Super Mario Maker GO focused on expanding and broadening the Super Mario Maker formula rather than changing it drastically, adding even more game styles, such as Super Mario Bros. 2, and new level themes such as beaches, mountains, bonus areas, and the unique "weird" theme which encapsulates odd themes such as the Pipe Land levels from Super Mario Bros. 3. One major new addition is the custom Music Maker allowing creators to make original music for their levels as well as use pre-made tracks from nearly every game in the series.
Much like Super Mario Maker 2, Super Mario Maker GO started out with only four playable characters: Mario, Luigi, Toad, and Toadette, with the only difference being that the playable Toad is red rather than blue. Each character is identical, with no differences among them, even in the Super Mario Bros. 2 themes. When playing multiplayer, each player is randomly assigned a character, and the choice shuffles again for the next match. Players can also choose which character they use during single-player experiences.
With the New Super Mario Bros. update on October 15th, 2021, Nabbit was added as the fifth playable character and the only one to have any differences, all inspired by New Super Mario Bros. U Deluxe. Unlike the other characters, Nabbit cannot use power-ups or take damage from enemies; instead, they gain 10 Coins for every power-up they collect. A Nabbit player has five mid-air jumps and can use their bag to attack with a strike as powerful as a cape swipe. When playing online multiplayer, Nabbit can only be used in Friend Rooms and Casual Co-Op Matches, and when playing singleplayer Nabbit can only be used when playing Challenge Courses or downloaded levels; records from playing with Nabbit will not count towards the Leaderboards.
In Super Mario Maker GO, creators can choose to use any of the available music in the game in any stage or sub-area, regarldess of its level theme or style. The music can be set to play throughout the entire sub-area or to be activated by certain enemies or events just like Sound Effects. These music tracks are organized by system and then game, allowing quick access to the entire catalogue. Most musical tracks in the game must be unlocked first through Challenge Courses, which cost Coins to play and have limited attempts.
Additionally, creators have access to the Music Maker, where they can create short tunes using their own arrangement of samples and notes. The creator is inspired by the systems from Mario Paint and WarioWare D.I.Y. and was designed to be intuitive enough for anyone to use but complex enough to create quality, original music. Original music, however, can only be used when playing locally, as online courses uploaded with custom music will have it replaced with the music normally played in that level theme and style, in order to prevent copyright issues.
Several stages can now be combined into a Stage Playlist, which will have its own miniature world map that can be activated by the creator of the playlist. The world map can be decorated with small decorations like those from Super Mario Bros. 3 and Super Mario World and paths can be drawn between stages on the map. Paths can be given directions, and will only open up when the stage they are pointing away from is cleared. Stages can also be given optional Clear Conditions which, when completed, will open up "secret" pathways.
Because Stage Playlists are not given during Endless Challenge or Online Multiplayer, their creator does not have to complete one to upload it; however, it will have a small icon next to its name if it has not been completed yet, possibly driving away players. Like normal courses, Stage Playlists have leaderboards for fastest completion time and highest score. Courses which are part of a Stage Playlist will be denoted as such on their description screen with a link to the playlist.
Differences from Super Mario Maker 2
Many new options are available for courses
The size of stages can now be adjusted with more depth, and the horizontal and vertical sizes can be set separately, replacing the vertical sub-areas from Super Mario Maker 2
New options have been added for Autoscrolling speed and more Autoscroll Points can be set
Scroll locking is now optional
A new option allows stages to loop back around on themselves at the edges, like in the original Mario Bros.
Water levels are now available in every level theme besides Underwater levels, and can be freely switched between normal and harmful modes.
By default, the Castle theme will have "dangerous" water with its Lava appearance, but this can be changed as well to normal water or even the poisonous water theme, which functions the same as lava.
