Kaizo Mario Maker Wikia

The Super Mario community uses a wide variety of fan-made terms and slang. This list is to help people learn and understand them.

Contents: Top - 0–9 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z


Shortened version of 1 frame. It is also very common to see similar terms, such as 2F or 3F, with the number standing for the amount of frames in a specific trick.
+3 (Plus 3)
Gaining the maximum 3 extra lives in the 100 Mario Challenge or Endless Challenge without losing any in the process.
'85 and '88 Level
A demake of a level using the Super Mario Bros. and Super Mario Bros. 3 game styles, respectively.


Action Animation
A term used to describe a special animation where the player is performing an action, such as crouching, throwing an item or using a power-up. Many techniques will only work during this animation.
An area that seemingly "softlocks" the player, but instead has a hard-to-reach mechanism that allows the player to die.
Asshole Mario
A fan-term for the Kaizo Mario World series, sometimes used to refer to Kaizo levels as a whole.
Auto Til
A phrase used to dictate that a level is automatic until it's not. Sometimes used to troll players.
Automatic Level
A type of level in Super Mario Maker that is able to be completed with no inputs from the player, as a type of Rube Goldberg machine.
A section of a level in which the player is riding a Mega Mole the entire time. It is a play on the words autoscroller and mole.


Blind Jump
A jump in which the player cannot see where to jump or what to do.
Blind Playthrough
Playing a level without having prior knowledge of what is in the level.
Shortened version of blind level race.
Shortened version of bookmarked, used in relation to the Super Mario Maker Bookmark website.
Bomb Excavation
The use of Bob-ombs or Link's bombs to open up a new path by blowing up blocks.
When the player hits their head on a ceiling or slams into any solid object causing them to lose their horizontal momentum.
Boss Rush
A gauntlet style challenge where the player goes through multiple consecutive boss fights.
Bounce Level
A type of level in which the player is bouncing off enemies the entire time without landing on ground in-between.
A change to a game mechanic that increases its ability or changes to a level in order to make it more difficult.


Captain Toad Level
A level where the player is not allowed to leave the ground by jumping.
A fan name for the Super Mario-Kun Mystery Costume.
Shortcuts, skips or strategies in a level that were not intended by the creator.
Chocolate Hack
A ROM hack that uses custom assets, music or graphics, as opposed to only using assets from the original game.
Chuck Gate
A staple of Kaizo Hacks where a player must make a Clappin' Chuck jump in order to pass underneath it.
Falling through or getting stuck on any sort of solid platform.
Shortened version of Chinese. Used to indicate that a player is Chinese due to Super Mario Maker not including the Chinese flag.
Consistency Level
A level that focuses on doing a single trick that is repeated multiple times.
Controlled Jump
A jump where the player has to get mid-height.
Shortened version of checkpoint.
A setup that does not work unless you do it exactly as the creator did. This is often confused with jank.


Damage Boost
Taking damage with a power-up and using the temporary invincibility frames to get through a difficult section.
Death Door/Pipe
A door/pipe that leads to an automatic death.
The act of completing a game without dying a single time.
Dedication Level
A level dedicated to another player.
A remake of a level using an older level theme. Usually called '85 and '88 levels when made using Super Mario Bros. and Super Mario Bros. 3 respectively.
When an object is no longer loaded into a level by causing it to move far enough offscreen.
Despawn Limit
The distance a sprite can be offscreen before it despawns.
Dev Exit
A hidden path that is used to let a creator upload their level without actually clearing it properly.
Dev Block
A hidden block, usually containing a star or another power-up, that allows the creator to clear their level with less effort than they intend other players to use.
Dick Move
A setup intended to mess with or annoy the player.
Dick Vine
A vine hidden behind a door.
Disco Shell
A fan name for the Kamikaze Koopa.
Shortened version of did not finish. Used in relation to not finishing a race level.
Getting a slightly delayed bounce during a shell jump, which often leads to not having enough height to make it to the next jump.


