{"Timestamp": 1716830920, "Classes": [{"InternalName": "AfterMapObjDrawAir", "Name": "AfterMapObjDrawAir", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Range", "Type": "Float", "Games": 2, "Needed": false, "Description": "Active distance from player's position.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Hide during Intro?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "The air won't appear during the intro if enabled.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Always Active?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Always active if enabled.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Plays the \"Change\" animation if activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Disappears if activated, reappears if deactivated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. Appears if 消滅 action gets triggered.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "Air", "Name": "Air", "Notes": "Decorative atmosphere that is meant to be placed around a planet or section.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "Active distance from player's position.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Hide during Intro?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "The air won't appear during the intro if enabled.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Always Active?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Always active if enabled.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Plays the \"Change\" animation if activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Disappears if activated, reappears if deactivated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Appears if 消滅 action gets triggered.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "AirBubble", "Name": "AirBubble", "Notes": "A stationary bubble that replenishes air when collected underwater.", "Games": 3, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 3, "Needed": false, "Description": "Activated when popped.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and collected by player 2.", "Exclusives": []}}}, {"InternalName": "AirBubbleGenerator", "Name": "AirBubbleGenerator", "Notes": "A nozzle that periodically generates several air bubbles that replenish the player's air when underwater.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Spawn Delay", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Time between bubble spawns in frames.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Bubble Duration", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Life duration of a single bubble in frames.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}}}, {"InternalName": "AirFar100m", "Name": "AirFar100m", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "Active distance from player's position.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Hide during Intro?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "The air won't appear during the intro if enabled.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Always Active?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Always active if enabled.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Plays the \"Change\" animation if activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Disappears if activated, reappears if deactivated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Appears if 消滅 action gets triggered.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "AncientCage", "Name": "AncientCage", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Activated after the cage has disappeared.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Opens the cage if activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the cage gets opened.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "AnmModelBindMove", "Name": "AnmModelBindMove", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AnmModelGroundOnMove", "Name": "AnmModelGroundOnMove", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AnmModelSwitchMove", "Name": "AnmModelSwitchMove", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the object starts moving when this switch is activated. This switch will be ignored if it registered a cutscene nerve action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene nerve action makes it start moving.", "Exclusives": []}}}, {"InternalName": "AnmModelSwitchMoveEndKill", "Name": "AnmModelSwitchMoveEndKill", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated once the object kills itself.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the object starts moving when this switch is activated. This switch will be ignored if it registered a cutscene nerve action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene nerve action makes it start moving.", "Exclusives": []}}}, {"InternalName": "AnmModelSwitchMoveEndKillAnyAnim", "Name": "AnmModelSwitchMoveEndKillAnyAnim", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the object starts moving when this switch is activated. This switch will be ignored if it registered a cutscene nerve action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene nerve action makes it start moving.", "Exclusives": []}}}, {"InternalName": "AnmModelSwitchMoveEventCamera", "Name": "AnmModelSwitchMoveEventCamera", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AnmModelSwitchMoveInvalidateCollision", "Name": "AnmModelSwitchMoveInvalidateCollision", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the object starts moving when this switch is activated. This switch will be ignored if it registered a cutscene nerve action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene nerve action makes it start moving.", "Exclusives": []}}}, {"InternalName": "AnmModelSwitchMoveValidateCollision", "Name": "AnmModelSwitchMoveValidateCollision", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the object starts moving when this switch is activated. This switch will be ignored if it registered a cutscene nerve action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene nerve action makes it start moving.", "Exclusives": []}}}, {"InternalName": "AnmModelSwitchSwapVisibility", "Name": "AnmModelSwitchSwapVisibility", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the object starts moving when this switch is activated. This switch will be ignored if it registered a cutscene nerve action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene nerve action makes it start moving.", "Exclusives": []}}}, {"InternalName": "AnmModelSwitchSyncBrk", "Name": "AnmModelSwitchSyncBrk", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the object starts moving when this switch is activated. This switch will be ignored if it registered a cutscene nerve action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene nerve action makes it start moving.", "Exclusives": []}}}, {"InternalName": "AreaMoveSphere", "Name": "AreaMoveSphere", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the movement speed.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "ArrowSwitch", "Name": "ArrowSwitch", "Notes": "A rotating switch object that can be activated using Spin Attacks.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Rotation Direction", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the rotation when hit.", "Values": [{"Value": "-1", "Notes": "180° to right or left"}, {"Value": "0", "Notes": "90° to left"}, {"Value": "1", "Notes": "90° to right"}, {"Value": "2", "Notes": "180° to left"}, {"Value": "3", "Notes": "180° to right"}], "Exclusives": []}, "Obj_arg1": {"Name": "Activation Mode", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, it cannot be hit again until the SW_A event deactivates again.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "Activated when hit, deactivated when hit again.", "Exclusives": []}}}, {"InternalName": "ArrowSwitchMulti", "Name": "ArrowSwitchMulti", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ArrowSwitchTarget", "Name": "ArrowSwitchTarget", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AssemblyBlock", "Name": "AssemblyBlock", "Notes": "Remains at a resting position above the object's actual position. Once the player gets in its range, it will move to its actual position. This class supports ShapeModelNo models. The timed activation requires additional effect data under the UniqueName \"Blur\".", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Activation Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "Specifies the activation range to the player's position. If set to -1, the model's diameter is used instead.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Activation Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If Obj_arg7 is set, this specifies the timer until the block disappears again.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Is Timed?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, the block will be activated for a set amount of time only.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "LinkNamePos": {"Games": 3, "Needed": false, "Description": "Additional placements that need to be linked to the object.", "Values": [{"Value": "合体ブロック故郷点", "Notes": "Resting position"}], "Exclusives": []}, "Player2Targetable": {"Games": 1, "Description": "Can be targeted and frozen to prevent it from disappearing by player 2.", "Exclusives": []}}}, {"InternalName": "AstroChangeStageCube", "Name": "AstroChangeStageCube", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroCore", "Name": "AstroCore", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroCountDownPlate", "Name": "AstroCountDownPlate", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroDome", "Name": "AstroDome", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroDomeAsteroid", "Name": "AstroDomeAsteroid", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroDomeBlueStar", "Name": "AstroDomeBlueStar", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroDomeComet", "Name": "AstroDomeComet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroDomeDemoAstroGalaxy", "Name": "AstroDomeDemoAstroGalaxy", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroDomeDemoStarter", "Name": "AstroDomeDemoStarter", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroDomeGalaxySelector", "Name": "AstroDomeGalaxySelector", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroDomeSky", "Name": "AstroDomeSky", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroEffectObj", "Name": "AstroEffectObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroMapBoard", "Name": "AstroMapBoard", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroMapObj", "Name": "AstroMapObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroOverlookArea", "Name": "AstroOverlookArea", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroOverlookObj", "Name": "AstroOverlookObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroSimpleObj", "Name": "AstroSimpleObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AttackRock", "Name": "AttackRock", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Bowser Encounter Number", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If greater than 1, the rock will emit a purple quake wave once it lands.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "AttackRockFinal", "Name": "AttackRockFinal", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "First Appearance Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Delay until the rock appears for the first time.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "AttackRockTutorial", "Name": "AttackRockTutorial", "Notes": "A rock that appears from the ground and breaks into a yellow orb which can be smashed into KoopaSeals.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the player stands on the rock.", "Values": [], "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "AudioEffectArea", "Name": "AudioEffectArea", "Notes": "Sets the audio effect once entered by the player. For example, this can enable echoes.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Effect Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies which effect configuration to use.", "Values": [{"Value": "0", "Notes": "Default"}, {"Value": "1", "Notes": "Underground Echo"}, {"Value": "2", "Notes": "Unused"}, {"Value": "3", "Notes": "Unused"}, {"Value": "4", "Notes": "Fleet Glide"}, {"Value": "5", "Notes": "Fleet Glide"}, {"Value": "6", "Notes": "Unused"}], "Exclusives": []}, "Obj_arg1": {"Name": "Priority", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Priority of the audio effect (unrelated to areas).", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "AutoMakeMapObj", "Name": "AutoMakeMapObj", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": ["MarioFaceShipChimney"]}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": ["KoopaBackEffect", "MarioFaceShipChimney", "MarioFaceShipJet"]}}}, {"InternalName": "BakuBaku", "Name": "BakuBaku", "Notes": "A skull that moves around freely or on a set path. It \"eats\" away parts of objects that are compatible with ClipDrawArea. This enemy cannot be defeated at all.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Sets the rate at which it moves on the path.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Registered but never triggered since this enemy cannot be defeated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 2, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "BallBeamer", "Name": "BallBeamer", "Notes": "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.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Ring Speed", "Type": "Float", "Games": 1, "Needed": false, "Description": "The rate at which the individual rings grow. Default is 12.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Ring Duration", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The lifetime of an individual ring before it disappears. Default is 530.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies whether to use a special model for the shadow or not.", "Values": [{"Value": "-1", "Notes": "Use normal shadow"}, {"Value": "0", "Notes": "Use JumpBeamerBeamShadow"}], "Exclusives": []}, "SW_A": {"Games": 1, "Needed": false, "Description": "If used, it will only be able to emit rings while this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 1, "Needed": false, "Description": "If used, this object will be killed once this switch gets activated.", "Exclusives": []}}}, {"InternalName": "Balloonfish", "Name": "Balloonfish", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": true, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "BalloonFruit", "Name": "BalloonFruit", "Notes": "A fruit that, when eaten, transforms Yoshi into Blimp Yoshi. Can be temporarily destroyed using Koopa Shells or Ground Pounds.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "If used, the fruit can only be eaten when this switch is active.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and swung by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "BallOpener", "Name": "BallOpener", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 3, "Needed": false, "Description": "Activated after a Star Ball gets cracked open.", "Exclusives": []}}}, {"InternalName": "BallRail", "Name": "BallRail", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Acceleration", "Type": "Float", "Games": 3, "Needed": false, "Description": "Acceleration value multiplied by 1000. Default is 1500.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Deceleration", "Type": "Float", "Games": 3, "Needed": false, "Description": "Deceleration value multiplied by 1000. Default is 995.", "Values": [], "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the Star Ball will move on.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "Banekiti", "Name": "Banekiti", "Notes": "A strange enemy whose bouncy springs repel the player when they are using the Boo power-up. It cannot be defeated through any means.", "Games": 1, "Progress": 2, "Parameters": {"Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 1, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "Rail": {"Games": 1, "Needed": true, "Description": "The optional path that it can move on.", "Exclusives": []}, "Player2Targetable": {"Games": 1, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "BasaBasa", "Name": "BasaBasa", "Notes": "A flying bat enemy. These enemies may be flying around passively, move on a path or hang from ceilings. If the player comes within its range, it will fly towards them to attack. The icy variant (BasaBasaIce) will freeze the player if touched, provided that they are not using the Ice power-up. It can be defeated using Spin Attacks, Stomping and most other attacks. It can be stunned by shooting Star Bits at them. The icy variant (BasaBasaIce) can be attacked if the player has the Ice power-up.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Detection Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "Range in which it will detect the player. Default is 2000.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Attacking Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "Range in which it will attack the player. Default is Detection Range + 1000.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "Specifies the flying path that it will move on.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "Battan", "Name": "Battan", "Notes": "A stone block enemy that moves on a fixed path. Once it sees the player, it will move towards them to fall down on them. Once it lies on the ground, the weak point on its back can be Ground Pounded. It spawns 7 Star Bits when defeated.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "Defines the movement speed, multiplied by 1000. Default is 600.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Attacking Range", "Type": "Float", "Games": 2, "Needed": false, "Description": "The range in which it will fall down onto the ground after detecting the player.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Spawn no Star Bits?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If enabled, it won't spawn any Star Bits after being defeated.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated once defeated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If not enabled, it will remain stationary.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "Defines the path that it moves on passively.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "BattanKing", "Name": "BattanKing", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Camera Register Starting Index", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the starting index of the camera vector register. Occupies two cameras.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated after defeating the boss.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": true, "Description": "Starts the intro cutscene if the switch gets activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "LinkNamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that need to be linked to the object.", "Values": [{"Value": "バッタンキング基準位置", "Notes": "His position after the battle"}, {"Value": "マリオ位置", "Notes": "Player's position after the battle"}], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "Registers to the cutscenes with the names バッタンキング登場 and バッタンキングダウン. They are used when the boss appears or disappears, respectively.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "BattanKing000 is the dialogue used before the fight. BattanKing001 is the dialogue used after the fight.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "BattleShipElevator", "Name": "BattleShipElevator", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BeamGoRoundPlanet", "Name": "BeamGoRoundPlanet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BeeEater", "Name": "BeeEater", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "BeeFlowerHover", "Name": "BeeFlowerHover", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Rotation Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the rotation's speed.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length.", "Values": [], "Exclusives": []}, "Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}}}, {"InternalName": "BeeJumpBall", "Name": "BeeJumpBall", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "BeeWallShortDistArea", "Name": "BeeWallShortDistArea", "Notes": "If the player is using the Bee power-up and is inside this area, it will make them fly a longer distance than usual.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "BegomanBaby", "Name": "BegomanBaby", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Enable Returning", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If SW_A is valid and deactivated, it will always move towards its initial position.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after killing this enemy.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If not enabled, it will remain stationary.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated (SMG2 only) by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "BegomanLauncher", "Name": "BegomanLauncher", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg2": {"Name": "Activation Delay", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The delay until the first spawn occurs.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Number of Topman", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Defines the number of Topman to be spawned. Default is 1.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If activated, the spawner will be deactivated. Also kills any Spring and Spike Topman in SMG2.", "Exclusives": []}}}, {"InternalName": "BegomanSpike", "Name": "BegomanSpike", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Enable Returning", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If SW_A is valid and deactivated, it will always move towards its initial position.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after killing this enemy.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If not enabled, it will remain stationary.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If activated, it will be defeated immediately.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "BegomanSpring", "Name": "BegomanSpring", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Enable Returning", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If SW_A is valid and deactivated, it will always move towards its initial position.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after killing this enemy.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If not enabled, it will remain stationary.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If activated, it will be defeated immediately.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when player gets bounced off.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "BellyDragon", "Name": "BellyDragon", "Notes": "A long dragon boss. It features six weak spots that have to be popped using the player's attacks. It always spawns a Power Star when defeated. If it's part of a cutscene, it also creates cutscene objects for KoopaJr and KoopaJrPod.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated. Cannot be used if registered to a cutscene.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": true, "Description": "Gets activated after being defeated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": ["BellyDragon"]}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": false, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "プレイヤーデモ位置(ベリードラゴン戦)", "Notes": "Player's position during the intro"}], "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used during the intro, midway cutscene and ending.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Special cutscene used before the actual boss fight begins. The cutscene is expected to be called ベリードラゴンデモ(クッパJr登場).", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "DemoOpeningKoopaJrBellyDragon is used during the intro cutscene with Bowser Jr.", "Exclusives": []}}}, {"InternalName": "BendSwanpPlanet", "Name": "BendSwanpPlanet", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "If activated, it will enter the first folding state.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If activated, it will enter the second folding state.", "Exclusives": []}}}, {"InternalName": "BenefitItemInvincible", "Name": "BenefitItemInvincible", "Notes": "An item that grants the player the Invincibility power-up when collected.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "SW_APPEAR Behavior", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it functions when its SW_APPEAR switch gets triggered.", "Values": [{"Value": "-1", "Notes": "Appears when SW_APPEAR gets activated"}, {"Value": "1", "Notes": "Already appeared but SW_APPEAR starts rotation, escaping, etc."}], "Exclusives": []}, "Obj_arg1": {"Name": "Appearance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the item behaves after appearing.", "Values": [{"Value": "-1", "Notes": "Default"}, {"Value": "1", "Notes": "On ground after 1 second"}, {"Value": "2", "Notes": "Thrown out"}, {"Value": "3", "Notes": "Thrown out from ? Block"}, {"Value": "4", "Notes": "On ground immediately (SMG2 only)"}], "Exclusives": []}, "Obj_arg2": {"Name": "Escape Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it escapes after appearing. Requires Obj_arg1 set to 1,2, 3 or 4.", "Values": [{"Value": "-1", "Notes": "Doesn't escape"}, {"Value": "1", "Notes": "Escapes"}, {"Value": "2", "Notes": "Escapes away from player"}, {"Value": "3", "Notes": "Escapes"}], "Exclusives": []}, "Obj_arg3": {"Name": "Clipping Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the clipping type. Requires Obj_arg4 set to -1, 1, 2 or 3.", "Values": [{"Value": "-1", "Notes": "Spherical clipping"}, {"Value": "1", "Notes": "Spherical clipping with shadow length as radius"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow with gravity direction once"}, {"Value": "0", "Notes": "Use no shadow"}, {"Value": "1", "Notes": "Calculate shadow"}, {"Value": "2", "Notes": "Calculate shadow with gravity direction"}, {"Value": "3", "Notes": "Calculate shadow once"}], "Exclusives": []}, "Obj_arg5": {"Name": "Appearance Camera Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether it should use the appearance camera or not.", "Values": [{"Value": "-1", "Notes": "Don't use camera for appearance"}, {"Value": "1", "Notes": "Use appearance camera"}], "Exclusives": []}, "Obj_arg6": {"Name": "Rotation Type", "Type": "Bitfield", "Games": 3, "Needed": false, "Description": "How it rotates. Requires Obj_arg0 set to 1.", "Values": [{"Value": "-1", "Notes": "Does not rotate"}, {"Value": "1", "Notes": "Rotates after appearing"}, {"Value": "2", "Notes": "Rotates after appearing"}, {"Value": "4", "Notes": "Rotates when it escapes"}], "Exclusives": []}, "Obj_arg7": {"Name": "Shadow Length / Clipping Radius", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Also sets the clipping radius if Obj_arg3 is set to 1.", "Values": [], "Exclusives": []}, "Path_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Movement speed for paths.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Registered but never activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, it can only be collected while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "Used for movement after the item appears. Broken in SMG2.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the item appears.", "Values": [], "Exclusives": []}}}, {"InternalName": "BenefitItemLifeUp", "Name": "BenefitItemLifeUp", "Notes": "An item that increases the player's health to 6 when collected.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "SW_APPEAR Behavior", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it functions when its SW_APPEAR switch gets triggered.", "Values": [{"Value": "-1", "Notes": "Appears when SW_APPEAR gets activated"}, {"Value": "1", "Notes": "Already appeared but SW_APPEAR starts rotation, escaping, etc."}], "Exclusives": []}, "Obj_arg1": {"Name": "Appearance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the item behaves after appearing.", "Values": [{"Value": "-1", "Notes": "Default"}, {"Value": "1", "Notes": "On ground after 1 second"}, {"Value": "2", "Notes": "Thrown out"}, {"Value": "3", "Notes": "Thrown out from ? Block"}, {"Value": "4", "Notes": "On ground immediately (SMG2 only)"}], "Exclusives": []}, "Obj_arg2": {"Name": "Escape Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it escapes after appearing. Requires Obj_arg1 set to 1,2, 3 or 4.", "Values": [{"Value": "-1", "Notes": "Doesn't escape"}, {"Value": "1", "Notes": "Escapes"}, {"Value": "2", "Notes": "Escapes away from player"}, {"Value": "3", "Notes": "Escapes"}], "Exclusives": []}, "Obj_arg3": {"Name": "Clipping Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the clipping type. Requires Obj_arg4 set to -1, 1, 2 or 3.", "Values": [{"Value": "-1", "Notes": "Spherical clipping"}, {"Value": "1", "Notes": "Spherical clipping with shadow length as radius"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow with gravity direction once"}, {"Value": "0", "Notes": "Use no shadow"}, {"Value": "1", "Notes": "Calculate shadow"}, {"Value": "2", "Notes": "Calculate shadow with gravity direction"}, {"Value": "3", "Notes": "Calculate shadow once"}], "Exclusives": []}, "Obj_arg5": {"Name": "Appearance Camera Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether it should use the appearance camera or not.", "Values": [{"Value": "-1", "Notes": "Don't use camera for appearance"}, {"Value": "1", "Notes": "Use appearance camera"}], "Exclusives": []}, "Obj_arg6": {"Name": "Rotation Type", "Type": "Bitfield", "Games": 3, "Needed": false, "Description": "How it rotates. Requires Obj_arg0 set to 1.", "Values": [{"Value": "-1", "Notes": "Does not rotate"}, {"Value": "1", "Notes": "Rotates after appearing"}, {"Value": "2", "Notes": "Rotates after appearing"}, {"Value": "4", "Notes": "Rotates when it escapes"}], "Exclusives": []}, "Obj_arg7": {"Name": "Shadow Length / Clipping Radius", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Also sets the clipping radius if Obj_arg3 is set to 1.", "Values": [], "Exclusives": []}, "Path_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Movement speed for paths.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Registered but never activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, it can only be collected while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "Used for movement after the item appears. Broken in SMG2.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the item appears.", "Values": [], "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 1000 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and collected by player 2.", "Exclusives": []}}}, {"InternalName": "BenefitItemOneUp", "Name": "BenefitItemOneUp", "Notes": "An item that grants the player an extra life when collected.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "SW_APPEAR Behavior", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it functions when its SW_APPEAR switch gets triggered.", "Values": [{"Value": "-1", "Notes": "Appears when SW_APPEAR gets activated"}, {"Value": "1", "Notes": "Already appeared but SW_APPEAR starts rotation, escaping, etc."}], "Exclusives": []}, "Obj_arg1": {"Name": "Appearance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the item behaves after appearing. If 128 is added to the value, it will appear with smoke particles.", "Values": [{"Value": "-1", "Notes": "Default"}, {"Value": "1", "Notes": "On ground after 1 second"}, {"Value": "2", "Notes": "Thrown out"}, {"Value": "3", "Notes": "Thrown out from ? Block"}, {"Value": "4", "Notes": "On ground immediately (SMG2 only)"}, {"Value": "128", "Notes": "Appear with smoke"}], "Exclusives": []}, "Obj_arg2": {"Name": "Escape Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it escapes after appearing. Requires Obj_arg1 set to 1,2, 3 or 4.", "Values": [{"Value": "-1", "Notes": "Doesn't escape"}, {"Value": "1", "Notes": "Escapes"}, {"Value": "2", "Notes": "Escapes away from player"}, {"Value": "3", "Notes": "Escapes"}], "Exclusives": []}, "Obj_arg3": {"Name": "Clipping Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the clipping type. Requires Obj_arg4 set to -1, 1, 2 or 3.", "Values": [{"Value": "-1", "Notes": "Spherical clipping"}, {"Value": "1", "Notes": "Spherical clipping with shadow length as radius"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow with gravity direction once"}, {"Value": "0", "Notes": "Use no shadow"}, {"Value": "1", "Notes": "Calculate shadow"}, {"Value": "2", "Notes": "Calculate shadow with gravity direction"}, {"Value": "3", "Notes": "Calculate shadow once"}], "Exclusives": []}, "Obj_arg5": {"Name": "Appearance Camera Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether it should use the appearance camera or not.", "Values": [{"Value": "-1", "Notes": "Don't use camera for appearance"}, {"Value": "1", "Notes": "Use appearance camera"}], "Exclusives": []}, "Obj_arg6": {"Name": "Rotation Type", "Type": "Bitfield", "Games": 3, "Needed": false, "Description": "How it rotates. Requires Obj_arg0 set to 1.", "Values": [{"Value": "-1", "Notes": "Does not rotate"}, {"Value": "1", "Notes": "Rotates after appearing"}, {"Value": "2", "Notes": "Rotates after appearing"}, {"Value": "4", "Notes": "Rotates when it escapes"}], "Exclusives": []}, "Obj_arg7": {"Name": "Shadow Length / Clipping Radius", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Also sets the clipping radius if Obj_arg3 is set to 1.", "Values": [], "Exclusives": []}, "Path_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Movement speed for paths.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Registered but never activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, it can only be collected while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "Used for movement after the item appears. Broken in SMG2.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the item appears. Requires Obj_arg5 set to 1.", "Values": [], "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 1000 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and collected by player 2.", "Exclusives": []}}}, {"InternalName": "BgmChangeArea", "Name": "BgmChangeArea", "Notes": "Changes the background music using the stage's music information in StageBgmInfo. Supports several changing modes.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Change Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The music change type.", "Values": [{"Value": "0", "Notes": "Change Song"}, {"Value": "1", "Notes": "Fade-out and Change Song"}, {"Value": "2", "Notes": "Change State"}], "Exclusives": []}, "Obj_arg1": {"Name": "Argument 1", "Type": "Integer", "Games": 2, "Needed": false, "Description": "ChangeBgmName index into StageBgmInfo if Obj_arg0 is set to 0. ChangeBgmState index into StageBgmInfo if Obj_arg0 is set to 2. Fade time if Obj_arg0 is set to 1.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Argument 2", "Type": "Integer", "Games": 2, "Needed": false, "Description": "ChangeBgmName index into StageBgmInfo if Obj_arg0 is set to 1. Fade time if Obj_arg0 is set to 2.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Comet Music Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Sets how music changes are handled during Comet missions.", "Values": [{"Value": "-1", "Notes": "Music change is ignored during Comet"}, {"Value": "1", "Notes": "Music change is enforced during Comet"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Invalidates this area if this switch gets activated. However, this only works in \"TwisterTowerGalaxy\".", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "BgmProhibitArea", "Name": "BgmProhibitArea", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BgmVolumeFadeArea", "Name": "BgmVolumeFadeArea", "Notes": "When the player enters this area, the music's volume will be changed. The volume resets if the player leaves the area again.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Fade Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The music's fade time in frames. Default is 90.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Volume", "Type": "Float", "Games": 2, "Needed": false, "Description": "The music's volume multiplied by 100.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "BigBubble", "Name": "BigBubble", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BigBubbleCameraArea", "Name": "BigBubbleCameraArea", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BigBubbleGenerator", "Name": "BigBubbleGenerator", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BigBubbleGoalArea", "Name": "BigBubbleGoalArea", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BigBubbleMoveLimitter", "Name": "BigBubbleMoveLimitter", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BigBubbleSwitchArea", "Name": "BigBubbleSwitchArea", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BigFan", "Name": "BigFan", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Wind Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Defines the wind gust's length. Default is 4000.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The player's movement speed, multiplied by 100. Default is 100.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The fan will spin and the wind stream appears once this switch gets activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "BigFanCloud", "Name": "BigFanCloud", "Notes": "A generic, rotating fan. It does not create a wind gust unlike BigFan.", "Games": 2, "Progress": 2, "Parameters": {"SW_B": {"Games": 2, "Needed": false, "Description": "If used, the fan will not rotate if the switch is not activated.", "Exclusives": []}}}, {"InternalName": "BigRepeatWarpLift", "Name": "BigRepeatWarpLift", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Makes the object move while the switch is active.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Makes the object stop while the switch is not active.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "BindEndArea", "Name": "BindEndArea", "Notes": "A useless area that has no actual effect in-game.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Birikyu", "Name": "Birikyu", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the movement speed.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Sets the shadow type.", "Values": [{"Value": "-1", "Notes": "Validate shadows"}, {"Value": "1", "Notes": "Invalidate shadows"}], "Exclusives": []}, "Point_arg0": {"Name": "Waiting Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Defines the time in frames before the object will move again.", "Values": [], "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "Animations, velocity and update rates are adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "If any of the group members gets frozen by player 2, all of them will stop moving.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "BirikyuWithFace", "Name": "BirikyuWithFace", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the movement speed.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Side Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the side direction.", "Values": [{"Value": "-1", "Notes": "Side is path direction"}, {"Value": "1", "Notes": "Opposite of path direction"}], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Sets the shadow type.", "Values": [{"Value": "-1", "Notes": "Validate shadows"}, {"Value": "1", "Notes": "Invalidate shadows"}], "Exclusives": []}, "Obj_arg3": {"Name": "Gravity Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the gravity calculation type.", "Values": [{"Value": "-1", "Notes": "Ignore gravity"}, {"Value": "0", "Notes": "Negated gravity is up. Always calculate gravity"}, {"Value": "1", "Notes": "Negated gravity is up. Calculate gravity once"}], "Exclusives": []}, "Point_arg0": {"Name": "Waiting Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Defines the time in frames before the object will move again.", "Values": [], "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "Animations, velocity and update rates are adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "If any of the group members gets frozen by player 2, all of them will stop moving.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "BlackHole", "Name": "BlackHole", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Model Scale", "Type": "Float", "Games": 3, "Needed": false, "Description": "Scales the black hole model. Does not change the object's affection area. Default is 1000.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If triggered, it disappears immediately.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the player gets sucked in by it.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Disappears if the action is activated.", "Exclusives": []}}}, {"InternalName": "BloomArea", "Name": "BloomArea", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Intensity", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Strength of the bloom effect. Ranges from 0 to 255. Default is 128.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Threshold", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Brightness filter level. Ranges from 0 to 255. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Intensity 1", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Primary intensity argument.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Intensity 2", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Secondary intensity argument.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "BloomFlower", "Name": "BloomFlower", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "BlueChip", "Name": "BlueChip", "Notes": "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.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Blue Chip Group ID", "Type": "Integer", "Games": 1, "Needed": true, "Description": "The group ID of this object, the other Blue Star Chips and their controller.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Calculation", "Type": "Integer", "Games": 1, "Needed": false, "Description": "If set, the shadow's drop direction will use the object's gravity vector instead of calculating the shadow direction once.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Inside Bubble?", "Type": "Boolean", "Games": 1, "Needed": false, "Description": "If true, the chip will be placed inside an Air Bubble.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Length", "Type": "Float", "Games": 1, "Needed": false, "Description": "Sets the shadow drop length. Default is 2000.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Shadow Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies the shadow model type.", "Values": [{"Value": "-1", "Notes": "Sphere"}, {"Value": "0", "Notes": "Cylinder"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 1, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 1, "Needed": false, "Description": "Specifies the optional path that it can move on.", "Exclusives": []}, "ClippingGroup": {"Games": 1, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "BlueChipGroup", "Name": "BlueChipGroup", "Notes": "Controls a group of Blue Chips (BlueChip) and activates SW_A once all of them have been collected. It is recommended to have five Blue Star Chips per group. The group for this object and the individual Blue Star Chips has to be specified using Obj_arg0. This controller is also responsible for displaying the counter layout at the top of the screen.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Blue Chip Group ID", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The group ID of this object and its Blue Star Chips.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Time Limit", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies how long it takes before the Blue Star Chips will disappear after activating its SW_APPEAR. Default is -1, which makes the objects appear indefinitely.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Counter Display Range", "Type": "Float", "Games": 1, "Needed": false, "Description": "Specifies the range from this object that the player has to be within for the counter layout to be displayed. Default is 2000.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Reactivation Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies what to do with the individual chips after reloading the scene, for example after a death.", "Values": [{"Value": "-1", "Notes": "Player has to collect items again after reloading the scene"}, {"Value": "1", "Notes": "Destroys chips after reloading the scene, SW_A won't be activated"}], "Exclusives": []}, "SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 1, "Needed": true, "Description": "Gets activated when all linked Blue Star Chips have been collected.", "Exclusives": []}}}, {"InternalName": "BlueStarCupsulePlanet", "Name": "BlueStarCupsulePlanet", "Notes": "Planet-like objects that feature a large Pull Star inside them. The player can use the pointer on the Pull Star to make it attract them. UFOBlueStarCupsule is hard-coded to use a lower target radius.", "Games": 3, "Progress": 2, "Parameters": {"Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed / Time", "Games": 3, "Description": "How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 3, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Games": 3, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Games": 3, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.", "Values": [{"Value": "-1", "Notes": "RotateSpeed specifies fixed rotation speed"}, {"Value": "1", "Notes": "RotateSpeed specifies maximum rotation speed"}, {"Value": "2", "Notes": "RotateSpeed specifies time until desired angle"}], "Exclusives": []}, "RotateStopTime": {"Name": "Restart Delay", "Games": 3, "Description": "The time in frames it takes to restart rotation after stopping.", "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Games": 3, "Description": "Specifies how the object should continue rotating after reaching the targeted angle.", "Values": [{"Value": "0", "Notes": "Stop rotating completely"}, {"Value": "1", "Notes": "Rotates again in opposite direction"}, {"Value": "2", "Notes": "Rotates again in same direction"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, it will not rotate or move on its path while this switch is activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Appears if the action is activated.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "BlueStarGuidanceArea", "Name": "BlueStarGuidanceArea", "Notes": "If the player stands inside this area, the game will display an explanation about how to use Pull Stars.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "BombBird", "Name": "BombBird", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Flies Higher?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, it will fly far above the actual path. Also disables clipping.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If activated, it will fly away from Mario.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it flies on.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "BombHei", "Name": "BombHei", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Countdown", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time until the bomb explodes. Default 600.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Explosion Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "The explosion's radius. Default 500.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Check Explosion Collision?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will only damage potential targets when there's no collision between the target and the explosion.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Activated after it explodes.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If not activated, it won't pursue Mario and will walk around passively. It will still be able to fuse when touched, though.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "BombHeiLauncher", "Name": "BombHeiLauncher", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg2": {"Name": "Check Explosion Collision?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the dispensed object will only damage potential targets when there's no collision between the target and the explosion.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will only dispense objects while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "BombHeiRed", "Name": "BombHeiRed", "Notes": "A friendly Bob-omb NPC that can be talked to.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is BombHeiRed%03d, where %03d is the text message ID.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted by Yoshi.", "Exclusives": []}}}, {"InternalName": "BombTeresa", "Name": "BombTeresa", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Disable Respawning?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "Disables respawning after it dies.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Registered but never activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "BoomerangBros", "Name": "BoomerangBros", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Starting Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay until it starts jumping around.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Item Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how items should be spawned.", "Values": [{"Value": "-1", "Notes": "Spawn any items"}, {"Value": "0", "Notes": "Don't spawn any items"}], "Exclusives": []}, "Obj_arg2": {"Name": "Pass All Points?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will always cycle through all of its points instead of hopping between the two points closest to the player.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Connect to Collision?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If enabled, it will be attached to the collision below.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Remains stationary if the switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path points to jump between.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "It and its boomerangs can be targeted, frozen and attacked by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi. Its boomerangs can be targeted, eaten and shot.", "Exclusives": []}}}, {"InternalName": "BossBegoman", "Name": "BossBegoman", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BossBussun", "Name": "BossBussun", "Notes": "A dinosaur-like boss that sleeps until the player Ground Pounds the weak spot on her belly. Excluding the first time, the player has to damage her three times. Starting the second phase, she will shoot fireballs that can temporarily cover manhole grates in lava. During the last phase, she will turn red and move faster. She is supposed to be placed on a disk-like planet as she can freely walk around such planets and change sides. She always spawns a Power Star which needs to be set up in the galaxy's Scenario file.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Makes her hittable once activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "Specifies the points that she randomly moves to.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "LinkNamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that need to be linked to the object.", "Values": [{"Value": "ボスブッスン位置", "Notes": "Her position after the battle"}, {"Value": "マリオ位置", "Notes": "Player's position after the battle"}], "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when it gets damaged.", "Values": [], "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Its fireballs can be targeted and frozen by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 2, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "BossJugem", "Name": "BossJugem", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Camera Register Index", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the starting index of the vector register cameras.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated after it's defeated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Starts the boss battle once activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path it moves on when throwing Spinys.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "ジュゲム突進点1", "Notes": "First point of the line that he moves on when using the thunderbolt attack"}, {"Value": "ジュゲム突進点2", "Notes": "Second point of the line that he moves on when using the thunderbolt attack"}, {"Value": "カメラ基準点", "Notes": "Orientation point that the camera will look at most of the time"}, {"Value": "ボスジュゲムデモ位置", "Notes": "Position of the intro cutscene"}, {"Value": "ボスジュゲムダウンデモ位置", "Notes": "Position of the defeat cutscene"}], "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "BossJugemPlanetCloud", "Name": "BossJugemPlanetCloud", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "If activated, the clouds turn to gray. If deactivated again, the clouds will disappear.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "BossKameck", "Name": "BossKameck", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BossKameckMoveRail", "Name": "BossKameckMoveRail", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BossStinkBug", "Name": "BossStinkBug", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Camera Register Index", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the starting index of the vector and matrix register cameras.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after it's defeated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Starts the boss battle once activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "Its main movement path that it flies and walks on.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when falling onto the ground.", "Values": [], "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Its bombs can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "BreakableCage", "Name": "BreakableCage", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Rotation Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which the cage rotates. Negative values invert the direction.", "Values": [], "Exclusives": ["BreakableCageRotate"]}, "Obj_arg1": {"Name": "Ignore Gravity?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, the rotation will not be affected by gravity.", "Values": [], "Exclusives": ["BreakableCage", "BreakableCageRotate", "BreakableCageL", "BreakableCapsuleCage", "BreakableTrash"]}, "Obj_arg2": {"Name": "Delay SW_DEAD Activation?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "When enabled, SW_DEAD will be activated immediately instead of having to wait for the breaking animation to finish.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Play Riddle SFX?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If enabled, it will play the \"riddle solved\" jingle when destroyed.", "Values": [], "Exclusives": ["BreakableCage", "BreakableCageRotate"]}, "Obj_arg6": {"Name": "Toad/Luma Color", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame of the Toad or Luma contained inside the cage.", "Values": [], "Exclusives": ["BreakableCage", "BreakableCageRotate", "BreakableCageL", "BreakableCapsuleCage", "BreakableTrash"]}, "Obj_arg7": {"Name": "Item Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The item that is displayed inside the cage. 5 Star Bits and Power Stars can be spawned directly.", "Values": [{"Value": "-1", "Notes": "Nothing"}, {"Value": "0", "Notes": "Coin"}, {"Value": "1", "Notes": "Toad"}, {"Value": "2", "Notes": "Sling Star"}, {"Value": "3", "Notes": "Launch Star"}, {"Value": "4", "Notes": "Star Bits"}, {"Value": "5", "Notes": "Luma"}, {"Value": "6", "Notes": "Key"}, {"Value": "7", "Notes": "Power Star"}, {"Value": "8", "Notes": "1-Up Mushroom"}, {"Value": "9", "Notes": "Goomba"}, {"Value": "10", "Notes": "Blue Star Chip"}, {"Value": "11", "Notes": "Yellow Star Chip"}, {"Value": "12", "Notes": "Silver Star"}, {"Value": "13", "Notes": "Grand Star"}, {"Value": "14", "Notes": "Life Mushroom"}], "Exclusives": ["BreakableCage", "BreakableCageRotate", "BreakableCageL", "BreakableCapsuleCage", "BreakableTrash"]}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after destroying this object.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Registered to be set but never used.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Gets deactivated after destroying this object.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Used to group several trash piles for use with the Gearmo mini-game.", "Exclusives": ["BreakableTrash"]}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": false, "Description": "Spawned after destroying it. Requires Obj_arg7 to be set to 7.", "Exclusives": ["BreakableCage", "BreakableCageRotate", "BreakableCageL", "BreakableCapsuleCage", "BreakableTrash"]}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when it gets destroyed.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "BrightObj", "Name": "BrightObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BrightSun", "Name": "BrightSun", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "BringEnemy", "Name": "BringEnemy", "Notes": "This registers and controls the enemies requested by a CareTakerHunter. This object should be linked to a CareTakerHunter object. Otherwise, it's useless on its own. The requested enemies have to be linked to this object. Supported enemies are Kuribo, TogeBegomanLauncher, BegomanLauncher and BegomanBabyLauncher. If a requested enemy is in this object's sensor range, it will notify the linked CareTakerHunter.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Intended for a check whose result is never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated after the request is fulfilled.", "Exclusives": []}}}, {"InternalName": "BumpAppearPlanet", "Name": "BumpAppearPlanet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Bussun", "Name": "Bussun", "Notes": "A dinosaur enemy that moves around on a path. It can be defeated by stomping on its belly. It damages the player upon contact.", "Games": 2, "Progress": 2, "Parameters": {"Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "Butler", "Name": "Butler", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ButlerExplain", "Name": "ButlerExplain", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ButlerMap", "Name": "ButlerMap", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Butterfly", "Name": "Butterfly", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Sets the BRK color frame.", "Values": [{"Value": "-1", "Notes": "Orange with purple outline"}, {"Value": "1", "Notes": "Dark red with blue outline"}, {"Value": "2", "Notes": "Red with navy blue outline"}, {"Value": "3", "Notes": "Bright green with yellow outline"}], "Exclusives": []}, "Obj_arg1": {"Name": "Disable Star Bits?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "Does not spawn a Star Bit when touched.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}}}, {"InternalName": "Buzz", "Name": "Buzz", "Notes": "An enemy that moves on a set path. If no path is specified, it will remain in place.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "Defines its movement speed. Default is 3.", "Values": [], "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "Cactus", "Name": "Cactus", "Notes": "A simple object that damages the player and compatible objects, such as SandBirdParts objects.", "Games": 2, "Progress": 2, "Parameters": {"Rail": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "CameraRepulsiveCylinder", "Name": "CameraRepulsiveCylinder", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "CameraRepulsiveSphere", "Name": "CameraRepulsiveSphere", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "CancelBeeMorphArea", "Name": "CancelBeeMorphArea", "Notes": "An area that removes the Bee power-up from the player if they are inside this area.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Candlestand", "Name": "Candlestand", "Notes": "A torch with a flame that can burn the player upon contact. Usually, the flame can be put out using a Spin Attack to make an item appear, however, the flame of CandlestandIceVolcano cannot be put out. Said variant may also appear without a flame if it uses SW_A. Instead, the player can use fireballs to light the fire and activate the switch. Lastly, it also supports an optional Bloom model.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Item Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the item to be spawned after putting out the fire.", "Values": [{"Value": "-1", "Notes": "Coin"}, {"Value": "0", "Notes": "Star Bit"}, {"Value": "1", "Notes": "Nothing"}], "Exclusives": ["PhantomCandlestand", "TeresaMansionCandlestand"]}, "Obj_arg1": {"Name": "Attach to Collision?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will be connected to the collision below. This makes it move along moving objects, for example.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the flame won't appear until Mario shoots a Fire Ball at it. Then, this switch will be activated.", "Exclusives": ["CandlestandIceVolcano"]}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and extinguished by player 2. CandlestandIceVolcano's flame can't be put out, though.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "CannonFortressBreakStep", "Name": "CannonFortressBreakStep", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "CapsuleCage", "Name": "CapsuleCage", "Notes": "A locked cage that can be opened by activating its SW_B switch. Lastly, it also supports an optional Bloom model.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg4": {"Name": "Riddle SFX Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what sound effect to play after the cage gets opened.", "Values": [{"Value": "-1", "Notes": "No special sound effect"}, {"Value": "1", "Notes": "Play sound effect"}], "Exclusives": []}, "Obj_arg6": {"Name": "Play Star Chance Music?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will play the STM_STAR_CHANCE_3 music once it gets opened.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Use Alternate Model?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Tries to load the model CapsuleCageNoKeyHole if enabled. This model does not exist anymore, though.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated after the cage disappears.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If activated, the cage will be opened.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the cage gets opened.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "Caretaker", "Name": "Caretaker", "Notes": "A robotic NPC that can be talked to. It can also quest the player for some specific task and make a Power Star appear using event flows. In order to spawn the Power Star, a properly configured Scenario entry as well as a dialogue with flow nodes need to be set up.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Event Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The special event behavior to be used. Value 2 is broken as he does not carry the actual tool.", "Values": [{"Value": "-1", "Notes": "Nothing"}, {"Value": "0", "Notes": "Bomb/Fire Flower challenge"}, {"Value": "1", "Notes": "Spawn Power Star"}, {"Value": "2", "Notes": "Spawn Power Star with tool animation"}], "Exclusives": []}, "Obj_arg1": {"Name": "Mini-game Timer for Mario", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How much time the player has during a mini-game. Default is 30. In SMG1, this is only used when playing as Mario.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Mini-game Timer for Luigi", "Type": "Integer", "Games": 1, "Needed": false, "Description": "How much time the player has during a mini-game when playing as Luigi. Default is 30.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame to be used.", "Values": [{"Value": "-1", "Notes": "Green"}, {"Value": "1", "Notes": "Red"}, {"Value": "2", "Notes": "Blue"}, {"Value": "3", "Notes": "Yellow"}], "Exclusives": []}, "Obj_arg4": {"Name": "Behavior", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it behaves when talking to it.", "Values": [{"Value": "-1", "Notes": "Normal"}, {"Value": "1", "Notes": "Sad, hands and gear move slowly"}, {"Value": "2", "Notes": "Head spins around"}, {"Value": "3", "Notes": "Surprised"}, {"Value": "4", "Notes": "Bouncing gear"}, {"Value": "5", "Notes": "Panicking"}, {"Value": "6", "Notes": "Panicking & damaged"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If activated, the player wins the mini-game after the timer runs out.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Gets activated when the mini-game was failed.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Used to group several trash piles for use with the bomb mini-game.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": false, "Description": "Gets spawned after triggering a special message flow.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Registered but never used.", "Values": [], "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "The text dialogue's label format is Caretaker%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Spawn Power Star"}, {"Value": "1", "Notes": "Kill player"}, {"Value": "2", "Notes": "Replace number variable with Purple Coin count"}, {"Value": "3", "Notes": "Reset scene"}, {"Value": "4", "Notes": "Replace number variable with high score"}], "Exclusives": []}, "AnimeFunc": {"Games": 2, "Description": "Object-specific behavior for AnimeFunc event flow nodes. This can be used only if Obj_arg0 is set to 0!", "Values": [{"Value": "0", "Notes": "Start \"TalkNormal\" animation"}, {"Value": "1", "Notes": "Start \"TalkAngry\" animation"}, {"Value": "2", "Notes": "Start \"TalkCry\" animation"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes. If Obj_arg0 is set to 0, only function 0 can be used!", "Values": [{"Value": "0", "Notes": "Has 0 Purple Coins? (Obj_arg0 is not 0) / SW_A activated? (Obj_arg0 is 0)"}, {"Value": "1", "Notes": "Has 1 to 49 Purple Coins?"}, {"Value": "2", "Notes": "Has 50 to 79 Purple Coins?"}, {"Value": "3", "Notes": "Has 80 to 89 Purple Coins?"}, {"Value": "4", "Notes": "Has 90 to 94 Purple Coins?"}, {"Value": "5", "Notes": "Has 95 to 100 Purple Coins?"}, {"Value": "6", "Notes": "Has 100 Purple Coins?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "CareTakerHunter", "Name": "CareTakerHunter", "Notes": "A robotic NPC who quests the player to show him a specific enemy. An instance of BringEnemy has to be linked to it. See BringEnemy to see what enemies are supported and how it's set up. After showing him the requested enemy, he will spawn a Power Star.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Power Star Type", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Enables it to spawn a Power Star if set to 0.", "Values": [{"Value": "-1", "Notes": "Don't spawn Power Star"}, {"Value": "0", "Notes": "Spawn Power Star"}], "Exclusives": []}, "Obj_arg3": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The color frame to be used. Default is 0.", "Values": [{"Value": "0", "Notes": "Gold"}, {"Value": "1", "Notes": "Silver"}], "Exclusives": []}, "Obj_arg4": {"Name": "Talk Animation", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The talk animation to use. Default is 0.", "Values": [{"Value": "0", "Notes": "Move arms quickly"}, {"Value": "1", "Notes": "Move arms slowly"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "Spawned after showing the requested enemy.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Uses multiple cameras for different actions. 敵集め開始 is used when he requests the player to show him the enemy, 敵集め終了 is used when he holds the enemy above his head, 敵集めスター登場 is used before he spawns the Power Star. The game also registers a camera action under the name スター登場 but this is never used.", "Values": [], "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is CareTakerHunter%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Spawn Power Star"}, {"Value": "1", "Notes": "Begin request"}, {"Value": "2", "Notes": "Enemy received?"}, {"Value": "10", "Notes": "Give 1-Up (only if not registered Power Star)"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Requested enemy nearby?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted by Yoshi.", "Exclusives": []}}}, {"InternalName": "CaveInCube", "Name": "CaveInCube", "Notes": "Periodically spawns collapsing debris that can damage the player upon contact. For each spawn, a random debris model gets loaded. These models are called CaveInPartsBig, CaveInPartsMiddle and CaveInPartsSmall.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Spawn Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Time between spawns in frames.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Debris Count", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of debris to be generated. Stops generation after the requested amount has appeared. If set to -1, it will keep spawning more debris.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "The debris can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "CaveStream", "Name": "CaveStream", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Invert Cutscene Function?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the object will stop functioning if the cutscene action gets triggered.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will emit particles only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups objects of the same kind, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "If used, it will start functioning once its cutscene action gets triggered. In SMG2, it will stop functioning if Obj_arg0 is set.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "CelestrialArea", "Name": "CelestrialArea", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "ChangeAlphaObj", "Name": "ChangeAlphaObj", "Notes": "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.\nIt 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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "ChangeBgmCube", "Name": "ChangeBgmCube", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ChangeRoom", "Name": "ChangeRoom", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Opens the door while the switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "ChimneyEntryObj", "Name": "ChimneyEntryObj", "Notes": "An invisible point that teleports the player to a specified position, just like a Warp Pipe. However, this works in one way only.", "Games": 2, "Progress": 2, "Parameters": {"SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "マリオ顔惑星煙突出口", "Notes": "Destination point"}], "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when warping.", "Values": [], "Exclusives": []}}}, {"InternalName": "ChooChooTrain", "Name": "ChooChooTrain", "Notes": "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.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Train Segments", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The number of train parts except the main car that should be created. Default is 3.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Speed", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The rate at which the train moves. Default is 5.", "Values": [], "Exclusives": []}, "Rail": {"Games": 1, "Needed": true, "Description": "Defines the path that it moves on.", "Exclusives": []}}}, {"InternalName": "Chorobon", "Name": "Chorobon", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "Specifies the movement speed. Default is 3.", "Values": [], "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "CircleCoinGroup", "Name": "CircleCoinGroup", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Coins", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of Coins to be created. Default is 8.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Time Limit", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how long it takes before the Coins will disappear again. Default is -1, which makes the Coins appear indefinitely.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "The distance that specifies how far to spread the Coins from the center. Default is 200.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Shadow Calculation", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the shadow will be calculated at all times and the game takes the shadow range into account when clipping.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Pose Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Defines how to position and rotate the Coin. May also connect the Coins to the collision below in SMG2, although this feature is broken.", "Values": [{"Value": "-1", "Notes": "Rotation & shadow direction affected by gravity"}, {"Value": "0", "Notes": "Rotation ignores gravity & shadow direction affected by gravity"}, {"Value": "1", "Notes": "Attach to collision below & shadow direction not affected by gravity (SMG2 only)"}], "Exclusives": []}, "Obj_arg7": {"Name": "Inside Bubble?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If true, the Coin will be placed inside an Air Bubble.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after collecting all Coins.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Causes all Coins to appear when activated and causes all Coins to disappear when it gets deactivated again.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the Coins appear.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. If its special action functor gets triggered, all Coins will appear.", "Exclusives": []}}}, {"InternalName": "ClipAreaDropLaser", "Name": "ClipAreaDropLaser", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ClipAreaMovable", "Name": "ClipAreaMovable", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed", "Games": 3, "Description": "How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 3, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Games": 3, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Games": 3, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.", "Values": [{"Value": "-1", "Notes": "RotateSpeed specifies fixed rotation speed"}, {"Value": "1", "Notes": "RotateSpeed specifies maximum rotation speed"}, {"Value": "2", "Notes": "RotateSpeed specifies time until desired angle"}], "Exclusives": []}, "RotateStopTime": {"Name": "Restart Delay", "Games": 3, "Description": "The time in frames it takes to restart rotation after stopping.", "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Games": 3, "Description": "Specifies how the object should continue rotating after reaching the targeted angle.", "Values": [{"Value": "0", "Notes": "Stop rotating completely"}, {"Value": "1", "Notes": "Rotates again in opposite direction"}, {"Value": "2", "Notes": "Rotates again in same direction"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "ClipDrawArea", "Name": "ClipDrawArea", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Display Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how the compatible objects are clipped.", "Values": [{"Value": "-1", "Notes": "Hide portions in ClipArea instances"}, {"Value": "0", "Notes": "Show portions in ClipArea instances"}], "Exclusives": []}, "Obj_arg1": {"Name": "Rim Setting", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Changes the Rim of the effect on models. The table with the values for this is hardcoded. Bulb Yoshi's effect takes priority over this functionality.", "Values": [{"Value": "0", "Notes": "No Rim"}, {"Value": "1", "Notes": "Blue Rim (Default)"}, {"Value": "2", "Notes": "Brown Rim"}, {"Value": "3", "Notes": "Thick Beige Rim"}, {"Value": "4", "Notes": "Thick Pink Rim"}, {"Value": "5", "Notes": "White Rim"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "ClipFieldFillDraw", "Name": "ClipFieldFillDraw", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {}}, {"InternalName": "ClipFieldMapParts", "Name": "ClipFieldMapParts", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ClipFieldSwitch", "Name": "ClipFieldSwitch", "Notes": "A controller that toggles its SW_A and SW_B switches depending on whether the player is inside a ClipArea or not.", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 3, "Needed": false, "Description": "Gets activated if the player is inside a ClipArea and gets deactivated when the player is outside a ClipArea.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Gets deactivated if the player is inside a ClipArea and gets activated when the player is outside a ClipArea.", "Exclusives": []}}}, {"InternalName": "CloudSea", "Name": "CloudSea", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "CloudStep", "Name": "CloudStep", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the platform will move on its path while this switch is active.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "CocoNut", "Name": "CocoNut", "Notes": "A coconut that can be flung into various obstacles and enemies. Once the player collects 9999 Star Bits in a save file, all coconuts will turn into watermelons. It will always reappear at its original position if it's destroyed.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Use Spherical Shadow?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will use a spherical shadow instead of a cylindrical volume.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Continue Rolling?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will continue rolling while it is colliding with other coconuts.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Reset When Out of View?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will reappear at its original position once it gets out of view.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and fetched by player 2.", "Exclusives": []}}}, {"InternalName": "CoconutTree", "Name": "CoconutTree", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "CoconutTreeLeafGroup", "Name": "CoconutTreeLeafGroup", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Use DemoSimpleCast?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it enables DemoSimpleCast functionality.", "Values": [], "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc. However, this requires Obj_arg0 to be set.", "Exclusives": []}}}, {"InternalName": "CocoSambo", "Name": "CocoSambo", "Notes": "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.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Appearance Range", "Type": "Float", "Games": 1, "Needed": false, "Description": "The valid range in which it appears from the ground. Default is 1800.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 1, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "Player2Targetable": {"Games": 1, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "Coin", "Name": "Coin", "Notes": "One of the game's main collectibles. There are two variants: Coins (Coin) and Purple Coins (PurpleCoin). Normal Coins can restore one health point if collected by the player. Purple Coins do not restore health, though. Purple Coins can only be used in Purple Comet scenarios or appropriately configured Scenario files. Normal Coins won't appear during Daredevil (Dark) Comets. If they are stored inside a bubble, they will also restore the player's air when underwater. Spins slower when placed underwater.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg3": {"Name": "Shadow Calculation", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the shadow will be calculated at all times and the game takes the shadow range into account when clipping.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Pose Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Defines how to position and rotate the Coin. May also connect the Coin to the collision below in SMG2.", "Values": [{"Value": "-1", "Notes": "Rotation & shadow direction affected by gravity"}, {"Value": "0", "Notes": "Rotation ignores gravity & shadow direction affected by gravity"}, {"Value": "1", "Notes": "Attach to collision below & shadow direction not affected by gravity (SMG2 only)"}], "Exclusives": []}, "Obj_arg5": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Default is 1000.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow model type.", "Values": [{"Value": "-1", "Notes": "Sphere"}, {"Value": "0", "Notes": "Circle"}, {"Value": "1", "Notes": "Cylinder"}], "Exclusives": []}, "Obj_arg7": {"Name": "Inside Bubble?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If true, the Coin will be placed inside an Air Bubble.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Kills the Coin if this switch gets activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and collected by player 2.", "Exclusives": []}, "MirrorActor": {"Games": 3, "Description": "A mirrored version of this object is created for mirror reflection setups if placed inside a MirrorArea.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "CoinAppearSpot", "Name": "CoinAppearSpot", "Notes": "A point in space where the requested number of Coins will be spawned after activating its SW_APPEAR switch.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Coins", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of Coins to be spawned. Default is 8.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "CoinBox", "Name": "CoinBox", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "CoinLinkGroup", "Name": "CoinLinkGroup", "Notes": "Creates a set of Coins that will appear once this object's SW_APPEAR gets triggered. These Coins will only be collectable for the specified period of time or indefinitely (Obj_arg0). If the player collects all linked Coins in time, they will be rewarded with a 1-Up. The actual Coin objects need to be linked to this object; compatible objects are CircleCoinGroup and RailCoin.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Timer", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the timer during which the Coins will be visible. Coins will appear indefinitely if set to -1. Default is -1.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated if not all Coins have been collected in time.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after collecting all connected Coins.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Causes all Coins to disappear immediately once this switch gets activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the Coins appear.", "Values": [], "Exclusives": []}}}, {"InternalName": "CoinReplica", "Name": "CoinReplica", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "CoinSpot", "Name": "CoinSpot", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "CollapsePlane", "Name": "CollapsePlane", "Notes": "A framed platform that will shrink down and disappear after the player stepped on it. Lastly, it also supports an optional Bloom model.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Shrinking Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how long it takes for the tile to disappear after being stepped on. Default is 140 frames.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "CollectTico", "Name": "CollectTico", "Notes": "A controller that registers and keeps track of Silver Stars (StrayTico). If the player has collected all Silver Stars, it will spawn a Power Star. This requires an edit to the galaxy's Scenario file. The Silver Stars need to be linked to this object using ParentID (SMG1) / GeneratorID (SMG2).", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Combine at Controller's Position?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the Silver Stars will combine at this object's position. Otherwise, they will combine above the player.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Gets activated after the Silver Stars combine.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "Appears after the Silver Stars combine. If this is part of a cutscene, it will appear when the 集めチコスター出現 part gets executed.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the individual Silver Stars combine.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Makes the Power Star appear if 集めチコスター出現 action gets triggered.", "Exclusives": []}}}, {"InternalName": "CollisionArea", "Name": "CollisionArea", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Disable Pushing?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, the pushing force will be disabled for all surfaces, so that only the jumpable faces (Obj_arg3) can be interacted with.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Prevent Boo Power-Up?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the collision cannot be bypassed using the Boo power-up.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Push Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "Specifies how far the pushing extents reach from every face. Default is 0, which makes it possible to touch the actual collision.