Rising liquid can be set to not return after rising, as well as set to different speeds
A new type of liquid has been added called quicksand, which causes players to become slowly stuck in it as they stand on top. Players and enemies enveloped by quicksand must jump quickly to escape. Like harmful water, quicksand is opaque and can be used to cover up secrets, which players can only discover by voluntarily sinking into the quicksand
Night themes are now unlocked by default, with the Moon having been removed as an element. They are also now completely aesthetic, with their unique effects being optional and available for any theme, with a few removed. Additionally, although they now change the music to a music box rendition by default, this can be reverted thanks to the choice of music available through the Music Maker
Vines can now be attached to tracks
Gizmos such as Snake Blocks and Conveyor Belts now have more options for their speed
Snake Blocks can start activated and will loop if they end at the beginning of their track
Pipes and Clear Pipes can now intersect. Intersecting Clear Pipes allow players to choose which direction they will move in when they come to a junction, with enemies always choosing to move forward if possible or choosing a random direction otherwise.
The Superball Flower now allows players to aim their shots, as well as to have two balls on screen at once
The Fire Flower now allows players to aim their shots to come out slightly higher if they are holding up
Yoshi's Island 1
Super Bell Hill
Donut Plains 2
Koopa Troopa Cave
Donut Secret 1
Donut Secret House
Swaying Ghost House
Shifty Boo Mansion
Boarding the Airship
Spooky Seasick Wreck
#1 Iggy's Castle
Lava Lake Keep
Forest of Illusion 1
Deep Jungle Drift
Mondo's Bonus Area
Chain Link Charge
Chocolate Island 2
The Bowser Express
Rolling Ride Run
Wart's Boss Arena
Course Elements: Terrain
A general type of terrain that will form the bulk of most stages. Changes appearance based on course theme
A quickly ascending slope that can be used easily for sliding. Changes appearance based on course theme
A more gentle slope that is good for subtle changes in terrain. Changes appearance based on course theme
Has five different speeds independent of colour indicated by small arrows that appear along the pipe when it is set to release enemies
Intersecting Clear Pipes will form junctions which allow travelling players to choose a direction to move
A small piece of terrain that damages the player. Can now be set to retract their spikes based on an ON/OFF Switch or Trigger signal
A larger piece of terrain that damages the player. Can be set to retract their spikes based on an ON/OFF Switch or Trigger signal
Aesthetic versions are now part of the Visual Tool. Can be set to block movement from below like Super Mario Bros. platforms
Can be set to allow any player to climb up without Super Bell power-up. Can be set to allow pressing "down" to phase through.
Can be extended up to 20 blocks horizontally, and allows players to jump onto it from beneath.
Changes appearance based on course theme. Now available in the Super Mario World styles. : floats downwards until it lands on the ground
Now available in every style. Rotates for a while when hit from beneath. : floats downwards until it lands on the ground
A small block that can be used to form terrain. Can no longer be broken by explosions or strong forces.
Now available in every style as 1x1 blocks. Can be broken by explosions or strong forces.
Turns into an Empty Block once hit, releasing whatever it contains. : floats downwards until it lands on the ground
A normal ? Block, other than that it can't be seen until it is hit and turned into an Empty Block.
Spiked ? Block
Continuously rotates, changing the orientation of its spikes.
If the player is on it for too long, it will fall. : floats downwards until it lands on the ground
Bounces the player upwards when they land on it, possibly releasing an item. : floats downwards until it lands on the ground
Like a normal Note Block which plays a single note when used. : floats downwards until it lands on the ground
Can be jumped through from beneath like a semi-transparent platform.
Rotates through every selected power-up quickly. Has a checklist of every power-up, allowing the player to manually switch off certain ones.
Can no longer be broken with a strong force or explosion. Can now hold items but they cannot be released and are purely aesthetic.
Blue Ice Block
Can be broken by a strong force or explosion or melted with fireballs. When melted, it releases any item that it holds.
Long ? Block
Can be dragged to extend it anywhere from 2 to 5 block long. Turns into a Long Empty Block when hit. Holds items that it releases upon being hit.
Switches Dotted-Line Blocks and other objects on or off based on their current state.
