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by OddballXP

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FAQ/Strategy Guide by OddballXP

Version: 3.5 | Updated: 03/04/16

Super Mario Maker
Released September 11 2015 to Nintendo Wii U
Copyright Nintendo
Super Mario Maker version 1.?? released March 9, 2016

Guide written by OddballXP
Last updated on March 3, 2016

Introduction


For years, eager Mario fans have been modding existing games so they could make their own levels.

From this practice, famous level "genres" have emerged, from the near-impossible Kaizo Mario levels, to tricky puzzle-platforming levels, to the incredibly easy yet complex Automatic Mario levels.

With the release of Super Mario Maker, now the creation of Mario levels are made easy and accessible to all kinds of people! I hope you'll have fun experimenting, creating, playing, and sharing.

Controls during creation


Tap the screen:
Hits buttons, of course! When tapping inside the grid, it places a single item down.

Tag and drag: Slides an item. You can slide an item from the icons above into the grid, you can slide an item from place to place in the grid, and with certain items like ground blocks, you can slide along the grid to place lots of that item at once in a line. Sliding near the edge of the screen will make the screen scroll that direction.

Shake/wave around while dragging: Doing this with an object has various effects, covered in the Stage Creation Interface section.

Control sticks: Moving either control stick will scroll the screen, as well as move Mario's spawn location.

Control stick "click": (To do this, push inward on one of the control sticks as if it were a button.) This changes the appearance of the hand that shows up on the TV screen while tapping/dragging. Also switches between left and right handedness depending on which control stick you click.

+/start button: Brings up the Main Menu.

-/select button: Play your level from the beginning.

Controls during platforming


These controls can also be found explained (in a different way) in the electronic manual in-game.

Universal controls

+/start button: Pauses game.

Left control stick, or Directional pad: Moves Mario in four directions. Left and right is used for walking. Down will make Mario crouch down, unless he is too small at the time. Up/down is only used for doors, pipes, climbing vines, and piloting clouds/vehicles. Bump into a Koopa shell from the side to send it spinning forward.

Y or B button (GamePad), or 1 button (Wiimote): Hold down to start running. If you got a Fire Flower, then you can also tap Y to shoot fireballs.

A or B button (GamePad), or 2 button (Wiimote): Jump. Tap briefly for a shot hop, hold down for a tall leap. Jump with good timing when you hit an enemy's head or a bouncy block to leap up high.

(In the settings menu, you can choose between two settings: X and Y assigned to running and B and A assigned to jumping, OR Y and B assigned to running and X and A assigned to jumping. Choose whichever setup you find more comfortable, keeping in mind you will have to hold down the run button while tapping the jump button.)

Special controls

All modes except Super Mario Bros 1:

Run button: Hold down while Mario touches certain objects (e.g. Koopa shells, deactivated Bob-ombs) to pick them up. Let go of the button to throw the object forward. Let go of the object while holding the control stick/pad down to put the object down gently.


Super Mario World mode only:

Run button: Let go of the object while holding the control stick/pad up to throw the object straight up in the air.

L or R or ZL or ZR buttons (GamePad), or shake controller (Wiimote): Mario does a spin jump. This can break basic blocks below Mario, unless he's small. It can pulverize foes in a different way (e.g. destroy Koopa and the shell too). And it can even let Mario bounce on spiky things (except Munches, Spike Traps, and Grinders) without getting hurt.


New Super Mario Bros U mode only:

L or R or ZL or ZR buttons (GamePad), or shake controller (Wiimote): Mario does a spin jump. This works the same way as in Super Mario World, with a couple small bonuses: After getting a Fire Flower, a spin jump can be used to throw fireballs in two directions at once. If Mario spins in midair, he'll gain just a little extra hang time, useful for making a long jump just a little bit longer.

Jump button: While constantly running, try jumping again right when Mario lands from his first jump. This results in a double jump, which is a little better. Do it again when he lands and Mario triple jumps, which makes him somersault and jump even better.

You can also press Mario against a wall with the control stick while he's airborne. At that point, you can press jump to perform a wall jump, or let him slide down the wall at a slower speed than normal falling.

Down on control stick or D-pad: Do this in midair and Mario will halt in place and drop straight down. It's called a Ground Pound, and can be used to break Brick Blocks (as long as Mario's big), trigger Question Blocks, and defeat foes. You WILL drop like a rock. Be careful where you do it. It can be cancelled by tapping upward.

Power-up controls

Super Mario Bros 1 - Mystery Mushroom:

Up on control stick or D-pad: Do a taunt or pose, and make a special noise.


Super Mario Bros 3 - Tanooki aka Raccoon Mario:

Run button: Mario whips his tail forward. Used to hit foes or blocks from the side.

Jump button: Press button repeatedly while falling to slow Mario's fall. Good for making long jumps even longer, or landing more accurately.

Run and Jump button: Mario can jump high into the air if you run for a long enough time to get to top speed (you'll know you hit top speed when Mario puts his arms out to the sides). At that point, jump repeatedly to fly up high. Only lasts a limited time.


Super Mario World - Cape:

Run button: Mario whips his cape forward. Used to hit foes or blocks from the side.

Jump button: Hold down while falling to slow Mario's fall. Good for making long jumps even longer, or landing more accurately.

Run and Jump button: Mario can jump high into the air if you run for a long enough time to get to top speed (you'll know you hit top speed when Mario puts his arms out to the sides). At that point, keep running and hold jump to fly up high. Only lasts a limited time. At that point, you can control your flight with the control stick/D-pad. To continue flying forward, hold jump and rock the control stick/D-pad left and right. Or, you can do a nosedive and slam into the ground by holding forward.


New Super Mario Bros U - Propeller:

L or R or ZL or ZR buttons (GamePad), or shake controller (Wiimote): Fly way up high. While falling, keep pressing/shaking to fall more slowly.

Down on control stick or D-pad: Hold this down in midair and Mario will halt in place and drop straight down. It's similar to a Ground Pound, and can be used to break basic bricks (as long as you're big enough) and defeat foes. Unlike a Ground Pound, it can be cancelled before you hit the ground by no longer holding down.


Riding Yoshi:

(Super Mario World and New Super Mario Bros U)

Fist of all, simply Jump on top of Yoshi to ride him.

