Super Mario Maker 3 (Yamamura's version)

Super Mario Maker 3 is the successor to Super Mario Maker 2, and the third (fourth if counting Super Mario Maker for Nintendo 3DS) installment in the Super Mario Maker series. The game continues the formula of allowing the player to create courses using premade Mario assets.
Super Mario Maker 3 aims to give the player lots of options for how their course will work, as well as to feature some weirder items like what was featured in the original Super Mario Maker, in addition to bringing in more assets from other series.
==Changes from Super Mario Maker 2==
*Wario, Waluigi, Peach, and Daisy are now playable characters.
*Daily animations and title screen interactivity have been re-added.
*Courses can now extend both vertically and horizontally.
*Hitbox jank has been greatly reduced.
*Changing to an Extra Game Style no longer erases the entire course.
*Liquid levels can be placed in any Course theme.
*Courses can now have a set minimum and maximum number of players.
*Courses can now be have up to three sub-areas in addition to the main area.
*Warp Pipes can now both be in the same main area.
*As well, courses can be tagged to not appear in either Multiplayer Versus/Ranked, Multiplayer Co-Op, or Super Mario Challenge.
*Enemies can now be stacked in Super Mario 3D World.
*The Master Sword has been replaced with the Mystery Flower.
*The Weird Mushroom and Mystery Mushroom have returned.
*The Weird Mushroom, Big Mushroom, SMB2 Mushroom, and Superball Flower are no longer exclusive to the Super Mario Bros. style.
*The Super Leaf and Frog Suit are no longer exclusive to the Super Mario Bros. 3 style.
*The Cape Feather is no longer exclusive to the Super Mario World style.
*The Propeller Mushroom is no longer exclusive to the New Super Mario Bros. U style.
*The Super Bell, Boomerang Flower, Super Hammer, and wearables are no longer exclusive to Super Mario 3D World.
*Several Course Themes and their music tracks have been shuffled around.
*Night variations of courses no longer have to play their music box tracks.
*Super Mario World's new music tracks have been reworked to match Super Mario World's soundfont.
**The original versions can be purchased from the Shop.
*Original compositions has been added for Super Mario Bros. 3's Desert and Pipe (formerly Forest) themes.
*Due to the increased amount of colour-coded assets, there is now a Colourblind Mode which marks the various colour-coded assets with either shapes or card suits.
**This mode is automatically forced in courses in the Super Mario Land 2 style, as well as any course using the Silhouette effect.
*The Course Maker interface has been reworked:
**The recently-used items toolbar now has 14 slots, like Mario Maker's E3 demo.
**The scroll bar from Super Mario Maker has been readded, as well as a second one for the course's vertical position.
**The Water Level icon is now always present, and it can be used to either enable or disable liquids.
**The Redocat has been added, allowing the player to redo moves that were undone by the Undodog.
**Clicking the magnifying glass icon now opens a menu similar to the one used in the original Super Mario Maker, featuring rows for each type of course element. From here, the player can select one of the 12 most recently-used items in each category, or expand it to see all items in said category.
**In additon to Sound Effects, Soundfrog also has access to the Jukebox, which allows the player to change the music of a course or section.
**The hold-toggle Select, Copy, and Erase have been readded from Super Mario Maker
**Several changes have been made to make editing feel snappier and more entertaining, especially in docked mode:
***Using the + Control Pad to navigate the options now makes more sense, with the cursor now actually going to the option on the other side.
***The scrolling/sub-area menu is now only opened by going right from the play clapper or left from the Reset Rocket, instead of being opened almost every time.
***The + Control Pad or directional buttons are used exclusively to control the selection cursor in the interface, while the Control Stick is now used exclusively to control the cursor to place blocks.
****This does not apply if you're using a single Split-Con/Joy-Con, but you had it coming.
***Animations have been shortened.
***As an alternative to shaking, the player can press X while holding an item to change it to its alternate version.
***By default, the modification menu only has modifiers for Wings, Parachute, Balloon, Floatie, and Super Mushroom, with the alternate variants of a Course Part needing to be manually discovered by shaking/pressing X on, or giving Items to, each Course Part.
****However, this can be toggled off in the Settings menu, which will automatically fill in the modification menu.
==Intro and Title Screen==
===Intro Animations===
Day 	Animation
Monday 	Builder Mario enters a Pipe that rises from the bottom of the screen.
Tuesday 	Yoshi eats Builder Luigi.
Wednesday 	A Conveyor Belt appears, pushing Builder Toad offscreen.
Thursday 	A team of Paratroopas carry Builder Toadette away.
Friday 	Builder Wario chases after a winged Golden Mushroom
Saturday 	Builder Waluigi throws a Bob-Omb at his feet, disappearing into the smoke.
Sunday 	A mess of Terrain covers the screen. Mr. Eraser erases it, revealing the 6 builders. One Brick Block is revealed to actually be Partrick, who he chases offscreen.
Valentines Day (February 14) 	Builder Mario defeats Bowser and rescues Peach.
Mario Day (March 10) 	Builder Mario is carried away by Marios from different games.
April Fools (April 1st) 	Grand Dad hits Builder Mario with a club.
Easter 	A giant Yoshi Egg hatches into a rainbow of Yoshis.
Halloween (October 31st) 	A swarm of Boos surround Builder Luigi. When they dissipate, he is gone.
Christmas Eve (December 24th) 	Mario, Luigi, Toad, and Toadette crowd around a Christmas tree made of Semisolid Platforms, with a large amount of ? Blocks at its base
Christmas Day (December 25th) 	The ? Blocks from the previous day all open, revealing a random assortment of items.
New Years Eve (December 31st) 	Everyone stands near a reset rocket, while a countdown appears, counting down the time until the new year according to the system time. The player may press B to remain on the countdown.
New Years Day (January 1st) 	
The Reset Rocket takes off, exploding into a shower of fireworks. A banner appears, reading "Happy New Year!"
Mario's Anniversary (July 9th) 	Builder Mario is crushed by arcade Donkey Kong, who is chased offscreen by Jumpman, who is swinging a Hammer.
Super Mario Maker (September 11th)	The Sunday intro from Super Mario Maker plays. On all subsequent startups, one of the other 6 intro animations will play.
Super Mario Maker 2 (June 28th) 	The clip from the start of the Super Mario Maker 2 Direct plays. On all subsequent startups, a random startup animation from Super Mario Maker 2 will play, excluding the one with the Master Sword.
===Title Screen Letters===
Letter 	Effect
S 	Makes water rise from the bottom of the screen.
U 	Flips over, dropping a random Item.
P 	Mashes flat and turns blue, causing the effects of a P-Switch until it is tapped again.
E 	Activates a random Effect.
R 	Changes the course's background.
M 	Turns yellow and flips upside-down, changing the title to Super Wario Maker 3. Changes the player's character to Wario, unless they are already Wario, who is instead changed to Waluigi. The Wario Bros' laughs can be heard.
A 	Transforms into a Reset Rocket. Holding it for 3 seconds will change the current template course.
R 	Inverts the screen's colours and distorts the music.
I 	Adds the phrase "& Knuckles" to the end of the title.
O 	Grows a fuse and explodes, similar to in Mario Paint.
M 	The right half slides up, then back down, making the signature Nintendo Switch click sound when it lands.
A 	Transforms into a jukebox, and plays a random song from the Jukebox.
K 	Turns into a sideways Muncher.
E 	Changes the course's tileset.
R 	Drops a Bill Blaster containing a random Enemy or Item.
3 	Mario, Luigi, Toad, Toadette, Wario, Waluigi, and Peach all shout "Super Mario Maker 3!". This effect is also changed by the first M and the I, with everyone reading the modified title.
Tapping around 	May spawn random enemies or, rarely, bosses.
Dragging around	Creates magic, similar to Kamek's magic.
==Game Modes==
Super Mario Maker 3 offers a wide variety of ways to play.
Course Maker 	The main attraction, the Course Maker allows for you to make the Mario courses of your wildest dreams!
Course World 	Course World is where makers all over the globe share their creations!
Course World: Courses 	This is, of course, where you can find the courses that people have made. Play any course you like at your leisure.
Course World: Workshop 	Upload unfinished courses, or work on them yourself. Modified but still unfinished courses can then be reposted to be worked on by more people. Once finished, all contributors will receive credit.
Course World: Leaderboards 	View who's the top in one of the many leaderboards.
Course World: Super Mario Challenge	
Partake in one of several types of challenge:
*100-Up Challenge: The player has 100 lives to clear a set of courses.
*Endless Challenge: The player has a set amount of starting lives, and has to see how far they can get.
*Super Skip Challenge: Similar to the Endless Challenge, but the player has unlimited lives and limited skips. Finding Star Coins rewards the player with more Skips.
Course World: Network Play 	
Play through courses online! has the following options:
*Multiplayer Co-Op: Work with your teammates to clear the course! Unlimited lives are present, though running out of time sends you back to the start.
*Multiplayer Versus: Race against other players to see who can get to the goal first!
*Multiplayer Ranked: Multiplayer Versus, but with a ranking system!
Course World: Super Worlds 	Play through compilations of levels created by other people, each connected with their own world maps.
Course World: Official Courses 	Courses made or endorsed by Nintendo. Sometimes, one may even reward you with a Mystery Costume!
Course World: Ninji Speedruns 	Partake in official speedrun courses. Get a good time, and stars will orbit your Mii!
Course World: Makers 	Look up the various course makers. You can choose to follow them to see more of their courses, or block them to prevent them from playing your courses, or appearing in the same online match.
Story Mode: With Foes Like These...	The single-player campaign, follow Mario and his friends on their way to rebuild the levelled Toad Town and take back the stolen Course Parts from the legion of Mario villains!
==Course Elements==
===Game Styles===
	
The game that started it all, Super Mario Bros. is pretty barebones in terms of gameplay mechanics. Mario's only abilities here are running and jumping, although such simplicity may be useful, depending on what type of course you're making.
This Game Style has a Super Mario All-Stars variant.
	
Super Mario Bros. 3 is home to some of the mechanics that became Mario staples, such as carrying items. As well, several iconic Mario items and enemies originated here.
This Game Style has a Super Mario All-Stars variant.
	Mario's first foray into handheld gaming, Super Mario Land is a bit odd. Though Mario himself has roughly the same abilities as in Super Mario Bros., the wonky physics of the original game have been partially preserved. Objects might seem a bit big and pixelly in this style - that's normal, everything in Super Mario Land was half-size to cram it all onto a Game Boy screen.
This Game Style has a colour variant.
This Game Style was added as part of the Wonderful Expansion DLC pack.
	
A further expansion on the Mario formula, Super Mario World features mechanics such as the Spin Jump and the ability to kick held items directly upwards, the latter of which never really returned.
	
Basically a console Mario game on Game Boy, Super Mario Land 2 was the game that introduced the world to Wario. This Game Style plays similarly to Super Mario World, but without the upwards throw. As well, various locales from the original Super Mario Land make an appearance.
This Game Style has a colour variant.
This Game Style is unlocked by clearing World 2 of Story Mode.
	After a 14-year absence, New Super Mario Bros. brought the series back to its 2D platforming roots, with the addition of the Wall Jump. Triple Jump, and Ground Pound from the 3D games. It's notable for its low-poly model/sprite artstyle, which has its fans. As well, various items use versions that aren't used in New Super Mario Bros. U.
This Game Style is unlocked by clearing World 6 of Story Mode.
	
	The latest installment in the New Super Mario Bros. series, New Super Mario Bros. U brings back the Ground Pound, Triple Jump, and Wall Jump, as well as adding a mid-air twirl and Super Mario World's Spin Jump.
====Extra Game Styles====
Although Extra Game Styles do return, they are now reserved for games with notably different gameplay mechanics from the rest. As well, they don't require complete deletion of the course.
	
The first Extra Game Style, Mario Bros. is actually based on all of Mario's arcade outings. As well, to spice things up, the player has access to the additional mechanics from the Game Boy Advance version. In addition, various music tracks are taken from it, as well as the Donkey Kong Land trilogy, and new arcade arrangements of songs from the Mario Vs. Donkey Kong series.
This Game Style is unlocked by clearing World 9 of Story Mode..
	Super Mario Bros. 2 is definitely the middle ground between the Game Styles. Despite the player having a distinct small form, the style also features a unique health mechanic, where the player starts with two hearts and can get more using Mushrooms. Every item restores one health, so the only constant is that the player is small at one heart. In addition, the player can ride on certain enemies, carry them over their head, and perform a Charge Jump.
This game style has a Super Mario All-Stars variant.
	
Yoshi's Island features the player as a baby, riding their own Yoshi. Yoshi is able to perform a Flutter Jump, Ground Pound, and even turn enemies into eggs to then throw them. As well, health works by a system of "stars", where each star is one second between a Yoshi losing its baby and losing a life. The player automatically regenerates up to 10 Stars.
This Game Style is unlocked by clearing World 4 of Story Mode.
	
Despite being mechanically based on Super Paper Mario, the Paper Mario style borrows locales from every installment, from the original all the way through Origami King! In this style, Mario is able to Ground Pound and swing his mighty hammer. Health in this style works on a 10-point system, with some attacks being able to deal multiple points of damage. Courses in this style can be built either 2-dimensionally like the other Game Styles, or on two separate planes in isometric 3D.
	Super Mario Galaxy was Mario's first adventure on Wii. Here, the player can perform all manner of fancy maneuvers, including the all-new Star Spin! This Game Style features a 3 health system, with the player being able to temporarily double it with a Life Shroom. In addition, the player can build courses on two separate planes.
This Game Style was added as part of the Mario's Space Odyssey DLC pack.
	Super Mario 3D World is definitely the most standard of the Extra Game Styles, featuring the form mechanic of the main styles. Due to its nature as a 3D game, 3D World has several new abilities that are unavailable in the other Game Styles, such as a Long Jump and Spinning Jump, as well as Super Mario Bros. 2's Charge Jump. In addition, the player can build courses on two separate planes.
	
One of Mario's greatest adventures, Super Mario Odyssey is home to some of the most unique techniques, such as Mario being able to use Cappy to not only get an extra mid-air jump, but also Capture certain enemies to use their abilities. Some Captured enemies have enhanced properties relative to certain items. This creates an interesting trade-off, where the player can use more powerful versions of items, such as spamming fireballs as a Fire Bro., but in exchange, lose most of Mario's abilities. In this style, the player has 3 Health, which can be temporarily increased to 6 by finding a Life-Up Heart. Courses can be built on two planes.
	
The latest in Mario's travelogue, Super Mario Bros. Wonder returns Mario to the second dimension once more - with a fresh, nearly-handpainted art style to boot! This style plays similarly to New Super Mario Bros. U, but collect a Wonder Flower and things are bound to get crazy.
This Game Style was added as part of the Wonderful Expansion DLC pack.
====Crossover Styles====
Crossover Styles are unique in that they are paid DLC, and are based off a franchise other than Mario. Each Crossover Style borrows assets from multiple similar titles in the same franchise.
	What happens when you can't pick one NES game to add? Well, you just add ALL of them, of course! The NES Remix style adds content from some of your favourite NES titles - even a few you might not expect in a platformer! The physics in this style are a hybrid of those in the Super Mario Bros. 2 and Super Mario Bros. 3 styles.
This Game Style features content from at least the following titles: 
*Zelda II: The Adventure of Link
*Kid Icarus
*Balloon Fight
*Ice Climber
*Excitebike
*Pinball
*Kirby's Adventure
*Metroid
*Punch Out!!
*Wario's Woods
	
The lovable pink puffball, Kirby is here with an entire Game Style to call his own! In the Kirby style, all standard power-ups grant Copy Abilities, which extend their utility beyond what they normally do. Every Copy Ability also gives each character a unique hat!
This Game Style features content from the following titles:
*Kirby's Return To Dream Land Deluxe
* Kirby: Triple Deluxe
*Kirby Fighters Deluxe
*Kirby and the Rainbow Curse
*Kirby: Planet Robobot
*Kirby Star Allies
*Kirby and the Forgotten Land
	Even the blue blur has sunk his teeth into Super Mario Maker 3! The Sonic the Hedgehog style lets all players move considerably faster than in other styles, in addition to having a buffed roll move that can actually defeat enemies!
This Game Style features content from the following titles:
*Sonic the Hedgehog
*Sonic the Hedgehog 2
*Sonic CD
* Sonic the Hedgehog 3 & Knuckles
*Knuckles Chaotix
*Sonic Mania
* Sonic 3D Blast (music + theme inspiration)
* Sonic R (music + theme inspiration)
===Course Themes===
Each Course Theme has Sunset and Night versions of themselves, each with their own effects. As well the Underground theme can also be changed to sand, ice, volcanic, and sewer variants, while the Castle theme can be set to Water, Sky, and Final variants. As well, after completing Story Mode, the tileset and background can be set individually, as long as they're both from the same Game Style.
Ground 	Underground	Underwater	Desert 	Snow 	Forest
Sky 	Mountain 	Beach 	Volcano 	Ghost House	Shipwreck
Airship	Tower 	Castle 	Bonus 	Graveyard 	Factory
Tank 	Fall 	Spring 	Space 	Circus 	Painted
City 	Badlands 	Pipe 	Fortress	Casino 	Poison
Secret 	Glitch 	Techno 	Wastes 	Vaporwave 	Rainbow Road
Theme 	Super Mario Bros. 	Super Mario Bros. 3 	Super Mario Land 	Super Mario World 	Super Mario Land 2 	New Super Mario Bros. 	New Super Mario Bros. 2 	New Super Mario Bros. U 	Mario Bros. 	Super Mario Bros. 2 	Yoshi's Island 	Paper Mario 	Super Mario Galaxy 	Super Mario 3D World 	Super Mario Odyssey 	Super Mario Bros. Wonder 	Kirby 	Sonic The Hedgehog
Ground 	General overworld courses 	General overworld courses 	Title Screen 	Groovy 	Start 	General overworld courses 	World 1-1 	Acorn Plains courses 	Stage 1 (Donkey Kong Jr.) 	General overworld courses 	Make Eggs, Throw Eggs' background, Look Out Below!'s sky area	Overlook Mountain (Origami King) 	Good Egg Galaxy 	Super Bell Hill 	Fossil Falls 	Welcome to the Flower Kingdom! 	Cookie Country - Stage 1 (RTDL Deluxe) 	TBA
Underground 	General underground courses 	World 1-5 	World 3-2 	General underground courses 	Tree Zone 2 	General underground courses 	World 1-2 	General underground courses 	New 	World 5-2 	Cave of the Chomp Rock 	Floro Caverns (Super) 	Battle Belt Galaxy (Galaxy 2) 	Koopa Troopa Cave 	Cascade Kingdom's underground areas 	TBA 	Fine Fields - Stage 2 (Triple Deluxe) 	TBA
Underground (Desert) 	New 	World 2-Pyramid 	World 1-3 	Vanilla Dome 1 	World 1-3 (Super Mario Land)	Underground 2 (Unused) 	Coin Challenge Pack C's Second Course 	Perilous Pokey Cave 	Desert (Donkey Kong 94) 	World 6-2 	New 	Snifit Hideout (Color Splash) 	Dusty Dune Galaxy's pyramid 	Switchblack Ruins 	Inverted Pyramid 	The Desert Mystery's Wonder Effect 	Raisin Ruins 4 (RTDL Deluxe) 	TBA
Underground (Snow) 	New 	World 6-5 	New 	Donut Secret 2 	New 	New 	World 4-B 	Icicle Cavern 	New 	World 4-2's underground area	New 	Shaved Ice Cave (Sticker Star) 	Freezeflame Galaxy (ice) 	New 	Tostarena Underground Ruins 	Outmaway Valley's underground area 	Metro on Ice (Forgotten Land) 	TBA
Underground (Volcano)	New 	World 4-3 	New 	Vanilla Dome 3 	New 	World 8-6 	World 6-2 	Rising Tides of Lava 	New 	World 3-2 	Cave of the Bandits 	Fire Vellumental Cave (Origami King) 	Freezeflame Galaxy (fire) 	Lava-Rock Lair 	Mt. Volbono caves 	Dragon Boneyard 	Dangerous Dinner - Stage 2 (RTDL Deluxe) 	TBA
Underground (Sewers) 	New 	World 7-1, World 7-5 	New 	New 	New 	World 2-3 	New 	World 6-5 (NSMBW) 	Main game area 	New 	Naval Piranha's Castle 	Rogueport Sewers (TTYD) 	New 	Backstreet Bustle 	Underground Power Plant (sewers) 	New 	Fast-Flowing Waterworks (Forgotten Land) 	TBA
Underwater 	General underwater courses 	World 3-1 	World 2-3 	General underwater courses 	New 	General underwater courses 	General underwater courses 	Dragoneel's Undersea Grotto 	New 	New 	New 	The Tile Pool (Super) 	Cosmic Cove Galaxy (Galaxy 2) 	Pipeline Lagoon 	Lake Lamode 	Leaping Smackerel 	Planet Misteen (Star Allies) 	TBA
Desert 	New 	Desert Land's courses 	World 1-1 	New 	World 1-1 (Super Mario Land)	World 2's courses 	World 2-1 	Layer-Cake Desert's courses 	New 	World 2-1 	New 	Dry, Dry Desert (64) 	Dusty Dune Galaxy 	Conkdor Canyon 	Tostarena 	Armads on the Roll 	Raisin Ruins - Stage 1 (RTDL Deluxe) 	TBA
Snow 	New 	Ice Land's courses 	New 	Yoshi's Island 1's background, Awesome 	New 	World 5's Courses 	World 4-2 	Frosted Glacier's courses 	Iceberg (Donkey Kong 94) 	World 4-3 	Ride the Ski Lifts 	Fahr Outpost (TTYD) 	Freezy Flake Galaxy (Galaxy 2) 	Snowball Park 	Shiveria 	Pokipede Pass 	Old Odyssey - Stage 5 (Triple Deluxe) 	TBA
Forest 	New 	World 1-2 	New 	Forest of Illusion 1 	Tree Zone's courses 	World 4's courses 	World 3-4 	Soda Jungle's courses 	New 	World 5-3 	Welcome to Monkey World! 	Jade Jungle (64) 	Tall Trunk Galaxy (Galaxy 2) 	Deep Jungle Drift 	Steam Gardens 	The Anglefish Trial: Ready, Aim, Fly! 	Wild World - Stage 2 (Triple Deluxe) 	TBA
Forest (Overgrowth) 	New 	New 	New 	Outrageous 	New 	New 	New 	New 	New 	New 	Jungle Rhythm... 	New 	Wild Glide Galaxy (Galaxy 2) 	New 	Deep Woods 	Taily's Toxic Pond 	Point of Arrival (Forgotten Land) 	TBA
Sky 	World 1-3 	Sky Land's courses 	World 4-1 	Way Cool, Mondo’s bonus areas, Vanilla Secret 3 background	Pumpkin Zone Special Area 	World 7's courses 	World Flower-3, World 	Meringue Clouds' Courses 	New 	World 7-1 	Visit Koopa and Para-Koopa 	Overthere Stair (Super) 	Puzzle Plank Galaxy (Galaxy 2) 	Rolling Ride Run 	Nimbus Arena, Another World 	Pole Block Passage 	Fine Fields - Stage 1 (Triple Deluxe) 	TBA
Mountain 	New 	New 	World 3-1 	Yoshi's Island 3 	World 3-1 (Super Mario Land)	World 6's courses 	World 5-6 	Rock-Candy Mines' courses 	New 	World 4-2 	Scary Skeleton Goonies! 	Gap of Crag (Super) 	Boulder Bowl Galaxy (Galaxy 2) 	Clear Pipe Cruise 	Crumbleden 	Rolla Koopa Derby, Bulrush Coming Through!'s background	Old Odyssey - Stage 2 (Triple Deluxe) 	TBA
Beach 	New 	World 3-2 	World 2-1 	Yoshi's Island 3's background 	Turtle Zone 1 	World 3's courses 	World 3-1 	Sparkling Waters' courses 	New 	New 	The Goonie Coast is Not Clear! (DS) 	Bloo Bay Beach (Color Splash) 	Beach Bowl Galaxy 	Sunshine Seaside 	Bubblaine 	Robbird Cove 	Abandoned Beach (Forgotten Land) 	TBA
Beach (Haunted) 	New 	New 	New 	New 	New 	New 	World Star-3 	New 	New 	New 	New 	New 	New 	New 	New 	New 	Possibleu Dimension (RTDL Deluxe) 	TBA
Volcano 	New 	New 	New 	New, Chocolate Fortress' tileset 	New 	World 8's later courses 	World 6-1 	Peach's Castle's courses 	New 	New 	Beware the Spinning Logs 	Rugged Road (Sticker Star) 	Melty Molten Galaxy 	Fort Fire Bros. 	Mount Volbono 	Where the Rrrumbas Rule's tileset 	Dangerous Dinner - Stage 1 (RTDL Deluxe) 	TBA
Ghost House 	New 	New 	New 	Donut Ghost House 	Pumpkin Zone 4 	General ghost house courses 	General ghost house courses 	General ghost house courses 	New 	New 	Bigger Boo's Fort 	The Enigmansion (Sticker Star) 	Ghostly Galaxy 	Shifty Boo Mansion 	Top Hat Tower 	Light-Switch Mansion 	Lollipop Land - Stage 4 (Triple Deluxe) 	TBA
Shipwreck 	New 	New 	New 	Sunken Ghost Ship 	New 	New 	New 	Haunted Shipwreck 	New 	New 	New 	Pirate's Grotto (TTYD) 	Deep Dark Galaxy 	Spooky Seasick Wreck 	New 	New 	Egg Engines - Stage 4 (RTDL Deluxe) 	TBA
Airship 	New 	World 1-Airship, World 5-Airship 	World 4-3 	New 	New 	New 	World 5-A 	The Mighty Cannonship, Boarding the Airship	Airplane (Donkey Kong 94) 	New 	New 	Bowser Jr.'s Floatilla (Sticker Star) 	Bowser Jr.'s Airship Armada 	Airship courses (Super Mario 3D Land) 	Bowser's airship 	Flying Battleship courses 	Access Ark - Stage 6 (Planet Robobot) 	TBA
Airship (Inside) 	New 	Koopaling boss arenas 	New 	New 	New 	New 	New 	The Mighty Cannonship's indoor segment 	Stage 6-7 (Donkey Kong 94)	New 	New 	Bowser Jr.'s Floatilla's indoor segment (Sticker Star)	New? 	New? 	New 	Interior sub-areas of Flying Battleship courses 	Access Ark - Stage 1 (Planet Robobot) 	TBA
Tower 	New 	World 2-Fortress 	World 3-3 	Forest Fortress 	Pumpkin Zone 1 	General tower courses 	General tower courses 	Crushing-Cogs Tower 	Tower (Donkey Kong 94) 	World 1-3 	KEEP MOVING!! 	Koopa Bros.' Fortress (64) 	Bowser Jr.'s Fiery Floatilla (Galaxy 2) 	Bowser's Highway Showdown 	New Donk City Hall Interior 	Pull, Turn, Burn's Wonder Effect 	Nutty Noon - Stage 5 (RTDL Deluxe) 	TBA
Castle 	General castle courses 	World 1-Fortress, World 5-Fortress	World 1-3 	General castle and fortress courses 	Wario's Castle 	General castle courses 	General castle courses 	General castle courses 	New 	World 7-2 	Salvo the Slime's Castle 	Origami Castle (Origami King) 	Bowser's Star Reactor 	Bowser's Lava Lake Keep 	Moon Caves 	Palace courses 	Clash at Castle Dedede (Star Allies) 	TBA
Castle (Water) 	World 8-4's underwater section 	World 3's fortresses 	World 2-2 	Vanilla Secret Fort 	Turtle Zone 2 	New 	World Star-6 	Larry's Trigger-Happy Castle (Luigi U) 	New 	World 4-3's castle 	Prince Froggy's Fort 	New 	Buoy Base Galaxy 	Deepwater Dungeon 	New 	New 	Onion Ocean - Stage 4 (RTDL Deluxe) 	TBA
Castle (Ice) 	New 	New 	New 	New 	New 	New 	New 	Wendy's Shifting Castle 	New 	New 	Sluggy the Unshaven's Fort 	Crystal Palace 	TBA 	New 	New 	New 	The Battle of Blizzard Bridge (Forgotten Land) 	TBA
Castle (Sky) 	New 	World 5-Tower 	New 	New 	New 	New 	World 5-3 	Ludwig's Clockwork Castle 	New 	World 3-3 	Sluggy the Unshaven's boss arena 	The Glitz Pit (TTYD) 	TBA 	King Ka-Thunk's Castle 	Bowser's Castle 	New 	Royal Road - Stage 1 (Triple Deluxe) 	TBA
Castle (Final) 	General castle courses (The Lost Levels)	Bowser's Castle 	Tatanga's arena 	Front Door 	Wario's arena 	World 8-Castle 	Bowser's boss hallway 	Red-Hot Elevator Ride 	New 	Boss arenas 	Baby Bowser's final hallway 	Black Bowser's Castle (Color Splash) 	Bowser's Galaxy Reactor 	The Great Tower of Bowser Land 	Darker Side (Bowser's Kingdom) 	The Final Battle! Bowser's Rage Stage 	The Beast Pack's Final Stand (Forgotten Land) 	TBA
Bonus 	Super Player's (VS. Super Mario Bros.) 	Toad House 	Coin rooms 	Switch Palaces and general bonus areas 	Casino 	Secret areas 	Rainbow stages 	General bonus areas 	New 	Inside vase, Subspace 	Bonus Game 	Playroom (64), Flipside Casino music (Super) 	Bonus Game (Galaxy 2) 	Coin rooms 	Sky bonus areas 	Break Time! Wonder Token Tunes 	Challenge Stages (RTDL Deluxe) 	TBA
Graveyard 	World 6-3 	World 8-2 	New 	General ghost house endings 	Pumpkin Zone 2 	General ghost house endings 	World 6-4 	General ghost house endings 	New 	New 	New 	Forever Forest (64) 	Deep Dark Galaxy 	Peepa's Fog Bog 	Bonneton 	New 	Magolor Epilogue hub (RTDL Deluxe) 	TBA
Factory 	New 	Versus Mode 	New 	New 	Mario Zone 1 	New 	Mystery Adventures Pack's Third Course	New 	New 	New 	New 	X-Naut Base (TTYD) 	Chompworks Galaxy (Galaxy 2) 	Cosmic Cannon Cluster 	Underground Power Plant 	High-Voltage Gauntlet 	Egg Engines - Stage 2 (RTDL Deluxe) 	TBA
Tank 	New 	World 8-Tanks 	New 	New 	New 	World 6-Castle's arena 	New 	New 	New 	New 	New 	Shy Guy's Toybox (64) 	Toy Time Galaxy's Mecha Bowser 	Bowser's Bullet Bill Brigade 	New 	New 	Rhythm Route - Stage 5 (Planet Robobot) 	TBA
Fall 	New 	New 	New 	New 	New 	New 	World 1-3, but orange 	New 	New 	New 	Chomp Rock Zone 	Autumn Mountain (Origami King) 	Golden Leaf Galaxy 	Switchboard Falls 	New 	Bulrush Comin' Through!, Rolla Koopa Derby's background	Planet Earthfall (Star Allies) 	TBA
Spring 	New 	New 	New 	New 	New 	New 	World 4-1, but pink 	New 	New 	New 	Don't Look Back! 	Sammer's Kingdom (Super) 	New 	Double Cherry Pass 	New 	New, based on Shining Falls 	Lollipop Land - Stage 3 (Triple Deluxe) 	TBA
Space 	World 9-4 (The Lost Levels) 	World 8-2's underground area 	New 	New 	Space Zone 	New 	New 	New 	New 	New 	New 	Outer Space (Super) 	Space Junk Galaxy 	Champion's Road, Super Galaxy 	Honeylune Ridge 	Cosmic Hoppo's Wonder Effect 	Another Dimension (RTDL Deluxe & Star Allies) 	TBA
Circus 	New 	New 	New 	Beta Castle tileset 	New 	New 	New 	New 	New 	New 	New 	The Emerald Circus (Color Splash) 	New 	Switch Scramble Circus 	New 	New 	Welcome to Wondaria (Forgotten Land) 	TBA
Painted 	Mario Maker's E3 2014 demo 	New 	New 	Title Screen (P) (Mario Paint) 	New 	New 	New 	Painted Swampland 	New 	New 	Big Eggs, Little Eggs (Yoshi's New Island) 	Castle Bleck (Super) 	Noki Bay (Super Mario Sunshine) 	New 	Bob-Omb Battlefield/Bowser in the Sky (Night) (Super Mario 64)	New 	Wonder Space (Rainbow Curse) 	TBA
City 	Nintendo Arcade Series, Wrecking Crew 	New 	New 	New 	New 	New 	New 	City (Donkey Kong 94) 	New 	New 	New 	Flipside (Super) 	Grand Finale Galaxy 	New 	New Donk City 	New 	Resolution Road - Stage 1 (Planet Robobot) 	TBA
Badlands 	Overworld courses (The Lost Levels) 	World 8-1, World 2-Quicksand 	New 	Chocolate Island 5's background, Chocolate Island 2 	New 	World 8's earlier courses 	World 2-A 	New 	New 	New 	Windblown Wilderness (DS) 	Sweetpaper Valley (Origami King) 	Throwback Galaxy (Galaxy 2) 	Spike's Lost City 	New 	New 	Sacred Square (Star Allies) 	TBA
Pipe 	New 	World 7-Muncher 	New 	New 	New 	New 	New 	New 	New 	New 	New 	New 	New 	New 	New 	New 	Jambandra Base (Star Allies) 	TBA
Fortress 	World 8-3 	World 8-Super Tanks 	New 	#7 Larry's Castle's destruction 	Wario's Castle's entrance 	World 6-Castle's arena's background	World 6-B 	Red-Hot Elevator Ride's ending 	Canyon (Donkey Kong 94) 	New 	The Potted Ghost's Castle's outdoor areas 	New 	Bowser's Galaxy Generator 	The Bowser Express 	New 	Missile Meg Mayhem's Wonder Effect 	Gatehouse Road (Star Allies) 	TBA
Casino 	New 	New 	New 	New 	New 	Luigi's Casino 	New 	New 	New 	New 	The Potted Ghost's Castle's outdoor areas 	Pianta Parlor (TTYD) 	Starship Mario Dice Room (Galaxy 2) 	Slot Machine 	Slots 	New 	Resolution Road - Stage 4 (Planet Robobot) 	TBA
Poison 	New 	New 	New 	New 	New 	New 	Impossible Pack's Third Course 	Bramball Woods 	New 	New 	New 	Plum Park (Sticker Star) 	Bubble Breeze Galaxy 	New 	Forgotten Isle 	A Final Uncharted Area: Poison Ruins 	Searching the Oasis (Forgotten Land) 	TBA
Secret 	World 9-3 (The Lost Levels) 	End credits 	Super Game Boy's HUD	Star World 2's tileset 	New 	New 	Warp Cannon courses 	Follow that Shell!, Flying Squirrel Ovation	New 	Ending room 	Endless World of Yoshis (Super Mario Advance 3) 	Pit of 100 Trials (Super) 	Flip-Out Galaxy (Galaxy 2) 	Rainbow Run 	Mushroom Kingdom (Moving 2D Area) 	The Final-Final Test: Badge Marathon 	Treasure Roads (Forgotten Land) 	TBA
Glitch 	World -1 	World 4-5's unused end area 	New 	#2 Morton's Plains 	Game Boy RAM 	New 	New 	New 	New 	New 	New 	New 	New 	Vertical sub-area glitch (Super Mario Maker 2)	New 	New 	Access Ark - Stage 5 (Planet Robobot) 	TBA
Techno 	New 	New 	New 	New 	New 	New 	New 	New 	New 	New 	New 	New 	Twisty Trial Galaxy, Beat Block Galaxy (Galaxy 2)	Beep Block Skyway 	New 	KnuckleFest: Bowser's Blazing Beats 	Rhythm Route (Planet Robobot) 	TBA
Wastes 	New 	New 	World 4-2 	New 	New 	New 	New 	New 	New 	New 	New 	New 	New 	New 	New 	New 	Enter the Fiery Forbidden Lands (Forgotten Land)	TBA
Vaporwave 	New 	New 	New 	New 	New 	New 	New 	New 	New 	New 	New 	Shooting Star Summit (64) 	New? 	Puffprod Peaks 	New 	Upshroom Downshroom's Wonder Effect 	Royal Road - Stage 5 (Triple Deluxe) 	TBA
Rainbow Road 	SNES Rainbow Road 	GCN Rainbow Road 	GBA Rainbow Road 	SNES Rainbow Road 	3DS Rainbow Road 	DS Rainbow Road 	3DS Rainbow Road 	WII Rainbow Road 	GP Rainbow Coaster 	N64 Rainbow Road 	GBA Rainbow Road 	Rainbow Road (Color Splash) 	Rolling Coaster Galaxy (Galaxy 2) 	WII U Rainbow Road 	N64 Rainbow Road 	DS Rainbow Road 	Fountain of Dreams (Fighters Deluxe) 	TBA
====Extra Course Themes====
Extra Course Themes are alternate, style-exclusive versions of Course Themes that can be bought from the Shop in exchange for Star Coins.
