Hatty's Super Mario Maker 3 | ||||
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Developer(s) | Hattykid~ | |||
Publisher(s) | ||||
Platform(s) | Nintendo Switch | |||
Genre(s) | 2D platformer. Game Creation. | |||
Series | Super Mario Maker | |||
Predecessor | Super Mario Maker 2 | |||
Release Date(s) | 2024 | |||
Mode(s) | Single player. Multi-Player | |||
Age Rating(s) | E10+ | |||
Media Included | Nintendo Switch cartridge. Digital Download |
Hatty's Super Mario Maker 3 is a side-scrolling platforming and game creation system published and developed by Nintendo for the Nintendo Switch. It is the third game in the Super Mario Maker series (fourth if Super Mario Maker for Nintendo 3DS is considered.) And it expands apon Super Mario Maker 2's gameplay and course creator, with new course elements, gamemodes, and more. Because of it's more in depth features, it's more geared towards people who wish to create legitimite, high-effort courses instead of the simplistic features of past Super Mario Maker games.
Changes from Super Mario Maker 2
- The New Super Mario Bros. U style has been rebranded into a standard New Super Mario Bros. style, containing elements from New Super Mario Bros, New Super Mario Bros Wii, New Super Mario Bros. 2, and New Super Mario Bros. U.
- In addition, the Super Mario 3D World style has been rebranded into a 'Super Mario 3D' style, containing elements from both Super Mario 3D Land and Super Mario 3D World.
- Liquids can now be placed in all level themes, including Water, Lava, and Poison, amongst other liquids. However, liquids are simply placed as a single block, while in the Forest, Castle, Volcano, and Forest Night themes, Poison, Lava, and Water act the same as though in Super Mario Maker 2, being able to rise and flow from the bottom of the screen.
- Courses can now have up to 4 sub-areas, making 5 different areas possible in each course. In addition, courses can be vertical in the main area.
- Yoshi and the Goomba Shoe can now be used in all 'Classic' gamestyles.
- In addition, all Power-Ups are availible in all 'classic' gamestyles.
- On top of that, all enemies can be stacked on top of one another in all gamestyles.
- World Maker has seen an overhaul.
- Instead of simply being 4x7 tiles large, worlds can now be from 3x3 to up to 20x20 tiles large.
- Up to 8 courses can be placed in a world, in addition, up to 2 different 'castle courses' can be placed as different endings to a course.
- In addition, up to 6 Bonus Rooms can be placed in a world, and 4 different pipe pairs can be placed in a world
- Up to 2 Super Worlds can be uploaded instead of simply one.
- In addition, up to 10 Super Worlds can be saved in Worldbot instead of just 6
- The gamestyle of a world can be switched. Now, instead of just the Super Mario World gamestyle, the maker can switch them to the Super Mario Bros, Super Mario Bros. 3, New Super Mario Bros, and Super Mario Land 2 gamestyles.
- Horizontal levels can now be up to 4x20 screens large instead of simply 2x10 screens large. In addition, Vertical levels can now be upt to 20x4 screens large.
- Alongside Keys, Coins, Power-Ups, and items can now be stored inside enemies, and will give it up once defeated.
- Unlockable course parts have returned from Super Mario Maker 1, but the method of unlocking them has now changed. Instead of waiting real life days to gain access to all course parts, game styles, and course themes, players now have to play through the various Single Player modes to unlock course parts by completing certain levels. This is meant to both encourage players to play through the single player modes and try not to overwhelm new players with too many options.
- Additionally, if the player were to start Hatty's Super Mario Maker 3 while save data for Super Mario Maker 2 is on the same console, all of the course parts will carry over to the game without having to unlock them, not counting the Superball flower or Super Hammer, depending on weither or not the player has already unlocked those items in SMM2.
Gamemodes
Course Maker | The game's made mode. Here, the player can create their very own Super Mario course using a variety of course parts, themes, and gamestyles. |
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Course World | The game's main way of viewing the millions of user-created courses from all across the world. You can search for courses by tag, creator, gamestyle, difficulty, popularity, most liked, least liked, etc., as well. |
Ninji Speedruns | Here, you can play a certain course every week, racing to the goal against other player's ghosts, who are shown as Ninjis. The faster you complete the course, the better goodies you'll get! |
Creator Challenge | A bi-weekly mode where you are tasked to create a course under a certain theme (i.e a course without any type of enemy. A course only using terrain and enemy assets, etc.) After a certain period of time has passed, the best course under that theme wins certain goodies. |
World Maker | Here, you can create diffeent Super Worlds using a variety of world parts, themes and gamestyles. Up to 10 maps can be included in a Super World, as well. |
Super World Galaxy | Here, you can view and play various Course Worlds created by players from around the world. It has seen a large overhaul, with the ability to now be able to search for course by creator and certain categories like in Course World |
Character Customizer | A new mode in which you can create custom 'skins' for the player in the Super Mario Bros. gamestyle. Using a variety of tools, the player can customize their looks when still, running, jmping, and even their different forms from Power-Ups. Up to 10 custom characters can be saved in the Characterbot, and can be used as the player exclusively in the Super Mario Bros. gamestyle |
Character World | Here, you can view and download millions of custom characters uploaded from people around the world. You can download up to 50 custom characters from this, as well as upload up to 100 custom characters of your own. |
Limited Mario Challenge | A returning mode from the previous Super Mario Maker games. Here, the player can customize the amount of lives they have (From 1 to 100) and go through an endless onslaught of user-genereated courses from around the world to clear as many courses as possible before they lose all their lives. An online leaderboard can also be used to see the farthest players have gotten, which can be toggled by players across the world, players only in the player's country/nation, or friends of the player. |
Story Mode (Title to be determined) | The game's main single player mode. In this, the player goes through a variety of courses one by one, each subliminally giving the player ideas for courses of their own, as they attempy to thwart the evil plans of The Shadow Builder. This is also one of the ways the player unlocks Course Parts |
Creative Challenges | An alternative campaign in which the player has to get through a variety of courses, making use of both playing as Mario and friends and using the Course Editor to use a limited supply of course parts to help solve puzzles and reach the end of each course. This is also one of the ways the player unlocks Course Parts |
Game Styles
There are a total of 12 game styles in Hatty's Super Mario Maker 3. 6 being 'classic' game styles (meaning that they all share the same course parts,) and 6 being 'extra' game styles (meaning that they each have exclusive course parts not availible in any other style.)
Note: - means the Game Style has to be unlocked first through either Story Mode, or Creative Challenges
'Classic' Game Styles
These gamestyles share every course element together.