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Active Faces", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "What faces of the collision can be stood on or jumped off. Default is -1, which enables all.", "Values": [{"Value": "1", "Notes": "Right"}, {"Value": "2", "Notes": "Left"}, {"Value": "4", "Notes": "Top"}, {"Value": "8", "Notes": "Bottom"}, {"Value": "16", "Notes": "Front"}, {"Value": "32", "Notes": "Back"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "CollisionBlocker", "Name": "CollisionBlocker", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "CometFireDanceArea", "Name": "CometFireDanceArea", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "CometHopperArea", "Name": "CometHopperArea", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "CometNoSpinArea", "Name": "CometNoSpinArea", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "CometRainbowArea", "Name": "CometRainbowArea", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "CompleteEndingDemoObj", "Name": "CompleteEndingDemoObj", "Notes": "Creates and registers several objects that appear during the ending cutscene in the Comet Observatory's library. The individual models that it creates are RosettaReading, RosettaChair, TicoBaby and MarioCap or LuigiCap. The object needs to appear through a cutscene action.", "Games": 2, "Progress": 2, "Parameters": {"NamePos": {"Games": 2, "Needed": true, "Description": "コンプリートエンディングデモ基準点 marks the reference point for the objects.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "The cutscene that it belongs to. Expected to be called コンプリートエンディング. It has a cutscene nerve action which makes all objects appear.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "The text dialogue's label formats is DemoEpilog%03d, where %03d is the text message ID.", "Exclusives": []}}}, {"InternalName": "ConstructionLight", "Name": "ConstructionLight", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Spawn Coin?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If enabled, it will spawn a single Coin when destroyed.", "Values": [], "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and destroyed by player 2.", "Exclusives": []}}}, {"InternalName": "CountFlower", "Name": "CountFlower", "Notes": "Creates and registers plant objects (PlantA, PlantB, PlantC, PlantD) and activates a switch once all the plant objects have appeared. The individual plant objects have to be linked to this object. If the object is called CountFlowerPowerStar, it can also spawn a Power Star once all plants have appeared and its SW_B got activated. This requires edits to the galaxy's Scenario file.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after all plants have appeared.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Needs to be activated after collecting all flowers in order to make the Power Star spawn.", "Exclusives": ["CountFlowerPowerStar"]}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "", "Exclusives": ["CountFlowerPowerStar"]}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "Creeper", "Name": "Creeper", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Normal Bending Factor", "Type": "Float", "Games": 3, "Needed": false, "Description": "Specifies how much the plant bends when grabbed by the player. Default is 100.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Horizontal Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Specifies the horizontal flinging speed. Default is 25.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Vertical Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Specifies the vertical flinging speed. Default is 40.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Bee Bending Factor", "Type": "Float", "Games": 3, "Needed": false, "Description": "Specifies how much the plant bends when grabbed with the Bee power-up. Default is -1 which causes Obj_arg0 to be used instead.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "Lays out the flower's stem that can be climbed.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when touching or climbing the flower.", "Values": [], "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "CrescentSeesawPlanet", "Name": "CrescentSeesawPlanet", "Notes": "An object with a model and collision that tilts towards the side that the player stands on.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "CrystalCage", "Name": "CrystalCage", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Hide Remains?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the crystals that remain after destroying it will be hidden.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Play Riddle SFX?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, it will play the \"riddle solved\" jingle when destroyed.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Use Binder?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "Enables collision binding if set.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "SW_A Disappear?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will simply disappear if SW_A gets activated while it is out of view.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Is Falling?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Determines if the crystal falls when it spawns via SW_APPEAR.", "Values": [], "Exclusives": ["CrystalCageS"]}, "Obj_arg6": {"Name": "Toad/Luma Color", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame of the Toad or Luma contained inside the cage.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Item Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The item that is displayed inside the cage. 1 Coin, 5 Star Bits and Power Stars can be spawned directly. It will play special sound effects if it contains a Toad or a Luma.", "Values": [{"Value": "-1", "Notes": "Nothing"}, {"Value": "0", "Notes": "Coin"}, {"Value": "1", "Notes": "Toad"}, {"Value": "2", "Notes": "Sling Star"}, {"Value": "3", "Notes": "Launch Star"}, {"Value": "4", "Notes": "Star Bits"}, {"Value": "5", "Notes": "Luma"}, {"Value": "6", "Notes": "Key"}, {"Value": "7", "Notes": "Power Star"}, {"Value": "8", "Notes": "1-Up Mushroom"}, {"Value": "9", "Notes": "Goomba"}, {"Value": "10", "Notes": "Blue Star Chip"}, {"Value": "11", "Notes": "Yellow Star Chip"}, {"Value": "12", "Notes": "Silver Star"}, {"Value": "13", "Notes": "Grand Star"}, {"Value": "14", "Notes": "Life Mushroom"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated once it is destroyed.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Forces the Crystal to be destroyed once this switch gets activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Registers crystals of the same object type, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": ["CrystalCageS"]}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "Spawned after destroying it. Requires Obj_arg7 to be set to 7.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and destroyed by player 2.", "Exclusives": []}}}, {"InternalName": "CrystalCageL", "Name": "CrystalCageL", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Power Star ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The scenario ID of the Power Star to be spawned. -1 will look for the first scenario entry.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated once it is destroyed.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Registers crystals of the same object type, but the group is never used for anything.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "Appears after it gets destroyed.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "CrystalCageMoving", "Name": "CrystalCageMoving", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "CrystalCageOpa", "Name": "CrystalCageOpa", "Notes": "An opaque crystal that can be destroyed with a Spin Attack, Yoshi's projectiles, the Spin Drill, a Koopa Shell as well as any enemy attack. It may reward the player with some items. Loads a separate model for the breaking animation.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Play \"Move\" Animation?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Plays an animation called Move if enabled. No actual object of this class has such animations, so it's never used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Useless", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The game reads this value but never uses it. This is only read if Obj_arg0 is set.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Item Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what kind of item to spawn after destroying it.", "Values": [{"Value": "-1", "Notes": "Star Bits"}, {"Value": "0", "Notes": "Nothing"}, {"Value": "1", "Notes": "Coin"}], "Exclusives": []}, "Obj_arg3": {"Name": "Number of Star Bits", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of Star Bits to spawn after destroying it. Obj_arg2 has to be set to -1. Default is 5.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Hide Broken Pieces?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the remaining broken pieces will be hidden.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated after destroying it.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and destroyed by player 2.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "CrystalSwitch", "Name": "CrystalSwitch", "Notes": "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.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Activation Time", "Type": "Integer", "Games": 1, "Needed": false, "Description": "How long it will rotate and keep the switch activated when hit. Useless in SMG1 due to unfinished coding.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 1, "Needed": true, "Description": "Gets activated after hitting the switch.", "Exclusives": []}}}, {"InternalName": "CubeCameraArea", "Name": "CubeCameraArea", "Notes": "An area that changes the current camera once the player enters this area. The actual camera parameters are specified in the zone's CameraParam.bcam. The corresponding camera ID label is generated using the format string c:%04x. For example, if your camera area has an Obj_arg0 of 15, the corresponding ID label would be c:000f. The camera can be restricted to take effect only under different circumstances (Obj_arg3).", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Camera ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies what camera setup to use after entering this area.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Priority", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The camera area with the highest priority and requested categories will take effect.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Affected Contexts", "Type": "Bitfield", "Games": 3, "Needed": false, "Description": "Contexts that are affected by camera changes through this area. In SMG2, these values can be combined by adding the values together. If set to 0, the game will set this value to 1. In SMG1, this setting is much more complicated: The lower four bits can be used to specify a single category (0 = Normal, 1 = Underwater, ...). These bits will be ignored if bit 4 or higher is set. These upper bits then correspond to bit field values (16 = Normal, 32 = Underwater, ...).", "Values": [{"Value": "-1", "Notes": "All"}, {"Value": "1", "Notes": "Normal camera"}, {"Value": "2", "Notes": "Underwater camera"}, {"Value": "4", "Notes": "Water surface camera"}, {"Value": "8", "Notes": "Pull Star camera"}, {"Value": "16", "Notes": "Flying camera"}, {"Value": "32", "Notes": "Yoshi camera (SMG2 only)"}, {"Value": "64", "Notes": "Bulb Yoshi camera (SMG2 only)"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the camera will be enabled if this switch is enabled. If it's not activated, it won't disable the camera.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used and activated, the camera won't be enabled.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "CumulativeTimerSwitchArea", "Name": "CumulativeTimerSwitchArea", "Notes": "An area that activates its SW_A switch if the player has spent the total requested number of time frames inside this area. It only functions if the player is Mario and the selected scenario is not a Green Star.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Counter", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The required number of time frames to spend inside this area.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after the required amount of time inside this area has passed.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "CymbalsStep", "Name": "CymbalsStep", "Notes": "A set of cymbal platforms with separate collision meshes. The top one can be moved like a seesaw platform. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv).", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.\n\n", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed", "Games": 3, "Description": "How fast it rotates. Default is 0. Only used if RotateAxis is 0.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 3, "Description": "How many angles in degrees the platform rotates. Default is 0.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Type", "Games": 3, "Description": "How the platform moves when stepped on. Default corresponds to 1.", "Values": [{"Value": "0", "Notes": "Rotate around Z axis, returns to original rotation"}, {"Value": "1", "Notes": "Rotate XZ plane, returns to original rotation"}, {"Value": "2", "Notes": "Rotate XZ plane (SMG2 only)"}], "Exclusives": []}, "RotateAccelType": {"Name": "Inertia Factor / Acceleration", "Games": 3, "Description": "Affects how long it will remain in motion. If RotateAxis is 0 or 1, it also affects how fast rotation will speed up. Default is 0.", "Values": [], "Exclusives": []}, "RotateStopTime": {"Name": "Restore Force", "Games": 3, "Description": "The force used to restore its original rotation after getting of the platform. Only used if RotateAxis is 0 or 1.", "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after Ground Pounding the top.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "DanceFlower", "Name": "DanceFlower", "Notes": "A flower-like enemy that moves around in a twirling motion. They attack by turning into a flower that spins around rapidly. If no path is assigned, it will only spin in place. It can be defeated by all player attacks.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and attacked by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}, "SearchTurtle": {"Games": 2, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "DarkMatterArea", "Name": "DarkMatterArea", "Notes": "An area that will make compatible objects disintegrate and die immediately when entered. Compatible objects are the player itself, Metbo and Karon.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "DarknessRoomDoor", "Name": "DarknessRoomDoor", "Notes": "A pair of closed doors that can be opened by activating SW_B. Unlike other variants, its collision can be enabled or disabled if desired.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Collision Mode?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set and SW_A is active, it will synchronize the collision's validity with the switch's state.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If Obj_arg0 is set and this switch is used, it will keep the collision validated as long as this switch is active.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Makes the doors open once activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. The doors open if the 扉開く cutscene part gets executed.", "Exclusives": []}}}, {"InternalName": "DashChargeArea", "Name": "DashChargeArea", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "DashFruit", "Name": "DashFruit", "Notes": "A red pepper that, when eaten, transforms Yoshi into Dash Yoshi. Can be temporarily destroyed using Koopa Shells or Ground Pounds.", "Games": 2, "Progress": 2, "Parameters": {"SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and swung by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "DashRing", "Name": "DashRing", "Notes": "A red ring that causes the player to gain a short speed boost when entered while swimming or flying with the Flying power-up.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Boost Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames for how long the boost will be active. Default is 300.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes to reach the maximum boost. Default is 120.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Speed Boost", "Type": "Float", "Games": 3, "Needed": false, "Description": "Speed boost multiplied by 100. Default is 250.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Turn to Player?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the ring will always rotate towards the player.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Shadow Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how shadows are used.", "Values": [{"Value": "-1", "Notes": "Use shadows"}, {"Value": "0", "Notes": "Invalidate shadows"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "DeadLeaves", "Name": "DeadLeaves", "Notes": "A pile of decorative leaves. If the player uses the Spin Attack on it, it can make some items appear.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Item Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The item to be spawned after spinning near it.", "Values": [{"Value": "-1", "Notes": "No item"}, {"Value": "0", "Notes": "1 Coin"}, {"Value": "1", "Notes": "3 Star Bits"}], "Exclusives": []}, "SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 1, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 1, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "DeathArea", "Name": "DeathArea", "Notes": "An area that can kill the player and compatible objects when entered.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Death Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies what objects this area affects. Default is 0.", "Values": [{"Value": "0", "Notes": "Kill player and compatible objects"}, {"Value": "1", "Notes": "Kill compatible objects except player"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the area takes effect only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "DemoCastSubGroup", "Name": "DemoCastSubGroup", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {}}, {"InternalName": "DemoEndStartPosCameraSetter", "Name": "DemoEndStartPosCameraSetter", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "DemoExecutor", "Name": "DemoExecutor", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after the cutscene ends.", "Exclusives": []}}}, {"InternalName": "DemoKoopaJrShip", "Name": "DemoKoopaJrShip", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "DemoPlayerForbidUpdateArea", "Name": "DemoPlayerForbidUpdateArea", "Notes": "An area that prevents several player components from updating while a cutscene is active. These components include reacting to Onimasu movement, several collision interactions, getting damaged by Karikari, sliding, AreaMove speed up as well as moving object speed up, warping and many more.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "DemoRabbit", "Name": "DemoRabbit", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "DemoTitleAnim", "Name": "DemoTitleAnim", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "DepthOfFieldArea", "Name": "DepthOfFieldArea", "Notes": "An area that applies a blurry effect to the screen when entered by the player.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Synchronize with Player?", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether to enable the blurry effect based on special triggers, such as being controlled by bosses.", "Values": [{"Value": "-1", "Notes": "False"}, {"Value": "1", "Notes": "True"}], "Exclusives": []}, "Obj_arg1": {"Name": "Intensity", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Valid range is 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Max Blur Distance", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The maximum blur distance range. Default is 10000.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Min Blur Distance", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The minimum blur distance range. Default is 8200.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Gradient Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what parts of the view should be blurred.", "Values": [{"Value": "-1", "Notes": "Background"}, {"Value": "1", "Notes": "Foreground"}, {"Value": "2", "Notes": "Background & foreground"}, {"Value": "3", "Notes": "Middleground"}, {"Value": "4", "Notes": "Background and weak skybox"}, {"Value": "5", "Notes": "Background and strong skybox"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "DesertLandMoveSwitch", "Name": "DesertLandMoveSwitch", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "DesertMovingLand", "Name": "DesertMovingLand", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "DharmaSambo", "Name": "DharmaSambo", "Notes": "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.", "Games": 1, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 1, "Needed": true, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 1, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "Player2Targetable": {"Games": 1, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 1, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "DinoPackunBaby", "Name": "DinoPackunBaby", "Notes": "A Piranha Plant boss that resides inside its small egg before the battle starts. The player has to destroy its eggshell to reveal its large weak point. It can be damaged using Ground Pounds and Spin Attacks. Ground Pounding the shell from above will remove the entire shell at once. When its shell has been removed, it will run around in panic. The player has to repeat this procedure again to defeat it. It always damages the player upon contact. It will always spawn a Power Star when defeated, which requires a properly configured Scenario entry.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": true, "Description": "Starts the boss battle once activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": true, "Description": "Activated only while its shell has been fully destroyed. Otherwise, it gets deactivated.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "ベビーディノパックンデモ位置", "Notes": "Position during cutscenes"}, {"Value": "プレイヤーデモ位置(ベビーディノパックン戦)", "Notes": "Player's position during cutscenes"}], "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Uses the camera with the suffix 戦闘開始のうろつき at the start of the boss fight after it hatched.", "Values": [], "Exclusives": []}}}, {"InternalName": "DinoPackunVs1", "Name": "DinoPackunVs1", "Notes": "A large Piranha Plant boss. Before the battle, it remains inside its shell. In order to defeat it, the player has to fling its tail ball with a Spin Attack four times. It always damages the player upon contact. However, the large tail ball does not hurt the player. In SMG1, it will always spawn a Power Star when defeated, which requires a properly configured Scenario entry.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Camera Register Index", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the starting index of the vector register camera.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "Starts the boss battle once activated.", "Exclusives": []}, "AppearPowerStar": {"Games": 1, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when hitting its tail.", "Values": [], "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "DinoPackunVs2", "Name": "DinoPackunVs2", "Notes": "A large flaming Piranha Plant boss. Before the battle, it remains inside its shell. In order to defeat it, the player has to fling its tail ball with a Spin Attack four times. It always damages the player upon contact. However, the large tail ball does not hurt the player unless it's burning. It will sporadically shoot fireballs during the last phase and create fiery trails that burn the player upon contact. It will always spawn a Power Star when defeated, which requires a properly configured Scenario entry.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Camera Register Index", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the starting index of the vector register camera.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "Starts the boss battle once activated.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when hitting its tail.", "Values": [], "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}, "Player2Targetable": {"Games": 1, "Description": "Its trailing fire can be targeted and removed by player 2.", "Exclusives": []}}}, {"InternalName": "Dodoryu", "Name": "Dodoryu", "Notes": "A large mole boss. In SMG1, he chases a Star Bunny before the actual battle begins. He attacks the player upon contact. The player needs to damage him three times to defeat him. It also creates trails of dirt when it moves around. He is usually underground but can be stunned using a Ground Pound when his head is above the ground. This gives the player a chance to attack him. In SMG1, it always spawns a Power Star and uses text for the Star Bunny it chases.", "Games": 3, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Starts the boss battle once activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Gets activated when it starts looking for a new position and gets deactivated after it found a new position. Activated by default.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "Specifies the path that it moves on before the battle begins.", "Exclusives": []}, "AppearPowerStar": {"Games": 1, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "NamePos": {"Games": 3, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "マリオ再セット1", "Notes": "Player's position after the intro cutscene"}, {"Value": "マリオ再セット", "Notes": "Player's position after hitting him"}, {"Value": "ドドリュウ再セット", "Notes": "His position after hitting him"}], "Exclusives": []}, "Message": {"Games": 1, "Needed": true, "Description": "The rabbit's text dialogue's label format is DodoryuRabbit%03d, where %03d is the text message ID.", "Exclusives": []}}}, {"InternalName": "DodoryuClosedArea", "Name": "DodoryuClosedArea", "Notes": "An area that prevents Major Burrows (Dodoryu) from entering it when he moves around.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Dossun", "Name": "Dossun", "Notes": "A large stone block enemy that raises up in the air and crushes down again after a set amount of time. This defeats the player and some compatible objects immediately. If used during a Double Time Comet, it will always move at a faster and fixed speed.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Distance", "Type": "Float", "Games": 3, "Needed": false, "Description": "How far it moves up. Default is 1000.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Risen Wait Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long it remains above its original position before it falls down again. Default is 180.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow volume.", "Values": [{"Value": "-1", "Notes": "Use shadow & shake shadow before falling"}, {"Value": "0", "Notes": "Use shadow & don't shake shadow"}, {"Value": "1", "Notes": "No shadow"}], "Exclusives": []}, "Obj_arg3": {"Name": "Scene Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the scene execution order for this object.", "Values": [{"Value": "-1", "Notes": "CollisionEnemyNoShadowedMapObjStrongLight"}, {"Value": "0", "Notes": "CollisionEnemyStrongLight"}], "Exclusives": []}, "Obj_arg4": {"Name": "Ground Wait Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it remains on the ground before moving up again. Default is 120.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will remain in the air. If this switch gets activated, it will fall down.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "Animations, velocity and update rates are adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "DragonHeadFlower", "Name": "DragonHeadFlower", "Notes": "If the player is in front of this enemy while riding a Star Ball, it will eat the Star Ball and launch it along its assigned path.", "Games": 1, "Progress": 2, "Parameters": {"Rail": {"Games": 1, "Needed": true, "Description": "The path that the Star Ball will move on.", "Exclusives": []}}}, {"InternalName": "Dreamer", "Name": "Dreamer", "Notes": "A green TV that displays the player's screen. It can be used to replay some pre-recorded inputs after talking to it which is usually used to teach the player some gameplay elements. The object will only appear if SW_APPEAR is activated or if the player failed the selected mission a set amount of times. The PAD data used to simulate player input can be found in the pad folder of the Galaxy's Ghost archive.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "PAD File & Spawn ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The index of the Galaxy's Dreamer%d.pad file to use, where %d is this argument's value. This also specifies the spawn point for the player.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Required Deaths", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of deaths required in the currently selected mission for it to appear. Default is -1 which means it requires SW_APPEAR to appear.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label formats are Dreamer%03d and DreamerEnd%03d, where %03d is the text message ID. If set to -1, the dialogue from SceneCommonMessage will be used if present.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Make idle"}, {"Value": "1", "Notes": "Start simulation"}], "Exclusives": []}, "SearchTurtle": {"Games": 2, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "DreamerDeadCountArea", "Name": "DreamerDeadCountArea", "Notes": "Counts the player's deaths that occur inside this area and stores them in the save data for the currently selected galaxy mission. This number is used to control the appearance of a Tip Network (Dreamer) or a Cosmic Spirit (SuperDreamer).", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "DriftWood", "Name": "DriftWood", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "DrillBullet", "Name": "DrillBullet", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how it moves along the path.", "Values": [{"Value": "-1", "Notes": "Negated gravity is up"}, {"Value": "0", "Notes": "Always turn to path's front direction"}], "Exclusives": []}, "Point_arg0": {"Name": "Wall Drill Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the wall drilling action to perform at this point.", "Values": [{"Value": "-1", "Notes": "Normal movement"}, {"Value": "0", "Notes": "Dig into wall"}, {"Value": "1", "Notes": "Dig out of wall"}], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "DrillHoleHiddenArea", "Name": "DrillHoleHiddenArea", "Notes": "Usually, the Spin Drill creates decorative holes in the ground when using it. However, this area prevents this from happening.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "DrumTrampoline", "Name": "DrumTrampoline", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "EarthenPipe", "Name": "EarthenPipe", "Notes": "A Warp Pipe that can transport the player to another Warp Pipe instance. However, it also supports various other modes and functions unrelated to transportation. Warp Pipes that are placed in WhiteSnowGalaxy have a hard-coded clipping range of 1000. DemoSimpleCast will be enabled for the stream model if the object has a proper cutscene setup.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Horizontal Exit Force", "Type": "Float", "Games": 3, "Needed": false, "Description": "The force to push the player forwards when exiting the pipe. Default 5.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Vertical Exit Force", "Type": "Float", "Games": 3, "Needed": false, "Description": "The force to push the player upwards when exiting the pipe. Default 25.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Behavior", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The pipe's behavior after being entered.", "Values": [{"Value": "-1", "Notes": "Entrance and exit"}, {"Value": "1", "Notes": "Exit only"}, {"Value": "2", "Notes": "Hidden until first exited"}, {"Value": "3", "Notes": "Eject without warping"}, {"Value": "4", "Notes": "Eject without warping and spawns Coins"}, {"Value": "5", "Notes": "Eject without warping and spawns Star Bits"}], "Exclusives": []}, "Obj_arg3": {"Name": "Connection ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Set two pipes to have the same number to link them together.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Music Change", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Index of the music to change to once the pipe is left.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Music State", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The state of the music that plays after exiting the pipe.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Ignore Gravity?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, the rotation of the pipe will not be affected by gravity.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The animation frame to use as the pipe's color.", "Values": [{"Value": "-1", "Notes": "Green"}, {"Value": "1", "Notes": "Orange"}], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the pipe can't be entered while this switch is deactivated. EarthenPipeInWater won't show its water vortex until this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "This switch activates when Mario exits the pipe.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used only when exiting.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc. This only works if the current galaxy is called HeavensDoorGalaxy.", "Exclusives": []}}}, {"InternalName": "EffectArea", "Name": "EffectArea", "Notes": "An area in which most of the player's dust cloud particles can be replaced with yellow flower petals. ", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Change Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the particles are adjusted", "Values": [{"Value": "-1", "Notes": "Default"}, {"Value": "1", "Notes": "Flower petals (Obj_arg0 has to be set to 0)"}], "Exclusives": []}, "Obj_arg1": {"Name": "Particles Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The type of particles to use.", "Values": [{"Value": "-1", "Notes": "Dust clouds"}, {"Value": "0", "Notes": "Flower petals (requires Obj_arg0 = 1)"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "EffectObj10x10x10SyncClipping", "Name": "EffectObj10x10x10SyncClipping", "Notes": "A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. Furthermore, its clipping center is at (0, 580, 0). The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Invert Cutscene Function?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the object will stop functioning if the cutscene action gets triggered.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will emit particles only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups objects of the same kind, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "If used, it will start functioning once its cutscene action gets triggered. In SMG2, it will stop functioning if Obj_arg0 is set.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "EffectObj20x20x10SyncClipping", "Name": "EffectObj20x20x10SyncClipping", "Notes": "A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. Furthermore, its clipping center is at (0, 200, 0). The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Invert Cutscene Function?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the object will stop functioning if the cutscene action gets triggered.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will emit particles only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups objects of the same kind, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "If used, it will start functioning once its cutscene action gets triggered. In SMG2, it will stop functioning if Obj_arg0 is set.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "EffectObj50x50x10SyncClipping", "Name": "EffectObj50x50x10SyncClipping", "Notes": "A generic particles effect with a clipping radius of 2500 units and a far clipping distance of 50 meters. Furthermore, its clipping center is at (0, 200, 0). The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Invert Cutscene Function?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the object will stop functioning if the cutscene action gets triggered.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will emit particles only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups objects of the same kind, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "If used, it will start functioning once its cutscene action gets triggered. In SMG2, it will stop functioning if Obj_arg0 is set.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "EffectObjGravityDust", "Name": "EffectObjGravityDust", "Notes": "A special particles effect object whose rotation is affected by the gravity it is placed in.", "Games": 1, "Progress": 2, "Parameters": {"SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will emit particles only if this switch is activated.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups objects of the same kind, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "If used, it will start functioning once its cutscene action gets triggered. In SMG2, it will stop functioning if Obj_arg0 is set.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "EffectObjR1000F50", "Name": "EffectObjR1000F50", "Notes": "A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Invert Cutscene Function?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the object will stop functioning if the cutscene action gets triggered.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will emit particles only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups objects of the same kind, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "If used, it will start functioning once its cutscene action gets triggered. In SMG2, it will stop functioning if Obj_arg0 is set.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "EffectObjR100F50SyncClipping", "Name": "EffectObjR100F50SyncClipping", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "EffectObjR1500F400", "Name": "EffectObjR1500F400", "Notes": "A generic particles effect with a clipping radius of 1500 units and a far clipping distance of 400 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Invert Cutscene Function?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the object will stop functioning if the cutscene action gets triggered.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will emit particles only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups objects of the same kind, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "If used, it will start functioning once its cutscene action gets triggered. In SMG2, it will stop functioning if Obj_arg0 is set.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "EffectObjR500F50", "Name": "EffectObjR500F50", "Notes": "A generic particles effect with a clipping radius of 500 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Invert Cutscene Function?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the object will stop functioning if the cutscene action gets triggered.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will emit particles only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups objects of the same kind, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "If used, it will start functioning once its cutscene action gets triggered. In SMG2, it will stop functioning if Obj_arg0 is set.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "ElectricBall", "Name": "ElectricBall", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ElectricPressure", "Name": "ElectricPressure", "Notes": "A yellow nozzle that shoots electrical charge balls that home on to the player. Touching those balls will cause electrical damage to the player.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Launch Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay between shooting individual balls. Default is 90.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Fly Higher?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will home on to a higher point on the player's model.", "Values": [], "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, it will only be able to shoot balls while this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "The balls of electricity can be removed by player 2.", "Exclusives": []}}}, {"InternalName": "ElectricRail", "Name": "ElectricRail", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Stack Height", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of individual fences that make up the height. Default is 1.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "The shadow drop length. Uses Obj_arg2 if that value is bigger.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "The shadow drop length. Uses Obj_arg1 if this value is smaller.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Model Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies what model and color frame to use. Default is 0.", "Values": [{"Value": "0", "Notes": "Green ElectricRail"}, {"Value": "1", "Notes": "Red ElectricRail"}, {"Value": "2", "Notes": "Green ElectricRailMoving"}, {"Value": "3", "Notes": "Red ElectricRailMoving"}], "Exclusives": []}, "Obj_arg4": {"Name": "Calculate Gravity?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the shadow's drop direction will match the object's gravity vector, and it will recalculate gravity when necessary.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Bowser Statue Beam?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will use a different sound effect intended to be used with KoopaStatueVomit.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Don't Create Point?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, no electric point will be created at this path point.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If activated, the fence will disappear. The green connector points still remain, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "Specifies the shape and points. Each path point becomes a green point.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene nerve action makes it disappear.", "Exclusives": []}}}, {"InternalName": "ElectricRail2Point", "Name": "ElectricRail2Point", "Notes": "An electric barrier consisting of only two points that damages the player and compatible objects when touching the electricity or one of the points. Each point has a separate path to move on. The points are connected by the actual electric barrier. There has to be one RailObj instance for each of the two points which have to be linked to this object.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes for each point to reach the end of their path. Default is 60.", "Values": [], "Exclusives": []}, "RailObj_arg0": {"Name": "Doesn't Move?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the point will not move on the path at all.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "ElectricRailMoving", "Name": "ElectricRailMoving", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Segments", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How many segments the fence will have. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the rate at which it moves on the path. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Segment Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "The length of an individual fence segment.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Stack Height", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of individual fences that make up the height. Default is 1.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Model Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies what model and color frame to use. Default is 0.", "Values": [{"Value": "0", "Notes": "Green ElectricRailMoving"}, {"Value": "1", "Notes": "Red ElectricRailMoving"}], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If activated, the fence will disappear. The green connector points still remain, though.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "Specifies the shape and points. Each path point becomes a green point.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "EnforceJumpArea", "Name": "EnforceJumpArea", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "ExterminationChecker", "Name": "ExterminationChecker", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ExterminationCheckerWoodBox", "Name": "ExterminationCheckerWoodBox", "Notes": "A controller that creates and registers several linked wood crates. Individual crates have to be linked to this object. It activates a switch if all crates have been destroyed.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": true, "Description": "Gets activated if all crates have been destroyed during the time limit.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": true, "Description": "If activated, all destroyed crates will reappear and the switches will be deactivated again.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "ExterminationSwitch", "Name": "ExterminationSwitch", "Notes": "A controller that activates a switch once all linked and compatible objects have been killed. Individual objects have be linked to this object. ExterminationPowerStar spawns a Power Star after killing all objects. It also uses a counter layout to keep track of killed objects.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Power Star ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The Power Star's ID that should be spawned. If set to -1, it will automatically detect the proper Power Star to be spawned.", "Values": [], "Exclusives": ["ExterminationPowerStar"]}, "Obj_arg1": {"Name": "Activation Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay until the switch gets activated. Default is 0.", "Values": [], "Exclusives": ["ExterminationSwitch"]}, "Obj_arg2": {"Name": "Hide Counter?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the counter layout will be hidden.", "Values": [], "Exclusives": ["ExterminationPowerStar"]}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated after killing all linked objects.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Appears after killing all linked objects.", "Exclusives": ["ExterminationPowerStar"]}}}, {"InternalName": "ExtraWallCheckArea", "Name": "ExtraWallCheckArea", "Notes": "An area which, when entered, casts a soft circular shadow onto the surface perpendicular to the player.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Range", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Valid range until the shadow fades out.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "EyeBeamer", "Name": "EyeBeamer", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "FallDownBridge", "Name": "FallDownBridge", "Notes": "A bridge that collapses when hit using the Star Ball, the Rolling Rock power-up or the Rainbow power-up.", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated when knocking over the bridge.", "Exclusives": []}}}, {"InternalName": "FallDownWall", "Name": "FallDownWall", "Notes": "A map object with a model and optional collision that usually moves on a set path. Once it starts moving, it emits its MoveStart particles. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "FallingSmallRock", "Name": "FallingSmallRock", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "FallOutFieldDraw", "Name": "FallOutFieldDraw", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "FallsArea", "Name": "FallsArea", "Notes": "An area that makes waterfall splash effects appear around the player when entered.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "FileSelector", "Name": "FileSelector", "Notes": "A controller which sets up the entire title logo and file select sequence when placed in a level. In SMG2, it can also create any object linked to it to control their appearance.", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated when the selectable user files appear on the screen.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "FireBar", "Name": "FireBar", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Fireballs per Stick", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of fireballs per stick. Default is 5.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Rotation Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "How fast the individual sticks rotate. Default is -1.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Default is 100. Overwrites Obj_arg6.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how to rotate the shadow.", "Values": [{"Value": "-1", "Notes": "Shadow drops below"}, {"Value": "0", "Notes": "Shadow drops above"}], "Exclusives": []}, "Obj_arg5": {"Name": "Stick Distance", "Type": "Float", "Games": 3, "Needed": false, "Description": "The distance from the core at which the sticks will be placed. Default is 140.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Default is 100.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Stick Count", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of Fire Ball sticks to be created. Default is 1.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 2, "Needed": false, "Description": "If any of the Fire Bars in this group gets frozen by the Orange Luma, all of them will stop moving as well.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "The fireballs can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "FireBubble", "Name": "FireBubble", "Notes": "A blue fireball enemy that burns the player upon contact. It can be defeated by shooting a Star Bit at it. It drops a single Coin when defeated.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": true, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "FirePressure", "Name": "FirePressure", "Notes": "A red cannon that periodically shoots fireballs that damage the player and other compatible objects upon contact. It cannot be destroyed through any means. It is also possible to make the fireballs follow the player. Furthermore, the cannon can be set to rotate towards the player.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Cannon Rotation", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rotation of the cannon in degrees. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Wait Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames before it starts shooting again. Default is 300.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Ball Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The movement speed of an individual fireball. Default is 30.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Shot Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the object shoots fireballs. Default corresponds to setting it to 0.", "Values": [{"Value": "0", "Notes": "Fixed rotation"}, {"Value": "2", "Notes": "Fireballs follow the player"}, {"Value": "3", "Notes": "Rotate towards the player"}], "Exclusives": []}, "Obj_arg7": {"Name": "Disable Collision Destruction?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the fireball won't be destroyed when it collides with collision.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the cannon will be rotated into its shooting position once this switch gets activated. It will be able to shoot fireballs in this state. Once the switch deactivates again, it enters its resting position again.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, it will only be able to shoot fireballs while this switch is activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "Animations, velocity and update rates are adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups several other FirePressure instances. The one with the longest wait time becomes the \"group leader\". All instances will start shooting a fireball once the group leader is ready.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "The fireballs can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "FirePressureRadiate", "Name": "FirePressureRadiate", "Notes": "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.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Cannon Rotation", "Type": "Float", "Games": 1, "Needed": false, "Description": "The rotation of the cannon in degrees. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Wait Time", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The time in frames before it starts shooting again. Default is 300.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shoot Time", "Type": "Integer", "Games": 1, "Needed": false, "Description": "How long it will shoot its flame in frames. Default is 300.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 1, "Needed": false, "Description": "If used, it will only be able to shoot its flame while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 1, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 1, "Needed": false, "Description": "Groups several other FirePressureRadiate instances. The one with the longest wait time becomes the \"group leader\". All instances will start shooting its flame once the group leader is ready.", "Exclusives": []}, "ClippingGroup": {"Games": 1, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene functor action makes it stop shooting its flame.", "Exclusives": []}}}, {"InternalName": "FireRing", "Name": "FireRing", "Notes": "Creates a ring of evenly divided rotating fireballs that damage the player upon contact. The fireballs cannot be destroyed.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Radius", "Type": "Float", "Games": 2, "Needed": false, "Description": "How far to place the individual fireballs from the object's center. Default is 300.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Rotation Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast the individual fireballs rotate. Default is 30.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Balls Count", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How many fireballs the ring consists of. Default is 8.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Small Radius", "Type": "Float", "Games": 2, "Needed": false, "Description": "The smaller radius used to place the fireballs. This has to be smaller Obj_arg0 or else the scaling won't work. Default value matches Obj_arg0.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Scaling Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes for the ring to interpolate between the two radii. Default is 60.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Shadow is Down?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the shadow drop direction is the negated up vector of an individual fireball. By default, the shadow drops into the gravity's direction.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "Sets the shadow drop length. Default is 1000.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the fireballs will be close to each other and won't move until this switch gets activated once.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "FishGroup", "Name": "FishGroup", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Fish", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of fish in the group. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Escape Spin Attack?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the fish will escape from the player when using a Spin Attack nearby.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Enable Gravity?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the fish will adjust to gravity.", "Values": [], "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the fish move on.", "Exclusives": []}}}, {"InternalName": "Flag", "Name": "Flag", "Notes": "A decorative flag that waves in the wind. FlagPeachCastleC and FlagSurfing will slowly turn transparent the closer the player gets to them.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Pole Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "The length of the optional and decorative pole that the flag gets attached to. Default is 0.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Furthermore, the object will not appear initially.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "FlameGun", "Name": "FlameGun", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "FlexibleSphere", "Name": "FlexibleSphere", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "FlipPanel", "Name": "FlipPanel", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "The group of panels and their controller. The limit of objects is 32 in SMG1 and 128 in SMG2.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "FlipPanelObserver", "Name": "FlipPanelObserver", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Completion Cutscene Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long the game will be interrupted after activating all panels. One additional second will be added by the game.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Power Star ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The scenario ID of the Power Star to be spawned. 0 will look for the first scenario entry. -1 does not register a Power Star.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Gets activated after activating all grouped panels.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "The group of panels and their controller. The limit of objects is 32 in SMG1 and 128 in SMG2.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": false, "Description": "Gets spawned after pressing all panels.", "Exclusives": []}}}, {"InternalName": "FlowerBlossomRellayPlanet", "Name": "FlowerBlossomRellayPlanet", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after the blooming cutscene.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If activated, it will start the blooming cutscene.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "FlowerMimic", "Name": "FlowerMimic", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "Fluff", "Name": "Fluff", "Notes": "A large flower that the player can glide with by grabbing it. It gets pushed by wind streams (FluffWind).", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 3, "Needed": false, "Description": "Gets activated when the player rides this specific Fluff Flower. Gets deactivated again if the player does not ride it anymore.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene nerve causes it to grow from the ground.", "Exclusives": []}}}, {"InternalName": "FluffWind", "Name": "FluffWind", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Causes the wind stream to disappear once the switch gets enabled.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "Specifies the shape and direction of the wind stream.", "Exclusives": []}}}, {"InternalName": "Foomin", "Name": "Foomin", "Notes": "A gray tile that flips periodically. If the player stands on it while it flips around, the player will be flung off of it. It usually moves on a path, but it can remain at a fixed position as well. It cannot be destroyed through any means.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "First Flipping Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Delay until it flips for the first time. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "Path movement rate multiplied by 100. Default is 250.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, it won't start flipping while this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "ForbidJumpArea", "Name": "ForbidJumpArea", "Notes": "An area that prevents the player from performing \"dolphin\" jumps while they are riding a Koopa Shell inside this area.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "ForbidSupportTicoArea", "Name": "ForbidSupportTicoArea", "Notes": "An area that prevents the second player's pointer and actions while the main player character is inside this area.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "ForbidTriangleJumpArea", "Name": "ForbidTriangleJumpArea", "Notes": "An area that prevents any angled Wall Jumps. Instead, the jumping direction will be directly opposite of the Wall Jumped collision triangle.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "ForbidWaterSearchArea", "Name": "ForbidWaterSearchArea", "Notes": "An area that prevents the player from performing a special edge dive jump into a WaterArea below the player.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "ForceDashCube", "Name": "ForceDashCube", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Forwards Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The launch speed boost that the player gains. Default 50.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Rock Break Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the time in frames that the player stays inside the rock before it breaks. Default is 180.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Fountain", "Name": "Fountain", "Notes": "A splashing water fountain that only consists of particles instead of an actual model. If the player touches it, they will be flung upwards.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Once enabled, the particles, sounds and sensors will be enabled.", "Exclusives": []}}}, {"InternalName": "FountainBig", "Name": "FountainBig", "Notes": "A tall water fountain that consists of a model and particles. If the player touches it, they will be flung upwards. The water fountain will disappear and reappear periodically.", "Games": 3, "Progress": 2, "Parameters": {}}, {"InternalName": "FurPlanetMap", "Name": "FurPlanetMap", "Notes": "A generic planet with a model and optional collision that also supports fur maps. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. As PlanetMap already supports fur maps in SMG2, FurPlanetMap is rather redundant in this game.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sphere Clipping Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Float", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Removes the visible model when this switch is active. This retains the collision, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene. It won't appear until its appear cutscene action gets triggered.", "Exclusives": []}}}, {"InternalName": "Garigari", "Name": "Garigari", "Notes": "A buzz-saw that moves on a path or remains stationary if no path was assigned. When the player touches the blades, they will take damage. If the saw touches a Bob-omb or bomb, it will cause an explosion. Several other enemies also take damage when touched by the blades, such as Flipbugs (KoteBug) and Slurples (Karikari).", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Sawing Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "What animations and particles to use when it's active.", "Values": [{"Value": "-1", "Notes": "Cuts through wood"}, {"Value": "0", "Notes": "Cuts through anything else"}], "Exclusives": []}, "Obj_arg1": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how to rotate the object.", "Values": [{"Value": "-1", "Notes": "Rotation affected by gravity"}, {"Value": "0", "Notes": "Rotation ignores gravity"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Will be activated once it reaches the path's end.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Once activated, the object will start moving.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "GCaptureTarget", "Name": "GCaptureTarget", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Release Distance", "Type": "Float", "Games": 3, "Needed": false, "Description": "The radius in which the player will be released automatically. Default is -1 which deactivates this behavior.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Pointing Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "The valid range in which the player can use this object. Default is 2500.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Inactive Color Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the color to be used when the player is too far away from this object.", "Values": [{"Value": "-1", "Notes": "Darker blue"}, {"Value": "0", "Notes": "Normal blue"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "The object will disappear once this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "Animations, velocity and update rates are adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Used to synchronize the execution of several other grouped Pull Stars when the object's appearance cutscene is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the object appears.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Furthermore, the object will not appear initially.", "Exclusives": []}}}, {"InternalName": "GemCageS", "Name": "GemCageS", "Notes": "A breakable object that can spawn several items once destroyed. Can be destroyed using any of the player's attack, except for RockCageS which only works with the Rock power-up.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Item Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The item to be spawned after destroying it.", "Values": [{"Value": "-1", "Notes": "Nothing"}, {"Value": "0", "Notes": "5 Star Bits"}, {"Value": "1", "Notes": "1 Coin"}], "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated after destroying it.", "Exclusives": []}}}, {"InternalName": "GeneralRestartPos", "Name": "GeneralRestartPos", "Notes": "Defines the respawn point for a Star Ball. The respawn point needs to be linked to a Star Ball (Tamakoro). The respawn point will be used if the player's current spawn ID matches this object's Obj_arg0. The active player spawn point, Star Ball and Star Ball respawn point have to be in the same zone.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Spawn ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The player's spawn ID to which this respawn point belongs.", "Values": [], "Exclusives": []}}}, {"InternalName": "Gesso", "Name": "Gesso", "Notes": "A squid enemy that spawns a Coin when defeated. It damages the player upon contact. The player can defeat it with any attack.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Initial Nerve", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies its initial behavior. In SMG1, this setting only applies when SW_APPEAR is used.", "Values": [{"Value": "-1", "Notes": "Idle"}, {"Value": "0", "Notes": "Appear from box"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated (SMG2 only) by player 2.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "GhostAttackGhost", "Name": "GhostAttackGhost", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Ending Nerve", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the state to be used after it reached the end of the predefined motion.", "Values": [{"Value": "-1", "Notes": "Holds onto Power Star"}, {"Value": "1", "Notes": "Sleeping"}], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "GhostMazePlanetMask", "Name": "GhostMazePlanetMask", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Causes the object to appear and play the Appear animation.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Useless as it's registered but never used.", "Exclusives": []}}}, {"InternalName": "GhostPlayer", "Name": "GhostPlayer", "Notes": "It is recommended to use the \"Ghost\" comet type because without it, the Power Star will be clipped normally and that can cause the Clone to fail to finish the race.", "Games": 1, "Progress": 1, "Parameters": {"SW_APPEAR": {"Games": 1, "Needed": true, "Description": "Appears when this switch is activated.", "Exclusives": []}, "NamePos": {"Games": 1, "Needed": false, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "ゴーストデモゴースト位置", "Notes": "The position used by Cosmic Mario during the intro sequence."}, {"Value": "ゴーストデモマリオ位置", "Notes": "The position used by Mario during the intro sequence."}, {"Value": "レース開始時マリオ位置", "Notes": "The position used by Mario during the countdown sequence."}, {"Value": "負け時マリオ位置", "Notes": "The position used by Mario/Cosmic Mario when the other wins."}], "Exclusives": []}, "Camera": {"Games": 1, "Needed": false, "Description": "Cameras are used during the introduction sequence. The cameras are used in numerical order.", "Values": [{"Value": "ゴーストマリオ固有レース開始1", "Notes": "This camera is used as the close-up appearance."}, {"Value": "ゴーストマリオ固有レース開始2", "Notes": "This camera is used for staredown."}, {"Value": "ゴーストマリオ固有レース開始3", "Notes": "This camera is used during the countdown sequence"}], "Exclusives": []}}}, {"InternalName": "GlaringLight", "Name": "GlaringLight", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "GlaringLightArea", "Name": "GlaringLightArea", "Notes": "An area that defeats Boos and removes the Boo power-up from the player once entered.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "GliBird", "Name": "GliBird", "Notes": "The colorful tropical bird that the player can glide with. It's usually deactivated, but it becomes functional when the gliding sequence is started after talking to a correctly set up Jibberjay (Pichan) or Jibberjay Racer (PichanRacer).", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg6": {"Name": "Indicator Volume Draw Count", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how many rendering passes should be performed for the red indicator volume. If set to 0, the indicator volume won't be used. Default is 3.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated when the player starts gliding with Fluzzard.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": false, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "チュートリアル位置", "Notes": "Position of the tutorial"}], "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the player and Fluzzard die.", "Values": [], "Exclusives": []}}}, {"InternalName": "GliBirdNpc", "Name": "GliBirdNpc", "Notes": "A non-playable variant of Fluzzard that sits around casually. Unlike most NPCs, it cannot be talked to at all.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GliderBalloon", "Name": "GliderBalloon", "Notes": "A large balloon that drops five Star Bits when popped.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Use Small Model?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will load the smaller model GliderBalloonMini instead.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The balloon's color frame.", "Values": [{"Value": "-1", "Notes": "Red"}, {"Value": "1", "Notes": "Blue"}, {"Value": "2", "Notes": "Yellow"}, {"Value": "3", "Notes": "Green"}, {"Value": "4", "Notes": "Purple"}], "Exclusives": []}, "Obj_arg2": {"Name": "Broken Star Bits Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "Does not work due to a bug. When fixed, this specifies how far the Star Bits reach out when they appear. Default is 1500.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated after popping the balloon.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and popped by player 2.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc. This only works if the current galaxy is JungleGliderGalaxy.", "Exclusives": []}}}, {"InternalName": "GliderCometMedalCage", "Name": "GliderCometMedalCage", "Notes": "A locked capsule cage that can be opened by activating its SW_B switch.", "Games": 2, "Progress": 2, "Parameters": {"SW_B": {"Games": 2, "Needed": true, "Description": "Opens the cage when this switch is activated.", "Exclusives": []}}}, {"InternalName": "GliderTree", "Name": "GliderTree", "Notes": "A decorative palm tree intended to be used in gliding mini-game sections. It swings when rammed by Fluzzard.", "Games": 2, "Progress": 2, "Parameters": {"DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalBarrelGravity", "Name": "GlobalBarrelGravity", "Notes": "A gravity area that revolves around a barrel-shaped planet. Objects are pulled sideways along the cylinder. If Obj_arg1 is positive, objects will be pulled towards the center axis the closer they are to the gravity area.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything. Default is 500.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Inwards Pull Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "Adjusts the inwards pull distance. This essentially specifies the gravity angle towards the center axis. For example, if this value is 800 and the distance to the center axis is 900, the resulting angle towards the center axis is 45°. This is because min(45, 800/900 * 180/pi). Default is -1 which disables inwards pulling.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalConeGravity", "Name": "GlobalConeGravity", "Notes": "A gravity area that pulls objects in its range towards the lateral surface and the base surface of a cone.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Disable Bottom?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the base surface of the cone will not have gravity.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Top Cut Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Defines at which point to cut off the top of the cone. Starts at the cone's tip, and moves towards the flat bottom of the cone. Default is 0.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalCubeGravity", "Name": "GlobalCubeGravity", "Notes": "A cube-shaped gravity area that pulls objects towards the cube's surface. Each of the cube's faces can be manually toggled. The transition around edges and corners is smooth. The object's scale defines the actual size of the cube.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Valid X Axis Faces", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Defines which sides on the X axis of the cube are valid. Both are enabled by default.", "Values": [{"Value": "-1", "Notes": "Both sides"}, {"Value": "0", "Notes": "No sides"}, {"Value": "1", "Notes": "X+ side only"}, {"Value": "2", "Notes": "X- side Only"}], "Exclusives": []}, "Obj_arg1": {"Name": "Valid Y Axis Faces", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Defines which sides on the Y axis of the cube are valid. Both are enabled by default.", "Values": [{"Value": "-1", "Notes": "Both sides"}, {"Value": "0", "Notes": "No sides"}, {"Value": "1", "Notes": "Y+ side only"}, {"Value": "2", "Notes": "Y- side Only"}], "Exclusives": []}, "Obj_arg2": {"Name": "Valid Z Axis Faces", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Defines which sides on the Z axis of the cube are valid. Both are enabled by default.", "Values": [{"Value": "-1", "Notes": "Both sides"}, {"Value": "0", "Notes": "No sides"}, {"Value": "1", "Notes": "Z+ side only"}, {"Value": "2", "Notes": "Z- side Only"}], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalDiskGravity", "Name": "GlobalDiskGravity", "Notes": "A simple gravity area that pulls objects in its range towards a disk-shaped volume.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Disable Bottom?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, only the upper portion of the disk will have gravity.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Disable Edges?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the disk's edges will not have gravity.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Valid Degrees", "Type": "Float", "Games": 3, "Needed": false, "Description": "The radial degrees that will have gravity. Starts pointing towards +X, and then rotates counterclockwise around the Y axis. Default 360", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalDiskTorusGravity", "Name": "GlobalDiskTorusGravity", "Notes": "A simple gravity area that pulls objects in its range towards a torus/ring-shaped volume.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Disable Bottom?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, only the upper portion of the disk will have gravity.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Valid Surfaces", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The valid surfaces to attract objects to. Both are enabled by default.", "Values": [{"Value": "-1", "Notes": "Both sides"}, {"Value": "0", "Notes": "No sides"}, {"Value": "1", "Notes": "Inside only"}, {"Value": "2", "Notes": "Outside only"}], "Exclusives": []}, "Obj_arg2": {"Name": "Tube Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "The tube's radius, not to be confused with the major radius of the entire torus. Default 0.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalPlaneGravity", "Name": "GlobalPlaneGravity", "Notes": "A gravity area that attracts objects towards a plane. This variant uses a spherical range.", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalPlaneGravityInBox", "Name": "GlobalPlaneGravityInBox", "Notes": "A gravity area that attracts objects towards a plane. This variant uses a box range and ignores the Range setting.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Base Distance", "Type": "Float", "Games": 3, "Needed": false, "Description": "The minimum distance used for calculating gravity speed. Default is 2000.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Base Distance Axis", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the axis to use for calculating the distance from the requesting object to this area. Default is -1.", "Values": [{"Value": "-1", "Notes": "None"}, {"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalPlaneGravityInCylinder", "Name": "GlobalPlaneGravityInCylinder", "Notes": "A gravity area that attracts objects towards a plane. This variant uses a cylindrical range and ignores the Range setting.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Base Distance", "Type": "Float", "Games": 3, "Needed": false, "Description": "The minimum distance used for calculating the gravity speed. Default is 2000.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalPointGravity", "Name": "GlobalPointGravity", "Notes": "A simple gravity area that attracts objects in its range towards its position. The object's scale is ignored.", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalSegmentGravity", "Name": "GlobalSegmentGravity", "Notes": "A gravity area that pulls objects in its range towards the lateral surface and base surfaces of a cylinder.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Enabled Bases", "Type": "Integer", "Games": 3, "Needed": false, "Description": "What bases should affect gravity. By default, both bases are enabled.", "Values": [{"Value": "-1", "Notes": "Both"}, {"Value": "0", "Notes": "Neither"}, {"Value": "1", "Notes": "Bottom only"}, {"Value": "2", "Notes": "Top only"}], "Exclusives": []}, "Obj_arg1": {"Name": "Valid Degrees", "Type": "Float", "Games": 3, "Needed": false, "Description": "The radial degrees that will have gravity. Starts pointing towards X+ and then rotates counterclockwise around the Y axis. Default is 360.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalWireGravity", "Name": "GlobalWireGravity", "Notes": "A gravity area that attracts objects towards the gravity points laid out on a path. The gravity points will be selected at equal intervals.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Point Count", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How many gravity points to calculate, excluding the first and last points on the path. Default is 20.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that lays out the gravity points.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GoldenTurtle", "Name": "GoldenTurtle", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Useless", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Respawn Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether it respawns after destroying it or not.", "Values": [{"Value": "-1", "Notes": "Respawns"}, {"Value": "1", "Notes": "Doesn't respawn"}], "Exclusives": []}, "Obj_arg3": {"Name": "Appearance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the object appears when it respawns.", "Values": [{"Value": "-1", "Notes": "Flashing"}, {"Value": "1", "Notes": "Light beam"}], "Exclusives": []}, "Obj_arg7": {"Name": "Shadow Length", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Default is 1000.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted, eaten and shot by Yoshi.", "Exclusives": []}}}, {"InternalName": "Gorogoro", "Name": "Gorogoro", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed / Time", "Games": 2, "Description": "How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 2, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Games": 2, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Games": 2, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.", "Values": [{"Value": "-1", "Notes": "RotateSpeed specifies fixed rotation speed"}, {"Value": "1", "Notes": "RotateSpeed specifies maximum rotation speed"}, {"Value": "2", "Notes": "RotateSpeed specifies time until desired angle"}], "Exclusives": []}, "RotateStopTime": {"Name": "Restart Delay", "Games": 2, "Description": "The time in frames it takes to restart rotation after stopping.", "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Games": 2, "Description": "Specifies how the object should continue rotating after reaching the targeted angle.", "Values": [{"Value": "0", "Notes": "Stop rotating completely"}, {"Value": "1", "Notes": "Rotates again in opposite direction"}, {"Value": "2", "Notes": "Rotates again in same direction"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}}}, {"InternalName": "GorogoroCylinderRock", "Name": "GorogoroCylinderRock", "Notes": "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).", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast the obstacle moves on the path. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Appearance Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay in frames before the actual obstacle will be generated. Default is 0.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Next Nerve", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the next state to be used when the object arrives at this point.", "Values": [{"Value": "-1", "Notes": "Roll"}, {"Value": "0", "Notes": "Appear"}, {"Value": "1", "Notes": "Fall"}, {"Value": "2", "Notes": "Fall without gravity"}], "Exclusives": []}, "Point_arg1": {"Name": "Invalidate Shadow?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, its shadow will be invalidated.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that the rocks will move on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "GoroRockLaneParts", "Name": "GoroRockLaneParts", "Notes": "A platform that can move on a path, rotate or do both. It features two color animations. Normal.brk is used normally and Change.brk is used when its SW_B gets activated. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, RotatorRotateSignLoop, RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed / Time", "Games": 2, "Description": "How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 2, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Games": 2, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Games": 2, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.", "Values": [{"Value": "-1", "Notes": "RotateSpeed specifies fixed rotation speed"}, {"Value": "1", "Notes": "RotateSpeed specifies maximum rotation speed"}, {"Value": "2", "Notes": "RotateSpeed specifies time until desired angle"}], "Exclusives": []}, "RotateStopTime": {"Name": "Restart Delay", "Games": 2, "Description": "The time in frames it takes to restart rotation after stopping.", "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Games": 2, "Description": "Specifies how the object should continue rotating after reaching the targeted angle.", "Values": [{"Value": "0", "Notes": "Stop rotating completely"}, {"Value": "1", "Notes": "Rotates again in opposite direction"}, {"Value": "2", "Notes": "Rotates again in same direction"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Starts the Change.brk color animation when activated. Normal.brk will be used when the switch is not activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "GrandStarReturnDemoStarter", "Name": "GrandStarReturnDemoStarter", "Notes": "Creates and controls the sequence used when the player returns to a HUB world with a Grand Star. It does not appear initially, but it can appear through cutscene actions.", "Games": 3, "Progress": 2, "Parameters": {"Rail": {"Games": 3, "Needed": true, "Description": "The fly-in path used at the start of the cutscene.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "ゲート中心", "Notes": "Point that the Grand Star will move to"}], "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Uses multiple cameras for different actions. 移動 is used for the fly-in sequence and リザルト is used for the result text sequence. The game also registers a camera action under the name ウェイト but this is never used.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": true, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "Grapyon", "Name": "Grapyon", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Inverted?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, its body will be inverted so that the spiky top points downwards.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, its body will be inverted whenever the state of the switch changes.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 2, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "GravityArrow", "Name": "GravityArrow", "Notes": "A decorative arrow panel that rotates towards the player's gravity direction.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "GravityBgmCtrl", "Name": "GravityBgmCtrl", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "GravityFallBlock", "Name": "GravityFallBlock", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated after destroying the block.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "GravityLight", "Name": "GravityLight", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "GravityLightRoad", "Name": "GravityLightRoad", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, transportation will be stopped once this switch gets activated. This also causes the beam to disappear.", "Exclusives": []}}}, {"InternalName": "GravityTimerChangeWall", "Name": "GravityTimerChangeWall", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "If used, it will perform the UpToDown animation.