Super Mario Maker 2 Updates

Shortly after Super Mario Maker 2's release, the game would receive numerous free updates, adding new course parts and game modes. 
Note: This is a request by Hattykid and it’s an extra update!
==Version 4.0.0 ==
===New Items===
===F.L.U.D.D ===
A new power-up exclusive to the Super Mario Bros. Gamestyle. When placed, it appears as a blue and white box with E. Gadd's face on it, resembling the Hover Nozzle boxes seen in Super Mario Sunshine. It is stationary and gravity effected. It cannot be placed inside Question, Brick, or Note Blocks, but can be placed inside Frozen Blocks. It can also not be placed inside Lakitu's Cloud or Koopa Clown Cars. It can also be spawned from Pipes, shot out from Bullet Bill Blasters, and thrown by Lakitu one at a time. It has two variations, Winged and Parachuting F.L.U.D.D Boxes, Winged F.L.U.D.D Boxes fly 3 tiles away from it's starting postion left and right, and 1 tile up and down. Parachuting F.L.U.D.D Boxes slowly float down, moving 1 tile away from it's starting postion left and right. Once it touches a solid object from above, it loses the parachute and retains it's normal behavior. In the Ground theme at night, the F.L.U.D.D Box moves around like the Tox Boxes from Super Mario 64, turning around at edges and avoiding the player. It can be broken by jumping on it, jumping into it from below, hitting it with a Super Ball or Link's Master Sword or Arrow, stomping on it with any Goomba Shoe, Morton or Roy, crushed by a Thwomp, stabbed by a Falling Icicle, hit by any type of shell, Zappa Mechakoopa's lasers, POW Block explosion, or Spikeball or Snowball, blown up by a Bob-omb, Link's Bombs, or Blasta Mechakoopa's bullets after they explode, It can also be picked up by SMB2 Mario, SMB2 Luigi, SMB2 Toad, and SMB2 Toadette, and be thrown to be broken on contact with any solid object or enemy.
After being broken, it'll pop out a F.L.U.D.D. F.L.U.D.D is a stationary, gravity-effected item. In the Ground theme at Night, F.L.U.D.Ds will be in their Hover Nozzle form and hover around 5 tiles above the player, avoiding them. When picked up, the player will become F.L.U.D.D Mario, F.L.U.D.D Luigi, F.L.U.D.D Toad, or F.L.U.D.D Toadette. The F.L.U.D.D's main ability is it's Spray Nozzle. Pressing and holding ZR, ZL, L or R will make F.L.U.D.D spray water forward about 5 tiles, it can be aimed by the left stick up or down. In the Ground theme at night, the gravity of the sprayed water is reversed, going up instead of down. It affects Enemies and some items and gizmos in various ways.
Course Parts that are pushed back by the water include:
*Super Mushroom
*Master Sword
*Fire Flower
*Superball Flower
*Big Mushroom
*SMB2 Mushroom
*Super Star
*1-Up Mushroom
*Shoe Goomba/Stiletto Goomba
*Coin/Big Coin (After being knocked down by a POW explosion)
*Goomba/Goombrat
*Spike Top
*Blooper
*Cheep Cheep
*Piranha Plant
*Muncher
*Thwomp (stationary)
*Monty Mole
*Rocky Wrench
*Hammer Bro
*Chain Chomp (chained & unchained)
*Spike
*Wiggler
*Bob-omb
*Dry Bones
*Fish Bones
*Pokeys
*Mechakoopas (regular, Blasta, and Zappa)
*Koopa Clown Car (unpiloted)
*Lemmy's Balls
*Twister
*P-Switch
*POW Block
*Spring
Course Parts that are stunned by the Spray Nozzle include:
*Big Shoe Goomba/Stiletto Goomba
*Big Goomba/Goombrat
*Big Koopa
*Big Monty Mole
*Big Spike Top
*Big Spiny
*Big Blooper
*Big Cheep Cheep
*Big Piranha Plant
*Thwomp (Falling down/ left or right)
*Big Monty Mole
*Big Rocky Wrench
*Sledge Bro
*Big Chain Chomp (chained & unchained)
*Big Spike
*Spikeballs
*Big Snowballs
*Big Wiggler
*Big Bob-omb
*Big Dry Bones
*Big Fish Bones
*Bowser
*Bowser Jr.
*Boom Boom
*Koopa Clown Car (In pursuit)
*Larry
*Iggy
*Wendy
*Lemmy
*Roy
*Morton 
*Ludwig
*Bullet Bills (normal & bullseye)
*Cannon Cullets (normal & fast)
Course Parts that are unaffected by the Spray Nozzle include:
*Every type of Terrain
*Big Muncher
*Big Thwomp
*Big Spikeballs
*Boos
*Big Bowser
*Big Bowser Jr.
*Big Boom Boom
*Angry Sun
*Moon
*Big Larry
*Big Iggy
*Big Wendy
*Big Lemmy
*Big Lemmy's Balls
*Big Roy
*Big Morton
*Big Ludwig
*Big Cannonballs (normal & fast)
Unique Effects
*When sprayed while on walls or ceilings, Spike Tops fall down onto the ground, in which they'll continue walking forward
*Hammer Bros' hammers and Rocky Wrench's wrenches are knocked out when sprayed with water.
*Fire Piranha Plant's fire is douse when sprayed with water.
*Lava Bubbles are instantly defeated when sprayed with water.
*Big Lava Bubbles turn into normal Lava Bubbles when sprayed with water.
*Lit Bob-ombs are unlit, turning into normal Bob-ombs when sprayed with water.
*Magikoopas teleport away from water when attempting to spray them.
*Bowser and Bowser Jr's fireballs are doused when sprayed with water.
*Lakitu is instantly defeated when sprayed with water.
*Wendy's rings ricochet off water when sprayed.
*Morton's fire created after stomping on the ground is doused when sprayed with water.
*Burners are doused when sprayed with water.
*Fire Bars are doused when sprayed with water.
*Water can activate Question Blocks, Brick Blocks, and ON/OFF Switches.
The Spray Nozzle isn't the only nozzle, however. If the player were to press and hold the B button while in the air, they'll activate the Hover Nozzle, allowing them to hover in the air with a stream of water, being able to go left or right. This lasts 4 - 5 seconds before F.L.U.D.D runs out of water, falling to the ground. If the player were to touch another F.L.U.D.D, a Super Mushroom, Super Star, 1-Up Mushroom, or were to touch the ground after the water runs out or during hovering, the timer is reset. The water with the Hover Nozzle acts a bit differently from the Spray Nozzle's water, as while it still can douse flames and activate blocks, it cannot effect enemies in any way.