Super Mario Bros. | The original game style that started it all! Here, Mario and friends are with their bare necessities, no walljumps, no groundpounds, no spinjumps, just good ol' jumping and running! |
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Super Mario Bros. 3 | The second 'normal' game in the series. Mario and friends have a special P-Meter, which can have them run at high speeds and even jump higher! Mario and pals can also hold certain items and throw them forward! |
Super Mario World | The first Super Mario game on the Super Nintendo! Mario and friends can now spinjump to bounce on spikey enemies. They can also pick up items and throw them forward and even above themselves! |
-Super Mario All-Stars | The first ever collection of Super Mario's NES adventures, now in glorious 16-bit! True to the classic NES days, Mario and pals cannot do anything except run and jump, back to basics! |
-Super Mario Advance | Mario and pals' advanced adventures, mainly taking design cues from Super Mario Bros. 3. Here, Mario and friends can run, jump, and carry and throw objects, they also have their P-Meters to jump higher! |
New Super Mario Bros | Mario and friend's return to side-scrolling platforming! Here, Mario and pals can spinjump and hold and throw items, as well as ground-pound to crash through enemies and blocks, as well as a wall-jump to climb between walls! |
Extra Game styles
Super Mario 3D | A combination of Mario and friends' 2D and 3D adventures. Here, the Mario gang can Wall-Jump, Groundpound, and hold and throw items. They can also do a special 'crouch-jump' and a 'spinjump' to reach higher in the sky. They can even crawl! |
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-Super Mario Land 2 | Mario and friend's second dive into the portable weorld. Here, Mario and friends can carry items and throw them around, as well as spinjump to bounce on spikey baddies and break blocks from above! |
-Super Mario Bros. 2 | The second, and certainly weirdest, adventure of Mario and friends. Although they cannot do anything more than jump and run, Mario and pals can pick up certain items and enemies from above and throw them! |
-Paper Mario | Mario and friends biggest RPG series yet, in paper form! Although the gameplay mainly takes insperation from Super Paper Mario, this gamestyle takes elements from all games in the Paper Mario series! Here, Paper Mario and pals can hold and throw items both forward and upwards, as well as use their hammers to groundpound! They can also do a special Spin-Dash to move quicker! |
-Mario Bros. | Mario and friends' first ever debut in the gaming scene! Although this mainly takes inspiration from Mario Bros. in it's gameplay, all of the Mario and Donkey Kong arcade games are used as elements! Here, Mario and friends can only simply jump and run, nothing more. |
-Mario & Luigi | Mario and pals' other biggest RPG adventures! This takes inrpiration from all games in the Mario & Luigi series, as well! Here, Mario and friends can carry and throw items forward and upwards, as well as use their hammers to groundpound! |
Characters
Playable
In Hatty's Super Mario Maker 3, there are 14 playable characters to play as. Unlike in Super Mario Maker 2, all characters play differently from one another, and each have their own special abilities (aside from Mario.) The creator of courses can toggle which characters can be played as in their course (i.e Only Mario & Peach being able to be played as in a course, etc.) At the start up of a course, if their are more than one playable character to play as, the player can manually select which character they'd like to play as, or randomly select them. Additionally, if there is more than one playable character in a course, the maker must complete their course with each playable character before they are able to upload it. Each character also has 3 different palette swaps when playing Multiplayer.
Note: - means the character must be unlocked through either Story Mode or Creative Challenges
Mario |
Pros: Jack of all trades. Cons: Master of None. |
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Luigi |
Pros: Higher jumps. Cons: Slippery movement on land. |
Toad |
Pros: Faster running speed Cons: Lower jumps. |
Princess Peach |
Pros: Hover ability (Hold the Jump button in the air to hover in the sky for 3 seconds) Cons: Slower running speed. |
-Toadette |
Pros: Lower gravity (Floatier falls.) Cons: Less powerful throws (Throws items a shorter distance than other characters) |
-Wario |
Pros: Can break brick blocks by falling/jumping on them. Cons: Delayed jumps. Also slowest swimmer out of all characters. |
-Waluigi |
Pros: Highest jumps out of all characters. Also fastest swimmer out of all characters. Cons: Takes double damage from enemies (i.e Fire Waluigi turns into Small Waluigi after getting hit) |
-Rosalina |
Pros: Float ability (Can slowly float down for a few seconds before falling down at regular speeds.) Cons: Slowest run speed out of all characters. |
-Daisy |
Pros: Double Jump. Cons: Lowest jump height out of all characters. |
-Donkey Kong |
Pros: Can carry up to two items at once (Throws them one at a time, and throws the item that has been in his hands the longest first) Cons: Slows down when carrying items. Slows down even more when carrying two |
-Diddy Kong |
Pros: Can cling onto walls for a few seconds Cons: Slipperist out of all characters |
-Nabbit |
Pros: Immune to all damage Cons: Cannot use power-ups Note: All NPCS are also Koopatrols instead of Toads while playing as Nabbit. |
-Bowser |
Pros: Can punch forward to break through blocks and damage enemies. Cons: Is stunned for a few seconds when landing from a high place. Also cannot use ridables like Yoshi (too scared of Bowser) or small Goomba's Shoes (too small to fit in) Note: All NPCS are also Koopatrols instead of Toads while playing as Bowser. |
-Bowser Jr. |
Pros: Can hide in his shell to avoid damage and even damage enemies from above. Cons: Requires a Tier Two power-up (i.e Fire Flowers) to beak Brick Blocks. Also cannot move while in shell. Note: All NPCS are also Koopatrols instead of Toads while playing as Bowser Jr. |
NPC
Partricia |
TBA |
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Course Themes
Note: - means the Course Theme has to be unlocked first through either Story Mode, or Creative Challenges
Daytime
Ground | A simple grassy land with hills, grass, clouds, and flowers. |
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Underground | An underground cave with large staglamites, fossils, and crystals! |
Underwater | A deep sea with lots of coral, fish, seaweed, and other aquatic life! |
Ghost House | A terrifying haunted house with large windows, spiderwebs, and other haunting things! |
Airship | A blood-boiling fleet with speeding clouds as you hop from airship to airship! |
Castle | A threatening castle filled with lava, statues of Bowser, and pillars! |
Desert | A vast desert with tons of sand, pyramids, and sandstorms! |
Snow | A chilly land filled with snow, snow, and more snow! |
Forest | A large forest filled with trees, water, and forest life! |
Sky | A high sky containing clouds, rainbows, and birds! |
Mountain | A large valley filled with mountains, hills, and rocks! |
Volcano | A hot, hot valley with volcanoes, lava, and magma! |
Beach | A tropical beach with water, palm trees, and sand! |
-Tower | A threatening tower with tons of windows and threatening statues! |
-Tank | A large thunderstorm with an onslaught of tanks going forward! The ground is also automatically placed at the bottom of the screen, and cannot be erased, although the maker can move it up or down like water or lava. |
-Cemetary | A spooky cemetarty with gravestones, fences, and trees! |
-Factory | A large factory filled with conveyor belts, mechanical arms, and hydrolic presses! |
-Sweet | A sweet little land filled with tasty sweets, mouth-watering sprinkles, and yummy deserts! |
-Space | An empty, out-of-this-world place filled with stars, moons, and planets! |
-Carnival | A large, fun-filled carnival filled with rides, games, and joy! |
