Welcome to the object database for Super Mario Galaxy and Super Mario Galaxy 2.
This page lists all configs in the Galaxy games. Go to the respective pages to learn
more about an individual object config.
Unknown configs | Known configs | Finished configs | Total configs | |
---|---|---|---|---|
Relative | 24.33% | 0.89% | 74.78% | 100% |
Absolute | 219 | 8 | 673 | 900 |
You can download the latest database for Whitehole here:
Whitehole Neo
Whitehole v1.7 or older
Config name | Description | Games | |
---|---|---|---|
AfterMapObjDrawAir | Decorative atmosphere that is meant to be placed around a planet or section. Unlike other Air objects, this gets executed and rendered after most other objects. | SMG2 | |
Air | Decorative atmosphere that is meant to be placed around a planet or section. | Both | |
AirBubble | A stationary bubble that replenishes air when collected underwater. | Both | |
AirBubbleGenerator | A nozzle that periodically generates several air bubbles that replenish the player's air when underwater. | Both | |
AirFar100m | Decorative atmosphere that is meant to be placed around a planet or section. Unlike other Air objects, this has a far clipping range of 100 meters. | Both | |
AncientCage | A stationary object that will disappear once its SW_B gets triggered. Plays the "Open" animation and destroys itself after that. Plays a short cutscene using a special camera. It also supports an optional Bloom model. | SMG2 | |
AnmModelBindMove | SMG1 | ||
AnmModelGroundOnMove | SMG1 | ||
AnmModelSwitchMove | A generic object with a model and collision that will play its Move animations once certain conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. | Both | |
AnmModelSwitchMoveEndKill | A generic object with a model and collision that will play its Move animations once certain conditions are met. Once the Move.bck animation has ended, the object will kill itself. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. AnmModelKill specifies the sound effect used when it kills itself. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Lastly, it also supports an optional Bloom model. | Both | |
AnmModelSwitchMoveEndKillAnyAnim | A generic object with a model and collision that will play its Move animations once certain conditions are met. Once any of the Move animations has ended, the object will kill itself. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. AnmModelKill specifies the sound effect used when it kills itself. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Lastly, it also supports an optional Bloom model. | SMG2 | |
AnmModelSwitchMoveEventCamera | SMG1 | ||
AnmModelSwitchMoveInvalidateCollision | A generic object with a model and collision that will play its Move animations once certain conditions are met. Additionally, the collision will be disabled once it has moved once. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Lastly, it also supports an optional Bloom model. | SMG2 | |
AnmModelSwitchMoveValidateCollision | A generic object with a model and collision that will play its Move animations once certain conditions are met. Additionally, the collision will be disabled until it has moved. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Lastly, it also supports an optional Bloom model. | SMG2 | |
AnmModelSwitchSwapVisibility | A generic object with a model, collision and a Move.bva visibility animation that will play its Move animations once certain conditions are met. The Move.bva animation's initial frame will be used until the conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Lastly, it also supports an optional Bloom model. | SMG2 | |
AnmModelSwitchSyncBrk | A generic object with a model, collision and a Reverse.brk animation that will play its Move and Reverse.brk animations once certain conditions are met. The Reverse.brk animation's last frame will be used until the conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. AnmModelReverse specifies the sound effect used when the Reverse.brk animations starts playing. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Lastly, it also supports an optional Bloom model. | SMG2 | |
AreaMoveSphere | Moves compatible objects inside this area if they are bound to a floor triangle with the collision type AreaMove. Compatible objects are the player itself, BombBird and its bombs, Kuribo, Karon and CocoNut. | Both | |
ArrowSwitch | A rotating switch object that can be activated using Spin Attacks. | Both | |
ArrowSwitchMulti | SMG1 | ||
ArrowSwitchTarget | SMG1 | ||
AssemblyBlock | Remains at a resting position above the object's actual position. Once the player gets in its range, it will move to its actual position. This class supports ShapeModelNo models. The timed activation requires additional effect data under the UniqueName "Blur". | Both | |
AstroChangeStageCube | SMG1 | ||
AstroCore | SMG1 | ||
AstroCountDownPlate | SMG1 | ||
AstroDome | The enterable Domes on the Comet Observatory | SMG1 | |
AstroDomeAsteroid | SMG1 | ||
AstroDomeBlueStar | SMG1 | ||
AstroDomeComet | SMG1 | ||
AstroDomeDemoAstroGalaxy | SMG1 | ||
AstroDomeDemoStarter | SMG1 | ||
AstroDomeGalaxySelector | SMG1 | ||
AstroDomeSky | SMG1 | ||
AstroEffectObj | SMG1 | ||
AstroMapBoard | SMG1 | ||
AstroMapObj | SMG1 | ||
AstroOverlookArea | SMG1 | ||
AstroOverlookObj | SMG1 | ||
AstroSimpleObj | SMG1 | ||
AttackRock | Usually not visible but they get activated by Bowser's attacks. Once it appears, it falls down onto ground. Then, it becomes a yellow orb that can be smashed into Bowser. Depending on the encounter number, it can also emit shockwaves. | SMG2 | |
AttackRockFinal | These are usually not visible until Bowser activates them during the final fight. These fly to their actual position and will remain there. The orb can be smashed into Bowser. | SMG2 | |
AttackRockTutorial | A rock that appears from the ground and breaks into a yellow orb which can be smashed into KoopaSeals. | SMG2 | |
AudioEffectArea | Sets the audio effect once entered by the player. For example, this can enable echoes. | Both | |
AutoMakeMapObj | A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. | SMG2 | |
BakuBaku | A skull that moves around freely or on a set path. It "eats" away parts of objects that are compatible with ClipDrawArea. This enemy cannot be defeated at all. | SMG2 | |
BallBeamer | A variant of a Ring Beamer which periodically emits "spherical" rings that scale along with gravity. The rings will shock the player upon contact. It cannot be destroyed through normal means. | SMG1 | |
BallOpener | If the player touches this object's center while riding a Star Ball, it will pull the Star Ball towards its center and the Star Ball will be cracked open. | Both | |
BallRail | An invisible rail for the Star Ball. The Star Ball will automatically start to move along the path once it touches the path's beginning. | Both | |
BalloonFruit | A fruit that, when eaten, transforms Yoshi into Blimp Yoshi. Can be temporarily destroyed using Koopa Shells or Ground Pounds. | SMG2 | |
Balloonfish | A blow fish enemy that inflates once the player gets in its range. It will then home onto the player and explode after a certain amount of time. | Both | |
Banekiti | A strange enemy whose bouncy springs repel the player when they are using the Boo power-up. It cannot be defeated through any means. | SMG1 | |
BasaBasa | A flying bat enemy. These enemies may be flying around passively, move on a path or hang from ceilings. If the player comes within its range, it will fly towards them to attack. The icy variant (BasaBasaIce) will freeze the player if touched, provided that they are not using the Ice power-up. It can be defeated using Spin Attacks, Stomping and most other attacks. It can be stunned by shooting Star Bits at them. The icy variant (BasaBasaIce) can be attacked if the player has the Ice power-up. | Both | |
Battan | A stone block enemy that moves on a fixed path. Once it sees the player, it will move towards them to fall down on them. Once it lies on the ground, the weak point on its back can be Ground Pounded. It spawns 7 Star Bits when defeated. | SMG2 | |
BattanKing | A large stone block boss. He can summon Whimps that will try to attack the player like Whomps do. The boss himself can defeat those smaller blocks by crushing them. Like his smaller counterparts, this boss will try to fall onto the player to attack them. He can also attack using shockwaves that appear when he jumps. When he's lying on ground, the player can Ground Pound the weak spot on its back to damage him. After hitting the boss three times, he will be defeated. He always spawns a Power Star. | SMG2 | |
BattleShipElevator | SMG1 | ||
BeamGoRoundPlanet | SMG1 | ||
BeeEater | A stretchy plant with spikes that will lunge onto the player to damage them. Cannot be defeated, however, they can be stunned by shooting a Star Bit at them. | SMG2 | |
BeeFlowerHover | A rotating platform that can be stood on using the Bee power-up. If the player does not have this power-up and touches the platform, it will temporarily disappear. | Both | |
BeeJumpBall | A bouncy berry that can be bounced off with the Bee power-up. If touched by the player while they don't have the Bee power-up, it will pop and reappear after about three seconds. | SMG2 | |
BeeWallShortDistArea | If the player is using the Bee power-up and is inside this area, it will make them fly a longer distance than usual. | Both | |
BegomanBaby | A small robot enemy that will make the player spin around if touched. However, it can be defeated using Spin Attacks. If it falls into water, it will be defeated as well. | Both | |
BegomanLauncher | A black hole that periodically spawns more Topman enemies. It will only generate one enemy at a time, but it will ensure that the provided number of enemies will be spawned. Defeated enemies will respawn after a while. BegomanLauncher generates Spring Topmen, BegomanBabyLauncher generates Topmini and TogeBegomanLauncher generates Spike Topmen. | Both | |
BegomanSpike | A rotating robot enemy that will make the player spin around if touched. If the player touches its spiky head, they will take damage. It can be defeated by smashing it against electric currents (such as ElectricRail). If it falls into water, it will be defeated as well. | Both | |
BegomanSpring | A rotating robot enemy that features a spring head which the player can bounce off. It can be defeated by smashing it against electric currents (such as ElectricRail). If it falls into water, it will be defeated as well. It gets stunned when using a Spin Attack. This fully expands its spring head. If the object is called BegomanSpringHide, it will remain in the ground until the player gets in its range. This variant will also spawn a Topmini if hit with a Spin Attack. There can only be one Topmini at a time. | Both | |
BellyDragon | A long dragon boss. It features six weak spots that have to be popped using the player's attacks. It always spawns a Power Star when defeated. If it's part of a cutscene, it also creates cutscene objects for KoopaJr and KoopaJrPod. | SMG2 | |
BendSwanpPlanet | A special planet that can fold two times. Each state also has a separate collision mesh that gets loaded in. Usually, the planet will be in its unfolded state. SW_A and SW_B are used to fold it. | SMG2 | |
BenefitItemInvincible | An item that grants the player the Invincibility power-up when collected. | Both | |
BenefitItemLifeUp | An item that increases the player's health to 6 when collected. | Both | |
BenefitItemOneUp | An item that grants the player an extra life when collected. | Both | |
BgmChangeArea | Changes the background music using the stage's music information in StageBgmInfo. Supports several changing modes. | SMG2 | |
BgmProhibitArea | SMG1 | ||
BgmVolumeFadeArea | When the player enters this area, the music's volume will be changed. The volume resets if the player leaves the area again. | SMG2 | |
BigBubble | SMG1 | ||
BigBubbleCameraArea | SMG1 | ||
BigBubbleGenerator | SMG1 | ||
BigBubbleGoalArea | SMG1 | ||
BigBubbleMoveLimitter | SMG1 | ||
BigBubbleSwitchArea | SMG1 | ||
BigFan | A fan object that creates a gust of wind that can push Blimp Yoshi and the player if they use the Boo power-up. If this is placed in TeresaMario2DGalaxy, it will use a slightly different sound effect. | Both | |
BigFanCloud | A generic, rotating fan. It does not create a wind gust unlike BigFan. | SMG2 | |
BigRepeatWarpLift | A platform that moves on a path and teleports back to the beginning after it has reached the end. Lastly, it also supports an optional Bloom model. | SMG2 | |
BindEndArea | A useless area that has no actual effect in-game. | Both | |
Birikyu | A large electric ball enemy that causes electrical damage. It can only be defeated using the Invincibility power-up. They will move on a path or in a circular motion if no path was assigned. When it attacks something, for example the player, it will pause for a short amount of time. | Both | |
BirikyuWithFace | A small electric ball enemy that causes electrical damage. It can only be defeated using the Invincibility power-up. They will move on a path or in a circular motion if no path was assigned. When it attacks something, for example the player, it will pause for a short amount of time. | Both | |
BlackHole | A black hole that sucks in the player and some compatible objects if they enter its range. This will kill them immediately. BlackHole objects use a spherical range whereas BlackHoleCube objects use a box-shaped range. The object's scale settings are used to specify the affection area whereas the size of the model can be changed using Obj_arg0. | Both | |
BloomArea | An area that applies bloom effects to compatible objects inside it. For this, the object needs a Bloom.arc model file. However, not all objects support this natively. | Both | |
BloomFlower | An unused class that does not work properly due to a programming error. Normally, it is meant to grow if it's in Bulb Yoshi's light range. This would make a Star Bit appear as well. However, the developers messed up a nerve check, so this effect is never triggered. If it's outside Bulb Yoshi's light, however, it will wither again. | SMG2 | |
BlueChip | A collectable blue chip. Usually five of these are linked together by a BlueChipGroup to trigger a switch to spawn another object, for example a Pull Star. It's usually stationary, but it can move on a path as well. | SMG1 | |
BlueChipGroup | Controls a group of Blue Chips (BlueChip) and activates SW_A once all of them have been collected. It is recommended to have five Blue Star Chips per group. The group for this object and the individual Blue Star Chips has to be specified using Obj_arg0. This controller is also responsible for displaying the counter layout at the top of the screen. | SMG1 | |
BlueStarCupsulePlanet | Planet-like objects that feature a large Pull Star inside them. The player can use the pointer on the Pull Star to make it attract them. UFOBlueStarCupsule is hard-coded to use a lower target radius. | Both | |
BlueStarGuidanceArea | If the player stands inside this area, the game will display an explanation about how to use Pull Stars. | Both | |
BombBird | A bird enemy that flies on a path. If the player gets near it, it will drop a bomb that explodes after some seconds. It can be stunned by shooting a Star Bit on it. Can be defeated using most of the player's attacks. | Both | |
BombHei | A bomb or bomb-like enemy, depending on the object's name. Bomb creates a simple bomb that can be picked up and thrown whereas BombHei creates the actual enemy that will walk around and fuse if it sees the player. It can be stunned and picked up after using a Spin Attack. | Both | |
BombHeiLauncher | A dispenser that releases bombs or Bob-ombs. If the object is named BombLauncher, it creates bombs whereas it creates Bob-ombs when it's called BombHeiLauncher. There can only be one bomb or Bob-omb at once. | Both | |
BombHeiRed | A friendly Bob-omb NPC that can be talked to. | SMG2 | |
BombTeresa | A Boo variant that can be swung around using its tongue. It can be smashed into several objects to damage or destroy them. If the player swings it around and does not get rid of it after some time, it will blink red and explode. | Both | |
BoomerangBros | A Koopa Troopa that throws boomerangs to attack the player. These boomerangs can be destroyed by the player's attacks or eaten by Yoshi to throw them at other objects. Ground Pounding it will defeat it immediately. Other attacks usually stun it first which gives the player an advantage to attack it. | SMG2 | |
BossBegoman | SMG1 | ||
BossBussun | A dinosaur-like boss that sleeps until the player Ground Pounds the weak spot on her belly. Excluding the first time, the player has to damage her three times. Starting the second phase, she will shoot fireballs that can temporarily cover manhole grates in lava. During the last phase, she will turn red and move faster. She is supposed to be placed on a disk-like planet as she can freely walk around such planets and change sides. She always spawns a Power Star which needs to be set up in the galaxy's Scenario file. | SMG2 | |
BossJugem | A large variant of a Lakitu who wears glasses and rides on a purple cloud. He throws Spinies at the player and may also use thunderbolts to attack them. When he throws Spinies, he will be moving on a path whereas he moves between two separate points when using the thunderbolt attack. He can be damaged by thrown Shells or Yoshi projectiles. After dealing three hits, he will spawn a Power Star. This requires an edit to the galaxy's Scenario file. | SMG2 | |
BossJugemPlanetCloud | A set of clouds. If SW_A is triggered, they will turn gray. In this state, they will deal electric damage to the player and compatible enemies. Once the switch is deactivated again, the clouds will disappear. | SMG2 | |
BossKameck | SMG1 | ||
BossKameckMoveRail | SMG1 | ||
BossStinkBug | A large bug-like boss that can be damaged by Ground Pounding the weak spot on its back. It needs to be damaged three times. During the first phase, it moves slowly on the ground. After taking the first hit, it starts flying. And in the last phase, its skin turns red, and it will make aggressive turns while it flies. While it flies, it will periodically drop explosive bombs that can hurt the player. After it is defeated, it will spawn a Power Star, which also requires changes to the galaxy's Scenario file. | Both | |
BreakableCage | A destroyable obstacle that can be destroyed using Koopa Shells, Yoshi's projectiles or any enemy attack except enemy fire damage. Most of its variants can contain an item. Except for Star Bits and Power Stars, the items are only cosmetic. If the item is set to Power Star, the object also requires a proper setup in the galaxy's Scenario file. When BreakableCageL gets destroyed, it will always play the "riddle solved" jingle. | Both | |
BrightObj | SMG1 | ||
BrightSun | Draws a bright sun-like sphere in the background that moves with the camera's position. If the player is inside a LensFlareArea, the lens flare effect will be rendered around the sun. | Both | |
BringEnemy | This registers and controls the enemies requested by a CareTakerHunter. This object should be linked to a CareTakerHunter object. Otherwise, it's useless on its own. The requested enemies have to be linked to this object. Supported enemies are Kuribo, TogeBegomanLauncher, BegomanLauncher and BegomanBabyLauncher. If a requested enemy is in this object's sensor range, it will notify the linked CareTakerHunter. | SMG2 | |
BumpAppearPlanet | SMG1 | ||
Bussun | A dinosaur enemy that moves around on a path. It can be defeated by stomping on its belly. It damages the player upon contact. | SMG2 | |
Butler | SMG1 | ||
ButlerExplain | SMG1 | ||
ButlerMap | SMG1 | ||
Butterfly | A decorative butterfly. It can spawn a Star Bit when touched with the pointer. If the player is sleeping near a butterfly, it will eventually land on their nose. | Both | |
Buzz | An enemy that moves on a set path. If no path is specified, it will remain in place. | SMG2 | |
Cactus | A simple object that damages the player and compatible objects, such as SandBirdParts objects. | SMG2 | |
CameraRepulsiveCylinder | SMG1 | ||
CameraRepulsiveSphere | SMG1 | ||
CancelBeeMorphArea | An area that removes the Bee power-up from the player if they are inside this area. | SMG2 | |
Candlestand | A torch with a flame that can burn the player upon contact. Usually, the flame can be put out using a Spin Attack to make an item appear, however, the flame of CandlestandIceVolcano cannot be put out. Said variant may also appear without a flame if it uses SW_A. Instead, the player can use fireballs to light the fire and activate the switch. Lastly, it also supports an optional Bloom model. | Both | |
CannonFortressBreakStep | SMG1 | ||
CapsuleCage | A locked cage that can be opened by activating its SW_B switch. Lastly, it also supports an optional Bloom model. | Both | |
CareTakerHunter | A robotic NPC who quests the player to show him a specific enemy. An instance of BringEnemy has to be linked to it. See BringEnemy to see what enemies are supported and how it's set up. After showing him the requested enemy, he will spawn a Power Star. | SMG2 | |
Caretaker | A robotic NPC that can be talked to. It can also quest the player for some specific task and make a Power Star appear using event flows. In order to spawn the Power Star, a properly configured Scenario entry as well as a dialogue with flow nodes need to be set up. | Both | |