If the player were to hold Y underwater, they'll be able to cruise underwater without issue, being able to fit inside 1-block tall passageways, swim even more fluiedly than even the Frog Suit, and even fit through 1-slope tall passageways.
In addition, there is also a clear condition requiring the player to reach the goal as F.L.U.D.D Mario.
====Sonic Suit====
The Sonic Suit is a new power-up exclusive to the Super Mario Bros. gamestyle. It is gravity effected and stationary. It can be stored inside Question, Brick, Note and Frozen Blocks. It can also be shot out by Lakitus, Pipes, and Bullet Bill Cannons. It can be put in Lakitu's Cloud and Koopa Clown Cars, slowly following the player in Clown Cars, and hoving above the player, moving left and right in clouds. . It has two variations: Winged and Parachuting. Winged Sonic Suits flies forward, and 1 tile up and down. Parachuting Sonic Suits slowly float down, moving 1 tile away from it's starting postion left and right. Once it touches a solid object from above, it loses the parachute and retains it's normal behavior. In the Ground theme at night, Sonic Suits flee very quickly away from the player.
If the player were to touch the Sonic Suit, they'll become Sonic. In his state, the player's top speed is greatly increased, roughly doubled. If the player were to jump in this state, they can also spin in a ball, being able to harm foes from any angle. If the player were to press the ZR, ZL, R or L button while ducking, they'll initiate a Spindash, damaging and/or defeating all enemies in the way and breaking through birck blocks.
In addition, there is also a clear condition which requires the player to be in their Sonic Suit to clear the course.
====Hammer Suit====
The Hammer Suit is a returning power-up exclusive to the Super Mario Bros. 3 gamestyle. It is gravity effected and bounces around, similar to that of the Super Star or Frog Suit power-ups. It can be stored in Question, Brick, Note and Frozen Blocks. It can be put in Lakitu's Cloud and Koopa Clown Cars, slowly following the player in Clown Cars, and hoving above the player, moving left and right in clouds. It can be spawned from Pipes, shot out by Bullet Bill Cannons, and be thrown by lakitu one at a time. It has two variations: Winged and Parachuting. Winged Hammer Suits flies forward, and 1 tile up and down. Parachuting Hammer Suits slowly float down, moving 1 tile away from it's starting postion left and right. Once it touches a solid object from above, it loses the parachute and retains it's normal behavior. In the Ground theme at night, Hammer Suits' movement patterns resemble that of actual Hammer Bros, moving left and right and jumping randomly.
If the player were to touch it, they'll become Hammer Mario, Hammer Luigi, Hammer Toad, or Hammer Toadette. In this state, pressing Y will make the player throw a hammer in an arc, similar to the hammers the Hammer Bros. throw. They pass through solid ground and can harm various enemies.
Enemies instantly defeated with hammers, regardless of size include
*Shoe/Stiletto Goomba 
*Goomba
*Koopa
*Buzzy Beetle
*Spike Top
*Spiny
*Blooper
*Cheep Cheep
*Piranha Plant
*Monty Mole
*Rocky Wrench
*Hammer/Sledge Bros.
*Chain Chomp
*Spike
*Spike/Snowballs
*Wiggler
*Boo
*Lava Bubble
*Bob-omb
*Dry Bones
*Fish Bone
*Magikoopa
*Pokey
*Mechakoopa (normal, Blasta & Zappa)
*Lakitu
*Angry Sun
*Bullet Bill (normal & Bulseye*
*Banzai Bill
*Cannonball (normal & fast)
Enemies simply harmed by hammers include
*Thwomp (takes 3 hits)
*Big Thwomp (takes 5 hits)
*Bowser (takes 10 hits)
*Big Bowser (takes 20 hits)
*Bowser Jr. (takes 13 hits)
*Big Bowser Jr. (takes 20 hits)
*Boom Boom (takes 10 hits)
*Big Boom Boom (takes 15 hits)
*Koopalings (takes 13 hits)
*Big Koopalings (takes 20 hits)
Enemies immune to hammers include
*Mucher
*Koopa Clown Car
This isn't the only ability of the Hammer Suit. If the player were to run at a fast speed and duck, they'll retreat in their shell and spin forward. In this state, most enemies are instantly defeated by the shell, and it can break and activate blocks, and can knock off walls. The downside to using this ability is that it is very hard to control, with the only control being able to jump, otherwise, the player cannot even turn around while spinning.
In addition, there is also a clear condition requiring the player to be in their Hammer form.
====Warp Whistle====
The Warp Whistle is a returning power up exclusive to the Super Mario Bros. 3 Gamestyle. It is gravity effected and stationary. It can be stored inside Question, Brick, Note and Frozen Blocks. It can also be shot out by Lakitus, Pipes, and Bullet Bill Cannons. It can be put in Lakitu's Cloud and Koopa Clown Cars, slowly following the player in Clown Cars, and hovering above the player in clouds. It has two variations, Winged and Parachuting. Winged Warp Whistles fly forward, and 1 tile up and down. Parachuting Warp Whistles slowly float down, moving 1 tile away from it's starting postion left and right. Once it touches a solid object from above, it loses the parachute and retains it's normal behavior.
If the player were to touch a Warp Whistle, a small tune will play before the player becomes a tornado. In this state, the player can float in any direction they desire, and while spinning, they can also activate Question, Brick, Note Blocks, and ON/OFF switches. The player can also defeat enemies by hitting them on the head and cannot enter Pipes or Doors. After about 5 seconds, the player slows down before they return to their original state.
The Warp Whistle also has a variant called the Magic Whistle. It is similar in appearence, but red. Two Magic Whistles have to be placed at the same time, one being red, the other being blue. If the player were to touch a Red Whistle, a twister will pick them up as they are warped to the Blue Whistle. The Blue Whistle also cannot be interacted with, but the colors of the Magic Whistles can be swapped by activating an ON/OFF Switch. In addition, Red Whistles can be placed inside Question, Brick, Note, and Frozen Blocks, as well as pilot Koopa Clown Cars and Lakitu's Cloud, while Blue Whistles cannot. Magic Whistles also cannot be shot out by Lakitu, Pipes, or Bullet Bill Blasters.
There is also a clear condition requiring the player to be using the Warp Whistle to clear the course.
