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Definitions by Abarbarea

A Key Death is a situation in Super Mario Maker where a key that opens a door doesn't get saved once obtained if the player dies, literally, the player dies with the key.

For instance, given the circumstance that a player collects a total number of red coins to obtain a key, the progress that the player makes while obtaining them can be saved through checkpoints, but once the key is obtained, the game does not allow the player to respawn the key once they revive after dying, losing both the key and the progress made through the coins, making the player have to recollect the coins once again.

Key deaths are an inherent risk to the game itself, as the player can always die regardless of having obtained either the coins or the key itself due of the nature of the game, but key deaths can be used as a troll element as well, creating a situation where the player loses all their progress.
I can't do anything... it was a key death! Keys don't save! I have to do it all over again!
Key Death by Abarbarea August 14, 2019
X=9 (X equals 9) is a glitch associated with Super Mario Maker and Super Mario Maker 2 where assets placed in the 9th horizontal tile from the left behave differently than in other tiles in the grid. The grid tends to recur in multiples of nine in the grid, such as in the 129th horizontal tile, which exhibits similar properties.

The most common glitch is clipping through solid assets (like question blocks or walls) when bumped from underneath.
Ok, let's see what's in this question block, maybe it's a mushr... What the hell just happened? Did I just clip through the wall? Is this X=9?
X=9 by Abarbarea July 5, 2019

Anti-softlock 

An anti-softlock is a resource used to prevent or get out of an apparent softlock in a videogame (which has been put there by design). It provides the player with a way out of the designed softlock by providing an exit or a way to kill their character in order to return to a previous save state.

Unlike softlocks, anti-softlocks are placed by design and are not effective in true softlocks from by faulty design, death on spawn, spawning inside a wall, or a game autosaving right the instant before you die.
Gamer: "Oh, shit. Where's the anti-softlock? How do I kill myself?"
Anti-softlock by Abarbarea June 27, 2019

Dev Door 

A Dev Door (or Developer Door) is a level creator resource in the Super Mario romhacking community, and in the Super Mario Maker community intended to provide a more prompt and direct access to sections of a level of considerable length that are intended to be reached through the regular route in the final product. Mainly used during the developing stages of a level, Dev doors allow the editor to reach a part of the level that would otherwise take a long time to reach if they play the level from the very start point.

Dev doors became a necessity in Super Mario Maker in particular, as the game only allows for two checkpoints per level, while doors are unlimited. Ideally, dev doors should be removed, or hidden at the very least, before the level is published, and the presence of a dev door in a published level indicates a lack of oversight and polish by the level creator.
Huh, this creator left a dev door on his level... you gotta pay attention!
Dev Door by Abarbarea April 5, 2019

Twice Twice 

Twice Twice is a term to describe a troll level design in Super Mario Maker and in other Mario game romhacking where the assets of two or more sections of a level are superficially the same, but upon accessing them, it has different features like pipes and doors that are rendered inaccessible, new hidden traps and enemies, question blocks that yield enemies rather than power-ups, all that are not immediately apparent at first glance.

As such, this might make the player unable to run through the new section using the methods employed for the old one, and cost them time and lives while tracing the new course. Because of its ambivalent nature, the Twice Twice can make the player assume two things: first, that the level sent them to square one (see CP1), or second, that the level is indeed different and that they should tread carefully.
Is this Twice Twice? It better be, because I'm not doing this again!
Twice Twice by Abarbarea March 6, 2019