recursal/Fanatic-Fandom huggingface dataset:
Dry Bones

Appearance In Super Mario 3D World

Dry Bones behave like red Koopa Troopas, walking aimlessly but turning around at ledges and walls. In the Super Mario World Game Style, they will sometimes stop to throw bones that travel in horizontal lines. Winged Dry Bones fly up and down like Winged Red Koopa Troopas. When stomped, they lose their wings and become normal Dry Bones.

When stomped, Dry Bones turn into a pile of bones that, after a few seconds, will turn back into a Dry Bones and resume attacking. They are immune to fire flower fireballs. There are a few ways to permanently defeat a Dry Bones. When a big Dry Bones is stomped, it is stunned for a few seconds instead of collapsing. They can still be made to collapse by stomping them with a Big character, Style Ride, or Dry Bones Shell.

When a Green Yoshi eats a Dry Bones, he can spit out three bones. One travels horizontally, one slightly diagonal upwards, one slightly diagonal downwards.

## Dry Bones Shell

Dry Bones Shells can be grabbed, thrown and kicked like other Shells, but they break when they hit a wall or an enemy/object. They can also float in liquids. When Underwater it'll naturally float upwards.

Pressing down while holding a Dry Bones Shell will cause the player to go inside the shell, allowing the player to ride it like a Shoe.

Players in Dry Bones Shells hop around as they move. They can also float on water, lava and poison and move around at the top of said liquids. In the case of water (Forest Water, Underwater, Night Castle), the player can also press down to dive and up to go up faster (doing the same in lava or poison simply spins the shell with no effect).

Players can dismount Dry Bones Shells by pressing Z/L//Z/R/. Players in Dry Bones Shells can press down to play dead and turn into an invulnerable Dry Bones skeleton for an amount of time dependent on how long you hold it down, although there is a maximum time. While playing dead, the player cannot move. Pressing down in midair will ground-pound, which when the player hits the ground, will cause the player to play dead for the maximum amount of time. When a player playing dead stops being on the ground (i.e. falling off a Conveyor Belt), he or she will stop playing dead. A player playing dead cannot touch the Level Goal. A player playing dead can enter Warp Pipes if they are facing them. This doesn't apply to Warp Doors, P Warp Doors or Key Doors.

The Dry Bones Shell grants invulnerability to spiked floors and Grinders (bouncing off it) like the Shoe, and can stomp anything the Normal Shoe can, as well as some things it can't.

If a Big player rides a Dry Bones Shell, the shell becomes stretched out
Meowser

**Meowser** is an enemy in *Super Mario Maker 2* that is exclusive to Super Mario 3D World style. He is the Super Mario 3D World variant of Bowser. He attacks by shooting fireballs one at a time or three in an arc or swiping at the player, and can climb onto platforms from the background. When given wings, he can attack form the background, shooting forward.

HP
--

* If hit with fireballs, Meowser will take 20 hits to defeat (40 hits when Big).
* If hit with POW blocks, Meowser will take 2 hits to defeat (4 hits when Big).

## Appearance in Each Style

### Trivia

Meowser is on the page on Super Mario 3D World.
Molten Rain

## Other

### Clear Condition

Reach the goal after defeating at least 7 Lava Bubbles.

## Chronology

### Next

"Spiny Busters"

**Molten Rain** is a Story Mode level made by Mr. Eraser.

## Description

Your target this time is seven Lava Bubbles. What's that? You don't know how to take out Lava Bubbles? You want me to pack your lunch too? Don't worry so much, amigo! You'll figure it out.

## Synopsis

The player must go through a level with limited time and take out the majority of the Lava Bubbles with a Buzzy Beetle Helmet.

## Trivia

* This is one of the first levels with limited time.
Lava Bubble

A fiery bubble that hops out of lava periodically

A **Lava Bubble**, often called a "Podoboo" for simplicity, is an enemy that hops in and out of lava in the Castle theme. Its jump height is determined by where it's placed. The Podoboo, the Burner, and the Fire Bar are the only course elements which light Bob-ombs. When equipped with wings, it will proceed to act like the rings that Wendy O' Koopa fires in the New Super Mario Bros. series, with the only exception being that they won't dissolve.

## Uses

* Hidden in Note Blocks or ? Blocks to light any Bob-ombs below it
* When equipped with wings, as a part of a survival test (similarly to games where you have to dodge projectiles in a 2d plane)
* To make Castle / Forest Night levels feel more populated
Coin

## Attributes

### Aspect

1
1
1:1

### Mass

Fixed
1

### Limit

Blocks
2,000

The **Coin** is an Item in *Super Mario Maker 2*. They are the most iconic and commonly used collectible. They also have 10, 30, and 50 variations (Big Coins). They might seem as just a basic collectible, but they have other uses. If fallin' in the Ground by Parachuting or blast by a Bill Blaster or Bull's Eye Blaster & scatter. After a few seconds, it will disappear. The Player collect quick when it scatters. They have a alternative form called the Frozen Coin, which requires fire like Fire Flowers to thaw and collect

## Usages

* A tunnel of Coins directing the player.
* Reward rooms.
* Block of areas unless the player has a fire flower
Skewer

## Attributes

### Aspect

4
4
1:1

### Mass

← → ↑ ↓
N/A

### Limit

Default
100

The **Skewer** is a gizmo in *Super Mario Maker 2*. Every interval of time, the Skewer will lash out, destroying/hurting anything that is in its hit range. It will retract back slightly as a warning that it will lash forward. It can break Hard Blocks, but only 1 layer at a time.

