Super Mario Maker 3 (Ike Iguana)

Super Mario Maker 3 is a 2D platforming and level-editing game for the new Nintendo console.
The game is the sequel to Super Mario Maker 2, and expands on its predecessor with new features.
==Gameplay==
As in Super Mario Maker and Super Mario Maker 2, along with the main contents of the level, each level is set with a style, theme, and time limit. The time limit can now be set to a higher time than 500 seconds, and can also be disabled. Custom Scroll now works in vertical sub-areas as well as horizontal. The player also has the option to choose to use any of the available music in the game in any stage or sub-area, regardless of its level theme or style. The music plays for the entirety of the area by default, and can be set to be activated by certain enemies or events just like sound effects. It's also possible to create music, but the created music can only be used when playing locally.
Levels now have the ability to have more than one sub-area, and the goal is an element that can be moved to any of the sub-areas. The player can also make maps for their worlds with the Mapbot.
In editing mode, the basic functions from Super Mario Maker return, and the playable character can now play more than one sound effects. Switching to the Super Mario 3D World style no longer erases everything that has been placed on the editing screen.
==Course elements==
Elements formatted in bold are new to Super Mario Maker 3. This time, they can be organized in the way the player wants (e.g. alphabetically, by category, by last usage).
===Playable characters===
The playable character can be changed in the settings, and can be set to have their different mechanics or work the same.
Name	Ability 	Availability
 	None. 	Default.
 	Jumps higher and can scuttle. 	Default.
 	Runs very fast. 	Default.
 	Runs the fastest. 	Default.
 	Swims the best, runs fast and won't slip on ice. 	Default.
 	Can throw things further, isn't slowed down by Stones, rolls instead of sliding, can shoulder bash, headbutt, punch and kick.	Place 500 Coins in a level.
 	Runs fast, can crawl and swims good. 	Place 500 50-Coins in a level.
 	Floats after jumping and falls slowly, using a parasol to do so. 	Complete Story Mode.
 	Can Double Jump. 	Place 25 Superball Flowers in a Desert level.
 	Can Spin. 	Place 50 Super Stars in a Night level of any type.
 	Goes in a bubble when hit by an enemy. 	Ride all Yoshi types as Mario.
 	Goes in a bubble when hit by an enemy, jumps higher and can scuttle. 	Ride all Yoshi types as Luigi.
 	Cannot use power-ups (except for Super Stars) or ride Yoshis, but he is immune to most enemy attacks and swims very well. 	Beat 5 Coin Coffers.
Mii 	None. 	Default
===Styles===
The game now has an option that lets the player choose which gameplay elements and physics they want to keep or remove (i.e. spin jumps, ground pounds, the ability to carry things in the Super Mario Bros. style, the gameplay of Super Mario Bros. 2). Elements can now be used in all game styles.
*Super Mario Bros.
**Super Mario All-Stars: Super Mario Bros.
*Super Mario Bros. 2
**Super Mario All-Stars: Super Mario Bros. 2
*Super Mario Bros. 3
**Super Mario All-Stars: Super Mario Bros. 3
*Super Mario World
*Super Mario Land 2: 6 Golden Coins
**Super Mario Land 2: 6 Golden Coins (colorized)
**Super Mario Land 2: 6 Golden Coins (16-bit version)
*New Super Mario Bros.
*New Super Mario Bros. U
*Super Mario 3D World
===Themes===
{|class="wikitable" style="margin:auto; width:85%; text-align:center"
Theme 	Level inspiration 	Level inspiration 	Level inspiration 	Level inspiration 	Level inspiration 	Level inspiration 	Level inspiration 	Level inspiration
Theme 	Super Mario Bros. 	Super Mario Bros. 2	Super Mario Bros. 3 	Super Mario World 	Super Mario Land 2: 6 Golden Coins	New Super Mario Bros. 	New Super Mario Bros. U 	Super Mario 3D World
Ground 	World 1-1 	World 1-1 	World 1-1 	Groovy 	Start 	World 1's ground levels 	Acorn Plains' ground levels 	Super Bell Hill
Underground	General underground levels	World 5-3 	World 4-3 	General underground levels 	Tree Zone Area 2 	World 1-2 	Tilted Tunnel 	Koopa Troopa Cave
Underwater 	General underwater levels 	N/A 	World 3-1 	General underwater levels 	N/A 	General underwater levels 	Dragoneel's Undersea Grotto 	Pipeline Lagoon
Ghost House	N/A 	N/A 	N/A 	Donut Secret House 	Pumpkin Zone's levels 	General ghost house levels	Swaying Ghost House 	Shifty Boo Mansion
Airship 	N/A 	N/A 	World 1-Airship, World 5-Airship 	Vanilla Secret 3's background 	Mario Zone's levels 	N/A 	The Mighty Cannonship, Boarding the Airship	The Bowser Express
Castle 	General castle levels 	N/A 	World 1-Fortress, World 4-Fortress 2	General castle and fortress levels 	Mario's Castle 	General castle levels 	General castle levels 	Bowser's Lava Lake Keep
Desert 	N/A 	World 2's levels 	Desert Land's levels 	Chocolate Island 5's background, Chocolate Island 2's tileset 	N/A 	World 2's levels 	Layer-Cake Desert's levels 	Conkdor Canyon
Snow 	N/A 	World 4's levels 	Ice Land's levels 	Yoshi's Island 1's background, Awesome's tileset 	N/A 	World 5's levels 	Frosted Glacier's levels 	Snowball Park
Forest 	N/A 	N/A 	World 7-Piranha Plant 1 	Forest of Illusion 1 	Tree Zone 	World 4's levels 	Soda Jungle's levels 	Deep Jungle Drift
Sky 	N/A 	World 7-1 	Sky Land's levels 	Vanilla Secret 3's background, Way Cool's and Mondo's bonus areas' tileset	N/A 	World 7-1 	Meringue Clouds' levels 	Rolling Ride Run
Beach 	N/A 	N/A 	N/A 	Yoshi's Island 4's background, original tileset 	Turtle Zone's overworld levels 	General beach levels 	Waterspout Beach 	Sunshine Seaside
Mountain 	N/A 	N/A 	N/A 	Vanilla Secret 2 	N/A 	World 6's levels 	Rock-Candy Mines' levels 	Spike's Lost City
Volcano 	N/A 	N/A 	N/A 	Chocolate Secret's secret area 	N/A 	World 8's levels 	Meteor Moat 	Red-Hot Run
Fortress 	N/A 	N/A 	N/A 	Forest Fortress 	N/A 	World 1-Tower 	Crushing-Cogs Tower 	Bowser's Bullet Bill Brigade
===Terrain===
The terrain category is represented by a Brick Block icon and colored blue.
Element 	Description
Ground 	Flat, indestructible ground on which players and many enemies can walk and objects can be placed.
Steep Slope 	Ground at a 45-degree angle that players can slide down, with a 1:1 horizontal-to-vertical ratio. The direction and length of the slope can be changed.
Gentle Slope 	A slope with a flatter angle with a 2:1 horizontal-to-vertical ratio. The direction and length of the slope can be changed.
Warp Pipe 	A green, extendable tube that can be used to enter sub-areas or hold other elements. It also appears in different colors that change the speed of objects that come out: blue is the slowest, yellow is slightly faster, and red is the fastest. Can be rotated horizontally, vertically or diagonally.
Mini Pipe 	A small pipe that can only be entered by Mini Mario.
Mega Pipe 	A big pipe that can only be entered by Mega Mario.
Pipe Cannon 	A green, extendable tube that can launch players to another location. It also appears in different colors that change the launching speed: blue is the slowest, yellow is slightly faster, and red is the fastest. Can be rotated horizontally, vertically or diagonally.
Connected Pipe 	A green connected tube players can enter to travel between different parts of the same area. The pipe can be lengthened, bent and rotated horizontally, vertically or diagonally. Enemies and items can also travel inside it, and it appears in other colors that change the travelling speed: blue is the slowest, yellow is slightly faster, red is the fastest, and Clear works like the normal version but is transparent.
Spike Trap 	A hazard that damages players upon contact, but can be walked on safely with a Goomba Shoe, Yoshi, or Dry Bones Shell. If on air, it takes the form of a block, but becomes a spike bed when placed on a solid surface.
Spike Block 	A large, yellow block with spikes that protrude and retract. Spike Blocks can be combined with ON/OFF Switches to create red and blue variants that alternate when the switches are hit.
Mushroom Platform 	A resizable platform that players can jump through from below and land on the top. It can be set to be a different color.
Semisolid Platform	A resizable platform that players can jump through from below and land on the top. Cat Mario can climb up the Semisolid Platform's wall. Can be customized to one of five different designs.
Moving Wall 	A wall that moves to one of the four cardinal directions and can crush the player or let them reach higher places.
Bridge 	A type of platform that can be extended up to 20 blocks horizontally.
Brick Block 	A block that players can break as any form other than Small Mario. Brick Blocks can hold various items and enemies. Depending on the course theme, its appearance can change. Can have wings applied to it.
Rotating Block 	A block that spins when hit, allowing players and other elements to pass through it, or can be broken with a Spin Jump from above as any form other than Small Mario. Can have wings applied to it.
Hard Block 	A solid block that mainly serves as a platform, though a strong force such as that of a Banzai Bill can break it. In the Super Mario 3D World style, it takes the form of a Rock Block. Can have wings applied to it. It can also be colored pink, green, blue, orange, beige, brown, gold, black, light blue, white, red and yellow.
? Block 	A block containing a single Coin; when hit, it turns into an Empty Block. Other elements can be placed inside instead. Can have wings applied to it.
Hidden Block 	An invisible ? Block that reveals itself when hit from below. Can have wings applied to it.
Donut Block 	A type of platform that falls if players stands on it long enough. Can have wings applied to it.
Note Block 	A block that bounces players and any elements that land on it up. Other elements can be placed inside. Can have wings applied to it.
Music Block 	An alternate form of the Note Block. A Music Block plays a single note of a specific instrument and pitch depending on what landed on it and how high the block is placed respectively. Other elements can be placed inside. Can have wings applied to it.
Cloud Block 	A type of platform that can be passed through from below, similar to Semisolid Platforms. Can have wings applied to it.
Ice Block 	A slippery block that mainly serves as a platform, but can be broken with a strong force. Can have wings applied to it. If elements are dragged in the Ice Block, they will hold them and melt when hit with fireballs or other fire-based elements such as Lava Bubbles, Fire Bars, and the Angry Sun.
Roulette Block 	A glass block that quickly rotates through the chosen power-ups. Has a checklist of every power-up, allowing the player to manually switch off certain ones. Can have wings applied to it.
Message Block 	A block that can be hit to reveal a message that the editor can write. Can be set to reveal other messages when hit more times.
Triangular Block 	A triangle-shaped smiling block that lets a player or element that runs into it either continue moving by moving up the wall that the block is placed against or bounce up.
===Non-playable characters===
The NPC category is represented by a Toad icon and colored red. Each NPC can only be placed once in a stage, excluding Toads, Lumas, Piantas, Nokis, Rabbits and Penguins, which can be placed multiple times, and the Mushroom Kings and Sprixie Princesses, who can be placed once each. They can also be given dialogue.
Character 	Note(s)
Princess Peach 	If put in a stage with a boss/enemy with the Boss Power, she will be held captive by them. Cannot be placed in a stage if she is a playable character.
Toad 	Can be Normal (red/blue), Red, Blue, Yellow, Green, Purple or Orange. Can either act as save points, give the player power-ups, or follow the player to bring them to the end of the level. If a Toad is put on a stage with a boss/enemy with the Boss Power, the player will rescue them at the end of the level, unlike the others, who will be taken away by the next boss to the next boss level.
Yoshi 	Can be Green, Red, Blue, Yellow, Pink, Light-Blue, Purple, Brown, Black, White, Orange or Magenta. Can either act as save points or follow the player to bring them to the end of the level. If a Yoshi is put on a stage with a boss/enemy with the Boss Power, the player will rescue them at the end of the level, unlike the others, who will be taken away by the next boss to the next boss level.
Toadsworth 	Can cast a set spell on the player to boost their abilities. If put in a stage with a boss/enemy with the Boss Power, he will be held captive by them.
Princess Daisy 	If put in a stage with a boss/enemy with the Boss Power, she will be held captive by them. Cannot be placed in a stage if she is a playable character.
Toadette 	Can give the player a set number of 3-Up Moons. If put in a stage with a boss/enemy with the Boss Power, she will be held captive by them. Cannot be placed in a stage if she is a playable character.
Mushroom Kings 	There are seven Mushroom Kings, and each can only appear once in a level. If all seven Kings are used, each King can be set to appear again in one of the latter worlds if chosen to appear. If put in a castle, each King will be rescued at the end of every world boss level, unlike the others, who will be taken away by the next boss to the next boss level. However, they can't be put in fortresses.
Luma 	Can be yellow, blue, pink, apricot, green, cyan, red, purple, black and orange. If given an item, they make it appear after talking to the player. They can also give hints.
Pianta 	Can be pink, green, brown, purple, red, orange, yellow or blue. Can throw the player up to help them reach a new location. If a Pianta is put on a stage with a boss/enemy with the Boss Power, the player will rescue them at the end of the level, unlike the others, who will be taken away by the next boss to the next boss level.
Noki 	Can be blue, red or green. Can be given items to give to the player to aid them. If a Noki is put on a stage with a boss/enemy with the Boss Power, the player will rescue them at the end of the level, unlike the others, who will be taken away by the next boss to the next boss level.
Sprixie Princesses	There are seven Sprixie Princesses, and each can only appear once in a level. If all seven Princesses are used, each Princess can be set to appear again in one of the latter worlds if chosen to appear. If put in a castle, each Princess will be rescued at the end of every world boss level, unlike the others, who will be taken away by the next boss to the next boss level. However, they can't be put in fortresses.
Rabbit 	Rabbits can be chased and caught to receive an item given to them. They can be enlarged, making them slower and easier to catch.
Penguin 	Penguins can be placed in a level. They can either be set to reward the player with an item if they give them their baby, swim in a water body, fish for items or give them tips on how to swim or use power-ups that improve swimming like the Frog Suit.
===Rideable characters===
The rideable character category is represented by a Yoshi Egg icon and colored orange.
Character 	Description
Green Yoshi Egg 	Upon approaching it, the egg hatches into a Green Yoshi. If enlarged, it makes the Yoshi larger and lets it swallow more resistant enemies. Can have wings, a parachute or a balloon applied to it.
