Super Mario Galaxy Object Database

Objects | Classes | Occurrences

Welcome to the object database for Super Mario Galaxy and Super Mario Galaxy 2. Here, you can find information about every object and class that can be used in the game. This page lists all classes in the Galaxy games. Go to the respective pages to learn more about an individual class.

Unknown classesKnown classesFinished classesTotal classes
Relative39.00%4.40%56.60%100%
Absolute25729373659

You can download the latest database for Whitehole here:
Whitehole Despaghettification
Whitehole v1.7 or older

Class NameDescriptionGames
 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. Can be collected by the Orange Luma in SMG2.

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
 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
 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
 AssemblyBlock

Remains at a resting position that can be defined by linking a GeneralPos with the name 合体ブロック故郷点 to it. 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
 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 emits from the ground and breaks into a yellow orb. It 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 in any way. Can be frozen by the Orange Luma in SMG2.

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
 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. Can be frozen by the Orange Luma in SMG2.

Both
 BalloonFruit

A fruit that, when eaten, transforms Yoshi into Blimp Yoshi. Can be targeted by the Orange Luma to make it swing. Can be temporarily destroyed using Koopa Shells or Ground Pounds.

SMG2
 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
 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. It can be frozen by the second player's pointer.

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 is not using the Ice power-up. Can be targeted by the Orange Luma in SMG2.

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. Can be frozen by the Orange Luma. It will spawn 7 Star Bits if 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. He uses two GeneralPos. バッタンキング基準位置 is used as his position after the battle. マリオ位置 is used to position the player after the battle. Several messages are also required. BattanKing000 specifies the introduction text. BattanKing001 specifies the text after defeating him. Lastly, the actual cutscenes have to be specified as well: バッタンキング登場 for the opening and バッタンキングダウン for the outro.

SMG2
 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. It can be defeated by the Orange Luma in SMG2.

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. It uses a GeneralPos with the name プレイヤーデモ位置(ベリードラゴン戦) to position the player during the intro. If it's part of a cutscene, it also creates cutscene objects for KoopaJr and KoopaJrPod. See BellyDragonLv1Zone for a better look inside the cutscene.

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. Can be collected by the Orange Luma in SMG2.

Both
 BenefitItemOneUp

An item that grants the player an extra life when collected. Can be collected by the Orange Luma in SMG2.

Both
 BgmChangeArea

Changes the background music using the stage's music information in StageBgmInfo. Supports several different changing modes.

SMG2
 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
 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 Star 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 hardcoded 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. Can be frozen by the Orange Luma in SMG2.

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. Can be frozen by the Orange Luma as well.

SMG2
 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 fire balls 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 uses two GeneralPos. ボスブッスン位置 is used as her position after the battle. マリオ位置 is used to position the player after the battle. 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. This object also uses several GeneralPos. ジュゲム突進点1 and ジュゲム突進点2 are used as the right and left points that it moves between when using the thunderbolt attack. カメラ基準点 is used as the orientation point that the camera will look at most of the time. ボスジュゲムデモ位置 defines the position of the intro cutscene. ボスジュゲムダウンデモ位置 defines the position of the defeated cutscene.

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
 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
 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 is usually linked to a CareTakerHunter using GeneratorId. Otherwise, it's useless on its own. The requested enemies can be attached to this object by setting their GeneratorId to this object's l_id. 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
 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. The Orange Luma can freeze its movement.

SMG2
 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
 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 a SW_A. Instead, the player can use Fire Balls to lit the fire and activate the switch. Lastly, it also supports an optional Bloom model.

Both
 CapsuleCage

A locked cage that can be opened by activating its SW_B switch. Lastly, it also supports an optional Bloom model.

Both
 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 depending on the branch and event flows. Due to its complexity, its individual message flow functions are explained on the Luma's Workshop wiki.

Both
 CareTakerHunter

A robotic NPC who quests the player to show him a specific enemy. This requires an instance of BringEnemy that can be linked to this object using GeneratorId. 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. Its special message event function causes the player to receive a 1-Up. Its special message branch function causes the player to loose their currently held item or enemy.