====Mecha Suit====
Inspired by an old hoax about a Mecha Suit in Super Mario World. This is a new power-up exclusive to the Super Mario World gamestyle. It takes the appearence of a small robot with yellow, pointy shades and a red cape. It is gravity-effected and stationary. It can be stuffed inside Question, Brick, Note and Frozen Blocks. It can also be spawned out of Pipes, shot out by Bullet Bill Cannons, and thrown by Lakitu one at a time. It can also be put in Lakitu's Cloud and Koopa Clown Cars, slowly following the player in Clown Cars, and hoving above the player, moving left and right in clouds. It has two variations, Winged and Parachuting, Winged Mecha Suits fly forward, and 1 tile up and down. Parachuting Mecha Suits slowly float down, moving 1 tile away from it's starting postion left and right. Once it touches a solid object from above, it loses the parachute and retains it's normal behavior. In the Ground theme at night, it jumps up and glides away from the player when they get close with the help of it's cape, slowly falling down to the ground.
When the player touches a Mecha Suit, they become Mecha Mario, Mecha Luigi, Mecha Toad, or Mecha Toadette, now sporting sharp shades and a cape corresponding to their player character's color, they also look more roboticized. With this ability, if the player were to press the B button in the air while pointing towards any direction, the player will teleport around 5 tiles forward in that direction. With this, the player can teleport through solid blocks (provided they aren't being used as scroll-stopping) and find secret areas. It's good for 3 uses in the air before the player falls to the ground. If the player were to touch the ground after using at least one teleport, the limit is reset. If the player were to press Y, they'll shoot a laser from their shades, unlike the Fire Flower's fireballs, they travel in a straight line rather than bounce off the ground, making it slightly harder to hit 1x1 enemies and objects. The lasers can also ricochet off slopes to travel upwards or in different directions, much like the Laser abilitiy in the Kirby series.
There is a clear condition requiring the player to be in their Mecha form as well.
====Baby Yoshi====
Babie Yoshis are returning 'ridables' exclusive to the Super Mario World Gamestyle. They are gravity effected and stationary. Baby Yoshis can be stored inside Question, Brick, Note and Frozen Blocks, as well as be shot out by Pipes, Bullet Bill Cannons, and Lakitus. They can also pilot Koopa Clown Cars and Lakitu's Cloud,  slowly following the player in Clown Cars, and hovering above the player in clouds. 
Baby Yoshis can be picked up and held, they can also be thrown into any direction, different colored Baby Yoshis also have different properties to them
#Green Baby Yoshis simply eat any enemy or coin. Coins are considered 'collected' and add to the coin counter. Green Baby Yoshis also cannot eat any enemy bigger than 1x1 tiles large.
#Blue Baby Yoshis have wings that allow the player to do a sort of 'double jump' in the air.
#Red Baby Yoshis have the ability to breath small fireballs forward, essentially acting like the Fire Koopa Clown Car, only not able to charge up.
#Yellow Baby Yoshis allow the palyer to break through brick blocks when falling on them.
#Black Baby Yoshis can be thrown forward to cause a small explosion, similar to that of a Red POW Block, only to a lesser extant
#White Baby Yoshis can cough out 1x3 cloud platforms, only one cloud can be on screen at a time, and they stay on screen for up to 5 seconds before they disapear.
There is also a clear condition requiring the player to be holding a Baby Yoshi to clear the course.
====Ice Flower====
A returning power-up exclsive to the New Super Mario Bros U gamestyle. It is gravity effected and stationary, It can be stored in Question, Brick, Note and Frozen Blocks. It can be put in Lakitu's Cloud and Koopa Clown Cars, slowly following the player in Clown Cars, and hoving above the player, moving left and right in clouds. It can be spawned from Pipes, shot out by Bullet Bill Cannons, and be thrown by lakitu one at a time. It has two variations: Winged and Parachuting. Winged Ice Flowers flies forward, and 1 tile up and down. Parachuting Ice Flowers slowly float down, moving 1 tile away from it's starting postion left and right. Once it touches a solid object from above, it loses the parachute and retains it's normal behavior. In the Ground theme at night, it moves away from the player, climbing up walls and the ceiling to avoid them.
When the player touches an Ice Flower, they become Ice Mario, Ice Luigi, Ice Toad, or Ice Toadette. Pressing Y in this state allows the player to throw up to 2 ice balls at a time, these can freeze enemies for a limited time, allowing them to be picked up and thrown, they shatter on contact with anything solid, destroying that enemy. The frozen enemies also works as platforms to walk and jump off of. In addition to ice balls, the Ice Flower also gains a new attribute. Pressing down while in the air turns the player into an ice sculpture of an 8-bit Mario, Luigi, Toad or Toadette. In this state, the player drops down at high speeds, defeating enemies and breaking through any block below it. The player is completely invulnerable in this state, acting as a solid object which enemies can walk on. It also slides down slopes to bust through hard blocks and take out enemies. The downside to this is that the player is completely stationary.
There is also a clear condition requiring the player to be in their Ice form to clear the course.
====Super Crown====
The Super Crown is a returning power up exclusive to the New Super Mario Bros. U Gamestyle. They are gravity effected and stationary. Super Crowns can be stored inside Question, Brick, Note and Frozen Blocks, as well as be shot out by Pipes, Bullet Bill Cannons, and Lakitus. They can also pilot Koopa Clown Cars and Lakitu's Cloud,  slowly following the player in Clown Cars, and hovering above the player in clouds. Super Crowns have 2 variations: Winged and Parachuting. Winged Parachutes fly forward and 1 tile up and down.  Parachuting Super Crowns slowly float down, moving 1 tile away from it's starting position left and right. Once it touches a solid object from above, it loses the parachute and retains it's normal behavior.
When the player touches a Super Crown, they'll become Marioette, Luigiette, Daisette (Toad), or Peachette (Toadette). In this state, the player can do a Double Jump and slowly float down, the player can also bounce out of pits once. 
In addition, there is a clear condiiton requiring the player to be in their Super Crown form to complete the course.
====Double Cherry====
The Double Cherry is a returning power-up exclusive to the Super Mario 3D World Gamestyle, it is stationary and gravity-effected. It can be stored in Question, Brick, Hidden and Frozen Blocks. It can also be spawned out of pipes and shot out by Bullet Bill Blasters one at a time. It has two variations: Winged and Parachuting. Winged Double Cherries fly forward and 1 tile up and down. Parachuting Double Cherries slowly float down, moving 1 tile away from it's starting position left and right. Once it touches a solid object from above, it loses the parachute and retains it's normal behavior.
