a Castle Level.

After the next series of levels, Mario finds himself lost.

After clearing the final sets of levels, Mario goes into Colonthree's Liar and fights the Big Boo after another series of pit type levels.

## Soundtrack

Room 1
*Donkey Kong Country 2* - Stickerbush Symphony

Room 2
*F-Zero GX* - Big Blue

Room 3
*Kirby Super Star* - Green Greens

Room 4
*Pokemon HG/SS* - Champion/Red Battle

Room 5
*Pokemon G/S/C* - Dark Cave

Room 6
*Pokemon G/S/C* - Route 24

Room 7
*Super Mario 64* - Wing/Invisible Cap

Room 8
*New Super Mario Bros* - Main Theme

Room 9
*Siren (Alexander Brandon)* - Snowfall

Room 10
*???* - ???

Room 11
*Legend of Zelda: Majora's Mask* - Final Hours

Room 12
*???* - ???

Big Boo Fight
*Super Mario Bros* - Overworld (Metal Version)

## Trivia

* While ColonThree might be the worlds longest Pit Hack, a TASer by the name of Dacinthewizard cleared ColonThree in 6 minuets and 23 seconds, which Item Abuse 3 takes about 7 minuets to clear.
	+ The reason how Dacinthewizard cleared ColonThree cleared it in under 6:30 was because of a Reznor Clear Glitch performed somewhere in the first level.

## External links

* smwdb.me

• Glitch Abuse
• Item Abuse
• Pit of Death
• Pit of Despair
• Pit of Insaneness
• Pit of Keys
• Wall Jump Abuse

• **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*