Shortened version of easy peasy, used to describe an easy section or level.
A program that mimmicks a consoles original hardware and allows a user to play ROMs.
The use of glitches, hitboxes or certain game mechanics by a player to their advantage in a manner not intended by the game's designers.
Express Level
A level in which the player rides on the side of a Bill Blaster at high speeds. It is named after the level Panga Express created by PangaeaPanga.


Doing a repetitive action to gain an in-game reward, such as 1-Ups, likes or points.
Fast Acceleration
Tricks that allow the player to reach fullspeed faster than is normally possible by running.
Shortened version of first clear.
First Cycle
Going on the first possible opportunity in a given section of a level, rather than waiting for something to line up for a second time.
Float Jump
A controlled jump followed by regrabbing the jump button while in the air that causes the player to fall slower than normal.
Frame Death
Timing out in a level on the same frame the player touches the goal.
Frame Window
The number of available input frames for a certain trick to work.
A jump that can only be performed on a specific frame, requiring a perfect input to pull it off.
An easy section in an otherwise hard level.


Game Crash
A glitch that causes the entire game to freeze to the point that the only way to fix it is by resetting the console.
Shortened version of good game.
Unintended actions that are caused by an error or overlook in a game's programming.
Glitch Abuse
Techniques that involve the use of exploiting in-game mechanics or glitches.
Global Ground
An object that will never despawn that also "gifts" this ability to anything directly on top of it.
Global Patch
A patch that effects all levels in Super Mario Maker, even ones created before the update, retroactively making certain techniques or glitches impossible.


An invisible box-like area that is used to determine real-time collision detection.
Hold Right and Pray
A level or setup that requires the player to keep holding forward and hope everything lines up correctly.
Hot Garbage
Levels that are a mess, usually consisting of enemy spamming, unfair elements and overall bad level design.
Hot Potato
A level design in which the player is constantly carrying and throwing Bob-ombs.


Onscreen visuals that help guide the player and indicate where to jump, when to do a specific trick, which enemies have a key, etc.
Infinite Checkpoints
A design element in Super Mario Maker that allows a player to re-use Checkpoint Flags an unlimited amount of times.
Invincibility Frames
The period of time where the player is invulnerable to taking damage. This is also referred to as I-frames.
Item Abuse
Techniques that involve the use of manipulating items in unintended ways. It is named after the pit hacks of the same name.


An awkward or inconsistent setup.
Jackpot Trap
A type of trap that softlocks a player by luring them into an inescapable pit with the use of helpful items.
Jampu (JP)
The Japanese word for jump. This phrase is often used in place of the English word "jump" and was popularlized by the Yu Ayasaki Mystery Costume, who said it everyime they jumped in-game.
Jesus Shell
A prone shell that falls from offscreen that the player is intended to interact with, usually by catching it.


Kaizo Block
A hidden block placed in an unfair location in attempt to kill the player.
Kaizo Hack (JP)
A ROM hack that pushes the difficulty to the limits of human capabilities. The word Kaizo comes from Kaizo Mario World, which popularized the genre.
Kaizo Level
A type of extremely difficult level that features trial-and-error gameplay and force players to use items in unintended ways.
Kaizo Team
A group or community based around creating a particular kind of Kaizo level. This is also sometimes referred to as a maker team.
Kaizo Trap
Any trap that was either used in Kaizo Mario World, or a variation on one of its traps. Now, it more commonly refers to any trap that is meant to annoy the player.
Key Check
A design element in Super Mario Maker that is used to make sure a player has not collected any keys, killing them if they have.
Key Death
Dying after collecting every pink coin, which results in the player losing every pink coin they had collected prior to activating a checkpoint.


Lanky Mario
A fan name for the Weird Mario transformation.
Local Patch
A patch that only affects new courses created after the patch.


Marime (JP)
A shortened version of Mario Maker.
Magnet Effect
An invisible force in Super Mario Maker that attracts Mario to the top of a flagpole.
Memory Trial
A type of level that re-uses the most popular sections or tricks from various other levels as a way to pay tribute.
Music Level
A type of level in Super Mario Maker that uses the in-game Music Blocks to create a musical arrangement that can be heard while playing.


