SSSS U U PPPP EEEE RRRR S U U P P E R R S U U P P E R R SSS U U PPPP EEEE RRRR S U U P E R R S U U P E R R SSSS UUUU P EEEE R R M M AAA RRRR IIIII OOO MM MM A A R R I O O M MMM M A A R R I O O M M M AAAAA RRRR I O O M M M A A R R I O O M M M A A R R I O O M M M A A R R IIIII OOO M M AAA K K EEEE RRRR MM MM A A K K E R R M MMM M A A K K E R R M M M AAAAA KKK EEEE RRRR M M M A A K K E R R M M M A A K K E R R M M M A A K K EEEE R R =============================================================================== --) ITEM GUIDE (-- by PsychoticSquid =============================================================================== TABLE OF CONTENTS --------------------- --------------------------------------------------------- | | | To skip to any part of this guide, press CTRL+F | | to bring up the search box, and type the section | | code into the field and hit ENTER. | | | --------------------------------------------------------- SECTION CODE | CHAPTER / SECTION NAME | ----------------+---------------------------------------- | 1.0 | THE BASICS | 1.1 | Controls 1.2 | Differences Between Styles 1.3 | Course Types 1.4 | Additional Information 1.5 | Unlocking New Items 1.6 | Secrets | ----------------+---------------------------------------- | 2.0 | ITEM LIST | 2.1-1 | Brick Block / Rotating Block 2.1-2 | ? Block 2.1-3 | Hard Block 2.1-4 | Ground Block 2.1-5 | Pipe 2.1-6 | Super Mushroom 2.1-7 | Coin 2.1-8 | Trampoline 2.1-9 | Goomba / Galoomba 2.1-10 | Koopa Troopa 2.1-11 | Piranha Plant / Jumping Piranha Plant 2.1-12 | Wings 2.2-1 | Lakitu 2.2-2 | Spinie 2.2-3 | Lift 2.2-4 | Fire Flower 2.2-5 | Star 2.2-6 | 1-Up Mushroom 2.2-7 | Bill Blaster 2.2-8 | Blooper 2.2-9 | Cheep-Cheep / Blurp / Deep-Cheep 2.2-10 | Spike Trap 2.2-11 | Semi-Solid Platform 2.2-12 | Hammer Bro / Sledge Bro 2.3-1 | Buzzy Beetle 2.3-2 | Thwomp 2.3-3 | Lava Bubble 2.3-4a | Bowser 2.3-4b | Bowser Jr. 2.3-5 | Note Block / Music Block 2.3-6 | Lava Lift / Skull Platform 2.3-7 | Fire Rod 2.3-8a | Rocky Wrench 2.3-8b | Monty Mole 2.3-9 | Bob-omb 2.3-10 | Donut Block 2.3-11 | POW Block 2.3-12 | Cloud Block 2.4-1 | Burner 2.4-2 | Cannon 2.4-3 | Bridge 2.4-4 | Unique Powerup 2.4-5 | Spike Top 2.4-6 | Boo 2.4-7 | Dry Bones 2.4-8 | Magikoopa 2.4-9 | Invisible Block 2.4-10 | Vine 2.4-11 | P-Switch 2.4-12 | Warp Door 2.5-1 | Muncher 2.5-2 | Wiggler 2.5-3a | Goomba Boot 2.5-3b | Yoshi Egg 2.5-4 | Propeller Clown Car 2.5-5 | Mushroom Platform 2.5-6 | Arrow Sign 2.5-7 | Track 2.5-8 | Conveyor Belt 2.5-9 | Grinder 2.5-10 | Chain Chomp 2.5-11 | Ice Block 2.5-12 | One-Way Wall | ----------------+---------------------------------------- | 3.0 | PsychoticSquid's Levels | ----------------+---------------------------------------- | 4.0 | Special Thanks | ----------------+---------------------------------------- | 5.0 | Version History | ----------------+---------------------------------------- | 6.0 | Contact / Legal Information | --------------------------------------------------------- ############################################################################### =============================================================================== [ 1.0 ] THE BASICS =============================================================================== ############################################################################### =============================================================================== =============================================================================== 1.1 - CONTROLS =============================================================================== =============================================================================== | Control | Description | --------------------+---------------------------------------------------------- | D-Pad Left / Right | Move left / right | D-Pad Up / Down | Climb up / down Vine | D-Pad Up (hold) | Aim up, used to throw items upwards (Super Mario World | Style only) | D-Pad Down | Perform a stomp attack while in air (New Super Mario | Bros. U Style only) | A / B Button | Jump | Y / X Button | Run / Hold Item / Release to let go of / kick held Item | (Items cannot be held in Super Mario Bros Style) | L / R Button | • Perform spin jump (Super Mario World Style only) | • Trigger Propeller Mushroom jump (New Super Mario Bros. | U Style only) | ------------------------------------------------------------------------------- =============================================================================== =============================================================================== 1.2 - DIFFERENCES BETWEEN STYLES =============================================================================== =============================================================================== | Style Name | Description | --------------------------+---------------------------------------------------- | Super Mario Bros. | 8-bit pixel art, no holding items, no advanced | powerups, unique transformation mushroom powerup, | can climb the side of Vines only. Non-Castle | courses end with a flagpole. | Super Mario Bros. 3 | 16-bit pixel art, P-Meter below coin indicator, | holding items allowed, can climb across the | surface of a Vine. Non-Castle courses end with a | cycling powerup-style box. | Super Mario World | 32-bit pixel art, holding items allowed, new spin | jump move, can climb across the surface of a Vine. | Non-Castle levels end with a goal post. | New Super Mario Bros. U | 3D polygonal art, holding items allowed, new | stomp attack move, can climb across the surface | of a vine. Can slide down walls and wall-jump. | Non-Castle levels end with a flagpole. | ------------------------------------------------------------------------------- =============================================================================== =============================================================================== 1.3 - COURSE TYPES =============================================================================== =============================================================================== | Course Type | Description | ---------------+--------------------------------------------------------------- | Plains | Standard Mario style course type. | Underground | Underground style course type. No significant changes to | mechanics. | Underwater | Pressing jump repeatedly ignores gravity. Many enemies and | items behave differently. | Ghost House | Dungeon style course type. No significant changes to | mechanics. | Castle | Castle style course type. End of level changes to a bridge | with an axe, the axe must be touched to complete the level. | No other significant changes to mechanics. | ------------------------------------------------------------------------------- =============================================================================== =============================================================================== 1.4 - ADDITIONAL INFORMATION =============================================================================== =============================================================================== • If you click in the right thumbstick while creating a level, the game will switch between left handed and right handed stylus mode. • Items are unlocked based on how many blocks you have placed and whether or not you have used all new items available to you. To unlock everything as fast as possible, immediately place any items with a 'new item' indicator and then copy-paste large chucks of normal blocks repeatedly. • Object limits are as followS: ------------------------------------------------------------------------------- | | OBJECT | LIMIT | | | --------------------------+---------------------------------------------------| | | Block Objects | 2,000 | ------------------------------------------------------------------------------| Includes Coins, Ground Blocks | ------------------------------------------------------------------------------| | | Platform Objects | 200 | ------------------------------------------------------------------------------| Includes Beanstalks, Warp Pipes | ------------------------------------------------------------------------------| | | Warp Pipe Objects | 10 | | | ------------------------------------------------------------------------------| | | Power-up Objects | 100 | ------------------------------------------------------------------------------| Does not include power-ups that are inside blocks | ------------------------------------------------------------------------------| | | Enemy Objects | 100 | ------------------------------------------------------------------------------| Includes Goombas, Koopa Troopas, POW Blocks, P-Switches, Boot Goombas, Yoshi | Eggs, One-Way Walls, Skull Rafts, Propeller Clown Cars, Lifts | ------------------------------------------------------------------------------| | | Arrow Sign Objects | 100 | | | ------------------------------------------------------------------------------| | | Door Objects | 4 Sets (8 Total) | | | ------------------------------------------------------------------------------| | | Bowsers | 3 | | | ------------------------------------------------------------------------------- =============================================================================== =============================================================================== 1.5 - UNLOCKING NEW ITEMS =============================================================================== =============================================================================== • Items are unlocked over time, simply by using the editor and taking care to use every new item you unlock at least once. There is no way to unlock specific items, they are unlocked in "sets" and not with any particular sequence or reliably accounted for method. There is a waiting period between unlocks as well, so you aren't able to quickly unlock everything in one go. • There is, however, a relatively fast way to trigger the unlock process: 1) Place every new / unused item at least once. 2) Repeatedly place blocks - idling will not count towards the time required to unlock. 3) You'll eventually receive a message saying new tools will be available, but it will say they're available tomorrow. 4) Place a large square of ? Blocks. 5) Hold L to enter Multi-Grab Mode and select as many ? Blocks as possible. 6) Hold ZL to enter Copy Mode and create many copies of your ? Blocks. 7) After about 5 copies, release ZL. You should hear truck noises, followed by an early shipment unlock process. If not, repeat steps 5, 6, and 7. 8) Repeat this whole process until everything is unlocked! * Special thanks goes out to SpacePirateKhan who posted this information in a sticky thread on the GameFAQs Super Mario Maker boards. =============================================================================== =============================================================================== 1.6 - SECRETS =============================================================================== =============================================================================== • You can play the hidden fly-swatting minigame by shaking a Muncher with the stylus in create mode, then swatting the flies that appear with the stylus. This minigame is similar to the one found in Mario Paint. ** If you know of any secrets that should go in this section, contact me! ** ############################################################################### =============================================================================== [ 2.0 ] COMPLETE ITEM LIST =============================================================================== ############################################################################### =============================================================================== This section features a comprehensive chart of each Item available in Super Mario Maker, and lists relative attributes for each. These attributes are as follows: ------------------------------------------------------------------------------- The Item's name, for each available game Style. ------------------------------------------------------------------------------- The Item's number. This begins with "2." to signify that it belongs to the Item List chapter, and follows with the row that the item appears on the in-game list, followed by a dash and the column. These numbers assume that you haven't customized the location of your items in the item list, of course. ------------------------------------------------------------------------------- The Item's Type. They can be any one of the following: • Block - Generally a level element that does not move or directly harm the player, and can usually contain items within it. Blocks usually act as an obstacle or platform. • Enemy - A moving (at least, usually) entity that has the ability to harm Mario in some way. Enemies can usually be destroyed in some way. • Utility - Generally serves a special function that most other Items do not. They can sometimes be walked on like a Block, but usually has some unique mechanic associated with it. • Powerup - Something Mario can collect, whether to change form and gain new abilities, or simply collect to increase his score. • Platform - Can be walked on and usually jumped through, but serves no other special purpose. • Hazard - Usually a static part of the level that can harm Mario in some way, but does not qualify as an enemy either due to behaviour or because it cannot be defeated. • Modifier - Currently only the Wings item fits this category - Modifiers cannot be placed traditionally, and must be placed over other level elements in order to be used. ------------------------------------------------------------------------------- The Item's Set, or which group of unlockables it belongs to. ------------------------------------------------------------------------------- The Item's Damage Type. They can be any one of the following: • None - This Item cannot damage Mario or be directly responsible for Mario taking damage. • Touch - This Item will damage Mario if he comes into contact with it in any way. Occasionally certain levels of protection (such as a helmet) can circumvent this. • Movement - This Item will damage Mario if it walks or moves into him. Most of the time this descriptor is used to show that a particular enemy will hurt Mario by moving into him but can still be dispatched by jumping on it. ------------------------------------------------------------------------------- Gravity Type. If an Item is affected by Gravity, 'Yes' will be displayed, and this means that placing it in mid-air will cause it to fall. Certain items that are affected by Gravity fall in a unique way, for example by floating. If the Gravity Type is 'No', then the item will stay where you placed it, regardless of whether or not a block or platform is underneath to support it. ------------------------------------------------------------------------------- Shake Type. If 'Yes', this means the Item can be picked up and shaked with the stylus to change its behaviour or to do something interesting. ------------------------------------------------------------------------------- Hideable Type. If 'Yes', this means the Item can be hidden inside certain blocks or utility items that will spawn it when triggered. ------------------------------------------------------------------------------- Giant Type. If 'Yes', this means you can drag a Super Mushroom over the top of this Item to change it into a larger version of itself. Some Items with a Giant Form change their behaviours. ------------------------------------------------------------------------------- ##############################################################################| ------------------------------------------------------------------------------| | SUPER | SUPER | SUPER | NEW SUPER | ITEM | MARIO | MARIO | MARIO | MARIO | NO. | BROS. | BROS. 3 | WORLD | BROS. U | ------+-----------------+-----------------+-----------------+-----------------| 2.1-1 | Brick Block | Brick Block | Rotating Block | Brick Block | ------------------------------------------------------------------------------| ------------------------------------------------------------------------------| TYPE | SET: | DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: | GIANT: | Block | Standard | None | No | No | No | No | ------------------------------------------------------------------------------| | Brick blocks can be broken by any powered up form of Mario by jumping | beneath them and hitting them with your fist. | | Brick blocks can be used to hide many items, including enemies. Simply | create the item you wish to store in them, and drag it over the top of the | block. If the player hits the block, the hidden item or enemy will come out. | If the Brick Block does contain an item in this way, then attempting to | destroy it will leave behind a solid "spent" block instead. | | In the Super Mario World Style, they are not destroyed by this, but instead | go into a spinning state, which Mario can pass through. If the player does a | spin (L or R) from above while in any powered up form, they can destroy it | that way. Note that if an item is hidden in the Rotating Block, then this | spin attack will not destroy it, nor will it produce the item inside. | | In New Super Mario Bros. U Style, they can also be destroyed by a ground | pound from above (down whilst in the air) while in any powered up form. If | you do this while an item or enemy is hidden in the block, that item or | enemy will fall down out of the block instead of popping out the top. Also, | while powered up by a Propeller Mushroom, the player can press L or R in the | air to do a spin jump that destroys all Brick Blocks in their path. | Similarly, while powered up by a Propeller Mushroom and performing a spin | jump, the player can also press down to do a screw attack that destroys all | Brick Blocks below them. | | ------------------------------------------------------------------------------| ##############################################################################| ------------------------------------------------------------------------------| | SUPER | SUPER | SUPER | NEW SUPER | ITEM | MARIO | MARIO | MARIO | MARIO | NO. | BROS. | BROS. 3 | WORLD | BROS. U | ------+-----------------+-----------------+-----------------+-----------------| 2.1-2 | ? Block | ? Block | ? Block | ? Block | ------------------------------------------------------------------------------| ------------------------------------------------------------------------------| TYPE | SET: | DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: | GIANT: | Block | Standard | None | No | No | No | No | ------------------------------------------------------------------------------| | Question Mark Blocks are traditionally used to hide powerups, but they can | also hide a nasty enemy surprise in much the same way as a Brick Block. As | with Brick Blocks, jumping beneath a Question Mark Block and hitting it with | your fist will produce the item hidden inside. | | In New Super Mario Bros. U Style, Question Mark Blocks can also be emptied | by performing a ground pound from above (down whilst in the air). Doing so | will make the contained item fall down out of the block instead of popping | out the top. | | If you do not specifically place an item in a Question Mark Block, it will | produce a solitary coin instead. | | ------------------------------------------------------------------------------| ##############################################################################| ------------------------------------------------------------------------------| | SUPER | SUPER | SUPER | NEW SUPER | ITEM | MARIO | MARIO | MARIO | MARIO | NO. | BROS. | BROS. 3 | WORLD | BROS. U | ------+-----------------+-----------------+-----------------+-----------------| 2.1-3 | Hard Block | Hard Block | Hard Block | Hard Block | ------------------------------------------------------------------------------| ------------------------------------------------------------------------------| TYPE | SET: | DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: | GIANT: | Block | Standard | None | No | No | No | No | ------------------------------------------------------------------------------| | Hard Blocks cannot be used to store items like the Brick Block or Question | Mark Block, and they can only be destroyed by certain objects. | | A giant Thwomp stomp, the blast from a Bob-omb, a fireball or stomp attack | from a giant Bowser, and Mario whilst powered up with a Big Mushroom (not a | Super Mushroom) can all destroy Hard Blocks with varying degrees of success. | They can also be broken by jumping into them from below while wearing a | Spinie helmet. | | ------------------------------------------------------------------------------| ##############################################################################| ------------------------------------------------------------------------------| | SUPER | SUPER | SUPER | NEW SUPER | ITEM | MARIO | MARIO | MARIO | MARIO | NO. | BROS. | BROS. 3 | WORLD | BROS. U | ------+-----------------+-----------------+-----------------+-----------------| 2.1-4 | Ground Block | Ground Block | Ground Block | Ground Block | ------------------------------------------------------------------------------| ------------------------------------------------------------------------------| TYPE | SET: | DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: | GIANT: | Block | Standard | None | No | No | No | No | ------------------------------------------------------------------------------| | The most basic of block types, Ground Blocks cannot store items or be | destroyed, and act purely as an obstacle or solid platform. | | ------------------------------------------------------------------------------| ##############################################################################| ------------------------------------------------------------------------------| | SUPER | SUPER | SUPER | NEW SUPER | ITEM | MARIO | MARIO | MARIO | MARIO | NO. | BROS. | BROS. 3 | WORLD | BROS. U | ------+-----------------+-----------------+-----------------+-----------------| 2.1-5 | Pipe | Pipe | Pipe | Pipe | ------------------------------------------------------------------------------| ------------------------------------------------------------------------------| TYPE | SET: | DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: | GIANT: | Utility | Standard | None | No | No | No | No | ------------------------------------------------------------------------------| | Pipes can act as item generators by dragging the item you would like them to | produce over the top of them. Both powerups and enemies can be generated in | this way. Pipes will not generate assigned items unless their opening is | on-screen. Pipes can only generate items that are "hideable". | | Pipes can also be used as entryways to sub-areas once you have unlocked the | ability to create levels with sub-areas. To do this, simply drag Mario over | the top of a pipe. | | Pipes cannot be destroyed. | | ------------------------------------------------------------------------------| ##############################################################################| ------------------------------------------------------------------------------| | SUPER | SUPER | SUPER | NEW SUPER | ITEM | MARIO | MARIO | MARIO | MARIO | NO. | BROS. | BROS. 3 | WORLD | BROS. U | ------+-----------------+-----------------+-----------------+-----------------| 2.1-6 | Super Mushroom | Super Mushroom | Super Mushroom | Super Mushroom | ------------------------------------------------------------------------------| ------------------------------------------------------------------------------| TYPE | SET: | DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: | GIANT: | Powerup | Standard | None | Yes | No | Yes | No | ------------------------------------------------------------------------------| | Super Mushrooms can be hidden in blocks or left on the ground as a powerup | to turn Mario into Super Mario. Super Mushrooms will automatically move left | and right along ground, reversing direction when they touch an obstacle. | They typically begin moving right when spawned. | | While in Super Mario form, Mario can take one damaging hit from any item and | still survive - by turning back into normal Mario. Super Mario form can also | break Brick Blocks. In Super Mario World Style, this can be done to Rotating | Blocks by pressing L or R to perform a spin attack, breaking Brick Blocks | below Mario. In New Super Mario Bros. U Style, Mario's ground pound (down | whilst in the air) can also break Brick Blocks below. | | Super Mario is taller than normal Mario, and as such cannot easily maneuver | in small (single block sized) spaces. | | Shake a Super Mushroom with the stylus to turn it into a Weird Mushroom, | which can transform Mario into a taller, slimmer version of Super Mario, | with physics similar to Luigi in other Mario titles - less traction, but a | higher jump. | | The Weird Mushroom cannot be used until you have cleared all four of the | Nintendo World Championship courses, which are unlocked once you have | cleared the 10 Mario challenge 7 times. | | Weird Mushrooms can only be used in the Super Mario Bros. Style. | | ------------------------------------------------------------------------------| ##############################################################################| ------------------------------------------------------------------------------| | SUPER | SUPER | SUPER | NEW SUPER | ITEM | MARIO | MARIO | MARIO | MARIO | NO. | BROS. | BROS. 3 | WORLD | BROS. U | ------+-----------------+-----------------+-----------------+-----------------| 2.1-7 | Coin | Coin | Coin | Coin | ------------------------------------------------------------------------------| ------------------------------------------------------------------------------| TYPE | SET: | DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: | GIANT: | Powerup | Standard | None | No | No | Yes | No | ------------------------------------------------------------------------------| | Coins are collectible items that do not power up Mario, but are worth 100 | points each, and collecting 100 of them grants an extra life. Due to the | singular nature of levels in Mario Maker, extra lives are not particularly | important, except for while doing the 100 Mario Challenge. However, coins | can be strategically placed to highlight desirable paths to take that lead | off-screen, or to hint at secret blocks or locations. Alternatively, they | can bait the player into traps. | | Hiding a coin within a Brick Block, Rotating Block, or ? Block will make | that block continually produce coins while hit for a short amount of time, | or until a maximum of 10 coins has been produced. | | Placing a coin into any "generator", such as a Pipe, Bill Blaster, or Lakitu | will cause them to spit out bursts of coins instead of any attacks (if they | have any), but after three coin bursts, they will cease producing them. | | ------------------------------------------------------------------------------| ##############################################################################| ------------------------------------------------------------------------------| | SUPER | SUPER | SUPER | NEW SUPER | ITEM | MARIO | MARIO | MARIO | MARIO | NO. | BROS. | BROS. 3 | WORLD | BROS. U | ------+-----------------+-----------------+-----------------+-----------------| 2.1-8 | Trampoline | Trampoline | Trampoline | Trampoline | ------------------------------------------------------------------------------| ------------------------------------------------------------------------------| TYPE | SET: | DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: | GIANT: | Utility | Standard | None | Yes | Yes | Yes | No | ------------------------------------------------------------------------------| | Trampolines can be used to bounce any mobile object that lands on them, or | to give Mario a jump boost when the player times a jump button press with | the moment Mario is about to bounce from the trampoline. | | In Super Mario Bros. 3, Super Mario World, and New Super Mario Bros. U | Styles, Mario can pick up a Trampoline by holding the run button, throwing | it when the button is released. To prevent this, place a block on either | side of the trampoline. | | Shaking a Trampoline with the stylus will toggle between vertical and | horizontal facings. | | ------------------------------------------------------------------------------| ##############################################################################| ------------------------------------------------------------------------------| | SUPER | SUPER | SUPER | NEW SUPER | ITEM | MARIO | MARIO | MARIO | MARIO | NO. | BROS. | BROS. 3 | WORLD | BROS. U | ------+-----------------+-----------------+-----------------+-----------------| 2.1-9 | Goomba | Goomba | Galoomba | Goomba | ------------------------------------------------------------------------------| ------------------------------------------------------------------------------| TYPE | SET: | DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: | GIANT: | Enemy | Standard | Movement | Yes | Yes | Yes | Yes | ------------------------------------------------------------------------------| | Usually the first enemy any Mario player encounters, the Goomba is an | extremely basic enemy with a predictable movement pattern, and it can be | defeated by any attack or by jumping on its head. Certain enemies such as | Thwomps can also defeat Goombas by landing on them. They can also be | dispatched by other hazards such as Koopa shells, Bob-ombs, or anything that | can be picked up and thrown. | | In the Super Mario World Style, jumping on a Galoomba or hitting it with a | spin from the Cape Feather only incapacitates them rather than defeating | them. Whilst in this incapacitated state, Mario can pick them up and throw | them. Galoombas thrown in this way will dispatch other Goombas that are hit. | | Despite their vulnerability to hazards, Goombas can walk across Spikes or on | the top of Munchers with impunity, and can also walk into other enemies | without dying and even through enemy attacks such as Bowser's fireball or | Kamek's magic. | | Goombas will walk straight off of cliffs and ledges. To prevent this, place | a single block on the edge of where you want them to patrol. Goombas will | change direction upon contact with an obstacle. | | Shaking a Goomba with the stylus will make it pop, and destroy it. | | ------------------------------------------------------------------------------| ##############################################################################| ------------------------------------------------------------------------------| | SUPER | SUPER | SUPER | NEW SUPER | ITEM | MARIO | MARIO | MARIO | MARIO | NO. | BROS. | BROS. 3 | WORLD | BROS. U | ------+-----------------+-----------------+-----------------+-----------------| 2.1-10| Koopa Troopa | Koopa Troopa | Koopa Troopa | Koopa Troopa | ------------------------------------------------------------------------------| ------------------------------------------------------------------------------| TYPE | SET: | DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: | GIANT: | Enemy | Standard | Movement | Yes | Yes | Yes | Yes | ------------------------------------------------------------------------------| | Koopa Troopas are reasonably predictable enemies, moving in a straight line | until they fall off of a cliff or ledge, or touch an obstacle and turn | around. | | If Mario jumps on a Koopa Troopa or hits them with an attack (except a | fireball), they will revert to their shell form. Whilst in this form, Mario | can hold the run button to pick them up and release it to kick them | forwards, often defeating any enemies the shell runs into on the way. Shells | cannot be picked up in the classic Super Mario Bros. Style, although they | can still be kicked by jumping on them. | | Kicked Koopa Troopa shells can also destroy Brick Blocks, or release items | hidden inside Brick Blocks and ? Blocks, and can even trigger Hidden Blocks | if hit from below via a bounce from a Trampoline or when thrown upwards in | the Super Mario World Style. | | Shaking a Koopa Troopa with the stylus will toggle between Red and Green | Koopa Troopas. Red Koopa Troopers no longer walk blindly off cliffs, turning | around when they reach an edge. They also stay in the air if given wings. | Otherwise, they are identical to their regular Green counterparts. | | ------------------------------------------------------------------------------| ##############################################################################| ------------------------------------------------------------------------------| | SUPER | SUPER | SUPER | NEW SUPER | ITEM | MARIO | MARIO | MARIO | MARIO | NO. | BROS. | BROS. 3 | WORLD | BROS. U | ------+-----------------+-----------------+-----------------+-----------------| 2.1-11| Piranha Plant | Piranha Plant | Jumping | Piranha Plant | | | | Piranha Plant | | ------------------------------------------------------------------------------| ------------------------------------------------------------------------------| TYPE | SET: | DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: | GIANT: | Enemy | Standard | Touch | Yes | Yes | Yes | Yes | ------------------------------------------------------------------------------| | Piranha Plants are stationary enemies (except the Jumping Piranha Plant in | the Super Mario WOrld Style) that damage Mario when he moves into them. They | are typically placed in Pipes, where unlike most enemies they will extend in | and out of the Pipe rather than be generated by them. | | The Super Mario World Style Piranha Plant is the Jumping Piranha Plant, | which will repeatedly jump in the air and float back down to the ground, | even when it appears from a Pipe. | | Shaking a Piranha Plant with the stylus will toggle between normal and Fire | varieties. A Fire Piranha Plant will repeatedly spit fireballs in the | direction of Mario - although they can only fire on certain angles and may | not always aim exactly where he is. | | ------------------------------------------------------------------------------| ##############################################################################| ------------------------------------------------------------------------------| | SUPER | SUPER | SUPER | NEW SUPER | ITEM | MARIO | MARIO | MARIO | MARIO | NO. | BROS. | BROS. 3 | WORLD | BROS. U | ------+-----------------+-----------------+-----------------+-----------------| 2.1-12| Wings | Wings | Wings | Wings | ------------------------------------------------------------------------------| ------------------------------------------------------------------------------| TYPE | SET: | DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: | GIANT: | Modifier | Standard | N/A | N/A | N/A | N/A | N/A | ------------------------------------------------------------------------------| | Wings cannot be placed on their own, but are rather placed on other items to | give them wings in-game. Enemies that normally walk in straight lines will | jump on occasion when equipped with wings, whereas others will actually fly. | | Blocks equipped with wings will continue flying until they go off-screen, | unless they are placed on tracks. |
