Mario & The Purple Wind

Mario & The Purple Wind is a new, genre-crossing Mario game featuring Waluigi as the main villain. Mario must quest to stop Waluigi's new persona, Mr. Γ, from taking over the universe, recruiting tons of fellow heroes along the way.
==Upcoming Changes!==
Rewriting the bosses, I hold my writing to a higher standard now and those old boss descriptions are honestly sh*t.
==Gameplay==
Mario & The Purple Wind takes gameplay from many Mario games. While some similar games get combined into one gameplay experience, for the most part, there's a world for each mainstream Mario game. Additionally, there are many worlds based on spinoffs and other series, like Mario Kart, sports, Smash Bros, and Mario Party. You can also unlock bonus modes, with games like Dr. Mario, Mario Paint, Mario's Picross, Captain Toad, and WarioWare. In the worlds list, the world name is followed by a short description of the gameplay.Worlds are sorted into various "superhubs" based on general gameplay type: 2D worlds are accessed from Bowser's Castle, 3D worlds are accessed from the Faceship Observatory, etc. Each world has you looking to collect various Power Stars. If a world's origin game doesn't normally feature Power Stars, they are integrated in some way (e.g., Bowser's Kingdom has you still landing on the flagpole to finish the level, but you collect the Power Star instead of entering the end-of-level castle). At the end of a world, you instead collect a Grand Star, which restores and/or unlocks a certain part of the superhub that world is in. At the end of each superhub, you gain access to a portal that takes you to one of Mr. Γ's hideouts, where you can face him directly.
===Star Types===
There are various different types of Power Stars scattered across the lands. This guide should help explain what they are.
* Power Star (): The most basic Power Star, these are the most abundant and are rewards for most of your missions.
* Bronze Power Star (): These Power Stars are held by midbosses, and are twice as powerful as a regular Power Star.
* Grand Star (): These stars are the most powerful, and are held by bosses. They are needed to upgrade your Hubport, and they restore different areas of the superhubs you visit.
* Green Power Star (): These Power Stars are hidden around the areas you visit. They're not required to progress, but they provide a medium challenge.
* Spontaneous Star (): These stars show up once you've completed a world's story, and send you back to a mission you've already completed with a unique twist. These can range from intermediate difficulty to the hardest challenge in the game. Failing the added effect (running out of time, losing a race, etc.) causes a life to be lost. There are various subtypes:
** Speed Star: These missions add a (shorter) time limit to a level you've already completed. The time limit can be any amount of time, but usually stay at around 3-10 minutes long.
** Daredevil Star: These missions send you back to a level with only one hitpoint to speak of. Powerups can still appear, but they only affect your abilities, not your health.
** Cosmic Star: These missions have you race a Cosmic Clone of you through a level, either part of it or the whole level. Touching the Cosmic Clone gives you coins at a rate of 1 per second (added directly to your count), but it is otherwise intangible.
** Romp Star: You start in a small to medium area in the level you're replaying, you're usually provided with some powerup, usually a Super Star, and you're tasked with defeating a certain amount of enemies under a time limit.
** Mirror Star: These missions start you at the end, and the level is finished at its beginning. While another Spontaneous Star effect isn't necessarily applied, it is possible (Speedy or Daredevil). 
* Red Power Star (): The power of the 8 red coins found in each world can summon these stars. Another optional star, but usually some of the easier challenges are found in these missions.
* Purple Power Star (): The less powerful purple coins, when 100 of them are grouped together, can summon the Purple Power Star. The final optional star type, they can either provide an easy mission or a difficult challenge.
==Characters==
Name	Description 	Description 	Unlock Criteria
Mario	The most well-rounded of the bunch, Mario is strictly average. Weaknesses: none. Strengths: none. 	The most well-rounded of the bunch, Mario is strictly average. Weaknesses: none. Strengths: none. 	Unlocked from the start
Luigi	This overshadowed brother traded traction for speed in his shoe choice. Luigi can also jump much better than Mario. Weaknesses: lower traction. Strengths: higher jump, slightly higher speed. 	This overshadowed brother traded traction for speed in his shoe choice. Luigi can also jump much better than Mario. Weaknesses: lower traction. Strengths: higher jump, slightly higher speed. 	Unlocked from the start
Toadette	With a heavy pack on her back and a smile on her face, Toadette has a powerful grip on the ground but no air game. She is surprisingly fast with that backpack, though. Weaknesses: very low jumps, fast falling. Strengths: slightly higher speed, incredible traction. 	With a heavy pack on her back and a smile on her face, Toadette has a powerful grip on the ground but no air game. She is surprisingly fast with that backpack, though. Weaknesses: very low jumps, fast falling. Strengths: slightly higher speed, incredible traction. 	Beat World 1 (Bowser's Kingdom)
Princess Peach	With her magical parasol, Peach can float to the ground without the help of a Super Leaf, although a Super Leaf can hover slightly longer. Weaknesses: lower speed. Strengths: floating ability, slightly higher jump. 	With her magical parasol, Peach can float to the ground without the help of a Super Leaf, although a Super Leaf can hover slightly longer. Weaknesses: lower speed. Strengths: floating ability, slightly higher jump. 	Beat World 2 (Mushroom Kingdom)
Blue Toad	This enthusiastic Toad is excited at the prospect of yet another adventure. His high traction doesn't quite match up to Toadette's, but you can be sure that his better jump height and speed make up for it. Weaknesses: low jumps. Strengths: high speed, great traction. 	This enthusiastic Toad is excited at the prospect of yet another adventure. His high traction doesn't quite match up to Toadette's, but you can be sure that his better jump height and speed make up for it. Weaknesses: low jumps. Strengths: high speed, great traction. 	Beat World 3 (Subcon)
Wario	Wario's ready for action! Having been beaten by Mario yet again, he's out to take down Mr. Γ- after all, he did steal Goodstyle! His unique shoulder dash makes for a useful addition to the team, but his slow pace may put some players off. Weaknesses: low speed, high falling speed, low jumps. Strengths: shoulder dash, stronger ground pound (can break hard blocks and has a shockwave expanding outward). 	Wario's ready for action! Having been beaten by Mario yet again, he's out to take down Mr. Γ- after all, he did steal Goodstyle! His unique shoulder dash makes for a useful addition to the team, but his slow pace may put some players off. Weaknesses: low speed, high falling speed, low jumps. Strengths: shoulder dash, stronger ground pound (can break hard blocks and has a shockwave expanding outward). 	Beat World 4 (Mario Zone)
Yoshi	For the first time, this dinosaur is playable separate from Mario's influence! His lack of a dash may concern you, but his flutter jump is a superb choice for getting into high spots! Weaknesses: no dash. Strengths: can swallow enemies to turn them into throwable eggs, flutter jump. 	For the first time, this dinosaur is playable separate from Mario's influence! His lack of a dash may concern you, but his flutter jump is a superb choice for getting into high spots! Weaknesses: no dash. Strengths: can swallow enemies to turn them into throwable eggs, flutter jump. 	Beat World 5 (Dinosaur Land)
Daisy	Daisy's long-awaited playable appearance doesn't disappoint, with a floaty double jump, but a slower running speed. Weaknesses: very low speed. Strengths: double jump, low falling speed. 	Daisy's long-awaited playable appearance doesn't disappoint, with a floaty double jump, but a slower running speed. Weaknesses: very low speed. Strengths: double jump, low falling speed. 	Beat World 6 (Sarasaland)
Rosalina	Rosalina's addition is a hefty one, with a unique spin move, but this move comes at a cost of a heavier character overall. Weaknesses: higher falling speed, slightly lower jumps. Strengths: spin move (kills normal enemies in one hit, deals significant damage to bosses). 	Rosalina's addition is a hefty one, with a unique spin move, but this move comes at a cost of a heavier character overall. Weaknesses: higher falling speed, slightly lower jumps. Strengths: spin move (kills normal enemies in one hit, deals significant damage to bosses). 	Beat World 7 (Floating Dome)
Koopa the Quick	Koopa the Quick is a quite fast character, though his jumping skills leave something to be desired. Weaknesses: low jumps. Strengths: very high speed. 	Koopa the Quick is a quite fast character, though his jumping skills leave something to be desired. Weaknesses: low jumps. Strengths: very high speed. 	Beat World 8 (Cool Cool Volcano)