Theme 	Game Style 	Course Theme 	Source
Staff Credits 	Super Mario Bros. 	Ground 	Staff Credits (Super Mario Maker 2)
The Lost Levels 	Super Mario Bros. 	Underground 	World 1-2 (Super Mario Bros.: The Lost Levels)
Special 	Super Mario Bros. 	Ground
Underground
Underwater
Castle 	World 1-1 (Super Mario Bros. Special)
World 1-2 (Super Mario Bros. Special)
World 2-2 (Super Mario Bros. Special)
World 1-4 (Super Mario Bros. Special)
Remix Snow 	Super Mario Bros. 	Snow 	Remix II Stage 7 (NES Remix 2)
Giant 	Super Mario Bros. 3 	Ground 	Giant Land's courses
Chocolate Fortress 	Super Mario World 	Tower 	Chocolate Fortress
Rice Beach 	Super Mario Land 2 	Beach 	Course No. 01 (Wario Land)
Train 	Super Mario Land 2 	Tank, Airship (Inside) 	Course No. 33 (Wario Land)
New Super Mario Bros. Wii Pack 1	New Super Mario Bros. U	Ground Underground Desert Sky Mountain 	Overworld courses (New Super Mario Bros. Wii) Underground courses (New Super Mario Bros. Wii) Desert courses (New Super Mario Bros. Wii) Athletic courses (New Super Mario Bros. Wii) World 6's courses (New Super Mario Bros. Wii)
New Super Mario Bros. Wii Pack 2	New Super Mario Bros. U	Underwater Beach Forest Snow Volcano 	Underwater courses (New Super Mario Bros. Wii) World 3's courses (New Super Mario Bros. Wii) World 5's courses (New Super Mario Bros. Wii) World 4's courses (New Super Mario Bros. Wii) World 8's courses (New Super Mario Bros. Wii)
New Super Mario Bros. Wii Pack 3	New Super Mario Bros. U	Underground Airship Ghost House Tower Castle	World 2-3 (New Super Mario Bros. Wii) World 4-Airship (New Super Mario Bros. Wii) Ghost House courses (New Super Mario Bros. Wii) Tower courses (New Super Mario Bros. Wii) Castle courses (New Super Mario Bros. Wii)
Desert Tower 	New Super Mario Bros. U	Tower 	Stoneslide Tower
Snow Tower 	New Super Mario Bros. U	Tower 	Freezing-Rain Tower
Mountain Tower 	New Super Mario Bros. U	Tower 	Rock-Candy Mines' towers
Savannah 	Super Mario 3D World 	Ground 	Sprawling Savannah
Captain Toad 	Super Mario 3D World 	Ground 	Captain Toad Goes Forth
Mario Kart 	Super Mario 3D World 	Ground 	Mount Must Dash
Shadow 	Super Mario 3D World 	Underground 	Shadow-Play Alley
Mines 	Super Mario 3D World 	Underground 	Fuzzy Time Mine PAL: Fuzzy Flood Mine
Bowser's Fury 	Super Mario 3D World 	Beach 	Scamper Shores (Bowser's Fury)
Cake 	Super Mario 3D World 	Sky 	Cakewalk Flip
Sweet 	Super Mario 3D World 	Sky 	Cookie Cogworks
Clockwork 	Super Mario 3D World 	Factory 	World 7-4 (Super Mario 3D Land)
Grassland 	Super Mario Odyssey 	Ground 	Mushroom Kingdom
===Tools===
The Tools are the options the player uses to create their course.
*Cursor: Just the regular cursor, used whenever the player isn't using any of the other tools.
* Partrick and Soundfrog: Tapping on them toggles whether the player is placing Course Parts or Sound Effects.
*Walter: Tapping on him lets the player enable or disable the liquid level, select what liquid the course is filled with, and how it moves.
*Cameraman, Parakeet, & Mr. Timer: Lets the player adjust certain settings of their course, such as whether the screen autoscrolls, where the screen stops, how much time the player has, the time of day of the current subarea, and the current background. If custom autoscroll is enabled, the player may modify the pattern. The player can now see a preview of how the screen will move.
*Clear Condition: The clear condition, or clear conditions, that the player must follow. They can be set to either make the goal tangible once they're fulfilled, or to clear the level automatically. Likewise, conditions that start fulfilled but can be failed can be set to either make the goal disappear or kill the player. Different Clear Conditions can be tied to the normal exit and Secret Exit, or to a Star Coin which is awarded at the end of the course a la Super Mario Maker for Nintendo 3DS.
*Coursebot: Tapping it will open a menu where the player can either save the current course, change its thumbnail, resave it under a different slot, load a different course, or create a completely blank course with a random Game Style and Course Theme.
*Mr. Eraser: Toggles eraser mode, where the player can erase Course Parts. Tapping and holding Mr. Eraser will open his submenu, where the player can select which Course Parts can be erased. His hotkey is L.
*Eidia: The first new addition to the cast. Toggles eye-dropper mode, where the player can tap on any Course Part to select it and place duplicates of it with its exact properties. Their hotkey is L + ZL.
*Clippord: The selection and copy tools, now personified. Clippord has three modes: Select, Copy, and Paste. Select allows the player to highlight a region, which can now be multiple subregions combined. Copy now copies the selected elements to the course's clipboard, and Paste lets the player repeatedly place the copied region. His hotkey is R for selecting, L + R for copying, and R + ZR for pasting.
*Scissors: Specifically the scissors from Paper Mario: The Origami King. Scissors lets the player draw lines along the course, which effectively disconnect whatever the lines are drawn over, including anything at the top or bottom of the screen. Using Scissors on a selected region will cut along the outline of the region, which is useful for accurate Mario Maker E3-styled courses. Scissors' hotkey is ZL + ZR.
*Undodog and Redocat: Undodog returns from the previous games, while Redocat makes her debut. Tapping Undodog undoes the player's previous actions, while Redocat appears immediately thereafter and lets the player redo actions. Redocat can only be used if Undodog has just been used. Undodog's hotkey is B, while Redocat's is B + any shoulder button. Due to the introduction of Redocat, you no longer need to hold the button for a second. If touch controls are being used, Undodog and Redocat have unique reactions if you pet them.
*Reset Rocket: Clears the entire subarea. Only clears the whole course if eraser mode is active. Has no hotkey, and must be held for three seconds.
===Course Elements ===
Course Elements are automatically placed in a course, though they can be relocated. The Course Elements tab is represented by a Start Sign and is coloured brown. Placing a Course Element will remove the previous one. All standard goal types have a period of a few seconds where other players can use it once the winner has. In Multiplayer Ranked, this will incur a lessened point penalty.
Start Ground 	A 5x1 mass of Ground with a 3-tile-high zone where solid objects can't be placed. The players spawn here. Used for the players to fumble over each other at the start of Multiplayer games.
Start Sign 	A large sign that usually points in the direction of the goal. Can be manually rotated or removed entirely.
Goal Ground 	A segment of Ground with the current Style/Theme's goal.
Goal Pole 	The goal in the Super Mario Bros., New Super Mario Bros., New Super Mario Bros. U, Super Mario 3D World, and Super Mario Bros. Wonder styles. Ends the course when the player touches it. To get a 1-Up, the player needs to hit the top of the pole.
Goal Roulette 	The goal in the Super Mario Bros. 3 style. Rapidly cycles between Super Mushroom, Fire Flower, Super Star, and 1-Up Mushroom, ending the course when touched. To get a 1-Up, the player needs to hit the Roulette when it shows a 1-Up Mushroom. In Multiplayer, anyone who has already used the Goal Roulette will be holding a card marked with the symbol they got. These cards are actually the ones featured in the original Super Mario Bros. 3's versus mode.
Goal Tape 	The goal point in the Super Mario World style. Clears the course when passed. To get a 1-Up, the player needs to hit the tape when it's at its highest point. In Multiplayer, small flags will appear to indicate where other players have reached the Goal Tape. Larger flags on the right side mean that the player successfully hit the tape.
Goal Door 	The goal point in the Super Mario Land 2 style. Consists of a door and a bell. To get a 1-Up, the player needs to hit the bell. In multiplayer, all players who have reached the goal will be somewhat greyed out, and stand in a line outside the door, as though they're waiting for it to be unlocked.
Goal Platform 	The goal point in the Mario Bros. style. Consists of a golden platform with a roulette on it and a ladder to it. Upon grabbing the ladder, the roulette starts/ Ends the course once the player climbs up the ladder onto the platform, with the platform itself being nonsolid otherwise. To get a 1-Up, the player needs to reach the top of the ladder when the roulette shows a 1-Up Mushroom. In Multiplayer, all players who have cleared the course will stand on top of the Goal Platform, remaining out of the way of the ladder.
Crystal Ball 	The goal point in the Super Mario Bros. 2 style. Consists of a crystal ball and a hawk-shaped head, called a Mask Gate. Ends the course when picked up. To get a 1-Up, the player needs to lift the ball while preparing a charged jump. After the first player collects the Crystal Ball itself, other players can enter the Mask Gate. Even if they enter the Mask Gate first, the winner is always the player who obtained the Crystal Ball.
Goal Ring 	The goal point in the Yoshi's Island style. Consists of nine blue dots and a Smiley Flower. Ends the course when jumped through. To get a 1-Up, the player needs to jump through the ring when it's on the Smiley Flower. In multiplayer, all players who have entered the Goal Ring will be frozen in mid-air, as the player is in the original Yoshi's island as the next Yoshi in line receives Baby Mario.
Star Block 	The goal point in the Paper Mario style. A giant block with a Star in it. Ends the course when hit by the player's jump or Hammer. The block fades through all the colours of the rainbow, with the star inside shining brightly when it turns green. To get a 1-Up, the player needs to hit the block while it's green. In multiplayer, all players who have hit the Star Block will be covered in sparkles and have a golden tint.
The Odyssey 	The goal point in the Super Mario Odyssey style. Mario and Cappy's hat-shaped ship from the original game. Ends the course when Cappy is thrown on the globe. To get a 1-Up, perform a Cap Throw And Hold on the globe. In multiplayer, simply being on the Odyssey as the course ends is enough to count as using it, though the winner is still the player who threw their cap on the globe.
Axe 	Replaces the goal in the Castle and Tower themes and their variants in all main Game Styles. Consists of an axe and a semisolid bridge of adjustable length. When touched, the axe falls to its side and chops the chain suspending the bridge, causing it to collapse, ending the course.
Skull Switch 	Replaces the Axe in the Castle theme's Final variant. Has to be stepped on by one of the players, but otherwise identical to the Axe.
Multi Moon 	Replaces the Odyssey in Super Mario Odyssey's Tower and Castle themes and their variants. Automatically ends the course when touched. Appears brown in the Tower theme, red in the Sky Castle theme, and yellow everywhere else.
Magic Ball 	A sphere with a question mark on it. An alternate goal point, which automatically ends the course once collected. Can also be given to an enemy or boss to drop it upon defeat. Can also be set to a secret exit.
Secret Goal Pole 	The secret exit in the Super Mario Bros., New Super Mario Bros., New Super Mario Bros. U, Super Mario 3D World, and Super Mario Bros. Wonder styles. A Goal Pole with a red flag and black base. Behaves identically to a standard Goal Pole.
Big Key & Keyhole 	The secret exit in the Super Mario Bros. 3, Super Mario World, Mario Bros., and Super Mario Bros. 2 styles. A large key and equally-large keyhole. Ends the course once the key is brought to the keyhole. The Big Key can be given to enemies to drop them upon defeat, and can be set to a Big Cursed Key, which causes a Phanto to chase whoever has the Big Key.
Star Door 	The secret exit in the Super Mario Land 2 style. Similar to the goals in Wario Land 2, a door with several illuminated stars above it. Ends the course when the player enters it.
Secret Goal 	The secret exit in the Yoshi's Island style. A large star, surrounded by sparkles, resembling the Goal from Yoshi Topsy-Turvy. Ends the course when collected.
Secret Exit (Paper Mario)	The secret exits in the Paper Mario style. Normally ends the course when collected. Changes its design depending on what game the current Course Theme is based on.
*In courses based on the original Paper Mario, it appears as a Star Card, which resembles the cards the Star Spirits were trapped in.
*In courses based on Paper Mario: The Thousand-Year Door, appears as a Crystal Star, which changes its colour depending on what chapter the current location is from.
*In courses based on Super Paper Mario, appears as a Pure Heart, which changes its colour depending on what chapter the current location is from.
* In courses based on Paper Mario: Sticker Star, appears as a Comet Piece.
*In courses based on Paper Mario: Color Splash, appears as a Mini Paint Star, which changes its colour depending on what chapter the current locaton is in.
**In the Circus and Rainbow Road themes, instead appears as the Green and Orange Big Paint Stars, respectively.
*In courses based on Paper Mario: The Origami King, appears as a Streamer Block, which is a streamer wrapped into a square shape. Changes its colour depending on what region the current location is in.
**Streamer Blocks also need to be hit with the player's Hammer to be destroyed and clear the course.
Warp Painting 	The secret exit in the Super Mario Odyssey style. A large painting, depicting a location from Super Mario Odyssey. Changes its visible destination based on the current Course Theme, with a select few depicting locations from games other than Super Mario Odyssey. Slowly sucks the player in if they're nearby. Ends the course once the player reaches the center and presses up.
Boss Door 	An alternative exit or secret exit type in all Game Styles. A larger-than-average Warp Door with a unique design. When entered, leads into a Boss Arena, a special sub-area which can be up to five screens wide by four screens tall. A Boss Arena can be cleared either with a Magic Ball, or by assigning a Clear Condition to defeat a given enemy or enemy set.
Secret Boss Door 	A variation of the Boss Door. Mechanically identical, except it's blue and links to a different Boss Arena.
===Terrain===
The Terrain tab is represented by a Brick Block and is coloured cyan.
Ground 	A solid, indestructible tile.
Steep Slope 	A slope which is at a 45-degree angle, that can be slid down. Sometimes appears as functionally identical stairs.
Sharp Slope 	A slope twice as tall as it is wide. Too steep for the player and most enemies to climb, but can be slid down.
Gentle Slope 	A slope twice as wide as it is tall. Can be slid down.
Shallow Slope 	A slope 4 times as wide as it is tall. Can be slid down. Useful for subtle changes in elevation.
Round Ramp 	A resizable chunk of ground which curves inwards 90 degrees. Causes certain objects to slide up and then back down, while the player can run on them with enough speed in the Sonic the Hedgehog style. In the Super Mario Galaxy style, Round Ramps can define the gravity of a planetoid.
Round Corner 	A variant of the Round Ramp which curves outwards instead. It can be ran down in all styles, and also defines the gravity of a planetoid in Super Mario Galaxy.
Pipe 	A tube that can have items, most enemies, and some gizmos placed in to dispense them. Can also be used to travel between locations, even across sub-areas. Has 4 colour variations, which control how fast items come out of them: blue is slow, green is normal, yellow is fast, and red is fastest.
Pipe Cannon 	A Pipe that fires its contents like a Bill Blaster. Can also be used to launch the player. Has 4 colour variants which determine how fast and forceful the pipe is: purple is slow, orange is normal, pink is fast, and white is fastest.
Pipe Junction 	Not a part in and of itself, but a Pipe Junction can be created by overlapping the end of one Pipe or Pipe Cannon with the body of another Pipe perpendicular to it. If both Pipes are the same colour and only one row overlaps, the pipes will merge together like in the original Super Mario Bros. If two rows of any two pipes overlap, then they form a metal block like those in the New Super Mario Bros. series.
Transport Pipe 	A pipe that can be travelled through, by both the player and enemies. Has 3 colour variations, which determine how fast travel speed is: Black is slow, clear is normal, cyan is fast, and gold is fastest. In the 3D Paper Mario, Super Mario 3D World and Super Mario Odyssey styles, Transport Pipes can link both planes together.
Overlapping the end of one Transport Pipe inside of another of the same colour will create a junction where the player can change direction. Creating one that curves out of the main pipe will create a special junction that can only be turned onto from one direction.
Mini Pipe 	A pipe that's half the size of a full-size Pipe. Can only be entered by the player in their Mini form, and can't dispense anything. Comes in green, blue, yellow, and red.
Vase 	
Replaces the Mini Pipe in Super Mario Bros. 2. Can dispense enemies, and vertical ones can be entered in any form, while horizontal ones can be only be entered in the player's Small, Mini, and Ball forms.
Spike Trap 	A solid, indestructible tile that deals damage to the player. Can be safely traversed if the player is riding/has Captured a mount.
Ground Spike 	A variant of the Spike Trap which only has a spike on one side. Only touching it from that side will harm the player, while touching it from the other three sides will do nothing.
Mushroom Platform 	A giant, semisolid mushroom. Comes in red, green, yellow, and blue.
Semisolid Platform 	A resizable wall, with a semisolid surface at the top. Can now be sloped.
Bridge 	A semisolid bridge. Can be horizontally resized and sloped.
Brick Block 	A block made of bricks that can be destroyed by hitting it with most forces other than Small Mario.
Grey Brick Block 	A variant of the Brick Block. The Grey Brick Block is far stronger than a regular Brick Block, and can only be broken with impacts powerful enough to defeat a Thwomp. Such impacts include the Hammer Suit's hammers, the Tanooki Suit and Lucky Bell's statues, and all varieties of explosion.
Rotating Block 	A variant of the Brick Block that spins upon impact. Can be destroyed by an explosion, Super Mario's Spin Jump in Super Mario World, the Super Hammer, or Paper Mario's Hammer.
Grey Rotating Block 	A variant of the Brick Block. The Grey Rotating Block is mechanically identical to the Grey Brick Block, but all impacts that fail to break it instead simply cause it to bump.
Dirt Block 	A variant of the Brick Block that is semisolid and can be dug up. In Yoshi's Island, is solid but can be broken through most means.
Hard Block 	A tough block that can only be destroyed with strong forces. Appears as a mechanically identical Rock Block in 3D World.
? Block 	A block that can contain, items, enemies, or gizmos to dispense them when hit. Has the blast resistance of a Hard Block. When struck, turns into an Empty Block.
Hidden Block 	A variant of the ? Block that is invisible and intangible until struck from below.
Transparent Block 	A variant of the ? Block which is essentially a visible Hidden Block, though it's still nonsolid until struck from below.
Window Block 	A variant of the ? Block that is indestructible and displays what its contents are before you bump it.
Bottomless Window Block	A variant of the ? Block. Window Block that can dispense an endless quantity of items, only stopping when the entity limit forces it to.
Roulette Block 	A block that rapidly cycles through whatever Items the player chooses
Donut Block 	A semisolid block that starts falling when the player or any heavy enough object is on it. Completely solid in 3D World.
Donut Spike 	A variant of the Donut Block which has a spike on its bottom, but is otherwise identical. Can stack with the Frosted and Fast variants.
Frosted Donut Block 	A variant of the Donut Block which is slippery. Can stack with the Spike and Fast variants.
Fast Donut Block 	A variant of the donut block which falls shortly after its initial trigger. Can stack with the Spike and Frosted variants.
Note Block 	A block that the player and enemies can bounce off. The player bounces higher if they press Jump while rising on a Note Block. Can also contain objects which are released on contact. Coloured white with a quarter note on it.
Music Block 	A variant of the Note Block that plays a different sound based on what lands on it, with the pitch being based on its height. Coloured pink with an eighth note on it.
Record Block 	A variant of the Note Block that can't contain items. Instead, if anything is placed in one, it will make that object's corresponding Music Block sound regardless of what touches it. Coloured light cyan with a pair of beamed sixteenth notes on it.
Super Note Block 	A version of the Note Block, Music Block, and Record Block that are created by trying to place the player in it. When bounced on with good timing, will send the player to a different area, including another sub-area. The player's destination is marked in the editor with an outline of Mario. The player is intangible while bouncing into another area, but becomes tangible once they reach the apex of their jump. Rainbow-coloured, with the symbol corresponding to its original block type, matching the respective block's original colour. Super Music Blocks and Super Record Blocks can have a short melody added to them, to play when the player warps with one.
Cloud Block 	A semisolid block with the resistance of a Hard Block.
Storm Block 	A variant of the Cloud Block that, when struck, shoots a bolt of lightning below.
Foothold 	An indestructible semisolid block.
Ice Block 	A slippery block with the strength of a Hard Block.
Frozen Block 	A variant of the Ice Block which can be melted with a Fire Flower or other firey assets, and can hold objects like a ? Block to be released when it's destroyed. Oddly, cannot be melted by lava.
Fire Block 	A flaming block with the strength of a Hard Block. Damages the player and ignites explosives on contact.
Burning Block 	A variant of the Fire Block which can be extinguished and destroyed with an Ice Flower, Bubble Flower or other icy or watery projectiles, and can hold objects like a ? Block to be released when it's destroyed.
Mini Wall 	An indestructible object that only takes up half of a block, and can be resized in half-block increments. The direction of a Mini Wall and, thus, which half of a block it takes up, can be customized. Due to its small size, the gaps it leaves are small enough for Mini Mario to slip through.
One-Way Wall 	A metallic wall with arrow triangles scrolling forwards towards a roller. The One-Way Wall can be angled in any cardinal direction, and can be passed through in all directions except the one opposite the arrows. Multiple One-Way Walls can now be overlapped.
Flipper 	A variant of the One-Way Wall, which consists of a pair of pinball flippers. Whenever something approaches it from the side the flippers aren't blocking, they visibly open and the entire object turns nonsolid. The "closed" side can be identified by it being the side where the flippers form a nearly-perfect wall.
Hatch 	A variant of the One-Way Wall, which consists of a single solid object with square and round ends, a metallic pivot attached to the square end, and an arrow on it. When the player approaches the Hatch from the same direction as the arrow, it will swing open 90 degrees around the pivot, swinging back shortly after the player leaves the 2x2 area where it opens. Even while opened, the Hatch remains completely solid.
One-Way Spike 	An additional modifier for the One-Way Wall and its variants. Adds spikes to the "closed" side of the object, causing damage to the player if they try to go through the wrong way.
One-Way M-Wall 	An additional modifier for the One-Way Wall and Flipper. The One-Way M-Wall is only solid for the player, while the M-Flipper only opens for the player. Can stack with the One-Way Spike.
One-Way Goomba Wall 	An additional modifier for the One-Way wall and its variants. The One-Way Goomba Wall is only solid for non-player objects, while the Goomba Flipper and Goomba Hatch only open for non-player objects. Can stack with the One-Way Spike.
Bump Block 	A block which is indestructible, and always bumps when hit. Best used for recreations of the original Mario Bros.
Flower Block 	A block which is nearly indestructible, except for attacks from the Fire Flower and its variations.
Tough Block 	A block which can be given an item, and will require the selected item to break. The required item will be displayed on the Tough Block. All items with an attacking ability need it to be used on the Tough Block to break it, including unorthodox ones like stomping it with a Goomba's Shoe (or a specific variant thereof), feeding it to Yoshi, or picking it up and throwing it away with an SMB2 Mushroom.
Metal Block 	A block that is completely indestructible by any means outside the editor. Metal Blocks also appear at the top of the screen if a solid object other than Ground is placed at the highest point, but these Metal Blocks disappear if the block below them does. In styles outside the original Super Mario Bros., can be reskinned into the SMB1 Block, which retains its properties but appears as the Ground block from the current Course Theme in Super Mario Bros.
Global Block 	An indestructible block that keeps anything on it loaded, even when offscreen.
Super Global Block 	A variant of the Global Block that instantly loads when the player enters the sub-area, as well as loading anything on top of it.
M Block 	An indestructible block which is only solid to the player.
Goomba Block 	A variant of the M Block which is solid to everything but the player.
Freefall Block 	A nonsolid block which suspends the vertical momentum of all non-player objects that land on it.
=== Items ===
The Items tab is represented by a Coin and is coloured pink. Listed as Items and Captures in Super Mario Odyssey.
Coin 	The basic collectible. Get 100 for an extra life! Can be given to Enemies to reward them upon defeat.
Pink Coin 	A variant of the Coin. A pink coin with a Super Star on it. Worth 2 Coins. Appears as a Regional Coin in Super Mario Odyssey, and a Flower Coin in Super Mario Bros. Wonder.
Red Coin 	A variant of the Coin which is only tangible when a Red Ring is triggered. Up to 8 can be placed in a sub-area. Collect them all to be rewarded with whatever the player set them to.
Blue Coin 	A variant of the Coin which is functionally identical but is only tangible while a P-Switch is active.
Purple Coin 	A variant of the Coin which is only available if the "Collect Purple Coins" condition is active. Purple Coins do not contribute to the player's Coin count, instead only working towards fulfilling the condition.
Dash Coin 	A variant of the Coin that the player has to pass through before it becomes tangible.
Key Coin 	A variant of the Coin. Can be set to orange, green, cyan, or pink. Collecting every coin of a given colour rewards the player with a Key. 6 of each colour can be placed in a sub-area. In Colour-Blind Mode, the colours are marked with Spades, Clubs, Diamonds, and Hearts, respectively,
Big Coin 	A giant coin that can be set to any value between 5 and 100, in multiples of 5. Roughly 2x2 between 5 and 50, 3x3 between 55 and 95, and 4x4 at 100. Up to 10 can be placed in one sub-area.
Mystery Coin 	Replaces Big Coins in the Chance effect. Instead of a denomination, simply has a question mark. Gives the player a random sum of coins between 5 and 100. Can be set to either give out any number of coins, 5-25 coins, 30-50 coins, 55 to 75 coins, or 80 to 100 coins.
Big Blue Coin 	A variant of the Big Coin that is only tangible while a P-Switch is active.
Blue Mystery Coin 	Replaces the Big Blue Coin in the Chance effect. Has the same mechanics as a regular Mystery Coin, but is only tangible while a P-Switch is active.
Star Coin 	A giant, legal tender coin. Up to 5 can be placed in a course. Appears as a Dragon Coin in Super Mario World, a Green Star in Super Mario 3D World, a Smiley Flower in Yoshi's Island, a Power Moon in Super Mario Odyssey, and a 10-Flower Coin in Super Mario Bros. Wonder.
Super Mushroom 	A red mushroom which turns the player into their Super form if small. Can be given to other Items to make them appear as a Super Mushroom if small, and the specified item otherwise. Up to 2 can be given to enemies, with some allowing a third. Under the Eerie effect, bounces like a Super Star away from the player.
Heart 	Replaces the Super Mushroom in the Super Mario Bros. 2 and Super Mario Odyssey styles. Heals the player for 1 health, giving them 5 coins if their health is full.
Subspace Mushroom 	Exclusive to the Super Mario Bros. 2 style. Fully heals the player and gives them an extra heart, up to five.
Life-Up Heart 	Exclusive to the Super Mario Odyssey style. Increases the player's max health to 6 until it's back down to 3.
Mushroom 	Replaces the Super Mushroom in Paper Mario, though it looks identical. Heals Mario for 2 HP. Retains the Super Mushroom's Eerie behaviour.
Super Mushroom (Paper Mario)	Not to be confused with the item of the same name in the main Game Styles. A variant of the Mushroom and exclusive to the Paper Mario style. Heals the player for 5 HP. Keeps its Eerie behaviour.
Ultra Mushroom 	A green-capped mushroom, similar to the 1-Up Mushroom. A variant of the Mushroom and exclusive to the Paper Mario style. Heals the player for all 10 HP. Keeps its Eerie behaviour.
Star 	Replaces the Super Mushroom in the Yoshi's Island style. Can be set to be anywhere between one and five Stars in one, with each one giving Yoshi 1 Star Point each, up to a maximum of 30. Hops back and forth under the Eerie effect.
Fire Flower 	A red flower that allows the player to shoot bouncy fireballs. In the Paper Mario style, also heals for 2 HP. When Eerie is in effect, slides away from the player. Its face is happy.
Ice Flower 	A variant of the Fire Flower that allows the player to shoot balls of ice that break on their second bounce and can freeze enemies. Behaves the same as the Fire Flower in the Eerie effect, but also slides more when turning. Its face is calm.
Superball Flower 	A variant of the Fire Flower that lets the player shoot Superballs. (Seriously, that's what they're called.) These Superballs can ricochet off walls, collect Coins, Key Coins, and Keys, defeat enemies, ignite Bob-Ombs, and even trigger switches and POW Blocks. In the Eerie effect, zigzags up and down.
Gold Flower 	A variant of the Fire Flower. Remains still. Transforms the player into their Gold form, allowing them to shoot balls of gold which turn Brick Blocks and Rotating Blocks into coins, as well as defeating more coins by defeating enemies. While the Eerie effect is active, behaves like a faster Fire Flower.
Bubble Flower 	A variant of the Fire Flower. Remains still. Transforms the player into their Bubble form, letting them shoot bubbles straight forwards, which have slight homing properties. In the Eerie effect, encases itself in a bubble and floats away. Its face is eyes open, and its bud is a bubble.
Thunder Flower 	A variant of the Fire Flower. Remains still. Transforms the player into their Thunder form, letting them shoot balls of thunder which travel along walls and can stun enemies. While the Eerie effect is active, periodically electrifies itself, hurting the player if they touch it. Its face is angry.
Bluster Flower 	A variant of the Fire Flower. Remains still. Transforms the player into their Bluster form, making them lighter and allowing them to shoot tornadoes that arc upwards. In the Eerie effect, acts the same as a Fire Flower, with less gravity. Its face is dizzy.
Weird Mystery Flower 	Replaces all Flowers under the Chance effect. Appears as a rainbow-coloured flower with a question mark on it. Gives the player a random Flower power.
Wonder Flower 	A variant of the Fire Flower, exclusive to the Super Mario Bros. Wonder style. Only one can be placed in a course. Collecting it will trigger a Wonder Effect. Please see the Wonder_Effects section.
Fire Watermelon 	Replaces the Fire Flower in the Yoshi's Island style. When eaten, allows Yoshi to shoot 3 bursts of fire.
Ice Watermelon 	Replaces the Ice Flower in the Yoshi's Island style. When eaten, allows Yoshi to shoot 3 bursts of what can only be described as cold fire.
Watermelon 	Replaces the Superball Flower in the Yoshi's Island style. When eaten, allows Yoshi to shoot 30 watermelon seeds.
Golden Melon 	Replaces the Gold Flower in the Yoshi's Island style. When eaten, turns Yoshi into their Gold form, causing their next 3 eggs to make a Gold Ball's explosion on impact, somewhat similar to Baby Donkey Kong in Yoshi's Island DS.
Bubblemelon 	Replaces the Bubble Flower in the Yoshi's Island style. When eaten, allows Yoshi to shoot bubbles for a total of 5 seconds of use, similar to New Super Mario Bros. U's Bubble Baby Yoshi.
Thunder Watermelon 	Replaces the Thunder Flower in the Yoshi's Island style. When eaten, allows Yoshi to spit 3 thunder blasts which reflect off slopes, similar to Laser Kirby from the Kirby series.