Red Yoshi Egg 	Upon approaching it, the egg hatches into a Red Yoshi that breathes fire. If a Fire Flower is collected, the Red Yoshi can breathe three fireballs at once. If enlarged, it makes the Yoshi and its fireballs larger. Can have wings, a parachute or a balloon applied to it.
Yellow Yoshi Egg 	Upon approaching it, the egg hatches into a Yellow Yoshi that can Ground Pound, defeating certain normally indestructible enemies including Munchers and Boos. If enlarged, it makes the Yoshi larger and able to destroy blocks and take out more resilient enemies like Thwomps, Cannons and Bill Blasters. Can have wings, a parachute or a balloon applied to it.
Blue Yoshi Egg 	Upon approaching it, the egg hatches into a Blue Yoshi with wings that can fly. If enlarged, it makes the Yoshi larger and able to fly faster. Can have wings, a parachute or a balloon applied to it.
Donkey Kong and Diddy Kong	Donkey Kong comes swinging from a vine along with Diddy, and Diddy and the player ride on Donkey Kong when he reaches the ground. Donkey Kong can punch enemies and will run faster if the player collects fruit, and can also pound his chest to intimidate enemies. Diddy Kong can grab items or enemies with his tail, giving the items to the player and throwing the enemies away.
Birdo 	Birdo hatches from a Birdo Egg and lets the player ride on her. The player can make her spit projectiles at enemies or suck them up and eat them with her snout. The Birdo can be pink, orange, blue, red, green and yellow. Pink Birdo spits eggs, Orange spits fireballs, Blue spits stones, Red spits both eggs and fireballs, Green acts like the Orange, but faster, and Yellow can spit all three and fly. The Birdo Egg can have wings, a parachute or a balloon attached to it.
Plessie 	Can be rid by the player to navigate them through a water body. Unlike Dorrie, players can't fall off Plessie, and he can jump in the water. He can also eat an enemy if his face comes in contact with one, while touching a fruit also makes him eat it.
Dorrie 	Dorrie gives the player a ride if they get on his back. It is also possible to steer Dorrie, while the player can control him by facing the direction they want to go in. The player can also climb onto his head to reach higher areas if they approach the base of his neck.
Rambi 	Rambi can be ridden by Donkey Kong as well as Yoshi and/or the player. Rambi can charge, using his horn to break blocks and defeat most enemies, including Thwomps, Boos and Munchers. He can also eat plant-based enemies when he touches them.
Dolphin 	Dolphins can be set to jump in and out of water either vertically, in parabolic arcs or a custom pattern. If given wings, they move faster.
===Items===
The item category is represented by a Coin icon and colored pink.
Element 	Description
Coin 	Collecting 100 Coins grants players an extra life. Coins can be given to enemies to make them drop them when defeated. Normal enemies drop one coin, while bigger ones drop ten and small enemies can't drop coins. Can have wings, a parachute or a balloon applied to it.
10-Coin 	A large Coin worth 10 regular coins. Can have wings, a parachute or a balloon applied to it.
20-Coin 	A large Coin worth 20 regular coins, and an alternate form of the 10 Coin. Can have wings, a parachute or a balloon applied to it.
50-Coin 	A large Coin worth 50 regular coins, and an alternate form of the 10 Coin. Can have wings, a parachute or a balloon applied to it.
Pink Coin 	A Coin with a key symbol imprinted on it. If all Pink Coins in the area are collected, a key appears.
Red Coin Ring 	Comes with 8 Red Coins that can be placed anywhere in the area. When activated, the Red Coins appear. By collecting all of them, an item set by the editor will be released above the player. When wings, a parachute or a balloon are applied to it, the coins will have it.
Star Coin 	A collected Star Coin adds 1,000 points to the player's game score and lets them unlock certain elements. Can have wings, a parachute or a balloon applied to it.
Super Mushroom 	A power-up that transforms players into their Super forms. Can have wings, a parachute or a balloon applied to it.
Mega Mushroom 	A power-up that transforms players into their Mega forms, allowing them to destroy every enemy in their path and obliterate almost anything. Can have wings, a parachute or a balloon applied to it.
Super Leaf 	A power-up that transforms players into their Raccoon forms, allowing them to fly after reaching top speed and hit things like enemies and blocks with their raccoon tail. Can have wings, a parachute or a balloon applied to it.
Cape Feather 	A power-up that transforms players into their Cape forms, allowing them to fly indefinitely through levels, attack enemies by spinning around and float down slowly. Can have wings, a parachute or a balloon applied to it.
Propeller Mushroom	A power-up that transforms players into their Propeller forms, allowing them to fly vertically, fall slowly and drill spin. Can have wings, a parachute or a balloon applied to it.
Super Bell 	A power-up that transforms players into their Cat forms, allowing them to attack and pounce on enemies, and climb up walls, Semisolid Platforms, and the Goal Pole. Can have wings, a parachute or a balloon applied to it.
Super Hammer 	A power-up that transforms players into their Builder forms, allowing them to use a hammer to break hard blocks and defeat enemies and place Builder Boxes. Can have wings, a parachute or a balloon applied to it.
Fire Flower 	A power-up that transforms players into their Fire forms, allowing them to throw fireballs. Can have wings, a parachute or a balloon applied to it.
Ice Flower 	A power-up that transforms players into their Ice forms, allowing them to throw iceballs that freeze enemies into solid blocks which can be picked up and thrown at enemies and blocks. Can have wings, a parachute or a balloon applied to it.
Superball Flower 	A power-up that transforms players into their Superball forms, allowing them to throw Superballs that ricochet off walls and interact with items. Can have wings, a parachute or a balloon applied to it.
Gold Flower 	A power-up that transforms players into their Gold forms, allowing them to throw large golden fireballs which explode the area around them upon collision with an enemy or block, turning everything nearby into coins. Can have wings, a parachute or a balloon applied to it.
Tanooki Suit 	A power-up that transforms players into their Tanooki forms, giving them the same abilities as the Super Leaf, plus the ability to become a statue that kills every enemy below. Can have wings, a parachute or a balloon applied to it.
Super Shell 	A power-up that transforms players into their Shell forms, allowing them to swim better, dodge the attacks of enemies when they crouch and do a shell dash that can defeat most enemies. Can have wings, a parachute or a balloon applied to it.
Frog Suit 	A power-up that transforms players into their Frog forms, allowing them to swim easier and run on water, but decreasing their on-land mobility. Can have wings, a parachute or a balloon applied to it.
Super Carrot 	A power-up that transforms players into their Bunny forms, allowing them to jump higher, float in midair and hop on the ground. Can have wings, a parachute or a balloon applied to it.
Super Acorn 	A power-up that transforms players into their Flying Squirrel forms, allowing them to glide and cling to walls. Can have wings, a parachute or a balloon applied to it.
Hammer Suit 	A power-up that transforms players into their Hammer forms, allowing them to dodge the attacks of enemies when they crouch and throw hammers that can defeat most enemies. Can have wings, a parachute or a balloon applied to it.
Boomerang Flower 	A power-up that transforms players into their Boomerang forms, allowing them to throw boomerangs. Can have wings, a parachute or a balloon applied to it.
P-Balloon 	A balloon that turns players into their Balloon forms, granting them the ability to float like a balloon and fly wherever they please.
Super Star 	A power-up that grants players temporary invincibility. Can have wings, a parachute or a balloon applied to it.
Mini Mushroom 	A power-up that transforms players into their Mini forms, allowing them to run up walls, jump higher than normal, walk in water and more easily enter tight space, but makes them die in one hit. Can have wings, a parachute or a balloon applied to it.
1-Up Mushroom 	A mushroom that grants players an extra life. Can have wings, a parachute or a balloon applied to it.
3-Up Moon 	A moon that grants players three extra lives. Can have wings, a parachute or a balloon applied to it.
Poison Mushroom 	A harmful mushroom that actively chases players and damages them upon contact. Can have wings, a parachute or a balloon applied to it.
Double Cherry 	A power-up that gives players a clone of themselves, which copies all of their actions and has the same power-ups. Can have wings, a parachute or a balloon applied to it.
Baby Yoshi 	Baby Yoshis can be carried by the player and eat most enemies they come in contact with in front of them. They can also boost the player's swimming. Green Baby Yoshis don't have any abilities, Bubble Baby Yoshis shoot bubbles that convert enemies to coins or 1-Up Mushrooms, Glowing Baby Yoshis illuminate dark areas and stun enemies and Balloon Baby Yoshis inflate like a balloon for vertical movement. Their Eggs can be given wings, a parachute or a balloon.
Fruit 	Fruit can be eaten by the Yoshis, Donkey Kong, the Baby Yoshis, Birdo, Plessie, Dorrie and Rambi to make them go faster. The fruit that can be put in a level are Bananas, Berries, Apples, Watermelons, Pineapples, Melons, Coconuts, Peaches and Durians. If a Yoshi or Baby Yoshi eats a Berry, Donkey Kong eats a Banana, Birdo eats a fruit with the same color as her, Plessie eats a Watermelon or Dorrie eats a Durian, a circular meter keeping track of how many of these fruit the respective character has eaten will appear, and the player will be awarded an item depending on their form when the meter reaches five. Fruit can be placed on Trees or plants in the background.
Goomba Shoe 	A shoe worn by a Goomba that jumps around. After the Goomba is defeated, a player can wear the shoe and jump on spiked enemies and obstacles. Can be enlarged, allowing the player to perform a stomp that defeats nearby enemies (and break blocks with the Stiletto). Can have wings, a parachute or a balloon applied to it. Comes in green, red, yellow, blue, orange, purple, pink, brown, white, gray and black.
Goomba Stiletto 	A shoe worn by a Goomba that jumps around. After the Goomba is defeated, a player can wear the shoe and jump on spiked enemies and obstacles. Can be enlarged, allowing the player to perform a stomp that defeats nearby enemies (and break blocks with the Stiletto). Can have wings, a parachute or a balloon applied to it. Comes in green, red, yellow, blue, orange, purple, pink, brown, white, gray and black.
Turnip 	A vegetable that can be picked up and thrown at enemies to defeat them. Can be enlarged and have wings, a parachute or a balloon applied to it.
Stone 	A carriable block that weighs down the player. Can be used to defeat enemies, break Brick Blocks, or to achieve a level clear condition. Can be enlarged and have wings, a parachute or a balloon applied to it.
Grab Block 	A carriable block that flashes different colors. Can be used to defeat enemies and break Brick Blocks. Can be enlarged and have wings, a parachute or a balloon applied to it.
Master Sword 	A power-up that transforms players into Link, allowing them to attack with a sword, block projectiles with a shield, and use bombs and a bow and arrow. Can have wings, a parachute or a balloon applied to it.
Star Rod 	A power-up that transforms players into Kirby, allowing them to fly, eat enemies and gain their abilities. Can have wings, a parachute or a balloon applied to it.
Cannon Box 	A wearable object that allows players to shoot cannonballs, which have a longer range if charged. Can have wings, a parachute or a balloon applied to it.
Propeller Box 	A wearable object that allows players to fly through the air and raise their elevation three times. Can have wings, a parachute or a balloon applied to it.
Goomba Mask 	A wearable object that allows players to avoid getting noticed by enemies. Can have wings, a parachute or a balloon applied to it.
Bullet Bill Mask 	A wearable object that allows players to fly in a horizontal line for a short period of time. Can have wings, a parachute or a balloon applied to it.
Red POW Box 	A wearable object that breaks blocks when in contact with them. After three hits, the box falls off and can no longer be used. Can have wings, a parachute or a balloon applied to it.
===Enemies===
The enemy category is represented by a Goomba icon and colored green. Certain enemies can be given different forms with power-ups.
Element 	Description
Goomba 	Goombas walk along the ground or chase the player and can be defeated by stomping on them. If enlarged, they split into two normal Goombas when stomped. Can have wings, a parachute or a balloon applied to them.
Galoomba 	When stomped on, Galoombas flip over and can be held and thrown by players. Can be enlarged and have wings, a parachute or a balloon applied to them.
Goombrat 	Goombrats act like Goombas, except that they turn around when they reach an edge. If enlarged, they split into two normal Goombrats when stomped. Can have wings, a parachute or a balloon applied to them.
Goombud 	Goombuds act like Galoombas, except that they turn around when they reach an edge. Can be enlarged and have wings, a parachute or a balloon applied to them.
Tail Goomba 	Tail Goombas are created by giving a Goomba a Super Leaf. They act like normal Goombas, but also have the ability to jump into the air and flutter down to the ground slowly, and perform a tail whip when they land. Can be enlarged and have wings, a parachute or a balloon applied to them. Can be set to give Super Leaves when defeated.
Tail Galoomba 	Tail Galoombas are created by giving a Galoomba a Super Leaf. They act like normal Galoombas, but also have the ability to jump into the air and flutter down to the ground slowly, and perform a tail whip when they land. Can be enlarged and have wings, a parachute or a balloon applied to them. Can be set to give Super Leaves when defeated.
Tail Goombrat 	Tail Goombrats are created by giving a Goombrat a Super Leaf. They act like normal Goombrats, but also have the ability to jump into the air and flutter down to the ground slowly, and perform a tail whip when they land. Can be enlarged and have wings, a parachute or a balloon applied to them. Can be set to give Super Leaves when defeated.
Tail Goombud 	Tail Goombuds are created by giving a Goombud a Super Leaf. They act like normal Goombuds, but also have the ability to jump into the air and flutter down to the ground slowly, and perform a tail whip when they land. Can be enlarged and have wings, a parachute or a balloon applied to them. Can be set to give Super Leaves when defeated.
Cat Goomba 	Cat Goombas are created by giving a Goomba a Super Bell. They act like normal Goombas, but attack by jumping and diving down. Can be enlarged and have wings, a parachute or a balloon applied to them. Can be set to give Super Bells when defeated.
Cat Galoomba 	Cat Galoombas are created by giving a Galoomba a Super Bell. They act like normal Galoombas, but attack by jumping and diving down. Can be enlarged and have wings, a parachute or a balloon applied to them. Can be set to give Super Bells when defeated.
Cat Goombrat 	Cat Goombrats are created by giving a Goombrat a Super Bell. They act like normal Goombrats, but attack by jumping and diving down. Can be enlarged and have wings, a parachute or a balloon applied to them. Can be set to give Super Bells when defeated.
