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Take a sip when you do any of the following:

General/Super Mario Maker 1

  • Make a terrible level just to unlock more elements faster.
  • Have to skip a level in 100 Mario Challenge on Easy.
  • Finish your drink if you get a Game Over on the last stage in 100 Mario Challenge.
  • Die on an easy level.
  • Accidentally jump past the flagpole or the giant gate at the end of a level.
    • Another sip if this gets you trapped and forces you to to restart or skip the level.
  • Find a dev path, i.e. an easy but well-hidden path that trivializes or allows you to bypass hard or impossible sections.
    • Another sip if it's in the usual form of invisible block(s) against the very left wall at the start of the level.
  • Down two whole bottles if you make a Platform Hell level just to be a prick.
  • Sadly take a sip if your level gets removed.
  • Get a first clear on a course.
  • Set a world record without getting the first clear.
  • Complete an automatic level by actually playing it rather than watching.
  • Get startled by a sound effect and die as a result.
  • Accidentally star a level you didn't like.
  • Clear an Event Course. Finish your drink if you unlock a Mystery Mushroom costume.

Super Mario Maker 2

  • The Master Sword/Hammer/Cat/Superball is used. Take another if the developer of the stage doesn't have a backup in case you lose it. Take yet another sip if you have to restart the level, because you have to finish with that power up.
  • A key needed to progress through a door is hidden inside a Boom Boom, Bowser, Bowser Jr. or any of the Koopalings.
  • Take a tiny sip if the level creator names a level for one of the four playable characters, but you aren't using that character when you begin playing it (e.g. "Luigi's Adventure" when you're playing as Toad).
  • Take a sip of a non-alcoholic drink if you come across a Refreshing level. Due to the vast number of these, anything alcoholic will see you suffering liver cirrhosis pretty quickly.
  • Take a sip if a level is an uploaded template level with little-to-no difference and there is at least one complementary stamp (e.g. “Good stuff!”). Take two sips if a comment calls them out on it, or if the uploader has disabled comments.
  • Take a sip if a level has either an unnecessary clear condition (for example, kill a Boom Boom, which contains a key needed to go through a door) or one that's impossible not to achieve (such as not taking damage in a level that contains no enemies, hazards, or powerups).

Course World

Take a sip when you encounter any of the following while playing (not creating):