Bluster Watermelon 	Replaces the Bluster Flower in the Yoshi's Island style. When eaten, allows Yoshi to shoot 3 gusts of wind, which blow enemies away and can be used to propel Yoshi.
Mystery Melon 	Replaces all Watermelons in the Yoshi's Island style under the Chance effect. A rainbow-coloured Watermelon with a question mark on it. When eaten, transforms into a random Watermelon in a puff of smoke.
Big Mushroom 	The first exclusive item in the Super Mario Bros. style. Turns the player into their Big form, which is their sprite with their modern colours, and stretched to 2x2. In this form, most enemies and even tough blocks can be defeated or broken by stomping on them. Behaves the same as a Super Mushroom in the Eerie effect.
Available in all styles after clearing World 1 of Story Mode.
Weird Mushroom 	The second exclusive item in the Super Mario Bros. style. Turns the player into their Weird form, giving them a figure lankier than Waluigi. As well, Weird characters also have Luigi's floatier jumps and reduced traction. In the Eerie effect, jumps when the player does. Following an update, can also be used in New Super Mario Bros. U.
Weird Flower 	A special variant of the Weird Mushroom. Remains still. Turns the player into their Weirder form, which combines the properties of the Weird Mushroom with the ability to shoot spores which fly through walls in a sine wave. Available in both Super Mario Bros. and New Super Mario Bros. U.
Mystery Mushroom 	The third exclusive item in the Super Mario Bros. style. A mushroom with a ? on it, the Mystery Mushroom transforms the player into their Costume form. Like this, the player takes on the appearance of another character from the costume catalogue. Costume Mario retains the height of Small Mario, while retaining Super Mario's ability to break blocks.
Super Leaf 	
The first exclusive item in the Super Mario Bros. 3 style. Drifts downwards. Allows the player to fly by mashing the jump button when their P-Meter is full. When it's not, the player can mash the button to slow their descent. Under the Eerie effect, drifts upwards.
Available in all styles after clearing World 2 of Story Mode.
P-Wing 	A special variant of the Super Leaf. Turns the player into their White Raccoon form, which is no longer completely invincible, but grants infinite flight as long as they don't get hit. Unique among special variants of items in that it can be used in all Game Styles once the Super Leaf is unlocked.
Tanooki Suit 	The second exclusive item in the Super Mario Bros. 3 style. Bounces around like a Super Star. Functions identically to the Super Leaf, but also allows the player to turn into a statue by pressing Down and Run at the same time. As a statue, the player can crush most enemies like they're wearing a Goomba's Shoe and have temporary invincibility. Under the Eerie effect, bounces 3 times in either direction before reversing. Following an update, can also be used in Super Mario 3D World.
Magic Wand 	The third exclusive item in the Super Mario Bros. 3 style. Bounces up and down briefly when spawned from an enemy or block, then remains still. Transforms the player into their Magic form. In this form, the player can shoot magic in any direction to either defeat enemies or transform blocks into useful items. In the Eerie effect, never stops bouncing.
Cape Feather 	The first exclusive item in the Super Mario World style. Drifts downwards. Allows the player to slow their fall by holding Jump, as well as fly by getting a running start and then alternating between Left and Right in midair. Takes practice, but is worth it. In the Eerie effect, drifts over a wider range.
Available in all styles after clearing World 3 of Story Mode.
Laser Suit 	A special variant of the Cape Feather exclusive to Super Mario World. Remains still. When collected, transforms the player into their Laser form, combining the Cape Feather's flight and gliding abilities with a laser which pierces through enemies it defeats.
P-Balloon 	The second exclusive item in the Super Mario World style, Remains still, but floats slightly up and down. Turns the player into their P-Balloon form, inflating them. Like this, the player is able to slowly float about, but can floor it by holding any button. In the Low Gravity effect, P-Ballon characters fly faster. In the Eerie effect, spins in wider and wider circles until it flies away.
Chuck Helmet 	The third exclusive item in the Super Mario World style. Remains still. Transforms the player into their Chuck form. This allows the player to defeat enemies while running at full speed and throw baseballs and footballs as projectiles. Following an update, can also be used in Super Mario Odyssey.
Carrot 	The first exclusive item in the Super Mario Land 2 style. Remains still. Turns the player into their Bunny form. In this state, the player is able to greatly slow their fall by holding Jump, and can slow it even further by mashing. Under the Eerie effect, jumps up and slowly comes back down.
Available in all styles once Super Mario Land 2 has been unlocked.
Super Bomb 	The second exclusive item in the Super Mario Land 2 style. Remains still. Transforms the player into a bomb. Upon getting hit, or by holding Down and Run, the player will detonate like a Bob-Omb, returning to their Super form.
Bull Pot 	The third exclusive item in the Super Mario Land 2 style. Transforms the player into their Bull forms, giving them a viking-like helmet. In this form, the player can Ground Pound and perform a Dash Attack. In the Eerie effect, performs the Dash Attack itself. Following an update, can also be used in Super Mario Bros. 3.
Jet Pot 	A special variant of the Bull Pot. Functionally identical, except the player can also perform a Dash Attack in mid-air. This mid-air Dash Attack lets the player briefly defy gravity and fly straight forwards for a few seconds, before falling down. Also increases the user's walking speed and jump height. Can be used in both Super Mario Land 2 and Super Mario Bros. 3.
Blue Shell 	The first exclusive item in the New Super Mario Bros. style. Remains still. Transforms the player into their Shell form. In this state, the player has increased swimming speed, is able to protect themselves from certain attacks by crouching, and can perform a powerful Shell Dash by getting a running start and then pressing Down. In the Eerie effect, chases the player like a Rainbow Shell in Super Mario World.
Available in all styles once New Super Mario Bros. has been unlocked.
Spiny Blue Shell 	A special variant of the Blue Shell, with wings and spikes, resembling the Blue Shell from the Mario Kart series. Exclusive to New Super Mario Bros. Remains still, but with lower gravity and explodes if destroyed. Collecting one will transform the player into their Spiny form. Like this, the player has all the abilities of their Shell Form, plus a mid-air flutter and the ability to create small explosions every time they hit a wall or Ground Pound.
Wing Cap 	The second exclusive item in the New Super Mario Bros. style. Slowly floats downwards. Once obtained, gives the player temporary flight whenever they Triple Jump.
Block Stone 	The third exclusive item in the New Super Mario Bros. style. Remains still, but falls incredibly fast. When obtained, turns the player into their Block form. In this form, the player can place down the Pink Blocks from Mario Vs. Donkey Kong by pressing Run and a direction, or suck them back up by pressing Spin Jump. Up to five blocks can be active at once. Following an update, can be used in Mario Bros.
Money Bag 	The first exclusive item in the New Super Mario Bros. 2 style. Remains still. When obtained, turns the player into their Millionaire form, letting them throw Coins as projectiles, which have object physics.
This item can be used in all styles after clearing the New Super Mario Bros. 2 Sample Courses.
Gold Leaf 	The second exclusive item in the New Super Mario Bros. 2 style. Slowly floats down to the ground.
Propeller Mushroom 	The first exclusive item in the New Super Mario Bros. U style. Flies around, before eventually flying offscreen. Allows the player to shoot up into the air by pressing the Spin Jump button. Under the Eerie effect, flies more erratically.
Available in all styles after completing World 6 of Story Mode.
Super Acorn 	The second exclusive item in the New Super Mario Bros. U style. Behaves like a Super Mushroom. Transforms the player into their Flying Squirrel forms, allowing them to briefly stick to walls, glide by holding Jump, and boost up by pressing Spin Jump. After performing the mid-air boost, the player will fall more slowly than normal, but not glide. Also enhances the player's Spin Jump height on the ground. In the Eerie effect, bounces random heights and differences, though still moving in one direction and reversing at walls.
P-Acorn 	A special variant of the Super Acorn. Behaves identically to the Super Acorn, but transforms the user into their P-Flying Squirrel form, which is identical to their regular Flying Squirrel form, but their upwards boost and glide can be used indefinitely.
Super Crown 	
The third exclusive item in the New Super Mario Bros. U style. Remains still. Transforms the player into their Peach form. In this form, the player is able to glide through the air, shoot upwards, bounce out of lava, poison, and pits once, and have enhanced swimming ability. Following an update, can be used in Super Mario Bros. 2.
Power Banana 	The first exclusive item in the Mario Bros. style. Floats in the air. Transforms the player into their Banana form. Like this, they can leave Banana Peels on the floor to slip enemies or slide on.
Available in all styles once Mario Bros. has been unlocked.
Bug Spray 	The second exclusive item in the Mario Bros. style. Floats in the air. Transforms the player into their Bugman form, allowing them to shoot bug spray in the 4 cardinal directions to either hit enemies or propel themself.
Super Spray 	A special variant of the Bug Spray. Transforms the player into their Super Bugman form, which lets them fire projectiles from the bug spray in 8 directions at a far faster rate than the normal Bug Spray.
Speedy Chili 	The third exclusive item in the Mario Bros. style. Based on the enemy speed-up mechanic, the Speedy Chili increases its user's running speed. Following an update, can also be used in Yoshi's Island.
Super Turnip 	The first exclusive item in the Super Mario Bros. 2 style. Turns the player into their Turnip form, which is able to generate turnips out of nowhere.
Hyper Turnip 	A special variant of the Super Turnip. Transforms the player into their Hyper Turnip form, which lets them pull up Big Turnips.
Magic Lamp 	The second exclusive item in the Super Mario Bros. 2 style. Remains still. When obtained, transforms the player into their Lamp form. With the Lamp, the player can create clouds that both defeat enemies and be ridden on. Following an update, can also be used in Super Mario Land 2.
Power Potion 	The third exclusive item in the Super Mario Bros. 2 style. Transforms the player into their Power forms, giving them the mechanics of the SMB2 Mushroom in Super Mario Maker 2, such as the ability to ride most enemies and dig up Cloud Blocks. When combined with the Maker effect, functions identically to the SMB2 Mushroom.
SMB2 Mushroom 	Replaces the Power Potion in all other styles. Transforms the player into their SMB2 form, giving them identical mechanics to the Power Potion in the SMB2 style.
Available after completing World 8 of Story Mode.
Helicopter Bubble 	The first exclusive item in the Yoshi's Island style. Floats slightly up and down. Transforms Yoshi into a helicopter, allowing him to travel quickly through the air. However, Yoshi needs to get to a Yoshi Block to summon the player's baby, or be forcefully returned to the Helicopter Bubble. During the Eerie effect, floats in a small circle. Following an update, can be used in Super Mario Bros.
Mole Tank Bubble 	The second exclusive item in the Yoshi's Island style. Floats slightly up and down. Transforms Yoshi into a mole-shaped tank, which can climb walls and break through weaker blocks. However, Yoshi needs to get to a Yoshi Block to summon the player's baby, or be forcefully returned to the Mole Tank Bubble. During the Eerie effect, floats in a plus shape.
Available in all styles once Yoshi's Island has been unlocked.
In all other styles, due to the absence of the Yoshi Block item, the player simply returns to normal once the timer runs out.
Car Bubble 	The third exclusive item in the Yoshi's Island style. Floats slightly up and down. Transforms Yoshi into a small car. Like this, Yoshi can move faster and slip through smaller holes. As well, pressing the Jump button will make the car's wheels extend, allowing the player to go over small enemies, reach higher platforms, and, if spammed, scale walls. However, Yoshi needs to get to a Yoshi Block to summon the player's baby, or be forcefully returned to the Mole Tank Bubble. During the Eerie effect, moves back and forth like a Super Mushroom.
Truck Bubble 	A special variant of the Car Bubble. Transforms Yoshi into a still relatively small truck. Like this, Yoshi can move even faster than in Car form, and defeat enemies by driving into them with enough speed. However, Yoshi still needs to get to a Yoshi Block to summon the player's baby, or be forefully returned to the Truck Bubble.
Bomber Suit 	The first exclusive item in the Paper Mario style. Bounces around. When collected, transforms the player into their Bomber form, and replaces their hammer with the ability to place and then remotely detonate bombs. In the Eerie effect, creates an explosion whenever it hits a wall or ceiling. Based on the many explosive partners throughout the series.
Available in all styles after completing World 7 of Story Mode.
Shade Flower 	The second exclusive item in the Paper Mario style. Remains still. When collected, transforms the player into their Shade form. In this form, pressing Down and B on the ground temporarily renders the player invisible and intangible. Following an update, can be used in Super Mario World.
Magma Flower 	A special variant of the Shade Flower. When collected, transforms the player into their Magma form. In this form, the player can hide on the ground like the Shade Flower, but instead turning into a puddle of magma which can defeat enemies. The player can also walk on lava and lava-coated objects in this form. Can be used in both Paper Mario and Super Mario World.
Volt Shroom 	The third exclusive item in the Paper Mario style. Moves back and forth. When collected, transforms the player into their Volt form. In this state, the player is able to shoot bolts of lightning that can break weak blocks. As well, if the player gets hit by physical contact, the attacker will also take damage.
Spring Mushroom 	The first exclusive item in the Super Mario Galaxy style. Remains still. When collected, transforms the player into their Spring form, which traps them in a spring. In this form, the player can bounce around, with the ability to charge up an extra-high bounce. Wears off upon touching water.
Rock Mushroom 	The second exclusive item in the Super Mario Galaxy style. Remains still. Transforms the player into their Rock form, which replaces their Star Spin with the ability to transform into a giant boulder which can effortlessly plow through anything breakable.
Red Star 	The third exclusive item in the Super Mario Galaxy style. Remains mostly still, but floats back and forth a tiny distance. Transforms the player into their Flying form, letting them fly freely after performing a Star Spin, but only lasts a limited time.
Super Bell 	The first exclusive item in the Super Mario 3D World style. Remains still. Transforms the player into their Cat form, allowing them to perform a scratch attack, a pounce attack, a mid-air dive, and climb up Semisolid Platforms. In the Eerie effect, rolls around like the Super Acorn.
Available in all styles after completing World 4 of Story Mode.
Mega Bell 	A special variant of the Super Bell which is exclusive to Super Mario World. Effectively a downsized version of the Giga Bell from Super Mario 3D World, the Mega Bell transforms the player into their Mega Cat form, which is effectively their Giga Cat form, but sized down to be somewhat smaller than Mega Mario. Like this, the player can defeat all enemies that aren't at max size on contact, and smash incredibly hard blocks with ease. However, giant enemies can force the player out of this form.
Lucky Bell 	The second exclusive item in the Super Mario 3D World style. Remains still. Transforms the player into their Lucky Cat form, which function identically to the Super Bell, but also features the Tanooki Suit's statue ability, with the added perk of generating coins on the way down. In the Eerie effect, rolls around like the Super Acorn.
Double Cherry 	The third exclusive item in the Super Mario 3D World style. Creates a second iteration of the player, then a third, then a fourth. Each clone shares the current player's Item, but can only take one hit before disappearing. However, the player need not pay attention to the original player, as all iterations disappear in one hit until there is only one left. Following an update, can also be used in the Paper Mario style.
Top Hat 	The first exclusive item in the Super Mario Odyssey style. Transforms the player into their Hatter form. Like this, they can throw up to three projectile top hats. These thrown top hats behave like Koopa Shells in that they can break bricks and hit blocks. However, they disappear after a limited time, or upon hitting an enemy. The player can also stomp thrown top hats to bounce high off of them.
F.L.U.D.D. 	The second exclusive item in the Super Mario Odyssey style. Turns the player into their Sunshine form, giving them a pair of sunglasses and a tropical shirt. In this form, the player can use F.L.U.D.D. to stun or even defeat enemies, create platforms on lava, and fly using the Hover Nozzle.
Available in all styles after completing World 4 of Story Mode.
N64 Cap 	The third exclusive item in the Super Mario Odyssey style. Turns the player into their N64 form. Like this, the player trades in their ability to use Cappy for the ability to use punches and kicks. Following an update, can be used in the New Super Mario Bros. style.
Metal Cap 	A special variant of the N64 Cap. Turns the player into their Metal form. Like this, they gain all the powers of the N64 Cap, plus the ability to smash Hard Blocks and other tough blocks, and immunity to fire and most hazards aside from enlarged enemies and acid. However, the player cannot swim while in water, instead having somewhat reduced gravity. Can be used in both Super Mario Odyssey and New Super Mario Bros.
Elephant Fruit 	The first exclusive item in the Super Mario Bros. Wonder style. Transforms the player into their Elephant form, causing the player character to exclaim "Wowie-zowie!" As an elephant, the player can use their trunk to both defeat enemies and smash blocks, suck up and spray water, sprint over two-block gaps, and break Brick Blocks by running into them, as well as not rebounding from jumping into one. The player also becomes two blocks wide and three blocks tall, but automatically crouches into two-block-tall gaps.
Drill Mushroom 	The second exclusive item in the Super Mario Bros. Wonder style. Transforms the player into their Drill form, gaining the ability to drill into the floor and ceiling and break Grey Blocks, as well as block attacks using their drill hat.
This item can be used in all styles after clearing the Super Mario Bros. Wonder Sample Courses.
Wondershroom 	The third exclusive item in the Super Mario Bros. Wonder style. Moves back and forth. Transforms the player into their Wonder form, letting them grow or shrink on command, and briefly run in mid-air, even being able to jump while doing so.
Glitch Suit 	Remains still, randomly teleporting left or right. Transforms the player into their Glitch form. In this state, the player can, with a running start, briefly swim in midair by jumping or run on the air by running off a ledge, while being underwater instead causes the player to hop around like they have a Goomba's Shoe, with their ability to swim replaced with an incredibly high jump.
Frog Suit 	Transforms the player into their Frog form. Bounces around like a Super Star. In the Paper Mario style, also heals the player for 2 HP. As a frog, the player is able to swim better at the expense of land movement. As well, in the styles where it's possible to carry objects, running at full speed while holding an object will allow the player to run on the surface of water, poison, and quicksand. Under the Eerie effect, always follows this looping bounce pattern: Right, right, left, right, left, left, right, left.
Penguin Suit 	A variant of the Penguin Suit. Combines the swimming attributes of the Frog suit with the Ice Flower and the Blue Shell's Shell Dash, though all 3 have been nerfed to compensate.
Mermaid Bubble 	Replaces the Frog Suit and Penguin Suit in the Yoshi's Island style. Floats slightly up and down. Gives Yoshi a mermaid tail. Like this, Yoshi can swim through water with ease, and perform a spin attack to defeat enemies and break blocks. However, Yoshi must hit a Yoshi Block in time or be forcefully sent back to the Mermaid Bubble.
Frog 	Exclusive to the Super Mario Odyssey style. When Captured, the player is able to swim on the water's surface and jump really high.
Super Balloon 	
Not to be confused with the P-Balloon. Floats up and down one tile while moving right. When obtained, inflates the player, and allows them to float in any direction for a short period of time, moving up slowly if no directions are held. Can stack with any other Item. If combined with the P-Balloon, increases the player's speed and handling while active. When combined with the Ball Mushroom, the player is floatier, and can perform a Ground Pound-like maneuver to rebound into the air.
Blimp Berry 	Replaces the Super Balloon in the Yoshi's Island style. Has to be eaten by Yoshi to be used. Works like a normal Super Balloon once eaten.
Hammer Suit 	Bounces around like a Super Star. Transforms the player into their Hammer form, which is able to throw powerful hammers, as well as defend themself by crouching. In the Yoshi's Island style, the hammers replace Yoshi's Eggs, and replaces the hammer in the Paper Mario style. Under the Eerie effect, bounces straight up, and then goes in either direction.
Boomerang Flower 	Variant of the Hammer Suit. Bounces around like a Super Star. Transforms the player into their Boomerang form, which is able to throw boomerangs which can change direction up to 4 times. Replaces Yoshi's eggs in the Yoshi's Island style and the hammer in the Paper Mario style. Under the Eerie effect, bounces straight up, then boomerangs back and forth.
Cloud Flower 	Remains still. Transforms the user into their Cloud form, allowing them to create up to 3 cloud platforms below their feet by pressing Spin Jump, as well as walk on Donut Blocks and Flimsy Lifts without them falling. Under the Eerie effect, has reversed gravity.
Bee Mushroom 	Transforms the player into their Bee form, allowing them to hover in the air for a short time, as well as walk on Donut Blocks and Flimsy Lifts without them falling. Under the Eerie effect, hovers back and forth.
Super Hammer 	Remains still. Transforms the player into their Builder form, which can swing the Super Hammer to break anything up to Hard Blocks, create up to 5 Builder Crates at once in styles that allow carrying things, and Ground Pound in Game Styles prior to New Super Mario Bros U. The hammer replaces Yoshi's tongue and the crates replace the eggs in the Yoshi's Island style. In the Paper Mario style, the player's standard hammer is upgraded to the Super Hammer.
Ball Mushroom 	A mushroom shaped like a ball. Rolls around like a Spike Ball. When obtained, the player enters their Ball form. Like this, the player is able to roll around, and bounce up and down.
Backwards Mushroom 	A strange, cyan mushroom with inverted hues that behaves like a Super Mushroom. Transforms the user into their Backwards form, inverting their hues. This form causes the effects of landing on and jumping into objects and enemies to be reversed. Likewise, the effects of a Ground Pound and being fired out of a Pipe Cannon are reversed. Held and kicked items will also move in the opposite direction of where the player is facing, but they cannot be harmed by items they throw.
Super Star 	Bounces around. When obtained, grants the player temporary invincibility, as well as a speed boost. Can be given a Coin to make the Super Star only spawn if the player already has Super Star invincibility. In the Yoshi's Island style, the player is transformed into their Superstar form, where the baby character takes the lead and gains a cape they can use to slow their falls.
1-Up Mushroom 	Behaves like a normal Super Mushroom. Gives the player an extra life. Appears as a Life Shroom in Paper Mario, where it also heals 5 HP.
Mini Mushroom 	Behaves like a normal Mushroom. Transforms the player into their Mini form, where they're only half as tall! In addition, the player can run on the surface of water, poison, and quicksand like this. Be careful, though, because one strike and you're out! In the Paper Mario style, the player's maximum health is reduces to 5, while the timer drains twice as fast in Yoshi's Island.
Mega Mushroom 	Bounces around like a Super Star, but with a lower and wider jump. Turns the player into their Mega form, which is capable of temporarily mowing through everything except Ground blocks and lava. Under the Eerie effect, periodically Ground Pounds, causing Goombas to rain from nowhere.
Mega Magnet 	Exclusive to the Super Mario Bros. style. Remains still. Upon being collected, gives the player the ability to carry objects.
Spin Drill 	Replaces the Mega Magnet in the Super Mario Bros. 3, New Super Mario Bros., and Paper Mario styles. Gives the player the ability to Spin Jump.
Goo Gloves 	Replaces the Mega Magnet in the Super Mario World, Super Mario Land 2, and Yoshi's Island styles. Gives the player the ability to Wall Jump.
Baby Luma 	Replaces the Mega Magnet in the New Super Mairo Bros. U and Super Mario Odyssey styles. Gives the player the ability to perform the Star Spin from Super Mario Galaxy, which can stun most enemies.
Spring Boots 	Replaces the Mega Magnet in the Mario Bros. style. Gives the player the ability to Charge Jump.
10T Weight 	Replaces the Mega Magnet in the Super Mario Bros. 2 style. Must be lifted instead of simply collected. Gives the player the ability to Ground Pound.
Miracle Roll 	Replaces the Mega Magnet in the Super Mario 3D World style. Gives the player the ability to dive, and upgrades their roll to the version from Super Mario Odyssey.
Poison Mushroom 	Behaves like a normal Super Mushroom, but this is a mistake you don't want to make, because eating a Poison Mushroom hurts you! Poison Mushrooms are also the only thing capable of taking away your current item while the Small Fire effect is active. During the Eerie effect, instead turns into a Rotten Mushroom, which chases the player, can jump over walls, and retreats if the player has a Super Star or Mega Mushroom.
Poltergust 3000 	Luigi's signature vaccuum cleaner backpack from the Luigi's Mansion series. The Poltergust 3000, replaces whatever abilities are tied to the Spin Jump button with the ability to suck and blow from the Poltergust. The direction of its nozzle can be aimed in the same way as F.L.U.D.D.
Shoe Goomba 	A Goomba in a novelty-size shoe. Stomp it to plunder its ride for yourself! With a Goomba's Shoe, you can safely step on certain hazardous terrain, as well as stomp spiky foes! With wings, the Goomba's Shoe can perform a Flutter Jump-type manuver, while being big allows for the player to perform a Ground Pound-type move with it, creating clouds of dust that can defeat enemies. The Goomba can now be removed, allowing for the shoe and its variants to be placed normally.
Stiletto Goomba 	A variant of the Shoe Goomba, in an equally novelty-size stiletto. It's mechanically identical to the Shoe, but the flutter jump makes an "Ohohohoho" and the Ground Pound can break blocks.
Ice Skate Goomba 	A variant of the Shoe Goomba, in a still novelty-size shoe with an ice skate on the bottom. Using this, you can go really fast on the ice or in the Freeze effect!
Hover Goomba 	A variant of the Shoe Goomba, in yet another novelty-sized shoe. With the blue Hover Shoe, you can perform a second mid-air jump. Each additional Mushroom adds another jump.
Jet Goomba 	A variant of the Shoe Goomba, in yet another novelty-sized shoe. With the cyan Rocket Shoe, you can briefly fly in the air. With Wings, the shoe flies even faster.
Blaster Goomba 	A variant of the Shoe Goomba, in a novelty-sized shoe. With the black Blaster Shoe, you can fire an explosive cannonball straight down. Despite what common logic may tell you, remaining in the cannonall's blast radius is actually a great idea, as it effectively allows you to rocketjump.
Rollerskate Goomba 	A variant of the Shoe Goomba, in a novelty-sized rollerskate. With the brown Rollerskate, you can go at high speeds on land, though with less traction than the Koopa Troopa Car.
Flip Goomba 	A variant of the Shoe Goomba, in a novelty-sized high-tech boot. With the pink Flip Shoe, the player can invert their own gravity by pressing Jump in mid-air.
Tough Goomba 	A variant of the Shoe Goomba, in a novelty-sized cleet. With the purple Super Shoe, the player can perform all the actions of a Shoe Goomba, plus stand on hazards such as lava, and stomp on projectiles.
Quake Goomba 	A variant of the Shoe Goomba, in a novelty-sized shoe which bears a striking resemblance to the Thwomp Stompers from the infamous 1993 Super Mario Bros. movie. With the Quake Boot, the player can jump higher than average, and create a miniature earthquake which stuns nearby enemies by falling from high enough.
Yoshi Egg 	An egg that hatches into a green Yoshi. If given Super Mushrooms, instead hatches into 2 Yoshis, then 4. In Super Mario Odyssey, the egg needs to be smashed manually, leaving a Yoshi, ripe for the Capturing. The Yoshi can also be placed pre-hatched
Red Yoshi Egg 	A variant of the Yoshi Egg, which hatches into a Red Yoshi. This Yoshi can spit fireballs instead of eating enemies. In Super Mario Odyssey, needs to be Captured.
Yellow Yoshi Egg 	A variant of the Yoshi Egg, which hatches into a Yellow Yoshi, which can perform a powerful Ground Pound that kicks up dust, similar to the giant Goomba's Shoe. In Super Mario Odyssey, needs to be Captured
Blue Yoshi Egg 	A variant of the Yoshi Egg, which hatches into a Blue Yoshi, which can briefly fly. No points if you can guess what happens in Super Mario Odyssey.
Cyan Yoshi Egg 	A variant of the Yoshi Egg, which hatches into a Cyan Yoshi. This Yoshi can spit iceballs instead of eating enemies. In Super Mario Odyssey, needs to be Captured.
Black Yoshi Egg 	A variant of the Yoshi Egg, which hatches into a Black Yoshi. Black Yoshis can eat enemies like Green Yoshis, but instead of swallowing, they can spit enemies back out like when Luigi rides one in Super Mario Advance 2.
Brown Yoshi Egg 	A variant of the Yoshi Egg, which hatches into a Brown Yoshi, which can quickly dash forwards, gaining temporary invincibility. In Super Mario Odyssey, needs to be Captured.
Pink Yoshi Egg 	A variant of the Yoshi Egg, which hatches into a Pink Yoshi. The Pink Yoshi behaves identically to its green counterpart, but if it eats a Koopa Troopa with a coloured shell, it will gain the abilities of its corresponding coloured Yoshi until it spits it out, thus behaving as Yoshi did in Super Mario World.
Purple Yoshi Egg 	A variant of the Yoshi Egg, which hatches into a Purple Yoshi. The Purple Yoshi has the bizarre property of transforming enemies into different projectiles depending on what it eats. For example, if a Purple Yoshi eats certain enemies from Super Mario Bros. 2, it will spit out a Turnip. In Super Mario Odyssey, needs to be Captured.
Orange Yoshi Egg 	A variant of the Yoshi Egg, which hatches into an Orange Yoshi. After an Orange Yoshi eats an enemy, it will spit it out as a strange Egg Block, which slides along the floor, defeating enemies as it slides, before shattering on impact with a wall.
Egg 	Replaces the Yoshi Egg in the Yoshi's Island style. Remains still. An egg that Yoshi can use as a projectile. Bounces off walls twice, breaking on the third impact. Turns yellow, then red.
Red Egg 	Replaces the Red Yoshi Egg in the Yoshi's Island style. Remains still. Functions like a normal egg, but drops 2 Stars if broken on an enemy. Turns blue after each impact. Can be stopped mid-flight by hitting it with Yoshi's tounge, where it can then be collected.
Yellow Egg 	Replaces the Yellow Yoshi Egg in the Yoshi's Island style. Remains still. Functions like a normal Egg, but drops 3 Coins if broken on an enemy. Turns red on the first impact, then blue on the second. Can be stopped mid-flight by hitting it with Yoshi's tongue, where it can then be collected.
Blue Egg 	Replaces the Blue Yoshi Egg in the Yoshi's Island style. Remains still. Functions like the other eggs, but drops 2 green Eggs if broken on an enemy. Stays blue. Can be stopped mid-flight by hitting it with Yoshi's tongue, where it can then be collected.
Cyan Egg 	Replaces the Cyan Yoshi Egg in the Yoshi's Island style. Remains still. Functions like other eggs, but flies faster, spawns two Pink Coins when broken on an enemy, and only breaks on its fifth hit. On impact, turns green, then yellow, then red, then blue.
Black Egg 	Replaces the Black Yoshi Egg in the Yoshi's Island style. Remains still. Functions like other eggs, but explodes on impact, like Baby Donkey Kong in Yoshi's Island DS. If combined with the Gold Melon, has a greatly increased blast radius.
Brown Egg 	Replaces the Brown Yoshi Egg in the Yoshi's Island style. Remains still. Functions like other eggs but, once thrown, turns black. Hitting an enemy with a Brown Egg spawns three Black Eggs, two flying perpendicular to the Brown Egg and the third one flying in the opposite direction.
Pink Egg 	Replaces the Pink Yoshi Egg in the Yoshi's Island style. Remains still. Functions like other eggs, but the Pink Egg will fall down upon hitting a wall. If thrown at a wall for the third time, it will transform into a random other Egg. Hitting an enemy with a Pink Egg will spawn three Eggs of random colours.
Purple Egg 	Replaces the Purple Yoshi Egg in the Yoshi's Island style. The Purple Egg is heavier than the other Eggs, being affected by gravity. However, once the Purple Egg lands, it will continue rolling, defeating enemies it runs into. The Purple Egg cannot be destroyed by throwing it at enemies, and it can withstand a total of three wall impacts.
Orange Egg 	Replaces the Orange Yoshi in the Yoshi's Island style. Remains still. Behaves like the other eggs. On impact, turns brown, then black. Hitting an enemy with an Orange Egg will drop a random combination of Eggs, Coins, and Stars.
Cannon Box 	A wearable box that allows the player to shoot cannonballs from their face. Can be charged to shoot faster shots that travel farther. Restricts other item abilities until removed.
Propeller Box 	A variant of the Cannon Box. Lets the player perform three Propeller Mushroom-esque mid-air spins. This can stack with the Propeller Mushroom, increasing the spin total to five.
Goomba Mask 	A variant of the Cannon Box. A mask in the shape of a Goomba's head that makes enemies non-suspicious of you, even in the Stealth effect. Bosses will still fight you if you make the first strike, though.
Bullet Bill Mask 	A variant of the Cannon Box. A mask that looks like a Bullet Bill you put over your face. Lets you fly horizontally by holding the Jump button for a little while. Will explode and make you lose it if you crash it into a solid object, so don't.
Red POW Box 	A variant of the Cannon Box. A Red POW Block that you can put over your head. Upon hitting a ceiling, will create a Red POW Block explosion 3 times before disappearing.
Coin Box 	A variant of the Cannon Box. A ? Block that goes on your head. It prints money.
Light Box 	A variant of the Cannon Box. A giant block with a light on the front. Able to defeat Boos and other ghostly entities, excluding Boohemoth and Polterpup. Indispensable when the Dark effect is active.
+ Clock 	A clock which adds time to the timer. Yellow ones are worth 5 seconds, cyan ones are worth 10 seconds and green ones are worth 30 seconds. Giving one a Mushroom will make it larger. Yellow + Clocks will become blue and worth 15 seconds, cyan ones will become purple and worth 50 seconds, and green ones will become red and worth 100 seconds
Yoshi Block 	An alternate version of the + Clock exclusive to the Yoshi's Island style. Returns the player to their standard Yoshi form and reunites them with their respective baby.
Morph Clock 	An alternate version of the + Clock exclusive to the Yoshi's Island style. A purple clock floating in a cloud. Will automatically refill the player's morph timer, assuming they are currently morphed.
Stopwatch 	When collected, stops time, including the course timer for about 6 seconds, leaving the players unaffected. If an object is thrown in this state, time resumes for it, too. Under the Eerie effect, instead stops the player that touches it.
Sky Pop 	A plane that the player can jump in to ride. The Sky Pop is pretty fast and can shoot projectiles, but can't go underwater. If placed in water or poison, becomes the Marine Pop, a submarine which works the same, but is restricted to being underwater. If placed on the surface of any liquid, becomes the Ski Pop, a boat which retains its horizontal movement and shooting, but remains on the surface and can jump. Under the Eerie effect, shoots at the player. In an autoscroll section, all 3 versions remain in a fixed position on the screen while being ridden, though can still be moved like normal.