-Mines | An abandoned mineshaft with rails, minecarts, and minerals. |
-City | A bustling metropolis with large buildings and speeding taxis! |
-Spring | A beautiful field filled with sakura trees, bridges, and cherries! |
-Autumn | A pretty forest filled with orange leaves, large bushes, and piles of leaves! |
-Ruins | An abandoned ruins filled with moss, rubble, and the remains of an ancient castle! |
-Poison | A deep, underground valley filled with large mushrooms, fungi, and spores. A poisonous sea is also at the bottom of the course! |
-Shipwreck | A sunken ship filled with seaweed, skeletal remains of past passengers, and haunting loot! |
-Workshop | A large workshop filled with courses at work in the background! |
-Shadow Realm | A dark, shadowy dimension filled with dark clouds, purple smoke, and threatening laughs! |
Noon
Ground |
Various enemies now have different properties, such as Koopas exploding after hiding in their shell, Goombas not being able to be defeated, amonsgt other things. The player, however, is unaffected |
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Underground | The screen is now sideways, with the controls remapping to fit! |
Underwater | The water is now a murky grey color, as the player now swims slower. Enemies are unaffected, however. |
Ghost House | When an enemy is defeated, a Boo takes their place. |
Airship | Enemies are now equipped with cannons, which fire cannonballs which can damage the player |
Castle | The lava is now in waves, similar to one of the levels in New Super Mario Bros. U |
Desert | A large tornado swoops around the course, which can pick up enemies, items and the player before throwing them left or right. |
Snow | Water placed is now icy, which if the player stays in it for too long, they'll take damage |
Forest | A wildfire rages throughout the forest, which, unless the player is nearby a body of water, they'll take damage every 10 seconds. |
Sky | A large cloud covers up the entire screen, in which the screen can only barely be seen |
Mountain | Enemies are now covered in rocks, now making them take one more hit to take out |
Volcano | Lava geysers are shot out by volcanoes in the background, which occasionally lands through the ground, which damages the player. |
Beach | The water is now at the left side of the screen instead of the bottom! |
-Tower | Goombas are now wearing spikey helmets, damaging the player when they attempt to jump on them |
-Tank | Acid Rain falls from the sky, and unless the player is underneath solid terrain, they'll take damage every 10 seconds. |
-Cemetary | Enemies defeated will now come back after 5 seconds! |
-Factory | Oil is now at the bottom of the screen, which will reduce the player and enemies' movements. |
-Sweet | If the player stands too long of a ground tile, it'll give up and crumble, and will not come back! |
-Space | Asteroids will now fall from the sky, which can damage the player and destroy blocks. |
-Carnival | Enemies are now bouncing on 1x1 balls, now making them 1 tile taller! |
-Mines | Enemies can now dig up from the ground like Monty Moles! |
-City | Large monster arms will occasionally pop out from ground tiles, which can damage the player. |
-Spring | Enemies are now in their big forms by default! Droppin a Super Mushroom on them will turn them into their Mega forms, while dropping a Mini Mushroom will turn them into their regular forms! Mega Mushrooms have no effect on enemies, however. |
-Autumn | Wind is blowing towards the left, pushing enemies, items, and the player left! |
-Ruins | Moss now covers all terrain assets, slowing down the player and hindering their jump height. Enemies and items are unaffected. |
-Poison | Spores float around the course, and if the player were to touch them, their visuals get distorted for a few seconds! |
-Shipwreck | Everything in front of the player is pitch black while everything behind them is lit up as always. |
-Workshop | As the player walks through it, the course slowly builds itself! |
-Shadow Realm | Large, yellow thunderbolts can strike down to the ground, which can damage the player, break through blocks, and stun the player if they are on the ground! The thunder strike is signified by some sparks being summoned on the ground. |
Nighttime
Ground | Goombas and Wigglers float around, Chain Chomp's chains are longer, amonsgt other things. |
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Underground | The screen is now upside-down, and the player's controls are now reversed! |
Underwater | The water is now quite dark, but it's not impossible to see through |
Ghost House | The house is now completely dark, with the player and certain items and enemies are the only source of light. |
Airship | As a large thunderstorm crashes down, the enemies and items act as though they are underwater. The player is still able to move normally, however |
Castle | The player can swim through the course as if they were underwater. The enemies and items act normally, however |
Desert | A large sandstorm encompasses the course, blowing the player around left or right. |
Snow | Every single type of terrain is now super slippery! |
Forest | The safe water at the bottom of the screen is now a dangerous sea of poison! |
Sky | Gravity is lowered, letting the player jump much higher and float around |
Mountain | Gravity is increased greatly, decreasing the player's jump height and making them fall faster. Enemies also fall faster as well. |
Volcano | The volcanoes in the background now fire out debris, which can damage the player and break through blocks! |
Beach | The water at the bottom of the screen is now at the top of the screen! |
-Tower | The player and enemies can now walk on walls and the ceiling! |
-Tank | The thunderstorm can now shock down thunderbolts to damage the player, enemies and break through blocks! |
-Cemetary | Boolossus will be behind the player, chasing them down, contact with him will damage the player, as well. The player can look behind themselves to stpop Boolossus in his place, as well! |
-Factory | The terrain now acts like a conveyor belt, slowly moving the player, items and enemies left. Every 10 seconds, the direction will change to right, and so on. |
-Sweet | All terrain is now bouncy, making the player constantly jump around, they can even bounce off walls! |
-Space | All terrain assets are now circular, the player, enemies, and items can also circle around them as if they were planets with their own gravity! |
-Carnival | The player, enemies, items, and everything else is now completely black, with the background being the only way of showing the silohettes of everything. |
-Mines | At certain intervals, stalagmites will fall down, which can damage the player and break brick blocks! |
-City | A large fog covers up the top of the screen, covering up everything in view. |
-Spring | The player can drop down bottomless pits to fall down from the top of the screen, and vice versa. |
-Autumn | The player now automatically walks forward, unable to stop in place manually! Though they can still turn left and right and jump. |
-Ruins | Moss now covers the bottom of every terrain asset, allowing the player to climb across the ceiling with them! |
-Poison | Due to the poisonous spores around the cave, Goombas become Infected Goombas, instantly defeating the player on contact! |
-Shipwreck | Sunken debris now floats in the water, if the player, an enemy, or an item were to touch the debris, it will explode, damaging the player and enemies and breaking all blocks nearby. |
-Workshop | The course behind the player will disapear, not allowing them to go back! |
-Shadow Realm |
A large, dark purple cloud will be above the course at all times, causing tons of misfortune, such as:
The dark cloud itself will also damage the player on contact. It can be temporarily disposed of by either revealing light towards it or throwing a POW Block at it, but after a few seconds, it will return... |
Course Elements
Note: Items with a * before their name means they are a variant of the course part above.
