Super mario maker 3

Super Mario Maker Chi is a sequel to Super Mario Maker 2 for Nintendo Celerity. It is a spiritual successor to the wonderfully dated Super Mario Maker Phi and is developed by Toroko. The game builds off Super Mario Maker 2, adding several quality of life improvements and new level making tools and features across the entire board.
The game aims to improve how people share levels and create them. On the "share" end, it adds the ability to "market" your levels online using coins as currency, improvements to multiplayer by creating a more specific pool to pull from for levels, and improved tools for level creators to change their levels dynamically for multiplayer. On the "create" end, level traits can be used to drastically change the rules of how stages operate, allowing levels to be linked together, allowing creators to create their own game with a set of 8 worlds, and introducing many new helpful tools such as Triggers, which allow for advanced level autonomy.
Table of Contents 	Table of Contents 	Table of Contents 	Table of Contents	Table of Contents
Changes from Super Mario Maker 2	Title Screen Interactions	Title Screen Interactions	 	
Playable Characters 	Playable Characters 	Playable Characters 	 	
Game Styles 	Course Themes 	Level Traits 	 	
Course Elements 	Course Elements 	Course Elements 	 	
Level Elements 	Terrain 	Items 	 	
Enemies 	Gizmos 	Triggers 	 	
Power Tools 	Power Tools 	Power Tools 	 	
Gallery 	Gallery 	Gallery 	 	
Trivia 	Trivia 	Trivia 	 	
== Changes from Super Mario Maker 2 ==
* Proper spin jump properties to buzzsaws and projectiles for both the Super Mario World and New Super Mario Bros. U styles. Mario can now properly spin off saws and projectiles thrown by enemies as opposed to taking a hit.
* Spike Blocks are properly tuned to their actual frames. Mario will not die when there are no visible spikes poking out of the Spike Blocks, nor will he be able to walk across spike blocks that have their spikes still out but no longer have the correct hitbox.
* Multiplayer modes only pull from levels tagged with "Multiplayer-Only".
* Dying takes less time as the game will no longer load straight to the lives screen, but rather at the last checkpoint or at the sign at the beginning of the level where Mario can resume the level without much of a interruption.
* Rising water, poison, and lava are now universal to all level themes.
* Levels can be set vertically on both subareas.
* Sound effects and music have become part of a new subsection of the editor known as "Triggers" as opposed to being their own section.
* Editor has once again been reworked.
** You can set up multiple different versions of the editor and how Course Elements are arranged- you get 10 customizable layouts for the editor and can bunch all the course elements in any way you want in folders. By default, they appear as presented on the page. You can also reset your layout back to default.
** The only way to unlock certain course elements is through experimentation with the Course editor. When you "create" certain enemies, gizmos, and the such, they become part of the menu basically forever. However, they need to be discovered first. This means that while multiple Goomba and Koopa variants exist, you will only get the standard Goomba and green shell Koopas at the start and you need to experiment with them to unlock their variants.
** To keep the editor uncluttered, you can tap a character that is a window blinds (named Mr. Blinds) to collapse and uncollapse variants together.
** The Fly Swatter minigame from Super Mario Maker returns. Shake a Nipper Plant and three flies will pop out, requiring you to tap them with your stylus which will then activate the minigame in full.
* Enemies can be harmed inside Clear Pipes.
* Almost all previously 3D World exclusive objects and enemies have been rolled together into every style. As such, there are no longer any "Extra Game Styles".
*you can enjoy your courses with more than 0.009 % without uploading it
== Title Screen Interactions ==
Title Screen interactions return from Super Mario Maker on the Wii U, with each letter doing something unique and different.
 	 	 	 	
Switches Mario with another character skin that the player has unlocked. 	Flips the screen upside down. 	Causes it to blow sand onto the level for five seconds. 	Turns lights out, with only Mario and some enemies having a circle of light around them. 	The letter R turns into a rocket and if held down, will clear the level.
 	 	 	 	
Flips the W upside down, with Wario's laugh being heard. A Wario Mushroom will then spawn. 	Enemies will start floating and power-ups will have abnormal moving behavior. 	The R flattens out and then is pumped up by a bicycle pump. 	Everything becomes super slippery, like ice as a frosty sheen covers the ground. 	The O spins like a tire and a car is dropped into the level.
 	 	 	 	
Water rises from the bottom of the stage and pulls Mario up as bubble sounds are heard. 	A bubbled Galoomba floats from the A. 	A Koopa of a green, red, blue, yellow, or purple color is dropped into the level. 	A Yoshi Egg of green, red, blue, yellow, or purple color is dropped into the level. 	The R acts like a Moon, clearing all enemies from the screen.
 	 	 	 	
A flashy effect covers the screen and converts the flower power-ups on screen to another type.	A flashy effect covers the screen and converts the flower power-ups on screen to another type.	A flashy effect covers the screen and converts the flower power-ups on screen to another type.	A flashy effect covers the screen and converts the flower power-ups on screen to another type.	A flashy effect covers the screen and converts the flower power-ups on screen to another type.
== Playable Characters ==
Unlike in Super Mario Maker Phi, almost all characters act like Mario and share his moveset. However, Luigi, Toad, and Toadette reappear from Super Mario Maker 2 as well as a slew of dozens of new character skins. These character skins can be unlocked over the course of the game similar to the Mystery Mushroom from the original Super Mario Maker and feature a complete sprite set for all game styles, all power-ups, and all animations.
In addition to this, there is a new set of power-ups known as Character Mushrooms. These mushrooms give you the abilities and movesets of different characters, making you play like the character they're named after.
Mario 	Luigi 	Toad 	Toadette
Unlockable Skins	Unlockable Skins	Unlockable Skins	Unlockable Skins
Peach 	Rosalina 	Daisy 	Fusee
Cosmetta 	Wario 	Captain Syrup 	Donkey Kong
Nabbit 	Link 	Samus Aran 	R.O.B.
Ike 	Shulk 	Wii Fit Trainer 	Ness
Inkling 	Pit 	Diskun 	Mary O.
== Game Styles ==
	
* SMB moveset: Jump, Run
* Cannot carry objects.
* Kuribo Shoe is available in this style.
	
* SMB2 moveset: Jump, Run, Charged Jump
* Carry objects over the head and throw them at an arc.
* Unique enemy: Pidgit. Replaces Latiku.
* Kuribo Shoe is available in this style.
	
* SMB3 moveset: Jump, Run, P-Meter
* Carry objects in the hands and launch them a short distance.
* Unique power-up: Raccoon Leaf.
* Kuribo Shoe is available in this style.
	
* SMW moveset: Jump, Run, Spin Jump
* Carry objects in the hands and launch them a short distance.
* Unique power-up: Cape Feather
* Yoshi is available in this style.
	
* SM64 moveset: Jump, Run, Punch, Dive
* Carry objects in the hands and launch them a short distance.
* Unique power-up: Wing Cap
* Koopa Troopa Shells are rideable only in this style.
* Power Stars can be assigned as multiple exits to this level.
	
* NSMBU moveset: Jump, Run, Spin Jump, Wall Jump, Ground Pound
* Carry objects in the hands and launch them a short distance.
* Unique power-up: Propeller Suit
* Yoshi is available in this style.
	
* SM3DW moveset: Jump, Run, Spinning Jump, Wall Jump, Ground Pound
* Carry objects in the hands and launch them a short distance.
* Unique power-up: Cat Mario
* Koopa Troopa Car is available in this style.
== Course Themes ==
Ground (Day) 	Underground (Day) 	Underwater (Day) 	Ghost House (Day) 	Airship (Day)
* Castle and Flagpole	
* Castle and Flagpole	
* Castle and Flagpole
* Underwater Trait (default)	
* Castle and Flagpole	
* Castle and Flagpole
* Creaky Trait (default)
Castle (Day) 	Desert (Day) 	Snow (Day) 	Forest (Day) 	Sky (Day)
* Bridge and Axe	
* Castle and Flagpole	
* Castle and Flagpole	
* Castle and Flagpole	
* Castle and Flagpole
Poison (Day) 	Beach (Day) 	Crimson (Day) 	Tower (Day) 	Deepwater (Day)
* Castle and Flagpole
* Poison Powerups Trait (default)	
* Castle and Flagpole	
* Castle and Flagpole	
* Bridge and Axe 	
* Castle and Flagpole
* Underwater Trait (default)
* Ghost Light Trait (default)
Ground (Night)	Underground (Night)	Underwater (Night)	Ghost House (Night)	Airship (Night)
* Castle and Flagpole
* Float Trait (default)	
* Castle and Flagpole
* Upside Down Trait (default)	
* Castle and Flagpole
* Underwater Trait (default)
* Ghost Light Trait (default)	
* Castle and Flagpole
* Ghost Light Trait (default)	
* Castle and Flagpole
* Stormy Sea Trait (default)
Castle (Night)	Desert (Night) 	Snow (Night) 	Forest (Night) 	Sky (Night)
* Bridge and Axe
* Underwater Trait (default)	
* Castle and Flagpole
* Sandstorm Trait (default)	
* Castle and Flagpole
* Slippery Trait (default)	
* Castle and Flagpole
* Float Trait (default)	
* Castle and Flagpole
* Light Gravity Trait (default)
Poison (Night)	Beach (Night) 	Crimson (Night) 	Tower (Night) 	Deepwater (Night)
* Castle and Flagpole
* Spore Sky Trait (default)	
* Castle and Flagpole
* Underwater Trait (default)	
* Castle and Flagpole
* Ashstorm Trait (default)	
* Bridge and Axe
* Poison Powerups Trait (default)	
* Castle and Flagpole
* Underwater Trait (default)
* Deepvision Trait (default)
== Level Traits ==
Level Traits are new to Super Mario Maker Chi and can be assigned to levels to give the levels themselves unique properties. You can assign up to three to any given level and they can be assigned to effect the whole level or just one of the subareas.
Equinox 	Neutralizes night time traits on night themes. 	Cycle 	Day becomes night over time. Night becomes day over time. Adjusted according to level timer.
Timeless 	Removes the timer from any level it's attached to. 	Goomba Evolution 	Goombas can collect power-ups to become Super Goombas or even Mushroom Goombas.
Auto Mushroom 	Starts the player in the Mushroom state. 	Auto Fire Flower 	Starts the player in the Fire Flower state.
Auto Spiny Helmet 	Starts the player with a Spiny Shell Helmet. 	Auto Buzzy Helmet 	Starts the player with a Buzzy Beetle Shell Helmet.
Infinite Mushrooms 	Any Question Block that holds a Mushroom will never go to a "dead" state, instead spitting out a Mushroom every time Mario hits it. 	Small Blockbreaker	Allows for Mario to break brick blocks while in the small state.
Alchemist Fire Flower	When Mario collects four Mushrooms, they get a Fire Flower. 	Jump Trail 	Afterimages follow Mario wherever he goes, showing his trajectory and jump arcs.
Float 	Goombas and Wigglers float, Chain Chomps have longer chains, and Thwomps and Boo-like enemies gain Boo-like qualities. Power-ups have altered movement behavior. 	Upside Down 	Turns the screen upside down. UI is uneffected.
Ghost Light 	Makes everything dark except for a short radius of light around players and certain other elements like triggers or certain enemies. 	Stormy Sea 	The background is stormy (except in the Super Mario Bros. game style), and enemies and items will float as if they are underwater. The player will be uneffected.
Underwater 	Everything gains underwater physics, including the player character, who can swim in the air. 	Sandstorm 	Causes a sandstorm to occur, which will push the player, items, and enemies back a bit. The wind will change directions/speed randomly.
Frosty 	Turns all surfaces slippery as well as giving Ground and other level tiles a frosty sheen. 	Light Gravity 	Light gravity occurs. Things fall slower, you jump higher.
PoisonPower-Ups 	Turns all Mushrooms and Flowers into Rotten Mushrooms and Rotten Flowers by default. Shake a power-up to turn it into the normal variant. 	Spore Sky 	A spore storm will go across the screen every 30 seconds and after 5 seconds, a Rotten Mushroom will spawn.