When the player touches a Double Cherry, a clone of the player is created behind them. This clone mimics the every move the player does. However, they can only be hit one time before disappearing. Up to 4 clones can appear at once, making up to 5 characters the player controls at once, if the player were to touch another Double Cherry after already having 4 other clones with them, the oldest clone is replaced with the newest one.
In addition, there is a clear condition requiring the player to have a certain number of clones with them to clear the course.
====Clock====
The clock is a new power-up available in all  game styles. It takes the appearence of a gray stop watch in the Super Mario Bros. and Super Mario Bros 3. gamestyles, a yellow stop watch in the Super Mario World and New Super Mario Bros. U gamestyles, and a blue stopwatch in the Super Mario 3D World gamestyle. It is stationary and gravity effected, although it falls extremely slowly. In the Super Mario 3D World gamestyle, it's stationary and floats in the air. It can be stored in Question, Brick, Hidden, Note and Frozen Blocks. It can also be spawned out of pipes, shot out by Bullet Bill Blasters, and thrown by Lakitu one at a time. It can also be put in Lakitu's Cloud and Koopa Clown Cars, slowly following the player in Clown Cars, and hoving above the player, moving left and right in clouds. It has one modification: Flying Clocks. Flying Clocks fly forward, going up and down one tile every few moments.
When the player touches a Clock, time completely stops for 6 - 7 seconds, freezing all enemies, objects, gizmos, items, and even the in-game timer. All except the player, who can still move around freely. This lasts for around 6 - 7 ingame seconds before time resumes to normal. In the Ground theme at night, Clocks, when touched, instead of freezing everything except the player, it freezes ONLY the player in place for 4 - 5 seconds, though luckily it doesn't damage them.
There is also a clear condition requiring the player to freeze time to make the course beatable.
===New Enemies & Bosses===
====Birdo====
Birdo is a new boss enemy available in 4 'classic' game styles (SMB1, SMB3, SMW, & NSMBU). She is 2x1 in size. She moves left and right half-hazardly, and cannot move vertically. She cannot be placed inside any block, pipe, Bullet Bill Cannon, or Lakitu. She can pilot Koopa Clown Cars and Lakitu's Cloud, slowly flying towards the player and moving left and right in the air inside the cloud. 
She moves left and right seemingly at random, though she doesn't actively chase down the player, she mostly keeps her distance from them, in fact. At times, she fires eggs at the player, they essentially act like Bullet Bills, flying forward and damaging the player on contact, but can be defeated by jumping on them. Although she cannot be harmed by being jumped on, the player can stand on her head as a makeshift platform. She can only be harmed with fireballs, Link's Master Sword, arrows and bombs, the Super Star, Super Balls, thrown objects from SMB2 Mario (including her own eggs,) explosions of any kind, being stomped on by Shoe/Stiletto Mario, ice balls, hammers, lasers, tail swings, and feather slaps. She takes, at most, 15 hits to take down, though she takes only 5 hits to take down with thrown items and enemies.
Birdo has two variants and three modifications. Her first variant is a Red Birdo. She is identicle to the normal Birdo, only red instead of pink, and has a orange bow instead of a red one. This variation of Birdo is much more agressive, moving faster and actively going out of her way to chase the player, though still somewhat keeping her distance. She still fires eggs, which moves faster, but she can now fire fire balls, traveling forward at a fast speed, and will damage the player no matter if they jump on it or not.
Her second variant is Robo-Birdo, resembling the Robot-Birdo from Super Mario Advanced. It is now 3x2 tiles large. She now fires large eggs which act more like Banzai Bills than Bullet Bills, traveling slower but having a bigger hitbox. In addition, she now takes 20 hits to defeat, though she takes 10 hits when throwing items at her.  Robo-Birdo's big difference from the two other Birdos is that items and enemies can now be stuffed inside of her, replacing the large eggs she fires, essentially acting like a moving Bullet Bill Blaster
Course Parts Robo-Birdo CANNOT fire include:
*Any Terrain part
*Big Coins
*Pink Coins
*Thwomps
*Pokeys
*Bowser
*Bowser Jr.
*Boom Boom
*Angry Sun
*Lakitu
*Koopa Clown Car
*Larry
*Iggy
*Wendy
*Lemmy
*Roy
*Morton
*Ludwig
*Most Gizmos EXCEPT ones that can be picked up by Mario normally (i.e POW Blocks)
Big Birdos are double in size and fire larger eggs and fire balls. Flying Birdos move left and right before jumping up to 6 tiles in the air occasionally, and Parachuting Birdos slowly float down, moving left and right 1 tile before resuming basic behavior when landing on the ground. The only modification Robo-Birdo can recieve is the Flying modification. Flying Robo-Birdos move left and right and jump up to 4 tiles in the air at random.
Up to 5 Birdos of any variation can be place in a stage, and there is a clear condition requiring the player to defeat all or a certain amount of Birdos regardless of variation.
====Mouser====
A new boss enemy that is available in all 4 'classic' game styles. He is 2x2 tiles large. He cannot be placed inside any block, pipe, Bullet Bill Cannon, or Lakitu. He can pilot Koopa Clown Cars and Lakitu's Cloud, slowly flying towards the player and flying left or right in the cloud. 
He moves left and right and occasionly jumps up to 3 tiles in the air, occasionally throwing bombs out which explode after around 6 seconds, which can destroy hard blocks and damage enemies and the player. He cannot be defeated by being jumped on, but can be stood on like Birdo. He can only be harmed by fireballs, Link's Master Sword, arrows and bombs, the Super Star, Super Balls, thrown objects from SMB2 Mario (including his own bombs,) explosions of any kind, being stomped on by Shoe/Stiletto Mario, ice balls, hammers, lasers, tail swings, and feather slaps. He takes, at most, 20 hits to take down, although with thrown objects, it only takes 5 hits. In the Ground theme at night, Mouser's bombs walk towards the player before exploding.
Mouser has 3 modifications. Big Mouser is 4x4 tiles large and throws 2x2 bombs that explode with a big radius. flying Mouser moves left and right before jumping up to 3 tiles high, using his wings to flap 2 tiles higher, similar to Ludwig. Parachuting Mouser slowly floats down, moving left and right 1 tile before resuming basic behavior when landing on the ground.
