Fantendo - Game Ideas & More
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|style="padding:5px; border: 1px solid #EA4AF2; background-color: #1E1E1E"| '''Thunder Flower'''<br />[[File:AttachParachuteChi.png|25px]][[File:AttachWingChi.png|25px]][[File:AttachBubbleChi.png|25px]]
 
|style="padding:5px; border: 1px solid #EA4AF2; background-color: #1E1E1E"| '''Thunder Flower'''<br />[[File:AttachParachuteChi.png|25px]][[File:AttachWingChi.png|25px]][[File:AttachBubbleChi.png|25px]]
 
|style="padding:5px; border: 1px solid #EA4AF2; background-color: #1E1E1E"|The Thunder Flower turns Mario into Thunder Mario, allowing him to throw direct horizontal bolts that travel quickly and precisely. Thunderballs are powerful against earth-elemental foes as well, dealing more damage.
 
|style="padding:5px; border: 1px solid #EA4AF2; background-color: #1E1E1E"|The Thunder Flower turns Mario into Thunder Mario, allowing him to throw direct horizontal bolts that travel quickly and precisely. Thunderballs are powerful against earth-elemental foes as well, dealing more damage.
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|style="padding:5px; border: 1px solid #EA4AF2; background-color: #1E1E1E"|[[File:CrimsonFlowerSMB.png|70px]]
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|style="padding:5px; border: 1px solid #EA4AF2; background-color: #1E1E1E"| '''Crimson Flower'''<br />[[File:AttachParachuteChi.png|25px]][[File:AttachWingChi.png|25px]][[File:AttachBubbleChi.png|25px]]
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|style="padding:5px; border: 1px solid #EA4AF2; background-color: #1E1E1E"|The Crimson Flower turns Mario into Crimson Mario, allowing him to throw red projectiles that unfurl as they are thrown, creating ropes and platforms. They stop immediately when they hit a wall or ceiling and then the sprite becomes either a rope or sloped platform. Crimson Ropes are can also wrap up enemies in crimson vines, freezing them up for a short time.
 
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|style="padding:5px; border: 1px solid #EA4AF2; background-color: #1E1E1E"|[[File:SuperCrownSMB.png|70px]]
 
|style="padding:5px; border: 1px solid #EA4AF2; background-color: #1E1E1E"|[[File:SuperCrownSMB.png|70px]]

Revision as of 18:07, 23 May 2020

SuperMarioMakerChi

Super Mario Maker Chi (also known as Super Mario Maker X) is a sequel to Super Mario Maker 2 for Nintendo Switch and The V². It is a spiritual successor to the wonderfully dated Super Mario Maker Phi and is developed by Toroko. The game builds off Super Mario Maker 2, adding several quality of life improvements and new level making tools and features across the entire board.

The game aims to improve how people share levels and create them. On the "share" end, it adds the ability to "market" your levels online using coins as currency, improvements to multiplayer by creating a more specific pool to pull from for levels, and improved tools for level creators to change their levels dynamically for multiplayer. On the "create" end, level traits can be used to drastically change the rules of how stages operate, allowing levels to be linked together, allowing creators to create their own game with a set of 8 worlds, and introducing many new helpful tools such as Triggers, which allow for advanced level autonomy.

Changes from Super Mario Maker 2

  • Proper spin jump properties to buzzsaws and projectiles for both the Super Mario World and New Super Mario Bros. U styles. Mario can now properly spin off saws and projectiles thrown by enemies as opposed to taking a hit.
  • Spike Blocks are properly tuned to their actual frames. Mario will not die when there are no visible spikes poking out of the Spike Blocks, nor will he be able to walk across spike blocks that have their spikes still out but no longer have the correct hitbox.
  • Multiplayer modes only pull from levels tagged with "Multiplayer-Only".
  • Dying takes less time as the game will no longer load straight to the lives screen, but rather at the last checkpoint or at the sign at the beginning of the level where Mario can resume the level without much of a interruption.
  • Rising water, poison, and lava are now universal to all level themes.
  • Levels can be set vertically on both subareas.
  • Sound effects and music have become part of a new subsection of the editor known as "Triggers" as opposed to being their own section.
  • Editor has once again been reworked.
    • You can set up multiple different versions of the editor and how Course Elements are arranged- you get 10 customizable layouts for the editor and can bunch all the course elements in any way you want in folders. By default, they appear as presented on the page. You can also reset your layout back to default.
    • The only way to unlock certain course elements is through experimentation with the Course editor. When you "create" certain enemies, gizmos, and the such, they become part of the menu basically forever. However, they need to be discovered first. This means that while multiple Goomba and Koopa variants exist, you will only get the standard Goomba and green shell Koopas at the start and you need to experiment with them to unlock their variants.
    • To keep the editor uncluttered, you can tap a character that is a window blinds (named Mr. Blinds) to collapse and uncollapse variants together.
    • The Fly Swatter minigame from Super Mario Maker returns. Shake a Nipper Plant and three flies will pop out, requiring you to tap them with your stylus which will then activate the minigame in full.
  • Enemies can be harmed inside Clear Pipes.
  • Almost all previously 3D World exclusive objects and enemies have been rolled together into every style. As such, there are no longer any "Extra Game Styles".

Title Screen Interactions

Title Screen interactions return from Super Mario Maker on the Wii U, with each letter doing something unique and different.

SuperMM S
SuperMM U
SuperMM P
SuperMM E
SuperMM R
Switches Mario with another character skin that the player has unlocked. Flips the screen upside down. Causes it to blow sand onto the level for five seconds. Turns lights out, with only Mario and some enemies having a circle of light around them. The letter R turns into a rocket and if held down, will clear the level.
SuperMM M
SuperMM A
SuperMM R
SuperMM I
SuperMM O
Flips the W upside down, with Wario's laugh being heard. A Wario Mushroom will then spawn. Enemies will start floating and power-ups will have abnormal moving behavior. The R flattens out and then is pumped up by a bicycle pump. Everything becomes super slippery, like ice as a frosty sheen covers the ground. The O spins like a tire and a car is dropped into the level.
SuperMM M
SuperMM A
SuperMM K
SuperMM E
SuperMM R
Water rises from the bottom of the stage and pulls Mario up as bubble sounds are heard. A bubbled Galoomba floats from the A. A Koopa of a green, red, blue, yellow, or purple color is dropped into the level. A Yoshi Egg of green, red, blue, yellow, or purple color is dropped into the level. The R acts like a Moon, clearing all enemies from the screen.
SuperMM Chi
A flashy effect covers the screen and converts the flower power-ups on screen to another type.

Playable Characters

Unlike in Super Mario Maker Phi, almost all characters act like Mario and share his moveset. However, Luigi, Toad, and Toadette reappear from Super Mario Maker 2 as well as a slew of dozens of new character skins. These character skins can be unlocked over the course of the game similar to the Mystery Mushroom from the original Super Mario Maker and feature a complete sprite set for all game styles, all power-ups, and all animations.

In addition to this, there is a new set of power-ups known as Character Mushrooms. These mushrooms give you the abilities and movesets of different characters, making you play like the character they're named after.

Mario CharacterChi
Mario
Luigi CharacterChi
Luigi
Toad CharacterChi
Toad
Toadette CharacterChi
Toadette
Unlockable Skins
NESPeachPhi
Peach
NESRosalinaPhi
Rosalina
Mystery Mushroom Daisy
Daisy
NESFuseePhi
Fusee
Mystery Mushroom Cosmetta
Cosmetta
MysteryMushroomClassicWario
Wario
CaptainSyrupSMB
Captain Syrup
Mystery Mushroom DonkeyKong
Donkey Kong
Mystery Mushroom Nabbit
Nabbit
Mystery Mushroom Link
Link
Mystery Mushroom ZeroSuitSamus Appeal
Samus Aran
Mystery Mushroom ROBJP
R.O.B.
Mystery Mushroom Ike
Ike
Mystery Mushroom Shulk Appeal
Shulk
Mystery Mushroom WiiFitTrainer Appeal
Wii Fit Trainer
Mystery Mushroom Ness Appeal
Ness
Mystery Mushroom InklingGirl
Inkling
Mystery Mushroom Pit Appeal
Pit
Mystery Mushroom Diskun
Diskun
Mystery Mushroom Mashiko
Mary O.

Game Styles

SMBStyle
  • SMB moveset: Jump, Run
  • Cannot carry objects.
  • Kuribo Shoe is available in this style.
NEWIcon
SMB2Style
  • SMB2 moveset: Jump, Run, Charged Jump
  • Carry objects over the head and throw them at an arc.
  • Unique enemy: Pidgit. Replaces Latiku.
  • Kuribo Shoe is available in this style.
SMB3Style
  • SMB3 moveset: Jump, Run, P-Meter
  • Carry objects in the hands and launch them a short distance.
  • Unique power-up: Raccoon Leaf.
  • Kuribo Shoe is available in this style.
SMWStyle
  • SMW moveset: Jump, Run, Spin Jump
  • Carry objects in the hands and launch them a short distance.
  • Unique power-up: Cape Feather
  • Yoshi is available in this style.
NEWIcon
SM64Style
  • SM64 moveset: Jump, Run, Punch, Dive
  • Carry objects in the hands and launch them a short distance.
  • Unique power-up: Wing Cap
  • Koopa Troopa Shells are rideable only in this style.
  • Power Stars can be assigned as multiple exits to this level.
NSMBUStyle
  • NSMBU moveset: Jump, Run, Spin Jump, Wall Jump, Ground Pound
  • Carry objects in the hands and launch them a short distance.
  • Unique power-up: Propeller Suit
  • Yoshi is available in this style.
SM3DWStyle
  • SM3DW moveset: Jump, Run, Spinning Jump, Wall Jump, Ground Pound
  • Carry objects in the hands and launch them a short distance.
  • Unique power-up: Cat Mario
  • Koopa Troopa Car is available in this style.

Course Themes

AngrySunSMB3
SMM3GroundThemeIcon
Ground (Day)
AngrySunSMB3
SMM3UndergroundThemeIcon
Underground (Day)
AngrySunSMB3
SMM3UnderwaterThemeIcon
Underwater (Day)
AngrySunSMB3
SMM3GhostHouseThemeIcon
Ghost House (Day)
AngrySunSMB3
SMM3AirshipThemeIcon
Airship (Day)
  • Castle and Flagpole
  • Castle and Flagpole
  • Castle and Flagpole
  • Underwater Trait (default)
  • Castle and Flagpole
  • Castle and Flagpole
  • Creaky Trait (default)
AngrySunSMB3
SMM3CastleThemeIcon
Castle (Day)
AngrySunSMB3
SMM3DesertThemeIcon
Desert (Day)
AngrySunSMB3
SMM3SnowThemeIcon
Snow (Day)
AngrySunSMB3
SMM3ForestThemeIcon
Forest (Day)
AngrySunSMB3
SMM3SkyThemeIcon
Sky (Day)
  • Bridge and Axe
  • Castle and Flagpole
  • Castle and Flagpole
  • Castle and Flagpole
  • Castle and Flagpole
AngrySunSMB3
SMMCPoisonThemeIcon
Poison (Day)
AngrySunSMB3
SMMCBeachThemeIcon
Beach (Day)
AngrySunSMB3
SMMCMagmaForestThemeIcon
Crimson (Day)
AngrySunSMB3
SMMCTowerThemeIcon
Tower (Day)
AngrySunSMB3
SMMCDeepWaterThemeIcon
Deepwater (Day)
  • Castle and Flagpole
  • Poison Powerups Trait (default)
  • Castle and Flagpole
  • Castle and Flagpole
  • Bridge and Axe
  • Castle and Flagpole
  • Underwater Trait (default)
  • Ghost Light Trait (default)
MoonSMB3
SMM3GroundThemeIcon
Ground (Night)
MoonSMB3
SMM3UndergroundThemeIcon
Underground (Night)
MoonSMB3
SMM3UnderwaterThemeIcon
Underwater (Night)
MoonSMB3
SMM3GhostHouseThemeIcon
Ghost House (Night)
MoonSMB3
SMM3AirshipThemeIcon
Airship (Night)
  • Castle and Flagpole
  • Float Trait (default)
  • Castle and Flagpole
  • Upside Down Trait (default)
  • Castle and Flagpole
  • Underwater Trait (default)
  • Ghost Light Trait (default)
  • Castle and Flagpole
  • Ghost Light Trait (default)
  • Castle and Flagpole
  • Stormy Sea Trait (default)
MoonSMB3
SMM3CastleThemeIcon
Castle (Night)
MoonSMB3
SMM3DesertThemeIcon
Desert (Night)
MoonSMB3
SMM3SnowThemeIcon
Snow (Night)
MoonSMB3
SMM3ForestThemeIcon
Forest (Night)
MoonSMB3
SMM3SkyThemeIcon
Sky (Night)
  • Bridge and Axe
  • Underwater Trait (default)
  • Castle and Flagpole
  • Sandstorm Trait (default)
  • Castle and Flagpole
  • Slippery Trait (default)
  • Castle and Flagpole
  • Float Trait (default)
  • Castle and Flagpole
  • Light Gravity Trait (default)
MoonSMB3
SMMCPoisonThemeIcon
Poison (Night)
MoonSMB3
SMMCBeachThemeIcon
Beach (Night)
MoonSMB3
SMMCMagmaForestThemeIcon
Crimson (Night)
MoonSMB3
SMMCTowerThemeIcon
Tower (Night)
MoonSMB3
SMMCDeepWaterThemeIcon
Deepwater (Night)
  • Castle and Flagpole
  • Spore Sky Trait (default)
  • Castle and Flagpole
  • Underwater Trait (default)
  • Castle and Flagpole
  • Ashstorm Trait (default)
  • Bridge and Axe
  • Poison Powerups Trait (default)
  • Castle and Flagpole
  • Underwater Trait (default)
  • Deepvision Trait (default)

Level Traits

Level Traits are new to Super Mario Maker Chi and can be assigned to levels to give the levels themselves unique properties. You can assign up to three to any given level and they can be assigned to effect the whole level or just one of the subareas.