Ashstorm 	Causes a ashstorm to occur, which will push the player, items, and enemies back a bit. The wind will push players and enemies towards open pits or obstacles nearby.	Deepvision 	Similar to the ghost house effect but enemies have very dim light until close up. They also have alternate color schemes.
== Course Elements ==
=== Level Elements ===
Goals 	Goals 	Goals
 	Sign Post 	Points you in the direction of the castle. It can now be rotated around.
 	Sign Post 	
 	Flag Pole 	Collected at the end of the level atop a pole, being the standard level clear condition. You gain more points the further up the flagpole you are and are rewarded a 1-Up for getting to the very top.
 	Castle 	Next to a Flag Pole as part of the standard win condition. You gain an additional 300 points for getting inside the castle now- it also now comes with it's own variants.
 	Castle 	
 	Axe 	At the end of any given Castle level. You can actually move the axe around but it can't leave the bridge boundaries. It can also be flipped upside down by shaking it. When it's touched by Mario, it effectively ends the level and causes the bridge at the end of the level to collapse.
 	Axe 	
 	Checkpoint Flag	Can be placed anywhere the player desires and allows a player to continue from that spot if they die. Getting a game over will require the player to restart the level completely. They can be put at a variety of angles. Placing one in a level requires the maker to beat it twice; once from the beginning and once from the checkpoint.
 	Hidden Exit 	A additional exit to levels can be placed and have a complete condition tied to it that will give the player the key to it and complete the level. Placing one requires the maker to beat it twice- both from the regular exit and the hidden exit.
 	Power Star 	Up to five can be placed in a level and assigned to different clear conditions, which will pop up on the pause screen as well as at the lives screen. Each Power Star is required to have a location to spawn and collecting one will complete the level. Each power star is also required to be completed by the maker before it can be uploaded.
Modifiers	Modifiers 	Modifiers
Modifiers	Modifiers 	Modifiers can be attached to most enemies and some objects/gizmos and have different effects when attached.
* Mushroom: Makes the enemy bigger.
* Buzzy Beetle Shell Helmet: Attaches Buzzy Beetle Shell Helmet to enemy.
* Spiny Shell Helmet: Attaches Spiny Shell Helmet to enemy.
* Parachute: Makes enemy float slowly down to the ground. Slower movement.
* Wings: Makes enemy sprout wings and can fly in instances or jump. Faster movement.
* Bubble: Enemy is trapped in a bubble and can float towards you. Can be popped by contact.
* Goomba's Shoe: Enemy jumps in the Goomba's Shoe, hopping towards you. Stomp on them to take the Goomba's Shoe.
* Goomba's Stiletto: Enemy jumps in the Goomba's Stiletto, hopping towards you. Stomp on them to take the Goomba's Stiletto.
* Boshi: Enemy can ride a Boshi as a Jockey. They can eat projectiles as they come and chase you. Hit them to kick them off and turn them into a normal Yoshi.
=== Terrain ===
	Ground Block 	General type of terrain that changes on the level theme. Can be painted to be a variety of different colors now.
	Steep Slope 	A sharp slope that ascends up quickly. Changes appearance based off terrain- like ground blocks, they can be painted.
	Gentle Slope 	A gentler slope that ascends up slowly. Sliding has more drag on this kind of slope. Changes appearance based off terrain- like ground blocks, they can be painted.
	Super Steep Slope 	A tight incline slope ascends up ridiculously fast. Sliding goes incredibly fast on this kind of slope. Changes appearance based off terrain- like ground blocks, they can be painted.
	Pipe 	Either decorative or can be used to warp to sub areas. They can also spawn items and enemies out of them. The Pipe has a total of three other colors than Green which can be used to determine the warp speed. Blue is slowest, Yellow is slightly faster, and Red is the fastest.
	Pipe 	
	Clear Pipe 	Clear Pipes allow Mario, projectiles, items, and enemies to travel through them and allow the player to chose intersections for diverging pathways. They now have a total of three other colors which can be used to determine the travel speed. Blue is slowest, Yellow is slightly faster, and Red is the fastest.
	Clear Pipe 	
	Vase 	Vases are a thinner version of the Pipe, able to spawn enemies and warp Mario to subareas. They come in a 1x2~ variant and a 1x1 variant. The Vase has a total of three other colors than Green which can be used to determine the warp speed. Blue is slowest, Yellow is slightly faster, and Red is the fastest.
	Vase 	
	Spike Trap 	A hazard that damages players upon contact. They can be walked on safely with a Goomba's Shoe, Yoshi, or Dry Bones Shell.
	Spike Block 	Spike Blocks are huge yellow blocks that protrude and retract spikes. Spike Blocks can be combined with ON/OFF Switches to create red and blue variants that alternate when the switches are hit. Use a Faulty Trigger to revert specific Spike Blocks to their original yellow state.
	Spike Block 	
	Mushroom Platform 	A resizable platform that players can jump through from below and land on the top. They can be set to different colors or painted through the Paint Brush.
	Semisolid Platform 	Semisolid Platforms are resizable platform that players can jump through from below and land on and walk across the top. Cat Mario can climb up the Semisolid Platform's wall in the Super Mario 3D World style. They come in many variants which can be shaken through and change with the environment. They can be recolored to a small extent with the Paint Brush.
	Bridge 	A type of extendable platform that only can be stretched horizontally. Has semi-solid properties.
	Brick Block 	A block that players can break as any form other than Small Mario. Brick Blocks can hold various items and enemies much like Question Blocks.
	Crystal Block 	A Brick Block variant that can't hold items but otherwise has the same behavior. Originally from the Super Mario 3D World theme in specific course themes, the block is now able to be used anywhere.
	Rotating Block 	A block that spins when hit, allowing players and other elements to pass through it, or can be broken with a Spin Jump from above as any form other than Small Mario. Replaces the Brick Block in the Super Mario World theme by default, although now exists in all styles.
	Hard Block 	A solid block that mainly serves as a platform, though a strong force such as that of a Banzai Bill or Big Thwomp can break it.
	Rock Block 	Shake the Hard Block to get the Rock Block, which has the same hardness but can contain items inside if broken. Previously exclusive to the 3D World theme as that theme's version of the Hard Block.
	Question Block 	A block containing a single Coin; when hit, it turns into an Empty Block. Other elements can be placed inside instead, such as power-ups, items, and even enemies.
	Hidden Question Block 	A invisible Question Block containing a single Coin; when hit, it turns into an Empty Block. Other elements can be placed inside instead, such as power-ups, items, and even enemies.
	Reverse Question Block	A block that containing a single Tricoin; when hit it turns into a Empty Block. When you put power-ups into it, it converts them into special fake-out versions of enemies like Goombas or Pansers. It can only hold objects that can harm Mario.
	Omega Block 	A block that containing a single 10 Coin; when hit it turns into a Empty Block. The Omega Block is special because it can fit objects that otherwise wouldn't be possible to put into a ? Block like large items, big enemies, or bosses.
	Grass 	Grass can be pulled on to reveal an item attached to it. This is by default, a Vegetable, but the player can attach items and enemies to it to have those be pulled instead. Grass turns into decorative objects in the Super Mario Bros. style.
	Donut Block 	A type of platform block that falls if players or specific enemies/objects stands on it long enough.
	Frosted Donut Block 	A variant of the Donut Block that has a quicker drop rate and has slippery properties.
	Frosted Donut Block 	
	Note Block 	A block that bounces players and any elements that land on it up. Bouncing just as you hit the block will propel you higher.
	Music Block 	An alternate form of the Note Block. A Music Block plays a single note of a specific instrument and pitch depending on what landed on it and how high the block is placed respectively, allowing for the crude creation of musical motifs.
	Cloud Block 	A type of platform block that has semi solid properties, but vanish for a couple seconds if struck with enough force.
	Ice Block 	A slippery ice block that can be stood on, but can also be broken with enough force.
	Aquarium Block 	Glass blocks that can be stretched out to be any size. They can hold water, lava, or poison, and enemies inside. Mario can enter them through any side but enemies inside will remain trapped inside.
	Aquarium Block 	
	Fossil Block 	Fossil Blocks are breakable blocks similar to Brick Blocks that can be stretched out similar to Ground Blocks. They can hold multiple enemies, items, and even fluids inside.
	Fossil Block 	
	Truss 	Truss Blocks act as a climbable surface but the top is a solid surface, similar to a semisolid platform. Truss can also be shaped into slopes as well as be colored through the Paint Brush.
	Truss 	
	Metal Block 	Metal Blocks have physics attached to them, causing them to always drop when there's air underneath them. Due to their weight, they can activate P-Switches, Donut Blocks, and can bounce off Note Blocks. However, they're too heavy to grab. They can be pulled in by Magnet Switches in their ON state.
	Sand Block 	Sand Blocks can be walked across but can also be picked up to destroy it instantly. In the Super Mario Bros. style, you have to jump on it to destroy these blocks.
	Mud Block 	Shake a Sand Block to get a Mud Block. Mud Blocks are unique blocks that slowly get destroyed when the player walks across it. You can walk across it a total of three times before it gets destroyed. Similar to Brick Blocks, they can hold items/enemies inside.
	Enemy Block 	Enemy Blocks can only be destroyed if a enemy is thrown into it. Shells also destroy enemy blocks.
	Bush 	Bushes are now considered a seperate object as opposed to an decoration. Bushes still act as decorative objects but now berries can be attached to them as well. You can also hide small enemies in them.
	Bush 	
=== Items ===
Coins 	Coins 	Coins
 	Coin 	Coins are collectible items that are absorbed into your total coin count when you play levels other people created. They also grant a 1-Up if 100 are collected, and they turn into Brick Blocks when a P-Switch is activated.
 	10 Coin 	10 Coins are single large coins that are worth 10 coins when collected. They are twice as big as regular coins and can be littered in a level- up to ten per sub area- to incentivize riskier challenges.
 	15 Coin 	15 Coins are single large coins that are worth 15 coins when collected. They are twice as big as regular coins and can be littered in a level- up to ten per sub area- to incentivize riskier challenges.
 	30 Coin 	30 Coins are single large coins that are worth 30 coins when collected. They are twice as big as regular coins and can be littered in a level- up to ten per sub area- to incentivize riskier challenges.
 	50 Coin 	50 Coins are single large coins that are worth 50 coins when collected. They are twice as big as regular coins and can be littered in a level- up to ten per sub area- to incentivize riskier challenges.
 	69 Coin 	69 Coins are single large coins that are worth 69 coins when collected. They are twice as big as regular coins and can be littered in a level- up to ten per sub area- to incentivize riskier challenges.
 	80 Coin 	80 Coins are single large coins that are worth 80 coins when collected. They are twice as big as regular coins and can be littered in a level- up to ten per sub area- to incentivize riskier challenges.
 	Blue Coin 	Blue Coins are collectible items that are absorbed into your total coin count. They only appear when a P-Switch is activated and can be collected for the duration when it's active.
 	Blue 10 Coin 	Blue 10 Coins are single large coins that are worth 10 coins when collected. They are twice as big as regular coins and can be littered in a level- up to ten per sub area- to incentivize riskier challenges. This blue version only can be seen when a P-Switch is active.
 	Blue 15 Coin 	Blue 15 Coins are single large coins that are worth 15 coins when collected. They are twice as big as regular coins and can be littered in a level- up to ten per sub area- to incentivize riskier challenges. This blue version only can be seen when a P-Switch is active.
 	Blue 30 Coin 	Blue 30 Coins are single large coins that are worth 30 coins when collected. They are twice as big as regular coins and can be littered in a level- up to ten per sub area- to incentivize riskier challenges. This blue version only can be seen when a P-Switch is active.
 	Blue 50 Coin 	Blue 50 Coins are single large coins that are worth 50 coins when collected. They are twice as big as regular coins and can be littered in a level- up to ten per sub area- to incentivize riskier challenges. This blue version only can be seen when a P-Switch is active.