Switched on and off with the ON/OFF Switch; when off, it appears as a dotted line, and it otherwise opaque and blocks movement.
Course Elements: Items
Used for scores in certain modes; awards a 1-Up when 100 are collected in other modes. Can be collected by running into it.
Once all are collected within a sub-area, a Key is awarded. : floats downwards until it lands on the ground
Awards 10 normal Coins. : floats downwards until it lands on the ground
Awards 30 normal Coins. : floats downwards until it lands on the ground
Awards 50 normal Coins. : floats downwards until it lands on the ground
Red Coin Ring
Comes with 8 Red Coins that can be placed anywhere in the sub-area. When activated, the Red Coins appear. By collecting all of them, the attached item will be released above the player.
Turns the user into their Super form, able to take one additional hit and break Brick Blocks and Rotating Blocks.
Turns the user into their Mini Form, able to run up walls, jump higher than normal, and more easily enter tight spaces. Die after a single hit.
Allows the user to throw fireballs which can defeat certain enemies and melt Blue Ice Blocks.
The user can throw iceballs which freeze enemies into solid blocks which can be picked up and thrown at enemies and blocks.
Available in every game style. No longer changes the course's music to that of the original Super Mario Land
The user can throw large golden fireballs which explode the area around them upon collision with an enemy or block, turning everything nearby into coins.
: Like all power-ups, when a Super Mushroom is applied it will only appear as its power-up if the player is already in their Super form; otherwise, it will only be a Super Mushroom
Allows the user to perform all the same functions as the Super Leaf with the additional ability to hold down in midair and pound into the ground in invulnerable statue form.
Allows the user to slide on ice under blocks, swim quickly underwater, and throw the same iceballs as the Ice Flower
Turns the user into their Hammer Bro. form, allowing them to throw arching hammers that defeat touch enemies and crouch to avoid damage from above.
Turns the user into their Boomerang Bro. form, allowing them to throw a boomerang that returns after a while and crouch to avoid damage from above.
Allows the user to hold the jump button in midair to descend slowly, slash with their cape to attack enemies and break blocks, and fly high in the air after a running start.
Allows the user to float in the air while mashing the jump button as well as jump higher than normal.
Allows the user to press down with a running start to enter their shell and slide around quickly, breaking blocks and going in small gaps.
Allows the user to hit the Spin Jump button to ascend quickly from midair or on the ground as well as descent quickly with a screw dive.
Allows the user to descend slowly in midair by holding the jump button and gain height by pressing the spin jump button
Turns the user invincible for a short time and allows them to jump high in the air with a single leap
If the user is already under the effect of a Super Star, this element becomes another; otherwise, it appears as a single Coin
Gives the user one additional life or 100 Coins, depending on the mode
The player can jump into it and ride it around, jumping on dangerous enemies and spikes without getting hurt. : the larger shoe can ground pound.
Koopa Clown Car
A large helicopter-like device which can be ridden by the player to move through the skies. Can defeat enemies from above with its propeller.
Fire Koopa Clown Car
Like the Koopa Clown Car but with the ability to shoot fire with the run button. Can hold down for bigger blasts.
Koopa Troopa Car
A small car that can be ridden at high speed. It will break after a few collisions. Most enemies can be placed in it to have it drive on its own.
When grabbed by a player, they will begin to float into the air slowly until it runs out, and their ascent can be sped up by holding up on the controller.
Turns into a Green Yoshi, which can be ridden by the player. It can use its tongue to eat enemies and can flutter jump in some game styles.
Red Yoshi's Egg
Turns into a Red Yoshi, which can spit fire when releasing whatever is in its mouth. : Big Red Yoshi's fireballs are larger and break Rock Blocks.
Yellow Yoshi's Egg
Turns into a Yellow Yoshi, which can do a screen-shaking ground pound when it is holding something in its mouth. : Big Yellow Yoshi's ground-pounds have a Red POW Block effect.