LevelTrait Equinox2
Equinox
Neutralizes night time traits on night themes. LevelTrait Cycle
Cycle
Day becomes night over time. Night becomes day over time. Adjusted according to level timer.
LevelTrait Timeless
Timeless
Removes the timer from any level it's attached to. LevelTrait GoombaEvolution
Goomba Evolution
Goombas can collect power-ups to become Super Goombas or even Mushroom Goombas.
LevelTrait AutoMushroom
Auto Mushroom
Starts the player in the Mushroom state. LevelTrait AutoFire
Auto Fire Flower
Starts the player in the Fire Flower state.
LevelTrait AutoSpiny
Auto Spiny Helmet
Starts the player with a Spiny Shell Helmet. LevelTrait AutoBuzzy
Auto Buzzy Helmet
Starts the player with a Buzzy Beetle Shell Helmet.
LevelTrait InfiniteMushrooms
Infinite Mushrooms
Any Question Block that holds a Mushroom will never go to a "dead" state, instead spitting out a Mushroom every time Mario hits it. LevelTrait Blockbreaker
Small Blockbreaker
Allows for Mario to break brick blocks while in the small state.
LevelTrait AlchemistFireFlower
Alchemist Fire Flower
When Mario collects four Mushrooms, they get a Fire Flower. LevelTrait JumpTrails
Jump Trail
Afterimages follow Mario wherever he goes, showing his trajectory and jump arcs.
LevelTrait Float
Float
Goombas and Wigglers float, Chain Chomps have longer chains, and Thwomps and Boo-like enemies gain Boo-like qualities. Power-ups have altered movement behavior. LevelTrait UpsideDown
Upside Down
Turns the screen upside down. UI is uneffected.
LevelTrait GhostLight
Ghost Light
Makes everything dark except for a short radius of light around players and certain other elements like triggers or certain enemies. LevelTrait StormySea
Stormy Sea
The background is stormy (except in the Super Mario Bros. game style), and enemies and items will float as if they are underwater. The player will be uneffected.
LevelTrait Underwater
Underwater
Everything gains underwater physics, including the player character, who can swim in the air. LevelTrait Sandstorm
Sandstorm
Causes a sandstorm to occur, which will push the player, items, and enemies back a bit. The wind will change directions/speed randomly.
LevelTrait Slippery
Frosty
Turns all surfaces slippery as well as giving Ground and other level tiles a frosty sheen. LevelTrait LightGravity
Light Gravity
Light gravity occurs. Things fall slower, you jump higher.
LevelTrait PoisonPowerups
Poison
Power-Ups
Turns all Mushrooms and Flowers into Rotten Mushrooms and Rotten Flowers by default. Shake a power-up to turn it into the normal variant. LevelTrait SporeSky
Spore Sky
A spore storm will go across the screen every 30 seconds and after 5 seconds, a Rotten Mushroom will spawn.
LevelTrait Ashstorm
Ashstorm
Causes a ashstorm to occur, which will push the player, items, and enemies back a bit. The wind will push players and enemies towards open pits or obstacles nearby. LevelTrait Deepvision
Deepvision
Similar to the ghost house effect but enemies have very dim light until close up. They also have alternate color schemes.

Course Elements

Level Elements

Goals
StartLevelSignPostSMB Sign Post Points you in the direction of the castle. It can now be rotated around.
Start Level Signpost DownStart Level Signpost UpStart Level Signpost Left
FlagPoleSMB Flag Pole Collected at the end of the level atop a pole, being the standard level clear condition. You gain more points the further up the flagpole you are and are rewarded a 1-Up for getting to the very top.
CastleSMB Castle Next to a Flag Pole as part of the standard win condition. You gain an additional 300 points for getting inside the castle now- it also now comes with it's own variants.
NESCASTLE OceanNESCASTLE BlueNESCASTLE CyanNESCASTLE GreenNESCASTLE YellowNESCASTLE OrangeNESCASTLE RedNESCASTLE PurpleNESCASTLE WhiteNESCASTLE BLACKNESCASTLE UndergroundNESCASTLE UnderworldNESChineseCastle
BridgeSMB Axe At the end of any given Castle level. You can actually move the axe around but it can't leave the bridge boundaries. It can also be flipped upside down by shaking it. When it's touched by Mario, it effectively ends the level and causes the bridge at the end of the level to collapse.
BridgeAxeUpsideDown
CheckpointSMB Checkpoint Flag Can be placed anywhere the player desires and allows a player to continue from that spot if they die. Getting a game over will require the player to restart the level completely. They can be put at a variety of angles. Placing one in a level requires the maker to beat it twice; once from the beginning and once from the checkpoint.
HiddenExitSMW Hidden Exit A additional exit to levels can be placed and have a complete condition tied to it that will give the player the key to it and complete the level. Placing one requires the maker to beat it twice- both from the regular exit and the hidden exit.
PowerStarSM64 Power Star Up to five can be placed in a level and assigned to different clear conditions, which will pop up on the pause screen as well as at the lives screen. Each Power Star is required to have a location to spawn and collecting one will complete the level. Each power star is also required to be completed by the maker before it can be uploaded.
Modifiers
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Modifiers
Modifiers can be attached to most enemies and some objects/gizmos and have different effects when attached.
  • Mushroom: Makes the enemy bigger.
  • Buzzy Beetle Shell Helmet: Attaches Buzzy Beetle Shell Helmet to enemy.
  • Spiny Shell Helmet: Attaches Spiny Shell Helmet to enemy.
  • Parachute: Makes enemy float slowly down to the ground. Slower movement.
  • Wings: Makes enemy sprout wings and can fly in instances or jump. Faster movement.
  • Bubble: Enemy is trapped in a bubble and can float towards you. Can be popped by contact.
  • Goomba's Shoe: Enemy jumps in the Goomba's Shoe, hopping towards you. Stomp on them to take the Goomba's Shoe.
  • Goomba's Stiletto: Enemy jumps in the Goomba's Stiletto, hopping towards you. Stomp on them to take the Goomba's Stiletto.
  • Boshi: Enemy can ride a Boshi as a Jockey. They can eat projectiles as they come and chase you. Hit them to kick them off and turn them into a normal Yoshi.

Terrain

NESGroundBlock Ground Block General type of terrain that changes on the level theme. Can be painted to be a variety of different colors now.
SlopeSMB Steep Slope A sharp slope that ascends up quickly. Changes appearance based off terrain- like ground blocks, they can be painted.
SlightSlopeSMB Gentle Slope A gentler slope that ascends up slowly. Sliding has more drag on this kind of slope. Changes appearance based off terrain- like ground blocks, they can be painted.
SuperSteepSlope Super Steep Slope A tight incline slope ascends up ridiculously fast. Sliding goes incredibly fast on this kind of slope. Changes appearance based off terrain- like ground blocks, they can be painted.
GreenPipeSMB Pipe Either decorative or can be used to warp to sub areas. They can also spawn items and enemies out of them. The Pipe has a total of three other colors than Green which can be used to determine the warp speed. Blue is slowest, Yellow is slightly faster, and Red is the fastest.
BluePipeSMBYellowPipeSMBRedPipeSMB
ClearPipeSM3DW Clear Pipe Clear Pipes allow Mario, projectiles, items, and enemies to travel through them and allow the player to chose intersections for diverging pathways. They now have a total of three other colors which can be used to determine the travel speed. Blue is slowest, Yellow is slightly faster, and Red is the fastest.
BlueClearPipeSM3DWYellowClearPipeSM3DWRedClearPipeSM3DW
VaseSMB2 Vase
AttachParachuteChiAttachWingChiAttachBubbleChi
Vases are a thinner version of the Pipe, able to spawn enemies and warp Mario to subareas. They come in a 1x2~ variant and a 1x1 variant. The Vase has a total of three other colors than Green which can be used to determine the warp speed. Blue is slowest, Yellow is slightly faster, and Red is the fastest.
VaseBlueSMB2VaseYellowSMB2VaseRedSMB2SmallVaseSMB2SmallVaseBlueSMB2SmallVaseYellowSMB2NESVase2
SpikeTrapSMB Spike Trap A hazard that damages players upon contact. They can be walked on safely with a Goomba's Shoe, Yoshi, or Dry Bones Shell.
SpikeBlockSM3DW Spike Block Spike Blocks are huge yellow blocks that protrude and retract spikes. Spike Blocks can be combined with ON/OFF Switches to create red and blue variants that alternate when the switches are hit. Use a Faulty Trigger to revert specific Spike Blocks to their original yellow state.
SpikeBlockSM3DWOFFSpikeBlockSM3DWON
MushroomPlatformSMB Mushroom Platform A resizable platform that players can jump through from below and land on the top. They can be set to different colors or painted through the Paint Brush.
SemiSolidPlatformSMB Semisolid Platform Semisolid Platforms are resizable platform that players can jump through from below and land on and walk across the top. Cat Mario can climb up the Semisolid Platform's wall in the Super Mario 3D World style. They come in many variants which can be shaken through and change with the environment. They can be recolored to a small extent with the Paint Brush.
BridgeTerrainSMB Bridge A type of extendable platform that only can be stretched horizontally. Has semi-solid properties.
BrickBlockSMB Brick Block
AttachParachuteChiAttachWingChiAttachBubbleChi
A block that players can break as any form other than Small Mario. Brick Blocks can hold various items and enemies much like Question Blocks.
CrystalBlockSMB Crystal Block
AttachParachuteChiAttachWingChiAttachBubbleChi
A Brick Block variant that can't hold items but otherwise has the same behavior. Originally from the Super Mario 3D World theme in specific course themes, the block is now able to be used anywhere.
FlipBlockSMB Rotating Block
AttachParachuteChiAttachWingChiAttachBubbleChi
A block that spins when hit, allowing players and other elements to pass through it, or can be broken with a Spin Jump from above as any form other than Small Mario. Replaces the Brick Block in the Super Mario World theme by default, although now exists in all styles.
HardBlockSMB Hard Block
AttachParachuteChiAttachWingChiAttachBubbleChi
A solid block that mainly serves as a platform, though a strong force such as that of a Banzai Bill or Big Thwomp can break it.
RockBlockSMB Rock Block
AttachParachuteChiAttachWingChiAttachBubbleChi
Shake the Hard Block to get the Rock Block, which has the same hardness but can contain items inside if broken. Previously exclusive to the 3D World theme as that theme's version of the Hard Block.
QuestionBlockSMB Question Block
AttachParachuteChiAttachWingChiAttachBubbleChi
A block containing a single Coin; when hit, it turns into an Empty Block. Other elements can be placed inside instead, such as power-ups, items, and even enemies.
HiddenBlockSMB Hidden Question Block A invisible Question Block containing a single Coin; when hit, it turns into an Empty Block. Other elements can be placed inside instead, such as power-ups, items, and even enemies.
GrassSMB2 Grass Grass can be pulled on to reveal an item attached to it. This is by default, a Vegetable, but the player can attach items and enemies to it to have those be pulled instead. Grass turns into decorative objects in the Super Mario Bros. style.
DonutBlockSMB Donut Block
AttachParachuteChiAttachWingChiAttachBubbleChi
A type of platform block that falls if players or specific enemies/objects stands on it long enough.
FrostedDonutBlock2SMB Frosted Donut Block
AttachParachuteChiAttachWingChiAttachBubbleChi
A variant of the Donut Block that has a quicker drop rate and has slippery properties.
FrostedDonutBlockSMBFrostedDonutBlock3SMB
NoteBlockSMB Note Block
AttachParachuteChiAttachWingChiAttachBubbleChi
A block that bounces players and any elements that land on it up. Bouncing just as you hit the block will propel you higher.
MusicBlockSMB Music Block
AttachParachuteChiAttachWingChiAttachBubbleChi
An alternate form of the Note Block. A Music Block plays a single note of a specific instrument and pitch depending on what landed on it and how high the block is placed respectively, allowing for the crude creation of musical motifs.
CloudBlockSMB Cloud Block A type of platform block that has semi solid properties, but vanish for a couple seconds if struck with enough force.
IceBlockSMB Ice Block
AttachParachuteChiAttachWingChiAttachBubbleChi
A slippery ice block that can be stood on, but can also be broken with enough force.
AquariumBlockSMB Aquarium Block
AttachParachuteChiAttachWingChi
Glass blocks that can be stretched out to be any size. They can hold water, lava, or poison, and enemies inside. Mario can enter them through any side but enemies inside will remain trapped inside.
AquariumBlockWaterSMBAquariumBlockWaterOpaqueSMBAquariumBlockLavaSMBAquariumBlockPoisonPurpleSMBAquariumBlockPoisonGreenSMB
FossilBlockSMB Fossil Block
AttachParachuteChiAttachWingChi
Fossil Blocks are breakable blocks similar to Brick Blocks that can be stretched out similar to Ground Blocks. They can hold multiple enemies, items, and even fluids inside.
FossilBlock2SMBFossilBlock3SMBFossilBlock4SMBFossilBlockWaterloggedSMBFossilBlockPoisonloggedSMBFossilBlockPoisonlogged2SMBFossilBlockLavaloggedSMB
TrussBlockSMB Truss Truss Blocks act as a climbable surface but the top is a solid surface, similar to a semisolid platform. Truss can also be shaped into slopes as well as be colored through the Paint Brush.
TrussSlopeSMB
MetalBlockSMB Metal Block Metal Blocks have physics attached to them, causing them to always drop when there's air underneath them. Due to their weight, they can activate P-Switches, Donut Blocks, and can bounce off Note Blocks. However, they're too heavy to grab. They can be pulled in by Magnet Switches in their ON state.
SandBlockSMB2 Sand Block Sand Blocks can be walked across but can also be picked up to destroy it instantly. In the Super Mario Bros. style, you have to jump on it to destroy these blocks.
MudBlockSMB Mud Block Shake a Sand Block to get a Mud Block. Mud Blocks are unique blocks that slowly get destroyed when the player walks across it. You can walk across it a total of three times before it gets destroyed. Similar to Brick Blocks, they can hold items/enemies inside.
EnemyBlockSMB Enemy Block Enemy Blocks can only be destroyed if a enemy is thrown into it. Shells also destroy enemy blocks.
BushSMB Bush Bushes are now considered a seperate object as opposed to an decoration. Bushes still act as decorative objects but now berries can be attached to them as well. You can also hide small enemies in them.
BushEnemySMB