Sky Pop Bubble 	Replaces the Sky Pop in the Yoshi's Island style. Transforms Yoshi into his Sky Pop form, which works like the actual Sky Pop, but with the added restriction of the player needing to find a Yoshi Block. If placed underwater or in poison, becomes a Submarine Bubble, which transforms the player into their Submarine form. In this form, the player can move in any direction with the Control Stick, and also shoot missiles forwards. If placed on any liquid's surface, becomes a Jetski Bubble, which turns Yoshi into a jetski, which behaves the same as the Ski Pop. Regardless, the player needs to find a Yoshi Block or be sent back to the bubble.
Mystery Flower 	A flower with a ? on it. Transforms the player into one of the many Mystery Abilities in the game, which change their sprites and gameplay to that of a differnet character, even non-Mario or non-Nintendo ones!
Smash Ball 	Remains completely still, not even affected by gravity. The Smash Ball must be broken by jumping on it, jumping into it, or hitting it enough. Upon breaking the Smash Ball, the player will enter their Super Smash Bros. form. Physically, the player looks completely the same, but they gain access to Mario's moveset from Super Smash Bros. Ultimate. In the Yoshi's Island style, the player's baby grows up and stops riding Yoshi. As well, most Mystery Abilities can stack with the Smash Ball, granting the player access to other fighters' moves. As Toad, Toadette, Captain Toad, and Cuphead do not appear in the Super Smash Bros. series, using a Smash Ball while their Mystery Ability is active will instead give the player the moveset of Ness, Villager, the Ice Climbers, and the Mii Gunner, respectively.
Dried Mushroom 	An item that can only be described as a shrivelled-up Mushroom. When collected, completely overrides whatever form the player is in, changing them to their Super form. Removes all extra health the player gained in Super Mario Bros. 2, and the Life-Up Heart in Super Mario Odyssey. In Yoshi's Island, immediately empties Yoshi's mouth, and sets the number of Stars the player has to ten. If a Mystery Ability is attached to an entire course, does not force the player back to their standard "Mario" form.
Superspicy Curry 	An item from the Kirby series. When eaten, temporarily lights the player on fire, while granting them the ability to shoot a fireball straight forwards. The ignition of the player is purely aesthetic. While under its effects, plays a rendition of the Mint Breath theme from Kirby's Dream Land.
Heart Container 	An item from the The Legend of Zelda series. When collected, the player will gain the ability to take an extra hit, only losing the Heart Container instead of any of their items or health. Up to two Heart Containers can be held by a given player at a time.
Poochy 	Yoshi's canine companion. Not exactly an item, but filing him under Enemies would be cruel. Poochy tries to follow the player's lead. Can be ridden, and controlled by looking in the direction you want him to go. Literally invincible, and can plow through most enemies. Can wade through all liquids. Able to collect Coins, Red Coins, Blue Coins, and can bring Keys and Star Coins to the players.
Polterpup 	Luigi's ghostly canine companion. Replaces Poochy in the Eerie effect. Intangible, for obvious reasons. Can still grab items like Poochy. Pushes the player out of harm's way if stunned. Chases after Roy, waiting where he will pop out. Starts barking near buried Monty Moles.
Plessie 	A Yoshi-like dinosaur thing. Upon jumping on their back, Plessie will race forwards. While in motion, Plessie can defeat any enemy, and ride on top of all liquids.
Plessie Stop 	A stop sign with a picture of Plessie in a prohibition sign. Upon approaching one, Plessie will slow to a stop, before dismounting the player.
Yoshi Stop 	A variant of the Plessie Stop with a picture of Yoshi in a prohibition sign instead. If the player attempts to cross the threshold of one while riding Yoshi, they will automatically dismount.
Item Crystal 	An octahedral crystal containing an item of the player's choice. Incredibly fragile, being broken when hit by any form of impact from the player. After being broken, respawns with its item after a short period of time.
Red Item Crystal 	A variant of the Item Crystal which only respawns if the player does not have its corresponding item.
===Decorations===
The Decorations tab is represented with a flower and is coloured purple.
Background Object (Short) 	A nonsolid background object, which is one block tall. Changes depending on the Course Theme.
Background Object (Medium)	A variant of the Background Object which is two blocks tall.
Background Object (Tall) 	A variant of the Background Object which is three blocks tall.
Wide Background Object 	A nonsolid background object, which is one block tall and three blocks wide.
Fence 	A resizable, nonsolid object which is one block tall. The specific design of the fence changes between Course Themes, usually resembling either a garden fence, a railing, or guard rails.
Arrow Sign 	A sign in the shape of an arrow which can be pointed in any direction.
Action Sign 	A variant of the Arrow Sign which has an icon of Mario performing a specific action. Can also have any object placed on it, and have a prohibition symbol layered on top.
Decorative Vine 	A resizable, nonsolid object. Resembles a Vine, except messier and darker in colour. Since it can't be grabbed, the Decorative Vine is more useful in situations where Up is likely to be held, such as near a Warp Door.
Background Wall 	A resizable, nonsolid object. Resembles a Semisolid Platform, except for its lack of a solid side. In Super Mario 3D World and Super Mario Odyssey, can be used to block a region between the planes.
Non-Climbable Wall 	A variant of the Background Wall which cannot be climbed on with a Super Bell.
Foreground Wall 	A variant of the Background Wall which has somewhat shorter edges and exists in the foreground as opposed to the background. Upon going behind a Foreground Wall, a region around the player will be revealed.
Waterfall 	A resizable waterfall in the background. Can be set to any liquid. Waterfalls set to fog, smog, or ash will visibly flow up instead of down. Placing a Waterfall on top of a liquid of the same type, excluding honey, will create a functional waterfall.
Foreground Waterfall 	A variant of the Waterfall which is translucent and in the foreground.
Foreground Water 	A resizable batch of water which is translucent and non-interactive.
=== Enemies===
The Enemies tab is represented by a Goomba and is coloured green.
Goomba 	The most basic of Bowser's troopers. Wanders back and forth, basically asking to be stomped. Under the Eerie effect, swims in the air and walks underwater. In Super Mario Odyssey, capturing a Goomba lets the player jump on other Goombas to start towering, as well as not slip on ice. Giving one a mushroom turns it into a Hefty Goomba which splits into two Goombas, and giving it another turns it into a Big Goomba, which splits into two Hefty Goombas. Giving one a third mushroom turns it into a Mega Goomba, a boss-tier character that requires 3 Ground Pounds or Thwomp impacts to defeat.
Goombrat 	A variant of the Goomba. Literally just a Goomba that turns at ledges. The Big and Mega Goombrat form requires a Ground Pound to split. Can Captured.
Galoomba 	A variant of the Goomba. When stomped, flips over and can temporarily be used as a projectile. In Super Mario Bros. 2, has to be stomped before it can be stood on and thrown. If given 3 mushrooms, behaves like the Mega Goomba, but needs to be toppled before becoming vulnerable. In Super Mario 3D World and Super Mario Odyssey, can't be carried and is defeated by stomping or kicking them once flipped. Can't be captured.
Goombud 	A variant of the Goomba. Basically just a Galoomba but it turns at ledges. if given 3 Mushrooms, can be toppled like a Mega Galoomba, splitting into 4 Big Galoombas once stomped. Can't be Captured.
Koopa Troopa 	Another basic trooper. When stomped, retreats into its shell, ejecting the Koopa itself in the Super Mario World and Super Mario 3D World styles. Comes in several colour variations:
*Green: Can walk off ledges. With wings, jumps forwards.
* Red: Turns at ledges. With wings, flies up and down.
*Yellow: Can walk off ledges, and walks slightly faster. With wings, follows the player on the ground.
* Blue: Turns at ledges. With wings, flies left and right.
*Cyan: Turns at ledges, and walks slightly faster. With wings, jumps while following the player.
*Black: Becomes a Bombshell Koopa. Turns at ledges. With wings, jumps forwards. When stomped, its shell cannot be interacted with, and explodes after a few seconds.
* Brown: Can walk off ledges, and walks slightly slower. With wings, jumps incredibly high.
* Pink: Mindful of ledges, and walks slightly faster. With wings, flies clockwise in a circular pattern.
*Purple: Mindful of ledges, and walks slightly faster. With wings, flies counterclockwise in a circular pattern.
*Orange: Can walk off ledges. With wings, persistently flies towards the player.
In Super Mario Bros. 2, their shells can be stood on after being stomped into them. Can be given a Blue Shell to create a Sparkly Blue Koopa Troopa, which gives its shell when Ground Pounded. In Super Mario Odyssey, hitting one with Cappy will eject it from its shell.
Shellcreeper 	Replaces the Koopa Troopa in the Mario Bros. style. Can't be stomped. Upon hitting a Shellcreeper, it will be stunned. In this state, the player needs to run into it to defeat it. If a stunned Shellcreeper gets hit by another attack, it will be un-stunned, and if nothing touches for long enough, it will get faster. Shellcreepers have a different speed/behaviour hierarchy than Koopa Troopas:
*Green -> Purple -> Red: Walks off ledges.
*Blue -> Orange -> Yellow: Turns at ledges.
* Brown -> Cyan -> Pink: Walks off ledges to follow the player.
*Black: Turns at ledges. Explodes instead of speeding up.
However, with wings, each Shellcreeper behaves the same as its Koopa Troopa counterpart.
Beach Koopa 	A Koopa Troopa without its shell. Slides out of its shell when stomped in the Super Mario World, Super Mario 3D World, and Super Mario Odyssey styles. Beach Koopas retain the movement pattern of their shelled equivalents. If a Yellow Beach Koopa enters any shell, it becomes a Flashing Shell, which chases after the player. Blue, Cyan, Black, and Orange Beach Koopas kick shells they happen across. Can be Captured to run around, or brought to a shell to slide in it like with the Blue Shell.
Koopa Shell 	A vacant shell. Can be occupied by most variants of Beach Koopas.
Buzzy Beetle 	A turtle which is basically a fireproof Koopa Troopa. Can be placed on ceilings to then fall and spin their shell at the player when they get close. Blue Buzzy Beetles turn at ledges. Can be stomped in Mario Bros. Can be ridden in Super Mario Bros. 2, and then grabbed to throw their shell. If given two Super Mushrooms, becomes completely indestructible, though it stops moving on contact with Lava or Acid. Giving a Buzzy Beetle a third Super Mushroom causes it to become literally unstoppable. Can't be Captured, with Cappy causing it to only get slightly knocked back.
Koopa Troopa Car 	A Beach Koopa driving a car. They attempt to crash into the player, but will destroy the car if they crash into three walls. By defeating the Beach Koopa, or removing it in the editor, the player can use the car to move at high speeds and defeat most enemies by running them over. However, it takes about a second to start moving, it's slow to turn around, and it is destroyed if it hits three walls. The player can still jump while in the Koopa Troopa Car.
With wings, the Koopa Troopa Car can perform Jump Boosts by jumping at the edge of a platform, glide down slowly, and jump between the foreground and background in the 3D Paper Mario, Super Mario Galaxy, Super Mario 3D World, Super Mario Odyssey, and Kirby styles.
Koopa Troopa Truck 	A variant of the Koopa Troopa Car. Slightly larger, and it's a freakin' truck. The Koopa Troopa Truck is similar to the Koopa Troopa Car, but it moves faster, takes longer to start and turn, and can plow through breakable blocks without taking damage.
Buzzy Shell 	A hollowed-out shell of a Buzzy Beetle. By jumping into the bottom of one, or by pressing Down while holding one, can be worn as a makeshift hard hat which can deflect most hazards from the top. If shot out of a Bill Blaster or thrown with the SMB2 Mushroom or in Super Mario Bros. 2, can be ridden. In Super Mario Odyssey, can be placed on enemies to render them immune to Capturing.
Buster Beetle 	A Buzzy Beetle-like enemy that can be stomped or fireballed, but picks up and throws anything it can. Can also grab Cappy.
Spike Top 	A fireproof, spiky turtle that can crawl on walls and ceilings. Has a faster, blue variant and a slower, green variant. Can't be Captured.
Spiny 	A spiky turtle. Basically a stomp-proof Koopa Troopa. Can be placed on the ceiling like a Buzzy Beetle. Can't be captured, with Cappy only dealing some knockback.
Spiny Shell 	A hollowed-out shell of a Spiny. Can be worn like a Buzzy Shell, with the added ability to deal damage and break blocks with the blast resistance of a Hard Block.
Dry Bones 	A skeletal Koopa Troopa. Immune to fireballs. Attempting to stomp one will cause it to crumble into bones and become intangible, reassembling itself after a short time. If given a Super Mushroom, must be Ground Pounded to collapse into a pile of bones. Turns at ledges. Throws bones at the player in the Super Mario World and Paper Mario styles. Cannot be Captured, with Cappy instead causing it to crumble.
Bony Beetle 	A variant of the Dry Bones, which is a skeletal Buzzy Beetle. Behaves identically to a Dry Bones, except it periodically stops and protrudes spikes from its shell. Attempting to stomp a Bony Beetle while it's spiky will hurt the player and have no effect on the Bony Beetle.
ON/OFF Bones 	A modifier for the Dry Bones and Bony Beetle. While their corresponding ON/OFF Switch, Face Block, or ! Switch is active, they will move as normal, but are immune to being collapsed. While their switch is inactive, they will crumble into an inert pile of bones.
Dry Bones Shell 	A variant of the Dry Bones. Simply a hollowed-out shell of one, which can be ridden like a Goomba's Shoe. Riding a Dry Bones Shell, the player can float on the surface of any liquid, bounce on most enemies, Ground Pound, and crumble into bones briefly to avoid damage.
Fish Bones 	A skeletal fish. Underwater, swims back and forth until it sees the player, before charging at them, being defeated when it hits a solid object. On land, it just falls straight down and shatters on contact with the floor.
Blooper 	A squid that swims erratically, moving towards the player. Can't hit the player if they crouch on the ground. Can't be captured.
Blooper Nanny 	A variant of the Blooper that is functionally the same but has several small Blooper Babies in tow.
Cheep Cheep 	A fish in one of many colours. Red Cheep Cheeps swim back and forth, Green Cheep Cheeps swim left, Yellow Cheep Cheeps swim out of the player's way, Blue Cheep Cheeps chase anybody in their line of sight, and Purple Cheep Cheeps chase anybody in their line of sight, but doesn't stop once they're out of it. Outside of water, Cheep Cheeps skip towards the player, with the exception of Green Cheep Cheeps, which skip to the left. Green Cheep Cheeps appear as Blurps in Super Mario World and Super Mario Land 2, and Deep Cheeps in New Super Mario Bros. U. Purple Cheep Cheeps appear as Rip Van Fish in Super Mario World, and Spiny Cheeps Cheeps in New Super Mario Bros. U. In Super Mario Odyssey, can be Captured to enhance the player's swimming ability.
Porcupuffer 	A giant, purple, spiky fish that chases and jumps at the player. Appears as a Boss Bass in Super Mario Bros. 3. Too big and scary to be Captured.
Cheep Chomp 	Replaces the Porcupuffer in the Underwater effect except in Super Mario Bros. 3. Chases towards, and then tries to eat them whole. If successful, the player instantly loses a life.
Piranha Plant 	A plant that remains still on the ground. Can also be placed on walls and ceilings. Can be placed in a pipe to pop up and down, unless a player is standing next to or on top of it. Can be given Wings to jump in and out of its pipe. Can be Captured to bite around, but will eat Cappy if its mouth isn't filled with something already. In the 3D Paper Mario, Super Mario 3D World and Super Mario Odyssey styles, giving a Piranha Plant three Super Mushrooms will give it the ability to attack the player along the Z-axis.
Jumping Piranha Plant 	A Piranha Plant that jumps out of its pipe. 'Nuff said. Can't be Captured. Jumping Fire, Ice, and Poison Piranha Plants can be created, with them shooting two fireballs, ice balls, or poison balls at the apex of their jump, with one to each side.
Fire Piranha Plant 	A Piranha Plant that shoots a fireball which flies in a straight line after coming out of its pipe, Despite what its sprites suggest, has a wide range of fire. Can be Captured to shoot fireballs, though, like a regular Piranha Plant, it needs to be distracted with another object first. Due to its wide range of alternate variations, is now a seperate enemy from standard Piranha Plants.
Ice Piranha Plant 	A variant of the Fire Piranha Plant that is like the Fire one but with ice balls. If hit with an ice ball, the player will be frozen solid and drop straight down before taking damage. Can be Captured to shoot ice balls.
Super Piranha Plant 	A variant of the Fire Piranha Plant which shoots Superballs. Like ones the player shoots, they reflect off the walls at 45-degree angles. Can be Captured to shoot Superballs in any of the four angles they can fly in.
Gold Piranha Plant 	A variant of the Fire Piranha Plant which shoots golden fireballs. These fireballs behave like regular fireballs, but larger, and they explode on impact, turning Brick Blocks into Coins and activating all other blocks nearby. Can be captured to shoot golden fireballs.
Thunder Piranha Plant 	A variant of the Fire Piranha Plant which shoots thunder balls. The thunder balls travel faster than fireballs, and any player hit by them will be stunned in place before taking damage, even in mid-air. Can be captured to shoot thunder balls.
Bubble Piranha Plant 	A variant of the Fire Piranha Plant which shoots bubbles. Though the bubbles don't do any damage, if the player touches one, they'll be trapped in it until they either reach one of the edges of the course, touch a solid object, or mash the buttons hard enough to break free. Can be Captured to shoot bubbles.
Bluster Piranha Plant 	A variant of the Fire Piranha Plant which shoots wind. The wind doesn't deal any damage, but is fairly powerful, launching the player a good distance away if they get caught. Can be Captured to shoot wind.
Poison Piranha Plant 	A variant of the Fire Piranha Plant Piranha Plant that shoots toxic goop. The goop remains as a puddle on the floor, unless cleaned up with certain items. Can be Captured to shoot goop.
Green Piranha Plant 	A variant of any species of Piranha Plant which is coloured green. Similar to other Piranha Plants, but it moves slightly faster, is slightly longer, and will still appear from its pipe if a player is directly next to, but not on top of, it. In the 3D styles, Green Fire Piranha Plants and their variants have the ability to spit goop into the foreground or background. In the Super Mario Bros. and Super Mario Bros. 3 styles, normal Piranha Plants are coloured green, so Green Piranha Plants become Red Piranha Plants.
Trottin' Piranha Plant	A variant of the Piranha Plant which seems normal, but will uproot itself and start walking if the player gets close.
Ptooie 	A Piranha Plant that blows a Spike Ball over it. Can be placed on the surface of water. Under the Eerie effect, wanders back and forth. Can be Captured for the same benefits as a Piranha Plant con piernas.
Muncher 	Stays still. Damages the player on contact, unless they have adequate protection. Can also be placed on walls and ceilings. Would be really unremarkable if it wasn't for the fact that they're affected by gravity and are heavy enough to press switches, which bumps their rating up to 5 Fuzzies. Can't be captured.
Piranha Creeper 	A weird, long Piranha Plant that move back and forth along a set path and can be stomped, being defeated if they are forced all the way to their start. Has an alternate version that falls asleep at the end of its path, waking up and going back if stomped, as well as a version that respawns after being defeated. Can't be Captured.
Bullet Bill 	an oversized bullet with angry eyes. Simply flies forwards. Would be unremarkable, except for the fact that they can now be placed individually. Explodes on impact with a solid object in the Super Mario Galaxy, Super Mario 3D World, Super Mario Odyssey, and Kirby styles. Can be Captured for limited horizontal flight.
Bull's-Eye Bill 	A red Bullet Bill which homes into the player. In the Super Mario 3D World style, instead appears as a Cat Bullet Bill. Can be captured for limited omnidirectional flight.
Bombshell Bill 	A yellow Bullet Bill which explodes on contact with solid objects in all styles, and falls to the ground and explodes when stomped. Can be captured for limited horizontal flight and the ability to self-destruct.
Woollet Bill 	A white Bullet Bill which leaves behind a solid cloud trail behind it, which dissipates after a little while. Can be Captured for limited horizontal flight while also creating a cloud trail.
Banzai Bill 	Created by giving a Bullet Bill three Super Mushrooms. Beyond being bigger, scarier, and able to pierce weak blocks in the Super Mario Galaxy, Super Mario 3D World, Super Mario Odyssey, and Kirby styles, functionally identically to the regular Bullet Bill.
Thwomp 	A giant stone slab with an angry face. Solid on top, but is completely solid in the Super Mario Galaxy, Super Mario 3D World, and Super Mario Odyssey styles. Can be set to move in any cardinal or diagonal direction, and whether to operate on proximity or a cycle. Under the Eerie effect, creeps towards the player along their perpendicular axis when they're not looking. Can't be Captured. In the 3D Paper Mario, Super Mario 3D World and Super Mario Odyssey styles, Thwomps can also be set to move into the foreground or the background.
Thwimp 	A small Thwomp that hops back and forth. Can't be Captured.
Monty Mole 	A mole that chases the player. Can be stomped. Double-tapping one in front of a Semisolid Platform will hide them inside it. Can be placed in the ground to dig upwards when the player is near. Can be Captured to run really fast.
Morty Mole 	A variant of the Monty Mole, which is somewhat bigger and has reddish fur. Behaves identically to the regular Monty Mole, except it needs to be stomped twice to be defeated.
Mega Mole 	A variant of the Monty Mole which is twice as large. Mega Moles don't chase the player, and can be safely stood on.
Rocky Wrench 	A mole with a manhole lid on its head. Pops out of the ground and throws wrenches. Has similar digging mechanics to the Monty Mole. Can be Captured to throw wrenches.
Rocky Bomb 	A variant of the Rocky Wrench that can throw bombs.
Rocky Hammer 	A variant of the Rocky Wrench that throws hammers.
Hammer Bro 	A turtle that throws arcing hammers at the player. A total RNG-fest. Can be captured to throw hammers, but its helmet or hat needs to be knocked off first. Giving one a Super Mushroom turns it into a Sledge Bro, which throws bigger hammers and can stomp the ground to immobilize the player, with these properties carrying over to all of the Hammer Bro's variants. In Super Mario Odyssey's Volcano and volcanic Underground themes, instead throws functionally identical frying pans.
Boomerang Bro 	A variant of the Hammer Bro that throws boomerangs. Can be captured to throw boomerangs. In Super Mario Odyssey's Volcano and volcanic Underground themes, instead throws functionally identical croissants. Nintendo not doing this in the real Super Mario Odyssey is the biggest missed opportunity ever.
Fire Bro 	A variant of the Hammer Bro that throws fireballs. Can be captured to throw fireballs.
Ice Bro 	A variant of the Hammer Bro that throws iceballs. Can be captured to throw ice balls.
Super Bro 	A variant of the Hammer Bro that throws Superballs. Can be captured to throw Superballs.
Bubble Bro 	A variant of the Hammer Bro that shoots bubbles. Can be captured to shoot bubbles.
Thunder Bro 	A variant of the Hammer Bro that throws thunder balls. Can be captured to throw thunder balls.
Bluster Bro 	A variant of the Hammer Bro that throws tornados. Can be captured to throw tornados.
Miner Bro 	A variant of the Hammer Bro that uses a pickaxe to break blocks. Wears a hard hat and, as such, can't be stomped or Captured.
Lava Bubble 	A blob of lava with eyes in some styles. Jumps up and down from the nearest liquid (or the bottom of the screen if there is none) to the area where it was placed. Can also be turned upside-down or sideways. If placed above Poison or Acid, will appear as a Poison Bubble or Acid Bubble. With wings, flies at 45° angles, reflecting off of surfaces it touches,
Lakitu 	A turtle thing which flies around at the top of the screen in its Lakitu's Cloud, throwing whatever it's been set to at the player. Can be assigned to throw any enemy or item, but defaults to Spinies. If set to throw Piranha Plants, instead throws Piranha Pods, though they immediately turn into Piranha Plants upon touching the ground. Can be placed in a Pipe to use it as cover while throwing enemies or items.
Hurlitu 	A variant of the Lakitu, differentiated by its yellow shell and cool shades. When given an enemy or item, instead throws a projectile related to them, such as shells, hammers, fireballs, or Micro-Goombas. Otherwise mechanically identical to the Lakitu.
Lakitu's Cloud 	A Lakitu's Cloud without a Lakitu riding it. Defeating the enemy or collecting the item inside it will leave the cloud empty. By jumping in it, the player can commandeer the cloud and fly it in any direction. The Lakitu's Cloud is a bit slow, and only lasts for a limited time before disappearing. Other enemies can be placed inside a Lakitu's Cloud to pilot it back and forth along a horizontal axis to follow the player.
Hurlitu's Cloud 	A Lakitu's cloud with a pair of shades. Mechanically identical to the Lakitu's Cloud, except the Hurlitu's Cloud disappears once whatever is riding it leaves, be it the enemy inside being defeated, or the player jumping out. Lakitus can be placed inside Hurlitu's Clouds, and vice-versa.
Wiggler 	An orange catterpillar thing made up of many circles. Normally walks back and forth while turning at ledges, but if the player stomps on it, the flower on its head falls off, it turns red and angry, and it starts chasing the player while moving very fast. With wings, jumps around while moving, even while chasing the player. Angry Wigglers can be placed individually. Giving a calm Wiggler two Super Mushrooms will make it invincible and bouncy, while giving it three will let the player safely stand on it. Giving a mad Wiggler two or more Super Mushrooms, however, will turn it into a boss-like enemy, which repeately tries to charge down the player and must be knocked over.
Flutter 	Created by giving a Wiggler Flutter Wings. Flutters fly forwards in a sine wave, but when stomped, they become angry and fly in a straight line towards the player. The logic of bigger Wigglers also applies to Flutters.
Magikoopa 	A Koopa wizard. Teleports around, firing magic blasts made of a circle, rectangle, and triangle. The magic blasts are aimed at the player, but they transform any breakable block they hit into a random item or enemy. Magikoopa magic can also steal the Goal Pole, Crystal Ball, Star Block, Odyssey, Skull Switch, Magic Ball, or Big Key, with it being returned to its rightful place once the Magikoopa responsible is destroyed.
Shy Guy 	A masked... thing that walks back and forth. Can be ridden and picked up. Comes in Red and Blue. Red Shy Guys march off cliffs, while Blue Shy Guys don't. Can't be captured. In styles other than Yoshi's Island, Paper Mario, Super Mario 3D World, and Super Mario Odyssey, can be stood on and picked up.
Snifit 	A Shy Guy that periodically stops to shoot bullets. Comes in red, blue, pink, green, and grey. Red and Blue Snifits behave like their Shy Guy counterparts, Grey Snifits remain still, and Pink and Green Snifits behave like their Red and Blue counterparts, except that they shoot on sight. Can't be captured. In styles other than Yoshi's Island, Paper Mario, Super Mario 3D World, and Super Mario Odyssey, can be stood on and picked up.
Ninji 	A ninja demon thing who haunts the dreams of Nintendo Arcade players. Black ones stand still and jump, while purple ones rush the player. Can be ridden in Super Mario Bros. 2. Also represents the ghost data of previous players. Can't be captured.
Tweeter 	A... bird... thing. It looks kinda like a plague doctor, I guess. hops forwards, like something between a Paragoomba and a Paratroopa. Can't be captured. In styles other than Yoshi's Island, Paper Mario, Super Mario 3D World, and Super Mario Odyssey, can be stood on and picked up.
Hoopster 	A ladybug-like bug that climbs on Vines and Fences. Can't be captured. In styles other than Yoshi's Island, Paper Mario, Super Mario 3D World, and Super Mario Odyssey, can be stood on and picked up.
Albatoss 	An albatross that flies by. Can be given items or enemies to drop them. If Captured, can glide through the air, and can grab enemies. Can be stood on in all styles.
Ostro 	An ostrich, which runs fast, sometimes making small jumps. Meant to be given other enemies to ride on it. Can't be captured, but can be ridden on in all styles like off-brand Yoshi.
Flurry 	A snow thing that is basically a Monty Mole that doesn't bury itself and can be stood on. Can't be Captured. In styles other than Yoshi's Island, Paper Mario, Super Mario 3D World, and Super Mario Odyssey, can be stood on and picked up.
Pokey 	A cactus made of a bunch of individual segments Destroying the head will defeat the whole Pokey, except in Super Mario Bros. 2. Can be ridden and have its head grabbed in Super Mario Bros. 2. Can't be captured.
Snow Pokey 	A variant of the Pokey which is made of snowballs. Unlike regular Pokies, these can be stomped, causing the head to turn into a Snowball.
Bob-Omb 	Used to work for Wart, but later joined the Koopa Troop. A bomb that can be stomped/grabbed and then thrown, before exploding. Can also be set to a Lit Bob-Omb, which is identical to a normal Bob-Omb, except it explodes soon after appearing. Can't be Captured.
Kab-Omb 	A variant of the Bob-Omb which is defeated by most acts that would normally ignite it. However, if a Kab-Omb comes in contact with any form of fiery asset, it will quickly chase after the player for a brief moment, before jumping in the air and exploding like a firework. Can't be captured.
Bomb 	A variant of the Bob-Omb. Literally just a bomb. Ignites when the player grabs or kicks it, exploding when it hits something.
Frost-Omb 	An additional modifier of the Bob-Omb and its variants. When a Frost-Omb detonates, it freezes all enemies in its radius, and covers nearby terrain in ice.
Beezo 	A Shy Guy bee thing that flies down before charging forwards. Can't be captured.
Panser 	A plant that moves back and forth and shoots fireballs out of its petals. Can't be captured.
Panfrost 	A variant of the Panser that shoots ice balls. Can't be captured.
Panball 	A variant of the Panser that shoots Superballs. Can't be captured.
Panbubble 	A variant of the Panser that shoots bubbles. Can't be captured.
Panzap 	A variant of the Panser that shoots thunder balls. Can't be captured.
Panblow 	A variant of the Panser that shoots balls of wind that fly upwards. Can't be captured.
Cobrat 	A red snake that moves back and forth, shooting bullets. If placed in Ground, Quicksand, a Pipe, a Mini Pipe, or a Vase, will jump out and shoot. Can be captured to shoot bullets.
Trouter 	A fish. Basically just a Lava Bubble you can stand on. Can be captured to swim through and jump out of water.
Chain Chomp 	A dog-like metal ball that lunges at the player, only restricted by their chain's length. Under the Eerie effect, their chain's length is doubled. Their posts can be crushed to free the Chomp. A Chain Chomp is also freed if it lunges 50 times in the Super Mario Bros. 3 style. Placing a Chain Chomp or Chomp on a Peg will attach the Chomp to the Peg instead of its post. Can be Captured to lunge in any direction.
Chomp 	A variant of the Chain Chomp, without a post. Quickly moves back and forth, repeatedly hopping. Under the Eerie effect, their chain's length is doubled, though this is purely aesthetic. Can be Captured to go fast.
Flame Chomp 	A vaguely Chain Chomp-like enemy with an evil grin and a trail of fire behind it. Shoots fireballs at the player, exploding after running out of fire. Can be Captured to shoot fireballs and then explode.
Freeze Chomp 	A variant of the Flame Chomp that uses ice balls instead of fireballs. Can be Captured.
Zap Chomp 	A variant of the Flame Chomp that uses thunder balls instead of fireballs. Can be Captured.
Fire Snake 	A chain of small flames that hop around. In the New Super Mario Bros. style, periodically enlarges their head. Can't be Captured.
Nipper Plant 	A small plant which hops up at the player. Can't be captured.
Fire Nipper Plant 	A variant of the Nipper Plant which shoots fireballs at the player. Can't be Captured.
Ice Nipper Plant 	A variant of the Nipper Plant which shoots iceballs at the player. Can't be Captured.
Spike 	A thing which regurgitates spike balls from its mouth and lobs them at the player. The thrown spike balls are affected by gravity in the Super Mario World, New Super Mario Bros., New Super Mario Bros. U, Yoshi's Island, Super Mario 3D World, Paper Mario, and Super Mario Odyssey styles. Can be Captured to throw spike balls.
Stone Spike 	A variant of the Spike which throws spiked balls downwards. Can be Captured. In the Super Mario 3D World and Super Mario Odyssey styles, can be set to throw their spike balls into the foreground or background.
Snow Spike 	A variant of the Spike which throws snowballs. The same Spike logic applies. Can be Captured.
Sports Spike 	The most bizarre of the Spike types, Sports Spikes throw Baseballs, which are always affected by gravity. Can be Captured.
Bomb Spike 	A variant of the Spike which throws Kick Bombs.
Fire Spike 	A variant of the Spike which throws Fireballs straight forwards.
Spike Ball 	A gravity-affected ball of spikes. Obeys the laws of physics as much as the game engine allows. Breaks upon hitting a wall. Under the Eerie effect, rolls towards the player.
Snowball 	A variant of the Spike Ball that's more fragile, harmless to the player, and can be carried.
Baseball 	A variant of the Spike Ball. giant baseball. Like a Snowball, but marginally harder to destroy.
Kick Bomb 	A variant of the Spike Ball. A bomb which resembles a soccer ball. Can't be grabbed, instead always being kicked. Once kicked, explodes on contact with a wall or other object. Also explodes if it has been active for long enough. While in motion, rolls like a Spike Ball.
Mechakoopa 	A wind-up automaton which has some resemblance to a Koopa Troopa. Mechakoopas march around, being temporarily stopped when jumped on. A stomped Mechakoopa will get back up after a period of time, though not if the player is holding it. Under the Eerie effect, Mechakoopas gain rocket engines under their feet, allowing them to briefly fly.
Blasta Mechakoopa 	A variant of the Mechakoopa which is coloured red and shoots homing missiles from its mouth. The homing missiles behave like Bull's-Eye Bills, except they slow down and explode after a few seconds.
Zappa Mechakoopa 	A variant of the Mechakoopa which is coloured blue and shoots lasers from its mouth. The lasers move fast and can break weak blocks, but are telegraphed with a blue rectangle that appears in the line of fire.
