User:Nintendo101/garden: Difference between revisions
Nintendo101 (talk | contribs) m (→Objects) |
Nintendo101 (talk | contribs) m (→Objects) |
||
Line 1,211: | Line 1,211: | ||
|- | |- | ||
|style="background:white"|[[File:SMBW Screenshot ! Block.jpg|100x100px]]<br>[[! Block]] | |style="background:white"|[[File:SMBW Screenshot ! Block.jpg|100x100px]]<br>[[! Block]] | ||
|align=left| | |align=left|These blocks appear in courses when Mario has the [[Badge (Super Mario Bros. Wonder)#Boost Badges|Add ! Switches Boost Badge]] equipped. ! Blocks provide additional footing in difficult areas and sometimes release items when struck from below. | ||
|- | |- | ||
|style="background:white"|[[File:SMBW question block.png|100x100px]]<br>[[? Block]] | |style="background:white"|[[File:SMBW question block.png|100x100px]]<br>[[? Block]] | ||
Line 1,238: | Line 1,238: | ||
|- | |- | ||
|style="background:white"|[[File:SMBW Screenshot Dotted-Line Block.jpg|100x100px]]<br>[[Dotted-Line Block]] | |style="background:white"|[[File:SMBW Screenshot Dotted-Line Block.jpg|100x100px]]<br>[[Dotted-Line Block]] | ||
|align=left|Red and blue transparent blocks that become filled when a nearby | |align=left|Red and blue transparent blocks that become filled when a nearby ON/OFF Switch is pressed. Only blocks of the same color as the switch become filled at a time. | ||
|- | |- | ||
|style="background:white"|[[File:SMBW Screenshot Bump Block.jpg|100x100px]]<br>[[Floor (block)]] | |style="background:white"|[[File:SMBW Screenshot Bump Block.jpg|100x100px]]<br>[[Floor (block)]] | ||
Line 1,315: | Line 1,315: | ||
|- | |- | ||
|style="background:white"|[[File:SMBW Screenshot ! Switch.png|100x100px]]<br>[[! Switch]] | |style="background:white"|[[File:SMBW Screenshot ! Switch.png|100x100px]]<br>[[! Switch]] | ||
|align=left|A | |align=left|A small ! Switch appears only in the ceiling of a [[sub-area]] in [[The Midway Trial: Hop to It]] and temporarily causes yellow blocks to materialize over [[Spike Trap]]s when struck. A [[large ! Switch]] appears underneath the chin of [[Wonder Bowser]] and striking it causes him damage. | ||
|- | |- | ||
|style="background:white"|[[File:SMBW Screenshot Question Switch.jpg|100x100px]]<br>[[? Switch]] | |style="background:white"|[[File:SMBW Screenshot Question Switch.jpg|100x100px]]<br>[[? Switch]] | ||
|align=left| | |align=left|These switches have different affects depending on the context. On the [[Deep Magma Bog Flying Battleship]], striking them causes columns of yellow blocks to disappear. | ||
|- | |- | ||
|style="background:white"|[[File:SMBW Drillbeacon screenshot.png|100x100px]]<br>[[Beacon (Super Mario Bros. Wonder)|Beacon]]<ref name=treehouse>{{cite|author=[[Nintendo|Nintendo of America]]|title=Nintendo Treehouse: Live - Super Mario Bros. Wonder|date=1 Sept. 2023|url=youtu.be/nq8-ONShIZQ?si=DAmJgECyDyO5BtwE|publisher=YouTube}}</ref> | |style="background:white"|[[File:SMBW Drillbeacon screenshot.png|100x100px]]<br>[[Beacon (Super Mario Bros. Wonder)|Beacon]]<ref name=treehouse>{{cite|author=[[Nintendo|Nintendo of America]]|title=Nintendo Treehouse: Live - Super Mario Bros. Wonder|date=1 Sept. 2023|url=youtu.be/nq8-ONShIZQ?si=DAmJgECyDyO5BtwE|publisher=YouTube}}</ref> | ||
|align=left| | |align=left|Beacons of light release coins or other items when ground pounded or when dug in by [[Drill Mario]]. They appear on the floors or ceilings. | ||
|- | |- | ||
|style="background:white"|[[File:Door knocker SMBW.jpg|100x100px]]<br>[[Handle (Super Mario Bros. Wonder)|Handle]] | |style="background:white"|[[File:Door knocker SMBW.jpg|100x100px]]<br>[[Handle (Super Mario Bros. Wonder)|Handle]] | ||
|align=left| | |align=left|Pullies attached to background walls. Tugging handles causes coins and ? Capsules to pop out, or trigger a change in the surrounding environment. [[Mumsy|Mumsies]] and [[Revver]]s have handles on their bodies. | ||
|- | |- | ||
|style="background:white"|[[File:Green Timer Block.jpg|100x100px]]<br>[[Light-Switch]] | |style="background:white"|[[File:Green Timer Block.jpg|100x100px]]<br>[[Light-Switch]] | ||
|align=left| | |align=left|Light-Switches cause nearby [[spotlight (object)|spotlight]]s to shine for a limited period of time. They go out once the timer on the switch runs out, but they can be struck again to turn them back on. | ||
|- | |- | ||
|style="background:white"|[[File:SMBW On OnOffSwitch.jpg|100x100px]][[File:SMBW Off OnOffSwitch.jpg|100x100px]]<br>[[ON/OFF Switch]] | |style="background:white"|[[File:SMBW On OnOffSwitch.jpg|100x100px]][[File:SMBW Off OnOffSwitch.jpg|100x100px]]<br>[[ON/OFF Switch]] | ||
|align=left| | |align=left|These block-like switches always occur in pairs. Striking one toggles between different surrounding elements in the course, including platforms, doors, and [[dark]]ness. | ||
|- | |- | ||
|style="background:white"|[[File:SMBW Screenshot P Switch.jpg|100x100px]]<br>[[P Switch]] | |style="background:white"|[[File:SMBW Screenshot P Switch.jpg|100x100px]]<br>[[P Switch]] | ||
|align=left| | |align=left|Striking P Switches causes stretches of [[Blue Coin]]s to materialize for a brief period of time. | ||
|- | |- | ||
|style="background:white"|[[File:SMBW Screenshot Springboard Object (Red).jpg|100x100px]]<br>[[Springboard object]]<br>{{conjectural}} | |style="background:white"|[[File:SMBW Screenshot Springboard Object (Red).jpg|100x100px]]<br>[[Springboard object]]<br>{{conjectural}} | ||
|align=left| | |align=left|The springs in these broad objects bounce upward when they are struck from below. They can be used to solve puzzles involving rolling [[Hoppo]]s and [[Koopa Shell]]s. | ||
|- | |- | ||
|style="background:white"|[[File:Purple Timer Block.jpg|100x100px]]<br>[[Timer-Switch]] | |style="background:white"|[[File:Purple Timer Block.jpg|100x100px]]<br>[[Timer-Switch]] | ||
|align=left| | |align=left|Hitting a Timer-Switch causes a beat to start playing and Rizumu Blocks to materialize in time with it. | ||
|- | |- | ||
|style="background:white"|[[File:SMBW Screenshot Topple Rock.jpg|100x100px]]<br>[[Topple Rock]]<ref>{{cite|author=Shea, Brian|date=19 Oct. 2023|title=Super Mario Bros. Wonder Flower Coins And Wonder Seeds Guide|publisher=Game Informer|archive=web.archive.org/web/20231021132240/https://www.gameinformer.com/guide/2023/10/19/super-mario-bros-wonder-flower-coins-and-wonder-seeds-guide}}</ref> | |style="background:white"|[[File:SMBW Screenshot Topple Rock.jpg|100x100px]]<br>[[Topple Rock]]<ref>{{cite|author=Shea, Brian|date=19 Oct. 2023|title=Super Mario Bros. Wonder Flower Coins And Wonder Seeds Guide|publisher=Game Informer|archive=web.archive.org/web/20231021132240/https://www.gameinformer.com/guide/2023/10/19/super-mario-bros-wonder-flower-coins-and-wonder-seeds-guide}}</ref> | ||
|align=left| | |align=left|{{wp|Dominoes|Domino}}-like rocks. Striking one from the side causes it to collapse, hitting whatever is on the otherside before falling apart. When one is struck with other Topple Rocks behind them, it causes of chain reaction. They can be destroyed when hit by [[Spike-Ball Mario]] and [[Rrrumba]]s. | ||
|- | |- | ||
|style="background:white"|[[File:SMBW Flower.png|100x100px]]<br>[[Wilted flower]]<ref>{{cite|quote=You should try and share water with wilted flowers. They'll definitely appreciate the help.|author=Tip|title=''Super Mario Bros. Wonder'' by [[Nintendo EPD]]|format=North American Localization|publisher=[[Nintendo|Nintendo of America]]|date=20 Oct. 2023|accessdate=27 Nov. 2024}}</ref> | |style="background:white"|[[File:SMBW Flower.png|100x100px]]<br>[[Wilted flower]]<ref>{{cite|quote=You should try and share water with wilted flowers. They'll definitely appreciate the help.|author=Tip|title=''Super Mario Bros. Wonder'' by [[Nintendo EPD]]|format=North American Localization|publisher=[[Nintendo|Nintendo of America]]|date=20 Oct. 2023|accessdate=27 Nov. 2024}}</ref> | ||
|align=left| | |align=left|Wilted flowers bloom when hit with water. They often release items or unlock access to hidden areas when hydrated. | ||
|- | |- | ||
|style="background:white"|[[File:SMBW Screenshot Wow Bud.jpg|100x100px]]<br>[[Wow Bud]] | |style="background:white"|[[File:SMBW Screenshot Wow Bud.jpg|100x100px]]<br>[[Wow Bud]] | ||
|align=left| | |align=left|Colorful flowers found throughout the [[Flower Kingdom]]. They release coins or activate certain elements within a course when touched, such as the shifting of terrain or emergence of a Wonder Flower. The color of Wow Buds vary depending on which area they are encountered, and some occur hovering in mid-air. | ||
|- | |- | ||
!colspan=3 style="background:#FF7733"|Climbable and transportation objects | !colspan=3 style="background:#FF7733"|Climbable and transportation objects | ||
|- | |- | ||
|style="background:white"|[[File:Propeller 3 SMBW.jpg|100x100px]]<br>[[Golden Propeller Flower]]<br>{{conjectural}} | |style="background:white"|[[File:Propeller 3 SMBW.jpg|100x100px]]<br>[[Golden Propeller Flower]]<br>{{conjectural}} | ||
|align=left| | |align=left|Propeller Flowers that bring Mario to [[Bonus: Coins Galore!]] They appear in a world after receiving a [[Game Over]] or by clearing [[The Final Battle! Bowser's Rage Stage]] once. | ||
|- | |- | ||
|style="background:white"|[[File:SMBW Screenshot Lakitu's Cloud.jpg|100x100px]]<br>[[Lakitu's Cloud]] | |style="background:white"|[[File:SMBW Screenshot Lakitu's Cloud.jpg|100x100px]]<br>[[Lakitu's Cloud]] | ||
|align=left| | |align=left|Rideable clouds that are pumped out of pipes and ridden by [[Lakitu]]s. They can be ridden through the sky for a limited period of time. | ||
|- | |- | ||
|style="background:white"|[[File:SMBW Screenshot Pole.jpg|100x100px]]<br>[[Pole]] | |style="background:white"|[[File:SMBW Screenshot Pole.jpg|100x100px]]<br>[[Pole]] | ||
|align=left| | |align=left|Mario can hang down and move side-to-side on horizontal poles or ascend vertical ones like ladders. Normal red poles appear on the Deep Magma Bog Flying Battleship, but there are more recurring [[Pole Block]]s temporarily shoot purple ones when struck. They recede back into the blocks after a brief period of time. During certain Wonder Effects, a matrix of poles emerge from Pole Blocks. | ||
|- | |- | ||
|style="background:white"|[[File:SMBW Yellow Toad Artwork.png|100x100px]]<br>[[Propeller Flower]] | |style="background:white"|[[File:SMBW Yellow Toad Artwork.png|100x100px]]<br>[[Propeller Flower]] | ||
|align=left| | |align=left|Propeller Flowers carry Mario to hidden [[sub-area]]s within courses or to new worlds when encountered on the overworld map. They are accessed from circular stone platforms. | ||
|- | |- | ||
|style="background:white"|[[File:Vine SMBW.jpg|100x100px]]<br>[[Vine]] | |style="background:white"|[[File:Vine SMBW.jpg|100x100px]]<br>[[Vine]] | ||
|align=left|Climbable | |align=left|Climbable vines that emerge out of struck [[Vine|Vine Block]]s or when water is sprayed on the ground. They can be climbed like [[ladder]]s to reach [[Coin Heaven]]s and other sub-areas. In some courses, there are clusters of vines hanging from the ceiling that can be seamlessly climbed between. Underwater, the vines are purple and look like seaweed. | ||
|- | |- | ||
!colspan=3 style="background:#FF7733"|Doorways | !colspan=3 style="background:#FF7733"|Doorways | ||
Line 1,528: | Line 1,528: | ||
|- | |- | ||
|style="background:white"|[[File:OnOffWallRedSMBW.png|100x100px]][[File:OnOffWallBlueSMBW.png|100x100px]]<br>ON/OFF wall<br>{{conjectural}} | |style="background:white"|[[File:OnOffWallRedSMBW.png|100x100px]][[File:OnOffWallBlueSMBW.png|100x100px]]<br>ON/OFF wall<br>{{conjectural}} | ||
|align=left|Red and blue barriers that are activated by an | |align=left|Red and blue barriers that are activated by an ON/OFF Switch. | ||
|- | |- | ||
|style="background:white"|[[File:Tasty Tree SMBW.jpg|100x100px]]<br>Shrub<br>{{conjectural}} | |style="background:white"|[[File:Tasty Tree SMBW.jpg|100x100px]]<br>Shrub<br>{{conjectural}} |
Revision as of 23:38, January 30, 2025
Locations
Setting
- Takes place in the Flower Kingdom, positioned southeast of the Mushroom Kingdom
- Ruled by a caterpillar named Prince Florian and whose main inhabitants are Poplins
- Consists of seven worlds (called "Areas" in this game), including a series of small islands called Petal Isles that interconnect the different areas
- Most areas are themed, similar to Super Mario Bros. 3 and other 2D games, but it includes new ones that have never been the feature of a world before: series of vertical waterfalls and a wholly underground-themed one
Courses
Overview
- Different types of courses:
- Normal courses
- Small courses
- Badge Challenges
- Wiggler Race
- KO Arena
- Break Time!