Pauline	A moderately fast character, she's not a typical adventurer, so she doesn't have as good control or jumping ability as some of the other heroes. Weaknesses: slightly lower traction, lower jump height. Strengths: higher speed. 	A moderately fast character, she's not a typical adventurer, so she doesn't have as good control or jumping ability as some of the other heroes. Weaknesses: slightly lower traction, lower jump height. Strengths: higher speed. 	Beat World 9 (New Donk City)
Bowser Jr.	Having finally shaken off the hypnosis, Bowser Jr. is raring to go, and will run circles around Mr. Γ! His unique playstyle takes some getting used to, but it can be quite rewarding. Weaknesses: low jumps, can't stomp enemies. Strengths: double jump, very fast speed, can swipe enemies with paintbrush, can lob paint balls (loses ability when gaining a projectile-based powerup). 	Having finally shaken off the hypnosis, Bowser Jr. is raring to go, and will run circles around Mr. Γ! His unique playstyle takes some getting used to, but it can be quite rewarding. Weaknesses: low jumps, can't stomp enemies. Strengths: double jump, very fast speed, can swipe enemies with paintbrush, can lob paint balls (loses ability when gaining a projectile-based powerup). 	Beat World 10 (Isle Delfino)
Geno	Everyone's favorite possessed doll finally returns in playable form! This Star Spirit utilizes a magical wand for most of his abilities, but be careful- he can't use most powerups. He does start in a Super state, and is able to utilize Super Mushrooms, but that's it. Weaknesses: no powerups (excepting Super Mushroom). Strengths: has a magic wand at all times. Can fire a single star (dash button), summon a lightning strike (up + dash), or a chargeable set of shooting stars (down + dash). Also starts Super. 	Everyone's favorite possessed doll finally returns in playable form! This Star Spirit utilizes a magical wand for most of his abilities, but be careful- he can't use most powerups. He does start in a Super state, and is able to utilize Super Mushrooms, but that's it. Weaknesses: no powerups (excepting Super Mushroom). Strengths: has a magic wand at all times. Can fire a single star (dash button), summon a lightning strike (up + dash), or a chargeable set of shooting stars (down + dash). Also starts Super. 	Beat World 11 (Smithy's Revenge)
Toadsworth	While he may not be the fastest, or the strongest, Toadsworth's dedication to saving the world is unbeatable, and with the help of an old F.L.U.D.D. model, he's ready to show it! Combined with his light weight, F.L.U.D.D. can send this old Toad flying through the level! Weaknesses: low jump, low speed. Strengths: very long air time, F.L.U.D.D. hover. 	While he may not be the fastest, or the strongest, Toadsworth's dedication to saving the world is unbeatable, and with the help of an old F.L.U.D.D. model, he's ready to show it! Combined with his light weight, F.L.U.D.D. can send this old Toad flying through the level! Weaknesses: low jump, low speed. Strengths: very long air time, F.L.U.D.D. hover. 	Beat World 12 (Inside the Robo-Clone)
Baby Bros.	These brothers from the past have slipped into the present, and they're ready to take down their future rivals! By working together, they can be just as effective as their adult selves, and they're ready to show it! But if they get separated, or one of them dies, it'll be tough to go it alone. Weaknesses: low speed, extremely low jump height, to regain a lost bro a life must be sacrificed (down + dash with only 1 bro). Strengths: super high bounce move (up + dash when standing still & w/ both bros), Knuckles Chaotix style slingshot (down + dash when standing still & w/ both bros), two player characters on screen.	These brothers from the past have slipped into the present, and they're ready to take down their future rivals! By working together, they can be just as effective as their adult selves, and they're ready to show it! But if they get separated, or one of them dies, it'll be tough to go it alone. Weaknesses: low speed, extremely low jump height, to regain a lost bro a life must be sacrificed (down + dash with only 1 bro). Strengths: super high bounce move (up + dash when standing still & w/ both bros), Knuckles Chaotix style slingshot (down + dash when standing still & w/ both bros), two player characters on screen.	Beat World 13 (Shroobish Kingdom of Fury)
Broque Monsieur	This Brock is quite frustrated at Mario's penchant for hitting blocks with his fist, but nevertheless is quite willing to join the player's team, if only to collect some foreign blocks for his collection. He's relatively average in stats, but uniquely cannot hit blocks normally, instead pocketing them, and sending the contents of the blocks (points/coin(s)/powerups) to the team's collective storeroom. Weaknesses: cannot access block contents at all. Strengths: can send powerups to storage. 	This Brock is quite frustrated at Mario's penchant for hitting blocks with his fist, but nevertheless is quite willing to join the player's team, if only to collect some foreign blocks for his collection. He's relatively average in stats, but uniquely cannot hit blocks normally, instead pocketing them, and sending the contents of the blocks (points/coin(s)/powerups) to the team's collective storeroom. Weaknesses: cannot access block contents at all. Strengths: can send powerups to storage. 	Beat World 14 (Dreamy Duplication)
Paper Mario	Having sneaked out of the book that leads to the paper dimension, this alternate Mario (with some of his past partners) is ready to hop between dimensions, superhubs, and any other form of portals to help stop Mr. Γ! Like in Super Paper Mario, Mario's health and power status are vastly different, based on more of an RPG style health system, and entirely instant or temporary powerups. Weaknesses: no indefinite powerup effects, enemies have health instead of 1-hit. Strengths: selection of partner characters, health system instead of powerup-based hit system. 	Having sneaked out of the book that leads to the paper dimension, this alternate Mario (with some of his past partners) is ready to hop between dimensions, superhubs, and any other form of portals to help stop Mr. Γ! Like in Super Paper Mario, Mario's health and power status are vastly different, based on more of an RPG style health system, and entirely instant or temporary powerups. Weaknesses: no indefinite powerup effects, enemies have health instead of 1-hit. Strengths: selection of partner characters, health system instead of powerup-based hit system. 	Beat World 15 (Paperized Kingdom)
==Story==
Waluigi has become jealous of all the attention Mario, Luigi, Wario, and even the Toads are getting. He begins devising a plan to take over multiple universes, just so that Nintendo would recognize him as a viable villain. Being the lazy cheater that he is, instead of coming up with an entirely new persona, he steals 2 other personas: he takes Goodstyle from Wario, becoming the Purple Wind (hence the title), but then tells Goodstyle that he wants power, not treasure. With this, he asks Goodstyle to alter the Purple Wind's appearance and name. Now with a shadowed face, he takes on his new alter-ego, Mr. Γ. He invades multiple kingdoms and other regions, hypnotizing those that won't join him willingly. His sheer power may be too much for Mario alone- but maybe he can recruit some friends?
 Continue story here...
==Worlds==
This game takes the world structure from New Super Mario Bros. and pumps it full of brand-new worlds, all with varying play styles. These range from classic side-scrollers to Super Mario Sunshine-inspired levels, and even branching out into Smash Bros. Ultimate and Mario Kart worlds.
Bowser's Kingdom
Bowser's Kingdom is a lava-filled, volcanic, remote location where Bowser once ruled. Now under the thumb of the tyrannical Mr. Γ, it's fallen into disrepair, as Mr. Γ's attention is on conquest and not upkeep.
Gameplay Style
2D platforming similar to New Super Mario Bros. U, but with powerups from the DS, Wii, and 3DS games
Themes
Volcanic, lava, castle
Center of the Lava Lake
Outside of Bowser's Castle, the player must traverse small islands set within a lava lake to reach the center.
Opening the Fortress Doors
From the center of the lava lake, the player makes their way across to the other side, reaching a garden area. They pass through quickly, and reach the front of Bowser's Castle. They open the castle doors to finish the level.
Bowser Jr.: Tower Above the Clouds
After a quick castle section, the player gets into a cannon pipe, which launches them up to Bowser Jr.'s tower. There's a small tower section, and then the player fights Bowser Jr.
Sneaking About the Castle
The player wanders through the castle, taking out Bowser's troops as they go. The area is a relatively straightforward maze, with the exit pipe requiring the use of a Propeller Mushroom to get to.
Rooftop Romp
The player climbs up the chimney to the roof of Bowser's castle, where they cross over to a trapdoor in the ceiling that leads to a Power Star.
Bowser Duo: Taking Back the Fortress
The player makes their way through the back end of the castle, encountering various fire bars, burners, and lava pits. At the very back is a fight against Bowser and Bowser Jr.
Castle Garden's Underground Secret
In the level Opening the Fortress Doors, the player can find a pipe hidden in the garden area that leads to an underground section. In this underground area, the player utilizes the ice flower to get past a Piranha Plant-infested region before reaching the Green Star.
Lava Lake Speed Run
The player must complete Center of the Lava Lake within a time limit of 3 minutes. If the player fails to reach the flagpole in time, they lose a life.