## Usages

* To make the player wait for a Skewer to bash all of the blocks.
* The player has to quickly run across a distance to avoid getting crushed by some Skewers.
* Skewer timers.
Iggy

In most Game Styles, Iggy will throw three green rings that gradually expand and don't collide with other objects aimed at a player then hop either once or twice left or right at a distance of **?** tiles per jump. In the New Super Mario Bros. U Game Style, Iggy runs back and forth instead of hopping and throws a single green fire ball instead of a set of rings. Iggy's projectiles move 150% faster than the projectiles of Larry, Wendy, Roy, Morton, or Ludwig.

The more times Iggy is stomped, the more times he will shoot his projectiles before jumping. He will do it two times after being stomped once and three times after being stomped twice.

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

When given Wings, Iggy will jump higher.

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

## Chronology

### Previous

"Darkness Ahead, Darkness Below"

**High atop Thwomp Tower** is a Story Mode level made by Partrick.

## Description

We finally found a place that we love, but it's been infested by Thwomps! They're having quite the time of it, Thwomping about wherever they please! Couly you please survey the damage they've done?

## Synopsis

The player must go through a level full of Thwomps. They have to wait until they come down and ride on them, and be careful not to touch them or the lava.
ON/OFF Switch Research Expedition

**ON/OFF Switch Research Expedition** is a Story Mode level made by Doctor Gizmo.

## Description

Hm? Hm! Hmm... The ON/OFF Switch. No one knows how it actually works. Wireless protocols? Ancient magic? Get to the end of this course, and I'll reward you handsomely, hm?

## Synopsis

The player must go through a level primarily focused on ON/OFF Switches. It makes them do lots of unique things with them to get to the goal.

## Level Layout

* **First Part:** The player is greeted with some Dotted-Line Blocks and an ON/OFF Switch. The player must press it to hit the ? Block to get the Super Mushroom inside. Then, the player must press it again to provide a bridge over some Piranha Plants.
* **Second Part:** The player has to use ON/OFF switches in more ways, like destroying a Chain Chomp by crushing it at the right time, and pressing it accordingly to make the Piranha Plants fall into to abyss to make a safe path. The player is then greeted with a Checkpoint Flag.
* **Third Part:** There is a small puzzle where the player has to hit the ON/OFF Switch at the right times to get a 1-Up Mushroom. There is another optional puzzle where the player has to either let the Piranha Plant blocking the way into a safe place, or crush it to get a 10-Coin. After those optional puzzles, the player now has to go down a pipe, and do a small puzzle to get a Super Star to defeat the Piranha Plants blocking the way.
* **Final Part:** The player finally has to stomp a Koopa and kick its shell so it keeps on hitting the ON/OFF Switch to get through the Dotted-Line Blocks that keep changing. The player can now jump on the altering blocks to hit the flagpole and complete the level.

## Enemies

* Piranha Plants
* Goombas
* Red Koopa Troopa
* Chain Chomp

## Trivia

* This is the first Super Mario Bros. Level.
Bully

When they spot a player, Bullies will run towards that player. When they run into the player, that player will be pushed back. If a player jumps on a Bully's head, the Bully will be pushed back. Very few attacks can kill a Bully, but most can push one back. When pushed to a ledge, a Bully will teeter on the ledge, allowing a player to push it off. After a few seconds of teetering, they will get back up. Bullies can hit ? Blocks and ! Blocks. Bullies with Wings are able to move slowly onto a higher ground, allowing them to get back up after being pushed off. However, they will be pushed down if a player hits them.
Piranha Plant

The normal and fire Piranha Plant.

The **Piranha Plant** is an enemy in *Super Mario Maker 2*. It will normally face up and hurt the player if they touch them. They can't be jumped on in the classic game styles, but can be defeated with any other attack. If placed in a Pipe, it will peek in and out repeatedly. They have a variation called **Fire Piranha Plants** which will look at the player and shoot fireballs at them. Super Mario World introduces a sub-species called **Jumping Piranha Plants** which work identically except they will jump up occasionally. Winged Piranha Plants will act identically to them. Fire Piranha Plants will still look and work the same in Super Mario World.

In Super Mario 3D World, Piranha Plants act differently. Once the player gets close enough, they will attack the player by lunging at them. Fire Piranha Plants work more or less the same except they are colored differently.
Multiplayer

**Multiplayer** is a mode where up to 4 players can play together. There are 2 different types of multiplayer modes: Local and Online Multiplayer.

## Properties

* Players can bounce on top of each other to get extra air.
* In every game style excluding Super Mario Bros., players can pick up and throw each other.
* If a player ground pounds on another player, they will get knocked back and stunned.
* If a player with a Key or the Clear Condition dies, it will go inside a bubble and float around until somebody picks it up.
* A ? Block will have 2-4 items inside it, depending on the number of players. In Local Multiplayer, they will all spew out at once.

### Online-Only

* When an item or gizmo is removed from existence, it will respawn after a few seconds.
	+ If any gizmo that moves around moves off its original position, another one will spawn, regardless if the other still exists.