Table
Characters
Playable characters
Name | In-game description | Abilities |
---|---|---|
Mario |
Mario works as a plumber with his little brother Luigi. | Can utilize normal power-ups |
Luigi |
While they may be twin brothers, Luigi is taller and slightly younger than Mario. | |
Peach |
Peach is the princess of the Mushroom Kingdom, and she always wishes the best for everyone. | |
Daisy |
Daisy is the princess of Sarasaland. She's always chipper, cheerful, and lively! | |
Yellow Toad and Blue Toad |
Toads are residents of the Mushroom Kingdom, and those are their heads—not big hats! | |
Toadette |
Toadette is a resident of the Mushroom Kingdom. Check out her trademark pink pigtails! |
Non-playable characters
Name | Description | Locations |
---|---|---|
Prince Florian |
A small, light green caterpillar-like creature who rules the Flower Kingdom. Prince Florian helps Mario and co. in their journey by equipping Badges on top of his crown. He holds onto the back of the character picked by Player 1 and is seen when they are idle. After receiving a Game Over, he will grant the player(s) five 1-Up Mushrooms. | All courses |
Talking Flowers |
Flowers that talk when approached. Unlike every other character, their dialogue is audibly spoken and dubbed in every language the game supports. The language they speak can be freely adjusted independent of the system language. | All courses |
Poplins |
The inhabitants of the Flower Kingdom. They are seen at the end of levels, hosting Poplin Shops in various worlds and in the overworld. In the overworld, some break rocks or build bridges if players pay 50 flower coins. | All courses |
Angler Poplin |
A light-blue Poplin who carries a fishing pole and is found in the Petal Isles, where their house is located. | Petal Isles |
Master Poplin |
A yellow Poplin who lives in their house in Shining Falls. | Shining Falls |
Loyal Poplin |
A green Poplin miner who lives in their house near the entrance to Fungi Mines. | Fungi Mines |
Professor Connect |
A robotic character that can be talked to to access online play. | All areas |
Captain Toad |
The leader of the Toad Brigade. He is hidden away in most worlds and rewards flower coins when found. | Pipe-Rock Plateau, Fluff-Puff Peaks, Shining Falls, Fungi Mines, Deep Magma Bog, Petal Isles |
Ancient Dragon |
Blue dragons that fly and swim through lava during some Wonder Effects. They help the player travel safely across hazards. | Dragon Boneyard, Deep Magma Bog Special Solar Roller, The Final Battle! Bowser's Rage Stage |
Enemies and obstacles
Enemies
The enemies listed in this table match those on the Mario Portal Game Archive.[1] The default order they are listed derives from their occurrence in-game with adjustments to ensure enemies are listed next to their immediate relatives. King Boo, Kamek, the Big Fire Piranha Plant, Cloud Piranha, Wonder Packun, and Lakitu trio[conjectural] are not present on the archive, but are listed below. The first four are recognized in other primary sources,[2][3] and the final two exhibit unique behaviors that differentiate them from normal Piranha Plants and Lakitus, respectively. The default order that enemies are listed in derives from their occurrence in-game with adjustments to ensure they are listed next to their immediate relatives.
Name | Description | Courses | New | |
---|---|---|---|---|
First | Last | |||
Goomba |
Squat mushroom creatures that walk along the ground and are weak to all attacks. Direct contact damages Mario unless he stomps them on the head. Touching sleeping Goombas does not harm him, but it does wake them. In some courses, Goombas lack the space to move and instead sit on the ground, disgruntled.[4] During the Wonder Effect in Sproings in the Twilight Forest, their bodies greatly extend. In some other Wonder Effects, Mario is transformed into one. Goombas are the most common enemies in the game. | Welcome to the Flower Kingdom! | The Final Test Wonder Gauntlet | — |
Hefty Goomba |
Larger Goombas. Stomping Hefty Goombas split them into two normal-sized ones. In some courses, they drift down on dandelion seeds. | The Sharp Trial: Launch to Victory | The Final Battle! Bowser's Rage Stage | — |
Big Goomba |
The largest Goombas. Stomping them splits them into two Hefty Goombas. | The Sharp Trial: Launch to Victory | The Final Battle! Bowser's Rage Stage | — |
Bone Goomba |
Boneheaded Goombas that are impervious to fireballs. Unlike other skeletal enemies, Bone Goombas are not undead. They are revealed to be living blue Goombas when stomped, which knocks away the skull covering their head. | Pipe-Rock Plateau Palace | Sunbaked Desert Palace | — |
Goombrat |
Goomba-like persimmon enemies. Unlike Goombas, Goombrats turn around when they reach the edge of platforms. In some courses, they float down on dandelion seeds. Collisions with Bloomps bounce them away and, if equipped, destroy their seeds. | Here Come the Hoppos | Taily's Toxic Pond | — |
Hefty Goombrat |
Big Goombrats. Like Hefty Goombas, stomping them causes them to split into two normal-sized Goombrats. They similarly float on dandelion seeds. | Bloomps of the Desert Skies | — | |
Brown Trompette |
Mushroom enemies of varying heights. Struck Trompettes fall back and knock out any enemies behind them or collect coins for Mario. The brown ones walk off the edge of platforms like Goombas. | Bulrush Coming Through! | Fungi Mines Special Dangerous Donut Ride | |
Purple Trompette |
The Purple Trompettes turn around when they reach the edge of platforms. | Bulrush Coming Through! | POOF! Badge Challenge Crouching High Jump I | |
Piranha Plant |
Carnivorous plants that sit in pipes. They pop out of them with snapping jaws in consistent intervals, tilting their heads towards Mario. Piranha Plants do not emerge if he stands next to or on top of their pipes. Some Piranha Plants occur outside of pipes, and some are even rooted to the ceiling, where they perpetually snap. | Piranha Plants on Parade | The Final-Final Test Badge Marathon | — |
Big Piranha Plant |
The giant Piranha Plants occur inside giant pipes, in which they behave like the normal-sized ones. In some areas, they are rooted to the ground and snap from side to side. Big Piranha Plants take three hits from fireballs to defeat. | Piranha Plants on Parade | The Semifinal Test Piranha Plant Reprise | — |
Trottin' Piranha Plant |
Walking Piranha Plants that exit their pipes to pursue Mario. Some even enter other pipes or walk along ceilings. Trottin' Piranha Plants sing and dance in unison during certain Wonder Effects. | Piranha Plants on Parade | The Semifinal Test Piranha Plant Reprise | |
Big Trottin' Piranha Plant |
Big Trottin' Piranha Plants take three strikes from fireballs to be defeated, like stationary Big Piranha Plants. They otherwise behave like normal-sized Trottin' Piranha Plants, but emerge from and retreat into giant pipes. | Piranha Plants on Parade | The Semifinal Test Piranha Plant Reprise | |
Melon Piranha Plant |
Piranha Plants that look like watermelons. They spit seeds that damage Mario, but they can be jumped on without taking damage. This allows Mario to cross large gaps or ascend tall platforms. Yoshis can eat and spit the seeds back at them and other enemies. Melon Piranha Plants are otherwise defeated when stomped. | Countdown to Drop Down | The Final-Final Test Badge Marathon | |
Fire Piranha Plant |
Piranha Plants that spit fireballs. They emerge from pipes and aim their heads towards Mario's position before firing. Some Fire Piranha Plants spit multiple fireballs at once. | Upshroom Downshroom | The Semifinal Test Piranha Plant Reprise | — |
Big Fire Piranha |
The giant Fire Piranha Plants are rooted to the earth and require three strikes from fireballs to defeat. They spit multiple fireballs at once. | Upshroom Downshroom | — | |
Bone Piranha Plant |
Skeletal Piranhas. They behave like the living plants, but they are immune to fire. Bone Piranha Plants are heightened during the Wonder Effect in Fluff-Puff Peaks Palace. | Fluff-Puff Peaks Palace | — | |
Trottin' Bone Piranha Plant |
Skeletal Trottin' Piranha Plants. Like the stationary ones, they are resistant to fireballs and heighten during their course's Wonder Effect. | Fluff-Puff Peaks Palace | ||
Wonder Packun |
Piranha Plants with thorned stalks that appeared after Bowser collects a Wonder Flower at the start of the game. They guard locked courses and can be eliminated by collecting enough Wonder Seeds, reverting them to normal Piranha Plants. | Badge House in Pipe-Rock Plateau | The Final Test Wonder Gauntlet | |
Cloud Piranha |
Black, cloudy Piranha Plants that protect Castle Bowser and continuously swirl around him. One disappears once a Royal Seed is collected, and collecting all of the ones in the game makes Castle Bowser accessible. | Petal Isles | ||
Muncher |
Little Piranhas often found in large groups. Munchers are nearly invincible and make safe traversal unsafe for Mario. Yoshis are the only characters that can safely walk along them without touching a Super Star. Munchers are only defeated if struck by Red POW Blocks. | Muncher Fields | The Final-Final Test Badge Marathon | — |
Nipper Plant |
Young Piranha Plants that walk along floors, walls, and ceilings. Though physically similar to Munchers, Nipper Plants are weak to all means of attack. | Muncher Fields | KO Arena Petal Meddle | — |
Red Koopa Troopa |
Common turtle enemies that walk along the ground. When Koopa Troopas walk into each other, they knock their shells together before turning around as a way of saying "hello" to each other.[4] Stomping Koopa Troopas makes them retreat into their shells, which can be picked up and tossed along the ground as a projectile. Koopa Troopas with different colored shells have unique behaviors. The red-shelled ones turn around when the reach the edge of platforms. | Scram, Skedaddlers! | The Final Test Wonder Gauntlet | — |
Green Koopa Troopa |
Green-shelled Koopa Troopas walk off edges at the end of platforms, but otherwise behave the same as the red-shelled ones. | Up 'n' Down with Puffy Lifts | Raarghs in the Ruins | — |
Rolla Koopa |
Pink-shelled Koopa Troopas on roller skates. Rolla Koopas quickly skate along the ground and leap across gaps. They often occur in groups that skate together in the same direction. | Rolla Koopa Derby | The Final Test Wonder Gauntlet | |
Red Koopa Paratroopa |
Winged Koopa Troopas. Stomping Koopa Paratroopas makes them lose their wings and become normal Koopa Troopas. The red-shelled ones fly through the air in fixed patterns, often back-and-forth or up-and-down. | Sproings in the Twilight Forest | The Final Test Wonder Gauntlet | — |