Red Coins on the Castle Roof
During the level Rooftop Romp, if you collect all 8 red coins, a Red Power Star appears.
Purple Coins in the Castle
Taking place within Sneaking About the Castle, there are 100 purple coins and no time limit. The Purple Power Star appears in the center of the maze once all 100 are collected.
Mushroom Kingdom
The Mushroom Kingdom is a return to the grasslands of Mario's first real adventure. Mr. Γ's involvement in this one is trying to succeed at what Bowser always failed, kidnapping Peach.
Gameplay Style
2D platforming identical to Super Mario Bros.: The Lost Levels, but adding in the Weird Mushroom and Big Mushroom from Super Mario Maker.
Themes
Overworld, grassland, underground, sky
World 1 Rerun
A clone of Worlds 1-1 and 1-2 from the original Super Mario Bros. The flagpole at the end of 1-1 is replaced with the pipes that lead to 1-2.
Big Mushroom Blast
An original level featuring the Big Mushroom. There are many cave areas blocked off by Hard Blocks, so if you lose the Big Mushroom you'll have to come back after regaining it, or just skip the secrets.
Blue Bowser: Invading Another Fortress
A quick, simple castle level inspired by some of the harder castles in Lost Levels. At the end is a medium-difficulty fight against Blue Bowser.
Mushroom Platform Balancing Act
An athletic level featuring the Weird Mushroom and mushroom Scale Lifts. The time limit is pretty low on this one, so the player has to balance accuracy and speed carefully.
Approaching the Final Castle
A difficult level modeled after 8-3 in Super Mario Bros., this features a castle background and lots of Bullet Bills, Hammer Bros., and Fire Bros. The staircase, like 8-3, is just 5 blocks spaced equally apart with a gap below, so be careful!
Bowser: One Last Axe
A castle level featuring the same maze style as in 4-4 and 7-4 of SMB. After successfully beating each maze challenge, the player approaches Bowser once again, who's throwing hammers and breathing fire extremely rapidly. Once you make your way over him, you can hit the axe and drop him into the empty pit below.
Hidden Pipe in the Largest Cave
Taking place in Big Mushroom Blast, the last and largest secret cave harbors a hidden block with a Weird Mushroom. The player has to open the cave and then take damage in order to access the hidden block without breaking it, so that they can use the Weird Mushroom to get to a high-up pipe. This leads to a Warp Zone-like area with a flagpole.
Castle Approach Daredevil Run
The player must play through Approaching the Final Castle, starting with no powerups and dying in one hit regardless of powerup status.
Red Coins in the Final Castle
During the level Bowser: One Last Axe, if you collect all 8 red coins, a Red Power Star appears.
Purple Coins in World 1
Taking place in World 1 Rerun, there are 100 purple coins spread throughout the level and a time limit of 6 minutes, to help introduce the player to timed purple coin missions. The bonus room replaces its 19 regular coins with purple coins, which means that you have to take the secret pipe and then backtrack to get all of them. The Purple Power Star appears where you currently are once collecting all of them.
Subcon
Only accessible while you are asleep, the Dream World used to be a relaxing land of carefree adventure. Now, it's a giant Bob-omb factory run by Mr. Γ, who has put Ninjis to work with no pay.
Gameplay Style
2D platforming identical to Super Mario Bros. 2
Themes
Sky, underground, factory
Rocket Launch Site
A simple level designed to help the player get used to the stark difference in gameplay between Mushroom Kingdom and Subcon. It takes place on the ground, features a few Sub-space doors, and at the end of the level, you have to pull a rocket out of the ground to reach the Mask Gate in the clouds. Unlike in the original game, the Mask Gate opens automatically, and a Power Star is inside of it.
Sky-High Mushrooms & Veggies
With some new mushroom platforms based on the ones from SMB1, this athletic level features lots of vines and vegetables in the sky. At the end, the player enters a building to get to the Mask Gate.
Birdo: Underground Bomb Blitz
A quick underground level with many bottomless pits and several Bob-ombs. At the end is a battle against Green Birdo, and grabbing the Crystal Orb unlocks the Mask Gate as usual.
Ninji Rock Mines
Starting in an underground theme, there are many Ninjis in the background mining away at the rock walls. Some of them will burst out right in front of the player, so watch out! Eventually, the player comes across a door leading to a factory area that features yet more Ninjis working on the machines that produce Bob-ombs. It finishes pretty quickly, with the Mask Gate showing up before you reach the finished products.
Escape the Bob-omb Factory
The player gets to see the second half of the Bob-omb creation process, before accidentally triggering an alarm. All the Ninjis begin chasing after the player. If they catch up to them, the player will get run over and lose a life. They have to speedrun your way out of the rock mines and back out to some mushroom platforms and clouds, where the Mask Gate greets them.
Boss Rush: Carpeted Clouds
After a short outdoors level, the main attraction being a flying carpet section, the player enters an arena where they fight each original Subcon boss in order.
Blowing Up the Bob-omb Factory
In the level Escape the Bob-omb Factory, there is a secret door the player can find that will take them to the storerooms. A single Bob-omb is accessible, and if the player stomps on it, alarms start flashing and the player has to book it before they get caught in the ensuing chain reaction. A Green Power Star spawns in the rubble at the end.
Rock Mine Cosmic Race
In the level Ninji Rock Mines, a Cosmic Clone will spawn upon entering the mission. This introductory Cosmic Star mission is pretty easy, with the Cosmic Clone playing like a semi-new player. Ninjis will burst out of the walls, but there are no other enemies.
Red Coins on the Launch Site
During the level Rocket Launch Site, if you collect all 8 red coins, a Red Power Star appears.
Sky-High Purple Coins
Taking place in Sky-High Mushrooms & Veggies, there are 100 purple coins and a time limit of 4.5 minutes. The Purple Power Star spawns at your location once collecting all of them.
Mario Zone
This mech resembles Mario himself, appearing like the larger counterpart to the Mini Marios from Mario vs. Donkey Kong. As you make your way up the towering robot, one slip could mean doom.
Gameplay Style
2D platforming identical to Super Mario Land 2, with the Superball Flower wrapped into it.
Themes
Mech, robot, industrial
Hopping Onto the Foot
Starting off within an overworld-like stage, you quickly see more and more mechanical parts in the background. The level slowly slopes up, and by the time you realize that you are approaching the mech's foot, you are already on it. The doorway at the level goal goes into the leg of the mech.
Climbing Up the Leg
Entirely mech-based, this is a vertical autoscrolling level. As you climb up, you will encounter various nerves/electrical cords that act as vines, and hollow bone-like structures will act similar to pipes. The level ends by entering the lower waist.
3 Pigheads: Waistband Warriors
As the player crosses the waist area of the mech, they encounter various houses in their way that must be blown up with Bob-ombs. At the end of the hallway, the player encounters the 3 Little Pigheads, who are angry at the player for demolishing their houses. After defeating them, the player hops up to the bottom of the torso to finish the level.
Torso Organ Maze
A maze-like level, featuring various mechanical parts meant to look and function like human organs- a battery "stomach", an exhaust pipe "colon", etc. The exit is at the top center, where the oxygen intake "trachea" is, and the entrance is at the tube connecting the waist to the torso in the bottom right.
Crawling Up the Neck
Another vertical autoscrolling level, but this time, similar to 7-1 and 7-6 of SMB3, the sides have no walls and the play can wrap around from one end to the other. Cord vines and hollow bone pipes appear again, although in much greater quantities. The level ends once the player goes up a pipe that leads to the head.
Wario: Final Faceoff in the Skull
Finally at the top, the player enters the head of the giant mech, where Wario is waiting for them, having decorated it with some quite garish banners featuring his face. The boss battle bounces all around the skull, with the final blow knocking Wario into the main computer, where the brain would be. This shorts it out, and the mech falls. The electricity also shakes Wario from his hypnosis.
Hidden Treasure Under the Cap
In the level Crawling Up the Neck, a hidden door takes you directly up to the back of the skull, where you can continue climbing to get out on top of the mech's head, under the giant red cap. A Green Power Star is smack in the middle.
Shy Guy Rainbow Romp
In the level Hopping Onto the Foot, the player will spawn in one of the larger bonus rooms with a Star already applied to them. There are 50 Shy Guys in the room, and the player must defeat all of them within 1 minute. If the Star runs out, the player may grab another Star from any ? Block within the bonus room. The timer stops once all 50 Shy Guys are defeated, and the Power Star spawns at the exit.