CaveInCube | Periodically spawns collapsing debris that can damage the player upon contact. For each spawn, a random debris model gets loaded. These models are called CaveInPartsBig, CaveInPartsMiddle and CaveInPartsSmall. | SMG2 | |
CaveStream | An unfinished particles effect that works like EffectObjR500F50. It has a clipping radius of 500 and a far clipping distance of 50. The particle data needs to be specified in AutoEffectList. The UniqueName also matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. | Both | |
CelestrialArea | If the player attempts to exit this area while using the Flying power-up, they will be restricted to move inside the area only. The flying effect will be cancelled when the player reaches the edge of this area. | Both | |
ChangeAlphaObj | A generic map object that will turn invisible if the camera passes it. For this, it loads a separate model with the suffix Alpha. The Alpha model uses two animations. Normal.brk, which is used for the visible state, and Alpha.brk, which is used to make the model fade out of existence. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. | SMG2 | |
ChangeBgmCube | SMG1 | ||
ChangeRoom | The room where the player can change between Mario and Luigi. Before the player defeats Bowser in Bowser's Galaxy Generator, the object will remain in a deactivated state. After this event, it will become usable. In order to open the door, its SW_A needs to be activated. If it is registered to a cutscene called チェンジルームからスタート, it can use a special nerve action which cause the player to jump out. | SMG2 | |
ChimneyEntryObj | An invisible point that teleports the player to a specified position, just like a Warp Pipe. However, this works in one way only. | SMG2 | |
ChooChooTrain | A toy train that consists of at least one segment. It moves on a set path, and it randomly creates a whistling sound effect. The individual segments are also affected by gravity, so they will rotate accordingly. | SMG1 | |
Chorobon | A black spiky blob-like enemy that remains stationary or moves on a path. It can be defeated by most of the player's attacks. It damages the player upon contact. | SMG2 | |
CircleCoinGroup | Creates a group of Coins (CircleCoinGroup) or Purple Coins (CirclePurpleCoinGroup) that are arranged in a circle. Purple Coins can only be used in Purple Comet scenarios or appropriately configured Scenario files. | Both | |
ClipAreaDropLaser | SMG1 | ||
ClipAreaMovable | An invisible volume that hides parts of compatible objects, for example SimpleClipPartsObj, that are inside the volume. However, this effect requires an instance of FallOutFieldDraw (SMG1) or ClipDrawArea (SMG2) placed in the level in order to function properly. | Both | |
ClipDrawArea | An area that creates and enables Matter Splatter effects for compatible objects (SimpleClipPartsObj, etc.) when entered by the player. This also creates an instance of FallOutFieldDraw, which is needed to render the clipped objects. The effect will not work if the player is outside a ClipDrawArea. Furthermore, if StarLightReceiver objects, such as PunchingKinoko or BloomFlower, are placed inside this area, special behavior will be enabled for them. See the respective objects for more information. | SMG2 | |
ClipFieldFillDraw | A controller that renders Matter Splatter surfaces (ClipArea) with a yellow glowing overlay. However, this effect does not work without a code patch as its rendering is disabled by default. | Both | |
ClipFieldMapParts | SMG1 | ||
ClipFieldSwitch | A controller that toggles its SW_A and SW_B switches depending on whether the player is inside a ClipArea or not. | Both | |
CloudSea | A simple object with a model and collision. Very limited in its functionality compared to other simple map object classes. Lastly, it also supports an optional Bloom model. | SMG2 | |
CloudStep | A cloud platform that can be stood on using the Bee or Cloud power-ups. If the player does not have any of these two power-ups and steps on the platform, it will temporarily disappear. When Ground Pounded, it will temporarily disappear as well, no matter what power-up is currently active. The platform remains stationary or moves on a path. | SMG2 | |
CocoNut | A coconut that can be flung into various obstacles and enemies. Once the player collects 9999 Star Bits in a save file, all coconuts will turn into watermelons. It will always reappear at its original position if it's destroyed. | Both | |
CocoSambo | A spiky cactus enemy that damages the player upon contact. It can be stunned using coconuts or the Rainbow power-up. Goombas and Topman enemies can stun it as well. On the other hand, it can stomp Goombas. After stunning it, its vulnerable head remains, which can be destroyed using most of the player's attacks. It can be scaled as well. | SMG1 | |
CoconutTree | SMG1 | ||
CoconutTreeLeafGroup | Creates a group of animated palm tree leaves with collision. If the player Ground Pounds one of the leaves, it will swing at a faster rate. | Both | |
Coin | One of the game's main collectibles. There are two variants: Coins (Coin) and Purple Coins (PurpleCoin). Normal Coins can restore one health point if collected by the player. Purple Coins do not restore health, though. Purple Coins can only be used in Purple Comet scenarios or appropriately configured Scenario files. Normal Coins won't appear during Daredevil (Dark) Comets. If they are stored inside a bubble, they will also restore the player's air when underwater. Spins slower when placed underwater. | Both | |
CoinAppearSpot | A point in space where the requested number of Coins will be spawned after activating its SW_APPEAR switch. | SMG2 | |
CoinBox | SMG1 | ||
CoinLinkGroup | Creates a set of Coins that will appear once this object's SW_APPEAR gets triggered. These Coins will only be collectable for the specified period of time or indefinitely (Obj_arg0). If the player collects all linked Coins in time, they will be rewarded with a 1-Up. The actual Coin objects need to be linked to this object; compatible objects are CircleCoinGroup and RailCoin. | SMG2 | |
CoinReplica | SMG1 | ||
CoinSpot | SMG1 | ||
CollapsePlane | A framed platform that will shrink down and disappear after the player stepped on it. Lastly, it also supports an optional Bloom model. | Both | |
CollectTico | A controller that registers and keeps track of Silver Stars (StrayTico). If the player has collected all Silver Stars, it will spawn a Power Star. This requires an edit to the galaxy's Scenario file. The Silver Stars need to be linked to this object using ParentID (SMG1) / GeneratorID (SMG2). | Both | |
CollisionArea | An invisible collision polygon that is contained inside the area. Only the player can interact with the collision. If not disabled through any means, the collision can be traversed using the Boo power-up. There are several Obj_args that can be used to define how the player interacts with the collision. | Both | |
CollisionBlocker | SMG1 | ||
CometFireDanceArea | An area that, when entered, forces the player to run in a straight line. The player will jump as high as the third jump of a Triple Jump. | SMG2 | |
CometHopperArea | An area that, when entered, forces the player to use the Spring power-up. The player won't be able to get rid of it until they leave the area again. | SMG2 | |
CometNoSpinArea | An area that, when entered, prevents the player from using the Spin Attack. The player won't be able to get rid of it until they leave the area again. | SMG2 | |
CometRainbowArea | An area that, when entered, forces the player to use the Invincibility power-up. The player won't be able to get rid of it until they leave the area again. | SMG2 | |
CompleteEndingDemoObj | Creates and registers several objects that appear during the ending cutscene in the Comet Observatory's library. The individual models that it creates are RosettaReading, RosettaChair, TicoBaby and MarioCap or LuigiCap. The object needs to appear through a cutscene action. | SMG2 | |
ConstructionLight | A destroyable light post that spawns three Star Bits when destroyed. This can be done by using a Spin Attack, the Spin Drill, the Rock power-up or by shooting a Star Bit at it. | SMG2 | |
CountFlower | Creates and registers plant objects (PlantA, PlantB, PlantC, PlantD) and activates a switch once all the plant objects have appeared. The individual plant objects have to be linked to this object. If the object is called CountFlowerPowerStar, it can also spawn a Power Star once all plants have appeared and its SW_B got activated. This requires edits to the galaxy's Scenario file. | SMG2 | |
Creeper | A large, usually curved, flower that the player can swing along by shaking the Wiimote. Once the player reaches the end of the flower, it will cause them to jump off. The speed and bending are configurable. | Both | |
CrescentSeesawPlanet | An object with a model and collision that tilts towards the side that the player stands on. | SMG2 | |
CrystalCage | A destroyable crystal that can contain a variety of different items. Except for Coins, Star Bits and Power Stars (SMG2 only), the items are only cosmetic. If the item is set to Power Star, the object also requires a proper setup in the galaxy's Scenario file. The crystal can be destroyed with most of the player's attacks as well as all enemy attacks. If a crystal object is placed inside a PlaneCollisionCube area, it will always load the CrystalCage2D model instead. | Both | |
CrystalCageL | A large crystal with a Power Star trapped inside that requires two hits with a Spin Attack to be destroyed. The Power Star spawns once the crystal gets destroyed. This requires an edit to the galaxy's Scenario file. | Both | |
CrystalCageMoving | SMG1 | ||
CrystalCageOpa | An opaque crystal that can be destroyed with a Spin Attack, Yoshi's projectiles, the Spin Drill, a Koopa Shell as well as any enemy attack. It may reward the player with some items. Loads a separate model for the breaking animation. | SMG2 | |
CrystalSwitch | An unfinished crystal-like switch that can be hit using most of the player's attacks. Once hit, it will start spinning, and it will activate its SW_A switch. | SMG1 | |
CubeCameraArea | An area that changes the current camera once the player enters this area. The actual camera parameters are specified in the zone's CameraParam.bcam. The corresponding camera ID label is generated using the format string c:%04x. For example, if your camera area has an Obj_arg0 of 15, the corresponding ID label would be c:000f. The camera can be restricted to take effect only under different circumstances (Obj_arg3). | Both | |
CumulativeTimerSwitchArea | An area that activates its SW_A switch if the player has spent the total requested number of time frames inside this area. It only functions if the player is Mario and the selected scenario is not a Green Star. | SMG2 | |
CymbalsStep | A set of cymbal platforms with separate collision meshes. The top one can be moved like a seesaw platform. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). | SMG2 | |
DanceFlower | A flower-like enemy that moves around in a twirling motion. They attack by turning into a flower that spins around rapidly. If no path is assigned, it will only spin in place. It can be defeated by all player attacks. | SMG2 | |
DarkMatterArea | An area that will make compatible objects disintegrate and die immediately when entered. Compatible objects are the player itself, Metbo and Karon. | Both | |
DarknessRoomDoor | A pair of closed doors that can be opened by activating SW_B. Unlike other variants, its collision can be enabled or disabled if desired. | Both | |
DashChargeArea | An area that causes the player to turn yellow and run significantly faster when entered. This effect remains active while the player is inside the area and slowly wears out when leaving the area again. This is very similar to the boost gained at the start of a Cosmic Race. | Both | |
DashFruit | A red pepper that, when eaten, transforms Yoshi into Dash Yoshi. Can be temporarily destroyed using Koopa Shells or Ground Pounds. | SMG2 | |
DashRing | A red ring that causes the player to gain a short speed boost when entered while swimming or flying with the Flying power-up. | Both | |
DeadLeaves | A pile of decorative leaves. If the player uses the Spin Attack on it, it can make some items appear. | SMG1 | |
DeathArea | An area that can kill the player and compatible objects when entered. | Both | |
DemoCastSubGroup | A controller that sets up a separate cast of cutscene objects for use with a superordinate cutscene. This is used to connect a cutscene that is spread across zones. TimeSheetName refers to the set of cutscene config files to be used and DemoName is the proper identifier name for the cutscene. DemoName should match the cutscene's identifier that it belongs to. The actual setup specifications for the individual sheet files will be included on the Luma's Workshop Wiki. Individual objects can be registered by setting their DemoGroupId to this object's l_id. | Both | |
DemoEndStartPosCameraSetter | This controls and registers several special cutscenes for when the player returns to the Starship Mario. The following cutscenes will be registered: ファイルセレクトからの開始 for starting from the file select, ノーマルエンディング後デモ for the normal ending, スター120個エンディング後デモ for collecting all 120 normal Power Stars, ワールドマップからの開始 for returning from a World Map, スター1個目直後のゲームスタート for collecting the first Power Star in Sky Station Galaxy and ゲームオーバー後のデモ for restarting after a Game Over. | SMG2 | |
DemoExecutor | A controller that sets up and controls a cutscene. TimeSheetName refers to the set of cutscene config files to be used and DemoName is the proper identifier name for the cutscene. The actual setup specifications for the individual sheet files will be included on the Luma's Workshop Wiki. Most objects can be registered to an individual cutscene by setting their DemoGroupId to the cutscene controller's l_id. | Both | |
DemoKoopaJrShip | SMG1 | ||
DemoPlayerForbidUpdateArea | An area that prevents several player components from updating while a cutscene is active. These components include reacting to Onimasu movement, several collision interactions, getting damaged by Karikari, sliding, AreaMove speed up as well as moving object speed up, warping and many more. | SMG2 | |
DemoRabbit | SMG1 | ||
DemoTitleAnim | This creates and controls the animated title screen sequence where Mario, Yoshi and the Orange Luma appear on-screen. The different objects and models are defined in a file called EntryActorList. Additional animation cameras (CANM) are used for the actual camera movement. The object itself does nothing when placed in a level and is actually controlled by the FileSelector controller. | SMG2 | |
DepthOfFieldArea | An area that applies a blurry effect to the screen when entered by the player. | Both | |
DesertLandMoveSwitch | SMG1 | ||
DesertMovingLand | SMG1 | ||
DharmaSambo | A red cactus enemy that consists of four body parts, including the head. It can be defeated by hitting its head with a Spin Attack or by stomping it. The individual body parts can be destroyed with a Spin Attack. It usually moves away from the player, but it will try to fling its head on the player to damage them. It always drops six Star Bits when defeated. | SMG1 | |
DinoPackunBaby | A Piranha Plant boss that resides inside its small egg before the battle starts. The player has to destroy its eggshell to reveal its large weak point. It can be damaged using Ground Pounds and Spin Attacks. Ground Pounding the shell from above will remove the entire shell at once. When its shell has been removed, it will run around in panic. The player has to repeat this procedure again to defeat it. It always damages the player upon contact. It will always spawn a Power Star when defeated, which requires a properly configured Scenario entry. | SMG2 | |
DinoPackunVs1 | A large Piranha Plant boss. Before the battle, it remains inside its shell. In order to defeat it, the player has to fling its tail ball with a Spin Attack four times. It always damages the player upon contact. However, the large tail ball does not hurt the player. In SMG1, it will always spawn a Power Star when defeated, which requires a properly configured Scenario entry. | Both | |
DinoPackunVs2 | A large flaming Piranha Plant boss. Before the battle, it remains inside its shell. In order to defeat it, the player has to fling its tail ball with a Spin Attack four times. It always damages the player upon contact. However, the large tail ball does not hurt the player unless it's burning. It will sporadically shoot fireballs during the last phase and create fiery trails that burn the player upon contact. It will always spawn a Power Star when defeated, which requires a properly configured Scenario entry. | Both | |
Dodoryu | A large mole boss. In SMG1, he chases a Star Bunny before the actual battle begins. He attacks the player upon contact. The player needs to damage him three times to defeat him. It also creates trails of dirt when it moves around. He is usually underground but can be stunned using a Ground Pound when his head is above the ground. This gives the player a chance to attack him. In SMG1, it always spawns a Power Star and uses text for the Star Bunny it chases. | Both | |
DodoryuClosedArea | An area that prevents Major Burrows (Dodoryu) from entering it when he moves around. | Both | |
Dossun | A large stone block enemy that raises up in the air and crushes down again after a set amount of time. This defeats the player and some compatible objects immediately. If used during a Double Time Comet, it will always move at a faster and fixed speed. | Both | |
DragonHeadFlower | If the player is in front of this enemy while riding a Star Ball, it will eat the Star Ball and launch it along its assigned path. | SMG1 | |
Dreamer | A green TV that displays the player's screen. It can be used to replay some pre-recorded inputs after talking to it which is usually used to teach the player some gameplay elements. The object will only appear if SW_APPEAR is activated or if the player failed the selected mission a set amount of times. The PAD data used to simulate player input can be found in the pad folder of the Galaxy's Ghost archive. | SMG2 | |
DreamerDeadCountArea | Counts the player's deaths that occur inside this area and stores them in the save data for the currently selected galaxy mission. This number is used to control the appearance of a Tip Network (Dreamer) or a Cosmic Spirit (SuperDreamer). | SMG2 | |
DriftWood | SMG1 | ||
DrillBullet | A drill-like enemy that moves along a set path. It damages the player upon contact. It can be defeated by stomping, drilling or Ground Pounding it. | SMG2 | |
DrillHoleHiddenArea | Usually, the Spin Drill creates decorative holes in the ground when using it. However, this area prevents this from happening. | Both | |
DrumTrampoline | A generic map object with a model and collision. It starts the Bound animation when stomped or Ground Pounded. The actual bouncing needs to be specified using floor collision codes. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. | SMG2 | |
EarthenPipe | A Warp Pipe that can transport the player to another Warp Pipe instance. However, it also supports various other modes and functions unrelated to transportation. Warp Pipes that are placed in WhiteSnowGalaxy have a hard-coded clipping range of 1000. DemoSimpleCast will be enabled for the stream model if the object has a proper cutscene setup. | Both | |
EffectArea | An area in which most of the player's dust cloud particles can be replaced with yellow flower petals. | Both | |
EffectObj10x10x10SyncClipping | A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. Furthermore, its clipping center is at (0, 580, 0). The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. | Both | |
EffectObj20x20x10SyncClipping | A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. Furthermore, its clipping center is at (0, 200, 0). The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. | Both | |
EffectObj50x50x10SyncClipping | A generic particles effect with a clipping radius of 2500 units and a far clipping distance of 50 meters. Furthermore, its clipping center is at (0, 200, 0). The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. | Both | |
EffectObjGravityDust | A special particles effect object whose rotation is affected by the gravity it is placed in. | SMG1 | |
EffectObjR1000F50 | A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. | Both | |
EffectObjR100F50SyncClipping | SMG1 | ||
EffectObjR1500F400 | A generic particles effect with a clipping radius of 1500 units and a far clipping distance of 400 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. | Both | |
EffectObjR500F50 | A generic particles effect with a clipping radius of 500 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. | Both | |
ElectricBall | SMG1 | ||
ElectricPressure | A yellow nozzle that shoots electrical charge balls that home on to the player. Touching those balls will cause electrical damage to the player. | SMG2 | |
ElectricRail | An electric barrier that damages the player and compatible objects when touching the electricity or one of the points. The shape is defined by a path. It cannot be destroyed without special triggers. | Both | |