Green Koopa Paratroopa |
Green-shelled Koopa Paratroopas bounce along the ground in low arcs. | Up 'n' Down with Puffy Lifts | Armads on the Roll | — |
Dry Bones |
Undead Koopa Troopas that walk along the ground. Stomping Dry Bones causes them to collapse into a pile of bones for a brief period of time, but this does not defeat them. They are unfazed by fireballs. Yoshis can eat Dry Bones and spit projectile bones that take out other enemies. | Pipe-Rock Plateau Palace | Deep Magma Bog Palace | — |
Shova |
Burly Koopas in helmets and large gloves. Shovas push objects in the environment and contact with one head on simply pushes back Mario. Touching it anywhere else is damaging. The objects being pushed by Shovas can be pushed back against, often solving a puzzle in the level when it is shoved into a divot. For most attacks, Shovas take three hits to defeat. | Swamp Pipe Crawl | Secrets of Shova Mansion | |
Wonder Shova |
A strong, invincible Shova that appears during a certain Wonder Effect. It pushes a gold Bowser statue from the left side of the course with the aide of normal Shovas. Unlike pushable walls, Mario cannot push back against the statue and must move rightward to avoid being crushed. Collecting a Wonder Seed makes the Wonder Shova disappear. | Secrets of Shova Mansion | ||
Hammer Bro |
Helmeted Koopas that toss hammers. Hammer Bros often occur in pairs and leap between rows of platforms. Like the Super Mario Maker titles, Yoshis can eat Hammer Bros. | Pipe-Rock Plateau Palace | The Final Test Wonder Gauntlet | — |
Snortoise |
Finned Koopas similar to pig-nosed turtles. Snortoises swim swiftly underwater and turn around when they reach walls. On land, they slowly crawl. Like Koopa Troopas, stomping Snortoises make them recede into their shell and makes to available to be grabbed. Mario can swim faster with a Snortoise's shell in hand. | Robbird Cove | Downpour Uproar | |
Lakitu |
Cloud-riding Koopas. They closely follow Mario and toss Spiny Eggs at him from the top of the screen. If a Lakitu is stomped, its cloud becomes available to ride. | Countdown to Drop Down | Expert Badge Challenge Invisibility II | — |
Lakitu trio [conjectural] |
During certain Wonder Effects, a trio of Lakitus that share the same cloud appear in the background. They throw coins, power-ups, and Wonder Tokens. | Cruising with Linking Lifts | Shining Falls Special Triple Threat Deluge | |
Spiny Egg |
The retracted form of Spinies tossed by Lakitus. Spiny Eggs damage Mario on contact. When they make contact with the ground, they become Spinies. | Countdown to Drop Down | — | |
Spiny |
Spiked, stout Koopas. The spikes protect them from being jumped on and damage Mario on contact, but they are weak to indirect attacks like fireballs. Spinies walk off the edge of platforms like Green Koopa Troopas. | Countdown to Drop Down | Where the Rrrumbas Rule | — |
Kamek |
Bowser's adviser—a broom-riding Magikoopa. Kamek summons flying battleships on the overworld map to inhibit Mario's progress. He otherwise appears in certain cutscenes with Bowser and Bowser Jr. | Fluff-Puff Peaks Flying Battleship | Deep Magma Bog Flying Battleship | — |
Buzzy Beetle |
Cave-dwelling Koopas with shells that protect them from fire. Unlike other Koopas, Buzzy Beetles cannot be damaged by fireballs and safely walk through lava. Mario can hopped off their shells to avoid falling into lava. | Raarghs in the Ruins | Dragon Boneyard | — |
Spike |
Big-mouthed Koopas that spit Spike Balls. Spikes remain still and are usually elevated above the ground. The Spike Balls they spit-up are indestructible and roll along the ground. During a particular Wonder Effect, the Spikes roll the Spike Balls in rhythm to the music. | Angry Spikes and Sinkin' Pipes | The Final Test Wonder Gauntlet | — |
Fire Spike |
Red Spikes that spit balls of flame. Unlike normal Spikes, the balls tossed by Fire Spikes fly horizontally through the air. | Wavy Ride through the Magma Tube | KO Arena Magma Flare-Up | |
Skedaddler |
Shelled squirrel-like creatures that frantically runaway from Mario when he is near. They fire large projectile seeds back at him as they skedaddle. These can be held by Yoshis and fired back. Skedaddlers do not run away if Mario has the Invisibility Expert Badge equipped. | Scram, Skedaddlers! | Wiggler Race Mountaineering! | |
Bulrush |
Herding dinosaurs in tracksuits. Bulrushes idly remain still until Mario is near, at which point they snort and charge at him. They destroy hard blocks in their path and leap at the end of upward slopes. Charging Bulrushes do not turn around if Mario leaps over them, and they are briefly stunned when they collide with indestructible terrain. Their backs can be safely stood on like platforms and used to reach otherwise inaccessible areas. Bulrushes appear on the savanna portion of the Pipe-Rock Plateau overworld, grazing. | Bulrush Coming Through! | Expert Badge Challenge Invisibility I | |
Wonder Bulrush herd |
Nine Wonder Bulrushes stampede from the left side of the screen during certain Wonder Effects. Unlike normal Bulrushes, Wonder Bulrush herds are constantly on the the move and travel in predetermined paths, so they do not collide with walls. They are invincible and take out portions of the terrain as the run. Mario can reach secret areas and avoid oncoming hazards by standing on their backs. | Bulrush Coming Through! | The Final Battle! Bowser's Rage Stage | |
Hoppo |
Round-bodied hippopotamuses found on Pipe-Rock Plateau. Hoppos idly walk across the ground and unlike most enemies, they do not damage Mario on contact. Touching them instead causes them to roll along the ground. In most areas, they ultimately roll between gaps in the terrain and become wedged. They can be bounced on like trampolines to reach higher areas. In the Wonder Effect for Cosmic Hoppos, they float in space and function like bumpers. | Here Come the Hoppos | The Final Test Wonder Gauntlet | |
Wonder Hoppo |
Giant Hoppos that appear during certain Wonder Effects. They perpetually roll along the ground on their own. In Here Come the Hoppos, a Wonder Hoppo necessary to reach the Wonder Seed. | Here Come the Hoppos | The Final Test Wonder Gauntlet | |
Swirlypod |
Snail enemies that adhere to surfaces, found crawling along floors, walls, and ceilings. Similarly to Koopa Troopas, stomping Swirlypods send them flying from their shells, which can be used as projectiles. Unshelled Swirlypods are left dazed and vulnerable. When they come to, they try to return to their shells if they are still on the ground. | Bulrush Coming Through! | Taily's Toxic Pond | |
Hefty Swirlypod |
Big Swirlypods. They function like the smaller ones, but their shells are so big that they can only be picked up by Elephant Mario. | Swamp Pipe Crawl | The Anglefish Trial: Ready, Aim, Fly! | |
Sproing |
Goomba-like enemies that protract their springy bodies when approached by Mario. Sproings are typically shrouded in darkness, but their bodies are briefly illuminated under certain conditions. In these moments, it is revealed that they look like acorns. | Sproings in the Twilight Forest | The Final Test Wonder Gauntlet | |
Racing Wiggler |
A friendly Wiggler[1] that wears roller skates. The Racing Wiggler is Mario's opponent during Wiggler Races. The Racing Wiggler cannot directly touch Mario or any enemy in the Wiggler Race courses, and seems happy to give Mario the Wonder Seed if it loses. | Wiggler Race Mountaineering! | Wiggler Race Spelunking! | |
Smogrin |
Grimacing storm clouds with trailing bodies. Smogrins hover back-and-forth or up-and-down. Stomping on their trailing clouds clears them, but Mario must stomp on their bodies to truly defeat them. Smogrins apparently aspire to become cumulonimbus clouds.[4] | Bulrush Coming Through! | Missile Meg Mayhem | |
Hefty Smogrin |
Larger Smogrins. They behave like the normal-sized ones, but they are not trailed by small clouds and move more slowly. | KO Arena Fluff-Puff Kerfuff | Expert Badge Challenge Spring Feet II | |
Big Smogrin[5][1] |
The largest Smogrins. Like Hefty Smogrins, Big Smogrins float slowly and lack trailing clouds. | KO Arena Fluff-Puff Kerfuff | Expert Badge Challenge Spring Feet II | |
Castle Bowser |
Bowser after having fused with Prince Florian's Flower Castle. Castle Bowser has trapped the inhabitants of the Flower Kingdom in small fortresses and has corrupted the region's palaces. The castle interior becomes accessible once all Royal Seeds have been collected, within which Castle Bowser releases a flurry of hazards and enemies. Castle Bowser is defeated once Wonder Bowser is defeated, who is at the apex of the castle. | Petal Isles | ||
Smackerel |
Flatfish that hide under sand on the seafloor. Smackerels rapidly swim upward with snapping jaws when Mario is detected above. They destroy blocks and defeat enemies in their path. Smackerels can only be stomped as the descend, when their white flank are facing the screen. Attempting to touch them otherwise damages Mario. | Leaping Smackerel | ||
Wonder Smackerel |
A giant Smackerel that appears during the Wonder Effect in Leaping Smackerel. The Wonder Smackerel chomps through large swaths of terrain and blocks, making certain parts of the course accessible. It disappears once the Wonder Seed is collected. | Leaping Smackerel | ||
Cheep Cheep |
Pudgy red fish. Cheep Cheeps slowly swim through water in straight lines, even passing over solid terrain. During the Wonder Effect of Robbird Cove, some become stranded on land where they weakly flop in place. Unlike previous Super Mario games, Cheep Cheeps can be stomped underwater. | Leaping Smackerel | Search Party Item Park | — |
Sluglug |
Spiked nudibranch enemies that emerge from underwater pipes. Sluglugs must be struck five times to be fully defeated, but each hit forces them to incrementally recede into their pipes. They slowly reemerge if not defeated immediately and need to be struck again. | Leaping Smackerel | Wiggler Race Swimming! | |
Robbird |
Flying kingfisher enemies that dive into water. They flyoff as they exit, taking any coins they touched with them. | Robbird Cove | ||
Urchin |
Sea creatures covered in spines. While underwater, Urchins float in the water without moving. On land, they roll along the ground like balls. Direct contact with Urchins damages Mario, but indirect means of attack defeats them. | Robbird Cove | Downpour Uproar | — |
Blewbird |
