User:Archivist Toadette/sandbox


 * Gentle Beginning
 * Waterfall Plunge • Cheep Cheep Schools
 * Rugged Ramps • High-Flying Balloons • Rapids Run
 * Breakneck Pace • Rocky Sailing • Blooper Pools • Eye of the Needle
 * Jumping Jeopardy • Monster Attack! • Kamek's Curse • Cheep Cheep Swarms • Beyond the Jungle

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
 * 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.