Burna Mechakoopa 	A variant of the Mechakoopa which is coloured yellow and breathes fire. The fire behaves like that of a Burner, except it's slightly longer.
Boo 	A ghost that is a white ball thing. Moves towards the player when they look away from them. Under the Eerie effect, reverses its usual behaviour. Can't be Captured, as Cappy just phases right through them.
Stretch 	A Boo placed directly next to a solid surface can be set to a Stretch. Stretches move along their surface, periodically disappearing and reappearing. With Wings, appears on the other side of its surface, if possible. Under the Eerie effect, freezes in place if looked at. Can't be Captured, either.
Boo Buddies 	A circle of Boos. The diameter of their circle and the amount of Boos within can be customized. With Wings, expands and contracts. Under the Eerie effect, stops when the player looks at it and moves towards the player while rotating when they look away. None of the Boos can be Captured.
Boo Buddy Snake 	A variant of the Boo Buddies. A line of Boos. The Boo Buddy Snake moves at 45° angles, reflecting off of walls. The number of Boos in the snake can be customized. Can't be Captured.
Peepa 	A ghost that looks mildly like someone with a blanket draped over them. By default, a Peepa moves in a small circle, but it can have its movement pattern customized to move in larger circles, along a predefined path, or even remain still.
Blaarg 	A weird lava monster thing. Dwells in the nearest liquid, or the bottom of the screen if there is none. Can also hide in objects coated in liquid. Periodically pokes its head out, before lunging at the player. Changes its appearance depending on what liquid it's in, with a water Blaarg instead being called a Nep-Enut. Quicksand Blaargs don't deal any damage, instead dragging the player deeper into the quicksand.
Charvaarg 	Replaces the Blaarg in Super Mario 3D World and Super Mario Odyssey. Jumps around the screen in large arcs, including along the z-axis.
Bully 	A strange metal thing, Though it can't damage the player, it can instead deal a good amount of knockback, which also stuns the player. Conversely, Bullies can also be knocked back. Upon pushing one to an edge, it will teeter for a bit, where hitting it once more will push it off. With Wings, Bullies will float up after being pushed off a ledge, though hitting it again will knock it down for good.
Sidestepper 	It's a crab. You can't jump on it. Sidesteppers behave like Spinies, except they can take two hits instead of one, becoming angry and faster after the first hit. Also has blue and purple variants, with blue Sidesteppers being faster than red ones, and purple being the fastest. In the Mario Bros. style, instead of being defeated, hitting a Sidestepper twice will only stun it. Once stunned, the player must physically run into the Arcade Sidestepper to defeat it. If hit with any other projectile, the Sidestepper will return to its angry state. If nobody touches the Sidestepper for long enough, it will re-right itself and turn blue if it's red, and purple if it's blue.
Fighter Fly 	A fly that hops forwards, stopping briefly after each hop. It can be stomped. Fighter Flies have additional green and black variants, with green Fighter flies being faster, and black ones being the fastest. In the Mario Bros. style, Fighter Flies cannot be stomped, and hitting one will stun it, with a player needing to run into it, or else it will get back up and become faster if it isn't already in its black form.
Bald Cleft 	An enemy which is really sturdy and only vulnerable when overturned. Unlike Galoombas, they can't be toppled when stomped, and flip over when hit with a POW Block. Can also be overturned with the Super Leaf, Cape Feather, and Bluster Flower. In the Super Mario Bros. 2 style or with an SMB2 Mushroom, takes longer to grab. Can't be captured, but can be topped with repeated Cappy throws.
Cleft 	A Bald Cleft, but with spikes. Nuff said.
X-Naut 	A basic X-Naut trooper. Charges towards the player on sight. With Wings, jumps when close enough. Can be captured to run around and blend in with other X-Nauts.
Elite X-Naut 	A variant of the X-Naut which takes 3 hits to defeat and has a larger line of sight. Can be Captured to do the same things as a regular X-Naut, but faster.
X-Naut PhD 	A variant of the X-Naut which throws chemicals like a Hammer Bro, which have different effects once they land: Blue creates a slippery puddle, red creates a pit of fire, orange enlarges enemies it hits, and yellow explodes. Can be Captured for the same benefits as an X-Naut, but with the ability to throw chemicals.
Squiglet 	A rectangular thing with lots of legs. Starts hopping on sight. Can't be Captured.
Squig 	A variant of the Squiglet which spits rocks if it sees the player. Can't be Captured.
Shlurp 	An enemy which is immune to everything except making it eat explosives. So basically, a Dodongo, which Link can't wait to bomb. Can't be Captured, and eats Cappy if attacked from the front.
Ant Trooper 	An ant-like thing which walks on walls. The player can bounce on them. Can only be defeated with projectiles, spin attacks, Ground Pounds, or attacks that can break Grey Brick Blocks. Giving one two Super Mushrooms makes it completely invincible. Can use up to three Super Mushrooms instead of two. With Wings, flies left and right.
Horned Ant Trooper 	A variant of the Ant Trooper with a spiky helmet. Jumping on one from its helmeted side, and only its helmeted side, will damage the player and not bounce them as high, but is otherwise identical to an ordinary Ant Trooper.
Hop-Chop 	An enemy which can best be summed up as a living Trampoline. It bounces towards the player on sight, and can be bounced off like a Trampoline, which also stuns it briefly.
Super Hop-Chop 	A variant of the Hop-Chop which is coloured red, moves faster and has the bouncing power of a Super Trampoline.
Flimsy Hop-Chop 	A variant of the Hop-Chop which is coloured blue, and is defeated and disappears if the player attempts to bounce on it, with them bouncing as though it was a normal enemy. Flimsy Super Hop-Chops can also be created which are coloured yellow.
Weird Hop-Chop 	A variant of the Hop-Chop, which is only visibly different in the editor. Though visually identical to a Flimsy Hop-Chop in game, Weird Hop-Chops are slightly slower. If the player attempts to defeat one, it will be temporarily stunned, turning into a normal, albeit off-colour, Trampoline. This Trampoline can be manipulated like normal, but it eventually turns back into a Hop-Chop.
Skipsqueak 	A mouse that jumps when the player does. If placed on a Conveyor Belt, a Skipsqueak will run in place so as to not lose its spot. If moved by force, the Skipsqueak will try to jump over obstacles to get back to its position, with its third jump being higher than the other two. If the Skipsqueak fails, it will adopt its current location as its new position, briefly using a sad animation in New Super Mario Bros. U, Paper Mario, Super Mario 3D World, and Super Mario Odyssey.
Spiny Skipsqueak 	A variant of the Skipsqueak which is purple and has green spikes. Beyond being immune to stomps, is identical to a normal Skipsqueak.
Stingby 	A bee which remains on a horizontal plane, but chases after the player along the plane if it sees them. Can be defeated by most methods.
Armad 	An armadillo that tries to roll into the player like a very angry Koopa Troopa. When stomped, it curls up and can be thrown like a Koopa Shell, except it obeys the laws of friction.
Maw-Maw 	An enemy vaguely like a tadpole that eats anything smaller than four blocks tall it sees. If it eats a fireball or a shell, it will spit it back out.
Outmaway 	A white-furred thingy that kicks any moveable object it comes across, regardless of size. Giant Outmaways can even kick a few objects that shouldn't be moveable.
Bulrush 	A bull-triceratops creature that charges forwards when the player gets near, subsequently being stunned if it hits a wall.
Blinky 	The red ghost from Pac-Man. At every block, Blink will attempt to take the shortest distance to the player, moving at right angles and being unable to normally reverse directions. Periodically, he will reverse direction and briefly try to head towards where he was placed in the editor. Unlike most other ghost enemies, Blinky cannot pass through walls. If the player is invincible, Blinky will attempt to avoid them. With Wings, Blinky can move diagonally. Blinky's variants are the rest of the Ghost Gang, who each target the player in a different way:
*Uniquely, if there is a clear condition which is over 67% complete, Blinky will enter his Cruise Elroy state, where immediately after being turned around, he will continue his pursuit of the player.
* Pinky (pink) will move to the area two tiles in front of the player. She prefers going straight if at all possible, so she can actually hit the player.
*Inky (cyan) will normally patrol the region around where he was placed in the editor, chasing the player like Blinky or Rip Van Fish if they get too close. If Blinky is present, then Inky will try to be on the opposite side of the player as him.
*Clyde (orange) will normally chase the player like Blinky, but if he gets within a radius of four blocks of the player, he will immediately instead try to return to where he was placed in the editor.
When defeated, the Ghost Gang will be reduced to eyes and fly offscreen. However, if they spawned from a generator object such as a Pipe or Bill Blaster, their eyes will instead return to their spawner and enter it shortly before they respawn.
Angry Sun 	A particularly iconic Mario enemy. The Angry Sun floats in the air, before swooping towards the bottom of the screen. With Wings, also shoots fireballs and specifically swoops towards the player. Now actually angry in the New Super Mario Bros. U style. Represents Day.
Happy Moon 	A variant of the Angry Sun. Behaves like its angry counterpart, but when touched, defeats all enemies on-screen. With Wings, also shoots stars which can defeat enemies. Now actually happy in the New Super Mario Bros. U style. Represents Night.
Sad Cloud 	A variant of the Angry Sun. Behaves like its counterparts, but bounces away anything it touches. With Wings, fires gusts of wind which push everything away. Represents Sunset.
===Bosses===
The Bosses tab is represented by Bowser's emblem and is coloured red.
Bowser 	
The king of the Koopas, Bowser walks back and forth, periodically shooting fireballs. We know you're going to make more Bowser Boxes, so fireballs, spin attacks, and shoe stomps now deal two damage instead of one. If given a hat, will instead wear his wedding attire from Super Mario Odyssey, except in Paper Mario, where he will wear his attire from Super Paper Mario's intro. Has a unique move in every Game Style:
* Super Mario Bros.: N/A
* Super Mario Bros. 3: Jumps in the air, before coming crashing down. Can destroy any destructible blocks.
*Super Mario World: Shoots several fireballs into the sky, causing fires to rain down.
*Super Mario Land 2: Shoots bouncing fireballs, similar to Wario's final phase.
* New Super Mario Bros.: Shoots a volley of faster, blue fireballs.
*New Super Mario Bros. U: Roars, creating a wide arc of fireballs.
*Mario Bros.: Shoots a fireball which bounces off solid terrain, like the Fireball enemy from the original
*Super Mario Bros. 2: Shoots fireballs that fly to the player's position.
*Yoshi's Island: Shoots fireballs into the background, which boomerang back into the foreground.
* Paper Mario: Shoots a jet of flame in front of himself. In this style, Bowser has 15 health instead of 20.
*Super Mario 3D World: Punts Soccer Bombs at the player
*Super Mario Odyssey: Throws his hat, as well as giant pieces of debris.
Up to 5 Bowsers can be places in a Sub-Area, which also applies to Item Bowser and Dry Bowser.
When captured, the player can use both Bowser's claws and fire breath to break any breakable object, and plow through enemies. The player still takes damage like normal while capturing Bowser.
Item Bowser	
A variant of Bowser, using one of the Game Style's exclusive items.
* Super Mario Bros.: Becomes Weird Bowser, who jumps higher and shoots faster, green fire.
*Super Mario Bros. 3: Becomes Tanowser, who transforms into a statue before plummeting, creating a shockwave when he lands.
*Super Mario World: Becomes Chargin' Bowser, who can perform a dash attack towards the player.
*Super Mario Land 2: Becomes Bunnowser, who can float in the air, similar to Wario's second phase.
*New Super Mario Bros.: Becomes Spiny Blue Bowser, who can Shell Dash at the player and throw spiky, blue bombs.
*New Super Mario Bros. U: Becomes Princess Bowser, who is able to boost out of pits, as well as perform a new mid-air stomp attack.
* Mario Bros.: Becomes Turbo Bowser, who behaves like regular Bowser, but faster.
* Super Mario Bros. 2: Becomes Drill Bowser, who literally tears off parts of the course to use them as projectiles.
* Yoshi's Island: Becomes Mole Bowser, who can dig through the ground to surprise attack the player.
*Paper Mario: Becomes Volt Bowser, who creates bolts of electricity that travel walls and ceilings. Bowser also has 20 health.
*Super Mario 3D World: Becomes Meowser, who loses the ability to punt Soccer Bombs, but can perform scratch and pounce attacks, and can jump off the stage to perform flyby attacks on the player. With wings, shoots fire from the background, frequently remains beyond their reach, and is just an all-round nuisance to both the player and the level.
*Super Mario Odyssey: Becomes Bowser 64, who behaves like Bowser does in Super Mario 64. Can't be captured - Cappy wasn't invented yet!
If placed in a Junior Clown Car, Bowser will throw Bob-Ombs while flying at the player. If placed in a Koopa Clown Car, he will use his strategy from Super Mario World, flying above the player while throwing down Mechakoopas. After taking enough damage, Bowser will start dropping Big Steelies, and eventually try crushing the player entirely.
Dry Bowser 	A variant of Bowser that's nothing but bones. Immune to fire and lava, his fire is blue, and he lobs bones like hammers. In the Paper Mario style, has 25 health. Can't be captured.
Bowser Jr. 	
Bowser's son, Bowser Jr. mainly attacks by shooting fireballs in the player's direction. Takes 3 stomps. When stomped, attempts to ram the player from in his shell. With wings, can also throw hammers. In the Paper Mario style, has 10 health.
Up to 10 can be placed in an area, with this limit shared with the Koopalings. When captured, the player can shoot fireballs in any direction, and Shell Dash like with the Blue Shell.
If placed in a Junior Clown Car, Bowser Jr. will throw green Koopa Shells at the player, while if placed in a Koopa Clown Car, he will drop spiked bombs on the player and attempt to Ground Pound them.
Larry 	A variant of Bowser Jr. One of the Koopalings. Attacks by shooting magic blasts and then jumping around. Also has Bowser Jr.'s ram attack. In the Paper Mario style, has 10 health. When captured, the player can shoot magic in any direction, and Shell Dash. Unless otherwise noted, this applies to the other Koopalings.
Iggy 	
A variant of Bowser Jr., and one of the Koopalings. Runs back and forth, and shoots faster magic attacks. Also has the shell attack. In the Paper Mario style, has 10 health. The player can shoot faster magic blasts with Iggy.
Wendy 	A variant of Bowser Jr., and another of the Koopalings. Attacks by jumping around and shooting rings, which rebound off walls. Again, has the shell attack. If placed in a Pipe, periodically peeks out of any unobstructed pipes roughly half a screen in either direction, similar to Super Mario World. In the Paper Mario style, has 10 health. Captured, the player can shoot magic rings. Wendy is also faster underwater than the other Koopalings, and doesn't slip as much on ice.
Lemmy 	Another variant of Bowser Jr., and yet another Koopaling. Rolls around on a toy ball, and uses his wand to create more. Lo and behold, has the shell attack. If given a Bob-Omb, instead throws bouncy ball bombs. In the Paper Mario style, has 10 health. When captured, the player can shoot bouncy balls, while riding on one. Lemmy's Shell Dash is the fastest, but can't hit single-block gaps.
Roy 	Yet another variant of Bowser Jr., and yet another Koopaling. Buries himself into the ground, before hopping out of the ground or ceiling. Creates a stunning tremor if he lands from the ceiling. Has the shell ramming attack, no surprises there. Roy's shell is also larger. If given wings, pokes his head out of the ground in an attempt to fake out the player. If given a Cannon Box, instead has his handheld Bill Blaster, and can perform a Ground Pound maneuver. In the Paper Mario style, has 10 health. Captured, the player can shoot magic and shell dash, of course, but can also burrow into the ground for a few seconds.
Morton 	ALTERNATE LITTLE BOWSER AND KOOPALING. MORTON SHOOT MAGIC AND JUMP IN AIR BEFORE STOMP AND MAKE FIREBALL. FIREBALL GO ON WALLS. MORTON ALSO HAVE SPIN ATTACK. MORTON SHELL MORE BIG! WING MORTON PAUSE IN AIR DURING STOMP. IF GIVE SUPER HAMMER, MORTON HAVE MALLET! MALLET MORTON HIT ENEMY OBJECTS AT PLAYER. PAPER MORTON HAVE TEN HIT. IF PLAYER CAPPY MORTON, PLAYER CAN MAGIC, SHELL, GROUND POUND!
Ludwig 	Yet another Bowser Jr. variant, and the last of the Koopalings. Can perform a flutter jump, and shoots 3 bursts of magic at once. Also, of course, has the shell attack. Ludwig's shell is also larger. After getting stomped twice, shoots 5 magic shots. In the Paper Mario style, has 10 health. If captured, the player can shoot magic in sets of three, and flutter jump like with Yoshi.
Boom Boom 	
Chases after the player. When stomped, is stunned for a brief period, before resuming his normal routine. Takes 3 stomps. With wings, flies at the top of the screen before swooping down at the player. In the Super Mario 3D World and Super Mario Odyssey styles, instead performs a spin attack, before becoming dazed, and then using an attack similar to Bowser Jr. and the Koopalings'. After the second stomp, briefly turns invisible during both attacks. In the Paper Mario style, has 10 health. When captured, the player can perform Boom Boom's spin attack.
Up to 5 can be placed in a course, and this limit is shared with Pom Pom.
Pom Pom 	Makes large jumps before throwing a boomerang at the player. After being stomped, goes into her shell and tries to crush the player. Takes 3 stomps. In the Super Mario 3D World and Super Mario Odyssey styles, instead creates several clones of herself, before they all throw shurikens at the player. The real Pom Pom has a bow in her hair and throws a pink shuriken. In the Paper Mario style, has 10 health. When captured, the player can teleport, throw shurikens, and perform a stomp attack.
Donkey Kong	The leader of the bunch, you know him well! Donkey Kong simply rolls barrels at the player. If the player attempts to directly hit him, they will instead be thrown. Giving Donkey Kong an enemy will make him throw the enemy instead of barrels, and giving him a Poison Mushroom will cause one to appear whenever a barrel is destroyed. In the Eerie effect, he instead lobs the barrels. In the Paper Mario style, has 15 health. Captured, the player can run surprisngly fast and throw barrels.
Giving Donkey Kong three Super Mushrooms or a Mega Mushroom will turn him into Giant Donkey Kong, a boss who remains in the background, slamming his oversized fists on the ground to cause debris and barrels to fall from the sky. Giant Donkey Kong requires 6 hits from most strong attacks to defeat, and has 30 health in the Paper Mario style. In the Eerie effect, he's replaced with Donkey Kong Plus, which is normal-sized Donkey Kong piloting a giant robot. Donkey Kong Plus is identical to Giant Donkey Kong except for being immune to fire, and taking seven hits to defeat instead of six. Donkey Kong Plus has 35 health in the Paper Mario style. Neither Giant Donkey Kong nor Donkey Kong Plus can be captured.
Birdo 	
Walks back and forth, shooting eggs. Immune to stomps. Takes 3 hits. Has a whole rainbow of variants: 
*Pink: Default. Shoots eggs one at a time.
*Grey: Shoots sets of 3 eggs.
*Red: Shoots sets of either 2 eggs and a fireball or 2 fireballs and an egg.
*Green: Shoots sets of 3 fireballs.
*Blue: Shoots sets of either 2 eggs and an ice ball or 2 ice balls and an egg.
*Purple: Shoots sets of 3 ice balls.
*Black: Shoots sets of 3 cannonballs.
In the Paper Mario style, has 10 health. Can be captured to shoot the projectiles of the current Birdo.
Mouser 	Runs back and forth. Lobs bombs at the player. Immune to being stomped. Comes in grey and white, with grey taking 3 hits and white taking 5. In the Paper Mario style, grey Mouser has 10 health, and White Mouser has 15 health. Can be captured to chuck an endless supply of bombs.
Tryclyde 	A 3-headed snake. Remains still and shoots fireballs in one of three formations: the middle head shoots a fireball directly at the player, the right head shoots a string of four fireballs, and the left head spits a string of fireballs that arc upwards, but fires less frequently than the other two. Immune to stomps. Takes 3 hits. In the Paper Mario style, has 10 health. When captured, the player only controls the middle head, which can shoot fireballs in any direction, while the other heads fire on their own.
Wart 	A giant frog and the leader of the 8 Bits. Walks back and forth, before stopping to shoot 5 bubbles in wider and wider arcs. Can only be damaged by throwing projectiles into his mouth while it's open. Takes 6 hits. In the Paper Mario style, has 20 health. If captured, the player's walk speed will drop heavily, but their jump height will increase. The player can also shoot bubbles.
Reznor 	A number of dinosaurs on a giant wheel. Each Reznor shoots a fireball at the player. The default Reznor wheel can have up to 4 platforms, while the big Reznor wheel can have up to 8. The amount of platforms, the amount of Reznors, and whether the platforms are bumpable or Long ? Blocks can be customized. In the Paper Mario style, each individual Reznor has 5 health. Reznors can't be captured.
Tatanga 	An alien piloting a miniature flying machine. Tatanga remains in one corner of the player's screen, shooting cutter-shaped projectiles forwards, as well as shooting ball-shaped projectiles downwards before they slide along the floor and split open to shoot a projectile once they're under the player, occasionally swooping to the other side of the screen. He takes 3 stomps. If the player gives Tatanga a Super Mushroom, he instead pilots the Pagosu, which shoots large projectiles that then split into 3 smaller projectiles. In the Paper Mario style, has 10 health while small, and 20 while big. Can't be captured because he's on the other side of a windshield.
Lord Crump 	The second-highest ranking member of the X-Nauts, and the highest-ranking one to appear in Super Mario Maker 3. Attempts to body-slam the player and sends in lower-ranking X-Naut enemies. Takes 3 hits, and has 15 health in the Paper Mario style. When captured, the player can perform the body slam.
O'Chunks 	One of Count Bleck's underlings, before the event that I shall not name due to spoilers happens. O'Chunks attacks by attempting to shoulder attack, ground pound, and throw the player, as well as pull pieces of debris out of the floor and lob them. Takes 3 hits. In the Paper Mario style, has 12 health. Captured, the player can perform the dash attack and ground pound, and grab debris by holding down and pressing Run.
Eyerok 	A floating stone hand. Completely solid, and attempts to smash the player like a Thwomp. Eyerok can only be damaged by hitting it in the eye on its palm. Takes 3 hits. In the Paper Mario style, has 15 health. Can't be captured, and don't bother bringing up Knucklotec, that was just a glorified Bullet Bill.
King Dedede	From the Kirby series, he's the king of the show! King Dedede attacks by swinging his hammer at the player, jumping into the air and crashing down like Bowser in Super Mario Bros. 3, inhaling the player before spitting them horizontally, and inflating himself like Kirby to ram into the player. King Dedede has as much health as Bowser, but can be stomped on, with him taking five stomps to be defeated.
=== Gizmos===
The Gizmos tab is represented by a Key and is coloured yellow.
ON/OFF Switch 	A block which can be bumped to toggle its state, affecting certain objects throughout the course. Has 2 "channels": red/blue and green/yellow. In Colourblind Mode, the channels are marked with Spades/Clubs and Hearts/Diamonds. Similar to Super Mario Maker Skyline, these form the backbone of course technology.
Face Block 	A variant of the ON/OFF Switch which works separately for each player. Comes in magenta/cyan and white/pink. In Colourblind Mode, marked with X/O and +/-.
Dotted Line Block 	An indestructible block which is only solid if an ON/OFF Switch is set to its colour.
Face Dotted Block 	A variant of the Dotted Line Block that is toggled with Face Blocks. Enemies and other objects always see these blocks in the state they were placed in, while anything that's been thrown or is being ridden by a given player will see the blocks in the same state the player does.
? Switch 	A switch that can be pushed to temporarily toggle the states of certain objects. Comes in orange and purple. In Colourblind Mode, marked with Squares and Stars.
! Switch 	A variant of the ? Switch that doesn't despawn after use and can't be carried.
Switch Block 	An indestructible block which can be set to be either solid or transparent. Changes states while its corresponding ?/! Switch is triggered.
P Switch 	A blue switch that, when pressed, swaps all Brick Blocks/Turn Blocks and Coins, spawns Blue Coins, stops Conveyor Belts, and causes other actions not listed. In the Super Mario World style, all Coins become Turn Blocks, while they become Brick Blocks in all other styles.
P Block 	A block which toggles its solid state while a P-Switch is active.
Blinking Block 	A block which alternates between being solid and nonsolid every four seconds, beeping three times before they swap. Red ones start the course solid, while blue ones start the course nonsolid. In the Rhythmic effect, they instead sync to the background music, alternating every two measures.
Fast Blinking Block 	A variant of the blinking block which doesn't beep and alternates every second. Green ones start the course solid, while yellow ones start the course nonsolid. In the Rhythmic effect, they swap twice per measure in time with the background music.
Checkpoint Flag 	A flag that, when passed, allows the player to restart from it if they lose a life. Can be given an item to give to the player when they use it. Unlike the previous installments, a Checkpoint Flag will never return to its usable state. Only one can be placed in a sub-area.
Checkpoint Gate 	A variant of the Checkpoint Flag that can be used repeatedly without needing to pass another Checkpoint Flag. Can also be given an item and set to give it to the player either on their first use, every use, or every respawn.
Burner 	A rocket engine-looking thing. Periodically shoots fire and stops. Can be set to an alternate version that has its pattern inverted. Can thaw Frozen Blocks.
Freezer 	A variant of the Burner which shoots... Cold fire, I guess. Aside from freezing the player, behaves the same as a Burner.
? Burner 	A variant of the Burner that continuously burns, briefly stopping if its block base is struck. Can also apply to Freezers.
ON/OFF Burner 	A variant of the Burner that continuously burns when an ON/OFF Switch is set to its colour. Has equivalent Face Block and ! Switch variants. Also applies to Freezers.
Trampoline 	A small springboard which is affected by gravity. Bounces anything that lands on it. Normally bounces the player a lackluster height, but by pressing jump right at the bottom of the player's bounce, they will be flung decently high. Can also be turned sideways. Rightside-up Trampolines are semisolid and only bouncy from the top, while sideways Trampolines are bouncy from every side and will bounce objects either left or right. Rightside-up Trampolines can also be carried in every style except Super Mario Bros. 2.
Super Trampoline 	A variant of the trampline. Coloured green, and bounces anything it touches with more force than a regular Trampoline.
Block Trampoline 	A variant of the Trampoline which takes up two blocks of space. Has more bouncing power than a regular Trampoline, and has more bouncing power than a regular Trampoline. Can be angled in one of eight directions. Only bounces things from its bouncing side, and is completely solid from all other sides. Is mounted on half a block and, as such, is unaffected by gravity and cannot be grabbed. In Paper Mario's 3D variant, Super Mario 3D World and Super Mario Odyssey, can be angled towards the other plane, creating a one-way path.
Super Block Trampoline 	A variant of the Block Trampoline and Super Trampoline. Combines the properties of the Block Trampoline with the bouncing power of the Super Trampoline, and is able to fling players over a screen into the air.
Post 	A wooden post which can be vertically resized. Though normally completely solid, the Post can be Ground-Pounded, forcing it down by one block. Appears as a mechanically-identical stone pillar in Yoshi's Island.
POW Block 	A blue block that, when struck, defeats all enemies on-screen that are currently on the ground.
Purple POW Block 	A variant of the POW Block that hovers in mid-air and can be used three times. If placed in a ? Block, turns into an Empty Block on use.
Red POW Block 	A variant of the POW Block that defeate enemies and destroys weak blocks in an area around itself.
Orange POW Block 	A variant of the Red POW Block that hovers in mid-air and can't be grabbed. If placed in a ? Block, turns into an Empty Block on use.
Vine 	Literally just a vine. The player can climb up and down on it. In Super Mario Bros., the player climbs on either side of the Vine instead of facing directly away from the camera. The player can also climb between adjacent Vines, and can jump off of one. Can be placed in a container block or Grass to grow out of it.
Ladder 	A variant of the vine which the player climbs from the front in all styles, and cannot be placed in container blocks or Grass. The player cannot travel between adjacent Ladders without jumping.
Tree 	A variant of the vine, which is climbed like a ladder, and can hold an item to dispense when the player reaches the top.
Fence 	A resizable background object. The player can climb on Fences like they can with Ladders, except the player may freely climb along a Fence in any cardinal or 45° diagonal direction. By double-tapping, a given course element can be placed in front of, or behind, a fence, including Terrain. Pressing run on a fence will cause the player to punch it, to interact with whatever is on the other side. Multiple overlapping fences will combine into one large Fence.
Flip Panel 	A variant of the Fence. If the player punches a Flip Panel, then it will rotate 180°, leaving the player on the opposite side of the fence. Unlike Fences, Flip Panels cannot overlap.
Sliding Panel 	A variant of the Fence which is exclusive to Super Mario 3D World and Super Mario Odyssey. Similar to a Flip Panel but, when punched, will slide along the z-axis, bringing the player into the other plane. Only works if punched from the side opposite the other plane.
Track 	A rail-like object which can be freely drawn by the player in the eight main directions. Most Parts can be placed on Track, which will cause them to follow it. Can now be drawn in smaller increments, and can self-intersect. Tapping on an end will turn it into a triangular point, which will cause whatever approaches it to slow down and reverse instead of reversing immediately. Tapping it again will remove the end entirely, causing whatever object reaches its point to enter a freefall, though still retaining its momentum. In the 3D Paper Mario, Super Mario 3D World and Super Mario Odyssey styles, can be drawn between the two planes.
ON/OFF Track 	A special type of Track which has two paths branching from it. When its corresponding ON/OFF Switch is toggled, which of the two paths is active will be swapped. Has equivalent variations for Face Blocks and ! Switches.
Bill Blaster 	A cannon that shoots Bullet Bills. Can be given other objects to make it shoot them instead. Stops firing if a player is next to it. A Bill Blaster can also be set to only fire out of one side. In the 3D Paper Mario, Super Mario 3D World and Super Mario Odyssey styles, can be aimed into the foreground or background.
Bull's-Eye Blaster 	A variant of the Bill Blaster that shoots Bull's-Eye Bills. Coloured red. Shoots other objects with greater force than a Bill Blaster.
Bombshell Blaster 	A variant of the Bill Blaster that shoots Bombshell Bills. Coloured yellow. Shoots other objects at an upwards angle.
Woollet Blaster 	A variant of the Bill Blaster that shoots Woollet Bills. Coloured white. Other objects fired by it temporarily ignore gravity.
Trigger-Happy Bill Blaster	A variant of the Bill Blaster that has less delay between shots and doesn't stop if a player is nearby. Coloured blue. Trigger-Happy Bull's-Eye Blasters, Trigger-Happy Bombshell Blasters, and Trigger-Happy Woollet Blasters can also be created, being coloured orange, green, and grey, respectively.
Bill Blaster Turret 	A variant of the Bill Blaster that rotates between shots. Each segment can be set to either be normal, spiked, a Bill Blaster, a Bull's-Eye Blaster, a Bombshell Blaster, a Woollet Blaster, or a Trigger-Happy variant thereof. Blaster and spiked segments can also be set to start facing either left or right.
Banzai Blaster 	A course part similar to a Bill Blaster, but several times larger. By default, fires Banzai Bills. If given any other item, it will fire four of them at a time. Similar to the Bill Blaster, it has Bull's-Eye, Bombshell, and Woollett Banzai Blaster variants.
Background Banzai Blaster 	A variant of the Banzai Blaster exclusive to the 3D Paper Mario, Super Mario Galaxy, Super Mario 3D World, Super Mario Odyssey, and Kirby styles. Appears either between the layers if placed in the front layer, or behind both layers if placed in the back layer. Continually fires Banzai Bills towards the screen, which despawn after a few seconds. Certain items can redirect the Banzai Bills into the play area, while Bull's-Eye Banzais fired from the background will orient themselves automatically.
Turtle Cannon 	An item similar to a Bill Blaster, reprising its old name. Exclusively the head of a Bill Blaster, but is entirely nonsolid. Can be set to any Bill Blaster variant, with the actual cannon part of the Turtle Cannon changing colour. Can also be placed into a Pipe to pop out like Bill Blasters in Super Mario Land. In the 3D Paper Mario Super Mario 3D World and Super Mario Odyssey styles, remains solid and can be aimed into the foreground and background. Can be captured to shot projectiles.
Aiming Turtle Cannon 	A variant of the Turtle Cannon, which is mechanically identical save for the fact that it aims directly at the players. Differentiated from a regular Turtle Cannon by its red base. In Paper Mario's 3D variant, Super Mario 3D World and Super Mario Odyssey, if angled into the foreground or background, will have the option to aim at the player along a horizontal axis, a vertical axis, or both. Can also be placed in a Pipe. Can be captured to shoot projectiles in any direction.
Door 	A door that the player can enter by standing in front of it and pressing Up. Placed in pairs, though each individual door can be moved. Each pair is denoted with one of the following symbols: spade, heart, club, diamond, circle, triangle, square, and star. In 3D Paper Mario, Super Mario 3D World and Super Mario Odyssey, each door can be placed on a different plane.
P-Door 	A variant of the Door that can only be entered while a P-Switch is active.
Key Door 	A variant of the Door that can only be entered if the player has a Key. Can be assigned to any Suit Key.
ON/OFF Door 	A variant of the Door that can only be entered while an ON/OFF Switch is on its colour. Also has Face Block and ! Switch variants.
Exit Door 	A variant of the Door which can't be entered. Only one end of a Door can be an Exit Door. Changing one end into an Exit Door will turn the other end into an enterable door.
Warp Door 	A variant of the other Doors which is created by dragging the player onto them. Warp Doors are larger than regular doors, being three tiles tall and two tiles wide, and connect to a different sub-area.
Fake Door 	A Warp Door-looking object that disappears when the player tries to enter it. Can be given an item to drop when it disappears, otherwise drops a Coin.
Ghost Door 	A variant of the Fake Door which is only available if a Ghost Exit Door is placed. Can be set to the symbol of a present Ghost Exit Door. Multiple Ghost Doors can be set to the same Ghost Exit Door. Disappears after use.