ElectricRail2Point | An electric barrier consisting of only two points that damages the player and compatible objects when touching the electricity or one of the points. Each point has a separate path to move on. The points are connected by the actual electric barrier. There has to be one RailObj instance for each of the two points which have to be linked to this object. | SMG2 | |
ElectricRailMoving | An electric barrier that moves on a path. It damages the player and compatible objects when touching the electricity or one of the points. The path defines its shape, and it can be split into several smaller segments which also creates some gaps. It cannot be destroyed without special triggers. | Both | |
EnforceJumpArea | Normally, when the player jumps off moving collision, he will gain some extra speed depending on the collision's movement direction. This area restricts the speed at which the player is pushed into the moving direction to a fixed value. | SMG2 | |
ExterminationChecker | SMG1 | ||
ExterminationCheckerWoodBox | A controller that creates and registers several linked wood crates. Individual crates have to be linked to this object. It activates a switch if all crates have been destroyed. | SMG2 | |
ExterminationSwitch | A controller that activates a switch once all linked and compatible objects have been killed. Individual objects have be linked to this object. ExterminationPowerStar spawns a Power Star after killing all objects. It also uses a counter layout to keep track of killed objects. | SMG2 | |
ExtraWallCheckArea | An area which, when entered, casts a soft circular shadow onto the surface perpendicular to the player. | Both | |
EyeBeamer | SMG1 | ||
FallDownBridge | A bridge that collapses when hit using the Star Ball, the Rolling Rock power-up or the Rainbow power-up. | Both | |
FallDownWall | A map object with a model and optional collision that usually moves on a set path. Once it starts moving, it emits its MoveStart particles. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. | SMG2 | |
FallOutFieldDraw | SMG1 | ||
FallingSmallRock | SMG1 | ||
FallsArea | An area that makes waterfall splash effects appear around the player when entered. | Both | |
FileSelector | A controller which sets up the entire title logo and file select sequence when placed in a level. In SMG2, it can also create any object linked to it to control their appearance. | Both | |
FireBar | A Used Block that connects several sticks of fireballs that burn the player and other compatible objects upon contact. The fireball sticks rotate around the Used Block at the same rate. | Both | |
FireBubble | A blue fireball enemy that burns the player upon contact. It can be defeated by shooting a Star Bit at it. It drops a single Coin when defeated. | Both | |
FirePressure | A red cannon that periodically shoots fireballs that damage the player and other compatible objects upon contact. It cannot be destroyed through any means. It is also possible to make the fireballs follow the player. Furthermore, the cannon can be set to rotate towards the player. | Both | |
FirePressureRadiate | A red cannon that periodically shoots a long burning flame that damages the player and compatible enemies upon contact. It cannot be destroyed through any means. | SMG1 | |
FireRing | Creates a ring of evenly divided rotating fireballs that damage the player upon contact. The fireballs cannot be destroyed. | SMG2 | |
FishGroup | A group of several decorative fish. All fish will move along the specified path. The number of fish to be spawned can be specified as well. The fish will try to escape from the player if they are nearby. | Both | |
Flag | A decorative flag that waves in the wind. FlagPeachCastleC and FlagSurfing will slowly turn transparent the closer the player gets to them. | Both | |
FlameGun | SMG1 | ||
FlexibleSphere | SMG1 | ||
FlipPanel | A large panel that can be pressed by stepping on it. It has to be grouped with a FlipPanelObserver in order to activate a switch or to spawn a Power Star. Stepping on it again will revert it into its original state. However, once all grouped panels have been activated, they cannot be pressed again. | Both | |
FlipPanelObserver | A controller for Flipswitch panels. Individual panels have to be grouped to this object using GroupId. Once all panels have been pressed, this controller will activate a switch, spawn a Power Star or both. A total of 32 objects can be grouped in SMG1 whereas the limit is 128 in SMG2. | Both | |
FlowerBlossomRellayPlanet | A special planet with a model and collision that activates a switch after executing a short cutscene. In order to start the cutscene, another switch needs to be activated first. | SMG2 | |
FlowerMimic | A large flower that tries to eat the player if they step onto it. It cannot be destroyed through any means. When the plant is closed, the player can bounce off of it. If placed inside a PlaneModeCube, all shadows will be disabled. | SMG2 | |
Fluff | A large flower that the player can glide with by grabbing it. It gets pushed by wind streams (FluffWind). | Both | |
FluffWind | A wind stream whose shape and direction can be specified by a path. The wind pushes the player while riding a Floaty Fluff as well as cloud platforms created by the Cloud power-up. | Both | |
Foomin | A gray tile that flips periodically. If the player stands on it while it flips around, the player will be flung off of it. It usually moves on a path, but it can remain at a fixed position as well. It cannot be destroyed through any means. | SMG2 | |
ForbidJumpArea | An area that prevents the player from performing "dolphin" jumps while they are riding a Koopa Shell inside this area. | Both | |
ForbidSupportTicoArea | An area that prevents the second player's pointer and actions while the main player character is inside this area. | SMG2 | |
ForbidTriangleJumpArea | An area that prevents any angled Wall Jumps. Instead, the jumping direction will be directly opposite of the Wall Jumped collision triangle. | Both | |
ForbidWaterSearchArea | An area that prevents the player from performing a special edge dive jump into a WaterArea below the player. | Both | |
ForceDashCube | The player receives a speed boost if they touch ForceDash (floor code 39) collision while using the Rock power-up inside this area. The boost's direction is the area's rotated Z axis. | SMG2 | |
Fountain | A splashing water fountain that only consists of particles instead of an actual model. If the player touches it, they will be flung upwards. | Both | |
FountainBig | A tall water fountain that consists of a model and particles. If the player touches it, they will be flung upwards. The water fountain will disappear and reappear periodically. | Both | |
FurPlanetMap | A generic planet with a model and optional collision that also supports fur maps. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. As PlanetMap already supports fur maps in SMG2, FurPlanetMap is rather redundant in this game. | Both | |
GCaptureTarget | A small blue star that can pull the player towards it if they touch it with their pointer. If the player is too far away from this object, it will become inactive and the player cannot point at it. It usually remains stationary but can move on a path as well. The player can be ejected while using the Pull Star if he gets to close to it, although this is an optional setting. | Both | |
Garigari | A buzz-saw that moves on a path or remains stationary if no path was assigned. When the player touches the blades, they will take damage. If the saw touches a Bob-omb or bomb, it will cause an explosion. Several other enemies also take damage when touched by the blades, such as Flipbugs (KoteBug) and Slurples (Karikari). | SMG2 | |
GemCageS | A breakable object that can spawn several items once destroyed. Can be destroyed using any of the player's attack, except for RockCageS which only works with the Rock power-up. | SMG2 | |
GeneralRestartPos | Defines the respawn point for a Star Ball. The respawn point needs to be linked to a Star Ball (Tamakoro). The respawn point will be used if the player's current spawn ID matches this object's Obj_arg0. The active player spawn point, Star Ball and Star Ball respawn point have to be in the same zone. | SMG2 | |
Gesso | A squid enemy that spawns a Coin when defeated. It damages the player upon contact. The player can defeat it with any attack. | Both | |
GhostAttackGhost | A ghost version of Luigi that will move around in a predefined GST motion once the player touches it once. It does not appear in a level until the selected mission has been cleared with Luigi already. The GST motion data for it can be found in the gst folder of the Galaxy's Ghost archive. It uses a different execution and drawing order in MagicGalaxy and the second mission of StarCreekGalaxy. | SMG2 | |
GhostMazePlanetMask | A darkness model used to cover major portions of the screen except of a cutout showing the player character. It will always be invisible until SW_A gets activated. The model will briefly disappear when an event camera is active. After that it will reappear again. | SMG2 | |
GhostPlayer | It is recommended to use the "Ghost" comet type because without it, the Power Star will be clipped normally and that can cause the Clone to fail to finish the race. | SMG1 | |
GlaringLight | A variant of SimpleMapObj that gets rendered after most other objects. This is a generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. | Both | |
GlaringLightArea | An area that defeats Boos and removes the Boo power-up from the player once entered. | Both | |
GliBird | The colorful tropical bird that the player can glide with. It's usually deactivated, but it becomes functional when the gliding sequence is started after talking to a correctly set up Jibberjay (Pichan) or Jibberjay Racer (PichanRacer). | SMG2 | |
GliBirdNpc | A non-playable variant of Fluzzard that sits around casually. Unlike most NPCs, it cannot be talked to at all. | SMG2 | |
GliderBalloon | A large balloon that drops five Star Bits when popped. | SMG2 | |
GliderCometMedalCage | A locked capsule cage that can be opened by activating its SW_B switch. | SMG2 | |
GliderTree | A decorative palm tree intended to be used in gliding mini-game sections. It swings when rammed by Fluzzard. | SMG2 | |
GlobalBarrelGravity | A gravity area that revolves around a barrel-shaped planet. Objects are pulled sideways along the cylinder. If Obj_arg1 is positive, objects will be pulled towards the center axis the closer they are to the gravity area. | SMG2 | |
GlobalConeGravity | A gravity area that pulls objects in its range towards the lateral surface and the base surface of a cone. | Both | |
GlobalCubeGravity | A cube-shaped gravity area that pulls objects towards the cube's surface. Each of the cube's faces can be manually toggled. The transition around edges and corners is smooth. The object's scale defines the actual size of the cube. | Both | |
GlobalDiskGravity | A simple gravity area that pulls objects in its range towards a disk-shaped volume. | Both | |
GlobalDiskTorusGravity | A simple gravity area that pulls objects in its range towards a torus/ring-shaped volume. | Both | |
GlobalPlaneGravity | A gravity area that attracts objects towards a plane. This variant uses a spherical range. | Both | |
GlobalPlaneGravityInBox | A gravity area that attracts objects towards a plane. This variant uses a box range and ignores the Range setting. | Both | |
GlobalPlaneGravityInCylinder | A gravity area that attracts objects towards a plane. This variant uses a cylindrical range and ignores the Range setting. | Both | |
GlobalPointGravity | A simple gravity area that attracts objects in its range towards its position. The object's scale is ignored. | Both | |
GlobalSegmentGravity | A gravity area that pulls objects in its range towards the lateral surface and base surfaces of a cylinder. | Both | |
GlobalWireGravity | A gravity area that attracts objects towards the gravity points laid out on a path. The gravity points will be selected at equal intervals. | Both | |
GoldenTurtle | A variant of a Koopa Shell that can be used to open specific treasure chests or damage and destroy various objects. Like a red Koopa Shell, it homes in on compatible objects. While riding the shell underwater, it also plays special sparkling sound effects. | Both | |
GoroRockLaneParts | A platform that can move on a path, rotate or do both. It features two color animations. Normal.brk is used normally and Change.brk is used when its SW_B gets activated. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, RotatorRotateSignLoop, RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. | SMG2 | |
Gorogoro | A rolling stone obstacle that crushes the player when touched. It moves along a path in a rotating motion. It will turn invisible if the camera passes it. For this, it loads a separate model with the suffix Alpha. The Alpha model uses two animations. Wait, which is used for the visible state, and Disappear, which is used to make the model fade out of existence. | SMG2 | |
GorogoroCylinderRock | A rolling obstacle that moves on a set path. Once it reaches the end of its path, it will reappear at the path's start again. Depending on the current path point, it can perform various actions (Point_arg0). | SMG2 | |
GrandStarReturnDemoStarter | Creates and controls the sequence used when the player returns to a HUB world with a Grand Star. It does not appear initially, but it can appear through cutscene actions. | Both | |
Grapyon | A bug-like enemy with a spiky top that hops around horizontally. It damages the player upon contact. It can be defeated by stomping or Ground Pounding its weak spot. Furthermore, it can be defeated using fireballs, the Spin Drill, Koopa Shells and the Rainbow power-up. | SMG2 | |
GravityArrow | A decorative arrow panel that rotates towards the player's gravity direction. | SMG2 | |
GravityBgmCtrl | A controller that changes the background music's state depending on the player's gravity direction. If the player's gravity points downwards, the music's main channel will be played. If the player's gravity points upwards, the music's second channel will be played as well. Only a few selected music tracks support this kind of music change, though. | SMG2 | |
GravityFallBlock | A block that can be destroyed using the Fire Flower's fireballs. If there's no collision below the block, it will fall down until it hits collision. | SMG2 | |
GravityLight | SMG1 | ||
GravityLightRoad | A beam of light that transports the player through the beam when entered. If no SW_A is used, it will transport the player for 30 seconds before it disappears. | Both | |
GravityTimerChangeWall | A generic object with a model and collision that usually features panels with large arrows on them that are meant to show the gravity direction. It changes its shape and animations depending on the background music's rhythm. This requires the animations DownToUp and UpToDown. Initially, it uses UpToDown. | SMG2 | |
GroupSwitchWatcher | A controller that activates SW_A depending on the states of several consecutive input switches. Supported logical links are AND and OR. The first index of the input switches has to be set as SW_B and the number of total consecutive switches has to be specified by Obj_arg0. | Both | |
Halo | SMG1 | ||
HammerBros | A Koopa Troopa that throws hammers to attack the player. These hammers can be destroyed by the player's attacks or eaten by Yoshi to throw them at other objects. Ground Pounding it will defeat it immediately. Other attacks usually stun it first which gives the player an advantage to attack it. | SMG2 | |
HammerHeadPackun | A large flower enemy that attacks the player by crushing them with its large head. It can be defeated by smashing a Stretch Plant or coconut into it. Furthermore, the player can jump on its head to defeat it, however, this does not work for the spiky variant. The player can also use most of their attacks to defeat it. | Both | |
Hanachan | A caterpillar enemy that moves on a set path. However, if the player jumps off of it, it will turn aggressive and chase after the player. After a couple of seconds, it returns to its normal state and moves on the path. It can be defeated by Ground Pounding it or by jumping on its belly parts. Using a Ground Pound or Spin Attack nearby will stun it. Furthermore, it can be defeated using most of the player's attacks. | Both | |
HanachanBig | A large caterpillar enemy that moves on a set path. Unlike its smaller variants, it always moves on its path, and it cannot be defeated. However, the player can bounce off of its body parts. | SMG2 | |
HanachanRunaway | A variant of a Wiggler intended to be used on tube slides. It needs to be linked to a proper TubeSlider instance. Its Obj_args specify how it gets positioned on the slide. Unlike its normal variants, it cannot be defeated. | SMG2 | |
HatchWaterPlanet | SMG1 | ||
HazeCube | An area that, when entered, creates a heat haze effect on the player's screen. | Both | |
HeadLight | Creates a spotlight effect that follows the player character. The radius and the light's color can be configured. | SMG2 | |
HeavensDoorDemoObj | SMG1 | ||
HeavySteeringArea | An area that, when entered, causes the player to turn around very slowly, making it harder to steer their character. | Both | |
HipDropDemoMoveObj | SMG1 | ||
HipDropMoveBlock | An object with a model and collision that can be Ground Pounded to move it away from its initial position. The distance, required Ground Pounds and more can be configured. Initially, the object can only be Ground Pounded from the bottom side of the model to move it upwards. It can play various different sounds: Start, Moving, StopEnd and Stop, all of which are self-explanatory. Interestingly, the class offers an unused functionality where one or more buttons (HipDropMoveBlockSwitch) can be attached to the object that will cause the object to move when one of the buttons has been stomped. The positions and offsets can be defined in a file called InitHipDropMoveBlockSwitch.bcsv. The actual model for the button actor does not exist anymore and needs to be restored. Unfortunately, the button does not take the object's rotation into account when placed. | SMG2 | |
HipDropMoveObj | SMG1 | ||
HipDropRock | A rock that can be destroyed with a Ground Pound attack. It can spawn some items after destroying it. | Both | |
HipDropSwitch | A button that can be activated using a Ground Pound attack. Once activated, it will activate a switch. | Both | |
HipDropTimerSwitch | A button that can be activated using a Ground Pound attack. Once activated, it will activate a switch for a set amount of time. After the time runs out, it will reset itself. | Both | |
HitWallTimerSwitch | An unused button that activates a switch for a set amount of time. The button can be activated using most of the player's attacks. After the time runs out, it will reset itself. | SMG1 | |
HomingKillerLauncher | A point that launches bullet-like enemies. HomingKiller generates Bullet Bills, Torpedo generates Torpedo Teds and MagnumKiller generates Banzai Bills. The enemies will be generated periodically. These enemies will explode and damage the player upon contact. They can be used to destroy various other objects and enemies. | Both | |
HoneyBee | A generic bee NPC that can be talked to. It also features several behaviors to choose from. | Both | |
HoneyQueen | The Queen Bee NPC that can be talked to. Additionally, the player can climb on her when using the Bee power-up. | Both | |
IceMerameraKing | SMG1 | ||
IceMeteor | A falling ice crystal that creates an ice platform when it lands. Touching the meteor will freeze and damage the player. The ice platform can be stood on. The platform will disappear after three seconds and the crystal will reappear again later on. This object creates lava collision under the appearing location of the ice platform. | SMG2 | |
IceVolcanoUpDownPlane | SMG1 | ||
InfernoMario | An unused and unfinished variant of a Cosmic Clone that crashes the game due to a missing model. It appears to be passive, but it will turn towards the player if they are close enough and teleport next to them. Then, it will chase after the player and mimic all of their movements like normal Cosmic Clones do. However, it can be defeated using most of the player's attacks as well as some enemy attacks. | SMG2 | |
InfernoMarioGenerator | Generates clones of the player that mimic all of their movements. If the player touches one, they will take damage and the clone disappears. The clones cannot be defeated through any other means. The generator and all of its clones will be destroyed when SW_B gets activated. This causes all remaining clones to drop Star Bits. | SMG2 | |
InvisiblePolygonObj | A collision polygon without an actual visual model. | Both | |
InvisiblePolygonObjGCapture | A collision polygon without an actual visual model. Resets the player's Pull Star state once touched. | SMG1 | |
IronCannonLauncher | SMG1 | ||
IronCannonLauncherPoint | A point that periodically launches bullets that damage players and compatible objects upon contact. | SMG1 | |
ItemAppearStone | A special platform with collision that follows its animation. If SW_B gets activated, it will disappear. | SMG1 | |