 	Blue 69 Coin 	Blue 69 Coins are single large coins that are worth 69 coins when collected. They are twice as big as regular coins and can be littered in a level- up to ten per sub area- to incentivize riskier challenges. This blue version only can be seen when a P-Switch is active.
 	Blue 80 Coin 	Blue 80 Coins are single large coins that are worth 80 coins when collected. They are twice as big as regular coins and can be littered in a level- up to ten per sub area- to incentivize riskier challenges. This blue version only can be seen when a P-Switch is active.
 	Red Coin 	Red Coins are special coins that you are limited up to 8 for each sub-area. When all red coins in an area are collected, you gain a 1-Up. You can also tie them to the level condition or to a trigger.
 	Split Coin 	Split Coins are special coins that function as both blue coins and red coins. They only appear when a P-Switch is activated and only 8 can be used in a sub-area. When all are collected, you gain a 1-Up.
 	Jade Coin 	Jade Coins are collectible items that are worth 50 coins and give you a 1-UP. They can randomly replace existing coins so long as the level condition has nothing to do with coins. They have a 1/8888 chance of appearing.
 	Tricoin 	Tricoins are negative coins that take from your total coin count when you play levels other people created, each Tricoin being the inverse of a Coin in value. They turn into Enemy Blocks when a P-Switch is activated.
 	Bubble Coin 	Bubble Coins are really weird coins. You can attach an enemy or item inside of a bubble coin and it will carry the effect of that enemy or item when collected. It has the value of a single coin on it's own. It also acts like a bubble and will pop and be rendered uncollectable when it hits the ground.
 	Pink Key Coin 	Pink Key Coins are special coins that have their own counter that appears when they are placed. Up to 10 can be placed in a single subarea. If all Pink Key Coins in the area are collected, a pink key appears and floats around Mario, which can be used to open doors.
 	Green Key Coin 	Green Key Coins are special coins that have their own counter that appears when they are placed. Up to 10 can be placed throughout the whole level. If all Green Key Coins in the area are collected, a green key appears and floats around Mario, which can be used to open Hidden Exits exclusively.
 	Blue Trigger Coin 	By attaching Condition Triggers to Pink/Green Coins, you can create Blue Trigger Coins. Up to 10 can be place in a level and all follow the the exact same Condition. By collecting these, you can fulfill the requirement for the Condition and activate the effect it's supposed to create. There is no key tied to these coins.
Life Items 	Life Items 	Life Items
 	1-Up Mushroom 	A power-up that gives players an extra life to their life count. In 100 Mario Challenge and World Maker courses, players are limited to collecting just 3 Mushrooms at a time.
 	Immortality Mushroom 	A power-up that makes players immortal, incapable of dying to hazards except pits. When they get hit by an enemy or obstacle, they instead get knocked back a fair distance and lose coins.
 	Mortality Mushroom 	A power-up that makes players mortal again, which can only apply to immortal players. If a Mortality Mushroom hits a mortal player, it instead just bounces off them.
Power-Ups 	Power-Ups 	Power-Ups
 	Mushroom 	A power-up that transforms players into their Super forms. They can also be given to enemies and some objects to make them bigger. In the nighttime ground theme, they bounce along the ground, similar to a Super Star.
 	Weird Mushroom 	A power-up that transforms players into their Weird forms, making them elongated and giving them higher jumps. They can also be given to enemies and some objects to make them weird, giving them a distorted appearance and moveset.
 	Flat Mushroom 	A power-up that transforms players into their Flat forms, making them stretched out to a 2x1 hitbox and giving them lower jumps. They can also be given to enemies and some objects to make them flat, giving them a distorted appearance and moveset.
 	Big Mushroom 	A power-up that transforms players into their Big forms, making them 2x2 in size and giving them the ability to break hard blocks. When powered-up, enemies feature Mario and Luigi aesthetics and the screen changes to look like a CRT television screen.
 	Mini Mushroom 	A power-up that transforms players into their mini forms, making them even smaller than a single 1x1 tile space. This allows them to fit in very small spaces and makes them really fast and floaty. They can also run across liquids like water, lava, and poison water. However, one hit will kill them and they can't ground pound.
 	Fire Flower 	The Fire Flower turns Mario into Fire Mario, allowing him to throw bouncy fireballs that deal damage from afar and gives him safer approach options to enemies. Fireballs are powerful against icy-elemental foes.
 	Ice Flower 	The Ice Flower turns Mario into Ice Mario, allowing him to throw bouncy iceballs that freeze a variety of foes and turn them into icy blocks. Iceballs are powerful against fire-elemental foes as well, freezing them for much longer.
 	Superball Flower 	The Superball Flower turns Mario into Superball Mario, allowing him to throw erratically bouncing balls that ricochet off the walls at wild angles. They deal the most damage to all elemental type foes but are the hardest to use.
 	Earth Flower 	The Earth Flower turns Mario into Earth Mario, allowing him to throw rolling dirt balls that get bigger as they move across the ground, able to deal more damage to enemies as they get bigger and bigger. Dirtballs are powerful against electrical-elemental foes as well, dealing more damage and amassing them into the dirt balls.
 	Thunder Flower 	The Thunder Flower turns Mario into Thunder Mario, allowing him to throw direct horizontal bolts that travel quickly and precisely. Thunderballs are powerful against earth-elemental foes as well, dealing more damage.
 	Crimson Flower 	The Crimson Flower turns Mario into Crimson Mario, allowing him to throw red projectiles that unfurl as they are thrown, creating ropes and platforms. They stop immediately when they hit a wall or ceiling and then the sprite becomes either a rope or sloped platform. Crimson Ropes are can also wrap up enemies in crimson vines, freezing them up for a short time.
 	Super Crown 	A power-up that gives players a double jump and the ability to float while in the air. The player can also boost out of pits, but cannot perform it two times in a row. Characters take on a Peach-like appearance when they use the Super Crown.
Character Mushrooms 	Character Mushrooms 	Character Mushrooms
 	Mario Mushroom 	A power-up that gives players the moveset of Mario and a red aura. Won't appear if Mario's moveset is already being used.
 	Luigi Mushroom 	A power-up that gives players the moveset of Luigi and a green aura. Won't appear if Luigi's moveset is already being used. The Luigi moveset gives the player longer jumps at the cost of worse traction.
 	Toad Mushroom 	A power-up that gives players the moveset of Toad and a deep blue aura. Won't appear if Toad's moveset is already being used. The Toad moveset gives the player faster movement speed and fast pulling of vegetables, however they will have lower jumps than other characters.
 	Toadette Mushroom 	A power-up that gives players the moveset of Toadette and a bright pink aura. Won't appear if Toadette's moveset is already being used. The Toadette moveset gives the player resistantance to slipping on ice, gains Frog Mario movement underwater, and has fast vegetable pull speed.
 	Peach Mushroom 	A power-up that gives players the moveset of Peach and a pink aura. Won't appear if Peach's moveset is already being used. The Peach moveset gives the player the ability to float and correct jumps to a greater extent than anyone else, but as a tradeoff the player has the lowest speed and power.
 	Rosalina Mushroom 	A power-up that gives players the moveset of Rosalina and a teal aura. Won't appear if Rosalina's moveset is already being used. The Rosalina moveset gives the player the ability to spin attack, which can be used to extend jumps. They also have high jumps but are also fairly slow like Peach.
 	Daisy Mushroom 	A power-up that gives players the moveset of Daisy and a orange aura. Won't appear if Daisy's moveset is already being used. The Daisy moveset gives the player the ability to double jump and do a charged mid-air dash.
 	Fusee Mushroom 	A power-up that gives players the moveset of Fusee and a lime aura. Won't appear if Fusee's moveset is already being used. The Fusee moveset gives the player the ability to reverse and fast forward their movement, able to correct mistakes and speed up for a short time. Each of these abilities is tied down to a cooldown and Fusee is rather slow, like Peach and Rosalina.
 	Cosmetta Mushroom 	A power-up that gives players the moveset of Cosmetta and a black aura. Won't appear if Cosmetta's moveset is already being used. The Cosmetta moveset gives the player the ability to create black holes to suck in enemies as well as to use it to create momentum for long jumps both high and long. This moveset is one of the slowest moving, but arguably one of the most powerful.
 	Wario Mushroom 	A power-up that gives players the moveset of Wario and a yellow aura. Won't appear if Wario's moveset is already being used. The Wario moveset gives the player the ability to perform a shoulder charge and a ground pound in all styles. Additionally, they can pick up enemies in all styles. Has slower movement speed.
 	Captain Syrup Mushroom 	A power-up that gives players the moveset of Captain Syrup and a purple aura. Won't appear if Captain's Syrup moveset is already being used. The Captain Syrup moveset gives the player the ability to plant bombs, perform a shoulder dash, and take power-ups to convert them into coins.
 	Donkey Kong Mushroom 	A power-up that gives players the moveset of Donkey Kong and a brown aura. Won't appear if Donkey Kong's moveset is already being used. The Donkey Kong moveset gives the player the ability to climb up walls and ground slam to stun enemies nearby and break blocks from below. Additionally, they can pick up enemies in all styles. Has slower movement speed.
 	Nabbit Mushroom 	A power-up that gives players the moveset of Nabbit and a purple aura. Won't appear if Nabbit's moveset is already being used. The Nabbit moveset gives the player the ability to run past enemies and collect power-ups- three power-up items are converted into a 1-up when collected. The player is also very quick as Nabbit.
 	Link Mushroom 	A power-up that gives players the moveset of Link and a green aura. Won't appear if Link's moveset is already being used. The Link moveset allows them to attack with a sword, block projectiles with a shield, and use bombs and a bow and arrow.
 	Samus Mushroom 	A power-up that gives players the moveset of Samus and a blue or orange aura. Won't appear if Samus's moveset is already being used. The Samus moveset is basically split in half- obtaining it once will put you into Zero Suit Samus mode, allowing you use to use a grapple tether and a weak shot attack, as well as a kick flip ground pound. Collecting another Samus Mushroom gives you the Varia Suit functionality, allowing you to drop bombs, use the grapple beam, fire missiles and charged energy shots.
 	R.O.B. Mushroom 	A power-up that gives players the moveset of R.O.B. and a beige aura. Won't appear if R.O.B.'s moveset is already being used. The R.O.B. moveset gives the player the ability to perform three additional rocket jumps and to fire spinning gyros. The player has reduced movement speed.
 	Ike Mushroom 	A power-up that gives players the moveset of Ike and a blue aura. Won't appear if Ike's moveset is already being used. The Ike moveset gives the player the ability to perform a sword thrust, doing a charged dash with Ragnell that leaves behind a fire trail, and a second jump that has you rise into the air before doing a drop slash with the blade. The player has reduced movement speed.
 	Shulk Mushroom 	A power-up that gives players the moveset of Shulk and a maroon aura. Won't appear if Shulk's moveset is already being used. The Shulk moveset gives the player the ability to use the Monado to alter their stats on the fly. You can increase the power of your speed, jumping, and power of the Monado slashes. You can use the Monado to fight enemies but you cannot collect other power-ups except for character Mushrooms.
 	Wii Fit Trainer Mushroom 	A power-up that gives players the moveset of Wii Fit Trainer and a blue aura. Won't appear if Wii Fit Trainer's moveset is already being used. The Wii Fit Trainer moveset gives the player a mediation move that allows them to dodge attacks and calm nearby enemies for up to 3 seconds. You cannot collect other power-ups except for character Mushrooms.
 	Ness Mushroom 	A power-up that gives players the moveset of Ness and a purple aura. Won't appear if Ness's moveset is already being used. The Ness moveset gives the player a range of PK moves that can be used to recharge your hearts by absorbing projectiles and PK Flash, a slow but arced green projectile that deals a lot of damage. You cannot collect other power-ups except for character Mushrooms.