Ghost Exit Door 	A variant of the Fake Door. When placed, serves as an exit for Ghost Doors. If there are no Scroll Stops in the way, the camera will scroll to the Ghost Exit Door. Otherwise, the standard fade will occur, accompanied by a Boo's laugh.
Icicle 	An icicle which is solid from the top. Touching an icicle from any other side will deal damage and destroy the icicle, which will respawn after a few moments. Lighter-coloured icicles will fall when a player gets near them, while darker-coloured ones won't. Icicles can be given up to three Super Mushrooms, with its two larger sizes being indestructible, with giant falling icicles embedding themselves in the floor.
Twister 	A small, fuzzy, circular thing which creates a tornado that pushes objects and players upwards. Can now be given Super Mushrooms to make it even stronger, and rotated in intervals of 45 degrees.
Foo 	A variant of the Twister. A small cloud creature which blows wind to move players periodically. It also creates a negligible amount of fog. Due to being considered Mario Maker Staff, it is now invincible. Giving a Foo three Super Mushrooms will turn it into a Ty-foo.
Extend Block 	A giant block that, when struck, produces additional blocks along a set path. It's been redesigned yet again.
Warp Box 	A box which automatically transports the player to its corresponding other box when touched, before disappearing. Has the same symbols as a Warp Door. In the 3D Paper Mario, Super Mario 3D World and Super Mario Odyssey styles, each individual box can be placed on a different plane.
P-Warp Box 	A variant of the Warp Box which only works while a P-Switch is active.
Key Warp Box 	A variant of the Warp Box which can only be used while the player has a Key. Can be assigned to any Suit Key.
ON/OFF Warp Box 	A variant of the Warp Box which can only be entered while its colour ON/OFF Switch is active. Also has Face Block and ! Switch variants.
Mystery Box 	A variant of all versions of Warp Boxes that is created by dragging the player onto it. Unlike its appearence in Super Mario 3D Land and Super Mario 3D World, the Mystery Box instead warps the player to another sub-area, thus being more akin top the Warp Box in the beta version of Super Mario 3D Land.
Key 	A key which can be used to unlock things. Up to 8 can be carried by a player at the same time.
Cursed Key 	A variant of the Key which, while in the player's possession, spawns a Phanto to chase them down. Unlike in Super Mario Maker 2, a second Phanto will appear if the player is carrying at least four Cursed Keys, or is holding a grabbable Cursed Key variant while having a regular Cursed Key in their inventory. Can stack with other Key variants.
Iron Key 	A variant of the Key which must be carried in the player's hands. In the Yoshi's Island style, takes up one of the player's Egg slots. Can be spawned from Pipes and other regenerating containers.
Stone Key 	A variant of the Key which must be carried in the player's hands. Due to its weight, the player cannot jump as high as if they were holding an Iron Key. In the Yoshi's Island style, the player must carry it in their mouth. Can be spawned from Pipes and other containers and generators.
Emerald Key 	A variant of the Key which must be carried in the player's hands, but can be used as many times as the player likes, assuming they don't lose it. In the Yoshi's Island style, the player must carry it in their mouth. Has a more ornate design than the standard Key. Can be spawned from Pipes and other regenerating containers.
Timed Key 	A variant of the Key. Only remains in the player's inventory for a set period of time. As its time decreases, turns from purple to blue, then green, yellow, orange, red, and finally black. Its starting colour can be chosen by the editor, with each colour denoting five seconds. Can stack with other Key variants.
Star Key 	A variant of the Key which must be carried in the player's hands. In the Yoshi's Island style, the player must carry it in their mouth. Combines the properties of several other Key variants. Can unlock as many locks as the player wants. When grabbed, the star on it will turn from purple to blue, green, yellow, orange, red, and black. However, unlike other Timed variants of the Key, when the Star Key's timer runs out, it turns into an Iron Key.
Suit Key 	A Key marked with either Hearts, Clubs, Diamonds, or Spades. Can only unlock locked objects of a matching suit. The suits can be applied to the other Key variants.
Locked Gate 	A solid gate which opens if the player touches it with any Key in their possession. Can also be assigned to one of the suits.
Stone 	An incredibly heavy stone which limits the player's jump height but can be used as a weapon.It's a stone, Luigi. You didn't make it.
Toad 	A lost Toad. Upon touching one, they will begin following the player. However, if a Toad gets hit, they will enter a bubble and slowly float towards where they first spawned. In multiplayer, jumping on another player will steal one Toad, and Ground Pounding them will steal two. Replaced with Flickies in the Sonic the Hedgehog style.
Red Ring 	As its name implies, it's a red ring. Upon passing through or touching a Red Ring, all Red Coins in the current sub-area will temporarily become active. By collecting them all, the player will be given an Item, which spawns near the top of the screen and drops down. The item that the Red Ring provides can be customized, but it defaults to a 1-Up Mushroom.
Effect Ring 	A variant of the Red Ring which is coloured gold. By passing through the Effect Ring, a given set of Effects is temporarily triggered. The effects themselves can be selected, and Effects can also be disabled.
Spike Block 	A block which periodically extends spikes. Coloured grey, unlike in Super Mario Maker 2.
ON/OFF Spike Block 	A variant of the Spike Block which has its spikes constantly extended while its switch colour is active. Also has Face Block and ! Switch variants.
Big Steely 	A giant steel ball, hence the name. Big Steelies are, by default, motionless, but move if they're spawned from an object, dropped by Bowser, or touch a slope.
Boulder 	A variant of the Big Steely. The top half of a Boulder is always harmless, as is the rest of a motionless Boulder. Enemies can be placed on top of a boulder to roll it. The player can also roll a boulder if nothing else is on it and it's moving slow enough. However, being able to stand one is no excuse to not be watchful of these rolling rocks.
Cannon 	
A small cannon which shoots cannonballs. In the 3D Paper Mario, Super Mario Galaxy, Super Mario 3D World, Super Mario Odyssey, and Kirby styles, can be aimed into the foreground and background.
Red Cannon 	A variant of the Cannon which shoots faster cannonballs.
Rotary Cannon 	A cannon which alternates between firing on the cardinal and diagonal axises. Each individual cannon on a Rotary Cannon can be set to be either black or red, and one can even be set to be a Warp Pipe or Mini Pipe.
Conveyor Belt 	Literally just a conveyor belt. Causes anything on top of it to move with the belt itself. Comes in two speeds, and can be sloped, though only at the angles of a Steep Slope or Gentle Slope. Stops moving while a P-Switch is active. In the 3D Paper Mario, Super Mario 3D World and Super Mario Odyssey styles, can create one-way paths between the planes.
Grinder 	A nonsolid 3x3 circular sawblade that does damage to the player.
Rolling Grinder 	A variant of the Grinder that is smaller and moves along the ground.
Bumper 	A nonsolid 3x3 inner tube that the player can bounce off in many directions.
Red Bumper 	A variant of the Bumper that enemies can also bounce off.
ON/OFF Conveyor Belt 	A Conveyor Belt which either reverses direction, changes speed, or stops when its corresponding ON/OFF Switch is toggled. ON/OFF Conveyor Belts that reverse direction have circular lights on either end, ones that change speed have diamond-shaped lights along its inside, and ones that stop have square lights along its inside. Also has equivalent variants for Face Blocks and ! Switches.
Chest 	A small treasure chest. When a player runs by it, releases its contents.
Locked Chest 	A variant of the Chest. By default, requires a Key to open, but can be assigned to any Suit Key. By dragging an enemy or boss onto the Locked Chest, they will become linked, with the Locked Chest only opening once all linked enemies are defeated.
Lift 	A resizable, semisolid platform which moves back and forth over a set area. Can now be set to move diagonally. Appears as an orange or yellow platform. Can also be set to a Cloud Lift, which is functionally identical. If placed on Track, will continually move along it.
Flimsy Lift 	A variant of the Lift which is coloured blue and falls when stepped on. Its cloud design appears as a stormy-looking Cloud Lift. If placed on Track, will only move along it once the player steps on it.
Stopping Lift 	A variant of the Lift which is coloured green and only moves while the player is stepping on it, even on Track. As a Cloud Lift, has a rainbow tinge on it.
Number Lift 	A platform similar to a Lift in that it is semisolid and can be resized. In addition to a set direction, the player can also set a timer between 0 and 9 seconds. Once the player steps on a number Lift, it starts counting down the timer. Once the timer reaches zero, the Number Lift will drop, falling off Track if placed on it. Can be set to grassy, stone, cloudy, or girder designs, though they all behave identically.
One-Use Lift 	A variant of the Number Lift which has an arrow instead of a direction, and falls once the player steps off of it.
Lava Lift 	A platform made of skulls, which normally mean bad medicine, but these skulls are good medicine for you. Upon being stepped on, the Lava Lift will rattle, then fall downwards. True to its name, the Lava Lift can float on lava after it falls, in addition to all other liquids except fog, smog, and ash. The Lava Lift can now be resized. On a Track, a Lava Lift appears as a single skull, but will extend to reval all skulls once in motion. With Wings, behaves like its appearance in past Super Mario Maker titles, flying in mid-air a short distance before rattling and falling.
Fast Lava Lift 	A variant of the Lava Lift with blue skulls, which moves considerably faster. A winged Fast Lava Lift will not fall down.
See-Saw 	A resizable platform with a pivot on its center. Tilts back and forth based on the weight of the objects on its top.
Mushroom Trampoline 	A floating, bouncy, semisolid mushroom. Orange ones move back and forth like a Lift, while blue ones remain still.
ON/OFF Trampoline 	A variant of the Mushroom Trampoline which is only bouncy while its corresponding switch is active.
Track Block 	A giant light-up block which moves back and forth along a set path. Can be set to any switch channel and its enabled or disabled state, and will only move while that switch is in that state. Grey Track Blocks ignore switches entirely.
Activator Track Block 	A variant of the Track Block which is coloured blue. Starts moving when stepped on, slides to the end of its path, and disappears and returns to its starting point after a few seconds.
Crate 	Literally just a wooden crate. Can float on the surface of water, lava, poison, oil, Goo, and sap. Can be broken with almost any impact except for bumping into it or a standard-size Shell. Can be given an item to contain it.
Grab Block 	A variant of the Crate which isn't buoyant or destructible. If given an item, the player can hold it to use the item's ability, usually when they press Spin Jump. Appears as a Mushroom Block in SMB2.
Launcher 	A nonsolid object, which appears as a set of arrows moving in a given direction within the space of a block. When an object other than the player touches a Launcher, it will be flung in the direction of the Launcher.
Swinging Claw 	A grabber claw affixed to a certain point by a chain, whose length can now be adjusted. Swinging Claws can grab anything that passes underneath, if it hasn't been made to hold something in the editor. If the Swinging Claw is holding something, it will drop it when the player gets close. If the player gets grabbed by a Swinging Claw, they can swing back and forth, before jumping out of its grasp, or drop by holding down while pressing jump.
ON/OFF Claw 	A variant of the Swinging Claw that changes states depending on if its ON/OFF Switch is in the corresponding state. Also has an ! Switch variant, but not a Face Block variant.
Swinging Hammer 	A variant of the Swinging Claw, which retains the chain and point, but has a giant hammer head instead of a claw. The hammer head is solid, and can break blocks and deal damage depending on how fast it's going.
Skewer 	A four-block-wide base which periodically extends a spiky pillar that can break blocks and damage the player.
Crusher 	A variant of the Skewer which slams a giant, solid pillar.
Snake Block 	A sequence of green blocks that can be set to move along a set path, which can be connected to itself to create a looping path. Unlike other moving platforms, the Snake Block does not move the player while they stand on it, meaning they must keep moving.
Fast Snake Block 	A snake block that's blue, has sharper angry eyes, and moves faster.
Item Filter 	A nonsolid object. If given an item, will automatically give the player its item when they pass over it. If given a Poison Mushroom or Dried Shroom, will change the player to their Small or Super forms, respectively. Can be used an unlimited amount of times.
Filter Block 	A variant of the Item Filter. Normally solid and indestructible, but turns nonsolid if the player is in the specified form. Can also be inverted, which causes it to turn solid if the player is in the specified form.
Fire Bar 	A solid block with a rotating stick of fireballs attached to it. The length, initial position, and rotation direction can all be customized. Multiple Fire Bars can now be stacked on one block without using glitches.
Roto-Disk 	A variant of the Fire Bar. A circular object with an energy disk orbiting it. The disk part of the Roto-Disk is larger than a Fire Bar's fireball, but there's only one. Appears as a Satellite in the Super Mario Land 2 style.
Spinner 	A variant of the Fire Bar, consisting of a ball and chain orbiting a fixed point. The spiked ball is larger than a Roto-Disk. The Spinner has additional variants that make it swing in a pendulum motion, and cover the chain in spikes, making the entire object hazardous.
Camera Block 	Only in the 3D Paper Mario, Super Mario 3D World and Super Mario Odyssey styles. When stepped on, rotates the camera 180 degrees to face the plane the player is on, if it hasn't already. In the Paper Mario style in particular, it plays the same sound effect as when the player flips into 3D in Super Paper Mario.
Dash Block 	A wide block that makes the player temporarily run faster than their normal top speed upon touching it. In the Super Mario Bros. Wonder style, the player can also briefly run in the air.
Junior Clown Car 	A somewhat circular vehicle with a clown's face on its front, which the player can pilot by jumping into it. While in the Junior Clown Car, the player can move in any direction, albeit somewhat slowly and with little precision. The Junior Clown Car normally bumps off solid objects, as well as certain hazards such as Grinders, but briefly becomes dizzy and the player loses control if it touches certain hazards, such as Spike Traps, falling Donut Spikes, or active Spike Blocks. Almost anything that is affected by gravity can be placed in or enter a Junior Clown Car, with the object inside attempting to ram the player. However, the player cannot be harmed by a piloted Koopa Clown Car, instead being bumped around.
In the Sonic the Hedgehog style, instead appears as the Egg Mobile.
Fire Junior Clown Car 	A variant of the Junior Clown Car, with a red and yellow colour scheme, flame decals, and an O-shaped mouth. Behaves identically to the Junior Clown Car, except the player can also shoot fireballs straight forwards. Holding the run button will make the Fire Junior Clown Car charge up, and releasing the button will fire a fast, charged fireball which can break blocks. With a Fire Flower, the player shoots three fireballs, with two of them going diagonally, while using a Big Mushroom or riding any large Goomba's Shoe variant will make the fireballs bigger and always able to break blocks, with a charged shot breaking any breakable blocks in its path. Enemies placed in a Fire Junior Clown Car will never use the charged shot, though big enemies will shoot bigger fireballs which can break blocks. A Fire Bro placed in a Fire Koopa Clown Car will shoot three fireballs from the car itself, but will not throw any.
Ice Junior Clown Car 	A variant of the Junior Clown Car, with a blue and cyan colour scheme, icicle decals, closed eyes (which do open sometimes), and an O-shaped mouth. Behaves identically to the Junior Clown Car and Fire Junior Clown Car, except it shoots ice balls instead. The charge shot also fires an ice projectile forwards, which slows down and explodes into an icy explosion, freezing any enemies in its path. The spread shot is only available to players using the Ice Flower, as well as Ice Bros.
Super Junior Clown Car 	A variant of the Junior Clown Car, with a sepia colour scheme, Super Mario Land decals, and an O-shaped mouth. Behaves identically to the Fire and Ice Junior Clown Cars, except it shoots Super Ball-like bullets similar to the Sky Pop but with the ability to be aimed backwards at the expense of control. The charge shot explodes once it hits a wall, while the spread shot can only be used by the player with a Superball Flower, as well as Superball Bros.
Gold Junior Clown Car 	A variant of the Junior Clown Car, with a golden colour scheme, Coin decals, dollar signs in its eyes, and an O-shaped mouth. Behaves identically to the Fire Junior Clown Car, except it creates Coins when it breaks blocks or defeats enemies. The spread shot can only be used by a Gold Flower player, or Gold Bros.
Bubble Junior Clown Car 	A variant of the Junior Clown Car, with a pink colour scheme, bubble decals, and an O-shaped mouth. Behaves identically to the Fire Junior Clown Car, except it shoots bubbles, which float forwards briefly, capable of trapping enemies. The charge shot fires a giant bubble which can trap many enemies, defeating them all when it pops. The spread shot can only be used by a Bubble Flower-equipped player or a Bubble Bro, and fires smaller bubbles alongside the main one.
Thunder Junior Clown Car 	A variant of the Junior Clown Car, with a yellow colour scheme, lightning decals, angry eyes, and an O-shaped mouth. Behaves identically to the Fire Junior Clown Car, except it shoots thunderbolts which can travel through walls. The charge shot passes through blocks while interacting with them. The spread shot is only available if a player has the Thunder Flower, or if it's being piloted by a Thunder Bro.
Bluster Junior Clown Car 	A variant of the Junior Clown Car, with a green and cyan colour scheme, wind decals, and an O-shaped mouth. Behaves identically to the Fire Junior Clown Car, except it shoots wind bullets which boomerang back to the user/ The charge shot fires a big projectile which splits into three smaller projectiles, and the spread shot is used by a player with the Bluster Flower or a Bluster Bro.
Boxing Junior Clown Car 	A variant of the Junior Clown Car with a pair of boxing gloves attacked to it. Behaves identically to the Junior Clown Car, except the player can punch by pressing the run button. These punches can defeat enemies and break weak blocks easily, but togher blocks require multiple hits. Enemies placed in a Boxing Junior Clown Car will attempt to punch the player, specifically performing rushes of three punches at a time.
Koopa Clown Car 	A variant of the Junior Clown Car, and Bowser's own personal mode of transit. Behaves identically to a Junior Clown Car, except bigger, somewhat faster, and with better control. As well, owing to its size, the propeller can deal damage to the player, and in multiplayer, other players can stand on the Koopa Clown Car while it's being piloted.
Koopa Clown Crane 	A variant of the Junior Clown Car. Nearly identical to a standard Junior Clown Car except for the Swinging Claw attached to it. Enemies and objects piloting the car will try to carry the player into pits. When piloted by the player, they can open and close the Swinging Claw by pressing the run button.
Koopa Clown Catcher 	An additional modifier for the Koopa Clown Crane in particular. The Koopa Clown Catcher is similar to the Koopa Clown Crane, except the player can hold the run button to extend the Swinging Claw downwards.
Wreckin' Clown Car 	A variant of the Junior Clown Car with a Swinging Hammer attached. Comparable to the Koopa Clown Crane, except it has a Swinging Hammer instead of a Swinging Claw.
Mine Cart 	A vehicle used for transit along Mine Cart Rails. A Mine Cart can be faced either left or right. Once the player enters a Mine Cart, they will begin moving in the direction the Mine Cart is facing, with no option to slow or stop. The Mine Cart will continually move in the direction it is initially specified, unless it hits the bouncy side of a Trampoline. Mine Carts can safely travel on hazardous objects such as Spike Traps, Munchers, and Thwomps, but will be automatically destroyed if they touch a solid object from the side. When the player jumps, they will jump along with the Mine Cart. Objects can be placed inside of Mine Carts, which will immediately drive them in the direction specified.
Heavy Mine Cart 	A variant of the Mine Cart. The Heavy Mine Cart is mechanically identical to the regular Mine Cart, except it cannot jump, with the player instead jumping out of the Mine Cart, though they will have the same momentum as it, meaning they will land back inside if unobstructed.
Turret Cart 	A special variant of the Mine Cart created by putting the Sky Pop in it. A Turret Cart behaves identically to a regular Mine Cart, but with the addition of a turret on it. While in the Turret Cart, the player may aim the turret in any direction, and fire projectiles from it. What projectiles are fired depends on the Mine Cart type: regular ones fire Turnips, and Heavy Mine Carts fire Bullet Bills. In Super Mario Odyssey, the player must Capture the Turret Cart.
Rail Trolley 	A Rail Trolley is essentially a Mine Cart that the player cannot ride, instead being able to stand on it. Because it cannot be ridden, it is a distinct part from the Mine Cart.
Filled Mine Cart 	A special Rail Trolley variation created by placing one inside a Mine Cart or Heavy Mine Cart. The Filled Mine Cart is the same size as a normal Mine Cart, but is stood on like a Mine Trolley. By default, just has a plank of wood blocking the top of the Mine Cart, but can be set to alternate design variations which are filled with either rocks, coal, iron ore, crystals, Coins, Turnips, or bananas.
Wrecked Mine Cart 	An overturned Mine Cart. Though normally completely inert, if the player drives into one while already in a Mine Cart, they will take damage. Though a distinct part from the Mine Cart, a Wrecked Mine Cart can be created by continually shaking a Mine Cart.
Mine Cart Rail 	A set of train rails. Mine Cart Rails are only solid to Mine Carts, and the objects inside them. Mine Cart Rails can be drawn like Track, and can go on top of solid objects. Amusingly, while on Mine Cart Rails, Mine Carts and their heavy variant will entirely ignore gravity. Jumping from an upside-down Mine Cart Rail will cause the player to turn right-side up, while still facing the direction they were prior to jumping, while jumping from a vertical Mine Cart Rail will cause the player to face away from the wall, continuing in the vertical direction they previously were if they touch other vertical Mine Cart Rails. Mine Cart Rails are capable of intersecting, allowing the maker to do things like create loop-de-loops. In Paper Mario's 3D variant, Super Mario 3D World and Super Mario Odyssey, Mine Cart Rails can go into the foreground and background.
One-Way Mine Cart Rail 	A variant of the Mine Cart Rail which has a direction specified by triangular arrows on its side. The One-Way Minecart Rail can only be travelled on in one direction. If a Mine Cart tries to ride on it from the other direction, it will be immediately turned around.
ON/OFF Mine Cart Rail 	A variant of the Mine Cart Rail which changes its solidity depending on the state of its corresponding ON/OFF Switch. Also has corresponding Face Block, ! Switch, and P-Switch variants. Can be combined with the One-Way Minecart Rail.
Directional Mine Cart Rail	A variant of the Mine Cart Rail which reverses its direction when its corresponding ON/OFF Switch is toggled. Also has Face Block and ! Switch variants. Can be told apart from ON/OFF One-Way Mine Cart Rails due to it appearing as a normal One-Way Mine Cart Rail with coloured arrows.
Wrecked Mine Cart Rail 	A variant of the Mine Cart Rail which destroys any Mine Carts that land on it, flinging its passengers forwards in the process.
Barrier 	An outlined region which can be resized like a Semisolid Platform, with a strange, moving translucent pattern inside it. Non-player objects inside a Barrier cannot travel outside the barrier unassisted, and vice-versa. Multiple Barriers can be overlapped to create a bigger Barrier region.
Red Barrier 	A variant of the Barrier with a red pattern, which absolutely forbids anything foreign from entering or exiting, save for the player or any mounts they may have.
Laser 	A small object which shoots a laser beam in a straight line. The beam is stopped by solid objects, and can melt Frozen Blocks, ignite Bob-Ombs, and open blue and red Sealed Doors.
ON/OFF Laser 	A variant of the Laser which is toggled with its corresponding ON/OFF Switch, Face Switch, or ! Switch.
Laser Block 	Created by placing a Laser in any block, the Laser Block will shoot a laser whenever something hits it. Regular Laser Blocks will briefly fire when hit, while ON/OFF Laser Blocks will toggle when hit.
Mirror 	An object which reflects any projectiles that hit it. Mirrors can also be angled, to rotate whatever hits it. Mirrors can reflect laser beams.
Sealed Door 	A classic Metroid door. The main portion of the door can be rotated 90 degrees, and has openings on two sides and walls on the others, which are solid from either side, but don't take up any space. The main portion can be resized, but is always 4 tiles in one direction. The sides with the openings can have a Metroid-style door attached, with each door colour having a different weakness to open it:
*Blue: Any projectile or item ability, basically anything except jumping at it.
*Red: Fire-based projectiles.
* Yellow: Explosions.
*Green: Shells.
*Purple: Strong projectiles such as Hammers.
Gravity Wall 	A background wall with large arrows on it, which can be set to point in any cardinal or 45° diagonal direction. Can be resized like a Semisolid Platform. Whenever an object passes in front of a Gravity Wall, its gravity will shift so that "down" will match the direction of the arrows on the Gravity Wall. Relatively low on the food chain of gravity shenanigans.
ON/OFF Gravity Wall 	A variant of the Gravity Wall which can have two gravity directions set. Which one is active depends on what state its corresponding ON/OFF Switch, Face Switch, or ! Switch is in.
Gravity Switch 	An orange switch with a black arrow on it. The arrow can be pointed in any direction in 45° increments. After pressing a Gravity Switch, the player's gravity will be shifted so that their "down" is in the direction indicated. All Gravity Switches aimed in the same direction as the player's gravity will be pressed down, as they are otherwise redundant.
Gravity Block 	A black block with a white arrow on it. By hitting the Gravity Block, the player's gravity will be shifted. The Gravity Block has several options for how its gravity shifting can work. It can always set gravity to a certain direction in any of 45° intervals, it can flip the current gravity, it can rotate gravity either 45° or 90° clockwise or counterclockwise, or it can cycle between two gravities. Certain gravity is represented with a straight arrow in the new direction of down, flipping gravity is represented by four arrows coming to a point, rotating gravity 45° is represented with a circular arrow going roughly 90° around the block in the rotation direction, rotating gravity 90° is represented by a circular arrow going roughly 270° around the block in the rotation direction, and alternating gravity is represented by two connected arrows pointing in either direction of gravity.
Pit 	A line of dark grey blocks attached to an area that fades to black. The grey blocks are normally solid, but the side with the darkness is treated the same as a bottomless pit, with the blocks themselves being roughly equivalent to the bottom of the screen.
Barrel 	A staple of the Donkey Kong Country series. A wooden barrel. Can be grabbed and thrown, which will cause it to roll forwards. While in motion, a Barrel can plow through enemies like a Koopa Shell or Spike Ball, as well as defeating certain enemies that are immune to Shells. However, the Barrel shatters if it hits an enemy that takes multiple hits, or a wall or other solid object. Also thrown as a weapon by Donkey Kong as a boss.
TNT Barrel 	A variant of the Barrel with the word TNT on it. Filled with trinitrotoluene, the TNT Barrel explodes on contact with anything. It also explodes shortly after being put down. Unlike in Donkey Kong Country, these explosions can hurt the player, so be careful.
Vine Barrel 	A variant of the Barrel. Similar to the TNT Barrel, the Vine Barrel breaks on contact. However, it does not explode.
Item Barrel 	Created by placing an item inside a Barrel of any kind. Has an icon of the item inside. When thrown, breaks on contact, giving the player the shown item.
Barrel Cannon 	A barrel with an arrow on it. When a player touches a Barrel Cannon, they will enter it. Once inside, the player may press the Jump button to fire themself out of the Barrel Cannon with respectable force. The Barrel Cannon may be angled, or set to rotate between a set of positions when the player is inside. In online multiplayer, all players may use the Barrel Cannon individually. If placed on Track, the Barrel Cannon will only move once a player is inside it.
Blast Barrel 	A variant of the Barrel Cannon with an outline of a cartoon explosion on it. When the player enters a Blast Barrel, it will automatically fire them after a split second.
Rotatable Barrel 	A variant of the Barrel Cannon with a circular arrow on it. Once inside a Rotatable Barrel, the player may angle their direction of fire by pressing left and right. Similar to the default Barrel Cannon, a Rotatable Barrel on Track will only move once the player is inside it.
Steer Barrel 	A variant of the Barrel Cannon with the + Control Pad design corresponding to the original console of the current Game Style on it. When entered, the Steer Barrel may be moved freely in any direction, though not through solid objects, M Blocks, or Barriers. Steer Barrels cannot be rotated by the player, always remaining in their initial direction. On Track, the Steer Barrel may only be moved along the Track, though it can be moved freely.
Timed Barrel 	A modifier for the Barrel Cannon and its variants. Adds a timer to the Barrel Cannon, which can be between one and nine seconds. Once entered, the timer will begin counting down. Once it reaches zero, the player will be automatically fired from the Barrel Cannon. While a Timed Barrel Cannon can be fired manually, a Timed Blast Barrel cannot.
Skull Barrel 	A modfier for the Barrel Cannon and its variants. Adds a skull and crossbones to the emblem on the Barrel Cannon. Once fired, the Skull Barrel will destroy itself.
Rocket Barrel 	A barrel with distinct rocket-like features. Once jumped in, the Rocket Barrel takes off, flying the player forwards at a constant rate. Upon hitting a breakable object, the Rocket Barrel will emit a small explosion, while damaging the player. If it hits an indestructible object, the Rocket Barrel will explode and disappear. The Rocket Barrel can be angled either sideways or upwards.
Bowser Block 	A black block with Bowser's emblem on it. On contact, defeats the player, no ands, ifs, or buts.
Skull Block 	A variant of the Bowser Block with a skull on it. Defeats or destroys literally everything that can be defeated or destroyed on contact.
Tie 	A strange object which can be used to "tie" different objects together, similar to tied notes in music. When one tied object is interacted with, all other objects tied to it are, too. Ties can be set to be visible or invisible. Ties can be set to red, green, blue, and yellow channels, with chain reactions only occuring on chains of the same colour. Although tied objects of the same colour are normally activated all at once, using a little Mario Maker machine magic can create functional workarounds, such as tying several enemies to a Chest in one colour and tying the Chest to an ON/OFF Switch in another colour, so that the ON/OFF Switch is only triggered once all the tied enemies have been defeated.
Condition 	An object similar to a Tie which allows the player to assign a Clear Condition to an object, activating it once the Clear Condition is either passed or failed. Up to three Conditions can be placed per sub-area, though one Condition can be applied to multiple objects. A Condition can be set to be either local (only tracked in the current sub-area) or global (tracked through the entire course).
Dummy 	A dummy in the shape of one of the playable characters. Completely invincible. Can interact with objects like a completely idle player would. Can also be given Items. Can't be Captured, but can be Tied to other objects to trigger when Cappy is thrown on it. Following an update, Undertale-style dummies can also be placed.
Lightweight Dummy 	A variant of the Dummy which is lighter in colour and can be carried. If equipped with an item, the Lightweight Dummy will use it if whoever is carrying it presses the Spin Jump button.
ON/OFF Dummy 	A variant of the Dummy which, if equipped with an item, will use it whenever its ON/OFF Switch is toggled. Can also be set to only use an item if its switch is enabled, or if it's disabled. Also has an equivalent Face Block variant. The Undertale-style ON/OFF Mad Dummy resembles a certain someone...
Mad Dummy 	Created by placing a Boo on a Dummy. Like its namesake from Undertale, a Mad Dummy is a Dummy posessed by a ghost. Effectively a boss, a Mad Dummy will attempt to use its current items to defeat the player, similar to Wario's boss fight in Super Mario Land 2. The Mad Dummy has as much health as Bowser Jr. As well, a Mad Dummy also gains unique abilities depending on which Dummy type is posessed.
* Mario: No special ability.
*Luigi: Increased jump height
*Toad: Increased running speed
* Toadette: Slower falling
*Wario: Ground Pound in all styles, creating a shockwave
*Waluigi: Floatier jumps
*Peach: Can float in midair
*Daisy: One midair jump
When captured, the player gains the item and abilities of whatever Dummy is used.
Lightweight Mad Dummy 	A variant of the Mad Dummy, also created by placing a Boo on a Lightweight Dummy. Similar to the Mad Dummy, the Lightweight Mad Dummy uses its given items to defeat the player. However, due to its lightweight nature, the Lightweight Mad Dummy floats at the top of the screen, similar to a Lakitu, or Bowser during the final boss of Super Mario World. In addition to its current item, the Lightweight Mad Dummy can also throw projectiles at the player, which gain different properties depending on which Lightweight Dummy is possessed.
*Mario: Projectiles are fired directly at the player.
* Luigi: Projectiles move in spirals.
*Toad: Projectiles move in sine waves.
*Toadette: Four projectiles are spawned, that home in on the player.
*Wario: Projectiles create enemies on contact.
*Waluigi: Projectiles bounce along the ground.
*Peach: Projectiles can stop in mid-air to re-fire themselves at the player.
*Daisy: Projectiles curve back upwards.
*Undertale: Small dummies appear on solid objects, which shoot homing projectiles at the player.
When captured, the player can shoot projectiles in the Lightweight Mad Dummy's pattern.
Spamton 	EV3RY BUDDY 'S FAVORITE [[Number 1 Rated Salesman1997]] Spamton is created if you try to make an Undertale-style ON/OFF Mad Dummy. In addition to item-realted attacks, Spamton attacks by spewing smaller Spamtons, and by sucking in projectile Coins, and also the player. When captured, the player
Spamton NEO 	Hardly even a Gizmo any more. Created by giving Spamton a Mega Mushroom. Spamton NEO has most of his attacks from his battle in Deltarune, including:
*Spawns copies of his head from the side of the screen, which shoot projectiles if they're not destroyed fast enough.
*Shoots bullets from his arm cannon.
*Fires mail trucks carrying destructible blocks and bombs. The mail trucks are affected by gravity. and move forwards.
*Reels back before firing a heart on a chain. The heart fires several projectiles.
*Shoots blue orbs called Pipis which, if they hit a wall, explode into several tiny Spamton heads.
When captured, the player can perform the arm cannon, Pipis, and heart attacks
Gay Block 	The first of the Pride Blocks: blocks marked with various LGBT+ pride flags which give the player special properties. Upon touching a Gay Block, the player is given brief Super Star invincibility, except it doesn't replace the music. Has a silhouette of a Super Star on it. Though the rainbow flag is also used to refer to the LGBT+ community as a whole, it is frequently used as a shorthand for male-aligned people attracted to other male-aligned people.
Bi Block 	One of the many Pride Block variants. Touching a Bi Block will temporarily give the player invincibility frames, which is distinct from the Gay Block's invincibility in that it does not defeat enemies. Has an outline of Mario on it. Bisexuality means attraction to multiple genders. Despite the prefix bi being generally associated with the number two, it is not in this case.
Ace Block 	One of the many Pride Block variants. By pressing Jump while touching an Ace Block from any side, the player will bounce high in the air. Has a silhouette of a Trampoline on it. Asexuality refers to the lack of any sexual attraction. However, it is not to be conflated with being aromantic. There is more finesse to it, but such is ill-suited for a Super Mario Maker page.