Shortened version of yattenai
Naked Pipe
A pipe that is not connected to ground blocks or another pipe.
A change to a game mechanic that reduces its ability or changes to a level in order to make it easier.
New Soup
Shortened version of New Super Mario Bros. U.
No Skip
A style of playing the 100 Mario Challenge, or Endless Challenge where the player refuses to skip levels as a self-imposed challenge. However, it is usually accepted that levels can be skipped if they are truly impossible, such as levels affected by a global patch.
Not holding left or right on the controller.
A style of playing Endless Challenge, where if you die you must switch characters and skip the level. The challenge ends when all 4 characters die. It is named after the Pokémon runs of the same name.


To make something despawn by causing it to move far enough offscreen.
Clearing a level on the first try; can also refer to clearing a checkpoint level without dying.


Pacifist Level
A type of level that forces the player to finish without killing any enemies.
Shortened version of personal best.
Phantom Inputs
When a controller registers an input for a button that was not pressed.
A level design in which the player is forced to randomly pick a path hoping it is the correct one with the other paths leading to an automatic death.
Pit Hacks
ROM hacks that are incredibly hard, requiring an inhumane amount of skill to complete. These hacks cannot be completed without extreme slowdown or even frame-advance. Pit hacks are made to push the difficulty of Super Mario World to its limits.
The smallest visible measurement of distance in a game.
Pixel Art
Using different colored course parts to make an artistic thumbnail.
A trick that can only be performed on a specific pixel of space.
Platform Hell
A platforming game that aims to create unfair deaths using invisible traps and trial-and-error gameplay.
Power-up Check
A design element that is used to not allow a player to advance unless they have a specific form.
Preview Door
A door that lets a player see a section of a level without having to play through it. The player is usually blocked by a wall or similar structure.



Real-Time Attack (RTA)
A speedrun of a video game done in real-time, without the use of slowdowns or savestates.
Refreshing Level
A type of Automatic level with many flashing parts and sound effects, where the player Ground Pounds through a vertical subarea.
To release and quickly re-press a button.
A recreation of an older game or level that tries to be as faithful as possible to the original.
A recreation of an older game or level that adds a new twist or game mechanic.
Reset Door/Pipe
A door/pipe that lets a player retry a section of a level.
Moving away from an enemy and then returning in order to make them spawn at their original location.
Multiple consecutive item tricks, where the player slowly "rises" upwards after each trick.
Shortened version of random number generator. Used to identify elements of a level that are random and change every time the level is played.
RNG Level
A type of luck-based level in Super Mario Maker that requires pefect RNG to beat, often having extremely low odds.
A file containing the data for a game that can be run on an emulator.
ROM Hack
A modified version of a pre-existing game done by altering the graphics, levels, gameplay, or various other elements.


