Standard Enemies
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Goomba
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Goombas walk along the ground and can be defeated by stomping on them or through most means of getting rid of an enemy.
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Galoomba
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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.
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Super Goomba
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By giving a Goomba a Big Mushroom, they turn into Super Goombas, which take a total of five stomps to kill or fifteen fireballs.
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Mushroom Goomba
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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.
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Goombrat
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By shaking the Goomba, you get the Goombrat, who is mindful of edges and turns around to avoid falling off them.
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Goombud
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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.
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Green Shell Koopa
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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.
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Red Shell Koopa
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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.
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Blue Shell Koopa
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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.
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Yellow Shell Koopa
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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.
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Purple Shell Koopa
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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.
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Pink Shell Koopa
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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.
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Troopuiose
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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.
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Silver Shell Troopuiose
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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.
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Buzzy Beetle
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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.
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Unshelled Buzzy Beetle
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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.
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Spike Top
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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.
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Blue Spike Top
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Blue Spike Tops have the same behavior and defeat conditions as a normal Spike Top, but are faster overall.
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Ant Trooper
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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.
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Horned Ant Trooper
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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.
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Spiny
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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.
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Blue Spiny
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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.
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Unshelled Spiny
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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!
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Blooper
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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.
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Blooper Babies
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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.
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Dire Blooper
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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.
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Dire Blooper Babies
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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.
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Cheep Cheep
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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.
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Green Cheep Cheep
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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.
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Blue Cheep Cheep
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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.
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Volcanic Cheep Cheep
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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.
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Purple Cheep Cheep
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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.
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Skipsqueak
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Skipsqueaks march in place and jump into the air when players jump. They can be stomped on as well as taken out with projectiles.
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Spiny Skipsqueak
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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.
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Hardhat Skipsqueak
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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.
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Stingby
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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.
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Urban Stingby
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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.
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Piranha Plant
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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.
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Fire Piranha Plant
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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.
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Thwomp
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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.
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Sideways Thwomp
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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.
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Flaming Thwomp
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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.
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Frosty Thwomp
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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.
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Super Thwomp
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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.
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Dirt Thwomp
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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.
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Bolt Thwomp
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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.
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Crimson Thwomp
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When Thwomps are given a Cwimson Flower, they become a Crimson Thwomp: a Thwomp that can move on a rail, stomp, and return to the rail. The rail they use is exclusive to Crimson Thwomps and other things can't be placed on it. They can only stomp up and down but can move in any direction that the crimson rail goes to. They can be defeated with shells or a Star.
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Brick Thwomp
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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.
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Thwimp
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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.
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Whomp
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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.
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Whimp
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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.
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Monty Mole
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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.
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Mega Mole
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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.
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Rocky Wrench
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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.
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Hammer Bro
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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.
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Fire Bro
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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.
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Ice Bro
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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.
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Superball Bro
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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.
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Earth Bro
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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.
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Thunder Bro
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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.
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Crimson Bro
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Crimson Bros. fire crimson vines that travel across the screen similar to Crimson Mario's projectiles. They can damage Mario with these projectiles or create ropes and platforms. They are able to fire up to two at a time and only two ropes can be active 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 Crimson Flower.
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Chain Chomp
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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.
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Unchained Chomp
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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.
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Flame Chomp
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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.
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Freeze Chomp
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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.
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Super Chomp
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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.
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Dirt Chomp
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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.
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Volt Chomp
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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.
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Crimson Chomp
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Crimson Chomps follow Mario and fire vines at him, the amount they have in them shown by their trail. They explode shortly after running out of crimson vines. They can be defeated with stomps, fireballs, hammers, Starmen, and tail whips. To create a Crimson Chomp, give a Chain Chomp a Crimson Flower.
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Dry Bones
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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.
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Death Bones
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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.
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Fish Bone
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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.
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Angry Sun
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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.
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Calm Moon
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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.
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Angry Moon
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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.
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Fuzzy
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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.
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Fuzzler
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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.
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Fizzlit
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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.
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Brolder
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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.
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Boshi
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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.
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Blargg
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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.
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Wargg
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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.
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Pargg
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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.
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Charvaargh
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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.
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Watervaargh
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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.
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Poisavaargh
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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.
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Lava Bubble
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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.
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Water Bubble
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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.
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Poison Bubble
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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.
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Wiggler
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Wigglers walk back and forth without actively attacking players, but become angry when stomped on. In this game, you can extend how many segments a Wiggler has, able to put up to 10 segments. Additionally, each segment can have either a Buzzy Beetle or Spiny Shell.
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Angry Wiggler
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An alternate form of the Wiggler. While angry, Wigglers move faster and chase after players. Like the Wiggler, you can extend how many segments a Angry Wiggler has, able to put up to 10 segments. Additionally, each segment can have either a Buzzy Beetle or Spiny Shell.
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Cherry Wiggler
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Cherry Wigglers run back and forth without actively attacking players, but become angry when stomped on three times. In general, they can be seen as a faster, but more forgiving Wiggler. They are created when you apply any flower except for the Crimson Flower to the Wiggler. In this game, you can extend how many segments a Wiggler has, able to put up to 10 segments. Additionally, each segment can have either a Buzzy Beetle or Spiny Shell.
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Crimson Wiggler
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Crimson Wigglers are Wigglers that can walk on walls and ceilings similar to a Spike Top. They lose this ability when stomped on or hit, turning into Angry Wigglers. They are created when you apply the Crimson Flower to the Wiggler. In this game, you can extend how many segments a Wiggler has, able to put up to 10 segments. Additionally, each segment can have either a Buzzy Beetle or Spiny Shell.
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Boo
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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.
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Stretch
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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.
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Mechakoopa
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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.
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Blasta Mechakoopa
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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.
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Zappa Mechakoopa
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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.
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Rotten Mushroom
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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.
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Rotten Flower
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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.
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Boss Enemies
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Bowser
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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.
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Blossom Bowser
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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.
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Princess Bowser
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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.
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Fake Bowser
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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.
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Blue Bowser
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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.
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Red Bowser
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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.
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Morton Koopa Sr.
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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.
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Ludwig Koopa
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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.
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Lemmy Koopa
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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.
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Roy Koopa
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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.
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Iggy Koopa
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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.
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Wendy O. Koopa
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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.
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Morton Koopa Jr.
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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.
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Larry Koopa
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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.
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Bowser Koopa Jr.
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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.
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Boom Boom
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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.
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Princess Boom Boom
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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.
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Pom Pom
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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.
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Foreman Spike
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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.
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Massiboo
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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.
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King Boo
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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.
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Princess Boo
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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.
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