Super Mario: Turn of Events

Super Mario: Turn of Events is a 2.5D platforming game created by Gear Games and published by Nintendo, available for the Nintendo Switch. Does to the game's higher capacity than the Nintendo Switch could be capable to, the game requires the bundled in Gear Games Expansion SD, which serves as both an SD card and an expansion card, to be playable. It is released at 2019, November 15th.
According to the executive of Gear Games, Samtendo, it serves as both a "lighthearted deconstruction of the series", in which not only deviate the usual plot of the platforming games, but also caused the characters to be slowly but surely self-aware.
Other aims of this game is to fix what is wrong with the New Super Mario Bros. series; reused bosses and reused world order, the final boss felt the same, limited character selection and most of all, giving a distinction for each playable character, and thus Mario is not the only character the player one can use. It also throw in new ideas and never-before-seen new antagonistic army called the Impers.
The story is also given a bit more detail, but not to the point of obscuring the gameplay. Some of the story details are kept in the background.
==Gameplay==
While the gameplay bears resemblances to modern Super Mario Bros. 2D platforming games, there are multiple differences while still being highly faithful to the original gameplay.
One of the main differences is that while the lives are kept, the player can exchange extra lives for one or more special perks when entering a level or to enter Hard Mode. This not only makes real use of the stored extra lives, but it also potentially makes the player to waste them shall they be used without thinking.
Another is that with the exception of boss levels, each level ends up with a Goal Ball Machine, based on the bingo ball machine. Jumping into or bumping the checkered block will make enemies and obstacles to disappears, and the machine gives a random Power-Up (or occasionally, a 1-Up Mushroom). The player can also "rig" the machine by inserting a Slot Coin of the respective Power-Up. If clearing five different stages without losing a single life, then the player can participate in one of the five Bonus Games.
Bosses doesn't get defeated as easily, or at least as quickly, than most bosses in most Super Mario Bros. games. Instead, if they get hurt and ended their "berserk attack", they will quickly jump or teleport (depended on the boss) into another section of the arena, and cannot be hurt for a second, as attempting to stomp it will caused the player to be pushed away.
Another addition are the Helping Perks and the Risky Perks, which both needed extra 1-Ups. The Helping Perks are used to give the playable characters a specific boost, be it giving a Heart system based of the American release of Super Mario Bros. 2 which can be boosted up to four hearts with Life Hearts, or becoming immune to lava and/or pitfalls.
Each character also have their own advantages and disadvantages, with Mario being the jack-of-all-stats. With the level layers, enemies and hazard being more varied, some characters are at an advantage in one level while others are not recommended to be used into the same level. High Speed characters are advantageous on horizontal levels, High Jumping characters are very useful on levels where jumps are important, and High Power characters can not only able to defeat certain enemies the others cannot, but also have better throw distance, deals more damage with projectiles and other better use of Power-Ups.
In addition of the returning Star Coins, which the player can spend to purchase tips and interesting tricks of videos, there are also one Secret Star to collect in each level starting with World 3. The purpose of the latter is to discover the secret truth behind a certain character who was found during the story.
The most important addition is the Path Change, in which the characters "turns" into another direction such as going into either of the paths in a fork, and most enemies also changes through different path by turning. There are also the Background Cannon and Foreground Cannon to changes from the foreground to background with the former, and vice versa with the latter.
==Story==
The cutscenes can be skipped at anytime, but the players may miss important story details by doing so. They can be viewed again in the Mushroom Theater.
The story begins in Peach's Castle where the princess herself had started to think about Bowser's next kidnapping plan, with Mario, Luigi, Blue Toad and Yoshi walking in concern with what he would do next, the latter eating fruits to calm himself down. The Koopa Troop are arriving, but this time there are less than usual, indicating by less airships and less ground troops. Bowser, arrogantly roar in glory, order his ground troops to storm into Peach's Castle. Peach herself had it enough and decided to pick a secret path under her throne, and Mario, who becomes worried seeing her go, followed suit.
----
Upon completing the tutorial level, Bowser had arrived, but become confused at first upon not seeing Peach in her throne, and then laughed it off as he decided that the princess was doing "hide and seek" with him being the seeker, and claims that he can easily find her. However, he found a jewel that inside, had a face of an imp. He stared at it, being very suspicious as he is familiar with the jewel... and ordered Jr. to patrol around the kingdom to find the Princess while he tries to figure it out what kind of odd jewel is it.
Upon Mario and Peach reaching the jungle section of the Mushroom Kingdom, with Luigi, Yoshi and Blue Toad found them in a sudden luck, Peach had briefly explained that she started to have a bad reputation from the outside kingdoms does to her infamous reputation of being constantly kidnapped, and wanted to train to be able to defend herself from Bowser, like how Daisy is able to do so nowadays. The heroes understands the situation, but then saw Bowser flying away with his personal Koopa Clown Car, holding an odd jewel, and they and Peach hide in a bush. Upon him being out of sight, Peach was shook as Bowser was holding the jewel she must protect from anyone she does not truly trust to use as it will result a catastrophic result, thus the heroes gave chase to Bowser, who is too distracted with the jewel he was holding.
Upon reaching the jungle's fortress, there are a tower made of toy blocks, with Bowser Jr's mugshot seen at the entrance. They went through the tower and defeated Bowser Jr., who proceeds to complains about the heroes entering his fortress without even being invited. As Donkey Kong is seen in a solid cage of steel, Junior warns the heroes not to free him, lest troubles will comes. DK himself eventually break out of the cage anyway, much of the son of Bowser's worries, deciding to retreat.
Donkey Kong himself seems doubtful with the heroes' request to help them to stop Bowser's plan, whatever it could be, but eventually shows that he is sorrowful, having his best friend and apprentice Diddy being captured by the Koopa Troop before DK himself, so he smiles and accepts the request.
Upon reaching the long fortress, they were shocked that a similar figure of Bowser had appeared behind them. Not Bowser himself, but rather Blue Bowser, and intends to kidnap Peach in order to impress the leading Bowser. Upon hearing those words, the heroes fought him with the Blue Shells he threw, but then he consumed multiple Mega Mushrooms in order to gain huge proportion in intent to chase and demolish the heroes, with no avail as the heroes not only escaped, but the ceiling had crashed on his head, knocking him out and fainted him.
Upon reaching the borderline between the Mushroom Neighborhood and the Dark Land, Bowser had finally noticed the chasing heroes, albeit surprised that Peach was chasing him and not the opposite. The jewel he held turns out to open a portal which unleashes a group of colorful but intimidating imps known as the Impers, and the pink and purple leader had inceased Bowser in crystal and take him as prisoner with her Paradox Staff, leaving a taste of his own medicine for this time, but the heroes are shocked by the scene.
----
At the Dark Land, the Impers had already conquered the dark territory, and the heroes had to hurry up and put an end of their rampage, but upon reaching 2-3, a mysterious purple letter, with a Poison Mushroom stamp on it, had slowly falling them toward the heores. Luigi is worried and the others being rather hesitant does to the letter's color and the stamp, but Mario takes a chance anyway. It tuns out to have a lighter purple paper, with a message written on it.
"Dear Mario and Peach. I am inviting you to have a meeting with me, in person, to the other end of the Dark Land. I would advise you to stay discrete, and not publicly let people know about our potential conversion. I do see that the Impers had escaped, and with my superior intelligence and my utterly advanced strategy skill, we may be able to stand a chance against them. - Signed, the magnificent person whom we met once."
Peach seems to remember the eloquent writing and the tone from the sender, but the others doesn't seems to know the sender behind it, but Mario and Luigi saw the letter's color and the stamp gave them a familiar feeling.
Upon reaching 2-M (M means Midboss, or middle), they had met the two first Impers; Reckless the bulky red Imper, and Yolk the funny looking yellow Imper, the former being rude but reckless, while the latter is quite absent-minded but also much of a prankster. The two orignally supposed to fought together against the heroes at first, but Reckless had lost control of himself and his temper and ended up putting himself and Yolk into a freezing cave, blaming the latter despite Yolk was only being clumsy.
At the World 2-B, the heroes had finally met Imperia in person, warning the heroes that she will not slow down and warns them, in a playful manner, that she will transform them into pile of rocky statues. The heroes nevertheless confronted her and succeeded, but Imper empress was not giving up yet, but noticed that when the wielder of the Paradox Staff had been defeated, the more major structures she had made disappears, but the minor structures (such as the crystallized Bowser) takes more time.
Upon seeing this, she orders her minions to bring the Koopa King "elsewhere" and warns the heroes as much as she had nothing personal on them, she will not hold back. A mysterious Toad, veiled by Bowser's Castle shadow, had waited for them, and told them that because of the "big scenery" going on at the Dark Land, they should move out at a further region of the Mushroom Kingdom, because he wanted the meeting a bit more discrete, before abrutly disappearing. Along the road, Daisy was searching for something in the Mini-Maxi Forts, and the heroes will gladly help out, with Daisy accepting to help in exchange, wanting to be on a adventure for once.
----
After World 3-2, the mysterious Toad reappears and reveals himself as Slanito. If using any character other than Peach, the character wonders who is he, but when Peach is used, she becomes worried about him getting into danger, but Slanito retorted that he was doing fine despite "minor yet practical problems". Slanito presented himself, and asked the heroes to search the Secret Stars if they can, which those appears starting from the Mini-Maxi Forts. He said that he needs them to activate his top-secret machine that would allow the Mushroom Kingdom having a better life.
He also said that in the meanwhile, he warns the heroes about a group of three Impers lurking at the next world. He (or Peach if she is around) said that defeating the Elite Impers is a must, as they will convert into orbs that will deactivate the Paradox Staff. If any character other than Peach is among the party, one of them ask (in gibberish) as of how did he know about all of this, with Slanito says that he was around before Mario and Luigi arrives in the Mushroom Kingdom, and that Peach replies that her ancestors had dealt with them before by using the Lock Jewel as a last resort, as the operation "Paradox Staff Deactivation" had failed. Slanito wishes them the best of luck before promptly magically teleporting away.
After defeating dealing with the Tiny Bandit Squadron and later the Big Bad Houseflak, they advances into Bread Beach and DK had found his buddy, Diddy Kong. They crossed Petey Piranha, who was chasing them because, in his language, he believe that they had taken down Bowser and that Petey will avenge him. Afterward, they had to face Beauty the blue Imper and Blaster the black Imper, and then Obelisk the orange Imper. The latter become aware that he will lose and decides to upper the game, and the still chasing Petey Piranha had almost reached the heroes and Obelisk turns into mist and take over Petey's mind, making him more aggressive and stronger, but nevertheless lose.