 	Inkling Mushroom 	A power-up that gives players the moveset of Inkling and a orange aura. Won't appear if Inkling's moveset is already being used. The Inkling moveset gives the player the ability to shoot ink over the ground and enemies, as well as being able to turn into a squid to swim in ink. Inked enemies are slower and eventually explode if enough ink is on them. You cannot collect other power-ups except for character Mushrooms.
 	Pit Mushroom 	A power-up that gives players the moveset of Pit and a white aura. Won't appear if Pit's moveset is already being used. The Pit moveset gives the player the ability to briefly fly in the air that has a cooldown attached to it, and the ability to fire arrows or attack with a double slash attack.
 	Diskun Mushroom 	A power-up that gives players the moveset of Diskun and a yellow aura. Won't appear if Diskun's moveset is already being used. The Diskun moveset gives the player the ability to copy the abilities of enemies, giving them ability to throw hammers, elemental projectiles, and turn into Thwomps/Boos. Diskun can only have one copied ability at a time and has to scan enemies to get abilities, as collecting power-ups wont do anything but add points for the player.
 	Mary O. Mushroom 	A power-up that gives players the moveset of Mary O. and a yellow aura. Won't appear if Mary O.'s moveset is already being used. The Mary O. moveset gives the player the ability to swing a hammer and produce up to five blocks that have gravity. The player also sees the Mario-ized versions of enemies that is otherwise exclusive to the Big Mushroom power-up.
 	Smash Bros. Mushroom 	A power-up that gives players the full moveset of Mario from Smash and a rainbow aura. Won't appear if the Smash moveset is already being used. The Smash Bros. moveset gives players all of Mario's special and standard attacks as well as the ability to shield. The drawbacks are that the player gets launched far every time they're hit and they can't pick up power-ups besides the Mushroom without reverting back to the regular Mario moveset. Fighting can only get you so far...
Rideable Characters and Objects	Rideable Characters and Objects	Rideable Characters and Objects
 	Goomba's Shoe 	A shoe that can jump on spiked enemies and obstacles. If the shoe is big, the player can perform a stomp that defeats nearby enemies with smoke. Can be painted with the Paint Brush. Attach it to Goombas or other small enemies to have them inhabit it.
 	Goomba's Shoe 	
 	Goomba's Stiletto 	A stiletto that can jump on spiked enemies and obstacles. If the stiletto is big, the player can perform a piercing ground pound that can break hard blocks and normally hard to kill enemies. Can be painted with the Paint Brush. Attach it to Goombas or other small enemies to have them inhabit it.
 	Goomba's Stiletto 	
 	Latiku Cloud 	Latiku Clouds are always attached to a Latiku but can be ridden in if the Latiku is defeated. This object when ridden in, allows Mario to go in all 8 directions in the air and fly for a short period of time.
 	Magic Carpet 	Replaces Latiku Clouds in the Super Mario Bros. 2 theme. If a Pidgit is pulled off the Magic Carpet, Mario can ride it for a brief period of time. The Magic Carpet has characters stand on it, giving it a generally bigger hitbox, but characters can jump and carry items while in it.
 	Baby Yoshi 	Baby Yoshis are either objects you can find in levels or the result when a grown Yoshi eats five Apples. They have to be carried by the player. Baby Yoshis have to eat five enemies or berries to fully grown. The normal variety will grow into Green Yoshis.
 	Red Baby Yoshi 	Red Baby Yoshis are the red variant of a Baby Yoshi, able to spit out a fireball after eating an enemy or berry. They can be picked up after a Yoshi eats five lavaberries or on their own. Once they eat five berries/enemies, they mature in Red Yoshis.
 	Blue Baby Yoshi 	Blue Baby Yoshis are the blue variant of a Baby Yoshi, able to fly for up to a second. They can be picked up after a Yoshi eats five blueberries or on their own. Once they eat five berries/enemies, they mature in Blue Yoshis.
 	Yellow Baby Yoshi 	Yellow Baby Yoshis are the yellow variant of a Baby Yoshi, able to shake the ground a short radius around them, freezing enemies and dropping coins. They can be picked up after a Yoshi eats five bananas or on their own. Once they eat five berries/enemies, they mature in Yellow Yoshis.
 	Purple Baby Yoshi 	Purple Baby Yoshis are the purple variant of a Baby Yoshi, able to spit out bubbles to entrap enemies. They can be picked up after a Yoshi eats five grapes or on their own. Once they eat five berries/enemies, they mature in Purple Yoshis.
 	Pink Baby Yoshi 	Pink Baby Yoshis are the pink variant of a Baby Yoshi, able to create floating recovery blocks to save Mario from falling. They can be picked up after a Yoshi eats five dragonfruits or on their own. Once they eat five berries/enemies, they mature in Pink Yoshis.
 	Big Baby Yoshi 	Big Baby Yoshis are the result of a Baby Yoshi eating five Yoshi Cookies instead of helpful berries. They act like a POW Block that can be constantly picked up and thrown, defeating ground-borne enemies and shaking coins out of the air. Mario's jump is limited when he carries them. They cannot be matured.
Support Objects 	Support Objects 	Support Objects
 	Buzzy Beetle Shell 	Buzzy Beetle Shells can be worn by players to protect themselves against hazards from above, which will just bump off them. Obtained by shaking a Buzzy Beetle, which will appear in a uncovered form. It will then appear in the Items menu.
 	Spiny Shell 	Spiny Shells can be worn by players to protect themselves against hazards, but also use it to destroy enemies and hard blocks. Obtained by shaking a Spiny, who will appear in a uncovered form. It will then appear in the Items menu.
 	Dry Bones Shell 	Dry Bones Shells allow players to safely sail along the surface of water, lava, or poison. Hold down to "play dead" to become temporarily invincible. Can be obtained by shaking Dry Bones.
 	Boom Boom Shell 	This rather large shell allows Mario to put up a powerful spiked resistance against foes and spin around to deal damage when running. However, his movement speed is slowed and he cannot jump while wearing the shell. Can be removed by a Magnet Crane or getting hit while walking or falling. Obtained by shaking Boom Boom.
 	Goomba Mask 	Goomba Masks can be used to sneak through Goombas and their variants without taking damage, although other enemies will still attack. Power-ups cannot be used in this state, although Peach's float can still be used.
 	Charging Chuck Helmet 	Charging Chuck Helmets can be used to give Mario a charge that can break blocks when worn, although he cannot use power-ups while wearing the helmet. Additionally, the helmet bounces off danger from above.
 	Gold Block 	The Gold Block has to be placed inside a Brick Block, in which Mario can jump up and collect coins out of it. When he collects over 10, his head will be replaced with a Gold Block that produces coins as he runs. The Gold Block disappears after 100 coins have been collected from it, or if Mario is hit while wearing it.
 	Magikoopa Wand 	Magikoopa Wands can be collected by Mario to fire up shots of magic as it floats around him. This can be used to transform Brick Blocks or enemies into coins, other enemies, or power-ups. Mario loses this special item when he is hit.
Carry Objects 	Carry Objects 	Carry Objects
 	Vegetable 	Vegetables are pulled from the ground and can be thrown at enemies. In the Super Mario Bros. 2 style they are carried over the head, but in every other style they are carried with the arms, with the lone exception being the Super Mario Bros. style which Mario can't even pull vegetables out from the ground.
 	Vegetable 	
 	Turtle Shell 	Turtle Shells are pulled from the ground and can be thrown at enemies. They break when they hit a wall. The turtle shell behavior is exclusive to the Super Mario Bros. 2 style- any other game style will convert them into Koopa Shells instead. While all Turtle Shells more or less act identically, the Pink Turtle Shell is twice as fast. You can also ride atop a Turtle Shell when it is active.
 	Turtle Shell 	
Berries 	Berries 	Berries
 	Apple 	When a Yoshi eats 5 apples, they release a green Yoshi Egg that hatches into a Green Baby Yoshi. The apple can be placed in the air or on bushes, trees, thorns, and Piranha Plants.
 	Lavaberry 	When a Yoshi eats 5 lavaberries, they release a red Yoshi Egg that hatches into a Red Baby Yoshi. The lavaberry can be placed in the air or on bushes, trees, thorns, and Piranha Plants.
 	Blueberry 	When a Yoshi eats 5 blueberries, they release a blue Yoshi Egg that hatches into a Blue Baby Yoshi. The blueberry can be placed in the air or on bushes, trees, thorns, and Piranha Plants.
 	Banana 	When a Yoshi eats 5 bananas, they release a yellow Yoshi Egg that hatches into a Yellow Baby Yoshi. The banana can be placed in the air or on bushes, trees, thorns, and Piranha Plants.
 	Grapes 	When a Yoshi eats 5 grapes, they release a purple Yoshi Egg that hatches into a Purple Baby Yoshi. The grapes can be placed in the air or on bushes, trees, thorns, and Piranha Plants.
 	Dragon Fruit 	When a Yoshi eats 5 Dragon Fruits, they release a pink Yoshi Egg that hatches into a Pink Baby Yoshi. The dragon fruit can be placed in the air or on bushes, trees, thorns, and Piranha Plants.
=== Enemies ===
Standard Enemies	Standard Enemies 	Standard Enemies
 	Goomba 	Goombas walk along the ground and can be defeated by stomping on them or through most means of getting rid of an enemy. A special variant of Goombas can show up if you put a Mushroom or 1-Up inside of a Reverse Question Block, taking on the coloration of those Mushrooms.
 	Goomba 	
 	Galoomba 	The Galoomba only appears in the Super Mario World theme in place of the Goomba. When stomped, they flip over and can be carried and thrown to defeat an enemy. Hitting them again can also get rid of them.
 	Super Goomba 	By giving a Goomba a Big Mushroom, they turn into Super Goombas, which take a total of five stomps to kill or fifteen fireballs.
 	Mushroom Goomba 	By giving a Super Goomba a regular Mushroom, they turn into Mushroom Goombas, which drops three Mushrooms on death and takes a total of ten stomps to kill or fifty fireballs to kill.
 	Goombrat 	By shaking the Goomba, you get the Goombrat, who is mindful of edges and turns around to avoid falling off them.
 	Goombud 	By shaking the Galoomba, you get the Goombud, who is mindful of edges and turns around to avoid falling off them but otherwise is just as susceptible to getting flipped over. Exclusive to the Super Mario World theme.
 	Green Shell Koopa 	When stomped on, Koopa Troopas retreat into their shells; in the Super Mario World and Super Mario 3D World styles, they become Green Beach Koopas. Green Shells can be ridden on in the Super Mario 64 style. Green Shell Koopas will keep going and fall off ledges, making them the most simple Koopa variety.
 	Red Shell Koopa 	When stomped on, Koopa Troopas retreat into their shells; in the Super Mario World and Super Mario 3D World styles, they become Red Beach Koopas. Red Shells can be ridden on in the Super Mario 64 style. Red Shell Koopas will be mindful of edges and face the other direction to walk.
 	Blue Shell Koopa 	When stomped on, Koopa Troopas retreat into their shells; in the Super Mario World and Super Mario 3D World styles, they become Blue Beach Koopas. Blue Shells can be ridden on in the Super Mario 64 style. Blue Shell Koopas will be mindful of edges and walk faster than normal Koopas.
 	Yellow Shell Koopa 	When stomped on, Koopa Troopas retreat into their shells; in the Super Mario World and Super Mario 3D World styles, they become Yellow Beach Koopas. Yellow Shells can be ridden on in the Super Mario 64 style. Yellow Shell Koopa Troopas chase after Mario but can still fall off ledges.
 	Purple Shell Koopa 	When stomped on, Koopa Troopas retreat into their shells; in the Super Mario World and Super Mario 3D World styles, they become Purple Beach Koopas. Purple Shells can be ridden on in the Super Mario 64 style. Purple Shell Koopa Troopas are slow, mindful of edges, and immune to poison water.
 	Pink Shell Koopa 	When stomped on, Koopa Troopas retreat into their shells; in the Super Mario World and Super Mario 3D World styles, they become Pink Beach Koopas. Pink Shells can be ridden on in the Super Mario 64 style. Pink Shell Koopa Troopas are very slow, mindful of edges, and their shells launch twice as fast as a normal shell.