## Local Multiplayer

Local Multiplayer is a mode where all players play on the same system. Levels have to be downloaded before being able to play them together. Since everyone uses the same screen, the camera will scroll to the average position of all players. If a player goes too far away from the others, the camera will only scroll to the players closer together. Since everyone is on the same screen, nobody can speed ahead, meaning that this mode is Co-op only (some people might treat it as Versus).
Cloud Block

## Attributes

### Aspect

1
1
1:1

### Mass

Fixed
N/A

### Limit

Blocks
2,000

The **Cloud Block** is a Terrain object in *Super Mario Maker 2* that, like Semisolid Platforms, are solid from the top but not from the bottom.

## Usages

* In the sky theme to really give that "sky" feeling.
* To create a big cloud for the player to go inside.
* To prevent the player from exiting an area.
* A path to some rewards.
Big Mushroom

The **Big Mushroom** is an item in *Super Mario Maker 2* and is one of the special powerups that is exclusive to Super Mario Bros. style. It is cross-compatible with the Super Leaf, the Cape Feather, and the Propeller Mushroom. When collected, the player's palette will turn into present-day colors and their length and height will double. With the Big Mushroom, the player is granted the ability to break any block that isn't indestructible by simply jumping on it.

## Usages

* The player has to break a bunch of blocks by jumping on them.
	+ Tight time limits could also be added.

## Trivia

* In *Super Mario Maker*, the look of enemies and the screen would change. However, this was excluded in this game.
* The player can only break blocks by jumping on them in this game, but in *Super Mario Maker* the player could also break blocks by running into them.
* In *Super Mario Maker*, the player would downgrade all the way to small if they got hit, but in this game, it will only downgrade the player to their Super state.
Goomba

## Attributes

### Aspect

1
1
1:1

### Mass

Fixed
1

### Limit

Default
100

The **Goomba** is an enemy in *Super Mario Maker 2*. They are the most iconic and basic enemy in the game, and in every style except Super Mario World, will die with a single stomp. They have a variation called **Goombrats** that work identically to regular Goombas but will not fall off ledges, like Red Koopas. Goombrats are not available in Super Mario 3D World.

Super Mario World features a sub-species known as **Galoombas** rather than common Goombas. When stomped on normally, Galoombas will fall upside-down, and can be carried and thrown at other enemies to defeat them. Galoombas can be defeated with a spin jump rather than a regular stomp. The Super Mario World version of Goombrats are known as **Goombuds**; these work identically to regular Galoombas but will not fall off ledges.

## Trivia

* A 3D statue of a Super Mario Bros.-styled Goomba appears in Story Mode.

* Goombas have appeared in almost every Super Mario game, including four of the five style games, since their introduction in Super Mario Bros. Their behavior across 2D games is almost always to walk aimlessly, turning only at walls. In 3D games, their behavior is more complex.
* **Difference from base game:** In the original New Super Mario Bros. U, Goombas jump every time the music says "bah". This is not present in Super Mario Maker 2.
* Big Goombas debuted in Super Mario Bros. 3, but did not get their splitting behavior until New Super Mario Bros. Wii.
	+ **Difference from base game:**The splitting behavior is applied to all styles, including Super Mario Bros. 3, where it was not originally present.
	+ **Difference from base game:** Big Goombas in New Super Mario Bros. U move slower than normal Goombas, but in Super Mario Maker 2, normal and big Goombas move at the same speed.
* Winged Goombas, called Paragoombas, have appeared in several games, starting with Super Mario Bros. 3.
* **Difference from base game:** In Super Mario Bros. 3, Paragoombas the same color as normal Goombas can fly while a red variant jumps. In Super Mario Maker 2, all Paragoombas are the color of normal Goombas but behave more like the red variant does.
* One of the title screen animations features a stack of three Galoombas. They jump at the logo to cause the "2" to fall, knocking them over in the process.
* A Galoomba is one of the possible icons for a course in World Maker.
* When Galoombas were introduced in Super Mario World, they were originally called Goombas as there were no normal Goombas. The name Galoomba was introduced in Super Mario 3D World, where they both appeared. (oddly, they are not in the Super Mario 3D World Game Style)
* **Difference from base game:** Galoombas have yellow feet in Super Mario World, but green feet in the Super Mario Maker series.
	+ This more closely matches their appearance in Super Mario 3D World instead.

## History

 May 15, 2019
 1.0.0
Checkpoint Flag

Appearance In Super Mario Bros.

The **Checkpoint Flag** is a Gizmo in *Super Mario Maker 2* that provides a convenient respawn point for the player if they die after attaining it. Unlike previous games in the series, *Super Mario Maker 2* does not allow checkpoints to be placed at an angle. It starts off black with Bowser's face and when it is touched, the player will get granted 2000 points and it will change to an icon that depends on what character you are playing as. It will, by default, not give the player a power-up, but a power-up can be placed inside so the Checkpoint can give the player a power-up. It will only give the player a power-up when they reach the Checkpoint, not after they die.

If the player loses while they are chear-checking a course to upload, then it will send the player all the way back to the beginning of the level ignoring all checkpoint flags entirely.

## Usages

* Before or after a hard section.
* As a way to mark the middle point of a level.
* To make fake flagpoles.
! Block

Not to be confused with ? Block.

## Attributes

### Aspect

2
2
1:1

### Mass

Fixed
N/A

### Limit

Dedicated
10

The **! Block** is a gizmo in *Super Mario Maker 2*. Once hit, it spawns multiple empty blocks in a set path which disappear after a set of time. The player can use them as platforms. If a ! Block is ground-pounded, it will spawn all of its blocks immediately.