  • Enemies or traps starting right next to Mario's starting position so that he dies if you don't instantly react.
  • A seemingly innocent door/pipe/path that leads to damage or instant death.
    • Take another sip if the laughing effect is used.
  • A forced game of "guess which pipe/door/path does not lead to instant death".
    • Another sip if the laughing effect is used when your guess is wrong.
    • Take another sip if there's a game of "guess which pipe/door/path does not lead to instant death" that you can just skip (like for example, the creator wants you to jump out of a Koopa Clown Car to play the game, but you can just fly past it instead).
  • Anything that can easily make a level Unwinnable by Design or by Unintentionally Unwinnable.
    • Another sip if the game laughs at you as the level becomes unwinnable.
  • A level that was clearly uploaded in an unfinished state.
  • Meaningless directions, e.g. an arrow pointing at a wall for no reason.
  • Directions that just tell you something obvious.
  • Directions that just lead you to death or danger.
  • A trail of coins that leads you to death or danger.
  • A vine that goes nowhere or goes past the intended destination.
  • Unreachable items, including those that will always fall or be destroyed before you can get them.
  • Unreachable ? blocks, including those in ? block clusters.
  • Unreachable enemies that can't harm you either.
  • Random winged enemies.
  • Random giant enemies.
  • Random giant, winged enemies.
  • Stacks of three or more enemies.
    • Another sip if the stack is taller than the screen.
  • Random enemy clutter / mindless enemy spam.
  • Mismatched themes, e.g. Podoboos appearing underwater for no reason.
  • A level that was apparently designed with an "everything but the kitchen sink" mentality, e.g. one containing fire bars, Munchers, winged Hammer Bros., ice, spikes, all the item types, skull platforms, conveyor belts, springs, note blocks, giant Piranha Plants, mushroom platforms and Goombas.
    • Take a second sip if there’s an Invincibility Star before the mass of enemies. And another one if the level turns out to be a Star Runner (a level with a mass of both enemies and Invincibility Stars).
  • A level in which you are forced to crouch and hop along a realllllllllyyy long and narrow corridor which you would zip through were you given the choice to remain as Small Mario.
  • A Shoot 'Em Up-type level.
  • A level that tries to tell a story.
    • Another sip if it tries to be dramatic or scary/creepy.
  • A level name or creator name in ALL CAPS, all lowercase letters or some other incorrect capitalization. Warning: this happens a lot.
  • A misspelling in a level name.
    • Take another drink if "Mario" is misspelled.
  • Something grammatically incorrect in a level name.
  • A level name or creator name with multiple question marks or exclamation marks in a row, or similar overuse of punctuation.
  • A level titled "My First Level" or something similar.
    • Another sip if visiting the creator's profile reveals it to be a lie.
  • A level titled "[friend or relative]'s First Level" or something similar.
  • A level with a Word Salad Title or Word Purée Title.
  • A level with a Non-Indicative Name, e.g. a calm Green Hill Zone-type level titled "Fire Frenzy" or "Underwater Adventure".
  • A level with a bland and uninspired name, e.g. a Goomba-themed level titled "Goomba World".
  • A level that's Exactly What It Says on the Tin, e.g. "Mario Jumps on Goombas (Automatic)" for an automatic level that consists of Mario jumping on Goombas.
  • A level name with any of these:
    • Anything describing its difficulty, e.g. "easy", "hard", "impossible"
      • Another sip if it's lying about its difficulty, e.g. "easy" or "simple" for a Kaizo-esque level, or "impossible" for a trivial "grab a star and run to the right" level. This also applies to unintentional difficulty e.g.  and lack thereof e.g. .
      • Or take that second sip if you find such a difficulty-titled stage in 100-Mario Challenge in a difficulty other than the one it claims to be in.
    • Anything implying incoming difficulty/frustration, e.g. "be careful", "good luck", "annoying."
    • A title telling you to "have fun" or "enjoy."
    • Any attempt to describe the quality of the level.
      • Another sip if the name brags about the quality of the level.
    • "mystery", "maze", "hidden", "puzzle", etc.
    • "chaos", "frenzy", "crazy", etc.
    • The name of the level creator, e.g. "Alice's Fire Level".
    • "test"
    • "course", "level", etc.
    • A version number.
      • Another sip if the version number is of the form 0.X, e.g. "Wiggler Jumping v0.5".
    • The name of a Mystery Mushroom costume, e.g. "Goomba's Revenge".
  • A level name or creator name containing a smiley or a hashtag.
  • A level name that's complete gibberish.
  • A level name that technically means something, but contains no useful information about what you can expect to see in the level, e.g. "1", "level 8", "some stuff", "Mario".
  • A level name that's a Shout-Out to something.
    • Another sip if it's completely unrelated to the level.
  • An automatic level. Another sip if...
    • the level's title does not identify it as such.