Red Coins in the Torso Maze
During the level Torso Organ Maze, if you collect all 8 red coins, a Red Power Star appears.
Purple Coins in Mech's Leg
Taking place in Climbing Up the Leg, there are 120 purple coins. If you fail to collect 100 purple coins by the end of the level, you lose a life. If you collect 100 purple coins or more, the Purple Power Star will spawn at the end of the level.
Dinosaur Land
An ecosystem destroyed by the influx of hypnotized Yoshis, this underground cave has turned brown due to... Yoshi turds. The large population of Yoshis devoured all the berries, which are, in fact, quite effective laxatives.
Gameplay Style
2D platforming identical to Super Mario World, with all powerups from Super Mario Bros. 3
Themes
Underground, ghost house (based on Vanilla Dome)
Choco Dome Entrance
A simple level starting in an overworld theme, it quickly drops underground, where there are lots of Buzzy Beetles and Yoshis. It's just a simple underground level from there, with a dark brown motif. The Giant Gate at the end doesn't provide Goal Stars, as the Bonus Game doesn't appear.
Sudden Rock Slide
As the player progresses through another underground stage, earthquakes occur at random, knocking all the Buzzy Beetles off the ceiling and shaking down some rocks. The level slopes downward, and the aesthetic gets darker and bluer, until the player finishes the level deep underground, far away from any warmth.
Boom Boom: Ice Cave Showdown
A short icy underground level takes place, with several walls of ice blocks blocking various rewards. After the level, the player will encounter Boom Boom, a fight made harder by the fact that the floor is slippery.
Slip-Sliding Into a Mysterious House
A longer ice cave level this time, featuring heavy usage of Fire Flowers and Grab Blocks. At the end of the level, the Giant Gate is right in front of a ghost house that is completely dark.
Escaping the Ghost House
After the player enters the ghost house, the door disappears. The player must find a way to the exit door. The house has some dark rooms, some large rooms, and nearly everywhere the floor is slippery. One room the player may or may not encounter features Boohemoth in an autoscrolling section.
Bowser: Clown Car Chaos
A unique level has the player starting off in a Clown Car and maneuvering around Paratroopas and winged Spinies. After that section, a boss door leads to the next Bowser fight.
Boohemoth's Special Treasure
Taking place in Escaping the Ghost House, if the player enters Boohemoth's section, they can pick up Grab Blocks hidden inside the walls and throw them at him. Once he dies, Boohemoth releases a Green Power Star.
Boom Boom's Daredevil Run
The player must beat the level Boom Boom: Ice Cave Showdown without taking any damage. Powerups appear, but do not affect how many hits the player can take.
Red Coins in the Ghost House
During the level Escaping the Ghost House, if you collect all 8 red coins, a Red Power Star appears.
Purple Coins Through an Earthquake
Taking place in Sudden Rock Slide, there are 100 purple coins and a time limit of 3 minutes. Sliding down slopes is essential, as you'll always be a bit ahead of the falling rocks, and you'll get across faster. The Purple Power Star spawns right where you are once you collect all 100 coins.
Sarasaland
Sarasaland, once a peaceful desert kingdom ruled over by Princess Daisy, is now in ruins from Mr. Γ's attack. Having kidnapped Daisy, this kingdom is also in disrepair as Mr. Γ takes Daisy away to focus on his future conquests.
Gameplay Style
3D platforming identical to Super Mario 3D World, with the Super Leaf + variants from Super Mario 3D Land
Themes
Desert, ancient, ruins
Desert Dash
A simple desert level designed to help the player get used to a 3D environment. Features Koopa Troopas with shells you can utlize like in 3D World, quicksand, and a sand castle.
Quicksand Pitfalls
This level features a stepping-stone section over quicksand, and then halfway through it has the player sink through a thin layer of quicksand to get to an underground portion. The level finishes underground, with Monty Moles and quicksand-waterfalls coming from above.
Boom Boom & Pom Pom: Airship Rumble
Coming back up from a short underground area, the player hops onto an airship, similar to the airship levels in 3D Land. The airship is filled with burners and Bullet Bill Launchers, and there is quicksand falling off of the sides. At the end, the player enters a pipe, where they fight Boom Boom and Pom Pom.
Entering the Castle Ruins
After getting off the airship, the player runs through a barren outdoors area with the Angry Sun. They quickly make it to the entrance to Daisy's dilapidated castle, however, and have to navigate through the front part of the castle, avoiding falling chunks of concrete and even hopping through windows.
Wrecking Rush
As the player enters the back half of the castle, it starts falling apart around them due to some structural damage caused by the player bombing through a load-bearing wall to progress. The player must now run quickly through the rest of the castle, or risk being crushed in the rubble. After escaping that mess, the player finishes off the level outside the castle, with a larger tower looming ahead.
Meowser: To the Top of the Bowser Tower
Having constructed a new eyesore out in the desert, Mr. Γ sent Bowser off with a Super Bell to guard it. As the player approaches, they'll get through a short open-air desert area before encountering Bowser himself, who uses said Super Bell to turn into Meowser. The boss/level combo ensues, and the player must climb up the tower while Meowser attacks (detailed in the Bosses section).
Castle's Treasure Room
Taking place in Wrecking Rush, the player must find a secret pipe during the collapse event that leads to the basement. In the basement, there are tons of coins, 1-ups, and various powerups, as well as the Green Power Star.
Quicksand Pitfalls Mirror Mode
One of the new Spontaneous Stars, this mission sends the player back to Quicksand Pitfalls, but with a twist- the player has to start at the end and get to the beginning. The level is slightly modified so that it is reasonably beatable backwards, but only so that all paths going forwards are accessible going backwards as well.
Red Coins in the Castle Ruins
In the level Entering the Castle Ruins, a Red Power Star appears once all 8 red coins are collected.
Purple Coins on the Bowser Tower
In the level To the Top of the Bowser Tower, all of Meowser's appearances are removed except for him breaking out of the walls. There are 150 purple coins, and it autoscrolls. At the top, a Sprixie Princess will give you a Purple Power Star if 100 or more purple coins were collected.
Floating Dome
An amalgamation of various galaxies from all over the universe formed when Mr. Γ caused some more chaos by swapping them around at random. Often there are extreme environment changes across relatively small distances. He also knocked a dome loose from the Comet Observatory, and a Warp Pad is used to get up there, which then leads to all the levels.
Gameplay Style
3D platforming identical to Super Mario Galaxy 2, with the Ice Flower from Super Mario Galaxy
Themes
Chaos, mixed, space
Junkhive Galaxy
Combining elements from the Honeyhive and Space Junk galaxies, this mission sends the player off to Honeyhive's starting planet, where meteors are raining down. They must collect some blue Star Chips to start pulling themselves over to a Sling Pod, which they use to rocket to the Queen's planet. The Queen will ask the player a favor- she has another itch, this time 5 Silver Stars, and the player must collect them to finish the level.
Molten Haunthouse Galaxy
Combining the Melty Molten and Haunty Halls galaxies, this level features a lot of Bulb Berries and lava. The first planet is the starting planet of Melty Molten, completely unchanged. The Launch Star sends the player to a ghost house where Yoshi can be found, using Bulb Berries to get through quickly. A Sling Star sends the player to the Lava Spire, which sinks faster.
Freezy Dino Piranha: Bubble Freeze Galaxy
The ideas from Bubble Breeze are mashed with Freezy Flake in this level. A quick bubble area starts the player off, with freezing water under them, and occasionally gaps that house black holes. Afterwards, the player hops out of their bubble to fight Freezy Dino Piranha, and ends the level.
Beeping Boulder Galaxy
Featuring the Rock Mushroom and Beat Blocks, this galaxy starts the player in a rocky region where they must use the Rock Mushroom to hit a giant switch. This activates the beeping, and the player moves onto a Beat Block section. After that is a Rock Mushroom minigame where the player must defeat 5 Goombas that hold yellow Star Chips. The Launch Star sends the player to an area where they can try to time their Rock Mushroom correctly to go across a set of Beat Blocks for a few 1-Ups. Either way, the player ends the level shortly after that final challenge.
Coaster Bowl Galaxy
Combining Rolling Coaster Galaxy and Big Mouth Galaxy, the player starts on a small bowl-shaped planet. The surface is entirely flat, with holes that lead to the water filling the majority of the planet. 5 yellow Star Chips are used to get to a Star Ball at the top of a rainbow track spiraling around the bottom of the bowl. One section is covered in water, and going fast results in rolling along the top of it and skipping that section, while playing it safe sends the player underwater. The level ends as other Star Ball levels do.
