List of Super Mario Maker 2 glitches

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This is a list of glitches from Super Mario Maker 2. All names are conjectural unless otherwise specified.

Audio

Silent Note Block

If an element bounces off a Note Block overlapping the surface of a semisolid in a 2-tile high space, the Note Block will not make any sound.[1]

Simultaneous Key Door sounds

As of version 3.0.0, the sound effects for unlocking and entering a Key Door in the Super Mario Bros. style in single-player incorrectly play at the same time when the player unlocks one, making it appear as if no sound is made when they enter the door.

Spike Block sound glitch

In the Super Mario 3D World style, if the player pauses right as an ON/OFF Switch is activated, the sounds of the activated and deactivated states of Spike Blocks will overlap each other continuously for a short time.[2]

Freezes

Pipe softlock

If the player enters a Warp Box and then enters a Warp Pipe with block next to it, they will be stuck in the pipe. The player cannot perform any actions while in this state, including exiting the course, forcing them to restart the game.[3]

Slope softlock

If the player falls into a 1-tile wide corridor with a slope at the bottom, they will be unable to leave it, forcing the player to restart the course.[2]

Sprite overflow freeze

In the game, there is a sprite limit of 1,024. Normally, this impossible to achieve with most entities as one cannot spawn more than 100 entities at once. However, this does not apply to Winged Coins. As such, if one were to create a contraption resulting in 1,024 Winged Coins being spawned simultaneously, the moment another entity is spawned, the sprite limit overflows and the game freezes.[4]

Wiggler hardlock

If the player bumps a Wiggler from underwater, the game will freeze, but the music will continue to play as normal. The only way to fix the glitch is to restart the game.[5]

Graphics

Broken fall animation

If the player is hit by a Snowball while in a Goomba's Shoe and then collects a Big Mushroom or Frog Suit, part of their body will clip through the shoe.[6]

Broken pipe warping

In multiplayer, if one player overlaps a Warp Pipe that teleports the player with another pipe, has another player place the initial pipe inside of the new pipe, and removes both pipes, a pipe will appear in the bottom left corner of the screen. If the player drags the pipe so that it is off-screen, places another pipe over it, and links it to the sub-area, when entering the pipe, the player will warp through the first pipe instead.[6]

Broken terrain

If the player passes a Checkpoint Flag in an Airship-themed sub-area and then dies, when returning to the overworld, the terrain will become disconnected from the starting and ending areas, likely due to the terrain connection using the one for the Airship theme instead of the one for the chosen theme.[7]

Dark level lighting glitch

If the player has the maximum number of Boo Buddies fall onto a single Track in a nighttime underwater or Ghost House level, the screen turns completely dark.[8]

Frozen arms

If the player picks up an item and a Power-Up right after throwing another player, their arms will be frozen in the holding animation.[7]

Incorrect element layering in pipes

If one player drags an element over a Warp Pipe while another places their character in the pipe, the element will be layered incorrectly.[6]

Incorrect menu

If one player selects a Block and another element with a menu while another selects a different element and opens its menu for, the menu for the previous element will be displayed instead of the one for the current element.[6]

Incorrect Ninji ghosts

If the player starts a Ninji Speedruns course with ghosts enabled, turns the ghosts off, loads a different course, turns the ghosts on again, closes and reopens the menu, and selects "Start Over," the game will load the data from the previous course instead of the current course.[9]

Incorrect player pipe exit position

In multiplayer, if a player has a form change right after exiting a Warp Pipe, the other players will briefly appear over the top-right corner of the pipe for a split-second.[1]

Overlapping Snake Block

If the player makes a Snake Block travel in a path that is behind it and then makes it longer from behind, it will overlap itself.[8]

Pipe death glitch

If the player dies when trying to exit a blocked pipe while wearing a mask or block, part of their body turns transparent.[7]

Wiggler texture glitch

If the player has a Yoshi lick an Angry Wiggler while entering a Warp Pipe, its head changes to yellow and its flower reappears, similar to its normal form. This does not occur with Big Wigglers.[7]

Physics

NOTE: These glitches result from how Mario and/or other characters and objects interact with the world.