Items with a + before their name means they are shared with all game styles.
Items with a - means the Course Part has to be unlocked first through either Story Mode, or Creative Challenges
'Classic' Styles
Miscellaneous
Sign Post |
The very first thing seen in the beginning of the level. It can be placed anywhere, and it'll be where the player begins the course. It can also turn to 8 different directions, as well! These are required in a course, and cannot be erased no matter what. |
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+Flag Pole |
One of the possible goals to be used. Reaching the top of the pole will reward the player with a 1-UP. While any other spot will simply reward the player with points depending on how high they landed. It can also be placed anywhere, even in sub-areas! Placing one requires the player to reach it in order to upload their course. |
-*+Alternate Flag Pole | A red flag pole, which can be used as an alternate exit. Up to 2 can be placed in a course, and it can be placed anywhere, as well as in sub-areas. Placing one requires the maker to reach all Alternate Flag Poles in the course in order to upload it. |
-+Card Roulette |
One of the other goals which can be used. If it lands on a 1-UP Mushroom, it'll give the player a 1-UP. While any other item will simply reward the player points. It can also be placed anywhere, even in sub-areas! Placing one requires the maker to go through all Card Roulettes in the course to upload it. |
-Keyhole | A type of secret exit. Up to 2 can be placed in a course, and it requires a key to go through to beat the course. Placing a keyhole in a course requires the player to go through the keyhole in order to upload their course. |
-+Goal Gate |
Another goal that can be used. Going through the tape at the top will reward the player with a 1-UP, while any other place will reward the player with a certain number of points depending on how high they were at. Going through the gate without going through the tape will reward the player with a coin. It can be placed anywhere, even in sub-areas! Placing more than one Goal Gate requires the player to clear the course from to each different goal. |
+Checkpoint Flag | Running through this will allow the player to continue from the flag when they die. Up to 3 Checkpoint Flags can be in an area, and placing one requires the maker to clear the course multiple times, once through the course without checkpoints, and the rest from the checkpoint flags. |
+NPC | These can be placed around courses, and will not effect anything. If the player were to go near them, they will display some text, which can be written by the creator with up to 200 characters. They can also be yellow, green, purple, brown, black, and grey. They can also give out items after talking to them! |
Items & Power-Ups
+Super Mushroom |
Can be used by the player to turn into their Super form. In this state, the player can break brick blocks and endure an extra hit!
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-*Mega Mushroom |
Can be used by the player to turn into their Mega form. Here, they are incredibly large, being able to walk through blocks, pipes and enemies with no harm, although it only lasts for a limited time.
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-*Mini Mushroom |
Can be used by the player to turn them into their Mini form. Here, they jump much higher, have a smaller hitbox, and can walk across water. However, they can only take one hit before being defeated.
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*Poison Mushroom |
They will damage the player on contact.
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+Fire Flower |
Can be used by the player to turn them into their Fire forms. In this state, the player can shoot fireballs which bounce in arcs, which can melt frozen blocks, light up explosives, and damage enemies.
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Can be used by the player to turn them into their Ice forms. In this state, the player can shoot iceballs which bounce in arcs, which can freeze enemies into a solid block, being able to be picekd up and thrown or be used as platforms. After a few seconds, enemies will break out of the ice cube.
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-*Superball Flower |
Touching this will turn the player into their Superball form. Here, the player can shoot superballs which can ricochet off walls and damage enemies. Only one superball can be on screen at a time, and it will disapear after a few seconds.
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-*Gold Flower |
Touching this will turn the player into their Gold form. Here, they can shoot golden balls which bounce in arcs, and will turn enemies and nearby brick blocks into coins!
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-*Boomerang Flower |
Touching this will turn the player into their Boomerang form. In this state, the player can throw boomerangs which can activate blocks and damage enemies before coming back to the player.
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Super Leaf |
Touching this will turn the player into their Racoon form. In this state, the player can whip their tail to activate blocks and damage enemies. They can also fly for a limited time after running!
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-*Feather |
Touching this will turn the player into their Cape form. In this state, the player can whip their cape to activate blocks and damage enemies. They can also glide through the air!
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-*P-Balloon |
Touching this will turn the player into their Balloon form. Here, the player puffs up as they can soar through the sky! However, they cannot damage enemies.
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-*Propeller Mushroom |
Touching this will turn the player into their Propeller form. In this state, the player can fly up into the air before slowly floating down. They can also drill downward to damage enemies and break through brick blocks!
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-*Super Acorn |
Touching this will turn the player into their Flying Squirrel form. In this state, the player can glide through the air and boost upwards before slowly floating down. They can also cling onto walls for a limited time!
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-Hammer Suit |
Touching this will turn the player into their Hammer form. Here, the plaer can throw hammers in an arc, which can damage nearly every enemie in the game.
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-*Tanooki Suit |
Touching this will turn the player into their Tanooki form. Here, they player can whip their tails to damage enemies and activate blocks, as well as fly for a limited time. They can also turn into a statue to break through hard blocks and damage enemies!
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-*Frog Suit |
Touching this will turn the player into their Frog form. In this state, the player's movement on land is heavily hindred, but they can jump much higher. Underwater, their swimming speed is greatly increased!
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-*Blue Shell |
Touching this will turn the player into their Shell form. In this state, the player can spin in their shell to defeat enemies and break through brick blocks!
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-*Penguin Suit |
Touching this will turn the player into their Penguin form. In this state, the player can shoot iceballs which can freeze enemies. They can also bellyslide to damage enemies and break through brick blocks. Their swimming skills are also greatly increased!
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+Super Star |
Touching this will make the player invincible for a limited time, making them immune to all damage!
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+1-UP Mushroom |
Touching this will give the player an extra life!
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-*+3-UP Moon |
Touching this will give the player 3 extra lives!