Mechser: The Black Hole Spawner
This final mission to rescue Rosalina features parts from the Galaxy Reactor and Galaxy Generator. It starts with Reactor's gravity spotlights, then moves onto the Spin Drill section from Generator. After that is the lava tunnel from Reactor, and then the fight is initiated by opening a door similar to the one in Generator. The third and final phase of the boss fight is a similar idea to the multi-environment section from Reactor, but with powerups instead of environments.
Shutting Down the Black Hole Spawner
In the level Mechser: The Black Hole Spawner, the player can find an area behind a gravity spotlight leading between powerup regions during the final fight that has a switch. Turning that switch off starts to blow up the machine the player is running on, and they have to dash away back to the doors at the start of the boss fight. If they make it, a Green Star is waiting for them.
Loopdelaunch River
Taking place in Coaster Bowl Galaxy, Coach will tell the player that a new Manta Ray course has been set up on the river that is orbiting the bowl planet. This course, extending far into space, features lots of "cliffs", and a unique Rainbow Road remix somewhat similar to the muted version of the MK7 theme while you're on the moon. This technically counts as the Speedy Star for this level, but it's the most unique of the Spontaneous Stars.
Beeping Boulder's Red Coins
In the level Beeping Boulder Galaxy, there are 8 red coins to be collected. One of them is in the 1-up bonus room at the end, and that should be where the Red Power Star spawns, as there's no way to turn back once you enter that room.
Spacehive's Purple Coins
In the level Spacehive Galaxy, 100 purple coins are to be found with no time limit. The level design has been altered to allow the player to return to the main planet from the Queen's planet, as there are purple coins on the Queen and the player may accidentally go there before cleaning out the purple coins on the main planet. The Purple Power Star spawns at the player's location once all 100 are collected.
Cool Cool Volcano
Mr. Γ's terraforming efforts have uncovered a large volcano within Cool Cool Mountain, which caused massive changes to the land around the mountain. This course takes you from the outskirts of the region to within the volcano in an effort to stamp out Mr. Γ's presence.
Gameplay Style
3D platforming identical to Super Mario 64, with all caps allowed on all characters.
Themes
Ice, lava, volcano, mountain
Silver Stars in the Crystallized Crevasse
Beginning in the familiar starting area from Cool Cool Mountain, the player is instructed to hop into the cabin's chimney once more. However, it instead leads down to the crevasse referred to in the original Super Mario 64. This cave-like area features ice crystals housing coins, enemies, and the 5 Silver Stars. Breaking the crystals requires anywhere from 1 to 3 punches/ground pounds, or an icicle falling from the ceiling (which is used to surprise the player by releasing enemies suddenly).
Baby Penguin Rescue Mission
Starting in the Crystallized Crevasse, the player hears a call for help from a young penguin who's surrounded by Chill Bullies. The player must traverse up the crevasse's slopes to get to the Chill Bullies, knock them into the lava pools that are around the edges of the volcano, and pick up the penguin. They then head further up the path, where an old grandmother penguin is elated that you've rescued her granddaughter. She presents the player with a Power Star as a reward for their efforts, and heads back into the cabin to get some rest.
Coach: Race Down the Volcanic Slide
The player walks into the cabin door, where the grandmother from the previous mission welcomes you in. She introduces them to her son, Coach, and asks if they'd like to race. The player and Coach both smile, mention that they've met before, and take each other up on the challenge. The player now must slide down an icy race course that slowly adds in more and more volcanic elements, like lava pools and rock slides. A life is lost should the player lose the race, and Coach compliments the player on their speed upon winning.
Ash Cloud Chaos
The player, still above ground, must traverse up to the top of the volcano. Ash clouds that obscure the screen will periodically appear, preceded by a loud volcanic eruption and a quick lava flow. The level itself is fairly simple, with the main challenge being in the cyclic ash clouds and lava rivers. The very beginning still contains a few small icy areas, especially at the top, but it is firmly within the volcano biome by now. The Power Star is at the very peak of the volcano.
Diving Into the Volcano
Having reached the peak of the volcano, the player starts the level by jumping down into it. This leads to a long path that spirals downwards, forcing the player into a pseudo-2D environment. After that, it returns to 3D for the end of the level, with many lava pits and mini-eruptions. The Power Star is on an odd pedestal at one end of the volcano.
Chief Chilly: Icemelt Arena
This short level, while remaining very volcano-like, adds lots more ice to the gameplay as the player advances towards Chief Chilly's arena. Challenges include ice platforms over lava gaps and a short bone coaster section, similar to the one at the beginning of 3D Lands final level. Once they reach the ice-coated arena, they must knock Chief Chilly into the lava surrounding it a few times to melt him down.
At the Icy Peak
Taking place during Ash Cloud Chaos, a secret pipe takes the player to the opposite side of the volcano, where they can slide down the rest of the way. They then must climb up an ice mountain, with some ash clouds floating by at a lower frequency than the main level. The Green Power Star is at the peak of this mountain.
Crystallized Crevasse Daredevil Run
The player must beat Silver Stars in the Crystallized Crevasse, but they will die upon taking one hit.
Red Coins in the Volcano
During the level Diving Into the Volcano, if the player finds 8 red coins, the Red Power Star appears.
Purple Coins Around the Penguins
Taking place in the area where Baby Penguin Rescue Mission is, there are 150 purple coins and a time limit of 7 minutes. Once 100 purple coins are collected, the Purple Power Star appears.
New Donk City
As Mr. Γ's invasion continually grew, it finally reached New Donk City, where Pauline was managing it quite efficiently. Hating to see such an organized area, Mr. Γ decided to let Donkey Kong wreak some havoc on the town while Mr. Γ moved on to the next area of conquest.
Gameplay Style
3D platforming identical to Super Mario Odyssey (this is the only world where Cappy is included in normal difficulty).
Themes
Industrial, city, sewers, factory
Broken Down Buildings
A simple level designed to teach the player how to use Cappy effectively. It takes place around the ruins of a district that Donkey Kong has demolished, with coins and other fun prizes hidden in the buildings. Relatively easy, and at the end of the level, you come across Mayor Pauline, who gives you a Power Star and asks for your help in saving New Donk City.
Suburb Street Cycling
This level sends the player down the streets of one of New Donk City's suburbs. It features a section where the player captures a bike rider, and must bike down a hill while avoiding all the kids crossing the street. The rest of the level has roughly grid-like streets and square blocks of houses, like most suburbs, with the Power Star being at the city border.
Mechawiggler: Mecha Metropolis
This short level is the transition to more city-like areas. During the level, it transitions from late afternoon to night while more and larger buildings show up. These buildings house various rewards, like coins, 1-Ups, and Hearts. The player will eventually reach the Mechawiggler arena, where they are locked in.
Construction Zone Commotion
After the mess that Mechawiggler created, New Donk City got straight to work rebuilding. However, there's a Power Star in the rubble, and the construction workers don't recognize its value. The player has to chase after a garbage truck carrying the Power Star and some rubble, all the way through the construction zone, while dodging moving girders and avoiding the eye of Foreman Spike, who isn't too happy about your disruption. The level ends at a garbage dump, unless the player is fast enough to catch up with the truck before it stops.
Silver Stars Atop the Challenge Towers
A simple silver stars level where the player has to go through 5 challenge towers in each major skyscraper. 8-Bit Pipes feature heavily here, as roughly half of the towers use them. Each tower is themed around another Kingdom: Sand, Wooded, Lake, Ruined, and Luncheon. The Power Star spawns where the final Silver Star is collected.
Donkey Kong: Revisiting Rivals
This level takes place mostly in a park area, with jungle gyms scattered and a large concrete wall at the far end. It feels very obstacle course-like, and the boss battle begins at an 8-Bit Pipe attached to the concrete wall.
Challenge Tower's Hidden Basement
During the level Silver Stars Atop the Challenge Towers, the player can find a hidden basement under the Ruined Kingdom tower. Unexpectedly, this basement is a Cloud Kingdom-themed area, and the Green Star is hidden in a spot the player must ground-pound, found with controller vibrations.
Uphill Bike Blast
The Mirror Star for Suburb Street Cycling, this level has the additional challenge of biking uphill being much slower than biking downhill. To compensate, the frequency of kids appearing is reduced.
Red Coins in the Construction Zone
In the level Construction Zone Commotion, if all 8 red coins are collected, the Red Power Star appears at your position.
Purple Coins in the Demolition Sector
In the level Broken Down Buildings, 100 purple coins will appear with a time limit of 4 minutes. The Purple Power Star appears at your position.