Big player wall jumping

Normally, in the Super Mario Bros. style, the player is unable to jump from walls. However, if they press A Button in their big form while crouching after exiting a door that teleports them in midair and next to a wall, they will be able to jump from the wall.[10]

Bob-omb clipping

If a Thwomp hits a Bob-omb on a slope from a One-Way Wall, it will not destroy the Bob-omb as it normally would; it clips through it.[2]

Boo clipping

If a Boo is moving while attached to another enemy, it will clip through other Boos.[8]

Bumper super jump

If a player is in their cape form and descends down onto a Bumper while spinning their cape at the same, they will jump higher than normal.[11]

Fast cannon

Cannon Hyperspeed Glitch.
The setup

The player needs to build the setup as shown. When the player hits the ON/OFF Switch, the cannons will move very quickly to the left.[12] This works because the Frozen Coin will melt and the Muncher will move the cannon to the adjacent one. The top cannon will hold the two together, and when the Fire Bar falls down when the block is not solid, the setup will move very fast. Using an object to hit the setup upwards while it is moving horizontally, the player can make the setup move diagonally.

Fast enemies between slopes

If the player places Bowser between two gentle slopes in the Super Mario World or New Super Mario Bros. U style, he will move faster than normal when chasing them.[13] This also happens with Junior Clown Cars in the New Super Mario Bros. U style if Bowsers or Thwomps are placed in them, as well as Thwomps in the Super Mario 3D World style.

Fast projectiles glitch

If the player shoots a projectile right as they enter a Goomba's Shoe from the opposite direction, they will shoot it faster than normal.

Hidden Block clipping

Normally, when the player approaches a Hidden Block from underneath, the Block turns visible and has its collisions enabled for all sides. However, if the player crouches while jumping from a Yoshi, they will clip through the Block.[10]

Item clipping through Blocks

If the player places a P Switch, POW Block, or Trampoline two tiles away from a stack of a minimum of two winged Hard Blocks or three tiles away from soft Blocks, the item will clip inside the Blocks, and if the player is able to collect the item, they can fall through the Blocks.

Piranha Creeper momentum gain

After the player slides down a Piranha Creeper, they can move faster than normal in the direction they were sliding in.[13]

Semisolid clipping

If the player collects a Power-up that makes them larger in any style except the Super Mario Bros. style while holding a vine in a small space, they can clip through semisolid blocks.[13] This can also happen with Semisolid Platforms if Donut Blocks fall onto them.[14]

Thwomp Hidden Block invincibility

If a Hidden Block turns visible when a Thwomp is in motion, the Thwomp will not be defeated like normal.[2]

Trapping elements in pipes

If the player dies in a Clear Pipe, the element they are holding will become frozen in the pipe.[10]

Vine stuttering

In multiplayer, if one player tries to climb a Vine where another player is at, they will be repeatedly trying to grab it but not actually be successful.[2]

Scripting

NOTE: These glitches abuse interactions that cause objects or displayed information to perform unintended behaviors.

Black hole

Warning! Performing these actions may corrupt your game's save file.

In the game, enemies and items are considered as empty space when they are placed in an object. As such, in the Super Mario 3D World style, if the player horizontally stacks pipes and fills them with any enemy until reaching the chosen enemy's part limit, vertically stacks pipes with Coins until they reach the object limit, removes the enemies from their pipes, deletes the pipes, and rewinds, the enemies will appear horizontal as though they were in pipes, causing the game to interpret them as empty space, allowing the player to overlap them on each other, forming a black hole.[15]

This also occur if the player overlaps a ? Block and a track in a 2-dimensional style, places a Coin in the Block, drags the track until it is removed, saves the course, and creates a new file in the same slot, repeats the process if the initial style is not the Super Mario 3D World style, and rewinds when obtaining said style, causing an invisible track to appear. When obtaining said element, if the player drags the track until reaching the part limit, removes two tracks, places a track with a Big Thwomp, drags the track to remove it, and duplicates the Thwomp until reaching the part limit, the black hole will be formed.[16]

The glitch also occurs in other styles if the player places tracks with items on them or tracks until they reach the object limit, removes one or two of them, places another track with a Big Thwomp, copies one of the tracks an item on them, and drags the track with the Thwomp until it is removed, rewinds it, and duplicates the Thwomp until reaching the part limit.[17][18]

Due to the game interpreting the enemies as empty space, elements can be overlapped on each other and terrain does not connect like it normally would. Because the game is unable to remove empty space through rewinding, the glitch can also be used to clone elements, import them between 2-dimensional and 3-dimensional styles, and place elements in ways that are normally not possible by placing them into the space.[19] If the player saves the level while the glitch is in effect, it will be corrupted, resulting in it being deleted once the player enters the Coursebot menu.