 	Troopuiose 	When stomped on, Troopuiose retreat into their shells; in the Super Mario World and Super Mario 3D World styles, they become Beached Troopuioses. Troopuiose Shells can be carried and thrown in the Super Mario 64 style. Troopuiose are unique in their shells cannot be kicked, but can be used as a weight and have the same weight as a Thwomp.
 	Silver Shell Troopuiose	When stomped on, Silver Shell Troopuiose retreat into their shells; in the Super Mario World and Super Mario 3D World styles, they become Beached Silver Shell Troopuioses. Silver Shells can be carried and thrown in the Super Mario 64 style. Troopuiose are unique in their shells cannot be kicked, but can be used as a weight and have the same weight as a Thwomp. Silver Shells specifically are magnetic and can be picked up by magnet cranes from a large distance. Silver Shell Troopuiose are also slower than a normal Troopuiose.
 	Buzzy Beetle 	Buzzy Beetles act similar to Koopa Troopas, but are immune to fireballs. Their shells can be launched like a Koopa Shell, but can also be used as a helmet to protect you from damage from above.
 	UnshelledBuzzy Beetle 	If a Buzzy Beetle's Shell is removed in the editor or through the help of a Magnet Claw, they will appear in this weak form that is vulnerable to everything. They can climb up walls to then drop on Mario when he comes by, before uprighting themselves after they hit the ground.
 	Spike Top 	Spike Tops can walk along walls and ceilings, and like Buzzy Beetles, they are resistant to fireballs and stomping. However you can end them by hitting them atop a block or killing them with a Star.
 	Blue Spike Top 	Blue Spike Tops have the same behavior and defeat conditions as a normal Spike Top, but are faster overall.
 	Ant Trooper 	Ant Troopers are enemies that can walk on walls and ceilings, but cannot be defeated with a normal stomp, instead requiring a ground-pound or fireball.
 	Horned Ant Trooper 	Act the same as a normal Ant Trooper but cannot be stomped on due to their spike helmet, requiring them to be defeated with a fireball, shell, or Star.
 	Spiny 	Spinies walk forward without looking for edges, but can't be stomped, needing to be hit with a projectile or an attack that can hit them from anywhere but above. If their shell is removed, it can be launched or worn like a helmet to protect and destroy things from above.
 	Blue Spiny 	Blue Spinies are mindful of edges and will turn around when it sees one. They can't be stomped, needing to be hit with a projectile or an attack that can hit them from anywhere but above. If their shell is removed, it can be launched or worn like a helmet to protect and destroy things from above.
 	Unshelled Spiny 	Unshelled Spinies lack their powerful shells, but are much faster without them. They can also bury themselves into the ground and then pop out later like a Monty Mole, although they hide from Mario whenever they can. They are just as weak as a Goomba. You'll want to take them out fast!
 	Blooper 	Bloopers can be placed on land or underwater, where they move erratically through the air or water towards the player. On land, they can be defeated with a stomp.
 	Blooper Babies 	Blooper Babies are infant Bloopers that trail behind the Blooper they're attached to. Attaching Blooper Babies to a Blooper will create a Blooper Nanny and you can add the Blooper Babies to either version of the Blooper. They damage Mario on impact.
 	Dire Blooper 	Shaking a Blooper will create a Dire Blooper, which are twice as fast and move just as erratically towards the player. However, they don't deal damage, but instead cover the screen and player with their ink. On land, they can be defeated with a stomp.
 	Dire Blooper Babies 	Dire Blooper Babies are infant Bloopers that trail behind the Blooper they're attached to. Attaching Blooper Babies to a Blooper will create a Blooper Nanny and you can add the Blooper Babies to either version of the Blooper. They ink Mario on impact.
 	Cheep Cheep 	Cheep Cheeps bounce along the ground when placed on land and occasionally jump up to attack players. Regular Cheep Cheeps swim back and forth while underwater and follow players on land.
 	Green Cheep Cheep 	Cheep Cheeps bounce along the ground when placed on land and occasionally jump up to attack players. Green Cheep Cheeps constantly move towards the left on both land and water.
 	Blue Cheep Cheep 	Cheep Cheeps bounce along the ground when placed on land and occasionally jump up to attack players. Blue Cheep Cheeps always look for the nearest fluid and jump towards it when on land, although they can only swim in water. In the water, they move in a zig zag pattern.
 	VolcanicCheep Cheep 	Cheep Cheeps bounce along the ground when placed on land and occasionally jump up to attack players. Volcanic Cheep Cheeps always look for the nearest fluid and jump towards it when on land, although they can only swim in lava. In the lava, they like to bounce upwards and fall in a short but tall arc towards the player.
 	Purple Cheep Cheep 	Cheep Cheeps bounce along the ground when placed on land and occasionally jump up to attack players. Purple Cheep Cheeps always look for the nearest fluid and jump towards it when on land, although they can only swim in poison water. In the poison water, they move in a circular pattern, only leaving it when Mario is nearby.
 	Skipsqueak 	Skipsqueaks march in place and jump into the air when players jump. They can be stomped on as well as taken out with projectiles.
 	Spiny Skipsqueak 	Spiny Skipsqueaks also march in place and jump into the air when players jump. They differ with their spikes on their back, causing them to damage players on contact and making them immune to stomping.
 	Hardhat Skipsqueak 	Hardhat Skipsqueaks also march in place and jump into the air when players jump. They bounce players off when they attempt to stomp on them and unlike normal Skipsqueaks and Spiny Skipsqueaks, their jumps can actually break/activate blocks.
 	Stingby 	Stingbies chase after players if they spot them, though they only move horizontally in one direction with no loss in air. They can be simply stomped or taken out with a fireball.
 	Urban Stingby 	Appearing only as larva initially, Urban Stingbies crawl across the ground slowly. When they spot Mario, they'll spring to life as giant Urban Stingbies, who explode if they hit Mario or a wall as opposed to normal Stingbies which stop after they've traveled from Mario a bit.
 	Urban Stingby 	
 	Piranha Plant 	Piranha Plants can be placed in pipes, where they periodically emerge to attack players and retreat. When placed elsewhere such as on ceilings and walls, they act as stationary hazards. They gain the ability to lunge at players in the Super Mario 3D World style.
 	Fire Piranha Plant 	An alternate form of the Piranha Plant. Fire Piranha Plants spit out fireballs from their set location, which fly in a straight forward trajectory as opposed to bouncing. These fire balls can also go through walls.
 	Fire Piranha Plant 	
 	Panser 	Pansers are plant creatures that fire fireballs up into the air, slightly angled towards the player to hit them as the fireballs fall. A special kind of Panser also appears when you put a Fire Flower in a Reverse Question Block.
 	Panser 	
 	Ice Panser 	Ice Pansers are plant creatures that fire iceballs up into the air, slightly angled towards the player to hit them as the iceballs fall. They can appear if you put a Ice Flower in a Reverse Question Block or give a regular Panser a Ice Flower.
 	Superball Panser 	Superball Pansers are plant creatures that fire superballs up into the air, slightly angled towards the player to hit them as the superballs fall. The superballs will ricochet off the ground like a regular superball. They can appear if you put a Superball Flower in a Reverse Question Block or give a regular Panser a Superball Flower.
 	Earth Panser 	Earth Pansers are plant creatures that fire dirt balls up into the air, slightly angled towards the player to hit them as the dirtballs fall- otherwise they turn into large rolling projectiles. They can appear if you put a Earth Flower in a Reverse Question Block or give a regular Panser a Earth Flower.
 	Thunder Panser 	Thunder Pansers are plant creatures that fire thunderballs up into the air, slightly angled towards the player to hit them as the thunderballs fall, which disperse across the ground otherwise. They can appear if you put a Thunder Flower in a Reverse Question Block or give a regular Panser a Thunder Flower.
 	Crimson Panser 	Crimson Pansers are plant creatures that fire crimson vines up into the air, slightly angled towards the player to hit them as the crimson vines fall. The crimson vines can be used as ropes if they hit the ceiling or turn into sloped, spike surfaces that stick around for a short time. They can appear if you put a Crimson Flower in a Reverse Question Block or give a regular Panser a Crimson Flower.
 	Thwomp 	Thwomps are stationary and can even be walked across in the Super Mario 64, New Super Mario Bros. U, and Super Mario 3D World styles. However, when Mario walks under them, they slam down to the ground. They can be defeated with shells or a Star.
 	Sideways Thwomp 	Sideways Thwomps are much like their original version: stationary and can even be walked across in the Super Mario 64, New Super Mario Bros. U, and Super Mario 3D World styles. However, when Mario walks into their line of sight, they slam until they hit a wall and then retreat back to their original spot. They can be defeated with shells or a Star.
 	Flaming Thwomp 	When Thwomps are given a Fire Flower, they become a Flaming Thwomp: a fast moving Thwomp able to move in all cardinal directions so long as Mario is in their line of sight. They don't return to their original position until they hit a wall, ceiling, or ground. They can be defeated with shells or a Star.
 	Frosty Thwomp 	When Thwomps are given a Ice Flower, they become a Frosty Thwomp: a slow moving Thwomp that can move in any direction. They can be walked across in any style and are slippery to stand on, but can be used as elevators in levels, provided you leave before they meet a surface. They don't return to their original position until they hit a wall, ceiling, or ground. They can be defeated with shells or a Star.
 	Super Thwomp 	When Thwomps are given a Superball Flower, they become a Super Thwomp: a Thwomp that can move in any direction. Unlike Flaming or Frosty Thwomps, there's no gimmick attached to these. They move as fast as a normal Thwomp and don't have special properties. They don't return to their original position until they hit a wall, ceiling, or ground. They can be defeated with shells or a Star.
 	Dirt Thwomp 	When Thwomps are given a Earth Flower, they become a Dirt Thwomp: a Thwomp that can move in any direction. They can also have Grass attached to them and can be walked across. They go at a normal speed. They don't return to their original position until they hit a wall, ceiling, or ground. They can be defeated with shells or a Star.
 	Bolt Thwomp 	When Thwomps are given a Thunder Flower, they become a Bolt Thwomp: a Thwomp that can move in any direction. They are extremely fast and release a electric charge when they slam into a surface, activating gizmos in the nearby area. They don't return to their original position until they hit a wall, ceiling, or ground. They can be defeated with shells or a Star.
 	Crimson Thwomp 	When Thwomps are given a Cwimson Flower, they become a Crimson Thwomp: a Thwomp that can move on a rail, stomp, and return to the rail. The rail they use is exclusive to Crimson Thwomps and other things can't be placed on it. They can only stomp up and down but can move in any direction that the crimson rail goes to. They can be defeated with shells or a Star.
 	Brick Thwomp 	When a Brick Block is dragged onto a Thwomp, they become a Brick Thwomp. Brick Thwomps can be told to go into one cardinal direction- whether it be down, left, right, or up. They have the hardness of a Brick Block, meaning that Mario can simply destroy them by hitting them with a jump or ground pound. They can also hide items/enemies inside.
 	Thwimp 	When Thwomps are given a Mini Mushroom, they become a Thwimp. They hop back and forth in large arcs trying to land on the player. They can't be stomped on and can't be destroyed with projectiles. They can however, be killed by Star or destroyed in lava/poison water.
 	Whomp 	When Thwomps are given a Mega Mushroom, they become Whomps. Whomps are slow and move around until they find Mario, in which they will fall to attempt to crush him. On their back is a area you can ground pound to kill them, but they will rise shortly after falling. They are immune to projectiles. In game styles without a ground pound, you can use a Goomba's Shoe to kill them. In the Super Mario Bros. 2 style, you can throw vegetables at the weak spot to kill them.
 	Whimp 	When Whomps are given a Mini Mushroom, they become a Whimp. Whimps follow the player and then attempt to crush them by falling onto their face, which will cause them to explode on impact.
 	Monty Mole 	When placed in the ground, Monty Moles remain hidden until players approach them, causing them to jump out and chase them. They have frantic movement but can be stomped on or taken out with standard projectiles.