Isle Delfino
Routine by now, Mr. Γ's next conquest is Isle Delfino. Like the scum he is, he left trash and other messes everywhere, which Mario must clean up, just like last time he was here.
Gameplay Style
3D platforming identical to Super Mario Sunshine (even featuring F.L.U.D.D.)
Themes
Beach, (under)water, small town
Cleanup Crew
Intended to teach the player how to use F.L.U.D.D., this level takes the player through snippets of each location from Super Mario Sunshine in a sim to clean up some goop. Rewards appear based on how fast you cleaned up each puddle of goop and the size of said puddle, ranging from a single coin to 3 1-Ups. The Power Star appears once all the goop is gone.
Ricco Harbor Sanitation Service
The goal of this level is to clean up all the goop on several islands scattered around just offshore of Ricco Harbor. To get to these islands, the player must use Blooper Racers to speed across the water. The Power Star appears once at least 95% of the goop is cleaned up.
Shadow Mario: Cloned Shadows
This level is entirely the boss, where the player has to chase down 7 clones of Shadow Mario, created by Bowser Jr.'s Magic Paintbrush. Each chase sequence is roughly similar to the original chase in Super Mario Sunshine, but in general is a bit easier. They can be done in any order, and the Bronze Star spawns once all seven have been captured.
Pinna Park Fruit Punch
This level heavily features puzzles involving different types of Yoshi Juice. Each puzzle requires the player to bring a specific color Yoshi through a maze-like structure and squirt Yoshi Juice into a receptacle. The final goal is to create a fruit punch with all the different types of Yoshi Juices, which finally satisfies and cools down a park employee, who hands over his Power Star as thanks.
Hotel Delfino's Janitorial Crisis
The Hotel Delfino's janitors have all been captured by Bowser and Mr. Γ, and before you free them, the hotel offers to pay Mario a Power Star in exchange for some cleanup so the hotel isn't absolutely filthy while the player is defeating Bowser. Some rooms have goop seeping in, some just need to be sprayed all over, and some have some enemies to defeat. Once all rooms have their conditions cleared, the hotel manager will give the player the star.
Bowser & Bowser Jr.: Corona Spa
Bowser and Bowser Jr. have redesigned the inside of Corona Mountain to be an entire spa, with a mud bath, a lounge, a pool, and a hot tub, which is where they are hanging out. The player must sneak through the spa to reach Bowser, where they then must fight him like in Super Mario Sunshine. The mud bath is where the Piranha Plants go to relax, the lounge is full of Goombas, Koopa Troopas, Buzzy Beetles, and other enemies that are just enjoying a break, and the pool houses Cheep Cheeps of every color under the sun.
Ricco Harbor Secret Course
In the level Ricco Harbor Sanitation Service, there is a pipe hidden on an island that has no goop. This pipe leads to a secret course. Like all the other secret courses in Super Mario Sunshine, the player is challenged to get across a difficult platforming section without the help of F.L.U.D.D. These include rotating platforms with pegs sticking out the sides, that one lava boat from Corona Mountain, and Chucksters. The Green Star is floating at the end.
Hotel Delfino F.L.U.D.D. Romp
This Romp Star, taking place in Hotel Delfino's Janitorial Crisis, has the player taking out 30 Proto Piranhas and 10 Piranhabons with a powered up F.L.U.D.D. within 5 minutes. The timer stops once the enemy count drops to 0, and the Power Star spawns in the hotel lobby.
Red Coins at Pinna Park
In the level Pinna Park Fruit Punch, several Red Coins are hidden as bonuses in the different puzzles, while some are outside in between puzzles. If all 8 are collected, the Red Power Star spawns at the Pinna Park entrance.
Purple Coin Simulations
This level, taking place in Cleanup Crew, does not have all 100 purple coins available at once. Instead, the player is given 8 WarioWare-like challenges to collect a certain amount of Purple Coins. The first 7 all last 10 seconds, while the last one lasts 30 seconds. Some of them are out in the open, and the rest of the 10 second challenges award the player with coins for defeating enemies. The 30 second challenge is a short race course against Il Piantissimo, who can't collect Purple Coins but can get in the player's way. If a Purple Coin is missed, the player fails as soon as that challenge is done, instead of waiting until the end. Once the player has beaten Il Piantissimo with all 100 coins, the Purple Star appears.
Smithy's Revenge
Sneaking into Smithy's factory, Mario & co. must face challenging puzzles, multiple rounds of fights, and quick-time based events in long, narrow corridors broken up by wide open assembly floors.
Gameplay Style
Isometric 3D platformer, RPG battling
Themes
Cloud, factory
Cause for Alarm
Set outside in a stormy sky area, this level mainly features bouncy springs and screws the player can jump on to push forward. It's vaguely mazelike, although not enough to cause trouble for the player. At the end of the level, the player has to fight Count Down, who now has 3 Ding-A-Lings attached to him and attacks for every hour: Ice Rock at 1:00, Crystal at 2:00, Recover at 3:00, Blizzard at 4:00, Aurora Flash at 5:00, Mega Recover at 6:00, Water Blast at 7:00, Takes a Break at 8:00 and 9:00, Petal Blast at 10:00, Electroshock at 11:00, and Chromosphere (renamed from Corona for obvious reasons) at 12:00.
Spring the Trap
The sky somehow gets stormier. There's lots more springs, and now there are conveyor belts and Boos. It's more linear than Cause for Alarm, however. At the end, the player has to fight a Machine Made Bowyer to blow up the entrance to the factory in the floor, where Cloaker and Domino are waiting for the players. Like before, defeating one causes the other to fuse with their pet snake. However, the other snake jumps in as well to avenge its owner's death. This lone snake is weaker than when it's fused with its owner, but it still poses a threat.
Enemy Rush: Frantic Factory
A long hallway stretches out in front of the player, with robot-controlled assembly lines to the left and right. A Toad is waiting by an ominous door, and acts as a powerful items shop, providing the player with Royal Syrup, Pick Me Ups, Freshen Ups, Super Mushrooms and Ultra Mushrooms (renamed for consistency), Froggie Drinks, and Able Juices. At the end, the player must face a string of fights against the factory's Clerk, Manager, Director, and Chief, with the Chief working with the Gunyolk Mk II- now with a 55% smarter AI!
Volcanic Race
Having reached Smithy, Mario, Geno, and everyone else prepares for a massive fight. However, Smithy remembers Mario from the last time he fought him, and pounds the floor in frustration. The floor falls away again, and this time the player lands on a piece of land floating in the middle of a lava river. Intense music starts playing as the player has to hop across the stepping stones to chase down Smithy. In the end, however, he busts through a wall, and causes a rock slide, trapping the player inside. The end of the level is a bit further ahead, and the player notices that the lava is beginning to cool, revealing a small tunnel up ahead.
Obsidian Rock-Climbing
Having trapped the player inside a cave, Smithy is quickly making his escape. If the player can make it up to the top and outside the volcano, maybe they can beat Smithy back to the castle and launch a surprise attack. To do this, the player has to jump up a steep obsidian wall, with convenient footholds barely within reach all the way up. There aren't very many enemies around, the challenge is to get up without falling. There are large platforms frequently along the way up which provide a "checkpoint" of sorts in case the player does fall, but if they fall, the fall will most likely be a significant drop. At the end, the player jumps up through the volcano opening, to see Smithy waiting for them and grinning. The level ends there.
Smithy: Assembly Line Action
There's a bit of dialogue where Smithy gloats about how he finally gets to have his revenge on Mario, but this level is just the fight against Smithy (boss description coming soon).
Oily Obsidian Opening
In the level Obsidian Rock-Climbing, there are a few pits scattered throughout the stage that send the player backwards. One of these pits, however, takes the player to a secret area filled with an oil lake, and the pit is subtly marked with splotches of dark brown oil (for reference, it would be roughly this color)
Smithy Demolisher Speed Run
The player must beat Smithy: Assembly Line Action within 4 minutes and 30 seconds. To expedite the fight, all animations are either in double-time or cut out entirely, and to not be unfair, being in the items menu pauses the timer.
Red Coins Baiting the Trap
During the level Spring the Trap, if the player collects all 8 red coins, the Red Power Star appears.
Purple Coins on the Volcano
Taking place in the level Volcanic Race, this is another autoscrolling purple coin level, with 150 purple coins in a roughly linear layout. After collecting 100 coins, the Purple Power Star appears just inside the volcano, but if the player fails to do so, a life is lost.