Giant Clown Car

If the player places a Bowser in a Junior Clown Car places Bowser in the black hole, and then rewinds, the Clown Car will be larger than normal. This also occurs with clouds.[20]

Invisible Block

If the player places a Swinging Claw with a Coin, places another Swinging Claw, removes it, duplicates the first Swinging Claw, places the duplicate in the black hole, and rewinds, a Swinging Claw appears with a Coin in it. If the player places the Coin on the Swinging Claw in the black hole, it will be slightly off-centered and unable to be collected. If the player places a Block on above the glitched Coin and throws a POW Block, the Block will turn invisible; however, any interactable Blocks will turn visible again when interacted with. This does not occur with Snake Blocks. If no block is placed above the Coin, the space above will turn into another Coin.[21]

Breaking Blocks from side

If the player collects a Spiny Shell and enters a Goomba's Shoe, they will be able to break Brick Blocks from the side.[8]

Broken Cannon Box

Thwomp Hyperspeed setup
An example setup for the broken Cannon Box glitch

If the player sets up a course in a way that two Thwomps collide with each other from the sides without completely fusing with each other and tries to use a Cannon Box on them, they will be unable to shoot, as the cannonball immediately explodes. This does not affect charged cannonballs.

Carrying elements through pipes as SMB2 Mario

Normally, if SMB2 Mario tries to carry an element through a Warp Pipe, it will disappear. However, if he collects a SMB2 Mushroom and another Power-Up simultaneously while carrying an element, he will be able to carry it through pipes.[21]

Clawlick glitch

If the player uses a Yoshi to lick an enemy or item as it is grabbed by a Swinging Claw, the game will interpret the item as being inside and outside its mouth simultaneously, creating an invisible item. If the element is a Power-Up, the player will collect the Power-Up instead of it entering the Yoshi's mouth.[22]

Cloning elements

Warning! Performing these actions may corrupt your game's save file.

In multiplayer, if one player places a track with an element on it and another element while the other player holds the track, selects the track, its element, and the other element, selects the other element, adds a sound to said element, selects the sound and the element, and duplicates the sound, the element will be duplicated with the sound.[23] If the amount of any element exceeds its limit, the level will be corrupted. This can also occur by performing the black hole glitch. POW Blocks, P Switches, and Trampolines can also be cloned if the player uses a Yoshi to lick an enemy or item as it is grabbed by a Swinging Claw.[22] This does not cause corruption, as the clone is removed when the player switches to the editor.

Combining a shell while in balloon form

Normally, it is not possible to combine a shell with their character in their balloon form, but if one player drags a Power Balloon to a character while the other player has the options for the character opened open, they can bypass this restriction.[7]

Disabled fire power

In the Super Mario Bros. 3 and New Super Mario Bros. U styles, if the player loses a Dry Bones Shell while in fire form and collects a Super Star, if they attempt to shoot fireballs in midair, they will be unable to shoot them and part of their lower body disappears, likely due to the game thinking that the player is still inside of the shell and the fireballs coming from their lower body. If the player is playing as Mario or Luigi in the New Super Mario Bros. U style, their lower body does not disappear; instead, they appear to be sitting down when they attempt to shoot.[7]

Entering partially blocked pipes

Normally, the player is unable to enter a partially blocked Warp Pipe, but if a Trampoline is near the pipe, they will be able to enter it. This does not work with the Super Mario 3D World style due to the fact that Trampolines do not overlap the terrain.[10]

Flying in shell

Normally, if the player is in their flying squirrel form, they are unable to fly while in a Dry Bones Shell. However, if they are hit by a Snowball in midair, they can fly while inside the shell.[7]

Frozen Lava Bubbles

If Lava Bubbles are spawned under Poison or Lava, when the liquid lowers, they will rise up to the level and become frozen in place.[21]

Frozen Lemmy

If the player jumps on Lemmy right after using an object that teleports them to another area and makes him go off-screen, Lemmy will be frozen in place until he is hit again.[10]