                                                                              |
 Hazards, some enemies, and select other items such as Ground Blocks,         |
 Bridges, Conveyor Belts, Doors, and Vines cannot be equipped with wings.     |
 Experiment!                                                                  |
                                                                              |
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##############################################################################|
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      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.2-1 |     Lakitu      |     Lakitu      |     Lakitu      |     Lakitu      |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
  Enemy*  | Underground | Movement*|    No    |   Yes  |    No*    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 * Item Type is 'Vehicle' when shaken into empty cloud form.                  |
                                                                              |
 * Damage Type is 'None' when shaken into empty cloud form.                   |
                                                                              |
 * Hideable type is 'Yes' when shaken into empty cloud form.                  |
                                                                              |
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                                                                              |
 Lakitus are enemies that hover around on clouds and harass Mario by throwing |
 Spinies onto nearby terrain from a mostly safe distance.                     |
                                                                              |
 If Mario successfully defeats the Lakitu, then the cloud remains behind as a |
 vehicle that Mario can jump in and use to fly around the landscape. After a  |
 small amount of time with Mario on-board, the cloud will disappear, so be    |
 careful!                                                                     |
                                                                              |
 Dragging a "hideable" item onto Lakitu will make him drop that item instead  |
 of his usual Spinies. This can effectively transform Lakitu from an enemy    |
 into an ally - although he will always damage Mario if he touches one.       |
                                                                              |
 Shaking a Lakitu with the stylus will throw him out of the cloud and allow   |
 the cloud to be placed - which will hover in place waiting for Mario to get  |
 on-board. You can also drag other "hideable" enemies over an empty cloud to  |
 have them ride the cloud instead!                                            |
                                                                              |
 A Lakitu or any enemy placed inside an empty cloud will stay at the level of |
 elevation in which that they were placed.                                    |
                                                                              |
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##############################################################################|
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      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.2-2 |      Spinie     |      Spinie     |      Spinie     |      Spinie     |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Enemy  | Underground |   Touch* |    Yes   |   Yes  |    Yes    |    Yes   |
------------------------------------------------------------------------------|
                                                                              |
 * Damage Type is 'Step' when shaken into empty shell form.                   |
                                                                              |
 * Damage Type is 'Shell' when shaken into empty shell form and kicked.       |
                                                                              |
------------------------------------------------------------------------------|
                                                                              |
 A Spinie is a spiked turtle-looking enemy that cannot be jumped on. They are |
 rather unremarkable in most respects, having a predictable movement pattern  |
 and walking straight off ledges and cliffs.                                  |
                                                                              |
 Spinies are naturally generated by Lakitu, and their reasonably slow         |
 movement speed can be a hazard if a large number of them block a pathway     |
 that Mario needs to go through in a hurry if they are not sufficiently       |
 spaced apart.                                                                |
                                                                              |
 Spinies can be incapacitated by certain attacks - such as a Cape Feather     |
 spin or a Raccoon Leaf tail whip - or defeated entirely by a fireball thrown |
 by Fire Mario, a Koopa Troopa / Buzzy Beetle shell, a Bob-omb blast, or a    |
 Thwomp.                                                                      |
                                                                              |
 Shaking a Spinie with the stylus will toggle between its standard state and  |
 its empty shell state. Unlike regular Spinies, a Spinie shell placed in this |
 way will not eventually revert back to its normal state.                     |
                                                                              |
 Whilst in their empty shell state (not merely while incapacitated), they can |
 act as a spikey helmet if Mario can jump into them from below, or if they    |
 fall onto his head. While equipped, the Spikey Helmet will defeat most       |
 enemies that Mario jumps into from below, including Thwomps, Munchers, or    |
 even Boos. Mario can even damage Bowser or Bowser Jr. in this way.           |
                                                                              |
 Holding down on the D-Pad while wearing a Spinie Helmet makes Mario very     |
 hard to damage by regular means.                                             |
                                                                              |
 Wearing a Spinie helmet acts as an extra layer of damage that Mario can take |
 before being defeated - up to a maximum of four if he is already powered up  |
 by a Fire Flower / Cape Feather / Raccoon Leaf whilst riding on Yoshi or in  |
 a Goomba Boot.                                                               |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.2-3 |       Lift      |       Lift      |       Lift      |       Lift      |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
  Utility | Underground |   None   |    No    |   Yes  |     No    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 Lift platforms will move back and forward in the direction they are set to,  |
 but you cannot specify the distance they travel. To remedy this, place them  |
 onto a track.                                                                |
                                                                              |
 Shaking a Lift with the stylus will toggle between a normal Lift and a blue  |
 Trap Lift, which will begin to fall downwards after Mario jumps onto it.     |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.2-4 |   Fire Flower   |   Fire Flower   |   Fire Flower   |   Fire Flower   |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
  Powerup | Underground |   None   |    Yes   |    No  |    Yes    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 Collecting a Fire Flower will transform Mario into Fire Mario. Whilst in     |
 this form, Mario can tap the run button to throw a fireball, which will      |
 bounce along the ground until it hits an enemy or the side of a block,       |
 obstacle, or hazard.                                                         |
                                                                              |
 Fireballs thrown by Fire Mario are quite powerful and can destroy some       |
 enemies that Mario's standard jump attack cannot - including Spinies and     |
 Piranha Plants. They are also affected by gravity, so you can safely         |
 dispatch enemies on the next platform provided they are in range and below   |
 you.                                                                         |
                                                                              |
 Fire Mario can also defeat Bowser and Bowser Jr. with fireballs, although it |
 takes quite a few of them to do so.                                          |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.2-5 |       Star      |       Star      |       Star      |       Star      |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
  Powerup | Underground |   None   |    Yes   |    No  |    Yes    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 Collecting a Star will make Mario invincible for a limited time, during      |
 which he can run through enemies to instantly defeat them - even Bowser and  |
 Bowser Jr.                                                                   |
                                                                              |
 Whilst no hazard or enemies can harm Mario when he is powered up by a Star,  |
 he can still fail the level if he falls off the bottom of the screen.        |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.2-6 |  1-Up Mushroom  |  1-Up Mushroom  |  1-Up Mushroom  |  1-Up Mushroom  |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
  Powerup | Underground |   None   |    Yes   |    No  |    Yes    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 Collecting a 1-Up Mushroom will grant Mario an extra life. Unless the level  |
 you are on appears in the 100 Mario Challenge, extra lives do not serve any  |
 real purpose - you can retry any level an unlimited number of times.         |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.2-7 |   Bill Blaster  |   Bill Blaster  |   Bill Blaster  |   Bill Blaster  |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
  Utility |  Underwater |   None   |    Yes   |   Yes  |     No    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 A Bill Blaster continuously fires out Bullet Bills as long as it is within   |
 range of the player's screen. Bullet Bills travel through obstacles and      |
 bricks and will damage Mario if they hit him. However, they can safely be    |
 jumped on.                                                                   |
                                                                              |
 Placing a "hideable" item onto a Bill Blaster will make them fire that item  |
 at Mario instead of Bullet Bills.                                            |
                                                                              |
 Shaking a Bill Blaster with the stylus will toggle between a regular Bill    |
 Blaster and a Red Bill Blaster. Red Bill Blasters fire Bulls-Eye Bills by    |
 default instead of regular Bullet Bills, which home in on Mario rather than  |
 flying in a straight line. Additionally, placing "hideable" items onto Red   |
 Bill Blasters will make them fire out that item with more velocity than a    |
 standard Bill Blaster.                                                       |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.2-8 |     Blooper     |     Blooper     |     Blooper     |     Blooper     |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Enemy  |  Underwater | Movement*|    No    |   Yes  |    Yes    |    Yes   |
------------------------------------------------------------------------------|
                                                                              |
 * Damage type is 'Touch' in an Underwater course.                            |
                                                                              |
------------------------------------------------------------------------------|
                                                                              |
 Bloopers are squid-like enemies that can fly or swim in any environment, and |
 they move in less predictable patterns than most other enemies. They always  |
 move diagonally upwards, allowing themselves to come to rest and sink        |
 downwards in between bursts of movement. They are quite dangerous,           |
 especially underwater where they are not affected by the water physics like  |
 most enemies.                                                                |
                                                                              |
 Bloopers can be defeated by jumping on them or by using any attack on them,  |
 and also by other means such as Koopa Troopa shells or Bob-omb blasts. Be    |
 wary of them whilst underwater, though - they can no longer be jumped on     |
 when in their native environment.                                            |
                                                                              |
 Shaking a Blooper with the stylus toggles between a Blooper and a Blooper    |
 Nanny. Blooper Nannies have a trail of young Bloopers that follow them,      |
 making them a bit harder to get close to or get past without risking damage. |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.2-9 |   Cheep-Cheep   |   Cheep-Cheep   |      Blurp      |    Deep-Cheep   |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Enemy  |  Underwater | Movement*|   Yes*   |   Yes  |    Yes    |    Yes   |
------------------------------------------------------------------------------|
                                                                              |
 * Damage type is 'Touch' in an Underwater course.                            |
                                                                              |
 * Gravity type is 'No' in an Underwater course.                              |
                                                                              |
------------------------------------------------------------------------------|
                                                                              |
 Cheep-Cheeps are fish enemies that fall to the bottom of any level they are  |
 placed in and occasionally jump up a small height. You cannot specify the    |
 height of the jump, so ensure any platforms you wish to be vulnerable to     |