==Bosses==
World 	Tower boss 	Tower boss 	Tower boss 	Final boss 	Final boss 	Final boss
Bowser's Kingdom 	After entering a door, the player falls onto a platform above lava, with lava bubbles appearing in the gap between the platform and the wall. The platform can tilt, although not to the point where the player slides off into the lava. Bowser Jr. snickers, then charges at the player. Attempting to jump on Bowser Jr. causes him to hide in his spiky shell for a bit, but waiting around will have him throw a Koopa Troopa shell at the player, either a slow green shell or a fast red shell. Throwing the shell at Bowser Jr. knocks him over, allowing the player to stomp on him. 3 stomps will defeat Bowser Jr., with a Ground Pound counting as 2 stomps and 3 fireballs as 1 stomp.	After entering a door, the player falls onto a platform above lava, with lava bubbles appearing in the gap between the platform and the wall. The platform can tilt, although not to the point where the player slides off into the lava. Bowser Jr. snickers, then charges at the player. Attempting to jump on Bowser Jr. causes him to hide in his spiky shell for a bit, but waiting around will have him throw a Koopa Troopa shell at the player, either a slow green shell or a fast red shell. Throwing the shell at Bowser Jr. knocks him over, allowing the player to stomp on him. 3 stomps will defeat Bowser Jr., with a Ground Pound counting as 2 stomps and 3 fireballs as 1 stomp.	After entering a door, the player falls onto a platform above lava, with lava bubbles appearing in the gap between the platform and the wall. The platform can tilt, although not to the point where the player slides off into the lava. Bowser Jr. snickers, then charges at the player. Attempting to jump on Bowser Jr. causes him to hide in his spiky shell for a bit, but waiting around will have him throw a Koopa Troopa shell at the player, either a slow green shell or a fast red shell. Throwing the shell at Bowser Jr. knocks him over, allowing the player to stomp on him. 3 stomps will defeat Bowser Jr., with a Ground Pound counting as 2 stomps and 3 fireballs as 1 stomp.	Bowser himself, under the hypnosis of Mr. Γ. First phase is identical to the final boss of NSMBDS. After a checkpoint, Mario enters a door to find that Kamek is reviving Bowser, and he becomes huge. Mario then travels through a shortened version of the NSMBWii final boss phase 2, ending with the camera rotating so that you must make your way up, similar to the final phase of NSMB2's final boss fight. 	Bowser himself, under the hypnosis of Mr. Γ. First phase is identical to the final boss of NSMBDS. After a checkpoint, Mario enters a door to find that Kamek is reviving Bowser, and he becomes huge. Mario then travels through a shortened version of the NSMBWii final boss phase 2, ending with the camera rotating so that you must make your way up, similar to the final phase of NSMB2's final boss fight. 	Bowser himself, under the hypnosis of Mr. Γ. First phase is identical to the final boss of NSMBDS. After a checkpoint, Mario enters a door to find that Kamek is reviving Bowser, and he becomes huge. Mario then travels through a shortened version of the NSMBWii final boss phase 2, ending with the camera rotating so that you must make your way up, similar to the final phase of NSMB2's final boss fight.
Mushroom Kingdom 	Fake Bowser, from World 4 in the original Super Mario Bros. 	Fake Bowser, from World 4 in the original Super Mario Bros. 	Fake Bowser, from World 4 in the original Super Mario Bros. 	Bowser, the fight from World D-4 in SMB: The Lost Levels. 	Bowser, the fight from World D-4 in SMB: The Lost Levels. 	Bowser, the fight from World D-4 in SMB: The Lost Levels.
Subcon 	Green Birdo. New stadium, but otherwise identical to the other Green Birdo appearances in SMB2. 	Green Birdo. New stadium, but otherwise identical to the other Green Birdo appearances in SMB2. 	Green Birdo. New stadium, but otherwise identical to the other Green Birdo appearances in SMB2. 	Boss rush of all the SMB2 bosses, in this order: Mouser, Tryclyde, Fryguy, Clawgrip, Mask gate (entrance to Wart), Wart. These bosses are mostly unchanged from their original appearances, but the stadiums will be a little more polished. 	Boss rush of all the SMB2 bosses, in this order: Mouser, Tryclyde, Fryguy, Clawgrip, Mask gate (entrance to Wart), Wart. These bosses are mostly unchanged from their original appearances, but the stadiums will be a little more polished. 	Boss rush of all the SMB2 bosses, in this order: Mouser, Tryclyde, Fryguy, Clawgrip, Mask gate (entrance to Wart), Wart. These bosses are mostly unchanged from their original appearances, but the stadiums will be a little more polished.
Mario Zone 	Three Little Pigheads. Similar to the original boss fight, although the third pig combines rolling and jumping instead of just jumping higher. 	Three Little Pigheads. Similar to the original boss fight, although the third pig combines rolling and jumping instead of just jumping higher. 	Three Little Pigheads. Similar to the original boss fight, although the third pig combines rolling and jumping instead of just jumping higher. 	Wario. Similar to his original boss fight, although he will move faster and more frequently than in Mario Land 2. Additionally, his stomps in the first phase send out shockwaves which can hurt you. 	Wario. Similar to his original boss fight, although he will move faster and more frequently than in Mario Land 2. Additionally, his stomps in the first phase send out shockwaves which can hurt you. 	Wario. Similar to his original boss fight, although he will move faster and more frequently than in Mario Land 2. Additionally, his stomps in the first phase send out shockwaves which can hurt you.
Dinosaur Land 	Boom Boom. Pretty much his toughest appearance in SMB3. 	Boom Boom. Pretty much his toughest appearance in SMB3. 	Boom Boom. Pretty much his toughest appearance in SMB3. 	Bowser, fight #3. The first phase is a tougher version of his Super Mario World first phase. When he tries to drop a Big Steely at the beginning of phase 2, he falls out instead, and initiates a similar fight to his appearance in SMB3. 	Bowser, fight #3. The first phase is a tougher version of his Super Mario World first phase. When he tries to drop a Big Steely at the beginning of phase 2, he falls out instead, and initiates a similar fight to his appearance in SMB3. 	Bowser, fight #3. The first phase is a tougher version of his Super Mario World first phase. When he tries to drop a Big Steely at the beginning of phase 2, he falls out instead, and initiates a similar fight to his appearance in SMB3.
Sarasaland 	Boom Boom and Pom Pom. This is pretty much the same as their final appearance together in Super Mario 3D Land. 	Boom Boom and Pom Pom. This is pretty much the same as their final appearance together in Super Mario 3D Land. 	Boom Boom and Pom Pom. This is pretty much the same as their final appearance together in Super Mario 3D Land. 	Meowser. While the tower Mario and Meowser are climbing leaves some parts of Super Mario 3D World's tower out, Meowser can pilot Pagosu, Tatanga's spaceship, and fire blue Banzai Bills, which split into 3 Bullet Bills after a few seconds. 	Meowser. While the tower Mario and Meowser are climbing leaves some parts of Super Mario 3D World's tower out, Meowser can pilot Pagosu, Tatanga's spaceship, and fire blue Banzai Bills, which split into 3 Bullet Bills after a few seconds. 	Meowser. While the tower Mario and Meowser are climbing leaves some parts of Super Mario 3D World's tower out, Meowser can pilot Pagosu, Tatanga's spaceship, and fire blue Banzai Bills, which split into 3 Bullet Bills after a few seconds.