Trans Block 	One of the many Pride Block variants. By holding Down and Spin on a Trans Block, the player will create a transparent double of themselves, which can move along trans blocks. By releasing the button, the player will be transported to the position of their double. Has a silhouette of a Pipe on it. Transgender refers to people who don't identify with the gender they were born as.
Enby Block 	One of the many Pride Block variants. Upon landing on an Enby Block, the player will create a small shockwave around themself. Has an outline of a cloud on it. Non-binary refers to people who don't entirely identify as either male or female.
Pan Block 	One of the many Pride Block variants. Upon touching a Pan Block from any direction, the player's gravity will be shifted so that they're standing on the Pan Block until they jump, with them rotating if they try to walk off the side of one. In the Topsy-Turvy effect, touching a Pan Block will immediately rotate the player's gravity, with it not returning to being downwards. Has a silhouette of an octogon on it. Pansexuality refers to people who can feel attraction to all people, regardless of gender.
Genderfluid Block 	One of the many Pride Block variants. Upon touching a Genderfluid Block, the player will temporarily be able to airswim, for a total of approximately two seconds. Has a silhouette of a drop of water on it. Genderfluid refers to people whose gender identity tends to fluxuate.
Lesbian Block 	One of the many Pride Block variants. The player can run faster than average on a Lesbian Block, with this able to be stacked with the 200cc effect and a Dash Block to achieve truly incredible speeds. Has two silhouette triangles on it, one pointing left and one pointing right. Lesbian generally refers to female-aligned people who feel attraction to other female-aligned people.
Agender Block 	One of the many Pride Block variants. After touching an Agender Block, the player becomes effectively invisible to enemies, as well as gaining the ability to avoid them by standing behind background objects and Semi-Solid Platforms like in Super Mario Bros. 3. Has an outline of a white block from Super Mario Bros. 3 on it. Agender refers to people who do not identify as any gender.
Poly Block 	One of the many Pride Block variants. After touching a Poly Block, the player can perform any move in any Game Style until they land on something other than a Poly or Queer Block. Has a silhouette of Mario's cap on it. Polysexuality means attraction to some, but not all, genders.
Intersex Block 	One of the many Pride Block variants. After touching an Intersex Block, the player can break any breakable block they jump into or Ground Pound, regardless of its hardness, though specifically excepting blocks which contain items. Has a silhouette of a Super Mushroom on it. Intersex refers to people whose biological sex cannot neatly be classified as male or female.
Queer Block 	One of the many Pride Block variants. The Queer Block itself has no special properties, but it inherits the trait of the last Pride Block the player touched, assuming they didn't land on a solid object that isn't a Pride Block. The only Pride Block to lack any distinct marking on itself. Queer refers to the broader spectrum of gender, sexual, and romantic identiies.
===Modifiers===
Modifiers aren't truly parts, but can, as the name implies, modify other parts, including Items, Enemies, and certain Gizmos and Terrain.
Super Mushroom	If applied to an enemy, doubles its size. Enemies can then be given another Super Mushroom to either cause it to become triple or quadruple its size, with some enemies allowing a third. If given to an Item, causes it to appear as a Super Mushroom if the player is small. If given to a block, double its size and hardens most blocks.
Wings 	If given to an enemy, causes them to either move in a wavy fashion, jump up and down, or have different behaviour entirely. If given to anything else, causes it to fly left in a wavy fashion. In the 3D Game Styles, blocks instead fly back and forth, turning around at walls. Speeds up anything on Tracks.
Flutter Wings 	Similar to regular Wings, but don't fall off unless the part they're attached to is destroyed. If given to a Wiggler, instead turns it into a Flutter.
Parachute 	A small parachute which causes whatever it's attached to to gently float down, swaying side to side. Disappears once they touch the ground. Slows down objects on tracks.
Red Parachute 	A version of the Parachute that re-deploys itself once the object it's attached to becomes airborne again. Can't be given to ghosts, since they're incorporeal and, as such, cannot interact with the ground anymore once the Parachute disappears.
Balloon 	A balloon which causes whatever is attached to it to float upwards.
Inner Tube 	A floatation device that causes all parts wearing it to treat the surface of Water and Poison the same as solid ground.
Hat 	Gives any enemy it's placed on a hat, which must be knocked off with Cappy in order to Capture them in the Super Mario Odyssey style. If attached to an enemy that already has headwear, they will instead lose it. If attached to a boss, they will become dazed once defeated, and thus able to be Captured. Doesn't serve much of a purpose in other styles except for giving the enemies silly little hats.
Dizzy Dial 	Exclusive to the Super Mario Odyssey style. Makes any capturable object it's attached to dizzy, and thus ripe for the Capturing.
===Sound Effects===
Sound Effects are not listed with the other Course Parts, instead being available by selecting Soundfrog's icon. Sound Effects have far more customization, with adjustable trigger ranges, audio ranges, and priority over other sounds.
For example, if a Peaceful sound effect is placed with a range spanning a whole room while a Boss sound effect is attached to an enemy and also set to fill the same room with higher priority, then the Peaceful music will only trigger if the player defeats the enemy.
Feelings 	Feelings
Shock 	A man shouting in pain. Supposedly, he's saying "HELP ME!", but I'm not really hearing it. Blurs the screen for a split second. When attached to the player, plays when they get hit or die.
Scream 	A man shouting in more pain. Blurs the screen for a split second. When attached to the player, plays when they get hit or die.
Laughter 	Someone laughing, causing several laughing mouths to appear around the Sound Effect. A favourite of the trolls. When attached to the player, plays when they get hit or die.
Guffaw 	Several people laughing. Creates a large number of laughing mouths from the bottom of the screen. When attached to the player, plays when they get hit or die.
Pbbbt! 	Someone blowing a raspberry. Some saliva is spewed from the center of the screen. When attacked to the player, plays whenever they fall into a bottomless pit.
Boooo! 	A crowd booing. Distorts the screen slightly. When attached to the player, plays when they get hit or die.
Cheer 	A crowd cheers, while confetti appears around the sound effect. When attached to the player, plays when they get a new item.
Baby 	Creates the baby face from Mario Paint from the Sound Effect, also playing its corresponding sound. At night, may play at different pitches, or may play a baby screaming. When attached to the player, triggers whenever they crouch.
Party Popper 	The area around the Sound Effect sparkles, while the screen brightens and confetti pops from its sides. When attached to the player, triggers whenever they jump with the timing to perform a Triple Jump, or when they bounce on an object.
Applause 	Confetti appears around the Sound Effect, while an audience claps. When attached to the player, plays whenever they collect a new item.
Near Miss 	I don't know, either. When attached to the player, triggers if they don't make any controller input for 3 seconds.
Stingers 	Stingers
Clatter 	Creates a crashing sound, while rocks and, rarely, landslide warning signs fall in the background. When attached to the player, plays if they fall in a bottomless pit.
Drama! 	Plays a short fanfare, darkening the screen with white streaks on its sides. Quickly hue-shifts the entire screen. When attached to the player, plays if they fall in a bottomless pit.
Trouble 	Makes a violin stab, while the screen darkens and lines rapidly appear and disappear along its border. When attached to the player, plays if they fall in a bottomless pit.
Kick 	Plays a clip of a man excitedly shouting "Ow!", while two stars appear from the Sound Effect. When attached to the player, plays when they jump with the timing for a Triple Jump, or if they bounce on something.
Jump 	Plays a clip of a man excitedly shouting "Whoo!", while three stars and a rainbow appear from the Sound Effect. When attached to the player, plays when they jump with the timing for a Triple Jump, or if they bounce on something.
Honk Honk 	Plays the clown horn from Mario Paint. Also creates a ring of flowers around the Sound Effect. When attached to the player, triggers every time they crouch.
Punch 	A cat's paw "punches" the Sound Effect, making a punching sound. When attached to the player, plays when they jump with the timing for a Triple Jump, or if they bounce on something.
Oink 	Spawns the Pig stamp from Mario Paint, also making an oinking sound. Rarely makes the pig sound from the original Mario Paint. If attached to the player, plays if they turn around while running at high speeds.
Kuh-thunk! 	Plays a taiko drum, while creating white streaks from the edge of the screen. When attached to the player, triggers whenever they board a mount, such as a Goomba's Shoe or Plessie.
Tweet! 	The Sound Parakeet flies down, chirping. When attached to the player, triggers whenever they jump with the timing for a Triple Jump, or when they bounce on something.
Cluck! 	A chicken resembling the Sound Parakeet flies down, clucking. When attached to the player, triggers when they turn while running at high speeds.
Beep! 	Glitches the screen slightly while making glitchy 8-bit sounds. When attached to the player, plays if the fall into a bottomless pit.
Ninja Attack! 	Plays a sped-up clip of the main theme from The Mysterious Murasame Castle, while sprites of Takamaru and several enemy ninjas appear on-screen. When attached to the player, plays whenever they turn around while running at high speeds.
Zap! 	Plays a messy piano bit, while electric discharges cover the screen for a split second.
Reactions 	Reactions
Ding Dong! 	Plays a doorbell noise, while creating a light bulb icon above the Sound Effect. When attached to the player, triggers if they don't make any controller input for 3 seconds.
Bzzzt! 	Plays a buzzer sound, while a scribble appears above the sound effect. When attached to the player, triggers if they don't make any controller input for 3 seconds.
Puzzle Solved 	Plays the "puzzle solved" jingle from The Legend of Zelda, spawning an icon of the Triforce above the sound effect. When attached to the player, triggers when they get a new item.
Glory 	Creates a beam of light while making heavenly music. When attached to the player, triggers whenever they crouch.
Doom 	Plays an eerie piano piece while the whole screen darkens and purple clouds appear. An ominous laugh can be heard. When attached to the player, triggers whenever they crouch.
Yeah! 	Several childeren shout "Yay!", while musical notes appear where the Sound Effect is. If attached to the player, plays whenever they get a new item.
Aww... 	Several childeren sadly groan, while dark spirals appear around the sound effect. If attached to the player, triggers when they get hit or die.
Telephone 	Jagged lines representing a ringing telephone appear somewhere on-screen, as the sound of a ringing telephone plays. If attached to the player, plays if they make no controller input for 3 seconds.
Ba-Tum Diss! 	Two circular ripples appear from the bottom-left and bottom-right corners of the screen before a jagged one appears in the top-center, while a rimshot plays.
Animations 	Animations
Fireworks 	Shoots a single firework, which flies up and explodes. Illuminates the area in the Dark effect. If attached to the player, triggers when they jump with the timing for a Triple Jump, or if they bounce on something.
Audience 	Silhouettes of all playable characters, plus Yoshi, crowd around the bottom of the screen, cheering. If attached to the player, triggers when they board a mount.
Scatting 	A woman vocalizing to music. Tints the screen pink while white flowers appear towards the left and right edges. If attached to the player, triggers when they get hit.
Spark 	Creates sparkles near the Sound Effect, also making the sound of a firework being lit. If attached to the player, triggers when they jump with the timing for a Triple Jump, or when they bounce on something.
Traditional 	The Super Mario Wiki describes the music this one makes as Japanese-styled. Confetti appears, as do paper lanterns that hang and bounce from the top of the screen. If attached to the player, plays whenever they board a mount.
Electric Guitar 	Plays a riff of Super Mario Bros. 3's boss theme on electric guitar, creating colourful lightning bolts on the sides of the screen. If attached to the player, plays whenever they board a mount, assuming it is not already playing.
Hanafuda 	A stylized foreground with a bird on a branch appears. The music fades out, before the bird chirps and the music fades back in.
Twisty Turny 	Makes a record scratch, muffling the sound effects and distorting the music. If attached to the player, plays whenever they board a mount.
Dizzy 	Distorts the music and screen for a period of time, creating "dizzy" stars around the player's head. If attached to the player, plays when they get hit or die.
Woozy 	Makes a different record scratch, rapidly increasing and decreasing the speed and pitch of the music and sound effects. If attached to the player, plays when they get hit or die.
Flash 	Creates a quick burst of light. If attached to the player, triggers when they get a new item.
Party 	Plays festive music, while small dancers appear around the player.
Rave 	Plays rave music, while a crowd cheers and flashing lights appear, ending with a spotlight on the player. Be ready to see it spammed in "Refreshing" levels. When attached to the player, plays when they get a new item. God has abandoned us.
Music 	Music
Note: If placed on the player, all Music sound effects will override the current music.	Note: If placed on the player, all Music sound effects will override the current music.
Peaceful 	Creates the ripples of a drop of water on-screen. Peaceful harp music starts playing.
Horror 	Plays an orchestral sting and creates a flash of light. Suspenseful music starts playing as the screen turns monochrome.
Heartbeat 	Replaces the music with an audible heartbeat. The corners of the screen darken during each beat.
Silence 	Makes a quick beep sound, then mutes the music.
Bonus 	Plays the current style's bonus music:
*Super Mario Bros.: Name Entry from Vs. Super Mario Bros.
*Super Mario Bros. 3: Coin Heaven
*Super Mario World: Bonus Game
* Super Mario Land 2: Bonus Game
*New Super Mario Bros.: Bonus Room
*New Super Mario Bros. U: Bonus
*Mario Bros.: Bonus Room Blitz from Donkey Kong Land
*Super Mario Bros. 2: Title Theme
*Yoshi's Island: Bonus Game
*Paper Mario: Snifit or Whiffit! (Sticker Star)
*Super Mario 3D World: Slot Machine
*Super Mario Odyssey: Above the Clouds
Mini-Boss 	Plays the current style's miniboss music:
*Super Mario Bros.: Vs. Race from Super Mario Bros. Deluxe
* Super Mario Bros. 3: Hammer Bros.
*Super Mario World: Boss Battle from Mario Is Missing!
*Super Mario Land 2: Boss Battle from Super Mario Land
*New Super Mario Bros.: Bowser Jr. Boss
*New Super Mario Bros. U: Tower Boss
*Mario Bros.: Big Battle from Donkey Kong '94
*Super Mario Bros. 2: Before Boss from Super Mario Advance
*Yoshi's Island: Fortress Boss
*Paper Mario: Hey You! (64)
*Super Mario 3D World: Boom-Boom's Theme
*Super Mario Odyssey: Broodals Battle
* Kirby: Plundering Beast Battle (Forgotten Land)
*Sonic the Hedgehog: Minor Bosses (Sonic 3 & Knuckles)
Boss 	Plays the current style's boss music:
* Super Mario Bros.: Bowser Battle from Super Mario All-Stars
*Super Mario Bros. 3: Fortress Boss
*Super Mario World: Fortress Boss
*Super Mario Land 2: Boss Battle
*New Super Mario Bros.: Castle Boss
*New Super Mario Bros. U: Koopaling Battle
*Mario Bros.: Bad Boss Boogie from Donkey Kong Land
*Super Mario Bros. 2: Boss Battle
*Yoshi's Island: Big Boss
*Paper Mario: Boss Fight (Origami King)
*Super Mario 3D World: Motley Bossblob
*Super Mario Odyssey: Mechawiggler Battle
*Kirby: Bouncing Boss Battle (Triple Deluxe)
*Sonic the Hedgehog: Dr. Eggman Boss 1 (Sonic Mania)
Final Boss 	Plays the current style's final boss music: 
*Super Mario Bros.: King Koopa from Super Mario All-Stars
*Super Mario Bros. 3: King Koopa
*Super Mario World: The Evil King Bowser
*Super Mario Land 2: Wario Battle 1
*New Super Mario Bros.: Final Bowser Battle
*New Super Mario Bros. U: Final Boss (Phase 2)
*Mario Bros.: Showdown at the Tower from Donkey Kong '94
*Super Mario Bros. 2: Wart
*Yoshi's Island: Big Bad Baby Bowser
*Paper Mario: King of the Koopas (64)
* Super Mario 3D World: The Great Tower Showdown 1
*Super Mario Odyssey: Bowser Battle 2
*Kirby: C-R-O-W-N-E-D (Return to Dream Land Deluxe)
*Sonic the Hedgehog: Big Arms (Sonic 3 & Knuckles)
Toad House 	Plays the current style's Toad House/"relaxing" music:
*Super Mario Bros.: Toy Box from Super Mario Bros. Deluxe
*Super Mario Bros. 3: P-Switch remix from NES Remix 2
*Super Mario World: Status Screen from Super Mario Advance 2
*Super Mario Land 2: File Select
*New Super Mario Bros.: Toad House
*New Super Mario Bros. U: Toad House
*Mario Bros.: Cranky's Theme from Donkey Kong Country (GBC port)
*Super Mario Bros. 2: Choose a Game from the Super Mario Advance series
* Yoshi's Island: Map Theme
*Paper Mario: Café (Origami King)
*Super Mario 3D World: Toad House
*Super Mario Odyssey: New Donk City: Café
*Kirby: Mother's Intuition (Planet Robobot)
*Sonic the Hedgehog: DA Garden (Sonic CD)
Mine Cart 	Plays the current style's Mine Cart music. Though some are original compositions, other styles feature returning music: 
*Super Mario World: Minecart Madness from Donkey Kong Country
**The exerpt of DK Island Swing is replaced with one of Super Mario World's main theme
*Super Mario Land 2: Train Stage from Wario Land: Super Mario Land 3
*New Super Mario Bros. U: Wario's Gold Mine from Mario Kart Wii
*Mario Bros.: Mine Cart Madness from Donkey Kong Country (GBC port)
*Yoshi's Island: Minigame from Yoshi's Crafted World
*Paper Mario: Truck GO (Super)
* Super Mario 3D World: Mine Cart Tunnel Throwdown from Captain Toad: Treasure Tracker
* Super Mario Odyssey: Tostarena: Jaxi
*Kirby: Mine Cart Riding (Super Star)
* Sonic the Hedgehog: Endless Mine (Sonic 3 & Knuckles)
Rocket Barrel 	Plays the current style's Rocket Barrel music. Though some tracks are original, others feature returning music:
*Super Mario Land 2: Marine Pop, Sky Pop! from Super Mario Land
*Yoshi's Island: Yoshi Transformed from Yoshi's Woolly World
*Paper Mario: Brobot Battle (Super)
*Super Mario Odyssey: Race
*Kirby: Shooting Through the Sky (Planet Robobot)
*Sonic the Hedgehog: Boss (Sonic Spinball)
*Super Mario World, Mario Bros., and Super Mario 3D World all use arrangements of Mine Menace from Donkey Kong Country Returns.
*Super Mario Bros. 3, New Super Mario Bros., and New Super Mario Bros. U all use arrangements of Mole Patrol from Donkey Kong Country Returns.
Jukebox 	Can be set to play any song from the Jukebox.
===Liquids===
Liquids can be placed as either a continuous layer throughout the course or in "batches", which are placed like a Semisolid Platform. The player can also "coat" Terrain with certain liquids, giving them special properties.
Water 	The most simple liquid, that the player can swim in safely. Objects coated in water become more slippery, and extinguish fire projectiles on contact. Walls coated in water cannot be wall-jumped on.
Lava 	A dangerous pool of molten rock that destroys almost anything caught within. Appears blue in Super Mario 3D World's Volcano theme, pink and white in Super Mario Odyssey's Volcano and Underground (Volcanic) themes, and as Black Paint in Paper Mario's Castle (Final) theme. Objects coated in lava will become hazardous to the player, damaging them on contact.
Poison 	Dangerous waters that are like lava but less hot. Has certain exceptions that Lava doesn't. Objects coated in poison behave identically to lava, damaging the player on contact. As well, walls coated in poison cannot be wall-jumped from.
Quicksand 	A pool of sand that slowly sucks up anything inside it. Can be jumped out of. Objects coated in quicksand slow down anything on them.
Oil 	Pitch-black oil which is harder to swim in than water. As well, contact with any form of fire will cause the surface of the oil to ignite. Objects coated in oil become flammable.
Goo 	A strange, green compound. Inside Goo, the player can't swim per se, but can perform what can be likened to an infinite number of short jumps. Any objects coated in Goo will prevent anything from jumping while on it.
Acid 	A yellow-green acid that rapidly deals damage to anything it touches. The player can swim in acid, but they will continually take damage until they get out. Undead objects like Boos, Fish Bones, and Dry Bowser are immune to acid, as are Poochy, Plessie, anything with an Inner Tube, and the Marine Pop and Ski Pop. Any objects coated in Acid will damage whatever touches it repeatedly.
Ectoplasm 	The strangest of the liquids. Ectoplasm is completely solid, but with strong impacts from any direction, it will temporarily deform. If parts of the Ectoplasm get thin enough, they become nonsolid. Objects covered in Ectoplasm will distort slightly from impact.
Sap 	Literally just a blob of tree sap. The player can swim in sap, but it is about as hard to swim in as oil. Objects covered in sap will gain high traction.
Honey 	A blob of honey. Completely solid, and incredibly sticky, slowing down all objects on it and reducing their jump height. Other objects can be placed inside honey to comedically trap them in time. Objects coated in honey will become extremely sticky, to the point where anything that comes in contact with it cannot move, though their jump heights remain unaffected. Coating two walls in honey can be used for a crude wall-jumping system.
Dark Matter	Basically not even a liquid at this point. Dark matter is normally inert, but when overlapped with a solid object, destroys absolutely anything on contact. Objects coated in dark matter perpetually have its destructive properties.
Fog 	Literally just clouds. Fog obscures the player's vision, but can be dispelled by spinning, such as a Spin Jump or Super Leaf swipe. Due to it being entirely nonsolid, placing the Sky Pop on or in fog won't change it to its other versions.
Smog 	Grey clouds of smog which behave identically to fog, except they damage the player on contact.
Ash 	Dark purple and red clouds of smoke and volcanic ash which behave identically to fog, except they defeat the player on touch.
===Clear Conditions===
Clear Conditions are additional modifiers that can be applied to a course to require the player to complete them in order to clear the course. Clear Conditions can be set to either positive or negative, indicating whether the player must or must not complete the condition. Once a state has been given, it canbe set to one of two outcomes:
*Goal: Positive conditions make the goal tangible, while negative conditions make it disappear.
* Ending: Positive conditions end the course, while negative conditions defeat the player.
Clear Conditions are divided into several categories.
====Actions====
Positive 	Negative 	Notes
N/A 	Reach the goal without taking damage (more than [N] times). 	This condition supersedes all forms of healing.
N/A 	Reach the goal without landing after leaving the ground (more than [N] times).	
Don't collect more than [n] Coins. 	Collect (at least/all) [n] Coins. 	This condition tracks how many Coins the player has from all sources.
Don't collect more than [n] Purple Coins.	Collect (at least/all) [n] Purple Coins. 	This condition enables the use of Purple Coins. A course with this condition cannot be uploaded if there are no Purple Coins.
===Effects===
Effects are entirely separate from their Course Themes and times of day, and can be enabled and disabled as the player wishes. As well, certain Effects cancel each other out. For example, combining the Underwater, Stormy, and Air Swimming Effects will cause Spinies to remain curled up in floating balls and replace all Porcupuffers with Cheep Chomps, but all other parts and the player to behave normally.
Entering a sub-area with different Effects active than those in the current area will cause icons of them to appear, while Effectives active in the primary area are displayed before the start of the course.
Name 	Default in... 	Effects
Silhouette 	Ground (Sunset)
Vaporwave (Night)	Everything becomes a silhouette with Semisolid Platforms retaining some degree of texture so as to not completely obscure what's behind them. Also activates Colourblind Mode.
Eerie 	Ground (Night)
Wastes (Sunset)	Course Parts act strangely, such as Goombas swimming in the air. Effects for each type of enemy/item can be disabled individually.
Backwards 	Underground (Sunset) 	The screen is mirrored horizontally, though the HUD is unaffected. Controls are changed to match.
Upside-Down 	Underground (Night) 	The screen is flipped upside-down, though the HUD is unaffected. Controls are changed to match.
Underwater 	
Underwater (All) 	The player and all course parts behave as though underwater, with water itself acting as dry land.
Haunted 	Underwater (Sunset) 	Boos periodically appear in different positions on the screen.
Dark 	
Underwater (Night)
Ghost House (Night)	Darkness covers the course, reducing visibility, save for a small area around the player, certain objects, and lines of sight from some enemies.
Windy 	Desert (Sunset) 	Wind pushes the player in the direction of the creator's choosing. Appears as a sandstorm in the Desert theme, and a blizzard in the Snow theme.
Mummified 	Desert (Night) 	Defeated enemies revive after a few seconds unless defeated with a Spin Jump, fire, or being crushed, which makes them stay down.
Cold Water 	Snow (Sunset) 	Remaining in water or quicksand for too long will cause frost to build up around the screen before damaging the player and resetting.
Freeze 	Snow (Night) 	All surfaces are covered in a layer of ice, except for the Snow and snowy Underground themes, which freeze over entirely.
One Way 	Forest (Sunset) 	The screen can't scroll backwards. The direction considered backwards, as well as whether to lock scrolling on the perpendicular axis can be chosen by the creator.
Weird Waters 	Forest (Night) 	Liquids function differently: Water has a current, lava is harmless to everything except the player, poison is harmless but mirrors the player's controls, quicksand is slower but destroys anything pulled completely under, and ectoplasm deforms on touch. Which liquids are affected can be chosen.
Lightning 	Sky (Sunset) 	Lightning shoots from the sky, zapping anything below it. Where the lightning strikes is indicated by sparks appearing on the ground. Also causes the sky to become stormy, where applicable. By default, makes the Athletic music become a minor key, although this can be disabled.
Low Gravity 	
Sky (Night)
Space (All)
Vaporwave (Night)	Gravity is decreased. Unlike in Super Mario Maker 2, no longer kills the player's momentum when they jump.
Rockslide 	Mountain (Sunset) 	A rockslide occurs, which destroys anything unfortunate enough to get caught in it. If autoscrolling is disabled, the rockslide will always travel right. If autoscrolling is enabled, however, the rockslide will affix itself to the side of the screen that's being scrolled away from. Appears as an avalanche in the Snow theme.
Flip-Screen 	Mountain (Night) 	The camera scrolls screen-by-screen, only advancing once the player is far enough to one side, like in Super Mario Bros. Special.
Waves 	Beach (Sunset) 	Waves of water, lava, poison, or quicksand periodically flow through the course, picking up anything caught in them. The type of wave is determined by the liquid level type, and its amplitude, wavelength, and frequency can be customized.
Inverse Liquid Level	Beach (Night) 	If a Liquid Level is active, it will come from the top of the screen instead of the bottom.
Volcanic Debris 	Volcano (Sunset) 	Volcanos in the background erupt, causing volcanic debris to rain down. Adds volcanos to the background of all other themes.
Poison Cloud 	Volcano (Night)
Wastes (Sunset)	A cloud of poisonous fog slowly advances. Unlike the rockslide, the speed of the cloud is separate from autoscrolling and doesn't destroy anything but the player.
Boo Cloud 	Ghost House (Sunset) 	A cloud of Boos appears at the top of the screen. Some of the Boos swoop down at the player.
Rocking 	Airship (All) 	The camera bobs up and down.
Rain 	Airship (Sunset) 	A rainstorm occurs, which impacts objects in mid-air, as well as creating currents that push objects down slopes.
Stormy 	Airship (Night) 	All enemies use their underwater behaviour on land and their land behaviour underwater, except for Spinies, which instead have reduced gravity.
High Gravity 	Tower (Sunset) 	Gravity is increased. Simple as that.
Rotate 	Tower (Night) 	The camera is rotated 90 degrees in either direction. Controls are changed to match.
Kamek 	Castle (Sunset)
Rainbow Road (Sunset)	Kamek periodically flies by in an attempt to ram the player.
Air Swimming 	Castle (Night) 	The player is able to swim in mid-air, and walk underwater.
Reserve Box 	Bonus (Sunset) 	The player has the Reserve Box from Super Mario World.
Enemy Items 	Bonus (Night)
Rainbow Road (Sunset)	Enemies can use items that they can get their hands on, such as Hammer Bros. changing classes.
Boohemoth 	Graveyard (Sunset) 	Boohemoth appears, tied to the vertical position of the screen. In an autoscroll area, is tied to the side of the screen, and stops autoscroll while looked at.
Posessed 	Graveyard (Night) 	Boos will possess many object to inconvenience the player, such as changing the direction of Conveyor Belts, toggling ON/OFF Switches every 3 seconds, and using blocks they're stored in as projectiles.
Fog 	Factory (Sunset) 	A layer of fog covers the screen, reducing visibility. Appears as smog in the Factory theme, and smoke in the Volcano, volcanic Underground, and Castle themes.
Power Outage 	Factory (Night) 	The lights periodically flicker before going out and then coming back on, because there's too many toasters.
Tank Ground 	Tank (All) 	The Start Ground extends all the way right. As well, the ground can be set to scroll at varying speeds, as well as setting whether or not to stop it at a Scroll Stop. This can be combined with autoscroll to make the ground remain still while the rest of the stage moves.
Crossfire 	Tank (Sunset) 	Bullet Bills fly in from the sides of the screen.
Stealth 	Tank (Night) 	Enemies remain still, looking back and forth, with a visible line of sight. Being spotted will alert all nearby enemies to the player's location. Hammer Bros. and X-Nauts patrol back and forth in a small area.
Daredevil 	Fall (Sunset) 	The player instantly reverts to their small form upon being hit. In Paper Mario, the player takes twice as much damage. In Super Mario Bros. 2, Super Mario Galaxy, and Super Mario Odyssey, the player only has one health. In Yoshi's Island, the player's Stars deplete twice as fast.
Chase 	Fall (Night)
Rainbow Road (Sunset)	Enemies will always turn around to face the player, and start running after them if seen.
Floaty 	Space (Sunset) 	The player is able to float around by holding the Jump button, similar to Space Zone Area 2.
Wrap 	Space (Night) 	The top and bottom of the course wrap around to each other. Can also be set to scroll, if you hate the player that much or have a particularly tall course.
Showtime 	Circus (Sunset) 	Enemies behave differently: Goombas and Buzzy Beetles stack each other, Koopa Troopas jump across gaps, Bros. and Lakitus juggle their projectiles and throw them in various arcs, and all magic-based attacks now spawn objects.
Fast 	Circus (Night)
Techno (Night)	Everything except the timer is twice as fast. Sped-up items can be chosen individually.
Authentic 	Painted (Sunset) 	The gameplay of each Game Style is tweaked to be closer to the original games. As well, the aspect ratio is changed to match that of the current Game Style's console of origin.
Mix 	Painted (Night) 	The Fire, Ice, Superball, Bubble, Thunder, and Bluster Flowers can stack with any one other item.
Festival 	City (Sunset) 	Fireworks fill the air. Any explosions, as well as fire-shooting objects and enemies, create Fireball enemies.
Bouncy 	City (Night) 	Most objects bounce off the ground as though it was made of Trampolines.
Small Fire 	Glitch (Sunset) 	Getting hit in any form other than Small or Super will cause the player to enter a small version of their current form. In Yoshi's Island, Yoshi will never return from a given Morph Bubble until he hits a Yoshi Block, and Melons have unlimited use.
Jank 	Glitch (Night) 	Glitches from previous Super Mario Maker game are re-implemented, as are glitches that were otherwise patched.
Ruins 	Badlands (Sunset) 	Strong impacts on Ground will cause the screen to shake and rubble and debris to fall from the ceiling. Larger chunks will remain on the ground, having the resistance of a Hard Block.
Strong 	Badlands (Night) 	All enemies and bosses take twice as many hits to defeat.
Big 	Spring (Sunset) 	Enlarged enemies behave the same as their smaller counterparts.
Topsy-Turvy 	Spring (Night) 	Walking on a slope will change the player's gravity relative to the slope. This can be used to walk on walls and ceilings, should a Steep Slope be adjacent.
Bubbles 	Pipe (Sunset) 	Bubbles emerge from background objects. On land, the player can bounce on them. Underwater, the player can float around inside them like a Super Balloon.
Frog Switch 	Pipe (Night) 	The timer is inactive until the player reaches the end of the stage, where... H-H-H-HURRY UP! The timer begins and it becomes a mad dash to the start of the course. By default, plays Hurry Up from Wario Land 4 when active.
Petrification 	Fortress (Sunset) 	The Koopalings appear in the background, flying the Koopa Clown Car. Periodically, they use their magic to create a blast of light, petrifying anyone in their radius that isn't sheltered by a Semisolid Platform. When petrified, the player is unable to move for several seconds.
Doubles 	Fortress 
(Night)
Rainbow Road (Sunset)	A second character is following you. The character is the one you're not playing as in the following groups: Mario/Luigi, Toad/Toadette, Wario/Waluigi, and Peach/Daisy. The second character respawns if they manage to be defeated, like Tails in the classic Sonic games.
Chance 	Casino (Sunset) 	All Flowers and Big Coins become Weird Mystery Flowers and Mystery Coins, which all give a randomized item of their category. Which items are randomized can be toggled, with them being disabled if they're involved in the Clear Condition.
Heist 	Casino (Night) 	Enemies will try to steal items they see, needing to be defeated to relinquish them. Which enemies steal items, and what items they steal, can be customized.
Rhythmic 	Techno (Sunset, Night) 	All moving and timed parts will now operate to the beat of the song. If the player gets hit or otherwise does something that stops gameplay, the music will briefly pause to prevent desynchronization.
Double Liquid 	Wastes (Night) 	The current liquid appears at both the top and bottom of the screen. The distance between its highest and lowest points is instead the size of the air pocket between them. Bringing the top through the bottom or vice versa will instead make the liquid occupy the middle of the course.
If combined with Waves, the waves will alternate between the top and bottom liquid. The player can also choose to make the top liquid different from the bottom liquid, though they won't be able to intersect in the middle of the screen.
Slow-Mo 	Vaporwave (Sunset, Night)	Everything in the course is slowed down by a variable amount between 5% and 50%, including enemies, the player, the music, and even the timer.
200cc 	Rainbow Road (Night) 	The player's maximum running speed is greatly increased.
Airship Raid 	N/A 	An Airship appears in the background, firing explosive projectiles at the player.