Blue Yoshi's Egg
Turns into a Blue Yoshi, which can fly when it is holding something in its mouth.: Big Blue Yoshi cannot fly but can jump high.
Creates a clone of the user who follows their moves but can be desynced with certain stage elements. Upon being hit, they disappear.
Adds 10 seconds to the current stage timer or timer trigger. Only 200 seconds total can be added to the stage timer during a course.
Remains on the user's head until they are hit, shooting out a cannonball every few seconds which can defeat enemies and break Rock Blocks. More powerful when the user has a power-up.
Remains on the user's head until they are hit. Provides light in dark levels and can defeat ghost enemies like the Boo by shining on them for a while.
Can be held and will eat enemies in front of the holder. After eating enough enemies, it will grow up into a mature Green Yoshi while releasing coins.
Can be pulled out from Pluck Grass or acquired like any other item. Can be thrown at enemies and will kill them, bouncing and hitting other enemies as well.
Follows the player once they come in contact with it, and can be used to unlock Key Doors and Key Warp Boxes. Will attract Phantos.
Can be jumped off of or held to bring somewhere else. Sideways Trampolines cannot be held and will bounce players and other enemies and items.
A very heavy object that weighs down the carrier. Can be used to defeat enemies, break Brick Blocks, or to achieve a level clear condition.
The player who touches the Super Pickaxe will begin swinging it over their head quickly, destroying any blocks and enemies they touch for a short time before it runs out.
Course Elements: Enemies
Standard footsoldier for Bowser's army. : The Gooma stands in place before jumping forward, landing, then waiting and jumping back to its original position.
Now available in every style. : The Galoomba stands in place before jumping forward, landing, then waiting and jumping back to its original position.
Like a Goomba, but smart enough to turn at edges. : The Goombrat stands in place before jumping forward, landing, then waiting and jumping back to its original position.
Their Red and Blue varieties turn at edges, while Yellow and Green don't. : Walks slower, and their shells are ejected at high speeds when stomped.
Although now considered an enemy, does not hurt Mario. : Sucks the player down instead of blowing outwards.
Acts like a Twister, but blows horizontally in the direction of the closest player instead of vertical.: Becomes a Ty-Foo and blows harder.
: When stomped, their Shells will follow the player like a Kamikaze Koopa from Super Mario World
Fall apart when stomped, then comes back to life. Can climb up walls. : Acts like a Para-Beetle, but will collapse upon being stomped.
Climbs up walls and is immune to fire and stomps.
Can climb up walls and are immune to stomps, ground pounds, and most damage. Will begin to push any objects they come into contact with.
Horned Ant Trooper
Like a normal Ant Trooper, but damages those who attempt to stomp on it.
Immune to stomps but not to fireballs. : Ejects its spines in four directions every so often.
If in the open air, it will begin to fall downwards. Upon touching water, it will exhibit normal behaviour.
Like a normal Blooper, but flanked by its smaller children which scatter when it dies.
A normal fish that swims in a straight line until being defeated by a player.
Rather than acting like normal Deep Cheeps, these green Cheep Cheeps instead swim back and forth in water.
Rip van Fish
Falls asleep upon terrain and wakes up when a player swims by, then chases them aggressively. : Swims even faster and it more alert.
Runs in place, even atop a conveyor belt, and jumps when nearby players do.
Runs in place like a normal Skipsqueak but protects its head with spikes.
Flies back and forth at the same horizontal position, following the player if they spot them. : Flies even faster and always chases the player.
Flies on the same horizontal plane always, but can shoot fireballs in all directions. : Flies faster and shoots faster fireballs.
Several Biddybugs can be connected in a congo-line formation, and will overlap each other upon reaching an edge or wall to keep the line. : Fly the same way they walk on the ground at a single vertical level.
Buried in the ground until a player closes in, then emerges and runs away. Can hold special items or lots of coins. Disappears after a set amount of time if green, or stays forever if blue.
Slightly darker than a Brick Block, and emerges with its feet out when approaches then jumps towards the player. Can hold items like a real Block.