 them are placed low enough to be in the hazardous zone.                      |
                                                                              |
 Underwater, they behave a little differently. Cheep-Cheeps will continue     |
 moving towards the left of the screen whilst underwater, unaffected by       |
 gravity. Be wary, as Cheep-Cheeps cannot be jumped on whilst underwater.     |
                                                                              |
 Shaking a Cheep-Cheep will toggle between regular and Red varieties. Red     |
 Cheep-Cheeps will change direction towards Mario whilst not underwater,      |
 trying to stay on-screen at all times to provide an ongoing threat,          |
 although they are slow enough that you can run until they are off-screen to  |
 lose them. Whilst underwater though, Red Cheep-Cheeps will continue moving   |
 back and forth a predictable distance, not pursuing Mario. This makes them   |
 more of a lingering threat than the regular variety, as they stay in the     |
 area rather than moving past and leaving the screen.                         |
                                                                              |
 Cheep-Cheeps can be defeated by jumping on them (unless underwater) or by    |
 any other kind of attack or by throwing items such as Koopa Troopa shells at |
 them.                                                                        |
                                                                              |
 The Super Mario World Style Blurps and New Super Mario Bros. U Style Deep-   |
 Cheeps behave exactly the same as their Cheep-Cheep counterparts. They are   |
 merely named as such due to their appearance in other Mario games.           |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.2-10|    Spike Trap   |    Spike Trap   |    Spike Trap   |    Spike Trap   |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
  Hazard  |  Underwater |   Touch  |    No    |   No   |     No    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 Spike Traps are stationary hazards that damage Mario on touch. They are      |
 otherwise unremarkable, although they can act as platforms when Mario is     |
 temporarily made invincible either by being damaged or by collecting a Star  |
 powerup.                                                                     |
                                                                              |
 Interestingly, when used underwater, they take the appearance of a Jelectro  |
 in the Super Mario Bros. 3 Style, and that of a Sea Urchin from The Legend   |
 Of Zelda: Links Awakening in the Super Mario World Style.                    |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.2-11|    Semi-Solid   |    Semi-Solid   |    Semi-Solid   |    Semi-Solid   |
      |     Platform    |     Platform    |     Platform    |     Platform    |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
 Platform |  Underwater |   None   |    No    |   Yes  |     No    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 Mario can walk through a Semi-Solid Platform, and jump onto one from below.  |
 Once he is standing on top of one, he cannot jump back down unless he jumps  |
 off the edge.                                                                |
                                                                              |
 Shaking a Semi-Solid Platform will cycle through multiple varieties of them, |
 the difference between them being purely cosmetic.                           |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.2-12|    Hammer Bro   |    Hammer Bro   |    Hammer Bro   |    Hammer Bro   |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Enemy  |    Castle   | Movement |    Yes   |   Yes  |     Yes   |    No*   |
------------------------------------------------------------------------------|
                                                                              |
 * A Hammer Bro becomes a Sledge Bro when given a Super Mushroom.             |
                                                                              |
------------------------------------------------------------------------------|
                                                                              |
 Extremely dangerous enemies when placed out of range of Mario's attacks, a   |
 Hammer Bro rains down hammers in an arc. Whilst you can be reasonably safe   |
 underneath a Hammer Bro, you can find yourself pinned down, especially when  |
 multiple Hammer Bros are on-screen. Placed strategically, it can be quite    |
 difficult to escape a Hammer Bro encounter unharmed.                         |
                                                                              |
 Hammer Bros will also occasionally jump up or down to the next platform, and |
 it is hard to predict which one they will choose. As such, they are quite    |
 dangerous. Unfortunately, there does not appear to be a way to prevent them  |
 from doing this, potentially ruining level design or making parts impossible |
 when they jump to where they should not be. Remedy this by making Hammer Bro |
 encounters happen in open-sky areas close to ground level.                   |
                                                                              |
 Shaking a Hammer Bro with the stylus makes it throw a hammer, which does     |
 nothing since the player will be in level creation mode, where Mario is not  |
 susceptible to attacks. However, giving a Super Mushroom to a Hammer Bro     |
 will transform it into a Sledge Bro, which behaves very similarly to a       |
 Hammer Bro, except when it jumps to a new platform, it creates a shockwave   |
 that temporarily stuns Mario if he is standing on the ground.                |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.3-1 |   Buzzy Beetle  |   Buzzy Beetle  |   Buzzy Beetle  |   Buzzy Beetle  |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Enemy  |    Castle   | Movement*|    Yes   |   Yes  |     Yes   |    Yes   |
------------------------------------------------------------------------------|
                                                                              |
 * Damage Type is 'Shell' when shaken into empty shell form and kicked.       |
                                                                              |
------------------------------------------------------------------------------|
                                                                              |
 Buzzy Beetles are essentially like Green Koopa Troopas. They wander          |
 aimlessly in a singular direction until they fall off of a ledge or a cliff, |
 or until they hit an obstacle, after which they turn around and walk in the  |
 opposite direction. If Mario jumps on them, they revert to an incapacitated  |
 shell state much like with a Koopa Troopa. This shell can be picked up by    |
 holding the run button (except in the Super Mario Bros. Style) and kicked by |
 releasing it. Kicked Buzzy Beetle shells behave just like a kicked Koopa     |
 Troopa shell.                                                                |
                                                                              |
 Shaking a Buzzy Beetle with the stylus toggles between normal and empty      |
 shell states. Unlike a normal, incapacitated Buzzy Beetle, an empty shell    |
 will not eventually return to its normal state.                              |
                                                                              |
 Empty (not incapacitated) Buzzy Beetle shells can be jumped into from below  |
 (or dropped on to Mario's head) to act as a helmet. While the Buzzy Beetle   |
 helmet will not defeat enemies from below like a Spinie helmet, it will      |
 protect Mario from any harm originating from above by bouncing enemies away, |
 including Thwomps. It won't protect Mario from a Boo without losing the      |
 helmet, though.                                                              |
                                                                              |
 Holding down on the D-Pad while wearing a Buzzy Beetle Helmet makes Mario    |
 very hard to damage by regular means.                                        |
                                                                              |
 Wearing a Buzzy Beetle helmet acts as an extra layer of damage that Mario    |
 can take before being defeated - up to a maximum of four if he is already    |
 powered up by a Fire Flower / Cape Feather / Raccoon Leaf whilst riding on   |
 Yoshi or in a Goomba Boot.                                                   |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.3-2 |      Thwomp     |      Thwomp     |      Thwomp     |      Thwomp     |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Enemy  |    Castle   |   Touch  |    No    |   No   |     No    |    Yes   |
------------------------------------------------------------------------------|
                                                                              |
 Thwomps are stationary enemies - until Mario moves within range, at which    |
 point they slam downwards in an attempt to crush him. Thwomps can break      |
 through Brick Blocks and Rotating Blocks, and also trigger any Question Mark |
 Blocks. When made bigger with a Super Mushroom, they break Question Mark     |
 Blocks rather than trigger them, and can also break through Hard Blocks. A   |
 block broken by a giant Thwomp will not produce the item hidden inside, if   |
 there is any.                                                                |
                                                                              |
 If a normal sized Thwomp hits a Brick Block or Rotating Block with an item   |
 inside, it will cause the block to drop the item downwards rather than       |
 deatroying the block as normal.                                              |
                                                                              |
 Thwomps also defeat many enemies situated underneath them when they fall.    |
 They also destroy powerups that they land on, except for Coins, Feathers,    |
 Leafs, and Propeller Mushrooms. Additionally, they will also destroy         |
 vehicles that they land on, except for Propeller Clown Carts, which they     |
 will ride in (losing their ability to stomp when they do so).                |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.3-3 |   Lava Bubble   |   Lava Bubble   |   Lava Bubble   |   Lava Bubble   |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Enemy  |    Castle   |   Touch  |    Yes   |   No   |    Yes    |    Yes   |
------------------------------------------------------------------------------|
                                                                              |
 Lava Bubbles fall below the level from where they are placed, but after a    |
 short time will jump up continually to the height that they were placed.     |
 They can move quite fast, especially at large heights, and are immune to     |
 most attacks.                                                                |
                                                                              |
 However, Mario can dispatch a Lava Bubble by standing underneath one whilst  |
 wearing a Spinie helmet or Buzzy Beetle helmet, touching them while under    |
 the effects of a Star, jumping on them while riding in a Goomba Boot, or     |
 swallowing them with Yoshi as long as they are normal sized.                 |
                                                                              |
 A Lava Bubble hidden in a block will jump up to slightly higher than the     |
 height of the block they were in after they fall back down to the bottom of  |
 the level.                                                                   |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.3-4a|      Bowser     |      Bowser     |      Bowser     |      Bowser     |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Enemy  |    Castle   |   Touch  |    Yes   |  Yes*  |     No    |    Yes   |
------------------------------------------------------------------------------|
                                                                              |
 * Bowser becomes Bowser Jr. when shaken with the stylus, which is different  |
   enough to Bowser that it will be covered in its own entry, after this one. |
                                                                              |
------------------------------------------------------------------------------|
                                                                              |
 Bowser is the final boss of many Mario levels, and with good reason. He is   |
 a fairly dangerous enemy, unable to be defeated by jumping attacks and able  |
 to withstand many other attacks, such as kicked shells, thrown items,        |
 fireballs from Fire Mario, or tail whips / spin attacks from Raccoon Mario   |
 and Cape Mario respectively. He can, however, be defeated instantly by       |
 touching him while under the effects of a Star.                              |
                                                                              |
 Even while far off-screen, Bowser will occasionally launch fireball attacks  |
 toward Mario at randomly varying heights that can potentially make some      |
 levels far more difficult.                                                   |
                                                                              |
 While on-screen, Bowser attacks with directed fireballs, jump attacks, and   |
 the occasional stomp that will stun Mario if he is standing on the ground    |
 when Bowser lands.                                                           |
                                                                              |
 While riding in a Propeller Clown Cart, Bowser will spit directed fireballs  |
 and occasionally drop two Bob-ombs on either side of him. He loses his jump  |
 and stomp attacks.                                                           |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.3-4b|   Bowser Jr.    |   Bowser Jr.    |   Bowser Jr.    |   Bowser Jr.    |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Enemy  |    Castle   | Movement*|    Yes   |  Yes*  |     No    |    Yes   |
------------------------------------------------------------------------------|
                                                                              |
 * Bowser Jr. becomes Bowser when shaken with the stylus, which is different  |
   enough to Bowser Jr. that it is covered in its own entry, above this one.  |
                                                                              |
 * Damage Type becomes 'Touch' while performing a spin attack.                |
                                                                              |
------------------------------------------------------------------------------|
                                                                              |
 Bowser Jr. is not quite as dangerous as Bowser, but is still significantly   |
 dangerous compared to most other enemies. He is vulnerable to jump attacks,  |
 but after suffering one, he will perform a spin attack and move relentlessly |
 toward Mario, during which is is immune to further jump attacks. Hitting him |
 enough times with fireballs as Fire Mario will also make him perform a spin  |
 attack. A single tail whip from Raccoon Mario or spin attack from Cape Mario |
 is also enough to trigger Bowser Jr's spin attack.                           |
                                                                              |
 Bowser Jr. is defeated after taking enough damage to do three spin attacks.  |
                                                                              |
 Similar to Bowser, in a normal encounter Bowser Jr. will spit directed       |
 fireballs at Mario, although he cannot do this off-screen like Bowser. He    |
 will also perform jump attacks and the occasional stomp attack, which will   |
 stun Mario if he is standing on the ground when Bowser Jr. lands.            |
                                                                              |
 Whilst riding in a Propeller Clown Car, Bowser Jr. will occasionally throw   |
 two Koopa Troopa shells in both directions and will spit directed fireballs  |