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": ["BattleGrapyonPlanet"]}}}, {"InternalName": "GroupSwitchWatcher", "Name": "GroupSwitchWatcher", "Notes": "A controller that activates SW_A depending on the states of several consecutive input switches. Supported logical links are AND and OR. The first index of the input switches has to be set as SW_B and the number of total consecutive switches has to be specified by Obj_arg0.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Switches", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of switches to be evaluated.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Logical Link", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the input switches are evaluated.", "Values": [{"Value": "-1", "Notes": "AND (all switches have to be activated)"}, {"Value": "0", "Notes": "OR (at least one switch activated)"}], "Exclusives": []}, "Obj_arg2": {"Name": "Activation Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the output switch (SW_A) should be activated or deactivated.", "Values": [{"Value": "-1", "Notes": "Activate SW_A if condition is fulfilled and kill itself"}, {"Value": "0", "Notes": "Activate SW_A if condition is fulfilled, deactivate SW_A otherwise"}], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "The switch that should be activated or deactivated depending on the result.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": true, "Description": "The first index of the input switches to be evaluated.", "Exclusives": []}}}, {"InternalName": "Halo", "Name": "Halo", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "HammerBros", "Name": "HammerBros", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Starting Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay until it starts jumping around.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Item Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how items should be spawned.", "Values": [{"Value": "-1", "Notes": "Spawn any items"}, {"Value": "0", "Notes": "Don't spawn any items"}], "Exclusives": []}, "Obj_arg2": {"Name": "Pass All Points?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will always cycle through all of its points instead of hopping between the two points closest to the player.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Connect to Collision?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If enabled, it will be attached to the collision below.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Remains stationary if the switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path points to jump between.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "It and its hammers can be targeted, frozen and attacked by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi. Its hammers can be targeted, eaten and shot.", "Exclusives": []}}}, {"InternalName": "HammerHeadPackun", "Name": "HammerHeadPackun", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Doesn't Drop Items?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it won't drop any Star Bits when defeated.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "Hanachan", "Name": "Hanachan", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Angry Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it behaves when it turns aggressive.", "Values": [{"Value": "-1", "Notes": "Chase after player"}, {"Value": "1", "Notes": "Don't chase player"}], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "HanachanBig", "Name": "HanachanBig", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Body Parts", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How many body parts it consists of. Minimum is 3, maximum is 13, default is 9.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "Its path movement speed multiplied by 100. Default is 100.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Is Angry?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will turn red and move around more aggressively.", "Values": [], "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "Group": {"Games": 2, "Needed": false, "Description": "If any of the Big Wigglers in this group gets frozen by the Orange Luma, all of them will stop moving as well.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "HanachanRunaway", "Name": "HanachanRunaway", "Notes": "A variant of a Wiggler intended to be used on tube slides. It needs to be linked to a proper TubeSlider instance. Its Obj_args specify how it gets positioned on the slide. Unlike its normal variants, it cannot be defeated.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Forwards Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How fast it moves along the TubeSlider's path. The actual speed value needs to be multiplied by 10. Default is 100.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sidewards Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How fast it revolves around the TubeSlider's path. The actual speed value needs to be multiplied by 10. Default is 20.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Number of Body Parts", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How many body parts it consists of. Minimum is 1, default is 5.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Is Angry?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will turn red and move around more aggressively.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Initial Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "The angle around the tube slide at which the object gets positioned initially.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, it will remain inactive until this switch gets activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "HatchWaterPlanet", "Name": "HatchWaterPlanet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "HazeCube", "Name": "HazeCube", "Notes": "An area that, when entered, creates a heat haze effect on the player's screen.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Camera Distance", "Type": "Float", "Games": 3, "Needed": false, "Description": "The distance into the camera's view at which the heat haze effect will be applied. Default is 1000.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the heat haze effect will be applied only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "HeadLight", "Name": "HeadLight", "Notes": "Creates a spotlight effect that follows the player character. The radius and the light's color can be configured.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Red", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The red color component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Green", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The green color component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Blue", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The blue color component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Alpha", "Type": "Float", "Games": 2, "Needed": false, "Description": "The alpha channel component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Radius", "Type": "Float", "Games": 2, "Needed": false, "Description": "The size of the spotlight. Default is 1000.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}}}, {"InternalName": "HeavensDoorDemoObj", "Name": "HeavensDoorDemoObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "HeavySteeringArea", "Name": "HeavySteeringArea", "Notes": "An area that, when entered, causes the player to turn around very slowly, making it harder to steer their character.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "HipDropDemoMoveObj", "Name": "HipDropDemoMoveObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "HipDropMoveBlock", "Name": "HipDropMoveBlock", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "How far the block can be pushed upwards from its initial position. Default is 100.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Required Ground Pounds", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How often the block has to be Ground Pounded in order to reach the end. Default is 1.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Movement Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes to move the object after Ground Pounding it. Default is 60.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Limit Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how to restrict the movement of the block.", "Values": [{"Value": "-1", "Notes": "Can be Ground Pounded from bottom and top sides"}, {"Value": "0", "Notes": "Can only be Ground Pounded from bottom side"}], "Exclusives": []}, "Obj_arg4": {"Name": "Useless", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after the object has been moved to its end.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the spot can only be Ground Pounded while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "HipDropMoveObj", "Name": "HipDropMoveObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "HipDropRock", "Name": "HipDropRock", "Notes": "A rock that can be destroyed with a Ground Pound attack. It can spawn some items after destroying it.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Item Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The item to be spawned after destroying it.", "Values": [{"Value": "-1", "Notes": "No item"}, {"Value": "0", "Notes": "1 Coin"}, {"Value": "1", "Notes": "Star Bits"}], "Exclusives": []}, "Obj_arg1": {"Name": "Number of Star Bits", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The amount of Star Bits to be dropped. Default is 6. Requires Obj_arg0 set to 1.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Hide Remains?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the smaller rocks that remain after destroying it will be hidden.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it disappears after destroying it.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Gets activated immediately after destroying it.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "HipDropSwitch", "Name": "HipDropSwitch", "Notes": "A button that can be activated using a Ground Pound attack. Once activated, it will activate a switch.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "Gets activated after hitting the switch.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "HipDropTimerSwitch", "Name": "HipDropTimerSwitch", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Timer", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long the switch will remain activated before it resets again. Default is 300.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Ticking Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The ticking sound effect type to be used. Default is 0.", "Values": [{"Value": "0", "Notes": "High ticking noise"}, {"Value": "1", "Notes": "Low ticking noise"}], "Exclusives": []}, "Obj_arg2": {"Name": "Screen Effect Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The special screen effect to be used when activating the button.", "Values": [{"Value": "-1", "Notes": "No effect"}, {"Value": "1", "Notes": "SwitchingScreenEffect (crashes due to missing file)"}, {"Value": "2", "Notes": "Slow-down effect (TimeStopScreenEffect)"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "Gets activated when the button is pressed. Gets deactivated again after the time runs out.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "HitWallTimerSwitch", "Name": "HitWallTimerSwitch", "Notes": "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.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Timer", "Type": "Integer", "Games": 1, "Needed": false, "Description": "How long the switch will remain activated before it resets again. Default is 300.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 1, "Needed": true, "Description": "Gets activated when pressing the button.", "Exclusives": []}}}, {"InternalName": "HomingKillerLauncher", "Name": "HomingKillerLauncher", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Homing Activation Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "The range the player has to be in for the bullet to start homing in. Default 2000.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Turn Speed Multiplier", "Type": "Integer", "Games": 3, "Needed": false, "Description": "A multiplier for the bullet's turn speed. Useful in places with tight corners. Default 1.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Disable Homing?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, the bullets won't home in on the player.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Ignore Gravity?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, gravity will be ignored.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Bullet Count", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The amount of bullets that can exist at once. Default 1.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Launch Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay between shots. Default is 180.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Bullet Lifetime", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The lifespan that bullets will live for before being automatically killed. Default 600.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Binder Activation delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay until this bullet can collide with terrain. Default 35.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": true, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "HoneyBee", "Name": "HoneyBee", "Notes": "A generic bee NPC that can be talked to. It also features several behaviors to choose from.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Behavior & Equipment", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it behaves and what item it carries. Types 6 to 9 are stubbed in SMG2 and won't work like intended.", "Values": [{"Value": "-1", "Notes": "Idling"}, {"Value": "1", "Notes": "Jumping"}, {"Value": "2", "Notes": "Flying (needs path)"}, {"Value": "3", "Notes": "Sleeping"}, {"Value": "4", "Notes": "Sticking"}, {"Value": "5", "Notes": "Carries spear"}, {"Value": "6", "Notes": "Ground Pounding (SMG1 only)"}, {"Value": "7", "Notes": "Flustering (SMG1 only)"}, {"Value": "8", "Notes": "Flying with bucket (SMG1 only)"}, {"Value": "9", "Notes": "Picking up honey with bucket (SMG1 only)"}], "Exclusives": []}, "Point_arg0": {"Name": "Flying Animation Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The animation to be used when it arrives at this path point.", "Values": [{"Value": "-1", "Notes": "Idling"}, {"Value": "1", "Notes": "Flying"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on. Required when Obj_arg0 is set to 2.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "The text dialogue's label format is HoneyBee%03d, where %03d is the text message ID.", "Exclusives": []}}}, {"InternalName": "HoneyQueen", "Name": "HoneyQueen", "Notes": "The Queen Bee NPC that can be talked to. Additionally, the player can climb on her when using the Bee power-up.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "The text dialogue's label format is HoneyQueen%03d, where %03d is the text message ID.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "IceMerameraKing", "Name": "IceMerameraKing", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "IceMeteor", "Name": "IceMeteor", "Notes": "A falling ice crystal that creates an ice platform when it lands. Touching the meteor will freeze and damage the player. The ice platform can be stood on. The platform will disappear after three seconds and the crystal will reappear again later on. This object creates lava collision under the appearing location of the ice platform.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "First Appearance Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay in frames before the actual meteor appears. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Pause Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long the object remains invisible until it appears again. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Upwards Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "The Y-offset from which the meteor falls down. Default is 2000.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Falling Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes for the meteor to fall down. Minimum should be 15. Default is 180.", "Values": [], "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "IceVolcanoUpDownPlane", "Name": "IceVolcanoUpDownPlane", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "InfernoMario", "Name": "InfernoMario", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Useless", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Once activated, all clones will be killed and the object will stop generating clones.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}}}, {"InternalName": "InfernoMarioGenerator", "Name": "InfernoMarioGenerator", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Number of Clones", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of clones to be generated. Default is 40.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Spawn Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay between each generation. Default is 90.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Once activated, all clones will be killed and the object will stop generating clones.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Uses 出現デモカメラ for appearing.", "Values": [], "Exclusives": []}}}, {"InternalName": "InvisiblePolygonObj", "Name": "InvisiblePolygonObj", "Notes": "A collision polygon without an actual visual model.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}}}, {"InternalName": "InvisiblePolygonObjGCapture", "Name": "InvisiblePolygonObjGCapture", "Notes": "A collision polygon without an actual visual model. Resets the player's Pull Star state once touched.", "Games": 1, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}}}, {"InternalName": "IronCannonLauncher", "Name": "IronCannonLauncher", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "IronCannonLauncherPoint", "Name": "IronCannonLauncherPoint", "Notes": "A point that periodically launches bullets that damage players and compatible objects upon contact.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Launch Delay", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The delay between shots. Default is 300.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Movement Speed", "Type": "Float", "Games": 1, "Needed": false, "Description": "How fast each bullet moves. Default is 30.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 1, "Needed": false, "Description": "If used, it will only shoot bullets while this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 1, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "ItemAppearStone", "Name": "ItemAppearStone", "Notes": "A special platform with collision that follows its animation. If SW_B gets activated, it will disappear.", "Games": 1, "Progress": 2, "Parameters": {"SW_B": {"Games": 1, "Needed": true, "Description": "If activated, the platform will disappear.", "Exclusives": []}}}, {"InternalName": "ItemBlock", "Name": "ItemBlock", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Items", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How many items will be spawned after hitting the block. Default is 8.", "Values": [], "Exclusives": ["SplashCoinBlock", "SplashPieceBlock"]}, "Obj_arg1": {"Name": "Hit Timer", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long the player is able to hit the block consecutively. Default is 240.", "Values": [], "Exclusives": ["TimerCoinBlock", "TimerPieceBlock"]}, "Obj_arg2": {"Name": "Shadow Calculation", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how to calculate the shadow.", "Values": [{"Value": "-1", "Notes": "Calculate shadow once"}, {"Value": "1", "Notes": "Always calculate shadow"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": true, "Description": "Gets activated after hitting the block.", "Exclusives": ["ItemBlockSwitch"]}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and hit by player 2.", "Exclusives": []}}}, {"InternalName": "ItemBubble", "Name": "ItemBubble", "Notes": "A bubble that can contain various items.", "Games": 1, "Progress": 1, "Parameters": {"Obj_arg0": {"Name": "Item Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The kind of item that it contains. Default is 0.", "Values": [{"Value": "0", "Notes": "Coins"}, {"Value": "1", "Notes": "Star Bits"}, {"Value": "2", "Notes": "Nothing"}], "Exclusives": []}, "Obj_arg1": {"Name": "Item Count", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The number of items it contains. Default is 1.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 1, "Needed": false, "Description": "Gets activated when popped.", "Exclusives": []}, "Rail": {"Games": 1, "Needed": false, "Description": "The path that it can move on.", "Exclusives": []}}}, {"InternalName": "ItemCollectionPlanetWall", "Name": "ItemCollectionPlanetWall", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "ItemDice", "Name": "ItemDice", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Horizontal Throw Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast the die moves horizontally when hit. Default is 18.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Vertical Throw Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast the die moves vertically when hit. Default is 18.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and hit by player 2.", "Exclusives": []}}}, {"InternalName": "ItemDrill", "Name": "ItemDrill", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Against Collision Normal?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will always dig against the normal of the collision triangle below.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Air Dig Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "How far the object checks for collision to determine when to end drilling. Greater values can allow \"digging through air\". Default is 300.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Enable Reflection?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, an additional check for NoDig collision will be performed while the player is using the drill. This effectively enables the (angled) reflection behavior.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Delay Gravity Update?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the player's gravity from 15 frames earlier will be used to determine where to drill, giving the player more control over drilling while gravity changes.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 2, "Needed": false, "Description": "If the player picks up one of the Drills in this group, all other Drills will temporarily disappear. They will all reappear if the player looses a Drill from this group.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "固有 is used while drilling. Uses 出現デモカメラ when it appears via SW_APPEAR.", "Values": [], "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}}}, {"InternalName": "ItemRoomDoor", "Name": "ItemRoomDoor", "Notes": "A special door that can teleport the player through cutscenes. It tries to connect to three cutscenes. The cutscene マリオ顔惑星変化 is used for the Starship transformation during which the object will remain deactivated until it's forced to appear. アイテム部屋への入室 is used when entering the door and アイテム部屋からの退室 is used when exiting the door.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Prevent Entering?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the door cannot be entered.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Takes part in the cutscenes named アイテム部屋への入室, アイテム部屋からの退室 and マリオ顔惑星変化. For the cutscene アイテム部屋からの退室 it can use a special cutscene nerve function that will cause the door to open.", "Exclusives": []}}}, {"InternalName": "Jellyfish", "Name": "Jellyfish", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the rate at which it moves on the path. Default is 5.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Last Point Wait Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long it remains on the last path point before it moves again. Default is 60.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how it should move on the path when it reaches the last point.", "Values": [{"Value": "-1", "Notes": "Moves back towards first point"}, {"Value": "1", "Notes": "Warps back to first point"}], "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated (SMG2 only) by player 2.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "JellyfishElectric", "Name": "JellyfishElectric", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the rate at which it moves on the path. Default is 5.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Last Point Wait Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long it remains on the last path point before it moves again. Default is 60.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how it should move on the path when it reaches the last point.", "Values": [{"Value": "-1", "Notes": "Moves back towards first point"}, {"Value": "1", "Notes": "Warps back to first point"}], "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "JetTurtle", "Name": "JetTurtle", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Shell Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The Koopa Shell variant to be created. Each kind has a slightly different function.", "Values": [{"Value": "-1", "Notes": "Green (slower)"}, {"Value": "1", "Notes": "Red (faster & homing)"}, {"Value": "2", "Notes": "Gold (homing)"}], "Exclusives": []}, "Obj_arg1": {"Name": "Useless", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Respawn Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether it respawns after destroying it or not.", "Values": [{"Value": "-1", "Notes": "Respawns"}, {"Value": "1", "Notes": "Doesn't respawn"}], "Exclusives": []}, "Obj_arg3": {"Name": "Appearance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the object appears when it respawns.", "Values": [{"Value": "-1", "Notes": "Flashing"}, {"Value": "1", "Notes": "Light beam"}], "Exclusives": []}, "Obj_arg7": {"Name": "Shadow Length", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Default is 1000.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted, eaten and shot by Yoshi.", "Exclusives": []}}}, {"InternalName": "Jiraira", "Name": "Jiraira", "Notes": "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.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Explosion Range", "Type": "Float", "Games": 1, "Needed": false, "Description": "The explosion's damage range. Default is 500.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 1, "Needed": false, "Description": "Meant to be activated when it gets killed, but this is not possible at all.", "Exclusives": []}}}, {"InternalName": "Jugem", "Name": "Jugem", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Respawn Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes for it to respawn after it dies. Default is 900.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Distancing Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How it behaves when the player approaches it at this point.", "Values": [{"Value": "-1", "Notes": "Revolve around point to keep distance"}, {"Value": "1", "Notes": "Always stays at this path point"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and attacked by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "JumpBeamer", "Name": "JumpBeamer", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Ring Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which the individual rings grow. Default is 20.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Ring Duration", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The lifetime of an individual ring before it disappears. Default is 100.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "It remains passive while this switch is not activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "It will become passive after activating this switch.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "Animations, velocity and update rates are adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "If one Jump Beamer in this group emits a ring, all the other Jump Beamers will do so as well.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when player gets bounced off.", "Values": [], "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "JumpBranch", "Name": "JumpBranch", "Notes": "A pole that can be swung from and jumped off of.", "Games": 3, "Progress": 2, "Parameters": {}}, {"InternalName": "JumpGuarder", "Name": "JumpGuarder", "Notes": "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.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The number of Coins to declare. Useless because the Coins are never spawned.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Launch Velocity", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The speed at which the Topmini are launched from this object.", "Values": [{"Value": "0", "Notes": "16"}, {"Value": "1", "Notes": "8"}, {"Value": "2", "Notes": "4"}], "Exclusives": []}, "Obj_arg2": {"Name": "Number of Topmini", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Defines the number of Topmini to be spawned. Default is 4.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 1, "Needed": false, "Description": "If used, it will remain passive until this switch gets activated.", "Exclusives": []}, "SW_B": {"Games": 1, "Needed": false, "Description": "If used, it will become passive after activating this switch.", "Exclusives": []}, "Group": {"Games": 1, "Needed": false, "Description": "If one Jump Guarder in this group launches a Topmini, all the other Jump Guarders will do so as well.", "Exclusives": []}, "Camera": {"Games": 1, "Needed": false, "Description": "Used when player gets bounced off.", "Values": [], "Exclusives": []}}}, {"InternalName": "JumpHole", "Name": "JumpHole", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the Star Ball will move on.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "JumpSpider", "Name": "JumpSpider", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "JumpStand", "Name": "JumpStand", "Notes": "A spring-like trampoline that bounces the player into the air when Ground Pounded.", "Games": 3, "Progress": 2, "Parameters": {"SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "JumpStandAuto", "Name": "JumpStandAuto", "Notes": "A spring-like trampoline that bounces the player into the air when jumping on it.", "Games": 2, "Progress": 2, "Parameters": {"SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "Kabokuri", "Name": "Kabokuri", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Doesn't Calculate Gravity?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it won't calculate gravity and the object won't rotate with gravity.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Emit Flame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies if it will emit a flame at this point or not.", "Values": [{"Value": "-1", "Notes": "Emits flame"}, {"Value": "0", "Notes": "Doesn't emit flame"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "Kameck", "Name": "Kameck", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Cast Objects", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How many fireballs/enemies/etc. it creates at once. Minimum is 1, maximum is 3. Default is 1.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Hide Visibility Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it stays visible after casting a spell. Default is 30.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Activation Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "The valid distance to the player in which it becomes active. Default is 3000.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Attack Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether it attacks the player or not at this point. Default is -1.", "Values": [{"Value": "-1", "Notes": "Appears and attacks player"}, {"Value": "0", "Notes": "Appears and doesn't attack player"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, it will remain invisible until this switch gets activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. It can use two special cutscene actions. ザコカメック登場 will make it appear whereas ザコカメック強制死亡 kills it.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}, "MoveLimitCollision": {"Games": 2, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "Kanina", "Name": "Kanina", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Doesn't Dig?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it won't dig into the ground.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated. This switch is required in SMG1. Does not work for Kanina in SMG2.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": ["KaninaRed"]}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after it dies or when it gets eaten by Yoshi.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted, eaten and shot by Yoshi.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "Karikari", "Name": "Karikari", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated by player 2.", "Exclusives": []}}}, {"InternalName": "Karon", "Name": "Karon", "Notes": "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).", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Don't Stop SW_A Animation?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, its idle animation won't stop when SW_A is used and not activated yet.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Use Path Direction Sight?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will only look and move into the path's direction.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will remain inactive while this switch is deactivated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and disassembled by Yoshi.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "KeySwitch", "Name": "KeySwitch", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "Sets the shadow drop length. Default is 1000.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "Gets activated after collecting it.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the key appears.", "Values": [], "Exclusives": []}}}, {"InternalName": "KickStone", "Name": "KickStone", "Notes": "A small stone that can be kicked. It drops a single Star Bit or a Coin when hit by the player or explosions. The object automatically tries to connect to collision within 300 units.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Drops Coin?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will drop a single Coin when kicked. Otherwise, it will drop a Star Bit.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Connector Ignores Gravity?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the object's down vector will be used to determine the collision to connect the object to. Otherwise, the object's gravity will be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Don't Connect to Collision?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it won't connect to nearby collision.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted by Yoshi.", "Exclusives": []}}}, {"InternalName": "KillerGunnerSingle", "Name": "KillerGunnerSingle", "Notes": "A cannon that periodically shoots a force that will damage the player.", "Games": 1, "Progress": 2, "Parameters": {}}, {"InternalName": "KingTossin", "Name": "KingTossin", "Notes": "A large armadillo boss that will try to attack the player by rolling into them. It can only be defeated by hitting the weak spot with the Rock power-up. When it's not rolling, it will hop around for a few seconds. It may spawn a Power Star if the object and Scenario entry are configured correctly. After the battle ends, the player will return to their last position before the boss fight started.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Use Vector Register Camera?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will calculate the focal point of a vector register camera. The vector register's camera index is 1.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Power Star ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The scenario ID of the Power Star to be spawned. -1 does not register a Power Star.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Starts the boss battle once activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on during the intro cutscene.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "Spawned after defeating it. Requires Obj_arg1 to be configured correctly.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "キングトッシンデモ開始位置", "Notes": "Player's position during the intro"}], "Exclusives": []}}}, {"InternalName": "Kinopio", "Name": "Kinopio", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame to be used.", "Values": [{"Value": "-1", "Notes": "Blue"}, {"Value": "1", "Notes": "Green"}, {"Value": "2", "Notes": "Purple"}, {"Value": "3", "Notes": "Red"}, {"Value": "4", "Notes": "Yellow"}], "Exclusives": []}, "Obj_arg2": {"Name": "Behavior", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The animation/behavior to be used.", "Values": [{"Value": "-1", "Notes": "Default"}, {"Value": "0", "Notes": "Spinning"}, {"Value": "1", "Notes": "Breakdancing"}, {"Value": "2", "Notes": "Faster spinning"}, {"Value": "3", "Notes": "Far talking range"}, {"Value": "4", "Notes": "Connects to collision below (Broken in SMG2)"}, {"Value": "5", "Notes": "Swimming"}, {"Value": "6", "Notes": "Digging"}, {"Value": "7", "Notes": "Sleeping"}, {"Value": "8", "Notes": "Spawns Power Star"}, {"Value": "9", "Notes": "Guarding"}, {"Value": "10", "Notes": "Excited/jumping"}, {"Value": "11", "Notes": "Scared"}, {"Value": "12", "Notes": "Holds Star Bit"}, {"Value": "13", "Notes": "Panicking while running"}, {"Value": "14", "Notes": "Scared & turns around (SMG2 only)"}], "Exclusives": []}, "Obj_arg3": {"Name": "Spawns Power Star?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will register a Power Star and spawn it after triggering the correct event flow.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "SW_APPEAR Behavior", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it functions when its SW_APPEAR switch gets triggered. This setting is ignored if Obj_arg2 is set to 4.", "Values": [{"Value": "-1", "Notes": "Appears immediately"}, {"Value": "0", "Notes": "Gets launched from box"}], "Exclusives": []}, "Obj_arg5": {"Name": "Strict LOD Distances?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the high-poly model will be used when the player is closer to the object than usual. This also affects the distances for the middle-poly and low-poly models.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Invalidate Sensor?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, its body sensor will be invalidated so that all sensor-related interactions have no effect.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Equipment", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The equipment that he wears/carries.", "Values": [{"Value": "-1", "Notes": "Nothing"}, {"Value": "1", "Notes": "Snorkel"}, {"Value": "2", "Notes": "Pickaxe"}, {"Value": "3", "Notes": "Postman Bag"}, {"Value": "4", "Notes": "Spear and Shield"}, {"Value": "5", "Notes": "Glasses"}, {"Value": "6", "Notes": "Star Bit"}, {"Value": "7", "Notes": "Captain's Headgear"}], "Exclusives": []}, "Point_arg0": {"Name": "Point Behavior", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it behaves when it arrives at this point. Default is -1.", "Values": [{"Value": "-1", "Notes": "Keeps on walking"}, {"Value": "0", "Notes": "Pauses for 1 second, then proceeds walking"}, {"Value": "1", "Notes": "Pauses for 2 seconds, then proceeds walking"}, {"Value": "2", "Notes": "Hops, then proceeds walking"}, {"Value": "3", "Notes": "Tumbles, then proceeds walking"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 1, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 1, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": false, "Description": "Spawned after triggering a specific message event flow. Requires Obj_arg2 set to 8.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "The text dialogue's label format is Kinopio%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 3, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Spawn Power Star"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "World 1 unlocked?"}, {"Value": "1", "Notes": "World 2 unlocked?"}, {"Value": "2", "Notes": "Comets unlocked?"}, {"Value": "3", "Notes": "World 3 unlocked?"}, {"Value": "4", "Notes": "World 4 unlocked?"}, {"Value": "5", "Notes": "World 5 unlocked?"}, {"Value": "6", "Notes": "World 6 unlocked?"}, {"Value": "7", "Notes": "Green Stars unlocked?"}, {"Value": "8", "Notes": "120 Stars collected?"}, {"Value": "9", "Notes": "Initialized Starship events?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "KinopioAstro", "Name": "KinopioAstro", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "KinopioBank", "Name": "KinopioBank", "Notes": "A Toad that allows the player to store Star Bits that can be shared across save files. He may give players free Star Bits depending on the number of stored Star Bits. An additional Toad (Kinopio) can be linked to it which will be hidden once this object is set to appear.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Tries to register to the cutscene with the name ファイルセレクトからの開始.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is KinopioBank%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Check bank and initialize if necessary"}, {"Value": "1", "Notes": "Open bank menu"}, {"Value": "2", "Notes": "Give free Star Bits"}, {"Value": "3", "Notes": "Set skip intro"}, {"Value": "4", "Notes": "Save bank & update model"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Should explain bank?"}, {"Value": "1", "Notes": "Allow free Star Bits?"}, {"Value": "2", "Notes": "Is set skip intro?"}, {"Value": "3", "Notes": "Has free Star Bits?"}, {"Value": "10000", "Notes": "1000 Star Bits in bank?"}, {"Value": "10001", "Notes": "2000 Star Bits in bank?"}, {"Value": "10002", "Notes": "4000 Star Bits in bank?"}, {"Value": "10003", "Notes": "6000 Star Bits in bank?"}, {"Value": "10004", "Notes": "8000 Star Bits in bank?"}, {"Value": "10005", "Notes": "9999 Star Bits in bank?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "KinopioPostman", "Name": "KinopioPostman", "Notes": "A Toad that delivers special letters, such as those that open up a new mission. The letters and their appearance conditions are defined in the game's code. Initially, it will be hidden until the player has collected 13 Power Stars. An additional Toad (Kinopio) can be linked to it which will be hidden once this object is set to appear. This uses a very complex dialogue system that doesn't allow for much customization. MarioFaceShipZone provides dialogues, though.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": true, "Description": "When activated, the game will check if the player has collected at least 13 Power Stars. If true, Mailtoad will appear.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "マリオ位置[郵便屋さんイベント]", "Notes": "Player's position when he delivers a special letter"}], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "It will register to several cutscenes used on Starship Mario. Its special cutscene action functor causes it to reappear at its initial position. The cutscenes that it registers to are ファイルセレクトからの開始, 郵便屋さんイベント[タスク], 郵便屋さんイベント[ロゼッタ], グランドスター帰還[2回目以降], パワースター帰還, パワースター帰還[NPC紹介], パワースター帰還[アイテム惑星], パワースター帰還[初回] and でしゃばりルイージ終了.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "Uses the dialogues KinopioPostmanOpen, KinopioPostmanLetterNormal, KinopioPostmanNoNewLetter, KinopioPostmanLetterPeach, KinopioPostmanLetterWitch, and KinopioPostmanLetterRosetta. These dialogues are to be specified in the zone's text archive.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}, "SearchTurtle": {"Games": 2, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "Kiraira", "Name": "Kiraira", "Notes": "A sea mine that is chained to a fixation. When the player approaches it, its eyes will open, and it turns towards the player. Touching it will cause it to explode which hurts the player. If hit with a Koopa Shell, its explosion will also target other nearby objects.", "Games": 3, "Progress": 2, "Parameters": {"SW_B": {"Games": 3, "Needed": false, "Description": "Gets activated after it explodes. Gets deactivated again when it recovers.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "Can be used to specify the shape of the chain.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "If one of the mines in this group explodes, all active mines will turn towards the exploded mine.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "KirairaRail", "Name": "KirairaRail", "Notes": "A sea mine that moves on a path. When the player approaches it, its eyes will open, and it turns towards the player. Touching it will cause it to explode which hurts the player. If hit with a Koopa Shell, its explosion will also target other nearby objects.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the rate at which it moves on the path. Default is 5.", "Values": [], "Exclusives": ["KirairaRail"]}, "SW_B": {"Games": 3, "Needed": false, "Description": "Gets activated after it explodes. Gets deactivated again when it recovers.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "If one of the mines in this group explodes, all active mines will turn towards the exploded mine.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "Koopa", "Name": "Koopa", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "KoopaAssaultFallObj", "Name": "KoopaAssaultFallObj", "Notes": "A decorative falling crystal. It's dead by default since its appearance is controlled by the MeetKoopaDemoObj it should be linked to.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Registered but never used.", "Exclusives": []}}}, {"InternalName": "KoopaBattle", "Name": "KoopaBattle", "Notes": "The boss version of Bowser, the main antagonist. He attacks with fire breath and falling meteors (AttackRock) that the player can launch into him. All fights require AttackRock instances, a KoopaDemoChamber and a KoopaBattlePlanet, they should not be linked to it directly, though. Furthermore, the final encounter also requires AttackRockFinal, KoopaFinalStarPlanet and KoopaFinalBattlePos. Additionally, it requires a specific cutscene setup. It always spawns a Power Star when defeated, which requires a properly configured Scenario entry.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when he dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the boss battle will start once this switch gets activated.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Gets spawned after defeating him.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "Registers to the cutscenes クッパオープニングデモ and クッパダウンデモ which are used for the cutscenes before and after the battle, respectively. Furthermore, KoopaLv3 also registers to クッパ最終戦開始デモ and クッパ最終戦終了デモ which are used before and after the final battle phase, respectively.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "For each encounter, it uses special dialogues during cutscenes. For KoopaLv1 these are DemoKoopaVs1Opening and DemoKoopaVs1Down. For KoopaLv2 these are DemoKoopaVs2Opening and DemoKoopaVs2Down. For KoopaLv3 these are DemoKoopaVs3Opening, DemoKoopaLastBattleStart, DemoKoopaLastBattleEnd.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "KoopaBattleMapCoinPlate", "Name": "KoopaBattleMapCoinPlate", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "KoopaBattleMapPlate", "Name": "KoopaBattleMapPlate", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "KoopaBattleMapStair", "Name": "KoopaBattleMapStair", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "KoopaBattlePlanet", "Name": "KoopaBattlePlanet", "Notes": "A generic planet with a model and optional collision intended to be used for Bowser battle setups. It automatically registers to the accessor of Bowser battle setup objects. It can also register any object linked to it. The appearance and disappearance of the linked objects will be synchronized with this object. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sphere Clipping Radius", "Type": "Float", "Games": 2, "Needed": false, "Description": "The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Removes the visible model when this switch is active. This retains the collision, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "KoopaDemoChamber", "Name": "KoopaDemoChamber", "Notes": "A generic object with a model and optional collision intended to be used for Bowser battle setups. It automatically registers to the accessor of Bowser battle setup objects. Initially, the object is not visible. It can also register any object linked to. The appearance and disappearance of the linked objects will be synchronized with this object.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Use Break Model?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it loads and creates the destroyed model for use with some special cutscenes.", "Values": [], "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "KoopaFinalBattlePos", "Name": "KoopaFinalBattlePos", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated when the final battle starts.", "Exclusives": []}}}, {"InternalName": "KoopaFinalStarPlanet", "Name": "KoopaFinalStarPlanet", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sphere Clipping Radius", "Type": "Float", "Games": 2, "Needed": false, "Description": "The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Removes the visible model when this switch is active. This retains the collision, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "KoopaJrCastle", "Name": "KoopaJrCastle", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Camera Register Starting Index", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the starting index of the vector register camera.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Starts the boss battle when activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "The object will use its high-poly models when this switch gets activated.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "マリオ位置[デモ中]", "Notes": "Position during the intro cutscene"}, {"Value": "マリオ位置[デモ後]", "Notes": "Position during the ending cutscene"}, {"Value": "プレイヤー位置", "Notes": "Player's position after defeating it, the player is invisible during that cutscene, though"}], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "Automatically registers to the cutscene with the name クッパJrキャッスル登場.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "DemoOpeningKoopaJrCastle is used during the intro cutscene with Bowser Jr.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Its balls of electricity can be removed by player 2.", "Exclusives": []}}}, {"InternalName": "KoopaJrCastleCloudStep", "Name": "KoopaJrCastleCloudStep", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Broken Shadow Validation", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Does not work due to a bug. When fixed, its shadows will be invalidated unless this argument is set.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "KoopaJrCastleGate", "Name": "KoopaJrCastleGate", "Notes": "A pair of large gate doors that can be unlocked by activating a switch or by triggering its special cutscene nerve action.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "If used, the gate will be opened when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the switch gets activated after the gate opens through activating SW_A.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene nerve action opens the gate.", "Exclusives": []}}}, {"InternalName": "KoopaJrCastleWindUp", "Name": "KoopaJrCastleWindUp", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Wind Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "The length of the wind gust. Default is 1200.", "Values": [], "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "KoopaJrLv2LiftGenerator", "Name": "KoopaJrLv2LiftGenerator", "Notes": "A controller that periodically generates platforms that move on a set path. The platforms that it creates always use the model KoopaJrLv2Lift. The actual platforms are usually represented by KoopaJrLv2LiftForGenerator objects which have to be linked to the generator.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg6": {"Name": "First Appearance Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes before the first platform appears. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Individual Spawn Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames between when each platform spawns. Default is 180.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will start execution when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the platforms will start to appear only after this switch has been activated once.", "Exclusives": []}}}, {"InternalName": "KoopaJrRobot", "Name": "KoopaJrRobot", "Notes": "A robot boss that is controlled by Bowser Jr. It features blue weak spots that have to be destroyed using Bullet Bills. After destroying these spots, the head needs to be attacked. It always spawns a Power Star. Several objects can be linked to it.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated after defeating the boss.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": true, "Description": "Gets activated when it attacks with its hammers. Gets deactivated again after performing this attack.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "開始デモ", "Notes": "Player's position during the intro"}], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "Automatically registers to the cutscene with the name クッパJrロボットデモ.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "DemoOpeningKoopaJrRobot is used during the intro cutscene with Bowser Jr.", "Exclusives": []}}}, {"InternalName": "KoopaJrRobotBreakableStep", "Name": "KoopaJrRobotBreakableStep", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "KoopaJrShip", "Name": "KoopaJrShip", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "KoopaNpc", "Name": "KoopaNpc", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated. A bit buggy because it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted by Yoshi.", "Exclusives": []}}}, {"InternalName": "KoopaPowerUpSwitch", "Name": "KoopaPowerUpSwitch", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "KoopaRestarterVs3", "Name": "KoopaRestarterVs3", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "KoopaSealField", "Name": "KoopaSealField", "Notes": "A large door that is locked by three (KoopaSealField) or one (KoopaSealFieldMiddle) seals. These seals can be destroyed using Bowser Attack Rocks. One GravityLightRoad and one AttackRockTutorial can be linked to it. The linked AttackRockTutorial will not reappear after destroying the seals. The GravityLightRoad will appear after destroying the seals.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Registered but never activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after the player went through the gravity light beam.", "Exclusives": ["KoopaSealField"]}, "SW_B": {"Games": 2, "Needed": false, "Description": "Gets activated after destroying all seals.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Uses 扉イン when entering the door through the gravity light beam.", "Values": [], "Exclusives": []}}}, {"InternalName": "KoopaStatueVomit", "Name": "KoopaStatueVomit", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Rotates Right?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will rotate to the right. Otherwise, it will rotate to the left.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, this will get activated after the turning around.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "When used, the statue will rotate when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "KoopaSwitchKeeper", "Name": "KoopaSwitchKeeper", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "KoopaViewSwitchKeeper", "Name": "KoopaViewSwitchKeeper", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "KoteBug", "Name": "KoteBug", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "Kuribo", "Name": "Kuribo", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Don't Calculate Gravity?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it won't calculate gravity. Instead, its down vector becomes the gravity vector.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Initial State", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies its initial behavior.", "Values": [{"Value": "-1", "Notes": "Idle"}, {"Value": "0", "Notes": "Appear forwards from box"}, {"Value": "1", "Notes": "Appear backwards from box"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "KuriboChief", "Name": "KuriboChief", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Camera Register Index", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the starting index of the vector register cameras.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will spawn a Key that will activate this switch when collected.", "Exclusives": []}, "SW_AWAKE": {"Games": 1, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "KuriboMini", "Name": "KuriboMini", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Once activated, the object will be killed.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "LargeChain", "Name": "LargeChain", "Notes": "A long decorative chain with a configurable length.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Chain Length", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The length of the chain which determines the number of segments. This value should be explicitly specified.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 1, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene nerve action causes the chain to break.", "Exclusives": []}}}, {"InternalName": "LavaBallRisingPlanetLava", "Name": "LavaBallRisingPlanetLava", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "LavaBreakColumn", "Name": "LavaBreakColumn", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "LavaBubble", "Name": "LavaBubble", "Notes": "A small lava bubble that jumps out and back into lava and damages the player upon contact. Obj_arg0 and Obj_arg3 implicitly define how far it jumps, which requires excessive testing.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Jump Velocity", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast it moves when jumping. Default is 1000.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Broken Gravity Fall Direction", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the direction it falls in will be affected by gravity. This is effectively useless, since the object never recalculates its gravity vector.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Gravity Jump Direction?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the direction it jumps in will be its negated gravity vector.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Jump Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it jumps before disappearing again. Default is 100.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Appearance Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes before it appears again. Default is 90.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "LavaFloater", "Name": "LavaFloater", "Notes": "A platform that sinks when the player steps on it. Once the player gets off of this platform, it rises up again. It creates rippling lava bubble particles when it sinks. This effect goes by the name LavaBubble and needs to be specified. It can also use optional sound effects. The sound names are self-explanatory: MapPartsFloaterMoveUpEnd, MapPartsFloaterRidden, MapPartsFloaterMoveDown, and MapPartsFloaterMoveUp.", "Games": 3, "Progress": 2, "Parameters": {"MoveConditionType": {"Name": "Sinking Distance", "Games": 3, "Description": "How far it can sink when stepped on. Default is 0.", "Values": [], "Exclusives": []}, "RotateSpeed": {"Name": "Sinking Speed", "Games": 3, "Description": "How fast it sinks when stepped on. Default is 0.", "Exclusives": []}, "RotateAngle": {"Name": "Rising Speed", "Games": 3, "Description": "How fast it rises up again. Default is 0.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If RotateAccelType is 1 and this switch is activated, the platform won't move.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "LavaGalaxyParts", "Name": "LavaGalaxyParts", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "LavaGeyser", "Name": "LavaGeyser", "Notes": "A lava geyser that periodically appears and disappear. It damages the player and compatible objects upon contact.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Rising Delay", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The delay until it starts rising up again. Default is 180.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Rising Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long it stays visible before disappearing again. Default is 180.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the object will only appear while this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If activated, the geyser will disappear forever.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "LavaHomeSeesaw", "Name": "LavaHomeSeesaw", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "LavaHomeVolcanoFlow", "Name": "LavaHomeVolcanoFlow", "Notes": "A large decorative volcano eruption effect.", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 3, "Needed": true, "Description": "Starts the eruption when this switch is activated.", "Exclusives": []}}}, {"InternalName": "LavaJamboSunPlanet", "Name": "LavaJamboSunPlanet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "LavaProminence", "Name": "LavaProminence", "Notes": "A fireball that appears periodically and moves on a path. It damages the player upon contact. The variant LavaProminenceWithoutShadow has no shadow.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Appearance Delay", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long it takes before it appears again. Default is 180.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which it moves. Default is 20.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "End Offset", "Type": "Float", "Games": 3, "Needed": false, "Description": "The offset from the path's end at which the fireball disappears. Default is 0.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will only appear when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "LavaProminenceTriple", "Name": "LavaProminenceTriple", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "LavaSeparateWaterfall", "Name": "LavaSeparateWaterfall", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_B": {"Games": 2, "Needed": false, "Description": "Causes the two halves to start moving once this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "LavaShellTower", "Name": "LavaShellTower", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "LavaSteam", "Name": "LavaSteam", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "LavaStrangeRock", "Name": "LavaStrangeRock", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "LavaSunPlanet", "Name": "LavaSunPlanet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "LeafBoard", "Name": "LeafBoard", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"MoveLimitCollision": {"Games": 2, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "LensFlareArea", "Name": "LensFlareArea", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Enabled Models", "Type": "Bitfield", "Games": 3, "Needed": false, "Description": "Bit field of models that should be rendered when entering this area. By default, all models are activated.", "Values": [{"Value": "-1", "Notes": "All"}, {"Value": "2", "Notes": "LensFlareRing"}, {"Value": "4", "Notes": "LensFlareGlow"}, {"Value": "8", "Notes": "LensFlareLine"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "LiftFlower", "Name": "LiftFlower", "Notes": "A platform that disappears and reappears periodically. It always moves into one direction.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "How far it moves upwards. Default is 600.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Initial Movement Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay in frames before it starts moving for the first time. Default is 0.", "Values": [], "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "Can be registered, although it's never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "LightArea", "Name": "LightArea", "Notes": "An area that changes the currently active lighting configuration when entered. The available light configurations as well as their IDs have to be specified in the zone's Light file.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Light ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The ID of the light configuration to be used.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "LightFruit", "Name": "LightFruit", "Notes": "A yellow pear that, when eaten, transforms Yoshi into Bulb Yoshi. Can be temporarily destroyed using Ground Pounds.", "Games": 2, "Progress": 2, "Parameters": {"Player2Targetable": {"Games": 2, "Description": "Can be targeted and swung by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "LotusLeaf", "Name": "LotusLeaf", "Notes": "A floating lily pad platform that shakes when the player stands on it.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}}}, {"InternalName": "LuckyDice", "Name": "LuckyDice", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Horizontal Throw Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast the dice moves horizontally when hit. Default is 18.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Vertical Throw Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast the dice moves vertically when hit. Default is 18.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and hit by player 2.", "Exclusives": []}}}, {"InternalName": "LuigiIntrusively", "Name": "LuigiIntrusively", "Notes": "An NPC variant of Luigi. It enables the player to play as Luigi when talked to in a galaxy. However, it will appear only if certain game progress conditions are met.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Special Talk Camera?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will use the camera with the name 独自会話 when talked to.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Only used when Obj_arg7 is set. The camera used for talking to him goes by the label 独自会話.", "Values": [], "Exclusives": ["LuigiIntrusively"]}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. If registered to でしゃばりルイージ終了, it can use an incomplete special cutscene functor action that does nothing.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label formats are LuigiIntrusivelyStart%03d and LuigiIntrusively%03d, where %03d is the text message ID. If set to -1, the default dialogue from SceneCommonMessage will be used.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Set Luigi next"}, {"Value": "1", "Notes": "Reset scene"}, {"Value": "2", "Notes": "Make jump & stop music"}, {"Value": "3", "Notes": "Animation played 45 frames"}, {"Value": "10", "Notes": "Show information message"}, {"Value": "11", "Notes": "Information message ended?"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Information message ended?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "LuigiNPC", "Name": "LuigiNPC", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "LuigiTalkNpc", "Name": "LuigiTalkNpc", "Notes": "A non-playable variant of Luigi that can be talked to. However, it will be hidden by default, meaning that SW_APPEAR or SW_AWAKE can be used to make it appear.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Disable After Luigi Unlocked?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set and Luigi starts appearing in other galaxies, this object won't appear anymore, no matter what.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. For the Starship's cutscene 顔惑星注目会話イベント301 it can use a special cutscene functor action which makes it face the player.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is LuigiTalkNpc%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Set Luigi next"}, {"Value": "1", "Notes": "Reset scene"}, {"Value": "2", "Notes": "Make jump & stop music"}, {"Value": "3", "Notes": "Animation played 45 frames"}, {"Value": "10", "Notes": "Show information message"}, {"Value": "11", "Notes": "Information message ended?"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "World 1 unlocked?"}, {"Value": "1", "Notes": "World 2 unlocked?"}, {"Value": "2", "Notes": "Comets unlocked?"}, {"Value": "3", "Notes": "World 3 unlocked?"}, {"Value": "4", "Notes": "World 4 unlocked?"}, {"Value": "5", "Notes": "World 5 unlocked?"}, {"Value": "6", "Notes": "World 6 unlocked?"}, {"Value": "7", "Notes": "Green Stars unlocked?"}, {"Value": "8", "Notes": "120 Stars collected?"}, {"Value": "9", "Notes": "Initialized Starship events?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "MagicBell", "Name": "MagicBell", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "MagmaBoatPlanetIce", "Name": "MagmaBoatPlanetIce", "Notes": "A generic planet with a model and collision. It creates an Ice model as well. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). When it appears, the ice model's \"Freeze\" animation plays.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "MagmaBoatPlanetMagma", "Name": "MagmaBoatPlanetMagma", "Notes": "A generic planet with a model and collision. It creates an Ice model as well. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). If SW_A gets activated, the ice model appears with its \"Freeze\" animation and the object will disappear shortly after.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If activated, the ice model appears and the object itself will disappear shortly after.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Gets activated after the ice model appears.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "MagmaMeteor", "Name": "MagmaMeteor", "Notes": "A falling lava meteor that creates a lava pool when it lands. Touching the meteor will burn the player. The pool will disappear after three seconds and the meteor will reappear again later on.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "First Appearance Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay in frames before the actual meteor appears. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Pause Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long the object remains invisible until it appears again. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Upwards Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "The Y-offset from which the meteor falls down. Default is 2000.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Falling Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes for the meteor to fall down. Minimum should be 15. Default is 180.", "Values": [], "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "MagmaSeaWave", "Name": "MagmaSeaWave", "Notes": "A lava wave that move along a path. If it reaches the last point, it will teleport right back to the first point.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The rate at which it moves on the path. Default is 10.", "Values": [], "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "MameMuimuiAttackMan", "Name": "MameMuimuiAttackMan", "Notes": "The monkey NPC who will prompt the player to play a scoring mini-game where one has to defeat as many Gummits as possible. The mini-game controller (MameMuimuiScorer or MameMuimuiScorerLv2) needs to be linked to it. It will register a Power Star, however, this requires a properly configured Scenario entry. A complex dialogue with flow nodes needs to be set up as well.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Gets spawned after triggering its EventFunc.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is MameMuimuiAttackMan%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Start mini-game"}, {"Value": "2", "Notes": "Replace number variable with player's score"}, {"Value": "3", "Notes": "Replace number variable with minimum score"}, {"Value": "4", "Notes": "Replace number variable with high score"}, {"Value": "5", "Notes": "Spawn Power Star"}], "Exclusives": []}, "AnimeFunc": {"Games": 2, "Description": "Object-specific behavior for AnimeFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Start \"Talk\" animation"}, {"Value": "1", "Notes": "Start \"TalkOk\" animation"}, {"Value": "2", "Notes": "Start \"Jump\" animation"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Mini-game started?"}, {"Value": "1", "Notes": "Scored more than minimum?"}, {"Value": "2", "Notes": "New high score?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "MameMuimuiScorer", "Name": "MameMuimuiScorer", "Notes": "A controller for The Chimp's Skating Challenge which sets up the mini-game and Gummits. The offsets and sequences of the Gummits are specified in the ActorInfo files PositionList.bcsv and Sequence.bcsv, respectively. The player has 40 seconds to score points. The default high scores are 500 for MameMuimuiScorer and 600 for MameMuimuiScorerLv2. The object needs to be linked to a MameMuimuiAttackMan instance.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Kept activated while the mini-game is active.", "Exclusives": []}, "LinkNamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that need to be linked to the object.", "Values": [{"Value": "ゲーム開始位置", "Notes": "Player's position when the mini-game begins"}, {"Value": "ゲーム終了位置", "Notes": "Player's position after the mini-game"}], "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "The Gummits can be targeted, frozen and defeated by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "ManholeCover", "Name": "ManholeCover", "Notes": "A manhole that can be flipped by Ground Pounding on top of it or by jumping through it from below.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the switch will be activated at all times and deactivated while it's flipping.", "Exclusives": []}, "SW_AWAKE": {"Games": 1, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "MarblePlanet", "Name": "MarblePlanet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "MarinePlant", "Name": "MarinePlant", "Notes": "A decorative underwater plant spawner which uses ShapeModelNo to derive the correct model to be loaded.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Plants", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The amount of plants to be placed. Default is 7.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Placement Range", "Type": "Float", "Games": 2, "Needed": false, "Description": "The range in which the plants will be positioned. Default is 200.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "MarioActor", "Name": "MarioActor", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Entrance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Defines how the player enters the scene.", "Values": [{"Value": "-1", "Notes": "Spinning"}, {"Value": "1", "Notes": "Standing"}, {"Value": "2", "Notes": "Walking in"}], "Exclusives": []}, "NamePos": {"Games": 2, "Needed": false, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "オープニングカメラマリオ座標", "Notes": "Position during intro sequences"}], "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "The starting camera to be used when spawning at this point.", "Values": [], "Exclusives": []}}}, {"InternalName": "MarioFaceAfterGrandStarTakeOffDemoObj", "Name": "MarioFaceAfterGrandStarTakeOffDemoObj", "Notes": "Creates and registers several objects that appear in the cutscene where Starship Mario takes off to a new world after collecting a Grand Star. The individual models that it creates are DemoMarioFaceShipPlanet, Meister, WorldMapAccessPanel, MarioFaceShipRudder, and MiniWorldWarpPoint. The object needs to appear through a cutscene action.", "Games": 2, "Progress": 2, "Parameters": {"DemoCast": {"Games": 2, "Needed": true, "Description": "Takes part in the cutscene named グランドスター後発進デモ. It has a cutscene functor action which causes a white screen fade.", "Exclusives": []}}}, {"InternalName": "MarioFacePlanet", "Name": "MarioFacePlanet", "Notes": "A generic planet with a model and collision intended for use on Starship Mario. It also supports fur maps.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. Triggering its cutscene functor action will display the Startship Mario explanation text.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "MarioFacePlanetPrevious", "Name": "MarioFacePlanetPrevious", "Notes": "A generic object with a model and collision that tries to register to special Starship Mario cutscenes.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated when the object appears and deactivated when the object dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Tries to register to the cutscenes スター1個目直後のゲームスタート and マリオ顔惑星変化. For the latter, it registers a special cutscene action nerve which causes the camera to shake and make the screen turn white for two seconds.", "Exclusives": []}}}, {"InternalName": "MarioFacePlanetTakeOffDemoObj", "Name": "MarioFacePlanetTakeOffDemoObj", "Notes": "Creates and registers several objects that appear in the cutscene where Starship Mario takes off for the first time. The individual models that it creates are DemoMarioFaceShipPlanet, Meister, WorldMapAccessPanel, and MarioFaceShipRudder. It does nothing until SW_APPEAR gets activated.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": true, "Description": "Appears when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "Registers to the cutscene named マリオ顔惑星発進デモ.", "Exclusives": []}}}, {"InternalName": "MarioFaceShipNpcRegister", "Name": "MarioFaceShipNpcRegister", "Notes": "Links a compatible parent object to a specific Starship Mario object appearance event. This also sets up and holds the short camera that usually zooms onto the parent object. Compatible objects are any objects with the MarioFaceShipNpcRegister property. The actual events are configured in the respective SystemDataTable files.", "Games": 2, "Progress": 1, "Parameters": {"Obj_arg0": {"Name": "Event ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The Starship Mario event that it belongs to.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Unknown 1", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Unknown 2", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "", "Values": [], "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the parent object gets introduced during the appearance event.", "Values": [], "Exclusives": []}}}, {"InternalName": "MarioLauncher", "Name": "MarioLauncher", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Shooting Direction", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the rough direction that the player can shoot into.", "Values": [{"Value": "-1", "Notes": "Forwards"}, {"Value": "1", "Notes": "Upwards"}], "Exclusives": []}, "Obj_arg1": {"Name": "Auto-shoot Timer?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the player will be given 5 seconds before the cannon automatically shoots the player.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "This setting won't work properly due to a programming error. When used, it's supposed to prevent the player from entering and using the cannon while this switch is deactivated. This is not always the case though. Activating and deactivating the switch will temporarily fix this issue, but using the cannon will trigger the bug again.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the switch will be activated while the player is inside the cannon. It will be deactivated again once the player leaves the cannon through any means.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when entering the cannon.", "Values": [], "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "MarioLauncherAttractor", "Name": "MarioLauncherAttractor", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "MarioLauncherTarget", "Name": "MarioLauncherTarget", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": ["MarioLauncherTargetC"]}}}, {"InternalName": "MarioNoCapArea", "Name": "MarioNoCapArea", "Notes": "An area that hides Mario's cap when entered.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "MechaKoopaPartsArm", "Name": "MechaKoopaPartsArm", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "MechaKoopaPartsHead", "Name": "MechaKoopaPartsHead", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "MechanicKoopaMini", "Name": "MechanicKoopaMini", "Notes": "A robotic enemy that walks on a path. If the player is nearby, it will pursue the player to attack them with a flame. It can be defeated using a Ground Pound attack, which will cause it to spawn a single Coin. In SMG2, a Key (KeySwitch) can be linked to it which appears once this enemy is defeated.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Jumps when Appearing?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will jump up and turn towards the player when it appears. Does not work in SMG2.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Don't Pause Walking?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it won't pause while walking.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Don't Calculate Gravity?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it won't calculate gravity. Instead, the negated up vector will be used.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, it won't pursue the player until this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "MeetKoopaDemoObj", "Name": "MeetKoopaDemoObj", "Notes": "Creates and registers several objects that appear during the cutscene where Bowser is encountered for the first time. The individual models that it creates are DemoKoopa, DemoKoopaArm, Peach and TicoBaby. Exactly five KoopaAssaultFallObj instances have to be linked to this object. It does nothing until SW_APPEAR gets activated. Once activated, it will occasionally shake the screen.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": true, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If activated, Bowser will start to walk around and the falling meteors will appear.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Can be activated or deactivated using cutscene actions.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "ピーチ誘拐デモ基準点", "Notes": "Reference point for its objects"}], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "Can take part in a cutscene. It can use a special cutscene nerve action which will start the conversation with Bowser.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "The text to be displayed can be found in SceneCommonMessage.arc/StoryBook.msbt. The text goes by the prefix DemoMeetKoopa. Furthermore, StoryBook_MeetKoopa_PeachHelp is used for Peach's text.", "Exclusives": []}}}, {"InternalName": "Meister", "Name": "Meister", "Notes": "The large purple Luma NPC that can be talked to. It registers to various Starship Mario cutscenes and events.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Registers Starship Events?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will register and register to various Starship Mario events. This is only read if the current stage is MarioFaceShipGalaxy.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Tries to register to the cutscenes with the names ハラペコスターピースチコ紹介, マリオ顔惑星変化, グランドスター帰還後(ワールド1), グランドスター帰還後(ワールド2), グランドスター帰還後(ワールド3), グランドスター帰還後(ワールド4), グランドスター帰還後(ワールド5), ノーマルエンディング後デモ, スター120個エンディング後デモ, アイテム部屋からの退室, スター1個目直後のゲームスタート, パワースター帰還[初回], and ゲームオーバー後のデモ.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is Meister%03d, where %03d is the text message ID. Additionally, it will use various complex dialogues from SceneCommonMessage. If Obj_arg0 is set, it will also load dialogues for the special appearance events from SceneCommonMessage.", "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Has at least 5 Power Stars?"}, {"Value": "1", "Notes": "Number of cleared Power Stars is even?"}, {"Value": "2", "Notes": "Second Wiimote connected?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "MemoryRoadDoor", "Name": "MemoryRoadDoor", "Notes": "A pair of closed doors that can be opened. It also flashes depending on the background music's beat.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Makes the doors open once activated.", "Exclusives": []}}}, {"InternalName": "MemoryRoadStep", "Name": "MemoryRoadStep", "Notes": "A generic map object with a model and collision. It also supports loading a model based on its ShapeModelNo. It will flash depending on the background music's beat.", "Games": 2, "Progress": 2, "Parameters": {"ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "Menbo", "Name": "Menbo", "Notes": "A spider-like enemy that lunges across water. When it touches ice collision, it will be frozen to ice. It can be defeated by stomping, Spin Attacks, Ground Pounding, Yoshi's projectiles, Koopa Shells and explosions.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Move Limit Collision Detection Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "Specifies how far down it looks for the collision that limits its movement. Default is 1000.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Tries to register to the cutscene with the name 星の入り江惑星氷化 which is used in Cosmic Cove Galaxy when the main planet gets frozen.