Run button: Yoshi sticks out his tongue to eat foes, and even power-ups. If you ate a shelled enemy, press it again to spit the shell out and send it spinning forward.

L or R or ZL or ZR buttons (GamePad), or shake controller (Wiimote): Dismount Yoshi.


Riding Kuribo's Shoe:

(Super Mario Bros 1 or Super Mario Bros 3)

L or R or ZL or ZR buttons (GamePad), or shake controller (Wiimote): Dismount shoe.

Stage creation interface


Let's cover all the different buttons to tap in the stage creation screen. If there is anything here I list that isn't present in your game, you simply haven't unlocked it yet. See Unlockables section.

Game styles (top left corner)

Brings down a drop-down list. Tap one to choose what Mario game you want your level to look like. Keep in mind that the mechanics will change (see controls section).

Course themes (just below that)

Brings down a drop-down list. Tap one to choose a theme or a location setting. The background, music, and some of the blocks' visual appearances will change. Mechanics will not change, but the end goal might.

Palette

The palette is the horizontal bar up top, and it contains all the elements for you to put in your level, from blocks to power-ups to enemies. Here's how it works: if you tap an icon, that element is selected, and you can then tap or draw on the grid to place that item. You can also drag FROM the icon to the grid below. Vice versa, you can drag something from the grid into the palette to get rid of it.

Tap the arrow on the right to expand the full palette, and choose which row you want to use right now. The number on the left shows you which row you're on. If you don't like how the rows are set up, you can tap Customize to start rearranging elements by dragging. The sixth row is reserved for your "favourites" - a good row to put elements that you're using most often in your current level.

As well as dragging elements down from the icons, after you do that, some of them can be shaken (drag your stylus about rapidly) to change the element in some way. I'll go over how that works for each individual item. Usually when you do so, the icon up top will change so all items after that will stay in that second state of being, until you re-shake one of them to turn it back.

Some elements can be dragged inside of other ones (e.g. put a coin in a block, or put a mushroom in Mario or in an enemy). Enemies can be stacked on each other's heads. All block types, as well as coins, can be "drawn" on the screen, since placing them one by one would be a pain.

The Palette elements themselves are covered in another section.

Eraser (blue icon on right)

Toggles "erasing mode" on and off. Sliding or tapping the grid during this mode will erase things. Don't forget to toggle it off before you start working on your level again. (You can also tap the empty space where the Palette was to exit erasing mode.) As a shortcut, you can hold L + ZL, or R + ZR to toggle this mode too - just hold down both buttons while you touch the grid.

Undo Dog

The Ctrl-Z of Mario Maker. Tap it to undo your last action, tap it again to undo the action before that. You can undo 21 actions before Undo Dog stops working. (There's no redo function, sorry.)

Reset Rocket

Hold this down for three seconds to blow up all your hard work and start fresh.

Mario

The man himself. You can move him around on the level with the control stick, or by dragging him with the stylus. You can shake him if you want him to become Super Mario, or get rid of his power-up.

Trial Play (black clapperboard in bottom left corner)

Test play the level. Mario will start from wherever he is on the screen at the time. (Or you can press the -/select button to start from the beginning.) When Mario dies, or when you tap the clapperboard again, you go back into editing mode.

Mario's Trail (little Mario icon in bottom left)

Toggles Mario's trail visible and invisible. Whenever a Trial Play ends and you go back to the editor, a trail of the path Mario took shows up onscreen. This is useful for figuring out just how far and high Mario can jump, and where to put blocks and enemies accordingly.

Main Menu (yellow icon in top right corner)

From here you can go to the title screen (door icon), or go play a different mode, or open the Coursebot menu, or notifications (bell icon), or settings menu (wrench icon), or electronic manual (green question mark icon).

Coursebot

The Coursebot icon inside the yellow main menu takes you to a slightly different screen than the one you see when you tap Coursebot from the level creation screen. The latter lets you load, save, and upload. The Coursebot from the main menu is the only one where you can perform every action, like deleting levels.

Start and Goal Points (Yellow circles at the beginning and end of the level)

Dragging the yellow dot at the start of the level lets you move it up or down, along with the ground that begins the level.

Dragging the yellow dot at the end of the level up and down does the same thing, but you can also move it left and right to adjust how long your level is.

Course length/position (horizontal bar at bottom)

Sliding the grey rectangle left and right will scroll you through the level faster than the control stick does.

Touching the S or G icons brings you quickly to the start or to the goal. The G icon can also be dragged left and right to adjust how long your level is.

Time limit (number at top right)

This is where you set the time limit for your level, and you can also decide if you'd like it to autoscroll (and how fast).

Sub Area (little number in bottom left, beside Mario's trail)

Tap here to switch between the main area and the sub area that Mario goes into when he enters a pipe. The sub-area can be thought of as the basement or the sky, and gives you much more area to work with.

Shoulder button shortcuts

Erase: Hold L and ZL, or R and ZR while touching the screen to erase things.

Select multiple: Hold L or R while sliding on the screen to create a rectangle. When you let go of L or R and the stylus, everything inside the rectangle is selected. Now you can drag it as a whole group to move it around. (You can even shake multiple things at once!)

Copy: Hold ZL or ZR while sliding something on screen to copy it from one place to another. (You can also do this after you've selected multiple elements!)

+/start button: Main Menu

-/select button: Play your level from the beginning.

Palette elements


The palette is the horizontal bar up top, and it contains all the elements for you to put in your level, from blocks to power-ups to enemies. Here's how it works: if you tap an icon, that element is selected, and you can then tap or draw on the grid to place that item. You can also drag FROM the icon to the grid below. Vice versa, you can drag something from the grid into the palette to get rid of it.

Tap the arrow on the right to expand the full palette, and choose which row you want to use right now. The number on the left shows you which row you're on. If you don't like how the rows are set up, you can tap Customize to start rearranging elements by dragging. The sixth row is reserved for your "favourites" - a good row to put elements that you're using most often in your current level.

As well as dragging elements down from the icons, after you do that, some of them can be shaken (drag your stylus about rapidly) to change the element in some way. I'll go over how that works for each individual item. Usually when you do so, the icon up top will change so all items after that will stay in that second state of being, until you re-shake one of them to turn it back.