ItemBlock | A ? Block that spawns items when hit. SplashCoinBlock and TimerCoinBlock spawn Coins, SplashPieceBock and TimerPieceBlock spawn Star Bits, CoinBlock2D spawns a single Coin and ItemBlockSwitch does not spawn any items, but it activates SW_DEAD. The "Splash" blocks drop the items immediately when hit. The "Timer" blocks award the player one item each time it's hit. However, these variants will automatically disappear after a timer runs out. | Both | |
ItemBubble | A bubble that can contain various items. | SMG1 | |
ItemCollectionPlanetWall | A special model without collision which is usually visible unless it is assigned to the cutscene with the name パワースター帰還[アイテム惑星]. While the cutscene runs, the wall will be invisible but triggering its cutscene action will make it fade in again. | SMG2 | |
ItemDice | A die block that can spawn either ten Coins, a Goomba or a 1-Up Mushroom depending on the side it lands on when hit. The player can hit it using Spin Attacks, Star Bits, snowballs, fireballs, Yoshi's projectiles and the Rock power-up. | SMG2 | |
ItemDrill | A drill item that the player can carry. It allows the player to dig through collision upon shaking the Wiimote. The player can get rid of it by taking damage or by picking up another power-up item. | SMG2 | |
ItemRoomDoor | A special door that can teleport the player through cutscenes. It tries to connect to three cutscenes. The cutscene マリオ顔惑星変化 is used for the Starship transformation during which the object will remain deactivated until it's forced to appear. アイテム部屋への入室 is used when entering the door and アイテム部屋からの退室 is used when exiting the door. | SMG2 | |
Jellyfish | A jellyfish enemy that spawns a Coin when defeated. It can be defeated through most of the player's attacks as well as explosions, and it damages the player upon contact. It can move on a path or remain stationary. | Both | |
JellyfishElectric | A jellyfish enemy that spawns a Coin (SMG1) or ten Star Bits (SMG2) when defeated. It can be defeated with a Koopa Shell or the Rainbow power-up, and it damages the player upon contact. It can move on a path or remain stationary. | Both | |
JetTurtle | A Koopa Shell that can be carried by the player. It can be used to open specific treasure chests or damage and destroy various objects. The player can ride it underwater to move faster. | Both | |
Jiraira | A land mine that quickly charges and explodes when stepping on its large trigger. It regenerates after a few seconds. The explosion also causes nearby land mines to charge and explode when they are hit by its explosion. It does not get clipped. | SMG1 | |
Jugem | An enemy that rides a cloud. It moves to the path point that the player is closest to. It throws a Spiny when the player is nearby. The Spiny can be eaten and shot by Yoshi. If the Spiny has been killed, it will throw another one. It can be defeated using most of the player's attacks, and it can be eaten by Yoshi. However, it will respawn after a while. At least one Spiny should be linked to it, otherwise it won't throw any Spiny. | SMG2 | |
JumpBeamer | A purple stationary robot enemy with a spring head. It remains in the ground passively before the player approaches it. If the player is nearby, it jumps out of the ground and emits several rings of electricity. The player can bounce off of its spring head. It gets stunned when using a Spin Attack. This fully expands its spring head. It is not possible to destroy it through any means. | Both | |
JumpBranch | A pole that can be swung from and jumped off of. | Both | |
JumpGuarder | A green stationary robot enemy with a spring head. It remains in the ground passively before the player approaches it. If the player is nearby, it jumps out of the ground and emits several Topmini. It will keep regenerating Topmini even if the player killed some of them. The player can bounce off of its spring head. It gets stunned when using a Spin Attack. This fully expands its spring head. It is not possible to destroy it through any means. | SMG1 | |
JumpHole | If the player touches this object's center while riding a Star Ball, it will pull the Star Ball towards its center and the Star Ball will be launched along its assigned path. | Both | |
JumpSpider | A spider enemy that jumps when the player is in its range. It attacks passively as the player receives damage upon contact. It can be defeated using most of the player's attacks. | Both | |
JumpStand | A spring-like trampoline that bounces the player into the air when Ground Pounded. | Both | |
JumpStandAuto | A spring-like trampoline that bounces the player into the air when jumping on it. | SMG2 | |
Kabokuri | A Goomba that wears a pumpkin mask. It wanders along a set path, and it sporadically emits a blue flame that burns the player upon contact. The enemy itself damages the player upon contact. The pumpkin mask can be destroyed with most of the player's attacks. This will reveal the Goomba. If the player uses a Ground Pound, the mask and the Goomba will be destroyed. | Both | |
Kameck | A Koopa Troopa that can cast various magical spells. The object's name declares what spells it casts. If the object's name is FireBallBeamKameck (SMG1) or Kameck (SMG2), it will cast fireballs. If the object's name is TurtleBeamKameck (SMG1), it will cast sliding Koopa Shells. SMG2 features two more variants: KameckKuriboMini and KameckMeramera which create Mini Goombas and Li'l Cinders, respectively. It moves between path points or stays at a fixed position. After casting a spell, it will temporarily disappear. It can be defeated using most of the player's attacks as well as explosions. It drops a single Coin when defeated. | Both | |
Kanina | A crab enemy that damages the player upon contact. It can be defeated by attacking the weak spot on its back. However, it can be defeated with fireballs, the Spin Drill, Koopa Shells and the Rainbow power-up as well. It can dig through the ground to warp back to its initial spot. KaninaRed drops some Star Bits when defeated whereas Kanina spawns a 1-Up. | Both | |
Karikari | A small enemy that will chase after the player if they get too close. It will try to stick to the player's body to damage them. The player can get rid of them by using a Spin Attack. It can be defeated using most of the player's attacks. If shot by a Star Bit, it will drop three Star Bits instead of one. It can also be defeated by an enemy's explosion crush attack. | Both | |
Karon | A skeleton enemy that wanders around passively. It will chase after the player to attack them. Its body disassembles when stomped, Ground Pounded, attacked with a Spin Attack or a fireball. However, it will be defeated when the player is using the Rainbow power-up, the Spin Drill or Yoshi's projectiles. Furthermore, it will sink down when touching SinkDown collision or lava collision (SMG2 only). | Both | |
KeySwitch | A collectable key that can activate a switch when collected. When it appears through any means, it will start a short appearance cutscene that will lock the game if it's not specified in the zone's CameraParam.bcam file. | Both | |
KickStone | A small stone that can be kicked. It drops a single Star Bit or a Coin when hit by the player or explosions. The object automatically tries to connect to collision within 300 units. | SMG2 | |
KillerGunnerSingle | A cannon that periodically shoots a force that will damage the player. | SMG1 | |
KingTossin | A large armadillo boss that will try to attack the player by rolling into them. It can only be defeated by hitting the weak spot with the Rock power-up. When it's not rolling, it will hop around for a few seconds. It may spawn a Power Star if the object and Scenario entry are configured correctly. After the battle ends, the player will return to their last position before the boss fight started. | SMG2 | |
Kinopio | The iconic mushroom NPC that can be talked to. It features a wide range of different behaviors and equipment. Furthermore, it can spawn a Power Star if configured correctly. | Both | |
KinopioAstro | SMG1 | ||
KinopioBank | A Toad that allows the player to store Star Bits that can be shared across save files. He may give players free Star Bits depending on the number of stored Star Bits. An additional Toad (Kinopio) can be linked to it which will be hidden once this object is set to appear. | SMG2 | |
KinopioPostman | A Toad that delivers special letters, such as those that open up a new mission. The letters and their appearance conditions are defined in the game's code. Initially, it will be hidden until the player has collected 13 Power Stars. An additional Toad (Kinopio) can be linked to it which will be hidden once this object is set to appear. This uses a very complex dialogue system that doesn't allow for much customization. MarioFaceShipZone provides dialogues, though. | SMG2 | |
Kiraira | A sea mine that is chained to a fixation. When the player approaches it, its eyes will open, and it turns towards the player. Touching it will cause it to explode which hurts the player. If hit with a Koopa Shell, its explosion will also target other nearby objects. | Both | |
KirairaRail | A sea mine that moves on a path. When the player approaches it, its eyes will open, and it turns towards the player. Touching it will cause it to explode which hurts the player. If hit with a Koopa Shell, its explosion will also target other nearby objects. | Both | |
Koopa | SMG1 | ||
KoopaAssaultFallObj | A decorative falling crystal. It's dead by default since its appearance is controlled by the MeetKoopaDemoObj it should be linked to. | SMG2 | |
KoopaBattle | The boss version of Bowser, the main antagonist. He attacks with fire breath and falling meteors (AttackRock) that the player can launch into him. All fights require AttackRock instances, a KoopaDemoChamber and a KoopaBattlePlanet, they should not be linked to it directly, though. Furthermore, the final encounter also requires AttackRockFinal, KoopaFinalStarPlanet and KoopaFinalBattlePos. Additionally, it requires a specific cutscene setup. It always spawns a Power Star when defeated, which requires a properly configured Scenario entry. | SMG2 | |
KoopaBattleMapCoinPlate | SMG1 | ||
KoopaBattleMapPlate | SMG1 | ||
KoopaBattleMapStair | SMG1 | ||
KoopaBattlePlanet | A generic planet with a model and optional collision intended to be used for Bowser battle setups. It automatically registers to the accessor of Bowser battle setup objects. It can also register any object linked to it. The appearance and disappearance of the linked objects will be synchronized with this object. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. | SMG2 | |
KoopaDemoChamber | A generic object with a model and optional collision intended to be used for Bowser battle setups. It automatically registers to the accessor of Bowser battle setup objects. Initially, the object is not visible. It can also register any object linked to. The appearance and disappearance of the linked objects will be synchronized with this object. | SMG2 | |
KoopaFinalBattlePos | Marks the position of the final boss fight against Bowser that takes place in the sky. It automatically registers to the accessor of Bowser battle setup objects. The Bowser battle sequencer invokes this controller when needed. | SMG2 | |
KoopaFinalStarPlanet | A generic planet with a model and optional collision intended to be used for Bowser battle setups. It automatically registers to the accessor of Bowser battle setup objects. Initially, the object is not visible. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. | SMG2 | |
KoopaJrCastle | A castle tank boss that is controlled by Bowser Jr. It features rotating three rotating Fire Bars, vents that suck in cloud platforms and a large glass capsule. The player has to Ground Pound the glass three times to defeat the boss. After hitting it twice, the lower portion will emerge from the ground, allowing it to move around the arena. It always spawns a Power Star when defeated. | SMG2 | |
KoopaJrCastleCloudStep | A stationary cloud platform that can be stood on using the Bee or Cloud power-ups. If the player does not have any of these two power-ups and steps on the platform, it will temporarily disappear. When Ground Pounded, it will temporarily disappear as well, no matter what power-up is currently active. When Bowser Jr.'s Boomsday Machine is charging nearby, it will be attracted by the boss and disappear upon contact. | SMG2 | |
KoopaJrCastleGate | A pair of large gate doors that can be unlocked by activating a switch or by triggering its special cutscene nerve action. | SMG2 | |
KoopaJrCastleWindUp | A fan object that creates a gust of wind that can push cloud platforms created by the Cloud power-up. If Bowser Jr.'s Boomsday Machine moves over this fan, it will stop creating the gust. | SMG2 | |
KoopaJrLv2LiftGenerator | A controller that periodically generates platforms that move on a set path. The platforms that it creates always use the model KoopaJrLv2Lift. The actual platforms are usually represented by KoopaJrLv2LiftForGenerator objects which have to be linked to the generator. | SMG2 | |
KoopaJrRobot | A robot boss that is controlled by Bowser Jr. It features blue weak spots that have to be destroyed using Bullet Bills. After destroying these spots, the head needs to be attacked. It always spawns a Power Star. Several objects can be linked to it. | SMG2 | |
KoopaJrRobotBreakableStep | A stationary platform that breaks and falls when hit by a Banzai Bill, Megahammer or other crushing objects. After falling for a couple of seconds, the platform will disappear. | SMG2 | |
KoopaJrShip | SMG1 | ||
KoopaNpc | A small variant of Bowser that lies down on the ground. When attacked, he will stand up and get angry at the player. Unlike most NPCs, it cannot be talked to at all. | SMG2 | |
KoopaPowerUpSwitch | SMG1 | ||
KoopaRestarterVs3 | SMG1 | ||
KoopaSealField | A large door that is locked by three (KoopaSealField) or one (KoopaSealFieldMiddle) seals. These seals can be destroyed using Bowser Attack Rocks. One GravityLightRoad and one AttackRockTutorial can be linked to it. The linked AttackRockTutorial will not reappear after destroying the seals. The GravityLightRoad will appear after destroying the seals. | SMG2 | |
KoopaStatueVomit | A statue of Bowser that turns around when activating its SW_B switch. The actual laser beam is created by a separate object called ElectricRail. | SMG2 | |
KoopaSwitchKeeper | SMG1 | ||
KoopaViewSwitchKeeper | SMG1 | ||
KoteBug | A bug-like enemy that remains idle until the player approaches it. If the player has the Bee power-up, it will chase after the player to damage them. Otherwise, it will flee from the player before dropping on its back after a while. This can be accomplished by attacking it with most of the player's attacks as well. Attacking it again will defeat it. However, it can be instantly defeated using a Ground Pound, the Rainbow power-up and the player's fireballs. Usually, it reveals three Star Bits when defeated. However, it drops a Coin when Ground Pounded or stomped. | Both | |
Kuribo | A Goomba that can be defeated using most of the player's attacks. A Spin Attack will stun it, though. It can also be defeated by an enemy's explosion, crush or shockwave attack. It wanders around randomly. Once the player gets close, it will chase after the player to damage them. It drops a Coin when stomped or Ground Pounded, and it drops Star Bits when damaged through other means. | Both | |
KuriboChief | A large Goomba enemy that can only be defeated by stunning it with a Spin Attack and damaging it again with most of the player's attacks. It can also be defeated by an enemy's crush or shockwave attack. It wanders around randomly. Once the player gets close, it will chase after the player to damage them. It drops some Star Bits when damaged through other means. | Both | |
KuriboMini | A small Goomba enemy that can be instantly defeated using most of the player's attacks. It can also be defeated by an enemy's explosion, crush or shockwave attack. It wanders around randomly. Once the player gets close, it will chase after the player to damage them. It drops a Coin when stomped or Ground Pounded, and it drops a Star Bit when damaged through other means. | Both | |
LargeChain | A long decorative chain with a configurable length. | SMG1 | |
LavaBallRisingPlanetLava | SMG1 | ||
LavaBreakColumn | SMG1 | ||
LavaBubble | A small lava bubble that jumps out and back into lava and damages the player upon contact. Obj_arg0 and Obj_arg3 implicitly define how far it jumps, which requires excessive testing. | SMG2 | |
LavaFloater | A platform that sinks when the player steps on it. Once the player gets off of this platform, it rises up again. It creates rippling lava bubble particles when it sinks. This effect goes by the name LavaBubble and needs to be specified. It can also use optional sound effects. The sound names are self-explanatory: MapPartsFloaterMoveUpEnd, MapPartsFloaterRidden, MapPartsFloaterMoveDown, and MapPartsFloaterMoveUp. | Both | |
LavaGalaxyParts | SMG1 | ||
LavaGeyser | A lava geyser that periodically appears and disappear. It damages the player and compatible objects upon contact. | Both | |
LavaHomeSeesaw | SMG1 | ||
LavaHomeVolcanoFlow | A large decorative volcano eruption effect. | Both | |
LavaJamboSunPlanet | SMG1 | ||
LavaProminence | A fireball that appears periodically and moves on a path. It damages the player upon contact. The variant LavaProminenceWithoutShadow has no shadow. | Both | |
LavaProminenceTriple | SMG1 | ||
LavaSeparateWaterfall | A large castle-like planet consisting of two halves that move on two separate RailObj instances. The halves do not move until its SW_B gets activated. The RailObj instances can be configured like generic RailMoveObj objects; point_arg0 specifies the movement speed, for instance. | SMG2 | |
LavaShellTower | SMG1 | ||
LavaSteam | SMG1 | ||
LavaStrangeRock | SMG1 | ||
LavaSunPlanet | SMG1 | ||
LeafBoard | A leaf raft that can be steered by the player. Its movement on the Y axis sometimes fails when moving between water areas with different elevations. Furthermore, its ripple effect does not rotate correctly, but this can be fixed by setting the effect's Follow field to T/R. | SMG2 | |
LensFlareArea | An area that causes lens flare effects on the camera when entered. The lens flare models will be rendered around a proper BrightSun or BrightObj instance. | Both | |
LiftFlower | A platform that disappears and reappears periodically. It always moves into one direction. | SMG2 | |
LightArea | An area that changes the currently active lighting configuration when entered. The available light configurations as well as their IDs have to be specified in the zone's Light file. | Both | |
LightFruit | A yellow pear that, when eaten, transforms Yoshi into Bulb Yoshi. Can be temporarily destroyed using Ground Pounds. | SMG2 | |
LotusLeaf | A floating lily pad platform that shakes when the player stands on it. | Both | |
LuckyDice | A die block that can spawn a single Star Bit, one, three or five 1-Up Mushrooms depending on the side it lands on when hit. The player can hit it using Spin Attacks, Star Bits, snowballs, fireballs, Yoshi's projectiles and the Rock power-up. Interestingly, it declares 1000 Star Bits, although it can only spawn one. | SMG2 | |
LuigiIntrusively | An NPC variant of Luigi. It enables the player to play as Luigi when talked to in a galaxy. However, it will appear only if certain game progress conditions are met. | SMG2 | |
LuigiNPC | SMG1 | ||
LuigiTalkNpc | A non-playable variant of Luigi that can be talked to. However, it will be hidden by default, meaning that SW_APPEAR or SW_AWAKE can be used to make it appear. | SMG2 | |
MagicBell | A pink-golden bell that can be interacted with by the player and enable a switch afterwards. It can be interacted with by jumping on it, performing a spin attack or - most notably - touching it with the star pointer, making it the only switch that can be activated by the player's cursor. | SMG1 | |
MagmaBoatPlanetIce | A generic planet with a model and collision. It creates an Ice model as well. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). When it appears, the ice model's "Freeze" animation plays. | SMG2 | |
MagmaBoatPlanetMagma | A generic planet with a model and collision. It creates an Ice model as well. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). If SW_A gets activated, the ice model appears with its "Freeze" animation and the object will disappear shortly after. | SMG2 | |
MagmaMeteor | A falling lava meteor that creates a lava pool when it lands. Touching the meteor will burn the player. The pool will disappear after three seconds and the meteor will reappear again later on. | SMG2 | |
MagmaSeaWave | A lava wave that move along a path. If it reaches the last point, it will teleport right back to the first point. | SMG2 | |
MameMuimuiAttackMan | The monkey NPC who will prompt the player to play a scoring mini-game where one has to defeat as many Gummits as possible. The mini-game controller (MameMuimuiScorer or MameMuimuiScorerLv2) needs to be linked to it. It will register a Power Star, however, this requires a properly configured Scenario entry. A complex dialogue with flow nodes needs to be set up as well. | SMG2 | |