Items

Coins
CoinSMB Coin
AttachParachuteChiAttachWingChiAttachBubbleChi
Coins are collectible items that are absorbed into your total coin count when you play levels other people created. They also grant a 1-Up if 100 are collected, and they turn into Brick Blocks when a P-Switch is activated.
PinkCoinSMB Pink Coin
AttachParachuteChiAttachWingChiAttachBubbleChi
Pink Coins are special coins that have their own counter that appears when they are placed. Up to 10 can be placed in a single subarea. If all Pink Coins in the area are collected, a pink key appears and floats around Mario, which can be used to open doors.
GreenCoinSMB Green Coin
AttachParachuteChiAttachWingChiAttachBubbleChi
Green Coins are special coins that have their own counter that appears when they are placed. Up to 10 can be placed throughout the whole level. If all Pink Coins in the area are collected, a green key appears and floats around Mario, which can be used to open Hidden Exits exclusively.
BlueCoinSMB Blue Coin
AttachParachuteChiAttachWingChiAttachBubbleChi
By attaching Condition Triggers to Pink/Green Coins, you can create Blue Coins. Up to 10 can be place in a level and all follow the the exact same Condition. By collecting these, you can fulfill the requirement for the Condition and activate the effect it's supposed to create. There is no key tied to these coins.
Power-Ups
MushroomSMB Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that transforms players into their Super forms. They can also be given to enemies and some objects to make them bigger. In the nighttime ground theme, they bounce along the ground, similar to a Super Star.
WeirdMushroomSMB Weird Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that transforms players into their Weird forms, making them elongated and giving them higher jumps. They can also be given to enemies and some objects to make them weird, giving them a distorted appearance and moveset.
FlatMushroomSMB Flat Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that transforms players into their Flat forms, making them stretched out to a 2x1 hitbox and giving them lower jumps. They can also be given to enemies and some objects to make them flat, giving them a distorted appearance and moveset.
BigMushroomSMB Big Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that transforms players into their Big forms, making them 2x2 in size and giving them the ability to break hard blocks. When powered-up, enemies feature Mario and Luigi aesthetics and the screen changes to look like a CRT television screen.
MiniMushroom Mini Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that transforms players into their mini forms, making them even smaller than a single 1x1 tile space. This allows them to fit in very small spaces and makes them really fast and floaty. They can also run across liquids like water, lava, and poison water. However, one hit will kill them and they can't ground pound.
NESFireFlower Fire Flower
AttachParachuteChiAttachWingChiAttachBubbleChi
The Fire Flower turns Mario into Fire Mario, allowing him to throw bouncy fireballs that deal damage from afar and gives him safer approach options to enemies. Fireballs are powerful against icy-elemental foes.
IceFlowerSMB Ice Flower
AttachParachuteChiAttachWingChiAttachBubbleChi
The Ice Flower turns Mario into Ice Mario, allowing him to throw bouncy iceballs that freeze a variety of foes and turn them into icy blocks. Iceballs are powerful against fire-elemental foes as well, freezing them for much longer.
SuperballFlowerSMB Superball Flower
AttachParachuteChiAttachWingChiAttachBubbleChi
The Superball Flower turns Mario into Superball Mario, allowing him to throw erratically bouncing balls that ricochet off the walls at wild angles. They deal the most damage to all elemental type foes but are the hardest to use.
EarthFlowerSMB Earth Flower
AttachParachuteChiAttachWingChiAttachBubbleChi
The Earth Flower turns Mario into Earth Mario, allowing him to throw rolling dirt balls that get bigger as they move across the ground, able to deal more damage to enemies as they get bigger and bigger. Dirtballs are powerful against electrical-elemental foes as well, dealing more damage and amassing them into the dirt balls.
ThunderFlowerSMB Thunder Flower
AttachParachuteChiAttachWingChiAttachBubbleChi
The Thunder Flower turns Mario into Thunder Mario, allowing him to throw direct horizontal bolts that travel quickly and precisely. Thunderballs are powerful against earth-elemental foes as well, dealing more damage.
CrimsonFlowerSMB Crimson Flower
AttachParachuteChiAttachWingChiAttachBubbleChi
The Crimson Flower turns Mario into Crimson Mario, allowing him to throw red projectiles that unfurl as they are thrown, creating ropes and platforms. They stop immediately when they hit a wall or ceiling and then the sprite becomes either a rope or sloped platform. Crimson Ropes are can also wrap up enemies in crimson vines, freezing them up for a short time.
SuperCrownSMB Super Crown
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players a double jump and the ability to float while in the air. The player can also boost out of pits, but cannot perform it two times in a row. Characters take on a Peach-like appearance when they use the Super Crown.
Character Mushrooms
MarioMushroomSMB Mario Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Mario and a red aura. Won't appear if Mario's moveset is already being used.
LuigiMushroomSMB Luigi Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Luigi and a green aura. Won't appear if Luigi's moveset is already being used. The Luigi moveset gives the player longer jumps at the cost of worse traction.
ToadMushroomSMB Toad Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Toad and a deep blue aura. Won't appear if Toad's moveset is already being used. The Toad moveset gives the player faster movement speed and fast pulling of vegetables, however they will have lower jumps than other characters.
ToadetteMushroomSMB Toadette Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Toadette and a bright pink aura. Won't appear if Toadette's moveset is already being used. The Toadette moveset gives the player resistantance to slipping on ice, gains Frog Mario movement underwater, and has fast vegetable pull speed.
Sprite PeachMushroomSMB Peach Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Peach and a pink aura. Won't appear if Peach's moveset is already being used. The Peach moveset gives the player the ability to float and correct jumps to a greater extent than anyone else, but as a tradeoff the player has the lowest speed and power.
RosalinaMushroomSMB Rosalina Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Rosalina and a teal aura. Won't appear if Rosalina's moveset is already being used. The Rosalina moveset gives the player the ability to spin attack, which can be used to extend jumps. They also have high jumps but are also fairly slow like Peach.
DaisyMushroomSMB Daisy Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Daisy and a orange aura. Won't appear if Daisy's moveset is already being used. The Daisy moveset gives the player the ability to double jump and do a charged mid-air dash.
FuseeMushroomSMB Fusee Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Fusee and a lime aura. Won't appear if Fusee's moveset is already being used. The Fusee moveset gives the player the ability to reverse and fast forward their movement, able to correct mistakes and speed up for a short time. Each of these abilities is tied down to a cooldown and Fusee is rather slow, like Peach and Rosalina.
CosmettaMushroomSMB Cosmetta Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Cosmetta and a black aura. Won't appear if Cosmetta's moveset is already being used. The Cosmetta moveset gives the player the ability to create black holes to suck in enemies as well as to use it to create momentum for long jumps both high and long. This moveset is one of the slowest moving, but arguably one of the most powerful.
WarioMushroomSMB Wario Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Wario and a yellow aura. Won't appear if Wario's moveset is already being used. The Wario moveset gives the player the ability to perform a shoulder charge and a ground pound in all styles. Additionally, they can pick up enemies in all styles. Has slower movement speed.
CaptainSyrupMushroomSMB Captain Syrup Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Captain Syrup and a purple aura. Won't appear if Captain's Syrup moveset is already being used. The Captain Syrup moveset gives the player the ability to plant bombs, perform a shoulder dash, and take power-ups to convert them into coins.
DonkeyKongMushroom Donkey Kong Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Donkey Kong and a brown aura. Won't appear if Donkey Kong's moveset is already being used. The Donkey Kong moveset gives the player the ability to climb up walls and ground slam to stun enemies nearby and break blocks from below. Additionally, they can pick up enemies in all styles. Has slower movement speed.
NabbitMushroomSMB Nabbit Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Nabbit and a purple aura. Won't appear if Nabbit's moveset is already being used. The Nabbit moveset gives the player the ability to run past enemies and collect power-ups- three power-up items are converted into a 1-up when collected. The player is also very quick as Nabbit.
LinkMushroomSMB Link Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Link and a green aura. Won't appear if Link's moveset is already being used. The Link moveset allows them to attack with a sword, block projectiles with a shield, and use bombs and a bow and arrow.
SamusMushroomSMB Samus Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Samus and a blue or orange aura. Won't appear if Samus's moveset is already being used. The Samus moveset is basically split in half- obtaining it once will put you into Zero Suit Samus mode, allowing you use to use a grapple tether and a weak shot attack, as well as a kick flip ground pound. Collecting another Samus Mushroom gives you the Varia Suit functionality, allowing you to drop bombs, use the grapple beam, fire missiles and charged energy shots.
ROBMushroomSMB R.O.B. Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of R.O.B. and a beige aura. Won't appear if R.O.B.'s moveset is already being used. The R.O.B. moveset gives the player the ability to perform three additional rocket jumps and to fire spinning gyros. The player has reduced movement speed.
IkeMushroomSMB Ike Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Ike and a blue aura. Won't appear if Ike's moveset is already being used. The Ike moveset gives the player the ability to perform a sword thrust, doing a charged dash with Ragnell that leaves behind a fire trail, and a second jump that has you rise into the air before doing a drop slash with the blade. The player has reduced movement speed.
ShulkMushroomSMB Shulk Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Shulk and a maroon aura. Won't appear if Shulk's moveset is already being used. The Shulk moveset gives the player the ability to use the Monado to alter their stats on the fly. You can increase the power of your speed, jumping, and power of the Monado slashes. You can use the Monado to fight enemies but you cannot collect other power-ups except for character Mushrooms.