Floating Dome 	Freezy Dino Piranha. Similar in concept to Fiery Dino Piranha from SMG2, this variation frequently spins its tail, which freezes you in a block of ice temporarily. 	Freezy Dino Piranha. Similar in concept to Fiery Dino Piranha from SMG2, this variation frequently spins its tail, which freezes you in a block of ice temporarily. 	Freezy Dino Piranha. Similar in concept to Fiery Dino Piranha from SMG2, this variation frequently spins its tail, which freezes you in a block of ice temporarily. 	Mechser. Starting with phase 1 of the SMG1 final fight, it transitions to the final phase of the SMG2 final fight, before entering an original third phase. This third phase is a platformer section, where Mario must make his way towards Mechser utilizing nearly all the powerups: first, the Cloud Flower is used to get across a large gap. Then, the Bee Mushroom is used to climb a honeycomb section, which leads to a Spring Mushroom section reminiscent of the Toy Time Galaxy. After that, a standard Boo Mushroom area with grates and lights, before Mario finally reaches the mech, where they must put on a sumo wrestling style match with the Rock Mushroom. Mario must knock Mechser into an electric fence a total of 5 times to defeat it.	Mechser. Starting with phase 1 of the SMG1 final fight, it transitions to the final phase of the SMG2 final fight, before entering an original third phase. This third phase is a platformer section, where Mario must make his way towards Mechser utilizing nearly all the powerups: first, the Cloud Flower is used to get across a large gap. Then, the Bee Mushroom is used to climb a honeycomb section, which leads to a Spring Mushroom section reminiscent of the Toy Time Galaxy. After that, a standard Boo Mushroom area with grates and lights, before Mario finally reaches the mech, where they must put on a sumo wrestling style match with the Rock Mushroom. Mario must knock Mechser into an electric fence a total of 5 times to defeat it.	Mechser. Starting with phase 1 of the SMG1 final fight, it transitions to the final phase of the SMG2 final fight, before entering an original third phase. This third phase is a platformer section, where Mario must make his way towards Mechser utilizing nearly all the powerups: first, the Cloud Flower is used to get across a large gap. Then, the Bee Mushroom is used to climb a honeycomb section, which leads to a Spring Mushroom section reminiscent of the Toy Time Galaxy. After that, a standard Boo Mushroom area with grates and lights, before Mario finally reaches the mech, where they must put on a sumo wrestling style match with the Rock Mushroom. Mario must knock Mechser into an electric fence a total of 5 times to defeat it.
Cool Cool Volcano	Coach. Coach from Super Mario Galaxy has recently taken an interest in racing, and has trained for about a month by the time you enter the cottage. He challenges you to a race on an entirely new racecourse, which will take you into the volcano, where the ground has had large holes melted into it. You simply have to get a faster time than Coach to beat him. 	Coach. Coach from Super Mario Galaxy has recently taken an interest in racing, and has trained for about a month by the time you enter the cottage. He challenges you to a race on an entirely new racecourse, which will take you into the volcano, where the ground has had large holes melted into it. You simply have to get a faster time than Coach to beat him. 	Coach. Coach from Super Mario Galaxy has recently taken an interest in racing, and has trained for about a month by the time you enter the cottage. He challenges you to a race on an entirely new racecourse, which will take you into the volcano, where the ground has had large holes melted into it. You simply have to get a faster time than Coach to beat him. 	Chief Chilly. Taking place within the volcano, Chief Chilly is carefully guarding his Grand Star within a cold pocket, chilled by an opening in the volcano. You have to knock Chief Chilly out of this cold spot and keep him outside of it long enough for him to melt down to nothing. If you knock him into the lava, he'll shrink considerably, but jump straight into the cold area again. 	Chief Chilly. Taking place within the volcano, Chief Chilly is carefully guarding his Grand Star within a cold pocket, chilled by an opening in the volcano. You have to knock Chief Chilly out of this cold spot and keep him outside of it long enough for him to melt down to nothing. If you knock him into the lava, he'll shrink considerably, but jump straight into the cold area again. 	Chief Chilly. Taking place within the volcano, Chief Chilly is carefully guarding his Grand Star within a cold pocket, chilled by an opening in the volcano. You have to knock Chief Chilly out of this cold spot and keep him outside of it long enough for him to melt down to nothing. If you knock him into the lava, he'll shrink considerably, but jump straight into the cold area again.
New Donk City 	Mechawiggler. Like before, Mario has to capture Sherm. However, he instead has to shoot down the wall that Mechawiggler is climbing on (shooting Mechawiggler makes it angry for 5 seconds), which knocks it to the floor. From there, you can ground pound him. After 2 ground pounds, Mechawiggler is permanently angry, and takes only 1 more ground pound to kill. 	Mechawiggler. Like before, Mario has to capture Sherm. However, he instead has to shoot down the wall that Mechawiggler is climbing on (shooting Mechawiggler makes it angry for 5 seconds), which knocks it to the floor. From there, you can ground pound him. After 2 ground pounds, Mechawiggler is permanently angry, and takes only 1 more ground pound to kill. 	Mechawiggler. Like before, Mario has to capture Sherm. However, he instead has to shoot down the wall that Mechawiggler is climbing on (shooting Mechawiggler makes it angry for 5 seconds), which knocks it to the floor. From there, you can ground pound him. After 2 ground pounds, Mechawiggler is permanently angry, and takes only 1 more ground pound to kill. 	Donkey Kong. A 2-phase boss fight, this starts out in an 8-bit warp pipe section, and is nearly identical to Donkey Kong's 25m stage, although with the 4 question blocks under DK like in Odyssey. Once you knock him off, however, it then pops into 3D, and Mario must fight him like Bowser in Super Mario Odyssey. DK will throw boxing gloves instead of hats, and instead of spinning his tail around, he pounds the ground, although the change is purely cosmetic. 	Donkey Kong. A 2-phase boss fight, this starts out in an 8-bit warp pipe section, and is nearly identical to Donkey Kong's 25m stage, although with the 4 question blocks under DK like in Odyssey. Once you knock him off, however, it then pops into 3D, and Mario must fight him like Bowser in Super Mario Odyssey. DK will throw boxing gloves instead of hats, and instead of spinning his tail around, he pounds the ground, although the change is purely cosmetic. 	Donkey Kong. A 2-phase boss fight, this starts out in an 8-bit warp pipe section, and is nearly identical to Donkey Kong's 25m stage, although with the 4 question blocks under DK like in Odyssey. Once you knock him off, however, it then pops into 3D, and Mario must fight him like Bowser in Super Mario Odyssey. DK will throw boxing gloves instead of hats, and instead of spinning his tail around, he pounds the ground, although the change is purely cosmetic.
Isle Delfino 	Shadow Mario chasing mission. This long race edits every single Shadow chase into one mission! Having turned back into Shadow Mario for the extra speed, Bowser Jr. will run through area changes, dash circles around Mario, and randomly turn around, all to try and give you the slip- but with all those Star Bunnies Mario's caught in Super Mario Galaxy, catching the Koopa kid should be a breeze! In any case, Mario still has 10 minutes to get to him. 	Shadow Mario chasing mission. This long race edits every single Shadow chase into one mission! Having turned back into Shadow Mario for the extra speed, Bowser Jr. will run through area changes, dash circles around Mario, and randomly turn around, all to try and give you the slip- but with all those Star Bunnies Mario's caught in Super Mario Galaxy, catching the Koopa kid should be a breeze! In any case, Mario still has 10 minutes to get to him. 	Shadow Mario chasing mission. This long race edits every single Shadow chase into one mission! Having turned back into Shadow Mario for the extra speed, Bowser Jr. will run through area changes, dash circles around Mario, and randomly turn around, all to try and give you the slip- but with all those Star Bunnies Mario's caught in Super Mario Galaxy, catching the Koopa kid should be a breeze! In any case, Mario still has 10 minutes to get to him. 	Super Bowser. Like in Sunshine, this boss fight has Mario destroying Bowser's hot tub like a jerk. But this time, Bowser's ready for what's coming, as he's done this exact fight before. He'll generally be more active, as will Bowser Jr., with Bowser shooting more fireballs that home in on you, shaking the hot tub more violently, and Bowser Jr.'s guided Bullet Bills being changed to the blue Banzai Bills introduced to you in Sarasaland. In the original fight, he occasionally shot blue guided Bullet Bills at Mario, which gave him 1-ups or water bottles. These are colored like Bull's-Eye Bills in this fight. 	Super Bowser. Like in Sunshine, this boss fight has Mario destroying Bowser's hot tub like a jerk. But this time, Bowser's ready for what's coming, as he's done this exact fight before. He'll generally be more active, as will Bowser Jr., with Bowser shooting more fireballs that home in on you, shaking the hot tub more violently, and Bowser Jr.'s guided Bullet Bills being changed to the blue Banzai Bills introduced to you in Sarasaland. In the original fight, he occasionally shot blue guided Bullet Bills at Mario, which gave him 1-ups or water bottles. These are colored like Bull's-Eye Bills in this fight. 	Super Bowser. Like in Sunshine, this boss fight has Mario destroying Bowser's hot tub like a jerk. But this time, Bowser's ready for what's coming, as he's done this exact fight before. He'll generally be more active, as will Bowser Jr., with Bowser shooting more fireballs that home in on you, shaking the hot tub more violently, and Bowser Jr.'s guided Bullet Bills being changed to the blue Banzai Bills introduced to you in Sarasaland. In the original fight, he occasionally shot blue guided Bullet Bills at Mario, which gave him 1-ups or water bottles. These are colored like Bull's-Eye Bills in this fight.
Category:Mario Games
Category:Nintendo Switch Games
Category:Nintendo Games
Category:Fan Games