 	Mega Mole 	Created when a Monty Mole is given a Mega Mushroom or regular Mushroom, they are invulnerable to jumps or Spin Jump moves as well as projectiles, but can be defeated by using a cape, a Super Star, or a Shell. They chase Mario similar to a Monty Mole.
 	Rocky Wrench 	Rocky Wrenches hide underneath manhole covers in the ground, then slowly emerge to throw wrenches at players. They can be stomped on or be defeated through projectiles. They are created when the player shakes a Monty Mole.
 	Hammer Bro 	Hammer Bros. are pesky jumping enemies that throw hammers in an arc, constantly hurling projectiles towards the player and jumping onto platforms above them to trip Mario up. They can be defeated with a stomp so long as a Hammer isn't above their head, although a standard projectile or shell will also take them out.
 	Fire Bro 	Fire Bros. are now available in all styles. They fire fireballs that bounce similar to Fire Mario's, able to fire up to two at a time. They can be defeated with a stomp, although a standard projectile or shell will also take them out. They are created when a Hammer Bro. is given a Fire Flower.
 	Ice Bro 	Ice Bros. fire iceballs that bounce similar to Ice Mario's, able to fire up to two at a time. They freeze Mario and make him move back until he hits a surface. They can be defeated with a stomp, although a standard projectile or shell will also take them out. They are created when a Hammer Bro. is given a Ice Flower.
 	Superball Bro 	Superball Bros. fire superballs that bounce erratically off surfaces similar to Superball Mario's, able to fire up to two at a time. They can be defeated with a stomp, although a standard projectile or shell will also take them out. They are created when a Hammer Bro. is given a Superball Flower.
 	Earth Bro 	Earth Bros. fire dirtballs that roll across the ground, collecting dirt and becoming larger as they roll similar to Earth Mario's. They are able to fire up to two at a time. They can be defeated with a stomp, although a standard projectile or shell will also take them out. They are created when a Hammer Bro. is given a Earth Flower.
 	Thunder Bro 	Thunder Bros. fire bolts of thunder that travel across the screen similar to Thunder Mario's projectiles. They are able to fire up to two at a time. They can be defeated with a stomp, although a standard projectile or shell will also take them out. They are created when a Hammer Bro. is given a Thunder Flower.
 	Crimson Bro 	Crimson Bros. fire crimson vines that travel across the screen similar to Crimson Mario's projectiles. They can damage Mario with these projectiles or create ropes and platforms. They are able to fire up to two at a time and only two ropes can be active at a time. They can be defeated with a stomp, although a standard projectile or shell will also take them out. They are created when a Hammer Bro. is given a Crimson Flower.
 	Chain Chomp 	Chain Chomps are attached to stakes and lunge at Mario when he gets near. They can be defeated with shells or stars but are immune to stomps and projectiles. Ground pounding the stake will free the Chain Chomp. They can be attached to rails and hang off those.
 	Unchained Chomp 	Shake the Chain Chomp to create a Unchained Chomp, which rapidly jumps and moves in one direction until they hit a wall. Since they are not bound by a chain, they can move freely.
 	Flame Chomp 	Flame Chomps follow Mario and fire fireballs at him, the amount they have in them shown by their trail. They explode shortly after running out of fireballs. They can be defeated with stomps, fireballs, hammers, Starmen, and tail whips. To create a Flame Chomp, give a Chain Chomp a Fire Flower.
 	Freeze Chomp 	Freeze Chomps follow Mario and fire iceballs at him, the amount they have in them shown by their trail. These freeze Mario and make him slide across a distance until he hits a wall. They explode shortly after running out of iceballs. They can be defeated with stomps, fireballs, hammers, Starmen, and tail whips. To create a Freeze Chomp, give a Chain Chomp a Ice Flower.
 	Super Chomp 	Super Chomps follow Mario and fire superballs at him, the amount they have in them shown by their trail. They explode shortly after running out of superballs. They can be defeated with stomps, fireballs, hammers, Starmen, and tail whips. To create a Super Chomp, give a Chain Chomp a Superball Flower.
 	Dirt Chomp 	Dirt Chomps follow Mario and fire dirtballs at him, the amount they have in them shown by their trail. These roll across the ground and get bigger as they do. They explode shortly after running out of dirtballs. They can be defeated with stomps, fireballs, hammers, Starmen, and tail whips. To create a Dirt Chomp, give a Chain Chomp an Earth Flower.
 	Volt Chomp 	Volt Chomps follow Mario and fire thunderballs at him, the amount they have in them shown by their trail. They explode shortly after running out of thunderballs. They can be defeated with stomps, fireballs, hammers, Starmen, and tail whips. To create a Volt Chomp, give a Chain Chomp a Thunder Flower.
 	Crimson Chomp 	Crimson Chomps follow Mario and fire vines at him, the amount they have in them shown by their trail. They explode shortly after running out of crimson vines. They can be defeated with stomps, fireballs, hammers, Starmen, and tail whips. To create a Crimson Chomp, give a Chain Chomp a Crimson Flower.
 	Dry Bones 	Dry Bones crumble when stomped on, but emerge back up after a period of time. They are mindful of edges. In the Super Mario World style, they can throw bones at Mario.
 	Death Bones 	Death Bones chase after Mario and being a variant of the Dry Bones, they crumble when stomped on but emerge back up after a period of times. They are not mindful of edges. In the Super Mario World style, they throw Hammers.
 	Fish Bone 	Place a Dry Bones underwater and shake them to create a Fish Bone. They charge towards a player upon spotting them and break upon hitting a wall. They otherwise swim in horizontal patterns. If they are placed on land, they instantly fall apart upon hitting the ground.
 	Angry Sun 	The Angry Sun appears high above the stage to chase Mario down, swooping in an arc close to the ground. Relentless, he can only be destroyed by a Star or a Koopa Shell.
 	Calm Moon 	When shaken, the Angry Sun becomes the Calm Moon and appears high above the stage. They then swoop in an arc close to the ground. When touched by Mario, all enemies on screen disappear. They also transform themes into night themes when used in the editor.
 	Angry Moon 	When shaken too many times, eventually the Angry Sun or Calm Moon become the Angry Moon. While it retains it's movement pattern, it will revive enemies after Mario destroys them after 3 seconds and can transform Koopas into Dry Bones. The only way to defeat it is through a Star or shell.
 	Lakitu 	Lakitus throw spiny shells by default but can also toss other items if placed in them. They move from right to left to chase Mario and can be tricky enemies to defeat because they are usually high up in the air. Defeating them will give you temporary use of their cloud.
 	Cloudless Lakitu 	Shaking a Lakitu this time around will remove the cloud, giving you a Cloudless Lakitu that is bound by gravity. Cloudless Lakitus still throw Spiny pods or whatever the player assigns them, but they will jump in the air while doing so. They also will hijack nearby vehicles from other enemies such as Boshis, Shoes, and Stilettos.
 	Fuzzy 	Fuzzies can either circle around a path that the player draws for them or follow across a Track at a fast pace. They damage Mario on contact and can only be defeated through a Star, shell, or Yoshi's tongue.
 	Fuzzler 	By shaking a Fuzzy, you get the massive Fuzzler, a enemy that rolls across Tracks or the surface of the ground in a straight line. They ignore things smaller than them, simply rolling over them as they continue on the track. The only thing to reverse a Fuzzler's course is things bigger than them or another Fuzzler. They damage Mario on contact and can only be defeated through a Star, shell, or Yoshi's tongue.
 	Fizzlit 	Fizzlits stay in place and can be defeated by any form of attack- however they transform into a electrical puddle that covers a 2x1 area and are immune to damage except by a star.
 	Brolder 	Brolders hide underground until Mario comes near, and then jump and roll towards him. They can be attacked to be turned into boulders, which can then be picked up and thrown to destroy them as well as deal damage to enemies.
 	Boshi 	Boshis can be ridden on by a number of enemies, attacking Mario on sight and eating projectile attacks and shells. Basically an evil Yoshi. Manage to knock off the jockey enemy and they will turn back into normal Yoshis you can ride. Available in the Super Mario World and New Super Mario Bros. U styles only, turning into a Goomba Shoe, Blue Koopa, or Koopa Troopa Car in other styles.
 	Blargg 	Blarggs appear underneath lava and forecast their arrival by shifting their eyes around before lunging forward to attack Mario. If they touch water, get hit by a shell or iceball, or get hit by a Star, they can be killed.
 	Wargg 	Warggs appear underneath water and forecast their arrival by shifting their eyes around before lunging forward to attack Mario. If they touch lava, get hit by a shell or fireball, or get hit by a Star, they can be killed.
 	Pargg 	Parggs appear underneath poison water and forecast their arrival by shifting their eyes around before lunging forward to attack Mario. They are unique in that only a star can kill them, as both water and lava have no effect on them and they can not be taken out with a fireball or iceball.
 	Charvaargh 	Give a Blargg a Big Mushroom to create a Charvaargh. Charvaarghs leap out from below and either the side or the foreground (3D World only) in an arching motion. They take 5 iceballs to kill or die by jumping into water or by Star.
 	Watervaargh 	Give a Wargg a Big Mushroom to create a Watervaargh. Watervaarghs leap out from below and either the side or the foreground (3D World only) in an arching motion. They take 5 fireballs to kill or die by jumping into lava or by Star.
 	Poisavaargh 	Give a Pargg a Big Mushroom to create a Poisavaargh. Poisavaarghs leap out from below and either the side or the foreground (3D World only) in an arching motion. They can only be killed by Star.
 	Lava Bubble 	Lava Bubbles pop in and out of lava at periodic times, although they will stay at the surface of the lava if Mario is wearing a Goomba Mask. If they land in water, they turn into a ground block on impact.
 	Water Bubble 	Water Bubbles pop in and out of water at periodic times, although they will stay at the surface of the water if Mario is wearing a Goomba Mask. If they land in lava, they turn into a ground block on impact.
 	Poison Bubble 	Poison Bubbles pop in and out of poison water at periodic times, although they will stay at the surface of the poison water if Mario is wearing a Goomba Mask. When they land in lava, they transform into a spike block and if they land in water it briefly turns the water poisonous for 10 seconds.
 	Poison Bubble 	
 	Wiggler 	Wigglers walk back and forth without actively attacking players, but become angry when stomped on. In this game, you can extend how many segments a Wiggler has, able to put up to 10 segments. Additionally, each segment can have either a Buzzy Beetle or Spiny Shell.
 	Angry Wiggler 	An alternate form of the Wiggler. While angry, Wigglers move faster and chase after players. Like the Wiggler, you can extend how many segments a Angry Wiggler has, able to put up to 10 segments. Additionally, each segment can have either a Buzzy Beetle or Spiny Shell.
 	Cherry Wiggler 	Cherry Wigglers run back and forth without actively attacking players, but become angry when stomped on three times. In general, they can be seen as a faster, but more forgiving Wiggler. They are created when you apply any flower except for the Crimson Flower to the Wiggler. In this game, you can extend how many segments a Wiggler has, able to put up to 10 segments. Additionally, each segment can have either a Buzzy Beetle or Spiny Shell.
 	Crimson Wiggler 	Crimson Wigglers are Wigglers that can walk on walls and ceilings similar to a Spike Top. They lose this ability when stomped on or hit, turning into Angry Wigglers. They are created when you apply the Crimson Flower to the Wiggler. In this game, you can extend how many segments a Wiggler has, able to put up to 10 segments. Additionally, each segment can have either a Buzzy Beetle or Spiny Shell.
 	Boo 	Boos slowly float towards the player when their backs are turned but freeze up when players face them. They are able to fly through any ground and can't be normally killed through most means. When placed in a Goomba's Shoe/Stiletto or on a Boshi, they possess it instead, with their sight mechanic being maintained- chasing the player until they are noticed, in which they stop dead in their tracks.