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and defeated by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "Meramera", "Name": "Meramera", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Initial Behavior", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies its initial behavior.", "Values": [{"Value": "-1", "Notes": "Wait"}, {"Value": "0", "Notes": "Runaway"}, {"Value": "1", "Notes": "Float"}], "Exclusives": []}, "Obj_arg2": {"Name": "Respawns?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it'll keep respawning when killed.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Activated when killed.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 2, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "MercatorFixParts", "Name": "MercatorFixParts", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "MercatorRailMoveParts", "Name": "MercatorRailMoveParts", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "MercatorRotateParts", "Name": "MercatorRotateParts", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "MercatorTransformCube", "Name": "MercatorTransformCube", "Notes": "A special area that projects compatible objects inside it onto a sphere around the zone's origin. The area's initial placement will be used for the calculations. Therefore, the switches are effectively useless.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Projection Radius", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The radius of the sphere that the objects will get projected on.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "MessageArea", "Name": "MessageArea", "Notes": "An area that forcibly displays all linked shouting messages when entered.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Message Link ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The message link ID of the shouting messages that should be displayed. Not to be confused with the MessageId of an object.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Metbo", "Name": "Metbo", "Notes": "A Goomba wearing a metal helmet. Therefore, they have to be stunned with a Spin Attack first before the player can stomp its weak spot. However, they can be defeated using the Rainbow power-up, Yoshi's projectiles or by having Yoshi eat them. It drops a Coin or three Star Bits depending on how it was defeated.", "Games": 3, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will move around only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "MeteoContainer", "Name": "MeteoContainer", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "MeteorStrikeLauncher", "Name": "MeteorStrikeLauncher", "Notes": "A spawner for meteors that will crumble once they hit collision or the player. They damage the player upon contact. However, MeteorStrikeEnvironment does not interact with the player. If the object is called MeteorStrike, the meteors will only spawn if the spawner object is out of view. If the object is called MeteorCannon, the camera will shake once a meteor crumbles. For some reason, MeteorStrikeEnvironment crashes the game if a meteor hits collision.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Fall Speed", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The rate at which the meteors fall. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Spawn Delay", "Type": "Integer", "Games": 3, "Needed": true, "Description": "The spawn delay of the individual meteors in seconds. Needs to be a positive number.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Allow Multiple Meteors?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, multiple meteors can move on the path at the same time.", "Values": [], "Exclusives": ["MeteorStrike"]}, "SW_APPEAR": {"Games": 3, "Needed": true, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the meteors move on.", "Exclusives": []}}}, {"InternalName": "MiniatureGalaxy", "Name": "MiniatureGalaxy", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "MirrorArea", "Name": "MirrorArea", "Notes": "An area that causes compatible objects inside it to create a mirrored model. The mirrored models are usually rendered onto SimpleMirrorObj instances.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Moc", "Name": "Moc", "Notes": "A strange wood NPC that can be talked to.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Shape", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The shape to use.", "Values": [{"Value": "-1", "Notes": "Rectangular"}, {"Value": "1", "Notes": "Triangular"}, {"Value": "2", "Notes": "Oval"}], "Exclusives": []}, "Obj_arg1": {"Name": "Spawns Power Star?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will register a Power Star. Its EventFunc needs to be triggered via an event flow node to make it spawn.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "Gets spawned after triggering its EventFunc.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is Moc%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Spawn Power Star"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Unlocked or collected Comet Star?"}, {"Value": "1", "Notes": "Has 100 or more Purple Coins?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted by Yoshi.", "Exclusives": []}}}, {"InternalName": "Mogu", "Name": "Mogu", "Notes": "A mole enemy that hides in its hatch if the player is too far away or too close to it. If the player is nearby, it will come out of its hatch, and it will try to attack the player by throwing wrenches at them. It can be stunned by shooting a Star Bit at it or by Ground Pounding nearby. When stunned, it can be defeated using most of the player's attacks. If the stage's name is CannonFleetGalaxy, it will use a greater range in which it can detect the player.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Disable Wrench Gravity?", "Type": "Boolean", "Games": 1, "Needed": false, "Description": "If set, the wrench that it throws won't be affected by gravity.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 1, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 1, "Needed": false, "Description": "If used, it will only turn to the player and throw wrenches while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 1, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 1, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "Mogucchi", "Name": "Mogucchi", "Notes": "A mole enemy that moves on a set path. The player takes damage by touching it. It can be stunned by Ground Pounding nearby which makes it vulnerable to Spin Attacks. However, it can be defeated with any player attacks, such as fireballs and Koopa Shells.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which it moves on the path. Default is 5.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "MogucchiRefuseTerritory", "Name": "MogucchiRefuseTerritory", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "MogucchiShooter", "Name": "MogucchiShooter", "Notes": "A mole enemy that uses a floating cannon to shoot cannonballs at the player. If the object's name is KillerShooter, it will shoot Bullet Bills instead. It can be defeated using Yoshi's projectiles or explosions.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Launch Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay between shots. Default is 90.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, it won't shoot projectiles while this switch is not activated. Furthermore, its clipping will be toggled when this switch's state changes.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "Monte", "Name": "Monte", "Notes": "An exotic NPC that can be talked to. If enabled, it can throw the player upwards or towards a certain target point.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The color frame to be used.", "Values": [{"Value": "-1", "Notes": "Blue"}, {"Value": "1", "Notes": "Blue"}, {"Value": "2", "Notes": "Yellow"}, {"Value": "3", "Notes": "Orange"}, {"Value": "4", "Notes": "Red"}, {"Value": "5", "Notes": "Green"}, {"Value": "6", "Notes": "Purple"}, {"Value": "7", "Notes": "Violet"}], "Exclusives": []}, "Obj_arg1": {"Name": "Chuckster Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The behavior to be used.", "Values": [{"Value": "-1", "Notes": "Idle"}, {"Value": "0", "Notes": "Chuckster"}, {"Value": "1", "Notes": "Undefined, do not use"}], "Exclusives": []}, "Obj_arg2": {"Name": "Throw Height", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How far up the player gets thrown. Default is 700. Ignored if using a GeneralPos to specify the target.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Throw Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The rate at which the player gets thrown. Default is 50.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "LinkNamePos": {"Games": 2, "Needed": false, "Description": "Additional placements that need to be linked to the object.", "Values": [{"Value": "モンテ投げターゲット位置", "Notes": "Position to throw the player at"}], "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the player gets thrown.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is Monte%03d, where %03d is the text message ID.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "MorphItemCollection", "Name": "MorphItemCollection", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}}}, {"InternalName": "MorphItemNeoBee", "Name": "MorphItemNeoBee", "Notes": "A collectable item that turns the player into a Bee character. This power-up state allows them to fly around like a bee.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Appearance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the item appears after SW_APPEAR gets activated.", "Values": [{"Value": "-1", "Notes": "Appears in place"}, {"Value": "1", "Notes": "Appears above and falls down"}], "Exclusives": []}, "Obj_arg1": {"Name": "Binder Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Enables or disables collision binding.", "Values": [{"Value": "-1", "Notes": "Deactivated"}, {"Value": "1", "Notes": "Activated"}], "Exclusives": []}, "Obj_arg2": {"Name": "Landing Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the power-up falls down after appearing or not.", "Values": [{"Value": "-1", "Notes": "Lands when it appears"}, {"Value": "1", "Notes": "Stays in position where it appeared"}], "Exclusives": []}, "Obj_arg3": {"Name": "Inside Bubble?", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies if the item is stored in a bubble or not.", "Values": [{"Value": "-1", "Notes": "Not contained in a bubble"}, {"Value": "1", "Notes": "Contained in a bubble"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow & Clipping Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow and clipping properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow drop direction from gravity once"}, {"Value": "0", "Notes": "Use no shadow"}, {"Value": "1", "Notes": "Calculate shadow"}, {"Value": "2", "Notes": "Calculate shadow drop and direction from gravity"}, {"Value": "3", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}, {"Value": "4", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}], "Exclusives": []}, "Obj_arg5": {"Name": "Appearance Camera Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies what appearance event cameras are to be used.", "Values": [{"Value": "-1", "Notes": "No cameras"}, {"Value": "1", "Notes": "Use 出現1"}, {"Value": "2", "Notes": "Use 出現1 and 出現2"}], "Exclusives": []}, "Obj_arg6": {"Name": "Rotation Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the item rotates. It never visibly rotates while inside a bubble.", "Values": [{"Value": "-1", "Notes": "Always rotates"}, {"Value": "0", "Notes": "Don't rotate"}, {"Value": "1", "Notes": "Rotation updates while outside bubble"}, {"Value": "2", "Notes": "Rotation updates while inside bubble"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after it is destroyed.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the item appears.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}}}, {"InternalName": "MorphItemNeoFire", "Name": "MorphItemNeoFire", "Notes": "A collectable item that turns the player into a Fire character. This temporary power-up state allows them to shoot fireballs.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Appearance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the item appears after SW_APPEAR gets activated.", "Values": [{"Value": "-1", "Notes": "Appears in place"}, {"Value": "1", "Notes": "Appears above and falls down"}], "Exclusives": []}, "Obj_arg1": {"Name": "Binder Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Enables or disables collision binding.", "Values": [{"Value": "-1", "Notes": "Deactivated"}, {"Value": "1", "Notes": "Activated"}], "Exclusives": []}, "Obj_arg2": {"Name": "Landing Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the power-up falls down after appearing or not.", "Values": [{"Value": "-1", "Notes": "Lands when it appears"}, {"Value": "1", "Notes": "Stays in position where it appeared"}], "Exclusives": []}, "Obj_arg3": {"Name": "Inside Bubble?", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies if the item is stored in a bubble or not.", "Values": [{"Value": "-1", "Notes": "Not contained in a bubble"}, {"Value": "1", "Notes": "Contained in a bubble"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow & Clipping Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow and clipping properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow drop direction from gravity once"}, {"Value": "0", "Notes": "Use no shadow"}, {"Value": "1", "Notes": "Calculate shadow"}, {"Value": "2", "Notes": "Calculate shadow drop and direction from gravity"}, {"Value": "3", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}, {"Value": "4", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}], "Exclusives": []}, "Obj_arg5": {"Name": "Appearance Camera Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies what appearance event cameras are to be used.", "Values": [{"Value": "-1", "Notes": "No cameras"}, {"Value": "1", "Notes": "Use 出現1"}, {"Value": "2", "Notes": "Use 出現1 and 出現2"}], "Exclusives": []}, "Obj_arg6": {"Name": "Rotation Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the item rotates. It never visibly rotates while inside a bubble.", "Values": [{"Value": "-1", "Notes": "Always rotates"}, {"Value": "0", "Notes": "Don't rotate"}, {"Value": "1", "Notes": "Rotation updates while outside bubble"}, {"Value": "2", "Notes": "Rotation updates while inside bubble"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after it is destroyed.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the item appears.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}}}, {"InternalName": "MorphItemNeoFoo", "Name": "MorphItemNeoFoo", "Notes": "A collectable item that turns the player into a Flying character. This temporary power-up state allows them to fly around.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Appearance Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies how the item appears after SW_APPEAR gets activated.", "Values": [{"Value": "-1", "Notes": "Appears in place"}, {"Value": "1", "Notes": "Appears above and falls down"}], "Exclusives": []}, "Obj_arg1": {"Name": "Binder Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Enables or disables collision binding.", "Values": [{"Value": "-1", "Notes": "Deactivated"}, {"Value": "1", "Notes": "Activated"}], "Exclusives": []}, "Obj_arg2": {"Name": "Landing Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies whether the power-up falls down after appearing or not.", "Values": [{"Value": "-1", "Notes": "Lands when it appears"}, {"Value": "1", "Notes": "Stays in position where it appeared"}], "Exclusives": []}, "Obj_arg3": {"Name": "Inside Bubble?", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies if the item is stored in a bubble or not.", "Values": [{"Value": "-1", "Notes": "Not contained in a bubble"}, {"Value": "1", "Notes": "Contained in a bubble"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow & Clipping Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies the shadow and clipping properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow drop direction from gravity once"}, {"Value": "0", "Notes": "Use no shadow"}, {"Value": "1", "Notes": "Calculate shadow"}, {"Value": "2", "Notes": "Calculate shadow drop and direction from gravity"}, {"Value": "3", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}, {"Value": "4", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}], "Exclusives": []}, "Obj_arg5": {"Name": "Appearance Camera Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies what appearance event cameras are to be used.", "Values": [{"Value": "-1", "Notes": "No cameras"}, {"Value": "1", "Notes": "Use 出現1"}, {"Value": "2", "Notes": "Use 出現1 and 出現2"}], "Exclusives": []}, "Obj_arg6": {"Name": "Rotation Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies how the item rotates. It never visibly rotates while inside a bubble.", "Values": [{"Value": "-1", "Notes": "Always rotates"}, {"Value": "0", "Notes": "Don't rotate"}, {"Value": "1", "Notes": "Rotation updates while outside bubble"}, {"Value": "2", "Notes": "Rotation updates while inside bubble"}], "Exclusives": []}, "Obj_arg7": {"Name": "Unlocking Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies the unlocking criteria needed for it to appear. If used in SMG2, it will never appear at all.", "Values": [{"Value": "-1", "Notes": "No special requirement"}, {"Value": "1", "Notes": "Gateway's Red Power Star needs to be collected"}], "Exclusives": []}, "SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 1, "Needed": false, "Description": "Gets activated after it is destroyed.", "Exclusives": []}, "SW_AWAKE": {"Games": 1, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 1, "Needed": false, "Description": "Used when the item appears.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "MorphItemNeoHopper", "Name": "MorphItemNeoHopper", "Notes": "A collectable item that turns the player into a Spring character. This power-up state allows them to bounce around in a spring.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Appearance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the item appears after SW_APPEAR gets activated.", "Values": [{"Value": "-1", "Notes": "Appears in place"}, {"Value": "1", "Notes": "Appears above and falls down"}], "Exclusives": []}, "Obj_arg1": {"Name": "Binder Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Enables or disables collision binding.", "Values": [{"Value": "-1", "Notes": "Deactivated"}, {"Value": "1", "Notes": "Activated"}], "Exclusives": []}, "Obj_arg2": {"Name": "Landing Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the power-up falls down after appearing or not.", "Values": [{"Value": "-1", "Notes": "Lands when it appears"}, {"Value": "1", "Notes": "Stays in position where it appeared"}], "Exclusives": []}, "Obj_arg3": {"Name": "Inside Bubble?", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies if the item is stored in a bubble or not.", "Values": [{"Value": "-1", "Notes": "Not contained in a bubble"}, {"Value": "1", "Notes": "Contained in a bubble"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow & Clipping Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow and clipping properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow drop direction from gravity once"}, {"Value": "0", "Notes": "Use no shadow"}, {"Value": "1", "Notes": "Calculate shadow"}, {"Value": "2", "Notes": "Calculate shadow drop and direction from gravity"}, {"Value": "3", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}, {"Value": "4", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}], "Exclusives": []}, "Obj_arg5": {"Name": "Appearance Camera Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies what appearance event cameras are to be used.", "Values": [{"Value": "-1", "Notes": "No cameras"}, {"Value": "1", "Notes": "Use 出現1"}, {"Value": "2", "Notes": "Use 出現1 and 出現2"}], "Exclusives": []}, "Obj_arg6": {"Name": "Rotation Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the item rotates. It never visibly rotates while inside a bubble.", "Values": [{"Value": "-1", "Notes": "Always rotates"}, {"Value": "0", "Notes": "Don't rotate"}, {"Value": "1", "Notes": "Rotation updates while outside bubble"}, {"Value": "2", "Notes": "Rotation updates while inside bubble"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after it is destroyed.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the item appears.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}}}, {"InternalName": "MorphItemNeoIce", "Name": "MorphItemNeoIce", "Notes": "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.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Appearance Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies how the item appears after SW_APPEAR gets activated.", "Values": [{"Value": "-1", "Notes": "Appears in place"}, {"Value": "1", "Notes": "Appears above and falls down"}], "Exclusives": []}, "Obj_arg1": {"Name": "Binder Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Enables or disables collision binding.", "Values": [{"Value": "-1", "Notes": "Deactivated"}, {"Value": "1", "Notes": "Activated"}], "Exclusives": []}, "Obj_arg2": {"Name": "Landing Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies whether the power-up falls down after appearing or not.", "Values": [{"Value": "-1", "Notes": "Lands when it appears"}, {"Value": "1", "Notes": "Stays in position where it appeared"}], "Exclusives": []}, "Obj_arg3": {"Name": "Inside Bubble?", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies if the item is stored in a bubble or not.", "Values": [{"Value": "-1", "Notes": "Not contained in a bubble"}, {"Value": "1", "Notes": "Contained in a bubble"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow & Clipping Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies the shadow and clipping properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow drop direction from gravity once"}, {"Value": "0", "Notes": "Use no shadow"}, {"Value": "1", "Notes": "Calculate shadow"}, {"Value": "2", "Notes": "Calculate shadow drop and direction from gravity"}, {"Value": "3", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}, {"Value": "4", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}], "Exclusives": []}, "Obj_arg5": {"Name": "Appearance Camera Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies what appearance event cameras are to be used.", "Values": [{"Value": "-1", "Notes": "No cameras"}, {"Value": "1", "Notes": "Use 出現1"}, {"Value": "2", "Notes": "Use 出現1 and 出現2"}], "Exclusives": []}, "Obj_arg6": {"Name": "Rotation Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies how the item rotates. It never visibly rotates while inside a bubble.", "Values": [{"Value": "-1", "Notes": "Always rotates"}, {"Value": "0", "Notes": "Don't rotate"}, {"Value": "1", "Notes": "Rotation updates while outside bubble"}, {"Value": "2", "Notes": "Rotation updates while inside bubble"}], "Exclusives": []}, "SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 1, "Needed": false, "Description": "Gets activated after it is destroyed.", "Exclusives": []}, "SW_AWAKE": {"Games": 1, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 1, "Needed": false, "Description": "Used when the item appears.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "MorphItemNeoTeresa", "Name": "MorphItemNeoTeresa", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Appearance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the item appears after SW_APPEAR gets activated.", "Values": [{"Value": "-1", "Notes": "Appears in place"}, {"Value": "1", "Notes": "Appears above and falls down"}], "Exclusives": []}, "Obj_arg1": {"Name": "Binder Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Enables or disables collision binding.", "Values": [{"Value": "-1", "Notes": "Deactivated"}, {"Value": "1", "Notes": "Activated"}], "Exclusives": []}, "Obj_arg2": {"Name": "Landing Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the power-up falls down after appearing or not.", "Values": [{"Value": "-1", "Notes": "Lands when it appears"}, {"Value": "1", "Notes": "Stays in position where it appeared"}], "Exclusives": []}, "Obj_arg3": {"Name": "Inside Bubble?", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies if the item is stored in a bubble or not.", "Values": [{"Value": "-1", "Notes": "Not contained in a bubble"}, {"Value": "1", "Notes": "Contained in a bubble"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow & Clipping Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow and clipping properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow drop direction from gravity once"}, {"Value": "0", "Notes": "Use no shadow"}, {"Value": "1", "Notes": "Calculate shadow"}, {"Value": "2", "Notes": "Calculate shadow drop and direction from gravity"}, {"Value": "3", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}, {"Value": "4", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}], "Exclusives": []}, "Obj_arg5": {"Name": "Appearance Camera Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies what appearance event cameras are to be used.", "Values": [{"Value": "-1", "Notes": "No cameras"}, {"Value": "1", "Notes": "Use 出現1"}, {"Value": "2", "Notes": "Use 出現1 and 出現2"}], "Exclusives": []}, "Obj_arg6": {"Name": "Rotation Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the item rotates. It never visibly rotates while inside a bubble.", "Values": [{"Value": "-1", "Notes": "Always rotates"}, {"Value": "0", "Notes": "Don't rotate"}, {"Value": "1", "Notes": "Rotation updates while outside bubble"}, {"Value": "2", "Notes": "Rotation updates while inside bubble"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after it is destroyed.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the item appears.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}}}, {"InternalName": "MorphItemRock", "Name": "MorphItemRock", "Notes": "A collectable item that turns the player into a Rock character. This power-up state allows them to turn into a rolling rock.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Appearance Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how the item appears after SW_APPEAR gets activated.", "Values": [{"Value": "-1", "Notes": "Appears in place"}, {"Value": "1", "Notes": "Appears above and falls down"}], "Exclusives": []}, "Obj_arg1": {"Name": "Binder Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Enables or disables collision binding.", "Values": [{"Value": "-1", "Notes": "Deactivated"}, {"Value": "1", "Notes": "Activated"}], "Exclusives": []}, "Obj_arg2": {"Name": "Landing Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the power-up falls down after appearing or not.", "Values": [{"Value": "-1", "Notes": "Lands when it appears"}, {"Value": "1", "Notes": "Stays in position where it appeared"}], "Exclusives": []}, "Obj_arg3": {"Name": "Inside Bubble?", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies if the item is stored in a bubble or not.", "Values": [{"Value": "-1", "Notes": "Not contained in a bubble"}, {"Value": "1", "Notes": "Contained in a bubble"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow & Clipping Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the shadow and clipping properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow drop direction from gravity once"}, {"Value": "0", "Notes": "Use no shadow"}, {"Value": "1", "Notes": "Calculate shadow"}, {"Value": "2", "Notes": "Calculate shadow drop and direction from gravity"}, {"Value": "3", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}, {"Value": "4", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}], "Exclusives": []}, "Obj_arg5": {"Name": "Appearance Camera Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what appearance event cameras are to be used.", "Values": [{"Value": "-1", "Notes": "No cameras"}, {"Value": "1", "Notes": "Use 出現1"}, {"Value": "2", "Notes": "Use 出現1 and 出現2"}], "Exclusives": []}, "Obj_arg6": {"Name": "Rotation Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how the item rotates. It never visibly rotates while inside a bubble.", "Values": [{"Value": "-1", "Notes": "Always rotates"}, {"Value": "0", "Notes": "Don't rotate"}, {"Value": "1", "Notes": "Rotation updates while outside bubble"}, {"Value": "2", "Notes": "Rotation updates while inside bubble"}], "Exclusives": []}, "Obj_arg7": {"Name": "Breaking Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the rolling rock breaks apart when using the power-up.", "Values": [{"Value": "-1", "Notes": "Breaks automatically after some seconds"}, {"Value": "1", "Notes": "Does not break automatically"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated after it is destroyed.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the item appears.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}}}, {"InternalName": "MorphSwitchArea", "Name": "MorphSwitchArea", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Condition", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The required power-up state condition to activate the switch.", "Values": [{"Value": "-1", "Notes": "Player has Boo power-up"}, {"Value": "1", "Notes": "Player is \"in rush\""}, {"Value": "2", "Notes": "Player rides Bulb Yoshi"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated or deactivated whether the specified condition is fulfilled or not.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "MovieStarter", "Name": "MovieStarter", "Notes": "Starts and plays a THP cutscene video which interrupts the current game scene.", "Games": 1, "Progress": 1, "Parameters": {"Obj_arg0": {"Name": "Movie ID", "Type": "Integer", "Games": 1, "Needed": true, "Description": "The target movie to play. Using any value not listed will crash the game.", "Values": [{"Value": "0", "Notes": "PrologueA (As Luigi, this movie gets skipped)"}, {"Value": "1", "Notes": "PrologueB (Sends you to Grand Star Rescue)"}, {"Value": "2", "Notes": "FinalBattle, FinalBattleLuigi as Luigi (Sends you to Scenario Select for Bowser's Galaxy Reactor. Can be skipped after watching once.)"}, {"Value": "3", "Notes": "EpilogueA, EpilogueALuigi as Luigi (Screen stays White afterwards, but gameplay is resumed)"}, {"Value": "5", "Notes": "EndingA, EndingALuigi as Luigi (Screen stays Black afterwards, but gameplay is resumed)"}, {"Value": "6", "Notes": "EndingB"}], "Exclusives": []}, "SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated, making the movie begin.", "Exclusives": []}, "SW_DEAD": {"Games": 1, "Needed": false, "Description": "Activates after the movie finishes", "Exclusives": []}}}, {"InternalName": "MultipleChoiceDice", "Name": "MultipleChoiceDice", "Notes": "A die block that activates a switch depending on the side it lands on when hit. The player can hit it using Spin Attacks, Star Bits, snowballs, fireballs, Yoshi's projectiles and the Rock power-up.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Horizontal Throw Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast the die moves horizontally when hit. Default is 18.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Vertical Throw Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast the die moves vertically when hit. Default is 18.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated when it lands on a red circle face.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Gets activated when it lands on a blue cross face.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and hit by player 2.", "Exclusives": []}}}, {"InternalName": "MysteryMountainPlanet", "Name": "MysteryMountainPlanet", "Notes": "A collision-less cake planet that is wrapped inside a present box. It uses the two animations BoxVanish and CakeVanish, which cause the box and cake to vanish if SW_A is activated. If the player is within 3000 units while the object is being initialized, the cake will automatically vanish.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "If activated, the vanish animations will be played.", "Exclusives": []}}}, {"InternalName": "NeedlePlant", "Name": "NeedlePlant", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Item Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The item to be spawned after spinning near it.", "Values": [{"Value": "-1", "Notes": "1 Coin"}, {"Value": "0", "Notes": "3 Star Bits (SMG1 only)"}, {"Value": "1", "Notes": "Nothing"}], "Exclusives": []}, "Obj_arg1": {"Name": "Validate Shadow?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, its shadow will be enabled.", "Values": [], "Exclusives": ["NeedlePlantFly"]}, "SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies. Due to an oversight, this does not work for NeedlePlant in SMG2.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and pulled by Yoshi.", "Exclusives": []}}}, {"InternalName": "NeedleTrap", "Name": "NeedleTrap", "Notes": "A trap panel with spikes that pop out periodically. They will disappear again after 1.5 seconds.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "First Appearance Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay in frames before the spikes appear for the first time. Default is 0.", "Values": [], "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "Nigero", "Name": "Nigero", "Notes": "A frog-like enemy that jumps and burrows into the ground. If it does so, it will reappear out of a random spot again. They will try to pick up an item if they find one and run away with it. It can pick up Coins, Purple Coins, Silver Stars, Star Chips and Blue Chips. They can be defeated by having Yoshi eat them or by stomping on top of them. However, they will reappear again after a few seconds.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and attacked by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "NokonokoLand", "Name": "NokonokoLand", "Notes": "A small turtle enemy that walks around passively. Touching it damages the player. When stunned with a Spin Attack, it enters its shell which can be picked up by the player. Green is the default color. Red ones move slightly faster. Blue ones behave exactly like green ones.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame to be used.", "Values": [{"Value": "-1", "Notes": "Green"}, {"Value": "1", "Notes": "Red"}, {"Value": "2", "Notes": "Blue"}], "Exclusives": []}, "Obj_arg3": {"Name": "Doesn't Respawn?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will not respawn after destroying its shell.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Turn Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it behaves when it arrives at this point.", "Values": [{"Value": "-1", "Notes": "Keeps on walking and does nothing special"}, {"Value": "0", "Notes": "Pauses and looks around, then proceeds walking"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Registers objects of the same kind, but the group is never used for anything.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene functor action causes it to appear.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted, eaten and shot by Yoshi.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "NokonokoLandBig", "Name": "NokonokoLandBig", "Notes": "A big turtle enemy that walks around passively. Touching its body (excluding the shell) damages the player. It can be defeated by the Spin Drill which causes it to drop a single Coin. The player can bounce off its shell. If performed several consecutive times, the player will be awarded a 1-Up on every bounce.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The color frame to be used.", "Values": [{"Value": "-1", "Notes": "Green"}, {"Value": "1", "Notes": "Red"}, {"Value": "2", "Notes": "Blue"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Once activated, it will return to its initial path coordinate.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "NoMessageArea", "Name": "NoMessageArea", "Notes": "An area that prevents the player from talking to NPC-like objects such as Toads or signboards.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "NonSleepArea", "Name": "NonSleepArea", "Notes": "An area that prevents the player from sleeping. Furthermore, this also changes the player's idle animation.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "NormalEndingDemoObj", "Name": "NormalEndingDemoObj", "Notes": "Creates and registers several objects that appear during the ending cutscene where Rosalina visits Starship Mario. The individual models that it creates are DemoMarioFaceShipPlanet, WorldMapAccessPanel, MarioFaceShipRudder, DemoAstroCocoon, DemoAstroPlanet, TicoBaby, Peach, Rosetta, Meister, and GrandStar. Some joints of the models MarioShipTakeOff and DemoAstroPlanetNull are used to position the other models.", "Games": 2, "Progress": 2, "Parameters": {"NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "ノーマルエンディングデモ基準点", "Notes": "Reference point for its objects"}], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "Registers to the cutscenes with the names ノーマルエンディング1, ノーマルエンディング2, ノーマルエンディング3, and ノーマルエンディング4. For ノーマルエンディング1 it can use a special cutscene nerve action which makes the actual components appear.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "The text to be displayed can be found in SceneCommonMessage.arc/StoryBook.msbt. The text goes by the labels DemoEnding1st, DemoEnding2nd, DemoEnding3rd, and DemoEnding4th.", "Exclusives": []}}}, {"InternalName": "NoteFairy", "Name": "NoteFairy", "Notes": "A set of Rainbow Notes that can be collected in order to activate a switch. It can also spawn a Power Star if Obj_arg7 and the galaxy's Scenario file are configured correctly.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Notes", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If set to -1, the necessary notes to play the song will be created. If set to -2, notes will be placed on path points only. Any other positive number specifies how many notes should be spawned, however, this number is ignored when Obj_arg4 is not negative.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Appearance Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "How fast the creator note moves along the path. Requires Obj_arg3 set to any value between 1 and 6 inclusive. Default is 13.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Time Limit", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long it takes before the notes disappear again. Default is 20.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Appearance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the individual notes appear and whether a short cutscene should be played or not.", "Values": [{"Value": "-1", "Notes": "Notes already there"}, {"Value": "1", "Notes": "Single note appears, moves along path and creates other notes, starts appearance camera"}, {"Value": "2", "Notes": "Single note appears, moves along path and creates other notes, starts appearance camera"}, {"Value": "3", "Notes": "Single note moves on path and creates trail of notes, cutscene runs until all notes have appeared"}, {"Value": "4", "Notes": "Notes appear one by one, starts appearance camera"}, {"Value": "5", "Notes": "Notes appear one by one"}, {"Value": "6", "Notes": "Notes appear one by one, no appearance jingle plays"}], "Exclusives": []}, "Obj_arg4": {"Name": "Song Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the song that should be played.", "Values": [{"Value": "-2", "Notes": "Low ascending notes"}, {"Value": "-1", "Notes": "Ascending notes"}, {"Value": "0", "Notes": "Extended SMB Theme Intro (unused)"}, {"Value": "1", "Notes": "SMB Theme Intro (unused)"}, {"Value": "2", "Notes": "SMB Underground"}, {"Value": "3", "Notes": "Extended SMB Theme Intro (unused)"}, {"Value": "4", "Notes": "SMB Underwater"}, {"Value": "5", "Notes": "SMW Bonus Stage"}], "Exclusives": []}, "Obj_arg5": {"Name": "Completion SFX Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Can be used to enable the completion jingle.", "Values": [{"Value": "-1", "Notes": "Don't play completion jingle"}, {"Value": "0", "Notes": "Play completion jingle"}], "Exclusives": []}, "Obj_arg6": {"Name": "BGM Change Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the stage's BGM will be changed while the notes are active.", "Values": [{"Value": "-1", "Notes": "Mute stage's BGM"}, {"Value": "1", "Notes": "Lower stage's BGM volume"}], "Exclusives": []}, "Obj_arg7": {"Name": "Power Star Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether a Power Star should be spawned and how it appears.", "Values": [{"Value": "-1", "Notes": "Doesn't spawn Power Star"}, {"Value": "1", "Notes": "Spawn Power Star from object's position"}, {"Value": "2", "Notes": "Spawn Power Star from note's position"}, {"Value": "3", "Notes": "Spawn Power Star from note's position"}], "Exclusives": []}, "Path_arg0": {"Name": "Note Play Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Specifies how long each note play out. Only used when Obj_arg0 is set to -2.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": true, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Gets activated after collecting all notes.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, all notes will be destroyed once this switch is deactivated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the notes will be placed on.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": false, "Description": "Spawns once all notes have been collected. Requires Obj_arg7 to be configured correctly.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the notes appear. This is only used by a few appearance types.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "NPCSupportRail", "Name": "NPCSupportRail", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Nyoropon", "Name": "Nyoropon", "Notes": "A tube worm-like enemy that opens its eyes and tries to block the player's movement when approached. When the player touches it, they'll be damaged. It can be defeated with a Koopa Shell or by the light shone by the shell itself. Furthermore, the player can use Spin Attacks or Star Bits to defeat it. This causes it to drop three Star Bits.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Eyes Open During Intro?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, its eyes will be opened during a mission's intro sequence.", "Values": [], "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and defeated by player 2.", "Exclusives": []}, "SearchTurtle": {"Games": 2, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "OceanBowl", "Name": "OceanBowl", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "OceanFloaterLandParts", "Name": "OceanFloaterLandParts", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "OceanRing", "Name": "OceanRing", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "OceanSmallTurtle", "Name": "OceanSmallTurtle", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "OceanSphere", "Name": "OceanSphere", "Notes": "A sphere of water that essentially functions as a visible WaterArea. If the stage's name is TearDropGalaxy, it becomes translucent and uses a lighter shade of blue; if the stage's name is SkullSharkGalaxy, it retains the dark blue color but becomes translucent as well. When it appears through a cutscene, the water will scale up first.", "Games": 3, "Progress": 2, "Parameters": {"DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. The object won't appear until this cutscene causes it to do so through a cutscene action.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc. Only works if the object isn't already part of another cutscene.", "Exclusives": []}}}, {"InternalName": "OceanWaveFloater", "Name": "OceanWaveFloater", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "OldFortressCover", "Name": "OldFortressCover", "Notes": "A cover that can be moved once by activating its SW_A switch. Its \"Move\" animation specifies how it moves. After that, the cover will not disappear.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Doesn't Open?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, SW_A will be ignored.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Opens when this switch gets activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "OmoteuLandSky", "Name": "OmoteuLandSky", "Notes": "A decorative background model meant to be placed around entire galaxies. It has gravity-indicating arrows that point upwards or downwards depending on the player's gravity.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "OnimasuArea", "Name": "OnimasuArea", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "OnimasuJump", "Name": "OnimasuJump", "Notes": "A stone box enemy that jumps between its path points. By default, the jumping velocity is so low that the jump is barely noticeable. The direction it rotates to while moving can be configured as well.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Pause Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it pauses before moving. Default is 90.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Move Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes to move to the next point. This also affects the jump velocity. Default is 30.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Comet Pause Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it pauses before moving during a Double Time comet. Default is 45.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Comet Move Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes to move to the next point during a Double Time Comet. This also affects the jump velocity. Default is 15.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Turn Direction", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how to turn and move at this point.", "Values": [{"Value": "-1", "Notes": "Rotates forward"}, {"Value": "0", "Notes": "Rotates left"}, {"Value": "1", "Notes": "Rotates right"}, {"Value": "2", "Notes": "Rotates backward & remains at point before moving."}], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it won't move until this switch gets activated once.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "Animations, velocity and update rates are adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "OnimasuPivot", "Name": "OnimasuPivot", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "OpeningDemoObj", "Name": "OpeningDemoObj", "Notes": "Creates and registers several objects that appear during the opening cutscene where Mario receives the letter from Peach and appears through a Warp Pipe. The object's placement specifies where the Warp Pipe appears from. The individual models that it creates are PeachShootingStar, PeachPrologueSky, and EarthenPipe. Furthermore, it uses the layouts PrologueText and PeachLetterMini. Before the player appears, the music STM_SMG2_EV_PROLOGUE_02 starts to play.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": true, "Description": "Appears when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "OtaKing", "Name": "OtaKing", "Notes": "A large octopus boss that resides in a large lava pool. In order to defeat it, the player has to fling its coconuts back against him. It shoots either three fireballs or a coconut. After the first phase, it will start to spawn Blue Podoboos. In SMG1, it will always spawn a Power Star when defeated, which requires a properly configured Scenario entry. There's also a \"Spicy\" variant which requires a few more hits. This variant does not spawn the long tentacles, though. If added and used in SMG2, it will crash the game when skipping the intro cutscene as the code does not account for the missing tentacles.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Spicy Variant?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it loads the models for the Spicy variant and requires more hits to be defeated.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Starts the boss fight once activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Gets activated after starting the third phase (after he looses the crown).", "Exclusives": []}, "AppearPowerStar": {"Games": 1, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Its coconuts can be targeted and fetched by player 2.", "Exclusives": []}}}, {"InternalName": "OtaRock", "Name": "OtaRock", "Notes": "An octopus enemy that attacks the player by spitting fireballs and coconuts at them. It can be defeated with a Koopa Shell, a coconut, or any attacks caused by another enemy.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Always Shoots Fireballs?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will spit fireballs instead of coconuts.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Starts With Coconut?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will begin to spit a coconut instead of a fireball.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it remains passive while this switch is not activated. It's intended to be placed inside a TakoBarrelA or another container when using this switch. Once activated, it will hop out and behave as usual.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Its coconuts can be targeted and fetched by player 2.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "OtaRockTank", "Name": "OtaRockTank", "Notes": "A green octopus boss that drives in a wheeled barrel. It can shoot multiple fireballs and coconuts from its blasters. It moves along a path, and it may stop at a path point to spit some projectiles. The fireballs create Matter Splatter holes when they land. It can be defeated by flinging coconuts against it multiple times. After defeating it, it may spawn a Power Star if the object and Scenario entry are configured correctly.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Spawns Power Star?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it registers a Power Star to be spawned after defeating it.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Multiple Attacks", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Can be used to disable multiple attacks while it moves on the path segment from this to the next point. Default is -1.", "Values": [{"Value": "-1", "Notes": "Can attack multiple times on segment"}, {"Value": "0", "Notes": "Don't attack multiple times on segment"}], "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": true, "Description": "Starts the boss battle once activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "Spawned after defeating it. Requires Obj_arg0 to be set.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "ボス戦デモ開始位置", "Notes": "Position during the intro"}, {"Value": "着弾点0", "Notes": "Projectile impact point"}, {"Value": "着弾点1", "Notes": "Projectile impact point"}, {"Value": "着弾点2", "Notes": "Projectile impact point"}, {"Value": "着弾点3", "Notes": "Projectile impact point"}, {"Value": "着弾点4", "Notes": "Projectile impact point"}, {"Value": "着弾点5", "Notes": "Projectile impact point"}, {"Value": "着弾点6", "Notes": "Projectile impact point"}, {"Value": "着弾点7", "Notes": "Projectile impact point"}, {"Value": "着弾点8", "Notes": "Projectile impact point"}, {"Value": "着弾点9", "Notes": "Projectile impact point"}, {"Value": "着弾点10", "Notes": "Projectile impact point"}], "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used during the battle.", "Values": [], "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Its coconuts can be targeted and fetched by player 2.", "Exclusives": []}}}, {"InternalName": "PackunFlowerBig", "Name": "PackunFlowerBig", "Notes": "A huge plant enemy that emerges from the ground. Unlike most enemies, it cannot be defeated at all. However, it can be stunned with a Spin Attack or a Star Bit.", "Games": 2, "Progress": 2, "Parameters": {"Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "PackunPetit", "Name": "PackunPetit", "Notes": "A plant enemy that tries to bite the player if they are nearby. It can be defeated through all player attacks as well as some enemy attacks. Once defeated, it will either drop a Coin or three Star Bits depending on how it was defeated.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Doesn't Turn?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it won't turn around.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Use Collision Binder?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will use a collision binder which makes it react to collision. Furthermore, it will also react to gravity instead of being in a locked position.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies. It won't drop any items when killed, however.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and pulled by Yoshi.", "Exclusives": []}}}, {"InternalName": "PalmIsland", "Name": "PalmIsland", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "PartsModel", "Name": "PartsModel", "Notes": "A \"minor object\" that gets created by a parent object that it is linked to. Therefore, it cannot be placed on its own. It comes with a model, optional collision, effects and sounds. How it gets used depends on the parent object.", "Games": 3, "Progress": 2, "Parameters": {}}, {"InternalName": "Patakuri", "Name": "Patakuri", "Notes": "A Goomba with wings that flies across a set path. It can be defeated by stomping or Ground Pounding on top of it. All other attacks cause it to lose its wings, turning it into a regular Goomba.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and attacked by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "PatakuriBig", "Name": "PatakuriBig", "Notes": "A huge Goomba with wings that flies across a set path. Any of the player's attacks cause it to lose its wings, turning it into a regular Big Goomba.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and attacked by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Created but never used.", "Exclusives": []}}}, {"InternalName": "Peach", "Name": "Peach", "Notes": "An NPC version of Mario's eternal damsel in distress that can be talked to. When attacked, she will pull an umbrella to defend herself. However, this behavior is exclusive to SMG2.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "The text dialogue's label format is Peach%03d, where %03d is the text message ID.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "PeachCastleGardenPlanet", "Name": "PeachCastleGardenPlanet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "PeachCastleNightPlanet", "Name": "PeachCastleNightPlanet", "Notes": "A generic planet with a model and optional collision that is meant to show fireworks. The \"Fire\" sound effect is synchronized with the object's particles. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. This planet supports optional Water, Indirect, Bloom, Low and Middle models as well as fur maps.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sphere Clipping Radius", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Removes the visible model when this switch is active. This retains the collision, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "Penguin", "Name": "Penguin", "Notes": "A cute penguin NPC that can be talked to.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Behavior", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it behaves.", "Values": [{"Value": "-1", "Notes": "Normal"}, {"Value": "0", "Notes": "Sitting"}, {"Value": "1", "Notes": "Underwater"}, {"Value": "2", "Notes": "Swimming"}, {"Value": "3", "Notes": "Jumping & diving"}, {"Value": "4", "Notes": "Rides Koopa Shell"}, {"Value": "5", "Notes": "Normal"}, {"Value": "6", "Notes": "Running"}], "Exclusives": []}, "Obj_arg7": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame to be used.", "Values": [{"Value": "-1", "Notes": "Blue"}, {"Value": "1", "Notes": "Green"}, {"Value": "2", "Notes": "Purple"}, {"Value": "3", "Notes": "Red"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "The text dialogue's label format is Penguin%03d, where %03d is the text message ID.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "PenguinCoach", "Name": "PenguinCoach", "Notes": "A tall penguin NPC that can be talked to. In SMG1, it also controls parts of the surfing mini-game by interacting with a grouped SurfRay object.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Event Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies whether it should register a Power Star and join races. Default is 0.", "Values": [{"Value": "0", "Notes": "Default"}, {"Value": "1", "Notes": "Register Power Star"}, {"Value": "2", "Notes": "Register Power Star, joins race, uses tutorial"}, {"Value": "3", "Notes": "Register Power Star, joins race"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 1, "Needed": false, "Description": "Groups PenguinCoach and SurfRay. This is used to notify SurfRay about the tutorial states. This object only registers to this group if Obj_arg0 is set to 2 or 3.", "Exclusives": []}, "AppearPowerStar": {"Games": 1, "Needed": false, "Description": "Gets spawned after triggering its EventFunc.", "Exclusives": []}, "Camera": {"Games": 1, "Needed": false, "Description": "Uses 会話 when talking. If Obj_arg0 is 2, it will use チュートリアル for the tutorial.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene functor action causes it to return to its initial position.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "The text dialogue's label format is PenguinCoach%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 1, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Activate SW_A"}, {"Value": "1", "Notes": "Spawn Power Star"}, {"Value": "2", "Notes": "Kill player"}], "Exclusives": []}, "BranchFunc": {"Games": 1, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Player carries any object?"}, {"Value": "1", "Notes": "Player carries Gold Shell?"}, {"Value": "2", "Notes": "Finished surfing tutorial?"}, {"Value": "3", "Notes": "Race ended?"}, {"Value": "4", "Notes": "Race time is less than 1:30"}, {"Value": "5", "Notes": "Race time is less than 3:00"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "PenguinMaster", "Name": "PenguinMaster", "Notes": "An elderly penguin NPC that can be talked to.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "The text dialogue's label format is PenguinMaster%03d, where %03d is the text message ID.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "PenguinRacer", "Name": "PenguinRacer", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "PenguinRacerLeader", "Name": "PenguinRacerLeader", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "PenguinSkater", "Name": "PenguinSkater", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "PenguinStudent", "Name": "PenguinStudent", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Petari", "Name": "Petari", "Notes": "A bag-like enemy that wanders around while becoming fully invisible. However, its path is indicated by the footprints it creates. If the player isn't too close, it will pause and turn visible. It will start to wander around again if the player comes closer, though. It can be defeated using Spin Attacks, Ground Pounds, stomping, fireballs, the Rainbow power-up as well as by having Yoshi eat it. Once defeated, it will drop 20 Star Bits.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Footprint Y Offset", "Type": "Float", "Games": 3, "Needed": false, "Description": "How far to displace each footprint below the object's position. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Number of Star Bits", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How many Star Bits it can spawn when defeated. Default is 20.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "PetitPorter", "Name": "PetitPorter", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Teleporter Group ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The teleporter's group which can be used to link warp and exit points to it.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Timer", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes before the player gets teleported back again. Default is 600.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated while the teleporter is still active. Gets deactivated once it becomes unusable.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Gets activated once the player teleports to the destination and gets deactivated again after the timer runs out.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used for multiple warping circumstances. 基点でワープイン is used when warping from the teleporter. ワープ点でワープアウト is used when the player appears at the destination point. ワープ点でワープイン is used when the player gets teleported after the timer runs out. 基点でワープアウト is used when the player appears at the return point.", "Values": [], "Exclusives": []}}}, {"InternalName": "PetitPorterExitPoint", "Name": "PetitPorterExitPoint", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Teleporter Group ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The teleporter group to which this point belongs.", "Values": [], "Exclusives": []}}}, {"InternalName": "PetitPorterWarpPoint", "Name": "PetitPorterWarpPoint", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Teleporter Group ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The teleporter group to which this point belongs.", "Values": [], "Exclusives": []}}}, {"InternalName": "Peto", "Name": "Peto", "Notes": "A purple blob enemy that creates fields of electricity. It jumps around randomly or between fixed path points. It can be defeated with all player attacks as well as explosions, which causes it to drop a Coin.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "Animations, velocity and update rates are adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path points to jump between.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and defeated by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "PhantomShipBoxFloater", "Name": "PhantomShipBoxFloater", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "PhantomShipBridge", "Name": "PhantomShipBridge", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "PhantomShipHandle", "Name": "PhantomShipHandle", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "PhantomTorch", "Name": "PhantomTorch", "Notes": "A flame that burns the player and other compatible objects upon contact. It can be extinguished using a Spin Attack.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Item Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the item to be spawned after putting out the fire.", "Values": [{"Value": "-1", "Notes": "Coin"}, {"Value": "0", "Notes": "Star Bit"}, {"Value": "1", "Notes": "Nothing"}], "Exclusives": []}, "Obj_arg1": {"Name": "Decorative?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the flame won't burn anything, and it can't be extinguished.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups other objects of the same kind. Special sound effects will be played when extinguishing the flames in this group. The limit of objects in a group is 32.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and extinguished by player 2.", "Exclusives": []}}}, {"InternalName": "Pichan", "Name": "Pichan", "Notes": "An orange bird NPC that can be talked to. Fluzzard (GliBird) needs to be added as a separate object. It can register a Power Star, however, this requires a properly configured Scenario entry. A complex dialogue with flow nodes should be set up in order to control the mini-game.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Spawns Power Star?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will register a Power Star. Its EventFunc needs to be triggered via an event flow node to make it spawn.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Initialize Tutorial?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the tutorial controller will be created, thus enabling the tutorial sequence. This only works in gliding stages, namely JungleGliderGalaxy and ChallengeGliderGalaxy.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "Gets spawned after triggering its EventFunc.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": false, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "レース開始時マリオ位置", "Notes": "Player's position before the race"}, {"Value": "レース終了後位置", "Notes": "Player's position after the race"}, {"Value": "ピーチャン位置[スター渡し]", "Notes": "Its position after the race"}], "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is Pichan%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Start mini-game"}, {"Value": "1", "Notes": "Spawn Power Star"}, {"Value": "2", "Notes": "Start tutorial"}, {"Value": "3", "Notes": "Prepare race objects"}], "Exclusives": []}, "AnimeFunc": {"Games": 2, "Description": "Object-specific behavior for AnimeFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Start \"Talk\" animation"}, {"Value": "1", "Notes": "Start \"TalkAngry\" animation"}, {"Value": "2", "Notes": "Start \"TalkCry\" animation"}, {"Value": "3", "Notes": "Start \"TalkSmile\" animation"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Race ended in time?"}, {"Value": "1", "Notes": "Played gliding tutorial?"}, {"Value": "2", "Notes": "First place?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "PichanRacer", "Name": "PichanRacer", "Notes": "A bird NPC intended for gliding races that moves in a predefined GST motion during the race. The GST motion data for it can be found in the gst folder of the Galaxy's Ghost archive. It can register a Power Star if Obj_arg0 is 0, however, this requires a properly configured Scenario entry. A complex dialogue with flow nodes should be set up in order to control the race.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame / Power Star", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The color frame to be used. If 0, this also registers a Power Star to be spawned via event flow nodes. Default is 0.", "Values": [{"Value": "0", "Notes": "Black"}, {"Value": "1", "Notes": "Red"}, {"Value": "2", "Notes": "Purple"}, {"Value": "3", "Notes": "Green"}, {"Value": "4", "Notes": "Blue"}], "Exclusives": []}, "Obj_arg7": {"Name": "GST File ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The ID of the GST file to be loaded. Default is -1.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "Gets spawned after triggering its EventFunc.", "Exclusives": []}, "LinkNamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that need to be linked to the object.", "Values": [{"Value": "ピーチャンレーサーレース終了後位置", "Notes": "Its position after the race"}], "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is PichanRacer%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Spawn Power Star"}, {"Value": "3", "Notes": "Prepare race objects"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Race ended in time?"}, {"Value": "1", "Notes": "Played gliding tutorial?"}, {"Value": "2", "Notes": "First place?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "PicketSwitch", "Name": "PicketSwitch", "Notes": "A stump that can be Ground Pounded in order to activate a switch.", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 3, "Needed": true, "Description": "Gets activated after Ground Pounding the stump.", "Exclusives": []}}}, {"InternalName": "PictureJoinPlanet", "Name": "PictureJoinPlanet", "Notes": "A generic map object with a model and optional collision that acts as a BaseMtxFollowTarget. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "PipeModeCube", "Name": "PipeModeCube", "Notes": "An area that changes the direction the player is moving to by 90 degrees as soon as entered, presumably intended to be used to connect two PlaneModeCube areas around a corner.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "PlaneCircularModeCube", "Name": "PlaneCircularModeCube", "Notes": "An area that restricts the player's movement to a 2D plane while the player is inside it. The movement direction is adjusted for moving around a circular center point. Basically, this also allows the player to keep running into the direction the stick was held in first. This area may be a bit complicated to use, so it's advised to take a look at Tarantox's zone in SMG1.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "PlaneCollisionArea", "Name": "PlaneCollisionArea", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "PlaneModeCube", "Name": "PlaneModeCube", "Notes": "An area that restricts the player's movement to a 2D plane while the player is inside it.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "PlanetMap", "Name": "PlanetMap", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sphere Clipping Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Float", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Removes the visible model when this switch is active. This retains the collision, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene. If used, it won't appear until its appear cutscene action gets triggered.", "Exclusives": []}}}, {"InternalName": "PlanetMapAnimLow", "Name": "PlanetMapAnimLow", "Notes": "A generic planet with a model and optional collision whose Low model is animated. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sphere Clipping Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Float", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Removes the visible model when this switch is active. This retains the collision, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene. If used, it won't appear until its appear cutscene action gets triggered.", "Exclusives": []}}}, {"InternalName": "PlanetMapFarClippable", "Name": "PlanetMapFarClippable", "Notes": "A generic planet with a model and optional collision with a far clipping distance of 50 meters. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sphere Clipping Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Float", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Removes the visible model when this switch is active. This retains the collision, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene. If used, it won't appear until its appear cutscene action gets triggered.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": ["ChallengeGliderStartPlanet", "GliderStartWoodPlanet", "ItemCollectionPlanet"]}}}, {"InternalName": "PlanetMapPress", "Name": "PlanetMapPress", "Notes": "A generic planet with a model and optional collision whose collision may crush the player. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sphere Clipping Radius", "Type": "Float", "Games": 2, "Needed": false, "Description": "The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Removes the visible model when this switch is active. This retains the collision, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "PlanetMapProjmap", "Name": "PlanetMapProjmap", "Notes": "A generic planet with a model and optional collision that uses a projection map matrix. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sphere Clipping Radius", "Type": "Float", "Games": 2, "Needed": false, "Description": "The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Removes the visible model when this switch is active. This retains the collision, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "PlanetMapStrongLight", "Name": "PlanetMapStrongLight", "Notes": "A generic planet with a model and optional collision that is affected by strong light. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sphere Clipping Radius", "Type": "Float", "Games": 2, "Needed": false, "Description": "The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Removes the visible model when this switch is active. This retains the collision, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "Plant", "Name": "Plant", "Notes": "A beanstalk-like vine that the player can swing along by shaking the Wiimote. Once the player reaches the end of the vine, it will cause them to jump off. The launch speed and angle are configurable.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Launch Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "How fast the player gets flung off after reaching the end of the plant's path. Default is 30.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Launch Angle", "Type": "Float", "Games": 3, "Needed": false, "Description": "At what angle the player gets launched off after reaching the end of the plant's path. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Play Appearance Camera?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will play a short event camera cutscene when its tuber gets popped.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The vine will appear when this switch is activated, rendering its tuber redundant.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "Lays out the vine that can be climbed.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Uses 出現デモ when it appears and 掴まり while the player is climbing the vine.", "Values": [], "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Its bud can be targeted and opened by player 2.", "Exclusives": []}}}, {"InternalName": "PlantGroup", "Name": "PlantGroup", "Notes": "A group of decorative plants that can appear in many shapes. In SMG2, some objects of this class use ShapeModelNo to derive the proper model to be loaded. The plants attach to the nearest collision below them. If no collision is available, the individual plant may be placed at the origin of the galaxy.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Plants", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of plants to be placed. Default is 7.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Number of Items", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of items to be spawned. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Item Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The kind of item to be spawned.", "Values": [{"Value": "-1", "Notes": "Coins"}, {"Value": "1", "Notes": "Star Bits"}], "Exclusives": []}, "Obj_arg3": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The color frame to be used. The available colors depend on the used model. See the individual plant objects for detailed lists.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Calculate Gravity?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, gravity will be taken into account when positioning the plants.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Prevent Random Rotation?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the individual plants won't be randomly rotated when placed. This setting is always enabled for PlantD02 (sunflower).", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Y Offset", "Type": "Float", "Games": 2, "Needed": false, "Description": "The Y offset added to every plant's Y coordinate. Default is 0.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "Can be used to lay out the plants on a line.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "PlantSlider", "Name": "PlantSlider", "Notes": "A vine with Star Bit Flowers that the player can slide along by grabbing onto the vine. Once the player reaches the end of the vine, it will cause them to jump off. Unlike similar objects, the player doesn't need to swing their Wiimote.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Invalidate Flower Clipping?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Invalidates clipping for all flowers while the vine is not being clipped.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Launch Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast the player gets launched off the vine. Default is 20.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Launch Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "At what angle the player gets launched off after reaching the end of the plant's path. Default is 25.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Bending Factor", "Type": "Float", "Games": 2, "Needed": false, "Description": "Specifies how much the vine bends when grabbed by the player. This also affects where the player lands. Negative values aren't allowed. Default is 15.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Base Matrix from Front & Side?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the player's base matrix will be calculated from the front and side vectors at the currently touched part of the vine. By default, it will be calculated from front and up vectors. This effect is barely noticeable in game.", "Values": [], "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "Lays out the vine that can be slid on.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Uses 滑り while the player is sliding the vine.", "Values": [], "Exclusives": []}}}, {"InternalName": "PlayAttackMan", "Name": "PlayAttackMan", "Notes": "The monkey NPC that will give the player a Power Star when talked to. It will register a Power Star, however, this requires a properly configured Scenario entry.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Gets spawned after triggering its EventFunc.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is PlayAttackMan%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Spawn Power Star"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "PlayerMorphLimitArea", "Name": "PlayerMorphLimitArea", "Notes": "An area that restricts the use of power-ups inside this area. If the player leaves the area again, any power-up effects will be removed instantly. Furthermore, the player will automatically dismount Yoshi.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "PlayerSeArea", "Name": "PlayerSeArea", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "PlayerSideRetainOffArea", "Name": "PlayerSideRetainOffArea", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Poihana", "Name": "Poihana", "Notes": "A strange duck-like enemy that moves around passively and chases after the player if they are nearby. It will then try to fling the player upwards. It cannot be defeated through any means, but the player can stun it using most attacks. Furthermore, it will always try to return to its initial position if it walks too far away from it. It uses a mirror model.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Launch Intensity", "Type": "Float", "Games": 1, "Needed": false, "Description": "How far the player moves upwards when flung. Default is 1000.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Behavior", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies its general behavior.", "Values": [{"Value": "-1", "Notes": "Walk around"}, {"Value": "1", "Notes": "Sleeping"}, {"Value": "2", "Notes": "Walk around and reset home position when it flings the player up"}], "Exclusives": []}, "Obj_arg4": {"Name": "Can Drown?", "Type": "Boolean", "Games": 1, "Needed": false, "Description": "If set, it can and will drown if it's inside water.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Use Small Binder?", "Type": "Boolean", "Games": 1, "Needed": false, "Description": "If set, it will use a smaller collision binder.", "Values": [], "Exclusives": []}, "ClippingGroup": {"Games": 1, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Camera": {"Games": 1, "Needed": false, "Description": "Used when it flings the player upwards.", "Values": [], "Exclusives": []}, "Player2Targetable": {"Games": 1, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "SearchTurtle": {"Games": 1, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}, "MirrorActor": {"Games": 1, "Description": "A mirrored version of this object is created for mirror reflection setups if placed inside a MirrorArea.", "Exclusives": []}, "MoveLimitCollision": {"Games": 1, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "Pole", "Name": "Pole", "Notes": "A climbable pole. Pole and PoleNoModel can be climbed from all variants and the player can also climb the top part. PoleSquare and PoleSquareNoModel can be climbed from four directions and the top cannot be reached. In SMG2, Pole2Way was added which can be climbed from two directions only, so it's intended to be used in 2D-restricted sections. In SMG1, there's also code for an unfinished variant called TreeCube, but that one crashes due to missing collision. If placed in TwisterTowerGalaxy, the player will be properly removed from the pole when they touch ground.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Top not Climbable?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the top won't be climbable. This setting is always enabled for PoleSquare and PoleSquareNoModel.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Invert Direction?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the player moves into the opposite direction instead.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Collision Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the collision mesh to be used.", "Values": [{"Value": "-1", "Notes": "Use default collision mesh"}, {"Value": "1", "Notes": "Use \"Pole9m\" collision mesh"}], "Exclusives": ["Pole", "PoleNoModel"]}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": ["PoleTreeB"]}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when climbing the pole.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. The object won't appear until this cutscene causes it to do so through a cutscene action.", "Exclusives": []}}}, {"InternalName": "PoleObstacleParts", "Name": "PoleObstacleParts", "Notes": "A simple decorative object with a model and collision that can be created by RailPlacementPoleObstacle or by placing it directly.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "Polta", "Name": "Polta", "Notes": "A ghostly rock boss that attacks by throwing large stones against the player. While all of them damage the player when hit, the yellow ones drop a Coin and the black ones cause a Bomb Boo to appear with which the player can attack the boss. During the second phase, the boss creates two rock hands that can be used for attacking the player and defending itself. In SMG1, it will spawn a Power Star, although this requires a properly configured Scenario entry.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Camera Register Index", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the starting index of the vector register camera.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "Starts the boss battle once activated.", "Exclusives": []}, "AppearPowerStar": {"Games": 1, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "NamePos": {"Games": 3, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "ポルタ開始デモプレイヤー位置", "Notes": "Player's position during the intro"}, {"Value": "ポルタデモプレイヤー位置", "Notes": "Player's position during battle cutscenes"}], "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Its rocks can be targeted, frozen and destroyed by player 2.", "Exclusives": []}}}, {"InternalName": "PomponPlant", "Name": "PomponPlant", "Notes": "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.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Item Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The kind of item to spawn.", "Values": [{"Value": "-1", "Notes": "Coins"}, {"Value": "0", "Notes": "Star Bits"}, {"Value": "1", "Notes": "No items"}], "Exclusives": []}, "Obj_arg1": {"Name": "Item Count", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The number of items to spawn.", "Values": [], "Exclusives": []}}}, {"InternalName": "Popo", "Name": "Popo", "Notes": "A pink enemy that tries to cling onto Yoshi, but runs away from the player under normal circumstances. It can be defeated using Spin Attacks, Ground Pounds or by stomping on top of it. Furthermore, it can be shaken off Yoshi, which defeats it as well.", "Games": 2, "Progress": 2, "Parameters": {"Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and attacked by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "PositiveDice", "Name": "PositiveDice", "Notes": "A die block that can spawn a single Star Bit or a 1-Up Mushroom depending on the side it lands on when hit. The player can hit it using Spin Attacks, Star Bits, snowballs, fireballs, Yoshi's projectiles and the Rock power-up.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Horizontal Throw Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast the dice moves horizontally when hit. Default is 18.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Vertical Throw Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast the dice moves vertically when hit. Default is 18.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and hit by player 2.", "Exclusives": []}}}, {"InternalName": "PostFogArea", "Name": "PostFogArea", "Notes": "An area that renders a fog post effect on the screen while the player is inside it.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Inner Radius", "Type": "Float", "Games": 2, "Needed": false, "Description": "Ranges from 0 to 10000 inclusive. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Outer Radius", "Type": "Float", "Games": 2, "Needed": false, "Description": "Ranges from 0 to 10000 inclusive. Default is 10000.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Alpha", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The alpha channel component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Red", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The red color component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Green", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The green color component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Blue", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The blue color component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Gradient Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies on what parts of the view the fog should be applied on.", "Values": [{"Value": "-1", "Notes": "Background"}, {"Value": "1", "Notes": "Foreground"}, {"Value": "2", "Notes": "Background & foreground"}, {"Value": "3", "Notes": "Middleground"}, {"Value": "4", "Notes": "Background and weak skybox"}, {"Value": "5", "Notes": "Background and strong skybox"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "PostOutlineArea", "Name": "PostOutlineArea", "Notes": "An area that renders a thick outline around some edges while the player is inside it.