User:Archivist Toadette/sandbox

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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.

Object Template:SMMstyle Template:SMMstyle Template:SMMstyle Template:SMMstyle Notes
Brick Block
Rotating Block
SMM-SMB-Ground-editor-Block.png SMM-SMB3-BrickBlock.png N/A A Brick Block from the New Super Mario Bros. U style of Super Mario Maker.
N/A N/A SMM SMW Rotating Block.png N/A
? Block SMM-SMB-MysteryBlock.png SMM-SMB3-MysteryBlock.png SMM-SMW-MysteryBlock.png A ? Block from the New Super Mario Bros. U style of Super Mario Maker.
  • Shaking a ? Block with an item inside will remove said item from the ? Block
Hard Block SMM-SMB-HardBlock.png SMM-SMB3-Block.png SMM-SMW-RockBlock.png A Hard Block from the New Super Mario Bros. U style of Super Mario Maker.
Ground
Warp Pipe SMM-SMB-PipeTop.png SMM-SMB3-PipeTop.png SMM-SMW-PipeTop.png SMM-NSMBU-WarpPipe.png
Super Mushroom
Coin
Trampoline
Goomba
  • Shaking an unmodified Goomba will cause it to split into two Mini Goombas
Koopa Troopa
  • Shaking a Koopa Troopa causes it to alternate between the green and red variants
Piranha Plant
Fire Piranha Plant
Wings
  • If not placed on a valid object, the wing will simply fly away

Super Mario Maker 2 Mythbusters - Smashy

Playlist can be found here.

#1: Does Mario Weigh More When He is Big?

  • 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 up or down 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.

#2: Does Yoshi Weigh More When He Has an Item in His Mouth?

  • 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.

#3: Does Giant Mario Weigh More Than Normal Mario?

  • 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.

#4: Do Winged Enemies Weigh More Than Normal Enemies?

  • 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.

#5: Can You Enter a Door When Someone Lifts You?

  • 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.

#6: Can You Jump Further When Jumping Backwards Off a Tree?

  • 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.

#7: Can Link's Shield Deflect Banzai Bill?

  • 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.

#8: What Happens When 2 Links Dash Into Eachother

  • 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.

#9: Can Link's Shield Defend Against Angry Sun

  • 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.

[merchandise plug]

  • 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.

#10:


Mario Golf: Super Rush holes

Balmy Dunes

Hole Image Par Rookie Tee Front Tee Back Tee Championship Tee Description
1 4 355 yards 375 yards 382 yards 413 yards This hole features a mostly straight fairway and a slanted green with two Pokeys.
2 3 196 yards 217 yards 222 yards 241 yards This hole features a downward winding fairway isthmus to the green.
3 4 380 yards 421 yards 430 yards 440 yards This hole features a dogleg right fairway straddling a large body of water, with the green on the other side of it.
4 5 494 yards 514 yards 521 yards 557 yards This hole features a fairway path on the right with several large bunkers on the sides and a fairway island on the left.
5 4 367 yards 378 yards 398 yards 452 yards This hole features a mostly straight fairway dotted with several circular bunkers and two Pokeys.
6 3 184 yards 193 yards 206 yards 221 yards This hole features a slight left fairway with a Sandmaargh on the left side, as well as a Pokey in the middle.
7 4 388 yards 398 yards 435 yards 462 yards This hole features a slight left fairway split in two different areas, with a Sandmaargh and a Pokey near each fairway gap.
8 4 363 yards 410 yards 422 yards 450 yards This hole features a straight fairway with a body of water splitting it evenly in the middle of the path.
9 5 532 yards 568 yards 583 yards 625 yards This hole features a slight S-curve to the right with a Sandmaargh on the left side and sinking Stone-Eyes littered throughout.
10 4 373 yards 414 yards 436 yards 458 yards This hole features a slight right fairway with several Pokeys throughout the area.
11 3 164 yards 184 yards 182 yards 209 yards This hole features a short fairway cut off from an elevated green.
12 5 500 yards 542 yards 561 yards 564 yards This hole features numerous split elevated fairways that veer towards the right.
13 4 345 yards 370 yards 374 yards 397 yards This hole features a split straight fairway with three stone arches along the way.
14 4 404 yards 440 yards 449 yards 474 yards This hole features a sharp left curve along the fairway path, with a small sand pit right on the junction.
15 3 188 yards 195 yards 208 yards 219 yards This hole features a massive ravine with disconnected starting tees and a singular green surrounded by Stone-Eyes.
16 4 356 yards 378 yards 397 yards 415 yards This hole features a slight dogleg right. It is unique in that it features a wide upper fairway with a single Pokey near the beginning and a smaller sand pit at the curve, and a narrow lower fairway with a much larger sand pit at the curve and a more treacherous path to the green.
17 4 346 yards 363 yards 376 yards 412 yards This hole features a disconnected elevated fairway path from both the tees and the green.
18 5 572 yards 588 yards 614 yards 621 yards This hole features an S-curve left fairway with a Pokey and four Sandmaarghs guarding the second curve, with an elevated area the player can also hit from.

Bowser Highlands

Hole Image Par Rookie Tee Front Tee Back Tee Championship Tee Description