Safety Coin
A pink coin placed next to a key door in order to prevent a player from collecting every coin and losing them all by dying.
Screen Freeze
The period of time where the game "freezes" after the player changes forms by taking damage or collecting a power-up.
Self-Destruct Lock
A type of softlock, where a player is no longer able to make progress and is forced to kill themselves. This is also referred to as an SD lock.
Sequence Breaking
The act of performing actions out of the intended linear order, or skipping “required” actions entirely.
Shell Bucket
A setup that traps a moving shell in place.
Shell Train
A setup that involves a series of moving shells that the player is expected to ride or bounce off.
A setup where the player is forced to perform multiple consecutive shell jumps in order to climb a narrow passage.
A fan term for the Buzzy Beetle and Spiny Shell that the player is able to wear on their head. It is a shortened version of Shell Helmet.
A form of "bait" used in troll levels that is used to lure players into traps, such as coins or 1-ups.
Vertical Kaizo levels that revolve around having to escort a vine that has spawned from a block to the top of the level by clearing a path for it to continue growing. It is named after the level of the same name from Kaizo Mario World 3
Kaizo levels that are set in a sky or airship theme that revolve around having to constantly activate P Switches. It is named after the level City Sky from Kaizo Mario World 2. Skyzo is a portmanteau of the words Sky and Kaizo.
When an object is loaded into a level.
Spawn Distance
The distance a sprite has to be away from the player before it is able to spawn into the level.
When an object is unable to spawn into a level due to being blocked by outside means, such as overlapping a solid block or reaching the sprite limit.
A playthrough of a video game performed with the intention of completing it as fast as possible.
Speedrun Level
A level with nonstop movement and a tight timer.
A non-stationary object in a game, that loads in or out of existance.
Sprite Limit
The maximum amount of sprites that can be loaded in a level at any given time.
Shortened version of strategies.
A situation in which the player is stuck in a level and has no way to be killed forcing the player to either restart or wait out the timer.
Choking under pressure or messing up on an easy section of a level.
A unit of measurement smaller than a pixel that has no visible indication of movement.
Super Jump
Any jump where the player gains more height than is normally possible, typically through the use of glitches.
Any item trick where the item is thrown or kicked along the ground before the player lands on it, as opposed to landing on it in midair. This is also sometimes referred to as a surfer.


TAS Level
A level in Super Mario Maker with extremely precise jumps or inputs. Usually, near frame-perfect inputs are required to beat it. It is named after tool-assisted gameplay in order to imply difficulty.Note
TAS-only Trick
A trick that is so difficulty to pull-off, it is thought to be impossible to perform by a human. However, this is often used as hyperbole to describe any trick that is inheritantly difficult.
Advanced tricks not originally intended to be in the game. Shortened version of techniques.
Teh Urn
An anagram of the phrase "the run." Commonly used when people think they are about to achieve a victory.
Time Attack (TA)
A level with nonstop movement and a tight timer that focuses on heavily optimizing movements.
Tool-Assisted Superplay (TAS)
A playthrough of a video game, using an emulator's slowdown and rewind functions in order to reach an inhuman level of skill. Also referred to as Tool-Assisted Speedrun, when used to complete the game as fast as possible.
Tribute Level
A level dedicated to another player.
A setup intended to mess with or annoy the player.
Troll Level
A level that focuses on tricking players to fall for various traps, as well as playing mind games with them.
True Ending
An optional bonus ending for completing an extra challenge, such as collecting optional Pink Coins.
Trump Jump
A jump into a one-block gap surrounded by spikes on each side.
When the player presses left for a short period of time while running to slow down.
A fan-name for the Rotating Block.
Twice Twice
A type of troll where a player is forced to go to an identical room from earlier in a level where the "correct solution" from the first room is now a troll.


Ultra Star (JP)
Kaizo levels that revolve around quickly platforming off moving or timed Lifts. It is named after the level of the same name from Kaizo Mario World.
Uno Más
Spanish for "one more." This is a style of level which generally involves a single obscure mechanic that is designed in a way that entices the player to play one more level.
An upside-down vertical Warp Pipe that a player has to enter.


Vanilla Hack
A ROM hack that only uses the original items and graphics in a given game.


Wall Jump State
The state of being that prevents the player from immediately turning around after a wall jump.
Word Level
A type of precision level in Super Mario Maker that uses obstacles to spell out a word or phrase.
Shortened version of world record.
WR Battle / WR Fight
A competition in which two (or more) people try speedrun the same level in Super Mario Maker, often trading the world record back-and-forth multiple times.


X=8 and X=128
Special coordinates in Super Mario Maker that affect various in-game mechanics.


Yatta (JP)
The Japanese word for "I did it!" Commonly used in celebration after clearing a difficult level.
Yattenai (JP)
The Japanese word for "I didn't do it." Slang term for missing the final jump or section in a level.
Doing a blind jump in hopes that the player finds a shortcut or accidentally finds the correct path.
Performing a frame-perfect P Switch jump in Super Mario World.


An abbreviation for Spin Jumping in Super Mario Maker. This is due to the Spin Jump ability being mapped to the shoulder buttons.