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+Coin |
Collecting one of these will give the player one coin on their counter, collecting 100 of them will reward the player with an extra life!
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-*+Red Coin |
Up to 10 of these can be spread out throughout a course, collecting all of them will reward the player with any item the maker chose.
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*+Big Coin |
These can be set from 10 to up to 50 coins in one, and will reward the player with the number of coins signified.
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+Clock |
These will give the player from 10 to 100 more timer points on the clock.
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-Goomba's Shoe |
In this state, the player can bounce on any enemy in the game without harm!
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-*Big Goomba's Shoe |
In this state, the player can bounce on enemies without harm and stomp down to break through blocks and defeat enemies!
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-*Winged Goomba Shoe |
In this state, the player can flutter in the air for a bit, as well as bounce on foes without harm!
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-*Goomba's Stiletto |
In this state, the player can bounce on enemies without harm and stomp on the ground to break hard blocks when they are big!
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Green Yoshi Egg |
A Green Yoshi will hatch out of this egg. If the player were to ride him, they can now lick up enemies and items, as well as bounce on spikey foes!
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-*Red Yoshi Egg |
A Red Yoshi will hatch out of this egg. If the player were to ride him, they can now breath fire to damage enemies, melt frozen blocks and light up Bob-ombs!
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-*Yellow Yoshi Egg |
A Yellow Yoshi will hatch out of this egg. If the player were to ride him, they can now light up in front of them by opening Yoshi's mouth, lighting it up in dark areas. They can also stomp on the ground to break through Brick Blocks!
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-*Blue Yoshi Egg |
A Blue Yoshi will hatch out of this egg. If the player were to ride him, they can now flutter in the air for a limited time before floating downwards!
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-*Pink Yoshi Egg |
A Pink Yoshi will hatch out of this egg. If the player were to ride him, they can now spit out pink globs of goo with can be used as small trampolines for the player!
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-*Cyan Yoshi Egg |
A Cyan Yoshi will hatch out of this egg. If the player were to ride him, they can now blow a large wind out of Yoshi's mouth to move enemies and items forward!
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Terrain & Liquids
+Ground | A simple tile that cannot be destroyed no matter what. |
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-*Secret Ground | A variant of Ground that will seem like as olid object until the player walks into it, in which it will become slightly see-through! |
+Gentle Slope | An indestructable slope that the player can slide down to take out enemies! |
+*Steep Slope | A steeper indestructable slope that the player can slide down faster than a gentle slope! |
+*Steepest Slope | The steepest indestructable slope that the player can slide down the fastest! |
+Pipe | An pipe that can shoot out enemies and items, as well as allow the player to travel to other sub-areas! It can also be turned 8 different directions! |
+*Blue Pipe | A pipe that shoots items and enemies slower than a Green Pipe. |
+*Yellow Pipe | A pipe that shoots items faster than a Green Pipe |
+*Red Pipe | A pipe that shoots items faster than a Yellow Pipe. |
-*Purple Pipe | A pipe that can launch the player upwards at high speeds, breaking through blocks and enemies! |
-*Orange Pipe | A pipe that can launch the player upwards towards the lft at high speeds! |
-*Cyan Pipe | A pipe that can launch the player towards the right at high speeds! |
-+*Locked Pipe | These pipes require a key in order to either let the player in the pipe, shooot out it's contents, or both. |
+Spike Trap | A dangerous 1x1 block that will damage the player on contact. |
+Mushroom Platform | A semisolid platform that can be between 2x3 to 10x15 tiles large! Can also come in 5 different colors, as well. |
+Semisolid Platform | A semisolid platform that can be between 1x1 and 20x20 tiles large! Can also come in 3 different designs depending on the theme. |
+Bridge | A semisolid platform that can be between 1x1 to 1x15 tiles large! |
+Brick Block | A block that can be broken by essentially any method. Can also contain enemies and items! |
-*Rotating Block | A block that, after being hit, will spin around and be intangible for a few seconds before going back. Can also contain goodies! |
+Question Block | A block that can contain almost every item and enemy in the game! At default, it will give the player a single coin when hit. |
-+*Long Question Block | A variation of the Question Block that can be 1x3 and 1x6 tiles long! |
-+*Roulette Block | This block will cycle through up to 5 different items and enemies, and if the player were to hit them, the item/enemy it lands on will come out. The maker can also customize which items/enemies are in the roulette block, including put more than one of the same item/enemy in it to increase it's chances of being landed on! |
+*Hidden Block | An invisible version of the Question Block that will not appear until the player hits it from below |
+Hard Block | A block that can only be destroyed by actions such as explosions. Can also release goodies after being destroyed! |
+Donut Block | A 1x1 semisolid block that, after the player stands on it for a few seconds, will fall down before respawning. |
+Ice Block | A hard block that is slippery from above. Other than that, it is essentially the same as a Hard Block. |
+*Frozen Block | A variant of the Ice Block that can contain most enemies and items in it. The item and enemy in question will only come out when the ice is melted by fire. |
+Note Block | An indestructable block that allows enemies, items and the player to bounce on top of it. Can also contain enemies and items, and will spit them out when hit from below or bounced on! |
-+*Music Block | A variant of the Note Block that will play a unique sound depending on which entity bounces on it. It will also increase or decrease the pitch of the sound depending on how high or low the block it |
-*Hidden Note Block | An invisible version of the Note Block that is completely invisible and intangible until the player, an enemy, or entity falls onto it, in which they will appear and bounce them as normal. |
+Cloud Block | A 1x1 semisolid platform that is destroyed by anything hard crushing it. |
+Water | A type of liquid that allows the player to swim through it. Certain enemies' behaviors are also changed in water |
-*Murky Water | A variant of water that is quite dark, though not impossible to see in. Fire and light sources can light the area in it, too. |
-+*Frozen Water | A variant of water that acts the same as regular water, but if the player were to stay in it for too long, they'll take damage. |
+Lava | A type of liquid that will instantly defeat the player, alongside any enemy and item that falls into it, on contact. Dry Bones Shell, Dry Bones, and Fish Bones are immune to lava, however. |
+*Poison | A type of liquid that will instantly defeat the player, alongside any enemy and item that falls into it, on contact. Dry Bones Shell, Dry Bones, and Fish Bones are also defeated by poison. |
-+*Magma | A variant of lava that will damage the player on contact, but doesn't instantly defeat them, Enemies and items, however, are instantly defeated. Additionally, instead of simply being damaged, the player will jump high in the air as well as being damage when falling in magma. Dry Bones Shell, Dry Bones, and Fish Bones are immune to the effects. |
-Ectoplasm | A type of liquid that will damage the player and enemies that swim in it, but doesn't instantly defeat them. Boos, Peepas, Dry Bones Shell, Dry Bones, and Fish Bones are immune to Ectoplasm. |
-+Quicksand | A type of 'liquid' that slowly sinks the player, enemies and items down into it. If the player were to reach the bottom of the course in quicksand, they will instantly be defeated. The player can jump out of quicksand, however. |
-Goo | A type of liquid which, while harmless, heavily hinders the player's movement, and decreases their jump height so much that it's practically useless. The player can also climb it from below and on walls. |
Enemies
+Goomba |
The most simple enemy in the game. It simply walks forward, and damages the player on contact. It can be defeated by essentially any method
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+*Goombrat |
Can turn around at edges. Other than that, it is the exact same as a regular Goomba.