MameMuimuiScorer | A controller for The Chimp's Skating Challenge which sets up the mini-game and Gummits. The offsets and sequences of the Gummits are specified in the ActorInfo files PositionList.bcsv and Sequence.bcsv, respectively. The player has 40 seconds to score points. The default high scores are 500 for MameMuimuiScorer and 600 for MameMuimuiScorerLv2. The object needs to be linked to a MameMuimuiAttackMan instance. | SMG2 | |
ManholeCover | A manhole that can be flipped by Ground Pounding on top of it or by jumping through it from below. | Both | |
MarblePlanet | SMG1 | ||
MarinePlant | A decorative underwater plant spawner which uses ShapeModelNo to derive the correct model to be loaded. | SMG2 | |
MarioActor | A controller that sets the spawn point for the player at the start of a mission and at Checkpoints. May also be used for other things such as the warp areas on the Comet Observatory. If placed in a generic object placement file, this will create a glitchy clone of the player. | Both | |
MarioFaceAfterGrandStarTakeOffDemoObj | Creates and registers several objects that appear in the cutscene where Starship Mario takes off to a new world after collecting a Grand Star. The individual models that it creates are DemoMarioFaceShipPlanet, Meister, WorldMapAccessPanel, MarioFaceShipRudder, and MiniWorldWarpPoint. The object needs to appear through a cutscene action. | SMG2 | |
MarioFacePlanet | A generic planet with a model and collision intended for use on Starship Mario. It also supports fur maps. | SMG2 | |
MarioFacePlanetPrevious | A generic object with a model and collision that tries to register to special Starship Mario cutscenes. | SMG2 | |
MarioFacePlanetTakeOffDemoObj | Creates and registers several objects that appear in the cutscene where Starship Mario takes off for the first time. The individual models that it creates are DemoMarioFaceShipPlanet, Meister, WorldMapAccessPanel, and MarioFaceShipRudder. It does nothing until SW_APPEAR gets activated. | SMG2 | |
MarioFaceShipNpcRegister | Links a compatible parent object to a specific Starship Mario object appearance event. This also sets up and holds the short camera that usually zooms onto the parent object. Compatible objects are any objects with the MarioFaceShipNpcRegister property. The actual events are configured in the respective SystemDataTable files. | SMG2 | |
MarioLauncher | A cannon that the player can use to shoot themselves to distant places. The player can freely move the camera around, zoom onto distant parts and leave the cannon again if desired. | Both | |
MarioLauncherAttractor | SMG1 | ||
MarioLauncherTarget | A target for a cannon that the player can be shot against. If the player hits the sensor with the name "Hit", they will receive a 1-Up and the Hit animation will be played. However, the NoHit animation will be played when the player hits another part. The object won't react if the player touches it through other means other than using the cannon. | SMG2 | |
MarioNoCapArea | An area that hides Mario's cap when entered. | SMG2 | |
MechaKoopaPartsArm | SMG1 | ||
MechaKoopaPartsHead | SMG1 | ||
MechanicKoopaMini | A robotic enemy that walks on a path. If the player is nearby, it will pursue the player to attack them with a flame. It can be defeated using a Ground Pound attack, which will cause it to spawn a single Coin. In SMG2, a Key (KeySwitch) can be linked to it which appears once this enemy is defeated. | Both | |
MeetKoopaDemoObj | Creates and registers several objects that appear during the cutscene where Bowser is encountered for the first time. The individual models that it creates are DemoKoopa, DemoKoopaArm, Peach and TicoBaby. Exactly five KoopaAssaultFallObj instances have to be linked to this object. It does nothing until SW_APPEAR gets activated. Once activated, it will occasionally shake the screen. | SMG2 | |
Meister | The large purple Luma NPC that can be talked to. It registers to various Starship Mario cutscenes and events. | SMG2 | |
MemoryRoadDoor | A pair of closed doors that can be opened. It also flashes depending on the background music's beat. | SMG2 | |
MemoryRoadStep | A generic map object with a model and collision. It also supports loading a model based on its ShapeModelNo. It will flash depending on the background music's beat. | SMG2 | |
Menbo | A spider-like enemy that lunges across water. When it touches ice collision, it will be frozen to ice. It can be defeated by stomping, Spin Attacks, Ground Pounding, Yoshi's projectiles, Koopa Shells and explosions. | SMG2 | |
Meramera | An enemy that can damage the player upon contact. Can be stunned with a Spin Attack which reveals its core. The core can be destroyed by most of Mario's actions. | Both | |
MercatorFixParts | SMG1 | ||
MercatorRailMoveParts | SMG1 | ||
MercatorRotateParts | SMG1 | ||
MercatorTransformCube | A special area that projects compatible objects inside it onto a sphere around the zone's origin. The area's initial placement will be used for the calculations. Therefore, the switches are effectively useless. | Both | |
MessageArea | An area that forcibly displays all linked shouting messages when entered. | Both | |
Metbo | A Goomba wearing a metal helmet. Therefore, they have to be stunned with a Spin Attack first before the player can stomp its weak spot. However, they can be defeated using the Rainbow power-up, Yoshi's projectiles or by having Yoshi eat them. It drops a Coin or three Star Bits depending on how it was defeated. | Both | |
MeteoContainer | SMG1 | ||
MeteorStrikeLauncher | A spawner for meteors that will crumble once they hit collision or the player. They damage the player upon contact. However, MeteorStrikeEnvironment does not interact with the player. If the object is called MeteorStrike, the meteors will only spawn if the spawner object is out of view. If the object is called MeteorCannon, the camera will shake once a meteor crumbles. For some reason, MeteorStrikeEnvironment crashes the game if a meteor hits collision. | Both | |
MiniatureGalaxy | SMG1 | ||
MirrorArea | An area that causes compatible objects inside it to create a mirrored model. The mirrored models are usually rendered onto SimpleMirrorObj instances. | Both | |
Moc | A strange wood NPC that can be talked to. | SMG2 | |
Mogu | A mole enemy that hides in its hatch if the player is too far away or too close to it. If the player is nearby, it will come out of its hatch, and it will try to attack the player by throwing wrenches at them. It can be stunned by shooting a Star Bit at it or by Ground Pounding nearby. When stunned, it can be defeated using most of the player's attacks. If the stage's name is CannonFleetGalaxy, it will use a greater range in which it can detect the player. | SMG1 | |
Mogucchi | A mole enemy that moves on a set path. The player takes damage by touching it. It can be stunned by Ground Pounding nearby which makes it vulnerable to Spin Attacks. However, it can be defeated with any player attacks, such as fireballs and Koopa Shells. | Both | |
MogucchiRefuseTerritory | SMG1 | ||
MogucchiShooter | A mole enemy that uses a floating cannon to shoot cannonballs at the player. If the object's name is KillerShooter, it will shoot Bullet Bills instead. It can be defeated using Yoshi's projectiles or explosions. | SMG2 | |
Monte | An exotic NPC that can be talked to. If enabled, it can throw the player upwards or towards a certain target point. | SMG2 | |
MorphItemCollection | Displays a model of a power-up that cannot be collected. These objects only serve a decorative purpose. Natively, only the Spring, Bee, Boo, Fire, Cloud, Rock and Drill power-ups are supported. Can be registered to Starship Mario events via MarioFaceShipNpcRegister. | SMG2 | |
MorphItemNeoBee | A collectable item that turns the player into a Bee character. This power-up state allows them to fly around like a bee. | Both | |
MorphItemNeoFire | A collectable item that turns the player into a Fire character. This temporary power-up state allows them to shoot fireballs. | Both | |
MorphItemNeoFoo | A collectable item that turns the player into a Flying character. This temporary power-up state allows them to fly around. | SMG1 | |
MorphItemNeoHopper | A collectable item that turns the player into a Spring character. This power-up state allows them to bounce around in a spring. | Both | |
MorphItemNeoIce | A collectable item that turns the player into an Ice character. This temporary power-up state allows them to create ice platforms when touching water surface. | SMG1 | |
MorphItemNeoTeresa | A collectable item that turns the player into a Boo character. This power-up state allows them to hover around like a Boo and pass through some walls. | Both | |
MorphItemRock | A collectable item that turns the player into a Rock character. This power-up state allows them to turn into a rolling rock. | SMG2 | |
MorphSwitchArea | If the player stays inside this area and fulfills the specified conditions (Obj_arg0), it will activate its SW_A switch. If the player leaves the area again or the condition is not met anymore, the switch will be deactivated again. If Obj_arg0 is set to 1, it will check if the player is "in rush". This refers to the state where the player is bound to another object, for example Fluzzard, Rock Mushroom's rolling rock, the Star Ball and more. | SMG2 | |
MovieStarter | Starts and plays a THP cutscene video which interrupts the current game scene. | SMG1 | |
MultipleChoiceDice | A die block that activates a switch depending on the side it lands on when hit. The player can hit it using Spin Attacks, Star Bits, snowballs, fireballs, Yoshi's projectiles and the Rock power-up. | SMG2 | |
MysteryMountainPlanet | A collision-less cake planet that is wrapped inside a present box. It uses the two animations BoxVanish and CakeVanish, which cause the box and cake to vanish if SW_A is activated. If the player is within 3000 units while the object is being initialized, the cake will automatically vanish. | SMG2 | |
NPCSupportRail | SMG1 | ||
NeedlePlant | A spiky plant that damages the player when touched. It can be destroyed with fireballs, Yoshi's projectiles, the Rock power-up and the Rainbow power-up, Coconuts and Stretch Plants. | Both | |
NeedleTrap | A trap panel with spikes that pop out periodically. They will disappear again after 1.5 seconds. | SMG2 | |
Nigero | A frog-like enemy that jumps and burrows into the ground. If it does so, it will reappear out of a random spot again. They will try to pick up an item if they find one and run away with it. It can pick up Coins, Purple Coins, Silver Stars, Star Chips and Blue Chips. They can be defeated by having Yoshi eat them or by stomping on top of them. However, they will reappear again after a few seconds. | SMG2 | |
NoMessageArea | An area that prevents the player from talking to NPC-like objects such as Toads or signboards. | SMG2 | |
NokonokoLand | A small turtle enemy that walks around passively. Touching it damages the player. When stunned with a Spin Attack, it enters its shell which can be picked up by the player. Green is the default color. Red ones move slightly faster. Blue ones behave exactly like green ones. | Both | |
NokonokoLandBig | A big turtle enemy that walks around passively. Touching its body (excluding the shell) damages the player. It can be defeated by the Spin Drill which causes it to drop a single Coin. The player can bounce off its shell. If performed several consecutive times, the player will be awarded a 1-Up on every bounce. | SMG2 | |
NonSleepArea | An area that prevents the player from sleeping. Furthermore, this also changes the player's idle animation. | Both | |
NormalEndingDemoObj | Creates and registers several objects that appear during the ending cutscene where Rosalina visits Starship Mario. The individual models that it creates are DemoMarioFaceShipPlanet, WorldMapAccessPanel, MarioFaceShipRudder, DemoAstroCocoon, DemoAstroPlanet, TicoBaby, Peach, Rosetta, Meister, and GrandStar. Some joints of the models MarioShipTakeOff and DemoAstroPlanetNull are used to position the other models. | SMG2 | |
NoteFairy | A set of Rainbow Notes that can be collected in order to activate a switch. It can also spawn a Power Star if Obj_arg7 and the galaxy's Scenario file are configured correctly. | Both | |
Nyoropon | A tube worm-like enemy that opens its eyes and tries to block the player's movement when approached. When the player touches it, they'll be damaged. It can be defeated with a Koopa Shell or by the light shone by the shell itself. Furthermore, the player can use Spin Attacks or Star Bits to defeat it. This causes it to drop three Star Bits. | SMG2 | |
OceanBowl | SMG1 | ||
OceanFloaterLandParts | SMG1 | ||
OceanRing | SMG1 | ||
OceanSmallTurtle | SMG1 | ||
OceanSphere | A sphere of water that essentially functions as a visible WaterArea. If the stage's name is TearDropGalaxy, it becomes translucent and uses a lighter shade of blue; if the stage's name is SkullSharkGalaxy, it retains the dark blue color but becomes translucent as well. When it appears through a cutscene, the water will scale up first. | Both | |
OceanWaveFloater | SMG1 | ||
OldFortressCover | A cover that can be moved once by activating its SW_A switch. Its "Move" animation specifies how it moves. After that, the cover will not disappear. | SMG2 | |
OmoteuLandSky | A decorative background model meant to be placed around entire galaxies. It has gravity-indicating arrows that point upwards or downwards depending on the player's gravity. | SMG2 | |
OnimasuArea | SMG1 | ||
OnimasuJump | A stone box enemy that jumps between its path points. By default, the jumping velocity is so low that the jump is barely noticeable. The direction it rotates to while moving can be configured as well. | Both | |
OnimasuPivot | SMG1 | ||
OpeningDemoObj | Creates and registers several objects that appear during the opening cutscene where Mario receives the letter from Peach and appears through a Warp Pipe. The object's placement specifies where the Warp Pipe appears from. The individual models that it creates are PeachShootingStar, PeachPrologueSky, and EarthenPipe. Furthermore, it uses the layouts PrologueText and PeachLetterMini. Before the player appears, the music STM_SMG2_EV_PROLOGUE_02 starts to play. | SMG2 | |
OtaKing | A large octopus boss that resides in a large lava pool. In order to defeat it, the player has to fling its coconuts back against him. It shoots either three fireballs or a coconut. After the first phase, it will start to spawn Blue Podoboos. In SMG1, it will always spawn a Power Star when defeated, which requires a properly configured Scenario entry. There's also a "Spicy" variant which requires a few more hits. This variant does not spawn the long tentacles, though. If added and used in SMG2, it will crash the game when skipping the intro cutscene as the code does not account for the missing tentacles. | Both | |
OtaRock | An octopus enemy that attacks the player by spitting fireballs and coconuts at them. It can be defeated with a Koopa Shell, a coconut, or any attacks caused by another enemy. | Both | |
OtaRockTank | A green octopus boss that drives in a wheeled barrel. It can shoot multiple fireballs and coconuts from its blasters. It moves along a path, and it may stop at a path point to spit some projectiles. The fireballs create Matter Splatter holes when they land. It can be defeated by flinging coconuts against it multiple times. After defeating it, it may spawn a Power Star if the object and Scenario entry are configured correctly. | SMG2 | |
PTimerSwitch | SMG1 | ||
PackunFlowerBig | A huge plant enemy that emerges from the ground. Unlike most enemies, it cannot be defeated at all. However, it can be stunned with a Spin Attack or a Star Bit. | SMG2 | |
PackunPetit | A plant enemy that tries to bite the player if they are nearby. It can be defeated through all player attacks as well as some enemy attacks. Once defeated, it will either drop a Coin or three Star Bits depending on how it was defeated. | Both | |
PalmIsland | SMG1 | ||
PartsModel | A "minor object" that gets created by a parent object that it is linked to. Therefore, it cannot be placed on its own. It comes with a model, optional collision, effects and sounds. How it gets used depends on the parent object. | Both | |
Patakuri | A Goomba with wings that flies across a set path. It can be defeated by stomping or Ground Pounding on top of it. All other attacks cause it to lose its wings, turning it into a regular Goomba. | SMG2 | |
PatakuriBig | A huge Goomba with wings that flies across a set path. Any of the player's attacks cause it to lose its wings, turning it into a regular Big Goomba. | SMG2 | |
Peach | An NPC version of Mario's eternal damsel in distress that can be talked to. When attacked, she will pull an umbrella to defend herself. However, this behavior is exclusive to SMG2. | Both | |
PeachCastleGardenPlanet | SMG1 | ||
PeachCastleNightPlanet | A generic planet with a model and optional collision that is meant to show fireworks. The "Fire" sound effect is synchronized with the object's particles. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. This planet supports optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. | SMG2 | |
Penguin | A cute penguin NPC that can be talked to. | Both | |
PenguinCoach | A tall penguin NPC that can be talked to. In SMG1, it also controls parts of the surfing mini-game by interacting with a grouped SurfRay object. | Both | |
PenguinMaster | An elderly penguin NPC that can be talked to. | Both | |
PenguinRacer | SMG1 | ||
PenguinRacerLeader | SMG1 | ||
PenguinSkater | SMG1 | ||
PenguinStudent | SMG1 | ||
Petari | A bag-like enemy that wanders around while becoming fully invisible. However, its path is indicated by the footprints it creates. If the player isn't too close, it will pause and turn visible. It will start to wander around again if the player comes closer, though. It can be defeated using Spin Attacks, Ground Pounds, stomping, fireballs, the Rainbow power-up as well as by having Yoshi eat it. Once defeated, it will drop 20 Star Bits. | Both | |
PetitPorter | A dish that teleports the player to a specified destination point. It can be activated by using a Spin Attack while standing on it. The player will be teleported back to the teleporter after the specified amount of time elapsed. The destination point (PetitPorterWarpPoint) needs to be specified, however, the return point (PetitPorterExitPoint) can be specified. | SMG2 | |
PetitPorterExitPoint | A point in space that can be used to specify the position where the player gets teleported to after the timer of a Bonus Planet Teleporter runs out. It can be grouped with a corresponding teleporter using Obj_arg0. | SMG2 | |
PetitPorterWarpPoint | A point in space that is used to specify the position where the player gets teleported to when using a Bonus Planet Teleporter. It can be grouped with a corresponding teleporter using Obj_arg0. | SMG2 | |
Peto | A purple blob enemy that creates fields of electricity. It jumps around randomly or between fixed path points. It can be defeated with all player attacks as well as explosions, which causes it to drop a Coin. | SMG2 | |
PhantomShipBoxFloater | SMG1 | ||
PhantomShipBridge | SMG1 | ||
PhantomShipHandle | SMG1 | ||
PhantomTorch | A flame that burns the player and other compatible objects upon contact. It can be extinguished using a Spin Attack. | Both | |
Pichan | An orange bird NPC that can be talked to. Fluzzard (GliBird) needs to be added as a separate object. It can register a Power Star, however, this requires a properly configured Scenario entry. A complex dialogue with flow nodes should be set up in order to control the mini-game. | SMG2 | |
PichanRacer | A bird NPC intended for gliding races that moves in a predefined GST motion during the race. The GST motion data for it can be found in the gst folder of the Galaxy's Ghost archive. It can register a Power Star if Obj_arg0 is 0, however, this requires a properly configured Scenario entry. A complex dialogue with flow nodes should be set up in order to control the race. | SMG2 | |
PicketSwitch | A stump that can be Ground Pounded in order to activate a switch. | Both | |
PictureJoinPlanet | A generic map object with a model and optional collision that acts as a BaseMtxFollowTarget. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. | SMG2 | |
PipeModeCube | An area that changes the direction the player is moving to by 90 degrees as soon as entered, presumably intended to be used to connect two PlaneModeCube areas around a corner. | Both | |
PlaneCircularModeCube | An area that restricts the player's movement to a 2D plane while the player is inside it. The movement direction is adjusted for moving around a circular center point. Basically, this also allows the player to keep running into the direction the stick was held in first. This area may be a bit complicated to use, so it's advised to take a look at Tarantox's zone in SMG1. | Both | |
PlaneCollisionArea | An area that extends the player's sensor range to detect items. This allows the player to collect an item while they stand closely behind or in front of it. This depends on the camera's view direction. | Both | |
PlaneModeCube | An area that restricts the player's movement to a 2D plane while the player is inside it. | Both | |
PlanetMap | A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. | Both | |
PlanetMapAnimLow | A generic planet with a model and optional collision whose Low model is animated. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. | Both | |