Some elements can be dragged inside of other ones (e.g. put a coin in a block, or put a mushroom in Mario or in an enemy). Enemies can be stacked on each other's heads. All block types, as well as coins, can be "drawn" on the screen, since placing them one by one would be a pain.

Let's check them out one by one.

Blocks

Breakable Block aka Brick Block

In most modes, this one looks like bricks. Mario can break it from below, unless he's small. Koopa shells can break them from the side. Thwomps, Bob-ombs, Spiny Helmets, and Bowser can break them too. In Mario Bros 3 or Mario World modes, Raccoon or Cape Mario can break them from the side. Mario can break it from above in Mario World or New Super Mario Bros U modes, unless he's small. In Mario World mode, the blocks are yellow with eyes, and they can only be broken from above with a spin jump - hitting them from below simply makes them spin for 4 seconds, allowing Mario and other things to pass through them.

You can drag coins, power-ups, certain objects, and enemies inside blocks. Then the thing will pop out when Mario hits them from below.

Question Block

You can drag coins, power-ups, certain objects, and enemies inside blocks. Then the thing will pop out when Mario hits them from below. By default, this block has a single coin inside.

After it's been hit, it acts like a Hard Block, even if it has a different colour. Even before it's hit, it can be broken by the same things a Hard Block can.

Hard Block

Items can't go in here. It also can't be broken by normal means. Only Bob-ombs, Giant Thwomps, Spiny Helmets, Giant Bowser (New Super Mario Bros U mode), and that truly huge Mario (from the 8-bit Mario Amiibo) can break them.

Ground

Not breakable. When placing Ground blocks in a row, sometimes elements will pop up on the surface, like railings and trees. These add some nice flavour to the design. If you don't like where one popped up, you can erase the ground below it and re-place it. You can also move or copy blocks and the design atop it will come along for the ride.

Depending on the mode and theme you're in, and the shape the ground combines to make, Ground will take on different appearances. Airship "ground" is especially complex.

Note Block

When Mario bumps this block from below, it makes a music sound. When he does it from above, it makes a music sound and he bounces. With a well-timed jump, he can use it as a trampoline. Mario's not the only one who can use them - anything affected by gravity will bounce when landing on one. (They don't bounce from the side.)

Shaking a Note Block will changes it into a Music Block. Now the sound it makes will vary in tone depending on how high it is in the level. Maybe you can make some neat music! Don't forget that enemies and objects can make them activate too, if you want the rhythm to be more predictable than what Mario does. Different objects and enemies bouncing on Music Blocks will make different types of sounds.

You can drag coins, power-ups, certain objects, and enemies inside Note and Music Blocks. Then the thing will pop out the top when Mario hits them from below. Or, they'll pop out the bottom when Mario bounces on the block. (Can't be triggered from the side.)

Hidden Block aka Invisible Block

This Block is totally invisible until it's hit from BELOW by Mario. When he does, it acts like Question Block that's been hit - Mario falls back down. Usually these blocks come by surprise, and if they make you Mario fall where he didn't want to, they can make the player very frustrated. After all, the player expected to be able to complete a full jump arc, and was just cut short.

On the other hand, Hidden Blocks are a good place to hide secret power-ups or 1-ups. They're a good way to make a hidden climbing blocks to get up a seemingly-too-high obstacle. In a line, they're a good way to make a secret bridge that has to be activated from below before it works. Etc.

You can drag coins, power-ups, certain objects, and enemies inside blocks. Then the thing will pop out when Mario hits them from below. By default, this block has a single coin inside. After it's been hit, it acts like a Hard Block, even if it's a different colour.

Cloud Block/Platform

Mario can jump through this platform from below, or from the sides - it's kind of one-way. It can be destroyed from above by Thwomps, Bowser's ground pound (Mario Bros 3 mode) and Giant Bowser (New Super Mario Bros U mode).

Donut Block

I wonder if they taste good? These blocks will begin to tremble if Mario walks on them, and if he stays on them for a second, the donut will fall. Mario can prevent them from falling by jumping in place repeatedly. Falling Donut Blocks can be ridden on the way down. After 2 seconds, Donut Blocks respawn.

Mario can jump through the platform from below, or from the sides - it's kind of one-way.

Thwomps also cause these to fall.

Ice Block

These blocks are slippery when Mario walks on them, making it hard to change direction or stop. They cannot be be melted by fire. They can be broken the same way as Hard Blocks.

POW Block

Hitting this block (with a ground-pound, with a shell or power-up, or by throwing it) makes all enemies who are touching the ground taste instant defeat, or at least be damaged. Coins fall to the ground for easy collection - unless they fall into a pit, of course.

POW Blocks are affected by gravity, so you can't have them floating in the air. If you want Mario to be able to hit one from underneath, put it on a platform that lets him pass through from underneath, like a Cloud Block or Semi-solid Platform.

In all modes except Mario Bros 1, Mario can pick this block up from the side and throw it to activate it. In Mario Bros 1 it's actually quite hard to activate since Mario lacks complex moves. A shell is needed, or the Cloud Block setup. POW blocks are the only carryable object that can be stood on (unless you count Yoshi carrying sideways springs).

Enemies

Goomba

"Marching straight ahead into the enemy's feet!"

Goombas can be defeated by one stomp on their heads, or with a power-up, or with a Koopa shell. Goombas given a Mushroom will be Big Goombas. Big Goombas split into two regular Goombas when stomped.

In Mario World mode, Goombas are instead Galoombas. Stomping on a Galoomba turns it upside-down. Upside-down Galoombas can be kicked around from the side, and picked up. Held or thrown upside-down Galoombas can't hit blocks, but can hurt enemies. Upside-down Galoombas will eventually wiggle and get back up.

Goombas have learned to swim underwater. They'll float in place, then target Mario in any direction when he's nearby. They can still be stomped from above.

Koopa

When Mario jumps on a Koopa, it retreats inside its shell. Jumping on the shell will make it shoot forward, sliding along the ground quickly, and reversing direction if it bumps into something. It's very dangerous into this state, to foes and Mario alike! The Koopa shell can also break bricks from the side or make items pop out of Question blocks. Jumping on a moving shell makes it stop, but it's tricky to time right.

Eventually, Koopa Shells will wiggle and the Koopa will come back out, making it dangerous again. It can even happen while Mario's holding it.

