User:Archivist Toadette/sandbox

Entries with a red background indicate objects that are produced by shaking the object in the above entry, while entries with a blue background indicate objects that change depending on the style, and entries with a green background indicate objects that change depending on the theme.

Super Mario Maker 2 Mythbusters - Smashy Playlist can be found here. #1: Does Mario Weigh More When He is Big? #2: Does Yoshi Weigh More When He Has an Item in His Mouth? #3: Does Giant Mario Weigh More Than Normal Mario? #4: Do Winged Enemies Weigh More Than Normal Enemies? #5: Can You Enter a Door When Someone Lifts You? #6: Can You Jump Further When Jumping Backwards Off a Tree? #7: Can Link's Shield Deflect Banzai Bill? #8: What Happens When 2 Links Dash Into Eachother #9: Can Link's Shield Defend Against Angry Sun [merchandise plug] #10:
 * Seesaws cannot be slid on, even while tilted.
 * A player in their Super form weighs the same on a Seesaw as a player in their Small form.
 * Pressing or  while wearing a Dry Bones Shell in lava or poison causes it to spin.
 * Hitboxes on Spike Traps are much more lenient than they were in the original game.
 * In the Super Mario World and New Super Mario Bros. U styles, when Boom Boom shields himself upon being damaged, he hurts any player that tries to Spin Jump on him.
 * Spike Traps placed at the very top of the vertical scroll limit cannot be jumped over.
 * Items destroyed by Dotted-Line Blocks respawn if the player leaves and then returns to the area.
 * Players can no longer stand on the edges of One-Way Walls.
 * Bowser's fireballs can be snuffed out by jumping on them with a Dry Bones Shell.
 * Climbing in Cat form prevents the player from hitting Hidden Blocks.
 * Players can no longer destroy blocks on the side in their Big form.
 * Bob-ombs' detonation timers reset when they are carried through Clear Pipes.
 * When Yoshi carries an item in his mouth, the weight of the item is added to Yoshi's weight on a Seesaw.
 * When the player climbs a Goal Pole in their Cat form, the timer stops.
 * Bob-ombs no longer ricochet off walls when thrown.
 * In the Super Mario 3D World style, Boom Boom's damaging attacks also defeat most enemies.
 * While dropping carried Galoombas and Goombuds resets their reaction timer, the same cannot be said for Buzzy Beetles, Koopa Troopas, or Spinies.
 * Collapsing Snake Blocks are completely harmless.
 * A player in their Big form weighs the same on a Seesaw as a player in their Small form.
 * Ground Pounding with a Dry Bones Shell allows the player to "play dead" longer than with simple crouching.
 * Angry Suns will hurt players that try to jump on them in a Goomba's Shoe, though a Ground Pound with a big Goomba's Shoe can defeat them.
 * Unlike in the New Super Mario Bros. games, Yoshi cannot consume fireballs from a player's Fire form.
 * Buzzy Shells usually bound left if a sideways Trampoline falls on top of it; however, placing a stationary item directly above the sideways Trampoline will cause the Buzzy Shell to bound right instead.
 * Causing a Thwomp to pound a Seesaw on one side will usually cause enemies on the other side to be launched higher than normal if there is ground underneath them.
 * Only winged Boos can pass towers of Big Boos.
 * Regular Yoshi cannot consume Red Yoshi's fireballs.
 * The player cannot pick up portable items while wearing a Dry Bones Shell on ground. There is, however, a glitch allowing them to pick up portable items on the same frame that they begin wearing a Dry Bones Shell.
 * Wings contribute nothing to an object's weight on a Seesaw.
 * Yoshi is capable of spitting poison by consuming jumping Cheep Cheeps.
 * Touching a goal while "playing dead" with a Dry Bones Shell will still finish the level as normal.
 * Ground Pound Jumps are not possible to perform.
 * Running across small gaps does not count against the "no jumping" clear condition.
 * Players that are picked up cannot enter Warp Doors at the height they are picked up at normally. As such, it only works with precise timing.
 * Holding another player prevents the lower player from hitting Hidden Blocks two spaces above the ground.
 * Players cannot interact with objects held by other players.
 * Some portable objects (such as P Switches) allow the player to push a Dry Bones Shell without destroying it.
 * With precise timing, the player can still Spin Jump while holding items.
 * The player does not cause a Flimsy Lift to fall when they immediately jump out of a Dry Bones Shell upon entering it.
 * By hitting a ? Block or Brick Block underneath a Twister at just the right moment, the player can coax it off a ledge.
 * Angry Suns and Moons move slower in lava and poison.
 * Flipping backwards off of a Tree nets more momentum than flipping forwards.
 * In the forest theme in the Super Mario 3D World style, the underwater variant of the music plays even when the player is only partially submerged in water.
 * Players cannot enter Warp Pipes while Piranha Creepers are placed on the sides of the pipes.
 * Enemies cannot walk on the support platforms present only in the editor mode.
 * Yoshi crouches lower in the New Super Mario Bros. U style.
 * Players under Super Star invincibility can only hold portable enemies if they were being held before the player touched the Super Star.
 * Enemies can interact with platforms placed underneath slopes.
 * A player's death animation keeps playing until they go offscreen, after which they freeze in the state they were in when another player lost track of them.
 * Link's sword cannot destroy Spike Balls.
 * Link can cancel Down Thrusts in midair.
 * Link's Dash Attack is indefinite.
 * Bowser takes more damage from Link's bombs than from Bob-ombs.
 * Koopa Clown Cars make a sinister expression when Link drops a bomb from them.
 * Link can still wear Spiny Shells, Buzzy Shells, and Dry Bones Shells.\
 * Link's bombs do not defeat enemies until they explode.
 * Once kicked, snowballs keep rolling indefinitely.
 * Snowballs never melt.
 * Snow Pokeys drop one snowball once defeated.
 * Snowballs almost always fall straight back down once thrown upwards in the Super Mario World style.
 * The maximum horizontal distance an arrow can travel is ten blocks.
 * Spike Balls chase the player in the ground theme at night.
 * The momentum granted from Dash Blocks lasts thirty-two blocks horizontally.
 * Dash Blocks count as "global" ground tiles.
 * Snow Pokeys wear different hats in certain game styles.
 * Link's shield can push stationary enemies.
 * Link's shield can defeat Banzai Bills.
 * Link has some exclusive sound effects.
 * Spike Balls thrown by Spikes in the Super Mario Bros. and Super Mario Bros. 3 styles keep scrolling horizontally until they touch solid ground, after which they roll as normal.
 * Bob-ombs and Link's bombs weigh the same on a Seesaw.
 * A player in their Link form weighs the same on a Seesaw as a player in their Small form.
 * Bowser makes a different noise when hit with Link's sword.
 * Koopa Troopas and Spinies are the only shelled enemies to be vulnerable to Link's arrows.
 * Link's arrows cannot be set on fire.
 * Legend of Zelda-specific sound effects do not stop playing if the player takes damage as Link.
 * Cheep Cheeps jumping in poison cannot melt Frozen Coins.
 * Link's bombs sprout legs and walk in the ground theme at night.
 * Link's arrows do not affect other players.
 * Link's Dash Attack can push other players.
 * Frozen Coins transform into frozen Brick Blocks (or frozen Rotating Blocks in the Super Mario World style) when a P Switch is activated.
 * Frozen Brick Blocks (or frozen Rotating Blocks) can still be melted by fire-based course elements.
 * Two players in their Link forms cannot cause their arrows to collide.
 * By spinning in their Cape form, the player can enter a Warp Pipe facing backwards.
 * The player does not turn around when jumping off of a Yoshi, even while they are turning as they land.
 * By continuously holding a bow, Link can enter a Warp Pipe facing backwards.
 * A player in the Big form can outright break Frozen Coins, even in their frozen Brick Block form.
 * Link's bombs can only be jumped on when they are placed on steep slopes.
 * Link's arrows are not affected by wind.
 * The poison that Yoshi spits out does not melt Frozen Coins.
 * Link's arrows pass right through Angry Suns.
 * Link's arrows deal the same damage to Bowser as fireballs.
 * Two players as Link cannot crush enemies with their shields.
 * Link gains weight on a Seesaw by holding a bomb.
 * Link's shield cannot defend against Angry Suns.
 * Parachuting Thwomps lose their parachutes upon being hit by Link's shield.
 * Jumping on the sides of Spike Tops other than their backs defeats them instantly.
 * Link's arrows are not affected by low gravity.
 * In the sky theme at night, the player falls further while not pressing any buttons.

Flimsy Lifts are a type of lift found throughout the 2D games in the Super Mario series.

Super Mario Bros.
Flimsy Lifts debut in Super Mario Bros. They are lifts that drop when the player stands on them, only to stop falling once the player gets off of them. Only seven appear in the entire game: one in the middle of World 3-3, four near the end of World 6-3, and two at the beginning of World 7-4.

Super Mario Bros.: The Lost Levels
Flimsy Lifts return in Super Mario Bros.: The Lost Levels, behaving exactly the same as in Super Mario Bros. This time, they first appear as early as World 1-2, and appear in every world thereafter, with the exception of Worlds 2 and 9.

Super Mario Bros. 3 / Super Mario Advance 4: Super Mario Bros. 3
Flimsy Lifts return in Super Mario Bros. 3, appearing only in World 1-4. They behave mostly the same as the predecessors, except that they now move horizontally, and no longer stop moving when the player steps off of them.

Flimsy Lifts behaving like their Super Mario Bros. counterparts also appear in Super Mario Advance 4: Super Mario Bros. 3's World-e level Caped Escape.

Super Mario World / Super Mario World: Super Mario Advance 2
Flimsy Lifts return in Super Mario World, behaving as they did in Super Mario Bros. They only appear in a secret area of Donut Secret 2.

The following is a list of the various songs featured in the Donkey Kong Country animated series. In all, there are seventy-nine songs, two for each episode barring "Message in a Bottle Show" plus the theme song. Each song corresponds to the theme of the episode. For example, in "The Big Switch-A-Roo", the theme for the episode is body swapping, so one of the songs that corresponds to that episode is about Donkey Kong adapting to his temporary body.