----
Once entering the Distorted Region, the heroes saw Wario angrily stomping his feet while walking in circle. Once Wario saw them in his eyes, he told them that this is none of their business and that some "devils" had stolen his recently found treasures. However, upon understanding that the heroes are after the Impers and the situation they would cause, Wario then relucantly agreed to team up long as it means to get his treasures back.
Upon arriving at World 5-5, Slanito was sitting on a table of tea he installed while drinking tea, and pardoned once the heroes found him, as he was losing a bit patience as the heroes took longer than he expected. If one of the players is playing as Wario, the latter ask who the heck is he, with Slanito announcing his full name; Slanito P. Toad, with if Blue Toad is around, he ask what does P. means, although Slanito prefers that the heroes should not ask too many questions as they are supposed to find the remaining three Elite Impers, and there is not much time left. He added that once they defeated the brainwashed "Donkey Kong lookalike" and the ice fairy, the Professor E. Gadd was waiting for them for a special surprise. He added that he had dealt with a "certain Magikoopa", who according to him, not happy about his ambition.
The heroes then dealt with the white furred, wild Donkey Kong-lookalike, Yeti Kong, and later the ice fairy Blizzaurus, who this time got help from Frost Sniffits. They fled the frozen Waluigi, with the angry Wario who scolded him for running away, with Waluigi retorting that Wario had to constantly forget about his purple partner, causing the two to briefly fight, before Donkey Kong threaten them to stop. Waluigi then quickly understand the situation after Peach explained, and Waluigi saw that Daisy is with them, wanted to impress her and deciding to play the hero for once, having through being obscured by everybody.
----
Afterward, they saw the Floating Volcanoes, but they cannot be reached does to no access for any of these. With E. Gadd suddenly arriving with a special teleporting device, called the Portalic 3002 (the 3001 was broke during the test, he added), with Waluigi suddenly rushing inside, causing Wario to chase him not wanting him getting into trouble again, much to the dismay of others.
Gears the green Imper and Whoever the white Imper were waiting for taking down the heroes. The former one prepares a mechanic suit to take on the heroes, while Whoever copies one of the heroes to take on them. This does not work well for them, with Gears having his suit exploded, and Whoever simply beaten unconcious. But this is nothing compared to the souped up Prince Bully, who becomes Lava Prince Bully thanks to the energy from the Paradox Staff.
Upon reaching 7-1, Slanito reappears one more time and warns that the last Elite Imper is not only the biggest, but also the toughest, and had actually defeated even Bowser's toughest elites. Since the factory is full of poisonous water and mechanic, he decided to full-on help the heroes by controlling some mechanics. The last Elite Imper turns out to be Terror the teal Imper, and despite being easily defeated, he jumped into poisonous water, strenghtening him and make him stomp-proof, but with the help of Slanito, the heroes nevertheless prevails.
However, in 7-6 the Assemblocks had suddenly appeared, with all of them wielding Bowser's mugshot if watched closely, and taken over Slanito as their prisoner. At 7-B, the heroes had defeated the Assemblocks, despite being able to forms into past bosses from Mario's previous adventures, and Slanito had been grateful, but decided that they started to waste time, and that if they don't hurry up, the Mushroom Kingdom will be doomed in a way or another. He decided to stay in the Toxic Engines for a while and wishes them the best of luck, and that they shall be met again.
----
The heroes had finally arrived in the Imper Kingdom, with Imperia's voice being heard via telepathy, warning them that this will be the last time they meddle with an Imper, especially with the Imper Queen herself. The heroes nevertheless defiently go through the dangerous territory.
They reached the big airship, but are astonished to see Bowser again. He doesn't look likes himself, and attempts to steal the Imper Orbs, saying that they don't need it, and that he can conquer the Mushroom Kingdom with or without the Princess Peach. This force the heroes to knock him out, and Bowser returns to himself and to his senses, but becomes ungrateful and threaten them to stay out of his way before he will burn them with his fiery breath, right before he got turned into crystal once again.
Upon reaching the floating Imper Castle, the heroes went through dangerous traps and defeated tough elites, and even bested some of the returning bosses, which includes Big Bad Houseflak, Blizzaurus, the mind-controlled Bowser Jr. and Blue Bowser, the also mind-controlled Petey Piranha, and the Assemblocks, right before taking on the Imper Queen herself. She proves to be tough and powerful this time, and fought through two phrases. But upon being defeated, the Imper Orbs reacts and permanently deactivate the Paradox Staff, much to her shock.
The Imper Orbs reverts back to the Elite Impers themselves, shocked to see what happened. But the Imper Queen decided that it might not worth to conquer the Mushroom Kingdom anyway, as she started to know why Peach's ancestors banished them the first place; all she wanted is to pull harmless and practical pranks, but the strictness of them cause her to become angry and rebels against them. The Elite Impers remembered this and while angered at first, admitted that they are not exactly angels either.
In the normal ending, if the player didn't collected all of the Secret Stars, Peach and Imperia decided to sign truce to ensure this will not happens again, but Wario demended to have his treasures back, with Terror to playfully obliges, in addition of some of the treasures the intimidating but actually soft-hearted Imper had found by himself, much of Wario's excitement. Bowser Jr and Blue Bowser, who were hiding and watched the scene, are slightly disgusted and searches for their missing leader, before being chased away by the Elite Impers.
Back at the Mushroom Kingdom, Slanito had waited for them, and although they did not collected all of the Secret Stars, he will simply shrugs and told them that he will just find the rest by himself, since the situation is solved by now. Toadsworth came and is happy to see Mario and the other heroes, and especially Peach to be safe and sound. Peach had kissed Mario on the cheek, while Daisy was about to kiss Luigi on the nose, when Waluigi was about to shove Luigi, only to shortly pushed by the Sarasaland princess herself, but added that she was impressed that Waluigi did helped for once.
At the credit's stinger, Bowser, although his head was freed from the crystal, was remained stuck in such crystal. He roared in anger, and attempted to order his troops to help him to get out of the imprisoning crystal, before realizing that he is alone on the destroyed airship, in which he started to actually worries, and the iris closes as he is about to roar in panic.
----
If the player(s) did collected all of the Secret Stars after the "final" boss battle, then Slanito appears in his floating platform while Imperia was breaking down, and proceeds to steal all of the Secret Stars, which are in truth the Solar Stars, and the Paradox Staff, and he fusion both into the Solar Star Staff, and turns the Elite Impers into orbs again. Wario angrily asked what is the meaning of this with the heroes becomes shocked and felt betrayed, Slanito reveals that he was only helping them to get the Paradox Staff and conquer the Mushroom Kingdom for the better of people... by getting rid of Peach and Bowser to end the constant feud once and for all.
Upon hearing those words, Bowser Jr. and Blue Bowser are in total shock, and attempted to intercept, but Slanito had easily overwhelmed them with spheres of exploding spheres of light, launching them forward through fortifying walls. Slanito proceeds to transform the heroes into statues, teleport away, but Imperia had energy left to revert the spell, and the heroes wondered why he left so quickly. Imperia eventually remembered Slanito, and that while she had not pulled a prank on him as often as others, he did lost his nerves and held grudge against Peach's and Bowser's ancestors, and wanted to end the feud in a brutal but sure way. She said that he's at the Magi Castle, a super massive floating, magical and steampunk-esque castle where he lives.
At the middle floor of the Magi Castle, Midbus of all people is guarding the big door that leads to the upper floor. He fought the heroes with a chain and spike, but even when defeated, Slanito appears and power him up with the Solar Star, making Midbus enormous and becomes Solar Midbus. He seems undefeatable until Bowser suddenly arrives and is just as enormous, saying that kidnapping Peach would not worth after all these troubles, and would wait for the other day. Upon the boar-like beast defeated, Bowser reveals that Kamek was chasing the darn Toad because Kamek had met Slanito before, and had fought with Kamek being the victor, but the poisonous Toad doesn't seems to cares much as he had better things to do.
But with the brainwashed Elite Impers suddenly surrounding the heroes, Bowser decided that he had enough, and take them all on by himself, telling the heroes to give a well deserved punishment to the wicked backstabbing Toad. The heroes reluctantly obliges, and upon reaching the absolute top floor, Slanito was waiting for them and immediately attacking them without even muttering a word, but Kamek intervened with a magic blast, forcing Slanito to surround himself into a dark magic forcefield. The three phrased battle was intense and an all-out fight, but the heroes emerged victorious, with Slanito flung to the sky, and Kamek using his all-out magic to destroy the Solar Star Staff once and for all, causing the floating Magi Castle to collapse, and Bowser and his airship (piloted by Blue Bowser, under Bowser Jr.'s order) arrives and decided to be nice enough to let them aboard among with Kamek in his airship.
The ending plays as normal, but it all takes at the Mushroom Kingdom, with the addition of Bowser vowing that he will get Peach this time, with Kamek warning the heroes that they are still enemies, but added that they better prepare for Slanito's return to his wicked ways, before promtly leaving. Imperia and the Elite Impers promised to be nicer with the Mushroom Kingdom inhabitants from now on. Peach had forgiven them, and the rest of the ending plays as normal, only with Waluigi almost being kissed by Beauty, much of the former shock-into-anger.}}
At the true ending's stinger, Slanito was found abandoned in a large island, surrounded in toxic water, and an abandoned mansion. Slanito vowed revenge, but then decided to take time and make sure his new habitat would be repaired, cleaned and into his taste.
==Protagonists==
===Playable Characters===
Each character had their own Ability and three stats that is scaled between 1 to 5. Some characters had also an additional perk or drawback (or both).
*Speed: Determine the overall speed of a character, be it running speed or swimming speed. The higher, the faster.
*Jumping: Determine how high the character can jump. The higher the number, the higher the character can jump at maximum height. That said, high jump characters' Charged Jump aren't that better than others', and their flight tend to be slow, especially when using the Cape (unless if higher Speed).
*Power: Determine how strong the character is. While a Power-type character tend to be slow and/or had low jump, they can ignore the Hard Mode Extra HPs of Bosses, defeat more enemies than non-Power characters can, and make their Power-Up more powerful overall to make up for that. They can also Charge Jump faster, but only marginally.
Each characters also have a Upgraded Ability which, as the name indicate, is a more powerful version of the Ability. They can only obtain them after completing the Character Challenges.
Character	Description + Stats
Mario 	
Mario is an all-around character with no weaknesses, but is a master of none. Nevertheless, Mario is easy to use, which allows new players to adapt the game. He can perform the Super Spin Jump, a stronger version of the Spin Jump that is as strong as a Ground Pound and can even bounce from enemies whereas even a normal Spin Jump may hurt.
Speed: 3 | Jumping: 3 | Power: 3 | 
Upgraded Ability: Hyper Spin Jump, allows to defeat most enemies that normally bounces Mario with the Super Spin Jump.