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-+*Galoomba |
They are not defeated by a simple stomp, and will instead flip over. When flipepd over, the player can pick them up and throw them. After a few seconds, the Galoomba will get up and resume basic behavior, which is identical to that of a regular Goomba
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-+*Goombud |
Can turn around at edges, other than that, it acts identically to that of a normal Galoomba
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+Green Koopa |
Nimbly walks towards the player, hiding into their shells when jumped on. Their shells can also be picked up, thrown, and kicked to take out other enemies and activate blocks.
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+*Red Koopa |
Turns around at edges, other than that, it is no different from a regular Koopa Troopa
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Turns around at edges and hides in it's bombshell when jumped on. The shell will explode like a Bob-omb after a few seconds, and can be picked up, thrown and kicked like a normal Koopa Shell, exploding on contact with anything solid.
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+Buzzy Beetle |
Will walk forward and hide in it's shell when jumps on, essentially acting similar to that of a Koopa Shell. It can also walk on the ceiling and drop down when the player gets close
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+*Spiny |
Cannot be jumped on by the player, damaging them on contact. Other than that, it acts similar to that of a Buzzy Beetle
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-*Bony Beetle |
Will occasionally poke it's spikes out to damage the player on contact. When jumped on, it'll fall apart before reesembling and resumiong basic behavior after a few seconds
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+Spiketop |
Cannot be jumped on, damaging the player on contact. Can also climb up walls and the ceiling
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+*Blue Spiketop |
A variation of the Spiketop that moves about twice as fast. Otherwise behaves the exact same
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+Cheep Cheep |
Swims left and right underwater, and jumps after the player above water,
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+*Green Cheep Cheep |
Swims left underwater, and jumps up left above water.
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-+*Spikey Cheep Cheep |
Swims around like Red Cheep Cheep unitl the player gets near, in which they'll give chase underwater. Above water, they'll swim around at the bottom of the screen before jumping out to damage the player.
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+Blooper |
Will slowly float downwards before boosting itself upwards
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+*Blooper Nanny |
Acts the same as a regular Bloopa, but has from 1 to 9 Baby Bloopers following it.
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+Piranha Plant |
Simply stands still and damages the player on contact. Comes of pipes occasionally before going back.
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+*Fire Piranha Plant |
Acts the same as a regular Piranha Plant, but occasionally spits fireballs at the player which can damage them, as well as melt Frozen Blocks and light Bob-ombs.
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+*Jumping Piranha Plant |
Occasionally jumps up in the air to damage the player on contact before slowly floating back to it's starting position
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+Muncher |
A completely solid entity that damages the player on contact. Can only be destroyed with POW Blocks
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-*Nipper |
Slowly bounces towards the player, damaging them when jumped on, but can otherwise be defeated by any method. When placed above a solid object, it'll take the appearence of a Nipper Seed, which slowly floats down before becoming a Nipper on contact with anything solid from above.
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+Thwomp | Stays still until the player gets near, in which they'll either launch themselves left, right, downwards or upwards in an attempt to crush them. THey can also crush enemies and break Brick Blocks.
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-*Thwimp |
Will occasionally leap from 1 to up to 10 tiles left and right, damaging the player on contact.
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-Whomp (Sideways) |
Walks forward until the player gets in front of them, in which they'll faceplant forward in an attemp to crush them, which can also destroy brick blocks. Their backs are exposed in this state, which can be crushed to destroy them. After a few seconds, they'll get back up
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-*Whomp (Background) |
Will stay still in the background until the player gets in front of them, in which they'll faceplant in an attempt to crush them, which can break Brick Blocks. Their backs are exposed in this state, which can be crushed to destroy them. After a few seconds, they'll get back up
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+Monty Mole |
Runs around frantically in an attempt to ram into the player, damaging them on contact. When placed inside a Ground tile, they'll dig up from the ground as they jump up before resuming basic behavior.
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-*Mega Mole |
Walks left, turning right when at edges. Cannot be defeated by being jumped on, but can be used as a platform
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-+Rocky Wrench |
Hides underground before popping out occasionalyl and throwing a wrench forward. Can be stuffed to throw most enemies and items in the game as well.
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+Hammer Bro |
Walks left and right and jumps up occasionally, throwing hammers in an arc. Can also be set to throw most enemies and items in arcs too.
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+*Fire Bro |
Walks left and right and jumps, throwing/spitting fireballs which can damage the player, melt Frozen Blocks and light up Bob-ombs.
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-+*Ice Bro |
Moves left and right and jumps, throwing ice balls which freezes the player before damaging them.
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-+*Boomerang Bro |
Moves left and right and jumps, throwing Boomerangs which can damage the player. They also go around 5 tiles away from the Bro before coming back.
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+Chain Chomp |
Stays chained to a peg as it occasionally lunges at the player, damaging the player on contact. It's peg can be mash by any sort of ground pound to free the Chain Chomp. The peg can also be changed to be impossible to unchain.
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+*Unchained Chomp |
Jumps around, damaging the player on contact.
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-*Fire Chomp |
Flies around, shooting up to 1 to 10 fireballs one at a time at the player. When it loses all it's fireballs, it rushes towards the player before exploding.
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-+Spike |
Either stays in place or moves left, depending on the game style, and throws spikeballs at given intervals. Can also be stuffed to throw most enemy and items, which roll around a bit before resuming basic behavior
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-+*Snow Spike |
Essentially the same as it's regular variant, but now throws snowballs instead of spikeballs
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-+*Spikeball |
Rolls forward, going the opposite direction when attempting to go up ledges.
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-+*Snowball |
Acts the same as a Spikeball, but can be jumped on and picked up. Also cannot damage the player, but will knock them back a bit
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+Wiggler |
Turns at edges and ignores the player until the player jumps on them, in which they'll become an Angry Wiggler. They are also bouncy! The maker can also customize the Wiggler's segments to be between 3 and 15 segments.