Cat Goombud 	Cat Goombuds are created by giving a Goombud a Super Bell. They act like normal Goombuds, but attack by jumping and diving down. Can be enlarged and have wings, a parachute or a balloon applied to them. Can be set to give Super Bells when defeated.
Mini Goomba 	Mini Goombas are created by giving a Goomba a Mini Mushroom. They can be set to either act like normal Goombas or swarm the player, which will always be the case if they're given to Paragoombas. They only pose a threat to the player in Mini form, as any other form will kill them by just touching them. Can have wings, a parachute or a balloon applied to them.
Koopa Troopa 	When stomped on, Koopa Troopas retreat into their shells, but can be set to become Beach Koopas. Their shells can then be held and thrown by players. Green Koopa Troopas walk off edges, red ones turn around, yellow ones act like faster green ones but chase after the player, and blue ones act like red ones but are faster. If enlarged, their shells can't be held, but can break blocks. Can have wings, a parachute or a balloon applied to them. Can be set to allow the player to ride their shell when stomped.
Tail Koopa Troopa 	Tail Koopa Troopas are created by giving a Koopa Troopa a Super Leaf. They act like normal Koopa Troopas, but also have the ability to jump into the air and flutter down to the ground slowly, and perform a tail whip when they land. Can have wings, a parachute or a balloon applied to them. Can be set to allow you to ride their shell when stomped.
Spiny 	Spinies have spikes on their shells, which damage players if they land on them normally. Spinies are thrown by Lakitus. While thrown or underwater, Spinies take the form of Spiny Eggs. If they have wings, they will fly directly forward and occasionally shoot spikes in four directions. Can be enlarged and have a parachute or a balloon applied to them.
Tail Spiny 	Tail Spinies are created by giving a Spiny a Super Leaf. They act like normal Spinies, but also have the ability to jump into the air and flutter down to the ground slowly, and perform a tail whip when they land. Can be enlarged and have wings, a parachute or a balloon applied to them.
Spiny Shell 	Spiny Shells can be worn by players and used to defeat most enemies. Can have a parachute or a balloon applied to them.
Buzzy Beetle 	When stomped on, Buzzy Beetles retreat into their shells, but are immune to fireballs. If they have wings, they will act like Para-Beetles. Can be enlarged and have a parachute or a balloon applied to them.
Tail Buzzy Beetle 	Tail Buzzy Beetles are created by giving a Buzzy Beetle a Super Leaf. They act like normal Buzzy Beetles, but also have the ability to jump into the air and flutter down to the ground slowly, and perform a tail whip when they land. Can be enlarged and have wings, a parachute or a balloon applied to them.
Buzzy Beetle Shell 	Buzzy Beetle Shells can be worn by players and used to protect them from most enemies and hazards. Can have a parachute or a balloon applied to them.
Bony Beetle 	When stomped on, Bony Beetles fall apart, but come together again after some time. They can climb walls. If they have wings, they will act like Para-Beetles, but fall apart when stomped. Can be enlarged and have a parachute or a balloon applied to them.
Spike Top 	Spike Tops can walk along walls and ceilings, and like Buzzy Beetles, they are resistant to fireballs. They also come in a blue variety, which are faster. Can be enlarged and have wings, a parachute or a balloon applied to them.
Blooper 	Bloopers can be placed on land or underwater, where they move erratically towards players. On land, they can be defeated with a stomp. Can be enlarged and have wings, a parachute or a balloon applied to them.
Blooper Nanny 	Blooper Nannies act like regular Bloopers, except with Blooper Babies following their path. Can be enlarged and have wings, a parachute or a balloon applied to them.
Cheep Cheep 	When placed on land, Cheep Cheeps bounce along the ground and occasionally jump up to attack players. Green ones constantly move towards the left, red ones swim back and forth while underwater and follow players on land, and yellow ones move in a pattern that can be set by the editor. The Super Mario World style replaces green ones by Blurps and the New Super Mario Bros. and New Super Mario Bros. U styles replace them with and Deep-Cheeps, while the latter two styles also replace the yellow Cheep Cheeps with Eep Cheeps. Can be enlarged and have wings, a parachute or a balloon applied to them.
Spiny Cheep Cheep 	Spiny Cheep Cheeps hunt the player down if they see them underwater. On land, they act like their normal counterpart, but always go after the player and can't be jumped on normally. In the Super Mario World style, they look like Rip van Fish and sleep until the player comes close. Can be enlarged and have wings, a parachute or a balloon applied to them.
Tail Cheep Cheep 	Tail Cheep Cheeps are created by giving a Cheep Cheep a Super Leaf. They act like normal Cheep Cheeps, but also have the ability to perform a tail whip. Can be enlarged and have wings, a parachute or a balloon applied to them.
Porcupuffer 	In on-land levels, Porcupuffers swim across the bottom of the screen, occasionally leaping out to attack players. While underwater, they follow the players, open their mouth and try to eat them. Can be enlarged and have wings, a parachute or a balloon applied to them. They can also become Cheep-Chomps (Boss Basses in the first three game styles and the Super Mario Land 2 style), which act the same but can be jumped on.
Cheep-Chomp 	In on-land levels, Porcupuffers swim across the bottom of the screen, occasionally leaping out to attack players. While underwater, they follow the players, open their mouth and try to eat them. Can be enlarged and have wings, a parachute or a balloon applied to them. They can also become Cheep-Chomps (Boss Basses in the first three game styles and the Super Mario Land 2 style), which act the same but can be jumped on.
Boss Bass 	In on-land levels, Porcupuffers swim across the bottom of the screen, occasionally leaping out to attack players. While underwater, they follow the players, open their mouth and try to eat them. Can be enlarged and have wings, a parachute or a balloon applied to them. They can also become Cheep-Chomps (Boss Basses in the first three game styles and the Super Mario Land 2 style), which act the same but can be jumped on.
Piranha Plant 	Piranha Plants can be placed in pipes, where they periodically emerge to attack players and retreat. When placed elsewhere, they act as stationary hazards, and lunge at players in the Super Mario 3D World style. Can be enlarged and have wings, a parachute or a balloon applied to them.
Jumping Piranha Plant	Jumping Piranha Plants attack by shooting straight up, then descending back down slowly. Can be enlarged and have wings, a parachute or a balloon applied to them.
Fire Piranha Plant 	Fire Piranha Plants spit out fireballs from their set location. Can be enlarged and have wings, a parachute or a balloon applied to them. Can be set to give Fire Flowers when defeated.
Ink Piranha Plant 	Ink Piranha Plants spit out ink from their set location. If the ink hits the player, the screen will be covered in ink, but the player can remove the ink with water. Can be enlarged and have wings, a parachute or a balloon applied to them.
Muncher 	Munchers simply act as hazards, similar to Spike Traps. Like them, they can be walked on with a Goomba's Shoe, Yoshi, or a Dry Bones Shell. Can be enlarged and have wings, a parachute or a balloon applied to them.
Nipper Plant 	Nipper Plants hop around, making it more difficult for the player to land safely, since they will harm them if they attempt to stomp on one. However, they can be safely stomped on with a Goomba's Shoe, Yoshi, or a Dry Bones Shell. Can be enlarged and have wings, a parachute or a balloon applied to them.
Thwomp 	Thwomps crash down from above when players approaches one, then move back up to their original location. They can also be set to attack horizontally or upwards. In the Super Mario 3D World style, they are safe to touch, but can instantly take out players by squishing them. Can be enlarged and have wings, a parachute or a balloon applied to them. Can be set to not deal damage from the sides.
Thwimp 	Thwimps are created by giving a Thwomp a Mini Mushroom. They hop back and forth in large arcs trying to land on the players. In the Super Mario 3D World style, they don't instantly take out players by squishing them, unlike Thwomps. Can have wings, a parachute or a balloon applied to them.
Tail Thwomp 	Tail Thwomps are created by giving a Thwomp a Super Leaf. They act like normal Thwomps, but float in a wide set area instead of remaining stationary. Can be enlarged and have wings, a parachute or a balloon applied to them.
Monty Mole 	When placed in the ground, Monty Moles remain hidden until players approach them, causing them to jump out and chase them. Can be enlarged and have wings, a parachute or a balloon applied to them.
Tail Monty Mole 	Tail Monty Moles are created by giving a Monty Mole a Super Leaf. They act like normal Monty Moles, but also have the ability to perform a tail whip. Can be enlarged and have wings, a parachute or a balloon applied to them.
Rocky Wrench 	Rocky Wrenches hide underneath manhole covers in the ground, then slowly emerge to throw wrenches at players. Can be enlarged and have wings, a parachute or a balloon applied to them.
Tail Rocky Wrench 	Tail Rocky Wrenches are created by giving a Rocky Wrench a Super Leaf. They act like normal Rocky Wrenches, but also have the ability to perform a tail whip. Can be enlarged and have wings, a parachute or a balloon applied to them.
Hammer Bro 	Hammer Bros. throw hammers in an arc towards players, occasionally jumping while doing so. When given a Super Mushroom, they become Sledge Bros., which can also perform a stomp that stuns any players on the ground. Can have wings, a parachute or a balloon applied to them.
Boomerang Bro 	Boomerang Bros. shoot boomerangs at players instead of hammers. When given a Super Mushroom, they become Heavy Boomerang Bros., which like Sledge Bros. can also perform a stomp that stuns any players on the ground. Can have wings, a parachute or a balloon applied to them.
Fire Bro 	Fire Bros. shoot fireballs at players instead of hammers. When given a Super Mushroom, they become Heavy Fire Bros., which like Sledge Bros. can also perform a stomp that stuns any players on the ground. Can have wings, a parachute or a balloon applied to them.
Ice Bro 	Ice Bros. shoot iceballs at players instead of hammers. When given a Super Mushroom, they become Heavy Ice Bros., which like Sledge Bros. can also perform a stomp that stuns any players on the ground. Can have wings, a parachute or a balloon applied to them.
Chain Chomp 	Chain Chomps occasionally lunge towards players from their set position. Can be enlarged and have wings, a parachute or a balloon applied to them.
Unchained Chomp 	Unchained Chomps are not attached to stakes, enabling them to move about freely. Can be enlarged and have wings, a parachute or a balloon applied to them.
Fire Chomp 	Fire Chomps fly around and spit a set amount of fireballs at the player. Can be enlarged and have wings, a parachute or a balloon applied to them.
Bullet Bill 	Bullet Bills fly straight forwards from one of the four cardinal directions and from the background. If a player with the Super Bell swipes them, they change direction. If given a Super Mushroom, they become Banzai Bills, which can be set to break blocks. If given wings, they move faster.
Bull's-Eye Bill 	Bull's-Eye Bills fly straight forwards from one of the four cardinal directions and from the background, but home in on players. If given a Super Mushroom, they become Bull's-Eye Banzais, which can be set to break blocks. If given wings, they move faster.
Wiggler 	Wigglers walk back and forth without actively attacking players, but become angry when stomped on. Can be enlarged and have wings, a parachute or a balloon applied to them.
Angry Wiggler 	While angry, Wigglers move faster and chase after players. Can be enlarged and have wings, a parachute or a balloon applied to them.
Boo 	Boos slowly float towards players when their backs are turned, but freeze when they face them. When placed on the ground without modifiers, they become Stretches, which hide in the ground and occasionally emerge while moving back and forth. Boos can be enlarged and have wings, a parachute or a balloon applied to them, while Stretches can only have wings.
Tail Boo 	Tail Boo are created by giving a Boo a Super Leaf. They act like normal Boos, but also have the ability to perform a tail whip. Can be enlarged and have wings, a parachute or a balloon applied to them.
Boo Buddies 	Boo Buddies are a group of Boos that spin in a circular formation, though players can safely pass through an opening in the circle. Can be enlarged and have wings, a parachute or a balloon applied to them.
Lava Bubble 	Lava Bubbles periodically leap out from the bottom of the screen. If given wings, they act like Zigzag Lava Bubbles. Can be enlarged and have a parachute or a balloon applied to them. They also become Poison Bubbles in levels with Poison.
Bob-omb 	Bob-ombs constantly walk forward similar to Goombas; if a player attacks one or it comes into contact with fire, its fuse lights. In the former case, players can then carry and throw or kick it around before it explodes. Can be enlarged and have wings, a parachute or a balloon applied to them.
Tail Bob-omb 	Tail Bob-ombs are created by giving a Bob-omb a Super Leaf. They slowly glide down until they hit the ground, staying on the spot they fell until they're picked by the player or explode. Can be enlarged and have wings, a parachute or a balloon applied to them.
Kab-omb 	Kab-ombs constantly walk forward similar to Goombas; unlike Bob-ombs, they're defeated when stomped. When ignited, they chase the player until they explode. Can be enlarged and have wings, a parachute or a balloon applied to them.
Lit Bob-omb 	These Bob-ombs continue walking even while their fuses are lit, but explode after approximately five seconds. The resulting explosion can break nearby blocks. Can be enlarged and have wings, a parachute or a balloon applied to them.
Dry Bones 	Dry Bones crumble when stomped on, but emerge back up after a period of time. In the Super Mario World style, they can throw bones at Mario. Can be enlarged and have wings, a parachute or a balloon applied to them.
Dry Bones Shell 	Dry Bones Shells allow players to safely sail along the surface of fluids, ground pound and "play dead" to become temporarily invincible. Can have a parachute or a balloon applied to them.
Fish Bone 	Underwater, Fish Bones charge towards a player upon spotting them and break upon hitting a wall. They can be placed on land, though they fall apart if they touch the ground. Can be enlarged and have wings, a parachute or a balloon applied to them.
Magikoopa 	Magikoopas occasionally reappear and disappear in different locations, casting a spell at players each time. The spells can transform blocks into different elements. Can be enlarged and have wings, a parachute or a balloon applied to them.
Bowser 	Bowser jumps around and breathes fire at players. In the Super Mario Bros. 3 style, he can perform a stomp that stuns players on the ground, while in the Super Mario World, New Super Mario Bros. and New Super Mario Bros. U styles, he can breathe multiple fireballs into the air. Can be enlarged with a Super or Mega Mushroom and have wings, a parachute or a balloon applied to him. Can also be given most power-ups that change his appearance and strategy (Fire Bowser can throw big fireballs that break blocks, Raccoon Bowser can glide and hit things with his tail, Meowser can use the claw attack on players, climb walls and Semisolid Platforms).