Goomba behavior quirks

In the Super Mario 3D World style, if a Magikoopa turns a Block into a Goomba, the Goomba will move faster than normal and will not respond to the player getting close to it like other Goombas, likely because the game fetches the data for Goombas in 2-dimensional styles instead of the correct data.[7]

Impossible clear condition

If one player places an element into a Lakitu's Cloud while another opens the menu for the Cloud and selects the empty Cloud, the element will be removed from the course, but its removal will not be reflected in clear conditions, resulting in the clear condition becoming impossible.[6]

Level importing

Warning! Performing these actions may corrupt your game's save file.

In any 2-dimensional style, if one player overlaps a Warp Pipe over another pipe, has another select the pipe and the element, changes the style to Super Mario 3D World, and rewinds, the level will appear in the style.[6] However, this also results in the level becoming corrupted, resulting in it being deleted once the player enters the Coursebot menu.

Poison and lava invincibility

Normally, when the player lands in poison or lava, they die. However, if the player is between a Note Block and a One-Way Wall, they will be immune to the hazards.[7]

Simultaneous death and completion

If the player throws another player close enough to a Goal Pole or Axe and causes said player to die, the player will die as normal, but will end up completing the course regardless.[7] The inverse can happen if the player touches the Goal Pole or Axe right as the timer runs out, where the player will receive the rewards for completing the level, but will end up dying regardless.[10]

Track teleportation

If the player creates a track with a switch controlled by an ON/OFF Switch and lures the enemy or item towards the ground, they will be teleported to the other track.[24]

Transition lag

When playing in multiplayer, if a player collects a Power-Up and drops the item they are holding right as they enter a Warp Pipe, they do not actually go into the pipe, but the sound of them entering the pipe can still be heard, and shortly after, both players are teleported to the sub-area as though said player did enter the pipe. When they reach the sub-area, the affected player exits the pipe twice. Because of this, in the New Super Mario Bros. U and Super Mario 3D World styles, if said player dies right as they exit, their death animation will be interrupted, allowing them to keep their Power-Ups they had before their death. If the player appears inside of an object, they will have no collision and will fall through the ground. If the player's exit is blocked, they will briefly appear to be layered outside of the Pipe instead of inside it.[21]

The player's character behaves abnormally after triggering the glitch:

  • If the player presses A Button repeatedly when they leave water, they will be able to fly in midair while their character becomes frozen in the animation they had when they exited the water. Because of this, if they use a Power-Up that allows them to shoot projectiles right as they leave the water, they will be shooting it repeatedly until they stop pressing A Button. Because of this, the following behaviors can occur:
    • If they have a form change that would normally prevent them from shooting projectiles, they will be shooting fireballs until they stop pressing A Button. However, if they change into Link or their balloon form, they will stop shooting projectiles.
    • If a form change occurs that results in them shooting a different set of projectiles, they will be shooting these projectiles instead.
  • If the affected player lands on another player, they will be stuck to the other player. This can be fixed by the other player separating the player using a raised platform.
  • Due to the interruption of the death animation, the player is not respawned as usual. This means that the number players decreases when they die but does not increase, causing the number of players to be offset by one, meaning that the number of players that have to die for the level to be considered a failure decreases by one each time the glitch is performed.
  • If the affected player enters an object that teleports them to another area, they will end up becoming stuck inside the object, preventing any actions from being performed and locking the camera to the area, preventing other players from leaving the area without the use of an object that teleports them to another area. If the object that they entered is a Warp Door, the door will become stuck in its open animation. This can also happen with other doors after a different player uses one.
  • Enemies do not react to the player like they otherwise would. The player can still interact with them as usual, but if they stomp on them, they will pass through them in the process.
  • If the player takes damage while riding a Yoshi, they will remain in the seated position until they jump, drop, or have another form change.
  • The player is not launched when hitting a Note Block, Spring, or Bumper, and Swinging Claws do not pick up the player like they normally would.

The game returns to normal if an unaffected player uses an object that results in the players teleporting; however, this can be bypassed by an unaffected player having a Yoshi lick the affected player.

This glitch used to occur if the player collected a Power-Up when entering a door; however, as of version 3.0.2, this has been fixed.