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+*Angry Wiggler |
Acts the same as a regular Wiggler, but now chases the player down
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+Boo |
Slowly floats towards the player, going through solid objects, but becomes motionless when looked at by the player
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+*Circling Boo Buddies |
Spins around in a circle. The circle can be from 3x3 to 10x10 tiles large, and there can be from 3 to 15 Boos in a circle
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-+*Peepa |
Spins around in a circle, which can be from 2x2 to 10x10 tiles large
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+Lava Bubble |
Jumps up and down, with it's highest point being it's starting posistion.
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+Bob-omb |
Walks left. When jumped on, it stops in place for a few seconds before exploding, damaging and beaking everything nearby. The player can also pick it up and throw it.
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+Dry Bones |
Walks left and turns at edges. THrows bones in certain game styles. When jumped on, it falls apart before reesembling itself and resuming basic behavior after a few seconds
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-+*Red Bones |
Chases down the player slowly. When jumped on, it will fall apart before reesembling itself and resuming basic behavior after a few seconds, considerably shorter than it's regular variant.
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-+*Dull Bones |
Slowly walks left and right. When the player attempts to jump on them, they will dissapear into dust for a few seconds before returning.
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+*Fishbone |
Falls apart when on contact with anything solid. In liquids, it swims left and right until the player gets near, in which it'll rush towards them.
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-+Magikoopa |
Teleports around, shooting megical projectiles at the player. When they touch a block, it'll randomly transform into most enemies or items.
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+Pokey |
Slowly moves left, turning at ledges. It can have from 2 to 15 segments. It is only considered defeated once it's head it taken out.
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-+*Snow Pokey |
lowly moves left, turning at ledges. It can have from 2 to 15 segments. It is only considered defeated once it's head it taken out. Once all but the head of it's segments, or if it's jumped on, it's head will become a snowball.
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-+Chargin' Chuck |
Stands still (moves left and right in the New Super Mario Bros. game style) until the player gets near, in which they'll charge towards them. They take 3 hits to defeat in the Super Mario Bros. to Super Mario Advance game styles. In the NSMB game style, once jumped on, Chargin' Chucks lose their helmets as they begin charging faster, being hit without their helmets on will defeat them. Their charging can also break through Brick Blocks.
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-*Clappin' Chuck |
A variant of the Chargin' Chuck that stands still and jumps up in the air, clapping in an attempt to damage the player. They take 3 hits to defeat in the Super Mario Bros. to Super Mario Advance game styles. In the NSMB game style, once jumped on, Chargin' Chucks lose their helmets as they begin jumping faster, being hit without their helmets on will defeat them.
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-Big Steely |
A large, metal ball that goes left, reversing directions when attempting to go up slopes. It can also break through Brick Blocks
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+Mechakoopa |
Walks around, chasing the player down. When jumped on, they'll be stunned, in which they can be picked up and thrown. They will get up after a few seconds, as well.
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-+*Blasta' Mechakoopa |
Acts the same as a regular Mechakoopa, but now shoots homing missiles at given intervals, which explode after a few seconds.
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-+*Zappa' Mechakoopa |
Acts the same as a regular Mechakoopa, but will occasionaly fire a large beam that will destroy Brick Blocks
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-+*Ratta' Mechakoopa |
Acts like a regular Mechakoopa, but when the player gets near, they'll fire an unavoidable ralley of gatling gun shots that can only be covered by solid objects.
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+Bullet Bill |
Will fire towards the left, right, up, down or diagonally as soon as it's on screen, it can be jumped on to be defeated.
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+*Bull's Eye Bill |
Acts the same as a Bullet Bill, but homes in on the player
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-+Lakitu |
Flies at the top of the screen and follows the player, throwing down Spinys. They can be stuffed to throw most enemies and items as well. Their clouds can also be piloted by enemies, items, and the Player.
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-+Angry Sun | Stays relative to the screen and occasionally swoops down to damage the play. Can also melt Frozen Blocks and light up Bob-ombs. |
-*Moon | Stays relative to the screen and occasionally swoops down. If the player touches it, all enemies on screen will be defeated. Can also be only in the Night theme. |
-+Bully |
Walks left and right until the player gets near, in which they'll charge at them, knocking them back on contact. When jumped on, they'll get knocked back a bit.
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-Blargg |
Will rest at the bottom of the screen, or at the top of liquids until the player gets near, in which they'll pop out for a surprise attack. They can only be defeated under the influence of a Star. Their appearence and behavior also slightly changes depending on which liquid they're in
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-Bowser |
He will move left and right and jump occasionally, shooting fireballs. His behavior also depends on the game style.
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-*Dry Bowser |
A much harder variation of Bowser. He move left and right more frantically and faster, jump higher, and shoot blue fireballs that home in on the player.
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-Bowser Jr. |
He will jump around left and right, jump up high before doing a ground pound to stun the player, and breath fire balls at them. He takes from 1 to 10 stomps to defeat. Every time he's stomped on, he retreats in his shell and spins around a bit before resuming basic behavior
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-+Boom Boom |
This madlag will violently swing his arms while chasing the player, damaging them on contact. He takes 1 - 15 stomps to defeat. After every stomp, Boom Boom will hide in his shell as spikes poke out for a few seconds before resuming basic behavior.
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-King Boo |
He will float across the course, going through solid objects in an attempt to damage the player on contact. He can only be damaged by throwing objects at him. He takes from 1 to 10 thrown objects to defeat. He also has a different attack for every game style he's in
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-Petey Piranha |
This plant monster will move left and right frantically, occasionally jumping around. He takes from 1 to 15 hits to defeat. he also has a unique attack for every game style he's in
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-+Birdo |
Moves left and right and occasionally shoots eggs forward, which can be jumped on to stun and then picked up to damage Birdo. She takes 1 - 10 hits to defeat.
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+Fuzzy |
Stays in place and occasionally spins around, damaging the player on contact, and is almost completely indestructable, with it's only weaknesses being Stars and Ice Flowers.
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-*Fuzzy Horde |
A horde of Fuzzies that can be betweeen 3x3 and 10x10 tiles large. It will damage the player on contact, and cannot be defeated no matter what, although the player can go through it under the influence of a Star. In Autoscroll stages, it can also be placed to follow the player constantly.
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-Larry Koopa |
He will jump left and right, occasionally shooting beams of magic at the player. He takes from 1 to 10 hits to defeat. Every time he gets stomped on, he retreats in his shell and bounces around (or spins around in the New Super Mario Bros. game style) before resuming basic behavior
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-Iggy Koopa |
He will frantically move left and right, shooting magical beams at the player. He takes from 1 to 10 hits to defeat. Every time he gets stomped on, he retreats in his shell and bounces around (or spins around in the New Super Mario Bros. game style) before resuming basic behavior
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-Wendy Koopa |
Jumps left and right, firing circular projectils that ricochet off of solid objects. She takes from 1 to 10 hits to defeat. Every time she gets stomped on, she retreats in his shell and bounces around (or spins around in the New Super Mario Bros. game style) before resuming basic behavior.
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-Lemmy Koopa |
He will move left and right on his ball, throwing bouncing balls that don't damage the player, but bounce them back a bit. He takes from 1 to 10 hits to defeat. Every time he gets stomped on, he retreats in his shell and bounces around (or spins around in the New Super Mario Bros. game style) before resuming basic behavior.
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-Roy Koopa |
Digs underground before popping up at a random spot, shooting a magic projectile at the player. If he falls from a ceiling, his collision with anything solid will stun the player. He takes from 1 to 10 hits to defeat. Every time he gets stomped on, he retreats in his shell and bounces around (or spins around in the New Super Mario Bros. game style) before resuming basic behavior.
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-Morton Koopa |
Jumps left and right before ground pounding, causing two shockwaves to go opposite directions to damage the player. His pounding can also stun the player. After stomping, he shoots a magic beam at the player. He takes from 1 to 10 hits to defeat. Every time he gets stomped on, he retreats in his shell and bounces around (or spins around in the New Super Mario Bros. game style) before resuming basic behavior.
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-Ludwig |
He shoots 3 magical projectiles at once before jumping, fluttering around a bit before falling down. He takes from 1 to 10 hits to defeat. Every time he gets stomped on, he retreats in his shell and bounces around (or spins around in the New Super Mario Bros. game style) before resuming basic behavior.
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Gizmos
+Burner | At certain intervals, they will fire a line of fire upwards, downwards, left, right or diagonally. The maker can set exactly when the burner shoots its fire, as well as how long the fire is (from about 1 to 10 tiles long). |
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+Bill Blaster | Can be between 1 and 25 tiles long. At default, it will shoot Bullet Bills from it's mouth, but the maker can stuff it with other enemies and items to maker it shoot out different contents. |
+*Bull's Eye Blaster | Can be between 1 and 25 tiles long. At default, it will shoot Bull's Eye Bills from it's mouth, but the maker can stuff it with other enemies and items to maker it shoot out different contents, considerably faster and farther than a regular Bill Blaster. |
-*Banzai Blaster | At default, it will shoot Banzai Bills from it's mouth, but the maker can stuff it with other enemies and items to shoot up to 5 of those items or enemies at once, though it fires slower than a regular Bill Blaster |
+Cannon | Shoots out slow moving Cannonballs which can be jumped on. The maker can also set how often Cannons fire as well. |
+*Red Cannon | Works the same as a regular Cannon, but fires Red Cannonballs, which fly faster. |
+Falling Icicle | Will stay still until the player either gets too close or stand on it, in which it'll slowly fall down before breaking on contact with anything solid, in which it'll respawn after a few seconds. It's bottom will damage the player on contact. |
+*Icicle |
Stays completely still no matter what, though the player can still be damaged by it's bottom. |
-+*Instant Icicle | Instantly falls down quickly when the player gets near, other than that, it is identical to a normal Falling Icicle. |
-+*Big Icicle | Falls down when the player gets near, in which it'll get stuck to anything solid, in which it can be used as a platform. |
+Twister | Moves left and right, turning at edges while a tornado floats above itself. This tornado will blow all items, enmies, and the player upwards. The maker can also customize how tall the tornado is (from 2 to 8 tiles tall) |
+*Blizzard | Acts identical to that of a Twister, but pulls enemies, items and the player down instead of pushing them upwards. |
+Key | Will float in place until the player touches it, in which it'll follow them. the key can be used to unlock Locked Doors and Keyholes. |
-+*Cursed Key | Acts identically to a Key, but when the player picks it up, a Phanto will follow the player around, damaging them on contact. The Phanto will only disapear when the player uses up all their Cursed Keys. |
+Warp Door | A pair of doors that, when the player enters one, they'll come out of the other. Up to 10 pairs of doors can be in an area at once. |
-+*P-Door | Similar to that of a Warp Door, but a P-Switch has to be active in order to enter it. |
+*Locked Door | A Warp Door that requires any type of Key to enter. |
-+P-Block | A block that is intangible until a P-Switch is activated, and vice versa. |
+P-Switch | A switch that turns all Coins into Brick Blocks, and vice versa. The maker can also set how long the P-Switch timer lasts, too. |
-+*Infini-P-Switch | Acts the same as a regular P-Switch, but does not disapear after being activated, and can be reactivated again after the P-Switch timer expires. |
-+*B-Switch | Instantly ends the P-Switch timer when hit, no matter how long it was going on for. |
+POW Block | Can be picked up and thrown, and when activated, destroys all enemies on screen and makes all Coins drop down. |
-+*Red POW Block | Acts similarly to a POW Block, but only destroys all enemies and blocks nearby itself. |
-+*Pink POW Block | Identical to a POW Block, but floats in the air and cannot be picked up and thrown. |
+*Trampoline | A bouncy obstacle that bounces the player, enemies and items around. Can be set to point horizontally, vertically, and diagonally. |
-*Super Trampoline | Can bounce the player extremely high into the air. |
+Vine | Allows the player to climb up or down. Can also be set to be from 1 to 20 tiles long. |
-*Rope | Allows the player to cling onto it to swing back and forth. The ycan also climb up or down on it, too. |
-*Fence | Can be between 3x3 and 10x10 tiles large, and allows the player to climb up, down, left, right or diagonally on it. Koopas can also climb on it. |
+Lift | A platform which can move up and down, down and up, left and right, right and left, or diagonally. Can also be stuffed inside a pipe in order for a continuous stream of lifts to shoot out from the mouth of the pipe. Can also be between 3 and 10 tiles wide. |
+*Flimsy Lift | Stays in place, and instantly falls down when the player stands on it. |
-Lava Lift | Stays in place until the player steps on it, in which it'll slowly move left or right for a few seconds before it falls apart. The maker can also make the Lava Lift 3 to 10 tiles long as well |
-*Fast Lava Lift | Acts the same as a Lava Lift, but is much faster |
TBA |
Trivia
- This takes heavy inspiration from the fangame Mario Multiverse. Additionally, it also takes inspiration from other Super Mario Maker fangames such as Super Mario Maker Cloud