 	Stretch 	When Boos are placed on the ground without modifiers, they become stretches which lurk in the ground and emerge on occasion. They move back and forth across the ground. When placed in a Goomba's Shoe/Stiletto or on a Boshi, they possess it instead, with their sight mechanic being maintained- chasing the player until they are noticed, in which they stop dead in their tracks.
 	Mechakoopa 	Mechakoopas act similar to green Koopa Troopas and go inactive after being jumped on. They can be kicked around, carried, or thrown at enemies. They have a faster wake up time and they don't move like shells do, instead being kicked for a distance.
 	Blasta Mechakoopa 	An alternate form of Mechakoopas. They are mindful of edges like red Koopa Troopas and fire out homing missiles similar to a Bulls Eye Bill Blaster. These missiles explode after a short period of time.
 	Zappa Mechakoopa 	An alternate form of Mechakoopas. They are also mindful of edges like red Koopa Troopas and occasionally stop to fire a horizontal zapping laser that can break blocks of a certain hardness.
 	Rotten Mushroom 	The Rotten Mushroom is a devious power-down that will chase Mario and even bounce up to hurt him. It won't jump gaps, however, and it's generally pretty slow when it comes to running away from Mario when he's invincible.
 	Rotten Flower 	An alternate form of the Rotten Mushroom. It's a more persistent- and cowardly- stalker than the Rotten Mushroom, able to jump over longer gaps and over obstacles to try and get Mario. When given wings, it'll fly in a line towards Mario. It can be defeated through a star, but they will run away if Mario attempts to defeat them so running will be the way to outpace them.
Boss Enemies 	Boss Enemies 	Boss Enemies
 	Bowser 	Bowser is a boss enemy that attacks with bursts of fire and occasionally jumps into the air. He also may fire a stream of hammers similar to Hammer Bros. The player can only place up to three Bowsers on a single course layer. Mario's goal is to typically somehow run past him to get to the end of the level. He also can be killed with 20 fireballs or can be tricked into jumping into a pit. He can also be instantly defeated with a Thwomp, POW Block, or ground pounded by a Goomba's Stiletto.
 	Blossom Bowser 	Blossom Bowser is a variant of Bowser that can be created by using the Earth Mushroom on Bowser. This version of Bowser has the same weaknesses but instead of spitting out fireballs, he attacks with pink gusts of wind that blow Mario back and fires off blossom balls, which are small pink balls that Mario can pick up and throw back at Blossom Bowser. Blossom Bowser can be killed with five hits from his blossom balls. Shares a placement limit with Bowser.
 	Princess Bowser 	Princess Bowser is a variant of Bowser that can be created by using the Super Crown on Bowser. Princess Bowser attacks with flame projectiles and hammers, but also does a hip lunge attack similar to Peach's Peach Bomber move from the Super Smash Bros. series, attacking Mario directly. She can be defeated with 20 fireballs and will jump out of pits with the Super Crown's ability in most circumstances. She can also be instantly defeated with a Thwomp, POW Block, or ground pounded by a Goomba's Stiletto.
 	Fake Bowser 	A Fake Bowser is a fake version of Bowser that has their own wheel and placement counter. Drag an enemy onto a Fake Bowser and they will be what appears as the death sprite. Fake Bowsers generally have the same behavior as Bowser but can be killed in 5 balls instead of 20 and stay in place more. They have a placement limit of 5 per subarea and don't share Bowser's place limit.
 	Blue Bowser 	Blue Bowser is a Fake Bowser that uses hammers exclusively. They otherwise jump like Bowser and stay in place like a Fake Bowser. They can have an enemy dragged onto them to reveal themselves as a fake in the dying animation. Shares placement limit with Fake Bowser.
 	Red Bowser 	Red Bowser is a Fake Bowser that uses flame attacks exclusively. They otherwise jump like Bowser and stay in place like a Fake Bowser. They can have an enemy dragged onto them to reveal themselves as a fake in the dying animation. Shares placement limit with Fake Bowser.
 	Morton Koopa Sr. 	Bowser's father, Morton Koopa Sr., is obtained by shaking Bowser. Morton Koopa acts more like a Bully in terms of function, requiring the player to push him around like such. He attacks with giant hammer attacks and jumping up into the air to then drop down with huge force that will shake Mario on impact if he happens to be standing on the ground. You can place up to three Morton Koopa Sr.s, sharing a limit with the regular Bowser. He can be defeated by being hit by 20 fireballs or being pushed into lava/pit.
 	Ludwig Koopa 	Ludwig shoots 3-5 spells at once and flutterjumps into the air. He goes into his shell and spins around when hit. Hit him three times to beat him or destroy him with a Thwomp or POW Block. He shares a placement limit with the Koopalings, with up to 10 of them being able to be placed in a subarea.
 	Lemmy Koopa 	Lemmy shoots bouncy balls that bounce off surfaces while balancing on a bouncy ball himself. He goes into his shell and spins around when hit. Hit him three times to beat him or destroy him with a Thwomp or POW Block. He shares a placement limit with the Koopalings, with up to 10 of them being able to be placed in a subarea.
 	Roy Koopa 	Roy shoots spells out of his wand and can burrow into the ground and pop up out of other parts of the ground or ceilings. Upon landing, he creates a tremor that stuns any players on the ground. He goes into his shell and spins around when hit. Hit him three times to beat him or destroy him with a Thwomp or POW Block. He shares a placement limit with the Koopalings, with up to 10 of them being able to be placed in a subarea.
 	Iggy Koopa 	Iggy walks back and forth and shoots fast-moving spells. He goes into his shell and spins around when hit. Hit him three times to beat him or destroy him with a Thwomp or POW Block. He shares a placement limit with the Koopalings, with up to 10 of them being able to be placed in a subarea.
 	Wendy O. Koopa 	Wendy jumps around and shoots rings that bounce off of the ground and walls. She goes into her shell and spins around when hit. Hit her three times to beat her or destroy her with a Thwomp or POW Block. She shares a placement limit with the Koopalings, with up to 10 of them being able to be placed in a subarea.
 	Morton Koopa Jr. 	Morton Jr. shoots spells out of his wand and can jump and stomp on the ground, stunning any players on the ground and producing fireballs that move along the ground and walls. If fought in a brick block-filled area, his stomping the ground will shatter any brick blocks in the vicinity. He goes into his shell and spins around when hit. Hit him three times to beat him or destroy him with a Thwomp or POW Block. He shares a placement limit with the Koopalings, with up to 10 of them being able to be placed in a subarea.
 	Larry Koopa 	Larry jumps around and shoots spells from his magic wand, being the most basic Koopaling in terms of function. He goes into his shell and spins around when hit. Hit him three times to beat him or destroy him with a Thwomp or POW Block. He shares a placement limit with the Koopalings, with up to 10 of them being able to be placed in a subarea.
 	Bowser Koopa Jr. 	Bowser Jr. occasionally retreats into his shell and dashes towards players. He goes into his shell and spins around when hit. While inside a Koopa/Junior Clown Car, he can throw Green Shells at players. Hit him three times to beat him or destroy him with a Thwomp or POW Block. He shares a placement limit with the Koopalings, with up to 10 of them being able to be placed in a subarea.
 	Boom Boom 	Boom Boom chases after players, occasionally leaping into the air. When he is attacked, he retreats into his shell, which has protruding spikes. In Super Mario 3D World style, he spins around until dizzy and can occasionally turn invisible after being attacked. He can spin in his shell after being attacked, attacking Mario more directly. He is defeated after three stomps. Boom Boom has a placement limit of five per subarea.
 	Princess Boom Boom 	Princess Boom Boom is a variant of Boom Boom that can be created by using the Super Crown on Boom Boom. Princess Boom Boom chases players and will sometimes perform a hip lunge attack similar to Peach's Peach Bomber move from the Super Smash Bros. series, attacking Mario directly. When hit, she retreats into her shell, sticking out spikes. She is defeated with three stomps will jump out of pits with the Super Crown's ability in most circumstances. She can also be instantly defeated with a Thwomp, POW Block, or ground pounded by a Goomba's Stiletto.
 	Pom Pom 	Pom Pom teleports around and throws shurikens when she teleports. When she is attacked, she retreats into his shell, which has protruding spikes. In Super Mario 3D World style, spawns duplicates of herself and attacks by throwing shurikens at players. The real Pom Pom wields a pink shuriken. She is defeated after three stomps. Pom Pom has a placement limit of five per subarea and shares placement limits with Boom Boom.
 	Foreman Spike 	Foreman Spike attacks by jumping between a background and foreground layer, swinging a hammer to attack the player. He can destroy blocks of a certain hardness if Mario is close by, or swing the hammer down to knock Mario back if he's close to an enemy. He takes 5 fireballs to defeat. His hard hat protects him from Thwomps and Troopouise shells, but can be hit with weapons or spikes. He is distracted by coins and will go out of his way to collect them. There is a placement limit of two Foreman Spikes per subarea.
 	Massiboo 	Use a Big Mushroom on a Boo to create Massiboo, a boss from the lost past of Mario's history. Massiboo flies from side to side of the visible areaand the player must avoid getting hit by them while attacking the second face on Massiboo's back. When the player jumps on this second face three times, Massiboo is defeated. The face can also be attacked with 10 fireballs to defeat Massiboo. Up to three can be placed in a subarea.
 	King Boo 	Shake Massiboo to get Luigi's rival, King Boo. King Boo summons lightning bolts in columns and swoops downwards to try and hit the player. King Boo's hit box is his crown, which musht be hit three times with stomps or blocks. The crown can also be attacked with 10 fireballs to defeat King Boo. Up to three can be placed in a subarea, sharing a placement limit with Massiboo.
 	Princess Boo 	Princess Boo is a variant of King Boo that can be created by using the Super Crown on King Boo. Princess Boo attacks with lightning columns and swoops across the screen with a hip lunge attack similar to Peach's Peach Bomber move from the Super Smash Bros. series, attacking Mario directly. She can be defeated with 20 fireballs and will jump out of pits with the Super Crown's ability in most circumstances. She can also be instantly defeated with a Thwomp, POW Block, or ground pounded by a Goomba's Stiletto.
=== Gizmos ===
	Burner 	Burners occasionally emit fire, but can also be used as platforms. Their direction can be changed.
	Bill Blaster 	Bill Blasters fire Bullet Bills by default, which fly straight forwards. They can also be set to fire a different element.
	Bull's-Eye Blaster	Shake the Bill Blaster to get the Bull's-Eye Blaster. Bull's Eye Blasters fire Bull's-Eye Bills (Cat Bullet Bills in the Super Mario 3D World style), which have homing properties. If a different element is placed inside, it is fired at a greater distance.
	Banzai Bill 	Banzai Bills fly straight forwards from one of the four cardinal directions. In the Super Mario 3D World and Super Mario 64 style, they can be launched out of a cannon from the background, and can destroy blocks. Cat Mario can change their direction by swiping at them.
	Bull's-Eye Banzai 	A homing version of the Banzai Bill. They are visually replaced by Cat Banzai Bills in the Super Mario 3D World style.
	Icicle 	Icicles damage players if touched from underneath, although standing on top of them is fine. They can be set to fall once the player is underneath or stay stationary.
	Stalagmite 	An alternate form of the Icicle, the Stalagmite falls once a force of impact shakes the ground- a POW Block or Thwomp hitting the ground can set them off, for instance. They can also be set to fall onto the player if they stand under them.
	Thorn 	Another alternate form of the Icicle, the Thorn can be placed in any direction and it will either be set to fire when a player is in it's line of "sight" or stay stationary, with only the spiked tip being dangerous. Additionally, berries can be planted onto the Thorn for Yoshi to eat with his tongue.
	Pink Key 	Pink Keys are able to open any door when collected, and float around Mario when collected. They are also given to Mario when he collects all the Pink Coins in a sub area.
	Cursed Key 	Cursed Keys can be collected in any style, although in the Super Mario Bros. 2 style, Mario instead has to hold it as opposed to floating around Mario. When collected, a Phanto haunts the player, floating around them unless they drop the key or use it to open a door.