Post-finish movement

Normally, when the player touches a Goal Pole, the player's actions are disabled. However, by performing the pipe lag glitch with a Warp Pipe that leads to the Goal Pole, the player's actions will not become disabled, allowing them to move their character after finishing the course.[7] This was also possible if they collected a Power-Up that caused a form change right as they entered a door that was located next to the Goal Pole; however, as of version 3.0.2, this method has been fixed.[13]

Due to the game being in its post-finish state, some course elements behave abnormally:

  • Objects that teleport the player to another area cannot be used.
  • Objects that usually respawn after being destroyed do not reappear.
  • The player can still collect Power-Ups and Coins; however, the game will not reflect them collecting said items. This means that if a Power-Up that would normally cause a form change will not transform the player into the respective form, meaning the player is stuck in the form that they are in until the course ends. However, the player can still collect masks and boxes.
  • Due to the fact that enemies disappear when the level is complete, if a player tries to spawn one through a ? Block, they will not appear.
  • If the player climbs a Tree with a hidden item inside of it, they will not be able to retrieve the item.
  • Due to the timer freezing when the player reaches the finish, if a P Switch is activated at this time, its effects will last until the course finishes.
  • Blinking Blocks and Track Blocks will remain frozen in the position they had when the player reached the finish, while ON/OFF Switches cannot be switched from the setting that it was on when the player finished.

Time freezing

When a player uses an object that causes them and any other players to teleport, the game freezes most of the elements in the course and disables of all the player's actions. These are usually reset when the player reaches the next area. However, if the player performs the pipe lag glitch and has a form change right when they exit the pipe, the game is set to the state while they were in the pipe but is not reset, leaving most of the elements frozen and the player's actions disabled. With the exception of Coins, interactions are also disabled, meaning the player is unable to collect Power-Ups if they touch them and is invincible to all damage.[7] This also happened if the player collects a Power-Up that causes a form change right as they enter a door and has another form change right as they exit; however, as of version 3.0.2, this has been fixed.[24]

If the player collects all of the Pink Coins in the course, they will not be given a Key like they normally would.

Patched glitches

NOTE: As of these patches, performing these glitches is impossible.

Background shifting

If the player enters a door in a sub-area that is blocked on the other side at the same time that they collect a Power-Up, the background will change back to the ground theme while the player spawns in the bottom left corner of the screen. If the player climbs high enough, the background blurs while elements will create frames but not remove them, resulting in a digital artifact. In the Super Mario 3D World style, reaching said height will not cause a digital artifact. However, if the player opens and closes the menu, the colors of background will disappear, resulting in a negative image. This glitch most likely occurs because the ground theme is the default theme in Super Mario Maker 2, with the background blurring and digital artifacts being the result of the game using the horizontal variant of the theme instead of vertical variant.[20] If the glitch is performed in the editor, the game will freeze instead.[25] As of version 3.0.2, this has been fixed.

Ceiling sticking

If the player collects a Cape Feather, runs on a Conveyor Belt, bounces off a Note Block and hits a Bumper, the player will stick to the ceiling while flying and gliding with their cape. As of version 3.0.2, this has been fixed.[14]

Chain Chomp glide

If the player places a Chain Chomp in an empty area and makes it turn around to bounce on a Note Block close to the ceiling, the Chain Chomp will fall slower than normal. This also occurs with Munchers with a Buzzy Shell and a Trampoline, but they move along the ground instead. As of version 3.0.2, this has been fixed.[11]

Crouching while holding an item

In the New Super Mario Bros. style, it is normally not possible to carry an item while crouching. However, if the player spins onto a downward-facing One-Way Wall while holding an item, they will be crouching with the item. As of version 3.0.2, this has been fixed.[7]

Fast Koopa Troopa

If the player stomps on a Koopa Troopa and drops the shell right as it wakes up, the Koopa Troopa will move faster than normal. As of version 3.0.2, this has been fixed.[24]

Floating background tiles

If the player duplicates a background tile that is wider than two tiles and a tile other than terrain below and places the duplicate in a way that the other tile is underneath the initial background tile, when they remove it, it will appear to be partially floating in midair. As of version 3.0.2, this has been fixed.[11]

Floating licked player

If a player has a Yoshi lick another player when they are about to touch a Goal Pole or Axe, they will be floating in midair. As of version 3.0.2, this has been fixed.[7]