Dry Bowser 	Dry Bowser attacks similarly to Bowser, but his fireballs are blue, he's faster and he throws bones. Can be enlarged with a Super or Mega Mushroom and have wings, a parachute or a balloon applied to him.
Bowser Jr. 	Bowser Jr. occasionally retreats into his shell and dashes towards players. While inside a Koopa/Junior Clown Car, he can throw Mecha-Koopas at players. He is defeated after three stomps. Can be enlarged and have wings, a parachute or a balloon applied to him. Can also be given most power-ups change his appearance and strategy (Fire Bowser Jr. can throw many fireballs, Raccoon Bowser Jr. can glide and hit things with his tail, Meowser Jr. can use the claw attack on players, climb walls and Semisolid Platforms).
Dry Bowser Jr. 	Dry Bowser Jr. attacks similarly to Bowser Jr., but his fireballs are blue, he's faster and he throws bones. Can be enlarged with a Super or Mega Mushroom and have wings, a parachute or a balloon applied to him.
Larry Koopa 	Larry simply jumps around and shoots spells out of his magic wand, similar to his appearance in Super Mario Bros. 3. Can be enlarged and have wings, a parachute or a balloon applied to him.
Morton Koopa Jr. 	Morton shoots spells out of his wand and can jump and stomp on the ground, stunning any players on the ground and producing fireballs that move along the ground and walls. Can be enlarged and have wings, a parachute or a balloon applied to him.
Wendy O. Koopa 	Wendy jumps around and shoots rings that bounce off of the ground and walls. Can be enlarged and have wings, a parachute or a balloon applied to her.
Iggy Koopa 	Iggy walks back and forth and shoots fast-moving spells. Can be enlarged and have wings, a parachute or a balloon applied to him.
Roy Koopa 	Roy shoots spells out of his wand and can burrow into the ground and pop up out of other parts of the ground or ceilings. Upon landing, he creates a tremor that stuns any players on the ground. Can be enlarged and have wings, a parachute or a balloon applied to him.
Lemmy Koopa 	Lemmy shoots bouncy balls while balancing on one himself. Can be enlarged and have wings, a parachute or a balloon applied to him.
Ludwig Koopa 	Ludwig shoots 3-6 spells at once instead of one and flutter-jumps in the air. Can be enlarged and have wings, a parachute or a balloon applied to him.
Boom Boom 	In most game styles, Boom Boom chases after players, occasionally jumping into the air. When attacked, he crouches while protruding his spikes out. In the Super Mario 3D World style, he spins around before making himself dizzy. When attacked, he spins around in his shell, similar to Bowser Jr. He is defeated after three stomps. Can be enlarged and have wings, a parachute or a balloon applied to him.
Pom Pom 	Pom Pom spawns duplicates of herself and attacks by throwing shurikens at players. The real Pom Pom wields a pink shuriken. She is defeated after three stomps. Can be enlarged and have wings, a parachute or a balloon applied to her.
Kamek 	Kamek is created by giving a Magikoopa the Boss Power. He acts like a normal Magikoopa, but his magic is stronger, he helps the on-screen bosses and needs to be hit three times to be defeated. Can be enlarged and have wings, a parachute or a balloon applied to him.
King Boo 	King Boo is created by giving a Boo the Boss Power. He floats in the air above and around the player rather than chasing them and does not even stop when being looked at. He periodically becomes invisible and can't be hurt in that state, so the player has to hit him while he's visible. King Boo needs to be hit three times to be defeated. Can be enlarged and have wings, a parachute or a balloon applied to him.
Petey Piranha 	Petey Piranha is created by giving a Piranha Plant the Boss Power. He attacks by attempting to bite the player, spitting goop, flying using his leaves, and attacking with vines. While flying, he comes down, attempting to crush the player, who can hit him while down. Petey Piranha needs to be hit three times to be defeated. Can be enlarged and have a parachute or a balloon applied to him.
King Bob-omb 	King Bob-omb is created by giving a Bob-omb the Boss Power. He tries to catch the player and throw them away, but the player can also throw him. King Bob-omb needs to be hit three times to be defeated. Can be enlarged and have wings, a parachute or a balloon applied to him.
Reznor 	Four Reznor stand on a wheel, with each of them on a platform, and spit fireballs at the player. The player must hit their platforms from below or attack them in another way to defeat them. Can be enlarged and have wings, a parachute or a balloon applied to them.
Wart 	Wart spits bubbles that will entrap players. Unlike Bowser, he can be stomped on. He can also be defeated by getting items thrown at him. Can be enlarged and have wings, a parachute or a balloon applied to him.
Goomboss 	Goomboss is created by giving a Goomba or a related species the Boss Power. He chases the player, summons Goombas and needs to be hit three times to be defeated. Can be enlarged and have wings, a parachute or a balloon applied to him. His appearance also changes depending on the Goomba type the Boss Power is given to.
Gooper Blooper 	Gooper Blooper attacks using his tentacles, but each one of them can attacked, and attacking all of his tentacles, as well as his mouth, three times will cause him to be defeated. Can be enlarged and have wings, a parachute or a balloon added to him.
Angry Sun 	The Angry Sun swoops down from the sky to attack players. Only one can be placed in an area. If given wings, it moves faster.
Moon 	The Moon acts like the Angry Sun, but defeats all on-screen enemies when touched. Only one can be placed in an area. If given wings, it moves faster.
Lakitu 	Lakitus move left and right in the sky and throw Spinies at players. After a player defeats a Lakitu, they can ride its cloud. Can be set to throw other elements and have wings applied to them.
Fishin' Lakitu 	Fishin' Lakitus work like normal Lakitus, but dangle an element that can be set by the player from a fishing pole. When the player comes near/collects the item, they become normal Lakitus and throw their projectile at them. Can have wings applied to them.
Lakitu Cloud 	Lakitu Clouds allow players to move around freely for a period of time, after which they disappear. Can be ridden by other elements.
Pokey 	Pokeys can't be jumped on, but their segments can be destroyed with an attack and they will be defeated when hit in the head. Height can be adjusted and can be set to move or remain stationary. Can be enlarged and have wings, a parachute or a balloon applied to them.
Snow Pokey 	Snow Pokeys act identically to their normal counterparts, but can be jumped on, in which case they will become a snowball. Height can be adjusted and can be set to move or remain stationary. Can be enlarged and have wings, a parachute or a balloon applied to them.
Fuzzy 	Fuzzies move across a pattern that can be set by a player. They can't be stomped normally and two normal Fuzzies will combine into a larger one if they come in contact with each other. However, they will dissolve if in contact with water. If given wings, they'll move in a more erratic manner. Can be enlarged and have a parachute or a balloon applied to them.
Shy Guy 	Shy Guys walk or flip forward to occasionally stop and look left and right. They can be set to either be picked up from above or defeated by being stomped. Red Shy Guys walk off edges, pink ones turn around, green ones act like faster red ones but chase after the player, and yellow ones act like pink ones but are faster. Can be enlarged and have wings, a parachute or a balloon applied to them.
Snifit 	Snifits walk and occasionally stop to fire projectiles from their mask. They can be set to either be picked up from above or defeated by being stomped. Red Snifits fire bullets, yellow ones shoot fireballs, green ones act like faster red ones, and blue ones shoot iceballs. Can be enlarged and have wings, a parachute or a balloon applied to them.
Swoop 	Swoops typically hang idly on the ceiling, waiting for the player to come near, at which point they fall and fly towards the player. Can be enlarged and have a parachute or a balloon applied to them.
Spike 	Spikes can be set stand in place or walk forward and throw Spike Balls or Spike Rollers which can be set to roll on the ground or fly forward. In snow-themed and mountain-themed levels, they produce snowballs (that can be set to either grow larger or stay the same) and spiked balls made out of rock respectively. Can be enlarged and have wings, a parachute or a balloon applied to them.
Spike Ball 	Spike Balls roll along the floor until they come in contact with a wall, in which case they either break or roll on the other direction. In snow-themed and mountain-themed levels, they become snowballs and spiked balls made out of rock respectively. Can be enlarged and have a parachute or a balloon applied to them.
Rex 	Rexes walk forward. After being jumped on once, they get flattened and move slightly quicker, while a second stomp defeats them. If given wings, they'll act like Koopa Paratroopas, but keep their wings after getting stomped. Can be enlarged and have a parachute or a balloon applied to them.
Chargin' Chuck 	Chargin' Chucks attack in various ways. They can be set to either charge and tackle, breaking most blocks they run through, rapidly throw baseballs in a straight line towards the player and jump along with them, kick footballs that bounce along the ground and in different ways based on the terrain, jump up to clap if the player jumps, split into three to attack when approached, dig rocks that roll slowly on the ground and can only be spin jumped on, move around by doing high leaps, and whistle to summon enemies of a given kind. Their helmets come off when jumped on twice, but they put them back on if not defeated. Can be enlarged and have wings, a parachute or a balloon applied to them.
Broozer 	Broozers blindly run into the direction of the player, punching at anything in their way. They're able to break most blocks and roll barrels along the ground. If jumped on once, they get stunned, and a second stomp defeats them. Can be enlarged and have wings, a parachute or a balloon applied to them.
Dino Rhino 	Dino Rhinos run forward, chasing the player if they see one, even jumping over obstacles if needed. When stomped, become Dino Torches. If given wings, they jump over even higher obstacles. Can be enlarged and have a parachute or a balloon applied to them.
Dino Torch 	Dino Torches periodically spit out flames above their head or forward, and chase the player if they see them. If given wings, they jump into the air and spit flames while rotating 180 degrees. Can be enlarged and have a parachute or a balloon applied to them.
Eerie 	Eeries can be set to fly in either straight or wobbly lines. If given wings, they become faster and home in at the player. Can be enlarged and have a parachute or a balloon applied to them.
Fire Snake 	Fire Snakes begin to chase the player by bouncing and trying to collide with them if they see them. Can be enlarged and have wings, a parachute or a balloon applied to them.
Mechakoopa 	Mechakoopas walk in a rhythmical way and must wind themselves up again from time to time in order to keep moving. When stomped, they stop and can be thrown around. Can be enlarged and have wings, a parachute or a balloon applied to them.
Blasta Mechakoopa 	Blasta Mechakoopas behave like red Koopa Troopas and occasionally fire a Bull's-Eye Bill-like homing missile out of their mouths. Can be enlarged and have wings, a parachute or a balloon applied to them.
Zappa Mechakoopa 	Zappa Mechakoopas behave like blue Koopa Troopas and occasionally stand still and fire a horizontal laser beam out of their mouths. Can be enlarged and have wings, a parachute or a balloon applied to them.
Torpedo Ted 	Torpedo Teds swim straight forwards from one of the four cardinal directions and from the background. If given wings, they move faster.
Targeting Ted 	Targeting Teds swim straight forwards from one of the four cardinal directions and from the background, but home in on players. If given wings, they move faster.
Amp 	Make a single movement at a time upon noticing the player in an attempt to come into contact with them and electrocute them. Can be enlarged and have a parachute or a balloon applied to them.
Bully 	While they cannot damage players, Bullies can push them away, stunning them for a brief period of time. Bullies can also be knocked away themselves; once they reach an edge, players can hit them once more to knock them off. Can be enlarged and have wings, a parachute or a balloon applied to them. In the New Super Mario Bros. style, they are Snailicorns instead.
Whomp 	Whomps can be set to stand still or walk around. Once on the floor, the player can ground pound or spin jump on them to destroy them. They can also be used as platforms to cross harmful parts of the environment, like spikes, and collect items. Can be enlarged.
Maw-Ray 	Maw-Rays swim around in a predictable pattern trying to hit the player, and if they're placed in Semisolid Platforms, attack anything in their vicinity. They can be positioned either horizontally or vertically, enlarged and have wings, a parachute or a balloon applied to them.
Scaredy Rat 	Scaredy Rats are troublesome and run quite fast. When a player approaches, they stop scuttling and start jumping in place. When the player leaves, the Scaredy Rats continue scuttling. If one is stomped, all nearby Scaredy Rats will run in panic. Can be enlarged and have wings, a parachute or a balloon applied to them.
Ninji 	Ninjis stay in one spot, jumping up and down every so often. They can be set to either be picked up from above or defeated by being stomped. WIf given wings, after reaching height of jump, they will hover and jump again if there's a player nearby. Can be enlarged and have a parachute or a balloon applied to them.
Scuttlebug 	Scuttlebugs can be set to either repeatedly move up and down, or ceaselessly drop down from the top of the stage in pairs of two, detach from their webs, drop onto the ground and give chase. Can be enlarged and have wings, a parachute or a balloon applied to them.
Waddlewing 	Waddlewings walk along a platform until they reach a ledge, where they jump off and glide forward. Can be made to hold items which are released upon being stomped. Can be enlarged and have a parachute or a balloon applied to them.
Cooligan 	Cooligans slide, damaging the player if they run into them, although they bounce off unhurt if wearing the Penguin Suit. It takes two jumps to defeat one; one jump knocks off a Cooligan's sunglasses first, slowing it down. They also fall down holes rather than hover over them. In this state, if rammed by another Cooligan, they defeat each other. If given wings, they retain their vertical height for a few seconds after falling off a platform. Can be enlarged and have a parachute or a balloon applied to them.
Blargg 	Blarggs make their appearance visible when their eyes emerge, before they dip back into the lava and lunge at the player. They can also be placed in poison, where they are purple. If they come in contact with water, however, they are defeated. Can be enlarged and have wings, a parachute or a balloon applied to them.
Bramball 	Bramballs move around a set path by flipping themselves around in a Slinky-style motion and planting their feet on flat surfaces. When they reach the end of a small piece of land or wall, they will flip the other way and continue moving. If given wings, they move much faster while stepping. Can be enlarged and have a parachute or a balloon applied to them.
Huckit Crab 	Huckit Crabs can be set throw either sand balls or rocks at players and can be set to either be stationary or move. If given wings, they float before throwing their projectile. Can be enlarged and have a parachute or a balloon applied to them.
Twister 	Twisters blow players and other elements up through the use of tornadoes. If given wings, will suck the players and other elements down. Can be enlarged and have a parachute or a balloon applied to them.
Foo 	Foos act like Twisters, but blow horizontally in the direction of the closest player instead of vertically. If given wings, will suck the players and other elements down. Can be enlarged and have a parachute or a balloon applied to them.
Ant Trooper 	Ant Troopers can walk on walls and ceilings, but cannot be defeated with a normal stomp, instead requiring a ground pound. Can be enlarged and have wings, a parachute or a balloon applied to them.
Horned Ant Trooper 	Horned Ant Troopers act like regular Ant Troopers, but have a spiked helmet on their head, hurting players that jump on it. Can be enlarged and have wings, a parachute or a balloon applied to them.
Skipsqueak 	Skipsqueaks march in place and jump into the air when players jump. Can be enlarged and have wings, a parachute or a balloon applied to them.
Spiny Skipsqueak 	Spiny Skipsqueaks have spines on their back that damage players upon contact. Can be enlarged and have wings, a parachute or a balloon applied to them.
Stingby 	Stingbies chase after players if they spot them, though they only move horizontally. Can be enlarged and have a parachute or a balloon applied to them.
Piranha Creeper 	Piranha Creepers move along a path set by the editor. When stomped on, they move back towards their original location, and are defeated upon reaching it. They can be set to move constantly or sleep.
Hop-Chop 	Hop-Chops chase after players, but can be jumped on like Trampolines to bounce higher. Can be enlarged and have wings, a parachute or a balloon applied to them.
Peepa 	Peepas constantly move around in a circular motion. Can be enlarged and have wings, a parachute or a balloon applied to them.
Draglet 	Draglets stay in one spot and will attack the player by shooting a single fireball at them. Draglets make a distinct sneezing sound before shooting a fireball, indicating that their attack is coming. Can be enlarged and have wings, a parachute or a balloon applied to them.
Biddybud 	Biddybuds appear in five different colors: red, blue, green, yellow, and pink. They can be set to appear in groups of two to five and walk in a set pattern, often circular. Can be enlarged and have wings, a parachute or a balloon applied to them.
Coin Coffer 	Coin Coffers can be set to hold items, holding ten coins by default, and attempt to run away from the player. Hitting them in any way causes them to drop the items, dazing or defeating them, while a ground pound causes them to spit out all of their items before being defeated. Can be enlarged and have wings, a parachute or a balloon applied to them.
Conkdor 	Conkdors can be set to stand still on a certain spot or walk about and slam their beak on the ground if a player is near. However, doing this leaves their neck and head exposed, and both can be jumped on to defeat them. Conkdors can also rotate, following the player. Their beaks can be used to break Rock Blocks as well. Can be enlarged and have wings, a parachute or a balloon applied to them.
Charvaargh 	Charvaarghs leap out from below and either the side or the foreground in an arching motion.
Crowber 	Crowbers hover over the player and often swoop down to attack them. They attack quickly, making it somewhat difficult for the player to defeat them. Can be enlarged.
===Bosses===
A new item known as the Boss Mushroom can be given to enemies in order to increase their HP (default number is 3 hits) and give them new properties. Bowser, Bowser Junior, their variants, Boom Boom, the Koopalings, Pom Pom, Reznor and Wart have this effect applied to them by default, so they can't be given the Mushroom, but can have their HP changed. Unlike most normal enemies, they can be given Mega Mushrooms.
Enemy 	Properties given
Goomba/Galoomba/Goombrat/Goombud/Tail Goomba/Cat Goomba 	Becomes Goomboss (his appearance and strategy depend on the Goomba type).
Koopa Troopa/Tail Koopa Troopa 	Walks on all fours, creeps towards the player, stands up and runs in their direction at lunges at them. If the player attacks it four times while on all fours or three times while on two legs, it will fall backwards and must be ground pounded on the stomach, after which it will recover, retreat into its shell, and begin pounding the ground.
Spiny 	Rolls in its shell, charging at the player until it gets dizzy and stops, whereupon the player must stomp on its exposed stomach.
Buzzy Beetle/Bony Beetle 	Charges at the player, but soon gets dizzy, allowing the player to jump on it.
Spike Top 	Works like the Buzzy Beetle, but flips upside down when dizzy and needs to be stomped on its stomach.
Blooper/Blooper Nanny 	Becomes Gooper Blooper (if it's a Blooper Nanny, he's accompanied by Bloopers).
Cheep Cheep/Spiny Cheep Cheep/Porcupuffer/Cheep-Chomp/Boss Bass 	Jumps out of the water on one side of the screen, bounces along the ground and exits from the other, allowing the player to stomp on it.
Piranha Plant/Fire Piranha Plant/Jumping Piranha Plant/Ink Piranha Plant 	Becomes Petey Piranha (his appearance and strategy depend on the Piranha Plant type).
Muncher/Nipper Plant 	Moves towards the player and periodically stops, allowing it to be hit.
Thwomp 	Is more mobile and charges at the player, occasionally falling and revealing its weak spot on the top.
Monty Mole 	Burrows in the ground and periodically pops out, allowing the player to attack it.
Rocky Wrench 	Burrows in the ground, throws wrenches and periodically pops out, allowing the player to attack it.
Hammer Bro/Boomerang Bro/Fire Bro/Ice Bro 	Throws big versions of its projectile and chases the player (his appearance and strategy depend on the Hammer Bro type).
Bullet Bill/Banzai Bill/Bull's-Eye Bill/Bull's-Eye Banzai/Torpedo Ted/Targeting Ted	Flies around the stage and occasionally goes up and down in the same spot, allowing the player to attack it.
Bill Blaster/Banzai Bill Cannon/Cannon/Bill Blaster Turret/Banzai Bill Turret 	Becomes a Tank that can be ridden by enemies and shoot Bullet Bills and Cannonballs.
Bull's-Eye Blaster/Bull's-Eye Banzai Bill Cannon/Red Cannon 	Becomes a red, fast Tank that can be ridden by enemies and shoot Bull's-Eye Bills and Red Cannonballs.
Torpedo Hasshadai 	Becomes a Submarine that can be ridden by enemies.
Search Hasshadai 	Becomes a red, fast Submarine that can be ridden by enemies.
Chain Chomp/Unchained Chomp/Fire Chomp 	Attacks by biting (Chain Chomp), rolling (Unchained Chomp) or spitting fire (Fire Chomp), but can be jumped on or attacked if it's dizzy.
Wiggler 	Runs back and forth, spitting flower seeds at the player. The player needs to avoid them and can only deal damage via jumping if they jump on the Wiggler's head (only projectiles or thrown items can damage the other segments).
Boo/Boo Buddies/Peepa 	Becomes King Boo (if it's Boo Buddies, he's accompanied by a set number of Boos, while for a Peepa, Peepas accompany him).
Lava Bubble 	Moves across a set path and can't be normally stomped, having to be defeated by projectiles or thrown items.
Bob-omb/Kab-omb 	Becomes King Bob-omb (his appearance and strategy depend on the Bob-omb type).
Dry Bones 	Does ground pounds and must be attacked by the player when it's idle.
Fish Bone 	Tracks down the player to attack them, but can have an item thrown at it.
Magikoopa 	Becomes Kamek.
Angry Sun 	Shoots out Fire Snakes at the player.
Lakitu/Fishin' Lakitu 	Can shoot lightning directly under itself, throws Spiny Eggs that bounce around erratically and swoops down from the sky to attack the player.
Pokey 	Pops out of the ground at different places, with the height of how far it protrudes ranging from 2 to 5 segments, including the head. The time it stays surfaced is dependent on its size: the longer the segments are exposed, the longer the Pokey stays surfaced. A boss Pokey also spits a projectile ball at the player.
Fuzzy 	Rolls or jumps around the stage, but thrown items damage it.
Shy Guy 	Quickly runs around the stage, holding a spear.
Snifit 	Acts identical to the Shy Guy, but can also shoot big Cannonballs.
Swoop 	Flies around the stage and often swoops down to the player's level, allowing them to damage it.
Spike 	Runs around and throws its projectiles everywhere, but often stops, allowing the player to attack it.
Rex 	Does a Ground Pound, creating an energy wave, shoots boulders at the player and charges at them.
Chargin' Chuck 	Uses all of the Chargin' Chuck's attack methods, throwing bombs as well, and relentlessly chases the player.
Broozer 	Spins around the area with his fists outward, attempting to punch the player, until he gets dizzy.
Dino Rhino/Dino Torch 	Charges at the player, attempts to stomp them and breathes big fireballs. Dino Rhino can also be accompanied by Dino Torches.
Eerie 	Flies around the stage, clones itself and tries to get the player.
Fire Snake 	Jumps and sneaks around erratically, spawning fireballs that try to hit the player.
Mecha-Koopa 	Walks erratically, flies around with its jets and breathes fire to try and catch the player off-guard.
Amp 	Rolls across the floor and periodically jumps, shooting electric sparks at the player.
Bully 	Charges at the player and shoots cannonballs at them, but can be forced in a Warp Pipe or pushed off a ledge.
Whomp 	Creates a shockwave that paralyzes the player for a brief moment when it hits the ground.
Maw-Ray 	Chases after the player and attempts to eat them, but thrown items can deal damage to it.
Scaredy Rat 	Scurries around and throws bombs at the player (a la Mouser), but occasionally stops to rest.
Ninji 	Bounces around in a very erratic manner, including spinning midair, getting stunned when it falls back to the ground.
Scuttlebug 	Spits poison at the player and tries to cobweb them, slowing them down, but often falls on the ground and gets stunned.
Waddlewing 	Flies after the player and throws acorns at them, but can be jumped on when clinging to a wall.
Cooligan 	Chases the player throughout the stage, jumping over pits.
Blargg/Charvaargh 	Occasionally jumps on the ground and tries to eat the player.
Bramball 	Climbs on the walls and lunges at the player.
Huckit Crab 	Throws rocks at the player in an erratic manner, often stopping.
Ant Trooper/Horned Ant Trooper 	Spits small boulders at the player and runs up walls and on the ceiling.
Skipsqueak/Spiny Skipsqueak 	Jumps across the stage, spitting bombs occasionally, until it gets tired.
Stingby 	Flies around the stage and attempts to sting the player, but occasionally gets its stinger stuck on a wall, allowing the player to attack it.
Piranha Creeper 	Lunges at the player to bite them and spits out flower seeds, but can be damaged if its tongue is hit.
Hop-Chop 	Attempts to jump on the player's head and chases them around.
Draglet 	Flies around the player and spits many fireballs at them.
Biddybud 	Rolls along the ground, following the player.
Conkdor 	Jumps and flies around the stage, homing in on a player. If the player gets out of the way, the Conkdor will get its head stuck on the ground and be able to be damaged.
Crowber 	Teleports around the stage, flaps its wings to create gusts of wind to blow the player off the stage and summons lightning and Grab Blocks when it appears.
===Gizmos===
The gizmos category is represented by a key icon and colored yellow.
Element 	Description
Burner 	Burners occasionally emit fire, but can also be used as platforms. Their direction and timing can be changed. They can also be set to be active when other burners are inactive, or to activate when triggered or based on an ON/OFF Switch.
Bill Blaster 	Bill Blasters fire Bullet Bills, but can also be set to fire a different element.
Bull's-Eye Blaster 	Bull's-Eye Blasters are red and fire Bull's-Eye Bills. If a different element is placed inside, it is fired at a greater distance.
Bill Blaster Turret 	Bill Blaster Turrets act like Bill Blasters, but turn automatically and their timing can be set. They can also be set to switch when triggered or with ON/OFF Blocks.
Banzai Bill Cannon 	Banzai Bill Cannons act like Bill Blasters, but fire Banzai Bills.
Bull's-Eye Banzai Bill Cannon	Bull's-Eye Banzai Bill Cannons act like Bull's-Eye Blasters fire Bull's-Eye Banzais.
Banzai Bill Turret 	Banzai Bill Turrets act like Banzai Bill Cannons, but turn automatically and their timing can be set. They can also be set to switch when triggered or with ON/OFF Blocks.
Torpedo Hasshadai 	Torpedo Hasshadai fire Torpedo Teds.
Search Torpedo Hasshadai 	Search Torpedo Hasshadai are red and fire Targeting Teds.
Cannon 	Cannons periodically fire cannonballs at a set direction. They can be placed on walls and ceilings and/or enlarged.
Red Cannon 	Cannonballs launched from Red Cannons travel approximately three times as fast. They can be enlarged.
Koopa Clown Car 	Aircraft that can be ridden indefinitely by players. Various elements can also be placed inside them, which causes them to pursue players as long as they are occupied.
Junior Clown Car 	Aircraft that can be ridden indefinitely by players. Various elements can also be placed inside them, which causes them to pursue players as long as they are occupied.
Fire Koopa Clown Car 	Fire Koopa Clown Cars have the ability to shoot fireballs from their mouths. If the player holds down the fire button, the resulting fireball becomes larger and more powerful.
Fire Junior Clown Car 	Fire Koopa Clown Cars have the ability to shoot fireballs from their mouths. If the player holds down the fire button, the resulting fireball becomes larger and more powerful.
Koopa Troopa Car 	Koopa Troopa Cars are driven by Beach Koopas; after they are defeated, players can drive the cars themselves. They can sustain multiple hits before they are destroyed completely. Other enemies can be placed in it to have it drive on its own.
Icicle 	Icicles damage players if they are touched from underneath, though they can be stood on from above. The light blue ones with a red arrow fall once the player stands beneath it, while the darker blue ones remain stationary.
Key 	A key is required to open Key Doors or locked Warp Boxes. It also appears after collecting every Pink Coin in the area or defeating enemies that have been given one.
Warp Door 	Warp Doors transport players to a different location in the same area. They appear in pairs when first placed on the level.
P Warp Door 	An alternate form of the Warp Door. P Warp Doors are invisible by default and only appear while a P Switch is in effect.
Key Door 	An alternate form of the Warp Door. A Key Door requires a key to unlock, after which it becomes accessible anytime.
Warp Box 	Warp Boxes transport players from one location to another upon contact. Unlike Warp Doors, Warp Boxes disappear once entered.
Warp Box (With Key) 	These Warp Boxes require a key to unlock.
P Switch 	Temporarily transforms Coins into Brick Blocks and vice versa when activated, and also reveals P Warp Doors. P Switches can be also attached to ceilings.
P Block 	An unbreakable block that can be set to be invisible or solid. When a P Switch is hit, the P Blocks switch states
? Switch 	Causes a customizable weird effect for a set time when activated. Like P Switches, ? Switches can be attached to ceilings.
POW Block 	When hit, a POW Block defeats all on-screen enemies that are on the ground. POW Blocks can also be carried and thrown. Can have wings applied to them.
Red POW Block 	When hit, Red POW Blocks destroy all Brick Blocks surrounding them and defeat all on-screen enemies. Unlike normal POW Blocks, they can be set to either be picked up or stationary.
Trampoline 	Trampolines are used to bounce up to higher locations similar to Note Blocks, though they can be carried and have their own gravity unlike Note Blocks. They can be placed sideways, in which case they cannot be grabbed and simply bounce objects away.
Vine 	Vines can be climbed by players. They can be placed as is on the level, or placed inside a block and grow when a player hits it. They can also be set to swing back and forth
Ladder 	Ladders are similar to Vines, but can be moved by the players.
Rope 	Ropes can be either horizontal or vertical: the player can usually grab on a rope, the horizontal ones allow them to climb across while the latter ones allow them to climb up and down.
Fence 	Fences can be used by the player to go around traps like Lava. They can also be set to flip to the other side after the player punches a square panel. Certain enemies can be placed on Fences and become capable of climbing around both sides of the fence.
Arrow Sign 	Arrow Signs are used to point players towards one of eight directions.
Checkpoint Flag 	If a player passes a Checkpoint Flag, they can restart from that point if they lose a life. Its orientation can be changed, and only one can be placed in an area. If a power-up is dragged onto a Checkpoint Flag, it can be set to grant that power-up's effect.
Lift 	Lifts/Cloud Lifts are platforms that move back and forth in a horizontal or vertical direction, depending on the editor's setting. Their lengths can also be changed and Lifts can have wings applied to them, while Cloud Lifts don't have this ability.
Cloud Lift 	Lifts/Cloud Lifts are platforms that move back and forth in a horizontal or vertical direction, depending on the editor's setting. Their lengths can also be changed and Lifts can have wings applied to them, while Cloud Lifts don't have this ability.
Flimsy Lift 	Flimsy Lifts fall as soon as a player stands on them. If given wings, they'll fall slower. If put on tracks, they'll move when the player stands on them.
Lava Lift 	Lava Lifts move towards the right when a player stands on them, eventually sinking after a period of time.
Fast Lava Lift 	Fast Lava Lifts move approximately three times as fast and are colored blue.
Seesaw 	Seesaws teeter to one side when a player or element stands on the opposite side. Their lengths can be changed.
Grinder 	Circular saws that serve as hazards. Any element can pass through them.
Chainsaw 	Chainsaws either move actoss a set path or remain stationary.
Bumper 	Bounces players away when they come into contact with them. They can also be bounced on from the top like a Trampoline. Other elements can pass through them.
Swinging Claw 	Players can use a Swinging Claw to swing to distant locations. Other elements can also be attached to them, which drop when a player is nearby.
Skewer 	A spiked pillar that suddenly extends, with the ability to break the first row of blocks in its way (if any), before retracting back to its idle state. Skewers can be placed horizontally or vertically.
Pillar 	Pillars move slowly for several seconds, revealing themselves, before suddenly smashing almost anything on their way. After several seconds later, Pillars move slowly back.
Bowser Statue 	Bowser Statues can be set to either be harmless background elements, shoot out a diagonal laser when the player approaches, shoot fireballs in a straight line or jump towards the player.
Barrel 	Barrels can be picked up and thrown, rolling continuously along the ground until they crash into a wall or a spiked ball. They can also defeat certain enemies or be pushed by others. They also float on water, lava, poison and quicksand and can be used as platforms. They can be set to hold elements, which drop out when they're destroyed. Can be given a parachute or balloon.
ON/OFF Switch 	Causes red Dotted-Line Blocks to appear and blue ones to disappear while "ON," and vice versa while "OFF." ON/OFF Switches can also be used to toggle tracks and Conveyor Belts.
Dotted-Line Block 	Red Dotted-Line Blocks become solid when an ON/OFF Switch is on, while blue ones become solid when off. Otherwise, they appear as non-solid, dotted outlines.
Snake Block 	Snake Blocks are mobile platforms that move along a set path when stepped on. Can be set to loop around or fall apart upon completing their path.
Fast Snake Block 	Fast Snake Blocks move approximately twice as fast and are colored blue.
Slow Snake Block 	Slow Snake Blocks move approximately half the speed of a normal Snake Block and are colored purple.
Fire Bar 	Fire Bars rotate indefinitely around a block and damage players if they make contact with one. Their starting position, length, and direction at which they move can be set by the editor.
One-Way Wall 	Walls that players can pass through via a certain direction but not the opposite direction. Their direction can be changed.
Flipper 	When these gates come in contact with a player or element, they move to allow movement from only the set direction and return once the element has moved past.
Conveyor Belt 	Long platforms that move players and any elements on it at a set direction. In addition to being able to set their direction and length, they can also be placed diagonally, and can be set to change directions with ON/OFF Switches.
Fast Conveyor Belt 	Fast Conveyor Belts move approximately twice as fast as a normal Conveyor Belt.
Slow Conveyor Belt 	Slow Conveyor Belts move approximately half the speed of a normal Conveyor Belt.
Track 	Various elements can be attached to tracks, which makes them follow their path. Tracks can also be set with ON/OFF Switches to toggle between different paths.
Roto-disc 	Roto-discs are shining discs that spin around an orb or block. They can be set to appear in pairs known as Duo-Roto-Discs. If given wings, they move faster.
Bubble 	Bubbles float in a set pattern and can hold elements, but will pop if in contact with a player.
Crate 	Crates can be destroyed with a ground-pound or carried around by players. They also float on water, lava, poison and quicksand and can be used as platforms. They can be set to hold elements, which drop out when they're destroyed.
! Block 	A block that creates another block next to the last each time it is hit. The path in which the blocks form can be set.
Blinking Block 	Red and blue blocks that alternate appearing and disappearing in sync with the music of the stage.
Track Block 	A block that slowly moves along a set path. Red Track Blocks move constantly, while blue ones move only after a player steps on it.
Tree 	Trees can be climbed similar to Vines, and can also hold items that release when a player reaches the top. They can also be used as decoration or platforms.
Mushroom Trampoline 	Bouncy mushrooms that allow players to reach higher locations. Orange Mushroom Trampolines move back and forth in a set direction, while blue ones are stationary. Can be set to have stalks like in New Super Mario Bros. or not.
ON/OFF Trampoline 	ON/OFF Trampolines work like Mushroom Trampolines, but can be activated and deactivated by hitting an ON/OFF Switch.
Scale Lift 	Two platforms connected to one another with a wire; when a player stands on one platform, it will move down and the other will move up, until the wire breaks and both fall. Can have wings attached to it.
Spin Block 	When stepping on a Spin Block, the player starts spinning and jumps high into the air, then glides back down slowly. Pressing down while in the air causes the player to perform the Drill Spin, which causes them to drop more quickly and gives the ability to destroy Brick Blocks in a row.
Rebound Platform 	Rebound Platforms allow players to hit them from underneath and attack any enemies standing above them.
Bolt Lift 	Players must jump on and off of the Bolt Lift to cause it to move forward along a track or across liquid.
Stump 	Releases an item when pounded into the ground. Can be set to multiple levels, affecting how many times it must be pounded.
Dash Block 	A rectangular block that functions identically to Dash Panels; when stepped on, the player gains a large burst of speed.
===Liquids===
The liquid category is represented with a boat icon and colored aquamarine.
Element 	Description
Water 	Water can be placed in all styles minus the underwater one. Players can swim in it and it can be set to either make other elements float or sink. Its span, movement, movement speed, rising/falling and rising/falling speed can be set and slopes and geysers can be added.
Lava 	Lava acts as a hazard that makes the player lose a life on contact, and other elements also sink in lava. Its span, movement, movement speed, rising/falling and rising/falling speed can be set and slopes and geysers can be added.
Poison 	Poison is a hazard that makes the player lose a life on contact, but its effects on other elements can be set by the player. Its span, movement, movement speed, rising/falling and rising/falling speed can also be set and slopes and geysers can be added.
Quicksand	Quicksand makes the player sink into it, making moving and jumping more difficult, though continuously sinking causes the player to fall into a pit. However, players can use the quicksand to access secret areas. Its span and effect on other elements can be set.
===Sound effects===
====Feelings====
Name 	Description
Shock 	A man or woman shouting in pain. The screen blurs for a split second. Its icon is of Soundfrog's face screaming.
Scream 	A man or woman moaning in pain. The screen blurs for a split second. Its icon is of Soundfrog's face yelling.
Laughter 	Sounds of mischievous laughter. Red, blue, and yellow mouths appear where the sound effect was played. Its icon is a mouth laughing.
Guffaw 	Sounds of laughter from an audience. Several red, blue, and yellow mouths appear at the bottom. Its icon is a row of three mouths laughing.
Booo! 	A childish voice blowing a raspberry. Some saliva is spewed from the center of the screen like a sprinkler. Its icon is of Soundfrog's face pouting.
Cheer 	A crowd cheering. Confetti and sparkles appear where the sound effect was played. Its icon is a blowhorn.
Baby 	The baby sound effect from Mario Paint. The same face from the icon appears where the sound effect was played. Its icon is a baby face.
Party Popper	Celebratory sparkles and bright screen accompanied by bursts of confetti from the sides of the screen. Its icon is a party popper.
Applause 	An audience clapping. Confetti appears where the sound effect was played. Its icon is a pair of hands clapping.
Near Miss 	A sound effect consisting of a heavenly choir and some sci-fi sound effects. A faced black sun/black hole entity swoops across the screen. Its icon is a black spinner on top of a white spinner.
====Stingers====
Name 	Description
Clatter 	A crashing sound. Rocks and occasionally the landslide warning sign in the sound effect's icon can be seen falling from the top of the screen. Its icon is a warning sign with rocks falling.
Drama! 	A brief fanfare resembling a disastrous event. The screen darkens for a second with white streaks appearing around the border. Its icon is flaming rocks falling.
Kick 	A man shouting "Ow!" in a high-pitched voice. Two stars appear where the sound effect was played. Its icon is a shoe.
Jump 	A man shouting "Whoo!" in a high-pitched voice. Three stars and a rainbow appear where the sound effect was played. Its icon is a shoe lifted up by a spring.
Honk Honk 	The clown horn noise from Mario Paint. Accompanied by a ring of flowers. Its icon is a car.
Punch 	A punching noise. A cat's paw can be seen "punching" the location the sound effect was played. Its icon is a boxing glove.
Oink 	An oinking sound effect that also causes the pig stamp from Mario Paint to pop up from wherever it was triggered. Its icon is a pig.
Kuh-thunk! 	A taiko drum sound. Several white streaks appear from the edges of the screen (much like the Drama sound effect). Its icon is also a taiko drum.
Beep! 	Causes the screen's picture to break up slightly as a 8-bit-esque sound plays. Its icon is a television.
Ninja Attack!	An effect based on The Mysterious Murasame Castle in which Takamaru's and enemy ninjas' sprites from said game move through the screen while a sped-up version of the game's main theme replaces the level music. Its icon is a shuriken.
Zap! 	A manga-style visual composed of white flares linked by electric discharges, accompanied by a piano tune.
====Reactions====
Name 	Description
Ding Dong	A doorbell noise. A light bulb icon appears where the sound effect was played. Its icon is a lightbulb.
Bzzzt! 	An error buzzer sound effect. A scribble icon appears where the sound effect was played. Its icon is a vertical spiral.
Glory 	A heavenly musical effect with church bells. A beam of light shines down from above where the sound effect was played, which temporarily lights up the entire screen when triggered in a nighttime underwater or Ghost House course. Its icon is an otafuku mask.
Doom 	An eerie piano musical effect. The screen darkens for a few seconds with ominous purple fog. Its icon is a hannya mask.
Yeah! 	A sound effect of children shouting "Yay!" Several music notes appear where the sound effect was played. Its icon is an eighth note.
Aww... 	A sound effect of a group of children groaning. Several dark colored spirals appear where the sound effect was played. Its icon is a spiral.
====Animations====
Name 	Description
Fireworks 	Produces a single firework that rises up a short distance from where the sound effect was played and explodes, it also produces light in nighttime Ghost House and underwater courses. Its icon is a fireworks explosion.
Audience 	A cymbal crash followed by an audience consisting of Mario characters cheering. Its icon is a disco ball.
Scatting 	A woman vocalizing to music. The screen turns pink and white flowers appear. Its icon is a woman holding a microphone.
Spark 	The sound of a firework being lit. Some stars shoot from where the sound effect was played. Its icon is a series of shooting stars.
Traditional 	A Japanese-styled tune. Some confetti appears as well as paper lanterns that bounce on the upper part of the screen. Its icon is a lantern with a cherry blossom.
Electric Guitar	A small tune made with an electric guitar, with a "boom" visual. Its icon is an electric guitar.
Twisty Turny 	A record-scratching sound effect. The sound effects are muffled and the music is distorted. Its icon is a squid.
Woozy 	Another record-scratching sound effect. The screen, sound effects and music get distorted for a short period of time. in a similar fashion to the "dizzy" sound effect from the first game. Its icon is an octopus.
Flash 	A quick burst of light. Represented by sunglasses.
====Music====
Name 	Description
Peaceful 	A chime, followed by the sound of a water drop which also appears on the screen. Peaceful sound effects replace the level music. Its icon is a series of water ripples.
Horror 	A sinister flash, after which the screen becomes darker while sinister sound effects replace the level music. Its icon is a skull.
Bonus Music	Plays bonus area music, which changes depending on the course's style. In the Super Mario Bros. theme, the Name Entry theme from VS. Super Mario Bros. plays. In the Super Mario Bros. 2 style, it plays the Subspace theme. In the Super Mario Bros. 3 style, it plays the Coin Heaven theme. In the Super Mario World theme, it plays the Switch Palace theme. In the Super Mario Land 2 theme, it plays the Bonus Change theme. In the New Super Mario Bros. and New Super Mario Bros. U themes, it plays the Coin Heaven theme. In the Super Mario 3D World style, "Slot Machine," the Lucky House theme (which in turn is an arrangement of the character select theme from Yume Kōjō: Doki Doki Panic and Super Mario Bros. 2) plays. Its icon is a Toad.
Heartbeat 	Heartbeat noises. Its icon is a blue heart.
Silence 	Mutes the game's music. Its icon is Undodog with a surgical mask.
Mini-Boss 	Plays miniboss music, which changes depending on the theme. The Super Mario Bros., Super Mario Bros. 2, Super Mario World and Super Mario Land 2 themes play an original track. The Super Mario Bros. 3 theme plays the Hammer Bro. battle theme. The New Super Mario Bros. theme plays the Bowser Jr. boss theme. The New Super Mario Bros. U and Super Mario 3D World themes play Boom Boom's boss theme. Its icon is Kamek's emblem.
Boss Music 	Plays boss music, which changes depending on the theme. The Super Mario Bros. style plays the boss theme from the Super Mario All-Stars version of the game (the original has an 8-bit version of it). The Super Mario Bros. 2, Super Mario Land 2 and New Super Mario Bros. themes play their respective boss themes. The Super Mario Bros. 3, Super Mario World and New Super Mario Bros. U themes play the respective Koopalings' boss theme from said games. Super Mario 3D World courses play "Motley Bossblob", a recurring boss theme from the same game. Its icon is Bowser Jr.'s emblem.
Final Boss 	Plays final boss music, which changes depending on the theme. Super Mario Bros. courses play the final boss theme from the Super Mario All-Stars version of the game (the original has an 8-bit version of it); Super Mario Bros. 2, Super Mario Bros. 3, Super Mario Worldand New Super Mario Bros. courses play their respective final boss theme; Super Mario Land 2 courses play the third phase of the final boss theme; New Super Mario Bros. U courses play the second phase of the final boss theme; and Super Mario 3D World courses play "The Great Tower Showdown 1," the first part of Meowser's boss theme from the same game. Its icon is Bowser's emblem.
====Game music====
In addition to the music from the available game styles, music from other games can be chosen too, and most of the tracks must be unlocked by using all the other sound effects at least once. Each track can be set to either be in 8-bit, 16-bit, Super Mario 64-esque synths, a modern version, a music box version, and/or the original.
Game 	Available music tracks
Super Mario Land 	Overworld - Coin Room - Easton Kingdom - Muda Kingdom - Chai Kingdom - Marina Pop, Sky Pop! - Boss Battle
Super Mario 3D Land 	Overworld Theme (available from the start) - Athletic Theme - Snow Mountain - Desert Theme - Beach Theme - Underwater Theme - Attack Theme - Clock Tower - Ghost House - Castle Theme - Beat Blocks - Final Bowser Battle
Captain Toad: Treasure Tracker 	Plucky Pass Beginnings - Walleye Tumble Temple - Touchstone Trouble - Spinwheel Library - Mine Cart Tunnel Throwdown - Bullet Bill Base - The King of Pyropuff Peak - Piranha Creeper Cove - Blizzard on the Star Express - Wingo's Watchtower - Wingo Finale - Mine Car Sunset Rundown - Sinister Street Signs - Sliding Slab Shuffle - Battle Tower Blitz - Beep Block Sky Plaza - Secret of the Golden Realm - Razzle Dazzle Slider - Trick Track Hall - Magma Road Marathon - Mummy-Me Maze
Super Mario 64 	Inside the Castle Walls (available from the start) - Bob-Omb Battlefield (available from the start) - Stage Boss - Slide (available from the start) - Snow Mountain - Dire, Dire Docks - Lethal Lava Land - Haunted House - Cave Dungeon - Koopa's Road - Bowser's Theme
Super Mario Sunshine 	Delfino Airstrip - Delfino Plaza (available from the start) - Paint Boss Battle - Bianco Hills - A Secret Course - Ricco Harbor - Into the Tunnels! - Gelato Beach - Sky & Sea - Pinna Park - Noki Bay - Deep Sea of Mare - Sirena Beach - Pianta Village - Corona Mountain - Final Bowser Battle
Super Mario Galaxy 	Comet Observatory (available from the start) - Gusty Garden Galaxy (available from the start) - To the Gateway - Good Egg Galaxy (available from the start) - Pipe Interior - Dino Piranha - Honeyhive Galaxy - King Kaliente - Loopdeeloop Galaxy - Bowser Jr. - Megaleg - Space Junk Galaxy - Battlerock Galaxy - Space Athletic - Bowser's Star Reactor - Beach Bowl Galaxy - Ghostly Galaxy - Buoy Base Galaxy - Dusty Dune Galaxy - Melty Molten Galaxy - Bowser's Galaxy Reactor - Final Bowser Battle
Super Mario Galaxy 2 	Starship Mario (available from the start) - Sky Station Galaxy (available from the start) - Peewee Piranha - Yoshi Star Galaxy - Spin-Dig Galaxy - Digga-Leg - Puzzle Plank Galaxy - Wild Glide Galaxy - Cosmic Cove Galaxy - Freezy Flake Galaxy - Cloudy Court Galaxy - Megahammer - Chompworks Galaxy - Beat Block Galaxy - Starshine Beach Galaxy - Space Storm Galaxy - Shiverburn Galaxy - Slipsand Galaxy - Bowser Jr.'s Fort - Melty Monster Galaxy - Fleet Glide Galaxy - Bowser's Galaxy Generator - Final Bowser Battle
Super Mario Odyssey 	Jump Up, Super Star! - Bonneton - Fossil Falls - Tostarena Ruins - Tostarena Town - Steam Gardens - Lake Lamode - Forgotten Isle - New Donk City - Bubblaine - Shiveria - Mount Volbono - Bowser's Castle - Honeylune Ridge - Run, Jump, Throw! - Subterranean - Caves - Ice - Ruins - Race - Broodals Battle - Madame Broode Battle - Knucklotec Battle - Torkdrift Battle - Mechawiggler Battle - Molluseque-Lanceur Battle - Cookatiel Battle - Ruined Dragon Battle - Bowser Battle
Super Mario Kart 	Mario Circuit (available from the start) - Koopa Beach - Choco Island
Mario Kart 64 	Rainbow Road (available from the start) - Toad's Turnpike - Moo Moo Farm
Mario Kart: Double Dash!! 	Sherbet Land - Mushroom Bridge - Wario's Colosseum
Mario Kart DS 	Tick-Tock Clock - Airship Fortress - Desert Hills
Mario Kart Wii 	Maple Treeway - Daisy Circuit - Dry Dry Ruins
Mario Kart 7 	Piranha Plant Pipeway - Shy Guy Bazaar - Rosalina's Ice World
Mario Kart 8/Mario Kart 8 Deluxe 	Thwomp Ruins - Electrodrome - Super Bell Subway
The Legend of Zelda 	Overworld - Dungeon - Death Mountain
Zelda II: The Adventure of Link 	Temple - Town - Battle - Shadow Link
The Legend of Zelda: A Link to the Past	Hyrule Castle - Church - Overworld - Cave- Boss - Forest- Dark World - Dark Mountain Forest - Crystal - Battle With Ganon
The Legend of Zelda: Ocarina Of Time 	Fairy Flying - House - Kokiri Forest - Boss Battle - Legend of Hyrule - Horse Race - Ganondorf Battle
===Special Gimmicks===
Special Gimmicks can be set by players similarly to the Clear Conditions or enabled by ?-Switches.
Gimmick 	Effects
Reversed Levels	Turns the screen upside-down.
No Light 	Makes everything dark except for a short radius around players and certain other elements.
Storm 	Makes the background stormy.
Wind 	Causes wind to blow. Its direction, speed and effect on elements can be set by the player.
Slippery Ground	Turns all surfaces slippery.
Weird Behavior 	Various elements act in different ways than usual, that can be set by the player.
Light Gravity 	Causes light gravity to occur.
Earthquake 	Causes an earthquake.
Air Swimming 	The characters and/or elements act the same way as they do in the underwater theme.
===World Maker===
The World Maker allows players to create their own worlds and include their levels in them. The world's size can be customized by the player between an 7×4 and 28×16 grid, and it can be in any style that the player chooses.
====Themes====
All Themes have Night versions and various decoration customizations.
*Ground
*Underground
*Desert
*Beach
*Forest
*Snow
*Mountain (unlockable by unlocking the Mountain theme)
*Sky
*Volcano (unlockable by unlocking the Volcano theme)
*Space
====Placeable elements====
*Standard Course Dot
**Desert Course Dot
**Water Course Dot
**Forest Course Dot
**Snow Course Dot
*Secret Course Dot (unlocked by finding the second goal in a level)
*Enemy Course (most enemies and the Poison Mushroom can be put in one and roam around the map. If they run into the player, the player will be forced to battle a set group of them.)
*Fortress
*Ghost House
*Airship
*Castle (beating it automatically beats the world)
**Bowser's Castle (available only in the last world)
*Toad House (can be set to either give out 1-Up Mushrooms or power-ups and can have their color set to either red, green, yellow or blue)
**Match & Win! (identical to its Super Mario Maker 2 incarnation)
**Pop & Win! (identical to its Super Mario Maker 2 incarnation)
**Catch & Win! (identical to its Super Mario Maker 2 incarnation but the player can replace Weird Mario with another NPC)
**Select & Win! (the player has to select a ? Block from a rotating row of ? Blocks)
*Pipe Cannon/Cannon (lets the player move between worlds at will)
==Unlockable content==
Players can unlock elements by experimenting with elements in the Level Editor.
===Playable characters===
Character 	Unlocking method
Wario 	Place 500 Coins in a level.
Waluigi 	Place 500 50-Coins in a level.
Princess Peach	Complete Story Mode.
Princess Daisy	Place 25 Superball Flowers in a Desert level.
Rosalina 	Place 50 Super Stars in a Night level of any type.
Baby Mario 	Ride all Yoshi types as Mario.
Baby Luigi 	Ride all Yoshi types as Luigi.
===Styles===
Game 	Unlocking method
Super Mario All-Stars: Super Mario Bros. 	Rescue Peach in the Super Mario Bros. style.
Super Mario All-Stars: Super Mario Bros. 2 	Rescue a Sprixie Princess in the Super Mario Bros. 2 style.
Super Mario All-Stars: Super Mario Bros. 3 	Rescue a Mushroom King in the Super Mario Bros. 3 style.
Super Mario Land 2: 6 Golden Coins 	Unlock Wario.
Super Mario Land 2: 6 Golden Coins (colorized) 	Use the Super Carrot as Wario.
Super Mario Land 2: 6 Golden Coins (16-bit version)	Use the Super Carrot as Waluigi.
New Super Mario Bros. 	Unlock Toadsworth.
===Themes===
Theme 	Unlocking method
Beach 	Place water in a Desert level (after the Beach theme is unlocked, water can be placed in Desert levels normally).
Mountain	Form a mountain using Slopes and Ground.
Volcano 	Place lava in a Mountain level (after the Volcano theme is unlocked, lava can be placed in Mountain levels normally).
Fortress	Place a Fortress on the World Maker.
===Terrain===
Element 	Unlocking method
Mini Pipe 	Make a Warp Pipe spawn Mini Mushrooms.
Mega Pipe 	Make a Warp Pipe spawn Mega Mushrooms.
Pipe Cannon 	Make a Warp Pipe spawn a jumping enemy.
Clear Pipe 	Make a connecting Warp Pipe.
Spike Block 	Use a Spike Trap and ON/OFF Switch in the same level.
Moving Wall 	Make a wall of blocks on tracks.
Roulette Block 	Use all available power-ups in a level.
Message Block 	Place 10 Rotating Blocks in a level.
Triangular Block	Use 10 diagonal Warp Pipes in a level.
===Non-playable characters===
Character 	Unlocking method
Toadsworth 	Have all Toad types in a level and play it as Yellow Toad, Blue Toad or Toadette.
Mushroom Kings	Rescue an NPC in a Super Mario Bros. 3 Castle level.
Pianta 	Place a Toad in a Beach level (after Piantas are unlocked, Toads can be placed in Beach levels normally).
Noki 	Place 25 Piantas in a level.
Rabbit 	Use the Super Carrot in a level with Toads.
Penguin 	Place water in a Snow level.
===Rideable characters===
Character 	Unlocking method
Red Yoshi Egg 	Place any Yoshi Egg in a Red Warp Pipe.
Yellow Yoshi Egg 	Place any Yoshi Egg in a Yellow Warp Pipe.
Blue Yoshi Egg 	Place any Yoshi Egg in a Blue Warp Pipe.
Donkey Kong and Diddy Kong	Ride Yoshi in a Forest level.
Birdo 	Have all Yoshi types in a level.
Plessie 	Use all Yoshi and Birdo types underwater.
Dorrie 	Use Plessie to navigate poison.
Rambi 	Make 5 levels with Donkey Kong and Diddy Kong.
Dolphin 	Swim the water of a Beach level with a Blue Yoshi.
===Items===
Element 	Unlocking method
20-Coin 	Place 200 Coins or 2 10-Coins in a level.
50-Coin 	Place 500 Coins or 5 10-Coins in a level.
Red Coin Ring 	Place 8 Pink Coins in a level.
Super Hammer 	Complete Story Mode.
Superball Flower	Make a level featuring Princess Daisy in any way.
Gold Flower 	Place 15 Fire Flowers in a level.
Tanooki Suit 	Place 15 Super Leaves in a level.
Super Shell 	Have all Koopa Troopa types 5 times in a level.
Frog Suit 	Place 50 Springboards in a level.
Super Carrot 	Unlock Wario.
Super Acorn 	Use the Super Leaf or Tanooki Suit as Yellow Toad, Blue Toad or Toadette.
Hammer Suit 	Defeat 5 of any Hammer Bro. type with the Fire Flower in a level.
3-Up Moon 	Place at least 30 1-Up Mushrooms in a level.
Double Cherry 	Play a level with all the available characters.
Fruit 	Have any Yoshi and Donkey Kong and Diddy Kong together in a level.
P-Balloon 	Place 10 Cape Feathers in a level.
Turnip 	Place 25 throwable items in a level.
Stone 	Place 10 Grab Blocks in a level.
Master Sword 	Make a level and give it a "Puzzle" tag.
Star Rod 	Beat a Castle level as Toadette.
===Enemies===
Element 	Unlocking method
Goombud 	Drag a Galoomba onto a Goombrat or vice versa.
Yellow Koopa Troopa 	Defeat 50 Koopa Troopas as Yellow Toad.
Blue Koopa Troopa 	Defeat 50 Koopa Troopas as Blue Toad.
Bony Beetle 	Drag a Buzzy Beetle onto a Dry Bones or vice versa.
Yellow Cheep Cheep 	Place 10 Red Cheep Cheeps and 10 Green Cheep Cheeps in a level.