SMG2
 CaveInCube

Periodically spawns collapsing debris that can damage the player upon contact. The individual debris can be frozen by the Orange Luma. 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
 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 another position, just like a Warp Pipe. However, this works in one way only. The destination point needs to be specified using a GeneralPos called マリオ顔惑星煙突出口.

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. The Orange Luma can freeze its movement.

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
 ClipArea

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
 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 by the player or the Orange Luma in SMG2. It can be kicked across the map. 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 gets destroyed.

Both
 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
 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. It can be frozen by the second player's pointer.

SMG1
 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. Both variants can be collected by the Orange Luma in SMG2. If they are stored inside a bubble, they will also restore the player's air when underwater. Coins will spin 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
 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 by setting their GeneratorId's to this object's l_id. Compatible Coin objects are CircleCoinGroup and RailCoin.

SMG2
 CollapsePlane

A framed platform that will shrink down and disappear after the player stepped on it. The shrinking can be paused using the second player's pointer. Lastly, it also supports an optional Bloom model.

Both
 CollapseRailMoveObj

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
 CollectTico

A controller that registers and keeps track of Silver Stars. 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 Obj_ID (SMG1) or GeneratorId (SMG2). See StrayTico for the individual Silver Stars.

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
 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 cutscene that it tries to register to has to be called コンプリートエンディング. The individual objects with their model name and object name are RosettaReading (デモ用ロゼッタ), RosettaChair (デモ用ロゼッタ椅子), TicoBaby (デモ用ベビチコ) and MarioCap or LuigiCap (デモ用マリオ帽子). It has a special nerve action for cutscenes which makes all objects appear when triggered. The GeneralPos コンプリートエンディングデモ基準点 marks the reference point for the objects.

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. Can be targeted and destroyed by the Orange Luma as well.

SMG2
 CountFlower

Creates and registers plant objects (PlantA, PlantB, PlantC, PlantD) and activates a switch once all of the plant objects have appeared. The individual plant objects have to be assigned to this object by setting their GeneratorId to this object's l_id. 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
 CrystalCageOpa

An opaque crystal that can be destroyed with a Spin Attack, Yoshi's projectiles, the Spin Drill, a Koopa Shell or the Orange Luma 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 printf format string c:%04x. For example, if your camera area has an Obj_arg0 of 15, the corresponding ID label would be c:000f. This can also 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.

SMG2
 CymbalsStep

A set of cymbal platforms with separate collision meshes. The top one can be moved like a seesaw platform. A SW_A can be activated by Ground Pounding the top. 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 of the player's attacks. Furthermore, it can be eaten by Yoshi and frozen by the Orange Luma. Shooting a Star Bit at it will stun it.

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.

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 targeted by the Orange Luma to make it swing. 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
 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 much much more.

SMG2
 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
 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. It can be frozen by the second player's pointer.

SMG1
 DinoPackunBaby

A Piranha Plant boss that resides inside its small egg before the battle starts. The player has to destroy its egg shell 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 uses two GeneralPos. ベビーディノパックンデモ位置 marks its position during cutscenes. プレイヤーデモ位置(ベビーディノパックン戦) sets the player's position before and after the boss fight as well as when the battle enters the second phase. It will always spawn a Power Star when defeated. This requires a change to the galaxy's Scenario file.

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. This requires a change to the galaxy's Scenario file.

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 fire balls during the last phase and create fiery trails that burn the player upon contact. It will always spawn a Power Star when defeated. This requires a change to the galaxy's Scenario file.

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. He uses several GeneralPos. マリオ再セット1 specifies the player's position after the intro cutscene, マリオ再セット specifies the player's position after hitting him and ドドリュウ再セット specifies his reset position after hitting it. 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 Quick Comet, it will always move at a faster and fixed speed.