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Intensity", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Thickness and intensity of the outlines. Ranges from 0 to 255.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "PowerStar", "Name": "PowerStar", "Notes": "The main collectible in most levels. A Power Star usually represents one specific scenario. When collecting it, a short cutscene will be played. If this is a Grand Star and the current galaxy is VsKoopaLv3Galaxy, Peach will appear during the Star Get cutscene.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Power Star ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The scenario to which this Power Star belongs. Should be a valid ID.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Appearance Gravity?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, gravity will affect how the Power Star moves during its appearance cutscene.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Ignores Gravity?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, its pose won't be affected by gravity and is instead specified by the initial rotation.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Elliptic Cylinder Shadow?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, an elliptic cylinder will be used as its shadow model instead of an ellipsoid.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Appear Nearest Point?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the Power Star will appear at the PowerStarAppearPoint closest to the player. Otherwise, the Power Star's original position will be used if the player is closer to it than to the other points.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "Sets the shadow drop length. Default is 1000.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": ["PowerStar", "GrandStar"]}, "Group": {"Games": 3, "Needed": false, "Description": "Used to group this object with other PowerStarAppearPoint instances. If the Power Star appears, it will spawn at the instance that the player is closest to. Limit is 16 objects per group. This does not work when spawned after defeating most bosses or after collecting all Purple Coins.", "Exclusives": []}, "LinkNamePos": {"Games": 3, "Needed": false, "Description": "Additional placements that need to be linked to the object.", "Values": [{"Value": "スターゲットデモ座標", "Notes": "Optional placement for its Star Get cutscene"}], "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the Power Star appears.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene. It can use two special cutscene nerves for the cutscenes ミニ太陽消失 and グランドスター復活.", "Exclusives": []}, "MirrorActor": {"Games": 3, "Description": "A mirrored version of this object is created for mirror reflection setups if placed inside a MirrorArea.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc. Only supported in HoneyBeeVillageGalaxy2, MokumokuValleyGalaxy2, TwisterTowerGalaxy3 and UndergroundDangeonGalaxy2.", "Exclusives": []}}}, {"InternalName": "PowerStarAppearPoint", "Name": "PowerStarAppearPoint", "Notes": "A spawn point where a grouped Power Star can appear. The spawn point that the player is closest to will be used for appearance.", "Games": 3, "Progress": 2, "Parameters": {"Group": {"Games": 3, "Needed": false, "Description": "Used to group this and other instances to a specific Power Star. Limit is 16 objects per group.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the Power Star appears at this point.", "Values": [], "Exclusives": []}}}, {"InternalName": "PowerStarHalo", "Name": "PowerStarHalo", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Disappearance Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "The range in which it will disappear divided by 100. Default is 70.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Don't Appear During Intro?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it won't appear during the intro cutscene of a level.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "PrepareKoopaFinalDemoObj", "Name": "PrepareKoopaFinalDemoObj", "Notes": "Creates and registers several objects that appear during the cutscene before entering Bowser's Galaxy Generator. The individual models that it creates are Meister, TicoBaby, and MiniVsKoopaLv3Galaxy.", "Games": 2, "Progress": 2, "Parameters": {"DemoCast": {"Games": 2, "Needed": true, "Description": "Registers to the cutscene named クッパ最終戦突入. It has a cutscene functor action which causes a white screen fade.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "The text to be displayed can be found in SceneCommonMessage.arc/StoryBook.msbt. The text goes by the prefix DemoKoopaCastle.", "Exclusives": []}}}, {"InternalName": "PriorDrawAir", "Name": "PriorDrawAir", "Notes": "Decorative atmosphere that is meant to be placed around a planet or section. It gets rendered before many other objects.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "Active distance from player's position.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Hide during Intro?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "The air won't appear during the intro if enabled.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Always Active?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Always active if enabled.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Plays the \"Change\" animation if activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Disappears if activated, reappears if deactivated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Appears if 消滅 action gets triggered.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "ProjectionMapAir", "Name": "ProjectionMapAir", "Notes": "Decorative atmosphere that is meant to be placed around a planet or section. The model uses a projection map matrix.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "Active distance from player's position.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Hide during Intro?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "The air won't appear during the intro if enabled.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Always Active?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Always active if enabled.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Plays the \"Change\" animation if activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Disappears if activated, reappears if deactivated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Appears if 消滅 action gets triggered.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "ProjectionMapSky", "Name": "ProjectionMapSky", "Notes": "A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Mirror Reflection Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether to use a reflection model or not.", "Values": [{"Value": "-1", "Notes": "Don't use reflection model"}, {"Value": "0", "Notes": "Use reflection model"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Plays the \"Change\" animation if activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "PrologueDirector", "Name": "PrologueDirector", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "PTimerSwitch", "Name": "PTimerSwitch", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Pukupuku", "Name": "Pukupuku", "Notes": "A fish enemy that swims on a set path if placed underwater or hops around a path if placed elsewhere. It can be defeated through all player attacks, which causes it to drop a Coin or three Star Bits when defeated.", "Games": 3, "Progress": 2, "Parameters": {"Point_arg0": {"Name": "Jump Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it jumps and moves on this point. Default is -1.", "Values": [{"Value": "-1", "Notes": "Jump to next point"}, {"Value": "1", "Notes": "Flies to next point \"in water\""}], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "PukupukuWaterSurface", "Name": "PukupukuWaterSurface", "Notes": "A fish enemy that swims on the surface of the water area it's inside. When it touches ice collision, it will be frozen to ice. It can be defeated through all player attacks, which causes it to drop a Coin or three Star Bits when defeated.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Invalidate Shadow?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, its shadow will be invalidated.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and defeated by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "PullBackArea", "Name": "PullBackArea", "Notes": "An area that returns the player to the last safe position they stood on before entering this area. The game won't treat Ice and GlassIce collision as proper safe collision triangles, however, this can be enabled with a RecoveryFloorControlArea.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Throw Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If used, the player will be thrown out instead of returning to the previous safe collision triangle. This setting is only usable by cylindrical areas. All other shapes will return the player to the previous safe collision triangle.", "Values": [{"Value": "-1", "Notes": "Throw player out"}, {"Value": "1", "Notes": "Return to previous safe collision"}], "Exclusives": ["PullBackArea", "PullBackCylinder"]}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "PullTargetBridge", "Name": "PullTargetBridge", "Notes": "An object that can be targeted and pulled with Yoshi's tongue, which causes the object to fall. Unfortunately, there is no object with a proper model that uses this class anymore.", "Games": 2, "Progress": 2, "Parameters": {"YoshiTargetable": {"Games": 2, "Description": "Can be targeted and pulled by Yoshi.", "Exclusives": []}}}, {"InternalName": "PullTargetDrawer", "Name": "PullTargetDrawer", "Notes": "A block that can be pulled out using Yoshi's tongue by targeting its handle.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Pull Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "How far the block moves when pulled. Depending on the model's shape, this may be glitchy. Default is 1000.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Retract Timer", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes before the block retracts again. Default is -1, which disables the timer.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after pulling out the block.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and pulled by Yoshi.", "Exclusives": []}}}, {"InternalName": "PunchBox", "Name": "PunchBox", "Notes": "A Brick Block that can be destroyed through all player attacks. It may drop a Coin when destroyed. However, when destroyed through SW_A, it drops one Star Bit.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Coins", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of Coins to be dropped. Default is 1.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether to use a shadow or not.", "Values": [{"Value": "-1", "Notes": "Use shadow"}, {"Value": "0", "Notes": "Disable shadow"}], "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when destroyed.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Destroys the block once activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": ["PunchBox"]}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and destroyed by player 2.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "PunchingKinoko", "Name": "PunchingKinoko", "Notes": "A bubbly plant that the player can fling around to damage other objects and enemies. However, if it hits the player, they will lose a lot of Star Bits. If placed inside a ClipDrawArea in SMG2, it will be shrunken down and unusable. When Bulb Yoshi's light surrounds the plant, it will grow back to its usable size.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Camera Register Index", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the starting index of the vector register camera.", "Values": [], "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Kills the object once activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and flung (SMG2 only) by player 2.", "Exclusives": []}}}, {"InternalName": "PurpleCoinCompleteWatcher", "Name": "PurpleCoinCompleteWatcher", "Notes": "A controller that activates a switch once 100 Purple Coins have been collected.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": true, "Description": "Gets activated after collecting 100 Purple Coins.", "Exclusives": []}}}, {"InternalName": "PurpleCoinStarter", "Name": "PurpleCoinStarter", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Pyudon", "Name": "Pyudon", "Notes": "A flying bird enemy that smacks onto the player if they walk under it. It can be defeated by stomping, Ground Pounds, Spin Attacks or by having Yoshi eat it, which causes it to drop a Coin or three Star Bits.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, it will stay passive while the switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and defeated by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "QuakeEffectArea", "Name": "QuakeEffectArea", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "QuarterRollGravityRoomArrow", "Name": "QuarterRollGravityRoomArrow", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "QuestionBoxGalleryObj", "Name": "QuestionBoxGalleryObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "QuestionCoin", "Name": "QuestionCoin", "Notes": "A large collectable Coin that can activate a switch when collected. It can also make the player jump when collected. The object's up vector is used as the player's jumping direction.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Player Jump Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "If set to a positive value, the player will jump after collecting it. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Player Jump Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the player jumps when collecting the Coin.", "Values": [{"Value": "-1", "Notes": "Normal gravity jump"}, {"Value": "0", "Notes": "Weak gravity jump"}], "Exclusives": []}, "Obj_arg2": {"Name": "Rotation Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Defines how to rotate the object.", "Values": [{"Value": "-1", "Notes": "Rotation affected by gravity"}, {"Value": "1", "Notes": "Rotation ignores gravity"}], "Exclusives": []}, "Obj_arg3": {"Name": "Shadow Length Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Unlike most shadow length settings, this one only supports a fixed set of length values.", "Values": [{"Value": "-1", "Notes": "1000"}, {"Value": "1", "Notes": "1500"}, {"Value": "2", "Notes": "2000"}], "Exclusives": []}, "Obj_arg4": {"Name": "Updates Shadow?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the shadow will be calculated at all times.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when collecting it.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the player jumps.", "Values": [], "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 1000 points in The Chimp's challenges.", "Exclusives": []}}}, {"InternalName": "QuicksandPlanet", "Name": "QuicksandPlanet", "Notes": "A generic planet with a model and collision. It is meant to use collision triangles with AreaMove and/or RailMove floor codes. RailMove only works if the object is connected to a path. If the player stands on these triangles, a moving sand sound effect will be played. It may use two animations called \"Move\" and \"Reverse\"; the former would be played by default.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg3": {"Name": "Reverse?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the \"Reverse\" animation will be played if it exists.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "Used for the pushing direction for RailMove collision.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "Rabbit", "Name": "Rabbit", "Notes": "A cute rabbit NPC that can be talked to.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The color frame to be used.", "Values": [{"Value": "-1", "Notes": "Yellow"}, {"Value": "1", "Notes": "Blue"}], "Exclusives": []}, "Obj_arg1": {"Name": "Behavior", "Type": "Integer", "Games": 2, "Needed": true, "Description": "How it behaves.", "Values": [{"Value": "-1", "Notes": "Undefined, do not use"}, {"Value": "1", "Notes": "Normal"}, {"Value": "2", "Notes": "Jumps up"}, {"Value": "3", "Notes": "Long jump"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "The text dialogue's label format is Rabbit%03d, where %03d is the text message ID.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted by Yoshi.", "Exclusives": []}}}, {"InternalName": "RaceRail", "Name": "RaceRail", "Notes": "Lays out the rough layout of a race mini-game.", "Games": 3, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Race ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The race's internal ID. Default is 0.", "Values": [{"Value": "0", "Notes": "Sea Slide (SMG1) / Wild Glide (SMG2)"}, {"Value": "1", "Notes": "Ghostly (SMG2) / Fleet Glide (SMG2)"}, {"Value": "2", "Notes": "Boo's Boneyard (SMG1)"}, {"Value": "3", "Notes": "Loopdeeloop (SMG1)"}, {"Value": "4", "Notes": "Loopdeeswoop (SMG1)"}], "Exclusives": []}, "Path_arg7": {"Name": "Goal Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "The valid goal point range. Default is 650.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Requires Pass?", "Type": "Boolean", "Games": 1, "Needed": false, "Description": "If set, this point needs to be passed by the player.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "Lays out the rough course of the race.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "レース開始時マリオ位置", "Notes": "Player's position at the race's start"}], "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the race stars.", "Values": [], "Exclusives": []}}}, {"InternalName": "RailAndRotateMoveObj", "Name": "RailAndRotateMoveObj", "Notes": "A map object with a model and optional collision that usually moves on a set path and rotates along one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, RotatorRotateSignLoop, RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed", "Games": 2, "Description": "How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 2, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Games": 2, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Games": 2, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.", "Values": [{"Value": "-1", "Notes": "RotateSpeed specifies fixed rotation speed"}, {"Value": "1", "Notes": "RotateSpeed specifies maximum rotation speed"}, {"Value": "2", "Notes": "RotateSpeed specifies time until desired angle"}], "Exclusives": []}, "RotateStopTime": {"Name": "Restart Delay", "Games": 2, "Description": "The time in frames it takes to restart rotation after stopping.", "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Games": 2, "Description": "Specifies how the object should continue rotating after reaching the targeted angle.", "Values": [{"Value": "0", "Notes": "Stop rotating completely"}, {"Value": "1", "Notes": "Rotates again in opposite direction"}, {"Value": "2", "Notes": "Rotates again in same direction"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailBlock", "Name": "RailBlock", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "RailCoin", "Name": "RailCoin", "Notes": "Creates a group of Coins (RailCoin) or Purple Coins (PurpleRailCoin) that are arranged on a path. Purple Coins can only be used in Purple Comet scenarios or appropriately configured Scenario files.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Coins", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of Coins to be created. Default is 8.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Time Limit", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how long it takes before the Coins will disappear again. Default is -1, which makes the Coins appear indefinitely.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Shadow Calculation", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the shadow will be calculated at all times and the game takes the shadow range into account when clipping.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Pose Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Defines how to position and rotate the Coin. May also connect the Coins to the collision below in SMG2, although this feature is broken.", "Values": [{"Value": "-1", "Notes": "Rotation & shadow direction affected by gravity"}, {"Value": "0", "Notes": "Rotation ignores gravity & shadow direction affected by gravity"}, {"Value": "1", "Notes": "Attach to collision below & shadow direction not affected by gravity (SMG2 only)"}], "Exclusives": []}, "Obj_arg7": {"Name": "Inside Bubble?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If true, the Coin will be placed inside an Air Bubble.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after collecting all Coins.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Causes all Coins to appear when activated and causes all Coins to disappear when it gets deactivated again.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path to place the Coins on.", "Exclusives": []}, "MercatorTransform": {"Games": 3, "Needed": false, "Description": "Can use Mercator projection for placement.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the Coins appear.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. If its special action functor gets triggered, all Coins will appear.", "Exclusives": []}}}, {"InternalName": "RailDemoMoveObj", "Name": "RailDemoMoveObj", "Notes": "A map object with a model and optional collision that usually moves on a set path. Once it starts moving, it plays a short camera cutscene. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 3, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 3, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the object starts moving.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveDemoActionObj", "Name": "RailMoveDemoActionObj", "Notes": "A map object with a model and optional collision that usually moves on a set path. Unlike other variants, it has a special cutscene nerve action which starts its DemoMove animation and kills itself afterwards. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action or its special cutscene nerve action.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveDisappearStep", "Name": "RailMoveDisappearStep", "Notes": "A stone platform that moves on a path. It will disappear after reaching the path's end.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when the object disappears.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveIndirectObj", "Name": "RailMoveIndirectObj", "Notes": "A map object with a model and optional collision that usually moves on a set path. Unlike other variants, it registers to the indirect map object draw buffer. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 3, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 3, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveLavaProjmapObj", "Name": "RailMoveLavaProjmapObj", "Notes": "A map object with a model and optional collision that usually moves on a set path. Unlike other variants, its model uses a projection map matrix. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveNormalLift", "Name": "RailMoveNormalLift", "Notes": "A simpler version of RailMoveObj with fewer configuration options. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}}}, {"InternalName": "RailMoveObj", "Name": "RailMoveObj", "Notes": "A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 3, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 3, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveObjBreakAtEnd", "Name": "RailMoveObjBreakAtEnd", "Notes": "A map object with a model and optional collision that usually moves on a set path. Once it reaches the last point, the object kills itself. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 3, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 3, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed when it reaches the last point or through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveObjClipParts", "Name": "RailMoveObjClipParts", "Notes": "A path-moving map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed / Time", "Games": 2, "Description": "How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 2, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Games": 2, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Games": 2, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.", "Values": [{"Value": "-1", "Notes": "RotateSpeed specifies fixed rotation speed"}, {"Value": "1", "Notes": "RotateSpeed specifies maximum rotation speed"}, {"Value": "2", "Notes": "RotateSpeed specifies time until desired angle"}], "Exclusives": []}, "RotateStopTime": {"Name": "Restart Delay", "Games": 2, "Description": "The time in frames it takes to restart rotation after stopping.", "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Games": 2, "Description": "Specifies how the object should continue rotating after reaching the targeted angle.", "Values": [{"Value": "0", "Notes": "Stop rotating completely"}, {"Value": "1", "Notes": "Rotates again in opposite direction"}, {"Value": "2", "Notes": "Rotates again in same direction"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the collision will be enabled if and only if this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object will move only while this switch is activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The rotation speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "RailMoveObjPress", "Name": "RailMoveObjPress", "Notes": "A map object with a model and optional collision that usually moves on a set path. Unlike other variants, this one is hard-coded to be able to crush the player. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 3, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 3, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveObjStopEffectEnd", "Name": "RailMoveObjStopEffectEnd", "Notes": "A map object with a model and optional collision that usually moves on a set path. Unlike other variants, its Stop stage effect will only be used if the path doesn't loop and once it reaches the last point. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveObjSwitchShadow", "Name": "RailMoveObjSwitchShadow", "Notes": "A map object with a model and optional collision that usually moves on a set path. Its shadows have to be enabled using SW_A. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 3, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 3, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Enables the object's shadows once activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveObjSwitchWarpEnd", "Name": "RailMoveObjSwitchWarpEnd", "Notes": "A map object with a model and optional collision that usually moves on a set path. It will activate SW_DEAD once it reaches the last path point. Additionally, it's also possible to make the platform warp to the last path point using SW_A when the platform isn't moving. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. When it starts moving, it uses the optional effect with the name Start. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Moving and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": true, "Description": "Gets activated when it reaches the last point.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If activated and the object is about to start moving, it will warp to the last path point.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveShadowDropYObj", "Name": "RailMoveShadowDropYObj", "Notes": "A map object with a model and optional collision that usually moves on a set path. The shadows of these objects are hard-coded to always point downwards from the object. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveTimerObj", "Name": "RailMoveTimerObj", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveWithIndirectModelObj", "Name": "RailMoveWithIndirectModelObj", "Notes": "A map object with a model, an Indirect model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveWithReverseAnimObj", "Name": "RailMoveWithReverseAnimObj", "Notes": "A map object with a model and optional collision that usually moves on a set path. Unlike other variants, it will use the animation Reverse instead of Move when it moves back towards the first path point. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailObj", "Name": "RailObj", "Notes": "Represents a subpath whose actual functionality depends on the object that creates it. In the base game, ElectricRailTwoPoint and LavaSeparateWaterfall are the only objects that can use this.", "Games": 2, "Progress": 2, "Parameters": {"Rail": {"Games": 2, "Needed": true, "Description": "The path to be used.", "Exclusives": []}}}, {"InternalName": "RailPlacementPoleObstacle", "Name": "RailPlacementPoleObstacle", "Notes": "Creates paintbrushes that are arranged on a line. The rotation of all paintbrushes is affected by gravity.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Interval", "Type": "Float", "Games": 2, "Needed": false, "Description": "How much space there is between each paintbrush. Default is 100. The value should be positive.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Color Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "What paintbrush model to be used.", "Values": [{"Value": "-1", "Notes": "Green (PoleObstaclePartsA)"}, {"Value": "1", "Notes": "Red (PoleObstaclePartsB)"}, {"Value": "2", "Notes": "Blue (PoleObstaclePartsC)"}, {"Value": "3", "Notes": "Yellow (PoleObstaclePartsD)"}], "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "Lays out the paintbrushes.", "Exclusives": []}}}, {"InternalName": "RailPlanetMap", "Name": "RailPlanetMap", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "RailRotateMoveObj", "Name": "RailRotateMoveObj", "Notes": "A map object with a model and optional collision that usually moves and rotates on a set path. The individual path points can specify how to rotate the object. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RailRotatorRotateStart, and RailRotatorRotateLoop. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 3, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg2": {"Name": "Rotation Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How fast the object rotates. If Point_arg7 is set to 1, this specifies the time in frames it takes to rotate to the specified angle.", "Values": [], "Exclusives": []}, "Point_arg3": {"Name": "Rotation Angle", "Type": "Float", "Games": 3, "Needed": false, "Description": "How many degrees it rotates.", "Values": [], "Exclusives": []}, "Point_arg4": {"Name": "Rotation Axis", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg6": {"Name": "Rotation Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the object rotates on the path.", "Values": [{"Value": "-1", "Notes": "Rotate at point, pause path movement until finished"}, {"Value": "1", "Notes": "Rotate between this and next point, don't pause path movement"}], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 and Point_arg2 specify speed or time values.", "Values": [{"Value": "-1", "Notes": "Arguments specify speed"}, {"Value": "1", "Notes": "Arguments specify time"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 3, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailSeesawMoveObj", "Name": "RailSeesawMoveObj", "Notes": "A map object with a model and optional collision that usually moves on a set path and rotates when stepped on. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Some sound effects depend on the used rotation type. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed", "Games": 2, "Description": "How fast it rotates. Default is 0. Only used if RotateAxis is 0.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 2, "Description": "How many angles in degrees the platform rotates. Default is 0.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Type", "Games": 2, "Description": "How the platform moves when stepped on. Default corresponds to 1.", "Values": [{"Value": "0", "Notes": "Rotate around Z axis, returns to original rotation"}, {"Value": "1", "Notes": "Rotate XZ plane, returns to original rotation"}, {"Value": "2", "Notes": "Rotate XZ plane"}], "Exclusives": []}, "RotateAccelType": {"Name": "Inertia Factor / Acceleration", "Games": 2, "Description": "Affects how long it will remain in motion. If RotateAxis is 0 or 1, it also affects how fast rotation will speed up. Default is 0.", "Values": [], "Exclusives": []}, "RotateStopTime": {"Name": "Restore Force", "Games": 2, "Description": "The force used to restore its original rotation after getting of the platform. Only used if RotateAxis is 0 or 1.", "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move on the path until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RainCloud", "Name": "RainCloud", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "RandomEffectObj", "Name": "RandomEffectObj", "Notes": "A particles effect with a clipping radius of 1500 (SMG1) / 500 (SMG2) units and a far clipping distance of 400 (SMG1) / 50 (SMG2) meters. The particles will emit after a random amount of frames, where the randomization interval is [Obj_arg0 - Obj_arg1, Obj_arg0 + Obj_arg1]. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Average Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The average time between emissions. Default is 600. In SMG2, this will also invert the cutscene function, meaning that the object will disappear if its cutscene action gets triggered.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Time Deviation", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The random time deviation. Default is 180.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will emit particles only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups objects of the same kind, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "If used, it will start functioning once its cutscene action gets triggered. In SMG2, it will stop functioning if Obj_arg0 is set.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "RasterScrollArea", "Name": "RasterScrollArea", "Notes": "An area that creates a wobbly screen effect when the player enters it.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Stretch Amplitude", "Type": "Float", "Games": 3, "Needed": false, "Description": "How intense the screen should be stretched.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Stretch Height", "Type": "Float", "Games": 3, "Needed": false, "Description": "The vertical stretch factor.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Stretch Width", "Type": "Float", "Games": 3, "Needed": false, "Description": "The horizontal stretch factor.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "RecoveryFloorControlArea", "Name": "RecoveryFloorControlArea", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "RedBlueTurnBlock", "Name": "RedBlueTurnBlock", "Notes": "A platform that flips around when SW_A gets activated. If the switch gets deactivated again, the platform returns to its original placement.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Flips the platform when activated. When deactivated again, the platform returns to its original placement.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "RelayDrill2DPlanet", "Name": "RelayDrill2DPlanet", "Notes": "A generic planet with a model and collision whose collision is deactivated by default. Therefore, the collision has to be activated via SW_A when desired.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Enables the collision once activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "RepeatBlock", "Name": "RepeatBlock", "Notes": "A set of small blocks that start out as a normal platform and begin to move like a snake when stepped on by the player. However, if no path was assigned, it won't move at all. The total length of blocks will be (Obj_arg3 + 1) * Obj_arg2. Another RepeatBlock instance can be linked to it, which ensures that all Snake Blocks move once stepped on.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Block Width", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The width of blocks to be created. Default is 2.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Block Height", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The height of blocks to be created. Default is 2.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Block Depth", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The depth of blocks to be created. Default is 2.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Trail Factor", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how long the trail of blocks to be created will be. Default is 3.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The rate at which the blocks move. Default is 5.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}}}, {"InternalName": "RepeatBlockShadowChangeArea", "Name": "RepeatBlockShadowChangeArea", "Notes": "An area that changes into what direction the shadows of Snake Blocks point that move inside this area.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Direction Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies into what direction the shadows point.", "Values": [{"Value": "-1", "Notes": "Rightwards"}, {"Value": "1", "Notes": "Leftwards"}, {"Value": "2", "Notes": "Upwards"}, {"Value": "3", "Notes": "Downwards"}, {"Value": "4", "Notes": "Backwards"}, {"Value": "5", "Notes": "Forwards"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "RepeatTimerSwitch", "Name": "RepeatTimerSwitch", "Notes": "A controller that activates and deactivates SW_A periodically. It will play a constant ticking noise.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Activated Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes before SW_A gets deactivated again. Default is 60.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Deactivated Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes before SW_A gets activated again. Matches Obj_arg0 by default.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will start to function when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": true, "Description": "Gets activated and deactivated periodically.", "Exclusives": []}}}, {"InternalName": "RepeatTimerSwitchingBlock", "Name": "RepeatTimerSwitchingBlock", "Notes": "A Beat Block platform whose visibility changes depending on the background music's beat. By default, the block will be visible, however, this can be inverted.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Invisible Initially?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the block will be invisible initially.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Fast Changes?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the block's visibility changes rapidly.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated if this block isn't visible; gets deactivated if this block is visible.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "The block won't change if this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "RestartCube", "Name": "RestartCube", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "RestartObj", "Name": "RestartObj", "Notes": "A checkpoint flag that is used to change the player's respawn point once touched or attacked by them. The respawn point and the flag itself need to be in the same zone. The object attaches to nearby collision.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Spawn Point ID", "Type": "Integer", "Games": 2, "Needed": true, "Description": "The ID of the spawn point that the player should respawn at after activating this flag.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the flag cannot be activated while this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and activated by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "ReverseGravityRoomPlanet", "Name": "ReverseGravityRoomPlanet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "RevolvingWay", "Name": "RevolvingWay", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "RingBeamer", "Name": "RingBeamer", "Notes": "A spiked mechanical enemy that emits circular shockwaves that electrocute the player upon contact. It is stationary and cannot be destroyed through any means.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Ring Speed", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The rate at which the individual rings grow. Default is 20.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Ring Duration", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The lifetime of an individual ring before it disappears. Default is 100.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The color frame to be used by the individual rings.", "Values": [{"Value": "-1", "Notes": "Red"}, {"Value": "1", "Notes": "Yellow"}], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "It remains passive while this switch is not activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "It will become passive after activating this switch.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "If one Ring Beamer in this group emits a ring, all the other Ring Beamers will do so as well.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "RisePictureBookPlanet", "Name": "RisePictureBookPlanet", "Notes": "A special pop-up book planet that can ascend and descend again. It also consists of two Blue Flames that are attached to the planet. The flames burn the player and compatible objects upon contact.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "If activated, the pop-up book ascends; if deactivated, the pop-up book descends.", "Exclusives": []}}}, {"InternalName": "RockBreakCage", "Name": "RockBreakCage", "Notes": "An obstacle that requires two hits dealt with the Rock power-up to be destroyed.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when destroyed.", "Exclusives": []}}}, {"InternalName": "RockCreator", "Name": "RockCreator", "Notes": "A spawner that creates rolling boulders. The boulders can be destroyed by attacking the red crystal part, however, fireballs don't work. When using the Rock or Rainbow power-ups, the player doesn't have to attack the crystal specifically.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Rolling Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which it rolls. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Spawn Delay", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The delay in seconds between the spawns. If non-positive, only one instance will spawn. Default is -1.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Break at Last Point?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will break once it reaches the last path point.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Path Roll Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames that it rolls on the path before falling down. Default is 45.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Default is 1000.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Decelerate When Attacked?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will decelerate and accelerate again when it successfully damaged an object, such as the player.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Fall Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how it rolls at this point.", "Values": [{"Value": "-1", "Notes": "Rolls down quickly"}, {"Value": "0", "Notes": "Falls down slowly"}], "Exclusives": []}, "Point_arg1": {"Name": "Path Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the movement is affected by the path.", "Values": [{"Value": "-1", "Notes": "Don't change path movement"}, {"Value": "0", "Notes": "Moves along path starting from this point"}], "Exclusives": []}, "Point_arg2": {"Name": "Follow Tangent?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will follow the path's tangent until this point has been reached.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": true, "Description": "The boulders will appear when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Stops spawning more boulders once activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the boulders roll on.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "RockReflector", "Name": "RockReflector", "Notes": "A fence that rebounds the player when they roll into it with the Rock power-up.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "RollingWaterBreakArea", "Name": "RollingWaterBreakArea", "Notes": "An area that will cause Rolling Water Bubbles without a path to pop when entered.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "RollingWaterCreator", "Name": "RollingWaterCreator", "Notes": "Creates rolling water bubbles that trap the player upon contact. The bubbles can move on a set path or roll around with the help of gravity. Bubbles that don't move on a path will pop once they enter a RollingWaterBreakArea.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The rate at which the bubbles move on the path. Default is 15.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Spawn Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Delay in seconds before another bubble appears. Default is 5.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Bubble Duration", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Life duration of a single bubble. Default is 10. Only works if no path is assigned.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated when the player is inside a bubble. Gets deactivated when the player leaves a bubble again.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and popped by player 2.", "Exclusives": []}}}, {"InternalName": "Rosetta_SMG1", "Name": "Rosetta (SMG1)", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Rosetta_SMG2", "Name": "Rosetta (SMG2)", "Notes": "The mother of all Lumas, Rosalina. There's some unfinished functionality for registering a Power Star, but it's not possible to use this without code modifications.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is Rosetta%03d, where %03d is the text message ID.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "RosettaChair", "Name": "RosettaChair", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "RosettaPictureBook", "Name": "RosettaPictureBook", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "RosettaReading", "Name": "RosettaReading", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "RotateHammerPressure", "Name": "RotateHammerPressure", "Notes": "A large rotating hammer that can crush the player. Due to the way its shadows are set up, it usually has a rotation angle of 90 degrees. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Disable Up & Side Shadows?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the UpShadow and SideShadow shadows will be invalidated.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Invert Push Collision Up Vector?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the push collision's up vector will be inverted.", "Values": [], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 3, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed", "Games": 3, "Description": "How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 3, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Games": 3, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Games": 3, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.", "Values": [{"Value": "-1", "Notes": "RotateSpeed specifies fixed rotation speed"}, {"Value": "1", "Notes": "RotateSpeed specifies maximum rotation speed"}, {"Value": "2", "Notes": "RotateSpeed specifies time until desired angle"}], "Exclusives": []}, "RotateStopTime": {"Name": "Restart Delay", "Games": 3, "Description": "The time in frames it takes to restart rotation after stopping.", "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Games": 3, "Description": "Specifies how the object should continue rotating after reaching the targeted angle.", "Values": [{"Value": "0", "Notes": "Stop rotating completely"}, {"Value": "1", "Notes": "Rotates again in opposite direction"}, {"Value": "2", "Notes": "Rotates again in same direction"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object will rotate only while this switch is activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The rotation speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. If used, the object will start to rotate once its special cutscene functor action gets triggered.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RotateMoveObj", "Name": "RotateMoveObj", "Notes": "A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 3, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed / Time", "Games": 3, "Description": "How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 3, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Games": 3, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Games": 3, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.", "Values": [{"Value": "-1", "Notes": "RotateSpeed specifies fixed rotation speed"}, {"Value": "1", "Notes": "RotateSpeed specifies maximum rotation speed"}, {"Value": "2", "Notes": "RotateSpeed specifies time until desired angle"}], "Exclusives": []}, "RotateStopTime": {"Name": "Restart Delay", "Games": 3, "Description": "The time in frames it takes to restart rotation after stopping.", "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Games": 3, "Description": "Specifies how the object should continue rotating after reaching the targeted angle.", "Values": [{"Value": "0", "Notes": "Stop rotating completely"}, {"Value": "1", "Notes": "Rotates again in opposite direction"}, {"Value": "2", "Notes": "Rotates again in same direction"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object will rotate only while this switch is activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The rotation speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. If used, the object will start to rotate once its special cutscene functor action gets triggered.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RotateMoveObjClipParts", "Name": "RotateMoveObjClipParts", "Notes": "A rotating map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path. It is also possible to configure optional sounds effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed / Time", "Games": 2, "Description": "How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 2, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Games": 2, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Games": 2, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.", "Values": [{"Value": "-1", "Notes": "RotateSpeed specifies fixed rotation speed"}, {"Value": "1", "Notes": "RotateSpeed specifies maximum rotation speed"}, {"Value": "2", "Notes": "RotateSpeed specifies time until desired angle"}], "Exclusives": []}, "RotateStopTime": {"Name": "Restart Delay", "Games": 2, "Description": "The time in frames it takes to restart rotation after stopping.", "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Games": 2, "Description": "Specifies how the object should continue rotating after reaching the targeted angle.", "Values": [{"Value": "0", "Notes": "Stop rotating completely"}, {"Value": "1", "Notes": "Rotates again in opposite direction"}, {"Value": "2", "Notes": "Rotates again in same direction"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the collision will be enabled if and only if this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object will move only while this switch is activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The rotation speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "RotateSeesawTrampoline", "Name": "RotateSeesawTrampoline", "Notes": "A seesaw-like platform that rotates when stepped on. Unlike SimpleSeesawObj, it uses two particle effects named Wait and Move that won't be rotated. It supports three rotation modes. Furthermore, it can use optional sound effects. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove.", "Games": 2, "Progress": 2, "Parameters": {"RotateSpeed": {"Name": "Rotation Speed", "Games": 2, "Description": "How fast it rotates. Default is 0. Only used if RotateAxis is 0.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 2, "Description": "How many angles in degrees the platform rotates. Default is 0.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Type", "Games": 2, "Description": "How the platform moves when stepped on. Default corresponds to 1.", "Values": [{"Value": "0", "Notes": "Rotate around Z axis, returns to original rotation"}, {"Value": "1", "Notes": "Rotate XZ plane, returns to original rotation"}, {"Value": "2", "Notes": "Rotate XZ plane (SMG2 only)"}], "Exclusives": []}, "RotateAccelType": {"Name": "Inertia Factor / Acceleration", "Games": 2, "Description": "Affects how long it will remain in motion. If RotateAxis is 0 or 1, it also affects how fast rotation will speed up. Default is 0.", "Values": [], "Exclusives": []}, "RotateStopTime": {"Name": "Restore Force", "Games": 2, "Description": "The force used to restore its original rotation after getting of the platform. Only used if RotateAxis is 0 or 1.", "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "RunawayRabbit", "Name": "RunawayRabbit", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "RunawayRabbitCollect", "Name": "RunawayRabbitCollect", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "RunawayTico", "Name": "RunawayTico", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SamboHead", "Name": "SamboHead", "Notes": "A green flower enemy that hides in the ground and hops out if the player is nearby. It hops towards the player to damage them. It can be defeated by most of the player's attack. If the player is too far away, it will hide in the ground again.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Doesn't Hide Again?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it won't hide in the ground when the player is too far away from it.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will only come out of the ground if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated (SMG2 only) by player 2.", "Exclusives": []}}}, {"InternalName": "SandBird", "Name": "SandBird", "Notes": "A platform consisting of various smaller chunks. The chunks are SandBirdParts objects that have to be linked to this object. If no path is assigned, the platform won't move at all. If a path is assigned, it will start moving once the player steps on one of the blocks.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Default Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The rate at which it moves on the path. Default is 6.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The rate at which it moves from this point.", "Values": [], "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it can move on.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "SandBirdParts", "Name": "SandBirdParts", "Notes": "A platform chunk to be used by the SandBird object that it is linked to. When hit by an enemy's fireballs, explosions, crushing attacks or fling attacks, it will disappear for a while.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Respawn Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames before it reappears again. Default is 100.", "Values": [], "Exclusives": []}}}, {"InternalName": "SandCapsuleInsidePlanet", "Name": "SandCapsuleInsidePlanet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SandCapsulePressGround", "Name": "SandCapsulePressGround", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Sandstorm", "Name": "Sandstorm", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Enable Rock Obstacles?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "Enables the two spiky rock obstacles if set.", "Values": [], "Exclusives": ["SunakazeKun"]}, "Obj_arg1": {"Name": "Use White Color?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Starts the \"White\" color animation if enabled.", "Values": [], "Exclusives": ["TwisterSanSlim"]}, "SW_A": {"Games": 3, "Needed": false, "Description": "Activated while the player is inside the sandstorm.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "Specifies the movement path.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when player gets launched.", "Values": [], "Exclusives": []}}}, {"InternalName": "SandUpDownEffectObj", "Name": "SandUpDownEffectObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SandUpDownTriRock", "Name": "SandUpDownTriRock", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Sandy", "Name": "Sandy", "Notes": "A strange boss that throws large sand boulders or bombs to attack the player. Sometimes, it opens its large mouth which the player needs to attack with fireballs in order to defeat it. During the second phase, it creates two large cannons that shoot more obstacles. Once defeated, it will spawn a Power Star. However, this requires a properly configured Scenario entry. If SW_APPEAR is not used, the boss battle will start immediately.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "If used, the boss battle will start once this switch gets activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": true, "Description": "Gets activated during the cutscene that plays after defeating it.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "マリオデモ位置", "Notes": "Player's position during cutscenes"}], "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Its projectiles can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "ScenarioStarter", "Name": "ScenarioStarter", "Notes": "The controller that sets up the fly-in path sequence for a Star mission. Once the mission starts, the player will fly along the path. In SMG2, the player will be positioned at the start of the path during the intro cutscene. However, in SMG1, a GeneralPos has to be used.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Flight Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long it takes to complete the flight. Default 300.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Camera Count", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of event cameras to be used during the flight.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Player Rotation", "Type": "Float", "Games": 3, "Needed": false, "Description": "The initial rotation of the player used before the player gets launched. This also affects the angle at which the player lands.", "Values": [], "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the player will fly along.", "Exclusives": []}, "NamePos": {"Games": 1, "Needed": false, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "スタートカメラマリオ座標", "Notes": "Player's position during the intro"}], "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when flying. Multiple camera configurations can be used, the count needs to be specified by Obj_arg3, though.", "Values": [], "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "SceneChangeArea", "Name": "SceneChangeArea", "Notes": "An area that ends the current scene and makes the Star Select screen for Sky Station Galaxy (IslandFleetGalaxy) appear.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "ScoreAttackCounter", "Name": "ScoreAttackCounter", "Notes": "Specifies the minimum score and the time limit for scoring missions and keeps track of the player's actual score.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Required Score", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The required score. Default is 5000.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Time Limit", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time limit in seconds. Default is 180.", "Values": [], "Exclusives": []}}}, {"InternalName": "ScoreAttackMan", "Name": "ScoreAttackMan", "Notes": "The monkey NPC who will prompt the player to play a scoring mini-game where one has to score a lot of points. The scoring controller (ScoreAttackCounter) that specifies the minimum score and time limit needs to be added as a separate object. It will register a Power Star, however, this requires a properly configured Scenario entry. It will use the player spawn point with MarioNo set to 1 when restarting the mini-game.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Notice Player Range", "Type": "Float", "Games": 2, "Needed": false, "Description": "The range in which it talks to the player automatically. Default is 800.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Gets deactivated after the mini-game. Alternatively, it can be activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Gets spawned after triggering its EventFunc.", "Exclusives": []}, "LinkNamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that need to be linked to the object.", "Values": [{"Value": "マリオ位置", "Notes": "Player's position after the mini-game"}], "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "呼び止め is used when he calls for the player. 再セット会話 is used when talking to the player.", "Values": [], "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "Its dialogue sequence is part of SceneCommonMessage, meaning that there is no need to set it up individually.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Reset scene"}, {"Value": "1", "Notes": "Replace number variable with high score"}, {"Value": "2", "Notes": "Spawn Power Star"}, {"Value": "3", "Notes": "Start mini-game"}, {"Value": "4", "Notes": "Kill player"}, {"Value": "5", "Notes": "Replace number variable with minimum score"}], "Exclusives": []}, "AnimeFunc": {"Games": 2, "Description": "Object-specific behavior for AnimeFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Start \"Talk\" animation"}, {"Value": "1", "Notes": "Start \"TalkOk\" animation"}, {"Value": "2", "Notes": "Start \"Jump\" animation"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Mini-game ended?"}, {"Value": "1", "Notes": "Scored more than minimum?"}, {"Value": "2", "Notes": "New high score?"}, {"Value": "3", "Notes": "Current stage is MokumokuValleyGalaxy?"}, {"Value": "4", "Notes": "Current stage is HoneyBeeVillageGalaxy?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "ScreenBlurArea", "Name": "ScreenBlurArea", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ScrewSwitch", "Name": "ScrewSwitch", "Notes": "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.", "Games": 1, "Progress": 2, "Parameters": {"SW_A": {"Games": 1, "Needed": true, "Description": "Gets activated after spinning.", "Exclusives": []}, "SW_AWAKE": {"Games": 1, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "ScrewSwitchReverse", "Name": "ScrewSwitchReverse", "Notes": "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.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Force Jump?", "Type": "Boolean", "Games": 1, "Needed": false, "Description": "If set, it will force the player to jump off the screw after it disappears.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Shadow Length", "Type": "Float", "Games": 1, "Needed": false, "Description": "Sets the shadow drop length. Default is 1000.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 1, "Needed": true, "Description": "Gets activated after spinning.", "Exclusives": []}, "SW_AWAKE": {"Games": 1, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "SeaBottomTriplePropeller", "Name": "SeaBottomTriplePropeller", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SeaGullGroup", "Name": "SeaGullGroup", "Notes": "A group of several decorative seagulls. All seagulls will be placed along the specified path, however, the seagulls will not fly along the path. The number of seagulls to be spawned can be specified as well. If the object is SeaGullGroupMarioFace, the seagulls will appear only if the current world that the player resides in is World 1, World 2 or World S.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Seagulls", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of seagulls in the group. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Disable Sounds?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the seagulls won't emit any sound effects.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The seagulls will appear when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the seagulls move on.", "Exclusives": []}}}, {"InternalName": "SearchBeamer", "Name": "SearchBeamer", "Notes": "A stationary robotic enemy that shoots lasers to attack the player. It won't be able to shoot any lasers if the player stands on its head.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Rotation Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which it rotates. Default is 8.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Attacking Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "The active range in which it will attack the player. Default is 1000.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will attack only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "SecretGate", "Name": "SecretGate", "Notes": "A gate that can be passed through. If the player is \"riding\" another object, such as the Rock power-up's Rolling Rock, Star Balls or Tube Slides, the object sets that it has been passed through. This object is usually linked to a proper SecretGateCounter instance which checks whether all gates have been passed through.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything. Default is 500.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Vertical Particle Offset", "Type": "Float", "Games": 2, "Needed": false, "Description": "How far up from the object's position to emit the particle effects. Default is 600.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Disable Vertical Particle Offset?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the particle effect won't be offset, which renders Obj_arg1 useless.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "Sets the shadow drop length. Default is 1000.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated when passing through the gate.", "Exclusives": []}}}, {"InternalName": "SecretGateCounter", "Name": "SecretGateCounter", "Notes": "Registers and observes SecretGate objects. It will display the number of passed gates and play a short jingle every time the player passes a gate. The object itself does not activate any switches, however, the individual gates do.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "SeesawMoveNut", "Name": "SeesawMoveNut", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ShadowColorArea", "Name": "ShadowColorArea", "Notes": "An area that can be used to change the color of all object shadows when entered by the player.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Red", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The red color component. Ranges from 0 to 255 inclusive.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Green", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The green color component. Ranges from 0 to 255 inclusive.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Blue", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The blue color component. Ranges from 0 to 255 inclusive.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "ShadowFarClipCtrlArea", "Name": "ShadowFarClipCtrlArea", "Notes": "An area that can be used to overwrite the galaxy's shadow far clipping settings when entered by the player.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Far Clipping Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "The far clipping distance to be used for all shadows. Default is 7000 or the value provided by the galaxy's ShadowControllerParam file.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Enable Far Clipping?", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If set, far clipping will be enabled for all shadows.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Shellfish", "Name": "Shellfish", "Notes": "A stationary clam enemy that opens and closes its valves periodically. Usually, it contains an item inside that the player can collect. It may damage the player by closing its valves. The game supports variants containing a Coin or a Star Chip. The class also contains code for ShellfishBlueChip and ShellfishKinokoOneUp who contain a Blue Chip and a 1-Up Mushroom, respectively. However, the 1-Up Mushroom variant does not work properly as the item is always invisible. When hit with a Koopa Shell, it will open its valves and become stunned for a few seconds.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Chip Group ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The ID of Chip Group that the Chip belongs to.", "Values": [], "Exclusives": ["ShellfishBlueChip", "ShellfishYellowChip"]}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "ShockWaveGenerator", "Name": "ShockWaveGenerator", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ShootingStar", "Name": "ShootingStar", "Notes": "A shooting star that releases Star Bits when it hits the ground. It will periodically reappear until all of its Star Bits have been collected.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Star Bits per Iteration", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How many Star Bits should be released at max per iteration. Default is 5.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Spawn Delay", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The spawn delay of the individual shooting stars in seconds. Default is 240.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Falling Distance", "Type": "Float", "Games": 3, "Needed": false, "Description": "From how far up it will fall down. Default is 2000.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Number of Total Star Bits", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How many Star Bits can appear in total. Default is 5.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "SideSpikeMoveStep", "Name": "SideSpikeMoveStep", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SignBoard", "Name": "SignBoard", "Notes": "A generic signboard that acts like an NPC, meaning that the player can read it or talk to it.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "2P Mode Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If set to 0, the object will be hidden during single-player. During 2P mode, the object will pop up.", "Values": [{"Value": "-1", "Notes": "Always visible"}, {"Value": "0", "Notes": "Only visible in 2P mode"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated. If used along with Obj_arg0, the object will appear if this switch is activated and if 2P mode is active.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "The text dialogue's label format is SignBoard%03d, where %03d is the text message ID.", "Exclusives": []}}}, {"InternalName": "SimpleBloomArea", "Name": "SimpleBloomArea", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SimpleBreakableCollisionObj", "Name": "SimpleBreakableCollisionObj", "Notes": "A basic object that can be destroyed through various means. Unlike other variants, it comes with an additional collision mesh named Break that will be used after destroying it. The supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Item Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The kind of item to spawn when destroyed.", "Values": [{"Value": "-1", "Notes": "Coins"}, {"Value": "0", "Notes": "Nothing"}, {"Value": "1", "Notes": "1-Up Mushroom"}, {"Value": "2", "Notes": "Power Star"}, {"Value": "3", "Notes": "Star Bits"}], "Exclusives": []}, "Obj_arg4": {"Name": "Riddle SFX Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what sound effect to play after destroying the object. Although the game reads this value, the jingle functionality has been removed in SMG2.", "Values": [{"Value": "-1", "Notes": "No special sound effect"}, {"Value": "1", "Notes": "SE_SY_READ_RIDDLE_S"}], "Exclusives": []}, "Obj_arg5": {"Name": "Cutscene Breaking Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames that has to elapse before the object gets destroyed when its cutscene is playing. Default is 60.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Item Count", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of items to spawn when destroyed. Default is 1 for Coins and 5 for Star Bits.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "SW_DEAD Activation Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames that has to elapse before SW_DEAD gets activated. Default is -1.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when destroyed.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the object cannot be destroyed while this switch is not activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Destroys the object once triggered.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "If Obj_arg3 is set to 3, this object will spawn a Power Star when destroyed.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when destroying the object.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene functor action destroys it once triggered.", "Exclusives": []}}}, {"InternalName": "SimpleBreakableDeleteShadowObj", "Name": "SimpleBreakableDeleteShadowObj", "Notes": "A basic object that can be destroyed through various means. Unlike other variants, its shadows will be invalidated after destroying it. The supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Item Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The kind of item to spawn when destroyed.", "Values": [{"Value": "-1", "Notes": "Coins"}, {"Value": "0", "Notes": "Nothing"}, {"Value": "1", "Notes": "1-Up Mushroom"}, {"Value": "2", "Notes": "Power Star"}, {"Value": "3", "Notes": "Star Bits"}], "Exclusives": []}, "Obj_arg4": {"Name": "Riddle SFX Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what sound effect to play after destroying the object. Although the game reads this value, the jingle functionality has been removed in SMG2.", "Values": [{"Value": "-1", "Notes": "No special sound effect"}, {"Value": "1", "Notes": "SE_SY_READ_RIDDLE_S"}], "Exclusives": []}, "Obj_arg5": {"Name": "Cutscene Breaking Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames that has to elapse before the object gets destroyed when its cutscene is playing. Default is 60.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Item Count", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of items to spawn when destroyed. Default is 1 for Coins and 5 for Star Bits.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "SW_DEAD Activation Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames that has to elapse before SW_DEAD gets activated. Default is -1.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when destroyed.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the object cannot be destroyed while this switch is not activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Destroys the object once triggered.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "If Obj_arg3 is set to 3, this object will spawn a Power Star when destroyed.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when destroying the object.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene functor action destroys it once triggered.", "Exclusives": []}}}, {"InternalName": "SimpleBreakableIndirectObj", "Name": "SimpleBreakableIndirectObj", "Notes": "A basic object that can be destroyed through various means. Unlike other variants, it registers to the indirect map object draw buffer. The supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Item Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The kind of item to spawn when destroyed.", "Values": [{"Value": "-1", "Notes": "Coins"}, {"Value": "0", "Notes": "Nothing"}, {"Value": "1", "Notes": "1-Up Mushroom"}, {"Value": "2", "Notes": "Power Star"}, {"Value": "3", "Notes": "Star Bits"}], "Exclusives": []}, "Obj_arg4": {"Name": "Riddle SFX Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies what sound effect to play after destroying the object. Although the game reads this value, the jingle functionality has been removed in SMG2.", "Values": [{"Value": "-1", "Notes": "No special sound effect"}, {"Value": "1", "Notes": "SE_SY_READ_RIDDLE_S"}], "Exclusives": []}, "Obj_arg5": {"Name": "Cutscene Breaking Delay", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames that has to elapse before the object gets destroyed when its cutscene is playing. Default is 60.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Item Count", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of items to spawn when destroyed. Default is 1 for Coins and 5 for Star Bits.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "SW_DEAD Activation Delay", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames that has to elapse before SW_DEAD gets activated. Default is -1.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when destroyed.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the object cannot be destroyed while this switch is not activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Destroys the object once triggered.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "If Obj_arg3 is set to 3, this object will spawn a Power Star when destroyed.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when destroying the object.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene functor action destroys it once triggered.", "Exclusives": []}}}, {"InternalName": "SimpleBreakableObj", "Name": "SimpleBreakableObj", "Notes": "A basic object that can be destroyed through various means. However, the supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Item Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The kind of item to spawn when destroyed.", "Values": [{"Value": "-1", "Notes": "Coins"}, {"Value": "0", "Notes": "Nothing"}, {"Value": "1", "Notes": "1-Up Mushroom"}, {"Value": "2", "Notes": "Power Star"}, {"Value": "3", "Notes": "Star Bits"}], "Exclusives": []}, "Obj_arg4": {"Name": "Riddle SFX Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies what sound effect to play after destroying the object. Although the game reads this value, the jingle functionality has been removed in SMG2.", "Values": [{"Value": "-1", "Notes": "No special sound effect"}, {"Value": "1", "Notes": "SE_SY_READ_RIDDLE_S"}], "Exclusives": []}, "Obj_arg5": {"Name": "Cutscene Breaking Delay", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames that has to elapse before the object gets destroyed when its cutscene is playing. Default is 60.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Item Count", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of items to spawn when destroyed. Default is 1 for Coins and 5 for Star Bits.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "SW_DEAD Activation Delay", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames that has to elapse before SW_DEAD gets activated. Default is -1.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when destroyed.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the object cannot be destroyed while this switch is not activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Destroys the object once triggered.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "If Obj_arg3 is set to 3, this object will spawn a Power Star when destroyed.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when destroying the object.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene functor action destroys it once triggered.", "Exclusives": []}}}, {"InternalName": "SimpleBreakableStrongLightObj", "Name": "SimpleBreakableStrongLightObj", "Notes": "A basic object that can be destroyed through various means. Unlike other variants, it gets rendered after most other objects. The supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Item Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The kind of item to spawn when destroyed.", "Values": [{"Value": "-1", "Notes": "Coins"}, {"Value": "0", "Notes": "Nothing"}, {"Value": "1", "Notes": "1-Up Mushroom"}, {"Value": "2", "Notes": "Power Star"}, {"Value": "3", "Notes": "Star Bits"}], "Exclusives": []}, "Obj_arg4": {"Name": "Riddle SFX Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what sound effect to play after destroying the object. Although the game reads this value, the jingle functionality has been removed in SMG2.", "Values": [{"Value": "-1", "Notes": "No special sound effect"}, {"Value": "1", "Notes": "SE_SY_READ_RIDDLE_S"}], "Exclusives": []}, "Obj_arg5": {"Name": "Cutscene Breaking Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames that has to elapse before the object gets destroyed when its cutscene is playing. Default is 60.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Item Count", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of items to spawn when destroyed. Default is 1 for Coins and 5 for Star Bits.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "SW_DEAD Activation Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames that has to elapse before SW_DEAD gets activated. Default is -1.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when destroyed.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the object cannot be destroyed while this switch is not activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Destroys the object once triggered.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "If Obj_arg3 is set to 3, this object will spawn a Power Star when destroyed.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when destroying the object.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene functor action destroys it once triggered.", "Exclusives": []}}}, {"InternalName": "SimpleClipPartsObj", "Name": "SimpleClipPartsObj", "Notes": "A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior.", "Games": 3, "Progress": 2, "Parameters": {"Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed / Time", "Games": 3, "Description": "How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 3, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Games": 3, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Games": 3, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.", "Values": [{"Value": "-1", "Notes": "RotateSpeed specifies fixed rotation speed"}, {"Value": "1", "Notes": "RotateSpeed specifies maximum rotation speed"}, {"Value": "2", "Notes": "RotateSpeed specifies time until desired angle"}], "Exclusives": []}, "RotateStopTime": {"Name": "Restart Delay", "Games": 3, "Description": "The time in frames it takes to restart rotation after stopping.", "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Games": 3, "Description": "Specifies how the object should continue rotating after reaching the targeted angle.", "Values": [{"Value": "0", "Notes": "Stop rotating completely"}, {"Value": "1", "Notes": "Rotates again in opposite direction"}, {"Value": "2", "Notes": "Rotates again in same direction"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the collision will be enabled if and only if this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object will move only while this switch is activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The rotation speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "SimpleDemoExecutor", "Name": "SimpleDemoExecutor", "Notes": "Starts a simple cutscene using just a camera.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "SW_A Activation Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames that has to elapse before SW_A gets activated. Default is 60.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": true, "Description": "Starts the cutscene once activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated once the cutscene starts.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": true, "Description": "Used when the cutscene is active.", "Values": [], "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "SimpleEffectObj", "Name": "SimpleEffectObj", "Notes": "A generic particles effect with a clipping radius of 500 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting.", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will emit particles only if this switch is activated.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups objects of the same kind, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "If used, it will start functioning once its cutscene action gets triggered. In SMG2, it will stop functioning if Obj_arg0 is set.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "SimpleEnvironmentObj", "Name": "SimpleEnvironmentObj", "Notes": "Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "SimpleFloaterObj", "Name": "SimpleFloaterObj", "Notes": "A platform that sinks when the player steps on it. Once the player gets off of this platform, it rises up again. It can also use optional sound effects. The sound names are self-explanatory: MapPartsFloaterMoveUpEnd, MapPartsFloaterRidden, MapPartsFloaterMoveDown, and MapPartsFloaterMoveUp. Furthermore, it can use effects with the name Ripple that will appear at the object's original position.", "Games": 3, "Progress": 2, "Parameters": {"MoveConditionType": {"Name": "Sinking Distance", "Games": 3, "Description": "How far it can sink when stepped on. Default is 0.", "Values": [], "Exclusives": []}, "RotateSpeed": {"Name": "Sinking Speed", "Games": 3, "Description": "How fast it sinks when stepped on. Default is 0.", "Exclusives": []}, "RotateAngle": {"Name": "Rising Speed", "Games": 3, "Description": "How fast it rises up again. Default is 0.", "Exclusives": []}, "RotateAxis": {"Name": "Spring Bounce Speed", "Games": 3, "Description": "How fast the spring motion is. Only used if RotateAccelType is 1. Default is RotateAngle multiplied by 0.001.", "Values": [], "Exclusives": []}, "RotateAccelType": {"Name": "Motion Type", "Games": 3, "Description": "How it moves when stepped on. Default is 0.", "Values": [{"Value": "0", "Notes": "Normal"}, {"Value": "1", "Notes": "Bouncy"}], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If RotateAccelType is 1 and this switch is activated, the platform won't move.