## Usages

* To boost the player up or increase its length after ground-pounding or hitting it.
* If placed accordingly, it can crush the player, killing them immediately.
* as well as Mario enemies such as banzai bill and other heavy duty enemies can activate them all at once, similar to Mario ground pounding
Boo

## Boo

A shy ghost that can haunt the player with the Stretch

## Attributes

### Aspect

1
1
1:1

### Mass

Fixed
?

### Limit

Default
100

The **Boo** is an enemy common to Ghost Houses and Castles that only moves when the player turns away from it (vise versa in the ground night theme). When the player is not looking at it, the Boo proceeds to float towards him/her and damages them on contact. It is recommended to use these sparingly, as even 5 Boos can overwhelm the player and cause them to quit. they have 3 alt. forms, one being the stretch, which moves on non semi-solid terrain, the second is a boo ring, which has many boos surround an area and not appear SM3DW.vthe final being the Peepa, moving in a circle while only appearing in SM3DW

## Uses

* In Ghost Houses, to make it feel haunted
* With a Bill Blaster stacked on top of it to make a moving wall. The same effect can be achieved by putting one inside of a Lakitu Cloud, but with no vertical variation
Shelmets

## Shelmet

The Buzzy Beetle Helmet and the Spiny Helmet.

The **Shelmet** is a variation of the Buzzy Beetle and the Spiny that the player can wear by grabbing it and pressing ↓. In Super Mario Bros., since objects can't be picked up, it has to fall onto the player's head to put it in. By itself, a Shelmet has a mass of 0.5, but when it is on the player's head, the player's mass will increase to 1.5. It will provide an extra hit point for the player as well as being able to protect the player from being hit on the head and bounce objects up with the Buzzy Beetle Helmet and also defeat some enemies, and being able to defeat almost every enemy with the Spiny Helmet, even Munchers.
Warp Box

Not to be confused with Warp Door.

## Attributes

### Aspect

1
1
1:1

### Mass

Fixed
N/A

### Limit

Dedicated
8 (4 pairs)

The **Warp Box** is a gizmo in *Super Mario Maker 2*. It works very similar to the Warp Door. Once touched it will teleport to the Warp Box with the matching symbol, and will disappear after used. Unlike Warp Doors, Koopa Troopa Cars can enter Warp Boxes. In Multiplayer, it will still appear open for other players. It can be turned into a locked variant that will need a key to open it.

## Trivia

* Using the Smuggle Glitch, Warp Boxes can be transferred into other styles. Entering one however, will hardlock the game, forcing the player to close the application.
Super Hammer

## Attributes

### Aspect

1
1
1:1

### Mass

Fixed
1

### Limit

Powerups
100

The **Super Hammer** is an Item in *Super Mario Maker 2* and is one of the **special** powerups that is exclusive to Super Mario 3D World style. When obtained, it allows the player to destroy Hard Blocks and summon builder boxes. It is unlocked by completing the Story Mode.

You can also defeat Thowmps with the Power-up.
Bubble

**Bubbles** are objects that only appear in Local and Online Multiplayer. It acts like it did in the *New Super Mario Bros.* games. Once a player dies, they will respawn inside of a bubble. While they are inside a bubble, they are invincible and can phase through objects. The bubble can be popped by the player inside the bubble pressing A or another player touching it. If a player with a Key or the clear condition dies, it will go inside a bubble and will work the same, though they will float toward the closest player if the original holder dies or starts over. If the only player that is not inside a bubble dies, they will not respawn inside a bubble. Similar to single player, the level will simply reset.
Girls Incarcerated Wiki

Welcome to *Girls Incarcerated* Wiki, the encyclopedia of all things pertaining to
*Girls Incarcerated: Young and Locked Up*, the hit show on Netflix!

**This wiki is looking for new admins. Please contact its founder here if you wish to adopt.**

* Charges
* Terms served
* Where are they now
* Tenures
* Where are they now
* Bad hombres
	+ Scandals
* Tenures
* Where are they now

> <a href="https://www.facebook.com/Girls-Incarcerated-344091032776208/">Girls Incarcerated</a>
>
>

Important topics to cover / add
* Navigation
	+ Templates
		- Navboxes
		- Infoboxes
	+ Categories
* About wiki
	+ Wiki staff

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
Super Acorn

Super Acorns normally roll around, behaving similarly to the Super Mushroom in terms of movement. In the Night Ground Course Theme, Super Acorns will randomly jump and roll. Most of the time, it jumps one tile up and increases its speed if it's moving slowly. Sometimes, it jumps three tiles up instead.

When collected, players become their Flying Squirrel form. It allows them to glide by holding B while airborne, and get an upwards burst by pressing L/R/ZL/ZR/SL/SR whilst airborne. After the burst, players are unable to glide and will float down slowly until they hit the ground or stomp on an enemy. Players in Flying Squirrel form can also cling to walls for some time before sliding down them. While in Flying Squirrel form, the player's on-land spin-jump height has slightly slower vertical deceleration, and is much higher, being almost equivalent to a full running jump.

## Trivia

* Weird Mario had previously appeared as Flying Squirrel Mario before the power-up could be used in the game.
Axe

## Attributes

### Height

2
3

### Bottom Margin

8
1

The **Axe** is a goal that replaces the default goal in the  Castle theme. In front of it, there is a bridge that is 14 tiles wide. Once the axe is touched, the player will receive 4,000 points and it will fall down and destroy the bridge, defeating all onscreen enemies by making them fall into the lava, regardless if they are not on the bridge. Like the other goals, the player cannot touch it if the clear condition is not complete.