Both
 Dreamer

A green TV that displays the player's screen. It can be used to execute some pre-recorded developer gameplay after talking to it which is usually used to teach the player some gameplay elements. The PAD data for it can be found in the pad folder of the Galaxy's Ghost archive. It can use optional text when talked to, however, it will default to the text labeled as DreamerCommon000. It can also generate any object that is linked to it using GeneratorId.

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 Cosmic Spirit (SuperDreamer).

SMG2
 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. Furthermore, can be eaten by Yoshi and frozen by the Orange Luma.

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 hardcoded 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 and a far clipping distance of 50. Furthermore, its clipping center is at (0, 580, 0). The actual particle emitting is also dependent on the object's clipping. 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
 EffectObj20x20x10SyncClipping

A generic particles effect with a clipping radius of 1000 and a far clipping distance of 50. Furthermore, its clipping center is at (0, 200, 0). The actual particle emitting is also dependent on the object's clipping. 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
 EffectObj50x50x10SyncClipping

A generic particles effect with a clipping radius of 2500 and a far clipping distance of 50. Furthermore, its clipping center is at (0, 200, 0). The actual particle emitting is also dependent on the object's clipping. 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
 EffectObjR1000F50

A generic particles effect with a clipping radius of 1000 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
 EffectObjR1500F400

A generic particles effect with a clipping radius of 1500 and a far clipping distance of 400. 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
 EffectObjR500F50

A generic particles effect with 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
 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. The Orange Luma can destroy the charge balls.

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 a RailObj instance for each of the two points which can be linked to this object using GeneratorId.

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. It can be frozen by the Orange Luma.

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
 ExterminationCheckerWoodBox

A controller that creates and registers several linked wood crates. Individual crates can be linked to this object by setting their GeneratorId to this object's l_id. 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 can be linked to this object by setting their GeneratorId to this object's l_id. 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
 FallDownBridge

A bridge that collapses when hit using the Star Ball, the Rolling Rock power-up or the Rainbow power-up.

Both
 FallDownWall

A generic object with a model and collision that moves on a set path. Once it starts moving, it emits its MoveStart particles. It plays its Move.bck animation while moving. When it stops moving, it emits its Stop particles and halts the Move.bck animation.

SMG2
 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 using GeneratorId.

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. It can also be frozen by the Orange Luma.

Both
 FireBubble

A blue fire ball enemy that burns the player upon contact. It can be defeated by shooting a Star Bit at it. The second player can freeze it when touched. In SMG2, the Orange Luma can stun it when shaking nearby. It drops a single Coin when defeated. It can spawn one more Coin when defeating it after it appears again.

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. However, the Orange Luma can freeze the fireballs. 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. However, the Orange Luma can freeze their movement.

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
 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. It can be frozen by the Orange Luma.

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 flinged 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. However, it can be frozen by the Orange Luma.

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 flinged upwards.

Both
 FountainBig

A tall water fountain that consists of a model and particles. If the player touches it, they will be flinged 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. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. 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
 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 Bomb-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
 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
 GemCageS

A breakable object that can spawn several items once destroyed. Objects of this class 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) using GeneratorId. 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. The second player can freeze and defeat it with their pointer.

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
 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 any Boo (Teresa) 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 actual gliding race is started after talking to a correctly set up Jibberjay. Due to how the gliding race works, it can only be properly used in JungleGliderGalaxy and ChallengeGliderGalaxy.

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 reveals five Star Bits when touched by the player. It also pops by shooting a Star Bit on it or by using the Orange Luma's Spin Attack.

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 around when rammed by Fluzzard.

SMG2
 GlobalBarrelGravity

A gravity area that revolves around a barrel-shaped planet.

SMG2
 GlobalConeGravity

A gravity area for a cone-shaped planet.

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 for further customizability. 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 parallel to the plane. This one has a spherical range.

Both
 GlobalPlaneGravityInBox

A gravity area that attracts objects parallel to the plane. This one has a box range.

Both
 GlobalPlaneGravityInCylinder

A gravity area that attracts objects parallel to the plane. This one has a cylindrical range.

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 of the 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
 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
 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.