Luigi 	
Luigi is a Jump-type character able to reach high places with relative ease, but is hindered by his high traction, making him a bit slippery and slow his horizontal jumps down. He can perfrom the Poltergust that inhales most ghostly enemies, and can inhale and fire back certain solid projectiles such as Bullet Bills.
Speed: 3 | Jumping: 5 | Power: 2 | 
Upgraded Ability: Power Poltergust, allows Luigi to absorb even Boohemoths, and fires back large enemies.
Peach 	
Peach doesn't have the best stats, but her floating jump can help her to reach large gaps. She can perform the Heart Jump that can slow down her falling speed and stun nearby enemies upon using it, but makes stomps much weaker.
Speed: 2 | Jumping: 3 | Power: 3 | 
Upgraded Ability: Lovely Jump, which can defeats weaker enemies and can stun even bosses.
Toad 	
Or rather Blue Toad, this Toad is a brave heart, ready to prove other Toads that bravery and skill can solve their current issues. His fast speed and power can make him hefty, but his low jump can be proven detrimental. His Mushroom Pound is an alternate Ground Pound that bounces Toad once he hits the ground, and can bounces from spiky foes.
Speed: 5 | Jumping: 1 | Power: 4 | 
Upgraded Ability: Mushroom Bounce, which allows Blue Toad to bounces higher after using the Mushroom Pound.
Yoshi 	
One of Mario's most royal buddy, Yoshi had the best Speed rivalized by Toad and a certain cheatsy rival of Luigi, but his power tend to be a bit feeble. He can also Flutter Jump to get slightly higher, and is unharmed by spikes, burning enemies and spiky enemies when he jump or walk on them. His Gulp can be useful, as he can eat ten fruits to generate a Power-Up depended on the fruit, and can eat multiple enemies, even enemies that could hurt anyone who jump on them, but some like Bob-Ombs can hurt Yoshi if he let them in his mouth for too long.
Speed: 5 | Jumping: 3 | Power: 2 | 
Upgraded Ability: Super Gulp, which allows Yoshi to eat larger enemies (not bosses) and have better spit distance.
Donkey Kong
(After World 1's Mid-Boss)	
The leader of the Kong Clan, hailed from DK Island. His strength is only rivalized by Bowser himself and a certain greedy plumber, but his jumping are a bit lower than average. He can perform the Hand Slam to stun nearby enemies (and defeat weaker ones), as well as interact with certain object such as Drums.
Speed: 3 | Jumping: 2 | Power: 5 | 
Upgraded Ability: Hand Smash, a powerful slam that charges by holding the Special button, and releasing it will deliver shockwaves that defeats even tough enemies.
Daisy
(After World 2)	
Daisy's stats are similar to Mario, although with a bit higher Power but lower Speed. Fortunately she has lower traction and falling speed, making her easier to control than the others. She can use Double Jumps to reach higher places without needing the Charge Jump, and also useful to save herself from pitfalls.
Speed: 2 | Jumping: 3 | Power: 4 | 
Upgraded Ability: Fast Jumps, which is triple jumps and also make Daisy a bit faster when she jumps mid-air.
Diddy Kong
(After World 3)	
Diddy is speedy and a good jumper, but is only as strong as Luigi. He can also hang on hooks and other hanging objects thanks to this tail. He can perform the Peanut Popgun Pow to stun enemies hit by his peanut projectiles (and defeat weaker enemies with it), and can be aimed at eight direction.
Speed: 4 | Jumping: 4 | Power: 2 | 
Upgraded Ability: Peanut Bombgun, a more powerful Peanut Popgun that can hurt even bosses does to the explosive peanuts!
Wario
(After World 4)	
Wario is a tough-brick man who, to make up for his slow Speed and low Jump, can take an extra hit as Small Wario, that can be recharged after ten seconds, in addition of best Power (only rivalized by DK), which makes him very useful against most bosses. He can also use Shoulder Rush which gives him a speed boost (Speed increased to 3) while also smashing non-spiny, non-elemental-surrounded enemies on his path. He can even perform it underwater this time!
Speed: 1 | Jumping: 2 | Power: 5 | 
Upgraded Ability: Headbutt Smash, a way more powerful charging attack from Wario Land 4, which can destroy solid blocks, tougher enemies, doesn't cares about if the enemy is spiny or elemental-surrounded, and even damages bosses in one blow!
Waluigi
(After World 5)	
Waluigi is even trickier to use than Luigi; while having Speed of 4 and Jumping of 5, his Power is abysmal, and is even slippier than Luigi. That said, he can swim freely without Blue Shell or Super Frog Suit required. He can perform the Waa-Hee Spin to perpetually spin which hurts enemies without spikes or being surrounded by element, but leaves him dizzy if held the Ability Button for too long.
Speed: 4 | Jumping: 5 | Power: 1 | 
Upgraded Ability: Waa-Hee Whirl, which allows Waluigi to hover when using the Waa-Hee Spin, useful to stay in the air and to discover higher places.
===Supporting Characters===
Character 	Description
Toadsworth 	
Peach's assistant and have high regard to her safety and well-being, and deeply trust her and her closest allies. Toadsworth does know about the Secret Stars and some of the feudal story with Peach's ancestors. He however seems to worries about a particular Toad that had begone since more than ten years ago...
As stated, he can gives advices of where the Secret Stars could be, free of charge, as well as sharing some the story about Peach's ancestors and how they dealt with the Impers. If the player had not yet reached the third world, he can only do the latter option.
'Slanito' 	
This mysterious Toad who first appeared (or foreshadowed) in Super Mario: Elemental Journey, capable to do black magic and knows about technology and science very well, but is very vain. Nevertheless, he knows about the Impers as much as Peach and Toadsworth does, and even gives important informations about the upcoming threats. His true intentions remains unknown, as much as the heroes knows...
Slanito appears once in World 2, World 3, World 5 and World 7, and he gives greater assistance in the Toxic Engines, taking control of multiple mechanisms to make life easier for the players. Upon clearing the World 7, he left off, and if you attempt to replay the levels where he helped you, his magical doppelganger appears instead.
Shopkeepers 	
Various shopkeepers of various species who appears in respective shops. The red shop contains a Power-Up Get minigame (which recharges daily or upon beating the final boss), the yellow one contains the Power-Up Shop, the green one contains the Collect-1up-Athon minigame, the blue one contains a Big Switch, and the purple one is a special shop where it gives one rare item per day.
World 1's shopkeepers are Toads, the World 2's are friendly Koopas, the World 3's are Megabuds, the World 4's are friendly Mermaidens, the World 5's are friendly Mr. Blizzards, the World 6's are Volcores, the World 7's are Toxinis, and the World's 8 are, surprisingly, Impers.
Cinema Manager Lakostar	
Lakostar is a Lakitu who is a manager of the Mushroom Theatre. He allows you to view videos recorded by other players free of charge (only on levels you had reached of course), while also allows you to pay Advanced Tricks and Secrets videos with Star Coins.
He seems stern and all, but he just do what an employer must do and musn't do, and is otherwise a nice but a bit odd guy.
Mermaidens 	
Mermaidens (fewer but still present male counterpart being "Mermandens") are playful and decadant mermaids who cares all about fun when nothing is wrong, but when something does go wrong, they are the first to act and protect the Bread Beach.
They helps the players by whistling to summon the Dolphins, or to fend away aquatic enemies such as Cheep-Cheeps and Bloopers.
Star Coin Detectis 	
Detectis is a special detector that will help you to find Star Coins for a price of collected Coins for a Detectis Ticket. Each Detectis Ticket is only valued for each level play, and only available if there are uncollected Star Coins so far, but she will locate anything suspicious and even gives you a Power-Up needed.
Once all Star Coins are collected, she can still help you by telling how to complete the special levels found in the Special World.
Draggadon 	
A Draggadon found in the Floating Volcanoes. At first he was an obstacle you shall avoid, but after a successful single stomp, he becomes more mellow and even allows you for a ride in certain levels of Floating Volcanoes, and eventually the Special World.
When riding Draggadon, he can only be hurt by King Bills, and even so, he can destroy them with a single headbutt, and his roar and firebreath can defeat all enemies and most blocks.
Ukikis 	Once you freed them in World 1-Extra 1, they will dig out burried items, Power-Ups and even Star Coins for you. The Ukikis can also distract enemies that would otherwise gives you troubles in certain levels.
==Items==
===Collectibles===
===Power-Ups===
The Power-Ups are ordered in first appearance.
Character	Description + Stats
 	Super Mushroom: This will recover anyone in a Small state into their normal form. While in regular form, they can take an extra hit before reverting into Small form, allows any character regardless of Power to break Brick Blocks from below by bumping and by ground pounding, and break the Flip Blocks with Spin Jumps. The normal form can stack with real Power-Ups.
 	Fire Flower: This allows the user of this Power-Up to throw Fireballs. Luigi and Waluigi's are straight shots, Wario and DK's are exploding and stronger, while the rest are classic bouncing Fireballs. There are enemies such as Bullet Bills and Thwomps who are immune to this Power-Up, while there are several such as Chargin' Chucks and Boos who requires more than one fireball to defeat them.
 	Ice Flower: Similar to the Fire Flower, but instead freezes enemies with Iceballs, in which the player(s) can throw them afterward, or plainly break them. While able to defeat Podoboos but larger enemies does instantly break out of freezing, Wario and DK can freeze any non-invincible enemies with this.
 	Super Star: Makes the player temporarily invincible while being able to run faster and jump higher. That said, the player is still not immune to pitfalls and other instant-death obstacles. A sound effect and the faster music will warns when the Super Star will wears off.
N/A 	Beetle Mushroom: The obligatory flying Power-Up of the game. The difference from other flight Power-Ups is that this one can only permit the character to jump higher, or have better wall kicks, but they do float down slowly. They also have a rushing attack that take down most enemies that do not have elemental contact.
 	Blue Koopa Shell: While normally not found in Question Blocks, the Blue Koopa Shell can be obtained after Ground Pounding into one from a Blue Koopa Troopa. The player can slide through it while dashing, but the bounciness and non-stop dash might make it difficult to maneuver. It can however damage most bosses, Power 4 and 5 characters can break even solid blocks with it, and grants protection against most attacks while ducking. It also speed up the swimming speed.
N/A 	Gravity Flower: Allows the player to walk on ceilings and walls. In single player and online multiplayer, the screen will change perception accordingly, but it will remain on the normal view in offline multiplayer. The player can also shoot gravity spheres to flip the gravity of enemies (or weight down floating ones), but it does only disable them for a while, unless if headed into an environment they are vulnerable to such as lava, poisonous water and Explosion Blocks.