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "SimpleMapObj", "Name": "SimpleMapObj", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": ["MarioFaceShipRudder"]}}}, {"InternalName": "SimpleMapObjFarMax", "Name": "SimpleMapObjFarMax", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": ["BackgroundComet"]}}}, {"InternalName": "SimpleMapObjNoSilhouetted", "Name": "SimpleMapObjNoSilhouetted", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SimpleMapObjPush", "Name": "SimpleMapObjPush", "Notes": "A generic map object with a model and optional collision whose sensors push the player away. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": ["MarioFaceShipRudder"]}}}, {"InternalName": "SimpleMapObjWithEffect", "Name": "SimpleMapObjWithEffect", "Notes": "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.\nIt 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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "SimpleMirrorObj", "Name": "SimpleMirrorObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SimpleMirrorReflectionObj", "Name": "SimpleMirrorReflectionObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SimpleNormalMapObj", "Name": "SimpleNormalMapObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SimpleSeesawObj", "Name": "SimpleSeesawObj", "Notes": "A seesaw-like platform that rotates when stepped on. It supports two (SMG1) / three (SMG2) rotation modes. Furthermore, it can use optional sound effects. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove.", "Games": 3, "Progress": 2, "Parameters": {"RotateSpeed": {"Name": "Rotation Speed", "Games": 3, "Description": "How fast it rotates. Default is 0. Only used if RotateAxis is 0.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 3, "Description": "How many angles in degrees the platform rotates. Default is 0.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Type", "Games": 3, "Description": "How the platform moves when stepped on. Default corresponds to 1.", "Values": [{"Value": "0", "Notes": "Rotate around Z axis, returns to original rotation"}, {"Value": "1", "Notes": "Rotate XZ plane, returns to original rotation"}, {"Value": "2", "Notes": "Rotate XZ plane (SMG2 only)"}], "Exclusives": []}, "RotateAccelType": {"Name": "Inertia Factor / Acceleration", "Games": 3, "Description": "Affects how long it will remain in motion. If RotateAxis is 0 or 1, it also affects how fast rotation will speed up. Default is 0.", "Values": [], "Exclusives": []}, "RotateStopTime": {"Name": "Restore Force", "Games": 3, "Description": "The force used to restore its original rotation after getting of the platform. Only used if RotateAxis is 0 or 1.", "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "SimpleTextureSwitchChangeObj", "Name": "SimpleTextureSwitchChangeObj", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If TexChange.btp/.btp exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Applies frame 1 of the TexChange.btk animation.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "SimpleTimerObj", "Name": "SimpleTimerObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SkeletalFishBaby", "Name": "SkeletalFishBaby", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SkeletalFishBabyRail", "Name": "SkeletalFishBabyRail", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SkeletalFishBoss", "Name": "SkeletalFishBoss", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SkeletalFishBossRail", "Name": "SkeletalFishBossRail", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Sky", "Name": "Sky", "Notes": "A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Mirror Reflection Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether to use a reflection model or not.", "Values": [{"Value": "-1", "Notes": "Don't use reflection model"}, {"Value": "0", "Notes": "Use reflection model"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Plays the \"Change\" animation if activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used and activated, the sky model will disappear and the SpaceInner model will be used instead. If the switch gets deactivated again, SpaceInner disappears and the original sky model will reappear.", "Exclusives": ["SummerSky"]}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "SlingShooter", "Name": "SlingShooter", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SlopeRunningCancelArea", "Name": "SlopeRunningCancelArea", "Notes": "The player's running movement will be immediately stopped if they touch a steep surface inside this area.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "SmallStone", "Name": "SmallStone", "Notes": "A circle of eight smaller objects that can be released from the ground by using a Spin Attack while inside the circle. Each chunk will spawn a Star Bit when released. The chunks attach to the nearest collision below them. If no collision is available, the individual plant may be placed at the origin of the galaxy.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Y Offset", "Type": "Float", "Games": 3, "Needed": false, "Description": "The Y offset added to every chunk's Y coordinate. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Ignore Gravity?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, gravity will be ignored when placing the object. Instead, the object's placement rotation will be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Show Splash Particles?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the Star Bits will emit a water splash effect if they appear in water.", "Values": [], "Exclusives": []}}}, {"InternalName": "SmokeEffectColorArea", "Name": "SmokeEffectColorArea", "Notes": "An area that changes the primary and environment colors of the player's running dust cloud particles when entered.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Primary Red", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The primary color's red component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Primary Green", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The primary color's green component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Primary Blue", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The primary color's blue component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Environment Red", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The environment color's red component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Environment Green", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The environment color's green component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Environment Blue", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The environment color's blue component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Snakehead", "Name": "Snakehead", "Notes": "An eel enemy that usually lurks at a fixed position. It will move along its path when the player comes near. It can be defeated using Koopa Shells. When defeated, the small variant spawns eight Star Bits whereas the large variant spawns a 1-Up Mushroom.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Forwards Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which it moves forwards. Default is 15.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Backwards Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which it moves backwards. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Activation Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "The valid distance to the player in which it becomes active. Default is 1000.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Behavior", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it moves along the path. Default is 0.", "Values": [{"Value": "0", "Notes": "Lurks and moves when player is nearby"}, {"Value": "1", "Notes": "Always moves forth and back"}], "Exclusives": []}, "Obj_arg4": {"Name": "Invalidate Shadow?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, its shadow will be invalidated.", "Values": [], "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on. The path should NOT be closed.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 300 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "SnowBall", "Name": "SnowBall", "Notes": "A snowball that can be rolled by walking against it or by hitting it with a Spin Attack. It will become bigger when rolling it through snow, but it shrinks down otherwise. It can also be used to attack various enemies and destroy some obstacles.", "Games": 2, "Progress": 2, "Parameters": {"Player2Targetable": {"Games": 2, "Description": "Can be targeted and hit by player 2.", "Exclusives": []}}}, {"InternalName": "SnowCapsulePlanet", "Name": "SnowCapsulePlanet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SnowDollKoopa", "Name": "SnowDollKoopa", "Notes": "A large snow statue of Bowser that can be destroyed with by hitting it twice with various player attacks, such as snowballs and fireballs. It may spawn a Power Star if the object and Scenario entry are configured correctly.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Snowballs", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of snowballs that will appear when destroying it.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Play Riddle SFX?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If enabled, it will play the \"riddle solved\" jingle when destroyed.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Power Star ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The scenario ID of the Power Star to be spawned. -1 does not register a Power Star.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "SnowFloor", "Name": "SnowFloor", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SnowFloorTile", "Name": "SnowFloorTile", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SnowMan", "Name": "SnowMan", "Notes": "A snowman consisting of two parts that can be melted with fireballs. Depending on the melted parts, several switches can be activated.", "Games": 3, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when both parts are melted.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Gets activated when the head or body is melted.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Gets activated when the body part is melted.", "Exclusives": []}}}, {"InternalName": "SnowMound", "Name": "SnowMound", "Notes": "A snow obstacle that can be destroyed with various player attacks, such as snowballs and fireballs.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Snowballs", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of snowballs that will appear when destroying it.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Use Dead Tree?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, a dead snow tree will appear once this object is destroyed.", "Values": [], "Exclusives": ["SnowMoundL"]}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}}}, {"InternalName": "SnowplowSwitch", "Name": "SnowplowSwitch", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SoundEmitter", "Name": "SoundEmitter", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SoundEmitterCube", "Name": "SoundEmitterCube", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Sound Effect ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The sound effect to be played. Sound effects 4 and above were added in SMG2.", "Values": [{"Value": "0", "Notes": "SE_AT_LV_GRAVE"}, {"Value": "1", "Notes": "SE_AT_LV_KOOPA_WIND"}, {"Value": "2", "Notes": "SE_AT_LV_WIND_DESERT"}, {"Value": "3", "Notes": "SE_AT_LV_WIND_ICE_MT_TOP"}, {"Value": "4", "Notes": "SE_AT_LV_SEA_ALL_CUBE"}, {"Value": "5", "Notes": "SE_AT_LV_SMALL_SEA_CUBE"}, {"Value": "6", "Notes": "SE_AT_LV_MID_WIND_CUBE"}, {"Value": "7", "Notes": "SE_AT_LV_STRONG_WIND_CUBE"}, {"Value": "8", "Notes": "SE_AT_LV_SAND_FALL_CUBE"}, {"Value": "9", "Notes": "SE_AT_LV_MAGMA_WIND_MID_HIGH"}, {"Value": "10", "Notes": "SE_AT_LV_MAGMA_WIND_STRONG"}, {"Value": "11", "Notes": "SE_AT_LV_MAGMA_FALL_MID"}, {"Value": "12", "Notes": "SE_AT_LV_MAGMA_FALL_MID_HIGH"}, {"Value": "13", "Notes": "SE_AT_LV_GRASSWIND_CUBE_MID_HIGH"}, {"Value": "14", "Notes": "SE_AT_LV_GRASSWIND_CUBE_MIDDLE"}, {"Value": "15", "Notes": "SE_AT_LV_GRASSWIND_CUBE_WEAK"}, {"Value": "16", "Notes": "SE_AT_LV_MID_HIGH_WIND_CUBE"}, {"Value": "17", "Notes": "SE_AT_LV_SMALL_SEA_CUBE_MIDH"}, {"Value": "18", "Notes": "SE_AT_LV_MAGMA_CUBE_STRONG"}, {"Value": "19", "Notes": "SE_AT_LV_MAGMA_CUBE"}, {"Value": "20", "Notes": "SE_OJ_LV_MAGMA_WAVE_MV"}, {"Value": "21", "Notes": "SE_AT_LV_GLIDER_LAVA"}, {"Value": "22", "Notes": "SE_AT_LV_PEACH_CASTLE_JINARI"}, {"Value": "23", "Notes": "SE_OJ_LV_MARIOSHIP_ENGINE_OUT_ALL"}, {"Value": "24", "Notes": "SE_OJ_LV_MARIOSHIP_ENGINE_OUT_NEAR"}, {"Value": "25", "Notes": "SE_AT_LV_FSHIP_MECHA_ATMOS"}, {"Value": "26", "Notes": "SE_AT_LV_JUNGLE_BIRD_ATMOS"}, {"Value": "27", "Notes": "SE_AT_LV_WIND_HYU"}, {"Value": "28", "Notes": "SE_OJ_WMAP_MSHIP_BLACKHOLE"}, {"Value": "29", "Notes": "SE_AT_LV_KOOPA_WIND_DEMO_CUBE"}, {"Value": "30", "Notes": "SE_AT_LV_WIND_HYU_MID_HIGH"}], "Exclusives": []}, "Obj_arg1": {"Name": "Sound Position", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The point to use for calculating stereo sounds.", "Values": [{"Value": "-1", "Notes": "Camera view position"}, {"Value": "0", "Notes": "Camera target position"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "SoundEmitterCubeWorldMapSync", "Name": "SoundEmitterCubeWorldMapSync", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Sound Effect ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The sound effect to be played. Sound effects 4 and above were added in SMG2.", "Values": [{"Value": "0", "Notes": "SE_AT_LV_GRAVE"}, {"Value": "1", "Notes": "SE_AT_LV_KOOPA_WIND"}, {"Value": "2", "Notes": "SE_AT_LV_WIND_DESERT"}, {"Value": "3", "Notes": "SE_AT_LV_WIND_ICE_MT_TOP"}, {"Value": "4", "Notes": "SE_AT_LV_SEA_ALL_CUBE"}, {"Value": "5", "Notes": "SE_AT_LV_SMALL_SEA_CUBE"}, {"Value": "6", "Notes": "SE_AT_LV_MID_WIND_CUBE"}, {"Value": "7", "Notes": "SE_AT_LV_STRONG_WIND_CUBE"}, {"Value": "8", "Notes": "SE_AT_LV_SAND_FALL_CUBE"}, {"Value": "9", "Notes": "SE_AT_LV_MAGMA_WIND_MID_HIGH"}, {"Value": "10", "Notes": "SE_AT_LV_MAGMA_WIND_STRONG"}, {"Value": "11", "Notes": "SE_AT_LV_MAGMA_FALL_MID"}, {"Value": "12", "Notes": "SE_AT_LV_MAGMA_FALL_MID_HIGH"}, {"Value": "13", "Notes": "SE_AT_LV_GRASSWIND_CUBE_MID_HIGH"}, {"Value": "14", "Notes": "SE_AT_LV_GRASSWIND_CUBE_MIDDLE"}, {"Value": "15", "Notes": "SE_AT_LV_GRASSWIND_CUBE_WEAK"}, {"Value": "16", "Notes": "SE_AT_LV_MID_HIGH_WIND_CUBE"}, {"Value": "17", "Notes": "SE_AT_LV_SMALL_SEA_CUBE_MIDH"}, {"Value": "18", "Notes": "SE_AT_LV_MAGMA_CUBE_STRONG"}, {"Value": "19", "Notes": "SE_AT_LV_MAGMA_CUBE"}, {"Value": "20", "Notes": "SE_OJ_LV_MAGMA_WAVE_MV"}, {"Value": "21", "Notes": "SE_AT_LV_GLIDER_LAVA"}, {"Value": "22", "Notes": "SE_AT_LV_PEACH_CASTLE_JINARI"}, {"Value": "23", "Notes": "SE_OJ_LV_MARIOSHIP_ENGINE_OUT_ALL"}, {"Value": "24", "Notes": "SE_OJ_LV_MARIOSHIP_ENGINE_OUT_NEAR"}, {"Value": "25", "Notes": "SE_AT_LV_FSHIP_MECHA_ATMOS"}, {"Value": "26", "Notes": "SE_AT_LV_JUNGLE_BIRD_ATMOS"}, {"Value": "27", "Notes": "SE_AT_LV_WIND_HYU"}, {"Value": "28", "Notes": "SE_OJ_WMAP_MSHIP_BLACKHOLE"}, {"Value": "29", "Notes": "SE_AT_LV_KOOPA_WIND_DEMO_CUBE"}, {"Value": "30", "Notes": "SE_AT_LV_WIND_HYU_MID_HIGH"}], "Exclusives": []}, "Obj_arg1": {"Name": "Sound Position", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The point to use for calculating stereo sounds.", "Values": [{"Value": "-1", "Notes": "Camera view position"}, {"Value": "0", "Notes": "Camera target position"}], "Exclusives": []}, "Obj_arg7": {"Name": "World ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The ID of the world that the player has to be in to play the sound effect.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "SoundEmitterPoint", "Name": "SoundEmitterPoint", "Notes": "A point in space that emits a sound effect. The sound effects that can be played are specified in ActionSound.bcsv. More sound effects can be easily added by editing said file.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Sound Effect ID", "Type": "Integer", "Games": 2, "Needed": true, "Description": "The sound effect to be played.", "Values": [{"Value": "0", "Notes": "SE_AT_LV_RIVER_S"}, {"Value": "1", "Notes": "SE_AT_LV_RIVER_M"}, {"Value": "2", "Notes": "SE_OJ_LV_BIG_FAN_MOVE"}, {"Value": "3", "Notes": "SE_OJ_LV_JRSHIP_FAN"}, {"Value": "4", "Notes": "SE_OJ_LV_MECHA_CONVEYOR_STEP_MV"}, {"Value": "5", "Notes": "SE_OJ_LV_GHOST_CONVEYOR_STEP_MV"}, {"Value": "6", "Notes": "SE_OJ_LV_TWIN_FALL"}, {"Value": "7", "Notes": "SE_OJ_LV_TWIN_FALL_BASIN"}, {"Value": "8", "Notes": "SE_AT_LV_MAGMA_WIND"}, {"Value": "9", "Notes": "SE_OJ_LV_KOOPA_STEP_GEAR_MV"}, {"Value": "10", "Notes": "SE_AT_LV_MAGMA_WIND_STRONG"}, {"Value": "11", "Notes": "SE_AT_LV_MAGMA_WIND_MID_HIGH"}, {"Value": "12", "Notes": "SE_AT_SEA_SHORE"}, {"Value": "13", "Notes": "SE_AT_LV_WATERFALL_S"}, {"Value": "14", "Notes": "SE_AT_LV_WATERFALL_L"}, {"Value": "15", "Notes": "SE_AT_LV_WATERFALL_UPPER_S"}, {"Value": "16", "Notes": "SE_AT_LV_WATERFALL_UPPER_L"}, {"Value": "17", "Notes": "SE_AT_LV_KARAKARA_WIND_RAIL"}, {"Value": "18", "Notes": "SE_AT_LV_KARAKARA_RAIL_CONVEYOR"}, {"Value": "19", "Notes": "SE_OJ_LV_GHOST_CONVEYOR_STEP_MV"}, {"Value": "20", "Notes": "SE_AT_LV_WATERFALL_SS"}, {"Value": "21", "Notes": "SE_AT_LV_SAND_FALL"}, {"Value": "22", "Notes": "SE_AT_LV_SAND_FALL_BASIN"}, {"Value": "23", "Notes": "SE_AT_LV_SAND_FALL_SANDY_SPOT"}, {"Value": "24", "Notes": "SE_AT_LV_SAND_FALL_SANDY_SPOT_ALL"}, {"Value": "25", "Notes": "SE_AT_LV_PIRAMID_FALL_SAND_L"}, {"Value": "26", "Notes": "SE_AT_LV_PIRAMID_FALL_SAND_H"}, {"Value": "27", "Notes": "SE_AT_LV_RIVER_S_WEAK"}, {"Value": "28", "Notes": "SE_AT_LV_WATER_ONIMASU_G"}, {"Value": "29", "Notes": "SE_OJ_LV_KOOPA_F_LIFT_MV"}, {"Value": "30", "Notes": "SE_OJ_LV_KOOPA_F_R_LIFT_MV"}, {"Value": "31", "Notes": "SE_SY_APPLAUSE"}, {"Value": "32", "Notes": "SE_SY_LV_TIMER_B_2"}, {"Value": "33", "Notes": "SE_SY_LV_TIMER_B_0"}, {"Value": "34", "Notes": "SE_OJ_LV_MECHA_STEP_ROTATE"}, {"Value": "35", "Notes": "SE_OJ_LV_MECHA_STEP2_ROTATE"}, {"Value": "36", "Notes": "SE_OJ_LV_BIG_FAN_MOVE"}, {"Value": "37", "Notes": "SE_AT_LV_JG_WATER_FALL_S"}, {"Value": "38", "Notes": "SE_AT_LV_JG_WATER_FALL_L/SE_AT_LV_JG_WATER_FALL_L_NEAR"}, {"Value": "39", "Notes": "SE_AT_LV_JG_CAVE_RIVER"}, {"Value": "40", "Notes": "SE_AT_LV_JG_WATER_FALL_CAVE"}, {"Value": "41", "Notes": "SE_AT_LV_JG_WATER_FALL_LAST"}, {"Value": "42", "Notes": "SE_OJ_LV_MARIOSHIP_ENGINE_MOVE"}, {"Value": "43", "Notes": "SE_OJ_LV_MARIOSHIP_ENGINE_PARTS"}, {"Value": "44", "Notes": "SE_OJ_LV_MARIOSHIP_ENGINE_GEAR"}, {"Value": "45", "Notes": "SE_AT_LV_SMALL_RIVER_FSHIP"}, {"Value": "46", "Notes": "SE_AT_LV_JG_WATER_FALL_LL/SE_AT_LV_JG_WATER_FALL_LL_FAR"}, {"Value": "47", "Notes": "SE_AT_LV_JG_WATER_FALL_L_NEAR"}, {"Value": "48", "Notes": "SE_OJ_LV_JRROBOT_BROKEN_STILL"}, {"Value": "49", "Notes": "SE_OJ_LV_JRROBOT_BROKEN_MOVE"}, {"Value": "50", "Notes": "SE_OJ_LV_OP_KOOPA_BACK_EFFECT"}, {"Value": "51", "Notes": "SE_OJ_LV_DEMO_BLACKHOLE"}, {"Value": "52", "Notes": "SE_OJ_LV_OP_METEOR_BURNING/SE_OJ_LV_OP_METEOR_BURNING_NEAR"}], "Exclusives": []}, "Obj_arg1": {"Name": "Sound Position", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The point to use for calculating stereo sounds.", "Values": [{"Value": "-1", "Notes": "Camera view position"}, {"Value": "0", "Notes": "Camera target position"}], "Exclusives": []}, "Obj_arg2": {"Name": "Cutscene Functionality", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Determines what cutscenes the object registers to.", "Values": [{"Value": "-1", "Notes": "Sound effect plays during all cutscenes"}, {"Value": "0", "Notes": "Disabled during any cutscene"}, {"Value": "1", "Notes": "Sound effect plays during specific story cutscenes"}], "Exclusives": []}, "Obj_arg3": {"Name": "SW_A Setting", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How SW_A functions.", "Values": [{"Value": "-1", "Notes": "SW_A kills the emitter"}, {"Value": "0", "Notes": "SW_A starts the sound effect if SW_APPEAR is used and not activated"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If Obj_arg3 is -1, the emitter will be killed once activated. If Obj_arg3 is 0, the sound effect will start playing if SW_APPEAR is used and not activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "If used, the entire path emits the sound effect.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "If Obj_arg2 is set to 1, it will try to register to the cutscenes with the names ピーチからの手紙, ベビチコ出会い, ピーチ誘拐, スピンドライバ初出, クッパ最終戦突入, ノーマルエンディング1, ノーマルエンディング2, ノーマルエンディング3 and ノーマルエンディング4.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "If Obj_arg2 is set to -1, Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "SoundEmitterSphere", "Name": "SoundEmitterSphere", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Sound Effect ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The sound effect to be played. Sound effects 6 and above were added in SMG2.", "Values": [{"Value": "0", "Notes": "SE_AT_LV_MAGMA_AMBIENT"}, {"Value": "1", "Notes": "SE_OJ_LV_FLOATING_SAND"}, {"Value": "2", "Notes": "SE_AT_LV_WIND_DESERT"}, {"Value": "3", "Notes": "SE_AT_LV_MAGMA_WIND_VOLCANO"}, {"Value": "4", "Notes": "SE_AT_LV_KOOPA_FLOAT_SAND"}, {"Value": "5", "Notes": "SE_AT_LV_WIND_RABBIT_MAZE"}, {"Value": "6", "Notes": "SE_AT_LV_MAGMA_WIND_MID_HIGH"}, {"Value": "7", "Notes": "SE_AT_LV_MAGMA_WIND_STRONG"}], "Exclusives": []}, "Obj_arg1": {"Name": "Sound Position", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The point to use for calculating stereo sounds.", "Values": [{"Value": "-1", "Notes": "Camera view position"}, {"Value": "0", "Notes": "Camera target position"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "SoundPlayArea", "Name": "SoundPlayArea", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Sound Effect ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The sound effect to be played.", "Values": [{"Value": "0", "Notes": "SE_SY_ROUTE_SUCCESS"}, {"Value": "1", "Notes": "SE_SY_ROUTE_FAILURE"}, {"Value": "2", "Notes": "SE_PM_LV_LONG_FALL"}, {"Value": "3", "Notes": "SE_PM_LV_HOLE_IN"}, {"Value": "4", "Notes": "SE_AT_LV_MAGMA_WIND"}, {"Value": "5", "Notes": "SE_AT_LV_GRAVE"}, {"Value": "6", "Notes": "SE_AT_LV_EARTHQUAKE"}, {"Value": "7", "Notes": "SE_AT_LV_MAGMA_AMBIENT"}, {"Value": "8", "Notes": "SE_AT_LV_SEA_ALL"}, {"Value": "9", "Notes": "SE_AT_LV_OCEAN_RING"}, {"Value": "10", "Notes": "SE_AT_LV_OCEAN_RING_SUB"}, {"Value": "11", "Notes": "SE_AT_LV_WATER_ROAD"}, {"Value": "12", "Notes": "SE_AT_LV_WHIRL_POOL"}, {"Value": "13", "Notes": "SE_AT_LV_FALLING_ROCK"}, {"Value": "14", "Notes": "SE_AT_LV_JUMBO_SUN_MOVE"}, {"Value": "15", "Notes": "SE_AT_LV_WATERFALL_CAVE"}, {"Value": "16", "Notes": "SE_AT_LV_PHNCV_TERESA_ROOM"}, {"Value": "17", "Notes": "SE_AT_LV_FOREST_INSECT_1"}, {"Value": "18", "Notes": "SE_AT_LV_FOREST_INSECT_2"}, {"Value": "19", "Notes": "SE_AT_LV_FOREST_INSECT_3"}, {"Value": "20", "Notes": "SE_AT_LV_SPACE_WIND"}, {"Value": "21", "Notes": "SE_AT_LV_KOOPA_WIND"}, {"Value": "22", "Notes": "SE_AT_LV_KOOPA_WIND_DEMO"}, {"Value": "23", "Notes": "SE_AT_LV_WIND_DESERT"}, {"Value": "24", "Notes": "SE_AT_LV_WIND_MOVING_DESERT"}, {"Value": "25", "Notes": "SE_AT_LV_ICE_WATER_UP_DOWN"}, {"Value": "26", "Notes": "SE_AT_LV_LAVA_UP_DOWN"}, {"Value": "27", "Notes": "SE_AT_LV_MAGMA_WIND_VOLCANO"}, {"Value": "28", "Notes": "SE_AT_LV_MAGMA_IN_BTLSHIP"}, {"Value": "29", "Notes": "SE_AT_LV_WIND_ICE_MT_TOP"}, {"Value": "30", "Notes": "SE_AT_LV_ASTRO_LOFT_WIND"}, {"Value": "31", "Notes": "SE_AT_LV_LAVA_TAMAKORO_ZONE"}, {"Value": "32", "Notes": "SE_AT_LV_WIND_RABBIT_MAZE"}, {"Value": "33", "Notes": "SE_AT_LV_SORAJIMA_WIND"}, {"Value": "34", "Notes": "SE_AT_LV_YOSHIHOME_WIND"}, {"Value": "35", "Notes": "SE_AT_LV_KOOPA_CASTLE_WIND"}, {"Value": "36", "Notes": "SE_AT_LV_NORMAL_WIND_WEAK"}, {"Value": "37", "Notes": "SE_AT_LV_NORMAL_WIND_MIDDLE"}, {"Value": "38", "Notes": "SE_AT_LV_SPACE_WIND_WEAK"}, {"Value": "39", "Notes": "SE_AT_LV_SPACE_WIND_MIDDLE"}, {"Value": "40", "Notes": "SE_AT_LV_NORMAL_WIND_VWEAK"}, {"Value": "41", "Notes": "SE_AT_LV_MAGMA_WIND_WEAK"}, {"Value": "42", "Notes": "SE_AT_LV_MAGMA_WIND_MIDDLE"}, {"Value": "43", "Notes": "SE_AT_LV_NORMAL_WIND_MID_HIGH"}, {"Value": "44", "Notes": "SE_AT_LV_NORMAL_WIND_STRONG"}, {"Value": "45", "Notes": "SE_AT_LV_WATERFALL_ALL"}, {"Value": "46", "Notes": "SE_AT_LV_GRASSWIND_MIDDLE"}, {"Value": "47", "Notes": "SE_AT_LV_GRASSWIND_MID_HIGH"}, {"Value": "48", "Notes": "SE_AT_LV_DULL_WIND_MIDDLE"}, {"Value": "49", "Notes": "SE_AT_LV_KARAKARA_WIND"}, {"Value": "50", "Notes": "SE_AT_LV_LOW_WIND"}, {"Value": "51", "Notes": "SE_AT_LV_MAGMA_WIND_AREA"}, {"Value": "52", "Notes": "SE_AT_LV_SEA_ALL_STAR_CREEK"}, {"Value": "53", "Notes": "SE_AT_LV_SMALL_SEA"}, {"Value": "54", "Notes": "SE_AT_LV_MAGMA_WIND_AREA_STRONG"}, {"Value": "55", "Notes": "SE_AT_LV_RAIN_WEAK"}, {"Value": "56", "Notes": "SE_AT_LV_RAIN_MID"}, {"Value": "57", "Notes": "SE_AT_LV_RAIN_MID_HIGH"}, {"Value": "58", "Notes": "SE_AT_LV_RAIN_THUNDER_MID"}, {"Value": "59", "Notes": "SE_AT_LV_RAIN_THUNDER_MID_HIGH"}, {"Value": "60", "Notes": "SE_AT_LV_MAGMA_AREA_STRONG"}, {"Value": "61", "Notes": "SE_AT_LV_MAGMA_AREA"}, {"Value": "62", "Notes": "SE_AT_LV_DARK_MATTER_WIND"}, {"Value": "63", "Notes": "SE_AT_LV_LOW_WIND_MID_HIGH"}, {"Value": "64", "Notes": "SE_AT_LV_LOW_WIND & SE_AT_LV_DULL_WIND_WEAK"}, {"Value": "65", "Notes": "SE_AT_LV_LOW_WIND_THUNDER"}, {"Value": "66", "Notes": "SE_AT_LV_LOW_WIND_T_MID_HIGH"}, {"Value": "67", "Notes": "SE_AT_LV_KINOPIO_GAYA_PANIC"}, {"Value": "68", "Notes": "SE_AT_LV_GRASSWIND_WEAK"}, {"Value": "69", "Notes": "SE_SY_LV_MACHINE_ALARM"}, {"Value": "70", "Notes": "SE_AT_LV_WIND_DESERT_HIGH"}, {"Value": "71", "Notes": "SE_PV_JUMP_JOY"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "SoundSyncSky", "Name": "SoundSyncSky", "Notes": "A decorative background model plays its Appear animation depending on the background music's beat. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Mirror Reflection Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether to use a reflection model or not.", "Values": [{"Value": "-1", "Notes": "Don't use reflection model"}, {"Value": "0", "Notes": "Use reflection model"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Plays the \"Change\" animation if activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "SoundSyncSwitch", "Name": "SoundSyncSwitch", "Notes": "A controller that activates or deactivates a switch depending on the music's beat. It will also play ticking sound effects depending on the configuration. By default, SW_A will be activated and deactivated over and over again.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "SW_A Toggle Beats", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How many beats it takes before SW_A gets toggled. Default is 8.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "SW_A Toggle Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How many seconds it takes to toggle SW_A after the required beats played. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Ticking Sound Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes until the ticking sound starts to play. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Ticking Sound Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how to play the ticking sounds. Default is -1.", "Values": [{"Value": "-1", "Notes": "Play in game and through Wiimote speaker"}, {"Value": "1", "Notes": "Play through Wiimote speaker"}, {"Value": "2", "Notes": "No ticking sounds"}], "Exclusives": []}, "Obj_arg4": {"Name": "SW_A Activation Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long SW_A will be kept activated before it gets deactivated again. Default is 0, which disables this restriction.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "If used, the object will update only if this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": true, "Description": "Will be activated or deactivated depending on the configuration.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object will not update while this switch is activated.", "Exclusives": []}}}, {"InternalName": "SpaceCocoon", "Name": "SpaceCocoon", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SpaceMine", "Name": "SpaceMine", "Notes": "A space mine that explodes upon contact. However, it can be safely destroyed with the Rainbow power-up, Star Bits, Yoshi's projectiles, and explosions caused by enemies (e.g. Bullet Bills).", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether to use a shadow or not. Default is -1.", "Values": [{"Value": "-1", "Notes": "Don't use shadow"}, {"Value": "0", "Notes": "Use shadow, calculated only once"}, {"Value": "1", "Notes": "Use shadow, calculated all the time"}], "Exclusives": []}, "Obj_arg1": {"Name": "Use Collision Binder?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will use a collision binder which makes it react to collision.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Item Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The item(s) that it drops when destroyed with one of various attacks. Default is -1.", "Values": [{"Value": "-1", "Notes": "Nothing"}, {"Value": "0", "Notes": "3 Star Bits"}, {"Value": "1", "Notes": "1 Coin"}, {"Value": "2", "Notes": "1-Up Mushroom"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it explodes.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and destroyed by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "SpaceShipStep", "Name": "SpaceShipStep", "Notes": "A platform that moves on a set path once the player steps on it. If the platform is out of view for 4 seconds, it will return to its initial position. If the platform gets damaged by an enemy's explosion, the platform will fall down.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg3": {"Name": "Disable Resetting", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the platform won't return to its initial position when it's out of view.", "Values": [], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "SphereRailDash", "Name": "SphereRailDash", "Notes": "An invisible rail for the Star Ball that boosts its rolling speed. It also causes the player to roll on the Star Ball. The Star Ball will automatically start to move along the path once it touches the path's beginning.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Detection Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "The radius of the sensor that detects Star Balls. Default is 200.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Rolling Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which Star Balls will move. Default is 50.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for a Star Ball to reach the maximum speed. Default is 180.", "Values": [], "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the Star Ball will move on.", "Exclusives": []}}}, {"InternalName": "SphereSelectorHandle", "Name": "SphereSelectorHandle", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SpiderCoin", "Name": "SpiderCoin", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SpiderMapBlock", "Name": "SpiderMapBlock", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SpinCloudBlock", "Name": "SpinCloudBlock", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "SpinCloudFrontDefineArea", "Name": "SpinCloudFrontDefineArea", "Notes": "An area that controls and sets the facing direction of all Cloud Flower platforms created inside it. The facing direction is the area's rotated Z axis.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "SpinCloudItem", "Name": "SpinCloudItem", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Uses 出現デモカメラ for appearing.", "Values": [], "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}}}, {"InternalName": "SpinDriver", "Name": "SpinDriver", "Notes": "A small star-shaped ring that slings the player upwards or from one place to another when using the Spin Attack nearby.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Speed / Flight Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The speed the sling star slings you at. If a path is assigned, this value is instead used as the time in frames the flight lasts. Default speed is 40, default flight time is 300.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Player Pull Type", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "Specifies how the player gets pulled into the Launch Star when nearby.", "Values": [{"Value": "-1", "Notes": "Gets pulled into Sling Star"}, {"Value": "0", "Notes": "Doesn't get pulled into Sling Star"}], "Exclusives": []}, "Obj_arg3": {"Name": "Camera Count", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of event cameras to be used during the flight.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Appearance Jingle", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the appearance jingle will be played.", "Values": [{"Value": "-1", "Notes": "Plays appearance jingle"}, {"Value": "1", "Notes": "Doesn't play appearance jingle"}], "Exclusives": []}, "Obj_arg5": {"Name": "Player Rotation", "Type": "Float", "Games": 3, "Needed": false, "Description": "The initial rotation of the player used before the player gets launched. This also affects the angle at which the player lands.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that the player will fly along.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when flying. Multiple camera configurations can be used, the count needs to be specified by Obj_arg3, though. Furthermore, 出現イベント用 is used for appearance.", "Values": [], "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "SpinGuidanceArea", "Name": "SpinGuidanceArea", "Notes": "An area that displays a layout showing how to perform Spin Attacks with the Wiimote.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Power-Up Condition", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The required power-up state condition to enable the tutorial.", "Values": [{"Value": "-1", "Notes": "No power-up required"}, {"Value": "0", "Notes": "Player has Cloud power-up"}, {"Value": "1", "Notes": "Player has Boo power-up"}, {"Value": "2", "Notes": "Player rides Star Ball"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the tutorial will be shown only if this switch is deactivated. Can be used in combination with SW_B.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If this and SW_A are used, the tutorial will be shown only if SW_A and SW_B are deactivated. Has no use if SW_A is not used.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "SpinLeverSwitch", "Name": "SpinLeverSwitch", "Notes": "A lever that can be activated using most of the player's attacks, explosions or by having Yoshi pull it with his tongue. SpinLeverSwitchForceAnim allows the switch to be flipped over automatically if SW_B is activated.", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 3, "Needed": true, "Description": "Gets activated when the lever has been flipped over.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If activated, the lever will be flipped over automatically.", "Exclusives": ["SpinLeverSwitchForceAnim"]}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and flipped over by Yoshi.", "Exclusives": []}}}, {"InternalName": "SpinningBox", "Name": "SpinningBox", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SpinSwitchArea", "Name": "SpinSwitchArea", "Notes": "An area that toggles a switch once the player performs a Spin Attack inside it.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": true, "Description": "Gets toggled each time the player performs a Spin Attack.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "SpotLightVolumeDraw", "Name": "SpotLightVolumeDraw", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SpringJetWater", "Name": "SpringJetWater", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SpringWaterFloaterSpot", "Name": "SpringWaterFloaterSpot", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "StaffRollDemoObj", "Name": "StaffRollDemoObj", "Notes": "Sets up the ending credits by creating and registering several objects as well as the scrolling text. The objects StaffRollSky, StaffRollDecorateFaceShip, StaffRollDecorateComet and PeachCastleNightPlanet need to be linked to it. Further, it uses nine GeneralPos positions to specify the player's position during the cycles. The GeneralPos instances also specify the background (BVA frame) from StaffRollSky to be used during the individual cycles. If the player has collected 120 Power Stars, the epilogue sequence (ChildRoomGalaxy) will be initiated.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": true, "Description": "Gets activated when the credits start playing. Gets deactivated again after the credits played.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": false, "Description": "Uses nine points to specify the player's position as well as the background during cycles. The name's format is マリオ位置%02d空%02d where the variables are the cycle index and StaffRollSky's BVA frame, respectively.", "Values": [], "Exclusives": []}}}, {"InternalName": "StarListBoard", "Name": "StarListBoard", "Notes": "A special signboard that can display the Star List by triggering a special event flow node.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is StarListBoard%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Display Star List"}], "Exclusives": []}}}, {"InternalName": "StarPiece", "Name": "StarPiece", "Notes": "One of the game's main collectibles that can be collected using any player's pointer or by simply touching it.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg3": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame to be used.", "Values": [{"Value": "-1", "Notes": "Random"}, {"Value": "0", "Notes": "Purple"}, {"Value": "1", "Notes": "Yellow"}, {"Value": "2", "Notes": "Green"}, {"Value": "3", "Notes": "Blue"}, {"Value": "4", "Notes": "Red"}, {"Value": "5", "Notes": "White"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow with gravity direction once"}, {"Value": "0", "Notes": "Calculate shadow with gravity direction"}, {"Value": "1", "Notes": "Use no shadow"}], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 10 points in The Chimp's challenges.", "Exclusives": []}, "MirrorActor": {"Games": 3, "Description": "A mirrored version of this object is created for mirror reflection setups if placed inside a MirrorArea.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "StarPieceCluster", "Name": "StarPieceCluster", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": true, "Description": "Gets activated after destroying the crystal.", "Exclusives": []}}}, {"InternalName": "StarPieceClusterRock", "Name": "StarPieceClusterRock", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Item Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The kind of item to spawn.", "Values": [{"Value": "-1", "Notes": "Star Bits"}, {"Value": "1", "Notes": "Coins"}], "Exclusives": []}, "Obj_arg1": {"Name": "Item Count", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of items to spawn. Default is 4.", "Values": [], "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and destroyed by player 2.", "Exclusives": []}}}, {"InternalName": "StarPieceFlow", "Name": "StarPieceFlow", "Notes": "A group of Star Bits that move on a set path.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which the Star Bits move on the path. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Number of Star Bits", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Amount of Star Bits to be distributed along the path. Default is 1.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame to be used.", "Values": [{"Value": "-1", "Notes": "Random"}, {"Value": "0", "Notes": "Purple"}, {"Value": "1", "Notes": "Yellow"}, {"Value": "2", "Notes": "Green"}, {"Value": "3", "Notes": "Blue"}, {"Value": "4", "Notes": "Red"}, {"Value": "5", "Notes": "White"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow with gravity direction once"}, {"Value": "0", "Notes": "Calculate shadow with gravity direction"}, {"Value": "1", "Notes": "Use no shadow"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the Star Bits will only be collectable while this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Once activated, all Star Bits will fall.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the Star Bits will move on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object and the Star Bits take part in the cutscene.", "Exclusives": []}}}, {"InternalName": "StarPieceFlower", "Name": "StarPieceFlower", "Notes": "A floating flower that reveals its petals and releases a Star Bit when touched.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Enable Shadow?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, its shadow will be enabled.", "Values": [], "Exclusives": []}}}, {"InternalName": "StarPieceFollowGroup", "Name": "StarPieceFollowGroup", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Star Bits", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of Star Bits to be spawned. Default is 6.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Time Limit", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long the Star Bits will remain visible before they disappear. Default is 1200.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "How far the Star Bits should be placed from the player. Default is 350.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Displacement Factor", "Type": "Float", "Games": 2, "Needed": false, "Description": "How much to displace the Star Bits on its Y axis. Default is 10.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "Makes the Star Bits appear once this switch gets activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the Star Bits won't appear while this switch is activated.", "Exclusives": []}}}, {"InternalName": "StarPieceGroup", "Name": "StarPieceGroup", "Notes": "A group of Star Bits that are arranged in a circle or placed along a path.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Star Bits", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Amount of Star Bits to be distributed along the path or circle. Default is 6.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Circle Placement Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "The radius of the Star Bit circle. Only used if a path has not been assigned. Default is 400.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Path Placement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the Star Bits are placed on the path. This is only used when a path has been assigned.", "Values": [{"Value": "-1", "Notes": "Evenly distribute Star Bits on path"}, {"Value": "1", "Notes": "Only one Star Bit per path point (ignores Obj_arg0)"}], "Exclusives": []}, "Obj_arg3": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame to be used.", "Values": [{"Value": "-1", "Notes": "Random"}, {"Value": "0", "Notes": "Purple"}, {"Value": "1", "Notes": "Yellow"}, {"Value": "2", "Notes": "Green"}, {"Value": "3", "Notes": "Blue"}, {"Value": "4", "Notes": "Red"}, {"Value": "5", "Notes": "White"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow with gravity direction once"}, {"Value": "0", "Notes": "Calculate shadow with gravity direction"}, {"Value": "1", "Notes": "Use no shadow"}], "Exclusives": []}, "Obj_arg5": {"Name": "Time Limit", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how long it takes before the Star Bits will disappear again. Default is -1, which makes the Star Bits appear indefinitely.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the Star Bits will only be collectable while this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Once activated, all Star Bits will fall.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "Can be used to lay out the Star Bits on the path instead of a circle.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups objects of the same type, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object and the Star Bits take part in the cutscene.", "Exclusives": []}}}, {"InternalName": "StarPieceMother", "Name": "StarPieceMother", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Star Bits", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of Star Bits to be created on its path. Default is 6.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Broken Path Offset", "Type": "Float", "Games": 3, "Needed": false, "Description": "Meant to specify the starting coordinate on the path at which the Star Bits will be created. However, it crashes the game most of the time. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the rate at which it moves on the path. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Star Bit Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame to be used for every Star Bit.", "Values": [{"Value": "-1", "Notes": "Random"}, {"Value": "0", "Notes": "Purple"}, {"Value": "1", "Notes": "Yellow"}, {"Value": "2", "Notes": "Green"}, {"Value": "3", "Notes": "Blue"}, {"Value": "4", "Notes": "Red"}, {"Value": "5", "Notes": "White"}], "Exclusives": []}, "Obj_arg4": {"Name": "Star Bit Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow properties of every Star Bit.", "Values": [{"Value": "-1", "Notes": "Calculate shadow with gravity direction once"}, {"Value": "0", "Notes": "Calculate shadow with gravity direction"}, {"Value": "1", "Notes": "Use no shadow"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after it disappears.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the Star Bits will only be collectable while this switch is activated. If used and the object is not connected to a path, it can only be collected when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "StarPieceSpot", "Name": "StarPieceSpot", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Star Bits", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of Star Bits to be spawned. Default is 5.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The Star Bits will appear only when this switch is activated.", "Exclusives": []}}}, {"InternalName": "StarPieceSpotEruption", "Name": "StarPieceSpotEruption", "Notes": "A decorative volcanic smoke effect that can spawn Star Bits when activating its SW_A.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Star Bits", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of Star Bits to be spawned. Default is 20.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Vertical Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The vertical speed at which the Star Bits are emitted. Default is 150.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Horizontal Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The horizontal speed at which the Star Bits are emitted. Default is 30.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the Star Bits will appear when this switch is activated.", "Exclusives": []}}}, {"InternalName": "StarReturnDemoStarter", "Name": "StarReturnDemoStarter", "Notes": "Creates and controls the sequence used when the player returns to a HUB world with a Power Star. It does not appear initially, but it can appear through cutscene actions.", "Games": 3, "Progress": 2, "Parameters": {"Rail": {"Games": 3, "Needed": true, "Description": "The fly-in path used at the start of the cutscene.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Tries to register to the cutscenes with the names グランドスター帰還[2回目以降], パワースター帰還, パワースター帰還[NPC紹介], パワースター帰還[アイテム惑星] and パワースター帰還[初回].", "Exclusives": []}}}, {"InternalName": "StinkBugParent", "Name": "StinkBugParent", "Notes": "A larger variant of a Mandibug that carries a child on its back. Likewise, it charges towards the player. It can be defeated by Ground Pounding its child and then its back. It will spawn a Power Star when defeated, however, this requires a properly configured Scenario entry. In SMG2, this object won't appear initially unless it's forced to appear through cutscene actions.", "Games": 3, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "NamePos": {"Games": 3, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "子連れカメムシデモ後ポイント", "Notes": "Player's position after defeating the child"}], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": true, "Description": "Can take part in a cutscene. Its cutscene nerve action should be triggered during the cutscene part with the name ダメージ中.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "StinkBugSmall", "Name": "StinkBugSmall", "Notes": "A purple bug enemy that charges towards the player. It can be defeated by Ground Pounding on its back. It drops three Star Bits in SMG1 and a single Coin in SMG2 when defeated.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Rotation Angle", "Type": "Float", "Games": 3, "Needed": false, "Description": "How many degrees it rotates left and right. Default is 180, which means it makes a full rotation.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Movement Distance", "Type": "Float", "Games": 3, "Needed": false, "Description": "How far it moves when it charges at the player. Default is 1000.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Disable Collision Mesh?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, its collision mesh will be disabled so that the player cannot stand on its back.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies. If used, it won't drop any items.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If activated, it will start to fall down which causes it to respond to gravity too.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "StoryBookAreaText", "Name": "StoryBookAreaText", "Notes": "An area that will display a specific text message when entered in special \"picture book\" stages.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Message ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The ID of the message to be displayed. Default is -1.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "Displayed when the player is inside this area. The dialogue's label has the format StoryBook%03d where %03d is Obj_arg0's value.", "Exclusives": []}}}, {"InternalName": "StoryBookAreaWarp", "Name": "StoryBookAreaWarp", "Notes": "An area that will warp the player to a specific point when entered in special \"picture book\" stages.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Warp ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The ID of the warp point that the player should be warped to. Default is -1.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Player Animation", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The player's animation used after arriving at the destination. Default is -1.", "Values": [{"Value": "-1", "Notes": "Unchanged"}, {"Value": "0", "Notes": "Walking"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "The point that the player gets warped to. The name has the format 絵本移動ポイント%03d where %03d is Obj_arg0's value.", "Values": [], "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "StrayTico", "Name": "StrayTico", "Notes": "A Silver Star that is trapped in a bubble. It can be collected by popping the bubble. It should be linked to a proper CollectTico instance using ParentID (SMG1) / GeneratorId (SMG2).", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Gets activated when collected.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "StringSpider", "Name": "StringSpider", "Notes": "A spider enemy that hangs from a thread of webbing. When the player is nearby, it will drop and swing back and forth on their threads to damage the player. They can be defeated using most of the player's attacks, explosions and objects like Stretch Plants. They can drop a Coin or three Star Bits.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Thread Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "The length of its thread. Default is 300.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Swing Axis", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The axis that it swings along. If set to 2, it will swing along its own Z axis.", "Values": [{"Value": "-1", "Notes": "Any axis"}, {"Value": "2", "Notes": "Z axis"}], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Sets the shadow drop length. Default is -1 which causes it to use a spherical shadow instead.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will drop when this switch is activated and climb up again when deactivated again. ", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "SubmarineSteam", "Name": "SubmarineSteam", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SubmarineVolcanoBigColumn", "Name": "SubmarineVolcanoBigColumn", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SunLightArea", "Name": "SunLightArea", "Notes": "An area that defeats Boos and removes the Boo power-up from the player if they are not covered by \"Sunshade\" collision meshes. SunshadeMapParts is the only class of objects that supports these collision meshes. Thus, the area cannot be properly utilized in SMG2.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "SunshadeMapParts", "Name": "SunshadeMapParts", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SuperDreamer", "Name": "SuperDreamer", "Notes": "A cosmic variant of Rosalina that offers players to beat the level for them. However, the spirit will only appear if SW_APPEAR is activated or if the player failed the selected mission a set amount of times. The PAD data used to simulate player input can be found in the pad folder of the Galaxy's Ghost archive.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "PAD File & Spawn ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The index of the Galaxy's Dreamer%d.pad file to use, where %d is this argument's value. This also specifies the spawn point for the player.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Required Deaths", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of deaths required in the currently selected mission for it to appear. Default is -1 which means it requires SW_APPEAR to appear.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label formats are SuperDreamer%03d and SuperDreamerEnd%03d, where %03d is the text message ID. If set to -1, the default dialogue from SceneCommonMessage will be used.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "2", "Notes": "Randomly change idle animation"}], "Exclusives": []}, "KillFunc": {"Games": 2, "Description": "Object-specific behavior for KillFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Start transformation"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "SuperSpinDriver", "Name": "SuperSpinDriver", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Flight Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long it takes to complete the flight. Default 300.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Default is 1000.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Player Pull Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the player gets pulled into the Launch Star when nearby.", "Values": [{"Value": "-1", "Notes": "Gets pulled into Launch Star"}, {"Value": "0", "Notes": "Doesn't get pulled into Launch Star"}], "Exclusives": []}, "Obj_arg3": {"Name": "Camera Count", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of event cameras to be used during the flight.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Appearance Jingle", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the appearance jingle will be played.", "Values": [{"Value": "-1", "Notes": "Plays appearance jingle"}, {"Value": "1", "Notes": "Doesn't play appearance jingle"}], "Exclusives": []}, "Obj_arg5": {"Name": "Player Rotation", "Type": "Float", "Games": 3, "Needed": false, "Description": "The initial rotation of the player used before the player gets launched. This also affects the angle at which the player lands.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Respawn Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the object should reappear after dying or not.", "Values": [{"Value": "-1", "Notes": "Object needs to be spawned again"}, {"Value": "1", "Notes": "Object spawns if it has already appeared before dying"}], "Exclusives": []}, "Obj_arg7": {"Name": "Draw Path Range Index", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The index of this Launch Star's path that is used for updating the segment of the flight path that should be rendered. Useless in SMG2 since this feature is dummied-out in that game.", "Values": [], "Exclusives": []}, "Path_arg1": {"Name": "Visible Path Cut Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "How much to cut off from the visible path's end. Default is 0.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the Launch Star will be shrunken an unusable until the switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Once activated, the Launch Star will disappear. If the switch gets deactivated again, it will reappear.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the player will fly along.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Used to group the Launch Star with a TicoFat-like object. The objects in this group will appear once the TicoFat-like object disappears.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when flying. Multiple camera configurations can be used, the count needs to be specified by Obj_arg3, though. Furthermore, 出現イベント用 is used for appearance.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "Optional text to be displayed on its center. The text dialogue's label format is SuperSpinDriver%03d, where %03d is the text message ID.", "Exclusives": []}}}, {"InternalName": "SupportFlushPoint", "Name": "SupportFlushPoint", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Item Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The kind of item to spawn.", "Values": [{"Value": "-1", "Notes": "3 Star Bits"}, {"Value": "0", "Notes": "1 Coin"}, {"Value": "1", "Notes": "Nothing"}], "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and attacked by player 2, causing it to spawn some items.", "Exclusives": []}}}, {"InternalName": "SurfRay", "Name": "SurfRay", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SurprisedGalaxy", "Name": "SurprisedGalaxy", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SwingLight", "Name": "SwingLight", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SwingRope", "Name": "SwingRope", "Notes": "A vine that the player can swing around on by grabbing onto it. The player can jump off it at any given time. scale_y specifies the length of the vine.", "Games": 3, "Progress": 2, "Parameters": {"Camera": {"Games": 3, "Needed": false, "Description": "Used when swinging on the vine.", "Values": [], "Exclusives": []}}}, {"InternalName": "SwitchArea", "Name": "SwitchArea", "Notes": "An area that manipulates a switch once the player enters it. The logic and several additional conditions can be specified.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Deactivate Outside Area?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, SW_A will be disabled again after leaving the area.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Negate Output?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, SW_A will be deactivated instead.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Ground Use Only?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the player must be on the ground to activate SW_A.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Riddle SFX Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what sound effect to play after updating SW_A's state. This only occurs once per area.", "Values": [{"Value": "-1", "Notes": "No special sound effect"}, {"Value": "0", "Notes": "SE_SY_READ_RIDDLE_S"}, {"Value": "1", "Notes": "SE_SY_READ_RIDDLE_SS"}], "Exclusives": []}, "Obj_arg5": {"Name": "Required Rush Condition", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what special rush condition is needed to activate the switch.", "Values": [{"Value": "-1", "Notes": "Nothing"}, {"Value": "0", "Notes": "Player is using Spin Drill"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "The event to trigger when Mario enters the area.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, this switch needs to be activated in order to make this area manipulate SW_A.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "SwitchBox", "Name": "SwitchBox", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SwitchFreezePlanet", "Name": "SwitchFreezePlanet", "Notes": "A special planet object that uses an additional \"Ice\" model that will appear when its cutscene functor action gets triggered.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Already Frozen?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the planet will already use its \"Ice\" model.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene functor action causes it to freeze up.", "Exclusives": []}}}, {"InternalName": "SwitchingMoveBlock", "Name": "SwitchingMoveBlock", "Notes": "A platform that can move and rotate when SW_A gets activated. If the switch gets deactivated again, the platform returns to its original placement.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "X Offset", "Type": "Float", "Games": 2, "Needed": false, "Description": "How far to move the object from its position on the X-axis. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Y Offset", "Type": "Float", "Games": 2, "Needed": false, "Description": "How far to move the object from its position on the Y-axis. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Z Offset", "Type": "Float", "Games": 2, "Needed": false, "Description": "How far to move the object from its position on the Z-axis. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "X Rotation", "Type": "Float", "Games": 2, "Needed": false, "Description": "How much to rotate object around the X-axis. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Y Rotation", "Type": "Float", "Games": 2, "Needed": false, "Description": "How much to rotate object around the Y-axis. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Z Rotation", "Type": "Float", "Games": 2, "Needed": false, "Description": "How much to rotate object around the Z-axis. Default is 0.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Applies the offset and rotation to the object's placement when activated. When deactivated again, the object returns to its original placement.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "SwitchSynchronizer", "Name": "SwitchSynchronizer", "Notes": "Provides NOT gate logic for switches. There are two possible outcomes. If SW_B and SW_A are activated, SW_A will be deactivated. If SW_B and SW_A are deactivated, SW_A will be activated.", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 3, "Needed": true, "Description": "Secondary input, also functions as output.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": true, "Description": "Primary input switch.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "Syati", "Name": "Syati", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Takobo", "Name": "Takobo", "Notes": "An octopus enemy that can be defeated using most player attacks. It can also be defeated by an enemy's explosion attack and Koopa Shells. It moves a set distance. Once the player gets close, it will headbutt the player (SMG1) or shoot a rock at the player (SMG2). It drops a Coin when stomped or Ground Pounded, and it drops Star Bits when damaged through other means.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Lava Interaction", "Type": "Integer", "Games": 1, "Needed": false, "Description": "How it interacts with lava collision.", "Values": [{"Value": "-1", "Notes": "Doesn't die to lava"}, {"Value": "1", "Notes": "Dies to lava"}], "Exclusives": []}, "Obj_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "In what directions it moves.", "Values": [{"Value": "-1", "Notes": "Forth and back"}, {"Value": "0", "Notes": "Right to left"}, {"Value": "1", "Notes": "Left to right"}, {"Value": "3", "Notes": "Back and forth"}], "Exclusives": []}, "Obj_arg2": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which it moves. Default is 5.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Movement Distance", "Type": "Float", "Games": 3, "Needed": false, "Description": "How far it moves from its initial position. Default is 500.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Disable Rock Gravity?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the rocks that it throws won't recalculate their gravity vector.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Connect to Collision?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will connect to the collision mesh below.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "TakoHei", "Name": "TakoHei", "Notes": "An octopus enemy that can be defeated using most player attacks. When the player gets near, it hops backwards to flee. If they flee for too long, they will stop hopping around for a short while. It will shoot a rock at the player to defend from a short distance. It drops a Coin when stomped or Ground Pounded, and it drops Star Bits when damaged through other means.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "TakoSho", "Name": "TakoSho", "Notes": "An octopus enemy that can be defeated using most player attacks. It can also be defeated by an enemy's explosion attack and Koopa Shells. It moves a set distance. Once the player gets close, it will shoot two rocks at the player, one at a time, to damage them. It drops a Coin when stomped or Ground Pounded, and it drops Star Bits when damaged through other means.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "In what directions it moves.", "Values": [{"Value": "-1", "Notes": "Forth and back"}, {"Value": "0", "Notes": "Right to left"}, {"Value": "1", "Notes": "Left to right"}, {"Value": "3", "Notes": "Back and forth"}], "Exclusives": []}, "Obj_arg2": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The rate at which it moves. Default is 5.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Movement Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "How far it moves from its initial position. Default is 500.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Connect to Collision?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will connect to the collision mesh below.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and defeated by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "Tamakoro", "Name": "Tamakoro", "Notes": "A rolling ball containing a Power Star or a Purple Coin that the player can ride on by jumping on it. In SMG1, the tutorial signboard TamakoroTutorial needs to be linked to it. In SMG2, the signboard is not mandatory, and it's renamed to SignBoardTamakoro. Furthermore, GeneralRestartPos can be linked to the Star Ball to specify a respawn point for the Star Ball in SMG2. It will always spawn a Power Star when destroyed which requires a properly configured Scenario entry. If it contains a Purple Coin, no Power Star will be spawned.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Holds Purple Coin?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the Star Ball will hold a Purple Coin instead of a Power Star.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Gets activated when the player starts riding the Star Ball. Gets deactivated again after the Star Ball gets destroyed.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "Spawned after opening it. If Obj_arg0 is set in SMG2, it won't spawn a Power Star.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "TamakoroJumpGuidanceArea", "Name": "TamakoroJumpGuidanceArea", "Notes": "An area that displays a layout showing how to jump with a Star Ball.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Power-Up Condition", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The required power-up state condition to enable the tutorial.", "Values": [{"Value": "-1", "Notes": "No power-up required"}, {"Value": "0", "Notes": "Player has Cloud power-up"}, {"Value": "1", "Notes": "Player has Boo power-up"}, {"Value": "2", "Notes": "Player rides Star Ball"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the tutorial will be shown only if this switch is activated. Can be used in combination with SW_B.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If this and SW_A are used, the tutorial will be shown only if SW_A is activated and SW_B is deactivated. Has no use if SW_A is not used.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "TamakoroMoveGuidanceArea", "Name": "TamakoroMoveGuidanceArea", "Notes": "An area that displays a layout showing how to move with a Star Ball.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Power-Up Condition", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The required power-up state condition to enable the tutorial.", "Values": [{"Value": "-1", "Notes": "No power-up required"}, {"Value": "0", "Notes": "Player has Cloud power-up"}, {"Value": "1", "Notes": "Player has Boo power-up"}, {"Value": "2", "Notes": "Player rides Star Ball"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the tutorial will be shown only if this switch is activated. Can be used in combination with SW_B.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If this and SW_A are used, the tutorial will be shown only if SW_A is activated and SW_B is deactivated. Has no use if SW_A is not used.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "TamakoroTutorial", "Name": "TamakoroTutorial", "Notes": "A special signboard that needs to be linked to a proper Tamakoro instance. It will teach the player about Star Ball controls when talked to or when the player steps on the Star Ball.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Prevent Tutorial?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the tutorial sequence will be skipped even if the player hasn't played the tutorial yet.", "Values": [], "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "Uses TamakoroTutorial when Obj_arg0 is set to -1 and TamakoroTutorial2nd if set to any other value. The dialogues are found in SceneCommonMessage.", "Exclusives": []}}}, {"InternalName": "Terebo", "Name": "Terebo", "Notes": "An undead enemy that moves on a set path. It cannot be defeated by any means, however, it will hide for a short amount of time when using the Spin Attack nearby. It can be defeated using fireballs, the Rainbow power-up and Koopa Shell light beams.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The rate at which it moves. If not set to -1, it will also enable gravity calculation. Default is 5.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Hide Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If set to 0, this point allows the Octoboo to hide. In order to hide an Octoomba properly, this needs to be set to 0 for the first and last point of a path segment.", "Values": [{"Value": "-1", "Notes": "Don't allow hiding"}, {"Value": "0", "Notes": "Allow hiding"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "Group": {"Games": 2, "Needed": false, "Description": "If one Octoboo from this group gets frozen by the Orange Luma, all Octoboos will stop moving.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "TereboGroup", "Name": "TereboGroup", "Notes": "A generator that creates a group of Octoboos that move on a set path. Obj_arg6 needs to be configured as the default number of Octoboos is 0.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The rate at which the Octoboos moves. If not set to -1, it will also enable gravity calculation. Default is 5.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Number of Octoboos", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of Octoboos. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Octoboo Spacing", "Type": "Float", "Games": 2, "Needed": false, "Description": "The distance between each Octoboo. If the value is 0, the Octoboos will be evenly laid out on the path. Default is 0.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Hide Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If set to 0, this point allows the Octoboos to hide. In order to hide an Octoomba properly, this needs to be set to 0 for the first and last point of a path segment.", "Values": [{"Value": "-1", "Notes": "Don't allow hiding"}, {"Value": "0", "Notes": "Allow hiding"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The Octoboos and Octoboos will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The Octoboos will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that the Octoboos moves on.", "Exclusives": []}, "Group": {"Games": 2, "Needed": false, "Description": "If one Octoboo from this group gets frozen by the Orange Luma, all Octoboos will stop moving.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "The Octoboos can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "Teresa", "Name": "Teresa", "Notes": "A ghost enemy that will hide when looked at by the player. If the player turns away, it will go after the player to attack them. When the player is using the Boo power-up, it will chase the player. It can be defeated using fireballs, the Rainbow power-up and Koopa Shell light rays. Furthermore, it will be defeated when it enters a GlaringLightArea or a SunLightArea. If the object is called TeresaChief, it will spawn a Power Star when defeated, however, this requires a properly configured Scenario entry.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Appearance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the Boo appears.", "Values": [{"Value": "-1", "Notes": "Normal"}, {"Value": "0", "Notes": "From ground"}, {"Value": "1", "Notes": "From wall"}], "Exclusives": []}, "Obj_arg1": {"Name": "Matter Splatter Drop Size", "Type": "Float", "Games": 2, "Needed": false, "Description": "The radius of the Matter Splatter drop. Default is 0 which disables the drop.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Toad/Luma Color", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame of the Toad or Luma contained inside the cage.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Item Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The item that is displayed inside the cage. 6 also creates a Key, all other values create a Coin. If the object is TeresaChief, it will always spawn a Power Star instead.", "Values": [{"Value": "-1", "Notes": "Nothing"}, {"Value": "0", "Notes": "Coin"}, {"Value": "1", "Notes": "Toad"}, {"Value": "2", "Notes": "Sling Star"}, {"Value": "3", "Notes": "Launch Star"}, {"Value": "4", "Notes": "Star Bits"}, {"Value": "5", "Notes": "Luma"}, {"Value": "6", "Notes": "Key"}, {"Value": "7", "Notes": "Power Star"}, {"Value": "8", "Notes": "1-Up Mushroom"}, {"Value": "9", "Notes": "Goomba"}, {"Value": "10", "Notes": "Blue Star Chip"}, {"Value": "11", "Notes": "Yellow Star Chip"}, {"Value": "12", "Notes": "Silver Star"}, {"Value": "13", "Notes": "Grand Star"}, {"Value": "14", "Notes": "Life Mushroom"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Activated by the Key that will be spawned if Obj_arg7 is set to 6.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": ["TeresaChief"]}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "TeresaAtomic", "Name": "TeresaAtomic", "Notes": "A large Boo surrounded by four smaller Boos that can move on a path or move forwards indefinitely. They damage the player upon contact. It will be defeated when it enters a GlaringLightArea or a SunLightArea. If Obj_arg2 is set, it will spawn a Power Star when defeated, however, this requires a properly configured Scenario entry.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The rate at which it moves. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Matter Splatter Drop Size", "Type": "Float", "Games": 2, "Needed": false, "Description": "The radius of the Matter Splatter drop. Default is 0 which disables the drop.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Power Star Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If non-negative, it will register and spawn a Power Star.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "Spawned after defeating it.", "Exclusives": []}}}, {"InternalName": "TeresaRacer", "Name": "TeresaRacer", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TeresaWater", "Name": "TeresaWater", "Notes": "A simple Boo variant for underwater sections that moves back and forth. It can be defeated using the Rainbow power-up or a Koopa Shell's light ray, causing it to drop a single Coin.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Front Movement Limit", "Type": "Float", "Games": 3, "Needed": false, "Description": "How far it moves back and forth. Default is 800.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Invalidate Shadow?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, its shadow will be invalidated.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "Tico_SMG1", "Name": "Tico (SMG1)", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Tico_SMG2", "Name": "Tico (SMG2)", "Notes": "A cute star-shaped NPC that can be talked to. It supports various different behaviors. Interestingly, it also creates a cutscene model for Young Master Luma if Obj_arg1 is set to 2, but this is never used.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The color frame to be used. This also specifies what texts should be displayed when feeding it Star Bits. Default is 0.", "Values": [{"Value": "0", "Notes": "Yellow"}, {"Value": "1", "Notes": "Blue"}, {"Value": "2", "Notes": "Green"}, {"Value": "3", "Notes": "Red"}, {"Value": "4", "Notes": "Purple"}, {"Value": "5", "Notes": "Pink"}, {"Value": "6", "Notes": "Orange (SMG2 only)"}], "Exclusives": []}, "Obj_arg1": {"Name": "Behavior", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Its general behavior.", "Values": [{"Value": "0", "Notes": "Default"}, {"Value": "1", "Notes": "Fall to the ground, then talk to the player"}, {"Value": "2", "Notes": "Does nothing"}, {"Value": "3", "Notes": "Transform after talking"}, {"Value": "6", "Notes": "Moves on path, pauses when player is near"}, {"Value": "7", "Notes": "Appear when SW_APPEAR is activated"}, {"Value": "8", "Notes": "Moves on path, starts conversation"}, {"Value": "9", "Notes": "Disables player control until player is nearby"}], "Exclusives": []}, "Obj_arg2": {"Name": "Disable Dialogue?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the talk controller won't be initialized. In other words, it cannot be talked to.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Feed Message", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the texts to be used when feeding it Star Bits. By default, this value is equal to Obj_arg0's value.", "Values": [{"Value": "0", "Notes": "Thanks!/YUMM!/Mmmmm...happy.../Eeheehee.../Tasty!"}, {"Value": "1", "Notes": "Thank you!/That's the ticket!/So generous! So tasty!/Happy deliciousness.../Thanks so much!"}, {"Value": "2", "Notes": "ALL FOR MEEE!/Snacky happiness!/Boooom! Flavor!/So full... So happy!/Yay! Thanks!"}, {"Value": "3", "Notes": "Yay! Thanks!/You're so nice!/Ooh, yummy!/Heh!/Mmm...more..."}], "Exclusives": []}, "Obj_arg5": {"Name": "Gravity Affects Pose?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, its pose will be affected by gravity.", "Values": [], "Exclusives": []}, "Path_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The rate at which it moves on the path.", "Values": [], "Exclusives": []}, "Path_arg1": {"Name": "Start Near Player?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will start to move from the path coordinate that is closest to the player. Only used if Obj_arg1 is set to 6.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Can be used to start the path movement if Obj_arg1 is set to 6 or 8. Alternatively, it can be activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on. Needed when Obj_arg1 is set to 6 or 8.", "Exclusives": []}, "Group": {"Games": 2, "Needed": false, "Description": "Used to group it crystal cages in Gateway Galaxy. Useless in SMG2, though.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. If registered to マリオ顔惑星変化, it cannot be talked to, and it will only turn towards the player.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is Tico%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes. Enables a special talk sequence, however, this won't work since it never gets initialized. Therefore, this is effectively useless.", "Values": [{"Value": "0", "Notes": "Useless"}], "Exclusives": []}, "KillFunc": {"Games": 2, "Description": "Object-specific behavior for KillFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Transforms and kills itself"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "World 1 unlocked?"}, {"Value": "1", "Notes": "World 2 unlocked?"}, {"Value": "2", "Notes": "Comets unlocked?"}, {"Value": "3", "Notes": "World 3 unlocked?"}, {"Value": "4", "Notes": "World 4 unlocked?"}, {"Value": "5", "Notes": "World 5 unlocked?"}, {"Value": "6", "Notes": "World 6 unlocked?"}, {"Value": "7", "Notes": "Green Stars unlocked?"}, {"Value": "8", "Notes": "120 Stars collected?"}, {"Value": "9", "Notes": "Initialized Starship events?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc. if placed on Starship Mario.", "Exclusives": []}}}, {"InternalName": "TicoAstro", "Name": "TicoAstro", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TicoBaby", "Name": "TicoBaby", "Notes": "A variant of Master Luma that lies down on the ground. If the object is killed, for example through the cutscene system, the player's Spin Attacks will be enabled.", "Games": 2, "Progress": 2, "Parameters": {"DemoCast": {"Games": 2, "Needed": false, "Description": "Tries to register to the cutscene with the name ベビチコ出会い. While that cutscene is running, it performs some background music changes. If the cutscene part マリオ驚き is active, the music will be changed to BGM_SMG2_EV_PROLO_03. If the cutscene part チコ帽子の中へ is active, the music will be changed to BGM_SMG2_JG_MEETCHIKO.", "Exclusives": []}}}, {"InternalName": "TicoBig", "Name": "TicoBig", "Notes": "A large Luma NPC that can be talked to.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is TicoBig%03d, where %03d is the text message ID.", "Exclusives": []}, "SearchTurtle": {"Games": 2, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "TicoCoin", "Name": "TicoCoin", "Notes": "One of the main collectibles in a Galaxy. There should only be one in every proper Galaxy. TubeSliderTicoCoin is a variant to be used on tube slides. It needs to be linked to a proper TubeSlider instance. TubeSliderTicoCoin has a far clipping distance of 300 meters.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Initial Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "The angle around the tube slide at which the object gets positioned initially.", "Values": [], "Exclusives": ["TubeSliderTicoCoin"]}, "Obj_arg1": {"Name": "Edge Offset", "Type": "Float", "Games": 2, "Needed": false, "Description": "The offset from the tube's edge at which the object should be placed. Default is 0.", "Values": [], "Exclusives": ["TubeSliderTicoCoin"]}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Uses 出現デモカメラ for appearing.", "Values": [], "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 1000 points in The Chimp's challenges.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc. However, this only works during the first scenario of JungleGliderGalaxy.", "Exclusives": []}}}, {"InternalName": "TicoComet", "Name": "TicoComet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TicoDomeLecture", "Name": "TicoDomeLecture", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TicoFat", "Name": "TicoFat", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TicoFatCoin", "Name": "TicoFatCoin", "Notes": "A bigger Luma that requests a certain number of Coins. If the player gives them Coins, it will transform, disappear and activate a switch. If the player already gave it Coins before, it will disappear immediately and activate the switch. There should only be one per stage. When it transforms, it tries to move on a path, however, this is optional.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Requested Coins", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of requested Coins. Default is 5.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Special Talking Camera?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will use the camera with the name 独自会話 when talked to.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after it disappears. Alternatively, it can be activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it can move on after eating the player's Coins.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Uses 飛行 when flying. If Obj_arg7 is set, it will use 独自会話 when talked to.", "Values": [], "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "Its dialogue sequence is part of SceneCommonMessage, meaning that there is no need to set it up individually.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Show Coin counter"}, {"Value": "1", "Notes": "Hide Coin counter"}, {"Value": "2", "Notes": "Synchronize and hide Coin counter"}, {"Value": "3", "Notes": "Start transformation"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Player has enough Coins?"