SMG2
 GrandStarReturnDemoStarter

Creates and controls the cutscene used when the player returns to the HUB world with a Grand Star. It also creates the Grand Star model under the name グランドスターデモモデル. 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. It can be frozen by the Orange Luma.

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
 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 a switch (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
 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. Can be frozen by the Orange Luma as well.

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. It can be frozen by the Orange Luma.

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. It can be frozen by the Orange Luma.

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. It can be frozen by the Orange Luma.

SMG2
 HanachanRunaway

A variant of a Wiggler intended to be used on TubeSlider slides. It needs to be connected to a proper TubeSlider instance using GeneratorId in order to be created. Its Obj_args specify how it gets positioned on the slide. Unlike its normal variants, it cannot be defeated. However, it can be frozen by the Orange Luma.

SMG2
 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
 HeavySteeringArea

An area that, when entered, causes the player to turn around very slowly, making it harder to steer their character.

Both
 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
 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
 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.

SMG2
 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
 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
 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 its 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. The Orange Luma can freeze it.

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. The Orange Luma can freeze it.

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. It can be frozen by the Orange Luma.

Both
 JumpStand

A spring-like trampoline that bounces the player into the air when Ground Pounded.

Both
 JumpStandAuto

A spring-like trampline 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. It can be frozen by the Orange Luma.

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. It can be frozen by the Orange Luma.

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. It can be frozen by the Orange Luma.

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. It can be frozen by the Orange Luma.

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). It can be frozen by the Orange Luma.

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 kickable stone. 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
 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 uses the GeneralPos キングトッシンデモ開始位置 to specify the player's position during the intro.

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. Due to its complexity, its individual message flow functions are explained on the Luma's Workshop wiki.

Both
 KinopioBank

SMG2
 KinopioPostman

A variant of the iconic mushroom NPC 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. Additional Kinopio instances can be linked to it using GeneratorId. It uses the GeneralPos マリオ位置[郵便屋さんイベント] to define the player's position when talked to. Due to its complexity, its individual message flow functions are explained on the Luma's Workshop wiki.

SMG2
 Kiraira

A sea mine that is chained to a fixation. When the player approaches it, its eyes will open and it turn 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 turn 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
 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

SMG2
 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 using GeneratorId. 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 it using GeneratorId. 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. It can use three GeneralPos. マリオ位置[デモ中] marks its position during the intro cutscene. マリオ位置[デモ後] marks its position during the ending cutscene. プレイヤー位置 can be used to mark the player's position after defeating it, although the player is invisible during the ending cutscene.

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
 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. It uses a GeneralPos with the name 開始デモ to position the player at the beginning of the intro cutscene. Several objects can be linked to it using GeneratorId.

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
 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
 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 using GeneratorId. 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
 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. It can be frozen by the Orange Luma.

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. It can be frozen by the Orange Luma.

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. It can be frozen by the Orange Luma.

Both
 LavaBubble

A small lava bubble that jumps out and back into lava. It damages the player upon contact and it can be frozen by the Orange Luma. 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.

Both
 LavaGeyser

A lava geyser that periodically appears and disappear. It damages the player and compatible objects upon contact. In SMG2, it can be frozen by the Orange Luma.

Both
 LavaHomeVolcanoFlow

A large decorative volcano eruption effect.

Both
 LavaProminence

A fireball that appears periodically and moves on a path. It damages the player upon contact and it can be frozen by the Orange Luma. If the object is LavaProminenceWithoutShadow, its shadow will be invalidated.

Both
 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
 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 yellow platform that disappears and reappears periodically. It always moves into one direction.

SMG2
 LightArea

An area that changes the currently active lightin 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 targeted by the Orange Luma to make it swing. 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
 LuigiTalkNpc

A non-playable variant of Luigi that can be talked to. LuigiIntrusively allows the player to play as Luigi when talked to in a galaxy. Due to its complexity, its individual message flow functions are explained on the Luma's Workshop wiki.

SMG2
 MagmaBoatPlanetIce

SMG2
 MagmaBoatPlanetMagma

SMG2
 MagmaMeteor

SMG2
 MagmaSeaWave

SMG2
 MameMuimuiAttackMan

SMG2
 MameMuimuiScorer

SMG2
 ManholeCover

Both
 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

SMG2
 MarioFacePlanet

SMG2
 MarioFacePlanetPrevious

A generic object with a model and collision that tries to register to special Starship Mario cutscenes.

SMG2
 MarioFacePlanetTakeOffDemoObj

SMG2
 MarioFaceShipNpcRegister

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
 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
 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 using GeneratorId. The key will appear once this enemy is defeated. It can be frozen by the second player's pointer.

Both
 MeetKoopaDemoObj

SMG2
 Meister

SMG2
 MemoryRoadDoor

SMG2
 MemoryRoadStep

SMG2
 Menbo

A spider-like enemy that lunges across water. It can be defeated by stomping, Spin Attacks, Ground Pounding, Yoshi's projectiles, Koopa Shells and explosions. Furthermore, it can be eaten by Yoshi. It can be frozen by the Orange Luma.

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
 MercatorTransformCube

Both
 MessageArea

Both
 Metbo

Both
 MeteorStrikeLauncher

Both
 MirrorArea

Both
 Moc

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. It can be frozen by the second player's pointer. If the stage's name is CannonFleetGalaxy, it will use a greater range in which it can detect the player.

SMG1
 Mogucchi

Both
 MogucchiShooter

SMG2
 Monte

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
 MultipleChoiceDice

SMG2
 MysteryMountainPlanet

SMG2
 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. It can be frozen by the Orange Luma.

Both
 NeedleTrap

SMG2
 Nigero

SMG2
 NokonokoLand

Both
 NokonokoLandBig

SMG2
 NoMessageArea

SMG2
 NonSleepArea

Both
 NormalEndingDemoObj

SMG2
 NoteFairy

Both
 Nyoropon

SMG2
 OceanSphere

Both
 OldFortressCover

SMG2
 OmoteuLandSky

SMG2
 OnimasuJump

Both
 OpeningDemoObj

SMG2
 OtaKing

Both
 OtaRock

Both
 OtaRockTank

SMG2
 PackunFlowerBig

SMG2
 PackunPetit

Both
 PartsModel

SMG2
 Patakuri

SMG2
 PatakuriBig

SMG2
 Peach

Both
 PeachCastleNightPlanet

SMG2
 Penguin

Both
 PenguinCoach

Both
 PenguinMaster

Both
 Petari

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

SMG2
 PhantomTorch

Both
 Pichan

SMG2
 PichanRacer

SMG2
 PicketSwitch

Both
 PictureJoinPlanet

SMG2
 PipeModeCube

Both
 PlaneCircularModeCube

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
 PlaneModeArea

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

Both
 PlanetMapFarClippable

Both
 PlanetMapPress

SMG2
 PlanetMapProjmap

SMG2
 PlanetMapStrongLight

SMG2
 Plant

Both
 PlantGroup

Both
 PlantSlider

SMG2
 PlayAttackMan

SMG2
 PlayerMorphLimitArea

SMG2
 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. It will always try to return to its initial position if it walks too far away from it. It uses a mirror model. It can be frozen by the second player's pointer.

SMG1
 Pole

Both
 PoleObstacleParts

SMG2
 Polta

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

SMG2
 PositiveDice

SMG2
 PostFogArea

An area that creates a fog effect when entered.

SMG2
 PostOutlineArea

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 object is a Grand Star and the current galaxy is VsKoopaLv3Galaxy, Peach will appear during the Star Get cutscene. A GeneralPos with the name スターゲットデモ座標 can be used to specify the position and rotation of its 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