In Mario World mode, Koopas will get ejected from their shell when jumped on. The shell-less Koopa is now an enemy . If it comes in contact with an empty shell, it'll climb inside.

Green Koopas will walk forward until they fall off ledges, or reverse when they hit a wall or other enemy. If you shake a Green Koopa, it turns into a Red Koopa, which is smart enough to reverse direction if it comes to a ledge. Such brainy turtles!

A Raccoon tail swipe or Cape swipe will make the Koopa go into its shell. A Spin Jump, Ground Pound, or fireball will make the Koopa disappear, shell and all.

Green winged Koopas bounce around, while Red winged Koopas fly up and down in place in midair.

Huge Koopa shells can even break through Hard Blocks, Question Blocks, and the like.

Piranha Plant

Bite, bite, bite. Jumps can't kill these guys - Mario will get hurt, unless it's a Spin Jump. You can put them wherever you want, but traditionally they come out of pipes. When you do that, the Piranha Plant will stick its head out of the pipe, chomp at the air, then go back in. After a pause, it'll repeat. If Mario's touching the pipe, it won't come back out until he's left.

Shake a Piranha Plant to turn it into a Fire Piranha Plant, which point their heads to the side instead. These ones intermittently shoot a flying fireball toward Mario. They're decent at aiming toward Mario.

In Mario World mode Piranha Plants can jump! In pipes or on the ground. Fire ones cannot, though.

Lakitu

This baddie flies left and right in a horizontal line, atop his cloud, and tends to stick around Mario's vicinity for a long time before buggering off.

He likes to throw things down on Mario, too. By default, he'll throw Spinies, but you can drag lots of elements onto Lakitu to make him throw those instead - and not just one of them, lots of them intermittently. Coins, power-ups, several different enemies, vines, P-switches, Trampolines, and Lakitu Clouds can all be carried by Lakitus.

If Mario stomps on a Lakitu in-game, its cloud is left behind. Jumping on it will let him take a ride, flying in the sky with the control stick. The cloud has a limited time until it fades away and drops Mario out of it.

Lakitu Cloud

Shaking a Lakitu in the level creator makes Lakitu fall out and leave the cloud behind. Now you can place it in the level instead, or drag it inside Breakable blocks, Question blocks, Note blocks, Pipes, Bill blasters, and even other Lakitus to make those things spawn a Lakitu Cloud for Mario to ride in.

What's more, you can put things into Lakitu Clouds, too. Power-ups, Bill blasters, Bowser, Hammer Bros, Piranha Plants, Rocky Wrenches, Wigglers, Magikoopas, trampolines, cannons, Goombas, and Thwomps. They're limited to left and right movement, like a Lakitu. Even the inanimate objects do this!

Spiny

These four-legged spiky foes act much like green Koopas. They can't be jumped on, because that's rather painful. They're the ammo of choice for Lakitu.

Giving a Spiny wings will not only make them fly, but make them shoot spikes. Underwater Spinies bob up and down in place, rolled up in their spiky shell.

Spiny Shell aka Spiny Helmet

Shaking a Spiny will make it a Spiny Shell. Spiny Shells simply sit there, ready for Mario to pick up or bump. They work like a Koopa Shell, except they can't be jumped on for obvious reasons.

If Mario manages to get himself under a falling Spiny Shell, it'll attach to his head as a Spiny Helmet. Depending on how the level is set up, this can range from impossible to easy. A much easier way is for Mario to hold the Spiny Shell and duck, putting it on (this doesn't work in Mario Bros 1 mode since you can't hold shells). (Helmets can't be worn by Costume Mario.)

A Spiny Helmet kills any enemies that touch it. It can also be used to break Breakable Blocks, Question Blocks, Hard Blocks, and Ice Blocks from below. In fact, Mario can't get items or coins from Question Blocks with a Spiny Helmet on, at least not from below.

If Mario gets hurt (from the side or bottom) with a Helmet on, the Helmet falls off but Mario doesn't lose health.

Huge Spiny shells, when kicked, can even break through Hard Blocks, Question Blocks, and the like.

Bill Blaster

(Not to be confused with Cannons.)

A tall black launcher of Bullet Bills. Bullet Bills travel horizontally, can be jumped on from above, and even used to reach new heights. They pass through everything.

When placed, you can adjust a Bill Blaster's height by dragging the yellow mark. (You can't place it on the bottom of the screen, because it will just fall.)

Shaking a Bill Blaster turns it red. Now the Bullet Bills it shoots will home in on Mario. Regardless of the direction they point, red Bullet Bills can be jumped on from above.
On the other hand, a red Bill Blaster with some other non-bullet object loaded into it will fire at top speed.

You can drag coins, enemies, power-ups, and certain objects inside a Bill Blaster to make it shoot those instead of Bullet Bills. A Bill Blaster cannot be made to be empty.

If a solid object blocks the barrel of a Bill Blaster, then that side of the Blaster will not fire - not until the solid object is removed somehow. They also won't fire if Mario is touching it.

Bill Blasters are affected by gravity, and can squish Mario against other objects if moving.

Blooper

This squid has a funky movement pattern that makes it tricky to dodge. It can only travel down by going straight down. It can only travel to the side and upwards by using bursts of 45 degree diagonal movement. It's at home in an underwater level, but it can also float in the air in the same manner. It can't be stomped on underwater, but can in the air.

Bloopers are designed to float straight down until they reach a height just above Mario's head, if he is small or ducking. Once they reach that height, they'll swim diagonally upward, so as long as Mario doesn't leave the ground, they'll never hit him.

Shaking a Blooper turns it into a Blooper Nanny. These Bloopers have a trail of tiny baby Bloopers that follow them, making them even trickier to dodge.

Cheep Cheep

It's a fish! Shaking a Cheep Cheep changes its colour. Underwater, green Cheep Cheeps swim left forever, and red Cheep Cheeps swim back and forth left and right in a pattern. They can pass right through enemies, Ground, Blocks - anything. They can't be stomped on.

Putting a Cheep Cheep in a non-underwater level will make it bounce along the very bottom of the screen, as if there were water down there. It does a pattern of two short hops and then a higher jump, repeating. It can be jumped on. Red ones will aim their big third jump in Mario's direction, while green ones just go left forever.

It acts the same way in Castle levels, except the lava makes it be on fire! Now it can't be jumped on.