Up to 5 Mousers can be placed per sub area, making a total of 10 Mousers per level, there is also a clear condition requiring the player to defeat all or some Mousers to clear the course.
====Kamek====
A new boss enemy available in all game styles. He is 1x2 tiles large. He resembles the Magikoopas, but is in a slightly darke shade of blue and rides his broom. He cannot be placed in a block, pipe, Bullet Bill Cannon, or Lakitu. he also cannot pilot Koopa Clown Cars or Lakitu's Cloud.
He stays where he is placed, even in the air, and occasionally fires 3 magical spells at once like Ludwig, going seperate directions before Kamek flies to a different location and repeats the process. After about 3 times of firing spells, he fires 12 magical spells in 12 different directions before getting tired and stunned. Kamek has a magical shield around himself to prevent attacks, it is only when he is tired is when his shield is gone. Kamek takes about 3 jumps to defeat.
Kamek has 5 variations and only 1 modification. His first variation is where he has a red outfit on. He now fires large, 2x2 fireballs that home in on the player before swooping to another location. After about 3 times of this, Kamek fires 3 small fireballs towards the ground before large fire pillers come out from where the fireballs lands before he gets tired as his flaming shield goes out. Kamek's flaming shield can also damage players, rather than simply just knock them back, the fire shield, fire balls, and fire pillers can also melt Frozen Blocks and light up Bob-ombs.
His second variation gives him a even darker blue outfit. He now fires large, 3x3 bubbles that bounce off the ground and the ground before popping after a few seconds. After the bubble pops, Kamek shoots out a large water geiser from his wand which pushes back the player before getting tired and making his bubble shield disapear. Underwater, Kamek summons 3 Fish Bones to his side as they rush towards the player before swooping to a new spot. After about 3 times of this, Kamek creats a large whirlpool to suck the player in before getting tired and making his bubble shield disappear. 
His third variation gives him a bright blue outfit. He now fires large, 3x3 snowflakes which explode into 12 smaller snowflakes on contact with anything solid before swooping to a new area, if the player were to touch these snowflakes, they'll get frozen for a few seconds before taking damage. After about 2 times of this, Kamek creats a large blizzard from his wand at the player, slowly freezing them if they stay too long in it. After this, Kamek gets tired as his ice shield goes away. Kamek's ice shield can also freeze the player.
His fourth variation gives him an all white outfit. He now fires out fast moving lightning bolts from his wand 3 times at the player before moving to a new spot. After about 3 times of this, Kamek creates a large thunderstorm which attempts to electrocute the player 5 times before Kamek gets tired as his electrical shield gives out. The electrical shield can also damage opponents.
His fifth and final variation gives him an all green outfit. He now fires large, 2x2 seeds at the player which, after bouncing on the ground for a few seconds, explode, damaging the player and enemies and breaking hard blocks before Kamek travels to a new spot. After about 3 times of this, Kamek sprouts a large flower from the top of his wan as it rapid-fires pollen at the player for around 3 seconds before Kamek gets tired, making his plant shield go away.
Kamek has one modification. Winged Kamek allows him to teleport around the battlefield, in addition, the time it takes for Kamek to use his powerful move is doubled.
There can only be 5 Kameks onstage at a time, and there is a clear condition requiring to player to defeat all or some Kameks to finish the course.
====Reznor====
Reznor is a boss like enemy added in the update available in all four 'classic' game styles. He is 2x2 tiles large. He cannot be placed inside any type of block, pipe, Bullet Bill Cannon, or Lakitu. He can pilot Koopa Clown Cars and Lakitu's Cloud, slowly flying towards the player in a clown car and flying to them left and right on the cloud. 
Reznor is a unique enemy, as instead of just placing one at a time, the player places 4 Reznors at once in the editor. All 4 of these Reznors are connected, as if a key is placed inside one of them, the plaer would have to defeat all four connected Reznors to get the key. The Reznors slowly walk around, stopping to a halt at edges and turning the opposite way, except when the Reznor is on a 1x2 platform, in which they'll simply stand in place. Reznors also shoot fireballs from their mouth at the player, which home in on them. Reznors can be harmed by essentially any method, except for getting jumped on, in which they'll damage the player, but they are instantly defeated when hit from below with a block (i.e Question Blocks.) In the Ground theme at night, Reznors shoot ice balls instead of fire balls, which freeze the player.
Reznors have 3 modifications. Big Reznors are 4x4 tiles large and take twice as many hits to defeat, their fireballs are also much, much bigger. Flying Reznors will occasionally jump around 6 tiles in the air before spitting a fireball. And Parachuting Reznors slowly float down, moving left and right 1 tile before resuming basic behavior when landing on the ground.
A limit of 8 Reznors can be in a sub-area at once. There is also a clear condition requiring the player to defeat all or some Reznors to finish the course.
====Galoombas.====
Although not technically a new enemy, Galoombas and Galoombuds are now available in all five gamestyles, acting essentially the same as it does in the Super Mario World gamestyle. In addition, Goombas and Goombrats are also now available in the Super Mario World gamestyle. These are all variations of the Goomba enemy.
====Fire Bros/Ice Bros/Boomerang Bros====
All of these are returning enemies exclusive to all game styles. They each act the same as their Hammer counterparts, but throw different objects.
*Fire Bros throw fireballs at the player, bouncing off the ground until it hits the player or anything solid, in which it damages them and disapears. These fireballs can also light up Bob-ombs and melt Frozen Blocks.
*Ice Bros throw ice balls at the player, bouncing on the ground until they hit a solid object or the pleyer, freezing them in place before damaging them.
*Boomerang Bros throw boomerangs at the player, going about 5 tiles away from them before returning the them. These can also damage the player.
====Scuttlebug====
A new enemy exclusive to the 4 'classic' gamestyles. It  is 1x1 tiles large. It can be placed inside any type of block. It can also be shot out by a pipe, Bullet Bill Cannon, and Lakitu every 4 seconds. It can pilot Koopa Clown Cars and Lakitu's Cloud, slowly flying towards the player in a clown car and flying to them left and right on the cloud. 
When placed directly on any solid object, Scuttlebugs will simply walk forward, turning around at edges until the player gets close, in which they'll chase them in a similar way to the Mechakoopas. When placed above a solid object, Scuttlebugs will drop down from a string for a surprise attack before dropping down to the ground and resuming regular behavior. If placed on top of a Semi-Solid platform, the Scuttlebug will climb on it, climbing around aimlessly until the player steps on top of the Semi-Solid, in which they will climb up the platform and chase down the player. In the Ground theme at night, Scuttlebugs 'climb' in the air as if the entire level was made up of Semi-Solids, chasing the player when they get close. Scuttlebugs can be defeated with any method.