}], "Exclusives": []}}}, {"InternalName": "TicoFatStarPiece", "Name": "TicoFatStarPiece", "Notes": "A Hungry Luma that appears when requested on a World map. The number of Star Bits it demands is specified in the World's respective WorldMap data file. Once fed, it will along its path and disappear.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated. However, this shouldn't be used.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on after eating Star Bits.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Tries to register to the cutscene with the name ハラペコスターピースチコ紹介.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "Its dialogue sequence is part of SceneCommonMessage, meaning that there is no need to set it up individually.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Make feedable"}], "Exclusives": []}}}, {"InternalName": "TicoGalaxy", "Name": "TicoGalaxy", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TicoRail", "Name": "TicoRail", "Notes": "A decorative variant of a Luma that moves on a set path. If two or more TicoRail objects share the same path, they may interact with each other when they meet on the path. It can be fed Star Bits, although this effect is purely cosmetic. The texts that are displayed when fed can be adjusted too.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame to be used. This also specifies what texts should be displayed when feeding it Star Bits. Default is 0.", "Values": [{"Value": "0", "Notes": "Yellow"}, {"Value": "1", "Notes": "Blue"}, {"Value": "2", "Notes": "Green"}, {"Value": "3", "Notes": "Red"}, {"Value": "4", "Notes": "Purple"}, {"Value": "5", "Notes": "Pink"}, {"Value": "6", "Notes": "Orange (SMG2 only)"}], "Exclusives": []}, "Obj_arg4": {"Name": "Feed Message", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the texts to be used when feeding it Star Bits. By default, this value is equal to Obj_arg0's value.", "Values": [{"Value": "0", "Notes": "Thanks!/YUMM!/Mmmmm...happy.../Eeheehee.../Tasty!"}, {"Value": "1", "Notes": "Thank you!/That's the ticket!/So generous! So tasty!/Happy deliciousness.../Thanks so much!"}, {"Value": "2", "Notes": "ALL FOR MEEE!/Snacky happiness!/Boooom! Flavor!/So full... So happy!/Yay! Thanks!"}, {"Value": "3", "Notes": "Yay! Thanks!/You're so nice!/Ooh, yummy!/Heh!/Mmm...more..."}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in the cutscene named バトラーグリーンドライバ説明.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc. In SMG1, this only works in the Comet Observatory.", "Exclusives": []}}}, {"InternalName": "TicoReading", "Name": "TicoReading", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TicoSeedGuidanceCube", "Name": "TicoSeedGuidanceCube", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "TicoShop", "Name": "TicoShop", "Notes": "A Luma salesman who sells the player a 1-Up Mushroom or a Life Mushroom for Star Bits. If the player gives them the requested Star Bits, it will transform into the requested item.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Requested Star Bits", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of requested Star Bits. Default is 30.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Special Talking Camera?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will use the camera with the name 独自会話 when talked to.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "If Obj_arg7 is set, it will use 独自会話 when talked to.", "Values": [], "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "Its dialogue sequence is part of SceneCommonMessage, meaning that there is no need to set it up individually.", "Exclusives": []}, "EventFunc": {"Games": 3, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Eat Star Bits"}, {"Value": "1", "Notes": "Show Star Bits counter"}, {"Value": "2", "Notes": "Synchronize and hide Star Bits counter"}, {"Value": "3", "Notes": "Player chose Life Mushroom"}, {"Value": "4", "Notes": "Player chose 1-Up Mushroom"}], "Exclusives": []}, "BranchFunc": {"Games": 3, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Player has enough Star Bits?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "TicoShopDice", "Name": "TicoShopDice", "Notes": "A Luma salesman who sells the player 1-Up Chance Cubes. It can request either Star Bits or Coins. The LuckyDice objects it transforms into have to be linked to it. If the player gives them the requested items, it will transform and disappear.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Requested Item Count", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of requested items. Default is 30.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Requests Coins?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will request Coins instead of Star Bits.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "Its dialogue sequence is part of SceneCommonMessage, meaning that there is no need to set it up individually.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Eat items"}, {"Value": "1", "Notes": "Show items counter"}, {"Value": "2", "Notes": "Synchronize and hide items counter"}, {"Value": "10", "Notes": "Start transformation"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Player has enough Star Bits/Coins?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "TicoStarRing", "Name": "TicoStarRing", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TimeAppearObj", "Name": "TimeAppearObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TimeAttackClock", "Name": "TimeAttackClock", "Notes": "A large collectable clock that adds ten seconds to the Comet timer when collected by the player.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Shadow Calculation", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether shadow calculation will be enabled or disabled.", "Values": [{"Value": "-1", "Notes": "Enable shadow calculation"}, {"Value": "0", "Notes": "Disable shadow calculation"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}}}, {"InternalName": "TimerMoveWall", "Name": "TimerMoveWall", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TimerSwitch", "Name": "TimerSwitch", "Notes": "A controller that activates SW_A once the specified number of frames have elapsed. SW_B needs to be triggered in order for it to start counting down the frames. The countdown will reset when SW_B gets activated again.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Wait Frames", "Type": "Integer", "Games": 3, "Needed": true, "Description": "The time in frames to be elapsed before SW_A gets activated or deactivated.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Negate Output?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, SW_A will be deactivated instead of getting activated.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "Gets activated or deactivated if SW_B is activated and the targeted time has elapsed.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": true, "Description": "If activated, the frames will be counted down.", "Exclusives": []}}}, {"InternalName": "Togepin", "Name": "Togepin", "Notes": "A bowling pin enemy that can be defeated with the Rock power-up. If the player is using the Rock power-up, it will tremble in fear. Once defeated, it drops three Star Bits. It always connects to the collision below it.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "If activated, it will hide forever.", "Exclusives": []}}}, {"InternalName": "TogepinAttackFoulArea", "Name": "TogepinAttackFoulArea", "Notes": "If the player enters this area, any TogepinScorer will detect this as a foul. If this happens, the player needs to get out of the area to make the mini-game resume. This area has no effect if the player is rolling around using the Rock power-up.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "TogepinAttackMan", "Name": "TogepinAttackMan", "Notes": "The monkey NPC who will prompt the player to play a scoring mini-game where one has to defeat Pinheads with the Rock power-up. The mini-game controller (TogepinScorer) needs to be linked to it. It will register a Power Star, however, this requires a properly configured Scenario entry. A complex dialogue with flow nodes needs to be set up as well.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Gets spawned after triggering its EventFunc.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is TogepinAttackMan%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Start mini-game"}, {"Value": "2", "Notes": "Replace number variable with player's score"}, {"Value": "3", "Notes": "Replace number variable with minimum score"}, {"Value": "4", "Notes": "Replace number variable with high score"}, {"Value": "5", "Notes": "Spawn Power Star"}], "Exclusives": []}, "AnimeFunc": {"Games": 2, "Description": "Object-specific behavior for AnimeFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Start \"Talk\" animation"}, {"Value": "1", "Notes": "Start \"TalkOk\" animation"}, {"Value": "2", "Notes": "Start \"Jump\" animation"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Mini-game started?"}, {"Value": "1", "Notes": "Scored more than minimum?"}, {"Value": "2", "Notes": "New high score?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "TogepinScorer", "Name": "TogepinScorer", "Notes": "A controller for The Chimp's Bowling Challenge which sets up the mini-game whereas the individual Pinheads need to be linked to it. The controller itself needs to be linked to a TogepinAttackMan instance. The player needs to score 5000 points in order to win.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated when the mini-game starts and deactivated again when it ends.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Gets activated when the player is inside a TogepinAttackFoulArea.", "Exclusives": []}, "LinkNamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that need to be linked to the object.", "Values": [{"Value": "マリオ位置", "Notes": "Player's position after the mini-game"}], "Exclusives": []}}}, {"InternalName": "Togezo", "Name": "Togezo", "Notes": "An enemy that carries a red spiky shell on its back. It can be defeated using most of the player's attacks, explosions, electricity, and some other objects such as Stretch Plants. However, touching its spikes will damage the player.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted, eaten and shot by Yoshi.", "Exclusives": []}, "MoveLimitCollision": {"Games": 2, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "TombSpider", "Name": "TombSpider", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Tongari", "Name": "Tongari", "Notes": "An undefeatable enemy that carries a white cone-shaped shell with spikes on its back. It moves on a set path. Tongari turns around while moving and creates bubble particles when hit; Tongari2D always faces sideways and creates smoke clouds when hit.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The rate at which it moves on the path. Default is 2.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Use Collision Mesh?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If enabled, it will also load its collision mesh.", "Values": [], "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "TowerModeCylinder", "Name": "TowerModeCylinder", "Notes": "An area that restricts the player's movement around a cylinder while the player is inside it.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "TrampleStar", "Name": "TrampleStar", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TransformFaceTicoBabyDemoObj", "Name": "TransformFaceTicoBabyDemoObj", "Notes": "Creates and registers the Young Master Luma model that appears during the cutscene where Starship Mario gets created. Young Master Luma's model will be registered under the name ベビチコ[顔惑星変化用]. The model will be hidden unless requested to appear through the cutscene.", "Games": 2, "Progress": 2, "Parameters": {"DemoCast": {"Games": 2, "Needed": true, "Description": "Takes part in the cutscene named マリオ顔惑星変化.", "Exclusives": []}}}, {"InternalName": "TransparentWall", "Name": "TransparentWall", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Trapeze", "Name": "Trapeze", "Notes": "A swing that the player can swing across by grabbing onto it. The player can jump off it at any given time. scale_y specifies the length of the swing.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Additional Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "How much to add to the shadow's length. Default is 1000.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Shadow Cut Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "How much to subtract from the shadow's length. Default is 0.", "Values": [], "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when climbing on and swinging on the swing.", "Values": [], "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "TreasureBoxCracked", "Name": "TreasureBoxCracked", "Notes": "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).", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "SW_A Delay / Chip Group ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If the object is the Empty variant, this specifies how long it takes to activate SW_A after opening the chest. Default is 5. If the object is a YellowChip or BlueChip variant, this specifies the group ID that the Chip object belongs to.", "Values": [], "Exclusives": ["TreasureBoxEmpty", "TreasureBoxCrackedEmpty", "TreasureBoxGoldEmpty", "TreasureBoxBlueChip", "TreasureBoxYellowChip", "TreasureBoxCrackedBlueChip", "TreasureBoxCrackedYellowChip"]}, "Obj_arg2": {"Name": "Unlock Requirement", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Determines the object required to open the chest.", "Values": [{"Value": "-1", "Notes": "Normal"}, {"Value": "1", "Notes": "Gold Shell"}, {"Value": "2", "Notes": "Already Opened"}, {"Value": "3", "Notes": "Coconuts & Stretch Plants (SMG2 only)"}], "Exclusives": []}, "Obj_arg3": {"Name": "Power Star ID", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The scenario ID of the Power Star to be spawned. -1 will look for the first scenario entry.", "Values": [], "Exclusives": ["TreasureBoxCrackedPowerStar"]}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after the chest opening animation has ended.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Gets activated after successfully opening the chest.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "TreasureSpot", "Name": "TreasureSpot", "Notes": "A marked spot that reveals a Coin when hit with a Star Bit.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "TrickRabbit", "Name": "TrickRabbit", "Notes": "The bunny NPC that runs away from the player after talking to it. If it runs away from the player directly after talking to it, a cutscene will play as long as the points it jumps on have Point_arg7 set to -2. When the player catches it, it spawns a Power Star. This requires a properly configured Scenario entry.", "Games": 3, "Progress": 2, "Parameters": {"Point_arg0": {"Name": "Jump", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Whether it jumps at this point or not. Default is -1.", "Values": [{"Value": "-1", "Notes": "Don't jump"}, {"Value": "1", "Notes": "Jump"}], "Exclusives": []}, "Point_arg1": {"Name": "Jump Start Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The delay before it starts jumping. Default is 20.", "Values": [], "Exclusives": []}, "Point_arg2": {"Name": "Jump Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long it takes to perform a full jump. Default depends on the distance between the points.", "Values": [], "Exclusives": []}, "Point_arg3": {"Name": "Jump Height", "Type": "Float", "Games": 3, "Needed": false, "Description": "How many units it jumps up. Default is 100.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Selectability", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether it can move to this point or not. Default is -1.", "Values": [{"Value": "-2", "Notes": "Accessible only during the intro"}, {"Value": "-1", "Notes": "No restrictions"}, {"Value": "0", "Notes": "Accessible only during first 20 seconds after intro"}, {"Value": "1", "Notes": "Accessible only 20 seconds after the intro"}], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on. The subpaths it moves on have to be linked to the main path using Path_ID. However, the control points of all paths will be ignored, meaning that the path segments are always linear.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "Spawned after catching it.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when it runs away from the player after talking to it.", "Values": [], "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "The text dialogue's label format is TrickRabbit%03d, where %03d is the text message ID.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "TrickRabbitFreeRun", "Name": "TrickRabbitFreeRun", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TrickRabbitSnow", "Name": "TrickRabbitSnow", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TrickRabbitSnowCollect", "Name": "TrickRabbitSnowCollect", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TripodBoss", "Name": "TripodBoss", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TripodBossBaseJointPosition", "Name": "TripodBossBaseJointPosition", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TripodBossCoin", "Name": "TripodBossCoin", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TripodBossCore", "Name": "TripodBossCore", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TripodBossFixParts", "Name": "TripodBossFixParts", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TripodBossGuardWall", "Name": "TripodBossGuardWall", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TripodBossKillerGenerater", "Name": "TripodBossKillerGenerater", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TripodBossKillerGeneraterCircle", "Name": "TripodBossKillerGeneraterCircle", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TripodBossKinokoOneUp", "Name": "TripodBossKinokoOneUp", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TripodBossRailMoveParts", "Name": "TripodBossRailMoveParts", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TripodBossRotateParts", "Name": "TripodBossRotateParts", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TripodBossShell", "Name": "TripodBossShell", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TripodBossStepPoint", "Name": "TripodBossStepPoint", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TripodBossStepStartArea", "Name": "TripodBossStepStartArea", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Tsukidashikun", "Name": "Tsukidashikun", "Notes": "A large stone block obstacle that periodically moves back and forth on a path.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which it moves on the path. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Wait Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it waits before it moves again. Default is 120.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "TubeSlider", "Name": "TubeSlider", "Notes": "A controller that sets up a tubular slide section. Its path lays out the shape and ground of the slide. There is no visual representation of it, so a separate model has to be created. Various specific tube slider objects can be linked to it. The compatible objects will be placed around the tube's path as configured by the many arguments. If placed in BigTree2Galaxy, short jingles will be played when the player reaches the end of the slide.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Default Tube Radius", "Type": "Float", "Games": 2, "Needed": false, "Description": "The tube's radius to be used when the radius at a specific point hasn't been specified. Default is 500.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Default Ground Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The ground type to be used when the ground type at a specific point hasn't been specified. Default is 0.", "Values": [{"Value": "0", "Notes": "Normal"}, {"Value": "1", "Notes": "Ice"}, {"Value": "2", "Notes": "Slow"}, {"Value": "3", "Notes": "Damage"}, {"Value": "4", "Notes": "Normal"}, {"Value": "5", "Notes": "Normal"}, {"Value": "6", "Notes": "Wood"}], "Exclusives": []}, "Obj_arg6": {"Name": "Camera Constraints", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what camera constraints to use.", "Values": [{"Value": "-1", "Notes": "Camera is placed behind player"}, {"Value": "1", "Notes": "Camera is placed higher"}], "Exclusives": []}, "Point_arg0": {"Name": "Tube Radius", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The tube's radius at this point. Default is 500.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Primary Ground Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The ground type to be used between this and the next path point. Default corresponds to setting this to 0.", "Values": [{"Value": "0", "Notes": "Normal"}, {"Value": "1", "Notes": "Ice"}, {"Value": "2", "Notes": "Slow"}, {"Value": "3", "Notes": "Damage"}, {"Value": "4", "Notes": "Normal"}, {"Value": "5", "Notes": "Normal"}, {"Value": "6", "Notes": "Wood"}], "Exclusives": []}, "Point_arg2": {"Name": "Primary Valid Starting Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "The angle at which the primary ground begins. Default is 0.", "Values": [], "Exclusives": []}, "Point_arg3": {"Name": "Primary Valid Degrees", "Type": "Float", "Games": 2, "Needed": false, "Description": "The angle of primary valid ground that the player can slide on. Goes counter-clockwise. Default is 360.", "Values": [], "Exclusives": []}, "Point_arg4": {"Name": "Interpolate Arguments?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the values corresponding to Point_arg2, Point_arg3, Point_arg6, and Point_arg7 will be interpolated at this path segment (the line between this and the next point). This is done by interpolating the respective arguments of this and the next point using the length of the path segment.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Edge / Ground Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If Point_arg6 and Point_arg7 are used, this specifies the ground type of the secondary tube chunk. Otherwise, this specifies whether the player falls off the left and right edges.", "Values": [{"Value": "0", "Notes": "Normal"}, {"Value": "1", "Notes": "Ice"}, {"Value": "2", "Notes": "Slow"}, {"Value": "3", "Notes": "Damage"}, {"Value": "4", "Notes": "Normal"}, {"Value": "5", "Notes": "Normal"}, {"Value": "6", "Notes": "Wood"}, {"Value": "50", "Notes": "Enable both edges"}, {"Value": "51", "Notes": "Enable left edge"}, {"Value": "52", "Notes": "Enable right edge"}], "Exclusives": []}, "Point_arg6": {"Name": "Secondary Valid Starting Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "The angle at which the secondary ground begins. Default is 0.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Secondary Valid Degrees", "Type": "Float", "Games": 2, "Needed": false, "Description": "The angle of secondary valid ground that the player can slide on. Goes clockwise. Default is 0.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated when the player is on the slide; gets deactivated when the player leaves the slide again.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "Defines the tube's shape.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the player is sliding on this slide.", "Values": [], "Exclusives": []}}}, {"InternalName": "TubeSliderCoinCreator", "Name": "TubeSliderCoinCreator", "Notes": "A generator that creates Coins (TubeSliderCoinCreator) or Purple Coins (TubeSliderCoinCreatorPurple) and lays them out on a tube slide. The line can be straight, twisted or a sine wave. It needs to be linked to a proper TubeSlider instance.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Coins", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of Coins to be spawned. Default is 1.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Edge Offset", "Type": "Float", "Games": 2, "Needed": false, "Description": "The offset from the tube's edge at which the Coins should be placed. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Coin Spacing", "Type": "Float", "Games": 2, "Needed": false, "Description": "The distance between each Coin. Default is 500.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Starting Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "The angle around the tube slide from which the Coins will be placed. ", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Twist Angle / Sine Amplitude", "Type": "Float", "Games": 2, "Needed": false, "Description": "The amount of degrees it twists around counterclockwise. However, if Obj_arg5 is set, this specifies the sine wave's amplitude. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Enable Sine Wave", "Type": "Float", "Games": 2, "Needed": false, "Description": "If set to 1, Obj_arg4 specifies the amplitude for sine wave placement. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Sine Phase Shift", "Type": "Float", "Games": 2, "Needed": false, "Description": "The sine wave's phase shift in degrees. Default is 0. Requires Obj_arg5 to be set to 1.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Sine Cycle Degrees", "Type": "Float", "Games": 2, "Needed": false, "Description": "The number of periods multiplied by 360. Default is 360, which corresponds to one full sine period. Requires Obj_arg5 to be set to 1.", "Values": [], "Exclusives": []}}}, {"InternalName": "TubeSliderCrystal", "Name": "TubeSliderCrystal", "Notes": "An unfinished crystal cage intended for tube slides. It also loads the StarPieceDummy model as well as a Break model, however, the latter never appears. The model files are missing, though. It is clearly unfinished, seeing that it doesn't emit particles or sound effects either. When touched, the player receives eight Star Bits. It needs to be linked to a proper TubeSlider instance.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Initial Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "The angle around the tube slide at which the object gets positioned initially.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Edge Offset", "Type": "Float", "Games": 2, "Needed": false, "Description": "The offset from the tube's edge at which the object should be placed. Default is 0.", "Values": [], "Exclusives": []}}}, {"InternalName": "TubeSliderDamageObj", "Name": "TubeSliderDamageObj", "Notes": "A generator that creates Spiky Plants and lays them out on a tube slide. It needs to be linked to a proper TubeSlider instance. When configuring the object, one has to be careful with the settings because some Spiky Plants may not get positioned correctly.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Broken Variant Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what model to load. Since the model TubeSliderFire has been removed, using this setting without a proper model will crash the game. Default is 0.", "Values": [{"Value": "0", "Notes": "Spiky Plant"}, {"Value": "1", "Notes": "Fire (crashes)"}], "Exclusives": []}, "Obj_arg1": {"Name": "Width", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of Spiky Plant lines. Should be greater than or equal to 1. Default is 1.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Length", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of Spiky Plant rows. Should be greater than or equal to 1. Default is 1.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Edge Offset", "Type": "Float", "Games": 2, "Needed": false, "Description": "The offset from the tube's edge at which the objects should be placed. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Row Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "The distance between the rows. Default is 500.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Starting Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "The angle around the tube slide from which the objects will be placed. Default is 180.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Valid Degrees", "Type": "Float", "Games": 2, "Needed": false, "Description": "The degrees of the tube segment that the objects occupy. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Twist Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "The amount of degrees it twists around counterclockwise. Default is 0.", "Values": [], "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "TubeSliderEnemy", "Name": "TubeSliderEnemy", "Notes": "A Spiny variant for tube slide sections. It starts to walk when its SW_A gets activated. After walking for 10 seconds, it will disappear. It needs to be linked to a proper TubeSlider instance.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The rate at which it moves. Default is 3.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Initial Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "The angle around the tube slide at which the object gets positioned initially.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": true, "Description": "Starts walking once this switch is activated.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "TubeSliderJumpStep", "Name": "TubeSliderJumpStep", "Notes": "An unfinished trampoline intended for tube slides that would bounce off the player when touched. The model files are missing, though. It needs to be linked to a proper TubeSlider instance.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Initial Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "The angle around the tube slide at which the object gets positioned initially. Default is 180.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Edge Offset", "Type": "Float", "Games": 2, "Needed": false, "Description": "The offset from the tube's edge at which the object should be placed. Default is 0.", "Values": [], "Exclusives": []}}}, {"InternalName": "TwoLegs", "Name": "TwoLegs", "Notes": "A robotic boss that can stomp the player. Furthermore, it may launch Diggas (TwoLegsBullet) to attack the player. The Diggas have to be placed and linked to it. After hitting the glass cage three times with the Spin Drill, it will be defeated which makes the caged Power Star appear. However, this requires a properly configured Scenario entry. If SW_A is not used, the boss battle will start immediately.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "If used, the boss battle will start once this switch gets activated.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "二脚ボス爆発デモ後座標", "Notes": "Player's position after the battle"}], "Exclusives": []}}}, {"InternalName": "TwoLegsBullet", "Name": "TwoLegsBullet", "Notes": "A Digga variant for the boss battle against Digga-Leg that moves on a set path, however, the game randomly decides in what path direction it moves. It needs to be linked to a proper TwoLegs instance. It damages the player upon contact, and it can be defeated by stomping, drilling or Ground Pounding it.", "Games": 2, "Progress": 2, "Parameters": {"Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "TypicalDoor", "Name": "TypicalDoor", "Notes": "A pair of closed doors that can be opened by activating SW_B.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Makes the doors open once activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. The doors open if the 扉開く cutscene part executes.", "Exclusives": []}}}, {"InternalName": "TypicalDoorOpen", "Name": "TypicalDoorOpen", "Notes": "A pair of opened doors that can be closed by activating SW_B.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Makes the doors close once activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. The doors open if the 扉開く cutscene part executes.", "Exclusives": []}}}, {"InternalName": "UFOBreakable", "Name": "UFOBreakable", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "UFOKinoko", "Name": "UFOKinoko", "Notes": "A mushroom-shaped spaceship that acts as a platform. It can rotate and move on a path as well, although the latter needs to be enabled through specific means.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame to be used", "Values": [{"Value": "-1", "Notes": "Red"}, {"Value": "1", "Notes": "Green"}, {"Value": "2", "Notes": "Yellow"}, {"Value": "3", "Notes": "Blue"}, {"Value": "4", "Notes": "Purple"}], "Exclusives": []}, "Obj_arg7": {"Name": "Disable LOD Control?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the LOD controller will be disabled.", "Values": [], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed. However, this also requires ShadowType to be set to 1.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 3, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed / Time", "Games": 3, "Description": "How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 3, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Games": 3, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Games": 3, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.", "Values": [{"Value": "-1", "Notes": "RotateSpeed specifies fixed rotation speed"}, {"Value": "1", "Notes": "RotateSpeed specifies maximum rotation speed"}, {"Value": "2", "Notes": "RotateSpeed specifies time until desired angle"}], "Exclusives": []}, "RotateStopTime": {"Name": "Restart Delay", "Games": 3, "Description": "The time in frames it takes to restart rotation after stopping.", "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Games": 3, "Description": "Specifies how the object should continue rotating after reaching the targeted angle.", "Values": [{"Value": "0", "Notes": "Stop rotating completely"}, {"Value": "1", "Notes": "Rotates again in opposite direction"}, {"Value": "2", "Notes": "Rotates again in same direction"}], "Exclusives": []}, "ShadowType": {"Name": "Enable Indicator Dots", "Games": 3, "Description": "Due to some strange logic, this needs to be set to 1 in order to activate the indicator dots.", "Values": [{"Value": "0", "Notes": "Deactivated"}, {"Value": "1", "Notes": "Activated"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Causes the platform to start moving on the path once activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on when SW_B or its cutscene functor action gets activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. It can use a special cutscene functor action under the name UFOキノコ登場 that will cause it to start moving on its path.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "UFOKinokoUnderConstruction", "Name": "UFOKinokoUnderConstruction", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "UFOShapePassThroughPlanet", "Name": "UFOShapePassThroughPlanet", "Notes": "A generic planet with a model and optional collision whose execution will not be paused during cutscenes. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sphere Clipping Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Float", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Removes the visible model when this switch is active. This retains the collision, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "UFOSolid", "Name": "UFOSolid", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Unbaba", "Name": "Unbaba", "Notes": "A large lava enemy that rises up to attack the player. It cannot be defeated by any means, and it remains at a fixed position. Usually, it creates a red indicator volume that is rendered when it attacks, although this effect is hard to notice.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Rise Height", "Type": "Float", "Games": 2, "Needed": false, "Description": "How far up it rises. Default is 500.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Reappear Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes before it returns to its initial position. Default is 20.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Rise Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes before it starts to rise up. Default is 30.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Hide Indicator Volume?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the red indicator volume won't be rendered when it attacks.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, it will only attack when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "UnbabaSlim", "Name": "UnbabaSlim", "Notes": "A large rotating lava enemy that cannot be defeated by any means. Usually, it creates a red indicator volume that is rendered when it attacks, although this effect is hard to notice.", "Games": 2, "Progress": 2, "Parameters": {"RotateSpeed": {"Name": "Rotation Speed / Time", "Games": 2, "Description": "How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 2, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Games": 2, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Games": 2, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.", "Values": [{"Value": "-1", "Notes": "RotateSpeed specifies fixed rotation speed"}, {"Value": "1", "Notes": "RotateSpeed specifies maximum rotation speed"}, {"Value": "2", "Notes": "RotateSpeed specifies time until desired angle"}], "Exclusives": []}, "RotateStopTime": {"Name": "Restart Delay", "Games": 2, "Description": "The time in frames it takes to restart rotation after stopping.", "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Games": 2, "Description": "Specifies how the object should continue rotating after reaching the targeted angle.", "Values": [{"Value": "0", "Notes": "Stop rotating completely"}, {"Value": "1", "Notes": "Rotates again in opposite direction"}, {"Value": "2", "Notes": "Rotates again in same direction"}], "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, it will move if and only if this switch is activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The rotation speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "Unizo", "Name": "Unizo", "Notes": "An urchin-like enemy that rolls around and damages the player with its spikes. It can be defeated with fireballs, Koopa Shells, the Rock and Rainbow power-ups, and more. Once defeated, it will drop six Star Bits.", "Games": 3, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 300 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "UnizoLauncher", "Name": "UnizoLauncher", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ValveSwitch", "Name": "ValveSwitch", "Notes": "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.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Reverse Direction?", "Type": "Boolean", "Games": 1, "Needed": false, "Description": "If set, is has to be screwed into the ground instead.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 1, "Needed": true, "Description": "Gets activated after spinning.", "Exclusives": []}}}, {"InternalName": "ViewGroupCtrlArea", "Name": "ViewGroupCtrlArea", "Notes": "When entered by the player, compatible objects in the same ViewGroup will render/update if they are in the camera's view.\nObjects with a View Group ID of 0 will always be active, even without a corresponding ViewGroupCtrlArea.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "View Group ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The ViewGroup of objects that should be rendered.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "LOD Mode", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Overrides the LOD system by forcing the objects to use the specified LOD mode instead.", "Values": [{"Value": "-1", "Notes": "Don't override LOD system"}, {"Value": "1", "Notes": "Display High model"}, {"Value": "2", "Notes": "Display Middle model"}, {"Value": "3", "Notes": "Display Low model"}, {"Value": "4", "Notes": "Prevent rendering"}], "Exclusives": []}, "Obj_arg2": {"Name": "Disable Shadow Far Clipping?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, far clipping of all shadows will be disabled while the player is inside this area. Thus, it temporarily overwrites the settings provided by a ShadowFarClipCtrlArea or a galaxy's ShadowControllerParam file.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "VsOtaRockTankIcePlanetFence", "Name": "VsOtaRockTankIcePlanetFence", "Notes": "A very simple object with a model and optional collision. It has no special capabilities.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "WanwanCreator", "Name": "WanwanCreator", "Notes": "A spawner that creates rolling Chomps that move on a set path. The Chomps can be destroyed with the Rainbow power-up, Stretch Plants and explosions. Gold Chomps will spawn a Power Star when defeated. However, this requires a properly configured Scenario entry. In SMG2, a KeySwitch can be linked to WanwanRollingMini that will appear when defeating it.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Rolling Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which it rolls. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Spawn Delay", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The delay in seconds between the spawns. If non-positive, only one instance will spawn. Default is -1.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Path Roll Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames that it rolls on the path before falling down. Default is 45.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Default is 1000.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Decelerate When Attacked?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will decelerate and accelerate again when it successfully damaged an object, such as the player.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Use Portal?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the Chomps will emerge from a large black portal.", "Values": [], "Exclusives": ["WanwanRolling"]}, "Obj_arg7": {"Name": "Invalid Collision Binder Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames that the collision binder will be kept invalidated when it appears. Default is 45.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Fall Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how it rolls at this point.", "Values": [{"Value": "-1", "Notes": "Rolls down quickly"}, {"Value": "0", "Notes": "Falls down slowly"}], "Exclusives": []}, "Point_arg1": {"Name": "Path Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the movement is affected by the path.", "Values": [{"Value": "-1", "Notes": "Don't change path movement"}, {"Value": "0", "Notes": "Moves along path starting from this point"}], "Exclusives": []}, "Point_arg2": {"Name": "Follow Tangent?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will follow the path's tangent until this point has been reached.", "Values": [], "Exclusives": []}, "Point_arg3": {"Name": "Lava Particles", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Can be used to enable lava particles when it moves from this point.", "Values": [{"Value": "-1", "Notes": "Disable lava particles"}, {"Value": "0", "Notes": "Enable lava particles"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": true, "Description": "The Chomps will appear when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": ["WanwanRollingMini"]}, "SW_A": {"Games": 3, "Needed": false, "Description": "Stops spawning more Chomps once activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the Chomps roll on.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": ["WanwanRollingGold"]}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "WanwanGoal", "Name": "WanwanGoal", "Notes": "A goal that Chomps can roll into. It will cause different effects depending on the type of Chomp that rolls into it.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "WanwanLiftUpStep", "Name": "WanwanLiftUpStep", "Notes": "A map object with a model and optional collision that usually moves on a set path. Unlike other variants, it emits the effect SwitchStartA or SwitchStartB when SW_B is activated and SwitchEndA or SwitchEndB when SW_B is deactivated again. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Switch Particles Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what particles to emit when SW_B is activated or deactivated. Default corresponds to setting it to 0.", "Values": [{"Value": "0", "Notes": "SwitchStartA & SwitchEndA"}, {"Value": "1", "Notes": "SwitchStartB & SwitchEndB"}], "Exclusives": []}, "Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move until this switch gets activated. When activated or deactivated, special particle effects will be emitted.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "WanwanSearch", "Name": "WanwanSearch", "Notes": "A silver, aggressive version of a Chomp that rolls around freely. It can be defeated with the Rainbow power-up, Stretch Plants and many other objects. Curiously, it is compatible with Chomp Hole (WanwanGoal), although the Chomp won't break apart.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Destroy in DeathArea?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will be destroyed when it enters a DeathArea. Otherwise, it will just warp back to its initial position.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated when it rolls into a Chomp Hole.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "WarpCube", "Name": "WarpCube", "Notes": "An area that teleports the player to another linked WarpCube instance. Function-wise, it is similar to WarpPod. Unlike many other areas, it renders a green circle.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Camera ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The camera ID used to retrieve the proper camera configuration.", "Values": [], "Exclusives": []}, "Group": {"Games": 3, "Needed": true, "Description": "Links two WarpCube instances.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the player teleports towards this object.", "Values": [], "Exclusives": []}}}, {"InternalName": "WarpPod", "Name": "WarpPod", "Notes": "A warp pad that teleports the player between this and another linked instance. It is also possible to hide the model entirely. In SMG1, some teleporters are unlocked using Grand Stars, however, this functionality is deprecated in SMG2. Furthermore, the colored paths do not exist in SMG2 anymore.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Camera ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The camera ID used to retrieve the proper camera configuration.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Visibility", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Can be used to hide the model.", "Values": [{"Value": "-1", "Notes": "Show model"}, {"Value": "0", "Notes": "Hide model"}], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Paired Activation", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies if the teleporter can be used already of if the paired teleporter needs to be activated first.", "Values": [{"Value": "-1", "Notes": "Can be used without further requirements"}, {"Value": "0", "Notes": "Paired teleporter needs to be activated first"}], "Exclusives": []}, "Obj_arg4": {"Name": "Required Grand Stars", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of Grand Stars required for activation. Deprecated in SMG2.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Activation Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the activation camera cutscene to finish when the teleporter activates for the first time.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Color", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color to be used for the glow effect and path. Default corresponds to setting it to 0.", "Values": [{"Value": "0", "Notes": "Blue"}, {"Value": "1", "Notes": "Dark green"}, {"Value": "2", "Notes": "Red"}, {"Value": "3", "Notes": "Dark yellow"}, {"Value": "4", "Notes": "Light green"}, {"Value": "5", "Notes": "Pink"}, {"Value": "6", "Notes": "Light yellow"}, {"Value": "7", "Notes": "White"}], "Exclusives": []}, "Obj_arg7": {"Name": "Appearance", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies if the path should emerge from this teleporter when the object appears.", "Values": [{"Value": "-1", "Notes": "Appears as usual"}, {"Value": "1", "Notes": "Plays \"Active\" animation when appearing"}], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": true, "Description": "Links two WarpPod instances.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the player teleports towards this object.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}}}, {"InternalName": "WatchTowerRotateStep", "Name": "WatchTowerRotateStep", "Notes": "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.", "Games": 1, "Progress": 2, "Parameters": {"DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene. Its cutscene nerve action will make it start moving.", "Exclusives": []}}}, {"InternalName": "WaterArea", "Name": "WaterArea", "Notes": "An area consisting of an invisible body of water that the player can swim in. Several other objects can interact with the water as well. It is not compatible with hemispherical volumes.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Push Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The speed to push the player when inside this area. Doesn't affect swimming on the water surface and doesn't work for spherical or hemispherical areas. For cube-shaped areas, the player will be pushed along the area's rotated Z axis. In cylindrical areas, however, the player will be pushed along the rotated Y axis.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Water Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "What kind of water this area holds. Cold water periodically damages the player.", "Values": [{"Value": "-1", "Notes": "Normal"}, {"Value": "1", "Notes": "Cold water"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "WaterBazooka", "Name": "WaterBazooka", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "WaterfallCaveCover", "Name": "WaterfallCaveCover", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "WaterFortressRain", "Name": "WaterFortressRain", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": true, "Description": "Appears when this switch is activated.", "Exclusives": []}}}, {"InternalName": "WaterLeakPipe", "Name": "WaterLeakPipe", "Notes": "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.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Pipe Height", "Type": "Float", "Games": 1, "Needed": false, "Description": "The pipe's length. Default is 500.", "Values": [], "Exclusives": []}}}, {"InternalName": "WaterPlant", "Name": "WaterPlant", "Notes": "A group of decorative seaweed that can appear in many shapes. The seaweed attach to the nearest collision below them. If no collision is available, the individual plant may be placed at the origin of the galaxy.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Seaweed", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of seaweed to be placed. Default is 16.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Placement Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "The range in which the seaweed will be placed. Default is 500.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The texture frame to be used. Default corresponds to setting it to 0.", "Values": [{"Value": "0", "Notes": "Teal"}, {"Value": "1", "Notes": "Red"}, {"Value": "2", "Notes": "Yellow"}, {"Value": "3", "Notes": "Green"}], "Exclusives": []}}}, {"InternalName": "WaterPressure", "Name": "WaterPressure", "Notes": "A blue cannon that periodically shoots bubbles that trap the player inside upon contact. It cannot be destroyed through any means. The cannon can be set to rotate towards the player.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Cannon Rotation", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rotation of the cannon in degrees. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Wait Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames before it starts shooting again. Default is 300.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Bubble Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The movement speed of an individual bubble. Default is 30.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Shot Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the object shoots bubbles and whether they are affected by gravity or not. Default corresponds to setting it to 0.", "Values": [{"Value": "0", "Notes": "Bubbles affected by gravity"}, {"Value": "1", "Notes": "Bubbles not affected by gravity"}, {"Value": "3", "Notes": "Rotate towards the player"}], "Exclusives": []}, "Obj_arg7": {"Name": "Disable Popping?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the player can't pop the bubble by themself.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the cannon will be rotated into its shooting position once this switch gets activated. It will be able to shoot bubbles in this state. Once the switch deactivates again, it enters its resting position again.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, it will only be able to shoot bubbles while this switch is activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "Animations, velocity and update rates are adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups several other WaterPressure instances. The one with the longest wait time becomes the \"group leader\". All instances will start shooting a bubble once the group leader is ready.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the player is trapped inside a bubble.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "The bubbles can be targeted, frozen and popped (SMG2 only) by player 2.", "Exclusives": []}}}, {"InternalName": "WaterRoad", "Name": "WaterRoad", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "WaterStream", "Name": "WaterStream", "Notes": "An invisible water current that pushes compatible objects such as the player along a set path. The width and flow speed of the current can be adjusted.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg3": {"Name": "Affected By Gravity?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the ring's shape will be affected by gravity.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Don't Push Into End?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, objects won't be forcibly pushed into the last path point, however, they will still get pushed towards the end.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Flow Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The factor used to scale the flow speed. Default is 100.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Width Scale", "Type": "Float", "Games": 2, "Needed": false, "Description": "The factor used to scale the current's width. Default is 12.", "Values": [], "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that lays out the current's shape.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "WhirlPool", "Name": "WhirlPool", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "WhirlPoolAccelerator", "Name": "WhirlPoolAccelerator", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "WhiteSnowTree", "Name": "WhiteSnowTree", "Notes": "A very simple object with a model and optional collision. It has no special capabilities.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "WingBlock", "Name": "WingBlock", "Notes": "A winged ? Block that spawns items when hit. WingBlockCoin grants a single Coin whereas WingBlockStarPiece grants eight Star Bits when hit. It can move on a path or remain stationary.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "Sets the rate at which it moves on the path. Default is 4.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and opened by player 2.", "Exclusives": []}}}, {"InternalName": "WireCoverCage", "Name": "WireCoverCage", "Notes": "A generic map object with a model and collision that can use a different collision mesh if enabled.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Use Tighter Collision?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will use a different collision mesh that is a bit tighter.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "WoodBox", "Name": "WoodBox", "Notes": "A wooden box that can be destroyed through most of the player and enemy attacks. It can spawn various different items when destroyed.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Coin Count", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of Coins to be spawned when destroyed. Default 1.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Remnants Type", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "Can be used to hide the broken remnants when destroyed.", "Values": [{"Value": "-1", "Notes": "Show broken remnants"}, {"Value": "0", "Notes": "Hide broken remnants"}], "Exclusives": []}, "Obj_arg2": {"Name": "Star Bit Count", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of Star Bits to be spawned when destroyed. Default 0.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Riddle SFX Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If enabled, will play a jingle when broken.", "Values": [{"Value": "-1", "Notes": "No special sound effect"}, {"Value": "1", "Notes": "SE_SY_READ_RIDDLE_S"}], "Exclusives": []}, "Obj_arg4": {"Name": "1-Up Type", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "Can be used to specify whether a 1-Up Mushroom should be spawned or not.", "Values": [{"Value": "-1", "Notes": "Spawns no 1-Up Mushroom"}, {"Value": "1", "Notes": "Spawns 1-Up Mushroom"}], "Exclusives": []}, "Obj_arg7": {"Name": "Power Star ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The scenario ID of the Power Star to be spawned. -1 does not register a Power Star.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when destroyed.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together. The limit of objects is 32 in SMG1 and 96 in SMG2.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": false, "Description": "Spawned after destroying it. Requires Obj_arg7 to be set to a proper Power Star ID.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and destroyed by player 2.", "Exclusives": []}}}, {"InternalName": "WoodLogBridge", "Name": "WoodLogBridge", "Notes": "A suspension bridge consisting of a variable amount of wood logs. It bounces when Ground Pounded by the player. ", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Logs", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of logs. Default is 32.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "WorldMapAccessPanel", "Name": "WorldMapAccessPanel", "Notes": "A panel switch that will open the World Map screen when stepped on.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Next World ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "What World the player will be in after activating the panel.", "Values": [{"Value": "-1", "Notes": "Retain current World"}, {"Value": "1", "Notes": "World 1"}, {"Value": "2", "Notes": "World 2"}, {"Value": "3", "Notes": "World 3"}, {"Value": "4", "Notes": "World 4"}, {"Value": "5", "Notes": "World 5"}, {"Value": "6", "Notes": "World 6"}, {"Value": "7", "Notes": "World S"}], "Exclusives": []}, "Obj_arg1": {"Name": "Next World Point", "Type": "Integer", "Games": 2, "Needed": false, "Description": "What point on the World Map the player will be at after activating the panel. If set to -1, the player's current point on the World Map will be retained.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, it won't access the World Map. Instead, it triggers the cutscene マリオ顔惑星発進デモ起動 which is used when entering the World Map screen for the first time. After activating the panel, this switch will be activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the player enters the World Map.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Tries to register to the cutscenes マリオ顔惑星変化 and ワールドマップからの開始. If registered to the former, it will be deactivated initially. For the latter, it can use a special cutscene functor that causes the screen to fade white. Furthermore, it may also use a special cutscene nerve meant to be used when the player returns from a World Map.", "Exclusives": []}}}, {"InternalName": "WorldMapModel", "Name": "WorldMapModel", "Notes": "A decorative background model that is meant to be placed around World Maps. Most objects can be linked to it using GeneratorId.", "Games": 2, "Progress": 2, "Parameters": {"DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "WorldMapSky", "Name": "WorldMapSky", "Notes": "A decorative background object that loads a different model depending on the World the player has currently selected. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the models uss a projection map matrix.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Mirror Reflection Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether to use a reflection model or not.", "Values": [{"Value": "-1", "Notes": "Don't use reflection model"}, {"Value": "0", "Notes": "Use reflection model"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Plays the \"Change\" animation if activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "WorldWarpPoint", "Name": "WorldWarpPoint", "Notes": "A decorative portal from the World Map that appears depending on the currently selected point on the World Map. If the object is called WorldWarpPointEntrance, it will appear only if the player is near an entrance portal on the World Map; if the object is called WorldWarpPointExit, it will appear only if the player is near an exit portal on the World Map.", "Games": 2, "Progress": 2, "Parameters": {"ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Registers to the cutscenes グランドスター帰還 and グランドスター帰還[ワールド2以降] which are used when the player returns to the Starship Mario after collecting a Grand Star. It can use a special cutscene nerve action that will start its \"Next\" animation.", "Exclusives": ["WorldWarpPointExit"]}}}, {"InternalName": "WormEatenPlanet", "Name": "WormEatenPlanet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "YellowChip", "Name": "YellowChip", "Notes": "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.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Yellow Chip Group ID", "Type": "Integer", "Games": 3, "Needed": true, "Description": "The group ID of this object, the other Yellow Star Chips and their controller.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Calculation", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If set, the shadow's drop direction will use the object's gravity vector instead of calculating the shadow direction once.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Inside Bubble?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If true, the chip will be placed inside an Air Bubble.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Default is 2000.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow model type.", "Values": [{"Value": "-1", "Notes": "Sphere"}, {"Value": "0", "Notes": "Cylinder"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "Specifies the optional path that it can move on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "YellowChipGroup", "Name": "YellowChipGroup", "Notes": "Controls a group of Star Chips (YellowChip) and activates SW_A once all of them have been collected. It is recommended to have five Yellow Star Chips per group. The group for this object and the individual Yellow Star Chips has to be specified using Obj_arg0. This controller is also responsible for displaying the counter layout at the top of the screen.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Yellow Chip Group ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The group ID of this object and its Yellow Star Chips.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Time Limit", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how long it takes before the Yellow Star Chips will disappear after activating its SW_APPEAR. Default is -1, which makes the objects appear indefinitely.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Counter Display Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "Specifies the range from this object that the player has to be within for the counter layout to be displayed. Default is 2000.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Reactivation Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies what to do with the individual chips after reloading the scene, for example after a death.", "Values": [{"Value": "-1", "Notes": "Player has to collect items again after reloading the scene"}, {"Value": "1", "Notes": "Destroys chips after reloading the scene, SW_A won't be activated"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "Gets activated when all linked Yellow Star Chips have been collected.", "Exclusives": []}}}, {"InternalName": "YoshiBlock", "Name": "YoshiBlock", "Notes": "A glitchy block that can be dashed into with Dash Yoshi which will cause them to disappear after a few seconds. It loads the texture from YoshiBlock.arc/YoshiBlock/YoshiBlockTex.bti, although this file does not exist anymore. For some reason, it can't be seen in first-person view or during intro camera cutscenes.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "YoshiCapture", "Name": "YoshiCapture", "Notes": "A flower which Yoshi can grab with his tongue to swing himself in its direction. By default, the player can use it from any direction to move in any direction, but this can be restricted.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Fixed Rotation", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the rotation of the flower will be fixed.", "Values": [{"Value": "", "Notes": ""}], "Exclusives": []}, "Obj_arg1": {"Name": "Invalidate Shadow?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, its shadow will be invalidated.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "YoshiCaptureGuidanceArea", "Name": "YoshiCaptureGuidanceArea", "Notes": "If the player is riding Yoshi when inside this area, the game will display an explanation about how to use Yoshi Grapples.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "YoshiEatGuidanceArea", "Name": "YoshiEatGuidanceArea", "Notes": "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.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Projectile Tutorial?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, this will explain how to shoot projectiles with Yoshi instead.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after displaying the tutorial once.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "YoshiEgg", "Name": "YoshiEgg", "Notes": "An egg that can be cracked open to reveal Yoshi, the player's rideable dinosaur pal.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Nest Type", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, only the nest will be shown at the start of the level. If another Yoshi returns to its egg, this nest will become available to use as a respawn point for Yoshi. This setting will be ignored if SW_APPEAR is used.", "Values": [{"Value": "-1", "Notes": "Egg always enabled"}, {"Value": "1", "Notes": "Egg initially disabled"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If set, the player will be unable to break open the egg until the switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the egg appears through SW_APPEAR.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. It can use a special cutscene functor action which displays the explanation text for Yoshi when triggered.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and destroyed by player 2. Yoshi can be targeted and frozen.", "Exclusives": []}}}, {"InternalName": "YoshiFruit", "Name": "YoshiFruit", "Notes": "A fruit that can be eaten by Yoshi to reveal a Star Bit. Once ten of them have been eaten, the player receives a 1-Up. Can be destroyed using Koopa Shells or Ground Pounds.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when eaten.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and swung by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "YoshiFruitBig", "Name": "YoshiFruitBig", "Notes": "A big fruit that can be eaten by Yoshi to reveal six Star Bits.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when eaten.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and swung by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "YoshiSendOffArea", "Name": "YoshiSendOffArea", "Notes": "If Yoshi is inside this area after the player dismounts him, he will play a special animation where he waves the player goodbye.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Yukkina", "Name": "Yukkina", "Notes": "A snow boss that attacks the player by rolling into them. Its red nose can only be hit using Spin Attacks. After hitting it three times, it will be defeated which makes a Power Star appear. However, this requires a properly configured Scenario entry.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Camera Register Index", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the starting index of the vector register camera.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "LinkNamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that need to be linked to the object.", "Values": [{"Value": "マリオ位置", "Notes": "Player's position during the intro and ending cutscenes"}], "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "オープニングデモスキップ is used when skipping the intro cutscene.", "Values": [], "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "YukkinaGroundSnow", "Name": "YukkinaGroundSnow", "Notes": "A destroyable snow spike object that spawns a Coin after hitting it a set amount of times. When destroyed, the player has to walk away from it so that it can respawn.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Hits Needed For Coin", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of required hits for it to spawn a Coin. The actual number of required hits will be Obj_arg0 % 4. Default is 0.", "Values": [], "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and destroyed by player 2.", "Exclusives": []}}}, {"InternalName": "ZeroGravityBox", "Name": "ZeroGravityBox", "Notes": "A gravity area that attracts objects towards collision triangles. This variant uses a box range and ignores the Range setting.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Base Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "The minimum distance used for calculating gravity speed. Default is 2000.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Base Distance Axis", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the axis to use for calculating the distance from the requesting object to this area. Default is -1.", "Values": [{"Value": "-1", "Notes": "None"}, {"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "ZeroGravityCylinder", "Name": "ZeroGravityCylinder", "Notes": "A gravity area that attracts objects towards collision triangles. This variant uses a cylindrical range and ignores the Range setting.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Base Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "The minimum distance used for calculating the gravity speed. Default is 2000.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "ZeroGravitySphere", "Name": "ZeroGravitySphere", "Notes": "A gravity area that attracts objects towards collision triangles. This variant uses a spherical range.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}], "Objects": [{"InternalName": "Abekobe2DMoveLift", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Rightside Down -- Blank Moving Wood Platform", "Notes": "A moving platform from Rightside Down Galaxy. It has a blank surface.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AbekobeCircleMoveLift", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Rightside Down -- Checkered Moving Wood Platform", "Notes": "A moving platform from Rightside Down Galaxy. It has a checker patterned surface.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AbekobeIntroducePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Rightside Down -- Intro Planet", "Notes": "The decorative building blocks planet that can be seen at the beginning of Rightside Down Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AirBubble", "ClassNameSMG1": "AirBubble", "ClassNameSMG2": "AirBubble", "Name": "Air Bubble", "Notes": "A bubble that restores the player's air when collected underwater.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AirBubbleGenerator", "ClassNameSMG1": "AirBubbleGenerator", "ClassNameSMG2": "AirBubbleGenerator", "Name": "Air Bubble Generator", "Notes": "A nozzle that periodically generates air bubbles.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AncientCage", "ClassNameSMG1": "AncientCage", "ClassNameSMG2": "AncientCage", "Name": "Clockwork Ruins -- Luma Cage", "Notes": "The red metal cage from Clockwork Ruins Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AquariumPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Cosmic Cove -- 2D Underwater Planet", "Notes": "The large planet found in the 2D underwater section from Cosmic Cove Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AquariumPlanetB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Cosmic Cove -- 2D Sea Mine Planet", "Notes": "The large planet found in Cosmic Cove Galaxy's 2D section that features Jammyfish and Sea Mines.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AquariumRailMoveObj", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Cosmic Cove -- Moving Gate", "Notes": "A moving metal gate from Cosmic Cove Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AreaMoveSphere", "ClassNameSMG1": "AreaMoveSphere", "ClassNameSMG2": "AreaMoveSphere", "Name": "Collision Push Movement Area [Sphere]", "Notes": "Moves compatible objects if they are on AreaMove collision triangles.", "Category": "areas", "AreaShape": "Sphere", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ArrowBoard", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Arrow Sign", "Notes": "A large arrow-shaped sign with a red outline.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ArrowSwitch", "ClassNameSMG1": "ArrowSwitch", "ClassNameSMG2": "ArrowSwitch", "Name": "Arrow Switch", "Notes": "An arrow-shaped switch that rotates once it gets triggered.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ArrowSwitchMulti", "ClassNameSMG1": "ArrowSwitchMulti", "ClassNameSMG2": "ArrowSwitchMulti", "Name": "Multi-Use Arrow Switch", "Notes": "An arrow-shaped switch that rotates once it gets triggered. Can be triggered multiple times.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ArrowSwitchTarget", "ClassNameSMG1": "ArrowSwitchTarget", "ClassNameSMG2": "ArrowSwitchTarget", "Name": "Multi-Use Arrow Switch Target", "Notes": "A target that triggers a switch based off of the state of the ArrowSwitchMulti that it belongs to.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AssemblyBlock", "ClassNameSMG1": "AssemblyBlock", "ClassNameSMG2": "AssemblyBlock", "Name": "Generic Space Junk Block [Unused]", "Notes": "A Space Junk block that retrieves a proper model using ShapeModelNo. However, no more models exist for this object.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "AssemblyBlockPartsA", "ClassNameSMG1": "AssemblyBlock", "ClassNameSMG2": "AssemblyBlock", "Name": "Blue Space Junk Block", "Notes": "A square-shaped Space Junk Block.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AssemblyBlockPartsB", "ClassNameSMG1": "AssemblyBlock", "ClassNameSMG2": "AssemblyBlock", "Name": "Green Space Junk Block", "Notes": "A long Space Junk Block.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AssemblyBlockPartsC", "ClassNameSMG1": "AssemblyBlock", "ClassNameSMG2": "AssemblyBlock", "Name": "Purple Space Junk Block", "Notes": "A tall Space Junk Block.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "AssemblyBlockPartsD", "ClassNameSMG1": "AssemblyBlock", "ClassNameSMG2": "AssemblyBlock", "Name": "Orange Space Junk Block", "Notes": "An octagonal Space Junk Block.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "AssemblyBlockPartsE", "ClassNameSMG1": "AssemblyBlock", "ClassNameSMG2": "AssemblyBlock", "Name": "Red Space Junk Block", "Notes": "A triangular Space Junk Block.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "AssemblyBlockPartsIceB", "ClassNameSMG1": "AssemblyBlock", "ClassNameSMG2": "AssemblyBlock", "Name": "Small Icy Space Junk Block", "Notes": "A small square-shaped icy version of a Space Junk Block.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AssemblyBlockPartsIceC", "ClassNameSMG1": "AssemblyBlock", "ClassNameSMG2": "AssemblyBlock", "Name": "Very Tall Icy Space Junk Block", "Notes": "A very tall square-shaped icy version of a Space Junk Block.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AssemblyBlockPartsIceD", "ClassNameSMG1": "AssemblyBlock", "ClassNameSMG2": "AssemblyBlock", "Name": "Tall Icy Space Junk Block", "Notes": "A tall square-shaped icy version of a Space Junk Block.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AssemblyBlockPartsIceE", "ClassNameSMG1": "AssemblyBlock", "ClassNameSMG2": "AssemblyBlock", "Name": "Narrow Icy Space Junk Block", "Notes": "A narrow square-shaped icy version of a Space Junk Block.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AssemblyBlockPartsTimerA", "ClassNameSMG1": "AssemblyBlock", "ClassNameSMG2": "AssemblyBlock", "Name": "Timed Space Junk Block", "Notes": "A long rectangular transparent Space Junk Block; used in Bowser's Galaxy Reactor.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AssemblyBlockPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Space Junk -- Silver Star Planet", "Notes": "The planet at the start of the Silver Star section in the first mission of Space Junk Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AsteroidA", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Large Decorative Asteroids", "Notes": "A group of many large asteroids that serve as decoration.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "AsteroidB", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Small Decorative Asteroids", "Notes": "A group of many small asteroids that serve as decoration.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AsteroidBlockPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "8-Bit Mario/Luigi Planet Parts", "Notes": "The lava, swamp platforms and large brick platform that serve as the basis of the 8-Bit Mario/Luigi planet from Toy Time Galaxy and Mario Squared Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AsteroidBlockRotateStepA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Toy Time -- Yellow Rotating Platform", "Notes": "A yellow rotating platform used on the 8-Bit Mario planet in Toy Time Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AsteroidC", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Medium Decorative Asteroids", "Notes": "A group of many medium-sized asteroids that serve as decoration.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AsteroidD", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Lush Decorative Asteroids", "Notes": "A group of many lush asteroids that serve as decoration.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AsteroidMoveA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Moving Asteroid Cluster", "Notes": "A group of many small asteroids that can move on a path.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroBaseA", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Grassy Region", "Notes": "The section of the Comet Observatory where the Terrace and the Fountain are located.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroBaseB", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Library Region", "Notes": "The section of the Comet Observatory where the Kitchen and the Bedroom are located.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroBaseC", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Upper Region", "Notes": "The section of the Comet Observatory where the Engine Room and the Garden are located.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroBaseCenterA", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Big Slope", "Notes": "The big slope found below the Engine Room in the Comet Observatory.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroBaseCenterB", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Beacon Holder", "Notes": "The two cones that hold the Beacon in place in the Comet Observatory.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroBaseCenterTop", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Peak", "Notes": "The top of the Comet Observatory where a 1-Up can be found.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroBaseKitchen", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Kitchen Steps", "Notes": "The steps that lead up to the Kitchen in the Comet Observatory.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroChangeStageCube", "ClassNameSMG1": "AstroChangeStageCube", "ClassNameSMG2": "AstroChangeStageCube", "Name": "Comet Observatory Change Stage Area [Cube]", "Notes": "An area that will exit the current scene and start another one. For example, this is used to go to the different Domes on the Comet Observatory.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroChildRoom", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Comet Observatory -- Gateway Planet", "Notes": "The small planet from the Comet Observatory that leads to Gateway Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroCore", "ClassNameSMG1": "AstroCore", "ClassNameSMG2": "AstroCore", "Name": "Comet Observatory Beacon", "Notes": "The glowing Beacon that serves as the engine of the Comet Observatory.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroCountDownPlate", "ClassNameSMG1": "AstroCountDownPlate", "ClassNameSMG2": "AstroCountDownPlate", "Name": "Comet Observatory Star Countdown", "Notes": "The number located at the start of the Comet Observatory that counts down the amount of stars you need to finish the game.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDecoratePartsA", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Beacon Ring", "Notes": "The red-purple ring found around the Beacon in the Comet Observatory.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDecoratePartsGearA", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Decorative Gears", "Notes": "The rotating gears found inside the glass of the Comet Observatory.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDome", "ClassNameSMG1": "AstroDome", "ClassNameSMG2": "AstroDome", "Name": "Dome -- Interior", "Notes": "The interior of a Dome.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDomeAsteroid", "ClassNameSMG1": "AstroDomeAsteroid", "ClassNameSMG2": "AstroDomeAsteroid", "Name": "Level Select Asteroids", "Notes": "A group of many rotating asteroids that are found in the galaxy select of the Domes.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDomeBlueStar", "ClassNameSMG1": "AstroDomeBlueStar", "ClassNameSMG2": "AstroDomeBlueStar", "Name": "Level Select Pull Star", "Notes": "A variation of the Pull Star that takes you to the galaxy select within Domes.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDomeComet", "ClassNameSMG1": "AstroDomeComet", "ClassNameSMG2": "AstroDomeComet", "Name": "Level Select Comet", "Notes": "The decoration used when a galaxy in the galaxy select has a Comet.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDomeDemoAstroGalaxy", "ClassNameSMG1": "AstroDomeDemoAstroGalaxy", "ClassNameSMG2": "AstroDomeDemoAstroGalaxy", "Name": "Level Select Miniature Comet Observatory", "Notes": "A small version of the Comet Observatory that can be seen when the player flies to a galaxy in a Dome.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDomeDemoStarter", "ClassNameSMG1": "AstroDomeDemoStarter", "ClassNameSMG2": "AstroDomeDemoStarter", "Name": "Level Select Fly-Out Cutscene", "Notes": "Sets up the cutscene for when the player flies to a galaxy in a Dome.", "Category": "cutscene", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDomeEntrance", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Dome", "Notes": "The entrances to the several Domes in the Comet Observatory.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDomeGalaxySelector", "ClassNameSMG1": "AstroDomeGalaxySelector", "ClassNameSMG2": "AstroDomeGalaxySelector", "Name": "Level Select Controller", "Notes": "A controller for the galaxy select in the Domes.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDomeSky", "ClassNameSMG1": "AstroDomeSky", "ClassNameSMG2": "AstroDomeSky", "Name": "Dome Sky", "Notes": "The starry ocean sky models used in the Domes. ", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDomeSkyA", "ClassNameSMG1": "Sky", "ClassNameSMG2": "Sky", "Name": "Bigmouth Sky", "Notes": "The starry ocean sky model from Bigmouth Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroLibrary", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Library Exterior", "Notes": "The exterior of the Comet Observatory's library.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroMapBoard", "ClassNameSMG1": "AstroMapBoard", "ClassNameSMG2": "AstroMapBoard", "Name": "Comet Observatory Map Screen", "Notes": "A huge screen that displays the map of the Comet Observatory.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroOverlookAreaCylinder", "ClassNameSMG1": "AstroOverlookArea", "ClassNameSMG2": "AstroOverlookArea", "Name": "Show Comet Observatory Labels Area [Cylinder]", "Notes": "Displays the labels for the different parts of the Comet Observatory. Requires an actual AstroOverlookObj placed in the stage.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroOverlookObj", "ClassNameSMG1": "AstroOverlookObj", "ClassNameSMG2": "AstroOverlookObj", "Name": "Show Comet Observatory Labels Controller", "Notes": "A controller that will show the name labels for the different parts of the Comet Observatory if the player stands inside an AstroOverlookAreaCylinder.