 	Mini Mushroom: While it makes the player to be blundered no matter the amount of hits and strength of enemies (this also applies to Wario, as it cancels his "Resilience" perk"), this allows the player to jump a bit higher, float down more slowly and able to cross through small gaps and small Mini Warp Pipes. The only way to damage enemies is to Ground Pound into them, and it cannot damage all enemies vulnerable to stomping, but characters with Power of 5 still stomps as normal.
 	Mega Mushroom: This powerful Power-Up is temporary, but the character under the effect of the Mega Mushroom became almighty and able to smashes Warp Pipes that cannot be used, blocks of any kind, almost every type of enemies and even damages the bosses regardless of if they could be vulnerable at the moment or not. The downside is that you cannot pass through tighter paths, but those with a Power of 4 or 5 mitigate this by being able to smash through floor and ceilings!
Oh, and one more thing; it can also crush anything below by one block with a jump, and non-stop with a Ground Pound. Reckless use of it can and will lead you fall to your doom.
N/A 	Barrel Suit: Allows the player to make its suit to become a Barrel Cannon and shoots at any of the eight directions (horizontally, vertically and diagonally). The Power-Up work like normal Barrel Cannons otherwise, but the player had to be careful when using it, lest they will crash into enemies that cannot be harmed by a Barrel-Boosted character and into harmful obstacles. The player's friends can also use it and fires by themselves.
 	Hyper Mushroom: A super rare Power-Up that makes the player not only huge like the Mega Mushroom, but also absolutely unstoppable (they jump off the pitfall, and the crushing walls or ceilings will be demolished, or if important ones, pushed away), but also able to instantly defeat otherwise invincible enemies! It also last a bit longer than the Mega Mushroom. The only downside is that it prevent the player from collecting anything, even Star Coins.
N/A 	P Shell: A Blue Koopa Shell with a red P, indicating a more powerful version of the former. The player becomes completely invincible when using ducking, and can sprout wings to jump up to ten times. That said, they are very rare, and cannot be found on normal levels. Completing levels with this Power-Up will also leave the Level Icon flashing red, and remains so until completed without this Power-Up or the Gold Flower, and upon completion, it reverts back into a normal Blue Shell.
 	Gold Flower: A more powerful version of the Fire Flower, being able to one-hit-hurt bosses, take out most enemies, even those who are usually unharmed by either Fire Flower or Ice Flower, or even both, and makes Brick Blocks into Coins. Completing levels with this Power-Up will also leave the Level into dark yellow, and remains so until completed without this Power-Up or the P Shell. Upon completion, it reverts back into either Fire or Ice Flower.
===Gimmicks===
==Worlds==
World 	Description + Bosses
World 1
Mushroom Neighborhood	
Does to the Bowser's kidnapping shenanigan ended up backfired does to Peach cleverly tricking him this time, the first world take place in a line between the Mushroom Canyon and the Dark Land. It starts as your typical first world, and then into the Dark Land itself. But obviously, this is not the last world either, as another force is preparing to put an end of the "Mushroom Feud"...
Mid-Boss: Bowser Jr. | Boss: Giant Blue Bowser
World 2
Dark Land	
The dark territory of the Koopa King... who is turned into a crystal statue that cannot be destroyed by physical contacts. With the Impers taking over the Dark Land, the heroes had to pursue them before their leader use the Paradox Staff to turns the Mushroom Kingdom into a structure of elements!
Mid-Bosses: Reckless and Yolk | Boss: Imperia (Battle 1)
World 3
Mini-Maxi Forts	
A route of massive forts that had a mixture of minuscule and enormous objects and people alike living there. There is a Swapping Door that switches the Minuscule to Enormous Side, and vice versa, where the player needs to switch around to go through puzzling sections. There are also tiny enemies that are generally harmless but tend to get annoying, and giant enemies that requires a Power of 5, or Spin Jump, Ground Pound or powerful Power-Ups, to defeat them!
Mid-Bosses: Tiny Bandit Squadron | Boss: Big Bad Houseflak
World 4
Bread Beach	
A beach that is decorated by (tasty and edible) various breads, from cinnamon rolls, regular bread, brown bread, pretzel and other wheat product. Underwater level tend to be more frequent, but the Super Frog Suit or the Blue Shell can help in these cases. On the ground level, water are still frequent, and Water Pipes expels water which can either help or hinder the player depended on the level and the current situation.
Mid-Bosses: Beauty and Blaster | Boss: Obelisk and Petey Piranha
World 5
Frosted Cave	
A frozen cave, filled with freezing water. The player(s) had to cross carefully, otherwise they get damaged from it does to frostbite. There are also icicle stalactites that falls when nearby, and freezing stalagmites that act like spikes that freezes anyone on contact. There are "open ceiling" section in certain levels, where the ice tend to melt does to sun exposure.
Mid-Boss: Yeti Kong | Bosses: Blizzaurus and Frost Sniffits
World 6
Floating Volcanoes	
There are multiple islands in this World, a few of which exploded violently does to a volcano erupted too strongly. This dangerous zone had obviously got a lot of lava, but the lava disappears when they start to fall down from the islands. But not the ground that falls from the exploded islands, so be careful when crossing through those.
Mid-Bosses: Gears and Whoever | Boss: Lava Prince Bully
World 7
Toxic Engines	
The engines that is responsible for the poisonous liquid found in some areas of the Mushroom Kingdom. There are also some beneficial liquid that makes the user immune to poison, but they seems to run out since someone had discovered it... The engines themselves also circulate poisonous water, so be careful when going inside.
Mid-Boss: Terror, then Poison Terror | Bosses: Assemblocks
World 8
Imper Kingdom	
The kingdom of the Impers. All left is to stop the Imper Queen, Imperia, and destroy her Paradox Staff before she could strikes disaster to the Mushroom Kingdom. That said... she doesn't seems to enjoy her plan too much, and seems to be more sane than what people had though of her...
Mid-Boss: Impified Bowser | Final Boss(?): Imperia (2)
World S
Magi Castle	
The true final world. As Imperia turns out not to be the true mastermind behind this, but only wanted to help someone to get rid of Peach and Bowser permanently. This castle is full of surprises and tough enemies, and the true final battle awaits!
Mid-Boss: Solar Midbus | True Final Boss: Slanito
Super Star Arena	
A coliseum of the Super Star Road, it involves multiple of the most difficult and challenging levels of the game, with inconsistency in term of themes. There are also two special bosses at the last level of this world...
Special Boss 1: Dry Bowser | Special Boss 2: Super Kamek
===Individual Levels===
====World 1 (Mushroom Neighborhood)====
Level + Number	Description
Tutorial
A New Trouble Await...	An optional level where the player(s) will learn the basic of the game, such as walking and running, jumping and stomping, wall kick, and throwing. The structure are favorable for the players, and there are no enemies or bottomless pits, only cardboards and switches. It also teach the players a mechanic new to the series; the Path Switching and the Path Forks.
Level 1-1
Walk Up	The very first level after the tutorial. The ground are always safe unless if there are bottomless pits which should be jumped over or avoided, and only basic enemies such as Goombas, Koopas and Piranha Plants are around in this level.
Level 1-2
Choke Cave	The first underground level. Unlike your typical underground level, this cave is full of floating block of crystals of various length and height, which can be climbed on. Red ones fall when just stepped on, yellow ones only does so when Ground Pounded, green ones are safe, and the blue ones are rotated which the side where the player is at would be at its highest. Shy Guys, Snifits and Fly Guys starts to appear in this level.
Level 1-3
Sky High Ride	A level that take place in the sky where the Flighties can be ridden on. The player(s) doesn't need them to advance, but they are required to get most Star Coins if the player(s) does not have any flight Power-Ups. Lakitus and Spinies are frequent on this level, with an uncommon amount of Swiffs and Bullet Bills.
Level 1-M
Bowser Jr.'s Toy Fort	
A fort that is splitted into two sections; the first one is vertical and full of moving platforms, and the player(s) had to use a Spring in order to reach higher places. The horizontal section had more Fork Paths, thus making the Turn Move more important. The player(s) should also avoid the Koopa-in-a-Boxes, which spring out sparringly and can only be stomped on the popping head. The battle against Bowser Jr. take place at the end of the level.
Level 1-EX 1
Run, Run, Run!
(Level 1-M Secret Exit)	A mysterious being (Imperia once discovered) had made a curse on the player(s), causing them to run without stopping. The level is linear but have various blocks, such as the Bomb Blocks. Chargin' Chucks are also very frequent, among with Goombas, Koopas and Shy Guys, with Piranha Plants being exclusive in the pipes in this level. The curse will stop once reaching the Goal Line.
Level 1-4
Jungle Jeopardy	The jungle level infested with Piranha Plants, Ptooie and Jumping Piranha Plants are more prominent, and Munchers also appears, albeit sparingly. The player(s) can also climb with vines to avoid most of them, while also watching out for the acid water and Poison Mushrooms.
Level 1-5
Koopas On Ice	This ice level is full of Koopa Troopas, and introduce a new type of Koopa Troopa called Skating Koopas. Green ones move forward and backward, red ones act like their ground counterpart, yellow ones chases the player but have slippier control, and blue ones dashes really fast. There are also Snow Spike and Snow Guys, the latter throwing snows that can freeze the player, which are harmless but hinderful.
Level 1-6
Mega Rampage	This is the first level where you will start to make use of the Mega Mushroom, a powerful but temporary Power-Up that allows the player(s) to smash their way through the unneeded Warp Pipes, blocks and enemies. This level is full of Warp Pipes, and if one particular pipe does not move away even with a Mega Mushroom, it signify that this Warp Pipe will brings you to elsewhere, such as a secret room.
Level 1-EX 2
Under the Seesaws
(Level 1-6 Secret Exit)	An underwater level where Cheep-Cheeps, Deep-Cheeps and Spiky Cheep-Cheeps are frequent, with Seesaws and Seesaw Switches, the former to bring the player to higher places and the latter to reveal secret paths or activate locked doors or paths. The Ice Flower is more frequent, which is useful against normal Cheep-Cheeps, but not Spiky Cheep-Cheeps. The player(s) had to activate all of the Seesaw Switches with moveable rocks to unlock the exit.
Level 1-B
Bowser's Anti-Peace Fort	Bowser had no tolerance on peace, so he had made a fort that is armed with dozen of Banzai Bills so that in case things get peaceful while he is not around, the automated cannons will shoot. The player(s) had to shut down the automated cannons before they were able to go into the boss room. Common enemies are Dry Bones, Mechakoopas, Magikoopas (different from Kamek himself as none of them wears blue) and Hammer Bros.
====World 2 (Dark Land)====
The letter H means that the level is a Haunted House/Mansion/whatever, while the letter A means that the level is an Airship level.
