
Creating a poison mushroom in *Super Mario Maker 2* is a clever way to add a unique challenge to your levels. While the game doesn’t include a poison mushroom as a direct item, you can simulate its effect using creative mechanics. One popular method involves using a red POW block to turn a regular mushroom into a harmful object. By placing a mushroom on top of a red POW block and ensuring it’s triggered at the right moment, Mario will shrink or take damage when he tries to collect it, mimicking the effect of a poison mushroom. This technique requires precise placement and timing but adds an unexpected twist for players, making your level more engaging and memorable.
| Characteristics | Values |
|---|---|
| Game | Super Mario Maker 2 |
| Object | Poison Mushroom |
| Function | Harms Mario by shrinking him if he is in Super form or kills him if small. |
| Creation Method | Place a Mushroom on top of a Poison Mushroom tile. |
| Required Tools | Mushroom, Poison Mushroom tile (unlocked via specific conditions). |
| Unlock Condition | Complete specific levels or challenges to unlock the Poison Mushroom tile. |
| Visual Appearance | Green mushroom with white spots, distinct from the red Super Mushroom. |
| Behavior | Acts as a harmful power-up when collected by Mario. |
| Compatibility | Works in all themes (Grassland, Desert, Snow, etc.). |
| Interaction | Can be placed on blocks, ground, or other surfaces for strategic use. |
| Level Design Use | Often used as a trap or challenge element in custom levels. |
| Player Awareness | Players must recognize the green color to avoid it. |
| Availability | Accessible in the game's editor after unlocking the Poison Mushroom tile. |
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What You'll Learn
- Choose Poison Mushroom Object: Select from the object menu in the editor
- Place on Safe Surface: Ensure it’s on solid ground or platforms
- Add Trigger Conditions: Use ON/OFF switches or keys for activation
- Combine with Enemies: Pair with Goombas or Koopa Troopas for challenges
- Test and Adjust: Playtest to ensure proper placement and functionality

Choose Poison Mushroom Object: Select from the object menu in the editor
To create a Poison Mushroom in Super Mario Maker 2, the first step is to Choose the Poison Mushroom Object from the editor’s object menu. Start by entering the course editor and navigating to the menu where objects are placed. The object menu is typically accessed by pressing the "X" button on your controller, which opens a grid of available items. Look for the Poison Mushroom icon, which resembles a green mushroom with white spots, distinct from the red Super Mushroom. It is usually found in the "Enemies" or "Items" category, depending on the game’s organization. Selecting this object is crucial, as it is the foundation for creating the Poison Mushroom mechanic in your level.
Once you’ve located the Poison Mushroom Object, highlight it and press the corresponding button to place it into your level. The editor allows you to position the Poison Mushroom anywhere on the stage, giving you creative freedom to design challenges or traps. Remember that the Poison Mushroom reduces Mario’s size when collected, so consider placing it in areas where players might accidentally or intentionally interact with it. For example, you could disguise it among regular power-ups or place it in a hidden block to surprise players. The key is to ensure the Poison Mushroom is visible and accessible, as its presence should be part of the level’s design.
After selecting the Poison Mushroom Object from the menu, you can experiment with its placement and interactions. The editor allows you to combine the Poison Mushroom with other elements, such as conveyor belts, springs, or enemies, to create unique scenarios. For instance, you could place it on a moving platform to make it harder for players to avoid, or pair it with a Piranha Plant to force players into a difficult choice. The versatility of the Poison Mushroom makes it a valuable tool for designing challenging and engaging levels. Always test its placement to ensure it functions as intended and adds to the overall gameplay experience.
It’s important to note that the Poison Mushroom Object is not just a static item; it can be manipulated in various ways within the editor. You can adjust its position, stack it with other objects, or even use it in conjunction with on/off switches to create timed challenges. For example, you could place a Poison Mushroom behind a door that opens only when a player activates a switch, adding an element of strategy. By mastering the selection and placement of the Poison Mushroom from the object menu, you can craft levels that are both creative and demanding, keeping players on their toes.
Finally, after selecting the Poison Mushroom Object from the menu and placing it in your level, take the time to refine its role in the overall design. Consider how it fits into the theme of your stage and whether it aligns with the difficulty you’re aiming for. The Poison Mushroom is a powerful tool for introducing risk and reward mechanics, so use it thoughtfully to enhance the player’s experience. By carefully choosing and implementing the Poison Mushroom from the object menu, you can create memorable and challenging levels that stand out in Super Mario Maker 2.