WiiFitMushroomSMB Wii Fit Trainer Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Wii Fit Trainer and a blue aura. Won't appear if Wii Fit Trainer's moveset is already being used. The Wii Fit Trainer moveset gives the player a mediation move that allows them to dodge attacks and calm nearby enemies for up to 3 seconds. You cannot collect other power-ups except for character Mushrooms.
NessMushroomSMB Ness Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Ness and a purple aura. Won't appear if Ness's moveset is already being used. The Ness moveset gives the player a range of PK moves that can be used to recharge your hearts by absorbing projectiles and PK Flash, a slow but arced green projectile that deals a lot of damage. You cannot collect other power-ups except for character Mushrooms.
InklingMushroomSMB Inkling Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Inkling and a orange aura. Won't appear if Inkling's moveset is already being used. The Inkling moveset gives the player the ability to shoot ink over the ground and enemies, as well as being able to turn into a squid to swim in ink. Inked enemies are slower and eventually explode if enough ink is on them. You cannot collect other power-ups except for character Mushrooms.
PitMushroomSMB Pit Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Pit and a white aura. Won't appear if Pit's moveset is already being used. The Pit moveset gives the player the ability to briefly fly in the air that has a cooldown attached to it, and the ability to fire arrows or attack with a double slash attack.
DiskunMushroomSMB Diskun Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Diskun and a yellow aura. Won't appear if Diskun's moveset is already being used. The Diskun moveset gives the player the ability to copy the abilities of enemies, giving them ability to throw hammers, elemental projectiles, and turn into Thwomps/Boos. Diskun can only have one copied ability at a time and has to scan enemies to get abilities, as collecting power-ups wont do anything but add points for the player.
MaryOMushroomSMB Mary O. Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the moveset of Mary O. and a yellow aura. Won't appear if Mary O.'s moveset is already being used. The Mary O. moveset gives the player the ability to swing a hammer and produce up to five blocks that have gravity. The player also sees the Mario-ized versions of enemies that is otherwise exclusive to the Big Mushroom power-up.
SmashMushroomSMB Smash Bros. Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
A power-up that gives players the full moveset of Mario from Smash and a rainbow aura. Won't appear if the Smash moveset is already being used. The Smash Bros. moveset gives players all of Mario's special and standard attacks as well as the ability to shield. The drawbacks are that the player gets launched far every time they're hit and they can't pick up power-ups besides the Mushroom without reverting back to the regular Mario moveset. Fighting can only get you so far...
Rideable Characters and Objects
GoombaShoeSMB Goomba's Shoe
AttachParachuteChiAttachWingChiAttachBubbleChi
A shoe that can jump on spiked enemies and obstacles. If the shoe is big, the player can perform a stomp that defeats nearby enemies with smoke. Can be painted with the Paint Brush. Attach it to Goombas or other small enemies to have them inhabit it.
GoombaShoe BlueSMBGoombaShoe TealSMBGoombaShoe OrangeSMBGoombaShoe YellowSMBGoombaShoe RedSMBGoombaShoe PurpleSMBGoombaShoe BlackSMB
GoombaStilettoSMB Goomba's Stiletto
AttachParachuteChiAttachWingChiAttachBubbleChi
A stiletto that can jump on spiked enemies and obstacles. If the stiletto is big, the player can perform a piercing ground pound that can break hard blocks and normally hard to kill enemies. Can be painted with the Paint Brush. Attach it to Goombas or other small enemies to have them inhabit it.
GoombaStiletto BlueSMBGoombaStiletto TealSMBGoombaStiletto OrangeSMBGoombaStiletto YellowSMBGoombaStiletto RedSMBGoombaStiletto PurpleSMBGoombaStiletto GreenSMB
LatikuCloudSMB Latiku Cloud Latiku Clouds are always attached to a Latiku but can be ridden in if the Latiku is defeated. This object when ridden in, allows Mario to go in all 8 directions in the air and fly for a short period of time.
MagicCarpet Magic Carpet Replaces Latiku Clouds in the Super Mario Bros. 2 theme. If a Pidgit is pulled off the Magic Carpet, Mario can ride it for a brief period of time. The Magic Carpet has characters stand on it, giving it a generally bigger hitbox, but characters can jump and carry items while in it.
BabyYoshiSNES Green Baby Yoshi Baby Yoshis are either objects you can find in levels or the result when a grown Yoshi eats five Apples. They have to be carried by the player. Baby Yoshis have to eat five enemies or berries to fully grown. The normal variety will grow into Green Yoshis.
BabyYoshiSNES Red Red Baby Yoshi Red Baby Yoshis are the red variant of a Baby Yoshi, able to spit out a fireball after eating an enemy or berry. They can be picked up after a Yoshi eats five lavaberries or on their own. Once they eat five berries/enemies, they mature in Red Yoshis.
BabyYoshiSNES Blue Blue Baby Yoshi Blue Baby Yoshis are the blue variant of a Baby Yoshi, able to fly for up to a second. They can be picked up after a Yoshi eats five blueberries or on their own. Once they eat five berries/enemies, they mature in Blue Yoshis.
BabyYoshiSNES Yellow Yellow Baby Yoshi Yellow Baby Yoshis are the yellow variant of a Baby Yoshi, able to shake the ground a short radius around them, freezing enemies and dropping coins. They can be picked up after a Yoshi eats five bananas or on their own. Once they eat five berries/enemies, they mature in Yellow Yoshis.
BabyYoshiSNES Purple Purple Baby Yoshi Purple Baby Yoshis are the purple variant of a Baby Yoshi, able to spit out bubbles to entrap enemies. They can be picked up after a Yoshi eats five grapes or on their own. Once they eat five berries/enemies, they mature in Purple Yoshis.
PinkBabyYoshiSMW Pink Baby Yoshi Pink Baby Yoshis are the pink variant of a Baby Yoshi, able to create floating recovery blocks to save Mario from falling. They can be picked up after a Yoshi eats five dragonfruits or on their own. Once they eat five berries/enemies, they mature in Pink Yoshis.
BigYoshiBabySMW Big Baby Yoshi Big Baby Yoshis are the result of a Baby Yoshi eating five Yoshi Cookies instead of helpful berries. They act like a POW Block that can be constantly picked up and thrown, defeating ground-borne enemies and shaking coins out of the air. Mario's jump is limited when he carries them. They cannot be matured.
Support Objects
BuzzyBeetleShellHelmetSMB Buzzy Beetle Shell
AttachParachuteChiAttachWingChiAttachBubbleChi
Buzzy Beetle Shells can be worn by players to protect themselves against hazards from above, which will just bump off them. Obtained by shaking a Buzzy Beetle, which will appear in a uncovered form. It will then appear in the Items menu.
SpinyShellHelmetSMB Spiny Shell
AttachParachuteChiAttachWingChiAttachBubbleChi
Spiny Shells can be worn by players to protect themselves against hazards, but also use it to destroy enemies and hard blocks. Obtained by shaking a Spiny, who will appear in a uncovered form. It will then appear in the Items menu.
DryBonesShellSMB Dry Bones Shell
AttachParachuteChiAttachWingChiAttachBubbleChi
Dry Bones Shells allow players to safely sail along the surface of water, lava, or poison. Hold down to "play dead" to become temporarily invincible. Can be obtained by shaking Dry Bones.
BoomBoomShellSMB Boom Boom Shell
AttachParachuteChiAttachWingChiAttachBubbleChi
This rather large shell allows Mario to put up a powerful spiked resistance against foes and spin around to deal damage when running. However, his movement speed is slowed and he cannot jump while wearing the shell. Can be removed by a Magnet Crane or getting hit while walking or falling. Obtained by shaking Boom Boom.
GoombaMaskSMB Goomba Mask
AttachParachuteChiAttachWingChiAttachBubbleChi
Goomba Masks can be used to sneak through Goombas and their variants without taking damage, although other enemies will still attack. Power-ups cannot be used in this state, although Peach's float can still be used.
ChargingChuckHelmet Charging Chuck Helmet
AttachParachuteChiAttachWingChiAttachBubbleChi
Charging Chuck Helmets can be used to give Mario a charge that can break blocks when worn, although he cannot use power-ups while wearing the helmet. Additionally, the helmet bounces off danger from above.
GoldBlockSMB Gold Block The Gold Block has to be placed inside a Brick Block, in which Mario can jump up and collect coins out of it. When he collects over 10, his head will be replaced with a Gold Block that produces coins as he runs. The Gold Block disappears after 100 coins have been collected from it, or if Mario is hit while wearing it.
MagikoopaWandSMB Magikoopa Wand
AttachParachuteChiAttachWingChiAttachBubbleChi
Magikoopa Wands can be collected by Mario to fire up shots of magic as it floats around him. This can be used to transform Brick Blocks or enemies into coins, other enemies, or power-ups. Mario loses this special item when he is hit.
Carry Objects
Vegetable1SMB2 Vegetable
AttachParachuteChiAttachWingChiAttachBubbleChi
Vegetables are pulled from the ground and can be thrown at enemies. In the Super Mario Bros. 2 style they are carried over the head, but in every other style they are carried with the arms, with the lone exception being the Super Mario Bros. style which Mario can't even pull vegetables out from the ground.
Vegetable2SMB2Vegetable3SMB2Vegetable4SMB2Vegetable5SMB2Vegetable6SMB2Vegetable7SMB2Vegetable8SMB2
GreenShellSMB2 Turtle Shell
AttachParachuteChiAttachWingChiAttachBubbleChi
Turtle Shells are pulled from the ground and can be thrown at enemies. They break when they hit a wall. The turtle shell behavior is exclusive to the Super Mario Bros. 2 style- any other game style will convert them into Koopa Shells instead. While all Turtle Shells more or less act identically, the Pink Turtle Shell is twice as fast. You can also ride atop a Turtle Shell when it is active.
RedShellSMB2BlueShellSMB2YellowShellSMB2PurpleShellSMB2PinkShellSMB2
Berries
AppleSMB Apple
AttachParachuteChiAttachWingChiAttachBubbleChi
When a Yoshi eats 5 apples, they release a green Yoshi Egg that hatches into a Green Baby Yoshi. The apple can be placed in the air or on bushes, trees, thorns, and Piranha Plants.
LavaberrySMB Lavaberry
AttachParachuteChiAttachWingChiAttachBubbleChi
When a Yoshi eats 5 lavaberries, they release a red Yoshi Egg that hatches into a Red Baby Yoshi. The lavaberry can be placed in the air or on bushes, trees, thorns, and Piranha Plants.
BlueberrySMB Blueberry
AttachParachuteChiAttachWingChiAttachBubbleChi
When a Yoshi eats 5 blueberries, they release a blue Yoshi Egg that hatches into a Blue Baby Yoshi. The blueberry can be placed in the air or on bushes, trees, thorns, and Piranha Plants.
BananaSMB Banana
AttachParachuteChiAttachWingChiAttachBubbleChi
When a Yoshi eats 5 bananas, they release a yellow Yoshi Egg that hatches into a Yellow Baby Yoshi. The banana can be placed in the air or on bushes, trees, thorns, and Piranha Plants.
GrapesSMB Grapes
AttachParachuteChiAttachWingChiAttachBubbleChi
When a Yoshi eats 5 grapes, they release a purple Yoshi Egg that hatches into a Purple Baby Yoshi. The grapes can be placed in the air or on bushes, trees, thorns, and Piranha Plants.
DragonfruitSMB Dragon Fruit
AttachParachuteChiAttachWingChiAttachBubbleChi
When a Yoshi eats 5 Dragon Fruits, they release a pink Yoshi Egg that hatches into a Pink Baby Yoshi. The dragon fruit can be placed in the air or on bushes, trees, thorns, and Piranha Plants.