Emerges out of a pipe every so often to attack, or remains on the ground if not put in a pipe and lashes at nearby players.
Fire Piranha Plant
Instead of biting, it will shoot out fireballs towards nearby players, possibly scorching them. Can shoot in an diagonal.
Inky Piranha Plant
Shoots ink instead of fireballs; if the ink hits a player, their screen will be covered for a shot time. Dipping in water will remove the ink.
Jumping Piranha Plant
Remains in its pipe until a player nears, then jumps out and remains in the air before falling back down and waiting to jump again.
Stands still in one place like a block, but can be moved by things like seesaws and Bullet Bill launchers.
A large piranha plant that comes out in a certain path, leaving behind a spiny vine. Its head must be attacked to make it retreat and kill it.
Waits for a player to go underneath then stomps. Can set to not deal damage from the sides. : Jumps forward until it hits a wall.
Jumps back and forth between two positions quickly, with a perfect arc to overcome small obstacles. : Hovers in midair slightly before landing.
Jumps out of their hole and chases the player. : Can jump in order to catch the player.
Hides underneath a pothole then emerges to throw a wrench at a nearby player. Can be killed with a single stomp when exposed.
Jumps up and down between layers of Blocks and platforms throwing Hammers. : Throws multiple hammers at a time.
Jumps up and down, throwing fireballs at players. : Throws fireballs that float in the air in odd patterns and are harder to dodge.
Jumps up and down, throwing boomerangs at players. : Throws a flurry of boomerangs that blanket part of the screen.
An angry ball-and-chain creature attached to a peg. The chain and peg can be removed by the creator. : Longer chain and faster movement.
A metal ball flanked by fireballs that flies through the air. Its head can be stomped to defeat it. : Doesn't run out of fireballs.
An angry spring that will attempt to bite the player. Upon being stomped, temporarily turns into a normal spring.
A normally peaceful caterpillar that will turn red with rage when stomped. Can be set to start out angry by the creator.
Chases after the player unless they are being looked at; then, they become too shy to attack : Always chases, even when looked at, but carry their momentum
A ring of Boos that float around a single point, slowly moving in and out. The holes in the ring can be used to move through them.
A small ghost creature that moves forward in the air without interacting with anything like a Bullet Bill, other than being nearly invincible
Jumps in and out of lava on a timer. : Acts like a Zig-Zag Lava Bubble, bouncing around off of walls on a diagonal path
Walk forward until they are stomped or ignited by flames, then wait to explode after a few seconds : Fall from the sky slowly at a diagonal and ignite upon reaching the ground
Walks forward slowly. Unlike Bob-ombs, they can be defeated with a stomp. Upon being ignited by fire, they chase the player until exploding shortly afterwards.
Act like Koopas, but will collapse into bones upon being stomped. Eventually, their bones will reanimate. Can be frozen with the Ice Flower.
Swim back and forth in water until noticing a player, then wait about a second before trying to ram into them. Collapse into bones upon colliding with a wall. Instantly die upon hitting ground on land.
Teleports around the stage, shooting off magic that transforms objects and enemies into other objects and enemies.
Has a different behaviour in each game style, including an all new appearance for Super Mario Bros. 2: Jumps into the air and floats before pounding down in all styles as a new move
Shoots fireballs and enters his shell to jump and move around. Has an all new appearance for Super Mario 3D World and Super Mario Bros. 2 : Has new moves involving jumping and hovering in the air
Jumps back and forth, taking multiple stomps to kill
Teleports around the screen, making fake clones and throwing her trademark boomerang at the player
Moves relative to the camera, not the level. Swoops in every so often to attack the player.
Floats above a player, throwing down Spiny Eggs or whatever item has been assigned to it. Can be killed to steal its cloud.
Holds whatever item is assigned to, or a single coin, above the player. If holding an enemy, it will attempt to lower its fishing pole to hit the player with it.
Jumps out of pits or lava in wide arcs. In Super Mario 3D World style, it can jump out of the background towards the foreground.