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Place on Safe Surface: Ensure it’s on solid ground or platforms
When creating a poison mushroom in Mario Maker 2, one of the most critical steps is to place it on a safe surface, specifically solid ground or platforms. This ensures that the poison mushroom functions as intended and doesn’t accidentally fall into hazards or become inaccessible to players. Start by selecting the poison mushroom from the item menu and carefully choosing its location. Solid ground, such as flat terrain or stable platforms, is ideal because it prevents the mushroom from being knocked over by enemies, moving objects, or Mario’s actions. Avoid placing it on slopes, conveyor belts, or shaky surfaces, as these can cause the mushroom to shift or fall, disrupting your level design.
To ensure the poison mushroom remains on a safe surface, consider the surrounding environment. For example, if you’re placing it in an open area, make sure there are no nearby enemies or projectiles that could knock it off its platform. Similarly, if the mushroom is near a moving platform, ensure the platform’s movement doesn’t cause the mushroom to fall off. Test the placement by playing through the level yourself to confirm that the mushroom stays securely in place. If it moves or falls, adjust its position or the surrounding elements to create a more stable foundation.
Another important aspect of placing the poison mushroom on a safe surface is considering the player’s path. Position the mushroom in a spot where Mario is likely to encounter it naturally, but ensure the surface beneath it is solid and reliable. For instance, placing it on a narrow, shaky bridge might seem tempting for added challenge, but if the bridge collapses or moves unpredictably, the mushroom could be lost. Instead, opt for a wide, stable platform or a flat section of ground where the mushroom can remain stationary and visible to the player.
If your level includes vertical sections or elevated platforms, double-check that the poison mushroom is placed on a surface that won’t cause it to fall during Mario’s ascent or descent. For example, if the mushroom is on a high ledge, ensure there’s no risk of it being bumped off by jumping enemies or moving obstacles. You can also use semi-solid platforms to create a safe surface, but be cautious—if Mario can pass through the platform from below, the mushroom might fall through as well. Always prioritize surfaces that are fully solid to avoid unintended behavior.
Finally, when placing the poison mushroom on a safe surface, think about the overall level design and aesthetics. While functionality is key, the mushroom should also look like it belongs in its environment. For instance, if your level has a grassy theme, place the mushroom on a patch of solid ground that blends with the scenery. Avoid surfaces that seem out of place or awkward, as this can detract from the player’s experience. By combining practicality with visual coherence, you’ll create a poison mushroom placement that is both effective and immersive.
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Add Trigger Conditions: Use ON/OFF switches or keys for activation
In Mario Maker 2, creating a poison mushroom with trigger conditions using ON/OFF switches or keys adds an interactive layer to your level design. To start, place the poison mushroom in a location where it’s not immediately accessible to the player. This could be behind a wall, on a platform, or in a hidden area. Next, introduce an ON/OFF switch or a key that the player must interact with to activate the mushroom. For example, place an ON/OFF switch on the ground or a key in a visible area, ensuring it’s within the player’s reach but requires some effort to obtain.
Once the switch or key is in place, use the game’s trigger system to link it to the poison mushroom. Select the switch or key and assign it a trigger condition that activates the mushroom when flipped or collected. For ON/OFF switches, set the mushroom to appear or become active only when the switch is in the "ON" position. For keys, ensure the mushroom is locked behind a door or barrier that requires the key to unlock. This creates a clear cause-and-effect relationship between the player’s action and the mushroom’s activation.
To enhance the puzzle or challenge, consider adding multiple switches or keys that must be activated in a specific order. For instance, place two ON/OFF switches in different locations, requiring the player to flip both to activate the poison mushroom. Alternatively, use a combination of keys and switches, where collecting a key unlocks a door that leads to a switch, which then activates the mushroom. This layered approach increases complexity and encourages players to think strategically.
When designing the trigger conditions, ensure the player has a clear visual or auditory cue that the mushroom has been activated. For example, use transparent blocks or a question mark block to hide the mushroom until the condition is met. You can also add sound effects or visual indicators, such as a flashing effect, to signal that the mushroom is now active. This helps players understand the mechanics and prevents confusion.
Finally, test the trigger conditions thoroughly to ensure they work as intended. Play through the level multiple times, experimenting with different sequences of activating switches or collecting keys. Make adjustments if the mushroom doesn’t activate reliably or if the puzzle feels too easy or frustrating. Balancing the challenge is key to creating an engaging and fair experience for players. By using ON/OFF switches or keys for activation, you can craft a poison mushroom mechanic that is both interactive and rewarding.
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Combine with Enemies: Pair with Goombas or Koopa Troopas for challenges
In Mario Maker 2, creating a poison mushroom and combining it with enemies like Goombas or Koopa Troopas can add a unique layer of challenge to your levels. Start by placing a poison mushroom on the course using the item menu. This mushroom, when touched by Mario, will shrink him down to his smallest form, making him more vulnerable to hazards and enemies. To maximize its impact, strategically place the poison mushroom in areas where players are likely to grab it out of habit or necessity, such as right before a difficult jump or in a narrow pathway.