## Trivia

* Even though the axe only appeared in *Super Mario Bros.* and *New Super Mario Bros. U*, it was added into the other 2 game styles to be consistent. However, it was excluded from Super Mario 3D World, most likely to be unique from the other styles, considering it's an extra game style.
Superball Flower

## General

### Modifiers

Super MushroomWings

Parachute

## Attributes

### Aspect

1
1
1:1

### Mass

Fixed
1

### Limit

Powerups
100

The **Super ball Flower** is a variant of the Fire Flower and is one of the special power ups that is exclusive to Super Mario Bros. style. It allows the player to shoot super balls rather than fireballs. Unlike fireballs, super balls can collect coins, trigger POW Blocks and P-Switches, and more. It is unlocked by helping the purple toad get to the ? Block in Story Mode.

## Usages

* They can be used to get coins, POW blocks or P-Switches in hard to reach areas.
* To make Super Mario Land courses.
Ground (Course Element)

For other uses, see Ground (disambiguation).

## Ground

Appearance in the Super Mario Bros. Ground theme.

## Attributes

### Aspect

1
1
1:1

### Mass

Fixed
N/A

### Limit

Dedicated
4,000

**Ground** is a Terrain object in *Super Mario Maker 2* providing an indestructible surface for floors, walls, and ceilings. It is the most commonly used Course Element.== Appearance in Each Style ==
Boomerang Flower

Boomerang Flowers do not move on their own.

When collected, players become their Boomerang form. It allows them to throw a boomerang. Each player can only have one boomerang at a time. When a boomerang is thrown, it travels in a straight line for up to 11 tiles, then returns to the thrower. When coming in contact with the thrower, it is collected. If it misses the thrower, it will overshoot and turn around. It will keep doing this, halving the distance it overshoots each time until it has turned around five times. Boomerangs will be destroyed 5 seconds after first entering a Clear Pipe when it is inside one. When it hits a wall, it will change direction if it is traveling away from the thrower, or destroyed if it is traveling towards the thrower. A boomerang can break Blocks that do not contain anything, can defeat or damage most enemies, and can activate.

## Trivia

This weight can only be seen by glitching/hacking a Seesaw into the Super Mario 3D World Game Style or gltiching/hacking the Course Part into a Classic Game Style.
Start Block

## Start Block

Appearance in Super Mario Bros., Super Mario Bros. 3, and Super Mario World.

## Attributes

### Aspect

1
1
1:1

### Mass

Fixed
N/A

### Limit

?
?

The **Start Block** is a miscellaneous object in *Super Mario Maker 2*. It will not appear outside of the Course Maker. Once the level is tested, if there isn't any solid within 2 vertical screens on the player, 3 Start Blocks will appear below the player and will disappear once the player jumps or falls off of them. It is useful for testing out a level so the player doesn't plummet to their death immediately.

## Trivia

* The same sprite for Testing Platforms were reused in the 3 older game styles. This was most likely done to save time, since the platforms will most likely only appear for a few seconds.
Object Limits

**Object Limits** are limits to how much of each object can be placed in a single area. Some elements share pools, while others have their own. A level may be composed of up to two areas, each with its own independent limits.

## Notes

1. ↑ Lakitu counts as 2 objects
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 The length of a single element or of a path associated with that element is not taken into account.
3. ↑ 3.0 3.1 Placed as 4 pairs
Tom Ford

*The following article or section is incomplete. Please add accurate information to fill this article or section out.*

* "King and Queen" - Dark Pop Extreme Music 2016 - "My Life Story."

**Season 1 soundtrack**

**Songs**

Hope Begins • Roll With Me • Blood From My Veins • Burn in Hell • Overflow • Chips & Hennessy • Bubble & Peak • Wobby Woo • The Miami Drift • Keep It Funky • Kalifornia • And I'm Coming Home • Wait For Me • One of the Girls • Let the Dice Roll • What's Gone Will Never Leave • Home • Set It Off • Redemption • Just Say • Wildside • Downtown • The River • Voyage Home • Underdog • Better Ask Somebody • Keep Your Head Up • Heaven's Child • Keep Your Head • Alone • We Could Cry • King and Queen • Light 'Em Up • I See Fire • Unbreakable • Elephants

**Artists**

Dexter French • Wolfgang Black • Raphael Lake • Daniel Farrant • Paul Rawson • Virgil Ruff • Rupert Pope • John Robertson • Oh No • Brian Dougans • Gaz Cobain • Paul Haslinger • Classik • Kidd Marley • All Good Things • Ben Fisher • Blues Sarceno • Stephan Bertrand • Scarlett Burke • Jared Gutstadt • A Void • James McLean • Emanuel Vo Williams • Grayson Voltaire • Cut One • David O'Dowda • Smidi • Nine One One • TJ Stafford • Robin Loxley • Naomi August • Atlantic Line • Frank Fields • Mr. J • Giles Palmer • Lee Richardson • Jonathan Murill • **Tom Ford** • James Cocozza • Sarah Norman • Graycie • Lani Misalucha • We the Committee