SMG2
 PriorDrawAir

Both
 ProjectionMapAir

Both
 ProjectionMapSky

Both
 Pukupuku

Both
 PukupukuWaterSurface

SMG2
 PullBackArea

Both
 PullTargetBridge

SMG2
 PullTargetDrawer

SMG2
 PunchBox

Both
 PunchingKinoko

Both
 PurpleCoinCompleteWatcher

SMG2
 Pyudon

SMG2
 QuestionCoin

Both
 QuicksandPlanet

SMG2
 Rabbit

Both
 RaceRail

Both
 RailAndRotateMoveObj

SMG2
 RailCoin

Both
 RailDemoMoveObj

Both
 RailMoveDemoActionObj

SMG2
 RailMoveDisappearStep

SMG2
 RailMoveIndirectObj

Both
 RailMoveLavaProjmapObj

SMG2
 RailMoveNormalLift

SMG2
 RailMoveObj

Both
 RailMoveObjBreakAtEnd

Both
 RailMoveObjClipParts

SMG2
 RailMoveObjGenerator

SMG2
 RailMoveObjPress

Both
 RailMoveObjShakeCamera

SMG2
 RailMoveObjSwitchShadow

Both
 RailMoveObjSwitchWarpEnd

SMG2
 RailMoveShadowDropYObj

SMG2
 RailMoveWithIndirectModelObj

SMG2
 RailMoveWithReverseAnimObj

SMG2
 RailObj

SMG2
 RailPlacementPoleObstacle

SMG2
 RailRotateMoveObj

An object class that uses paths to move and rotate. 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).

Both
 RailSeesawMoveObj

SMG2
 RandomEffectObj

Both
 RasterScrollArea

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
 RelayDrill2DPlanet

SMG2
 RepeatBlock

SMG2
 RepeatBlockShadowChangeArea

SMG2
 RepeatTimerBlock

SMG2
 RepeatTimerSwitch

SMG2
 RestartObj

A checkpoint flag used in several galaxies.

SMG2
 RingBeamer

Both
 RisePictureBookPlanet

SMG2
 RockBreakCage

SMG2
 RockCreator

Both
 RockReflector

SMG2
 RollingWaterBreakArea

SMG2
 RollingWaterCreator

SMG2
 Rosetta

Both
 RotateHammerPressure

SMG2
 RotateMoveObj

An object that will rotate along it's axis. 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).

Both
 RotateMoveObjClipParts

Your typical RotateMoveObjParts, but with additional support for Clipping

SMG2
 RotateSeesawStep

SMG2
 SamboHead

Both
 SandBird

SMG2
 SandBirdParts

SMG2
 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

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 with the name スタートカメラマリオ座標 has to be used. This GeneralPos functionality is not supported in SMG2, though.

Both
 SceneChangeArea

SMG2
 ScoreAttackCounter

SMG2
 ScoreAttackMan

SMG2
 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
 SeaGullGroup

Both
 SearchBeamer

Both
 SecretGate

SMG2
 SecretGateCounter

SMG2
 ShadowColorArea

SMG2
 ShadowFarClipCtrlArea

SMG2
 Shellfish

Both
 ShootingStar

Both
 SignBoard

Both
 SimpleBreakableCollisionObj

SMG2
 SimpleBreakableDeleteShadowObj

SMG2
 SimpleBreakableObj

Both
 SimpleBreakableStrongLightObj

SMG2
 SimpleClipPartsObj

Both
 SimpleDemoExecutor

SMG2
 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

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
 SimpleMapObjPush

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
 SimpleSeesawObj

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
 Sky

Both
 SlopeRunningCancelArea

The player's running movement will be immediately stopped if they touch a steep surface inside this area.

SMG2
 SmallStone

Both
 SmokeEffectColorArea

Both
 Snakehead

Both
 SnowBall

SMG2
 SnowMan

Both
 SnowMound

SMG2
 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 plays a looping sound effect.

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

SMG2
 SoundSyncSwitch

SMG2
 SpaceMine

Both
 SpaceShipStep

Both
 SphereRailDash

Both
 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

This area 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.

Both
 SpinGuidanceArea

Both
 SpinLeverSwitch

Both
 SpinSwitchArea

SMG2
 StaffRollDemoObj

SMG2
 StarListBoard

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 using GeneratorId.