Bumps into players in an attempt to push them backwards. Can be stomped on for extra knockback. In some styles, resembles its Super Mario 64 design : Stands in place for a second then charges forward quickly to move
Chases a nearby player from in the water, often jumping out if needed. Can eat the player in a single bite, instantly killing them.
Stands in place and throws Spike Balls or Spike Rollers which will roll down slopes. : Will hop and float when throwing and then aim their throws at a player
Walks forward until coming in contact with a holdable object like a Crate, then picks it up and throws it : Flies towards nearest object rather than walking on ground
After a set amount of time, spits out balls of fire. In Super Mario Bros. 2 style, appears as a Panser, and in Super Mario Bros. 3 style appears as Lava Lotus. : Jumps when spitting fire
Charges towards the player upon seeing them. Takes many stomps to kill. Can be set to emulate the other behaviours from Super Mario World as well. : Gains a new hopping and ground pound attack
Run forward, chasing a player if they see one, even jumping over obstacles if needed. When stomped, become a Dino-Torch : Can jump over even higher obstacles
Small dinosaurs that periodically spit out flames above their head. : Jump into the air and spit flames while rotating 180 degrees.
Float in the water as a hazard; can be defeated with fireballs and other attacks. : Will float in the air rather than being affected by gravity
Clouds of smoke that follow tracks. When they collide with one another, form into a larger Fuzzy. Dissolves in water. : Moves faster when on rails
Stands in place, jumping up and down every so often. Can be picked up from above. : After reaching height of jump, hovers then makes another jump if player nearby.
Made up of a segmented body, with each segment having to be defeated on its own : Ejects its body parts as an attack at high speed
Walks forward. Upon being stomped, becomes its smaller form, which moves faster and can be stomped again to kill it. : Flies like a Red Paratroopa, but doesn't lose its Wings when stomped
Stomps on platforms, either activating ? Blocks or sending down sparks of electricity. : Jumps into the air before pounding down
Hangs onto the ceiling or a wall and then swoops down when a player approaches.
Walks along a platform until it reaches the end, then jumps off and glides forward. Can be made to hold items like Super Acorns which are released upon being stomped.
Slide forward on their bellies, building up speed. They can go under small gaps. In the water, glide through the water in quick bursts towards nearby players. : After falling off a platform, retain their vertical height for a few seconds.
Takes big steps with its spiky limbs. Can be killed by stomping its orange head. : Moves much faster while stepping
Hangs off of the ceiling, dropping to the level of the player every few seconds. Can be stomped. : Constantly moves to meet the player, rather than waiting a few seconds.
Waits for a player to approach, then slams its head down. The top of its head can be stomped to defeat it. : Its head doesn't get stuck in the ground
Jumps around until a player approaches, then melts into crackling goo that electrocutes. : Can jump towards players, instead of just in place
Walks forward unbothered by players. Can be picked up from above. : Flies back and forth horizontally, acting as a platform
Walks forward, pausing to stop every so often to shoot a projectile. Can be picked up from above. : Flies up and down vertically
Scuttles back and forth with poor traction. Can be picked up from above.
Climbs up and down climbable surfaces such as vines or semi-transparent platforms in grate mode. Can be picked up from above.
Stays inactive in midair until a player with a key nears, at which point it will begin to swoop down like an Angry Sun until the player loses the key or dies.
Flies in to the left on their magic carpet. Can be picked up from above.
Jumps up and down as it moves forward. Can be picked up from above.
Shoots eggs even so often that can be picked up and thrown back at her. : Flutters upwards before shooting an egg.
Throws bombs which can be picked up and thrown back at him. : Flutters upwards before throwing a bomb.
Spits bubbles that will entrap players. Vegetables must be thrown in his mouth to defeat him. : Flutters before spitting bubbles.
Appears in place of Pluck Grass and shoots out rocks towards nearby players. If the player approaches slowly they can pull out the Sprout, then throw it at enemies.