**Albums**

*Folk Electronica 2* • *Garage Blues 4* • *Girl Garage* • *Girl Garage 2* • *Hipster Hop* • *OHNO* • *Deep Chill* • *Need For Speed: Undercover* (Original Soundtrack) • *Post Grunge* • *Indie Folk 2* • *Indie Soul* • *Indie Chill* • *Indie Blues* • *Indie Americana* • *Epic Hip Hop* • *Epic Hip Hop 2* • *Velvet Ears presents: David O'Dowda* • *Chamber Pop* • *Alt Hip Hop* • *Dark Country 4* • *Exit to Intro* • *Made, Vol. 9* • *Made, Vol. 11* • *Made, Vol. 13* • *Made, Vol. 16* • *Future Soul* • *Dark Pop* • *Superpop (Reaching High)* • *Superpop (Reaching High 2)* • *This Won't End Quietly (AA)*

**Record Labels**

Extreme Music • Builders International • Family Ties, LLC • Nettwerk Productions • Jingle Punks • Hype Music • Superpop.Co
Pom Pom

## Attributes

### Aspect

2
2
1:1

### Mass

Fixed
N/A

### Limit

Minibosses
5

**Pom Pom** is an enemy in *Super Mario Maker 2* that is exclusive to the Super Mario 3D World game style, though she first appeared in *Super Mario 3D Land.*

The player(s) must jump on her three times to defeat her. Her main attack is standing still and throwing ninja stars towards the player and creating copies of herself. The fake ones have different colored shurikens and no green hair pin. They also disappear when jumped on.

She is the only shelled boss who never goes into her shell (She briefly vanishes after being hit, then creates more copies of herself).
Piranha Creeper

Their path can be set in the editor by changing the arrows that extend from their heads in the editor.

When attacked, they will move backwards. When they are pushed back past their starting position, they are defeated.

Their stem is solid, and will hurt the player on contact unless the player is invincible. With Super Star invincibility, the player can safely stand on the stem, and can instantly kill the creeper when touching its head.

## Awake

Awake Piranha Creepers will move along their path forwards until they moved their full distance, then backwards until they go back to their starting position.

## Sleepy

Blue Piranha Creepers will extend the full distance and stop. When attacked, they will move backwards, but after a few seconds they will start moving forwards again.
New Super Mario Bros. U

**New Super Mario Bros. U** is a style in *Super Mario Maker 2*, inspired by the *game of the same name*. All Course Themes in this style end with a flagpole, except for  Castle.

## Differences from previous games

### *New Super Mario Bros. U*

* The  Snow theme has a blue/white backdrop like in *New Super Mario Bros. Wii* instead of taking place during the night like the levels in Frosted Glacier.
* Banzai Bills have a smaller design to keep consistent with Super Mario World, as well as the other game styles.
* Banzai Bills do not rotate when they are travelling.
* The background of the  Castle theme has clear windows instead of red-tinted ones seen in the castles with lava, and torches with purple flames.
* P-Switches have a flashing animation.
* Parachuted Bob-ombs use the sitting pose when falling, instead of the front-facing walking animation.
* The Checkpoint Flag (before it is touched) now has a triangular design instead of a rectangular design. This makes it consistent with the other game styles (except for Super Mario 3D World).
* The Warp Pipes now use the early design from the original build where they had a darker and more metallic-like look rather than having the brighter and more plastic look from the final game.
* Fire Toadette has white pants unlike in *New Super Mario Bros. U Deluxe*, where they are red.
* Boom Boom now crouches down in his shell after being stomped on. This is to be consistent with the other styles.
* When multiple players grab the flagpole, they each say their own individual line instead of collectively saying "Oh yeah!"
* Multiple players can no longer perform a Simultaneous Ground Pound.
* Snake Blocks in multiplayer require one player to activate it rather than having to wait for other players to step on them.
* Big Wigglers can no longer travel through poison, instead sinking through it like their smaller counterparts.

### *Super Mario Maker*

* The HUD was given a small update: the coin counter now has a white/yellow gradient and lacks the "×" symbol present in all other styles, and the score counter is white as opposed to black.
* Spiny Eggs are now animated.
* The design for the Mushroom Platforms in the  Airship theme was changed to a mechanical one.
* The background of the  Underwater theme is different, with a more blueish water and with more decorations, including a Cheep Chomp that watches the player in the distance. It also has a wavy effect.
* The background of the  Underground theme now has waterfalls.
* The player now directly faces a Warp Door when they enter one.
* The design of the lava has more detail, to make it look less blank for levels with rising lava.
* When the player grabs a Pink Coin, it now makes the sound effect when collecting a Red Coin from a Red Ring in the original game.
* Characters now face forward during their lava death animation rather than sideways.
Cheep Cheep Maze

## Chronology

### Next

"Hold Your Breath"

**Cheep Cheep Maze** is a Story Mode level made by Soundfrog.

## Description

My dearest is nowhere to be found! My legs are all atingle...which means she is likely nearby. Please find my dearest!

## Synopsis

The player must go through a dark water level filled with patterns of Cheep Cheeps. There are also sounds that will give the player a temporary source of light. They must be aware of their surroundings, or else they might get hit.

## Trivia

* This is one of the first levels that utilize a dark area.
	+ This is also one of the first that is dark and Underwater.
Magikoopa

Magikoopa, also known as Kemek, is an enemy in Super Mario Maker 2. He attacks by casting magic that can transform Blocks, Hard Blocks, ? Blocks, triggered Hidden Blocks, Ice Blocks, and Frozen Coin blocks into items like Super Mushrooms, coins, and Goombas. when gaven wings, Magikoopas take and extra hit and the projectiles and transformed item is winged.