 at Mario.                                                                    |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.3-5 |   Note Block    |   Note Block    |   Note Block    |   Note Block    |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Block  |    Castle   |   None   |    No    |   Yes  |     No    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 Note blocks behave similarly to Trampolines, except they are not affected by |
 gravity, can't be picked up or thrown, and can hide items inside of them,    |
 which will come out of the top if hit from below, or the bottom if jumped on |
 from above.                                                                  |
                                                                              |
 As with Trampolines, if Mario jumps right as the bounce from a Note Block is |
 about to occur, he will gain extra height.                                   |
                                                                              |
 Shaking a Note Block with the stylus toggles between a standard Note Block   |
 and a Music Block. Music Blocks behave exactly the same, except when Mario   |
 or another item causes them to bounce, they play a tone that changes in      |
 pitch depending on their height in the level.                                |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.3-6 |    Lava Lift    |    Lava Lift    |    Lava Lift    |    Lava Lift    |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
  Utility |    Castle   |   None   |    No*   |   Yes  |     No    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 * Gravity type becomes 'Yes' after moving for a short time.                  |
                                                                              |
------------------------------------------------------------------------------|
                                                                              |
 Lava Lifts (also known as Skull Rafts) are platforms made from four skulls   |
 that by default move to the right when Mario jumps on them, taking him for a |
 ride. After a short time moving, Lava Lifts begin to shake, then plummet to  |
 the bottom of the level.                                                     |
                                                                              |
 Lava Lifts can be placed on Tracks to direct their movement. They will still |
 plummet after a short time following the track. There is no way to stop Lava |
 Lifts from eventually falling.                                               |
                                                                              |
 Shaking a Lava Lift with the stylus toggles between a normal Lava Lift and a |
 Blue Lava Lift. Blue Lava Lifts travel much faster than a normal Lava Lift,  |
 but otherwise behave exactly the same.                                       |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.3-7 |     Fire Rod    |     Fire Rod    |     Fire Rod    |     Fire Rod    |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
  Hazard  |    Castle   |  Touch*  |    No    |    No  |     No    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 * Damage type is only true for the fireball portion of this hazard.          |
                                                                              |
------------------------------------------------------------------------------|
                                                                              |
 One of the most recognizable hazards from the Mario series, Fire Rods are    |
 rotating lines of fireballs of varying sizes that often serve to slow down   |
 Mario in long tunnels or to catch reckless players off-guard in sections     |
 that would be straight-forward to a cautious player.                         |
                                                                              |
 You can drag the fireballs of a Fire Rod to change the size of it, and you   |
 can also tap the main block anchored to the Fire Rod to toggle between       |
 clockwise and counter-clockwise rotation.                                    |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.3-8a|   Rocky Wrench  |   Rocky Wrench  |   Rocky Wrench  |   Rocky Wrench  |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Enemy  |   Airship   | Movement |    Yes   |  Yes*  |    Yes    |    Yes   |
------------------------------------------------------------------------------|
                                                                              |
 * Rocky Wrenches become Monty Moles when shaken with the stylus, which are   |
   different enough to Rocky Wrenches that they are covered in their own      |
   entry, after this one.                                                     |
                                                                              |
------------------------------------------------------------------------------|
                                                                              |
 Rocky Wrenches are enemies that remain stationary and hide underground,      |
 occasionally popping out to throw a wrench in Mario's direction. The         |
 wrenches vary in height slightly, but usually are quite easy to dodge due to |
 their slow movement. However, they do go through walls, which can make them  |
 dangerous in large numbers in enclosed areas, or sections with slow auto-    |
 scrolling.                                                                   |
                                                                              |
 Rocky Wrenches are quite easy to defeat, provided you can get to them. Mario |
 can dispatch them by jumping on them as long as their heads are sticking out |
 of the ground. They are also vulnerable to fireballs or Raccoon Mario tail   |
 whips, Cape Mario spin attacks, and Yoshi's tongue/eat attack.               |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.3-8b|    Monty Mole   |    Monty Mole   |    Monty Mole   |    Monty Mole   |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Enemy  |   Airship   | Movement |    Yes   |  Yes*  |    Yes    |    Yes   |
------------------------------------------------------------------------------|
                                                                              |
 * Monty Moles become Rocky Wrenches when shaken with the stylus, which are   |
   different enough to Monty Moles that they are covered in their own entry,  |
   above this one.                                                            |
                                                                              |
------------------------------------------------------------------------------|
                                                                              |
 Monty Moles are relatively fast enemies that always run in Mario's direction |
 and try to harm him by bumping into him. They run straight off of ledges and |
 cliffs, and have no regard for their own safety. While not particularly      |
 dangerous on their own, in large numbers or when mixed with other enemies,   |
 they can put a decent amount of pressure on Mario due to their speed.        |
                                                                              |
 Monty Moles are one of the few enemies that can be placed in solid Ground    |
 Blocks or Hard Blocks and not instantly be destroyed upon playing the level. |
 If placed in the ground, a Monty Mole will jump out of it when Mario draws   |
 near, immediately running towards Mario in an attempt to harm him. This      |
 ambush attack can catch a reckless player off-guard, especially in areas     |
 where other hazards or enemies are placed in a way that draws the attention  |
 of the player away from their immediate surroundings.                        |
                                                                              |
 Monty Moles cannot naturally jump (without wings), so by standing near a pit |
 drop, even one that is only one space wide, Mario can usually be safe from   |
 their charge.                                                                |
                                                                              |
 Monty Moles can be defeated by any attack, or by jumping on their heads.     |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.3-9 |     Bob-omb     |     Bob-omb     |     Bob-omb     |     Bob-omb     |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Enemy  |   Airship   | Movement |    Yes   |   Yes  |    Yes    |    Yes   |
------------------------------------------------------------------------------|
                                                                              |
 Bob-ombs are walking clockwork bombs that move slowly along very predictable |
 paths. They walk straight off of ledges and cliffs, and on their own pose    |
 very little threat to Mario.                                                 |
                                                                              |
 Jumping on a Bob-omb will cause its fuse to light, and after a short time,   |
 they will explode, doing damage in a small area. This explosion is powerful  |
 enough to destroy most enemies, Hard Blocks, Ice Blocks, and powerups.       |
                                                                              |
 Shaking a Bob-omb with the stylus will toggle between regular Bob-ombs, and  |
 those with an already lit fuse. This can be useful to make Bob-ombs from     |
 generators such as Pipes more threatening.                                   |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.3-10|   Donut Block   |   Donut Block   |   Donut Block   |   Donut Block   |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Block  |   Airship   |   None   |    No*   |   Yes  |     No    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 Donut Blocks act as solid blocks, but if Mario stands on one for too long,   |
 it will begin to shake and eventually drop, falling to the bottom of the     |
 level. They can be placed strategically to increase the pressure on Mario in |
 certain situations, especially areas where waiting for Fire Rods or other    |
 hazards to line up in a safe manner is the only way through.                 |
                                                                              |
 If Mario jumps while on a Donut Block, it will 'reset' its fall timer, which |
 means that repeatedly jumping on a Donut Block will never make it fall. It   |
 won't help Mario in a situation where the block is already falling, though!  |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.3-11|    POW Block    |    POW Block    |    POW Block    |    POW Block    |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
  Utility |   Airship   |   None   |    Yes   |   No   |    Yes    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 When Mario hits a POW Block from below, or picks one up and throws it, all   |
 enemies on the screen will be defeated from the resultant earthquake. Even   |
 Bowser isn't safe! Airborne Boos, however, are unaffected.                   |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.3-12|   Cloud Block   |   Cloud Block   |   Cloud Block   |   Cloud Block   |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Block  |   Airship   |   None   |    No    |   No   |     No    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 Cloud Blocks are semi-solid blocks. They can be walked past and jumped       |
 through from below, but Mario can stand on them.                             |
                                                                              |
 They can be destroyed by many things, such as a Thwomp's stomp, a Bob-omb    |
 blast, or Bowser's stomp attack.                                             |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.4-1 |      Burner     |      Burner     |      Burner     |      Burner     |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
  Hazard  |   Airship   |  Touch*  |    No    |   Yes  |     No    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 * Damage type is only true for the flame portion of this hazard.             |
                                                                              |
------------------------------------------------------------------------------|
                                                                              |
 Burners are basically jet engines that cause a flame spout to erupt from     |
 them periodically. While Mario can walk on the engine part safely enough, if |
 he touches the flame, then he will suffer damage.                            |
                                                                              |
 Shaking a Burner with the stylus will toggle between two differently timed   |
 Burners. If placed next to each other, you will observe that while one is    |
 'cooling down', the other will fire. This can be used to make alternating    |
 flames.                                                                      |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.4-2 |      Cannon     |      Cannon     |      Cannon     |      Cannon     |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
  Hazard  |   Airship   |   None   |    No    |   Yes  |     No    |    Yes   |
------------------------------------------------------------------------------|
                                                                              |
 Cannons do no damage on their own, but as their name implies, they fire      |
 cannonballs that will harm Mario if they hit him. Mario can safely jump on   |
 cannonballs, though.                                                         |
                                                                              |
 Unlike Bill Blasters, Cannons cannot be made to fire other items.            |
                                                                              |
 Shaking a Cannon with the stylus toggles between norman Cannons and red,     |
 faster projectile Cannons. While neither is particularly dangerous on their  |
 own, mixing the two up with a variety of other hazards can catch players     |
 off-guard with their timing.                                                 |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.4-3 |      Bridge     |      Bridge     |      Bridge     |      Bridge     |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
 Platform |   Airship   |   None   |    No    |   No   |     No    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 Bridges are essentially the same as Semi-Solid Platforms, although they are  |
 a bit 'tidier' because they only fill in a thin line. Bridges can be jumped  |
 on to from below or freely passed under or walked through from side to side, |
 but Mario can walk on top of them, and they will also stop attacks such as   |
 projectiles attempting to pass through from above or Thwomps attempting to   |
 stomp anything below.                                                        |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.4-4 |     Mystery     |   Raccoon Leaf  |   Cape Feather  |    Propeller    |
      |     Mushroom    |                 |                 |     Mushroom    |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
  Powerup |   Airship   |   None   |    Yes   |   No   |    Yes    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 The powerup in this slot is unique depending on the course Style you are     |
 using.									      |
                                                                              |
 The Mystery Mushroom transforms Mario into a random form when normally       |
 placed, or you can tap it after placing to specify a particular one. There   |
 are 100 to choose from, which are unlocked by doing the 100 Mario Challenge. |
 Mystery Mushroom forms act the same way as a Super Mushroom, except Mario    |
 can still break blocks while only one block high himself.                    |
                                                                              |
 The Raccoon Leaf transforms Mario into Raccoon Mario. In this form, he can   |
 tap the run button to swing his tail at enemies, or hold the run button and  |
 move for long enough to build up the 'P' meter displayed below his coins.    |
 If the player then repeatedly taps the jump button, Mario will be able to    |
 fly for a short amount of time. If the player taps the jump button while the |
 'P' meter is not full, Mario will fall very slowly instead.                  |
                                                                              |
 The Cape Feather transforms Mario into Cape Mario. While in this form, the   |
