Both players move out of the way as the Thwomp slams to the ground between them.
Both players try to stay under the Thwomp for as long as they can, but must also avoid being squished by it. Both players can tell how far Thwomp has fallen by how large the shadow that appears in the center of the tower is. The players can fake out by walking out and going back in to make the other player nervous. If one player flees, the other has a chance to get out to win. Victory goes to whoever is not flattened by Thwomp or is the one who stays under longer. If both players are flattened, then the match is a draw.
Names in other languages