Enemies

Standard Enemies
GoombaSMB Goomba
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Goombas walk along the ground and can be defeated by stomping on them or through most means of getting rid of an enemy.
GaloombaSMW Chi Galoomba
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
The Galoomba only appears in the Super Mario World theme in place of the Goomba. When stomped, they flip over and can be carried and thrown to defeat an enemy. Hitting them again can also get rid of them.
SuperGoombaSMMP Super Goomba
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
By giving a Goomba a Big Mushroom, they turn into Super Goombas, which take a total of five stomps to kill or fifteen fireballs.
MushroomGoombaSMMPhi Mushroom Goomba
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
By giving a Super Goomba a regular Mushroom, they turn into Mushroom Goombas, which drops three Mushrooms on death and takes a total of ten stomps to kill or fifty fireballs to kill.
GoombratSMB Goombrat
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
By shaking the Goomba, you get the Goombrat, who is mindful of edges and turns around to avoid falling off them.
GoombudtSMB Goombud
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
By shaking the Galoomba, you get the Goombud, who is mindful of edges and turns around to avoid falling off them but otherwise is just as susceptible to getting flipped over. Exclusive to the Super Mario World theme.
GreenKoopaSMB Green Shell Koopa
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
When stomped on, Koopa Troopas retreat into their shells; in the Super Mario World and Super Mario 3D World styles, they become Green Beach Koopas. Green Shells can be ridden on in the Super Mario 64 style. Green Shell Koopas will keep going and fall off ledges, making them the most simple Koopa variety.
RedKoopaSMB Red Shell Koopa
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
When stomped on, Koopa Troopas retreat into their shells; in the Super Mario World and Super Mario 3D World styles, they become Red Beach Koopas. Red Shells can be ridden on in the Super Mario 64 style. Red Shell Koopas will be mindful of edges and face the other direction to walk.
BlueKoopaSMB Blue Shell Koopa
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
When stomped on, Koopa Troopas retreat into their shells; in the Super Mario World and Super Mario 3D World styles, they become Blue Beach Koopas. Blue Shells can be ridden on in the Super Mario 64 style. Blue Shell Koopas will be mindful of edges and walk faster than normal Koopas.
YellowKoopaSMB Yellow Shell Koopa
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
When stomped on, Koopa Troopas retreat into their shells; in the Super Mario World and Super Mario 3D World styles, they become Yellow Beach Koopas. Yellow Shells can be ridden on in the Super Mario 64 style. Yellow Shell Koopa Troopas chase after Mario but can still fall off ledges.
PurpleKoopaSMB Purple Shell Koopa
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
When stomped on, Koopa Troopas retreat into their shells; in the Super Mario World and Super Mario 3D World styles, they become Purple Beach Koopas. Purple Shells can be ridden on in the Super Mario 64 style. Purple Shell Koopa Troopas are slow, mindful of edges, and immune to poison water.
PinkKoopaSMB Pink Shell Koopa
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
When stomped on, Koopa Troopas retreat into their shells; in the Super Mario World and Super Mario 3D World styles, they become Pink Beach Koopas. Pink Shells can be ridden on in the Super Mario 64 style. Pink Shell Koopa Troopas are very slow, mindful of edges, and their shells launch twice as fast as a normal shell.
TroopuioseSMB Troopuiose
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
When stomped on, Troopuiose retreat into their shells; in the Super Mario World and Super Mario 3D World styles, they become Beached Troopuioses. Troopuiose Shells can be carried and thrown in the Super Mario 64 style. Troopuiose are unique in their shells cannot be kicked, but can be used as a weight and have the same weight as a Thwomp.
SilverShellTroopuioseSMB Silver Shell Troopuiose
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
When stomped on, Silver Shell Troopuiose retreat into their shells; in the Super Mario World and Super Mario 3D World styles, they become Beached Silver Shell Troopuioses. Silver Shells can be carried and thrown in the Super Mario 64 style. Troopuiose are unique in their shells cannot be kicked, but can be used as a weight and have the same weight as a Thwomp. Silver Shells specifically are magnetic and can be picked up by magnet cranes from a large distance. Silver Shell Troopuiose are also slower than a normal Troopuiose.
BuzzyBeetleSMB Buzzy Beetle
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
Buzzy Beetles act similar to Koopa Troopas, but are immune to fireballs. Their shells can be launched like a Koopa Shell, but can also be used as a helmet to protect you from damage from above.
UnshelledBuzzyBeetle Unshelled
Buzzy Beetle

AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
If a Buzzy Beetle's Shell is removed in the editor or through the help of a Magnet Claw, they will appear in this weak form that is vulnerable to everything. They can climb up walls to then drop on Mario when he comes by, before uprighting themselves after they hit the ground.
SpikeTopSMB Spike Top
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
Spike Tops can walk along walls and ceilings, and like Buzzy Beetles, they are resistant to fireballs and stomping. However you can end them by hitting them atop a block or killing them with a Star.
SpikeTopBlueSMB Blue Spike Top
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
Blue Spike Tops have the same behavior and defeat conditions as a normal Spike Top, but are faster overall.
AntTrooperSMB Ant Trooper
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Ant Troopers are enemies that can walk on walls and ceilings, but cannot be defeated with a normal stomp, instead requiring a ground-pound or fireball.
HornedAntTrooperSMB Horned Ant Trooper
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Act the same as a normal Ant Trooper but cannot be stomped on due to their spike helmet, requiring them to be defeated with a fireball, shell, or Star.
SpinySMB Spiny
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
Spinies walk forward without looking for edges, but can't be stomped, needing to be hit with a projectile or an attack that can hit them from anywhere but above. If their shell is removed, it can be launched or worn like a helmet to protect and destroy things from above.
BlueSpinySMB Blue Spiny
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
Blue Spinies are mindful of edges and will turn around when it sees one. They can't be stomped, needing to be hit with a projectile or an attack that can hit them from anywhere but above. If their shell is removed, it can be launched or worn like a helmet to protect and destroy things from above.
UnshelledSpinySMB Unshelled Spiny
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Unshelled Spinies lack their powerful shells, but are much faster without them. They can also bury themselves into the ground and then pop out later like a Monty Mole, although they hide from Mario whenever they can. They are just as weak as a Goomba. You'll want to take them out fast!
BlooperSMB Blooper
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Bloopers can be placed on land or underwater, where they move erratically through the air or water towards the player. On land, they can be defeated with a stomp.
BlooperBabiesSMB Blooper Babies
Blooper Babies are infant Bloopers that trail behind the Blooper they're attached to. Attaching Blooper Babies to a Blooper will create a Blooper Nanny and you can add the Blooper Babies to either version of the Blooper. They damage Mario on impact.
DireBlooperSMB Dire Blooper
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Shaking a Blooper will create a Dire Blooper, which are twice as fast and move just as erratically towards the player. However, they don't deal damage, but instead cover the screen and player with their ink. On land, they can be defeated with a stomp.
DireBlooperBabiesSMB Dire Blooper Babies
Dire Blooper Babies are infant Bloopers that trail behind the Blooper they're attached to. Attaching Blooper Babies to a Blooper will create a Blooper Nanny and you can add the Blooper Babies to either version of the Blooper. They ink Mario on impact.
CheepCheepSMBChi Cheep Cheep
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Cheep Cheeps bounce along the ground when placed on land and occasionally jump up to attack players. Regular Cheep Cheeps swim back and forth while underwater and follow players on land.
CheepCheepGreenSMB Green Cheep Cheep
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Cheep Cheeps bounce along the ground when placed on land and occasionally jump up to attack players. Green Cheep Cheeps constantly move towards the left on both land and water.
CheepCheepBlueSMB Blue Cheep Cheep
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Cheep Cheeps bounce along the ground when placed on land and occasionally jump up to attack players. Blue Cheep Cheeps always look for the nearest fluid and jump towards it when on land, although they can only swim in water. In the water, they move in a zig zag pattern.
CheepCheepVolcanicSMB Volcanic
Cheep Cheep

AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Cheep Cheeps bounce along the ground when placed on land and occasionally jump up to attack players. Volcanic Cheep Cheeps always look for the nearest fluid and jump towards it when on land, although they can only swim in lava. In the lava, they like to bounce upwards and fall in a short but tall arc towards the player.
CheepCheepPurpleSMB Purple Cheep Cheep
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Cheep Cheeps bounce along the ground when placed on land and occasionally jump up to attack players. Purple Cheep Cheeps always look for the nearest fluid and jump towards it when on land, although they can only swim in poison water. In the poison water, they move in a circular pattern, only leaving it when Mario is nearby.
SkipsqueakSMB Skipsqueak
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Skipsqueaks march in place and jump into the air when players jump. They can be stomped on as well as taken out with projectiles.
SpinySkipsqueakSMB Spiny Skipsqueak
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Spiny Skipsqueaks also march in place and jump into the air when players jump. They differ with their spikes on their back, causing them to damage players on contact and making them immune to stomping.
HardhatSkipsqueakSMB Hardhat Skipsqueak
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Hardhat Skipsqueaks also march in place and jump into the air when players jump. They bounce players off when they attempt to stomp on them and unlike normal Skipsqueaks and Spiny Skipsqueaks, their jumps can actually break/activate blocks.
StingbySMB Stingby
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
Stingbies chase after players if they spot them, though they only move horizontally in one direction with no loss in air. They can be simply stomped or taken out with a fireball.
UrbanStingbyLarvaSMB Urban Stingby
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
Appearing only as larva initially, Urban Stingbies crawl across the ground slowly. When they spot Mario, they'll spring to life as giant Urban Stingbies, who explode if they hit Mario or a wall as opposed to normal Stingbies which stop after they've traveled from Mario a bit.
UrbanStingbySMB
PiranhaPlantSMB Piranha Plant
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Piranha Plants can be placed in pipes, where they periodically emerge to attack players and retreat. When placed elsewhere such as on ceilings and walls, they act as stationary hazards. They gain the ability to lunge at players in the Super Mario 3D World style.
FirePiranhaPlantSMB Fire Piranha Plant
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
An alternate form of the Piranha Plant. Fire Piranha Plants spit out fireballs from their set location, which fly in a straight forward trajectory as opposed to bouncing. These fire balls can also go through walls.
FirePiranhaPlantSMB2
ThwompSMB Thwomp
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
Thwomps are stationary and can even be walked across in the Super Mario 64, New Super Mario Bros. U, and Super Mario 3D World styles. However, when Mario walks under them, they slam down to the ground. They can be defeated with shells or a Star.
SidewaysThwompSMB Sideways Thwomp
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
Sideways Thwomps are much like their original version: stationary and can even be walked across in the Super Mario 64, New Super Mario Bros. U, and Super Mario 3D World styles. However, when Mario walks into their line of sight, they slam until they hit a wall and then retreat back to their original spot. They can be defeated with shells or a Star.
SuperThwompSMB Flaming Thwomp
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
When Thwomps are given a Fire Flower, they become a Flaming Thwomp: a fast moving Thwomp able to move in all cardinal directions so long as Mario is in their line of sight. They don't return to their original position until they hit a wall, ceiling, or ground. They can be defeated with shells or a Star.
FrostyThwompSMB Frosty Thwomp
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
When Thwomps are given a Ice Flower, they become a Frosty Thwomp: a slow moving Thwomp that can move in any direction. They can be walked across in any style and are slippery to stand on, but can be used as elevators in levels, provided you leave before they meet a surface. They don't return to their original position until they hit a wall, ceiling, or ground. They can be defeated with shells or a Star.
SuperballThwompSMB Super Thwomp
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
When Thwomps are given a Superball Flower, they become a Super Thwomp: a Thwomp that can move in any direction. Unlike Flaming or Frosty Thwomps, there's no gimmick attached to these. They move as fast as a normal Thwomp and don't have special properties. They don't return to their original position until they hit a wall, ceiling, or ground. They can be defeated with shells or a Star.
DirtThwompSMB Dirt Thwomp
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
When Thwomps are given a Earth Flower, they become a Dirt Thwomp: a Thwomp that can move in any direction. They can also have Grass attached to them and can be walked across. They go at a normal speed. They don't return to their original position until they hit a wall, ceiling, or ground. They can be defeated with shells or a Star.
BoltThwompSMB Bolt Thwomp
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
When Thwomps are given a Thunder Flower, they become a Bolt Thwomp: a Thwomp that can move in any direction. They are extremely fast and release a electric charge when they slam into a surface, activating gizmos in the nearby area. They don't return to their original position until they hit a wall, ceiling, or ground. They can be defeated with shells or a Star.
BrickThwompSMB Brick Thwomp
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
When a Brick Block is dragged onto a Thwomp, they become a Brick Thwomp. Brick Thwomps can be told to go into one cardinal direction- whether it be down, left, right, or up. They have the hardness of a Brick Block, meaning that Mario can simply destroy them by hitting them with a jump or ground pound. They can also hide items/enemies inside.
ThwimpSMB Thwimp
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
When Thwomps are given a Mini Mushroom, they become a Thwimp. They hop back and forth in large arcs trying to land on the player. They can't be stomped on and can't be destroyed with projectiles. They can however, be killed by Star or destroyed in lava/poison water.
WhompSMB Whomp
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
When Thwomps are given a Mega Mushroom, they become Whomps. Whomps are slow and move around until they find Mario, in which they will fall to attempt to crush him. On their back is a area you can ground pound to kill them, but they will rise shortly after falling. They are immune to projectiles. In game styles without a ground pound, you can use a Goomba's Shoe to kill them. In the Super Mario Bros. 2 style, you can throw vegetables at the weak spot to kill them.
WhimpSMB Whimp
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
When Whomps are given a Mini Mushroom, they become a Whimp. Whimps follow the player and then attempt to crush them by falling onto their face, which will cause them to explode on impact.
MontyMoleSMB Monty Mole
AttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
When placed in the ground, Monty Moles remain hidden until players approach them, causing them to jump out and chase them. They have frantic movement but can be stomped on or taken out with standard projectiles.
MegaMoleSMB Mega Mole
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Created when a Monty Mole is given a Mega Mushroom or regular Mushroom, they are invulnerable to jumps or Spin Jump moves as well as projectiles, but can be defeated by using a cape, a Super Star, or a Shell. They chase Mario similar to a Monty Mole.
RockyWrenchSMB Rocky Wrench
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Rocky Wrenches hide underneath manhole covers in the ground, then slowly emerge to throw wrenches at players. They can be stomped on or be defeated through projectiles. They are created when the player shakes a Monty Mole.
HammerBroSMB Hammer Bro
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Hammer Bros. are pesky jumping enemies that throw hammers in an arc, constantly hurling projectiles towards the player and jumping onto platforms above them to trip Mario up. They can be defeated with a stomp so long as a Hammer isn't above their head, although a standard projectile or shell will also take them out.
HammerBroFireSMB Fire Bro
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Fire Bros. are now available in all styles. They fire fireballs that bounce similar to Fire Mario's, able to fire up to two at a time. They can be defeated with a stomp, although a standard projectile or shell will also take them out. They are created when a Hammer Bro. is given a Fire Flower.
HammerBroIceSMB Ice Bro
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Ice Bros. fire iceballs that bounce similar to Ice Mario's, able to fire up to two at a time. They freeze Mario and make him move back until he hits a surface. They can be defeated with a stomp, although a standard projectile or shell will also take them out. They are created when a Hammer Bro. is given a Ice Flower.
HammerBroSuperSMB Superball Bro
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Superball Bros. fire superballs that bounce erratically off surfaces similar to Superball Mario's, able to fire up to two at a time. They can be defeated with a stomp, although a standard projectile or shell will also take them out. They are created when a Hammer Bro. is given a Superball Flower.
HammerBroEarthSMB Earth Bro
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Earth Bros. fire dirtballs that roll across the ground, collecting dirt and becoming larger as they roll similar to Earth Mario's. They are able to fire up to two at a time. They can be defeated with a stomp, although a standard projectile or shell will also take them out. They are created when a Hammer Bro. is given a Earth Flower.
HammerBroThunderSMB Thunder Bro
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Thunder Bros. fire bolts of thunder that travel across the screen similar to Thunder Mario's projectiles. They are able to fire up to two at a time. They can be defeated with a stomp, although a standard projectile or shell will also take them out. They are created when a Hammer Bro. is given a Thunder Flower.
ChainChompSMB Chain Chomp
AttachMushroomChi
AttachParachuteChiAttachWingChi
Chain Chomps are attached to stakes and lunge at Mario when he gets near. They can be defeated with shells or stars but are immune to stomps and projectiles. Ground pounding the stake will free the Chain Chomp. They can be attached to rails and hang off those.
UnchainedChainChompSMB Unchained Chomp
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Shake the Chain Chomp to create a Unchained Chomp, which rapidly jumps and moves in one direction until they hit a wall. Since they are not bound by a chain, they can move freely.
FlameChompSMB3 Flame Chomp
AttachMushroomChi
AttachParachuteChiAttachWingChi
Flame Chomps follow Mario and fire fireballs at him, the amount they have in them shown by their trail. They explode shortly after running out of fireballs. They can be defeated with stomps, fireballs, hammers, Starmen, and tail whips. To create a Flame Chomp, give a Chain Chomp a Fire Flower.
IceChompSMB3 Freeze Chomp
AttachMushroomChi
AttachParachuteChiAttachWingChi
Freeze Chomps follow Mario and fire iceballs at him, the amount they have in them shown by their trail. These freeze Mario and make him slide across a distance until he hits a wall. They explode shortly after running out of iceballs. They can be defeated with stomps, fireballs, hammers, Starmen, and tail whips. To create a Freeze Chomp, give a Chain Chomp a Ice Flower.
SuperChompSMB3 Super Chomp
AttachMushroomChi
AttachParachuteChiAttachWingChi
Super Chomps follow Mario and fire superballs at him, the amount they have in them shown by their trail. They explode shortly after running out of superballs. They can be defeated with stomps, fireballs, hammers, Starmen, and tail whips. To create a Super Chomp, give a Chain Chomp a Superball Flower.
EarthChompSMB3 Dirt Chomp
AttachMushroomChi
AttachParachuteChiAttachWingChi
Dirt Chomps follow Mario and fire dirtballs at him, the amount they have in them shown by their trail. These roll across the ground and get bigger as they do. They explode shortly after running out of dirtballs. They can be defeated with stomps, fireballs, hammers, Starmen, and tail whips. To create a Dirt Chomp, give a Chain Chomp an Earth Flower.
ThunderChompSMB3 Volt Chomp
AttachMushroomChi
AttachParachuteChiAttachWingChi
Volt Chomps follow Mario and fire thunderballs at him, the amount they have in them shown by their trail. They explode shortly after running out of thunderballs. They can be defeated with stomps, fireballs, hammers, Starmen, and tail whips. To create a Volt Chomp, give a Chain Chomp a Thunder Flower.
DryBonesSMB Dry Bones
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
Dry Bones crumble when stomped on, but emerge back up after a period of time. They are mindful of edges. In the Super Mario World style, they can throw bones at Mario.
DeathBonesSMB Death Bones
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachBoshi
Death Bones chase after Mario and being a variant of the Dry Bones, they crumble when stomped on but emerge back up after a period of times. They are not mindful of edges. In the Super Mario World style, they throw Hammers.
FishBoneNES Fish Bone
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStiletto
Place a Dry Bones underwater and shake them to create a Fish Bone. They charge towards a player upon spotting them and break upon hitting a wall. They otherwise swim in horizontal patterns. If they are placed on land, they instantly fall apart upon hitting the ground.
AngrySunSMB3 Angry Sun
AttachMushroomChi
AttachParachuteChiAttachWingChi
The Angry Sun appears high above the stage to chase Mario down, swooping in an arc close to the ground. Relentless, he can only be destroyed by a Star or a Koopa Shell.
MoonSMB3 Calm Moon
AttachMushroomChi
AttachParachuteChiAttachWingChi
When shaken, the Angry Sun becomes the Calm Moon and appears high above the stage. They then swoop in an arc close to the ground. When touched by Mario, all enemies on screen disappear. They also transform themes into night themes when used in the editor.
AngryMoonSMB Angry Moon
AttachMushroomChi
AttachParachuteChiAttachWingChi
When shaken too many times, eventually the Angry Sun or Calm Moon become the Angry Moon. While it retains it's movement pattern, it will revive enemies after Mario destroys them after 3 seconds and can transform Koopas into Dry Bones. The only way to defeat it is through a Star or shell.
FuzzySMB Fuzzy
AttachMushroomChi
AttachParachuteChiAttachWingChi
AttachBoshi
Fuzzies can either circle around a path that the player draws for them or follow across a Track at a fast pace. They damage Mario on contact and can only be defeated through a Star, shell, or Yoshi's tongue.
FuzzlerSM3DW Fuzzler
AttachMushroomChi
AttachParachuteChiAttachWingChi
By shaking a Fuzzy, you get the massive Fuzzler, a enemy that rolls across Tracks or the surface of the ground in a straight line. They ignore things smaller than them, simply rolling over them as they continue on the track. The only thing to reverse a Fuzzler's course is things bigger than them or another Fuzzler. They damage Mario on contact and can only be defeated through a Star, shell, or Yoshi's tongue.
FizzlitSMB Fizzlit
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Fizzlits stay in place and can be defeated by any form of attack- however they transform into a electrical puddle that covers a 2x1 area and are immune to damage except by a star.
BrolderSM3DW Brolder
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
Brolders hide underground until Mario comes near, and then jump and roll towards him. They can be attacked to be turned into boulders, which can then be picked up and thrown to destroy them as well as deal damage to enemies.
BoshiSMW Boshi