	Green Key 	Green Keys are able to be only used on Hidden Exits and float around Mario when collected. They are also given to Mario when he collects all the Green Coins in a level.
	Warp Door 	Warp Doors can be used to travel to another warp door in the same area. They come in a set of two doors and up to four sets can be used in a single subarea. They can now be painted with the paintbrush.
	Warp Door 	
	Small Door 	Small Doors can only be opened by Small, Flat or Micro Mario and take up a single 1x1 space. One door can be small but connected to a regular Warp door.
	Locked Door 	Locked Doors are marked with a keyhole on the front. They require a Pink Key or Cursed Key to unlock, and take you to another door marked with the same symbol in the same subarea.
	Small Locked Door 	Small Locked Doors are marked with a keyhole on the front. They require a Pink Key or Cursed Key to unlock, and require you to be either in Small, Flat or Micro mode. They take you to another door marked with the same symbol in the same subarea- this can be a regular sized Locked Door too, similar to Small Doors.
	Coin Door 	Coin Doors are marked with a Coin on the front, as well as a name tag displaying how many coins need to be collected before the door will open. When the number of coins required to open it are collected, the door will unlock.
	Warp Box 	Warp Boxes are similar to Doors in that they teleport to each other, but are one-time use. The player can set up 4 pairs of Warp Boxes for a total of 8. They can only be used in the same subarea.
	Locked Warp Box 	Locked Warp Boxes are Warp Boxes that need a key to open. They will then become regular Warp Boxes.
	Mystery Box 	Mystery Boxes can warp to anywhere in the level but are tied to a timed condition that Mario must complete in order to obtain an award. Once the award has been collected or the objective was failed, Mario will be sent back to his original position where possible.
	P-Box 	P-Boxes are Warp Boxes that only appear when a P-Switch is active. They disappear when it is no longer active.
	Grinder 	Grinders are a hazard that harms the player if they touch it. In this game, Mario can spin jump off it. It ignores enemy collision. Can be placed on a track.
	Bubble Grinder 	Bubbles Grinders are a hazard that harms the player if they touch it. In this game, Mario can spin jump off it. Bubble Grinders float and can hold enemies in the center of it, which will be able to mimic their bubble behavior if they are placed inside.
	Bumper 	Players bounce if they make contact with the Bumper from any angle, which will knock them away. This bumper ignores enemy collision, allowing foes to make their way through the Bumper without issue. Can be placed on a track.
	Sleeping Bumper 	Players bounce if they make contact with the Sleeping Bumper from any angle, which will knock them away. This bumper pays attention to enemy collision, bumping away foes that make contact with the bumper. The only exception are ghost enemies and Lakitus. Can be placed on a track.
	Annoyed Bumper 	The Annoyed Bumper harms whatever it touches it and knocks it back much further than other bumpers. This includes enemies as well, with the only exceptions being ghost enemies and Lakitus. Can be placed on a track.
	Swinging Claw 	Players can use a Swinging Claw to swing across a chain. Other elements can also be attached to them, which will drop when a player is nearby.
	Magnet Claw 	Magnet Claws only draw in objects and hold them. This includes things like springs, P-Switches, and shells of Koopas, Buzzy Beetles, Spinies. They can be connected to On/Off switches to switch their polarity and make them drop whatever they're holding.
	Magnet Claw 	
	One Way Wall 	One Way Walls are special gizmos that players can pass through via a certain direction but not the opposite direction. Their direction can be changed to any of the cardinal four directions. Enemies are also stuck behind these walls.
	On/Off Way Wall 	On/Off Way Walls work similar to One Way Walls, but can be turned off and on depending if the On/Off switch is on or off.
	On/Off Way Wall 	
	Bowser Block 	Bowser Blocks emit a flame similar to Bowser, but can do so on a signal, activation, or through a trigger. It can also be set to breathe a flame when Mario approaches. Due to it being a block, it can't be destroyed through conventional means, having the same hardness as a Hard Block.
	Bowser Block 	
	Blue Bowser Block 	By shaking a Bowser Block, you can transform it into a hammer emitting Blue Bowser Block. Like the Bowser Block, it emits a hammer on a signal, activation, or through a trigger. It can also be set to emit a hammer when Mario approaches. Due to it being a block, it can't be destroyed through conventional means, having the same hardness as a Hard Block.
	Blue Bowser Block 	
	Message Block 	Message Blocks display messages when hit by Mario and stop the timer and enemy and player movement. Up to 10 Message Blocks can be placed in a level and each has a 120 character limit.
	Capsule Block 	The Capsule Block can be picked up by Magnet Claws and Swinging Claws safely, but similar to Metal Blocks they fall based off gravity. When they fall, they release whatever is inside- whether that be a coin, power-up, or enemy.
	Chomp Rock 	Chomp Rocks can be pushed by Mario as well as hit by enemies to toss them a distance. They destroy anything they roll into for the most part, acting as a weight in most scenarios. They can also be picked up by Cranes. They go back to their origin point when off-screen.
	Treble Clef 	This rainbow colored Treble Clef is attached to a bunch of notes, which all needed to be collected in quick succession to grab whatever item the Treble Clef is tied to- which can be attached in the editor. By default, it will release a 1-Up when all the notes are collected.
	Treble Clef 	
	No Yoshi Sign 	The No Yoshi Sign creates an invisible pillar that prevents Mario from moving forward with a Yoshi, no matter how high or low he goes in the level. The pillar is made of Triggers that can be adjusted to change the boundary boxes of the pillar. The No Yoshi Sign also prevents Boshis and their Jockeys from passing through a section.
	Universal Key 	The Universal Key is a clone of Mario that follows his every move irregardless of where he is placed. When he reaches a key door, he unlocks it. While the Universal Key cannot be harmed by enemies, he will die if he falls into pits and respawn elsewhere.
	Construction Toad 	The Construction Toad is intended to be a NPC that can spit out messages when the player is close by. Their hard construction helmets can also be bounced off and repel anything, including Thwomps and POW Blocks, which bounce off harmlessly.
	Construction Toad 	
	Course Bot 	Pull and drag Coursebot out from the side menu to drag him into your level. Coursebot acts as a passive NPC by default, but can be programmed to be hostile towards the player with Triggers. When he is angered, parts of the course become magentized to him before being released as gravity-bound projectiles.
	Mirror 	Mirrors can be placed anywhere on a level. They reflect projectiles or the direction of enemies when they make contact with it. Mirrors can be broken with tails or capes.
=== Triggers ===
Triggers can be seen as an addition to the "DNA" of a level, being both an extension of clear conditions and sound effects. They can activate, deactivate, destroy, create, or alter parts of your levels depending on the conditions that they are looking for. You won't see them in normal gameplay- you need to look deeper into your level to see it's inner workings on a separate "Trigger" layer! Look at these fine specimens below...
	Standard Trigger 	The standard Trigger is a invisible object only viewable in the editor's "Trigger" layer. The Standard trigger is able to do somewhat complicated events like activate P-Switch effects, power-up or power-down the player, stop or start auto-scrolling, stop or start rising fluids. It has a variety of set conditions that can be utilized when Mario either touches it, touches the vicinity around it, destroys the thing it's attached to it, activated the thing it's attached to or even activate an effect until Mario touches it.
	Condition Trigger	The condition Trigger is a invisible object only viewable in the editor's "Trigger" layer. The Condition Trigger is looking for things that Mario does before it activates or deactivates, such as being able to parse whether he has defeated a number of Goombas, Koopas, or enemies in general. Up to five Condition Triggers can be set, allowing for advanced win conditions and level design based around tasks.
	Channel Trigger 	The Channel Trigger is a invisible object only viewable in the editor's "Trigger" layer. The Channel Trigger is connected to a nework of channels, of which the player is able to use 16 of. When an object is activated with a Channel Trigger attached to it, all objects connected to the channel become active. This can also be used to destroy, alter, create, and deactivate objects all on a single channel.
	Faulty Trigger 	The faulty Trigger is a invisible object only viewable in the editor's "Trigger" layer. The Faulty Trigger can be attached to certain enemies or objects to make them exceptions to conditions set by Condition Triggers, Channel Triggers, or Standard Triggers. As such, it will make special exceptions for certain enemies or items.
	Name Trigger 	The Name Trigger is a invisible object only viewable in the editor's "Trigger" layer. The Name Trigger can be attached to enemies, objects, or power-ups to have them display a name and can work parallel with a Faulty, Condition, or Standard Trigger, although only one of those at a time! This can create NPCs for your levels.
	Passive Trigger 	The Passive Trigger is a invisible object only viewable in the editor's "Trigger" layer. The Passive Trigger can be attached to enemies to halt their original behavior. The Passive Trigger is meant to work in conjunction with almost every other Trigger, literally clipping onto them. This can be used to make enemies into NPCs for your levels. Connect it with a Channel, Condition, or Standard trigger to make enemies passive or aggro based off your actions.
	Player Trigger 	The Player Trigger is a invisible object only viewable in the editor's "Trigger" layer. The Player Trigger is a unique kind of trigger that only looks for the amount of players playing in the level. It can activate, destroy, and create objects and enemies depending on how many players are in the level. As such, you can dynamically alter and change your levels depending on how many people are in your level.
	Trigger Block 	The Trigger Block can take on the qualities of Standard, Condition, Channel, and Player Triggers and invisibly block off areas until something activates the primary Trigger inside the block. The block can also teleport Mario back to a co-ordinate, allowing you to recreate the endless Staircase effect from Super Mario 64.
=== Power Tools ===
These Power Tools are temporary cursor replacements that can be used in course editing with specialized purposes.
	Paintbrush 	This tool allows you to paint blocks to be different colors such as Question Blocks, Brick Blocks, Pipes, Hard Blocks, and even the Castle.
	Pickaxe 	An eraser of sorts, but only deletes blocks. It will ignore anything else.
	Water FLUDD 	Fills in gaps to create pools of water- two equal level walls are required for the Water FLUDD to recognize the space it needs to fill.
	Lava FLUDD 	Fills in gaps to create pools of lava- two equal level walls are required for the Lava FLUDD to recognize the space it needs to fill.
	Poison FLUDD 	Fills in gaps to create pools of poisonous water- two equal level walls are required for the Poison FLUDD to recognize the space it needs to fill.
	Quicksand FLUDD	Fills in gaps to create pools of quick sand- two equal level walls are required for the Quicksand FLUDD to recognize the space it needs to fill.
	Slope Shovel 	Creates a slope out of ground tiles. Tap the ground tile again to get the gentle cut, and drag over multiple tiles to slope them all at the same time. You can also tap at air tiles to create sloped ground.
=== Map Editor ===
=== Game Editor ===
== Modes ==
=== 10 Mario Challenge ===
=== 100 Mario Challenge ===
=== Endless Mario Challenge ===
=== Course World ===
=== Marketing Center ===
== Gallery ==
=== Logos ===
Super Mario Maker Chi Logo
=== Full Art ===
Flaming Thwomp
Frosty Thwomp
Super Thwomp
Dirt Thwomp
Bolt Thwomp
Brick Thwomp
Whomp
Flat Mario
Flat Mario jumping
Super Crown Mario
Super Crown Luigi
Toadette
(Super Crown Toadette)
Blue Toadette
(Super Crown Toad)
Truss Blocks
3x3 Aquarium Block with Blooper and Fish Bone
2x2 Fossil Block with Goomba and Spiny
Boshi
Death Bones
Universal Key
Construction Toad
Coursebot
Pom Pom
Princess Bowser
Morton Koopa Sr.
Princess Boo
Princess Boom Boom
Crimson Flower in 3D
Crimson Vine
(overlapping directions)
Crimson Demonstration
Crimson Flower (SMB3)
Crimson Flower (SMW)
Crimson Thwomp
Cherry Wiggler
Crimson Wiggler
Immortality Mushroom in 3D
Mortality Mushroom in 3D
Split Coin in 3D
Tricoin in 3D
Omega Block in 3D
Thunder Flower in 3D
Earth Flower in 3D
== Trivia ==