PlanetMapFarClippable | A generic planet with a model and optional collision with a far clipping distance of 50 meters. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps. | Both | |
PlanetMapPress | A generic planet with a model and optional collision whose collision may crush the player. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. | SMG2 | |
PlanetMapProjmap | A generic planet with a model and optional collision that uses a projection map matrix. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. | SMG2 | |
PlanetMapStrongLight | A generic planet with a model and optional collision that is affected by strong light. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. | SMG2 | |
Plant | A beanstalk-like vine that the player can swing along by shaking the Wiimote. Once the player reaches the end of the vine, it will cause them to jump off. The launch speed and angle are configurable. | Both | |
PlantGroup | A group of decorative plants that can appear in many shapes. In SMG2, some objects of this class use ShapeModelNo to derive the proper model to be loaded. The plants attach to the nearest collision below them. If no collision is available, the individual plant may be placed at the origin of the galaxy. | Both | |
PlantSlider | A vine with Star Bit Flowers that the player can slide along by grabbing onto the vine. Once the player reaches the end of the vine, it will cause them to jump off. Unlike similar objects, the player doesn't need to swing their Wiimote. | SMG2 | |
PlayAttackMan | The monkey NPC that will give the player a Power Star when talked to. It will register a Power Star, however, this requires a properly configured Scenario entry. | SMG2 | |
PlayerMorphLimitArea | An area that restricts the use of power-ups inside this area. If the player leaves the area again, any power-up effects will be removed instantly. Furthermore, the player will automatically dismount Yoshi. | SMG2 | |
PlayerSeArea | SMG1 | ||
PlayerSideRetainOffArea | An area that adjusts the player's movement direction all the time. Usually, when a camera change occurs, the player will keep walking into the direction the stick was held before the camera changed. This prevents exactly that. | SMG2 | |
Poihana | A strange duck-like enemy that moves around passively and chases after the player if they are nearby. It will then try to fling the player upwards. It cannot be defeated through any means, but the player can stun it using most attacks. Furthermore, it will always try to return to its initial position if it walks too far away from it. It uses a mirror model. | SMG1 | |
Pole | A climbable pole. Pole and PoleNoModel can be climbed from all variants and the player can also climb the top part. PoleSquare and PoleSquareNoModel can be climbed from four directions and the top cannot be reached. In SMG2, Pole2Way was added which can be climbed from two directions only, so it's intended to be used in 2D-restricted sections. In SMG1, there's also code for an unfinished variant called TreeCube, but that one crashes due to missing collision. If placed in TwisterTowerGalaxy, the player will be properly removed from the pole when they touch ground. | Both | |
PoleObstacleParts | A simple decorative object with a model and collision that can be created by RailPlacementPoleObstacle or by placing it directly. | SMG2 | |
Polta | A ghostly rock boss that attacks by throwing large stones against the player. While all of them damage the player when hit, the yellow ones drop a Coin and the black ones cause a Bomb Boo to appear with which the player can attack the boss. During the second phase, the boss creates two rock hands that can be used for attacking the player and defending itself. In SMG1, it will spawn a Power Star, although this requires a properly configured Scenario entry. | Both | |
PomponPlant | A bubbly plant that bounces the player off when they touch it. It can spawn items when hit by the player. If one of the players touch the plant with their pointer, it will swing around. | SMG1 | |
Popo | A pink enemy that tries to cling onto Yoshi, but runs away from the player under normal circumstances. It can be defeated using Spin Attacks, Ground Pounds or by stomping on top of it. Furthermore, it can be shaken off Yoshi, which defeats it as well. | SMG2 | |
PositiveDice | A die block that can spawn a single Star Bit or a 1-Up Mushroom depending on the side it lands on when hit. The player can hit it using Spin Attacks, Star Bits, snowballs, fireballs, Yoshi's projectiles and the Rock power-up. | SMG2 | |
PostFogArea | An area that renders a fog post effect on the screen while the player is inside it. | SMG2 | |
PostOutlineArea | An area that renders a thick outline around some edges while the player is inside it. | SMG2 | |
PowerStar | The main collectible in most levels. A Power Star usually represents one specific scenario. When collecting it, a short cutscene will be played. If this is a Grand Star and the current galaxy is VsKoopaLv3Galaxy, Peach will appear during the Star Get cutscene. | Both | |
PowerStarAppearPoint | A spawn point where a grouped Power Star can appear. The spawn point that the player is closest to will be used for appearance. | Both | |
PowerStarHalo | A large decorative light that is meant to be placed around a Power Star. It will disappear if the player is close enough, however, it will reappear again if the player leaves the disappearance range again. | Both | |
PrepareKoopaFinalDemoObj | Creates and registers several objects that appear during the cutscene before entering Bowser's Galaxy Generator. The individual models that it creates are Meister, TicoBaby, and MiniVsKoopaLv3Galaxy. | SMG2 | |
PriorDrawAir | Decorative atmosphere that is meant to be placed around a planet or section. It gets rendered before many other objects. | Both | |
ProjectionMapAir | Decorative atmosphere that is meant to be placed around a planet or section. The model uses a projection map matrix. | Both | |
ProjectionMapSky | A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix. | Both | |
PrologueDirector | SMG1 | ||
Pukupuku | A fish enemy that swims on a set path if placed underwater or hops around a path if placed elsewhere. It can be defeated through all player attacks, which causes it to drop a Coin or three Star Bits when defeated. | Both | |
PukupukuWaterSurface | A fish enemy that swims on the surface of the water area it's inside. When it touches ice collision, it will be frozen to ice. It can be defeated through all player attacks, which causes it to drop a Coin or three Star Bits when defeated. | SMG2 | |
PullBackArea | An area that returns the player to the last safe position they stood on before entering this area. The game won't treat Ice and GlassIce collision as proper safe collision triangles, however, this can be enabled with a RecoveryFloorControlArea. | Both | |
PullTargetBridge | An object that can be targeted and pulled with Yoshi's tongue, which causes the object to fall. Unfortunately, there is no object with a proper model that uses this class anymore. | SMG2 | |
PullTargetDrawer | A block that can be pulled out using Yoshi's tongue by targeting its handle. | SMG2 | |
PunchBox | A Brick Block that can be destroyed through all player attacks. It may drop a Coin when destroyed. However, when destroyed through SW_A, it drops one Star Bit. | Both | |
PunchingKinoko | A bubbly plant that the player can fling around to damage other objects and enemies. However, if it hits the player, they will lose a lot of Star Bits. If placed inside a ClipDrawArea in SMG2, it will be shrunken down and unusable. When Bulb Yoshi's light surrounds the plant, it will grow back to its usable size. | Both | |
PurpleCoinCompleteWatcher | A controller that activates a switch once 100 Purple Coins have been collected. | SMG2 | |
PurpleCoinStarter | SMG1 | ||
Pyudon | A flying bird enemy that smacks onto the player if they walk under it. It can be defeated by stomping, Ground Pounds, Spin Attacks or by having Yoshi eat it, which causes it to drop a Coin or three Star Bits. | SMG2 | |
QuakeEffectArea | SMG1 | ||
QuarterRollGravityRoomArrow | SMG1 | ||
QuestionBoxGalleryObj | An object that can have an On and Off state based on Switches. Objects with "Planet" in the name have a different "Hio". Objects with "PlanetA" in the name have an infinite far clip distance | SMG1 | |
QuestionCoin | A large collectable Coin that can activate a switch when collected. It can also make the player jump when collected. The object's up vector is used as the player's jumping direction. | Both | |
QuicksandPlanet | A generic planet with a model and collision. It is meant to use collision triangles with AreaMove and/or RailMove floor codes. RailMove only works if the object is connected to a path. If the player stands on these triangles, a moving sand sound effect will be played. It may use two animations called "Move" and "Reverse"; the former would be played by default. | SMG2 | |
Rabbit | A cute rabbit NPC that can be talked to. | Both | |
RaceRail | Lays out the rough layout of a race mini-game. | Both | |
RailAndRotateMoveObj | A map object with a model and optional collision that usually moves on a set path and rotates along one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, RotatorRotateSignLoop, RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. | SMG2 | |
RailBlock | SMG1 | ||
RailCoin | Creates a group of Coins (RailCoin) or Purple Coins (PurpleRailCoin) that are arranged on a path. Purple Coins can only be used in Purple Comet scenarios or appropriately configured Scenario files. | Both | |
RailDemoMoveObj | A map object with a model and optional collision that usually moves on a set path. Once it starts moving, it plays a short camera cutscene. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. | Both | |
RailMoveDemoActionObj | A map object with a model and optional collision that usually moves on a set path. Unlike other variants, it has a special cutscene nerve action which starts its DemoMove animation and kills itself afterwards. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. | SMG2 | |
RailMoveDisappearStep | A stone platform that moves on a path. It will disappear after reaching the path's end. | SMG2 | |
RailMoveIndirectObj | A map object with a model and optional collision that usually moves on a set path. Unlike other variants, it registers to the indirect map object draw buffer. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. | Both | |
RailMoveLavaProjmapObj | A map object with a model and optional collision that usually moves on a set path. Unlike other variants, its model uses a projection map matrix. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. | SMG2 | |
RailMoveNormalLift | A simpler version of RailMoveObj with fewer configuration options. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. | SMG2 | |
RailMoveObj | A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. | Both | |
RailMoveObjBreakAtEnd | A map object with a model and optional collision that usually moves on a set path. Once it reaches the last point, the object kills itself. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. | Both | |
RailMoveObjClipParts | A path-moving map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. | SMG2 | |
RailMoveObjPress | A map object with a model and optional collision that usually moves on a set path. Unlike other variants, this one is hard-coded to be able to crush the player. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. | Both | |
RailMoveObjStopEffectEnd | A map object with a model and optional collision that usually moves on a set path. Unlike other variants, its Stop stage effect will only be used if the path doesn't loop and once it reaches the last point. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. | SMG2 | |
RailMoveObjSwitchShadow | A map object with a model and optional collision that usually moves on a set path. Its shadows have to be enabled using SW_A. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. | Both | |
RailMoveObjSwitchWarpEnd | A map object with a model and optional collision that usually moves on a set path. It will activate SW_DEAD once it reaches the last path point. Additionally, it's also possible to make the platform warp to the last path point using SW_A when the platform isn't moving. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. When it starts moving, it uses the optional effect with the name Start. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Moving and Stop. | SMG2 | |
RailMoveShadowDropYObj | A map object with a model and optional collision that usually moves on a set path. The shadows of these objects are hard-coded to always point downwards from the object. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. | SMG2 | |
RailMoveTimerObj | A platform that moves on a set path and disappears after reaching the end. Once it disappears, it will reappear at the start after a few seconds. Lastly, it also supports an optional Bloom model. | SMG2 | |
RailMoveWithIndirectModelObj | A map object with a model, an Indirect model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. | SMG2 | |
RailMoveWithReverseAnimObj | A map object with a model and optional collision that usually moves on a set path. Unlike other variants, it will use the animation Reverse instead of Move when it moves back towards the first path point. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. | SMG2 | |
RailObj | Represents a subpath whose actual functionality depends on the object that creates it. In the base game, ElectricRailTwoPoint and LavaSeparateWaterfall are the only objects that can use this. | SMG2 | |
RailPlacementPoleObstacle | Creates paintbrushes that are arranged on a line. The rotation of all paintbrushes is affected by gravity. | SMG2 | |
RailPlanetMap | SMG1 | ||
RailRotateMoveObj | A map object with a model and optional collision that usually moves and rotates on a set path. The individual path points can specify how to rotate the object. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RailRotatorRotateStart, and RailRotatorRotateLoop. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. | Both | |
RailSeesawMoveObj | A map object with a model and optional collision that usually moves on a set path and rotates when stepped on. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Some sound effects depend on the used rotation type. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. | SMG2 | |
RainCloud | SMG1 | ||
RandomEffectObj | A particles effect with a clipping radius of 1500 (SMG1) / 500 (SMG2) units and a far clipping distance of 400 (SMG1) / 50 (SMG2) meters. The particles will emit after a random amount of frames, where the randomization interval is [Obj_arg0 - Obj_arg1, Obj_arg0 + Obj_arg1]. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. | Both | |
RasterScrollArea | An area that creates a wobbly screen effect when the player enters it. | Both | |
RecoveryFloorControlArea | Normally, when the player falls into a PullBackArea, they won't be returned to the last position on Ice or GlassIce collision. Instead, the game treats several other collision types as safe rescuing positions. However, this area ignores the check for these two collision types so that these collision triangles are treated as proper rescuing positions. | SMG2 | |
RedBlueTurnBlock | A platform that flips around when SW_A gets activated. If the switch gets deactivated again, the platform returns to its original placement. | SMG2 | |
RelayDrill2DPlanet | A generic planet with a model and collision whose collision is deactivated by default. Therefore, the collision has to be activated via SW_A when desired. | SMG2 | |
RepeatBlock | A set of small blocks that start out as a normal platform and begin to move like a snake when stepped on by the player. However, if no path was assigned, it won't move at all. The total length of blocks will be (Obj_arg3 + 1) * Obj_arg2. Another RepeatBlock instance can be linked to it, which ensures that all Snake Blocks move once stepped on. | SMG2 | |
RepeatBlockShadowChangeArea | An area that changes into what direction the shadows of Snake Blocks point that move inside this area. | SMG2 | |
RepeatTimerSwitch | A controller that activates and deactivates SW_A periodically. It will play a constant ticking noise. | SMG2 | |
RepeatTimerSwitchingBlock | A Beat Block platform whose visibility changes depending on the background music's beat. By default, the block will be visible, however, this can be inverted. | SMG2 | |
RestartCube | SMG1 | ||
RestartObj | A checkpoint flag that is used to change the player's respawn point once touched or attacked by them. The respawn point and the flag itself need to be in the same zone. The object attaches to nearby collision. | SMG2 | |
ReverseGravityRoomPlanet | SMG1 | ||
RevolvingWay | SMG1 | ||
RingBeamer | A spiked mechanical enemy that emits circular shockwaves that electrocute the player upon contact. It is stationary and cannot be destroyed through any means. | Both | |
RisePictureBookPlanet | A special pop-up book planet that can ascend and descend again. It also consists of two Blue Flames that are attached to the planet. The flames burn the player and compatible objects upon contact. | SMG2 | |
RockBreakCage | An obstacle that requires two hits dealt with the Rock power-up to be destroyed. | SMG2 | |
RockCreator | A spawner that creates rolling boulders. The boulders can be destroyed by attacking the red crystal part, however, fireballs don't work. When using the Rock or Rainbow power-ups, the player doesn't have to attack the crystal specifically. | Both | |
RockReflector | A fence that rebounds the player when they roll into it with the Rock power-up. | SMG2 | |
RollingWaterBreakArea | An area that will cause Rolling Water Bubbles without a path to pop when entered. | SMG2 | |
RollingWaterCreator | Creates rolling water bubbles that trap the player upon contact. The bubbles can move on a set path or roll around with the help of gravity. Bubbles that don't move on a path will pop once they enter a RollingWaterBreakArea. | SMG2 | |
Rosetta (SMG1) | SMG1 | ||
Rosetta (SMG2) | The mother of all Lumas, Rosalina. There's some unfinished functionality for registering a Power Star, but it's not possible to use this without code modifications. | SMG2 | |
RosettaChair | SMG1 | ||
RosettaPictureBook | SMG1 | ||
RosettaReading | SMG1 | ||
RotateHammerPressure | A large rotating hammer that can crush the player. Due to the way its shadows are set up, it usually has a rotation angle of 90 degrees. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. | SMG2 | |
RotateMoveObj | A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop. | Both | |
RotateMoveObjClipParts | A rotating map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path. It is also possible to configure optional sounds effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. | SMG2 | |
RotateSeesawTrampoline | A seesaw-like platform that rotates when stepped on. Unlike SimpleSeesawObj, it uses two particle effects named Wait and Move that won't be rotated. It supports three rotation modes. Furthermore, it can use optional sound effects. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove. | SMG2 | |
RunawayRabbit | SMG1 | ||
RunawayRabbitCollect | SMG1 | ||
RunawayTico | SMG1 | ||
SamboHead | A green flower enemy that hides in the ground and hops out if the player is nearby. It hops towards the player to damage them. It can be defeated by most of the player's attack. If the player is too far away, it will hide in the ground again. | Both | |
SandBird | A platform consisting of various smaller chunks. The chunks are SandBirdParts objects that have to be linked to this object. If no path is assigned, the platform won't move at all. If a path is assigned, it will start moving once the player steps on one of the blocks. | SMG2 | |
SandBirdParts | A platform chunk to be used by the SandBird object that it is linked to. When hit by an enemy's fireballs, explosions, crushing attacks or fling attacks, it will disappear for a while. | SMG2 | |
SandCapsuleInsidePlanet | SMG1 | ||
SandCapsulePressGround | SMG1 | ||
SandUpDownEffectObj | SMG1 | ||
SandUpDownTriRock | SMG1 | ||
Sandstorm | A sandstorm enemy that moves on a path. Sucks the player in once they get in its range. If the player shakes their Wiimote, they will be launched into the air. SunakazeKun may use two spiky rock obstacles to defend itself. | Both | |
Sandy | A strange boss that throws large sand boulders or bombs to attack the player. Sometimes, it opens its large mouth which the player needs to attack with fireballs in order to defeat it. During the second phase, it creates two large cannons that shoot more obstacles. Once defeated, it will spawn a Power Star. However, this requires a properly configured Scenario entry. If SW_APPEAR is not used, the boss battle will start immediately. | SMG2 | |
ScenarioStarter | The controller that sets up the fly-in path sequence for a Star mission. Once the mission starts, the player will fly along the path. In SMG2, the player will be positioned at the start of the path during the intro cutscene. However, in SMG1, a GeneralPos has to be used. | Both | |
SceneChangeArea | An area that ends the current scene and makes the Star Select screen for Sky Station Galaxy (IslandFleetGalaxy) appear. | SMG2 | |
ScoreAttackCounter | Specifies the minimum score and the time limit for scoring missions and keeps track of the player's actual score. | SMG2 | |
ScoreAttackMan | The monkey NPC who will prompt the player to play a scoring mini-game where one has to score a lot of points. The scoring controller (ScoreAttackCounter) that specifies the minimum score and time limit needs to be added as a separate object. It will register a Power Star, however, this requires a properly configured Scenario entry. It will use the player spawn point with MarioNo set to 1 when restarting the mini-game. | SMG2 | |
ScreenBlurArea | SMG1 | ||
ScrewSwitch | A blue screw that can be screwed into its base by using a Spin Attack on it. After that, it will activate a switch. It will be connected to the collision below. | SMG1 | |
ScrewSwitchReverse | A yellow screw that can be removed by using a Spin Attack on it. After that, it will activate a switch, and it will try to make the player jump off. | SMG1 | |
SeaBottomTriplePropeller | SMG1 | ||
SeaGullGroup | A group of several decorative seagulls. All seagulls will be placed along the specified path, however, the seagulls will not fly along the path. The number of seagulls to be spawned can be specified as well. If the object is SeaGullGroupMarioFace, the seagulls will appear only if the current world that the player resides in is World 1, World 2 or World S. | Both | |
SearchBeamer | A stationary robotic enemy that shoots lasers to attack the player. It won't be able to shoot any lasers if the player stands on its head. | Both | |
SecretGate | A gate that can be passed through. If the player is "riding" another object, such as the Rock power-up's Rolling Rock, Star Balls or Tube Slides, the object sets that it has been passed through. This object is usually linked to a proper SecretGateCounter instance which checks whether all gates have been passed through. | SMG2 | |
SecretGateCounter | Registers and observes SecretGate objects. It will display the number of passed gates and play a short jingle every time the player passes a gate. The object itself does not activate any switches, however, the individual gates do. | SMG2 | |
SeesawMoveNut | SMG1 | ||
ShadowColorArea | An area that can be used to change the color of all object shadows when entered by the player. | SMG2 | |
ShadowFarClipCtrlArea | An area that can be used to overwrite the galaxy's shadow far clipping settings when entered by the player. | SMG2 | |
Shellfish | A stationary clam enemy that opens and closes its valves periodically. Usually, it contains an item inside that the player can collect. It may damage the player by closing its valves. The game supports variants containing a Coin or a Star Chip. The class also contains code for ShellfishBlueChip and ShellfishKinokoOneUp who contain a Blue Chip and a 1-Up Mushroom, respectively. However, the 1-Up Mushroom variant does not work properly as the item is always invisible. When hit with a Koopa Shell, it will open its valves and become stunned for a few seconds. | Both | |
ShockWaveGenerator | SMG1 | ||
ShootingStar | A shooting star that releases Star Bits when it hits the ground. It will periodically reappear until all of its Star Bits have been collected. | Both | |
SideSpikeMoveStep | SMG1 | ||
SignBoard | A generic signboard that acts like an NPC, meaning that the player can read it or talk to it. | Both | |
SimpleBloomArea | SMG1 | ||
SimpleBreakableCollisionObj | A basic object that can be destroyed through various means. Unlike other variants, it comes with an additional collision mesh named Break that will be used after destroying it. The supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively. | SMG2 | |
SimpleBreakableDeleteShadowObj | A basic object that can be destroyed through various means. Unlike other variants, its shadows will be invalidated after destroying it. The supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively. | SMG2 | |
SimpleBreakableIndirectObj | A basic object that can be destroyed through various means. Unlike other variants, it registers to the indirect map object draw buffer. The supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively. | Both | |
SimpleBreakableObj | A basic object that can be destroyed through various means. However, the supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively. | Both | |
SimpleBreakableStrongLightObj | A basic object that can be destroyed through various means. Unlike other variants, it gets rendered after most other objects. The supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively. | SMG2 | |
SimpleClipPartsObj | A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior. | Both | |
SimpleDemoExecutor | Starts a simple cutscene using just a camera. | SMG2 | |
SimpleEffectObj | A generic particles effect with a clipping radius of 500 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting. | Both | |
SimpleEnvironmentObj | Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model. | Both | |
SimpleFloaterObj | A platform that sinks when the player steps on it. Once the player gets off of this platform, it rises up again. It can also use optional sound effects. The sound names are self-explanatory: MapPartsFloaterMoveUpEnd, MapPartsFloaterRidden, MapPartsFloaterMoveDown, and MapPartsFloaterMoveUp. Furthermore, it can use effects with the name Ripple that will appear at the object's original position. | Both | |
SimpleMapObj | A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. | Both | |
SimpleMapObjFarMax | A variant of SimpleMapObj. This is a generic map object with a model, collision and a maximum far clipping distance. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. | Both | |
SimpleMapObjNoSilhouetted | SMG1 | ||
SimpleMapObjPush | A generic map object with a model and optional collision whose sensors push the player away. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. | Both | |
SimpleMapObjWithEffect | A variant of SimpleMapObj. This is a generic map object with a model, collision and looping particle effect. The UniqueName effect types that can be specified are EffectEmitStart and EffectEmitStart. If the object is called PeachCastleMeteor, it will ignore clipping checks. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. | SMG2 | |
SimpleMirrorObj | SMG1 | ||
SimpleMirrorReflectionObj | SMG1 | ||
SimpleNormalMapObj | SMG1 | ||
SimpleSeesawObj | A seesaw-like platform that rotates when stepped on. It supports two (SMG1) / three (SMG2) rotation modes. Furthermore, it can use optional sound effects. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove. | Both | |
SimpleTextureSwitchChangeObj | A variant of SimpleMapObj that starts the TexChange.btk animation and freezes its frame at 1 once its SW_A gets activated. Like SimpleMapObj, this is a generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model. | Both | |
SimpleTimerObj | SMG1 | ||
SkeletalFishBaby | SMG1 | ||
SkeletalFishBabyRail | SMG1 | ||
SkeletalFishBoss | The skeletal shark boss fought in Bonefin Galaxy. Needs at least one SkeletalFishBossRail to be present. | SMG1 | |
SkeletalFishBossRail | Specifies an individual subpath that Kingfin can move on. These also determind when and where the Guard Fishes spawn. | SMG1 | |
Sky | A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. | Both | |
SlingShooter | SMG1 | ||
SlopeRunningCancelArea | The player's running movement will be immediately stopped if they touch a steep surface inside this area. | SMG2 | |
SmallStone | A circle of eight smaller objects that can be released from the ground by using a Spin Attack while inside the circle. Each chunk will spawn a Star Bit when released. The chunks attach to the nearest collision below them. If no collision is available, the individual plant may be placed at the origin of the galaxy. | Both | |
SmokeEffectColorArea | An area that changes the primary and environment colors of the player's running dust cloud particles when entered. | Both | |
Snakehead | An eel enemy that usually lurks at a fixed position. It will move along its path when the player comes near. It can be defeated using Koopa Shells. When defeated, the small variant spawns eight Star Bits whereas the large variant spawns a 1-Up Mushroom. | Both | |
SnowBall | A snowball that can be rolled by walking against it or by hitting it with a Spin Attack. It will become bigger when rolling it through snow, but it shrinks down otherwise. It can also be used to attack various enemies and destroy some obstacles. | SMG2 | |
SnowCapsulePlanet | SMG1 | ||
SnowDollKoopa | A large snow statue of Bowser that can be destroyed with by hitting it twice with various player attacks, such as snowballs and fireballs. It may spawn a Power Star if the object and Scenario entry are configured correctly. | SMG2 | |
SnowFloor | SMG1 | ||
SnowFloorTile | SMG1 | ||
SnowMan | A snowman consisting of two parts that can be melted with fireballs. Depending on the melted parts, several switches can be activated. | Both | |
SnowMound | A snow obstacle that can be destroyed with various player attacks, such as snowballs and fireballs. | SMG2 | |
SnowplowSwitch | SMG1 | ||
SoundEmitter | SMG1 | ||
SoundEmitterCube | A cube-shaped area that plays a sound effect. The closer the player is to the area, the louder the sound effect gets. In SMG2, the sound effects that can be played are specified in ActionSound.bcsv. More sound effects can be easily added by editing said file. | Both | |
SoundEmitterCubeWorldMapSync | A cube-shaped area that plays a sound effect when the player is in the specified world. The closer the player is to the area, the louder the sound effect gets. It uses the exact same sound effects as SoundEmitterCube. | SMG2 | |
SoundEmitterPoint | A point in space that emits a sound effect. The sound effects that can be played are specified in ActionSound.bcsv. More sound effects can be easily added by editing said file. | SMG2 | |
SoundEmitterSphere | A spherical area that plays a sound effect. The closer the player is to the area, the louder the sound effect gets. In SMG2, the sound effects that can be played are specified in ActionSound.bcsv. More sound effects can be easily added by editing said file. | Both | |
SoundPlayArea | An area that starts playing a sound effect when entered. The sound effects that can be played are specified in ActionSound.bcsv. More sound effects can be easily added by editing said file. | SMG2 | |
SoundSyncSky | A decorative background model plays its Appear animation depending on the background music's beat. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. | SMG2 | |
SoundSyncSwitch | A controller that activates or deactivates a switch depending on the music's beat. It will also play ticking sound effects depending on the configuration. By default, SW_A will be activated and deactivated over and over again. | SMG2 | |
SpaceCocoon | SMG1 | ||
SpaceMine | A space mine that explodes upon contact. However, it can be safely destroyed with the Rainbow power-up, Star Bits, Yoshi's projectiles, and explosions caused by enemies (e.g. Bullet Bills). | Both | |
SpaceShipStep | A platform that moves on a set path once the player steps on it. If the platform is out of view for 4 seconds, it will return to its initial position. If the platform gets damaged by an enemy's explosion, the platform will fall down. | Both | |
SphereRailDash | An invisible rail for the Star Ball that boosts its rolling speed. It also causes the player to roll on the Star Ball. The Star Ball will automatically start to move along the path once it touches the path's beginning. | Both | |
SphereSelectorHandle | SMG1 | ||
SpiderCoin | SMG1 | ||
SpiderMapBlock | SMG1 | ||
SpinCloudBlock | A single cloud platform created using the Cloud power-up. Does nothing when placed directly, though, rendering the standalone object and class completely useless. The platform itself disappears after some seconds. | SMG2 | |
SpinCloudFrontDefineArea | An area that controls and sets the facing direction of all Cloud Flower platforms created inside it. The facing direction is the area's rotated Z axis. | SMG2 | |
SpinCloudItem | A collectable item that turns the player into a Cloud character. This power-up state allows them to create up to three temporary cloud platforms. | SMG2 | |
SpinDriver | A small star-shaped ring that slings the player upwards or from one place to another when using the Spin Attack nearby. | Both | |
SpinGuidanceArea | An area that displays a layout showing how to perform Spin Attacks with the Wiimote. | Both | |
SpinLeverSwitch | A lever that can be activated using most of the player's attacks, explosions or by having Yoshi pull it with his tongue. SpinLeverSwitchForceAnim allows the switch to be flipped over automatically if SW_B is activated. | Both | |
SpinSwitchArea | An area that toggles a switch once the player performs a Spin Attack inside it. | SMG2 | |
SpinningBox | SMG1 | ||
SpotLightVolumeDraw | SMG1 | ||
SpringJetWater | SMG1 | ||
SpringWaterFloaterSpot | SMG1 | ||
StaffRollDemoObj | Sets up the ending credits by creating and registering several objects as well as the scrolling text. The objects StaffRollSky, StaffRollDecorateFaceShip, StaffRollDecorateComet and PeachCastleNightPlanet need to be linked to it. Further, it uses nine GeneralPos positions to specify the player's position during the cycles. The GeneralPos instances also specify the background (BVA frame) from StaffRollSky to be used during the individual cycles. If the player has collected 120 Power Stars, the epilogue sequence (ChildRoomGalaxy) will be initiated. | SMG2 | |
StarListBoard | A special signboard that can display the Star List by triggering a special event flow node. | SMG2 | |
StarPiece | One of the game's main collectibles that can be collected using any player's pointer or by simply touching it. | Both | |
StarPieceCluster | A large decorative crystal that will be destroyed when touched by the player. One object (usually a StarPieceFollowGroup) needs to be linked to this object. | SMG2 | |
StarPieceClusterRock | A small blue crystal that releases some Star Bits or Coins when broken using the Rock power-up. The Star Bits will automatically move towards the player. | SMG2 | |
StarPieceFlow | A group of Star Bits that move on a set path. | Both | |
StarPieceFlower | A floating flower that reveals its petals and releases a Star Bit when touched. | SMG2 | |
StarPieceFollowGroup | A group of Star Bits that revolve around the player after they appear. They will move away from the player after a set amount of time has passed. If the current level is EggStarGalaxy2, no more Star Bits will appear if the player has accumulated 100 or more Star Bits. | Both | |
StarPieceGroup | A group of Star Bits that are arranged in a circle or placed along a path. | Both | |
StarPieceMother | A large rainbow-colored Star Bit. It supports different functions. If connected to a path, it will create a trail of Star Bits when it moves. Otherwise, it remains stationary and can be collected to obtain all Star Bits at once. If it's connected to a path, it requires SW_APPEAR. | Both | |
StarPieceSpot | An invisible spot from which some Star Bits can spawn. If SW_APPEAR is used, they will only appear when triggering said switch. Otherwise, the Star Bits will spawn when attacking the spot with a Spin Attack. | Both | |
StarPieceSpotEruption | A decorative volcanic smoke effect that can spawn Star Bits when activating its SW_A. | SMG2 | |
StarReturnDemoStarter | Creates and controls the sequence used when the player returns to a HUB world with a Power Star. It does not appear initially, but it can appear through cutscene actions. | Both | |
StinkBugParent | A larger variant of a Mandibug that carries a child on its back. Likewise, it charges towards the player. It can be defeated by Ground Pounding its child and then its back. It will spawn a Power Star when defeated, however, this requires a properly configured Scenario entry. In SMG2, this object won't appear initially unless it's forced to appear through cutscene actions. | Both | |
StinkBugSmall | A purple bug enemy that charges towards the player. It can be defeated by Ground Pounding on its back. It drops three Star Bits in SMG1 and a single Coin in SMG2 when defeated. | Both | |
StoryBookAreaText | An area that will display a specific text message when entered in special "picture book" stages. | SMG2 | |
StoryBookAreaWarp | An area that will warp the player to a specific point when entered in special "picture book" stages. | SMG2 | |
StrayTico | A Silver Star that is trapped in a bubble. It can be collected by popping the bubble. It should be linked to a proper CollectTico instance using ParentID (SMG1) / GeneratorId (SMG2). | Both | |
StringSpider | A spider enemy that hangs from a thread of webbing. When the player is nearby, it will drop and swing back and forth on their threads to damage the player. They can be defeated using most of the player's attacks, explosions and objects like Stretch Plants. They can drop a Coin or three Star Bits. | Both | |
SubmarineSteam | SMG1 | ||
SubmarineVolcanoBigColumn | SMG1 | ||
SunLightArea | An area that defeats Boos and removes the Boo power-up from the player if they are not covered by "Sunshade" collision meshes. SunshadeMapParts is the only class of objects that supports these collision meshes. Thus, the area cannot be properly utilized in SMG2. | Both | |
SunshadeMapParts | SMG1 | ||
SuperDreamer | A cosmic variant of Rosalina that offers players to beat the level for them. However, the spirit will only appear if SW_APPEAR is activated or if the player failed the selected mission a set amount of times. The PAD data used to simulate player input can be found in the pad folder of the Galaxy's Ghost archive. | SMG2 | |
SuperSpinDriver | A large star-shaped ring that launches the player from one point to another when using the Spin Attack nearby. If the object is SuperSpinDriverGreen, the model SuperSpinDriverEmpty will be loaded and the Launch Star cannot be used until the player has collected all three special Green Stars. | Both | |
SupportFlushPoint | An orange butterfly that only appears while playing with two players. It can be targeted and attacked by the Orange Luma which causes it to make some items appear. | SMG2 | |
SurfRay | SMG1 | ||
SurprisedGalaxy | SMG1 | ||
SwingLight | SMG1 | ||
SwingRope | A vine that the player can swing around on by grabbing onto it. The player can jump off it at any given time. scale_y specifies the length of the vine. | Both | |
SwitchArea | An area that manipulates a switch once the player enters it. The logic and several additional conditions can be specified. | Both | |
SwitchBox | SMG1 | ||
SwitchFreezePlanet | A special planet object that uses an additional "Ice" model that will appear when its cutscene functor action gets triggered. | SMG2 | |
SwitchSynchronizer | Provides NOT gate logic for switches. There are two possible outcomes. If SW_B and SW_A are activated, SW_A will be deactivated. If SW_B and SW_A are deactivated, SW_A will be activated. | Both | |
SwitchingMoveBlock | A platform that can move and rotate when SW_A gets activated. If the switch gets deactivated again, the platform returns to its original placement. | SMG2 | |
Syati | SMG1 | ||
TakoHei | An octopus enemy that can be defeated using most player attacks. When the player gets near, it hops backwards to flee. If they flee for too long, they will stop hopping around for a short while. It will shoot a rock at the player to defend from a short distance. It drops a Coin when stomped or Ground Pounded, and it drops Star Bits when damaged through other means. | Both | |
TakoSho | An octopus enemy that can be defeated using most player attacks. It can also be defeated by an enemy's explosion attack and Koopa Shells. It moves a set distance. Once the player gets close, it will shoot two rocks at the player, one at a time, to damage them. It drops a Coin when stomped or Ground Pounded, and it drops Star Bits when damaged through other means. | SMG2 | |
Takobo | An octopus enemy that can be defeated using most player attacks. It can also be defeated by an enemy's explosion attack and Koopa Shells. It moves a set distance. Once the player gets close, it will headbutt the player (SMG1) or shoot a rock at the player (SMG2). It drops a Coin when stomped or Ground Pounded, and it drops Star Bits when damaged through other means. | Both | |
Tamakoro | A rolling ball containing a Power Star or a Purple Coin that the player can ride on by jumping on it. In SMG1, the tutorial signboard TamakoroTutorial needs to be linked to it. In SMG2, the signboard is not mandatory, and it's renamed to SignBoardTamakoro. Furthermore, GeneralRestartPos can be linked to the Star Ball to specify a respawn point for the Star Ball in SMG2. It will always spawn a Power Star when destroyed which requires a properly configured Scenario entry. If it contains a Purple Coin, no Power Star will be spawned. | Both | |
TamakoroJumpGuidanceArea | An area that displays a layout showing how to jump with a Star Ball. | Both | |
TamakoroMoveGuidanceArea | An area that displays a layout showing how to move with a Star Ball. | Both | |
TamakoroTutorial | A special signboard that needs to be linked to a proper Tamakoro instance. It will teach the player about Star Ball controls when talked to or when the player steps on the Star Ball. | Both | |