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
Boshis can be ridden on by a number of enemies, attacking Mario on sight and eating projectile attacks and shells. Basically an evil Yoshi. Manage to knock off the jockey enemy and they will turn back into normal Yoshis you can ride. Available in the Super Mario World and New Super Mario Bros. U styles only, turning into a Goomba Shoe, Blue Koopa, or Koopa Troopa Car in other styles.
BlarggSMW Blargg
AttachMushroomChi
Blarggs appear underneath lava and forecast their arrival by shifting their eyes around before lunging forward to attack Mario. If they touch water, get hit by a shell or iceball, or get hit by a Star, they can be killed.
WarggSMW Wargg
AttachMushroomChi
Warggs appear underneath water and forecast their arrival by shifting their eyes around before lunging forward to attack Mario. If they touch lava, get hit by a shell or fireball, or get hit by a Star, they can be killed.
ParggSMW Pargg
AttachMushroomChi
Parggs appear underneath poison water and forecast their arrival by shifting their eyes around before lunging forward to attack Mario. They are unique in that only a star can kill them, as both water and lava have no effect on them and they can not be taken out with a fireball or iceball.
CharvaarghSM3DW Charvaargh
AttachParachuteChiAttachWingChi
Give a Blargg a Big Mushroom to create a Charvaargh. Charvaarghs leap out from below and either the side or the foreground (3D World only) in an arching motion. They take 5 iceballs to kill or die by jumping into water or by Star.
WatevaarghSM3DW Watervaargh
AttachParachuteChiAttachWingChi
Give a Wargg a Big Mushroom to create a Watervaargh. Watervaarghs leap out from below and either the side or the foreground (3D World only) in an arching motion. They take 5 fireballs to kill or die by jumping into lava or by Star.
PoisavaarghSM3DW Poisavaargh
AttachParachuteChiAttachWingChi
Give a Pargg a Big Mushroom to create a Poisavaargh. Poisavaarghs leap out from below and either the side or the foreground (3D World only) in an arching motion. They can only be killed by Star.
LavaBubbleSMB Lava Bubble
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Lava Bubbles pop in and out of lava at periodic times, although they will stay at the surface of the lava if Mario is wearing a Goomba Mask. If they land in water, they turn into a ground block on impact.
WaterBubbleSMB Water Bubble
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Water Bubbles pop in and out of water at periodic times, although they will stay at the surface of the water if Mario is wearing a Goomba Mask. If they land in lava, they turn into a ground block on impact.
PoisonBubbleSMB Poison Bubble
AttachMushroomChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Poison Bubbles pop in and out of poison water at periodic times, although they will stay at the surface of the poison water if Mario is wearing a Goomba Mask. When they land in lava, they transform into a spike block and if they land in water it briefly turns the water poisonous for 10 seconds.
PoisonBubble2SMB
BooSMB Boo
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Boos slowly float towards the player when their backs are turned but freeze up when players face them. They are able to fly through any ground and can't be normally killed through most means. When placed in a Goomba's Shoe/Stiletto or on a Boshi, they possess it instead, with their sight mechanic being maintained- chasing the player until they are noticed, in which they stop dead in their tracks.
StretchSMB Stretch
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
When Boos are placed on the ground without modifiers, they become stretches which lurk in the ground and emerge on occasion. They move back and forth across the ground. When placed in a Goomba's Shoe/Stiletto or on a Boshi, they possess it instead, with their sight mechanic being maintained- chasing the player until they are noticed, in which they stop dead in their tracks.
MechakoopaSMB Mechakoopa
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Mechakoopas act similar to green Koopa Troopas and go inactive after being jumped on. They can be kicked around, carried, or thrown at enemies. They have a faster wake up time and they don't move like shells do, instead being kicked for a distance.
BlastaMechakoopaSMB Blasta Mechakoopa
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
An alternate form of Mechakoopas. They are mindful of edges like red Koopa Troopas and fire out homing missiles similar to a Bulls Eye Bill Blaster. These missiles explode after a short period of time.
ZappaMechakoopaSMB Zappa Mechakoopa
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
An alternate form of Mechakoopas. They are also mindful of edges like red Koopa Troopas and occasionally stop to fire a horizontal zapping laser that can break blocks of a certain hardness.
RottenMushSuperMario Rotten Mushroom
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
The Rotten Mushroom is a devious power-down that will chase Mario and even bounce up to hurt him. It won't jump gaps, however, and it's generally pretty slow when it comes to running away from Mario when he's invincible.
RottenFlowerSMB Rotten Flower
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
An alternate form of the Rotten Mushroom. It's a more persistent- and cowardly- stalker than the Rotten Mushroom, able to jump over longer gaps and over obstacles to try and get Mario. When given wings, it'll fly in a line towards Mario. It can be defeated through a star, but they will run away if Mario attempts to defeat them so running will be the way to outpace them.
Boss Enemies
BowserSMBchi Bowser
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Bowser is a boss enemy that attacks with bursts of fire and occasionally jumps into the air. He also may fire a stream of hammers similar to Hammer Bros. The player can only place up to three Bowsers on a single course layer. Mario's goal is to typically somehow run past him to get to the end of the level. He also can be killed with 20 fireballs or can be tricked into jumping into a pit. He can also be instantly defeated with a Thwomp, POW Block, or ground pounded by a Goomba's Stiletto.
BlossomBowserSMB Blossom Bowser
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Blossom Bowser is a variant of Bowser that can be created by using the Earth Mushroom on Bowser. This version of Bowser has the same weaknesses but instead of spitting out fireballs, he attacks with pink gusts of wind that blow Mario back and fires off blossom balls, which are small pink balls that Mario can pick up and throw back at Blossom Bowser. Blossom Bowser can be killed with five hits from his blossom balls. Shares a placement limit with Bowser.
PrincessBowserSMB Princess Bowser
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Princess Bowser is a variant of Bowser that can be created by using the Super Crown on Bowser. Princess Bowser attacks with flame projectiles and hammers, but also does a hip lunge attack similar to Peach's Peach Bomber move from the Super Smash Bros. series, attacking Mario directly. She can be defeated with 20 fireballs and will jump out of pits with the Super Crown's ability in most circumstances. She can also be instantly defeated with a Thwomp, POW Block, or ground pounded by a Goomba's Stiletto.
FalseBowserSMB Fake Bowser
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
A Fake Bowser is a fake version of Bowser that has their own wheel and placement counter. Drag an enemy onto a Fake Bowser and they will be what appears as the death sprite. Fake Bowsers generally have the same behavior as Bowser but can be killed in 5 balls instead of 20 and stay in place more. They have a placement limit of 5 per subarea and don't share Bowser's place limit.
BlueBowserSMB Blue Bowser
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Blue Bowser is a Fake Bowser that uses hammers exclusively. They otherwise jump like Bowser and stay in place like a Fake Bowser. They can have an enemy dragged onto them to reveal themselves as a fake in the dying animation. Shares placement limit with Fake Bowser.
RedBowserSMB Red Bowser
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Red Bowser is a Fake Bowser that uses flame attacks exclusively. They otherwise jump like Bowser and stay in place like a Fake Bowser. They can have an enemy dragged onto them to reveal themselves as a fake in the dying animation. Shares placement limit with Fake Bowser.
MortonKoopaSrSMB Morton Koopa Sr.
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Bowser's father, Morton Koopa Sr., is obtained by shaking Bowser. Morton Koopa acts more like a Bully in terms of function, requiring the player to push him around like such. He attacks with giant hammer attacks and jumping up into the air to then drop down with huge force that will shake Mario on impact if he happens to be standing on the ground. You can place up to three Morton Koopa Sr.s, sharing a limit with the regular Bowser. He can be defeated by being hit by 20 fireballs or being pushed into lava/pit.
LudwigSMB Ludwig Koopa
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Ludwig shoots 3-5 spells at once and flutterjumps into the air. He goes into his shell and spins around when hit. Hit him three times to beat him or destroy him with a Thwomp or POW Block. He shares a placement limit with the Koopalings, with up to 10 of them being able to be placed in a subarea.
LemmySMB Lemmy Koopa
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Lemmy shoots bouncy balls that bounce off surfaces while balancing on a bouncy ball himself. He goes into his shell and spins around when hit. Hit him three times to beat him or destroy him with a Thwomp or POW Block. He shares a placement limit with the Koopalings, with up to 10 of them being able to be placed in a subarea.
RoySMB Roy Koopa
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Roy shoots spells out of his wand and can burrow into the ground and pop up out of other parts of the ground or ceilings. Upon landing, he creates a tremor that stuns any players on the ground. He goes into his shell and spins around when hit. Hit him three times to beat him or destroy him with a Thwomp or POW Block. He shares a placement limit with the Koopalings, with up to 10 of them being able to be placed in a subarea.
IggySMB Iggy Koopa
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Iggy walks back and forth and shoots fast-moving spells. He goes into his shell and spins around when hit. Hit him three times to beat him or destroy him with a Thwomp or POW Block. He shares a placement limit with the Koopalings, with up to 10 of them being able to be placed in a subarea.
WendySMB Wendy O. Koopa
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Wendy jumps around and shoots rings that bounce off of the ground and walls. She goes into her shell and spins around when hit. Hit her three times to beat her or destroy her with a Thwomp or POW Block. She shares a placement limit with the Koopalings, with up to 10 of them being able to be placed in a subarea.
MortonJrSMB Morton Koopa Jr.
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Morton Jr. shoots spells out of his wand and can jump and stomp on the ground, stunning any players on the ground and producing fireballs that move along the ground and walls. If fought in a brick block-filled area, his stomping the ground will shatter any brick blocks in the vicinity. He goes into his shell and spins around when hit. Hit him three times to beat him or destroy him with a Thwomp or POW Block. He shares a placement limit with the Koopalings, with up to 10 of them being able to be placed in a subarea.
LarrySMB Larry Koopa
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Larry jumps around and shoots spells from his magic wand, being the most basic Koopaling in terms of function. He goes into his shell and spins around when hit. Hit him three times to beat him or destroy him with a Thwomp or POW Block. He shares a placement limit with the Koopalings, with up to 10 of them being able to be placed in a subarea.
BowserJrSMB Bowser Koopa Jr.
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Bowser Jr. occasionally retreats into his shell and dashes towards players. He goes into his shell and spins around when hit. While inside a Koopa/Junior Clown Car, he can throw Green Shells at players. Hit him three times to beat him or destroy him with a Thwomp or POW Block. He shares a placement limit with the Koopalings, with up to 10 of them being able to be placed in a subarea.
BoomBoomIconSMB Boom Boom
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Boom Boom chases after players, occasionally leaping into the air. When he is attacked, he retreats into his shell, which has protruding spikes. In Super Mario 3D World style, he spins around until dizzy and can occasionally turn invisible after being attacked. He can spin in his shell after being attacked, attacking Mario more directly. He is defeated after three stomps. Boom Boom has a placement limit of five per subarea.
PrincessBoomBoomIconSMB Princess Boom Boom
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Princess Boom Boom is a variant of Boom Boom that can be created by using the Super Crown on Boom Boom. Princess Boom Boom chases players and will sometimes perform a hip lunge attack similar to Peach's Peach Bomber move from the Super Smash Bros. series, attacking Mario directly. When hit, she retreats into her shell, sticking out spikes. She is defeated with three stomps will jump out of pits with the Super Crown's ability in most circumstances. She can also be instantly defeated with a Thwomp, POW Block, or ground pounded by a Goomba's Stiletto.
PomPomSMB Pom Pom
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Pom Pom teleports around and throws shurikens when she teleports. When she is attacked, she retreats into his shell, which has protruding spikes. In Super Mario 3D World style, spawns duplicates of herself and attacks by throwing shurikens at players. The real Pom Pom wields a pink shuriken. She is defeated after three stomps. Pom Pom has a placement limit of five per subarea and shares placement limits with Boom Boom.
ForemanSpikeSMB Foreman Spike
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Foreman Spike attacks by jumping between a background and foreground layer, swinging a hammer to attack the player. He can destroy blocks of a certain hardness if Mario is close by, or swing the hammer down to knock Mario back if he's close to an enemy. He takes 5 fireballs to defeat. His hard hat protects him from Thwomps and Troopouise shells, but can be hit with weapons or spikes. He is distracted by coins and will go out of his way to collect them. There is a placement limit of two Foreman Spikes per subarea.
MassibooSMB Massiboo
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Use a Big Mushroom on a Boo to create Massiboo, a boss from the lost past of Mario's history. Massiboo flies from side to side of the visible areaand the player must avoid getting hit by them while attacking the second face on Massiboo's back. When the player jumps on this second face three times, Massiboo is defeated. The face can also be attacked with 10 fireballs to defeat Massiboo. Up to three can be placed in a subarea.
KingBooSMB King Boo
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Shake Massiboo to get Luigi's rival, King Boo. King Boo summons lightning bolts in columns and swoops downwards to try and hit the player. King Boo's hit box is his crown, which musht be hit three times with stomps or blocks. The crown can also be attacked with 10 fireballs to defeat King Boo. Up to three can be placed in a subarea, sharing a placement limit with Massiboo.
PrincessBooSMB Princess Boo
AttachMushroomChiAttachBuzzyChiAttachSpinyChi
AttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Princess Boo is a variant of King Boo that can be created by using the Super Crown on King Boo. Princess Boo attacks with lightning columns and swoops across the screen with a hip lunge attack similar to Peach's Peach Bomber move from the Super Smash Bros. series, attacking Mario directly. She can be defeated with 20 fireballs and will jump out of pits with the Super Crown's ability in most circumstances. She can also be instantly defeated with a Thwomp, POW Block, or ground pounded by a Goomba's Stiletto.