    • it's broken by enemies with random behaviors like Bowser or Hammer Bros.
    • it's easy and time-saving to play at least some part of it manually.
    • the level mostly consists of Mario riding moving platforms and/or conveyor belts with little or nothing else happening.
    • the level was seemingly made as an excuse to spam the sound effects, especially if it's the rave music one.
  • An "automatic" level that forces you to do something at an unobvious spot.
  • A level designed to play music.
    • Another sip if the level's title does not identify it as such.
  • A hold-right-to-win level or a borderline case where you have to do something else that's also very easy, like grabbing a star placed a block to the left of you, too.
  • A sample level with few or no changes.
    • Another sip if it's the sample level used for the game's tutorial.
  • An attempt to recreate an existing course from the Super Mario Bros. series or another series.
    • Another sip for every obvious inaccuracy that can't be blamed on Mario Maker's limitations.
  • A flagpole or a giant gate with an unreachable top.
  • A flagpole or a giant gate whose top is extremely easy to reach or even impossible to miss.
  • A SMW level that doesn't give you the chance to time your jump at the bar of the giant gate, e.g. by forcing you to blindly drop onto it.
  • A SMW level that damages/kills you if you mistime the jump at the bar of the giant gate.
  • Something that prevents Mario from entering the castle/door at the end of a level.
    • Another sip if he not only fails to enter the castle/door, but dies after the level is cleared.
  • A failed attempt to prevent Mario from entering the castle/door at the end of a level.
  • A flagpole or a giant gate underwater.
  • Something spelled out in bricks or coins. Another sip if...
    • It's misspelled or grammatically incorrect.
    • It's complete gibberish.
    • It has nothing to do with the level.
  • Something drawn with bricks, coins, items, etc.
  • A Bowser in a non-castle setting.
  • A Bowser Jr. in a level that is neither a castle nor an airship.
  • Multiple Bowsers or Bowser Jr.s in a level.
  • A long, forced battle with a giant Bowser or Bowser Jr.
  • A level that allows you to get many 1-ups with minimal effort.
  • An area with more items than you could possibly need, e.g. ten Fire Flowers in a room you're obviously only going to visit once.
  • A course that gives you no items, despite having no real reason to do that.
  • An obtainable, but worthless item, e.g. a mushroom in a course with no bricks to break and where the only dangers are bottomless pits and running out of time.
  • A choice between two or more items when one of them is clearly advantageous.
  • A course that gives you items after you would have needed them.
  • A hard-to-reach bonus area that only gives you a ludicrously small reward, e.g. a single coin, or nothing at all.
    • Another sip if you're punished for reaching the area, e.g. with a ? Block containing a Hammer Bro.
  • Coin spam.
  • Lots of spikes.
  • Lots of Munchers.
  • Lots and lots of springs.
  • Precision jumps based on springs and/or note blocks.
    • Another sip if you're dealing with springs bouncing on springs.
  • An unexpected hidden block placed to interrupt an important jump.
  • Excessive precision jumping on tiny platforms.
  • A situation where you are forced to sacrifice Yoshi in order to jump over a pit or lava.
  • An unexpected hidden block that contains a dangerous enemy.
  • A bunch of ? blocks, all of which contain enemies.
  • A block that contains a dangerous enemy.
  • A floor made of ? blocks.
  • Pointlessly ugly coin/block clutter.
  • A floor that's lumpy for no reason other than to annoy you.
  • A ridiculously flat level.
  • Free-floating, unblocked pipes, i.e. pipes with nothing connecting to the cutoff.
  • Lots of overlapping pipes.
  • Small floating platforms with no extension to the bottom of the screen.
  • Stuff randomly raining from the sky.
  • A Thwomp hidden offscreen.
  • A Lakitu hidden offscreen.
  • A Lakitu whose cloud is easily stolen and used to skip most/all of the level.
  • An easily available power-up, e.g. a Propeller Mushroom, that allows you to skip or trivialize a significant portion of the level.
  • An underwater level that can be skipped/trivialized by swimming above or below the action.
  • Another method of skipping/trivializing a level or a large portion of one.
  • An easy and extremely short level that can be completed in a matter of seconds even if you're not trying to speedrun.
  • A level with an overly short timer.
  • A level with an overly long timer.
  • A level with really fast autoscroll.
  • A course blatantly designed to show off someone's Mystery Mushroom costume(s).
    • Another sip if it pretends to show off many costumes, only to give you the same one(s) multiple times.
    • Another sip if there are many unavoidable/hard-to-avoid different mushrooms so you're forced to wait for many transformations.
    • Sip if you find out the Mystery Mushrooms are actually the default kind, so you're only getting random costumes you've collected.
  • An effect used for no reason.
    • Another sip if it's the rave or samba effect (warning: some of these levels could potentially destroy your liver).
  • The same effect used many times within a short amount of time.
  • A useless checkpoint, e.g. one placed at the beginning or just before the end.
  • A long and/or hard level without checkpoints, or whose checkpoints are useless.
  • A level that requires you to take damage immediately after hitting a checkpoint.
  • A level that requires you to exploit advanced glitches just to complete it.
    • Another sip if said glitches were patched in an update and the level hasn't been deleted yet.
  • A tedious and/or repetitive level.
  • A maze level where you have to find the right path through trial and error.
  • A large empty area.
  • A non-automatic level with a long forced wait, e.g. for a shell to bounce back and forth 25 times to destroy enemies that will otherwise inevitably kill you.
  • A creator uses the semi-solid platforms as scenery and they extend all the way to the top of the level, and you can jump or swim over them and get stuck on the ceiling.
  • An airship level/area that was made without taking the automatic vertical scrolling into account, for instance one with a low floor that tends to get hidden.
  • A pointless room.
  • Large amounts of pointless forced backtracking or going through the same area multiple times.
  • A door/pipe/path that sends you back just to troll you.
    • Another sip if the laughing effect is used.
  • Any instance of multiple "Ow!" sound effects that play in sequence being capped off with a "Woo!" sound effect.
  • A pointless door (not to be confused with reset doors).
  • A Leap of Faith.
  • A pixel-perfect superlong jump.
  • A meme.
  • Toilet Humour.
  • Something obscene.
  • Trolling not covered by any of the above.
  • A level with a world record of 99:59:99.
  • A level in which you are forced to take damage either in an automatic or manual level. Bonus points if you are forced to take damage more than once.
  • A level from a Japanese Maker. Take an extra drink if part of the title contains Gratuitous (if helpful) English.
  • A level where the only real difficulty is running out of time. (For instance, a level where you have to make platforms out of hidden ? blocks to advance, and have a time limit just short enough to accomplish the task if and only if you know what you're doing).
  • A course referring to certain things with unofficial or formerly-official terminology (I.E. "Mega Mushroom/Mario" instead of "Big Mushroom/Mario"note , "Kuribo's Shoe" instead of "Goomba's Shoe"note ).
  • A Japanese course with English text referring to characters by their localized names rather than their actual Japanese names (I.E. Toad instead of Kinopio).
  • You come across a NSMBU speedrun course with the same tricks and stunts as many NSMBU speedrun courses, such as:
    • Coins and/or blocks on the ceiling to indicate a triple jump.
    • A tight space to spin jump off of a mob of enemies in a row.
    • 2 or 3-block high sections where sideways springs are blocking part of the path.
    • A shell or POW Block you have to kick or throw immediately after getting it.
    • Pink Coins behind the springs.
  • Encounter a "Bowser In a Box" boss.
  • Sip a non-alcoholic drink of your choice if a level ends with a "THX" message. Playing the memetic THX Ltd. sound is optional.
  • Take a drink in sorrow if you encounter a "friendship"-type level where you partner with a mook to help get you through the level, and then said helpful mook gets killed for story purposes.
  • A Nostalgia Level version of a previous Mario game's level. Also applies to levels from games not represented by an embedded style in Maker or the sequel, such as Super Mario Bros. 2 or Super Mario Land (made easier in Maker 2 with the presence of the SMB2 Mushroom and the Superball Flower respectively).
  • A level uses tags that objectively do not apply to the level, such as "Auto-Mario" for a level that you have to manually play, "Short and sweet" for a Marathon Level, "Boss battle" for a level with no boss, or "Link" for a level that doesn't have the Master Sword or isn't in the SMB1 theme.
    • Take another sip if the creator has community tagging disabled, so you know they're the one who did it.
  • A level has both the "Multiplayer Versus" and "Single player" tags.
  • An On/Off speedrun. Take a tiny sip instead if that level segment is part of a larger level.
  • A Multiplayer Versus race level, especially if you're playing solo.
  • The Gusty Garden Galaxy music is placed on the player character, leading to you immediately seeing "Wii™" every time the level loads.
  • A tutorial level for any of the powerups that are either unlockable or were added after the game's launch.
  • A Link level set in the Forest theme.
  • A level in the SM3DW theme that consists of using all five of the hats introduced in version 3.0.0.
  • A Koopa Car has the Super Mario Kart music attached to it. If it's a copy of the title screen level with the car, you may ignore this.
  • All seven Koopalings are used in the same level, whether alone, in groups, or all at once.
  • A Super World uses the default World 1 layout.
  • A Super World has a path that leads to literally nothing, not even a decoration.
  • A Super World has a lone pipe without another to connect to.

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