Level + Number	Description
Level 2-1
Haunted Highway	A haunted highway which is infested with Boos, Big Boos, Bulboos, Circling Boo Buddies and Stretches. The player(s) had to get into the small mansion to get the Goal Key, which will unlock the Locked Goal. The puzzling room had multiple doors, and entering the wrong one will get into another room, but the player(s) have plenty of time as they can get Star Coins when searching for them, and can go through all rooms to do so.
Level 2-2
The Unsafeguard Zone	As the name implies, the Unsafeguard Zone had a floor of lava, which the player(s) must avoid at all cost (unless they are equiped with Fireproof Perk). There are also Magmaarghs, Magmaw, Charvaarghs, normal Blarggs and Dino Blarggs (based on the Super Mario World Blargg, but significally bigger) to avoid at all cost, as well as Dry Bones, Parabones, Big Dry Bones and Big Parabones.
Level 2-3
Impers and Imposters	This dark plain is where the Impers started to show up; the Red Impers chases after the player(s), the Green Impers throw their spear at them, the Blue Impers rolls when the player(s) are nearby, and the Yellow Impers calls for other Impers when detected. There are also larger Purple Impers that combines the Red and Yellow Impers. There are also undead enemies such as Dry Bones and Boos around this level.
Level 2-4
Volcanic Violence	The volcanoes are prone to erupt, which launches burning, exploding rocks, which the player(s) must avoid at all cost. A Super Star can be found in ? Blocks to run through them without too much risk, but there are areas where the players do need the falling rocks to break the solid blocks. Bob-Ombs, Bomb Bros., Dyanmite Bros. (Sledge Bros. version of Bomb Bros.) and Parabombs are common enemies, with a few Impers there and here.
Level 2-Warp
Warp Zone 1
(Secret Exit from Level 2-4)	The first Warp Zone. The player(s) can reach World 3, World 4 or World 5 in a snap. Skipped worlds cannot be visited until the player(s) reached those worlds. The player(s) can also just leave by heading to the exit on the left side.
Level 2-M
Crystal Cavern	The cave level full of floating crystals, this time there are purple ones that rocket itself to the ceiling when stepped on, and orange ones that only rotates when stepped on. The Impers, Big Impers, Swoops and Bone Goombas are common in this level. The level is large and can be navigated like a Metroidvania level, which explains the unusually large time limit and the Infinite Clock. At the utter top of the level awaits Reckless the Red Imper and Yolk the Yellow Imper.
Level 2-EX 1
Up, Down and Away!
(Secret Exit from Level 2-M)	The player(s) had to cross through three seperated paths in this odd candy level; escalading in the first path, climbing down in the second one and contineously being blasted away with Background Cannons in the third one. The Gravity Flower is also introduced in this level. Common enemies are Lakitus and Big Lakitus in the first path, Piranha Plants and Big Piranha Plants in the second path, and finally, Para Chucks and Cannonball Carls in the third sections.
Level 2-5
Boomsday Battlefield	A battlefield filled with Bob-Ombs, Cannonball Carls and Parabombs, as well as Bombshell Koopas and the new enemy type Ticky-Tocko, a clockwork bird that causes nearby bombs to explode by chirping real loud. While the battlefield is mostly flat, there are platforms where the player(s) could find a Star Coin, Beetle Mushrooms or even one of the rare 3-Up Moons. There are also small airships where the player(s) can hop on and navigate through the sky.
Level 2-H
Spook Wall	A large, demolished brick of wall abandonned long time ago, where the ghosts stays there are there are no haunted houses left in the Dark Land (at least for now), with Boos, Peepas, Big Boos and Fishin' Boos creeping around this level. The player(s) had to collect all of the eight Pink Coins scattered around this area, and unlke its previous appearance, each collected Pink Coins adds 50 extra seconds to the timer.
Level 2-A
Airship of Danger	An airship level where the players had to go through while avoiding Rocket Engines, Fire Bars, Mechakoopas and Magikoopas, as well as several Impers guarding the secret rooms that contains either a lot of Coins, a Star Coin, a treasure chest of various Power-Ups or even a 3-Up Moon. At the end of the level, a Boom Boom will be confronted, but unlike the previous games, this boss will go faster and faster after each stomps.
Level 2-EX 2
Airship Fortress	A race track of the Mario Kart Organization before being temporily shut down for maintance and polish during the event of Mario Kart 8, and during this game, further testing before being reopened. In the meanwhile, the player(s) had to avoid or attack the Kart Guys, Banzai Bills, Buzzy Beetles, Para-Beetles, Heavy Para-Beetles and Buster Beetles, with the airships that, while optional to go inside, contains a Star Coin, a Beetle Mushroom and even the super rare 5-Up Flower!
Level 2-B
Bowser's Elemental Tower	A tower where Bowser had made where he resides when his castle broke down or got stolen, but unfortunately for him, Imperia had found it and keep it. Each of the floors are infested by fire-based, earth-based (rocks and diggers like Monty Moles), water-based and air-based enemies resides. This had a large variety of enemies because of that, and also have fitting hazards on each floors. It is only at the top of the tower that you will come face to face with Imperia herself... but this is only the first battle against her!
====World 3 (Mini-Maxi Forts)====
The "Su" means a Submarine level.
Level + Number	Description
Level 3-1
Big Fort-Race	A racing fort level where eight (nine if only one player is playing the level) Freerunner Koopas awaits for you to race with them. While winning the race will not cause the player character(s) to be blundered, they can win Star Coins depended on their place; three Star Coins for first place, two for second place, one for third place and zero for any rank under third place. In this underwater track, there are Big Goombas and Giant Koopas that the racers shall avoid, as well as the Coral Piranhas, Piranha Plants that lives underwater and stretches when it saw a player coming through like a straight hook.
Level 3-2
Between Big and Small	A house themed level where the player(s) had to go through the big room and the small room with the Switching Door. The big room allows easier access on smaller holes and for more coins and Power-Ups, the small room is easier for taking on enemies and get through large blocks. Standard enemies such as Goombas, Shy Guys and Hammer Bros. are frequent, with the new Houseflicks, housefly-based enemies, that drop heavy foods to damage the player(s).
Level 3-EX 1
Micro Harassment	A dock level where the player(s) had to deal with an army of Micro Goombas, as well as Wee Guys, Bitsy Bills and Munchers. The waves would also transport the player(s) backward a bit if not dodged in time, which means that they should jump over them. Aquatic enemies such as Porcupuffers, Deep-Cheeps and a Boss Bass as well as the larger Cheep Chomp that will leap out of the water and attempts to attack the player(s).
Level 3-3
Large Vines Swing	A jungle level where the player(s) should use the big vines to across the large gaps and to avoid the poisonous water. There are also Big Piranha Plants, Big Venus Fire Traps, Paratroopas, Giant Paratoopas, Super Koopas and Chunking Chucks (Larger Chargin' Chucks) getting in their way. The goal requires six Goal Coins (the white-colored Coins with a black checkermark in the center) to get into it.
Level 3-4
Small Pipe Problem	The player(s) had to use the Mini Mushrooms to get into the bonus rooms does to the Small Warp Pipes. The Small Warp Pipes also come out Micro Goombas, while normal pipes either have Piranha Plants, or sliding Koopa Shells. Near the end of this pipe infested level, Poison Piranha Plants starts to spit out poison to cover the ground, thus the player(s) had to climb up at floating platforms to avoid that poison.
Level 3-M
Bandits' Hectic Hideout	This fortress is full of Bandits, which attempts to steal some of your collected Coins, and may attempt to snatch a Star Coin if they are near enough. There are also Boomskippers that jump forward and may be ridden by more Bandits. The player(s) had to find a key held by a Gold Bandit in order to have access to the boss room, where the Tiny Bandit Squadron awaits.
Level 3-5
Here Comes Those Galoombas!	A dock level where Galoombas and Giant Galoombas had held Piantas as their prisoners and stole their fruits. The player(s) had to free all of the five Piantas in order to have access to the next section, where more Galoombas, Para-Galoombas and Winged Galoombas, as well as the background, unique enemy named Gourmet Palook Galoomba, who attacks the player by throwing fying pans and forks at the foreground. He can only be defeated if the player(s) activated a ! Switch at the end of the level.
Level 3-Su
Ted Submarine	A submarine modeled after the Torpedo Ted enemy. The player(s) had to enter the submarine from below, where they must avoid Torpedo Teds, Terror Teds and Bulleye Torpedo Teds, and must misguide a Bulleye Torpedo Ted to bust out the Lock Block. Upon getting inside, the player(s) should avoid the Mechakoopas, Hammer Bros., Sledge Bros. and Boomerang Bros. to get through and come face to face with a Pom Pom at the end.
Level 3-6
Biddybud Bedrock	A mountain level where Biddybuds and Para Biddybuds are almost everywhere, and new variations called Biggybuds and Springbuds. Less common enemies are Fire Bros., Ice Bros., and the new type of Hammer Bro. species, Screech Bros., which scares Biddybuds and make them run faster, as well as damaging the player(s) if they get hit by the screech wave. The goal is at the top of the mountain, guarded by an army of Biggybuds.
Level 3-EX 2
Bob-Omb Puzzle
(Secret Exit form Level 3-6)	A puzzle level where the player(s) must use the Bob-Ombs that appears infinitely from a Warp Pipe to destroy blocks across ten rooms. The Timer is also disabled does to being a puzzle-based level. Some rooms have blocks that should not be destroyed and have a Restart Door to start over shall the player(s) destroyed the wrong blocks as it might prevent crossing a gap. Each rooms also have their own Checkpoint.
Level 3-EX 3
Thorns of the Roses
(Follow up of Level 3-EX 2)	The Megabuds needs your help to cut off the spiky vines with the large sciccors hanging from the ceiling. They can only cut them if they are pressed by the respectively colored ! Switches. Enemies that are stopping you from doing so are Walleyes, Lakitus, Big Lakitus, Wigglers, Piranha Plants and Sledge Bros. The player(s) had to cut out the four big spiky vines first before they are able to cut out the biggest spiny vine of the bunch.
Level 3-7
Prowess Mansion
(Normal Exit from Level 3-6)	A mansion that requires the Battery Key to unlock multiple doors by inserting it into one by one. The mansion's darker rooms have Boos and Dry Bones, while the lighted rooms have Thwomps, Whomps and Thwimps. In both rooms, spikes and Stackoops are the main threats, and the platforms are sparse, making jumping through them rather tricky.
Level 3-B
Big Bad Houseflak's Castletop Creeps	The hideout of Big Bad Houseflak, the leader of the Houseflicks. As it shows, the castle top is full of Houseflies, as well as several Thwomps and Big Thwomps, and the less common Scaredy Rats, Bandits and Bill Cannons. Multiple platforms are covered in melted cheese, which hinder the ground movement of the player(s). Big Bad Houseflak himself is faced at the utmost top of the castle top.