Gizmos

BurnerSMB Burner
AttachParachuteChiAttachWingChi
Burners occasionally emit fire, but can also be used as platforms. Their direction can be changed.
BulletBillLauncherSMB Bill Blaster
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Bill Blasters fire Bullet Bills by default, which fly straight forwards. They can also be set to fire a different element.
BillsEyeLauncherSMB Bull's-Eye Blaster
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStilettoAttachBoshi
Shake the Bill Blaster to get the Bull's-Eye Blaster. Bull's Eye Blasters fire Bull's-Eye Bills (Cat Bullet Bills in the Super Mario 3D World style), which have homing properties. If a different element is placed inside, it is fired at a greater distance.
BanzaiBillSMB Banzai Bill
AttachParachuteChiAttachWingChiAttachBubbleChi
Banzai Bills fly straight forwards from one of the four cardinal directions. In the Super Mario 3D World and Super Mario 64 style, they can be launched out of a cannon from the background, and can destroy blocks. Cat Mario can change their direction by swiping at them.
KingBillSMB Bull's-Eye Banzai
AttachParachuteChiAttachWingChiAttachBubbleChi
A homing version of the Banzai Bill. They are visually replaced by Cat Banzai Bills in the Super Mario 3D World style.
IcicleSMB Icicle Icicles damage players if touched from underneath, although standing on top of them is fine. They can be set to fall once the player is underneath or stay stationary.
StalagmiteSMB Stalagmite An alternate form of the Icicle, the Stalagmite falls once a force of impact shakes the ground- a POW Block or Thwomp hitting the ground can set them off, for instance. They can also be set to fall onto the player if they stand under them.
ThornSMB Thorn Another alternate form of the Icicle, the Thorn can be placed in any direction and it will either be set to fire when a player is in it's line of "sight" or stay stationary, with only the spiked tip being dangerous. Additionally, berries can be planted onto the Thorn for Yoshi to eat with his tongue.
PinkKeySMB Pink Key
AttachParachuteChiAttachWingChiAttachBubbleChi
Pink Keys are able to open any door when collected, and float around Mario when collected. They are also given to Mario when he collects all the Pink Coins in a sub area.
CursedKeySMB Cursed Key
AttachParachuteChiAttachWingChiAttachBubbleChi
Cursed Keys can be collected in any style, although in the Super Mario Bros. 2 style, Mario instead has to hold it as opposed to floating around Mario. When collected, a Phanto haunts the player, floating around them unless they drop the key or use it to open a door.
GreenKeySMB Green Key
AttachParachuteChiAttachWingChiAttachBubbleChi
Green Keys are able to be only used on Hidden Exits and float around Mario when collected. They are also given to Mario when he collects all the Green Coins in a level.
WarpDoorSMB Warp Door Warp Doors can be used to travel to another warp door in the same area. They come in a set of two doors and up to four sets can be used in a single subarea. They can now be painted with the paintbrush.
WarpDoor 1WarpDoor 2WarpDoor 3WarpDoor 4WarpDoor 5WarpDoor 6
SmallDoorSMB Small Door Small Doors can only be opened by Small, Flat or Micro Mario and take up a single 1x1 space. One door can be small but connected to a regular Warp door.
LockedDoorSMB Locked Door Locked Doors are marked with a keyhole on the front. They require a Pink Key or Cursed Key to unlock, and take you to another door marked with the same symbol in the same subarea.
SmallLockedDoorSMB Small Locked Door Small Locked Doors are marked with a keyhole on the front. They require a Pink Key or Cursed Key to unlock, and require you to be either in Small, Flat or Micro mode. They take you to another door marked with the same symbol in the same subarea- this can be a regular sized Locked Door too, similar to Small Doors.
CoinDoorSMB Coin Door Coin Doors are marked with a Coin on the front, as well as a name tag displaying how many coins need to be collected before the door will open. When the number of coins required to open it are collected, the door will unlock.
WarpBoxSMB Warp Box Warp Boxes are similar to Doors in that they teleport to each other, but are one-time use. The player can set up 4 pairs of Warp Boxes for a total of 8. They can only be used in the same subarea.
LockedWarpBox Locked Warp Box Locked Warp Boxes are Warp Boxes that need a key to open. They will then become regular Warp Boxes.
MysteryBoxSMB Mystery Box Mystery Boxes can warp to anywhere in the level but are tied to a timed condition that Mario must complete in order to obtain an award. Once the award has been collected or the objective was failed, Mario will be sent back to his original position where possible.
PBoxSMB P-Box P-Boxes are Warp Boxes that only appear when a P-Switch is active. They disappear when it is no longer active.
MakerClawSMB Swinging Claw Players can use a Swinging Claw to swing across a chain. Other elements can also be attached to them, which will drop when a player is nearby.
MagnetClawSMB Magnet Claw Magnet Claws only draw in objects and hold them. This includes things like springs, P-Switches, and shells of Koopas, Buzzy Beetles, Spinies. They can be connected to On/Off switches to switch their polarity and make them drop whatever they're holding.
MagnetClawOFFSMB
OneWayWallSMB One Way Wall One Way Walls are special gizmos that players can pass through via a certain direction but not the opposite direction. Their direction can be changed to any of the cardinal four directions. Enemies are also stuck behind these walls.
ONWayWallSMB On/Off Way Wall On/Off Way Walls work similar to One Way Walls, but can be turned off and on depending if the On/Off switch is on or off.
OFFWayWallSMB
BowserBlockSMW Bowser Block
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStiletto
Bowser Blocks emit a flame similar to Bowser, but can do so on a signal, activation, or through a trigger. It can also be set to breathe a flame when Mario approaches. Due to it being a block, it can't be destroyed through conventional means, having the same hardness as a Hard Block.
BowserBlockONSMW
BlueBowserBlockSMW Blue Bowser Block
AttachParachuteChiAttachWingChiAttachBubbleChi
AttachShoeAttachStiletto
By shaking a Bowser Block, you can transform it into a hammer emitting Blue Bowser Block. Like the Bowser Block, it emits a hammer on a signal, activation, or through a trigger. It can also be set to emit a hammer when Mario approaches. Due to it being a block, it can't be destroyed through conventional means, having the same hardness as a Hard Block.
BlueBowserBlockONSMW
MessageBlockSMB Message Block
AttachParachuteChiAttachWingChi
Message Blocks display messages when hit by Mario and stop the timer and enemy and player movement. Up to 10 Message Blocks can be placed in a level and each has a 120 character limit.
CapsuleBlockSMB Capsule Block
AttachParachuteChiAttachWingChiAttachBubbleChi
The Capsule Block can be picked up by Magnet Claws and Swinging Claws safely, but similar to Metal Blocks they fall based off gravity. When they fall, they release whatever is inside- whether that be a coin, power-up, or enemy.
ChompRock Chomp Rock
AttachParachuteChiAttachWingChiAttachBubbleChi
Chomp Rocks can be pushed by Mario as well as hit by enemies to toss them a distance. They destroy anything they roll into for the most part, acting as a weight in most scenarios. They can also be picked up by Cranes. They go back to their origin point when off-screen.
TrebleClefSMB Treble Clef
AttachParachuteChiAttachWingChiAttachBubbleChi
This rainbow colored Treble Clef is attached to a bunch of notes, which all needed to be collected in quick succession to grab whatever item the Treble Clef is tied to- which can be attached in the editor. By default, it will release a 1-Up when all the notes are collected.
NotesSMB
NoYoshiSignSMW No Yoshi Sign The No Yoshi Sign creates an invisible pillar that prevents Mario from moving forward with a Yoshi, no matter how high or low he goes in the level. The pillar is made of Triggers that can be adjusted to change the boundary boxes of the pillar. The No Yoshi Sign also prevents Boshis and their Jockeys from passing through a section.
UniversalKeySMB Universal Key The Universal Key is a clone of Mario that follows his every move irregardless of where he is placed. When he reaches a key door, he unlocks it. While the Universal Key cannot be harmed by enemies, he will die if he falls into pits and respawn elsewhere.
NPCToadBigNES Construction Toad The Construction Toad is intended to be a NPC that can spit out messages when the player is close by. Their hard construction helmets can also be bounced off and repel anything, including Thwomps and POW Blocks, which bounce off harmlessly.
NPCToadBig blueNPCToadBig greenNPCToadBig orangeNPCToadBig pinkNPCToadBig red
CoursebotSMB Course Bot Pull and drag Coursebot out from the side menu to drag him into your level. Coursebot acts as a passive NPC by default, but can be programmed to be hostile towards the player with Triggers. When he is angered, parts of the course become magentized to him before being released as gravity-bound projectiles.

Triggers

Triggers can be seen as an addition to the "DNA" of a level, being both an extension of clear conditions and sound effects. They can activate, deactivate, destroy, create, or alter parts of your levels depending on the conditions that they are looking for. You won't see them in normal gameplay- you need to look deeper into your level to see it's inner workings on a separate "Trigger" layer! Look at these fine specimens below...

TriggerSMB Standard Trigger The standard Trigger is a invisible object only viewable in the editor's "Trigger" layer. The Standard trigger is able to do somewhat complicated events like activate P-Switch effects, power-up or power-down the player, stop or start auto-scrolling, stop or start rising fluids. It has a variety of set conditions that can be utilized when Mario either touches it, touches the vicinity around it, destroys the thing it's attached to it, activated the thing it's attached to or even activate an effect until Mario touches it.
ConditionTriggerSMB Condition Trigger The condition Trigger is a invisible object only viewable in the editor's "Trigger" layer. The Condition Trigger is looking for things that Mario does before it activates or deactivates, such as being able to parse whether he has defeated a number of Goombas, Koopas, or enemies in general. Up to five Condition Triggers can be set, allowing for advanced win conditions and level design based around tasks.
ChannelTriggerSMB Channel Trigger The Channel Trigger is a invisible object only viewable in the editor's "Trigger" layer. The Channel Trigger is connected to a nework of channels, of which the player is able to use 16 of. When an object is activated with a Channel Trigger attached to it, all objects connected to the channel become active. This can also be used to destroy, alter, create, and deactivate objects all on a single channel.
FaultyTriggerSMB Faulty Trigger The faulty Trigger is a invisible object only viewable in the editor's "Trigger" layer. The Faulty Trigger can be attached to certain enemies or objects to make them exceptions to conditions set by Condition Triggers, Channel Triggers, or Standard Triggers. As such, it will make special exceptions for certain enemies or items.
NameTriggerSMB Name Trigger The Name Trigger is a invisible object only viewable in the editor's "Trigger" layer. The Name Trigger can be attached to enemies, objects, or power-ups to have them display a name and can work parallel with a Faulty, Condition, or Standard Trigger, although only one of those at a time! This can create NPCs for your levels.
PassiveTriggerSMB Passive Trigger The Passive Trigger is a invisible object only viewable in the editor's "Trigger" layer. The Passive Trigger can be attached to enemies to halt their original behavior. The Passive Trigger is meant to work in conjunction with almost every other Trigger, literally clipping onto them. This can be used to make enemies into NPCs for your levels. Connect it with a Channel, Condition, or Standard trigger to make enemies passive or aggro based off your actions.
PlayerTriggerSMB Player Trigger The Player Trigger is a invisible object only viewable in the editor's "Trigger" layer. The Player Trigger is a unique kind of trigger that only looks for the amount of players playing in the level. It can activate, destroy, and create objects and enemies depending on how many players are in the level. As such, you can dynamically alter and change your levels depending on how many people are in your level.
TriggerBlockSMB Trigger Block The Trigger Block can take on the qualities of Standard, Condition, Channel, and Player Triggers and invisibly block off areas until something activates the primary Trigger inside the block. The block can also teleport Mario back to a co-ordinate, allowing you to recreate the endless Staircase effect from Super Mario 64.

Power Tools

These Power Tools are temporary cursor replacements that can be used in course editing with specialized purposes.

SMMP Paintbrush Paintbrush This tool allows you to paint blocks to be different colors such as Question Blocks, Brick Blocks, Pipes, Hard Blocks, and even the Castle.
SMMP Pickaxe Pickaxe An eraser of sorts, but only deletes blocks. It will ignore anything else.
SMMP WaterFLUDD Water FLUDD Fills in gaps to create pools of water- two equal level walls are required for the Water FLUDD to recognize the space it needs to fill.
SMMP LavaFLUDD Lava FLUDD Fills in gaps to create pools of lava- two equal level walls are required for the Lava FLUDD to recognize the space it needs to fill.
SMMCPoisonFLUDD Poison FLUDD Fills in gaps to create pools of poisonous water- two equal level walls are required for the Poison FLUDD to recognize the space it needs to fill.
SMMCQuicksandFLUDD Quicksand FLUDD Fills in gaps to create pools of quick sand- two equal level walls are required for the Quicksand FLUDD to recognize the space it needs to fill.
SlopeShovel Slope Shovel Creates a slope out of ground tiles. Tap the ground tile again to get the gentle cut, and drag over multiple tiles to slope them all at the same time. You can also tap at air tiles to create sloped ground.

Map Editor

Game Editor

Modes

10 Mario Challenge

100 Mario Challenge

Endless Mario Challenge

Course World

Marketing Center

Gallery

Logos

Full Art

Trivia

  • The Triggers bear a resemblance to DNA strands as well as the logo's "X".
  • The Super Smash Bros. Mushroom is based off the Smash Bros. copy ability from the Kirby series.
  • Much like Super Mario Maker Phi, this game started as a list of ideas to improve Super Mario Maker 2 before becoming it's own project when it became clear the scope had well exceeded the possibility of what would be added in DLC.
  • The game's layout is very much inspired by Super Mario Maker GO, a game created by .lennongrad (tbc).
  • The game features a couple nods to Super Mario Maker Phi; a few of it's "Custom Cards" are transformed into Level Traits that feature the exact same artwork. Additionally, all the playable characters from that game are here as well as the "Super Goomba" and "Mushroom Goomba" enemies.
  • The Blue Coin's sprite originally featured a key on it similar to the Red and Green coins, but this was changed to make it's purpose more obvious and dissuade people from using it out of it's original context.
  • Credits: