User:Nintendo101/flowerpot
SMB2
Non-playable characters
Image | Name | Description |
---|---|---|
Subcons | The Subcon species are a group of peaceful fairy-like beings that have their land invaded by Wart. Wart traps them in jars, and they plead Mario and his friends for help. They also give Mario and his friends vital information to defeat Wart (namely that Wart hates vegetables). |
Enemies
The rightmost column "Grab" denotes whether the enemy can be picked up and tossed. Every enemy in the game appeared in the original Yume Kōjō: Doki Doki Panic.
Image | Name | Description | Levels | Grab | |
---|---|---|---|---|---|
First | Last | ||||
Shyguy - Red | Wart's masked foot soldiers that walk along the ground. Shyguys are the most common enemies and are weak to all attacks. The red-clad ones walk off of ledges. | World 1-1 | World 7-2 | Yes | |
Shyguy - Pink | Pink Shyguys turnaround when they reach the edge of platforms. | World 1-1 | World 7-2 | Yes | |
Tweeter | Masked birds that hop across the ground in short arches. | World 1-1 | World 7-2 | Yes | |
Snifit - Red | Shyguys that spit bullets. The bullets travel horizontally and damage Mario on contact. There is only one red Snifit, which walks off of ledges like red Shyguys. Red Snifits otherwise appear on one of the slots in Bonus Chance. | World 3-3 | Yes | ||
Snifit - Gray | Gray Snifits jump in place and spit bullets. In some levels, they appear green. | World 1-2 | World 7-2 | Yes | |
Snifit - Pink | Pink-clad Snifits turnaround when the reach the edge of platforms. They are the most common Snifits. | World 1-3 | World 7-2 | Yes | |
Ninji - 1 | Cat-like ninjas. Ninjis are black but appear blue in underground caves. The first types of Ninjis leap vertically but otherwise remain still. Some Ninjis are stationary enemies that simply jump while others charge and jump into the player. They can be picked up and thrown. | World 1-1 | World 7-2 | Yes | |
Ninji - 2 | The second types of Ninjis chase Mario and hop in low arches. | World 1-2 | World 7-1 | Yes | |
Beezo - Red | Winged Shyguys that carry bidents. Red Beezos swoop down to strike Mario. | World 1-2 | World 5-3 | Yes | |
Beezo - Gray | Gray Beezos fly forward in straight lines. | World 4-1 | World 6-2 | Yes | |
Hoopster | Lady beetle-like enemies that live on vines. Hoopsters slowly crawl up and down, occasionally speeding up while descending. They harm Mario when they make contact with him from above or the side, but they can be safely stood on. | World 1-1 | World 7-1 | Yes | |
Phanto | Masks that guard keys. Phantos are normally inert, but one comes to life when Mario grabs a key. They doggedly fly after him as long as the key is in his hands. They are uninhibited by terrain and transitions to other areas, even appearing in Subspace. A Phanto is defeated only when touched by Invincible Mario with a Stop Watch in affect, but another one appears to take its place. | World 1-2 | World 7-2 | No | |
Trouter | Goldfish-like enemies that ascend waterfalls. Mario can use Trouters as platforms to jump across bodies of water, but they harm him when touched at the sides. | World 1-3 | World 5-2 | No | |
Porcupo | Hedgehog enemies protected by spines. Direct contact damages Mario. Porcupos are defeated only when an item is tossed at them. | World 3-2 | World 5-2 | No | |
Bob-Omb | Walking bombs that travel back and forth. THey self-destruct when Mario is near. They can be used like normal bombs when tossed. | World 3-3 | World 7-2 | Yes | |
Albatoss | Raptors that carry Bob-Ombs and fly horizontally. They drop them when Mario is below. Albatosses can be stood on and used to reach distant areas. | World 3-3 | World 7-1 | No | |
Pidgit | Small crows that ride magic carpets. Pidgits swoop down to strike Mario, but this also makes them more easier to defeat. Defeating a Pidgit leaves its magic carpet available for Mario to use himself. | World 1-2 | World 5-3 | Yes | |
Cobrat | Snakes that spit bullets. Cobrats slither across terrain or sit in tall jars. When Mario draws near, they jump out and fire a single bullet. Cobrats were apparently charmed into working for Wart. | World 2-1 | World 6-3 | Yes | |
Panser - Red | Flowers that release projectile fireballs. The red-petalled Pansers are stationary and shoot three at a time. They were created by Wart. | World 2-1 | World 7-2 | No | |
Panser - Gray | Gray Pansers actively walk and turn around when they reach the edges of platforms. They fire fireballs straight up. | World 3-1 | World 7-2 | No | |
Panser - Pink | The pink Pansers actively pursue Mario. | World 3-1 | World 6-1 | No | |
Ostro | Ostrich-like creatures ridden by red Shyguys. Ridden Ostros chase after Mario, but if the Shyguys are removed they run in straight line. Ostros do not bounce off other enemies when tossed. | World 3-2 | World 5-2 | Yes | |
Pokey | Segmented cactus enemies that slowly shuffle across terrain. Pokeys are of various heights. They can be defeated by having objects thrown at them or their body segments being removed one by one. | World 2-2 | World 6-3 | No | |
Autobomb | Wheeled turrets, usually controlled by red Shyguys. Autobombs fire bullets, but if the Shyguys are removed, they simply move. Mario can ride on them. They are only destroyed with items. | World 4-1 | World 4-2 | No | |
Flurry | align=leftman-like creatures that chase Mario across icy terrain. They move quickly but have poor traction. | World 4-1 | World 4-3 | Yes | |
Spark | Masked electric orbs that cause damage on contact. Sparks hover in the air or travel across terrain, including the sides and ceilings. | World 1-3 | World 7-2 | No |
Obstacles
Image | Name | Description | Levels | |
---|---|---|---|---|
First | Last | |||
Quicksand | Mario slowly sinks as he stands on top of quicksand. Jumping help keeps him above the surface. | World 2-1 | World 6-1 | |
Small jar | The small-sized jars indefinitely expel Shyguys or Bob-Ombs. Unlike the large ones, they cannot be entered. | World 3-3 | World 7-2 | |
Spikes | Spikes line the floor of fortresses. They damage Mario on contact, but Shyguys and other enemies can walk across them unharmed. | World 1-3 | World 7-2 |
Bosses
Bosses are listed in the order that they are first encountered.
Image | Name | Description | Levels | |
---|---|---|---|---|
First | Last | |||
Mid-bosses | ||||
Birdo | Birdo appears at the end of every first and second level in the worlds. Birdo comes in three varieties. The pink one simply shoots eggs, which can be picked up and thrown back at her. | World 1-1 | World 4-3 | |
Birdo - Red | The red one shoots randomly eggs or fireballs (which harms players if they touch them). | World 2-2 | World 7-2 | |
Birdo - Gray | The remaining type appears green or gray depending on location (but are assigned to the same palette) and shoots only fireballs; these ones must be defeated with mushroom blocks. | World 5-1 | World 7-1 | |
Mask Gate | Although most Mask Gates are harmless and allow completion to the level, the Mask Gate within the dream factory is aggressive, attacking the players by flying into them. Players must attack it with Mushroom Blocks to stun it for a short period. Once it is stunned, it allows entry into Wart's room. | World 7-2 | ||
Bosses | ||||
Mouser | Mouser is the first true boss players encounter. He attacks by throwing bombs. The bombs sit for a while before they explode, enabling players to pick them up and throw them at Mouser. If the bomb explodes on Mouser, he takes damage. There are two variants of Mouser: one with pink ears and one with green ears. A white and red variant was replaced by Clawgrip when Yume Kōjō: Doki Doki Panic was remade into Super Mario Bros. 2. | World 1-3 | World 3-3 | |
Tryclyde | Tryclyde shoots a series of fireballs that harms the player if the player touches them. Players must throw several Mushroom Blocks at Tryclyde to defeat him. | World 2-3 | World 6-3 | |
Fryguy | Fryguy shoots fireballs at players. Players must throw Mushroom Blocks at him to damage him. Once he takes enough damage, he bursts into Small Fry Guys. These take one hit from a Mushroom Block to be defeated, and destroying these enemies clears the level. | World 4-3 | ||
Clawgrip | Clawgrip throws rocks at players. These rocks can be picked up and tossed at Clawgrip, inflicting damage on him. Once he is hit five times, he is defeated. | World 5-3 | ||
Wart | Wart is the final boss of the game. He moves back and forth and shoots harmful bubbles at the player. A machine nearby spawns vegetables. To defeat Wart, players must throw these vegetables at Wart when Wart's mouth is open. Wart takes six hits to defeat. | World 7-2 |
Items
These are collectibles, pickups, and health-restoring objects.
Image | Name | Description |
---|---|---|
Coins | Coins are found only in Sub-space. When Mario plucks vegetables, they receive coins. Coins are used in the Bonus Chance at the end of a level for extra lives. | |
Unripened vegetables | Vegetables are plucked from grass and can be thrown at enemies to defeat them. Vegetables bounce after they hit an enemy, which can lead to consecutive hits on enemies. If one vegetable defeats enough enemies, extra lives may be rewarded. The small unripened vegetables have no additional effects when tossed. | |
Vegetables | Consecutively pulling four large, fully ripened vegetables will ensure the next one is a stop watch. | |
Turtle shells | Turtle shells are found in grass. Once they are thrown, they slide across the ground, defeating any enemy it touches. Once it hits a wall, it is destroyed. If Mario attempts to land on the shell, they can ride on it. | |
Bombs | Bombs can be found above ground, from plucking grass, or from Mouser. They eventually explode, destroying brick walls as well as harming nearby enemies. They damage Mario if he is near. | |
Mushroom blocks | Mushroom blocks are simple throwing items. They can be used as weapons or get stacked so Mario can reach higher places. Mushroom block designs vary from world to world. | |
1 UP mushrooms | When Mario collects this item, they receive an extra life. | |
Small hearts | For every eight enemies defeated, a small heart appears. Small hearts restore any HP Mario has lost. If he is is in his Small form, the heart restores him to his Super form. | |
POW blocks | Power blocks can be thrown to create a powerful quake. This quake defeats most enemies in the screen. | |
Keys | Keys open locked doors, granting access to another part of the level. They are guarded by Phantos. | |
Magic potions | Found after being plucked, a magic potion creates a door depending where Mario tosses them. This door leads to Sub-space. | |
Cherries | Found scattered throughout levels, cherries can be collected. If Mario collects five, a Starman appears. | |
Stop watches | Found by plucking four vegetables from the grass, then plucking what would otherwise be a fifth, the Stop Watch stops all enemy movements for a brief time. | |
Crystal balls | Found at the end of the level or by defeating Birdo, crystal balls enable the Mask Gate to open so Mario can complete the level. |
Power-ups
Items that transform Mario's appearance and give him unique abilities.
Power-up | Form | Description | |
---|---|---|---|
Mario | Luigi | ||
Toad | Princess | ||
N/A | Regular Mario |
Regular Luigi |
Mario shrinks to this smaller size when he HP meter is reduced to one. He regains his stature when the health meter is restored. Unlike prior games, Mario returns to the level in his Super form after losing a life. |
Regular Toad |
Regular Princess | ||
Mushroom |
Super Mario |
Super Luigi |
Found only in certain spots of Sub-space, Mushrooms give an extra vitality point once they are picked up. This vitality remains for the rest of the level. The Mushroom also restores any lost health. Small hearts function comparably. |
Super Toad |
Super Princess | ||
Starman |
Invincible Mario |
Invincible Luigi |
A Starman appears after players collect five cherries. Once players have collected a Starman, they become invincible for a short amount of time, enabling them to defeat most enemies that they touch. |
Invincible Toad |
Invincible Princess |
Objects
Objects are interactable elements of the environment that cannot be picked up or collected.
Image | Name | Description |
---|---|---|
Pluckable objects | ||
Grass | Mario can pull tufts of grass to reveal objects, mainly vegetables. | |
Rocket | Rockets are pulled from grass. When one is found, it automatically transports Mario to the next part of the level. | |
Soft sand | Soft sand fills the caverns in some desert levels. Pulling at it clears the sand, and gives Mario a way down. | |
Climbable objects | ||
Chain | Chains appear inside fortresses and are always fastened to above terrain. Mario can climb up and down on them. They are of various lengths. | |
Ladder | Ladders function like chains, but are always resting on an accessible floor. | |
Vine | Vines only appear in the overworld, sometimes floating in the sky and disconnected from any terrain. Hoopsters live on some of the vines. | |
Doorways | ||
Door | A door appears on the ground where Mario tosses a magic potion. Entering it brings him to Sub-space for a limited period of time. | |
Locked door | These doors are usually required for level progression and only open when Mario tries to enter with a key in hand. Doing so also makes any Phantos end their pursuit. | |
Mask Gate | A Mask Gate opens once the level's crystal ball has been picked up. They occur in every level. In most of them, entering one ends the level. In boss levels, entering a Mask Gate brings Mario to the boss room. | |
Platforms | ||
Bone | Ribcages occur in the desert. In some areas they appear as grounded platforms, while in others they are pulled down by quicksand. | |
Brick wall | Brick walls are breakable with bombs and Bob-Ombs. They often block exits in underground areas. | |
Conveyor belt | Thin platforms overhanging spikes in World 7-2 with moving surfaces. They can carry Mario and enemies on them. Some conveyor belts move left, while others move right. | |
Dream Machine | A machine belonging to the Subcons, which produces the dreams that form the land of Subcon itself. In stealing it, Wart is able to force it into producing minions for his cause. During the battle with Wart, it creates Vegetables, Wart's weakness, for the player to use against him. | |
Flying carpet | After a Pidgit is defeated, Mario can ride and control its flying carpet for a short time to reach distant areas. | |
Ice | These cubes form long stretches of slippery terrain in ice levels. Mario's traction is worse on ice, making it difficult to avoid slipping off of the edge of platforms. | |
Jar | Columnar platforms. Crouching on some of the large jars brings Mario inside and transports him to an underground sub-area. Items can occasionally be found inside jars, and Cobrats spring from some of them in the desert levels. | |
Log | Logs are slowly carried down waterfalls, giving enabling Mario to travel between disconnected terrain. In some levels, long immobile logs form bridges between the land above waterfalls. | |
Whale | Whales swim in cold-water seas. Their bodies and tails can be stood on. Their waterspouts can also carry Mario upward, but the waterspouts can harm him if touched from the side. |
SMB3
Non-playable characters
Image | Name | Description |
---|---|---|
Princess Toadstool | Words to be written. | |
Toads | Words to be written. | |
King of Grass Land | Words to be written. |
Enemies
Image | Name | Description | Levels | New | |
---|---|---|---|---|---|
First | Last | ||||
Goomba | Goombas wander in whatever direction they happen to be going, mindlessly falling off platforms as they go. | World 1-1 | World 7-9 | — | |
Para-Goomba | TBW | World 1-2 | World 8-2 | ||
Red Para-Goomba | Para-Goombas are winged Goombas. They become regular Goombas after just one stomp. Brown Para-Goombas fly around, dropping Mugger Micro-Goombas onto Mario. Red Para-Goombas hop while chasing Mario. | World 1-1 | World 7-9 | ||
Micro-Goomba | Micro-Goombas are small Goombas. They are dropped by brown Para-Goombas. They drag Mario down if touched. Mashing will get rid of them. | World 1-2 | World 8-2 | ||
Pile Driver Micro-Goomba | Pile Driver Micro-Goombas are Micro-Goombas inside dull bricks. They like to hide near other brick, jumping when Mario gets close. | World 2-1 | World 5-7 | ||
Grand Goomba | Grand Goombas are twice-as-large Goombas found in Giant Land. Other than their large size, they are identical to regular Goombas, and can be removed with one stomp. | World 4-1 | World 4-6 | ||
Kuribo's Goomba | Kuribo's Goomba is a Goomba wearing a special shoe; they try to stomp Mario with it. If Mario can bump the Goomba from under a block, then he can use the displaced shoe. Any other attack, however, will destroy the shoe as well. | World 5-3 | |||
Green Koopa Troopa | Koopa Troopas are found throughout the Mushroom World. One stomp will send it hiding in its shell. The shell can be used to defeat enemies, break empty bricks and hit blocks with items. Other attacks, however, will defeat it completely. Green shelled Koopa Troopas walk in one direction and fall over any edge they encounter. Red shelled Koopa Troopas will turn about if they come to a gap. | World 1-1 | World 8-1 | — | |
Red Koopa Troopa | TBW | World 1-1 | World 8-1 | — | |
Green Koopa Paratroopa | Koopa Paratroopas are winged Koopa Troopas. A stomp removes their wings and turns them into normal Koopa Troopas. However, if Mario hits the block under a Paratroopa, it will tuck into its shell. Other attacks will defeat it completely. Like their wingless cousins, there are two versions of Koopa Paratroopa: green and red shelled Koopas. The green kind tend fly back and forth or hop forwards, while the red ones fly up and down. | World 1-1 | World 8-2 | — | |
Red Koopa Paratroopa | Koopa Paratroopas are winged Koopa Troopas. A stomp removes their wings and turns them into normal Koopa Troopas. However, if Mario hits the block under a Paratroopa, it will tuck into its shell. Other attacks will defeat it completely. Like their wingless cousins, there are two versions of Koopa Paratroopa: green and red shelled Koopas. The green kind tend fly back and forth or hop forwards, while the red ones fly up and down. | World 1-4 | World 8-1 | — | |
Green Gargantua Koopa Troopa | Just like the Giant Land variety of Goomba, Koopa Troopas also come in tremendous sizes and come in Green Gargantua Koopa Troopa and Red Giant Koopa Troopa varieties. They have the same vulnerabilities of normal Koopa Troopas, but their larger size makes them a more dangerous opponent to deal with. They each act the same as their smaller counterparts. | World 4-1 | World 4-6 | ||
Red Giant Koopa Troopa | TBW | World 4-1 | World 4-6 | ||
Colossal Koopa Paratroopa | Colossal Koopa Paratroopas are winged Green Gargantua Koopa Troopas. They only follow the hopping behavior. One stomp will make them lose their wings, reverting them to Green Gargantua Koopa Troopas. | World 4-1 | World 4-6 | ||
Piranha Plant | Piranha Plants are carnivorous plants that live in pipes or quicksand. However, Piranha Plants will not emerge from their pipe if Mario is touching or standing directly on top of it, unless the pipe is sideways or upside down. Red Piranha Plants have two segments of leaves, while green ones have only one, though the sideways ones are red with one segment. | World 1-1 | World 8-1 | — | |
Venus Fire Trap | Venus Fire Traps are Piranha Plants that spit one or two fireballs at Mario. Like normal Piranha Plants, they reside in pipes or quicksand, and they will not appear if Mario is near or on their pipe unless the pipe is upside down, and appear in two colored varieties depending on their height. | World 1-1 | World 8-2 | ||
Piranhacus Giganticus | Giant Piranha Plants only reside in Giant Land. They will rise in and out of pipes, regardless of whether Mario is standing next to them or not. Like regular Piranha Plants, they appear in two colors, although this makes no difference in their behavior. | World 4-1 | World 4-6 | ||
Green Piranhacus Giganticus | TBW | World 4-6 | |||
Ptooie | Ptooies are Piranha Plants that blow spiked balls and usually have legs. Occasionally, Ptooies will blow the spiked ball high into the air, allowing Mario to jump past them. | World 6-1 | World 7-8 | ||
Hammer Brother | Hammer Brothers are the Koopa Troops's elite forces that attack Mario by throwing hammers in an upward arc. While not very common in traditional stages, they wander around the maps of Worlds 1, 3, 5, and 6. They tend to appear in pairs, which can make it difficult to find an opening to attack. | World 1- | World 8-Hand Trap | — | |
Boomerang Brother | Boomerang Brothers are like Hammer Brothers, except that their weapon of choice is the Boomerang. When they attack, the boomerangs they throw will double back for a second attack from the opposite direction. They appear as map enemies in World 2. | World 1-3 | World 8-Hand Trap | ||
Fire Brother | Fire Brothers are the least common type of the Hammer Brother family. Only a few Fire Brothers appear in the entire game; two are found in a secret part of World 2, and another one appears in the first Hand Trap level of World 8. They have red skin and they spit fireballs at Mario. | World 2- | World 8-Hand Trap | ||
Sledge Brother | Sledge Brothers are larger Hammer Brothers. These tubby turtles have green skin and they throw hammers, albeit slower than Hammer Brothers. Sledge Brothers make big jumps, and if Mario is standing when a Sledge Brother lands, he will be stunned. They appear mostly in Giant Land, where they are mostly map enemies. | World 4-3 | World 8-Hand Trap | ||
Podoboo | Podoboos are large fireballs that leap from lava. | World 1-Fortress | World 8-Bowser's Castle | — | |
Dry Bones | Dry Bones is the animated skeleton of a Koopa Troopa, usually found in fortresses. If they are stomped, they collapse into a pile of bones. Moments later, however, the bones will rise back up off the ground and come back to life. | World 1-Fortress | World 8-Bowser's Castle | ||
Buzzy Beetle | Buzzy Beetles are turtles with fire-resistant shells. Otherwise, they act like green Koopa Troopas when on the ground. Buzzy Beetles can also walk on the ceilings of caves, and will fall from them while spinning in their shells when Mario approaches. | World 1-5 | World 4-3 | — | |
Buster Beetle | Buster Beetles are Buzzy Beetles that can pick up White Blocks and throw them at Mario. However, they can be beaten by any attack, even by fireballs. | World 5-1 | World 6-10 | ||
Para-Beetle | Para-Beetles are winged Buzzy Beetles. However, Mario can hop on their back for a ride, unlike with other winged foes. | World 5-6 | |||
Cannonball | Cannonballs are heavy metal spheres that are launched from cannons. | World 1-Airship | World 8-Tank | ||
Bullet Bill | Bullet Bills are large black bullets launched by Turtle Cannons. | World 1-Airship | World 8-1 | — | |
Missile Bill | Missile Bills are flashing red Bullet Bills that turn around once if it misses Mario. | World 4-5 | |||
Firesnake | The Firesnake is a flame with four fireballs behind it. Firesnakes chase Mario in an effort to hurt him. They hop towards Mario. | World 2-1 | World 2-3 | ||
"Boo" Diddly | "Boo" Diddlies are small white ghosts. They are shy, stopping when Mario looks at them. Once Mario looks away, they will resume their chase. | World 2-Fortress | World 8-1 | ||
Stretch | Stretches are Boos attached to platforms. They are found exclusively in fortresses and are more of an obstacle than a true enemy. As Mario attempts to pass, a Boo will rise from the top and/or bottom of the platform and move along the surface. Stretches are usually found in groups. | World 3-Fortress | World 6-Fortress | ||
Thwomp | Thwomps are living rectangular rocks. They try to squash Mario under their weight whenever he gets near or under them. | World 2-Fortress | World 8-Bowser's Castle | ||
Angry Sun | The Angry Sun is a small Sun with an angry face. It only appears in two levels. To attack Mario, the Angry Sun swoops down in an attempt to hit him before returning to the sky. | World 2-Desert | World 8-2 | ||
Chain Chomp | Chain Chomps are dog-like ball and chain creatures. They generally lunge towards Mario. They are usually attached to a block, but if 160 seconds go by, they will break free. | World 2-5 | World 5-1 | ||
Fire Chomp | Fire Chomps are floating creatures resembling Chain Chomps with four fireballs for a chain. They fly freely and spit fireballs at Mario. When they run out of fireballs, they chase Mario before they explode. | World 5-5 | World 6-7 | ||
Rocky Wrench | Rocky Wrenches are mole-like turtles. Upon sighting Mario, a Rocky Wrench will pop out of its hole in an airship or vehicle, and chuck wrenches at him before descending back into its hole. | World 2-Airship | World 8-Tank | ||
Bloober | Bloobers are common underwater foes. They swim diagonally and follow Mario. | World 3-1 | World 7-4 | — | |
Bloober with kids | These Bloobers have four children following them. The Scattering Bloober type has an additional move: when she begins to glow, her kids will form a circle around her and radiate outward. More babies appear to replace the ones she lost a few seconds later. | World 3-1 | World 7-4 | ||
Bloober baby | Four mini-Bloobers that follow their parents, and are sent in the player's direction by Scattering Bloobers. | World 3-1 | World 7-4 | ||
Lava Lotus | Lava Lotuses are large artificial flowers that live underwater. They are capable of generating up to five fireballs (which can go through platforms) and releasing them. | World 3-1 | World 7-4 | ||
Cheep-Cheep | Cheep-Cheeps are fish foes that patrol shallow water. They come in red and green. The red variety jumps from the water in various ways and can swim quite fast while doing so, while the green kind slowly swims back and forth. | World 3-2 | World 8-Hand Trap | — | |
Green Cheep-Cheep | TBW | World 2-2 | World 6-9 | ||
Boss Bass | Boss Basses are giant Cheep-Cheeps that swim on the surface of the water. When Mario gets too close, they lunge out of the water to eat him. Boss Bass can defeat Mario in one gulp, even if he transforms into Statue Mario. In the levels that they appear in, the tide rises and falls, making Mario an easy target. | World 3-3 | World 3-8 | ||
Big Bertha | Big Berthas are giant Cheep-Cheeps who carry babies in their mouths. Occasionally, they stop to open their mouths and let their babies briefly swim out before resuming their movement. | World 3-5 | World 7-4 | ||
Baby Cheep | Baby Cheeps are usually found with Big Bertha. | World 3-5 | World 7-4 | ||
Spiny Cheep-Cheep | Spiny Cheep-Cheeps swim even faster than red Cheep-Cheeps and can appear from both sides of the screen. | World 7-4 | |||
Lakitu | Lakitus are cloud-riding Koopas. They hover back and forth in the air above Mario, tossing a never-ending supply Spiny's Eggs to the ground. | World 3-4 | World 7-3 | — | |
Green Spiny Egg | Eggs tossed by Lakitu that bounce off of walls and hatch into Spinies upon hitting the ground. The Green variety rolls along the ground after Mario. | World 3-4 | |||
Spiny Egg | TBW | World 4-4 | World 7-3 | — | |
Spiny | Spinies are small turtles with spikes all over their shells; they cannot be stomped. However, if Mario bumps a block under a Spiny, or attacks it with a raccoon tail, it will tuck into its shell, letting Mario pick them up. They can also drop from the ceiling. Spinies also appear in the Battle Mode but with a different sprite and behavior. | World 4-3 | World 7-5 | — | |
Jelectro | Jelectros are glowing electric jellyfish that remain stationary in the water. They are invincible, their touch is lethal, and they tend to hang out in groups. | World 3-5 | World 7-4 | ||
Spike | Spikes are small green turtles which pull spiked balls out of their mouths before throwing them at Mario. | World 3-7 | World 6-8 | ||
Bob-omb | Bob-ombs are living bombs. They typically appear walking on the ground. If Mario stomps on one, it will become stationary and capable of being picked up and used as a weapon. However, it will explode in a few seconds, even if Mario is still holding it. Keyless Bob-ombs are launched from certain cannons, and explode on their own after a few seconds. | World 3-9 | World 8-Tank | — | |
Hot Foot | Hot Foots are animated candle flames. Their behavior is similar to Boos. If Mario faces one, it will stand still. Once Mario looks away, it will resume walking towards him. | World 4-Fortress | World 8-Bowser's Castle | ||
Walking Piranha | Nipper Plant are little, white Piranha Plants. They sit still or patrol an area and leap up at Mario when he tries to pass them. | World 5-1 | World 7-8 | ||
Fiery Walking Piranha | This special Walking Piranha can spit multiple fireballs. Only one is found in the game. | World 7-8 | |||
Muncher | Munchers are invincible, black Walking Piranha-like flowers. They tend to grow in large clusters. The only way to defeat a Muncher is turn it into a coin with a Switch Block and collect it. Invincible Mario can walk on Munchers. Some of them are frozen in Ice Blocks. | World 5-3 | World 7-8 | ||
Crab | Crabs require two hits in order to flip them upside-down. The first hit only makes them angry and speeds them up. | Battle Mode | — | ||
Fighter Fly | Fighter Flies constantly hop their way across the screen, only briefly vulnerable. | Battle Mode | — | ||
Fireball | There are three types: the first travels horizontally in a wavy pattern, the second bounces around diagonally, and the last is shot out of a pipe in a bonus stage. The former two emerges from the sides when enough time has passed. All share the same red sprite. | Battle Mode | — |
Obstacles
Image | Name | Description | Levels | |
---|---|---|---|---|
First | Last | |||
Bowser Statue | Bowser Statues are sculptures of King Bowser himself found in his castle. They are more than just egotistical decoration; many of them are capable of firing lasers downward in a 45 degree angle. | World 8-Bowser's Castle | ||
Bowser's flame | Fireballs from Bowser that are summoned offscreen. | World 8-Bowser's Castle | ||
Cannon | Cannons usually shoot cannonballs, but some fire Bob-ombs. There are several different types of cannons. The small ones on airships are angled and the same size as a normal block. | World 1-Airship | World 8-Tank | |
Cannon (tank) | The cannons of tanks resemble black pipes and fire cannonballs horizontally. | World 8-Tank | World 8-Tank | |
Diagonal cannon | Words! A whole bunch of them! | World 2-Jet | World 5-Jet | |
Giant cannon | Words! A whole bunch of them! | World 8-Tank | World 8-Jet | |
Jet Engine | Rocket Engines are cylindrical blocks that expel flames found on airships. Tanooki Mario can actually defeat the flame jets by transforming into a statue above them. However, a new flame will appear after a few seconds. | World 3-Airship | World 8-Jet | |
Lava | Molten rock that can cause the player to instantly lose a life. | World 1-Fortress | World 8-Bowser's Castle | |
Quartet-cannon | Words! A whole bunch of them! | World 1-Jet | World 5-Jet | |
Quicksand | Sand that sinks the player. | World 2-Desert | ||
Spike Trap | Pointy obstacles that damage the player. | World 2-Fortress | World 8-Fortress | |
Tornado | This whirlwind sends Mario backwards. He can pass them by running and jumping through the center. | World 2-Desert | ||
Turtle Cannon | Turtle Cannons shoot Bullet Bills. They are placed strategically throughout many levels, even on the ground, where Mario cannot duck beneath the bullets flying his way. | World 1-Airship | World 8-1 |
Bosses
Bosses are listed in the order that they are first encountered.
Image | Name | Description | Levels | |
---|---|---|---|---|
First | Last | |||
Boom Boom | A Koopa miniboss who guards every fort. He attacks by walking, flying or jumping. | World 1-Fortress | World 8-Tank | |
Larry Koopa | The boss of Grass Land. He only attacks by shooting magic blasts and jumping. | World 1-Airship | ||
Morton Koopa Jr. | The boss of Desert Land. He attacks like Larry. | World 2-Airship | ||
Wendy O. Koopa | The boss of Water Land. She attacks by shooting candy rings (up to three) that bounce while jumping high. | World 3-Airship | ||
Iggy Koopa | The boss of Giant Land. He attacks by shooting magic blasts while jumping high. | World 4-Airship | ||
Roy Koopa | The boss of Sky Land. He shoots magic blasts and can stun Mario by landing on the floor if Mario is grounded. This also goes for his shell attack. | World 5-Airship | ||
Lemmy Koopa | The boss of Ice Land. He simply moves back and forth on his magical ball, while attacking with smaller balls. | World 6-Airship | ||
Ludwig von Koopa | The boss of Pipe Land. He attacks like Roy. | World 7-Airship | ||
Bowser | The boss of Dark Land. He breathes fire and tries to Ground Pound on Mario, causing the floor to break. | World 8-Bowser's Castle |
Items
These are collectibles, pickups, and health-restoring objects.
Image | Name | Description |
---|---|---|
Coins | Collecting 100 coins grant an extra life. | |
Blue Coins | Blue Coins have the same value as regular coins and appear when a Switch Block is activated in certain areas. They disappear when the effect wears off. | |
1-Up Mushrooms | Grabbing a 1-Up Mushroom awards an extra life. One mushroom in World 6-3 appears white due to a glitch. | |
Koopa Shells | TBW | |
Buzzy Shells | TBW | |
White Blocks | A white Brick made of ice that can be carried and thrown. | |
Kuribo's Shoes | The Goomba's Shoe is obtainable only in World 5-3. This item allows Mario to safely hop across dangerous objects and jump on spiky enemies, such as Piranha Plants and Spinies. It is acquired by bumping a Kuribo's Goomba off a block from below. Since it is not a power-up, it does not overtake any previous powers the player may have had. For example, if Fire Mario mounts a Goomba's Shoe, then loses it, he will still retain his Fire form. | |
P-Wing | The P-Wing not only grants the Raccoon form's abilities, but also allows for indefinite flight for one level and adds a large "P" on Mario's chest (on the map only). In levels, Mario appears as Raccoon Mario, but the Power Meter will be completely filled until Mario gets damaged or completes the level. After a level is cleared with this form, Mario will revert to normal Raccoon Mario. | |
Jugem's Clouds | This item is used on the world map to skip a level. | |
Hammers | This item is used on the world map to break boulders and reveal secret areas or shortcuts. | |
Music Boxes | This item is used on the world map to put certain enemies to sleep. | |
Magic Whistles | This item is used on the world map to travel to the Warp Zone. | |
Anchors | This item is used on the world map to lock an airship in place. | |
Cards | Players are given a card for touching the goal. Collecting three cards award an extra life. If the cards are identical, more extra lives are awarded. Cards can be exchanged or lost in the 2-player Battle Mode. | |
Magic Balls | The Magic Ball appears after Boom Boom is defeated. It must be touched to complete the level. | |
Wands | After the defeat of each Koopaling, a magic wand must be collected to complete the level. |
Power-ups
Items that transform Mario's appearance and give him unique abilities. Forms that share a column look the same for Mario and Luigi.
Power-up | Form | Description | |
---|---|---|---|
N/A | Small Mario |
Small Luigi |
Mario's weakest form; he starts each life in this form. If Mario touches an enemy in damaging areas or damaging obstacles while in this form, he loses one life. |
Super Mushroom |
Super Mario |
Super Luigi |
The form Mario turns into after obtaining a Super Mushroom in Small form. Mario gains the ability to break bricks in this state. If Mario touches an enemy while in this form, he shrinks back to his Small form. |
Fire Flower |
Fire Mario / Fire Luigi |
After utilizing a Fire Flower, Mario will turn into Fire Mario, letting him throw fireballs. | |
Super Leaf |
Raccoon Mario |
Raccoon Luigi |
After using the Super Leaf, Mario will transform into Raccoon Mario. In this state, Mario can tail whip most enemies and blocks, slow his falls, and fly for a short period of time after gaining enough speed. |
Starman |
Invincible Mario |
Invincible Luigi |
After getting a Starman, Mario will become invincible, and thus cannot be harmed by any enemies or obstacles; he can also defeat most enemies without jumping on or throwing projectiles at them. This will only last for a short period of time (considerably shorter than in most other Super Mario games), and Mario will still lose a life if he falls into a pit, a pool of lava, or runs out of time. If Mario is not Small, he will frontflip as he jumps. |
Tanooki Suit |
Tanooki Mario / Tanooki Luigi |
After obtaining the Tanooki Suit, Mario transforms into Tanooki Mario. Along with the abilities to glide, fly, and attack with his tail, Mario can briefly turn into a statue to avoid or defeat enemies. | |
Frog Suit |
Frog Mario / Frog Luigi |
Mario will turn into Frog Mario after retrieving the Frog Suit. The Frog Suit allows Mario to swim much easier, but impedes his movement on land drastically. | |
Hammer Suit |
Hammer Mario / Hammer Luigi |
Upon obtaining the Hammer Suit, Mario will turn into Hammer Mario. In this state, Mario can defeat enemies by throwing hammers, and can shield himself from fireballs by using his shell, but cannot slide down hills. |
Objects
Objects are interactable elements of the environment that cannot be picked up or collected.
Image | Name | Description |
---|---|---|
Blocks and containers | ||
? Block | Produces coins or an item when hit. (include Hidden Block) | |
Brick | When a brick is hit, it either breaks or produces coins. (Include Coin Block) | |
Cloud Block | Clouds that serve as platforms. | |
Empty Block | A block that cannot be broken. When ? Blocks or certain bricks are hit, they turn into Empty Blocks. | |
Frozen Coin | A coin encased in solid ice that can be melted by fire to be collected. | |
Ice Block | A block made of ice that can make the player slide when walking over it. They appear in small and large sizes. | |
Jump Block | A block that makes the player jump higher. The player can also time their jump to reach greater heights. | |
Magic Note Block | A block that transports the player to Coin Heaven when jumped on. | |
Mega ? Block | A large variant of a ? Block. | |
Mega Block | A large variant of a Brick Block. | |
Mega Empty Block | A large variant of an Empty Block. | |
Wood Block | A block that cannot be destroyed. Some of these blocks release items if hit from the side. | |
Doorways | ||
Magic Door | Special doors that appear only in World 4-6. Teleports players to explore different segments of the level in both sizes to find additional bonuses. | |
P Warp Door | A door that is visible only if a Switch Block is active. Black P Warp Doors are always invisible, but can always be entered, while red P Warp Doors do not appear until a Switch Block is pressed and cannot be entered otherwise. | |
Warp Door | A door found in fortresses and castles that take the player to another portion of the level. | |
Pipes | ||
Giant pipe | A large variant of a Warp Pipe that serves as a platform, rather than transporting the player. | |
Jet Pipe | Currents that push the player. | |
Small pipe | A small variant of a Warp Pipe that serves as a platform, rather than transporting the player. | |
Warp Pipe | Pipes going through the ground that transport the player to new areas. | |
Platforms | ||
Blue Lift | TBW | |
Bolt Lift | A set of nuts that are screwed onto a very long bolt that serve as platforms. The player must continually jump to avoid falling. | |
Cloud Lift | Clouds that serve as platforms. They only appear in World 6-2 and move to the left. | |
Conveyor belt | Moving platforms that carry the player from one place to another without them having to move at all. | |
Directional Lift | A lift that changes direction when stepped on. | |
Donut Lift | A platform that falls under weight if the player stays there for too long. | |
Lift | Platforms that move in any direction. Some called Rail Lifts move along rails strung through the sky. Others called Flimsy Lifts drop down pits shortly after being stood on. | |
Red Brick | TBW | |
Rotary Lift | Platforms that spin. There are three kinds of Rotary Lifts: those that spin for a short time and then stop before they resume spinning shortly afterward, those that spin endlessly, and those that tilt based on where the player is standing on them. | |
Waterfall | TBW | |
White Block | TBW | |
Other objects | ||
Giant Shells | A giant variant of a Green Shell. | |
Goal | TBW | |
Switch Block | When a Switch Block is pressed, Brick Blocks temporarily turn into coins, and vice versa. Pressing a Switch Block can also reveal Blue Coins, which are hidden otherwise. | |
Vine | Vines grow out of certain blocks after they are hit, giving players access to upper parts of a level. |
SMW
Playable characters
Mario and Luigi are the main playable characters. In two-player mode, Mario is controlled by Player 1 and Luigi is controlled by Player 2. If Mario loses a life or completes a level in two-player mode, Luigi comes into play until he does the same. The two may also share extra lives on the world map. The two have identical mechanics.
Non-playable characters
Image | Name | Description |
---|---|---|
Princess Toadstool | The princess of the Mushroom Kingdom, who is kidnapped by Bowser during the vacation. The main objective of the game is to rescue her from Bowser. | |
Yoshi | Mario's sidekick who requests for Mario's assistance. After he is freed from his egg, he can give rides for Mario or Luigi and eat intrusive enemies. | |
Mini-Yoshis | If Mario or Luigi passes nearby a lone egg, it hatches into a Mini-Yoshi. The player must feed the Mini-Yoshi five enemies, shells, coins, or active Grab Blocks for it to grow into an adult Yoshi. Feeding the Mini-Yoshi a single power-up causes it to grow up instantly. Every time a Mini-Yoshi eats something other than a power-up, the player receives a coin and 200 points. | |
Dolphins | A sea creature that gives Mario or Luigi a ride in certain water levels. Dolphins move in jumping arcs or can jump up and down. In Japanese versions of the game, they can be eaten by a Yoshi, while they cannot be eaten in international versions. They appear in Vanilla Secret 3 and a small section at the end of Chocolate Island 1. |
Yoshis
In addition to Mario and Luigi, Yoshis of four different colors appear in the game, and they can be controlled once acquired and help the Mario Bros. in many levels of the game. Green Yoshis hatch out of eggs, usually found in various blocks throughout the game. If an egg is found but the player already has a Yoshi, the egg instead provides a 1-Up Mushroom. If a Yoshi gets hurt, it runs off, requiring the Mario Bros. to chase it down if they want to ride it again. A Yoshi can additionally provide a Yoshi Boost[1] (or Double Jump)[2] to Mario or Luigi if he jumps off the Yoshi. Some levels contain berries, and Yoshis can eat them and produce eggs from them if enough are eaten. Yoshis can eat most enemies, though they cannot immediately swallow most shells, requiring them to spit the shells out before they eventually swallow them.
Red, Blue, and Yellow Yoshis are uncommon in Super Mario World. They are first encountered in Star World, which is accessible by using the five Star Roads found throughout the game. Red, Blue, and Yellow Yoshis are found as Mini-Yoshis, small and unable to be ridden. However, through carrying them, the Mini-Yoshis eat the enemies and items they touch. When they eat five enemies, shells, coins, or active Grab Blocks, they transform into adult Yoshis and can be used normally. If a Mini-Yoshi eats a single power-up, it grows up instantly. Mini-Yoshis of all colors hatch from the eggs rescued from the castles during the end credits of the game.
Image | Name | Description |
---|---|---|
Yoshi | Green Yoshis are able to eat enemies by using their long tongues and jump on spiked foes without taking harm as well as walk across Munchers. They can use a Koopa Shell's power depending on the color of the shell. | |
Red Yoshi | Red Yoshis can spit out any Koopa Shell in the form of three fireballs. These fireballs turn a variety of enemies into coins. Red Yoshis are found as Mini-Yoshis in Star World 1 and Star World 4. | |
Blue Yoshi | Blue Yoshis can fly regardless of what color the Koopa Shell is in their mouths. Additionally, Yoshi can become a Blue Yoshi if he touches Yoshi's Wings, which appear in some levels and act as shortcuts to the end of the stage. Blue Yoshis are found as Mini-Yoshis in Star World 2. | |
Yellow Yoshi | Yellow Yoshis can create small sand clouds when they hit the ground while they carry a Koopa Shell in their mouths, defeating enemies within the range of the cloud. They are found as Mini-Yoshis in Star World 3 and Star World 5. |
Enemies
Defeatable enemies yield different points depending on the means of attack. Striking an enemy with the cape or knocking into one while it is standing on a block yields 100 points. Stomping or striking one with a shell yields 200.
Image | Name | Description | Levels | New | |
---|---|---|---|---|---|
First | Last | ||||
Goomba | A round, chestnut-like creature. After stomping a Goomba, Mario or Luigi can carry it for a short distance and throw it. Some Goombas come floating in bubbles. | Donut Plains 4 | Funky | ||
Para-Goomba | A parachuting Goomba. | Donut Plains 4 | Chocolate Island 5 | ||
Flying Goomba | A hopping winged Goomba. | Donut Plains 4 | Funky | ||
Spiny | A spiked turtle that cannot be jumped on. Spinies are born from Spiny Eggs, which are thrown by Lakitus. | Vanilla Secret 2 | Gnarly | — | |
Spiny Egg | A Lakitu throws this. When it hits the ground, it hatches into a Spiny. | Vanilla Secret 2 | Gnarly | — | |
Bob-omb | A walking bomb with a short fuse. Bob-ombs are portable once Mario or Luigi stomps them. They also appear in bubbles. | Vanilla Secret 2 | Chocolate Island 5 | — | |
Para-bomb | A parachuting Bob-omb. | Vanilla Secret 2 | Chocolate Island 5 | ||
Fuzzy | A black furball that follows a set path. It cannot be stomped on, but it can be bounced off with a Spin Jump. | Donut Plains 3 | Way Cool | ||
Wiggler | A yellow caterpillar. When Mario or Luigi jumps on its head, it turns red and moves faster. It is impervious to fireballs. | Forest of Illusion 1 | Outrageous | ||
Jumping Piranha Plant | A carnivorous plant that jumps out of a pipe. It cannot be stomped on, but it can be bounced off with a Spin Jump. In Fall, all Piranha Plant variants wear Jack-o'-lanterns on their heads. These ones are called Jumping Pumpkin Plants. | Yoshi's Island 1 | Groovy | ||
Jumping Fire Piranha Plant | This rare Jumping Piranha Plant spits fireballs. | Cookie Mountain | Funky | ||
Piranha Plant | A carnivorous plant that lives in a pipe. It cannot be stomped on, but it can be bounced off with a Spin Jump. It can be defeated with fireballs, capes, or Yoshi. | Vanilla Dome 3 | — | ||
Volcano Lotus | A fire-spitting lotus plant. It cannot be jumped on, though fireballs, capes, or Yoshi can defeat it. | Donut Plains 1 | Groovy | ||
Chargin' Chuck |
A turtle dressed in football gear who charges at Mario or Luigi. Most Chargin' Chucks are Lookout Chucks that charge directly at Mario or Luigi once they appear onscreen, and can jump up vertical walls. Others have unique means of attack, but revert to Lookout Chucks when stomped. The uniquely-behaving Chucks are: Clappin' Chucks that jump straight up and clap when approached; Splittin' Chucks that split into three; Passin' Chucks that have endless supplies of gridiron footballs to kick; Confused Chucks that throw baseballs; Diggin' Chucks that dig up rocks with a shovel to throw at Mario or Luigi; ones that jump high into the air; and ones that whistle to summon other enemies like Rip Van Fish and Super Koopas. |
Yoshi's Island 1 | Bowser's Castle | ||
Sumo Brother | A big Koopa that stomps the ground and sets fire to everything below him. | Cookie Mountain | Funky | ||
Pokey | A mobile cactus with a spiked head. If Mario or Luigi is riding Yoshi, a Pokey will have five sections instead of three. It cannot be stomped on, but it can be bounced off with a Spin Jump. | Yoshi's Island 4 | Groovy | — | |
Monty Mole | A mole that pops out of mountains and the ground and gives chase. | Yoshi's Island 2 | Cookie Mountain | ||
Mega Mole | A giant Monty Mole that lives underground. It can be ridden on. | Chocolate Island 4 | Valley of Bowser 2 | ||
Rex | A blue dinosaur that takes two stomps to defeat. After the first stomp, the Rex is squished to half its size and becomes faster. A second stomp flattens it completely and defeats it. | Yoshi's Island 1 | Awesome | ||
Dino-Rhino | A slow-moving ceratopsian dinosaur. When jumped on, it turns into a Dino-Torch. | Chocolate Island 1 | Chocolate Island 2 | ||
Dino-Torch | A tiny Dino-Rhino that breathes fire. | Chocolate Island 1 | Chocolate Island 2 | ||
Koopa (Red) | A turtle that paces steadily back and forth on a platform. When it reaches an edge, it turns around. In Fall, all Koopas wear Mario-themed masks and are referred to as Mask Koopas. | Yoshi's Island 2 | Funky | — | |
Koopa (Green) | A turtle that walks off edges. | Yoshi's Island 3 | Funky | — | |
Koopa (Blue) | This turtle is faster than other Koopa Troopas. It walks back and forth on its platform. | Donut Plains 3 | Funky | ||
Koopa (Yellow) | This turtle walks towards Mario or Luigi and drops a coin if stomped. | #3 Lemmy's Castle | Funky | ||
Unshelled Koopa (Red) | A shell-less Koopa Troopa that avoids edges. It becomes a red Koopa Troopa after entering a shell. | Yoshi's Island 2 | Funky | ||
Unshelled Koopa (Green) | A shell-less turtle that walks off edges. It becomes a green Koopa Troopa after entering a shell. | Yoshi's Island 2 | Funky | ||
Unshelled Koopa (Blue) | This is the slowest shell-less turtle. Unlike the other three shell-less Koopas, blue Koopas without Shells do not enter a shell. They slide on slopes and will kick a shell if they come in contact with one. | Yoshi's Island 1 | Funky | ||
Unshelled Koopa (Yellow) | Once it jumps into a Yellow Shell, it becomes a flashing Shell. | Donut Plains 4 | Funky | ||
Super Koopa (Red) | A flying shell-less Koopa Troopa. It swoops down when Mario or Luigi approaches, then rises back up. | Donut Plains 1 | Butter Bridge 2 | ||
Super Koopa (Green) | It swoops down when Mario or Luigi approaches, then rises back up. Green Super Koopas can be generated by whistling Chargin' Chucks. | Butter Bridge 2 | Funky | ||
Super Koopa (Blue) | It starts on the ground and takes off, flying forward. Some blue Super Koopas have flashing capes and drop a Cape Feather when stomped. | Donut Plains 1 | Butter Bridge 2 | ||
Koopa Paratroopa (Green) | A green Koopa Troopa with wings. It jumps around aimlessly. | Yoshi's Island 3 | Funky | — | |
Koopa Paratroopa (Red) | A red Koopa Troopa with wings. It flies around in a set area. | Donut Secret 2 | Awesome | — | |
Koopa Paratroopa (Yellow) | A yellow Koopa Troopa with wings. It never flies, but it hops over shells that are kicked at it. | Awesome | Funky | ||
Climbing Koopa (Green) | The green variety moves slowly, while the red variety is as fast as Mario and Luigi. | #1 Iggy's Castle | Bowser's Castle | ||
Climbing Koopa (Red) | The green variety moves slowly, while the red variety is as fast as Mario and Luigi. | #1 Iggy's Castle | Bowser's Castle | ||
Muncher | An invincible black plant. | Donut Secret 2 | Mondo | — | |
Fishin' Lakitu | A Lakitu fishing with a 1-Up Mushroom. If Mario or Luigi takes the bait, the enemy turns into a normal Lakitu. | Forest of Illusion 4 | |||
Lakitu | A turtle that rides in a cloud and throws Spiny Eggs down at Mario or Luigi. If Mario or Luigi hits him with a throwable object or spinning cape, he can ride in his cloud for a limited time. However, if a Lakitu is stomped on, the cloud disappears. In some courses, Lakitus occur in pipes. | Vanilla Secret 2 | Gnarly | — | |
Amazing Flyin' Hammer Brother | This enemy tosses hammers from its swooping platform, attempting to attack Mario or Luigi. It can be defeated by hitting the bottom of the platform it sits on. | Donut Plains 4 | Outrageous | ||
Bullet Bill | A slow-moving bullet. It is impervious to fireballs. In Fall, they are replaced with Pidgit Bills. | Vanilla Dome 4 | Outrageous | — | |
Banzai Bill | A giant slow-moving bullet. The cannons Banzai Bills are fired from are not seen anywhere in the game. | Yoshi's Island 1 | Awesome | ||
Spike Top | A single-spiked red turtle that climbs around walls and platforms. Just like Buzzy Beetles, Spike Tops are immune to fireballs. They cannot be stomped on, but they can be bounced off with a Spin Jump. | Donut Plains 2 | Valley of Bowser 4 | ||
Buzzy Beetle | A small turtle that behaves just like a green Koopa Troopa, except fireballs have no effect on it and it never leaves its shell. | Donut Plains 2 | Chocolate Secret | — | |
Swooper | A green bat that lives in a cave and swoops downwards. | Donut Plains 2 | Valley of Bowser 2 | ||
Blargg | A lava dinosaur. Only its eyes are visible before it dips back into the lava and lunges at Mario or Luigi. It cannot be stomped on. | Vanilla Dome 1 | Chocolate Secret | ||
Cheep Cheep | A small fish that slowly swims back and forth. Cheep Cheeps also are found in bubbles; once popped from them, they flop across the level. | Yoshi's Island 4 | Mondo | — | |
Blurp | A fish wearing goggles. It swims in only one direction. | Donut Secret 1 | Star World 2 | ||
Porcu-Puffer | A fat spiny fish that swims in the water. It cannot be stomped on, but it can be bounced off with a Spin Jump. | Vanilla Secret 3 | Chocolate Island 1 | ||
Urchin | A spiked creature that follows a set path underwater. | Forest of Illusion 2 | |||
Rip Van Fish | A sleeping fish that will chase after Mario or Luigi if it is awakened. | Donut Secret 1 | Star World 2 | ||
Torpedo Ted | A slow-moving torpedo. | Soda Lake | |||
Boo Buddy | A shy ghost that stops moving when Mario or Luigi looks at it. It is impervious to fireballs and capes. It cannot be stomped on, but it can be bounced off with a Spin Jump. Some Boo Buddies appear as an invincible snake-like chain that bounce around the room. Others appear in large groups with members phasing transitioning from translucent and harmless, to opaque and damaging. Boo Buddies with a similar behavior appear in the Sunken Ghost Ship. Boo Buddies flying in a circle formation. They are impervious to nearly all attacks. | Donut Ghost House | Valley Ghost House | — | |
Boo Buddy Block | A shy ghost that turns into a block when Mario or Luigi looks at it. While in Boo form, it cannot be stomped on. | Choco-Ghost House | |||
Big Boo | A giant Boo Buddy. It cannot be stomped on, but it can be bounced off with a Spin Jump. | Donut Secret House | Forest Ghost House | ||
Fishin' Boo | A Lakitu-like ghost in a cloud, fishing with a blue flame. | Choco-Ghost House | |||
Eerie | A dinosaur-like ghost that floats in zigzag patterns. Eeries are impervious to most attacks. | Vanilla Ghost House | Valley Ghost House | ||
Lava Bubble | An invincible ball of lava found in castles. It cannot be stomped on, but it can be bounced off with a Spin Jump. The diagonal type is always in the air, bouncing off any walls it runs into in an attempt to hurt Mario or Luigi. | #1 Iggy's Castle | Bowser's Castle | — | |
Ninji | A cat-like ninja enemy that jumps up and down. | Bowser's Castle | — | ||
Dry Bones | A Koopa Troopa skeleton. It falls apart when Mario or Luigi stomps on it, and after a short time, it reforms its body. It can also throw bones at Mario or Luigi. It is impervious to fireballs. | #2 Morton's Castle | Bowser's Castle | — | |
Bony Beetle | An undead Buzzy Beetle that periodically ducks and bears spikes. | Vanilla Fortress | Valley Fortress | ||
Fishbone | A darting fish skeleton. It is impervious to fireballs. | Vanilla Fortress | Bowser's Castle | ||
Lil Sparky | A little spark that circles a platform. | #6 Wendy's Castle | Bowser's Castle | ||
Hothead | A giant spark that slowly circles a platform. It cannot be stomped on, but it can be bounced off with a Spin Jump. | #6 Wendy's Castle | Bowser's Castle | ||
Thwomp | A large stone that drops as Mario or Luigi approaches. It cannot be stomped on, but it can be bounced off with a Spin Jump. | #2 Morton's Castle | Bowser's Castle | — | |
Thwimp | A tiny stone that hops around. It cannot be stomped on, but it can be bounced off with a Spin Jump. | #2 Morton's Castle | #7 Larry's Castle | ||
Grinder | A spinning saw blade. It cannot be stomped on, but it can be bounced off with a Spin Jump. | Forest Fortress | #6 Wendy's Castle | ||
Magikoopa | A Koopa sorcerer in a blue robe. It changes Rotating Blocks into various enemies and items and teleports. | #3 Lemmy's Castle | #7 Larry's Castle | ||
Mechakoopa | A mechanical version of Bowser. After stomping it, Mario or Luigi can pick it up and use it as a weapon. | Bowser's Castle |
Obstacles
Image | Name | Description | Levels | |
---|---|---|---|---|
First | Last | |||
Ball 'N' Chain | A large spiked ball on a chain that cannot be defeated. The chain is harmless; it swings behind Mario or Luigi. A Ball 'N' Chain cannot be stomped on, but it can be bounced off with a Spin Jump. | #2 Morton's Castle | Bowser's Castle | |
Big Bubble | A slow-moving green bubble. It cannot be stomped on, but it can be bounced off with a Spin Jump. | Vanilla Ghost House | Valley Ghost House | |
Big Steely | A giant metal ball thrown by Bowser. It cannot be stomped on, but it can be bounced off with a Spin Jump. | Bowser's Castle | ||
Bowser Statue (Gray) | A small statue of Bowser. The gray Bowser Statues spit fire. | #5 Roy's Castle | Bowser's Castle | |
Bowser Statue (Gold) | A small statue of Bowser. The gold ones hop around. | #5 Roy's Castle | Bowser's Castle | |
Chainsaw | An invincible saw blade that follows a designated path. It cannot be stomped on, but it can be bounced off with a Spin Jump and with Yoshi. | Cheese Bridge Area | Way Cool | |
Decoy[3] | This harmful impostor pops out of pipes used by Lemmy and Wendy. Decoys always come in pairs and can be stomped on. | #3 Lemmy's Castle | #6 Wendy's Castle | |
Falling spike | A spiked obstacle that falls from the ceiling. | Vanilla Fortress | Valley Fortress | |
Fire Snake | A jumping ball of fire that leaves fire behind as it jumps. It cannot be stomped on, but it can be bounced off with a Spin Jump. | Outrageous | ||
Flame | Fire dropped by Bowser. It cannot be stomped on, but it can be bounced off with a Spin Jump. | Bowser's Castle | ||
Floating Mine | A floating spiked mine. It cannot be stomped on, but it can be bounced off with a Spin Jump. | Yoshi's Island 4 | Sunken Ghost Ship | |
Haunted Hole[4] | A gap in the platform that moves left and right. | Choco-Ghost House | ||
Lava | Molten rock that instantly causes Mario or Luigi to lose a life. A chocolate version of lava appears in the Chocolate Fortress and Chocolate Island 4. | #1 Iggy's Castle | Bowser's Castle | |
Pillar | This obstacle moves slowly for some seconds, revealing itself, before suddenly smashing almost anything on its way. After some seconds later, it moves slowly back. | #1 Iggy's Castle | Bowser's Castle | |
Skewer | This obstacle moves up and down, blocking the path. | #6 Wendy's Castle | Bowser's Castle | |
Spike | This obstacle comes down from the ceiling or up from the floor. Most spikes do not retract all the way, leaving their points exposed. | Chocolate Fortress | #7 Larry's Castle | |
Spike Trap | A pointy obstacle that damages Mario or Luigi. In #4 Ludwig's Castle, the falling ceiling is lined with spikes. Striking the nearby ON/OFF Switch forces it to recede. | #1 Iggy's Castle | Bowser's Castle | |
Torpedo tube | It fires Torpedo Teds that are invincible to all available forms of attack. | Soda Lake | ||
Turtle Cannon | An indestructible cannon. It shoots an endless number of Bullet Bills; however, it does nothing if the player is near it. | Sunken Ghost Ship | Outrageous |
Bosses
Bosses are listed in the order that they are first encountered.
Image | Name | Description | Levels | |
---|---|---|---|---|
First | Last | |||
Reznor | A fire-spitting Triceratops that comes in a set of four. Reznors guard the exits of all fortresses. | Vanilla Fortress | Valley Fortress | |
The Big Boo | He moves around the room while invisible, then suddenly reappears. | Donut Secret House | ||
Iggy Koopa | He tries to push Mario or Luigi into a pool of lava while spitting fireballs. | #1 Iggy's Castle | ||
Morton Koopa Jr. | He runs up the walls of his room, trying to drop onto Mario or Luigi. | #2 Morton's Castle | ||
Lemmy Koopa | He pops randomly out of seven pipes along with two decoys of himself. | #3 Lemmy's Castle | ||
Ludwig von Koopa | He spins in his shell around the room, stopping to shoot fireballs. | #4 Ludwig's Castle | ||
Roy Koopa | Like Morton, he runs up the walls of his room, trying to drop onto Mario or Luigi. | #5 Roy's Castle | ||
Wendy O. Koopa | Like Lemmy, she pops randomly out of seven pipes along with two decoys of herself. | #6 Wendy's Castle | ||
Larry Koopa | Like Iggy, he tries to push Mario or Luigi into a pool of lava while spitting fireballs. | #7 Larry's Castle | ||
Bowser | The final boss. He hovers above in his Koopa Clown Car, dropping Mechakoopas, Big Steelies, and Flames. | Bowser's Castle |
Items
These are collectibles, pickups, and health-restoring objects.
Image | Name | Description |
---|---|---|
Coins | When Mario collects 100 coins, he gets a 1-Up. | |
Gray Coins | Pressing a Gray P Switch turns basic enemies into Gray Coins for a limited time. If enough are collected, they create extra lives. | |
Dragon Coins | If Mario collects all five Dragon Coins or more on one stage, he gets a 1-Up. 1000 points are awarded, then double for each one collected. | |
Bonus Coins | If Mario collects all ten Bonus Coins thrown by the Yoshi Cloud, it throws a 1-Up Mushroom. | |
1-Up Mushrooms | If Mario collects this, he gets an extra life. These mushrooms may also come from eggs if Mario is already riding Yoshi as either brother finds them from a block/passes them by. | |
3-Up Moons | If Mario collects this very rare item, they both get three extra lives. | |
Keys | If Mario grabs a key and puts it in a keyhole (which is hidden in a level), a secret level is unlocked. | |
Eggs | TBW | |
Red Berries | Eating ten Red Berries in one stage causes Yoshi to lay an egg with a Super Mushroom. A berry is also worth the same as a coin. | |
Pink Berries | Eating two Pink Berries produces a Yoshi Cloud. | |
Green Berries | Eating a Green Berry adds 20 seconds to the time limit. | |
Jumping Boards | Jumping on this allows Mario to jump much higher than normal. | |
Switch Blocks | When a blue Switch Block is pressed, blocks transform into coins and vice versa. After a short period of time, they revert back to normal. | |
Gray P Switches | If a Gray P Switch is pressed, most basic enemies, such as Spinies, transform into Gray Coins. After a short period of time, they revert to normal. | |
Grab Blocks | A dark-blue block that can be picked up and carried. Once grabbed, it can be kicked away to defeat enemies. | |
Magic Ball | An item that ends the current stage when touched. It appears only in the Sunken Ghost Ship. |
Power-ups
Items that transform Mario's appearance and give him unique abilities. Forms that share a column look the same for both Mario and Luigi.
Power-up | Form | Description | |
---|---|---|---|
N/A | Small Mario |
Small Luigi |
Small Mario is default and the weakest form Mario or Luigi starts with. If he touches an enemy from damaging areas, such as their sides, as well as damaging obstacles, he loses a life. |
Super Mushroom |
Super Mario |
Super Luigi |
Super Mushrooms turn Mario or Luigi into Super Mario. He can sustain a hit from most obstacles and reverts to Small Mario/Luigi if he gets hit. When Super Mario or Luigi hits blocks, they spawn with more powerful items, such as Fire Flowers or Cape Feathers. 1,000 points are awarded. |
Fire Flower |
Fire Mario |
Fire Luigi |
Fire Flowers turn Mario or Luigi into Fire Mario, enabling him to launch small fireballs that defeat enemies and give out coins when defeated. 1,000 points are awarded. |
Cape Feather |
Caped Mario |
Caped Luigi |
Cape Feathers turn Mario or Luigi into Caped Mario. He can spin his cape to defeat enemies as well as slow his descent while the jump button is held down. Caped Mario/Luigi can fly if he is given a running start. 1,000 points are awarded. |
Power Balloon |
Balloon Mario |
Balloon Luigi |
Power Balloons turn Mario into Balloon Mario. He can float for a limited time, and extra Power Balloons replenish the time spent in the air. No points are awarded upon him collecting the item. |
Super Star |
Invincible Mario / Luigi |
Super Stars make Mario or Luigi become Invincible Mario temporarily, allowing Mario or Luigi to defeat most enemies by running into them. If the player collects more Super Stars in blocks while invincible, the duration of the invincibility is extended. 1,000 points are awarded. Enemies defeated while the player is invincible count towards points eventually becoming 1-Ups or 2-Ups, depending on the enemy. | |
Yoshi's Wings |
Winged Yoshi |
Yoshi's Wings grant Yoshi the ability to fly and enter Coin Heaven. They turn any Yoshi blue after completion, making this the only way to get a Blue Yoshi outside Star World. |
Objects
Objects are interactable elements of the environment that cannot be picked up or collected.
Image | Name | Description |
---|---|---|
Blocks and containers | ||
Bonus Block | A block that gives out a 1-Up Mushroom if the player has 30 coins. If the player has fewer than 30 coins, the block gives out one coin. | |
Brown Block | A Prize Block that no longer has an item in it. Some Brown Blocks form snakes that carry players through the level. | |
Bubble | Bubbles float around and can contain Super Mushrooms, Goombas, Bob-ombs, or Cheep Cheeps. | |
Cloud Block | TBW | |
Dotted Line Block | A permeable block that indicates the presence of an Exclamation Mark Block. Dotted Line Blocks turn solid once the ! Switch of the corresponding Switch Palace is activated. | |
Exclamation Mark Block | A block that starts out as a Dotted Line Block prior to the player hitting the ! Switch at the block's corresponding Switch Palace. After the ! Switch is activated, Exclamation Mark Blocks turn solid, behaving as platforms or as Prize Blocks. Yellow and green Exclamation Mark Blocks contain a Super Mushroom and a Cape Feather, respectively. | |
Flying Prize Block | A Prize Block with wings that moves about. Once hit, it turns into a static Brown Block. | |
Gray Block | TBW | |
Ice Block | A frozen version of Rotating Block that acts as a slippery platform. | |
Jump Block | A block that causes the players to automatically jump. When the jumping is timed right, players can jump even higher, acting similarly to a Jumping Board. Some Jump Blocks contain power-ups within them, and they can be activated by hitting them as normal blocks or by touching them. | |
Message Block | A block that gives out Points of Advice, which are designed to help players learn the game. | |
O/X Block | TBW | |
ON/OFF Switch | A block that can change the path a Pulley Lift travels on or can toggle the direction of a falling ceiling in #4 Ludwig's Castle. | |
Prize Block | Gives a variety of items when hit, such as coins, power-ups, and other items. Once depleted, it turns into a Brown Block. Some Prize Blocks are Coin Blocks that contain a total of 10 coins. Some Prize Blocks are hidden and are revealed either if the player hits them or if they are activated by a Switch Block. | |
Red ? Block | A block that activates a floating spotlight found near the end of Bowser's Castle. | |
Rotating Block | A block that flips when it is hit from below or by Caped Mario/Luigi, causing it to be unable to be landed on. Super Mario/Luigi can destroy Rotating Blocks by spin-jumping on them. Chargin' Chucks can destroy them, and some enemies are hidden in them. | |
Roulette Block | A block that contains power-ups that swap between the available types. Items that are released from the blocks still change form when they are out. | |
Stretch Block | A platform composed of five blocks that stretch or compress in a set pattern, either vertically or horizontally, sometimes alternating between the two. | |
Triangular Block | A block that allows Mario or Luigi to run up walls. Yoshi cannot run up walls, though he can bounce off Triangular Blocks. | |
Climbable objects | ||
Beanstalk | Found hidden in blocks, Beanstalks grow out of blocks and give players access to upper parts of a level, including new areas that can lead to secret exits. Players cannot climb them while riding on Yoshi. | |
Fence | Located in a variety of castle or fortress levels, fences can be climbed on by players. Players can also hit a fence to activate Revolving Doors or defeat Climbing Koopas on the other side. | |
Revolving Door | TBW | |
Rope | An object players can climb on, similar to a Beanstalk and a fence. Ropes are used to travel through a level. Players cannot climb them while riding on Yoshi. | |
Doorways and transportation objects | ||
Blue Door | A door that is visible only if a Switch Block is active. | |
Keyhole | TBW | |
Lakitu's Cloud | If a Lakitu is defeated without being stomped on, his cloud can be ridden for a short time until it disintegrates. | |
Pipe Cannon | A diagonal-facing Warp Pipe that shoots Mario or Luigi out of it. Pipe Cannons are exit points, usually from an underground area. | |
Warp Pipe | A pipe that can lead players to another area of the level if they either duck or jump into one. Some Warp Pipes contain varieties of Piranha Plants or Lakitus, some extend and retract (found only in Forest of Illusion 4), and some large, diagonal Warp Pipes launch players. | |
Yellow Door | A door found in Ghost Houses, fortresses, and castles. Yellow Doors take the player to another portion of the level. Large red doors serve as entry points to a boss. | |
Platforms | ||
Bouncing bough | A platform that can be bounced on like a Jump Block or Jumping Board. It is always attached to the side of another object. | |
Count-Lift | A lift that moves in a straight line to the right and counts down. When its timer reaches zero, the lift falls. | |
Diagonal platform | An angled dirt and tuft platform facing either top left or top right. It slowly moves to one side, stops, and then moves back repeatedly. | |
Escalator | TBW | |
Floating island platform[5] | A grassy platform that floats on water. The platform will sink if Mario or Luigi steps on it, and it will rise back up. | |
Flying Platform | A platform composed of three non-spinning gray Rotating Blocks with wings. Amazing Flyin' Hammer Brothers also ride on Flying Platforms, but theirs have only two Rotating Blocks. | |
Lift | Moving platforms. Their designs and trajectories vary. There are various types of Lifts. Some fall once Mario steps on them. Others float on the surface of water or lava. | |
Mushroom Platform | A mushroom that serves as a platform. | |
Piston Lift | A lift that acts as a balancing scale. Landing on one causes it to sink while another lift rises. Piston Lifts are shaped as mushrooms. | |
Pulley Lift | A lift that travels along a track. | |
Sand tide | A sandy yellow platform. It usually moves up and down to crush Mario or Luigi, though some sand tides simply sink upon him landing on one. | |
Semisolid Platform | A variety of platforms that can be jumped through. | |
Single Swing Lift | A platform attached to a pivot point. The brown version is stationary until stood on, while the gray version perpetually rotates in a certain direction. | |
Skull Raft | A platform composed of four segmented skulls that appears on lava. When landed on, it automatically moves. | |
Snake platform | A platform composed of Brown Blocks that, when stood on, travels through a level. | |
Triple Swing Lift | A set of three platforms that perpetually spin around their pivot point. | |
Other objects | ||
Current | Constantly rises and lowers, forcing Mario or Luigi to swim while also pushing him back. | |
Giant Gate | Marks the end of the level. Players who hit the moving tape get awarded Bonus Stars depending on the position it is hit in; players who get 100 Bonus Stars have the opportunity to play a bonus game. If players hit the tape at its highest point, they will get 50 Bonus Stars and three extra lives. | |
Midway Gate | A striped gate that serves as the level's checkpoint when touched. When players lose a life, they spawn near the checkpoint rather than at the beginning of the level. If Small Mario/Luigi touches the Midway Gate, he powers up to Super Mario/Luigi. | |
Spotlight[6] | Helps Mario or Luigi see in the dark. It appears only in Bowser's Castle and is triggered by a red ? Block. | |
Switch | TBW | |
Yoshi Cloud | A cloud that hatches from an egg after Yoshi eats two Pink Berries. If Mario or Luigi catches all ten Bonus Coins that it drops, it will release a 1-Up Mushroom. |
SML2
Non-playable characters
Image | Name | Description |
---|---|---|
Heavy Zeds | Owls that carry the player to another area once stepped on. |
Enemies
Image | Name | Description | Levels | New | |
---|---|---|---|---|---|
First | Last | ||||
Goomba | Walks forward aimlessly, can be defeated with one stomp. | Mushroom Zone | Cheep Cheep Course | — | |
Para-Goomba | Hops around in a small area, having their wings removed with one stomp. | Mushroom Zone | Whale Course | — | |
Masked Ghoul | Walks forward aimlessly like a Goomba, but propels Mario upwards when stomped. | Bat Course | Witch's Mansion Course | ||
Aqua Goomba | Moves like a Goomba and propels Mario high into the air when stomped. | Whale Course | |||
Koopa Troopa | Can be knocked into its shell, which can be kicked to hurt other enemies. | Mushroom Zone | Secret Course 6 | — | |
Piranha Plant | Periodically emerges from pipes to bite Mario. | Mushroom Zone | Secret Course 6 | — | |
Venus Fire Trap | Periodically emerges from pipes, and shoots a fireball. | The Exit | Pumpkin Zone Level 3 | — | |
Ragumo | Burrows underground to pop up and damage Mario. | Invincibility! | |||
Bopping Toady | Hops a small distance before lashing out its tongue for a short-ranged attack. | Invincibility! | |||
Spikey | A hedgehog that curls up into a ball and dashes at Mario. | Invincibility! | |||
Kyotonbo | Flies in quick, darting motions to home in on Mario. | Invincibility! | |||
Moofish | Swims in sap, and charges at Mario horizontally if he gets close. | In the Trees | |||
Noko Bombette | Patrols an area, and explodes after being stomped. | In the Trees | |||
Ant | Marches back and forth in a small area, damaging Mario if touched. | The Exit | In the Syrup Sea | ||
Chikunto | Has retractable spikes that can damage Mario if he tries to jump on it. | The Ant Monsters | |||
Dokanto | An ant with cannons on their heads that periodically fire pellets. | The Ant Monsters | |||
Goronto | Digs up rocks and rolls them towards Mario. | The Ant Monsters | |||
Battle Beetle | Jumps into the air, and flies downwards at an angle. | The Exit | In the Syrup Sea | ||
Bee Fly | Flies away when Mario gets close. | The Exit | Fiery Mario–Special Agent | ||
Tamara | Egg-like enemies that emerge from small, plant-like pods and move upwards. | Honeybees | |||
Unera | Crawls slowly while patrolling an area. | Honeybees | |||
Grubby | A spiky Unera that cannot be jumped on. | Honeybees | |||
Beebee | Emerges from honeycombs, trying to home in on Mario to sting him. | Honeybees | |||
Skeleton Bee | A variant of Beebee that can come back to life when stomped. | Honeybees | |||
Bigbee | Drops down to crush Mario, then flies back to its position. | Honeybees | |||
Dondon | Flies forwards in a straight line. | Hippo | Final Boss: The Big Bird | ||
Birdfish | Hops out of the water, and glides on the air for a brief period of time. | Hippo | |||
Blurp | Swims aimlessly in one direction, while occasionally pausing. | Hippo | Cheep Cheep Course | — | |
Bomubomu | Patrols an area, occasionally shooting cannonballs horizontally or diagonally. | Moon stage | Final Bosses: Three Mean Pigs! | ||
Poro | Orbits blocks or areas of empty space. | Moon stage | Secret Course 2 | ||
No. 48 | Jumps around, and fires arcing, exploding stars. | Moon stage | |||
Star | Floats in space, and cannot be defeated by any means. | Star stage | Secret Course 2 | ||
Unibo | Indestructible enemies found in air and water. | Hippo | Turtle Zone | ||
Tosenbo | Inflates briefly to block Mario's path. | Star stage | |||
Cheep-Cheep | Swims back and forth in the water. | In the Syrup Sea | Cheep Cheep Course | — | |
Spiny Cheep-Cheep | Occasionally puffs up to float upwards underwater. | Cheep Cheep Course | — | ||
Honebon | Swims underwater in an upside-down V-shape. | Fiery Mario–Special Agent | Whale Course | ||
Collector | Runs away carrying a 1-Up Heart. | Final Boss: One Mighty Mouse! | |||
Spiked ball | Moves along a vertical, chained path to damage Mario, pausing briefly before changing directions. | Bat Course | Witch's Mansion Course | ||
Falling spike | Falls from the ceiling to hit Mario. | Bat Course | — | ||
Boo Buddy | Chases Mario whenever he is not facing it, but hides when he is. | Bat Course | Witch's Mansion Course | — | |
Kurokyura | Stays in place, sending small bats called Minikyura after Mario. | Bat Course | |||
Minikyura | Small bats fired at Mario by Kurokyura. | Bat Course | |||
Bero | Stays still, damaging Mario with its tongue. Can be used as a platform. | Pumpkin Zone Level 2 | |||
Karakara | Hops into the air, before opening up and floating down, while moving side-to-side. | Pumpkin Zone Level 2 | |||
Fireball Boy | Hovers around in a figure-eight area. | Pumpkin Zone Level 2 | |||
Kyororo | Waits for Mario to appear before charging at him. | Pumpkin Zone Level 2 | |||
Ghost Goomba | Moves like a Goomba, but cannot be defeated with a stomp. | Pumpkin Zone Level 3 | |||
Pikku | Hops back and forth in a small area. | Witch's Mansion Course | |||
Rerere | Bounces back and forth as it sweeps the ground. | Witch's Mansion Course | |||
Yashichi | Spinning blades that move along tracks. | Fiery Blocks | |||
Tatenoko | Sawblades that move horizontally on a set path. | Fiery Blocks | |||
Screw | Emerges from the ground, and bounces towards Mario. | Fiery Blocks | |||
Bear | Rolls on top of a Beach Ball, which can be used to traverse spiky and dangerous floors. | Mario the Circus Star! | |||
Kiddokatto | Charges at Mario at high speeds, usually in groups. | Beware: Jagged Spikes | |||
Jack-in-the-Box | Emerges from ? Blocks, then hops around wildly. | Beware: Jagged Spikes | |||
Bullet Bill | A bullet that is periodically fired out of Turtle Cannons. | Beware: Jagged Spikes | Turtle Zone | — | |
Satellite | Spins around a point slowly to damage Mario if touched. | Final Bosses: Three Mean Pigs! | |||
Wakiri | Sawblades in the ground that move back and forth. | Final Bosses: Three Mean Pigs! | |||
Shark | Swims slowly in the water, but charges when Mario gets close. | Cheep Cheep Course | Turtle Zone | ||
Furizo | Moves back and forth in a pendulum-like swing to damage Mario. Larger than Furiko. | Mario's castle | |||
Furiko | Moves back and forth in a pendulum-like swing to damage Mario. Smaller than Furizo. | Mario's castle | |||
Mechanical fist | A replica of Wario's fist that crashes down at great speed. | Mario's castle | |||
Karamenbo | Four spinning pillars that come crashing down from the sky before rising back up. | Mario's castle | |||
Floating Face | Bounces around diagonally in small rooms. | Mario's castle |
Obstacles
Image | Name | Description | Levels | |
---|---|---|---|---|
First | Last | |||
Crystal ball | TBW | Mario's castle | ||
Fire | Flames that damage the player. | Fiery Mario–Special Agent | Witch's Mansion Course | |
Lance | Blade obstacles that rest in one place, usually along the ceiling, thrusting up and down in a set rhythm. | Turtle Zone | Whale Course | |
Lava | Molten rock that can cause the player to instantly lose a life. | Mario's castle | ||
Piranha Plant (statue) | Fire large, horizontal fireballs at Mario. | Mario's castle | ||
Rib | Large pointy obstacles that damage the player. | Whale Course | ||
Spike | Pointy obstacles that damage the player. | Mushroom Zone | Mario's castle | |
Spiked ball | TBW | Fiery Blocks | ||
Turtle Cannon | Periodically fires Bullet Bills at Mario. | Beware: Jagged Spikes | Turtle Zone |
Bosses
Image | Name | Description | Level |
---|---|---|---|
Big Bird | TBW | Final Boss: The Big Bird | |
Tatanga | TBW | Star stage | |
Sewer rat | TBW | Final Boss: One Mighty Mouse! | |
Witch | TBW | Witch's Mansion Course | |
Three Little Pigs | TBW | Final Bosses: Three Mean Pigs! | |
Octopus | TBW | Whale Course | |
Wario | TBW | Mario's castle |
Items
These are collectibles and pickups.
Image | Name | Description |
---|---|---|
Golden Coins | TBW | |
Coins | The most common collectible, coins are now used to earn extra lives and items via the casino. | |
Moneybags | Moneybags can be found in certain ? Blocks. Collecting one rewards Mario with fifty coins. | |
1-Up Hearts | The 1-Up Heart grants Mario one extra life when collected. They can be collected via ? Blocks and bonus games. | |
3-Up Hearts | A 3-Up Heart grants Mario three extra lives when collected. They can be found in places that are hidden or difficult to reach. |
Power-ups
Items that transform Mario's appearance and give him unique abilities.
Power-up | Form | Description |
---|---|---|
N/A | Small Mario |
Mario is in this small-sized form when the player starts a new game. Regular Mario is incapable of breaking bricks and loses a life when he makes contact with an enemy or obstacle. However, he can run across narrow passageways without having to crouch. Regardless of the form he was in before losing a life, Mario reappears in the level in his regular form. If Mario touches a Super Mushroom or Flower in this small form, he is turned into Super Mario. |
Mushroom |
Super Mario |
A Mushroom powers Mario into Super Mario. This allows him to take one hit without losing a life, reverting him to his small form instead. While Super Mario, he may also break bricks either by jumping underneath them or by performing Spin Jumps by pressing down in midair to break them on top, a technique similar to the one from Super Mario World. Certain enemies, such as Koopas, which normally require more than one hit to defeat, can be defeated in this manner. |
Fire Flower |
Fire Mario |
As Fire Mario, Mario can throw fireballs with . These fireballs bounce along the ground and defeat enemies. In this game, they may also be used to break fiery blocks. Interestingly, this transformation is distinguished with a feather in Mario's cap rather than a different color, most likely due to the Game Boy's limitations. |
Carrot |
Bunny Mario |
A new item exclusive to this game, the carrot transforms Mario into Bunny Mario. In this form, he is able to hover briefly by tapping while flapping his bunny ears. This allows him to stay in the air longer, helpful for crossing or maneuvering around obstacles, enemies, and other hazards with ease. |
Star |
Invincible Mario |
Collecting a Star turns Mario invincible for a short time, preventing him from being damaged by enemies and other hazards. Rather than moving around, in this game, the Star remains stationary when struck out of the ? Block it is contained in. Notably, after five enemies are defeated while invincible, an extra life is earned, with an additional one for every enemy defeated by invincibility afterward. Defeating one hundred enemies grants another Star. |
Objects
Objects are interactable elements of the environment that cannot be picked up or collected.
Image | Name | Description |
---|---|---|
Blocks | ||
? Block | Contains a coin or item when hit. (Include info on Hidden Blocks) | |
Arrow Block | Moving platforms that carry the player from one place to another without them having to move at all. | |
Brick Block | Breaks or contains coins when hit. | |
Empty Block | A block that cannot be broken. When a ? Block is hit, it turns into an Empty Block. | |
Fiery block | A block that can be destroyed by Fire Mario. | |
Invisible/flashing block | A block that continuously flashes in the darkness. | |
Skull Platform | Skull-shaped blocks with flashing eyes that quickly crumble away once stepped on. | |
Transportation objects | ||
Crane | Cranes that help Mario travel across spikes. | |
Pipe | Pipes going through the ground that transport the player to new areas. | |
Soap bubble | Bubbles that allow Mario to swim in air. | |
Platforms | ||
Ball on chains | Spheres held up by chains. Black balls on chains move along with the chains they're hanging on for a short time when Mario land on them, while gray balls on chains remain stationary. | |
Beach Ball | Balls that serve as a platform, which roll and changes orientation when bumping into a wall. It can be used to pass spiky surfaces. | |
Bone Lift | Bony platforms with skulls at the end of them that rise once stepped on. | |
Cloud Lift | Clouds that serve as platforms. | |
Conveyor Belt | TBW | |
Flimsy Lift | Lifts that fall once stepped on. | |
Gear A | Gear-like platform that move Mario if he steps on them. | |
Gear B | TBW | |
Lift | TBW | |
Mushroom Platform | Mushrooms that serve as platforms. | |
Propeller Lift | TBW | |
Witch's Cauldron | TBW | |
Goals | ||
Bonus Bell | Bells that hangs above the stage's goal exit. | |
Goal | TBW | |
Hidden Goal | TBW | |
Midway Bell | Bells that serve as checkpoints. | |
Other objects | ||
Hippo | Big, statue-like animals that releases bubbles. | |
Tree sap | A gelatinous substance that Mario can swim through to get across spikes. |
References
- ^ August 1991. Mario Mania Nintendo Player's Guide. Nintendo of America (American English). Page 43.
- ^ 1992. Super NES Nintendo Player's Guide. Nintendo of America (American English). Page 13 and 15.
- ^ Winter 2002. Nintendo Power Advance Volume 4. Nintendo of America (American English). Page 43 and 69.
- ^ Winter 2002. Nintendo Power Advance Volume 4. Nintendo of America (American English). Page 59.
- ^ February 26, 2002. Super Mario World: Super Mario Advance 2 Prima’s Official Strategy Guide. Prima Games (American English). ISBN 0-7615-3913-1. Page 26.
- ^ August 1991. Nintendo Mario Mania Player's Guide. Nintendo of America (American English). Page 147.