====World 4 (Bread Beach)====
Level + Number	Description
Level 4-1
Blooper Troubles	The player(s) had to free the three Mermaidens who got captured by the Bloopers. This underwater level is full of Urchins, Bloopers, Cheep-Cheeps, and Rip Von Fish, as well as Scooba Koopas. A leftover Blue Shell inside a ? Block in the middle of the level will help the player(s) to swim faster.
Level 4-EX 1
Lax Leaps
(Secret Exit from Level 4-1)	
A forest level where the player(s) can use the lilypads to go across water more easily. Frog Pirates, Black Fuzzies, White Fuzzies and Chainsaws are common enemies, while less common enemies are Poison Piranha Plants and Bramballs. The Barrel Suit had been introduced, allowing the player to blast away from one gap into another.
Completing this level will give you access to the Warp Pipe section where you go immediately into Level 4-6 and vice versa.
Level 4-2
Dolphin Riders	
The player(s) will need the Dolphins to ride along in this almost-groundless, 95% water level (although it is possible to beat it without even using Dolphins or even the Beetle Mushroom). Porcupuffers, Goonies, Scoopa Koopas and Swiffs are frequent and shall be avoided when traveling with Dolphins. Star Coins tend to be at high attitude.
Level 4-EX 2
'Liquid Crystals'
(Alternate, non Secret path after Level 4-1)	An underground level where there are crystals that oddly floats on the water. While typical aquatic enemies such as Cheep-Cheeps and Bloopers appears, there are also Spikes, Stackoops, Nipper Plants, Munchers, Ptooies and Bullies to deal with. Some crystals will sink if stepped on, but others still floats. This level is somewhat different as there are no forked paths, but instead have multiple background paths.
Level 4-3
Fiery Spears	This jungle level is full of Spear Guys, Dancing Guys and Fry Guys, which the player(s) had to be careful with. There are plenty of barrels which can be thrown against them, and it also destroy the Spear Guys' spear. Kritters, Klumps and Krushas are the less common enemies, but far more difficult does to their more varied strategy and the latter two being much tougher, making barrels, Donkey Kong or Wario more important.
Level 4-4
Incredible Bubbles	An underwater level where bubbles are frequent and bring the player to the ceiling. The bubbles are generally harmless, but can be popped by spikes and spiny enemies, but bounces non-spiny enemies away. While having its bubble to pop out is not an instant-death, the player(s) do need them to bounce away a copious amount of Swiffs and Bob-Obbles.
Level 4-Warp
Warp Zone 2
(Secret Exit from Level 4-4)	The second Warp Zone that allows the player(s) to be transported into World 5, 6 and 7 immediately, similarly of how the first Warp Zone works. This Warp Zone is a bit harder to find than the Warp Zone 1.
Level 4-5
Shell Surfers	A dock level full of Beach Koopas, with the Blue Beach Koopas being the more frequent, and Blooper Nannies, Cataquacks and Orages are also common enemies. Because of the frequency of the thrown Blue Koopa Shells, the heroes had to either dodge them or use one of them as a Power-Up, and some blocks are blocking Warp Pipes that leads into bonus rooms where one Star Coin is found in each of them.
Level 4-M
Shark Cave	A skeleton cave from an enormous shark (a Megalodon even), where multiple Sushis and Boxing Sharks are found, as well as some Fishbones on the foreground and Kingfin himself that serve as a background obstacle. Skull Boxes that shoots Torpedo Teds or Terror Teds are also frequent. It is not until the bottom that the heroes comes face to face with Beauty the Blue Imper and Blaster the Black Imper.
Level 4-6
Petey-Ful Chase	This jungle level seems like a typical jungle level with vines, rollong logs and all, but after dealing with several Piranha Plants and various sub-species, Petey Piranha suddenly appears and give chase at the players. He cannot be directly attack without projectile Power-Ups, and he bounce back to the background (or foreground, if the player(s) were already in the background) shall you attempt to stomp his head. The player(s) have to switch between the foreground and background with the Foreground/Background Cannons in order to avoid his attacks and rampage. He will go down for a while after accidentally headbutting a huge, solid rock that blocks the exit.
Level 4-EX 3
Tribe of the Shy Guys
(Secret Exit from Level 4-5)	This village level is full of Shy Guys of multiple variations, which the players need to go through and pass through multiple doors with one big shared underground section, as some paths are blocked, thus not possible to pass through without appropriate Power-Up or going through such underground section. The Star Coins are only found in some houses, so it is best to check them in to find those. The underground sections contains Monty Moles, Mega Moles and Fire Chomps.
Level 4-7
Charged by the Chucks!	The Chargin' Chucks are everywhere in this beach level, making it somewhat difficult to pass through if attacking them without a strategy. As such, the player(s) should take the high ground to avoid them if necessary. A new variation called Spiking Chuck is introduced, and he can make a smashing volleyball spike in order to knock the heroes out, but can only use that attack a few five seconds at a time.
Level 4-B
Orange Rage	This over-the-sea level have riptides, which can transport the player(s) to wrong way and they need to swim back before they got eaten by Boss Basses and the bigger Cheep Chomps. Thus they had to stay in the floating platforms and boats in order to stay above water, and common Impers and Big Impers will attack the player(s) from the background, but can be taken out by cannonballs. Petey Piranha returns and make another chase, but can be temporily stunned by launching cannonballs into him. At the end of the level, Obelisk is faced, and if defeated, will possess Petey Piranha for a second round (a checkpoint is added to avoid frustration between the two phases).
====World 5 (Frosted Cave)====
The letter "T" indicate a Tank level.
Level + Number	Description
Level 5-1
Frostbite Spikes	A cave full of stalagmites and stalactities that can badly hurt anyone, and the player(s) had to go through carefully. Mr Freezes, Ice Bros, Ty-Foos and Stalags are commons. The Warp Pipes are also frozen, requiring Fire Flowers or a Torch Cannon to melt the ice away. In fact, the only red one will brings you to the Goal, as one Shiverian indicate.
Level 5-T
Release the Tanks!	A level with multiple tanks that must be passed through by jumping over them. Their cannons fires normal cannonballs, Cannonball Carls, Bullet Bills, and even Banzai Bills, as well as Fire Engines. Rocky Wrenches are also included as expected, as well as several Elite Bros such as Hammer Bros and Sledge Bros. Pow-Pows awaits at the end of the level.
Level 5-2
Snowball Troubles	A field level filled with snow, which the player(s) can sink if they didn't moved from there for too long. These are not harmless unless if it leads to a bottomless pit, and can be jumped out of there. Some of the sinking snow can also lead to some secret rooms. Snow Spikes, Mr Blizzards, Cooligans, Sumo Bros and Flipruses are common enemies in this level.
Level 5-3
Blizzard Brawl	A mountain level where a blizzard occurs at some sections of the level, and a warning is indicated with a mild wind with snowflakes, as well as a "Take Cover!" sign. The blizzard will temporily freeze the player(s) and the enemies, but can be avoided by entering in a cave section through an entrance, or by taking cover behind a very large section, since the blizzard always comes from the right. Ty-Foos, Frozen Bob-Ombs, Crystons (Enemies that cannot be frozen), Ice Bubbles and Ice Bros are common enemies.
Level 5-EX1
Frozen Lava Cavern
(Secret Exit from Level 5-3)	A frozen underground level that had lava frozen by a mysterious force, who was called "Froozard". Froozard noticed the heroes and attack them with his ice scepter, which can both harm and freeze the heroes. The player(s) had to dodge his Ice Bubbles, Crystons, Snakices and iceballs to come through and lure him into an horde of Blarggs, in which attacks him and forces Froozard to retreat. This is a running-away level, and slowing down too much is not a good option.
Level 5-M
Yeti Yelling	A frozen jungle level where a certain Yeti Kong lives. The vines are too slippery, so the player(s) had to find a Torch Cannon to make the ice melt and allows them to climb, while there are permanently active Fire Engines from a wrecked Airship that must be shut down by a Freeze Cannon. The player(s) had to then solve a puzzle of alternating between a Heat Stone and a Freeze Stone in order to reach the Yeti Kong Cabana.
Level 5-Warp
Warp Zone 3
(Secret Exit from Level 5-M)	The third and last normal Warp Zone of the game. This allows the player(s) to reach World 6, 7 or 8 in a hurry. A reminder that the player(s) cannot go into the in-between Worlds if they jumped into the further World until the final boss is defeated.
Level 5-4
Boom, Goes the Boom Booms!	This tower level have you getting chased by an army of Boom Booms, with occasional help of Chargin' Chucks, Pom Poms and Pow Pows. There is an endless amount of Boom Booms, so knocking out one by one will not suffice. The player(s) should instead escape the tower into the top and use a Background Cannon to blast away from them, but they shall watch for other obstacles such as Fire Bars.
Level 5-Su
S.S. Snowflakes	A submarine that the plate is protected by solid, thick and slippery ice. The player(s) had to infiltrate it by entering from the cockpit, and then confronting the Iceroks, Ice Snifits, Buster Beetles and Ice Bros in multiple rooms. There are also thick ice walls that only Donkey Kong's rolling attack, Wario's Shoulder Bash, fireballs or exploding objects will break them. At the end of the submarine, the player(s) receive a not-so-warm welcome from two Blizzard Bros, Sledge Bros variant of Ice Bros.
Level 5-6
Penguin Village	A village level inhibited by Penguins, who three villager Penguins are captured by Cooligans. They should be escaped to their freedom in order to unlock the exit, but the cages are guarded by Bullet Bills and Cooligans. The structure are simple, but falling snows from trees, while harmless, can hinder the player(s) by bury them into snow, and they had to mash buttons to escape. A cameo of various Snomads such as the bosses including Pompy, Bashmaster and Lord Fredrick himself, appears as sculture of ice in a secret room.
Level 5-EX2
Avalanche Runaway
(Alternate path from Level 5-Su)	A sliding level where a big avalanche is caused by a Bob-Omb, and the player(s) had to keep sliding in order to avoid getting heavily buried into snow and lose a life. While there are few enemies such as Bullet Bills and Spinies, as well as Kamizake Koopas, thorns, rolling spiked ices, rocks and blocks are what the player(s) should worry more. Thankfully, there are warnings five seconds ahead when the next obstacle will appear.
Level 5-B
Icy Castle, Icy Trouble	An icy castle with Ice Cannon, Ice Piranha Plants, Ice Snifits and a new enemy called Icebulk that guards the castle from intruders, including the player(s) themselves. The player(s) had to run through door by door, room to room, in order to reach the castle's basement. By that logic, there are no bottomless pits, but freezing water are abundant, so the player(s) had to avoid swimming into them for too long. The basement is where they will confront Blizzardus and her Frost Snifits who serves for her as guards.