Scuttlebugs have 3 modifications. Big Scuttlesbugs are 2x2 tiles large. Flying Scuttlebugs hop left and right randomly instead of simply walking when placed on top of any solid object. If Flying Scuttlebugs are placed in the air, they'll drop down from string for a surprise attack before snapping off, fluttering with their wings to gain extra height before dropping down. If placed on top of a Semi-Solid platform, Flying Scuttlebugs hop across the platform instead of simply crawling on it. Parachuting Scuttlebugs slowly float down, moving left and right 1 tile before resuming basic behavior when landing on the ground.
There is also a clear condition requiring the player to defeat all or some of the Scuttlebugs in the course in order to complete it.
====Fire Snake====
Fire Snakes are returning enemies exclusing to the 4 'classic' gamestyles. Their heads are 2x2 tiles large while the rest of their body is 1x4. Fire Snakes can be placed inside any type of block. It can also be shot out by pipes, Bullet Bill Cannons, and Lakitus every 4 seconds. It can pilot Koopa Clown Cars and Lakitu's Cloud, slowly flying towards the player in a clown car and flying to them left and right on the cloud.
Fire Snakes simply hop forward, chasing after the player once they get close. In the New Super Mario Bros. U gamestyle, Fire Snakes occasionally enlargen their head to 4x4 tiles large. Fire Snakes can also light Bob-ombs and melt Frozen Blocks. In the Snow and Ground theme at night, Fire Snakes turn into Ice Snakes, which act the same, but freeze the player on contact before damaging them. Fire Snakes are defeated with any method EXCEPT being jumped on, in which they damage the player. They are also unharmed by fireballs, but in the Snow and Ground themes at night, Ice Snakes are able to be defeated by fireballs. Fire Snakes are also easily defeated with the F.L.U.D.D power-up in the Super Mario Bros. gamestyle, but as Ice Snakes, they are unaffected by water. Fire Snakes can also light up the Ghost House and Underwater themes at night.
Fire/Ice Snakes have 3 modifications. Big Fire/Ice Snake's heads are 3x3 tiles large, while the rest of their body is 2x7. In the New Super Mario Bros. U gamestyle, Big Fire/Ice Snake's heads can enlarge up to 5x5 tiles large. Flying Fire/Ice Snakes jump farther (up to 4 tiles far.) Parachuting Fire/Ice Snakes slowly float down, moving left and right 1 tile before resuming basic behavior when landing on the ground.
There is also a clear condition reqiuring the player to defeat all or some Fire/Ice Snakes in the course to complete it.
====Chargin' Chuck====
Chargin' Chucks are returning enemies available in all game styles. They are 2x2 tiles large. Chargin' Chucks can be placed inside any type of block. They can also be shot out by pipes and Bullet Bill Cannons every 4 seconds, but not Lakitus. They can pilot Koopa Clown Cars and Lakitu's Cloud, slowly flying towards the player in a clown car and flying to them left and right on the cloud.
Chargin' Chucks simply stand still when far from them, occasionally walking left and right in the Super Mario 3D World gamestyle. Once the player gets near, the Chargin' Chuck will begin chargin towards them and follow them, defeating enemies and breaking through every type of block in it's way. In the Super Mario Bros, Super Mario Bros. 3, and Super Mario World gamestyle, they take 3 hits to take down. In the New Super Mario Bros. U and Super Mario 3D World gamestyles, once they are jumped on, they lose their helmets as they get even more angry, chasing after the player faster, jumping on their heads after this will defeat them for good.
Chargin' Chucks have 1 variation and 3 modifications. Their only variation is the Clappin' Chuck, exclusive to the 4 'classic' gamestyles. With this, Clappin' Chucks jump up and clap above them about 6 tiles in the air in an attempt to hurt the player, they take 3 hits to take down in the first 3 gamestyles. In the New Super Mario Bros. U gamestyle, once they lose their helmets, Clappin' Chucks get angry as they begin jumping faster, after being jumped on without their helmets, they are defeated.
Big Chargin' Chucks and Big Clappin' Chucks are 3x3 tiles large. Flying Chargin' Chucks jump up and swoop across the air in an attempt to crash into the player in the 'classic' gamestyles, while in the Super Mario 3D World gamestyle, Flying Chargin' Chucks jump up 4 tiles in the air, flutter for a bit, and stomp on the ground before rushing towards the player, stunning them if they are on the ground and breaking through any blocks below them. Flying Clappin' Chucks  jump 8 tiles in the air instead of just 6. Parachuting Chargin' and Clappin' Chucks   
In addition, there is a clear condition requiring the player to defeat all or some Chargin'/Clappin' Chucks to finish the course.
====Fuzzy====
Fuzzies are returning enemies available in all 5 gamestyles. They are 1x1 tiles large. They cannot be placed inside any type of block, pipe, Bullet Bill Cannon, or Lakitu. They can pilot Koopa Clown Cars and Lakitu's Cloud, slowly flying towards the player in a clown car and flying to them left and right on the cloud.
Fuzzies simply float in the air, not moving. If touched, the player will take damage, but they are not considered solid entities, so they are essentially not solid spike traps. Fuzzies can be frozen with the Ice Flower power-up to be used as platforms. Fuzzies can also be attached to Tracks to move around. When they reach the end of an unconnected track, Fuzzies spin around after detaching from the track, falling down. 
Fuzzies only have 2 modifications. Big Fuzzies are 2x2 tiles large. Flying Fuzzies fly in a 3x3 circle, similar to Peepas in the 3D World style.
There is also a clear condition, reqiuering the player to defeat all or some of the Fuzzies to complete the course.
====Whomp====
Whomps are returning enemies available in all 'classic' gamestyles. they are 1x4 tiles large. They cannot be placed inside of any block, pipe, Bullet Bill Cannon, or Lakitu. They also cannot occupy Koopa Clown Cars and Lakitu's Cloud.
Whomps are vertical enemies who walk forward ominously, turnign around at edges. If the player were to get at least 4 tiles in front of the Whomp, they will jump up and smash their face forward before getting up after 3 seconds. They can only be defeated by stomping on their back with any type of ground-pound, getting blown up by a POW Block, or coming into contact with the player under the influence of a Super Star.