Free-Running 	N/A 	The player automatically runs forwards, like in Super Mario Run. The player can be set to reverse directions by wall-jumping in styles where it's available, while in horizontal autoscroll sections, the player will automatically run at the speed of the autoscroll, while being able to move left and right along the screen.
===Jukebox===
The Jukebox is a new feature of Super Mario Maker 3, allowing the player to chose any music track in the game, regardless of its origin. As well, there will be numerous music tracks from games that aren't currently represented.
New Super Mario Bros. Wii 	
*Enemy Battle
*Bowser
*Giant Bowser
Super Mario 64 	
*Inside the Castle Walls
* Slider
*Cool, Cool Mountain
*Jolly Rodger Bay
*Lethal Lava Land
*Big Boo's Haunt
*Hazy Maze Cave
*Boss
*Bowser
*Ultimate Koopa
Super Mario Sunshine 	
*Delfino Plaza
*Delfino Airstrip
*Bianco Hills
*Ricco Harbor
*Gelato Beach
*Pinna Park
*Shadow Mario
*Sea and Sky
*A Secret Course
*Gatekeeper Battle
*Boss Theme
*Corona Mountain
*Bowser
Super Mario 3D Land 	
*Main Theme
*Athletic Theme
* Snow Theme
* Desert Theme
*Beach Theme
*Clock Tower
*Ghost House
*Beat Blocks
*Bowser's Castle
*The Final Battle
Super Mario Kart 	
*Mario Circuit
*Chocolate Island
*Koopa Beach
*Donut Plains
*Vanilla Lake
*Ghost Valley
*Bowser's Castle
*Rainbow Road
*Battle Mode
Mario Paint 	
*Title Theme
*Creative Exercise
*Monkeys
*Mysterious
*Special Stamp
*Music Maker 1
*Music Maker 2
*Music Maker 3
New Super Mario Bros. 2 	
*Overworld
*Athletic
*Special World
*Rainbow
* Shop
Mario Kart 8 Deluxe 	
*Title Theme
* Mario Kart Stadium
*Sweet Sweet Canyon
*Toad Harbor
*Twisted Mansion
*Electrodrome
*Bowser's Castle
*Rainbow Road
*Wii Moo Moo Meadows
*DS Cheep Cheep Beach
*N64 Royal Raceway
*DS Wario Stadium
*3DS Music Park
*Wii Grumble Volcano
*N64 Rainbow Road
*Excitebike Stadium
*Dragon Driftway
*Super Bell Subway
*Tour Ninja Hideaway
Super Mario Maker 	
*Title Theme
*Title Theme (8-bit)
*Course World
*100 Mario Challenge
* 100 Mario Challenge (Expert)
*10 Mario Challenge
*Airship - Super Mario World (Original)
* Gnat Attack 1
*Gnat Attack 2
*Gnat Attack 3
*Electronic Manual
Super Mario Maker 2 	
*Title Theme
*Title Theme (8-bit)
*Title Theme (Night)
*Yamamura's Dojo
*Maker Lessons
*Mario's Moves
*Desert - Super Mario World (Original)
* Forest - Super Mario World (Original)
*Snow - Super Mario World (Original)
*Story Mode 1
*Story Mode 2
*Story Mode 3
*Story Mode 4
* Story Mode: Emergency!
*Staff Roll
Super Mario Maker 3 	
*Title Theme
* Title Theme (8-bit)
*Title Theme (16-bit)
*Title Theme (DS)
*Title Theme (Arcade)
*Course World
*Course Workshop
* Super Mario Challenge
*100-Up Challenge
*100-Up Challenge (Expert)
*100-Up Challenge (Super Expert)
*Super Skip Challenge
*Super Skip Challenge (Expert)
*Super Skip Challenge (Super Expert)
*Story Mode Intro
*World 1
*World 2
*World 3
*World 4
* World 5
*World 6
*World 7
*World 8
*World 9 (Part 1)
*World 9 (Part 2)
*The Final, Really Final Battle (Remix)
Kirby's Dream Land 	
* Title Theme
*Green Greens
*Castle Lololo
*Float Island
*Bubbly Clouds
*Mt. Dedede Lobby
*Boss Theme
*King Dedede
Kirby Super Star 	
*Beginner's Room
* Green Greens
* Float Island
*Bubbly Clouds
*Mt. Dedede
*Gourmet Race
*Peanut Plains
*Cocoa Cave
* Candy Mountain
*Trees In The Depths Of The Earth
*Mine Cart
*Crystal Field
*Halberd
*Grape Garden
*Taking Over The Halberd
*Boss Theme
*Meta Knight
*Meddlesome Marx
Kirby and the Forgotten Land	
*Plundering Beast Battle
*A Trip To Alivel Mall
*VS Dangerous Beast
*Sword of the Surviving Guardian
*Northeast Frost Street
*Roar of Dedede
*The Wastes Where Life Began
*Masked and Wild: D.D.D.
Wii Sports 	
*Main Theme
*Tennis Training
*Tennis Position Select
*Baseball Training
*Baseball Results
*Bowling Training
*Bowling
*Golf Training
*Boxing Training
*Boxing Results
UNDERTALE 	
*Your Best Friend
*Ruins
*Ghost Fight
*Home
*Heartache
*sans.
*NYEH HEH HEH!
*Snowy
* Dogsong
*Snowdin Town
*Bonetrousle
*Waterfall
*Dummy!
*Spear of Justice
*Alphys
*Metal Crusher
*Another Medium
*Spider Dance
*Core
*Death by Glamour
*Undertale
*ASGORE
*Hopes and Dreams
*MEGALOVANIA
Deltarune 	
*School
*The Chase
*Lancer
*Rude Buster
*Field of Hopes and Dreams
*Checker Dance
*Scarlet Forest
*Thrash Machine
*Vs. Lancer
*Vs. Susie
* Card Castle
*Hip Shop
*Chaos King
*THE WORLD REVOLVING
*Friendship
*A Town Called Hometown
*You Can Always Come Home
*Before the Story
*Girl Next Door
*My Castle Town
* Queen
* A CYBER'S WORLD?
*Cyber Battle
*Sound Studio
*Berdly
*Smart Race
*WELCOME TO THE CITY
*Spamton
*NOW'S YOUR CHANCE TO BE A
*Pandora Palace
*It's Pronounced "Rules"
*Attack of the Killer Queen
*Knock You Down !!
*BIG SHOT
===Mystery Costumes===
Mystery Costumes all work the same, giving the player Super Mario's abilities while remaining the size of Small Mario.
Modern Mario 	Modern Luigi 	Modern Toad 	Modern Toadette	Modern Toadsworth	Modern Peach 	Modern Daisy 	Modern Rosalina	Modern Wario	Modern Waluigi
Wario (WarioWare) 	Yoshi 	Bowser 	Bowser Jr. 	Goomba 	Mario (Donkey Kong)	Foreman Spike	Dr. Mario 	Cat Mario 	Cat Peach
Trampoline 	? Block 	Yoshi 	Birdetta 	Nabbit 	Shy Guy 	Fire 	Shellcreeper 	Sidestepper 	Fighter Fly
Mario (Super Mario Land)	Paper Jam Trio 	Gold Mario 	Silver Mario 	Bronze Mario 	Santa Mario 	Santa Bowser 	Reindeer Yoshi 	Elf Toad 	Elf Waluigi
Donkey Kong 	Diddy Kong 	Dixie Kong 	Cranky Kong 	King K. Rool 	Link 	Zelda 	Ganondorf 	Young Link 	Toon Link
Impa 	Shiek 	Guardian 	Link (BOTW) 	Zelda (BOTW) 	Mipha 	Daruk 	Urbosa 	Revali 	Zelda & Loftwing
Samus 	Samus (Metroid Dread)	Ridley 	Metroid 	E.M.M.I. 	Marth 	Roy 	Ike 	Robin (Male)	Robin (Female)
Lucina 	Corrin (Male) 	Corrin (Female)	Byleth (Male) 	Byleth (Female) 	Chrom 	Alm 	Celica 	Tiki 	Black Knight
===Mystery Abilities===
Mystery Abilities are the successor to the Master Sword from Super Mario Maker 2. Although Mystery Abilities are lesser in quantity than Mystery Costumes, they give the player special abilities. Mystery Abilities can also be assigned to the whole course.
In multiplayer, Mystery Costumes are palette swapped to match the base player. In Multiplayer, Mario appears as red, Luigi as green, Toad as blue, Toadette as pink, Peach as magenta, Daisy as orange, Wario as yellow, and Waluigi as purple.
Mario 	
This Mystery Ability is less of an ability and more of a method to remove the player's current ability, even under circumstances where it can't normally happen.
Luigi 	
The Luigi Mystery Ability increases the player's jump height at the expense of traction. If Luigi uses this Mystery Ability, he takes on his darker skin tone from Super Mario All-Stars + Super Mario World, as well as having different proportions in styles where he normally doesn't.
Toad 	The Toad Mystery Ability gives the player increased speed but reduced jump height. If Toad uses this Mystery Ability, he'll take on the Toad's appearance, with a red cap and blue vest.
Toadette 	The Toadette Mystery Ability is essentially the inverse of Toad's, increasing the player's jump height at the cost of speed. If Toadette uses this Mystery Ability, she uses her design from Mario Kart: Double Dash's artwork, with an orange undershirt and a dark red vest.
Peach 	Using the Peach Mystery Ability gives the player the ability to briefly pause their descent at the expense of their running speed. If Peach uses this Mystery Ability, she instead takes on her design from the original Super Mario Bros.
Daisy 	The Daisy Mystery Ability grants the player the ability to jump once in mid-air, though their running speed is decreased. If Daisy uses this Mystery Ability, she uses her design from pre-Gamecube era artwork.
Rosalina 	The Rosalina Mystery Ability lets the player perform a spin attack while small, Super, or using an item that doesn't have an effect when Run is pressed. However, the player's running speed is likewise decreased.
Captain Toad 	The Captain Toad Mystery Ability simply removes the player's ability to jump. It is best used as a punishment, or permanently attached to an entire course. When using this Mystery Ability, Mario turns into Captain Toad. Luigi, Toad, Wario, and Waluigi turn into Banktoad, Hint Toad, Yellow Toad, and Mailtoad.
Donkey Kong 	The Donkey Kong Mystery Ability turns the player into Donkey Kong, as he appears in the Donkey Kong Country games. as DK, the player's running speed is somewhat increased, and they gain Donkey Kong's hand slap and roll abilities, as well as his improved throwing strength.
Diddy Kong 	As Diddy Kong, the player gains access to all of his abilities from Donkey Kong Country: Tropical Freeze. In addition to a greatly-improved running speed, as well as weaker versions of Donkey Kong's other special abilities. However, Diddy Kong also has his Barrel Jet, which allows the player to temporarily slow their fall.
Link 	The Link Mystery Costume behaves identically to the Master Sword in Super Mario Maker 2. Like this, the player can attack with a sword, charge forwards to defeat enemies, shoot arrows, and throw bombs.
Kirby 	As Kirby, the player can float in the air, inhale enemies to swallow them or spit them out as projectiles, and slide as a melee attack. As well, though the Copy Ability mechanic itself is unavailable, the player can still gain Copy Abilities by collecting other Items. Swallowing an enemy who has an Item will give the player the item's corresponding Copy Ability, though assigning fitting abilities to each enemy is an exercise left to the builder. Uniquely, most Bosses can be given a Mystery Flower with Kirby's abilities, causing them to create Kirby-style stars with their attacks, which can be picked up or inhaled and thrown as an attack.
Samus 	As Samus, the player can fire a beam weapon, transform into the Morph Ball to fit through tight spaces, and place bombs. In true Metroid fashion, the player can upgrade their beam by collecting the different Flowers, while the other Items instead upgrade their suit with new abilities.
Inkling 	As an Inkling, the player can shoot ink. Spraying enemies with enough ink will defeat them, and the player can also swim in the ink, even up walls. However, unless the player has a Frog Suit, Penguin Suit, Blue Shell, or Super Star, they will immediately lose the Mystery Ability upon touching water, oil, Goo, acid, or sap, or defeating them instantly if the Inkling ability has been set to the entire course.
Captain Falcon	As Captain Falcon, the player gains access to some of Captain Falcon's most iconic attacks from Super Smash Bros., including the Falcon Punch, Falcon Kick, Raptor Boost, Falcon Dive, and the Knee Smash. A single Falcon Punch is potent enough to defeat Bowser in all styles except Paper Mario. SHOW ME YOUR MOVES!
Sonic 	As Sonic, the player can run at great speeds, hurt or defeat enemies simply by jumping into them, and perform a Spin Dash to plow through enemies. As well, collecting certain Items will give the player the effects of one of the series' Monitors.
Mega Man 	As Mega Man, the player can fire the Mega Buster at enemies, either normally, or by holding the run button to fire a piercing Change Shot. As well, the player can slide through one-block gaps by pressing down and jump or the Spin Jump button. As well, collecting Items will give the player access to Mega Man's repertoire of Special Weapons, which can be changed by holding up and pressing Spin Jump.
Pac-Man 	As Pac-Man, the player can hold down to roll around like with the Ball Mushroom. As well, the player can perform a Rev Roll by holding Spin Jump to break blocks and push objects, and do a Butt Bounce, which is like a bouncier Ground Pound. Pac-Man also has two special interactions with items, both of which can be combined:
* The Hammer Suit, Ball Mushroom, and Mega Mushroom temporarily turn Pac-Man into Super Pac-Man, who can defeat enemies on contact, but still takes damage from other hazards.
*All style-exclusive items and the Super Balloon turn Pac-Man into Classic Pac-Man, who can freely move in the four cardinal directions.
Cuphead 	As Cuphead, the player can fire magic bullets from their fingertips in seven directions, and dash forwards with the ZR button, even in mid-air. As well, some projectiles will appear pink, allowing the player to Parry Slap them by pressing Jump when nearby. Parry Slapping a projectile will play a funny sound effect and bounce the player off the object, sometimes destroying it in the process. Though most items either don't have an effect on Cuphead or behave as they do on Mario, the Fire lower and its variants can change what weapon Cuphead uses. Well, Studio MDHR did say they wanted to see Cuphead in more crossovers.
===Wonder Effects===
Exclusively in the Super Mario Bros. Wonder style, the player can place a Wonder Flower in the course, which will cause one of many bizarre Wonder Effects upon activation. These effects can be ended by collecting a Wonder Seed.
Name 	Effects
Course Effect	Up to two course effects can be triggered upon collecting a Wonder Flower.
Living Pipes 	Warp Pipes start moving. The specific movement of the Warp Pipes can be customized.
Goomba 	All players are transformed into Goombas, who are immune to spikes but are defeated by just about everything else.
Wubba 	All players are transformed into Wubbas, who can slide along walls and ceilings.
Tall 	All players become much taller unless they're crouching.
Stampede! 	A herd of Bulrushes charge through the stage. Their trajector can be seen in the editor.
==Super Worlds==
World Maker returns from Super Mario Maker 2 as a method to tie together several different courses into a cohesive Super Mario adventure.
===Changes from Super Mario Maker 2 ===
*Super Worlds can have their name customized, as opposed to simply "Super [username] World".
*Multiple Super Worlds can be uploaded instead of just one.
*Courses can now have secret exits.
*There can now be up to 10 worlds in a Super World.
* Worlds can now have up to eight courses plus the world castle.
*Pipes can now be linked between Worlds.
*Completed courses and worlds in Super Worlds can now be revisited.
*Continues can be enabled, with how many the player gets, how many lives one restores, and how to get one able to be customized.
*Getting a Game Over and running out of Continues can now be set to cost the player all their progress in either the current course, the world, or the Super World.
===Game Styles===
This style has an All-Stars variant. 	
This style has a colour variant. 	
This style is based on Paper Mario: Color Splash.	The player can walk freely in this style.
===World Themes===
Ground	Underground	Underwater	Desert 	Snow 	Forest
Beach 	Sky 	Mountain 	Volcano	Graveyard	City
Sewers	Fall 	Spring 	Castle 	Space 	Secret
===World Parts===
Start 	The space in each World where the player starts.
Terrain 	The solid ground that makes up the majority of the Super World. When absent, the area around it is replaced with either water or air, depending on the Theme. It can be placed more finely than in Super Mario Maker 2.
Hill 	A reshapable tool used to create hills, mountains, and other such structures that go either above or below the default terrain layer.
Hazard Terrain 	An object similar to Terrain except it appears as either lava, poison, quicksand, or air, depending on the theme
Decoration 	A decoration of many shapes, sizes, and designs.
Path 	The path that the player walks on. It can be placed anywhere, becoming a ladder up Hills. If placed over Hazard Terrain, it will be traversed in a Dry Bones Shell on lava and poison, or a Lakitu's Cloud on air.
Path Junction 	A variant of the Path which the player automatically stops on. Needs to be manually created, so as to allow shenanigans like the Forest of Illusion.
Star Coin Gate 	A gate which can only be removed by "spending" Star Coins the player has collected in the Super World. A Star Coin Gate may not be more expensive than the number of Star Coins in the Super World, and the sum of all Star Coin Gates in the Super World cannot exceed it. Unlocking a Star Coin Gate only removes Star Coins from the player's inventory in the Super World, not from Course World.
Course 	A point which represents one of the up to 90 Courses that have been added to the Super World. Once on top of one, the player must press A to begin the course. Unavailable Courses are black, uncleared Courses pulse red, Courses with an uncleared Secret Exit are purple, cleared Courses are blue, and fully cleared courses (all exits, all Star Coins) are green. Comes in the following designs:
*Standard
*Standard surrounded by sand
*Standard surrounded by snow
*Standard surrounded by trees
* Standard surrounded by stone
*Standard surrounded by rocks/over the mouth of a cave
*Standard surrounded by water
* Standard surrounded by mountains
* Ghost House
*Tower
*Castle
*Skyscraper
*Red Toad House
Encounter Course	A variant of the Course which automatically begins the related course once the player moves to them. Once completed, they become a cleared Course on their spawn point. Encounter Courses can move around. Comes in the following designs:
*Goomba
*Galoomba
*Green Koopa Troopa
*Red Koopa Troopa
*Dry Bones
*Spiny
*Cheep Cheep
*Blurp
*Porcupuffer/Boss Bass
*Juming Piranha Plant
* Lakitu
*Hammer Bro. (and variants)
* Sledge Bro. (and variants)
*Chain Chomp
*Pokey
*Lava Bubble
*Rotten Mushroom
*Airship
Castle 	The final Course of a World is always the Castle. Upon clearing the Castle, the player unlocks the next World. Has unique designs for if it's the last one in a Super World, set to an Airship course, or both.
Pipe 	A Warp Pipe, in either green, red, yellow, or blue. Two of each colour can be placed in a World, with them linking to each other.
Toad House 	A green Toad House where the player can play one of six minigames, decided by the builder:
*Stop & Win: Stop the slots on the Roulette from Super Maro Bros. 3. Matching a Mushroom rewards one life, matching a Fire Flower rewards three, and matching a Super Star rewards 5. Plays the Minigame music from Super Mario Bros. 3.
*Catch & Win: Jump with the right timing to stop ten baseballs from hitting the Toad House. Catch eight for a 1-Up, nine for a 3-Up, or all 10 for a 5-Up. If three hit the Toad House, Weird Mario will shoo the player away, and they get no 1-Ups. Opens with the title theme from Baseball for NES, but remains silent afterwards.
*Pop & Win: In an incredibly obscure Famicom Disk System Reference, mash the face buttons as fast as you can to pop a Toad House-shaped balloon. Arguably the most inconsistent of the Toad House minigames, but the player is always guaranteed at least a 1-Up. Plays the writing music from the Famicom Disk Writer.
*Match & Win: The player has to flip over cards in a set of 11 to make matches, with only two mistakes. In addition to pairs of Mushroom, Fire Flower, Super Star, Lakitu's Cloud, and Super Leaf, there is a Bowser Card which automatically ends the game once flipped. Matching one or two cards gives the player a 1-Up, matching three or four gives the player a 3-Up, and making all 5 matches without turning over the Bowser Card rewards the player with a 5-Up. Plays the Bonus Game music from Yoshi's Island.
*Swap & Win: The player is given a set of present boxes, coloured red, yellow, blue, green, and purple. One of them contains a 5-Up, one contains a 3-Up, one contains a 1-Up, and the other two contain nothing. Periodically, Bowser's fist will come down and crush one of the presents, with the player being able to swap two adjacent presents around. However, Bowser will also try to fake out the player. Once four presents have been crushed, the player opens the fifth one, and gets whatever was inside it, including nothing. Plays the Bonus Game music from Mario Vs. Donkey Kong.
* Guess & Win: The player enters a remake of the recurring bonus room from Super Mario World, where they need to guess which order to hit three blocks in. Successfully hitting them in the correct order will reward the player with a 1-Up, whille hitting a block out of order means they won't get the 1-Up. There are five rounds in total, meaning the player can get between zero and five 1-Ups. Plays a remix of the bonus music from Super Mario World.
==Course World==
Course World returns from previous games, now using an ambient remix of In The Castle Walls from Super Mario 64. Most modes have recieved updates compared to Super Mario Maker 2.
===Courses===
Changes to the Courses menu and the upload process include:
*The "I like this!" rating has been renamed to "Yeah!"
*Courses now have a Rating, which is the number of "Yeah!"s, minus the number of "Boo!"s. 
**The individual number of Yeahs and Boos can also be viewed.
*, as well as by Effects used.
*There is now a tab for followed Makers.
*Courses can also be sorted by time with the following parameters: 
**Last 6 hours
**Last 24 hours
** Last 7 days
**Last month
**Last year
**All time
*Courses can also be sorted by rating (either positive or negative), number of Yeahs, or number of Boos. The number of total reactions can also be used as an additional parameter.
*Courses can be filtered to not contain any parts the player has not unlocked.
*Courses can be set to only be accessible to friends, followers, or by the course's code.
**This also extends to courses posted to the Workshop.
*When uploading a course, the player must complete the following Clear Checks: 
**From start to goal
**From each Checkpoint to goal
**From start or any Checkpoint to Secret Exit
**From start or any Checkpoint to either exit, collecting each Star Coin
***Each Star Coin may be collected individually, or multiple may be collected per run.
***The player may save time by collecting Star Coins during the first few Clear Checks.
*Uploading a course with a minimum number of players greater than one requires multiple controllers and uses split-screen multiplayer.
**Due to the nature of the Nintendo Split, asymmetric multiplayer can also be used.
*New tags for courses include:
**Devious
**Extra Tough
**Sprawling
**Comedic
**Noisy
**Remake
**Refreshing
**Samus
**Kirby
**Sonic
**Pac-Man
**Cuphead
===Leaderboard===
The Leaderboard lets the player view the top (or bottom) Super Mario Maker 3 players based on any of the following parameters:
*Maker Points (total Yeahs minus total Boos)
*Yeahs
*Boos
*Courses cleared (per difficulty, or altogether)
*Coins collected
*Star Coins collected
*Points earned (from courses)
==References to other games==
*VS. Super Mario Bros.: The Bonus theme in Super Mario Bros. is based on this game.
*Super Mario Bros.: The Lost Levels: Several locations from this game appear in the Super Mario Bros. theme.
*Donkey Kong Country: This game's Fear Factory track is used for Super Mario World's factory theme.
**Donkey Kong Land series: Various music tracks are borrowed from these games for the Mario Bros. theme, such as Krook's March in the Castle theme.
*Mario Paint: Undodog and Soundfrog originate from this game. The Painted theme in Super Mario World is based on this game's title screen, while its City theme uses Gnat Attack's second stage theme.
*Yoshi's Cookie: Yoshi's Island's factory theme uses the SNES version's Frantic Factory track.
*Wario Land: Super Mario Land 3: Wario's sprites in the Super Mario Land 2 style are taken from this game, though edited to feature his cap instead of his explorer hat. Courses No. 1 and No.33 appear as Extra Course Themes in the Super Mario Land 2 style, and the Bull Pot and Jet Pot both appear as items.
*SNES BS-X: The City theme in the Yoshi's Island style uses music from this system's main menu, The Town Whose Name Was Stolen.
*Super Mario 64: The Painted theme in the Super Mario Odyssey style is based on various locales from this game.
*Super Mario Bros. Deluxe: The Secret theme in the Super Mario Bros. style uses this game's Super Players credits theme.
*Kirby 64: The Crystal Shards, Kirby: Planet Robobot: The Factory themes in the New Super Mario Bros. and Super Mario 3D World styles use these games' Factory Inspection tracks, respectively.
*Wario Land 4: By default, if the Frog Switch effect is active, the Hurry Up theme from this game will play when the player has to return to the start of the stage.
*Super Mario Advance 2: This game's alternate intro theme is remixed for Super Mario World's Beach theme.
*Mario Vs. Donkey Kong 2: March of the Minis: This game's final boss theme is remixed for the Castle (Final) theme in the Mario Bros. style.
*Nintendo DSi Shop: The City theme in the Super Mario Land 2 style uses a Game Boy rendition of the music from this software.
*New Super Mario Bros. Wii: The Super Mario Bros. 3 Factory theme features the extended portion of the Hammer Bros. theme from this game's Enemy Battle theme. All locales from this game are also available for purchase from the Shop as Extra Course Themes in New Super Mario Bros. U.
*Nintendo Land: The City theme in the Super Mario Bros. style uses a version of the theme from the first stage of Donkey Kong's Crash Course from this game.
*Mario Kart 8: Pink Gold Peach appears in this game whenever Peach gets a Gold Flower.
==Trivia==
*Luigi, Wario and Waluigi raise their left paws when they use their Lucky Cat form's statue ability, as opposed to their right.
**Wario and Waluigi raise their left paws due to their associations with money.
* The Super Hammer granting the ability to Ground Pound is a reference to LEGO Mario, where equipping Mario with the Builder Mario outfit allows him to perform the Ground Pound to collect coins.
*A fair percentage of the additional Gizmos and functions of them were inspired by either Super Mario World ROM hacks, Super Mario Bros. X, or Kirby Triple Deluxe.
**Likewise, a number more were from ideas the author had years ago but only now remembered and put into action.
*In the Fall theme in Super Mario World, several Course Parts have different appearances: 
**Galoombas are yellow and wear sunglasses.
**Koopa Troopas wear Mario-like masks.
**Piranha Plants and their variants have jack-o'-lanterns for heads.
**Bullet Bills resemble Pidgets.
** Pokies are made of saws.
**Dragon Coins have Peach's face on them.
*The Pride Blocks' inclusions were inspired by the secret Pride Land level in the kaizo Super Mario World hack Luminescent.
** The functionalities of the Gay, Bi, Ace, and Enby Blocks were all lifted from said hack and level.
*Super Mario Maker 3 is the first time since the original Super Mario Maker that all three items exclusive to the Super Mario Bros. style appeared in the same game.
**In addition, all three appear as the style-exclusive items in the Super Mario Bros. style concurrently, as opposed to one at a time (Mystery Mushroom in Super Mario Maker, Weird Mushroom in Super Mario Maker for Nintendo 3DS, and Big Mushroom in Super Mario Maker 2).
*There was a period of approximately two months where the most popular course in the game was an accurate recreation of the famous Automatic Mario video.
*The Underwater theme in the Yoshi's Island style resembles Waterfall from Undertale.
*The Techno theme in the Super Mario World style resembles the Cyber Field from Deltarune.
*The Bubble Flower and Drill Mushroom were added (probably) over a year before their formal debut to the Mario series in Super Mario Bros. Wonder.
==Cut and Changed Content== 
*An original Super Mario Maker 3 theme was planned.
**At various points, the Mario Bros., Super Mario Land, Yoshi's Island, New Super Mario Bros., and Super Mario Galaxy themes were planned to be scrapped.
*Rosalina and Toadsworth were originally planned to be playable characters.
*Super Mario 3D World and Super Mario Bros. 2 were frequently swapped between being default and Extra Game Styles. Ultimately, they were both decided to be Extra.
*A theme which has a different setting in every Game Style was also planned. All of the themes originally featured would later be incorporated into universal Course Themes: 
**Super Mario Bros., New Super Mario Bros. U, Paper Mario: Painted
**Super Mario Bros. 2, Yoshi's Island: Castle (Final)
**Super Mario Bros. 3: Pipe
** Super Mario World: Fall
**Super Mario Land 2: Space
**New Super Mario Bros.: Casino
**Super Mario 3D World: Circus
**Super Mario Odyssey: City
*Other scrapped course themes include Starland (A starry area akin to Shooting Star Summit), Plains (A second Overworld theme), Bootleg (based on bootleg Mario games) and Strange (A style based on a different game, featuring variants for all 6 of the original Super Mario Maker's themes.)
**Of these, Starland was added as Paper Mario's version of the Vaporwave theme, while various themes from Plains and Strange were added to the Shop as Extra Themes.
**Sewers, Water Castle, and Final Castle were planned to be separate themes before being collapsed into Underground and Castle, respectively.
**Badlands was originally planned to be scrapped, but was ultimately returned. Changes from its reimplementation include:
***Super Mario World used an original design instead of Super Mario Maker 2's Super Mario World Desert theme.
***Paper Mario used Mount Rugged from the original Paper Mario instead of Sweetpaper Valley from Origami King, as it wasn't out yet.
**Super Mario Bros. and Super Mario World's Badlands themes and Super Mario Bros. 3's Pipe theme were originally planned to be purchased from the Shop before the Badlands and Pipe themes were added.
*The Superball Flower and Gold Flower were originally planned to be exclusive to the (scrapped) Super Mario Land and New Super Mario Bros. styles, respectively.
*The effects of the combined Super Balloon and Ball Mushroom were originally planned to be a unique item.
*The Glitch Suit was originally planned for the Super Mario Bros. 3 style, but was later replaced with the Magic Wand.
*The functions of honey and sap were originally going to be swapped, but this was changed, as the player can swim in tree sap in Super Mario Land 2.
* The Beetroot from Mario Forever was planned to be the third exclusive item in the Super Mario Bros. style, as well as having a special variant, the Beetroot Bomb.
*The Mystery Mushroom was originally planned to be available in all styles, then it was very briefly (as in, for approximatly 40 seconds) considered to replace the Mystery Flower, before being returned to its original status as exclusive to Super Mario Bros.
*Arcade versions of Shellcreepers, Sidesteppers, and Fighter Flies were briefly planned to be featured before the author remembered that there is a Mario Bros. style and they would be redundant.
*The Flip mechanic from Super Paper Mario was considered to appear for all of 10 seconds before the realization that there wouldn't be enough buttons came.
*The Glitch Suit is based on the effects of various glitch power-up states from Super Mario Bros. 3.
==Credits==
*Several of this game's features can be traced back to other Super Mario Maker games on Fantendo:
**The Jukebox may have originated from .lennongrad (t∣b∣c)'s Super Mario Maker GO's Music Tracks.
**The Enemy Items Effect was partially inspired by Super Mario Maker Chi's Goomba Evolution Trait.
**The inclusion of a Sunset mode was partially inspired by Super Mario Maker Cloud's Eclipse mode. The Fortress theme also originated in a comment on the article.
*** There was, in fact, a brief period of time where some of the Effects on a Sunset theme instead said "Eclipse".
**The 3D mechanic in the Super Mario 3D World and Super Mario Odyssey styles was based on CrakaboLazy4090 (t∣b∣c)'s Super Mario Maker 3 (CrakaboLazy4090 Edition).
**The Fast effect is based on CrazySponge (t∣b∣c)'s Super Mario Maker ℵ₀'s Special theme's night effect.
**The Techno theme's name and execution were inspired by MrYokaiAndWatch902 (t∣b∣c)'s theme in Super Mario Maker Builder Recut, as described in these blog posts.
*** However, the idea of including a music and technology-based theme was actually inspired by the author playing Deltarune Chapter 2, the existence of a similar theme in an existing fanon Super Mario Maker game was just a happy coincidence.
**The Mega Magnet item was inspired by the Pick-Up Glove from DMdarkmatter (t∣b∣c)'s Super Mario Maker Creative.
***Its alternate style variations, and the Spin Drill in particular, originated as ideas the author had about how the Pick-Up Glove would work in other styles, due to it not seeming to have an analogue in any other item.
**The idea to reduce the length of generic Bowser battles and introducing the 3D mechanic to the Paper Mario style, as well as the sudden resurgence in updates in general, was inspired by AgentMuffin (t∣b∣c) and ϞPlazzapϟ (t∣b∣c)'s Super Mario Maker Skyline.
*The same is also true for the various Course Theme icons:
** The basic concept of 32x32 pixel icons was inspired by the ones AgentMuffin (t∣b∣c) used in their Super Mario Designer article, though traced to undo Fandom's compression. Lots of aspects of the icons were also edited from theirs:
***Both the Fall and Spring theme icons were edited from their Forest icon, the Final Castle icon is a recoloured version of their Castle icon, the mushroom in the Poison icon originated in their Athletic icon, the clouds in the Sky Castle and Space icons are from the Sky icon, the Shipwreck icon was created by combining their Underwater and Airship icons (though the airship's window was since edited) and the water/poison/lava in the Beach, Poison, Volcano, and Volcanic Cave themes were taken from their Beach icon.
**The icons for the 10 themes from Super Mario Maker 2 were traced from StellaStardown (t∣b∣c)'s high-quality recreations of said icons. The design of the Tower icon was also based on hers. The Graveyard icon also was, but to a lesser extent.
**The Pipe icon, though not traced, is based off the one Thuldor2019 (t∣b∣c) used for their(?) New Super Mario Bros 3 (Switch) page.
*The inclusion of a Pipe theme was inspired by Fantendo user LuckyDexter vandalizing the article. Although the edit was undone, the inclusion of a Pipe-based theme was deemed a good idea.
==Gallery==
drillshroom.png|Drill Mushroom
drillmario.png|Drill Mario
goodthingifoundamagicballoon.png|Super Balloon
pinkgold.png|Pink Gold Toadette
Mushroomsml2.png|The SMB2 Mushroom and SMB2 Luigi in the Super Mario Land 2 style.
soupman3logo.png
Category:Super Mario Maker (series)
Category:Super Mario Maker Games
Category:Yamamura's Things
Category:Nintendo Split games
Category:Game Creation Systems