 player can tap the run button to make Mario perform a spin attack. After     |
 running a short distance until Mario's hands come out to his sides, the      |
 player can hold the jump button to have Mario jump a great distance, then    |
 glide. While gliding, pressing the opposite direction that Mario is moving   |
 in will make him use his cape to gain height again. With correct timing,     |
 Mario can fly almost indefinitely. Gliding is also possible without the      |
 running jump, but Mario cannot gain height.                                  |
                                                                              |
 Finally, the Propeller Mushroom allows the player to tap L or R to make      |
 Mario spin and gain a burst of height, even while already jumping. This can  |
 be used to make Mario jump rougly twice his normal height. While falling     |
 from a spin jump, Mario will fall very slowly and this can be used to glide  |
 over level elements. The player can also press down on the D-Pad while Mario |
 is slow-falling to have him perform a screw attack and fall much faster.     |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.4-5 |    Spike Top    |    Spike Top    |    Spike Top    |    Spike Top    |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Enemy  |   Airship   |   Touch  |    Yes   |   Yes  |    Yes    |    Yes   |
------------------------------------------------------------------------------|
                                                                              |
 Spike Tops are similar in appearance to Buzzy Beetles except brightly        |
 coloured and equipped with a single spike on top of their shells.            |
                                                                              |
 Spike Tops cling to any surface they are placed on, allowing them to walk    |
 upside down underneath platforms or to climb walls.                          |
                                                                              |
 Spike Tops are immune to fireballs from Fire Mario, but can be dispatched    |
 relatively easily with a tail whip from Raccoon Mario or a spin attack from  |
 Cape Mario. Due to the spike, they can't be defeated by jumping on them.     |
                                                                              |
 In the Super Mario World Style, pressing L or R to do a spin jump allows     |
 Mario to jump across their backs unharmed, although it will still not defeat |
 the Spike Top.                                                               |
                                                                              |
 Shaking a Spike Top with the stylus will toggle between the normal Red       |
 variety and the faster Blue variety. They otherwise behave in the same way.  |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.4-6 |       Boo       |       Boo       |       Boo       |       Boo       |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Enemy  | Ghost House |   Touch  |    No    |   Yes  |    Yes    |    Yes   |
------------------------------------------------------------------------------|
                                                                              |
 Boos are ghost enemies that appear frequently in Mario games.                |
                                                                              |
 They can be extremely dangerous simply by virtue of being immune to most     |
 forms of attack and their ability to move through walls. On normally paced   |
 levels, they can be fairly easily outrun, but on levels with many obstacles  |
 and traps that force the player to pace themselves, they can be an ongoing   |
 threat, especially if approaching the player from both sides.                |
                                                                              |
 Boos will not move while Mario is facing them, but as soon as he turns his   |
 back they will resume their pursuit.                                         |
                                                                              |
 If placed directly above a platform or the ground, they behave differently.  |
 They will move back and forth across the platform they are placed on, even   |
 if Mario is looking at them. Occasionally they will sink into the ground and |
 hide, resurfacing moments later. This can ambush players if they're not      |
 careful.                                                                     |
                                                                              |
 Boos can be defeated in few ways, including by touching Mario while under    |
 the effects of a Star, or if Mario is wearing a Spinie helmet and jumps into |
 them from below.                                                             |
                                                                              |
 Shaking a Boo with the stylus will toggle between normal Boos, and rotating  |
 Boo Brothers. Boo Brothers only have a single gap that is safe to pass, and  |
 they don't pursue Mario. Otherwise they behave as if they were composed of   |
 several normal Boos, including being susceptible to the same attacks.        |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.4-7 |    Dry Bones    |    Dry Bones    |    Dry Bones    |    Dry Bones    |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Enemy  | Ghost House | Movement*|   Yes*   |   No   |    Yes    |    Yes   |
------------------------------------------------------------------------------|
                                                                              |
 * Damage type is 'Touch' in an Underwater course.                            |
                                                                              |
 * Gravity type is 'No' in an Underwater course.                              |
                                                                              |
------------------------------------------------------------------------------|
                                                                              |
 Dry Bones are fairly standard enemies. They walk along a predictable path,   |
 back and forth across a platform, turning around at its edge. However, when  |
 defeated by a jump attack or many other attacks, they collapse into a pile   |
 of bones that eventually reassembles and allows them to continue patrolling. |
                                                                              |
 In Super Mario World Style, Dry Bones will occasionally stop to throw a bone |
 in the direction it is facing. These bones will harm Mario if hit by one.    |
                                                                              |
 Dry Bones can be destroyed completely by touching Mario while he is powered  |
 up by a Star, by jumping into them from below while wearing a Spinie helmet, |
 by luring them under a Thwomp, or by waiting until they are in front of a    |
 coin and then hitting a P-Switch to turn the coins into blocks.              |
                                                                              |
 In underwater levels, Dry Bones will change into Fish Bones as soon as the   |
 level is played (although they will look like Dry Bones on the creation      |
 screen). Fish Bones will lazily patrol back and forth until Mario comes      |
 within range, after which their eyes will glow and they will lock on to      |
 Mario's position and charge. Once they begin their charge, they do not home  |
 in on Mario, so they can be avoided simply by waiting for them to charge and |
 then moving out of the way. If a charging Fish Bones touches a block, it     |
 will be destroyed.                                                           |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.4-8 |    Magikoopa    |    Magikoopa    |    Magikoopa    |    Magikoopa    |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Enemy  | Ghost House | Movement |   Yes    |   No   |    Yes    |    Yes   |
------------------------------------------------------------------------------|
                                                                              |
 Magikoopas are wizard enemies that teleport around the area they are placed  |
 in and throw magic bolts at Mario. If one of these bolts hits a Brick Block, |
 Rotating Block, ? Block, or Hard Block, it will transform the block into one |
 of several random items. It could be an enemy such as a Goomba or Koopa      |
 Troopa, or it could be a powerup such as a Super Mushroom or coins.          |
                                                                              |
 Giant Magikoopas have a different pool of random items. You may see bursts   |
 of many coins instead of one, Giant Boos, or even small Fire Bars.           |
                                                                              |
 The random nature of their transformations makes them an unusual choice for  |
 areas that are meant to be precision areas of skill. The fact that they can  |
 teleport to random locations or potentially summon other enemies at a        |
 location not specified by the creator means they can circumvent jumping      |
 puzzles in ways that the creator did not intend, such as by allowing Mario   |
 to reach an unintended height by jumping on an enemy that isn't meant to be  |
 there. Be mindful of this while placing Magikoopas.                          |
                                                                              |
 Magikoopas can be defeated by any attack or by jumping on their heads.       |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.4-9 | Invisible Block | Invisible Block | Invisible Block | Invisible Block |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Block  | Ghost House |   None*  |    No    |   No   |     No    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 * Damage type becomes 'Psychological' if over-used in areas where the player |
   thinks they can make the jump in front of them only to hit an Invisible    |
   Block placed strategically in the jump trajectory, and fall to their doom. |
   ( Just kidding )                                                           |
                                                                              |
------------------------------------------------------------------------------|
                                                                              |
 One of my personal favourite level elements when used sparingly and          |
 intelligently, Invisible Blocks behave exactly like ? Blocks, except the     |
 player cannot see them until they jump into them from below, at which point  |
 they will become visible and release the item hidden inside (or a single     |
 coin if there is none).                                                      |
                                                                              |
 Mario can pass through Invisible Blocks while they are invisible, but as     |
 soon as they have become visible, they are solid blocks that Mario cannot    |
 destroy on his own. He can, however, destroy them while wearing a Spinie     |
 helmet.                                                                      |
                                                                              |
 Invisible Blocks can trick players in many ways, such as covering the exit   |
 to a pit with them and forcing a player to go down an alternate path if they |
 fall through, or making seemingly easy jumps deadly to a reckless player by  |
 placing them in the way of where the player needs to jump.                   |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.4-10|       Vine      |       Vine      |       Vine      |       Vine      |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
  Utility | Ghost House |   None   |    No    |   No   |    Yes    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 Vines are essentially ladders. The creator can specify their length, and the |
 player can climb up or down them to reach heights that they normally could   |
 not.                                                                         |
                                                                              |
 If a Vine is hidden in a block, triggering that block will make the Vine     |
 continue to grow upwards regardless of specified length. If you want a Vine  |
 spawned in this way to stop growing, place a block where you would like it   |
 to stop - upon contact with any block, the Vine will cease to grow.          |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.4-11|     P-Switch    |     P-Switch    |     P-Switch    |     P-Switch    |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
  Utility | Ghost House |   None   |    Yes   |   No   |    Yes    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 When Mario jumps on a P-Switch or triggers it another way (such as it being  |
 hit by a Thwomp's stomp, or hitting it with a kicked shell), a number of     |
 things will happen temporarily that can change the way the course works.     |
                                                                              |
 Coins will transform into Brick Blocks, and Brick Blocks will transform into |
 Coins. Also, Conveyor Belts will cease to function, instead becoming normal  |
 platforms for the duration of the P-Switch.                                  |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.4-12|     Warp Door   |     Warp Door   |     Warp Door   |     Warp Door   |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
  Utility | Ghost House |   None   |     No   |   No   |     No    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 Warp Doors are placed in pairs. If Mario is standing in front of one and the |
 player pressed up on the D-Pad, Mario will walk through one door and then    |
 reappear at the door paired with it. This can be used to section off parts   |
 of your level, or to create shortcuts.                                       |
                                                                              |
 Note that when Mario reappears from a Warp Door, most level elements will be |
 re-loaded to their original positions. This can be useful for ensuring that  |
 parts of the level work as intended, such as ensuring Hammer Bros are in the |
 right place when Mario appears at the start of the area that the creator     |
 intended for the player to encounter them. Even defeated enemies will be     |
 respawned.                                                                   |
                                                                              |
 Level elements that are not reloaded in this way are Invisible Blocks (they  |
 stay revealed if the player has done so), ? Blocks that have released the    |
 item hidden inside, any blocks that have been destroyed, and coins that have |
 been collected.                                                              |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.5-1 |     Muncher     |     Muncher     |     Muncher     |     Muncher     |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Enemy  |      ?      |   Touch  |    Yes   |  Yes*  |    Yes    |    Yes   |
------------------------------------------------------------------------------|
                                                                              |
 * Shaking a Muncher with the stylus does not change its behaviour. Instead,  |
   it causes the Muncher to spawn flies. 'Swatting' the flies with the stylus |
   will launch a fly swatting minigame similar to the one found in Mario      |
   Paint on the Super Nintendo.                                               |
                                                                              |
------------------------------------------------------------------------------|
                                                                              |
 Munchers are usually stationary (unless given wings) creatures that snap at  |
 the sky hungrily. They aren't defeated by fireballs from Fire Mario or by    |
 normal attacks, and are even immune to kicked shells and Thwomps. The only   |
 real way to defeat them is to touch them while powered up by a Star, or by   |
 hitting a POW Block while they are touching the ground.                      |
                                                                              |
 They can also be safely traversed while riding Yoshi or a Goomba Boot.       |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.5-2 |     Wiggler     |     Wiggler     |     Wiggler     |     Wiggler     |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Enemy  |      ?      | Movement |    Yes   |   Yes  |    Yes    |    Yes   |
------------------------------------------------------------------------------|
                                                                              |
 Wigglers are worm-like enemies that are reasonably slow and predictable.     |
 They turn around when they reach the end of a platform, and don't directly   |
 charge at Mario normally.                                                    |
                                                                              |
 Jump on a Wiggler, however, and it will enrage, becoming faster and trying   |
 to actively attack Mario. It otherwise behaves similarly to its non-enraged  |
 self.                                                                        |
                                                                              |
 Wigglers can't be harmed by fireballs from Fire Mario, but they can be quite |
 easily dispatched with a tail whip from Raccoon Mario or a spin attack from  |
 Cape Mario, and can be swallowed by Yoshi.                                   |
                                                                              |
 Shaking a Wiggler with the stylus will toggle between its normal and enraged |
 states.                                                                      |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.5-3a|   Boot Goomba   |   Boot Goomba   |        -        |        -        |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
  Enemy*  |      ?      | Movement*|    Yes   |  Yes   |    Yes    |    Yes   |
------------------------------------------------------------------------------|
                                                                              |
 * Boot Goomba only appears in Super Mario Bros. and Super Mario Bros. 3      |
   Styles. In the other Styles, it is a Yoshi Egg instead. See the entry      |
   below this one for the Yoshi Egg information.                              |
                                                                              |
 * Item Type becomes 'Vehicle' when the Goomba inside the boot is defeated.   |
                                                                              |
 * Damage Type becomes 'None' when the Goomba inside the boot is defeated.    |
                                                                              |
------------------------------------------------------------------------------|
                                                                              |
 Boot Goombas can be defeated like any other - by jumping on their head. If   |
 defeated in this way, their boot is left behind, which Mario can jump into   |
 and use as a vehicle. While in the boot, Mario can traverse normally         |
 hazardous objects such as Spike Traps, and can safely walk across Munchers   |
 or defeat spikey enemies by jumping on them.                                 |
                                                                              |
 While riding in a Boot, Mario has an extra layer of protection. Combined     |
 with a transformative powerup and a helmet, Mario can survive up to four     |
 damaging hits before he is defeated.                                         |
                                                                              |
 Shaking a Boot Goomba with the stylus will toggle between normal and         |
 high-heel varieties. The difference between them is purely cosmetic.         |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.5-3b|        -        |        -        |    Yoshi Egg    |    Yoshi Egg    |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
 Vehicle  |      ?      |   None   |    Yes   |   No   |    Yes    |    Yes*  |
------------------------------------------------------------------------------|
                                                                              |
 * Yoshi Eggs only appear in Super Mario World and New Super Mario Bros. U    |
   Styles. In the other Styles, it is a Boot Goomba instead. See the entry    |
   above this one for the Boot Goomba information.                            |
                                                                              |
 * When in Giant Form, a Yoshi Egg will spawn two Yoshis instead of a Giant   |
   Yoshi. Unfortunately!                                                      |
                                                                              |
------------------------------------------------------------------------------|
                                                                              |
 Yoshi is a very popular character in the Mario universe. This dinosaur mount |
 allows Mario to take an additional hit before losing any powerups, and       |
 when this happens, Yoshi simply takes off instead of being destroyed. This   |
 means that with careful timing, Mario can keep Yoshi for long periods of     |
 time despite suffering damage.                                               |
                                                                              |
 Pressing the run button while riding Yoshi makes him shoot out his tongue,   |
 which will eat a wide variety of enemies. The effects of eating an enemy     |
 depend on the enemy - for example, eating a Koopa Troopa will allow Yoshi to |
 spit out its shell after the run button is pressed again, and eating a Lava  |
 Bubble allows Yoshi to spit out fireballs.                                   |
                                                                              |
 While riding Yoshi, Mario can safely walk across Spike Traps and Munchers,   |
 as well as on top of Thwomps.                                                |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.5-4 |    Propeller    |    Propeller    |    Propeller    |    Propeller    |
      |    Clown Car    |    Clown Car    |    Clown Car    |    Clown Car    |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
 Vehicle  |      ?      |   None   |    Yes   |   No   |    Yes    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 Propeller Clown Cars can be entered by Mario to give him a flying vehicle,   |
 but they are most commonly used for enemy encounters, especially with Bowser |
 or Bowser Jr.                                                                |
                                                                              |
 Any object placed in a Propeller Clown Car will make the Clown Car fly right |
 at Mario. You can place enemies and even powerups in one, so don't forget to |
 experiment!                                                                  |
                                                                              |
 Enemies will often change their behaviour while in a Propeller Clown Car, so |
 test your levels after placing them. For example, a Thwomp won't be able to  |
 stomp while riding one.                                                      |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.5-5 |     Mushroom    |     Mushroom    |     Mushroom    |     Mushroom    |
      |     Platform    |     Platform    |     Platform    |     Platform    |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
 Platform |      ?      |   None   |    No    |   Yes  |     No    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 Basically just platforms with a mushroom aesthetic, these act pretty much    |
 identically to Semi-Solid Platforms and Bridges.                             |
                                                                              |
 Shaking a Mushroom Platform with the stylus will cycle through available     |
 colours, allowing you to mix up your terrain a little.                       |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.5-6 |    Arrow Sign   |    Arrow Sign   |    Arrow Sign   |    Arrow Sign   |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
  Utility |      ?      |   None   |    No    |   No   |     No    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 Arrow signs are not solid. Both Mario, and enemies and their attacks will    |
 pass straight through them. They are used purely to give the player a clue   |
 (or potential lie) about where to go next.                                   |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.5-7 |      Track      |      Track      |      Track      |      Track      |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
  Utility |    Tracks   |   None   |    No    |  Yes*  |     No    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 * Only diagonal sections of Track are shakeable, and doing so will toggle    |
   between a straight diagonal track or different angles of a curved one.     |
                                                                              |
------------------------------------------------------------------------------|
                                                                              |
 Tracks are very useful utilities that allow you to specify paths of all      |
 kinds of items. You can use it to specify where Lifts go, you can place      |
 enemies on Tracks to have them move in an intended way, and you can even     |
 place powerups on them to mix up their behaviours. Experiment with Tracks to |
 add extra timing depth or complexity to your levels!                         |
                                                                              |
 Tapping a Track's end node will toggle between a square peg and a small      |
 circular one. Square pegs will make anything on that track turn around and   |
 go back the other way, whereas circular ones will make items following the   |
 track continue to move, even if that means falling off of the track.         |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.5-8 |     Conveyor    |     Conveyor    |     Conveyor    |     Conveyor    |
      |       Belt      |       Belt      |       Belt      |       Belt      |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
  Utility |    Tracks   |   None   |    No    |   Yes  |     No    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 Conveyor Belts do exactly what you would expect them to do - they move items |
 placed on them in the direction that they rotate. This can be used to make   |
 certain enemies move faster, or to transport powerups, or simply to make     |
 ledges next to pit drops or traps more dangerous.                            |
                                                                              |
 If Mario activates a P-Switch, Conveyor Belts will cease functioning for the |
 duration of the effect.                                                      |
                                                                              |
 Shaking a Conveyor Belt with the stylus toggles between standard and high    |
 speed varieties.                                                             |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.5-9 |     Grinder     |     Grinder     |     Grinder     |     Grinder     |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
  Hazard  |    Tracks   |   Touch  |    No    |   Yes  |     No    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 Grinders are reasonably straight-forward hazards. As you might expect from a |
 giant, rotating circular saw blade, they harm Mario upon touching them.      |
                                                                              |
 They are often found travelling along Tracks.                                |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.5-10|   Chain Chomp   |   Chain Chomp   |   Chain Chomp   |   Chain Chomp   |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Enemy  |    Tracks   |   Touch  |    Yes   |   Yes  |    Yes*   |    Yes   |
------------------------------------------------------------------------------|
                                                                              |
 * Hiding a Chain Chomp in another Item will always result in it being of the |
   unpegged variety.                                                          |
                                                                              |
------------------------------------------------------------------------------|
                                                                              |
 Chain Chomps are iconic Mario enemies that basically consist of an iron ball |
 with fangs attached to a peg by a chain. They occasionally lash out in a     |
 Mario's direction and stretch their chain to maximum length in doing so. If  |
 Mario isn't close enough, they lash out in random directions instead.        |
                                                                              |
 Chain Chomps are dangerous mainly because they aren't defeatable by normal   |
 means. Only Mario empowered by a Star or hitting a POW Block will really     |
 stop them for good.                                                          |
                                                                              |
 Mario can perform a stomp attack on the peg of a Chain Chomp to set it free  |
 in the New Super Mario Bros. U Style.                                        |
                                                                              |
 Shaking a Chain Chomp with the stylus will toggle between a normal, pegged   |
 Chain Chomp and an unpegged one that is free to bounce and terrorize the     |
 countryside.                                                                 |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.5-11|     Ice Block   |     Ice Block   |     Ice Block   |     Ice Block   |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
   Block  |    Tracks   |   None   |    No    |   No   |     No    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 Ice Blocks act similarly to Hard Blocks, except Mario struggles to maintain  |
 any traction on them. Running too fast on Ice Blocks may make the player     |
 slide into a hazard on the other end if they don't turn around in time.      |
                                                                              |
 A giant Thwomp stomp, the blast from a Bob-omb, a fireball or stomp attack   |
 from a giant Bowser, and Mario whilst powered up with a Big Mushroom (not a  |
 Super Mushroom) can all destroy Ice Blocks with varying degrees of success.  |
 They can also be broken by jumping into them from below while wearing a      |
 Spinie helmet.                                                               |
                                                                              |
------------------------------------------------------------------------------|
##############################################################################|
------------------------------------------------------------------------------|
      |      SUPER      |      SUPER      |      SUPER      |    NEW SUPER    |
 ITEM |      MARIO      |      MARIO      |      MARIO      |      MARIO      |
 NO.  |      BROS.      |     BROS. 3     |      WORLD      |     BROS. U     |
------+-----------------+-----------------+-----------------+-----------------|
2.5-12|   One-Way Wall  |   One-Way Wall  |   One-Way Wall  |   One-Way Wall  |
------------------------------------------------------------------------------|
------------------------------------------------------------------------------|
   TYPE   |     SET:    |  DAMAGE: | GRAVITY: | SHAKE: | HIDEABLE: |  GIANT:  |
  Utility |    Tracks   |   None   |    No    |   No   |     No    |    No    |
------------------------------------------------------------------------------|
                                                                              |
 Very useful for puzzle areas and for enforcing boss fights, a One-Way Wall   |
 does exactly as its name suggests - it prevents anything from moving through |
 it from the specified direction.                                             |
                                                                              |
 They can be used for any number of things, such as preventing backtracking,  |
 trapping players in dangerous areas, or as puzzle sections in maze-like      |
 platforming areas.                                                           |
                                                                              |
------------------------------------------------------------------------------|