Hammer Bro

These baddies can shuffle left and right at random, jump vertically, and toss hammers in an arc.

When given a Super Mushroom, they turn into a large Sledge Bro. Sledge Bros have all their previous powers, with the an extra ability: when they jump and pound the ground, Mario will be frozen in place for 2 seconds, unless he's airborne.

Buzzy Beetle

These are small shelled creatures that walk on all fours. They act like Koopas, basically. They're impervious to fire.

You can place them next to a ceiling and they'll cling to it and walk along it. When Mario is near, they'll drop to the ground, and shell-spin forward.

A jump from Mario will make it a Buzzy Shell. Buzzy Shells simply sit there, ready for Mario to pick up or bump. They work like a Koopa Shell.

Huge Buzzy shells, when kicked, can even break through Hard Blocks, Question Blocks, and the like.

Buzzy Beetles with wings attached will behave like Para-Beetles. A small flying platform that travels straight-ish left when left alone, but travels diagonally up when Mario's standing on it.

Shell Helmet

Shaking a Buzzy Beetle makes it a Shell Helmet. (Note: Shell Helmets have no bottom, while Buzzy Shells have a bottom.) They also work like Koopa Shells, but with a key difference.

If Mario manages to get himself under a falling Shell Helmet, it'll attach to his head. Depending on how the level is set up, this can range from impossible to easy. A much easier way is for Mario to hold the Shell Helmet and duck, putting it on (this doesn't work in Mario Bros 1 mode since you can't hold shells). (Helmets can't be worn by Costume Mario.)

A Shell Helmet deflects dangers from above. If Mario gets hurt (from the side or bottom) with a Helmet on, the Helmet falls off but Mario doesn't lose health.

These shells can also be ridden on top while they're travelling.

Huge Buzzy shells, when kicked, can even break through Hard Blocks, Question Blocks, and the like.

Thwomp

Giant rectangles of stone, ready to plummet. Usually these are placed high on the stage. When Mario gets under it, or CLOSE to under it, the Thwomp will plummet to the ground with speed. Once they hit the ground, they'll slowly ascend back to where they were before.

Thwomps are also dangerous from the sides and even the top. You can however, spin jump on them, or walk on them with Yoshi or Kuribo's Shoe. Neither Mario nor the Thwomp will be hurt this way. They can only be defeated by Invincible Mario, or POW Blocks.

Thwomps can destroy Breakable Blocks and Cloud Blocks below them. They can't break Donut Blocks, but can make them fall. Thwomps pulverize power-ups and strike Question Blocks from above. Giant Thwomps can destroy Question Blocks, Hard Blocks, and Ice Blocks below them. Thwomps can even fall right out of the level if everything below them is breakable.

Thwomps can squish enemies up to and including Bowser himself, as well as your pal Yoshi. They can strike POW blocks from above too, but that will destroy them. Thwomps in normal Clown Cars will still plummet, though they're not deadly this way.

Lava Bubbles aka Podoboo

Small orbs of lava/fire that leap up and down. When placed in the air in any level, that will set their maximum height for jumping. They jump vertically out of the bottom of the screen, and fall back down, intermittently. (Cannot be spin jumped on.)

Bowser

King of the Koopas! Bowser spits fire, and hops around sometimes. His AI acts differently in different game modes.

He can't be jumped on. Fireballs and Koopa shells work, but he takes a number of hits. Three Bowsers can be in a level at the same time.

In Mario Bros 1 mode, Bowser jumps just high enough for Mario to run under, and he breathes fire that travels first diagonally for a bit, then horizontally.

In Mario Bros 3 mode, Bowser can Ground Pound. This breaks Bricks Blocks and Cloud Blocks below him. It also makes Mario freeze in place for 2 seconds, unless he's airborne. His fire acts the same way.

In Mario World mode, he can make it rain fire by breathing fire into the sky. These flames (with faces!) fall from the sky with spaces in between them, and stay on the ground for a moment before poofing. Bowser gets a new high jump ability. His fire acts the same way.

In New Super Mario Bros U mode, Bowser now aims his fire toward Mario - it rarely just travels horizontally. He can breathe many fireballs at once in an arc, and he can destroy blocks with his body or fireballs (Brick Blocks, Question Blocks, Hard Blocks, Ice Blocks, Cloud Blocks (jump only)). He's still got that high jump ability.

When Bowser is put inside the Clown Car, he'll throw Bob-ombs. These can be used by Mario to throw at Bowser (except in Mario Bros 1 mode).

Shake Bowser to turn him into Bowser Jr.

Bowser Jr., Bowser's son, can also hop around and spit fire. His fireballs are aimed at Mario at whatever angle that might be.

He can be jumped on, and can be defeated after three jump hits. But after he's jumped on, he goes in his shell and sweeps left and right, impervious to attack at this time. He can also use this attack at will, though rarely.

Bowser Jr. can also Ground Pound, which freezes Mario in place for 2 seconds unless he's airborne. When he Ground Pounds, he passes right through all elements except Ground!

Bowser Jr. with wings attached will throw hammers like a Hammer Bro. When Bowser Jr. is inside the Clown Car, he'll throw Koopa Shells. The shells can be used by Mario to throw at Bowser Jr. (except in Mario Bros 1 mode).

All these functions remain regardless of Game Style.

Rocky Wrench

Mole enemies that hide in the ground below, occasionally sticking their heads out to throw a wrench. The wrench travels horizontally and can't be jumped on. The enemy itself can, though. You can place them in the ground's surface - but if you don't, they'll just burrow under anyway.

Shake a Rocky Wrench to turn it into a Monty Mole.

Monty Mole

Monty Moles try to home in on Mario, confined to the ground.

If you place them in the ground's surface, they'll be buried, and they'll jump straight up out of the ground when Mario gets within 7 blocks. Then they'll start walking as normal.

(The big ones can't be ridden - they don't even get the cool shades in Mario World mode. Aw.)

Bob-omb

Walking bombs. When Mario jumps on it or throws a fireball, it stops walking, and can be kicked around, picked up, and thrown (or put down gently by ducking, as a tip). It also turns red, and after 4 seconds, it blows up. This explosion destroys enemies, Brick Blocks, Question Blocks, Hard Blocks, and Ice Blocks.