Flying Cat Luigi

If Cat Luigi hits a wall surrounded by terrain, he appears to fly upward while his actual position is unaffected. As of version 3.0.2, this has been fixed.[13]

Flying Yoshi

If the player places a Yoshi on a downward One-Way Wall and bouncing on a Note Block, when lava reaches it, it will launched upward and descend slowly back into the lava. When this glitch is in effect, the player is unable to mount the Yoshi due to the game interpreting it to be defeated. This was fixed in version 1.2.0.[24]

Flying Thwomp

If the player places a Thwomp moving towards a Buzzy Shell, when it bounces off a Note Block, it will fly upwards until it is hit by another Buzzy Shell. As of version 3.0.2, this has been fixed.[14]

Hidden Block with collision

If the player hits a Hidden Block with a Vine inside of it and then enters a door, the Block will still be invisible, but its collision is enabled. As of version 3.0.2, this has been fixed.[14]

Holding items while inside shell

Normally, the player is unable to hold items while in a Dry Bones Shell; however, if the player grabs an item right as they enter the shell, they will be able to hold the item. As of version 3.0.2, this has been fixed.[7]

Pipe clipping

If the player attempts to use Warp Pipe near a Clear Pipe, they will clip through the Clear Pipe when they warp. As of version 3.0.2, this has been fixed.[7]

Wall climbing

If the player collects a Big Mushroom and enters a door with a Dry Bones Shell in a 1-tile wide gap, the player climb between the walls by continually pressing Right Button. As of version 3.0.2, this has been fixed.[11]

References

  1. ^ a b 10 New Glitches in Super Mario Maker 2
  2. ^ a b c d e New Import Method Found, 2D to 3DW (3.0.1) 13 New Glitches in Super Mario Maker 2
  3. ^ Every Glitch in Super Mario Maker 2
  4. ^ THEY GOT REVENGE FOR MY EVIL HARDLOCK LEVEL (Incredible New Glitch Tech)
  5. ^ CARL Finally Got His REVENGE On ME! (Year of the GUTS) Super Mario Maker 2
  6. ^ a b c d e f Best Super Mario Maker 2 Glitches of 2020
  7. ^ a b c d e f g h i j k l m n o p 50 Best Glitches in Super Mario Maker 2
  8. ^ a b c d What if You Could Freeze Enemies in Super Mario Maker 2?
  9. ^ https://twitter.com/Ninji_Speedruns/status/1386783237884706818
  10. ^ a b c d e f 10 Mario Maker 2 Glitches that STILL WORK
  11. ^ a b c d 5 Glitches In Super Mario Maker 2 [#3]
  12. ^ 10 New Glitches in Super Mario Maker 2
  13. ^ a b c d e 5 Glitches In Super Mario Maker 2 [#6]
  14. ^ a b c d 5 Glitches In Super Mario Maker 2 [#2]
  15. ^ 【修正されました】(3Dスキン限定)敵を大量に重ねて大惨事な、ブラックホールグリッチ(裏技)の作り方【マリオメーカー2】
  16. ^ 【修正済み、新しい方法は説明欄から】 敵を大量に重ねて大惨事なブラックホール(バグ , 裏技)の作り方「2D&3Dスキン全部対応」 【マリオメーカー2】
  17. ^ Super Mario Maker 2's Craziest Glitch - The Black Hole Glitch
  18. ^ 【修正済み、新しい方法は説明欄から】(ブラザーズ&ワールド限定)敵を大量に重ねて大惨事なブラックホール(裏技)の作り方 【マリオメーカー2】
  19. ^ 3D Items in 2D Styles in Super Mario Maker 2
  20. ^ a b 25 Ways to Break Mario Maker 2, and Have Fun Doing It
  21. ^ a b c d What If Mario Could Shoot 100 Fireballs at Once? - 5 New Glitches in Super Mario Maker 2
  22. ^ a b New CRAZY Glitch in Super Mario Maker 2 (CLAWLICK GLITCH)
  23. ^ What If You Glitch 1000 ANGRY SUNS into ONE LEVEL?
  24. ^ a b c d 5 Glitches In Super Mario Maker 2 [#1]
  25. ^ Insane Game Breaking Glitches in Super Mario Maker 2