###############################################################################
===============================================================================


                                   [ 3.0 ]

                            PSYCHOTICSQUID'S LEVELS


===============================================================================
###############################################################################


 Here, I will shamelessly plug my own levels to try and get more unique plays.
 Feel free to skip this section, but I figured if I was going to put the time
 and effort into writing this guide, some people may want to see what I have
 to offer.

 I usually like to lean towards making challenging levels, although I can't
 stand ones with cheap deaths such as blind jumps, enemies spawned on top of
 Mario right at the start, etc. I'm not above punishing a reckless player with
 strategically placed Invisible Blocks or Thwomps, though.  ;)

 I will do my best to rate them by difficulty, although obviously I may be
 affected by unintended bias when I do so. If you try one of these levels and
 you feel the difficulty rating is way off, please don't hesitate to contact
 me.

 Please don't forget to give me a star if you enjoyed my level! The more stars
 I have, the more levels I can upload.

 Please, however, do *NOT* contact me to request your own levels be featured
 in this section. I will ignore all of these requests, even if I actually
 play and like your level.

===============================================================================

                            3.1 - CAVE OF HORRORS

                             17DE-0000-001C-6786

-------------------------------------------------------------------------------
                          DIFFICULTY RATING:  3.5/5
-------------------------------------------------------------------------------

 This was my first uploaded level, when I had not yet unlocked all of the Items
 in the game. Still, I feel I have managed to create some interesting puzzles
 with what I had on-hand that made it more than a simple run-right-and-win.

 The very start in particular has claimed a large percentage of the lives that
 have been thrown at it. Use careful timing and go for it!

-------------------------------------------------------------------------------
===============================================================================
-------------------------------------------------------------------------------

                            3.2 - CASTLE OF CURSES

                             E38A-0000-002E-41CC

-------------------------------------------------------------------------------
                            DIFFICULTY RATING:  4/5
-------------------------------------------------------------------------------

 Probably my hardest level at the moment, it has been called "Castle Of Cheap
 Tricks" by one commenter and some of the deaths may make you feel a bit sore
 if you like to play recklessly. Tread carefully!

-------------------------------------------------------------------------------
===============================================================================
-------------------------------------------------------------------------------

                            3.3 - PUZZLE DUNGEON

                             4AFD-0000-002E-E21C

-------------------------------------------------------------------------------
                           DIFFICULTY RATING:  3/5
-------------------------------------------------------------------------------

 Not a particularly hard level, the Medium difficulty rating is based more on
 the fact that the level is divided into "rooms" which have some kind of puzzle
 that needs to be figured out to proceed. Some of these I imagine will be hard
 to complete without at least one death. Once you know how to pass each room,
 though, the level becomes pretty drastically easier.

-------------------------------------------------------------------------------
===============================================================================
-------------------------------------------------------------------------------

                            3.4 - PUZZLE DUNGEON 2

                             0787-0000-0035-1CB2

-------------------------------------------------------------------------------
                          DIFFICULTY RATING:  3.5/5
-------------------------------------------------------------------------------

 I liked the idea of the first Puzzle Dungeon enough to make a "sequel". This
 one, however, does feature some genuine moments of difficulty, rather than
 being a process of understanding. There are still puzzles to be solved though,
 so good luck, and get your thinking cap on!

-------------------------------------------------------------------------------
===============================================================================
-------------------------------------------------------------------------------

                            3.5 - FLYING FORTRESS

                             3EF2-0000-003A-864F

-------------------------------------------------------------------------------
                           DIFFICULTY RATING:  2/5
-------------------------------------------------------------------------------

 I really like the airship levels from Super Mario 3, and this was my attempt
 to kind of capture that vibe. It is also significantly easier than my other
 levels before it, because in the hunt for more stars and more upload slots,
 I wanted to make something a little more accessible and fun to the average
 player.

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                              3.6 - THE GAUNTLET

                             796F-0000-003A-F59C

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                           DIFFICULTY RATING:  3/5
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 This level is basically a series of encounters divided up into rooms via Warp
 Doors. In between each major encounter, the player can choose from either a
 Fire Flower or Raccoon Leaf powerup. Choose wisely - the level is designed so
 that specific parts of each section are made easier with each powerup.

 Overall, due to the prevalence of powerups, not a particularly hard level.

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                                   [ 4.0 ]

                               SPECIAL THANKS


===============================================================================
###############################################################################

 During the creation of this guide, I referenced the Super Mario Maker Wiki
 several times to clarify the names of certain items and their behaviours. I
 would like to thank the SMMW Community for their time and effort in compiling
 the list of level elements.

 I would also like to thank the GameFAQs boards for Super Mario Maker, in
 particular CapnMuffin's "Mini FAQ and Info Thread" for helping me clarify
 things such as the object limits, the fly swat minigame, switching between
 left or right hand stylus, and more.

 I'd also like to thank SpacePirateKhan for his information on quickly
 triggering the unlock process, which I used in this guide.


###############################################################################
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                                   [ 5.0 ]

                               VERSION HISTORY


===============================================================================
###############################################################################

                                    v1.0
-------------------------------------------------------------------------------
 Completed the Basics, Item List, PsychoticSquid's Levels, Special Thanks, and
 Contact / Legal sections of the guide.

                                    v1.1
-------------------------------------------------------------------------------
 Removed the "100 Mario Challenge Walkthrough" and "100 Mario Challenge Guide"
 sections, as I doubt I'll be able to devote the time to these, plus there are
 already guides available for these. Also added information for unlocking items
 quickly that was not available at the time of writing the initial guide.


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                                   [ 6.0 ]

                          CONTACT / LEGAL INFORMATION


===============================================================================
###############################################################################

 If you would like to contact me for feedback, constructive critique, informing
 me of any errors made, informing me of unauthorized use of my guide, or
 similar, you can reach me at:

-------------------------------------------------------------------------------

 psychoticsquid (at) hotmail (dot) com

-------------------------------------------------------------------------------

 I will of course mention you in the Special Thanks section if your information
 leads to the direct modification of this guide in any way that benefits it.

===============================================================================
###############################################################################
===============================================================================

 This document is copyrighted to me, PsychoticSquid (Rick Steen). It is
 intended for private use ONLY. It cannot be used in ANY form of printed or
 electronic media involved in a commercial business, in part or in whole, in
 any way, shape, or form. It cannot be used for profitable or promotional
 purposes, regardless of the situation. Breaking any of these rules is in
 direct violation of copyright law.

 This document is protected by copyright law and international treaties.
 Unauthorized reproduction and distribution of this document, or any portion
 of it, may result in severe civil and criminal penalties, and will be
 prosecuted to the maximum extent possible under the law. Any characters,
 names, places, or miscellaneous objects are copyright of their respective
 companies.

 I grant a user intending to use this guide - for private purposes ONLY - the
 limited right to save a copy of this document to their hard drive and/or print
 it for their own use, so long as no other terms of these legal conditions are
 violated.

 I do not grant permission to any site other than GameFAQs to host this
 document. Please do not contact me to request its use if you represent any
 other entity. I do not wish to maintain multiple versions and multiple
 accounts across multiple websites. I write guides EXCLUSIVELY for GameFAQs.