### Trivia

* Kemek made some levels in story mode under the name "A Certain Mage"
Grayson Voltaire

*The following article or section is incomplete. Please add accurate information to fill this article or section out.*

* "Set It Off" - *Epic Hip Hop 2* Extreme Music 2016 - "Mean Girls."
* "Light 'Em Up" - Epic Hip Hop Extreme Music 2014 - "Moving Mountains."

**Season 1 soundtrack**

**Songs**

Hope Begins • Roll With Me • Blood From My Veins • Burn in Hell • Overflow • Chips & Hennessy • Bubble & Peak • Wobby Woo • The Miami Drift • Keep It Funky • Kalifornia • And I'm Coming Home • Wait For Me • One of the Girls • Let the Dice Roll • What's Gone Will Never Leave • Home • Set It Off • Redemption • Just Say • Wildside • Downtown • The River • Voyage Home • Underdog • Better Ask Somebody • Keep Your Head Up • Heaven's Child • Keep Your Head • Alone • We Could Cry • King and Queen • Light 'Em Up • I See Fire • Unbreakable • Elephants

**Artists**

Dexter French • Wolfgang Black • Raphael Lake • Daniel Farrant • Paul Rawson • Virgil Ruff • Rupert Pope • John Robertson • Oh No • Brian Dougans • Gaz Cobain • Paul Haslinger • Classik • Kidd Marley • All Good Things • Ben Fisher • Blues Sarceno • Stephan Bertrand • Scarlett Burke • Jared Gutstadt • A Void • James McLean • Emanuel Vo Williams • **Grayson Voltaire** • Cut One • David O'Dowda • Smidi • Nine One One • TJ Stafford • Robin Loxley • Naomi August • Atlantic Line • Frank Fields • Mr. J • Giles Palmer • Lee Richardson • Jonathan Murill • Tom Ford • James Cocozza • Sarah Norman • Graycie • Lani Misalucha • We the Committee

**Albums**

*Folk Electronica 2* • *Garage Blues 4* • *Girl Garage* • *Girl Garage 2* • *Hipster Hop* • *OHNO* • *Deep Chill* • *Need For Speed: Undercover* (Original Soundtrack) • *Post Grunge* • *Indie Folk 2* • *Indie Soul* • *Indie Chill* • *Indie Blues* • *Indie Americana* • *Epic Hip Hop* • *Epic Hip Hop 2* • *Velvet Ears presents: David O'Dowda* • *Chamber Pop* • *Alt Hip Hop* • *Dark Country 4* • *Exit to Intro* • *Made, Vol. 9* • *Made, Vol. 11* • *Made, Vol. 13* • *Made, Vol. 16* • *Future Soul* • *Dark Pop* • *Superpop (Reaching High)* • *Superpop (Reaching High 2)* • *This Won't End Quietly (AA)*

**Record Labels**

Extreme Music • Builders International • Family Ties, LLC • Nettwerk Productions • Jingle Punks • Hype Music • Superpop.Co
Toad (Course Element)

## Toad

A cropped screenshot of a Toad.

A **Toad** is a course element currently exclusive to Story Mode. Before picked up, they will be idle and will look at the screen. Once touched by the player, they will follow them and mimic the player's movements. Once hit, they will go inside a bubble and float towards their original position. If the player touches the bubble, they can get the Toad back.

## Trivia

* Even though the limit is 16, only 10 can be picked up at once. The others will just disappear.
* If the Toad clear condition is not set, Toads will vanish upon contact with the player.

## References

1. ↑ Accessible through hacking Toads into the editor.
Spiny Busters

## Other

### Clear Condition

Reach the goal after defeating at least 15 Spinies.

## Chronology

### Next

"Target: A Single Pom Pom"

**Spiny Busters** is a Story Mode level made by Mr. Eraser.

## Description

Your target this time is 15 Spinies. Use whatever tools you have at your disposal. Adios, amigo.

## Synopsis

The player must go through a sky level with limited time and defeat 15 spinies as quick as they can, and then go for the goal.
Under the Angry Sun

**Under the Angry Sun** is a Story Mode level made by Amateur Meteorologist.

## Description

Today in the desert, except clear skies all day with a chance of solar flares. There's an excessive heat warning in effect from sunrise to sunset, so don't forget to slather on a thick layer of sunscreen before stepping outdoors. Either that or find a propeller and press R to avoid the burn.

## Synopsis

The player must dodge an Angry Sun while on a moving platform, collecting secrets on the way.

## Level Layout

* **First Part:** The level starts out with a Lift on a Track and an Angry Sun. There are some Coins to collect to practice jumping for the later sections. The player can collect the coins, but they have to dodge the Angry Sun in the progress.
* **Second Part:** The player is now given a Propeller Mushroom. More coins along with Goombas with parachutes are ahead. The Goombas provide an extra obstacle along with the Angry Sun to avoid, but the Propeller Mushroom will make it easier.
* **Third Part:** Spike Traps are now introduced. There are a bunch of ? Blocks only a player with the Propeller Mushroom can hit, one containing a 1-Up Mushroom. The player now has to jump over some Spike Traps while avoiding the Angry Sun in the progress. After that, there is a 10-Coin under the Lift that is Propeller Mushroom exclusive.
* **Final Part:** More Goombas will parachute down, except the Goombas are big. The player is greeted with the hardest bonus challenge. The player has to fly carefully through spikes to get a 30-Coin. After that, the player can finally jump on the flagpole.