Shelled bird enemies that fire beak-like arrows like blowguns. The arrows extend into platforms upon hitting opposing walls. When a Blewbird is defeated, another emerges from the ground to take its place. | Blewbird Roost | ||
Wonder Blewbird |
Wonder Blewbirds blow streams of colorful bubbles instead of arrows. The bubbles serve as bouncy platforms that are often required in the courses with Wonder Blewbirds. The enemies disappear once a nearby Wonder Seed is a collected. | Blewbird Roost | The Final Test Wonder Gauntlet | |
Outmaway |
Masked snow creatures. Outmaways are often on top of elevated platforms, where they kick giant Ice Blocks that emerge from generators in the ground before them. They otherwise occur walking along the ground and turn at the edge of platforms like Goombrats. Outmaways are weak to most attacks, but they kick projectile shells back the way they cam. | Outmaway Valley | A Final Uncharted Area: Poison Ruins | |
Green Pokipede |
Wiggler-like centipedes that swiftly move along tracks. Pokipedes punch as they move, clearing falling Snow Blocks. Stomping on their unarmored segment or tossing three fireballs at them defeats them. Touching any other part of a Pokipede damages Mario unless he is in his Drill or Elephant forms. | Pokipede Pass | Wiggler Race Spelunking! | |
Red Pokipede |
The red-clad Pokipedes move much more rapidly than the green ones. | Pokipede Pass | Wiggler Race Spelunking! | |
Whohoo |
Owl enemies that swoop down from upside-down nests. Whohoos destroy Snow Blocks as they fly and sometimes carry coins with them. If undefeated, they grow tired and return to their nests. | Pokipede Pass | ||
Condart |
Hovering dart-like birds. When Mario crosses their line of sight, Condarts forcefully propel themselves at him, destroying Brick Blocks in their path and lodging themselves into opposing terrain. While lodged, they are briefly immobile and vulnerable to attack. They either slam themselves into floors or walls, depending on the direction they face. Condarts apparently lose their memories on impact.[4] | Condarts Away! | The Desert Mystery | |
Zip-Zap |
Living bolts concealed in storm clouds. Zip-Zaps occur in groups. They leap vertically from the clouds in set intervals and shock Mario on contact. They are defeated only by bubbles. | Cruising with Linking Lifts | ||
Condrop |
Helmeted birds that fly in straight horizontal lines. Condrops carry enemies or items as they travel. When Mario is detected below, they screech and drop them. Some Condrops have coins trailing after them. | Cruising with Linking Lifts | The Final Test Wonder Gauntlet | |
Bob-omb |
Walking bombs. Stomps or tossed fireballs light their fuses and renders them immobile. They can be picked up and tossed to destroy objects and enemies, but they damage Mario if they go off in his hands. | Fluff-Puff Peaks Flying Battleship | — | |
Baboom |
Firework Bob-ombs composed of three segments. When struck, Babooms ignite. They discharge each body segment, one by one, into the sky. They explode at their apex, destroying crates and defeating enemies in their blast radius. The fireworks do not damage Mario, and he can carry Babooms to direct them at desired targets. | Fluff-Puff Peaks Flying Battleship | KO Arena Magma Flare-Up | |
Bullet Bill |
Missiles fired from Bill Blasters that fly horizontally. Bullet Bills are defeated by all means of attack. | Fluff-Puff Peaks Flying Battleship | The Semifinal Test Piranha Plant Reprise | — |
Seeker Bullet Bill |
Bullet Bills that directly target Mario when he is near. Most Seeker Bullet Bills are fastened to terrain by their suction cup-like exhaust ports, bobbing back-and-forth in rhythm to the music as they wait for targets. They rapidly swing their arms and turn their heads to Mario's position before launching, flashing red. Once launched, Seeker Bullet Bills do not change their course of direction. When they collide with opposing terrain, they fasten themselves to it, positioned to launch back at Mario if he is within their sights. They can be damaged like normal Bullet Bills, but they can also be lured into poison swamps. There are rotating hexagonal objects in the ceiling that launch Seeker Bullet Bills like Bill Blasters. | Evade the Seeker Bullet Bills! | ||
Big Seeker Bullet Bill |
Big Seeker Bullet Bills. They have a bigger attack radius than the normal-sized ones, but otherwise behave the same way. | Evade the Seeker Bullet Bills! | ||
Bull's-Eye Billet Train |
Serpentine Bull's-Eye Bills. While launched, Bull's-Eye Billet Trains directly target Mario and will change their course of direction mid-air to pursue him. | KnuckleFest Bowser's Blazing Beats | ||
Missile Meg |
Long-bodied Bullet Bills launched from off-screen blasters. Missile Megs fly through the air horizontally. Their backs can be stood on like platforms, but contact immediately knocks them out and causes them to slowly descend. Mario loses a life if he does not get off by the time it descends past he boundary of the bottom screen. | Missile Meg Mayhem | The Final-Final Test Badge Marathon | |
Wonder Missile Meg |
During certain Wonder Effects, Wonder Missile Megs fly horizontally and do not lose altitude when stood on. Their exhaust is rainbow-colored. | Missile Meg Mayhem | ||
Hoppycat |
Spiked creatures that copy Mario's jumping movements, often ascending platforms with him or hopping out of pits. They otherwise compress their bodies and shiver in place, tracking Mario with their eyes. Hoppycats can be used to break blocks. The spikes on their back damage Mario on contact. Though not easily visible, the bottom of Hoppycats are lined with pointed teeth. | The Hoppycat Trial: Hop, Hop, and Awaaay | Wiggler Race Spelunking! | |
Wonder Hoppycat |
A Hoppycat that jumps extremely high. Its body has turned orange due to rigorous training.[4] Striking the Wonder Hoppycat releases a Wonder Flower. | The Midway Trial: Hop to It | ||
Big Hoppycat |
Giant Hoppycats that appear during certain Wonder Effects. They jump straight through earth, destroying it. They are invincible to all means of attack and disappear once a nearby Wonder Seed is collected. | The Hoppycat Trial: Hop, Hop, and Awaaay | The Final Test Wonder Gauntlet | |
Anglefish |
Tirangular fish that leap from water in high arcs when Mario is near. The arc of their jumps is dependent on Mario's position and conveyed by the light-blue glow of their flanks. | The Anglefish Trial: Ready, Aim, Fly! | ||
Wonder Anglefish |
In certain Wonder Effects, Anglefish shine green and fly through the air. Unlike most Wonder enemies, Wonder Anglefish are defeated when stomped and this provides Mario gives Mario a bigger boost than most other stomped enemies. | The Anglefish Trial: Ready, Aim, Fly! | The Final Test Wonder Gauntlet | |
Green Gamboo |
Walking bamboo enemies. Gamboos emerge from the ground and stack together to form towers. Individuals that can be picked up and tossed once stomped. During some Wonder Effects, Gamboos dance to the music. The green ones walk off the edge of platforms like Goombas and Green Koopa Troopas. | The Midway Trial: Hop to It | The Semifinal Test Piranha Plant Reprise | |
Purple Gamboo |
Purple-colored Gamboos turn around when the reach the edge of platforms. | The Midway Trial: Hop to It | The Final Test Wonder Gauntlet | |
Gold Metal Gamboo |
Metal Gamboos are impervious to fire. When near an electric surge, they conduct the electricity for a brief period of time. Touching Metal Gamboos in this state damages Mario. The gold-rimmed ones walk off the edge of platforms. | Missile Meg Mayhem | KnuckleFest Bowser's Blazing Beats | |
Silver Metal Gamboo |
The silver-rimmed Metal Gamboos turn around when the reach the edge of platforms. | Missile Meg Mayhem | KnuckleFest Bowser's Blazing Beats | |
Green Sugarstar |
Shimmering enemies similar to konpeitō. Sugarstars appear in groups and move through the air in unison. Different groups move in different patterns and their paths can be tracked by the trailing streaks they leave in the sky. Sugarstars are temporarily reduced to undamaging black cores when struck, but they regenerate their crystalline exterior in a few seconds. | The Sugarstar Trial: Across the Night Sky | The Final-Final Test Badge Marathon | |
Purple Sugarstar |
The purple-colored Sugarstars are speedier than the green ones. | The Sugarstar Trial: Across the Night Sky | The Final-Final Test Badge Marathon | |
Yellow Konk |
Thwomp-like enemies that follow Mario's movements. Yellow Konks slide along ceilings and slam down when he is detected below. They slowly rise back to the ceiling and can be used like rising lifts, but Mario will be crushed if he is still on top of them when the recollide with the ceiling. All Konks are indestructible. | Jewel-Block Cave | An Uncharted Area: Wubba Ruins | |
Blue Konk |
The Blue Konks slide across the floor and thrust themselves skyward to strike Mario. | Jewel-Block Cave | An Uncharted Area: Wubba Ruins | |
Wonder Konk |
A giant Yellow Konk that appears from during the Wonder Effect in Jewel-Block Cave. It crushes anything directly below it, including terrain, but it stalls briefly after breaking Rock Blocks. | Jewel-Block Cave | ||
Armad |
Armadillo enemies that live in the Sunbaked Desert. They curl into a ball when Mario draws near and rapidly roll towards him. They also curl up when they reach a slope to roll downhill. Stomping Armads causes them to curl as well, which allows them to be picked up and tossed like a shell. They can be picked up and tossed. Some Armads are trailed by coins as they roll. | Armads on the Roll | Sunbaked Desert Special Pole Block Allure | |
Pokey |
Segmented cactus enemies that shimmy back-and-forth across the ground. Pokeys are of varying heights, with some so tall that they are difficult to jump over. The damage Mario if he attempts to stomp them, but they are vulnerable to indirect attacks like fireballs, Elephant Mario's trunk, or Yoshi's tongue. Doing so knocks away individual segments, shortening them and making them easier to circumnavigate. Pokeys are defeated immediately when their heads are hit. During the Wonder Effect of Armads on the Roll, the speed of Pokeys rapidly increases. | Armads on the Roll | — | |
Mumsy |
Mummy enemies enwrapped in loose cloth. The end of the cloth can be grabbed and pulled back to defeat them. Mumsies are of varying heights, with the tallest ones requiring the longest pulls to fully unfurl their bodies. They are otherwise difficult to defeat, with stomps, ground pounds, and fireballs ineffective. When Mumsies reach the ends of platforms, they turn around. | The Desert Mystery | Sunbaked Desert Special Pole Block Allure | |
Revver |
Skeletal dog-like enemies on wheels. Their chain leash is grabbable, and pulling back on it sends Revvers rolling forward like pullback motor toys. They are defeated when they collide with a wall or obstacle. Stomping on one otherwise stuns it for a brief period of time. | Rolling-Ball Hall | Hot-Hot Hot! | |
Ninji |
Impish ninja enemies that hop up and down. Ninjis are weak to all means of attack. During certain Wonder Effects, they dance and hop in rhythm to the background music. | Ninji Jump Party | Break Time! Raise the Stage | — |
Green Bloomp |
Balloonfish enemies that fly through the sky. Bloomps are inflated by blaster-like turrets before release. Mario can bounce on their back to reach distant areas, but each bounce makes the ridden Bloomp deflate a little until eventually disappearing. Striking Bloomps from below immediately defeats them. | Bloomps of the Desert Skies | The Final-Final Test Badge Marathon | |
Purple Bloomp |
The Purple Bloomps fly faster than the green ones. Other colored varieties appear during certain Wonder effects. | Bloomps of the Desert Skies | The Final-Final Test Badge Marathon | |
Wonder Bloomp |
Big Green Bloomps filled with confetti. Mario bounces on Wonder Bloomps during certain Wonder Effects, but they do not deflate. Wonder Bloomps disappear when a nearby Wonder Seed is collected. | Flight of the Bloomps | Sunbaked Desert Special Pole Block Allure | |
Snootle |
Tumbling creatures that bounce around the immediate area. Some Snootles bounce Goombas around. | Valley Fulla Snootles | ||
Big Snootle |
A large Snootle that withholds a 10-flower coin. It otherwise behaves like normal-sized Snootles. | Valley Fulla Snootles | ||
Serpont |
Little snakes with jars on their heads. Serponts slowly slither while their heads are covered. Striking them breaks their pots, exposing their heads and enabling them to move quickly. | Color-Switch Dungeon | KO Arena Sunbaked Skirmish | |
Li'l Sparky |
Energized balls of fire that tightly roll around platforms. They illuminate the space around them and damage Mario on contact. Li'l Sparkies can only be defeated by indirect means of attack, but fireballs pass right through them. | Color-Switch Dungeon | The Final-Final Test Badge Marathon | — |
Hothead |
Big Sparkies. Hotheads move more slowly than Li'l Sparkies, but they also have larger hitboxes and illuminate a larger amount of space. | Color-Switch Dungeon | The Final-Final Test Badge Marathon | — |
Rift Mario |
A shadowy doppelgänger that mimics Mario's movement during certain Wonder Effects. In multiplayer, Rift Mario chases the player character with the crown. It can be temporarily stunned by fireballs and nearby Wonder POW Blocks. It disappears when the Wonder Seed is touched, but it can be permanently defeated beforehand if struck by fireballs fifty times. | Color-Switch Dungeon | Beware of the Rifts | |
Rift Koopa |
Dark entities that look like Koopa Troopas. They appear during the Wonder Effect in Beware of the Rifts and damage Mario on contact. Like Rift Mario, Rift Koopas disappear when the Wonder Seed is grabbed. | Beware of the Rifts | ||
Thwomp |
Grimacing stones. Thwomps suspend themselves above ground and slam into the earth below when they detect Mario underneath. Crushing him makes him lose a live. Directly touching Thwomps, even grounded ones, is damaging. They are invincible to all attacks. | Sunbaked Desert Palace | Petal Isles Special Way of the Goomba | — |
Shoomp |
Enemies that look like baby Thwomps. They occur on terrain that rocks back and forth, causing their spiked bodies to slide left and right. Contact with their sides damages Mario, and being between them and a wall makes him lose a life. Their tops are harmless and can be stood on like platforms. The swaying ruins apparently are invocative of a rocking cradle for Shoomps.[6] | Another Uncharted Area: Swaying Ruins | ||
Big Shoomp |
Long-bodied Shoomps. Some of them are interlocked to form broad, shifting platforms in the swaying ruins. | Another Uncharted Area: Swaying Ruins | ||
Mechakoopa |
Toy Koopas modeled after Bowser. Mechakoopas walk back and forth on platforms, turning at ledges. Stomping on them makes them collapse briefly. They can be picked up and tossed in this state. Mechakoopas are created by Mecha Makers in the hearts of battleships. | Petal Isles Flying Battleship | — | |
Flying Mechakoopa |
Airborne Mechakoopas. They ascend from the bottom screen until they match Mario's position, then directly pursue him. Flying Mechakoopas conduct nearby electricity and make them briefly damaging to touch. Stomping them makes them collapse on the ground and usable as a projectile, like their grounded counterparts. | Deep Magma Bog Flying Battleship | High-Voltage Gauntlet | |
Taily |
Pitcher plant enemies that stand on the ceiling with vines hanging down. Tailies periodically release spiked fruits that damage Mario on contact. Mario can defeat them by pulling their vines or by striking them from above in his Drill form. Yellow, red, and blue Tailies appear during the Wonder Effect of Taily's Toxic Pond, with each one corresponding to the answers to a quiz. | Taily's Toxic Pond | KO Arena Fungi Funk | |
Boo |
Ghost enemies. Boos pursue Mario when his back is turned to them. They stop and shield their eyes when faced. Boos are unaffected by most normal attacks, but are weak to light. Turning on overhanging lamps and luring them into the light defeats them. In the Wonder Effect of Light-Switch Mansion, Boos sing opera alongside their king. | Light-Switch Mansion | KO Arena Fungi Funk | — |
King Boo |
The king of Boos. He appears during certain Wonder Effects, in which he takes up nearly the entire left-hand side of the screen and sings opera with a deep baritone voice. King Boo travels leftward with the camera following his movement, forcing Mario to move leftward or else risk being hit by him. King Boo is invincible, but the camera slows a bit if Mario turns to face him. He vanishes once a nearby Wonder Seed is collected. | Light-Switch Mansion | The Final Battle! Bowser's Rage Stage | — |
Noknok |
Monsters disguised as doors. Noknoks expose themselves and give chase when Mario tries to open them, an action accompanied by a fearful scream. Attacking them leaves them stunned and returns them to their door-like appearance. Some Noknoks can be used like normal doors in this state, but most release a coin and disappear when opened in this state. In the Wonder Effect of Light-Switch Mansion, Noknoks dance in place as the Boos sing. | Light-Switch Mansion | The Final Battle! Bowser's Rage Stage | |
Wubba |
Underground slimes. Wubbas slide back-and-forth and swim through larger bodies of goo. Some occur clinging to ceilings and walls. Few have coins in their bodies. Mario transforms into a Wubba during certain Wonder Effects. | An Uncharted Area: Wubba Ruins | KO Arena Fungi Funk | |
Gnawsher |
Metal spheres with wings and golden teeth. Gnawshers fly through the air in fixed horizontal or vertical paths, only stalling to eat certain objects that enter their proximity, including power-ups, coins, blocks, and even other enemies. Their prominent teeth are apparently made of a special alloy that allows them to bite through hard blocks.[6] Gnawshers are weak to all means of attack and take only one hit to defeat. | Gnawsher Lair | ||
Wonder Gnawsher |
The black Gnawshers that appear during certain Wonder Effects appear in a large swarm. Unlike the normal ones, Wonder Gnawshers do not stall when they make contact with a consumable target and cannot be damaged. They are only stunned briefly when struck by Red POW Blocks. | Gnawsher Lair | The Final Test Wonder Gauntlet | |
Bull's-Eye Gnawsher |
Red-bodied Gnawshers. Unlike the more numerous black ones, Bull's-Eye Gnawshers move idly through the air. They actively try to bite targets of interest that enter their vicinity, including coins, other enemies, and the player character. | Gnawsher Lair | KO Arena Magma Flare-Up | |
Maw-Maw |
Giant salamander enemies that chase and eat anything and everything in their path, even other enemies. After chasing for a period of time, they become exhausted and stop. While in his Goomba form, Mario can only avoid Maw-Maws by hiding behind shrubs. | Maw-Maw Mouthful | The Final Test Wonder Gauntlet | |
Rrrumba |
Pillbug enemies in boulder-like shells. Rrrumbas crawl on the ground until they reach a slope or see Mario, at which point they roll. They gain speed as the roll if they are on inclines, making them harder to avoid. Their shells protect them from most attacks, and attempting to stomp them simply sends them rolling. The only ways to defeat Rrrumbas is to ground pound them or strike them from below as Drill Mario. The cracks in the shells of some Rrrrumbas glow, indicating they contain items or Wonder Flowers. | Where the Rrrumbas Rule | ||
Raargh |
Maned Blarggs that emerge from walls and ceilings. They roar and fling themselves in a straight line when Mario is in their line of sight. Raarghs fall apart when they collide with the opposing terrain, but new ones emerge to take their place after a few seconds. Raarghs are large and often the same width as the corridors in which they are encountered, making them difficult to avoid. | Raarghs in the Ruins | ||
Lava Bubble |
Incandescent drops of lava that leap vertically from greater magma pools. Direct contact damages Mario. They are weak only to bubbles. | Pull, Turn, Burn | — | |
Lava Blobble |
Large Lava Bubble-like enemies that ride on tracks. They are invincible to normal attacks, but can be destroyed by attacks from a flying battleship during a Wonder Effect. | Deep Magma Bog Flying Battleship | ||
Kerpop |
Corn kernel enemies that slowly walk along the ground. When Kerpops make contact with heated sources like Hot-Hot Rocks they turn into bouncy pieces of popcorn that make them more difficult to avoid. Kerpops apparently give off a savory aroma in this state. | Hot-Hot Hot! | KO Arena Magma Flare-Up | |
Li'l Scorcher |
Enflamed enemies that spit slow-moving fireballs at Mario. Li'l Scorchers occur on floors and ceilings. Despite resembling flames, they can be safely stomped on to defeat them. They are also defeated when doused with water or struck by bubbles. | Deep Magma Bog Palace |
Obstacles
These are objects that primarily function as damaging hazards or obstructions. Obstacles that cause the conventional player characters to lose a life on contact, such as lava or poison swamps, affect Yoshis and Nabbit as well.
Name | Description | Levels | |
---|---|---|---|
First | Last | ||
Big Note Piranha Plant [conjectural] |
Big Note Piranha Plants are too large to be avoided through normal jumps and are invincible. During later phases of the battle, Big Note Piranha Plants fall the sky and break into the normal-sized ones when they collide with the floor. | The Final Battle! Bowser's Rage Stage | |
Bill Blaster |
Turrets that fire Bullet Bills. The direction they face determines the path of the fired Bullet Bills. Within certain Wonder Effects in Castle Bowser, Bill Blasters fire Bullet Bills in rhythm with music. A hexagonal rotating object similar to Bill Blasters fires Seeker Bullet Bills, and there apparently are unique types off-screen that launch Missile Megs.[4] | Fluff-Puff Peaks Flying Battleship | The Semifinal Test Piranha Plant Reprise |
Bob-omb Cannon |
Bob-omb-firing Mortars that look like small Bill Blasters. They are fastened to the tops of pushable walls. | Fluff-Puff Peaks Flying Battleship | |
Bowser statue |
Statues of Bowser that come in gold and gray variants. The gold one is pushed by a Wonder Shova during the Wonder Effect of Secrets of Shova Mansion, who tries to crush Mario with it. The stone ones appear on Bowser's Rage Stage where they block Mario's path until they are destroyed by a Wonder Bulrush herd. | Secrets of Shova Mansion | The Final Battle! Bowser's Rage Stage |
Bull's-Eye Blaster |
The red Bill Blasters that fire Bull's-Eye Billet Trains. Some are fastened to the ceiling upside down. | KnuckleFest Bowser's Blazing Beats | |
Burner |
Burners expel strong flames, typically in set intervals. They can safely be stood on when their flames are out. There are some double-barreled burners that spin in the air. | Petal Isles Flying Battleship | |
Būsuke Hōdai[7] |
The Bill Blaster-like turrets the blow-up Bloomps like balloons. During the Wonder Effect of Bloomps of the Desert Skies, a Būsuke Hōdai fires a Wonder Bloomp instead of the normal green or purple ones. | Bloomps of the Desert Skies | The Final-Final Test Badge Marathon |
Electricity Block |
Blocks that generate damaging electrical circuits. They always occur in pairs, where the currents come out in rapid intervals. While damaging, they are the only source of light in some courses. Metal Mario is impervious to the circuits of Electricity Blocks, and certain enemies conduct the electricity when they walk through it themselves. It makes them damaging to touch for a brief period of time. | High-Voltage Gauntlet | The Final-Final Test Badge Marathon |
Electricity Cloud[8][9] |
Small thunderclouds that damage Mario on contact. They appear only in the Wonder Effect of Downpour Uproar. | Downpour Uproar | |
Fire Bar |
Rotating bars of fireballs that burn Mario on contact. Fire Bars can be of varying lengths. | Sunbaked Desert Palace | The Final-Final Test Badge Marathon |
Fire Knuckle[9] |
Fiery fists fastened to the ceilings and floors. They rapidly punch forward list pistons and can destroy blocks. During Wonder Effects, Fire Knuckles move in time with the beat of the background music. | KnuckleFest Bowser's Blazing Beats | The Final Battle! Bowser's Rage Stage |
Fire Wheel[9] |
Spinning wheels of fire that travel along tracks. Their tracks are physically shifted by pulling nearby handles, but slowly move back to their original position. | Pull, Turn, Burn | |
Fireball |
Balls of flame that slowly travel through the air, often in groups of three or five. Fireballs sometimes materialize from streaks of Wonder power from corrupted palaces. | Fluff-Puff Peaks Palace | Deep Magma Bog Palace |
Flying battleship (Wonder Effect) |
During the Wonder Effects on flying battleships, the figurehead of their bows disconnects and fires artillery from the background of the course. The blasts are strong enough to destroy terrain, Iron Blocks, and otherwise indestructible enemies. The figureheads vanish when a nearby Wonder Seed is collected. | Fluff-Puff Peaks Flying Battleship | Deep Magma Bog Flying Battleship |
Giant Spiked Ball |
Giant, golden Spike-Balls that roll down slopes. A very large one appears during the Wonder Effect of Rolling Ball Hall, which much be outran. Collecting the course's Wonder Seed makes it disappear. | Rolling-Ball Hall | The Final Battle! Bowser's Rage Stage |
Handle-controlled burner [conjectural] |
Large burners whose flames recede when a corresponding handle is pulled. The flame returns after a few seconds when the handle is let go. | Deep Magma Bog Flying Battleship | |
Honey |
During the battle with Wonder Bowser Jr., he transforms the terrain into a sticky substance that reduces Mario's jump height and speed. Wonder Bowser Jr. himself swims through the honey. | Fluff-Puff Peaks Palace | |
Hot-Hot Rock |
Craggy blocks that heat up in set intervals, generating damaging magma. Dowsing Hot-Hot Rocks with water cools them down early. They can be safely stood on and wall-jumped between while cool. Like Atchi Muite Blocks, they come in large and small sizes. | Hot-Hot Hot! | The Final-Final Test Badge Marathon |
Ice |
Frozen surfaces that reduce Mario's traction. Ice makes it difficult to make precise jumps and avoid oncoming hazards. Outmaways are surefooted on ice. | Outmaway Valley | Fluff-Puff Peaks Palace |
Lava |
Direct contact with lava causes Mario to lose a life. Some areas, particularly Deep Magma Bog, are completely covered in lava. During some Wonder Effects it appears as enclosed circles in the air that must be avoided. In Expert Badge Challenge Jet Run II, the lava rises like the tide. | Where the Rrrumbas Rule | Deep Magma Bog Special Solar Roller |
Lava Geyser |
Lava Geysers rise and fall in set intervals that can be timed. Bone Lifts[derived] sit on top of some Lava Geysers. There are green equivalencies in the toxic ooze that appears in the game. | Pull, Turn, Burn | |
Lightning |
Lightning appears rapidly on the screen in set intervals during certain Wonder Effects. It is proceeded by faint outlines the bolts. | Downpour Uproar | The Final Test Wonder Gauntlet |
Mecha Maker |
The heart of the battleships that create Mechakoopas and Bob-ombs. The red buttons on their tops causes them to malfunction and the battleships to self-destruct. Striking them completes flying battleship courses. | Fluff-Puff Peaks Flying Battleship | Deep Magma Bog Flying Battleship |
Moving torch[10] |
Burners fastened to pivots on the floors and ceilings. They rotate back and forth. | Petal Isles Flying Battleship | |
Note Piranha Plant [conjectural] |
Blazing Piranha Plants spit by Bowser. Their movement is in synch with the music of the battle and encourages rhythmic dodges from Mario. Note Piranha Plants are only defeated by strikes from Elephant Mario or tossed bubbles. | The Final Battle! Bowser's Rage Stage | |
Piston |
Giant compressors within the Fluff-Puff Peaks Flying Battleship. They rapidly slam down onto the ship's internal Conveyor Belt. | Fluff-Puff Peaks Flying Battleship | |
Poison swamp |
Toxic swamp waters that cause Mario to lose a life on contact. In addition to the purple swamp water, a similar green ooze appears in the game. In some courses, poison swamps have a rising tide. | Swamp Pipe Crawl | The Final Test Wonder Gauntlet |
Rift |
A mysterious, vacuous material that distorts space in some courses. Rifts open up and reseal perceivable space as they shift through environments, but platforms and enemies that are overlaid by Rifts can still be interacted with. Direct contact damages Mario. | Beware of the Rifts | The Final Test Wonder Gauntlet |
Sand |
The sands of the Sunbaked Desert reduce the height of Mario's jumps, making it difficult for him to avoid oncoming Armads and other desert enemies. | Armads on the Roll | Sunbaked Desert Palace |
Slime [conjectural] |
The swaying ruins become coated with a slimy substance during the course's Wonder Effect. Mario slides along the top with no means of stopping until he collects a Wonder Seed. | Another Uncharted Area: Swaying Ruins | |
Spike-Ball |
Balls covered in damaging spikes. Spike-Balls roll down inclines and damage Mario on contact. During two Wonder Effects, he is transformed into one. | Up 'n' Down with Puffy Lifts | Petal Isles Special Way of the Goomba |
Spike Trap |
Spikes that damage Mario on contact. The design of Spike Traps vary on the environment. They sometimes are laid on the floor of an area or are fastened to orbs suspended in the air. | Bulrush Coming Through! | The Final-Final Test Badge Marathon |
Volcanic debris |
Enflamed boulders launched from a giant statue of a Fire Spike during the Wonder Effect of Wavy Ride through the Magma Tube. Volcanic debris falls slowly, but is indestructible and can only be avoided. Direct contact damages Mario. | Wavy Ride through the Magma Tube |
Bosses
Name | Description | Levels | |
---|---|---|---|
First | Last | ||
Bowser Jr. / Wonder Bowser Jr. |
Bowser's son. He is the boss fought at the end of the palace courses. Initially, Bowser Jr. appears as he normally does and attacks Mario by spitting fireballs and spinning along the ground in his shell. However, once struck, Castle Bowser uses his Wonder power to transform his son into Wonder Bowser Jr. In this form, Bowser Jr. utilizes various Wonder Effects to battle Mario that vary from course to course. In the first battle, Wonder Bowser Jr. and Mario grow and shrink in size, whereas in the second the terrain is turned cycles between slippery ice and sticky honey. During the third encounter, water appears to float through the air like a lava lamp. In the final encounter with Wonder Bowser Jr., he creates copies of himself and hops around in the dark. | Pipe-Rock Plateau Palace | Deep Magma Bog Palace |
Wonder Bowser[1] |
The apex of Castle Bowser and the form of Bowser that is directly fought. Wonder Bowser appears as the spire of the Flower Castle with disembodied hands. The arena he is fought in as rhythmic segments of the floor the launch Mario high into the air if he jumps in time with the beat of the course, allowing him to avoid oncoming hazards and strike the Koopa King. His weak point is the big ! Switch beneath his chin. Wonder Bowser spits Note Piranha Plants and drops disco ball-like Spike-Balls from his palms. Wonder Bowser takes three hits to fully defeat, and his means of attack become more complex with each strike. Beating him returns the Flower Castle to normal and frees the Flower Kingdom of his influence. | The Final Battle! Bowser's Rage Stage |
Items and objects
Items
These are collectibles, pickups, and health-restoring objects.
Name | Description |
---|---|
Wonder Seeds |
Seeds that must be obtained to unlock new courses in the Flower Kingdom. Collecting one also ends a Wonder Effect. It also functions as a goal in some courses. |
Royal Seeds |
Giant seeds that are collected after defeating a boss. |
Wonder Tokens |
Large coins with a Wonder Flower engraved on them, five of which must be collected in a series. |
Coins |
Golden coins found all throughout the Flower Kingdom. Grants the player(s) an extra life when 100 coins are collected. |
Hidden Coins |
Coins with dashed outlines that become solid once the player passes them. Some can be found as flowers. |
Blue Coins |
Coins that are activated by a P Switch. |
Flower coins |
Purple flower-shaped coins that appear all throughout the Flower Kingdom. |
Small flower coins[11] [derived] |
Smaller variants of flower coins that appear during Wonder Effects and add 0.1 to the counter. During certain Wonder Effects, the small flower coins sprout eyes and flutter like butterflies. |
10-flower coins |
Larger variants of flower coins that add 10 to the counter. There are three to collect in nearly every course. If already collected, it becomes translucent and instead adds three to the counter. Collecting every 10-flower coin in the game adds a medal to the current save file. |
1-Up Mushrooms |
A green mushroom with white spots. Grants Mario an extra life when collected. |
Keys |
Keys that are required to unlock Key Doors. |
Shells |
(inc. Koopa Shells, Swirlypod Shells[derived][12], Snortoise's shell, Buzzy Shells, curled Armads) |
Big shells[13] |
TBD |
POW Block |
Blocks that defeat all on-screen enemies that are on the ground and make coins fall when hit. |
Jars |
Pots that can be picked up and thrown. They occasionally contain water. |
Standees |
Used to revive ghosts during online play. Standee Surprises can be purchased at Poplin Shops to add to the player(s)' standee collection. |
Power-ups
Wonder Flower
This is where you write details about forms triggered by the Wonder Flower. Uniquely, unlike traditional power-ups, Wonder Flowers also transforms the Yoshis and Nabbit.
Name | Description |
---|---|
Hoppycat Mario |
TBW |
Goomba Mario |
TBW |
Balloon Mario |
TBW |
Spike-Ball Mario |
TBW |
Wubba Mario |
TBW |
Sproing Mario [derived] |
TBW |
Puffy Lift Mario [conjectural] |
TBW |
Metal Mario |
TBW |
Badges
- Main article: Badge (Super Mario Bros. Wonder)
A new element in this game are badges, which are similar to those from the Paper Mario and Mario & Luigi series. Obtained either by completing a Badge Challenge or buying them with flower coins in a Poplin Shop, the player can equip their character with a badge before starting a course or after losing a life. There are a total of twenty-four badges, including nine Action Badges, which add new abilities to the characters, eleven Boost Badges, which assist the player during gameplay, and four Expert Badges, which grant an advanced skill to the characters.
Objects
Objects are interactable elements of the environment that cannot be picked up or collected by Mario. For objects that primarily function as obstructions or hazards, see above.
Name | Description | |
---|---|---|
Blocks and containers | ||
! Block |
These blocks appear in courses when Mario has the Add ! Switches Boost Badge equipped. ! Blocks provide additional footing in difficult areas and sometimes release items when struck from below. | |
? Block |
Floating blocks that contain items. They release their contents when struck from below or above by Mario. Most ? Blocks become Empty Blocks when their contents are exhausted. Most ? Blocks contain a single coin, but some are 10-Coin Blocks that can be jumped under in rapid succession to release up to ten. Some are invisible blocks[14] and only become viewable once interacted with. In The Sharp Trial: Launch to Victory, there are Shoot ? Blocks[11][derived] that launch skyward once struck. | |
? Capsule [derived] |
Gashapon capsules occasionally pulled out of walls by handles. ? Capsules release a power-up when they hit the ground. Condarts carry them in some courses and drop them when they detect Mario below. | |
Atchi Muite Block[15] |
Rotating Blocks that only materialize when approached by Mario. They come in two different sizes, similar to Hot-Hot Rocks. | |
Brick Block |
Recurring blocks that fall apart when struck by Mario in any form other than his Small form. Otherwise, Mario can only briefly bump them out of place to defeat enemies standing on top of them. Bricks Blocks have varied designs and colors that match their surrounding environment. Some are 10-Coin Blocks. | |
Cactus box[15] [derived] |
Wide boxes found in the Sunbaked Desert that look like ball cactuses. Some are stacked on top of one another and release items when ground pounded or hit by Elephant Mario's trunk. Unlike true blocks, boxes and crates always lie on the ground and fall apart when hit. | |
Cloud Block |
Semisolid blocks that make up terrain high in the sky. | |
Crate |
Wooden crates sit on the ground and come in various sizes, sometimes in stacks. They often contain items, and release them when ground pounded or struck by a trunk. | |
Donut Block |
Platforms that slowly fall once stood on. Donut Blocks rematerialize in their original positions after a few seconds. | |
Dotted-Line Block |
Red and blue transparent blocks that become filled when a nearby ON/OFF Switch is pressed. Only blocks of the same color as the switch become filled at a time. | |
Floor (block) |
Unbreakable blocks that are bumped when struck regardless of Mario's form. They usually occur in areas where striking them is the only way to defeat certain enemies, like Li'l Sparkies. | |
Hard block |
Blocks that cannot be broken directly by Mario. Hard blocks often form large platforms like staircases or barriers for collectible items. Strong enemies like Bulrushes, Gnawshers, and Smackerels can break them. In a few courses, they contain Wonder Flowers. Hard blocks are made of a variety of different materials depending on the environment, including stone, wood, gold, and candy. Underwater ones are made of coral and there are temporary light-blue ones that materialize during Wonder Effects. | |
Hidden Character Block |
Blocks that appear when a specific character is near it, but can still be hit by other characters. They usually contain a power-up. | |
Icy block |
Large blocks that slide along the ground. Icy blocks are generated from a device embedded in the ground and are kicked by Outmaways. They break when they collide with a wall, sometimes releasing items after the fact. Icy blocks can also be destroyed with fireballs. Their surfaces are slippery. | |
Item Balloon |
Balloons that produce the item held in the item storage or an item for another player in online play. | |
Iron Block |
Metal crates found on flying battleships. Iron Blocks are normally indestructible, but can be broken when hit by the battleship's artillery during Wonder Effects. | |
Jewel block |
Crystalline blocks of varying dimensions that lie on the ground. They can contain items or Talking Flowers, and take several hits to break, although drilling them can destroy them more quickly. Jewel blocks can be broken by Konks. | |
Lifting Shabon |
Bubbles that must be hit the indicated number of times, which causes it to pop and release many coins and items. | |
Long ? Block |
Longer variants of ? Blocks. Purple ones containing power-ups or flower coins appear during some Wonder Effects. | |
Long Donut Block |
Elongated Donut Blocks. Some of them are the very wide and the only platform available within narrow corridors. | |
Long Rotating Block [conjectural] |
Striking long Rotating Blocks makes a larger amount of potential footing to be inaccessible than the smaller ones. | |
Marimba Block |
Colorful blocks that launch Mario higher when he jumps off of them. Marimba Blocks often form stretches of footing along the ground, and create the sound of xylophone keys when ran across. | |
Peanut box |
Peanut boxes come in two sizes and occur on the Pipe-Rock Plateau. Like other boxes, they break when ground pounded or struck by Elephant Mario. Skedaddlers can also break peanut boxes with their projectile fruit. | |
Pumpkin box[15] [derived] |
Boxes in Upshroom Downshroom. They are in various sizes. During the course's Wonder Effect, the pumpkin boxes become jack-o'-lanterns and are bounced into the air by Mushroom Platforms in time with the beat of the background music. | |
Race Block[16] |
During online multiplayer, a Race Block begins at the start of a course. Striking on initiates an online race. | |
Red POW Block |
These POW Blocks cannot be picked up. When struck, they break other blocks and defeat enemies within their vicinity. Red POW Blocks can only be triggered once. | |
Rizumu Block[17] |
Platforming blocks that materialize within colorful Dotted-Line Blocks in time with the beat of the background music. | |
Rock Block |
Craggy blocks that appear during the Wonder Effect of Jewel-Block Cave. Unlike jewel blocks, Rock Blocks cause the Wonder Konk to stall after breaking them. | |
Rotating Block |
Unbreakable blocks that flip when struck from below. Rotating Blocks cannot be stood on while they are flipping. | |
Roulette Block |
Power-ups scroll on the front of Roulette Blocks. Striking one causes whichever power-up was displayed at the time of the strike to be released. | |
Shoot Block[18] |
Striking these blocks launches them skyward. They take out any enemies in their path. | |
Snow Block[4] [derived] |
These blocks form from fallen snow. Though they look stacked, individual Snow Blocks can be broken by Elephant Mario's trunk and Yoshi's tongue when hit from the side without falling away. | |
Treasure chest |
Wooden chests appear in the houses of certain Poplins and the the end of KO Arenas or Badge Challenges. They reward Mario with a Wonder Seed, 10-flower coins, or badge upon opening. | |
Wonder POW Block[18] |
Large POW Blocks that can be struck an innumerable amount of times. They appear during the Wonder Effect of Beware of the Rifts, in which they are the only way to stun Rift Mario. | |
Trigger objects | ||
! Switch |
A small ! Switch appears only in the ceiling of a sub-area in The Midway Trial: Hop to It and temporarily causes yellow blocks to materialize over Spike Traps when struck. A large ! Switch appears underneath the chin of Wonder Bowser and striking it causes him damage. | |
? Switch |
These switches have different affects depending on the context. On the Deep Magma Bog Flying Battleship, striking them causes columns of yellow blocks to disappear. | |
Beacon[19] |
Beacons of light release coins or other items when ground pounded or when dug in by Drill Mario. They appear on the floors or ceilings. | |
Handle |
Pullies attached to background walls. Tugging handles causes coins and ? Capsules to pop out, or trigger a change in the surrounding environment. Mumsies and Revvers have handles on their bodies. | |
Light-Switch |
Light-Switches cause nearby spotlights to shine for a limited period of time. They go out once the timer on the switch runs out, but they can be struck again to turn them back on. | |
ON/OFF Switch |
These block-like switches always occur in pairs. Striking one toggles between different surrounding elements in the course, including platforms, doors, and darkness. | |
P Switch |
Striking P Switches causes stretches of Blue Coins to materialize for a brief period of time. | |
Springboard object [conjectural] |
The springs in these broad objects bounce upward when they are struck from below. They can be used to solve puzzles involving rolling Hoppos and Koopa Shells. | |
Timer-Switch |
Hitting a Timer-Switch causes a beat to start playing and Rizumu Blocks to materialize in time with it. | |
Topple Rock[20] |
Domino-like rocks. Striking one from the side causes it to collapse, hitting whatever is on the otherside before falling apart. When one is struck with other Topple Rocks behind them, it causes of chain reaction. They can be destroyed when hit by Spike-Ball Mario and Rrrumbas. | |
Wilted flower[21] |
Wilted flowers bloom when hit with water. They often release items or unlock access to hidden areas when hydrated. | |
Wow Bud |
Colorful flowers found throughout the Flower Kingdom. They release coins or activate certain elements within a course when touched, such as the shifting of terrain or emergence of a Wonder Flower. The color of Wow Buds vary depending on which area they are encountered, and some occur hovering in mid-air. | |
Climbable and transportation objects | ||
Golden Propeller Flower [conjectural] |
Propeller Flowers that bring Mario to Bonus: Coins Galore! They appear in a world after receiving a Game Over or by clearing The Final Battle! Bowser's Rage Stage once. | |
Lakitu's Cloud |
Rideable clouds that are pumped out of pipes and ridden by Lakitus. They can be ridden through the sky for a limited period of time. | |
Pole |
Mario can hang down and move side-to-side on horizontal poles or ascend vertical ones like ladders. Normal red poles appear on the Deep Magma Bog Flying Battleship, but there are more recurring Pole Blocks temporarily shoot purple ones when struck. They recede back into the blocks after a brief period of time. During certain Wonder Effects, a matrix of poles emerge from Pole Blocks. | |
Propeller Flower |
Propeller Flowers carry Mario to hidden sub-areas within courses or to new worlds when encountered on the overworld map. They are accessed from circular stone platforms. | |
Vine |
Climbable vines that emerge out of struck Vine Blocks or when water is sprayed on the ground. They can be climbed like ladders to reach Coin Heavens and other sub-areas. In some courses, there are clusters of vines hanging from the ceiling that can be seamlessly climbed between. Underwater, the vines are purple and look like seaweed. | |
Doorways | ||
Door |
Doors that transport the player(s) to another area within the level. | |
Key Door |
Doors that require a key to enter. | |
Pipes | ||
Giant pipe |
TBW | |
Inchworm Pipe |
Pipes that move like worms during Wonder Effects. It can help the player travel safely across poison or hazardous ooze. | |
Jet Pipe |
TBW | |
Oseru Dokan[6] |
Warp Pipes that can be pushed and occasionally connected to form a longer, functioning pipe. | |
Pipe |
Pipes that transport the player(s) to another area within the level upon entering. Giant variants also appear. | |
Sinkin' Pipe[22] |
TBW | |
Water spout |
Water that shoots out from pipes. | |
Platforms | ||
Bone Lift[23] |
Bone platforms that float on lava or hazardous ooze. | |
Bridge |
Thin, semisolid platforms made up of smaller sections. | |
Bubble |
Players can create their own bubbles after transforming into their Bubble form, which can capture and defeat enemies or be bounced on. Bubbles also appear during certain Wonder Effects for the player(s) to bounce on. | |
Bumper |
Blue, bouncy blocks that move along tracks. There are also circular and triangle variants. | |
Carpeted platform [conjectural] |
Floating platforms that momentarily disappear in rhythm during Ninji Jump Party's Wonder Effect. | |
Chandelier platform [conjectural] |
Platforms that hang on chains and can emit light. | |
Cloud Lift |
Platforms resembling clouds. | |
Conveyor Belt |
Moving platforms that carry the player from one place to another without them having to move at all. | |
Downpour Cloud |
Large, angry-eyed, top-flatted, semisolid cloud platforms that rains a waterfall that player(s) can swim up. They switch between a neutral and angry expression, similar to Rotating Blocks containing items, when idle or raining, respectively. | |
Dropdown Countdown Lift |
A platform bearing a number that decreases when a player or object touches it. It wobbles and falls once the counter reaches zero, but it will replenish after a short while. | |
Fountain |
A structure that generates water where a player in their Elephant form can collect water and store in their trunk. | |
Flatbed Ferry |
TBW | |
Fossilized dragon[24] |
A giant, rolling wheel with an Ancient Dragon fossil and a gap. | |
Goo |
Slime that players and Wubbas can swim through. | |
Hip Tree[25][26] |
Semisolid tree platforms that rise or lower when ground-pounded. | |
Hollow log platform [conjectural] |
A lift variant that releases Hoppycats. | |
Lift |
Moving platforms often found floating or traveling along tracks. | |
Linking Lift |
Green lifts that can be extended using puzzle piece-like blocks. (inc. Linking Block[15][derived]) | |
Mienai Ashiba[27] |
TBW | |
Mushroom Platform |
Large mushrooms of varying colors that serve as platforms. | |
Mushroom Trampoline |
Mushroom platforms that bounce the player. They largely retain their design from Super Mario 3D Land and Super Mario 3D World. | |
ON/OFF floor [conjectural] |
Red and blue semisolid bridge-like platforms that are activated by an ON/OFF Switch. Blue ones function normally while red ones can be passed through from above but not below. | |
ON/OFF Zip Track [conjectural] |
Red and blue Zip Tracks that switch directions when an ON/OFF Switch is hit. | |
Puffy Lift |
Elongated platforms that players slowly fall through unless they jump out, much like quicksand. | |
Pump Lift[25][26] |
An accordion-like lift that moves when the player lands on it. | |
Pushable wall [conjectural] |
Walls that can be pushed while the player is in Elephant form to avoid being crushed. | |
Rhythm floor [conjectural] |
Platforms with arrows that give the player a jump boost when launched at the beat. | |
Rhythm platform [conjectural] |
A platform that raises when the player jumps to the beat. | |
Sankaku Trampoline[26] |
TBW | |
Semisolid Platform |
Platforms that have solid surfaces (sometimes sloped like in Super Mario World), but can be jumped through from below. | |
Ship (Wonder Effect) [conjectural] |
A ship with a cannon that appears during some Wonder Effects and floats on hazardous ooze. The cannon can be used to destroy blocks in the ship's way. | |
Totchī[26] |
Some come to life during some Wonder Effects, growing eyes and legs and following the player. These living Semisolid Platforms are obscured by the dark but can be illuminated by fireballs. | |
Zip Track |
A conveyor belt that causes the player(s) to slide in the direction its arrows are pointing. It can be hung on from below, or ridden on top of. | |
Goals | ||
Checkpoint Flag |
Creates a checkpoint for the player(s) to restart the level from if they are defeated. If a player is in Small form, they will transform into Super form upon touching it. | |
Goal (Wiggler Race)[2] |
Checkered poles resembling Giant Gates that appear at the end of Wiggler Races. | |
Goal Pole |
A flag pole bearing a black flag with a white Bowser symbol that must be grabbed by the player(s) to complete the level. For Goal Poles that have already been found, a flag with a blue flower emblem on it replaces the black flag. Grabbing a Goal Pole also ends a Wonder Effect. | |
Goal Pole (secret) |
A flag pole bearing a red flag with a white Bowser symbol, used to indicate a secret goal. | |
Other objects | ||
Arrow Sign |
Points in a specific direction, guiding the player to certain locations. | |
Cloud Cover |
Clouds obscure the player(s)' view and hide objects. They can be removed by passing through or Spin Jumping near them. | |
Coin blaster [conjectural] |
Bill Blaster-like devices found in Bonus: Coins Galore! They spew coins and flower coins. | |
Current |
Strong underwater forces that push the player(s) in various directions. | |
ON/OFF wall [conjectural] |
Red and blue barriers that are activated by an ON/OFF Switch. | |
Shrub [conjectural] |
Flora that Goomba Mario can hide behind to avoid detection from Maw-Maws. | |
Sign |
TBW | |
Water |
Large bodies of harmless liquid that the player can swim through and store in their trunk in Elephant form. |
References
- ^ a b c d Nintendo Co., Ltd. (circa Jan. 2025). Super Mario Bros. Wonder. Mario Portal. Retrieved 23 Jan. 2025.
- ^ a b Kai, editor (12 Jan. 2024). 全て合わせて120以上。マリオたちが冒険するフラワー王国のいろんなコースをご紹介。【ワンダーの世界へ Vol.12】. Nintendo Official Site (Japanese). Retrieved 28 Jan. 2025.
- ^ Kai, editor (6 Oct. 2023). 花にふれると土管が動き出す!? 不思議な変化「ワンダー」の秘密に迫る。【ワンダーの世界へ Vol.4】. Nintendo Official Site (Japanese). Retrieved 28 Jan. 2025.
- ^ a b c d e f g Kai, editor (9 Feb. 2024). マリオたちの行く手を阻む。フラワー王国の個性豊かな敵キャラクターをご紹介。~その2~【ワンダーの世界へ Vol.14】. Nintendo Official Site (Japanese). Retrieved 9 Feb. 2024.
- ^ kikai, Kimiyosu Hongo, Chimtaro, Hiromi Karakita (HQ), and Yamato Ishibashi (2023). 『スーパーマリオブラザーズ ワンダー 完全攻略本』. Tokyo: ambit (Japanese). ISBN 4-198657-69-6. Page 42.
- ^ a b c Kai, editor (26 Jan. 2024). マリオたちの行く手を阻む。フラワー王国の個性豊かな敵キャラクターをご紹介。~その1~【ワンダーの世界へ Vol.13】. Nintendo Official Site (Japanese). Retrieved 11 Jul. 2024.
- ^ kikai, Kimiyosu Hongo, Chimtaro, Hiromi Karakita (HQ), and Yamato Ishibashi (2023). 『スーパーマリオブラザーズ ワンダー 完全攻略本』. Tokyo: ambit (Japanese). ISBN 4-198657-69-6. Page 45.
- ^ Super Mario Bros. Wonder internal filename (ObjectCloudElectricity.bfres.zs)
- ^ a b c kikai, Kimiyosu Hongo, Chimtaro, Hiromi Karakita (HQ), and Yamato Ishibashi (2023). 『スーパーマリオブラザーズ ワンダー 完全攻略本』. Tokyo: ambit (Japanese). ISBN 4-198657-69-6. Page 56.
- ^ Bueno, Fernando (2009). New Super Mario Bros. Wii: PRIMA Official Game Guide. Roseville: Prima Games. ISBN 978-0-3074-6767-6. Page 90.
- ^ a b kikai, Kimiyosu Hongo, Chimtaro, Hiromi Karakita (HQ), and Yamato Ishibashi (2023). 『スーパーマリオブラザーズ ワンダー 完全攻略本』. Tokyo: ambit (Japanese). ISBN 4-198657-69-6. Page 51.
- ^ kikai, Kimiyosu Hongo, Chimtaro, Hiromi Karakita (HQ), and Yamato Ishibashi (2023). 『スーパーマリオブラザーズ ワンダー 完全攻略本』. Tokyo: ambit (Japanese). ISBN 4-198657-69-6. Page 46. Name is asserted to be "unofficial" within source.
- ^ "When in Elephant form, you can carry big shells." – loading-screen tip (20 Oct. 2023). Super Mario Bros. Wonder by Nintendo EPD (North American Localization). Nintendo of America. Retrieved 27 Nov. 2024.
- ^ "There are sometimes invisible blocks hidden near walls. Hop around in places you think a block might be!" – loading-screen tip (20 Oct. 2023). Super Mario Bros. Wonder by Nintendo EPD (North American Localization). Nintendo of America. Retrieved 27 Nov. 2024.
- ^ a b c d kikai, Kimiyosu Hongo, Chimtaro, Hiromi Karakita (HQ), and Yamato Ishibashi (2023). 『スーパーマリオブラザーズ ワンダー 完全攻略本』. Tokyo: ambit (Japanese). ISBN 4-198657-69-6. Page 53.
- ^ Nintendo of America (31 Aug. 2023). Super Mario Bros. Wonder Direct 8.31.2023. YouTube. Retrieved 31 Aug. 2023.
- ^ Japanese in-game name for Fluff-Puff Peaks Special Climb to the Beat.
- ^ a b kikai, Kimiyosu Hongo, Chimtaro, Hiromi Karakita (HQ), and Yamato Ishibashi (2023). 『スーパーマリオブラザーズ ワンダー 完全攻略本』. Tokyo: ambit (Japanese). ISBN 4-198657-69-6. Page 52.
- ^ Nintendo of America (1 Sept. 2023). Nintendo Treehouse: Live - Super Mario Bros. Wonder. YouTube.
- ^ Shea, Brian (19 Oct. 2023). Super Mario Bros. Wonder Flower Coins And Wonder Seeds Guide. Game Informer. (Archived October 21, 2023, 13:22:40 UTC via Wayback Machine.)
- ^ "You should try and share water with wilted flowers. They'll definitely appreciate the help." – Tip (20 Oct. 2023). Super Mario Bros. Wonder by Nintendo EPD (North American Localization). Nintendo of America. Retrieved 27 Nov. 2024.
- ^ In-game name for Angry Spikes and Sinkin' Pipes.
- ^ KADOKAWA Game Linkage, editors (2023). 『スーパーマリオブラザーズ ワンダー かんぺき攻略本』. Tokyo: Kadokawa (Japanese). ISBN 4-047337-02-1. Page 62. Name is asserted to be "unofficial" within source.
- ^ "Imagine what it would be like for those fossilized dragons to soar freely through the air..." – Tip (20 Oct. 2023). Super Mario Bros. Wonder by Nintendo EPD (North American Localization). Nintendo of America. Retrieved 27 Nov. 2024.
- ^ a b KADOKAWA Game Linkage, editors (2023). 『スーパーマリオブラザーズ ワンダー かんぺき攻略本』. Tokyo: Kadokawa (Japanese). ISBN 4-047337-02-1. Page 62.
- ^ a b c d kikai, Kimiyosu Hongo, Chimtaro, Hiromi Karakita (HQ), and Yamato Ishibashi (2023). 『スーパーマリオブラザーズ ワンダー 完全攻略本』. Tokyo: ambit (Japanese). ISBN 4-198657-69-6. Page 55.
- ^ KADOKAWA Game Linkage, editors (2023). 『スーパーマリオブラザーズ ワンダー かんぺき攻略本』. Tokyo: Kadokawa (Japanese). ISBN 4-047337-02-1. Page 63. Name is asserted to be "unofficial" within source.