Walks back and forth, falling off edges. Cannot be stomped on. Can be flipped over by hitting them from below with a ? Block, Note Block, or other object, then killed by running into it. Appears as a sprite in every style.
Walks back and forth, falling off edges. Cannot be stomped. Can be flipped over by being hit twice by a fireball or a hit from below, then killed by running into it. Appears as a sprite in every style.
Hops forward, falling off edges. Cannot be stomped. Can be flipped over by hitting it from below when it is grounded and not in the air, then killed by running into it. Appears as a sprite in every style.
Moves forward, falling off edges. Will sometimes stop and disintegrate, covering nearby blocks in slippery ice. Can be killed by a fireball or hitting it from below. Appears as a sprite in every style.
Stands in the background and pounds onto the ground when a player approaches. Can be destroyed by some items or by ground pounding its back. Can be used as a platform.
Makes a single movement at a time upon noticing the player in an attempt to come into contact with them and electrocute them. Can be destroyed by a cape or tail spin or other similar attack.
Moves towards a player and attempts to grab them them throw them into danger. Can also throw objects like crates and shells and throw them at the player.
Can appear in large groups or by themselves. Like to scuttle quickly across the ground and jump randomly. When one is stomped, the group all scurries away in panic.
Walks back and forth in place, occasionally throwing large rocks at players. Can be defeated with a single stomp.
Hover over the player, occasionally swooping down to attack then returning to the top of the screen. Can be defeated with a stomp, but move fast.
Course Elements: Gizmos
A ball of light that rotates around a center point. Can be destroyed with a Super Star.
Can be grabbed and thrown and used as a platform. Appears as Mushroom Block in Super Mario Bros. 2 and as Grab Block in Super Mario World
Players can pluck items or enemies out of the grass, based on whatever object the grass contains in the editor, and they will automatically hold whatever they pull out.
Appears as an instance of Pluck Grass at first but will burrow back into the ground when a player approaches; successfully plucking is difficult but will yield a reward
Spews a flame jet every so often based on a timer. Can set to be active when other burners are inactive, or to activate when triggered or based on an ON/OFF Switch.
Shoots out a Bullet Bill or other object every few seconds. Doesn't activate if a player is next to it. : Shoots a Banzai Bill
Bill Blaster Turret
Acts like a Bill Blaster, shooting Bullet Bills or other things, but turns automatically with the same timing as Beat Blocks. Can be set to switch when triggered or with ON/OFF Blocks.
Shoots a cannonball at a diagonal unless the player is standing on it. : Shoots a bigger cannonball
When a player runs underneath it, starts to fall onto them. Hurts the player if touched from underneath. Can be set to not respawn or automatically drop when triggered.
Unlike the normal Icicle, it does not drop when a player goes underneath it. Can still be set to drop when triggered. Can be melted with fire.
Warps a player to somewhere else on the same subarea of a different subarea. Requires terrain underneath it to be used, but can lead to a door without terrain underneath it.
Acts the same as a normal Warp Door but is only present as an unusable outline unless a P-Switch is active or it has been triggered by something else.
Acts the same as a normal Warp Door but can only be used if the player has a Key with them, which uses the Key.
When a player touches it, it warps them to another place on the same subarea or another subarea. Disappears when used.
Acts like a normal Warp Box, but can only be used when a P-Switch is active or when triggered by an Enemy or Timer Trigger.
Key Warp Box
Acts like a normal Warp Box, but can only be used by a player with a Key
Turns all Coins into Brick Blocks and all Brick Blocks into Coins for a short time, and activates things like P-Warp Doors.
Turns all enemies on screen into Grey Coins, worth 2 Coins each, which fall to the ground and disappear after a few seconds.
Can be picked up and thrown, ground pounded, or hit from below to activate, causing every enemy touching the ground on screen to die and all Coins on screen to fall to the ground.
Floating POW Block
Floats in the air rather than being affected by gravity. When activated, it breaks all nearby Brick Blocks and kills nearby enemies, as well as makes nearby Coins fall.