## Enemies

* Angry Sun
* Goombas
Super Mario Bros. 3

**Super Mario Bros. 3** is a style in *Super Mario Maker 2*, inspired by the *game of the same name*. All Course Themes in this style end with a Roulette Box, except for  Castle.

### Flight Powerup Controls

 Descend Slowly
 Climb higher

## Differences from previous games

### *Super Mario Bros. 3*

* Thwomps have been given new sprites for when they are idle and attacking.
* Thwomps tilt forward slightly when they move horizontally, unlike the original game where they were only idle.
* Snow-themed levels now feature their own original music composed by Koji Kondo instead of using the overworld or athletic theme.
* Small characters can now crouch, unlike in the original game where it was not possible.
* Airship courses during night receive a blue palette on the tileset resembling the appearance of the World 3 and 7 airship levels, unlike the original game where they have the normal brown palette.
* Luigi's hat and shirt are now dark green, unlike the original game where they were bright green.
* The water has a clearer, translucent blue color.
* Blue Boom Boom

### *Super Mario Maker*

* Points are now shown in the same font as in the original game.
* The background of the  Castle theme now features windows, instead of just being a black, featureless screen.
* Raccoon Mario does not have a holding pose when flying.
* The  Ghost House theme has been tweaked to be more accurate to the NES's sound capabilities.
Yamamura's Dojo/Treating the Player Fairly

## Chronology

### Next

"Free-Form Making"

**Treating the Player Fairly** is a **Yamamura's Dojo** tutorial that can be found in the Maker Lessons section.

## Transcript

* **Nina:** Treating the player fairly? What does that mean?

* **Yamamura:** Coo. Coo coo. (Allow me to show you.)

* **Yamamura:** Coo, coo. (Please play my course, Nina.)

* **Nina:** Uh... OK.

* *Nina dies to an offscreen Thwomp.*

* **Nina:** WHY ARE YOU LIKE THIS?!

* **Yamamura:** Coo coo? Coo coo, coo. (That wasn't very fair, was it? Cheap shots and surprise attacks are almost never fun.)

* **Nina:** I didn't even have time to dodge it! I'm done with this level.

* **Yamamura:** Coo. Cucoo. (Hold on, now. Let me make it up to you.)

* *The lesson transitions to another course.*

* **Yamamura:** Coo, coo. (Please try this, Nina.)

* **Nina:** Whatever.

* *Nina dies to a hidden block.*

* **Nina:** RAAAAAAAAAAAAAAARGHGHABRHGAAH!

* **Yamamura:** Coo! Coooo coo! (Haha! I put a Hidden Block here...knowing that you'd hit it...and fall to your doom!)

* **Yamamura:** COO! Coohoohoo! Coo... Coo. (BAAAAHAHA! Eeeeeehehehe! Hoooooooo, man. Ahem... But seriously. That's not cool.)

* **Nina:** SO NOT COOL! It might have been funny to you, but it wasn't to me!

* **Yamamura:** Coo coo coo. (As you can see, cheap shots don't make players feel good. Nina failed through no fault of her own.)

* **Yamamura:** Coo coo coo, coo. (Providing a solid challenge is great, as long as you're fair about it. This is the most important lesson of all.)

* **Yamamura:** Think about the way your course makes players feel. Your reputation as a Maker depends on it.

* **Nina:** Remember: No one likes a troll.
Pokey

## Attributes

### Aspect

2 to 8 (↕)

2 to 8 (↕)

2 to 8 (↕)

### Mass

1 to 8 (↕)

### Limit

Default
100

Pokeys are made of multiple segments. In the Course Maker, a Pokey can have between 2 and 8 segments. Each segment can be knocked out individually, by anything except a jump. If the head is knocked out, the entire Pokey will be defeated. Pokeys normally move slowly along the ground, turning at walls and ledges. Winged Pokeys make two small hops followed by a larger jump and repeat, turning at walls.

When Pokeys are on Tracks, Swinging Claws or using a Parachute, they hang by their head, which makes them take damage differently. When a segment is knocked out, all segments below it are knocked out. When in Lakitu's Clouds and Clown Cars they ride by their bottom segment and take damage normally. In the Night Ground course theme, parachuting Pokeys behave differently, with the segments following behind the head instead of staying below it.

In the Night Ground Course Theme, Pokeys swim in the air like Wigglers, and Winged Pokeys turn to face a player occasionally.

In the Night Ghost House/Underwater Course Themes, Pokeys have a flashlight effect that is only shared with Wigglers.
Swamp Escape by Shell!

## Other

### Clear Condition

Reach the goal while wearing a Dry Bones Shell.

## Chronology

### Next

"Chain Chomp Chiller"

**Swamp Escape by Shell!** is a Story Mode level made by Undodog.

## Description

Arf! Arf? (I have a job for you! The nights have been so cold lately. Could you bring me something that will shelter me from the storm?)

## Synopsis

The player just jump into a Dry Bones Shell to avoid the poisonous water that keeps rising up and down. The player can't lose the shell, or else they'll get taken out by the poisonous water.

## Trivia

* This level is the first to utilize the Dry Bones Shell.
* This level is one of the only levels to not have any payment.