Terebo | An undead enemy that moves on a set path. It cannot be defeated by any means, however, it will hide for a short amount of time when using the Spin Attack nearby. It can be defeated using fireballs, the Rainbow power-up and Koopa Shell light beams. | SMG2 | |
TereboGroup | A generator that creates a group of Octoboos that move on a set path. Obj_arg6 needs to be configured as the default number of Octoboos is 0. | SMG2 | |
Teresa | A ghost enemy that will hide when looked at by the player. If the player turns away, it will go after the player to attack them. When the player is using the Boo power-up, it will chase the player. It can be defeated using fireballs, the Rainbow power-up and Koopa Shell light rays. Furthermore, it will be defeated when it enters a GlaringLightArea or a SunLightArea. If the object is called TeresaChief, it will spawn a Power Star when defeated, however, this requires a properly configured Scenario entry. | Both | |
TeresaAtomic | A large Boo surrounded by four smaller Boos that can move on a path or move forwards indefinitely. They damage the player upon contact. It will be defeated when it enters a GlaringLightArea or a SunLightArea. If Obj_arg2 is set, it will spawn a Power Star when defeated, however, this requires a properly configured Scenario entry. | SMG2 | |
TeresaRacer | SMG1 | ||
TeresaWater | A simple Boo variant for underwater sections that moves back and forth. It can be defeated using the Rainbow power-up or a Koopa Shell's light ray, causing it to drop a single Coin. | Both | |
Tico (SMG1) | SMG1 | ||
Tico (SMG2) | A cute star-shaped NPC that can be talked to. It supports various different behaviors. Interestingly, it also creates a cutscene model for Young Master Luma if Obj_arg1 is set to 2, but this is never used. | SMG2 | |
TicoAstro | SMG1 | ||
TicoBaby | A variant of Master Luma that lies down on the ground. If the object is killed, for example through the cutscene system, the player's Spin Attacks will be enabled. | SMG2 | |
TicoBig | A large Luma NPC that can be talked to. | SMG2 | |
TicoCoin | One of the main collectibles in a Galaxy. There should only be one in every proper Galaxy. TubeSliderTicoCoin is a variant to be used on tube slides. It needs to be linked to a proper TubeSlider instance. TubeSliderTicoCoin has a far clipping distance of 300 meters. | SMG2 | |
TicoComet | SMG1 | ||
TicoDomeLecture | SMG1 | ||
TicoFat | SMG1 | ||
TicoFatCoin | A bigger Luma that requests a certain number of Coins. If the player gives them Coins, it will transform, disappear and activate a switch. If the player already gave it Coins before, it will disappear immediately and activate the switch. There should only be one per stage. When it transforms, it tries to move on a path, however, this is optional. | SMG2 | |
TicoFatStarPiece | A Hungry Luma that appears when requested on a World map. The number of Star Bits it demands is specified in the World's respective WorldMap data file. Once fed, it will along its path and disappear. | SMG2 | |
TicoGalaxy | SMG1 | ||
TicoRail | A decorative variant of a Luma that moves on a set path. If two or more TicoRail objects share the same path, they may interact with each other when they meet on the path. It can be fed Star Bits, although this effect is purely cosmetic. The texts that are displayed when fed can be adjusted too. | Both | |
TicoReading | SMG1 | ||
TicoSeedGuidanceCube | If the player stands inside this area, the game will display an explanation about how to feed a Hungry Luma with Star Bits. Does not work in SMG2. | Both | |
TicoShop | A Luma salesman who sells the player a 1-Up Mushroom or a Life Mushroom for Star Bits. If the player gives them the requested Star Bits, it will transform into the requested item. | Both | |
TicoShopDice | A Luma salesman who sells the player 1-Up Chance Cubes. It can request either Star Bits or Coins. The LuckyDice objects it transforms into have to be linked to it. If the player gives them the requested items, it will transform and disappear. | SMG2 | |
TicoStarRing | SMG1 | ||
TimeAppearObj | SMG1 | ||
TimeAttackClock | A large collectable clock that adds ten seconds to the Comet timer when collected by the player. | SMG2 | |
TimerMoveWall | SMG1 | ||
TimerSwitch | A controller that activates SW_A once the specified number of frames have elapsed. SW_B needs to be triggered in order for it to start counting down the frames. The countdown will reset when SW_B gets activated again. | Both | |
Togepin | A bowling pin enemy that can be defeated with the Rock power-up. If the player is using the Rock power-up, it will tremble in fear. Once defeated, it drops three Star Bits. It always connects to the collision below it. | SMG2 | |
TogepinAttackFoulArea | If the player enters this area, any TogepinScorer will detect this as a foul. If this happens, the player needs to get out of the area to make the mini-game resume. This area has no effect if the player is rolling around using the Rock power-up. | SMG2 | |
TogepinAttackMan | The monkey NPC who will prompt the player to play a scoring mini-game where one has to defeat Pinheads with the Rock power-up. The mini-game controller (TogepinScorer) needs to be linked to it. It will register a Power Star, however, this requires a properly configured Scenario entry. A complex dialogue with flow nodes needs to be set up as well. | SMG2 | |
TogepinScorer | A controller for The Chimp's Bowling Challenge which sets up the mini-game whereas the individual Pinheads need to be linked to it. The controller itself needs to be linked to a TogepinAttackMan instance. The player needs to score 5000 points in order to win. | SMG2 | |
Togezo | An enemy that carries a red spiky shell on its back. It can be defeated using most of the player's attacks, explosions, electricity, and some other objects such as Stretch Plants. However, touching its spikes will damage the player. | SMG2 | |
TombSpider | SMG1 | ||
Tongari | An undefeatable enemy that carries a white cone-shaped shell with spikes on its back. It moves on a set path. Tongari turns around while moving and creates bubble particles when hit; Tongari2D always faces sideways and creates smoke clouds when hit. | SMG2 | |
TowerModeCylinder | An area that restricts the player's movement around a cylinder while the player is inside it. | Both | |
TrampleStar | SMG1 | ||
TransformFaceTicoBabyDemoObj | Creates and registers the Young Master Luma model that appears during the cutscene where Starship Mario gets created. Young Master Luma's model will be registered under the name ベビチコ[顔惑星変化用]. The model will be hidden unless requested to appear through the cutscene. | SMG2 | |
TransparentWall | SMG1 | ||
Trapeze | A swing that the player can swing across by grabbing onto it. The player can jump off it at any given time. scale_y specifies the length of the swing. | Both | |
TreasureBoxCracked | A treasure chest that can be opened through various means, for example Koopa Shells. It can contain various different items or no item at all. The object's suffix determines what item to use: AirBubble creates an Air Bubble, Coin creates a single Coin, YellowChip creates a Star Chip, BlueChip creates a Blue Star Chip, KinokoOneUp creates a 1-Up Mushroom, KinokoLifeUp creates a Life Mushroom and Power Star creates a Power Star. However, all items will generate a 1-Up Mushroom in SMG2. The object's prefix also determines what model to load. Aside from Koopa Shells, it can also be opened through various other means (Obj_arg2). | Both | |
TreasureSpot | A marked spot that reveals a Coin when hit with a Star Bit. | Both | |
TrickRabbit | The bunny NPC that runs away from the player after talking to it. If it runs away from the player directly after talking to it, a cutscene will play as long as the points it jumps on have Point_arg7 set to -2. When the player catches it, it spawns a Power Star. This requires a properly configured Scenario entry. | Both | |
TrickRabbitFreeRun | SMG1 | ||
TrickRabbitSnow | SMG1 | ||
TrickRabbitSnowCollect | SMG1 | ||
TripodBoss | SMG1 | ||
TripodBossBaseJointPosition | SMG1 | ||
TripodBossCoin | SMG1 | ||
TripodBossCore | SMG1 | ||
TripodBossFixParts | SMG1 | ||
TripodBossGuardWall | SMG1 | ||
TripodBossKillerGenerater | SMG1 | ||
TripodBossKillerGeneraterCircle | SMG1 | ||
TripodBossKinokoOneUp | SMG1 | ||
TripodBossRailMoveParts | SMG1 | ||
TripodBossRotateParts | SMG1 | ||
TripodBossShell | SMG1 | ||
TripodBossStepPoint | SMG1 | ||
TripodBossStepStartArea | SMG1 | ||
Tsukidashikun | A large stone block obstacle that periodically moves back and forth on a path. | Both | |
TubeSlider | A controller that sets up a tubular slide section. Its path lays out the shape and ground of the slide. There is no visual representation of it, so a separate model has to be created. Various specific tube slider objects can be linked to it. The compatible objects will be placed around the tube's path as configured by the many arguments. If placed in BigTree2Galaxy, short jingles will be played when the player reaches the end of the slide. | SMG2 | |
TubeSliderCoinCreator | A generator that creates Coins (TubeSliderCoinCreator) or Purple Coins (TubeSliderCoinCreatorPurple) and lays them out on a tube slide. The line can be straight, twisted or a sine wave. It needs to be linked to a proper TubeSlider instance. | SMG2 | |
TubeSliderCrystal | An unfinished crystal cage intended for tube slides. It also loads the StarPieceDummy model as well as a Break model, however, the latter never appears. The model files are missing, though. It is clearly unfinished, seeing that it doesn't emit particles or sound effects either. When touched, the player receives eight Star Bits. It needs to be linked to a proper TubeSlider instance. | SMG2 | |
TubeSliderDamageObj | A generator that creates Spiky Plants and lays them out on a tube slide. It needs to be linked to a proper TubeSlider instance. When configuring the object, one has to be careful with the settings because some Spiky Plants may not get positioned correctly. | SMG2 | |
TubeSliderEnemy | A Spiny variant for tube slide sections. It starts to walk when its SW_A gets activated. After walking for 10 seconds, it will disappear. It needs to be linked to a proper TubeSlider instance. | SMG2 | |
TubeSliderJumpStep | An unfinished trampoline intended for tube slides that would bounce off the player when touched. The model files are missing, though. It needs to be linked to a proper TubeSlider instance. | SMG2 | |
TwoLegs | A robotic boss that can stomp the player. Furthermore, it may launch Diggas (TwoLegsBullet) to attack the player. The Diggas have to be placed and linked to it. After hitting the glass cage three times with the Spin Drill, it will be defeated which makes the caged Power Star appear. However, this requires a properly configured Scenario entry. If SW_A is not used, the boss battle will start immediately. | SMG2 | |
TwoLegsBullet | A Digga variant for the boss battle against Digga-Leg that moves on a set path, however, the game randomly decides in what path direction it moves. It needs to be linked to a proper TwoLegs instance. It damages the player upon contact, and it can be defeated by stomping, drilling or Ground Pounding it. | SMG2 | |
TypicalDoor | A pair of closed doors that can be opened by activating SW_B. | Both | |
TypicalDoorOpen | A pair of opened doors that can be closed by activating SW_B. | Both | |
UFOBreakable | SMG1 | ||
UFOKinoko | A mushroom-shaped spaceship that acts as a platform. It can rotate and move on a path as well, although the latter needs to be enabled through specific means. | Both | |
UFOKinokoUnderConstruction | SMG1 | ||
UFOShapePassThroughPlanet | A generic planet with a model and optional collision whose execution will not be paused during cutscenes. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps. | SMG2 | |
UFOSolid | SMG1 | ||
Unbaba | A large lava enemy that rises up to attack the player. It cannot be defeated by any means, and it remains at a fixed position. Usually, it creates a red indicator volume that is rendered when it attacks, although this effect is hard to notice. | SMG2 | |
UnbabaSlim | A large rotating lava enemy that cannot be defeated by any means. Usually, it creates a red indicator volume that is rendered when it attacks, although this effect is hard to notice. | SMG2 | |
Unizo | An urchin-like enemy that rolls around and damages the player with its spikes. It can be defeated with fireballs, Koopa Shells, the Rock and Rainbow power-ups, and more. Once defeated, it will drop six Star Bits. | Both | |
UnizoLauncher | SMG1 | ||
ValveSwitch | A green valve that can be screwed out of its base by using a Spin Attack on it. After that, it will activate a switch. It will be connected to the collision below. | SMG1 | |
ViewGroupCtrlArea | When entered by the player, compatible objects in the same ViewGroup will render/update if they are in the camera's view. Objects with a View Group ID of 0 will always be active, even without a corresponding ViewGroupCtrlArea. | Both | |
VsOtaRockTankIcePlanetFence | A very simple object with a model and optional collision. It has no special capabilities. | SMG2 | |
WanwanCreator | A spawner that creates rolling Chomps that move on a set path. The Chomps can be destroyed with the Rainbow power-up, Stretch Plants and explosions. Gold Chomps will spawn a Power Star when defeated. However, this requires a properly configured Scenario entry. In SMG2, a KeySwitch can be linked to WanwanRollingMini that will appear when defeating it. | Both | |
WanwanGoal | A goal that Chomps can roll into. It will cause different effects depending on the type of Chomp that rolls into it. | SMG2 | |
WanwanLiftUpStep | A map object with a model and optional collision that usually moves on a set path. Unlike other variants, it emits the effect SwitchStartA or SwitchStartB when SW_B is activated and SwitchEndA or SwitchEndB when SW_B is deactivated again. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop. | SMG2 | |
WanwanSearch | A silver, aggressive version of a Chomp that rolls around freely. It can be defeated with the Rainbow power-up, Stretch Plants and many other objects. Curiously, it is compatible with Chomp Hole (WanwanGoal), although the Chomp won't break apart. | SMG2 | |
WarpCube | An area that teleports the player to another linked WarpCube instance. Function-wise, it is similar to WarpPod. Unlike many other areas, it renders a green circle. | Both | |
WarpPod | A warp pad that teleports the player between this and another linked instance. It is also possible to hide the model entirely. In SMG1, some teleporters are unlocked using Grand Stars, however, this functionality is deprecated in SMG2. Furthermore, the colored paths do not exist in SMG2 anymore. | Both | |
WatchTowerRotateStep | A large rotating windmill with four platforms that move along with the windmill's frame. If registered to a cutscene, it will not move until its special cutscene nerve action gets triggered. | SMG1 | |
WaterArea | An area consisting of an invisible body of water that the player can swim in. Several other objects can interact with the water as well. It is not compatible with hemispherical volumes. | Both | |
WaterBazooka | SMG1 | ||
WaterFortressRain | Creates a rain effect. Requires an instance of TimeStopScreenEffect in the current stage. This can be created by a HipDropTimerSwitch with Obj_arg2 set to 2. If TimeStopScreenEffect becomes active, it will use slower particles instead. | SMG2 | |
WaterLeakPipe | A long pipe with a splashing water spout on the top. If the player touches the spout while using the Ice power-up, an ice platform appears. The player can stand on the platform while the power-up is active. If the player goes off the platform or looses their power-up, the platform disappears again. This object does not come with its own collision model. | SMG1 | |
WaterPlant | A group of decorative seaweed that can appear in many shapes. The seaweed attach to the nearest collision below them. If no collision is available, the individual plant may be placed at the origin of the galaxy. | Both | |
WaterPressure | A blue cannon that periodically shoots bubbles that trap the player inside upon contact. It cannot be destroyed through any means. The cannon can be set to rotate towards the player. | Both | |
WaterRoad | SMG1 | ||
WaterStream | An invisible water current that pushes compatible objects such as the player along a set path. The width and flow speed of the current can be adjusted. | SMG2 | |
WaterfallCaveCover | SMG1 | ||
WhirlPool | SMG1 | ||
WhirlPoolAccelerator | SMG1 | ||
WhiteSnowTree | A very simple object with a model and optional collision. It has no special capabilities. | SMG2 | |
WingBlock | A winged ? Block that spawns items when hit. WingBlockCoin grants a single Coin whereas WingBlockStarPiece grants eight Star Bits when hit. It can move on a path or remain stationary. | SMG2 | |
WireCoverCage | A generic map object with a model and collision that can use a different collision mesh if enabled. | SMG2 | |
WoodBox | A wooden box that can be destroyed through most of the player and enemy attacks. It can spawn various different items when destroyed. | Both | |
WoodLogBridge | A suspension bridge consisting of a variable amount of wood logs. It bounces when Ground Pounded by the player. | SMG2 | |
WorldMapAccessPanel | A panel switch that will open the World Map screen when stepped on. | SMG2 | |
WorldMapModel | A decorative background model that is meant to be placed around World Maps. Most objects can be linked to it using GeneratorId. | SMG2 | |
WorldMapSky | A decorative background object that loads a different model depending on the World the player has currently selected. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the models uss a projection map matrix. | Both | |
WorldWarpPoint | A decorative portal from the World Map that appears depending on the currently selected point on the World Map. If the object is called WorldWarpPointEntrance, it will appear only if the player is near an entrance portal on the World Map; if the object is called WorldWarpPointExit, it will appear only if the player is near an exit portal on the World Map. | SMG2 | |
WormEatenPlanet | SMG1 | ||
YellowChip | A collectable yellow chip. Usually five of these are linked together by a YellowChipGroup to trigger a switch to spawn another object, for example a Launch Star. It's usually stationary, but it can move on a path as well. | Both | |
YellowChipGroup | Controls a group of Star Chips (YellowChip) and activates SW_A once all of them have been collected. It is recommended to have five Yellow Star Chips per group. The group for this object and the individual Yellow Star Chips has to be specified using Obj_arg0. This controller is also responsible for displaying the counter layout at the top of the screen. | Both | |
YoshiBlock | A glitchy block that can be dashed into with Dash Yoshi which will cause them to disappear after a few seconds. It loads the texture from YoshiBlock.arc/YoshiBlock/YoshiBlockTex.bti, although this file does not exist anymore. For some reason, it can't be seen in first-person view or during intro camera cutscenes. | SMG2 | |
YoshiCapture | A flower which Yoshi can grab with his tongue to swing himself in its direction. By default, the player can use it from any direction to move in any direction, but this can be restricted. | SMG2 | |
YoshiCaptureGuidanceArea | If the player is riding Yoshi when inside this area, the game will display an explanation about how to use Yoshi Grapples. | SMG2 | |
YoshiEatGuidanceArea | If the player is riding Yoshi when inside this area, the game will display an explanation about how to eat items with Yoshi. If Obj_arg0 is set, it will explain how to shoot projectiles with Yoshi instead, provided that he is carrying a projectile in his mouth. | SMG2 | |
YoshiEgg | An egg that can be cracked open to reveal Yoshi, the player's rideable dinosaur pal. | SMG2 | |
YoshiFruit | A fruit that can be eaten by Yoshi to reveal a Star Bit. Once ten of them have been eaten, the player receives a 1-Up. Can be destroyed using Koopa Shells or Ground Pounds. | SMG2 | |
YoshiFruitBig | A big fruit that can be eaten by Yoshi to reveal six Star Bits. | SMG2 | |
YoshiSendOffArea | If Yoshi is inside this area after the player dismounts him, he will play a special animation where he waves the player goodbye. | SMG2 | |
Yukkina | A snow boss that attacks the player by rolling into them. Its red nose can only be hit using Spin Attacks. After hitting it three times, it will be defeated which makes a Power Star appear. However, this requires a properly configured Scenario entry. | SMG2 | |
YukkinaGroundSnow | A destroyable snow spike object that spawns a Coin after hitting it a set amount of times. When destroyed, the player has to walk away from it so that it can respawn. | SMG2 | |
ZeroGravityBox | A gravity area that attracts objects towards collision triangles. This variant uses a box range and ignores the Range setting. | SMG2 | |
ZeroGravityCylinder | A gravity area that attracts objects towards collision triangles. This variant uses a cylindrical range and ignores the Range setting. | SMG2 | |
ZeroGravitySphere | A gravity area that attracts objects towards collision triangles. This variant uses a spherical range. | SMG2 |