====World 6 (Floating Volcanoes)====
Level + Number	Description
Level 6-1
Eruptive Ice Rank	A skating level where the player(s) had to skate through with the Skating Shoe in order to go through the ices without slipping through. The forked passage is splitted into two; an easier one with only one erupting volcano but have less coins, and the other having more volcanoes and more Coins. Skater Koopas and Skater Shy Guys are also more frequent in this level.
Level 6-2
Magma Dash
(Upper Exit)	A runaway level where you have to run from a chasing Dino Blargg with the various Blocks. The player(s) had to also avoid Lava Bubbles and Zigzag Lava Bubbles along the way. The Dino Blargg can be stunned for a while after throwing a Bob-Omb, but it will regain concious after a while.
Level 6-EX 1
Air Volcano Service
(Lower Exit)	A level full of floating islands where they have to avoid falling debris from the volcanoes. The player(s) can use the Barrel Suit to quickly travel, as the power of that Power-Up can destroy debris without harm, or if not collecting it, using carpets. A golden volcano in the 3/4 part of the stage will spew out coins, and if the player(s) waited a bit, a Star Coin. Boulduses and Goleders are common in this level.
Level 6-3
Don't Wave at the Waving Lava!
(After Level 6-2)	The lava waves, which makes the traveling to the bottom stage dangerous. Lava Bubbles and Blarggs are also common, with occasional Fire Bros and Boulduses. The player(s) should only get into the lower stage if it means to get a Star Coin below, or to get into a secret path. Thankfully, the lava drains after reaching the 2/3 part of the level, but the enemies becomes more common.
Level 6-EX 2
Thundercloud Feud
(After Level 6-EX 1)	Thunder Lakitus becomes more abundant, and so does the normal thunderclouds. The player(s) had to avoid those at all cost, especially when riding a carpet. Thunder Lakitus are also usually supported by Burnroaches, a cockroach-like species that sometimes set itself on fire (without harming itself) and runs faster if they detected a player up ahead.
====World 7 (Toxic Engines)====
====World 8 (Imper Kingdom)====
====World S (???)====
====Super Star Arena====
==Bosses==
Boss 	Description
Bowser Jr. 	
Bowser's son riding in his Junior Clown Car, equiped with a cannon that shoots Spiny Shells, and a pair of mechanical boxing gloves. The player(s) had to wall kick or use a Spin Spring to reach him, and after two hits, Junior get down from the damaged Clown Car, facing the player(s) in a ground battle.
He fights like his late-game battles in New Super Mario Bros., where he hides in his shell shall the players attempt to stomp him, then throw a Koopa Shell that can be thrown back and stun him. After being stomped twice again, he is down.
Blue Bowser 	
A blue-shelled, darker skinned lookalike of Bowser, he is attempting to kidnap Peach to impress his real Bowser counterpart, but the plan did not worked too well. He is fought in a platform with a bottomless pit on each ends, and can only be hurt by a punch from a Power-5 character, the Blue Koopa Shells he had thrown (which can also be used as a Power-Up with enough speed) and most projectile-type Power-Ups.
After 8 Koopa Shells or various number of hits from various Power-Ups, he get help from Kamek and grow enormous, which the battle becomes similar to New Super Mario Bros. Wii final boss battle with Bowser, the only difference is that the only way to defeat him is to make him destroy a Switch Block that causes a heavy ceiling part to fall into him. Do it three times to take him out.
Reckless & Yolk 	
Reckless attacks by long jumping continously and attempt to ground pound the player below him. He can be damaged with a stomp, but he will jump more frantically after that. He also attacks with a spin attack and a wall kick-dash. He had to take three damages overall to be taken down.
Yolk attacks from the background and shoots eggs that will slow down the players who got hit by the eggs, but it can also affect Reckless. Those who are already slow or jump lower are affected less than others.
The player(s) can use a Back Cannon (or if he is in the foreground and the players are already in the background, the Front Cannon) in order to shoot themselve to hit him, or if failed, stomp him. Reckless might try to jump into the background and vice versa.
Imperia 	
Imperia attacks with a rain of fireballs, freezing bombs and waves of lightning balls. She can be damaged after throwing a dud freezing bomb at her, but she then uses gravity to make the player(s) to jump higher but becomes more floaty, or jump lower and fall faster while avoiding the fists of darkness.
After two backfired freezing bombs, she put up a burning shield that will protect herself from the dud freezing bomb, forcing the player(s) to overheat her shield by guiding the fireballs into her shield, causing it to overheat and explodes, leaving her vulnerable to be defeated by a stomp or any Power-Up attacks (the likes of Fire Flower requires five hits instead).
Tiny Bandit Squadron	
The small Bandits that can hurt a player if five of them jump on one of them, but less than five will only slow them down, which can be flung away with a Spin Jump.
There are fifteen of them, in which the player(s) had to stomp each of them twice. Some of them throw a medium-sized or even a big-sized Bob-omb in order to hurt the player!
Once ten of them are taken out, the rest of them forms a ladder which can only be seperated by three Blue Shell rushing attacks, two of Wario's Shoulder Bash or a single well-timed Ground Pound.
Big Bad Houseflak 	
A bigger and meaner Houseflak, presumably the leader of the Houseflaks. He shoots by some kind of orange spit which can hurt the player(s) on contact, but also bounces from a wall, floor or ceiling once. He also attacks by rushing or diving down into the floor.
He can only be stomped without risk of him touching the player(s) when he hit the floor by diving, which leaves him vulnerable. When he get back up, he calls the Houseflukes in order to take the player down.
After the second hit, he goes angry and aimlessly spits, which the player(s) had to take cover in a Power Cannon to avoid all of them, and the shot player(s) can bounce away the spits and able to hit Big Bad Houseflak and knock him out.
Beauty & Blaster 	
Beauty bounces around the arena, which requires the player(s) to avoid her and wait until she tires out, and then attack her. Blaster attacks from the background with his Carl Cannon, which requires using the Tennis Racket to fling them back to him.
Once one of them is taken out, the other will move more aggressively, making their attacks more difficult to dodge. However, they would also get knocked out by another successful hit.
Beauty's additional attack is to sing in order to attract Goombas and Koopas to attack the heroes, while Blaster may occasionally attempt to shoot a Creeper Carl instead of a normal Cannonball Carl.
Obelisk 	
Obelisk attacks by ramming the player(s), which can be avoided by a well-timed jump (or a Charged Jump if using a character with a low Jumping stat), and he can only be stomped when he hit a wall and fall on his back.
He also attacks by throwing boulders which can be thrown back at him, and also by leading a heavy stomp which can flatten the unlucky player(s), but can be backfired if wearing a Spiny Helmet.
Unlike the other bosses, Obelisk is rather slow, making him an easy target for stomping and his attacks are also a bit slow. However, its another story when he get into Petey Piranha's body after three hits...
Petelisk Piranha 	
The second phrase of Obelisk's battle. As he possesses Petey Piranha, Obelisk can attack by spitting goop which slow down the player(s) and ramming his head on the floor for a shockwave attack.
He will even tries to bounce around the arena and then diagonally rushes downward, head first, which levaes him unconcious. This is the best timing where the player(s) can safely stomp his belly.
He can also be stopped by throwing enough vegetables (four, large vegetables makes three) to make him stuffed for a while or until stomped.
Yeti Kong 	
Yeti Kong is a lookalike of Donkey Kong, with white fur, quite bigger and strangely, had blue tongue. He also wears a blue hawaian shirt instead of DK's signature tie, which adds ironic considering the climate he lives in.
He attacks by rolling, slamming the ground to make stalagmites falls, jumping into the player(s) and punches the object ahead of him. He can only be properly damaged by throwing an Ice Bob-omb into him, and then attack him.
Blizzaurus 	
Blizzaurus is an ice fairy who can transform into an ice dragon. Her shield made of thick ice can only be destroyed by a well-timed Ground Pound, or a Shoulder Dash as Wario, which when it breaks, it leaves Blizzaurus vulnerable to a stomp attack.
Blizzaurus also attacks with an ice breath, which freezes the player(s) upon getting hit by this, flapping its wing to inflict small whirlwinds, and freezing herself in an attempt to make frostbite damage to the player.
Upon getting three hits, she reverts back into her true fairy form, which forces her to use magic that freezes anything on contact, making ice blocks (big and small) to falls, and calls the Ice Sniffits to protect her. The best way to damage her is by throwing a small (or big when using Wario or Donkey Kong) ice block at her.
Gears & Whoever 	
Gears attacks with his battle suit which can fires Bitsy Bills while also moving one of the three floating platforms. He even attempts to flatten the player(s) by slamming one platform with another one. He can be stomped at any time, unless if too far away. He can even shoot a penetrating laser that pierces (but not destroys) the platforms.
Whoever, the white Imper, copies one of the playable characters and fight like a computer-controlled opponent, but can hurt the player if Whoever stomped him/her, but can be stomped back. Any form of character other than Donkey Kong and Wario requires one stomp, while in either DK or Wario form, requires two stomps. Whoever had to be defeated thrice before being taken down.
Lava Prince Bully 	
Lava Prince Bully is a burning, powered-up version of Prince Bully. Unlike in Super Mario 3D World, he cannot be touch lest the player(s) would get hurt does to the heat he makes. To defeat him, trick him into smashing a wall after wall, until he reaches the room where there is a bottomless floor of the floating land wheras he ends up falling into water.
His attacks involve a charging dash, causing an earthquake to cause various debris to fall, and spewing out powerful blast of fireballs. Unlike other bosses, he can be steadily frozen with enough Ice Balls, but upon being ground pounded, he becomes angry and dashes faster. Its either fooling him to fall into the bottomless floor, or freezing then smashing him thrice, that will defeat him.
Terror/Poison Terror	
Terror is a large and intimidating teal Elite Imper, capable of taking almost any kind of attacks (and even hazards) without being taken out, and only a few can flinch him. He attacks with a supersonic roar, jumping from the background to the foreground and vice versa, and a rolling attack. He also uses stretches his arms for punching moves.
He can only be stomped when he gets stunned by a falling debris, as attempting to stomp him before hand will make him to catch you and throw you away. Most Power-Up projectiles, however, can hurt him, but it takes eight hits instead of the usual five.
Even if stomped thrice, he will not give up; he drenches himself in poisonous water to become Poison Terror, and thus becomes making contact with him painful. While projectiles still works, he can only be stomped when pressing a button to wash him with purer water.
Assemblocks 	
The Assemblocks are small, automatic robotic blocks that can assemble themselves to become one of Bowser's older elites. He takes the form of King Bob-Omb, Reznor, Mouser and Bouldergeist.
While each of the bosses are based on their old battle, the forms also have new attacks not previously seen as before, and the each Reznor had to be bumped away thrice.