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

Both
 StinkBugParent

Both
 StinkBugSmall

Both
 StoryBookAreaText

SMG2
 StoryBookAreaWarp

SMG2
 StrayTico

A Silver Star that is trapped in a bubble. The player usually has to collect five of them to make a Power Star appear.

Both
 StringSpider

Both
 SunLightArea

Both
 SuperDreamer

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
 SwingRope

Both
 SwitchArea

An area that manipulates a switch once the player enters it. The logic and several additional conditions can be specified.

Both
 SwitchFreezePlanet

SMG2
 SwitchingMoveBlock

SMG2
 SwitchSynchronizer

Both
 Takobo

Both
 TakoHei

Both
 TakoSho

SMG2
 Tamakoro

Both
 TamakoroTutorial

Both
 Terebo

SMG2
 TereboGroup

SMG2
 Teresa

A Boo enemy, often seen in 'spooky' themed galaxies.

Both
 TeresaAtomic

SMG2
 TeresaWater

Both
 Tico

Both
 TicoBaby

Both
 TicoBig

SMG2
 TicoCoin

SMG2
 TicoFatCoin

SMG2
 TicoFatStarPiece

SMG2
 TicoRail

Both
 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

Both
 TicoShopDice

SMG2
 TimeAttackClock

SMG2
 TimerSwitch

Both
 Togepin

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 minigame resume. This area has no effect if the player is rolling around using the Rock power-up.

SMG2
 TogepinAttackMan

SMG2
 TogepinScorer

SMG2
 Togezo

SMG2
 Tongari

SMG2
 TowerModeCylinder

Both
 TransformFaceTicoBabyDemoObj

SMG2
 Trapeze

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

Both
 TrickRabbit

Both
 Tsukidashikun

Both
 TubeSlider

SMG2
 TubeSliderCoinCreator

SMG2
 TubeSliderCrystal

SMG2
 TubeSliderDamageObj

SMG2
 TubeSliderEnemy

SMG2
 TubeSliderJumpStep

SMG2
 TwoLegs

SMG2
 TwoLegsBullet

SMG2
 TypicalDoor

Both
 TypicalDoorOpen

Both
 UFOKinoko

Both
 UFOShapePassThroughPlanet

SMG2
 Unbaba

SMG2
 UnbabaSlim

SMG2
 Unizo

Both
 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, all compatible objects in its ViewGroup will be forced to render.

Both
 VsOtaRockTankIcePlanetFence

SMG2
 WanwanCreator

SMG2
 WanwanGoal

SMG2
 WanwanLiftUpStep

SMG2
 WanwanSearch

SMG2
 WarpCube

Both
 WarpPod

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.

Both
 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

Decorative seaweed object found in water-themed stages.

Both
 WaterPressure

Both
 WaterStream

SMG2
 WhiteSnowTree

SMG2
 WingBlock

SMG2
 WireCoverCage

SMG2
 WoodBox

A wooden box that can be destroyed through most attacks. It can spawn various different items.

Both
 WoodLogBridge

SMG2
 WorldMapAccessPanel

SMG2
 WorldMapModel

SMG2
 WorldMapSky

SMG2
 WorldWarpPoint

SMG2
 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 Yellow 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 somewhat glitchy object that requires a custom file to be used. It loads the texture from YoshiBlock.arc/YoshiBlock/YoshiBlockTex.bti and it is a simple block that has no specific use. For some reason, it can't be seen in first-person view or during intro camera cutscenes.

SMG2
 YoshiCapture

A flower which Yoshi can grapple with his tongue to swing himself in its direction.

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

Handles spawning and respawning of Yoshi eggs.

SMG2
 YoshiFruit

An object which can be eatean by Yoshi and releases a Star Bit. If Yoshi eats ten of these, the player will be granted a 1-Up.

SMG2
 YoshiFruitBig

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

SMG2
 YukkinaGroundSnow

A destroyable snow spike object used by the Yukkina boss.

SMG2
 ZeroGravityBox

SMG2
 ZeroGravityCylinder

SMG2
 ZeroGravitySphere

SMG2