Spiny Cheep Cheep 	Place a Cheep Cheep and a Spiny in a Beach level.
Porcupuffer 	Place a Big Cheep Cheep and a Big Spiny in a Beach level.
Cheep-Chomp 	Place a Porcupuffer in a New Super Mario Bros. level (after the Cheep-Chomp is unlocked, Porcupuffers can be placed in New Super Mario Bros. levels normally).
Boss Bass 	Place a Porcupuffer in a Super Mario Bros. 3 level (after the Boss Bass is unlocked, Porcupuffers can be placed in Super Mario Bros. 3 levels normally).
Jumping Piranha Plant	Make a Piranha Plant jump with: a Buzzy Helmet, a Trampoline, a Note Block or a Music Block.
Ink Piranha Plant 	Drag a Piranha Plant onto a Blooper or vice versa.
Nipper Plant 	Make a Muncher jump with: a Buzzy Helmet, a Trampoline, a Note Block or a Music Block.
Fire Bro 	Defeat 20 Hammer Bros with a Fire Flower.
Ice Bro 	Defeat 20 Hammer Bros with an Ice Flower.
Fire Chomp 	Drag any fire-breathing enemy onto a Chain Chomp or vice versa.
Kab-omb 	Drag a Wiggler onto a Bob-omb or vice versa.
Dry Bowser 	Defeat Bowser with a Dry Bones Shell in the New Super Mario Bros. style.
Dry Bowser Jr. 	Defeat Bowser Jr. with a Dry Bones Shell in the New Super Mario Bros. style.
Pom Pom 	Defeat Boom Boom with a Boomerang Flower in the Super Mario 3D World style.
King Boo 	Defeat 50 Boos in a Ghost House theme level as Luigi.
Petey Piranha 	Defeat 100 Piranha Plants.
King Bob-omb 	Defeat 50 Bob-ombs in the Super Mario 3D World style.
Reznor 	Put four platforms with any fire-breathing enemy on a track.
Wart 	Defeat Bowser with Turnips in the Super Mario Bros. 2 game style.
Goomboss 	Place 50 Big Goombas in a level.
Gooper Blooper 	Defeat 50 Big Bloopers.
Moon 	Defeat the Angry Sun five times.
Fishin' Lakitu 	Give 5 Lakitus 1-Up Mushrooms.
Snifit 	Drag a Shy Guy onto a Cannon or vice versa.
Broozer 	Drag a Chargin' Chuck onto a Boo or vice versa.
Eerie 	Drag a Dino Torch onto a Boo or vice versa.
Fire Snake 	Defeat 10 Lava Bubbles with a Buzzy Shell.
Mecha-Koopa 	Defeat Bowser or Bowser Jr. in a Koopa Clown Car with Koopa shells.
Amp 	Put a Spike Trap on a track (after the Amp is unlocked, Spike Traps can be placed on tracks normally).
Bully 	Push away a horizontal Thwomp with a trampoline.
Whomp 	Defeat a Thwomp by placing a POW Block on it and ground pounding it.
Maw-Ray 	Place an angry Wiggler on an Underwater level (after the Maw-Ray is unlocked, angry Wigglers can be used in Underwater levels normally).
Scaredy Rat 	Place a Goomba in a New Super Mario Bros. U Ghost House level (after the Scaredy Rat is unlocked, Goombas can be placed in Ghost House levels normally).
Ninji 	Defeat a Paragoomba with a thrown item.
Scuttlebug 	Place a Wiggler on a vertical track (after the Scuttlebug is unlocked, Wigglers can be placed in tracks normally).
Waddlewing 	Beat 5 levels with the Super Acorn.
Cooligan 	Beat 5 levels with Penguin Suit.
Blargg 	Place a Reznor in a Volcano level (after the Blargg is unlocked, Reznor can be placed in Volcano levels normally).
Bramball 	Make Yoshi eat 5 Pokeys.
Huckit Crab 	Place a Spike in a Beach level (after the Huckit Crab is unlocked, Spikes can be used in Beach levels normally).
Foo 	Use 100 Twisters.
Horned Ant Trooper 	Stack a Spike Top and an Ant Trooper (after the Horned Ant Trooper is unlocked, they can be stacked normally).
Spiny Skipsqueak 	Drag a Spiny onto a Skipsqueak or vice versa.
Piranha Creeper 	Defeat Petey Piranha in a Castle level.
Hop-Chop 	Put a Trampoline in a Koopa Clown Car (after the Hop-Chop is unlocked, Trampolines can be put in Koopa Clown Cars normally).
Peepa 	Defeat King Boo in a Ghost House level.
Draglet 	Place a winged Dino Torch in a Castle stage (after the Draglet is unlocked, winged Dino Torches can be placed in Castle levels normally).
Coin Coffer 	Place an enemy that gives coins when defeated in a stage and defeat it.
Conkdor 	Drag a Crowber onto a Spiny or vice versa in a Desert level.
Charvaargh 	Place a Big Blargg in a Super Mario 3D World level (after the Charvaargh is unlocked, Big Blarggs can be placed in Super Mario 3D World levels normally).
Crowber 	Place a winged Cooligan in a Volcano level (after the Crowber is unlocked, winged Cooligans can be placed in Volcano levels normally).
===Gizmos===
Element 	Unlocking method
Bill Blaster Turret 	Stack 4 Bill Blasters (after the Bill Blaster Turret is unlocked, Bullet Blasters can be stacked normally).
Banzai Bill Turret 	Stack 4 Banzai Bill Cannons (after the Bill Blaster Turret is unlocked, Banzai Bill Cannons can be stacked normally).
Torpedo Hasshadai 	Place a Bill Blaster in an Underwater level (after the Torpedo Hasshadai is unlocked, Bill Blasters can be placed in Underwater levels normally).
Search Torpedo Hasshadai	Place a Bull's-Eye Blaster in an Underwater level (after the Search Torpedo Hasshadai is unlocked, Bull's-Eye Blasters can be placed in Underwater levels normally).
Torpedo Ted 	Place a Bullet Bill in an Underwater level (after the Torpedo Ted is unlocked, Bullet Bills can be placed in Underwater levels normally).
Targeting Ted 	Place a Bull's-Eye Bill in an Underwater level (after the Targeting Ted is unlocked, Bull's-Eye Bills can be placed in Underwater levels normally).
Warp Box (With Key) 	Drag a Key on a Warp Box.
Red POW Block 	Put a POW Block in a circle of Brick Blocks.
Ladder 	Place a Vine in an Underground level (after the Ladder is unlocked, Vines can be placed in Underground levels normally).
Rope 	Place a swinging Vine in a Castle ceiling (after the Rope is unlocked, swinging Vines can be placed in Castle ceilings normally).
Fence 	Cover a Semisolid Platform in Vines (after the Fence is unlocked, Semisolid Platforms can be covered in Vines normally).
Cloud Lift 	Cover a Lift in Cloud Blocks (after the Fence is unlocked, Lifts can be covered in Cloud Blocks normally).
Pillar 	Put 10 Skewers in a level.
Fast Snake Block 	Ride a Snake Block as Blue Toad.
Slow Snake Block 	Ride a Snake Block as Waluigi.
Flipper 	Place a One-Way Wall in an New Super Mario Bros. level (after the Flipper is unlocked, One-Way Walls can be placed in New Super Mario Bros. levels normally).
Fast Conveyor Belt 	Have a Conveyor Belt and a Fast Snake Block in the same level.
Slow Conveyor Belt 	Have a Conveyor Belt and a Slow Snake Block in the same level.
! Block 	Place an upwards Snake Block and hit it from underneath.
Blinking Block 	Use an ON/OFF Switch in sync with the theme's music.
Track Block 	Put Dotted Line Blocks on a Track (after the Track Block is unlocked, Dotted Line Blocks can be put on tracks normally).
Mushroom Trampoline 	Cover a Mushroom Platform's cap in Note Blocks (after the Mushroom Trampoline is unlocked, Mushroom Platforms' caps can be covered in Note Blocks normally).
Scale Lift 	Put two Platforms in detached Tracks, one pointing up and one pointing down (after the Scale Lift is unlocked, this can be done normally).
Spin Block 	Do a Spin or Spin Jump after or while jumping on a Note Block.
Rebound Platform 	Defeat an enemy standing on a Red POW Block by hitting it.
Bolt Lift 	Jump on and off of a Lava Lift while it's travelling.
Stump 	Make a Thwomp hit a Chain Chomp's stake.
Dash Panel 	Run while on a Lift.
===Liquids===
Element 	Unlocking method
Poison 	Place Water in a Forest level (after Poison is unlocked, Water can be placed in Forest levels normally).
Quicksand	Place Poison in a Desert level (after Quicksand is unlocked, Poison can be placed in Desert levels normally).
==Differences from previous games==
The following is a list of differences from the level styles' original games not present in the first two games.
===General/Multiple styles===
*The Item Storage can be set to be available for use.
*If the player loses a life in a form other than Small, they receive a new death sprite.
*The Goal Pole/Gate and Axe in Airship and Castle/Fortress stages can be removed, in which case the player needs to defeat the level boss (or collect their key if they given one) to complete the level.
** Goal Poles and Gates can also be placed outside a Ghost House as well as inside.
*Boo Buddies, Cheep Cheeps and Pokeys can now be stacked with other enemies, with the former having an extra Boo in the center if part of a stack.
*Enemies like Pokeys and the Angry Sun are more versatile.
*Since liquids can now be placed in a level regardless of theme, Castle and Forest levels don't have lava and water/poison by default anymore.
*Certain game styles allow the player to toggle the playable characters' abilities: for example, the Super Mario Bros. style allows to player to toggle whether items can be carriable or not; all game styles before New Super Mario Bros. allow a toggle of the ability to ground pound, while all game styles before Super Mario World allow a toggle of the spin jumping ability.
*Thanks to timer events, the player can now add fireworks to a level's completion if it's done in a certain time.
*Connected Warp Pipes now work like Clear Pipes.
*One-Way Walls can be hidden behind pipes.
*Objects can be placed in front of the Arrow Sign at the start of a course.
*The player has the ability to create more than two sub-areas.
*Night levels use the normal level music by default and are only aesthetic, with their gimmicks being moved to their own category.
*When in a Koopa Clown Car, Bowser and Bowser Jr. will throw Mecha-Koopas instead of Bob-ombs and Koopa shells respectively. Boom Boom doesn't fall out of the Koopa Clown Car when receiving damage either.
** The Clown Car now reacts when Bowser and Boom Boom receive damage if they're inside.
*The Fire Flower can now be set to make enemies defeated by a Fire player drop coins on defeat.
*Boo Buddies have different facial expressions.
*More than one goals can be put in a stage. Finding the second unlocks a secret level.
*Luigi has new sprites in the Super Mario Bros. and Super Mario Bros. 3 styles, and uses his Super Mario Advance 2 sprite (edited in some areas) in Super Mario World.
*Like P Switches, ? Switches can be carried.
*Underwater areas can be set to be either completely or partially underwater.
*Players can slide down Seesaws, while different-sized players/enemies weigh differently than they normally do.
*Players can interact with items other players are holding/wearing.
*Vines and Snake Blocks now carry players when they're on their top/side.
*Enemies now interact with Ice Blocks and Dash Blocks.
*The World Maker is easier to manage and more consistent with the Course Maker.
===Super Mario Bros.===
*Big Mushrooms are replaced by Mega Mushrooms.
*Since the Superball Flower is now available in all styles, Superball players don't take monochromatic shades of green anymore and the music stays the same.
*Link's bombs now interact with enemies.
===Super Mario Bros. 2===
*Underwater, Airship, Desert, Snow and Sky levels now feature their own original music composed by Koji Kondo instead of using the overworld theme. Ghost House and Castle themes have the underground theme replaced with new music as well.
*Jars are replaced by Warp Pipes.
===Super Mario Bros. 3===
*Desert and Forest levels now feature their own original music composed by Koji Kondo instead of using the overworld theme.
*Underground courses during day receive a brown palette of the tileset, with the original blue palette being used for the nighttime version.
===Super Mario World===
*Mountain, Volcano and Fortress levels now have new music based on the overworld theme arranged by Koji Kondo, unlike in the original game's levels they were based on that use the overworld, underground and castle music respectively.
*The Roulette Block has a clearer, translucent blue color.
*The Yoshis aren't given a ground-pounding or flying ability after eating a Yellow or Blue Koopa Troopa.
*Fuzzies and Ninjis have more detailed sprites. The former's original sprite is instead reused for the Super Mario Bros. style, albeit recolored.
*The Urchin's sprite is slightly changed.
*Koopa Troopas now have a sprite when turning from a side to another.
===Super Mario Land 2===
*Hearts are replaced by 1-Up Mushrooms.
===New Super Mario Bros.===
*Characters can now Spin Jump without the need of a Spin Block.
*If a Mega character ground pounds, they create a shockwave that hits nearby blocks and enemies.
*Mini characters can now hold items, duck and run up or down walls.
*Most bosses in the original game (excluding Bowser, Bowser Jr., Dry Bowser and Petey Piranha) are not available. Instead, enemies of their species given the Boss Power get their functions.
*Blue Shells aren't blue by default, having the playable character's color instead. As such, they're now named Super Shells.
===New Super Mario Bros. U===
*Fish Bones now collapse if they collide into each other.
*Bullet Bills collide with each other.
*Spin jumping near a flower can produce a coin.
*The 2D sprites are more versatile:
**Flowers and grass move when Mario touches them.
**Objects and enemies react to the music.
**Mario looks directly at any enemies or items whenever he's near them.
**The face on Lakitu's Cloud turns when flying, instead of facing the screen at all times.
*Banzai Bills rotate when they are travelling.
*Multiple players can now perform a Simultaneous Ground Pound.
*Baby Yoshis can use their abilities normally underwater.
*Propeller players can Wall Jump.
===Super Mario 3D World===
*Instead of the screen clearing when the style is set to Super Mario 3D World, the level stays the same.
*The invincible form uses the Super Mario 3D Worldsound effect that indicates that the effect is about to run out.
*Blinking Blocks are now smaller.
*Enemies travelling in Clear Connected Pipes can now take damage if they're attacked.
*Clear Pipes can have more colors. As such, they're called Connected Pipes instead.
Category:Super Mario Maker Games
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Category:Fan Games
Category:Mario (series)
Category:Mario Games
Category:Super Mario Maker (series)