The Bouldergeist battle also reveals the Red Assemblock, which is bigger than the blue Assemblocks and also the weak spot of the assemble. If being hit thrice, then the whole Assemblocks are defeated.
Imp Bowser 	
Imp Bowser is Bowser who got impified by Imperia, the latter one wanted to distract the heroes for her amusement. Bowser's newfound wings allows him to gain an aerial advantage and can use his pitchfork to reflect projectiles and deliver a sneaky attack at the player(s).
Imp Bowser, being Bowser, can also breath fire, this time there are four types of fire he can breath; the traditional red that can explode, the blue one that chases the player, the green one that bounces and the purple one that explode mid-air to split into smaller but slower fireballs.
He can only be attacked by misleading him into hitting himself with the pitchfork; get near him when he is about to attack, then move away. However, if you just stand there at the start of his charging attack, he will move away, requiring a quick reflex. He takes five hits before getting down, and after three hits he gets angry and swing his pitchfork fasters.
Imperia (2) 	
The harder and more pressuring boss fight against Imperia. This time, she makes the ice bombs to explode on contact, but she also starts to use whirlwind that propel the player(s) up to the ceiling, some part of it being covered in long spikes. This is the player(s) chance to stomp her when propelled into the air.
She also have two additional attacks; summoning one copy of any of her Elite Impers to do a specific attack, and using her own pitchfork to deform the ground, and potentially smash some part of them for a while time before regenerating.
She takes five hits before getting down this time, and after two hits, she starts to attack faster and cover her whole ceiling with spikes, but her rushed attacks caused one of her Ice Bombs to be dud sometimes, but she will try to dodge them this time. The player(s) can throw the Ice Bomb at a whirlwind that is just under her, which propel the Ice Bomb into her. Two of that hit will take her down for sure.
Paradox Imperia 	
Imperia powered-up by the Paradox Staff, which the latter floats around. As Imperia cannot be directly hit does to her getting into the background and also protected by a wall of flame, the player(s) needs to hit the Paradox Staff by using a Paradox Box to hit it and temporarily immobilize it, which also reduce the wall of flame and allows the player(s) to use a Background Cannon to hit her. She moves into the next background at each hit.
Her attacks involves slowing down time (which can actually makes dodging all of the other attacks faster if the player(s) know what are they doing), drop a shower of small meteors, rift a part of space which sends the victims to the Subspace, infested with enemies, before going back into the normal dimension, and all of her previous attacks used in a different ways.
After three hits, she is taken down... but not before delivering a finishing blow to the Paradox Staff to disable it with the Imper Orbs. If you collected all of the Secret/Solar Stars before, this final blow is skipped.
Midbus/Solar Midbus 	
Midbus fights the player(s) with a chained spiked boulder, in which he swings it and throw it. He also attacks by rolling, throwing enemies such as Toxin Bros. and Poisoombas, breath ice (does to his leftover power as Blizzard Midbus) and inflicting a tremor that can both hurt and immobilize the players. He can be stomped unlike Bowser, but the spiked boulder make him difficult to be stomped without a proper timing.
As the enormous Solar Midbus, he cannot be hurt by stomping, and it takes 20 whopping projectiles before delivering a hit into him. You need to use the Floating Platform, and help out Giant Bowser to inflict damage into him by distracting Midbus enough to make him turn around to chase you, in which allows Bowser to tackle him or breath his fire into him. However, dodge his attacks when he does so, as he can also hurts the player(s). Do it three time to make Bowser to defeat Solar Midbus.
Slanito 	
The true final boss of the game. The first phrase went through depleting his dark forcefield by throwing a dud light spear-like arrow at this, and stomp him. His other attacks are turning transparent, makes copies of himself that explodes upon contact, and break some of the platforms.
His second phrase involve that now his forcefield is permanently deactivated, he choose to directly confront the heroes. His attacks involves his custom-made Power-Ups that is never been seen before, which are Ninja Slanito, Amp Slanito, Earthshake Slanito, Lakitu Slanito and even Yoshi Slanito. He also uses the Paradox Staff to briefly boost his Power-Ups. He cannot be stomped when Amp Slanito is under electrocution.
This is not his last phrase, however. Upon being defeated the second time, he combines the Imper Orbs into Imper Prince Slanito. He uses multiple attacks from all of the Elite Impers, and combines a few of them. This time, he can only be defeated when he gets hit by Kamek's Magic spell, but he needs to have Slanito slown down before he could get hit. Even after three magic blasts, Slanito will now attempt to use a supernova attack to get rid of all of his foes, but you can stop him with one last stomp (or Shoulder Bash as Wario).
Dry Bowser 	
Super Kamek 	
==Book of Foes==
The Book of Foes serves as an encyclopedia for enemies and bosses met in the game, which briefly explains how they attack the player and a little quip from the writer. While most enemies and bosses had to be defeated beforehand, enemies that cannot be defeated are automatically written in the Book of Foes.
==Extra Modes==
The Extra Modes are special modes that is accessable for both single player and multiplayer, and can be played offline or online. Only Levels that are completed in the main game (with the exception of all of the World 1 Levels which are accessed at the beginning, regardless of completion), and there will not be any progress made from the Extra Modes with the exception of Mii Mode, which uses seperate save files.
The Score Attack, Time Attack and Challenge Mode also have a Reset Bubble which is activated by pressing both ZL and ZR. This cannot be done in multiplayer Score Attack and Time Attack. Also in these modes, the player(s) can only starts with the Small form, unless specified otherwise in certain Challenges.
===Score Attack===
Score Attack is a mode where the goal is to score as many points as possible, in which is by collecting Coins, finding Star Coins and Secret Stars, defeating enemies, and reaching the level as earlier as possible. In single player, the player had only one try, and there is no checkpoint.
In multiplayer, there is also no checkpoint, but the fallen players can jump back into action as long as any of the players remain alive, but each blunder will cut the score into half, and each player had seperate total point. During multiplayer session, the screen will be splitted into up to four, or that each players has their screen for their own console in online gameplay.
There is also a leaderboard for each and every level, which are ranked Worldwide, Continental and Regional, as well as Friends Only, and there are also Daily, Weekly, Bi-Weekly, Monthly, Six Months, Yearly and All-Time for each of the ranks.
A variation called Coin Rush is similar to Score Attack, but only Coins are counted, and also become much more common in every levels. Reaching the end of the level and defeating the boss(es) also rewards more Coins to the player who finished first.
===Time Attack===
While similar to Score Attack, the goal of Time Attack is to reach the goal (or reach and defeat the boss) the soonest possible. Just like in Score Attack, there is no checkpoint, and unlike other modes, the time will not stop when the game is paused regardless of single player or multiplayer.
In multiplayer, it plays similarly to Score Attack, this time it is about who will arrive to the goal first. Unlike Score Attack, the timer will stop the moment all players reaches the boss stage, and the one who deliver the most damage to the boss will have ten seconds substracted from their total timer. However, to avoid balance issues, all players can only uses the same character.
Just like Score Attack, Time Attack have Daily, Weekly, Bi-Weekly, Monthly, Six Months, Yearly and All-Time Leaderboards for Worldwide, Continental, Regional and Friends Only.
===Battle Mode===
Battle Mode is a multiplayer-exclusive mode that involve the characters duking out to be the Super Star. There are three modes available in ten looping arenas, and any of these mode can also activate (by the selecting player) the Chaos Roulette, which inflict various chaotic results for all players. Unlike the other modes, up to eight players can play in this mode.
*Duke-Out!!: The goal is to eliminate all of the lives of your opponent. 1-Up are sparce or even non-existant, thus the player had to be careful when battling the others.
*Star Rush: Collect the specified amount of Super Stars before the others do, or get the most of the Super Stars before time runs out. A hurt player will lose one Super Star, while a blundered player will lose two of them!
*Enemy Busters: Enemies had become more commons, and the stages are modified to allow more free spaces. Bosses not named final bosses and Giant Blue Bowser will occasionally appears and defeating one will makes five points. Defeat the most enemies before time runs out or to reach the Quota to win the game.
*Coin Clash: Collect the most Coins or reach the Quota to win the battle. More Coins after all current Coins are collected or disappeared.
*Tag Attack: Tag another player by touching it or stomping it before time runs out! There are two ways to win; not being the IT before the time runs out, or having the least amount of time being the IT.
*Wanted: Team up and defeat the more powerful player or boss. The more players there are, the more HP the Wanted will have. The Wanted Player will also be flinchless to avoid getting too overwhelmed by ambush.
====Chaos Roulette====
The Chaos Roulette appears when turned on in the Battle Options at the start of each match, as well as rerolling every one to five minutes. The Chaos Roulette will roll out three random effects, both positive and negative, and can range from raining Power-Ups, raining Bob-Ombs, tremor that changes the level structure, and other effects.
Affect all Players
*Speed Up: Maximize the Speed of all players.
*Snail: Minimize the Speed of all players.
*Spring Shoes: Maximize the Jump of all players.
*Heavy Shoes: Minimize the Jump of all players.
*Super Strength: Maximize the Power of all players.
*Wimps!: Minimize the Power of all players.
*All-Around Perfection: Maximize all stats of all players.
*All-Around Weakling: Minimize all stats of all players.
*Floaty: Slow down the falling speed.
*One-Hit Wonder: Regardless of Power-Up except those that provide invincibility, any hit will instantly blunder any player.
*Immortals: Everyone cannot be blundered and no one lose their Power-Ups.
*Obligatory Power-Up: Everyone starts with the same Power-Up, randomly chosen.
*Disarmed: No one are able to use their Power-Ups.
*Super Techniques!: Everyone can use their Super Techniques.
*Toxic Golds: Touching a Coin will hurt any player. Does not happens in Coin Clash.
===Challenge Mode===
===Mii Mode===
==Gallery==
SMToE Logo.png|Title
Imperia.png|Imperia
Imper.png|A basic Imper enemy
Gourmet Palook Galoomba.png|Gourmet Palook Galoomba
Cooperals.png|Kooperals
Cooperal (Single).png|Single Kooperal
==Trivia==
*One of the main reasons that Slanito had made his debut in Super Mario: Turn of Events is to properly introduces him after his early appearance in Super Mario: Elemental Journey, Super Mario Panic and Mario Kart: V² Circuit, in addition of Fantendo Smash Bros. Fatality, and to reveal that he is indeed made by Gear Games.
**It is also to establish him as a "third territory villain", which means the one who wanted to conquer the Mushroom Kingdom, but for the benefit of all people, and thus opposes Bowser and to a lesser extent, Princess Peach.
*The game had been planned to include various new characters instead of reoccuring characters, but eventually Gear Games settles to use the latter option and to allow how the characters previously not playable in 2D platformers such as Daisy and Waluigi would play in a Super Mario mainstream game. This may or may not be something to do with Nintendo's insistance.
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