Burners, Fire Bars, Lava Bubbles, and Yoshi's/Bowser's fire breath can also light Bob-omb fuses. A fireball from Mario will light it too. Doing this to an already-lit Bob-omb will bounce it away from Mario a little with each fireball. Getting squished by things also causes Bob-ombs to explode.

Shake a Bob-omb to make it start with its fuse already lit.

Spike Top

These are small shelled creatures that walk on all fours. They act like Koopas, basically. They're impervious to fire, and can crawl along walls and ceilings. You can place them next to a wall or ceiling and they'll cling to it.

These are just Buzzy Beetles with a spike on top, really. They work similarly except you can't jump on them, and they don't give you a helmet either. And they will climb along walls and ceilings, of course - Buzzy Beetles only do ceilings. Spike Tops can round the corners.

Shake a Spike Top to make it blue, and faster.

Boo

These ghosts fly in the air. When Mario's back is turned, the Boo moves toward him, homing in. When Mario faces the Boo, the Boo hides its face and doesn't move. Boos can pass right through enemies, Ground, Blocks - anything. Boos can only be killed by Invincible Mario, or a Kuribo's Shoe.

Shaking a Boo turns it into Boo Buddies.

Drag a Boo on top of or below a block or row of blocks to turn it into Stretch.

Boo Buddies

This is a circle of Boos, with one missing to make a hole. The circle will stay in place and rotate, giving Mario a change to jump or run into the hole, then wait for the circle to rotate, so he can jump through the other end. It's both a hazard and an enemy.

Stretch

A Stretch is a Boo attached to a block or row of blocks. A Boo will rise from the top or bottom of the block or row of blocks and attempt to hit Mario by moving left to right. It's both a hazard and an enemy. It works on Brick Blocks, Question Blocks, Note Blocks, Hard Blocks, Ground, Ice Blocks, and Conveyor Belts. It can be defeated by striking the block if it's one of the first three.

Dry Bones

The skeleton of a Koopa. Dry Bones walk and also stop to throw bones horizontally. Bones can't be jumped on.

Jumping on Dry Bones makes it collapse into a pile of harmless bones. After 5 seconds, the pile of bones rises and reforms as Dry Bones.

A big Dry Bones (given a Mushroom) can be jumped on, but won't be defeated by the jump, it will only pause walking. Spin Jumps and Ground Pounds defeat it.

If Dry Bones is placed underwater, it turns into Fish Bones.

Fish Bones

This fish skeleton swims left and right in a pattern. When it sets eyes on Mario, it tilts it body to face him, then launches forward in that direction. Once launched, it can't change direction or stop, and it breaks when it hits something solid.

Magikoopa

This wizard aims and shoots a magical beam at Mario. It's slow, but it's aimed at Mario. These magic beams can transform Blocks and Power-ups into into Coins, Mushrooms, Goombas, Koopas, Buzzy Beetles, or Spinies.

After they shoot, Magikoopas laugh and then teleport to another location.

If magikoopa-magic hits the base of a flagpole or axe at the end of a level, it disappears. It only reappears when the Magikoopa's killed. Magic!

Muncher

These look like enemies, but they can never be killed, so they're basically the same as a spike floor. Mario gets hurt if he touches one. Spin Jumps don't work on Muncher, but Yoshi, Kuribo's Shoes, and Invincible Stars will allow Mario to walk on top of them without harm.

If you shake a Muncher several times, a few flies pop out. Swat them with your stylus, and you're taken to the Gnat Attack minigame. Surprise! If you shake the Muncher even more, a boss fly will pop out. Swatting this fly will take you to Gnat Attack HARD MODE.

Wiggler

Yellow caterpillars. (Not worms, as some people call them! Worms have no legs!) Wigglers can be jumped on and bounced off of (on any part of their body), but it won't hurt them. Instead, it makes them turn red and angry.

Angry Wigglers move faster, but can still be jumped on - though not killed this way. You'll need a shell or power-up or Yoshi.

Wings can be attached to the Wiggler's...head, of all places. Then they jump around. Angry Winged Wigglers jump much higher.

Underwater Wigglers swim in a wave, going left. They can be stomped on, but underwater angry Wigglers will quickly home in on Mario.

Shoe Goomba

(Only in Mario Bros 1 and Mario Bros 3 modes.)

This is an enemy at first, but can be turned into a power-up. This Goomba inside a shoe can perform big leaps.

Shaking the Shoe will make it change to a high-heel. Mechanics don't change.

If Mario jumps on the Goomba's head to get rid of it, he can jump inside the Shoe and use it as a power-up.

Kuribo's Shoe

(Only in Mario Bros 1 and Mario Bros 3 modes.)

This power-up lets Mario walk and bounce on all spiky things (and some other normally unjumpable things too)! Jump on top to get inside. To dismount, press L or R or ZL or ZR buttons (GamePad), or shake controller (Wiimote).

Getting hurt with the Kuribo's Shoe on makes the Shoe disappear.

A Shoe with wings can perform a flutter jump by holding the jump button. A giant Shoe gains the ability to ground pound (by pressing down), which will stomp through enemies and normal blocks.

Shaking a Kuribo's Shoe turns it into a stiletto high-heel boot. The only differences are: stilettos make a sound effect when winged ones fly, and big stilettos can ground pound through Bill Blasters, Hard Blocks, and the like.

Chain Chomp

These chompy dogs can only reach as far as their chains let them - they're tethered to a stake in the ground. When Mario comes near, they'll reach out at far as they can, biting at him.

They can't be jumped on unless it's a Spin Jump, Yoshi jump, or Kuribo's Shoe jump. Surprisingly, a Cape or Tanooki tail-whip will get rid of them.

Chain Chomp's wooden stake/peg is affected by gravity. It can be stood on, and Ground Pounded.

Shake a Chain Chomp in the creator, or Ground Pound its stake in the actual level, to remove its stake. Now it's free! It can hop around freely and be more dangerous.

Power-ups

Most power-ups can be dragged inside of Breakable blocks, Question blocks, Note blocks, Pipes, Bill blasters, and Lakitus to make those things spawn said power-up.

Most power-ups can be dragged onto Mario, to make you test run the level with that power-up already. It won't affect how Mario starts the level in the real deal, though. Shake Mario to get rid of this effect.

Super Mushroom

Mushrooms make small Mario big, and give him one more health. They slide along the ground and fall off of platforms and reverse direction when they hit a wall.

Mushrooms can be dragged into any enemy (except Cheep Cheep) to make that enemy a large version of itself. It also works on Yoshi and Cannons

If you shake a Mushroom while in Mario Bros 1 mode, it'll become a Weird Mushroom - if you've unlocked Weird Mushrooms, that is.

Weird Mushrooms come by other names - Tall Mushrooms, Skinny Mushrooms, etc. This power-up increases Mario's jumping ability at the terrible, terrible price of making him a tall, gangly, god-forsaken freak of nature.

Does it increase his jumping power? Yes. Is it worth bearing the monstrosity that our beloved plumber is transformed into? No. Absolutely not. In no way, shape, or form is this a power-up that should exist or even be thought of. And certainly not considered a "reward" for completing the Nintendo World Championship courses.

After being unlocked, there is a 10% chance that even regular Super Mushrooms (in Mario Bros 1 mode) will come out as these terrible fungi. Which is really too great a risk to bear. There is no way in all of God's green goodness that something like that should be allowed to awkwardly stroll among the denizens of the Mushroom Kingdom.

Normal Mushrooms do not provide an antidote to this madness, sadly.

Fire Flower

When Mario touches this, he gains the ability to throw fireballs, which bounce along the ground. Fireballs can defeat most foes, but not all. If he gets hurt, he'll go back to Super Mario (even in Mario Bros 1 mode). If Mario has a Fire Flower, think of it as having three health pegs before he loses a life, since he would have to get hit three times to cycle through Fire Mario, Super Mario, small Mario, and then defeat.

If you drag a Mushroom onto a Fire Flower, that Fire Flower will spawn as a Mushroom instead, if Mario is SMALL when he spawns the power-up onscreen (walks near where it is, or hits the block it's inside). If he's already big, then it'll be a normal Fire Flower. This mechanic is used to ensure Small Mario doesn't jump up two power-up levels at once.

Invinciblity Star aka Super Star aka Starman

When Mario touches this, he becomes invulnerable to all damage for 10 seconds. He can still die by falling off the screen or in lava, though.

Stars bounce along the ground, fairly high in the air, making them prone to occasionally bouncing up stairs, or off walls at odd angles, or right off the bottom of the screen. They can be tricky to collect, depending on the level layout.

1-up Mushroom

When Mario touches this, he gains one more life. Though this doesn't do anything if you're playing a single level alone, like in Course World. It's a nice reward for players, although a smart player will know that it's meaningless in single courses.

They slide along the ground and fall off of platforms and reverse direction when they hit a wall.

Mystery Mushroom

(Mario Bros 1 mode only.)

The Mystery Mushroom allows Mario to change into one of 100 different costumes of other Nintendo icons. These costumes can be unlocked through relevant Amiibo, or by completing the 100 Mario Challenge. You start with a Mystery Mushroom that will change Mario at random into three different costumes - Goomba, Trampoline, and Question Block.

The Mystery Mushroom gives Mario another health: if he gets hit, the costume falls off and he doesn't die. He remains short, but he can still break bricks with a jump, like Super Mario can.

While transformed, Mario's graphics and sound effects will change, but his mechanics stay the same. Even the dying and success sound effects change! Pressing up on the control stick lets you do a pose.

They slide along the ground and fall off of platforms and reverse direction when they hit a wall.

To change which costume a Mystery Mushroom gives Mario, drag it onto the grid, then tap it to bring up a menu. The first option means random.

Tanooki Leaf

(Mario Bros 3 mode only.)

This leaf turns Mario into Raccoon Mario, aka Tanooki Mario. He can whack foes and blocks with his tail, slow his fall, and, given enough running room, even fly. See controls section.

If Mario has a Leaf, think of it as having three health pegs before he loses a life, since he would have to get hit three times to cycle through Tanooki Mario, Super Mario, small Mario, and then defeat.

When released into the world, the Leaf floats down-left, down right, in a loop. It passes through all elements and falls right of the stage if Mario doesn't touch it in time.

If you drag a Mushroom onto a Leaf, that Leaf will spawn as a Mushroom instead, if Mario is SMALL when he spawns the power-up onscreen (walks near where it is, or hits the block it's inside). If he's already big, then it'll be a normal Leaf. This mechanic is used to ensure Small Mario doesn't jump up two power-up levels at once.

Cape Feather

(Mario World mode only.)

This feather turns Mario into Cape Mario. He can whack foes and blocks with his cape, slow his fall, and, given enough running room, even fly. See controls section.

Same three-health deal as above.

When released into the world, the Feather floats down-left, down right, in a loop. It passes through all elements and falls right of the stage if Mario doesn't touch it in time.

If you drag a Mushroom onto a Feather, that Feather will spawn as a Mushroom instead, if Mario is SMALL when he spawns the power-up onscreen (walks near where it is, or hits the block it's inside). If he's already big, then it'll be a normal Feather. This mechanic is used to ensure Small Mario doesn't jump up two power-up levels at once.

Propeller Mushroom

(New Super Mario Bros U mode only.)

This mushroom turns Mario into Propeller Mario. He can fly way up high. See controls section.

Same three-health deal as above.

When released into the world, the Propeller Mushroom floats right in a wavy pattern in the air. It passes through all elements, and eventually it flies straight up and right off the stage if Mario doesn't touch it in time.

If you drag a Mushroom onto a Propeller, that Propeller will spawn as a Mushroom instead, if Mario is SMALL when he spawns the power-up onscreen (walks near where it is, or hits the block it's inside). If he's already big, then it'll be a normal Propeller. This mechanic is used to ensure Small Mario doesn't jump up two power-up levels at once.

Wings

Wings cannot be placed on the map, they can only be dragged onto things. This makes the thing able to fly! (Except Mario.) The things fly in different ways depending on what they are, so feel free to do a Trial Play and observe. If you jump on a winged enemy that is able to be jumped on, they'll lose their wings and go back to normal.

Wings can be attached to any enemy, power-ups, blocks, coins, trampolines, and moving platforms. Attaching wings to enemies will make them able to fly, or able to bounce around. Attaching wings to enemies that can already fly will make them fly more erratically. Green winged Koopas bounce around, while Red winged Koopas fly up and down in place in midair.

Lakitu Cloud

Shaking a Lakitu in the level creator makes Lakitu fall out and leave the cloud behind. Now you can place it in the level instead, or drag it inside Breakable blocks, Question blocks, Note blocks, Pipes, Bill blasters, and even other Lakitus to make those things spawn a Lakitu Cloud for Mario to ride in.

What's more, you can put things into Lakitu Clouds, too. Bill blasters, Bowser, Hammer Bros, Piranha Plants, Rocky Wrenches, Wigglers, Magikoopas, trampolines, cannons, Goombas, and Thwomps. They're limited to left and right movement, like a Lakitu. Even the inanimate objects do this!

Spiny Shell aka Spiny Helmet

Shaking a Spiny will make it a Spiny Shell. Spiny Shells simply sit there, ready for Mario to pick up or bump. They work like a Koopa Shell, except they can't be jumped on for obvious reasons.

If Mario manages to get himself under a falling Spiny Shell, it'll attach to his head as a Spiny Helmet. Depending on how the level is set up, this can range from impossible to easy. A much easier way is for Mario to hold the Spiny Shell and duck, putting it on (this doesn't work in Mario Bros 1 mode since you can't hold shells). (Helmets can't be worn by Costume Mario.)

A Spiny Helmet kills any enemies that touch it. It can also be used to break Breakable Blocks, Question Blocks, Hard Blocks, and Ice Blocks from below. In fact, Mario can't get items or coins from Question Blocks with a Spiny Helmet on, at least not from below.

If Mario gets hurt (from the side or bottom) with a Helmet on, the Helmet falls off but Mario doesn't lose health.

Huge Spiny shells, when kicked, can even break through Hard Blocks, Question Blocks, and the like.

Shell Helmet

Shaking a Buzzy Beetle makes it a Shell Helmet. (Note: Shell Helmets have no bottom, while Buzzy Shells have a bottom.) They also work like Koopa Shells, but with a key difference.

If Mario manages to get himself under a falling Shell Helmet, it'll attach to his head. Depending on how the level is set up, this can range from impossible to easy. A much easier way is for Mario to hold the Shell Helmet and duck, putting it on (this doesn't work in Mario Bros 1 mode since you can't hold shells). (Helmets can't be worn by Costume Mario.)

A Shell Helmet deflects dangers from above. If Mario gets hurt (from the side or bottom) with a Helmet on, the Helmet falls off but Mario doesn't lose health.

These shells can also be ridden on top while they're travelling.

Huge Buzzy shells, when kicked, can even break through Hard Blocks, Question Blocks, and the like.

Koopa Clown Car

This is a flying vehicle. Mario can hop inside and pilot it in every direction. Unlike Lakitu's Cloud, it doesn't have limited time. Mario can still "jump" on enemies by bumping the top of their head with the Clown Car propeller.

It can't get damaged by anything, but Mario still can with his hitbox. If the Clown Car runs into a Spike Trap, Mario loses control of the vehicle while it reels backward a great distance, potentially pushing him into harm.

A lot of enemies can be put into the Clown Car (by dragging, or by falling in the top). They will pilot the Clown Car toward Mario. This bumps Mario back instead of hurting him, so long as it's the car that touches him, not the enemy.

But wait... Clown Cars will chase Mario no matter what you put inside them, so long as they're full. Could it be that the Clown Cars themselves are chasing Mario, and the enemies are just stuck inside?

When Bowser is put inside the Clown Car, he'll throw Bob-ombs. When Bowser Jr. is inside, he'll throw Koopa Shells. Both can be used by Mario to throw at the foes (except in Mario Bros 1 mode).

Shake a Koopa Clown Car to get a Fire Koopa Clown Car.

Fire Koopa Clown Car

This vehicle shoots fireballs in a horizontal line. Charged-up big fireballs can break through bricks, hard blocks, ice blocks, and question blocks.

Kuribo's Shoe

(Only in Mario Bros 1 and Mario Bros 3 modes.)

This power-up lets Mario walk and bounce on all spiky things (and some other normally unjumpable things too)! Jump on top to get inside. To dismount, press L or R or ZL or ZR buttons (GamePad), or shake controller (Wiimote).

A Shoe with wings can perform a flutter jump by holding the jump button. A giant Shoe gains the ability to ground pound (by pressing down), which will stomp through enemies and normal blocks.

Shaking a Kuribo's Shoe turns it into a stiletto high-heel boot. The only differences are: stilettos make a sound effect when winged ones fly, and big stilettos can ground pound through Bill Blasters, Hard Blocks, and the like.

Yoshi Egg

(Only in Mario World and New Super Mario Bros U modes.)

A Yoshi Egg spawns a Yoshi when it touches something solid below it. Yoshi stands in place and waits for Mario.

A big Yoshi Egg (given a Mushroom) will spawn two Yoshis that immediately run off in either direction.

Yoshi

Jump on top to ride Yoshi. To dismount, press L or R or ZL or ZR buttons (GamePad), or shake controller (Wiimote).

Like the Kuribo's Shoe, Yoshi can also walk and bounce on all spiky things!

When Mario dismounts Yoshi in midair, he can reach incredible heights.

Yoshi's main mechanic is sticking out his tongue to eat stuff. His tongue can even reach through solid ground.

When Yoshi eats a shell or shelled enemy, he can spit it the shell out. It works as if Mario had kicked it. (Red Shells don't turn into fireballs in Mario World, sorry.)
After eating a Burner's flame, Fire Bar, or Bowser's flame, Yoshi can spit a fireball. After eating a Lava Bubble or Fire Piranha Plant, Yoshi can spit three fireballs in a spread-shot. After eating Dry Bones or Fish Bones, Yoshi can spit three bones in a spread-shot. After eating a Hammer, Yoshi can spit it back out.

Yoshi can also grab coins or power-ups with his tongue. Coins are collected, power-ups are stored in his mouth.

Yoshi can place things down gently just like Mario: duck, then let go of the object.

In New Super Mario Bros U mode, Yoshi can flutter jump (hold the jump button) and ground pound.

Getting hurt while riding Yoshi makes him run away from Mario. He runs along platforms, reverse when he hits a wall, and could fall off. He can be jumped back on top of to get him back, but he's moving pretty fast, and might fall into a pit before Mario gets the chance.