Hot Foot Candle
Spawns small Hot Foots which quickly swarm the player on the ground, able to jump over one block tall obstacles, melt blue ice, and ignite Bob-ombs.
Can be climbed on by players, as well as by enemies. If put in a ? Block or similar object they will sprout out with a Piranha Plant-like head and grow upwards.
Used to lead the player towards the goal. Can point one of eight directions.
Allows the player to restart from the spot it is placed if they die. If placed in a level, the creator must clear the stage from it in order to upload the course.
Moves back and forth horizontally or vertically, or moves along a track.
Falls immediately upon a player landing on it. Can be set to respawn
Move forward when activated by a player stepping on them, and can move across lava and other liquids. Has three different speed options. Eventually sinks if not on a track.
Tilts back and forth, with each different course element having their own weight relative to other elements. Pounding one side with a Thwomp or player will launch the other side.
Moves along the ground or a track, damaging any player it comes into contact with. Can be spin jumped on safely.
Moves along a track or stays in midair, bouncing any player or object it comes into contact with. Certain elements can pass through it.
Grabs anything that comes near its claws if empty. If it is holding something, it will release it when a player walks underneath.
Slams down periodically, destroying Brick Blocks in its path and squishing players.
When activated, such as by a player landing on it, it moves across a premade path. Can be set to loop around or fall apart upon completing its path. Has three speed options.
A series of fireballs in a row which move in a circle around a central block. Can be elongated and their speed can be set.
Only allows passage of players and elements alike in one direction set by the creator. Can no longer be broken by powerful force.
Acts like the Flipper from New Super Mario Bros., moving to allow movement from only the indicated direction and returning once the element has moved past.
Moves elements on it automatically in one direction. Can be set to a custom speed, and its direction can be changed when triggered or when an ON/OFF Switch is hit.
Sets a path for objects to move across automatically. Nearly any enemy and gizmo can be placed on it to make unique contraptions.
Upon being hit, it releases Empty Blocks along a set track, with one released per hit until it is empty. They fade after a few seconds. Now available in every style.
Every few seconds they will switch from being tangible to intangible. Can be set to the blue colour, which always has the opposite state as the red blocks.
Moves along a set path upon being activated with customizable speed levels.
Can act as decoration, as a platform, or as a way for players to climb up and reach new areas. Items can be hidden within, revealed upon being climbed or touched.
A long pad that can be used for bouncing into the air. Can be given an item that is released when it is used, and its length can be extended up to 10 blocks.
Can be connected to numerous enemies, and will detect when all of them are defeated; it will then send a signal to every connected gadget, activating it
Can be connected to another trigger, like a P-Switch, which will start its customizable timer; when time run out, it activates any connected gadget
Two platforms connected to one another with a wire; when a player stands on one platform, it will move down and the other will move up, until the wire breaks and both fall.
A player standing on the Spin Block for about a second will be launched into the air spinning and return to the ground slowly, but they can hold down to land faster.
Like platforms from the original Mario Bros., these allow players to hit them from underneath the attack any enemies standing above them.
Takes up four blocks total, with either the two on the right or the two on the left tangible. The ones that can be used switch every time a player jumps.
Has two sides, and a player stepping on either side causes it to move in that direction when on a track. Can only be placed on a track.
If a player runs into the Triangle Block with enough speed they will begin to run up the wall it is connected to for a short time. Can only be placed at the corner of a wall and ground.
Players must jump on and off of the Bolt Lift to cause it to move forward along a track or across liquid.
Periodically turns on and off, creating a platform at its top and bringing players at its base up to the top. Can be activated by a trigger or ON/OFF Switch.
Releases an item when pounded into the ground. In some styles, can only be activated with a Thwomp or similar object. Has multiple levels, affecting how many times it must be pounded.
When a character walks past, they are instantly boosted to their maximum speed and sent in the direction it points. Can be placed in the air or on the ground.