Whomps have 1 variant and 2 modifications. Their only variant is where they stand in the abckground of the course, now being 4x1 tiles large. If the player were to get in front of them, they will jump up and slam their face forward, leaving their backs vulnerable. In the Ground theme at night, Whomps are initially resting on the ground face-first, if the player were to get too close to them, they get up and walk around normally.
Big Whomps are 2x6 tiles large, and 6x2 tiles large in the background. Flying Whomps jump 3 tiles up and flutter for a bit before slamming their face towards the ground.
There is also a clear condition requiring all or some of the Whomps to be defeated before the player can finish the course.
====Blargg====
Blargg is a returning enemy exclusive to the 4 'classic' game styles. It is 2x4 tiles large. It cannot be placed inside blocks, Bullet Bill Cannons, or Lakitus, but can be placed inside pipes. They also cannot occupy Koopa Clown Cars or Lakitu's Cloud.
Blarggs rest at the bottom of the course, or at the top of lava. One the player gets close to them, Blarggs pop their eyes out before jumping out of it 2 tiles upwards in an attempt to damage the player. The only way a Blargg can be defeated is with a Super Star or being sprayed with water by F.L.U.D.D. Blarggs can also light up Bob-ombs and melt Frozen Blocks.
Blarggs also have unique looks depending on the course theme. In the Forest theme, Blarggs are renamed 'Sploosh' and look more see-through and blue, and come out at the top of water, they are also immune to F.L.U.D.D's water. In the Forest theme at Night, Blarggs are renamed to 'Beelch" and are more purple, they come out at the top of poison and are immune to F.L.U.D.D's water. When they are placed on top of Quicksand, Blarggs are renamed 'Siizzz' and are more sand-like and yellow. They come out at the top of Quicksand and are immune to F.L.U.D.D's water.
There is also a clear condition requiring the player to defeat all or some Blarggs to finish the course
====Ninji====
Ninji is a returning enemy available in all 'classic' gamestyles. He is 1x1 tile large. He can be placed inside any type of block, as well as be shot out by pipes, Bullet Bill Cannons, and Lakitus.  He can pilot Koopa Clown Cars and Lakitu's Cloud, slowly flying towards the player in a clown car and flying to them left and right on the cloud.
Ninjis simply stay still, occasionally jumping 5 tiles in the air every 2 seconds. They can be defeated with any method.
Ninjis have 1 variant and 3 modifications. Purple Ninjis walk forward, turning at ledges and occasionally jumping every 3 seconds.  Big Ninjis are 2x2 tiles large. Flying Ninjis jump 5 tiles in the air, fluttering with their wings to gain an extra 2 tiles. Parachuting Ninjis slowly float down, moving left and right 1 tile before resuming basic behavior when landing on the ground.
There is also a clear condition requiring the player to defeat all or some of the Ninjis in the course to complete it.
===New Gizmos===
====Gravity Block====
A new block available in all 'classic' gamestyles, it is stationary and gravity effected, being able to be picked up by the player, either in any gamestyle that supports picking up items, or under the influence of a SMB2 Mushroom. The initially appear as red blocks, however, if the player were to activate an ON/OFF Switch while holding a Gravity Block, it turns blue as the player's gravity is reversed, giving them the ability to walk on the ceiling like in the Underground theme at night. This only works if the player is holding the Gravity Block, however, as if the player were to let go of it, the player's gravity is reverted back to it's original state as the fall back down.
====Scale Platform====
A returning gizmo available in all 4 'classic' gamestyles. It can be adjusted to be from 6 tiles long to up to 13 tiles long, the ropes connecting the platforms themselves together can also be from 5 tiles long to up to 9 tiles long. If any entity effected by gravity were to stand on one end, it would go down as the other goes up until it reaches it's limit, in which it the platforms fall down. Each entity limit has weight value that makes the platforms go down faster depending on it, which is the same as how the Seesaw's weight values work, only less complicated.
====Bubble====
A returning gizmo available in all 'classic' gamestyles. On it's own, it slowly floats left across the screen, going up and down one tile. If the player were to touch the bubble, it will pop, knocking the player back a bit or boosting them upwards if they jumped on it from above. Most entitiies, enemies, and items can be stored inside the bubble, and will pop out one the bubble is popped.
Entities NOT able to be stored inside bubbles include: 
*Every type of terrain
*Thwomps
*Chain Chomps with their pegs
*Big Spikeballs 
*Big Snowballs
*Pokeys
*Bowser
*Angry Sun
*Lakitu
*Koopa Clown Car
*Whomps
*Blarggs
*Burners
*Banzai Bills
*Icicles
*Doors
*P Blocks
*Vines
*Arrows
*Checkpoint Flags
*Lifts
*Lava Lifts
*Seesaws
*Grinders
*Bumpers
*Skewers
*Swinging Claws
*ON/OFF Switches
*Dotted-Line Blocks
*Snake Blocks
*Fire Bars
*One-Way Walls
*Tracks
*Conveyor Belts
*Scale Platforms
====Special Box====
Special Boxes are new gizmos exclusive to the Super Mario 3D World gamestyle. They take the appearence of a Warp Box, but purple and with a question mark on it. The maker is able to make the player warp to a special 'bonus' area, in which the player has to defeat every enemy in the room in order to get a prize, which is any item type the maker chooses. The amount of time the player has in the bonus area can be from 5 seconds to 20 seconds, and the amount and types of enemies in the area can also be chosen.
====Quicksand====
Quicksand is a returning gizmo available in all game styles. It can be stretched out like Semi-Solid Platforms, meaning that it can be from 3x3 tiles large, all the way to 27x20 tiles large. When any gravity-effected entity stands on Quicksand, it slowly sinks downwards and engulfs them until it reaches the bottom of the course. The player can spam the B button to jump out from the Quicksand, or use it as a means of moving around the sand. In the Ground and Desert thems at night, the Quicksand's behavior is reversed, now pushing gravity-effected entities upwards instead of sinking them downwards.
====Frozen Blocks====
Frozen Blocks are a new variation for the Ice Blocks available in all game styles. They resemble the Ice Blocks, only more see-through. They are able to be melted by any fire-like ability, disappearing when touching anything on fire. Frozen Blocks can be stuffed with most entities, enemies and items in the game, which come out of the Frozen Blocks when melted. As such, they are the replacement for Frozen Coins, which are removed in the update, and must be recreated by placing a Coin inside a Frozen Block.