Pairing the poison mushroom with Goombas can create an immediate threat. Once Mario is shrunk, place a cluster of Goombas nearby to capitalize on his weakened state. For example, position the poison mushroom just before a small gap that Mario must jump over, and place a Goomba on the other side. This forces players to make a precise jump while in a vulnerable state, increasing the difficulty. You can also place Goombas in a pattern that requires Mario to navigate carefully, ensuring that even a slight mistake results in a hit.
Koopa Troopas offer a different kind of challenge when combined with the poison mushroom. Since Koopa shells can be used as weapons or platforms, place a Koopa Troopa near the poison mushroom to add an extra layer of strategy. For instance, shrink Mario with the poison mushroom and then require him to jump on a Koopa Troopa to obtain its shell. This shell can then be used to clear a path or defeat other enemies, but the player must act quickly before the shell disappears. Alternatively, place a Koopa Troopa in a position where its shell rolls toward Mario, forcing him to dodge or use it to his advantage while in his weakened state.
To further enhance the challenge, combine both Goombas and Koopa Troopas in the same area as the poison mushroom. Create a gauntlet where Mario must navigate through a mix of these enemies immediately after shrinking. For example, place a poison mushroom at the start of a narrow corridor, followed by alternating Goombas and Koopa Troopas. This forces players to think quickly about whether to jump over, stomp, or use shells to clear the path. The combination of enemies ensures that players cannot rely on a single strategy, keeping them on their toes.
Finally, consider adding environmental hazards to complement the poison mushroom and enemy pairings. For instance, place the poison mushroom near a pit or over a bed of spikes, with Goombas or Koopa Troopas positioned to push Mario toward the danger. This creates a high-stakes scenario where players must react instantly to avoid losing a life. By thoughtfully combining the poison mushroom with enemies and hazards, you can craft levels that test players' skills and creativity in Mario Maker 2.
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Test and Adjust: Playtest to ensure proper placement and functionality
Once you’ve designed your level with the poison mushroom in Mario Maker 2, the next critical step is to Test and Adjust to ensure its placement and functionality work as intended. Start by playing through the level yourself, focusing on the area where the poison mushroom is placed. Pay attention to Mario’s movement, the timing of the mushroom’s appearance, and how it interacts with other elements in the level. Does it spawn at the right moment? Is it easily avoidable or does it pose a genuine challenge? If Mario shrinks unexpectedly or the mushroom fails to trigger, revisit the setup and ensure the poison mushroom is correctly linked to the trigger (e.g., a P-Switch or a specific block).
During playtesting, observe how the poison mushroom affects the player’s experience. Is it too punishing, or does it add a fun layer of difficulty? If the mushroom is placed in a way that feels unfair—for example, if it’s hidden or impossible to avoid—adjust its location or the surrounding obstacles. Consider adding visual cues, like a flashing block or a warning sign, to signal its presence without compromising the challenge. Remember, the goal is to create a memorable obstacle, not a frustrating one.
After your initial test, invite others to playtest your level. Watch how they interact with the poison mushroom and listen to their feedback. Do they notice it in time? Are they able to recover after being hit, or does it lead to immediate failure? If multiple players struggle with the same issue, it’s a sign that adjustments are needed. For example, if players consistently miss the mushroom’s placement, consider making it more visible or moving it to a more intuitive location.
Iterate on your design based on playtest feedback. If the poison mushroom is too easy to avoid, experiment with adding moving platforms, enemies, or other hazards to increase the pressure. Conversely, if it’s too difficult, reduce the number of surrounding obstacles or provide a power-up nearby to balance the challenge. Test each adjustment thoroughly to ensure the changes improve the overall experience.
Finally, test the level on different difficulty settings if applicable. A poison mushroom that works well in a beginner-friendly level might be overwhelming in a super expert stage. Adjust its placement, timing, or surrounding elements to match the intended difficulty. By continuously testing and refining, you’ll ensure the poison mushroom functions as a well-integrated and enjoyable part of your Mario Maker 2 level.
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Frequently asked questions
Poison mushrooms are not a default feature in Mario Maker 2. However, you can simulate their effect by using a mushroom power-up followed by a harmful element, such as a POW block or a spike, to "poison" the player after they collect it.
Yes, you can create a setup that mimics a poison mushroom by placing a mushroom power-up near a hazard, such as a Thwomp or lava, so that the player is immediately damaged after collecting it.
No, there is no official poison mushroom item in Mario Maker 2. You’ll need to use creative level design with existing tools to achieve a similar effect.
