Course Parts NOT able to be stuffed inside Frozen Blocks include:
*Any type of terrain
*Big Coins
*Thwomps
*Lava Bubbles
*Pokeys
*Bowser
*Bowser Jr.
*Boom Boom
*Angry Sun
*Lakitu
*Koopa Clown Car
*Larry
*Iggy
*Wendy
*Lemmy
*Roy
*Morton
*Ludwig
*Burners
*Bullet Bill Blasters
*Banzai Bills
*Icicles
*Warp Doors
*P Blocks
*Vines
*Arrows
*Checkpoint Flags
*Lifts
*Lava Lifts
*Seesaws
*Grinders
*Bumpers
*Skewers
*Swinging Claws
*Dotted-Line Blocks
*Snake Blocks
*Fire Bars
*One-Way Walls
*Conveyor Belts
*Tracks
====Fences====
Fences are a returning gizmo exclusive to the 4 'classic' gamestyles. They act like Semi-Solid Platforms, meanign that they can be set from 3x3 tiles large to 27x20 tiles large. The player can climb fences by pressing up in front of them, in this state, the player can move in any direction on the fence. Some enemies can also climb on fences, with unique abilities.
*Goombas use their feet to climb on fences, moving aimlessly in a random direction, they can be hit from above.
*Goombrats use their feet to climb fences and chase after the player when the they get near, they can be hit from above.
*Green Koopas climb the fences left to right, and retreat into their shell when hopped on
*Red Koopas climb fences up to down, and retreat to their shells when jumped on
*Spike Tops climb across fences, and chase after the player when they get near, they also cant be jumped on.
*Spinies climb on fences aimlessly in a random direction, and due to their spikey shell, cannot be jumped on.
*Wigglers climb across fences in a random direction, moving in a slightly zig-zag pattern. When angry, they chase after the player.
====Triangular Blocks====
Triangular Blocks are returning blocks exclusive to the 4 'classic' gamestyles. When the player runs into them at high speeds when connected to a wall, they will begin to run up the wall. As long as the player keeps their speed, they can run up the wall as long as they like. They can also run on the ceiling if the Triangular Block is connected to it on both a wall and the ceiling as well. Ridable entities, such as Yoshi or a Goomba's Shoe, can only simply bounce on them like a trampoline. Enemies can also use them.
====Rolling Hills====
Rolling Hills are a returning gizmo available in all gamestyles. They can be set from 4x4 tiles large to up to 15x15 tiles large. They spin either clockwise or counter-clockwise depending on what the maker set them to. They're essentially circular conveyor betls, able to automatically move gravity-effected entities. The speed can also be set from normal, to a fast, all the way to a really fast speed, as well.
====Geysers====
Geysers are a returning gizmo available in all gamestyles. They will occasionally shoot out every 4 second, indocated by a splash of water, and stay there for 4 seconds before retreating away. Geysers are solid objects, being able to be walked across from the top, but if a gravity-effect entity were to drop down under it's top, they will shoot up to the top of the geyser.
Geysers are also effected by what the course theme is. In the Ground, Forest and Underwater themes, they'll be water geysers. in the Underground theme, they'll be rocky and dirt geysers, they can still be stood on just fine, but due to the sharp rocks below it, touching any other part of it will damage the player. In the Sky and Airship themes, they'll be cloud geysers, which act the same as water geysers. In the Desert theme, or if a geyser is placed above or inside Quicksand, they'll be sand geysers, also the same as watter geysers. In the Snow theme, they'll be snow geysers, yet again the same as water geysers. In the Ghost House theme, they'll be ectoplasm geysers, which damage the player on all sides. In the Castle theme, they'll be Lava geysers, acting the same as the ectoplasm geysers. And in the Forest theme at night, they'll be poison geysers, again, acting the same as ectoplasm geysers.
====Secret Walls====
Secret Walls are a new type of Gizmo/Terrain exclusive to the 4 'classic' gamestyles, it can be attached to ground tiles, and if it's attached as a wall, ceiling or ground, a bit of it will bump down. If the player were to ender these small bumps, they'll enter the secret wall, illuminated by a small light like the Ghost House or Underwater themes at night, like the secret areas in the New Super Mario Bros. series.
===New Themes===
====Mountain====
The first new theme available in all gamestyles. It mostly has tall, gray/brown mountains in the background, similar to that of the background of the Mountain levels in New Super Mario Bros. WII and U. In the Super Mario 3D World style, the background resembles that of Switchboard Falls from the game of the same name. At night, a large fog covers half of the course, covering half of it, it is only when the player enters the fog is when some of the fog is cleared up.
====Island/Beach====
The second new theme available in all gamestyles. It mostly has large islands and beachs in the background surrounded by the ocean. The theme's main gimmick is the water level, sharing that with the Forest theme's gimmick. In the Super Mario 3D World style, the background resembles the level Sunshine Seaside. At night, the water comes from the top of the screen.
===Other New Additions===
====Timer====
Makers can now set the course time limit to 600, 700, 800, 900, 1000, and infinite.
====Clear Conditions====
Some new clear conditions have been added as well.
Clear the course without picking up any coins
Clear the course without damaging any enemies
Clear the course without moving left or right
Clear the course without jumping
==Gallery==
quicksand.png|Toadette and a Big Goomba sinking in Quicksand
gravityblock.png|Toadette using a Gravity Block
scuttley.png|Toadette avoiding some Scuttlebugs
 
== Update 5.0.0 (By LixFan 2005 Returns aka JAD Studios Official) ==
This update adds a new Extra Game Style: Pac-Man
This gamestyle is incompatable with everything to stay true to the gameplay of all Pac-Man Arcade titles, due to it's radically different gameplay.
The players control 4 different Pac-Men (Player 1 is the classic yellow Pac-Man, Player 2 is a green colored Pac-Man, Player 3 controls a dark pink colored Pac-Man and a light purple colored Pac-Man is player 4) The player coloring was inspired by the now discontinued Pac-Man Facebook game: Pac-Man Community, which also, had a Maze maker.
New course parts include: Player spawning point, Blinky, Pinky, Inky, Clyde, Maze walls (can come in a variety of colors and enviroments), Pac-Dots, Power Pellets, Bonus Fruit, Boost Panel, Jump Pad, moving doors, elevator, and Power ups from Pac-Man Arrangment (1996 and 2005), all of which are exclusive to this new extra game style. 
Happy Building Everyone!
Category:Mario (series)
Category:Super Mario Maker (series)
Category:Downloadable Content