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroParking", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Garage", "Notes": "The garage section in which the Toad Brigade's Starshroom is parked.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroRoomLibrary", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Comet Observatory -- Library Interior", "Notes": "The interior of the Comet Observatory's Library.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroRotateStepA", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Green Rotating Platforms", "Notes": "A set of green rotating platforms found on the lower level of the Comet Observatory.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroRotateStepB", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Yellow Rotating Platforms", "Notes": "A set of yellow rotating platforms found on the upper level of the Comet Observatory.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroStarPlate", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Dome Pipes", "Notes": "The decorative pipes in the Comet Observatory that power the Domes.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroTorchLightBlue", "ClassNameSMG1": "AstroEffectObj", "ClassNameSMG2": "AstroEffectObj", "Name": "Blue Comet Observatory Torchlight", "Notes": "A blue torchlight that was meant to be used in the Comet Observatory.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "AstroTorchLightRed", "ClassNameSMG1": "AstroEffectObj", "ClassNameSMG2": "AstroEffectObj", "Name": "Red Comet Observatory Torchlight", "Notes": "The red torchlight used in the Comet Observatory.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AttackRock", "ClassNameSMG1": "AttackRock", "ClassNameSMG2": "AttackRock", "Name": "Bowser Attack Rock [Fight]", "Notes": "A yellow orb that appears during the boss fights against Bowser.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AttackRockFinal", "ClassNameSMG1": "AttackRockFinal", "ClassNameSMG2": "AttackRockFinal", "Name": "Bowser Attack Rock [Final Fight]", "Notes": "A yellow orb that appears during the final boss fight against Bowser.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AttackRockTutorial", "ClassNameSMG1": "AttackRockTutorial", "ClassNameSMG2": "AttackRockTutorial", "Name": "Bowser Attack Rock [Stage]", "Notes": "A yellow orb that appears before the fights against Bowser.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AudioEffectArea", "ClassNameSMG1": "AudioEffectArea", "ClassNameSMG2": "AudioEffectArea", "Name": "Audio Effect Area", "Notes": "Enables a different audio effect once entered.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Sound", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AudioEffectCube", "ClassNameSMG1": "AudioEffectArea", "ClassNameSMG2": "AudioEffectArea", "Name": "Audio Effect Area [Cube]", "Notes": "Enables a different audio effect once entered.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AudioEffectCylinder", "ClassNameSMG1": "AudioEffectArea", "ClassNameSMG2": "AudioEffectArea", "Name": "Audio Effect Area [Cylinder]", "Notes": "Enables a different audio effect once entered.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AudioEffectSphere", "ClassNameSMG1": "AudioEffectArea", "ClassNameSMG2": "AudioEffectArea", "Name": "Audio Effect Area [Sphere]", "Notes": "Enables a different audio effect once entered.", "Category": "areas", "AreaShape": "Sphere", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AuroraSky", "ClassNameSMG1": "Sky", "ClassNameSMG2": "Sky", "Name": "Freezeflame Sky", "Notes": "The sky model from Freezeflame Galaxy that features auroras.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BackgroundComet", "ClassNameSMG1": "SimpleMapObjFarMax", "ClassNameSMG2": "SimpleMapObjFarMax", "Name": "Starship Mario -- Rosalina's Comet", "Notes": "The large egg-shaped Comet that appears during Starship Mario's ending cutscene.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BakuBaku", "ClassNameSMG1": "BakuBaku", "ClassNameSMG2": "BakuBaku", "Name": "Mattermouth", "Notes": "A gluttonous skull enemy from Haunty Halls Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BakubakuCircleConveyor", "ClassNameSMG1": "RotateMoveObjClipParts", "ClassNameSMG2": "RotateMoveObjClipParts", "Name": "Haunty Halls -- Small Rotating Carpet Platform", "Notes": "", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BakuBakuClipStep", "ClassNameSMG1": "SimpleClipPartsObj", "ClassNameSMG2": "SimpleClipPartsObj", "Name": "Lava Lair -- Mattermouth Carpet", "Notes": "The large carpet from Bowser's Lava Lair that is eaten away by Mattermouths.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BallBeamer", "ClassNameSMG1": "BallBeamer", "ClassNameSMG2": "BallBeamer", "Name": "Ball Beamer", "Notes": "A yellow enemy with a metal nut on its head that periodically emits spherical rings of electricity.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Balloonfish", "ClassNameSMG1": "Balloonfish", "ClassNameSMG2": "Balloonfish", "Name": "Porcupuffer", "Notes": "A purple blow fish enemy from Drip Drop Galaxy and Cosmic Cove Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BalloonFruit", "ClassNameSMG1": "BalloonFruit", "ClassNameSMG2": "BalloonFruit", "Name": "Blimp Fruit", "Notes": "The blue fruit that Yoshi can eat to expand and fly like a balloon.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BallOpener", "ClassNameSMG1": "BallOpener", "ClassNameSMG2": "BallOpener", "Name": "Generic Star Ball Opener", "Notes": "A metal hole with a blue edge that is used to crack Star Balls in Rolling Green Galaxy and Rolling Gizmo Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "BallOpenerSlider", "ClassNameSMG1": "BallOpener", "ClassNameSMG2": "BallOpener", "Name": "Rolling Coaster -- Star Ball Opener", "Notes": "The round planet from Rolling Coaster Galaxy that features a hole to crack open the Star Ball.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BallOpenerTamakoro", "ClassNameSMG1": "BallOpener", "ClassNameSMG2": "BallOpener", "Name": "Rolling Masterpiece -- Star Ball Opener", "Notes": "A pink pencil platform from Rolling Masterpiece Galaxy that features a hole to crack open the Star Ball.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BallRail", "ClassNameSMG1": "BallRail", "ClassNameSMG2": "BallRail", "Name": "Star Ball Rail", "Notes": "An invisible path that the Star Ball will move on once touched.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Banekiti", "ClassNameSMG1": "Banekiti", "ClassNameSMG2": "Banekiti", "Name": "Banekiti", "Notes": "A mechanical spring enemy that bounces off Boo Mario upon contact. It is used in Boo's Boneyard Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BarrelCloudActionPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Galaxy Generator -- Cloud Flower Planet", "Notes": "The planet from Bowser's Galaxy Generator's section that features Cloud Flowers and Bullet Bills.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BarrelCloudActionRotateLiftA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Galaxy Generator -- Rotating Stone Lift", "Notes": "A rotating cylinder from Bowser's Galaxy Generator that has some small platforms attached to it. Used in the section that features Cloud Flowers and Bullet Bills.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BarrelColonyDoor", "ClassNameSMG1": "AnmModelSwitchMoveInvalidateCollision", "ClassNameSMG2": "AnmModelSwitchMoveInvalidateCollision", "Name": "Sky Station -- Cylindrical Banzai Bill Planet Door", "Notes": "The small door that covers the entrance into the cylindrical planet from Sky Station Galaxy's second Star.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BarrelColonyInnerPlanet", "ClassNameSMG1": "PlanetMapAnimLow", "ClassNameSMG2": "PlanetMapAnimLow", "Name": "Sky Station -- Cylindrical Banzai Bill Planet Interior", "Notes": "The interior parts of the large cylindrical planet from Sky Station Galaxy's second Star.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BarrelColonyLift", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Sky Station -- Rotating Metal Lift", "Notes": "A rotating cylinder that has four smaller platforms attached to it. It can be found inside the large cylindrical planet from Sky Station Galaxy's second Star.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BarrelColonyOuterPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Sky Station -- Cylindrical Banzai Bill Planet Exterior", "Notes": "The exterior parts of the large cylindrical planet from Sky Station Galaxy's second Star.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BarrelElectricRailColonyPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Space Storm -- Long Cylindrical Satellite Planet", "Notes": "The long cylindrical satellite planet from Space Storm Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BarrelElectricRailMoveLift", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Space Storm -- Small Moving Platform", "Notes": "A small moving platform from Space Storm Galaxy's long cylindrical satellite planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BarrelElectricRailRotateLift", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Space Storm -- Rotating Metal Lift", "Notes": "The rotating metal lift from Space Storm Galaxy's long cylindrical satellite planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BarrelGravityAir", "ClassNameSMG1": "Air", "ClassNameSMG2": "Air", "Name": "Space Storm Foggy Atmosphere", "Notes": "The gray foggy air that surrounds the cylindrical planets in Space Storm Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BasaBasa", "ClassNameSMG1": "BasaBasa", "ClassNameSMG2": "BasaBasa", "Name": "Bat", "Notes": "A bat enemy that is mostly found in cave sections.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BasaBasaIce", "ClassNameSMG1": "BasaBasa", "ClassNameSMG2": "BasaBasa", "Name": "Ice Bat", "Notes": "An icy bat that can freeze the player upon contact. Can be defeated using the Ice power-up or the Invincibility power-up.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "BathtubPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "\"BathtubPlanet\" [Unfinished]", "Notes": "A bowl-shaped planet with checkered textures and hot water in the center that burns the player upon contact.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "Battan", "ClassNameSMG1": "Battan", "ClassNameSMG2": "Battan", "Name": "Whomp", "Notes": "A large rectangular stone block enemy that can attack by falling onto the player.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BattanKing", "ClassNameSMG1": "BattanKing", "ClassNameSMG2": "BattanKing", "Name": "Whomp King", "Notes": "The large stone block boss from Throwback Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BattanRoadPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gravity Gauntlet -- Whomp Section Parts", "Notes": "Parts of the Whomp section and the last 2D interior section from Bowser's Gravity Gauntlet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BattleAsteroidCloud", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Battle Belt -- Decorative Asteroid Belt", "Notes": "A decorative asteroid belt that can be seen in the background of Battle Belt Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BattleAsteroidStartPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Battle Belt -- Mini Goomba Planet", "Notes": "The starting planet from Battle Belt Galaxy that features a single Mini Goomba.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BattleGrapyonPlanet", "ClassNameSMG1": "GravityTimerChangeWall", "ClassNameSMG2": "GravityTimerChangeWall", "Name": "Battle Belt -- Swaphopper Planet", "Notes": "The interior section from Battle Belt Galaxy that features several Swaphoppers.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BattleGrapyonPlanetParts", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Battle Belt -- Swaphopper Planet Blockade", "Notes": "A small blockade that covers the exit from Battle Belt Galaxy's Swaphopper planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BattleIceMerameraPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Battle Belt -- Li'l Brr Planet", "Notes": "The ice planet from Battle Belt Galaxy that features several Li'l Brrs.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BattleKabokuriPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Battle Belt -- Jack O'Goomba Planet", "Notes": "The pumpkin planet from Battle Belt Galaxy that features several Jack O'Goombas.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BattleKaninaPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Battle Belt -- Crabber Planet", "Notes": "The sand planet from Battle Belt Galaxy that features several Crabbers.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BattleMerameraPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Battle Belt -- Li'l Cinder Planet", "Notes": "The lava planet from Battle Belt Galaxy that features several Li'l Cinders.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BattleMogucchiPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Battle Belt -- Undergrunt Planet", "Notes": "The grassy planet from Battle Belt Galaxy that features two Undergrunts.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BattleShipElevator", "ClassNameSMG1": "BattleShipElevator", "ClassNameSMG2": "BattleShipElevator", "Name": "Battlerock -- Yellow Elevator", "Notes": "The yellow elevator platform used in the third mission of Battlerock Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BattleShipElevatorCover", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Battlerock -- Yellow Elevator Cover", "Notes": "The yellow lid that covers the hole after you ride the elevator in Battlerock Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BattleShipExplosionMetal", "ClassNameSMG1": "EffectObjR500F50", "ClassNameSMG2": "EffectObjR500F50", "Name": "Metal Explosion Effect", "Notes": "A metal explosion effect used in the second mission of Battlerock Galaxy.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BattleShipExplosionRock", "ClassNameSMG1": "EffectObjR500F50", "ClassNameSMG2": "EffectObjR500F50", "Name": "Rock Explosion Effect", "Notes": "A rock explosion effect used in the third mission of Battlerock Galaxy.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BattleShipMovePartsA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Battlerock -- Rotating Wheel", "Notes": "A rotating wheel from the 2D area of Battlerock Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BattleShipMovePartsB", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Battlerock -- Rotating Wheel with Gap", "Notes": "A rotating wheel with a gap from the 2D area of Battlerock Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BattleShipWarpHole", "ClassNameSMG1": "AnmModelSwitchMove", "ClassNameSMG2": "AnmModelSwitchMove", "Name": "Fearsome Fleet -- Decorative Wormhole", "Notes": "A decorative wormhole that can be seen in Bowser Jr.'s Fearsome Fleet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BattleUnizoLandPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Battle Belt -- Land Urchin Planet", "Notes": "The rocky planet from Battle Belt Galaxy that features several Land Urchins.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BattleWanwanSearchPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Battle Belt -- Silver Chomp Planet", "Notes": "The large metal planet from Battle Belt Galaxy that features several Silver Chomps.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BattleWaterTeresaPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Battle Belt -- Water Boo Planet", "Notes": "The underwater section planet from Battle Belt Galaxy that features several Water Boos.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeachChair", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Deep Dark -- Beach Chair", "Notes": "A beach chair from Deep Dark Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeachParasol", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Deep Dark -- Beach Parasol", "Notes": "A bouncy parasol from Deep Dark Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeamGoRoundPlanet", "ClassNameSMG1": "BeamGoRoundPlanet", "ClassNameSMG2": "BeamGoRoundPlanet", "Name": "Dreadnought -- Beam Planet", "Notes": "A set of two rotating cone-shaped planets with electric beams that can be found in the first Star in Dreadnought Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeeEater", "ClassNameSMG1": "BeeEater", "ClassNameSMG2": "BeeEater", "Name": "Bee Eater", "Notes": "A green plant with red spikes that will try to lunge at the player to damage them.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeeFlowerHover", "ClassNameSMG1": "BeeFlowerHover", "ClassNameSMG2": "BeeFlowerHover", "Name": "Rotating Flower Platform", "Notes": "A rotating flower platform that can be stood on using the Bee and Cloud power-ups.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeeJumpBall", "ClassNameSMG1": "BeeJumpBall", "ClassNameSMG2": "BeeJumpBall", "Name": "Red Honeybloom Berry", "Notes": "One of the many bouncy berries from Honeybloom Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeeJumpBallB", "ClassNameSMG1": "BeeJumpBall", "ClassNameSMG2": "BeeJumpBall", "Name": "Pink Honeybloom Berry", "Notes": "One of the many bouncy berries from Honeybloom Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeeJumpBallC", "ClassNameSMG1": "BeeJumpBall", "ClassNameSMG2": "BeeJumpBall", "Name": "Purple Honeybloom Berry", "Notes": "One of the many bouncy berries from Honeybloom Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeeJumpBallD", "ClassNameSMG1": "BeeJumpBall", "ClassNameSMG2": "BeeJumpBall", "Name": "Yellow Honeybloom Berry", "Notes": "One of the many bouncy berries from Honeybloom Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeeWallClimbPartsA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Honeycomb Panel", "Notes": "A hexagonal honeycomb panel that can be placed on a path. The player can climb on it using the Bee power-up.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeeWallClimbPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Honeyclimb -- Starting Planet", "Notes": "The starting planet of Honeyclimb Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeeWallClimbPlanetB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Honeyclimb -- Meteor Planet", "Notes": "The planet with falling meteors from Honeyclimb Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeeWallClimbPlanetC", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Honeyclimb -- Mandibug Planet", "Notes": "The planet with Mandibugs from Honeyclimb Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeeWallShortDistArea", "ClassNameSMG1": "BeeWallShortDistArea", "ClassNameSMG2": "BeeWallShortDistArea", "Name": "Faster Bee Flight Area", "Notes": "Allows the Bee power-up to fly a longer distance than usual if the player is inside this area.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeeWallShortDistAreaCube", "ClassNameSMG1": "BeeWallShortDistArea", "ClassNameSMG2": "BeeWallShortDistArea", "Name": "Faster Bee Flight Area [Cube]", "Notes": "Allows the Bee power-up to fly a longer distance than usual if the player is inside this area.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BegomanBaby", "ClassNameSMG1": "BegomanBaby", "ClassNameSMG2": "BegomanBaby", "Name": "Topmini", "Notes": "A small yellow robot enemy that is always spinning.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BegomanBabyLauncher", "ClassNameSMG1": "BegomanLauncher", "ClassNameSMG2": "BegomanLauncher", "Name": "Topmini Spawner", "Notes": "A black hole that spawns Topminis. Defeated Topminis will respawn after some time.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BegomanLauncher", "ClassNameSMG1": "BegomanLauncher", "ClassNameSMG2": "BegomanLauncher", "Name": "Spring Topman Spawner", "Notes": "A black hole that spawns Spring Topmen. Defeated Spring Topmen will respawn after some time.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BegomanRoomPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "\"BegomanRoomPlanet\" [Unfinished]", "Notes": "An unfinished planet with checkered textures. It resembles JumpBeamerRoomPlanet.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "BegomanSpike", "ClassNameSMG1": "BegomanSpike", "ClassNameSMG2": "BegomanSpike", "Name": "Spiky Topman", "Notes": "A red spiky robot enemy that is always spinning.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BegomanSpring", "ClassNameSMG1": "BegomanSpring", "ClassNameSMG2": "BegomanSpring", "Name": "Spring Topman", "Notes": "A yellow robot enemy whose head can be bounced off.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BegomanSpringHide", "ClassNameSMG1": "BegomanSpring", "ClassNameSMG2": "BegomanSpring", "Name": "Passive Spring Topman", "Notes": "A variant of a Spring Topman that resides in the ground and jumps out once the player gets near. It emits a Topmini if hit with a Spin Attack.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "BellyDragon", "ClassNameSMG1": "BellyDragon", "ClassNameSMG2": "BellyDragon", "Name": "Gobblegut", "Notes": "The dragon boss from Bowser Jr.'s Fiery Flotilla.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BellyDragonLv1Planet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Fiery Flotilla -- Gobblegut Planet", "Notes": "The planet from Bowser Jr.'s Fiery Flotilla where Gobblegut is fought.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BellyDragonLv2", "ClassNameSMG1": "BellyDragon", "ClassNameSMG2": "BellyDragon", "Name": "Fiery Gobblegut", "Notes": "A fiery version of Gobblegut that appears in Battle Belt Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BellyDragonLv2Planet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Battle Belt -- Fiery Gobblegut Planet", "Notes": "The rocky planet from Battle Belt Galaxy where Fiery Gobblegut is fought.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BendSwanpPlanet", "ClassNameSMG1": "BendSwanpPlanet", "ClassNameSMG2": "BendSwanpPlanet", "Name": "Boo Moon -- Folding Swamp Planet", "Notes": "The folding swamp planet from Boo Moon Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BendSwanpStepA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Boo Moon -- Folding Swamp Starting Platform", "Notes": "The starting platform from Boo Moon Galaxy's folding swamp planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BendSwanpStepB", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Boo Moon -- Folding Swamp Midway Platform", "Notes": "The second platform from Boo Moon Galaxy's folding swamp planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BendSwanpStepC", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Boo Moon -- Folding Swamp Curved Platform", "Notes": "The curved platform from Boo Moon Galaxy's folding swamp planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BenefitItemInvincible", "ClassNameSMG1": "BenefitItemInvincible", "ClassNameSMG2": "BenefitItemInvincible", "Name": "Rainbow Star", "Notes": "A collectable power-up that transforms the player into a Rainbow character.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BenefitItemLifeUp", "ClassNameSMG1": "BenefitItemLifeUp", "ClassNameSMG2": "BenefitItemLifeUp", "Name": "Life Mushroom", "Notes": "A collectable mushroom that increases the player's health to 6.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BenefitItemOneUp", "ClassNameSMG1": "BenefitItemOneUp", "ClassNameSMG2": "BenefitItemOneUp", "Name": "1-Up Mushroom", "Notes": "A collectable mushroom that gives an extra life.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeyondBlueAir", "ClassNameSMG1": "ProjectionMapAir", "ClassNameSMG2": "ProjectionMapAir", "Name": "Flipsville Blue Cloudy Atmosphere", "Notes": "The large cloudy air that surrounds the Starshroom and Glamdozer planet.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeyondDimensionAir", "ClassNameSMG1": "Air", "ClassNameSMG2": "Air", "Name": "Hungry Luma Atmosphere", "Notes": "The pink atmosphere that surrounds the planets created after feeding a Hungry Luma.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeyondGalaxySky", "ClassNameSMG1": "Sky", "ClassNameSMG2": "Sky", "Name": "Chompworks Sky", "Notes": "The starry sky model from Chompworks Galaxy, Fleet Glide Galaxy and Upside Dizzy Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeyondHellValleySky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Shiverburn Sky", "Notes": "The sky model from Shiverburn Galaxy that features the infamous alien creatures.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeyondHorizonSky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Slimy Spring Sky", "Notes": "The sunset sky model from Slimy Spring Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeyondOrbitSky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Fiery Flotilla Sky", "Notes": "The sky model from Bowser Jr.'s Fiery Flotilla and Bowser Jr.'s Fearsome Fleet.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeyondPhantomSky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Haunty Halls Sky", "Notes": "The sky model from Haunty Halls Galaxy which features a large moon.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeyondSandNightSky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Slipsand Nighttime Sky", "Notes": "The nighttime sky model from Slipsand Galaxy that features several large towers.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeyondSandSky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Slipsand Daytime Sky", "Notes": "The daytime sky model from Slipsand Galaxy and Clockwork Ruins Galaxy that features several large towers.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeyondSummerSky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Fluffy Bluff Sky", "Notes": "The cloudy sky model from Fluffy Bluff Galaxy and Starshine Beach Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BeyondTitleSky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Rightside Down Sky", "Notes": "The cloudy sky model from Rightside Down Galaxy and the game's Title Screen.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BgmChangeArea", "ClassNameSMG1": "BgmChangeArea", "ClassNameSMG2": "BgmChangeArea", "Name": "Music Change Area", "Notes": "Changes the stage's background music in various different ways if entered.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Sound", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BgmProhibitArea", "ClassNameSMG1": "BgmProhibitArea", "ClassNameSMG2": "BgmProhibitArea", "Name": "Deep Dark Music Mute Area", "Notes": "An area that mutes Deep Dark Galaxy's main background music (MBGM_GALAXY_05) when entered.", "Category": "areas", "AreaShape": "Sphere", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "BgmVolumeFadeArea", "ClassNameSMG1": "BgmVolumeFadeArea", "ClassNameSMG2": "BgmVolumeFadeArea", "Name": "Music Volume Area", "Notes": "Changes the background music's volume if entered.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Sound", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigBirikyu", "ClassNameSMG1": "Birikyu", "ClassNameSMG2": "Birikyu", "Name": "Big Amp", "Notes": "An electric ball-shaped enemy that moves on a set path.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigBubble", "ClassNameSMG1": "BigBubble", "ClassNameSMG2": "BigBubble", "Name": "Big Bubble", "Notes": "An unused standalone version of the Big Bubble that does not render. Can be entered and controlled by Mario.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "BigBubbleCameraBox", "ClassNameSMG1": "BigBubbleCameraArea", "ClassNameSMG2": "BigBubbleCameraArea", "Name": "Big Bubble Camera Area [Cube]", "Notes": "An area that causes the camera to change when the player enters it while riding a Big Bubble.", "Category": "areas", "AreaShape": "CenterOriginCube", "ListSMG1": "CameraCubeInfo", "ListSMG2": "CameraCubeInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigBubbleCameraCylinder", "ClassNameSMG1": "BigBubbleCameraArea", "ClassNameSMG2": "BigBubbleCameraArea", "Name": "Big Bubble Camera Area [Cylinder]", "Notes": "An area that causes the camera to change when the player enters it while riding a Big Bubble.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "CameraCubeInfo", "ListSMG2": "CameraCubeInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigBubbleCameraSphere", "ClassNameSMG1": "BigBubbleCameraArea", "ClassNameSMG2": "BigBubbleCameraArea", "Name": "Big Bubble Camera Area [Sphere]", "Notes": "An area that causes the camera to change when the player enters it while riding a Big Bubble.", "Category": "areas", "AreaShape": "Sphere", "ListSMG1": "CameraCubeInfo", "ListSMG2": "CameraCubeInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "BigBubbleGenerator", "ClassNameSMG1": "BigBubbleGenerator", "ClassNameSMG2": "BigBubbleGenerator", "Name": "Big Bubble Generator", "Notes": "A generator that creates Big Bubbles, which can be entered and controlled by the player.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigBubbleGoalAreaBox", "ClassNameSMG1": "BigBubbleGoalArea", "ClassNameSMG2": "BigBubbleGoalArea", "Name": "Pop Big Bubble Area [Cube]", "Notes": "An area that pops any Big Bubble inside it. This may also activate a switch.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "BigBubbleGoalAreaCylinder", "ClassNameSMG1": "BigBubbleGoalArea", "ClassNameSMG2": "BigBubbleGoalArea", "Name": "Pop Big Bubble Area [Cylinder]", "Notes": "An area that pops any Big Bubble inside it. This may also activate a switch.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "BigBubbleGoalAreaSphere", "ClassNameSMG1": "BigBubbleGoalArea", "ClassNameSMG2": "BigBubbleGoalArea", "Name": "Pop Big Bubble Area [Sphere]", "Notes": "An area that pops any Big Bubble inside it. This may also activate a switch.", "Category": "areas", "AreaShape": "Sphere", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "BigBubbleMoveLimitterCylinder", "ClassNameSMG1": "BigBubbleMoveLimitter", "ClassNameSMG2": "BigBubbleMoveLimitter", "Name": "Big Bubble Movement Limiter [Cylinder]", "Notes": "Limits the movement of Big Bubbles so that it moves on the lateral surface of an invisible cylinder.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigBubbleMoveLimitterPlane", "ClassNameSMG1": "BigBubbleMoveLimitter", "ClassNameSMG2": "BigBubbleMoveLimitter", "Name": "Big Bubble Movement Limiter [Planar]", "Notes": "Limits the movement of Big Bubbles so that it moves on an invisible plane.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigBubbleSwitchBox", "ClassNameSMG1": "BigBubbleSwitchArea", "ClassNameSMG2": "BigBubbleSwitchArea", "Name": "Big Bubble Switch Area [Cube]", "Notes": "An area that activates a switch once the player enters it while riding a Big Bubble.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "BigBubbleSwitchCylinder", "ClassNameSMG1": "BigBubbleSwitchArea", "ClassNameSMG2": "BigBubbleSwitchArea", "Name": "Big Bubble Switch Area [Cylinder]", "Notes": "An area that activates a switch once the player enters it while riding a Big Bubble.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "BigBubbleSwitchSphere", "ClassNameSMG1": "BigBubbleSwitchArea", "ClassNameSMG2": "BigBubbleSwitchArea", "Name": "Big Bubble Switch Area [Sphere]", "Notes": "An area that activates a switch once the player enters it while riding a Big Bubble.", "Category": "areas", "AreaShape": "Sphere", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "BigCake", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Ending Credits -- Cake", "Notes": "The big cake that can be seen during the game's ending credits.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigCloudStep", "ClassNameSMG1": "CloudStep", "ClassNameSMG2": "CloudStep", "Name": "Fluffy Bluff -- Large Cloud Platform", "Notes": "A large cloud platform that can be stood on using the Bee and Cloud power-ups.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigCloudStepMountainTop", "ClassNameSMG1": "CloudStep", "ClassNameSMG2": "CloudStep", "Name": "Fluffy Bluff -- Ring Cloud Platform", "Notes": "A ring-shaped cloud platform that can be stood on using the Bee and Cloud power-ups.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigCoinBlockStep", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Supermassive -- Huge ? Block", "Notes": "A large ? Block from Supermassive Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigEarthenPipeExtend", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Supermassive -- Large Moving Pipe", "Notes": "A large moving Pipe from Supermassive Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigEarthenPipeGround", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Supermassive -- Pipe Dirt", "Notes": "The dirt platform that is placed inside the large Pipes from Supermassive Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigFallSky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Hightail Falls Sky", "Notes": "The waterfalls sky model from Hightail Falls Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigFan", "ClassNameSMG1": "BigFan", "ClassNameSMG2": "BigFan", "Name": "Large Fan", "Notes": "A large fan with legs that creates gust that can push Bubbles and the player if they use the Boo power-up.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "BigFanCloud", "ClassNameSMG1": "BigFanCloud", "ClassNameSMG2": "BigFanCloud", "Name": "Metal Fan Platform", "Notes": "A circle-shaped metal platform with a fan. It does not actually produce a wind gust. For this, use FluffWind in combination with this object.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigFanNoLeg", "ClassNameSMG1": "BigFan", "ClassNameSMG2": "BigFan", "Name": "Large Fan without Legs", "Notes": "A large fan that creates a gust that can push Bubbles and the player if with the Boo power-up.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigHanachanPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Supermassive -- Wiggler Planet", "Notes": "The large cylindrical stone planet from the end of Supermassive Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigNokonokoLandPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Supermassive -- Koopa Planet", "Notes": "The circular dirt planet used in Supermassive Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigObstructBubbleGenerator", "ClassNameSMG1": "BigBubbleGenerator", "ClassNameSMG2": "BigBubbleGenerator", "Name": "Immovable Big Bubble Generator", "Notes": "Creates Big Bubbles that can't be moved by the player.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "BigPunchBoxStep", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Supermassive -- Huge Brick Block", "Notes": "A huge Brick Block platform used in Supermassive Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigRelayPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Generic Large Asteroid", "Notes": "A floating asteroid that appears in Good Egg Galaxy and Boss Blitz Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigRelayPlanetB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "\"Temporary High Model\" [BigRelayPlanetB]", "Notes": "An unfinished placeholder model that displays a white cube with the text \"Temporary High Model, Please wait...\" written on it.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "BigRepeatWarpLift", "ClassNameSMG1": "BigRepeatWarpLift", "ClassNameSMG2": "BigRepeatWarpLift", "Name": "Supermassive -- Huge Yellow Disappearing Platform", "Notes": "A huge yellow platform that disappears and then reappears again after a short time; used in Supermassive Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigRotateCoinWall", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Supermassive -- Huge Rotating Coin", "Notes": "A huge rotating Coin used in Supermassive Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigSandBirdGoalStep", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Slipsand -- Sand Bird Planet Ending Platform", "Notes": "The ending platform of the Sand Bird planet from Slipsand Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigSandBirdRoutePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Slipsand -- Sand Bird Planet", "Notes": "The planet used for the Sand Bird ride in the second mission of Slipsand Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigSandBirdStartStep", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Slipsand -- Sand Bird Planet Starting Platform", "Notes": "The starting platform of the Sand Bird planet from Slipsand Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigSignBoard", "ClassNameSMG1": "SignBoard", "ClassNameSMG2": "SignBoard", "Name": "Large Signboard", "Notes": "A huge signboard that displays text; used in Supermassive Galaxy.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigStrongBlockStep", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Supermassive -- Huge Used Block", "Notes": "A huge Used Block platform used in Supermassive Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigTreeLeafSplash", "ClassNameSMG1": "EffectObj20x20x10SyncClipping", "ClassNameSMG2": "EffectObj20x20x10SyncClipping", "Name": "Tall Trunk -- Leaf Effect", "Notes": "A leaf effect that makes leaves appear; used in the first mission of Tall Trunk Galaxy.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigTreePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Tall Trunk -- Large Tree Planet", "Notes": "The large tree planet that makes up the starting section from Tall Trunk Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigTreePlanetBranchA", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Tall Trunk -- Large Tree Planet Platforms A", "Notes": "A set of platforms used on the tree planet in Tall Trunk Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigTreePlanetBranchB", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Tall Trunk -- Large Tree Planet Platforms B", "Notes": "A set of planks used on the tree planet in Tall Trunk Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BigYellowChipStep", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Supermassive -- Star Chip Platform", "Notes": "A huge Star Chip that is used as a platform in Supermassive Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BindEndArea", "ClassNameSMG1": "BindEndArea", "ClassNameSMG2": "BindEndArea", "Name": "\"BindEnd\" Area [Useless]", "Notes": "A useless area object that has no actual effect in-game.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "BindEndCube", "ClassNameSMG1": "BindEndArea", "ClassNameSMG2": "BindEndArea", "Name": "\"BindEnd\" Area [Cube, Useless]", "Notes": "A useless area object that has no actual effect in-game.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "BirdLouseL", "ClassNameSMG1": "EffectObj50x50x10SyncClipping", "ClassNameSMG2": "EffectObj50x50x10SyncClipping", "Name": "Large Cloud Particles", "Notes": "A large cloud effect used in a few galaxies, such as Wild Glide Galaxy and Freezy Flake Galaxy.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BirdLouseS", "ClassNameSMG1": "EffectObj20x20x10SyncClipping", "ClassNameSMG2": "EffectObj20x20x10SyncClipping", "Name": "Small Cloud Particles", "Notes": "A large cloud effect used in a few galaxies, such as Honeyhive Galaxy and Gold Leaf Galaxy.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BiriBiriBegomanSpikePistonA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Battlerock -- Green Piston", "Notes": "A moving green piston used in Battlerock Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BiriBiriBegomanSpikePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Battlerock -- Caged Luma Planet", "Notes": "The metal bowl planet with a trapped Luma in Battlerock Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Birikyu", "ClassNameSMG1": "BirikyuWithFace", "ClassNameSMG2": "BirikyuWithFace", "Name": "Amp", "Notes": "A small electrical enemy that moves on a path or in a circular motion.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BirthdayCakePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Toy Time -- Cake Planet", "Notes": "The cake planet used in the third mission of Toy Time Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BlackHole", "ClassNameSMG1": "BlackHole", "ClassNameSMG2": "BlackHole", "Name": "Black Hole [Spherical Attraction]", "Notes": "A Black Hole that sucks in the player or defeats some enemies in its range. This one has a spherical attraction range.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BlackHoleCube", "ClassNameSMG1": "BlackHole", "ClassNameSMG2": "BlackHole", "Name": "Black Hole [Cubic Attraction]", "Notes": "A Black Hole that sucks in the player or defeats some enemies in its range. This one has a box-shaped attraction range.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BloomArea", "ClassNameSMG1": "BloomArea", "ClassNameSMG2": "BloomArea", "Name": "Bloom Effect Area", "Notes": "An area that enables bloom shading for compatible objects when entered.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BloomCube", "ClassNameSMG1": "BloomArea", "ClassNameSMG2": "BloomArea", "Name": "Bloom Effect Area [Cube]", "Notes": "An area that enables bloom shading for compatible objects when entered.", "Category": "areas", "AreaShape": "CenterOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BloomCylinder", "ClassNameSMG1": "BloomArea", "ClassNameSMG2": "BloomArea", "Name": "Bloom Effect Area [Cylinder]", "Notes": "An area that enables bloom shading for compatible objects when entered.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "BloomFlower", "ClassNameSMG1": "BloomFlower", "ClassNameSMG2": "BloomFlower", "Name": "\"BloomFlower\" [Broken]", "Notes": "Model files have been removed. Therefore, the object is useless.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "BloomSphere", "ClassNameSMG1": "BloomArea", "ClassNameSMG2": "BloomArea", "Name": "Bloom Effect Area [Sphere]", "Notes": "An area that enables bloom shading for compatible objects when entered.", "Category": "areas", "AreaShape": "Sphere", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Blue2DSky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Honeybloom Sky", "Notes": "The sky model used in Honeybloom Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BlueChip", "ClassNameSMG1": "BlueChip", "ClassNameSMG2": "BlueChip", "Name": "Blue Chip", "Notes": "A collectable blue chip. Usually, five of them have to be collected.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BlueChipGroup", "ClassNameSMG1": "BlueChipGroup", "ClassNameSMG2": "BlueChipGroup", "Name": "Blue Chip Group", "Notes": "Controls a collection of Blue Chips and activates something once all are collected.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BlueStarCupsulePlanet", "ClassNameSMG1": "BlueStarCupsulePlanet", "ClassNameSMG2": "BlueStarCupsulePlanet", "Name": "Pull Star Planet", "Notes": "A transparent planet with a Pull Star inside; used in Space Junk Galaxy, Ghostly Galaxy and Space Storm Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BlueStarGuidanceArea", "ClassNameSMG1": "BlueStarGuidanceArea", "ClassNameSMG2": "BlueStarGuidanceArea", "Name": "Pull Star Explanation Area", "Notes": "An area that, if entered, notifies the player how to use Pull Stars.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BlueStarGuidanceCube", "ClassNameSMG1": "BlueStarGuidanceArea", "ClassNameSMG2": "BlueStarGuidanceArea", "Name": "Pull Star Explanation Area [Cube]", "Notes": "An area that, if entered, notifies the player how to use Pull Stars.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Bomb", "ClassNameSMG1": "BombHei", "ClassNameSMG2": "BombHei", "Name": "Bomb", "Notes": "A bomb that can be picked-up (to light its fuse) and thrown.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "BombBird", "ClassNameSMG1": "BombBird", "ClassNameSMG2": "BombBird", "Name": "Cluckboom", "Notes": "A fat bird that drops bombs; used in Dusty Dune Galaxy and Slipsand Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BombHei", "ClassNameSMG1": "BombHei", "ClassNameSMG2": "BombHei", "Name": "Bob-omb", "Notes": "A bomb enemy that explodes after a few seconds (once its fuse is lit).", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BombHeiLauncher", "ClassNameSMG1": "BombHeiLauncher", "ClassNameSMG2": "BombHeiLauncher", "Name": "Bob-omb Dispenser", "Notes": "An enemy dispenser that releases Bob-ombs.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BombHeiLeadingInnerPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Space Storm -- Bob-omb Planet Interior", "Notes": "The interior of the cylindrical glass planet from Space Storm Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BombHeiLeadingOuterPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Space Storm -- Bob-omb Planet Exterior", "Notes": "The exterior of the cylindrical glass planet from Space Storm Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BombHeiRed", "ClassNameSMG1": "BombHeiRed", "ClassNameSMG2": "BombHeiRed", "Name": "Bob-omb Buddy", "Notes": "A red Bob-omb NPC from Throwback Galaxy.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BombLauncher", "ClassNameSMG1": "BombHeiLauncher", "ClassNameSMG2": "BombHeiLauncher", "Name": "Bomb Dispenser", "Notes": "A dispenser that releases bombs.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "BombTeresa", "ClassNameSMG1": "BombTeresa", "ClassNameSMG2": "BombTeresa", "Name": "Bomb Boo", "Notes": "A black boo that explodes when it hits something; used in Ghostly Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BombTimeAttackLv2Planet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gearmo Challenge Planet [Dreadnought]", "Notes": "The planet used for the trash mini-game in Dreadnought Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BombTimeAttackPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gearmo Challenge Planet", "Notes": "The planet used for the trash mini-game in Battlerock Galaxy and the crate-burning mini-games in Super Mario Galaxy 2.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BombZoneGravityDisplayPanel", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Upside Dizzy -- Red Gravity Indicator Wall", "Notes": "A red wall piece that is used to indicate the direction of gravity in Upside Dizzy Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BoomerangBros", "ClassNameSMG1": "BoomerangBros", "ClassNameSMG2": "BoomerangBros", "Name": "Boomerang Bro", "Notes": "A blue Koopa that throws boomerangs.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BossBegoman", "ClassNameSMG1": "BossBegoman", "ClassNameSMG2": "BossBegoman", "Name": "Topmaniac", "Notes": "The Topman boss fought in Battlerock Galaxy and Dreadnought Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BossBussun", "ClassNameSMG1": "BossBussun", "ClassNameSMG2": "BossBussun", "Name": "Glamdozer", "Notes": "The boss used at the end of the first mission of Flipsville Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BossBussunPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Flipsville -- Glamdozer Planet", "Notes": "The planet used at the end of the first mission of Flipsville Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BossJugem", "ClassNameSMG1": "BossJugem", "ClassNameSMG2": "BossJugem", "Name": "Giga Lakitu", "Notes": "The boss fought at the end of the second mission of Yoshi Star Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BossJugemPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Yoshi Star -- Giga Lakitu Planet", "Notes": "The planet used at the end of the second mission of Yoshi Star Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BossJugemPlanetCloud", "ClassNameSMG1": "BossJugemPlanetCloud", "ClassNameSMG2": "BossJugemPlanetCloud", "Name": "Giga Lakitu Background Clouds", "Notes": "The decorative thunderclouds seen in the background of the Giga Lakitu fight in Yoshi Star Galaxy. They can cause damage as well.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BossKameck", "ClassNameSMG1": "BossKameck", "ClassNameSMG2": "BossKameck", "Name": "Kamella", "Notes": "A large Magikoopa fought in Space Junk Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BossKameck2", "ClassNameSMG1": "BossKameck", "ClassNameSMG2": "BossKameck", "Name": "Ghost Ship Kamella", "Notes": "A stronger version of Kamella that is fought in Deep Dark Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BossKameckMoveRail", "ClassNameSMG1": "BossKameckMoveRail", "ClassNameSMG2": "BossKameckMoveRail", "Name": "Kamella Subpath", "Notes": "Specifies an individual subpath that Kamella can move on.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ChildObjInfo", "ListSMG2": "ChildObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BossPlanetR50", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "\"BossPlanetR50\" [Unfinished]", "Notes": "A huge unused planet with 14 smaller planets surrounding it.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "BossStinkBug", "ClassNameSMG1": "BossStinkBug", "ClassNameSMG2": "BossStinkBug", "Name": "Bugaboom", "Notes": "The boss fought in both the third mission of Honeyhive Galaxy and in the secret mission of Puzzle Plank Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BothSideDrillTowerPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Flipsville -- Dirt Columns Planet", "Notes": "The dirt-covered planet used in the second mission of Flipsville Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BothSideLift", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Flipsville -- Moving Wood Platform", "Notes": "A moving platform used in the first mission of Flipsville Galaxy. It has a hole in the middle.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BothSideLiftPlanet", "ClassNameSMG1": "PlanetMapPress", "ClassNameSMG2": "PlanetMapPress", "Name": "Flipsville -- Moving Platforms Planet", "Notes": "The planet used near the end of the first mission of Flipsville Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BothSideMazeRoomDrillPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Flipsville -- Starting Planet with Drill Spots", "Notes": "The starting planet used in the second mission of Flipsville Galaxy, covered in dirt.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BothSideMazeRoomPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Flipsville -- Starting Planet", "Notes": "The starting planet used in the first mission of Flipsville Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BothSideMazeRoomSlideWall", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Flipsville -- Starting Planet Sliding Wall", "Notes": "The sliding wall used on the starting planet of Flipsville Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BothSideWanwanPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Flipsville -- Chomp Planet", "Notes": "The Chomp-filled planet used in the first mission of Flipsville Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BreakableCage", "ClassNameSMG1": "BreakableCage", "ClassNameSMG2": "BreakableCage", "Name": "Small Breakable Glass Cage", "Notes": "A small breakable glass cage.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BreakableCageL", "ClassNameSMG1": "BreakableCage", "ClassNameSMG2": "BreakableCage", "Name": "Large Breakable Glass Cage", "Notes": "A large breakable glass cage.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BreakableCageRotate", "ClassNameSMG1": "BreakableCage", "ClassNameSMG2": "BreakableCage", "Name": "Rotating Breakable Glass Cage", "Notes": "A rotating breakable glass cage.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "BreakableFixation", "ClassNameSMG1": "BreakableCage", "ClassNameSMG2": "BreakableCage", "Name": "Breakable Anchor", "Notes": "The breakable anchor used in Buoy Base Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "BreakableTrash", "ClassNameSMG1": "BreakableCage", "ClassNameSMG2": "BreakableCage", "Name": "Gearmo Challenge Trash", "Notes": "A pile of trash that the player must destroy during the trash mini-games in Battlerock Galaxy and Dreadnought Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "BreakDownFixStepA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Hurry-Scurry -- Stationary Platform", "Notes": "The stationary platform used in Hurry-Scurry Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BrickDust", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Floating Bricks Debris", "Notes": "A group of bricks used as floating debris in both Clockwork Ruins Galaxy and Upside Dizzy Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BrightGalaxySky", "ClassNameSMG1": "Sky", "ClassNameSMG2": "Sky", "Name": "Cosmic Cove Sky", "Notes": "The sky model used in Cosmic Cove Galaxy, Boulder Bowl Galaxy and Sweet Mystery Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BrightObj", "ClassNameSMG1": "BrightObj", "ClassNameSMG2": "BrightObj", "Name": "Bright Light Effect", "Notes": "A bright light that creates a lens flare effect when looked at.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "BrightSun", "ClassNameSMG1": "BrightSun", "ClassNameSMG2": "BrightSun", "Name": "Sunlight Effect", "Notes": "A bright sunlight effect that is used in the background of some levels.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BringEnemy", "ClassNameSMG1": "BringEnemy", "ClassNameSMG2": "BringEnemy", "Name": "Gearmo Enemy Checker", "Notes": "An object used to check if the player brings the correct enemy to the Gearmo in Boulder Bowl Galaxy and Space Storm Galaxy.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BroadBeanCrowdPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gusty Garden -- Scattered Bean Planets", "Notes": "A group of five scattered bean-shaped planets from Gusty Garden Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BroadBeanMoveStepA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Good Egg -- Large Moving Stone Step", "Notes": "A large moving stone block used in Good Egg Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BroadBeanMoveStepB", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Good Egg -- Long Moving Stone Step", "Notes": "A long moving stone block used in Good Egg Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BroadBeanPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "E3 Demo -- Bean Planet", "Notes": "An unused bean-shaped planet that could be seen in the E3 2006 demo.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "BroadBeanPlanetB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Good Egg -- Bean Planet", "Notes": "A bean-shaped planet with a single stone block used in Good Egg Galaxy and Gusty Garden Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BroadBeanPlanetC", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Good Egg -- Stone Blocks Bean Planet", "Notes": "A bean-shaped planet with a stone structure on top; used in Good Egg Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BroadBeanPlanetD", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gusty Garden -- Grassy Bean Planet", "Notes": "A grassy bean-shaped planet used in Gusty Garden Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BrokenHolePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Lava Reactor -- Starting Planet", "Notes": "The starting planet used in Bowser Jr.'s Lava Reactor.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BuildingBlocksDust", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Rightside Down -- Decorative Wood Blocks", "Notes": "A set of decorative wooden blocks from Rightside Down Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BumpAppearPlanet", "ClassNameSMG1": "BumpAppearPlanet", "ClassNameSMG2": "BumpAppearPlanet", "Name": "Gold Leaf -- Bunny Chase Planet", "Notes": "A wooden planet used in Gold Leaf Galaxy on which the player hunts a Star Bunny.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Bussun", "ClassNameSMG1": "Bussun", "ClassNameSMG2": "Bussun", "Name": "Pupdozer", "Notes": "A dinosaur-like enemy used in Flipsville Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Butler", "ClassNameSMG1": "Butler", "ClassNameSMG2": "Butler", "Name": "Polari [Tutorial]", "Notes": "A variant of Polari that is used for explanation and tutorial sequences.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ButlerExplain", "ClassNameSMG1": "ButlerExplain", "ClassNameSMG2": "ButlerExplain", "Name": "Polari [Cutscene]", "Notes": "A special variant of Polari that is used for the cutscene after collecting the very first Grand Star.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ButlerMap", "ClassNameSMG1": "ButlerMap", "ClassNameSMG2": "ButlerMap", "Name": "Polari [Map]", "Notes": "A dark-brown Luma that displays the map when talked to.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Butterfly", "ClassNameSMG1": "Butterfly", "ClassNameSMG2": "Butterfly", "Name": "Butterfly", "Notes": "A small decorative butterfly. May release Star Bits if touched.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Buzz", "ClassNameSMG1": "Buzz", "ClassNameSMG2": "Buzz", "Name": "Chopper", "Notes": "A green flying enemy used throughout Super Mario Galaxy 2.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Cactus", "ClassNameSMG1": "Cactus", "ClassNameSMG2": "Cactus", "Name": "Damaging Cactus", "Notes": "A cactus that can damage the player or other objects upon contact.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CameraArea", "ClassNameSMG1": "CubeCameraArea", "ClassNameSMG2": "CubeCameraArea", "Name": "Camera Area", "Notes": "An area that causes the camera to change when the player enters it.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "CameraCubeInfo", "ListSMG2": "CameraCubeInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CameraRepulsiveCylinder", "ClassNameSMG1": "CameraRepulsiveCylinder", "ClassNameSMG2": "CameraRepulsiveCylinder", "Name": "Repulse Camera Area [Cylinder]", "Notes": "Repulses the camera away from this area when the camera enters it.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "CameraRepulsiveSphere", "ClassNameSMG1": "CameraRepulsiveSphere", "ClassNameSMG2": "CameraRepulsiveSphere", "Name": "Repulse Camera Area [Sphere, Useless]", "Notes": "A useless area object that has no actual effect in-game due to unfinished coding.", "Category": "deprecated", "AreaShape": "Sphere", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "CancelBeeMorphArea", "ClassNameSMG1": "CancelBeeMorphArea", "ClassNameSMG2": "CancelBeeMorphArea", "Name": "Cancel Bee Power-Up Area", "Notes": "Removes the Bee power-up from the player if they go inside the area.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CandlestandIceVolcano", "ClassNameSMG1": "Candlestand", "ClassNameSMG2": "Candlestand", "Name": "Red Flame Torch", "Notes": "A torch with a red flame. May also appear as unlit.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CandyLiftA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Toy Time -- 4 Rotating Lollipops", "Notes": "A set of four rotating lollipops used in Toy Time Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CandyLiftB", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Toy Time -- 2 Rotating Lollipops", "Notes": "A set of two rotating lollipops used in Toy Time Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CannonFortressBreakStepA", "ClassNameSMG1": "CannonFortressBreakStep", "ClassNameSMG2": "CannonFortressBreakStep", "Name": "Dreadnought -- Collapsing Tower Planet Platform", "Notes": "The first platform that breaks off the tower planet in the Dreadnought Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CannonFortressCollapsePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dreadnought -- Collapsing Tower Planet", "Notes": "The tower that has various collapsing platforms in Dreadnought Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CannonFortressMoveWall", "ClassNameSMG1": "RailMoveObjPress", "ClassNameSMG2": "RailMoveObjPress", "Name": "Dreadnought -- Collapsing Tower Wall Jump Shaft", "Notes": "A set of two blocks that move on a path in Dreadnought Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CannonFortressPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dreadnought -- Main Planet", "Notes": "The titular main planet from Dreadnought Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CannonFortressRotateBreakStepA", "ClassNameSMG1": "CannonFortressBreakStep", "ClassNameSMG2": "CannonFortressBreakStep", "Name": "Dreadnought -- Small Collapsing Tower Planet Wheel", "Notes": "A small rotating cylindrical platform that breaks off the tower planet in Dreadnought Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CannonFortressRotateBreakStepB", "ClassNameSMG1": "CannonFortressBreakStep", "ClassNameSMG2": "CannonFortressBreakStep", "Name": "Dreadnought -- Medium Collapsing Tower Planet Wheel", "Notes": "A rotating cylindrical platform that breaks off the tower planet in Dreadnought Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CannonFortressRotateBreakStepC", "ClassNameSMG1": "CannonFortressBreakStep", "ClassNameSMG2": "CannonFortressBreakStep", "Name": "Dreadnought -- Large Collapsing Tower Planet Wheel", "Notes": "A large rotating cylindrical platform that breaks off the tower planet in Dreadnought Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CannonRelayPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Boom Bunker -- Checkpoint Planet", "Notes": "The multicolored planet used in the middle of Bowser Jr.'s Boom Bunker.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CannonStormGCapturePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dreadnought -- Pull Stars Planet", "Notes": "The Pull Stars section from Dreadnought Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CannonStormSpaceShipPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dreadnought -- Colossal Cannons Planet", "Notes": "The large section featuring the cannonball shooters found in the second mission of Dreadnought Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CannonUnderConstructionA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Under-Construction Cannon 1st Stage", "Notes": "A decorative cannon that is still under-construction.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CannonUnderConstructionB", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Under-Construction Cannon 2nd Stage", "Notes": "A decorative cannon that is still under-construction.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CapsuleCage", "ClassNameSMG1": "CapsuleCage", "ClassNameSMG2": "CapsuleCage", "Name": "Locked Glass Cage", "Notes": "A locked glass cage.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CapsuleLavaLiftA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Lava Lair -- Rotating Wood Platforms", "Notes": "A set of rotating platforms used in Bowser's Lava Lair.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CapsuleLavaLiftB", "ClassNameSMG1": "RailAndRotateMoveObj", "ClassNameSMG2": "RailAndRotateMoveObj", "Name": "Lava Lair -- Moving Wood Platforms", "Notes": "A set of rotating and moving platforms used in Bowser's Lava Lair.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CapsuleLavaPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Lava Lair -- Gray Lava Capsule Planet", "Notes": "The first of two capsule planets used at the start of Bowser's Lava Lair.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CapsuleLavaPlanetB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Lava Lair -- Brown Lava Capsule Planet", "Notes": "The second of two capsule planets used at the start of Bowser's Lava Lair.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Caretaker", "ClassNameSMG1": "Caretaker", "ClassNameSMG2": "Caretaker", "Name": "Gearmo", "Notes": "A robotic NPC from Toy Time Galaxy and Chompworks Galaxy.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CaretakerGarbage", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Gearmo Garbage Cart [Unfinished]", "Notes": "An unused garbage cart for a Gearmo that lacks collision.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "CareTakerHunter", "ClassNameSMG1": "CareTakerHunter", "ClassNameSMG2": "CareTakerHunter", "Name": "Gearmo Enemy Hunter", "Notes": "A Gold or Silver Gearmo. Used in Boulder Bowl Galaxy and Space Storm Galaxy.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CaveInCube", "ClassNameSMG1": "CaveInCube", "ClassNameSMG2": "CaveInCube", "Name": "Collapsing Engine Parts Generator", "Notes": "An object that spawns the collapsing engine parts used in Fleet Glide Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CelestrialArea", "ClassNameSMG1": "CelestrialArea", "ClassNameSMG2": "CelestrialArea", "Name": "Limited Flying Range Area", "Notes": "An area that will keep the player in if they are using the Flying power-up.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "CelestrialSphere", "ClassNameSMG1": "CelestrialArea", "ClassNameSMG2": "CelestrialArea", "Name": "Limited Flying Range Area [Sphere]", "Notes": "An area that will keep the player in if they are using the Flying power-up.", "Category": "areas", "AreaShape": "Sphere", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChallengeBallAccelCylinderA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Rolling Gizmo -- Rotating Cylinder", "Notes": "A rotating red cylinder used in Rolling Gizmo Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChallengeBallGearA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Rolling Gizmo -- Orange Gear", "Notes": "A rotating orange gear used in Rolling Gizmo Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChallengeBallMoveGroundA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Rolling Gizmo -- Large Moving Block", "Notes": "A large metal box that serves as a moving obstacle in Rolling Gizmo Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChallengeBallMoveGroundB", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Rolling Gizmo -- Small Moving Block", "Notes": "A small metal box that serves as a moving obstacle in Rolling Gizmo Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChallengeBallPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Rolling Gizmo -- Main Planet", "Notes": "The main planet from Rolling Gizmo Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChallengeBallRotateBridgeA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Rolling Gizmo -- Rotating Bridge", "Notes": "The rotating bridge found in Rolling Gizmo Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChallengeBallVanishingRoadA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Rolling Gizmo -- Vanishing Bridge", "Notes": "The blue and yellow bridge that vanishes when the player destroys the Star Ball at the end of Rolling Gizmo Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChallengeGliderStartPlanet", "ClassNameSMG1": "PlanetMapFarClippable", "ClassNameSMG2": "PlanetMapFarClippable", "Name": "Fleet Glide -- Battleship Planet", "Notes": "The starting planet and battleship used in Fleet Glide Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChangeBgmCube", "ClassNameSMG1": "ChangeBgmCube", "ClassNameSMG2": "ChangeBgmCube", "Name": "Music Change Area [Cube]", "Notes": "Changes the stage's background music in various different ways if entered.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChangeRoom", "ClassNameSMG1": "ChangeRoom", "ClassNameSMG2": "ChangeRoom", "Name": "Starship Mario Character Changer", "Notes": "A room used on Starship Mario that allows the player to switch between Mario and Luigi.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChaosGravityStartPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Upside Dizzy -- Intro Planet", "Notes": "The house/mansion planet that the player lands on at the start of Upside Dizzy Galaxy. It lacks collision.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChildIceMeramera", "ClassNameSMG1": "Meramera", "ClassNameSMG2": "Meramera", "Name": "Li'l Brr [Child]", "Notes": "A Li'l Brr that is used for special ChildObj setups.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ChildObjInfo", "ListSMG2": "ChildObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChildKameck", "ClassNameSMG1": "Kameck", "ClassNameSMG2": "Kameck", "Name": "Fire Ball Magikoopa [Child]", "Notes": "A Fire Ball Magikoopa that is used for special ChildObj setups.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ChildObjInfo", "ListSMG2": "ChildObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChildKuribo", "ClassNameSMG1": "Kuribo", "ClassNameSMG2": "Kuribo", "Name": "Goomba [Child]", "Notes": "A Goomba that is used for special ChildObj setups.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ChildObjInfo", "ListSMG2": "ChildObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChildMeramera", "ClassNameSMG1": "Meramera", "ClassNameSMG2": "Meramera", "Name": "Li'l Cinder [Child]", "Notes": "A Li'l Cinder that is used for special ChildObj setups.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ChildObjInfo", "ListSMG2": "ChildObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "ChildRoomSky", "ClassNameSMG1": "Sky", "ClassNameSMG2": "Sky", "Name": "Toy Time Sky", "Notes": "The colorful sky model used in Toy Time Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChildSkeletalFishBaby", "ClassNameSMG1": "SkeletalFishBaby", "ClassNameSMG2": "SkeletalFishBaby", "Name": "Swimming Gringill [Child]", "Notes": "A Swimming Gringill that is used for special ChildObj setups.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ChildObjInfo", "ListSMG2": "ChildObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChimneyEntryObj", "ClassNameSMG1": "ChimneyEntryObj", "ClassNameSMG2": "ChimneyEntryObj", "Name": "Starship Mario Chimney Warp", "Notes": "An object that, when touched, will warp the player to a defined destination point.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChoConveyorChocoA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Toy Time -- White Chocolate Wall", "Notes": "A wall of white chocolate used in Toy Time Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChoConveyorMoveChocoA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Toy Time -- Moving Chocolate Wall", "Notes": "A wall of chocolate used on a conveyor belt in Toy Time Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChoConveyorPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Toy Time -- Wall Bounce Dessert Planet", "Notes": "The first set of cake planets used in the section where the player has to bounce off the walls with the Spring power-up in Toy Time Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChoConveyorPlanetB", "ClassNameSMG1": "RailPlanetMap", "ClassNameSMG2": "RailPlanetMap", "Name": "Toy Time -- Blue Conveyor Belt", "Notes": "The blue conveyor belt planet used in Toy Time Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChoConveyorPlanetC", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Toy Time -- Citrus Cake Slice", "Notes": "The plate with a slice of a citrus cake in Toy Time Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChoConveyorPlanetD", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Toy Time -- Rotating Citrus Cake", "Notes": "The rotating citrus cake planet in Toy Time Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChooChooTrain", "ClassNameSMG1": "ChooChooTrain", "ClassNameSMG2": "ChooChooTrain", "Name": "Toy Time -- Train", "Notes": "A moving toy train located in Toy Time Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ChooChooTrainStationPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Toy Time -- Train Station", "Notes": "The train station planet from Toy Time Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Chorobon", "ClassNameSMG1": "Chorobon", "ClassNameSMG2": "Chorobon", "Name": "Fuzzy", "Notes": "A black spiky enemy that appears in both Honeybloom Galaxy and Flipsville Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CircleCoinGroup", "ClassNameSMG1": "CircleCoinGroup", "ClassNameSMG2": "CircleCoinGroup", "Name": "Coin Circle", "Notes": "An object that spawns several Coins in a circle.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CirclePurpleCoinGroup", "ClassNameSMG1": "CircleCoinGroup", "ClassNameSMG2": "CircleCoinGroup", "Name": "Purple Coin Circle", "Notes": "An object that spawns several Purple Coins in a circle.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CircleShell", "ClassNameSMG1": "SmallStone", "ClassNameSMG2": "SmallStone", "Name": "Seashells Circle", "Notes": "A circle of seashells that spawns Star Bits when the player shakes the Wii Remote nearby.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CircleStrawberry", "ClassNameSMG1": "SmallStone", "ClassNameSMG2": "SmallStone", "Name": "Strawberries Circle", "Notes": "A circle of strawberries that spawns Star Bits when the player shakes the Wii Remote nearby.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "ClipAppearBattleShip", "ClassNameSMG1": "RailMoveObjClipParts", "ClassNameSMG2": "RailMoveObjClipParts", "Name": "Fearsome Fleet -- Moving Airship", "Notes": "The airship that appears from the portals in Bowser Jr.'s Fearsome Fleet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ClipAreaBottomBox", "ClassNameSMG1": "ClipAreaMovable", "ClassNameSMG2": "ClipAreaMovable", "Name": "Box-Shaped Matter Splatter Hole [Base Centered]", "Notes": "A box-shaped Matter Splatter hole. The origin is the center of the lower base.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ClipAreaBottomCone", "ClassNameSMG1": "ClipAreaMovable", "ClassNameSMG2": "ClipAreaMovable", "Name": "Cone-Shaped Matter Splatter Hole [Bottom Centered]", "Notes": "A cone-shaped Matter Splatter hole. The actual volume that is used for rendering is spherical, hence it does not work properly. The origin is the base's center.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "ClipAreaBoxBottom", "ClassNameSMG1": "ClipAreaMovable", "ClassNameSMG2": "ClipAreaMovable", "Name": "Box-Shaped Matter Splatter Hole [Base Centered]", "Notes": "A box-shaped Matter Splatter hole. The origin is the center of the lower base.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ClipAreaBoxBottomHighModel", "ClassNameSMG1": "ClipAreaMovable", "ClassNameSMG2": "ClipAreaMovable", "Name": "Box-Shaped Matter Splatter Hole [Base Centered, \"HighModel\"]", "Notes": "A box-shaped Matter Splatter hole. The origin is the center of the lower base.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ClipAreaBoxCenter", "ClassNameSMG1": "ClipAreaMovable", "ClassNameSMG2": "ClipAreaMovable", "Name": "Box-Shaped Matter Splatter Hole [Volume Centered]", "Notes": "A box-shaped Matter Splatter hole. The origin is in the center of the box.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "ClipAreaBoxCenterHighModel", "ClassNameSMG1": "ClipAreaMovable", "ClassNameSMG2": "ClipAreaMovable", "Name": "Box-Shaped Matter Splatter Hole [Volume Centered, \"HighModel\"]", "Notes": "A box-shaped Matter Splatter hole. The origin is in the center of the box.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ClipAreaCenterBox", "ClassNameSMG1": "ClipAreaMovable", "ClassNameSMG2": "ClipAreaMovable", "Name": "Box-Shaped Matter Splatter Hole [Volume Centered]", "Notes": "A box-shaped Matter Splatter hole. The origin is in the center of the box.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "ClipAreaCylinder", "ClassNameSMG1": "ClipAreaMovable", "ClassNameSMG2": "ClipAreaMovable", "Name": "Cylindrical Matter Splatter Hole", "Notes": "A cylindrical Matter Splatter hole.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "ClipAreaDropLaser", "ClassNameSMG1": "ClipAreaDropLaser", "ClassNameSMG2": "ClipAreaDropLaser", "Name": "Matter Splatter Hole Laser", "Notes": "A green laser that creates a trail of Matter Splatter holes.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ClipAreaSphere", "ClassNameSMG1": "ClipAreaMovable", "ClassNameSMG2": "ClipAreaMovable", "Name": "Spherical Matter Splatter Hole", "Notes": "A spherical Matter Splatter hole.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ClipAreaTopCone", "ClassNameSMG1": "ClipAreaMovable", "ClassNameSMG2": "ClipAreaMovable", "Name": "Cone-Shaped Matter Splatter Hole [Top Centered]", "Notes": "A cone-shaped Matter Splatter hole. The actual volume that is used for rendering is spherical, hence it does not work properly. The origin is the top.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "ClipCutLiftA", "ClassNameSMG1": "RailMoveObjClipParts", "ClassNameSMG2": "RailMoveObjClipParts", "Name": "Haunty Halls -- Red Platform", "Notes": "A red-colored platform used in the second mission of Haunty Halls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ClipCutLiftB", "ClassNameSMG1": "RailMoveObjClipParts", "ClassNameSMG2": "RailMoveObjClipParts", "Name": "Haunty Halls -- Green Platform", "Notes": "A green-colored platform used in the second mission of Haunty Halls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ClipCutLiftC", "ClassNameSMG1": "RailMoveObjClipParts", "ClassNameSMG2": "RailMoveObjClipParts", "Name": "Haunty Halls -- Purple Platform", "Notes": "A purple-colored platform used in the second mission of Haunty Halls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ClipCutRoadA", "ClassNameSMG1": "RailMoveObjClipParts", "ClassNameSMG2": "RailMoveObjClipParts", "Name": "Haunty Halls -- Green Vertical Moving Stone Platform", "Notes": "A green moving platform used in the first mission of Haunty Halls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ClipCutRoadB", "ClassNameSMG1": "RailMoveObjClipParts", "ClassNameSMG2": "RailMoveObjClipParts", "Name": "Haunty Halls -- Red Diagonal Moving Stone Platform", "Notes": "A red moving platform used in the first mission of Haunty Halls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ClipCutRoadC", "ClassNameSMG1": "RailMoveObjClipParts", "ClassNameSMG2": "RailMoveObjClipParts", "Name": "Haunty Halls -- Green Horizontal Moving Stone Platform", "Notes": "A green moving platform used in the first mission of Haunty Halls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ClipCutRoadD", "ClassNameSMG1": "RailMoveObjClipParts", "ClassNameSMG2": "RailMoveObjClipParts", "Name": "Haunty Halls -- Red Horizontal Moving Stone Platform", "Notes": "A red moving platform used in the first mission of Haunty Halls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ClipCutRoadE", "ClassNameSMG1": "RailMoveObjClipParts", "ClassNameSMG2": "RailMoveObjClipParts", "Name": "Haunty Halls -- Moving Comet Medal Platform", "Notes": "A green moving platform used in the first mission of Haunty Halls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ClipCutRoadPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Haunty Halls -- Moving Stone Platforms Planet", "Notes": "The stationary house platforms used on the second planet of the first mission of Haunty Halls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ClipDrawArea", "ClassNameSMG1": "ClipDrawArea", "ClassNameSMG2": "ClipDrawArea", "Name": "Matter Splatter Area", "Notes": "An area that controls Matter Splatter effects.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ClipFieldFillDraw", "ClassNameSMG1": "ClipFieldFillDraw", "ClassNameSMG2": "ClipFieldFillDraw", "Name": "Fill Bright Matter Splatter Surface Controller [Broken]", "Notes": "A broken controller that would have rendered Matter Splatter surfaces with a bright glowing overlay. Does not work because its rendering is not enabled.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "ClipFieldMapParts", "ClassNameSMG1": "ClipFieldMapParts", "ClassNameSMG2": "ClipFieldMapParts", "Name": "Generic Matter Splatter Map Object [Unused]", "Notes": "A Matter Splatter object that retrieves a proper model using ShapeModelNo. However, no more models exist for this object. Parts of it become visible when they are inside a ClipArea. The collision will not be clipped, though.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "ClipFieldSwitch", "ClassNameSMG1": "ClipFieldSwitch", "ClassNameSMG2": "ClipFieldSwitch", "Name": "Matter Splatter Switch Controller", "Notes": "A controller that toggles switches if the player is inside or outside a ClipArea.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ClockworkHandle", "ClassNameSMG1": "SimpleBreakableObj", "ClassNameSMG2": "SimpleBreakableObj", "Name": "Toy Time -- Turn-Key", "Notes": "A decorative turn-key used in Toy Time Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "CloudAcrossValleyCliffPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Fluffy Bluff -- Wall Jump Planet", "Notes": "The planet with the tall wood walls; used in Fluffy Bluff Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CloudAcrossValleyPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Fluffy Bluff -- Starting Planet", "Notes": "The starting planet used in Fluffy Bluff Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CloudClimbMountainPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Fluffy Bluff -- Large Tree & Mountains Planet", "Notes": "The planet used at the end of Fluffy Bluff Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CloudSeaA", "ClassNameSMG1": "CloudSea", "ClassNameSMG2": "CloudSea", "Name": "Cloudy Court -- Swamp Bowl Planet", "Notes": "The large toxic swamp planet used for the secret Star mission of Cloudy Court Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CloudSky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Generic Cloud Sky", "Notes": "A cloudy sky model used in several galaxies.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CloudSliderObstacle", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Cloudy Court -- Wooden Obstacle", "Notes": "A box-shaped wood obstacle used in Cloudy Court Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CloudStep", "ClassNameSMG1": "CloudStep", "ClassNameSMG2": "CloudStep", "Name": "Cloud Platform", "Notes": "A small cloud platform that can be stood on with the Bee or Cloud power-ups.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CloudTunnel", "ClassNameSMG1": "AfterMapObjDrawAir", "ClassNameSMG2": "AfterMapObjDrawAir", "Name": "Cloud Tunnel", "Notes": "A cloud tunnel used during the fly-in sequence of some galaxies.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CloudValleyTowerPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Fluffy Bluff -- Cloud Tower Planet", "Notes": "The cloud tower planet used for the secret Star mission of Fluffy Bluff Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CloudWind2DPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Cloudy Court -- 2D Castle Planet", "Notes": "The 2D planet used at the end of Cloudy Court Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CloudWindmill", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Cloudy Court -- Decorative Windmill", "Notes": "A decorative windmill from Cloudy Court Galaxy and Grandmaster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CocoNut", "ClassNameSMG1": "CocoNut", "ClassNameSMG2": "CocoNut", "Name": "Coconut", "Notes": "A green coconut. Changes into a watermelon when the player has accumulated 9999 Star Bits.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CoconutTree", "ClassNameSMG1": "CoconutTree", "ClassNameSMG2": "CoconutTree", "Name": "Decorative Palm Tree", "Notes": "A decorative palm tree that can be seen in Loopdeeloop Galaxy, Loopdeeswoop Galaxy and Drip Drop Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CoconutTreeLeaf", "ClassNameSMG1": "CoconutTreeLeafGroup", "ClassNameSMG2": "CoconutTreeLeafGroup", "Name": "Palm Tree Leaves", "Notes": "A set of animated palm tree leaves that the player can stand on.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CocoonStepA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Sling Pod -- Starting Platform", "Notes": "A stone platform used at the start of Sling Pod Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CocoonStepB", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Sling Pod -- Sling Pod Platform", "Notes": "A stone platform on which Sling Pods are placed, used in Sling Pod Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CocoSambo", "ClassNameSMG1": "CocoSambo", "ClassNameSMG2": "CocoSambo", "Name": "Spiky Pokey", "Notes": "A yellow cactus enemy with spikes on its body that appears in Good Egg Galaxy and Dusty Dune Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CocoTwinA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Good Egg -- Palm Tree Planet", "Notes": "The first tropical planet with a palm tree located in Good Egg Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CocoTwinB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Good Egg -- Pokey Planet", "Notes": "The tropical planet with coconuts that is used in Good Egg Galaxy and Dusty Dune Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Coin", "ClassNameSMG1": "Coin", "ClassNameSMG2": "Coin", "Name": "Coin", "Notes": "A collectable yellow Coin.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CoinAppearSpot", "ClassNameSMG1": "CoinAppearSpot", "ClassNameSMG2": "CoinAppearSpot", "Name": "Coin Spawn Point", "Notes": "An object that spawns several Coins when activated.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CoinBlock2D", "ClassNameSMG1": "ItemBlock", "ClassNameSMG2": "ItemBlock", "Name": "Coin ? Block [2D]", "Notes": "A ? Block used in SMG2's intro level. It drops exactly one Coin when hit.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CoinBox", "ClassNameSMG1": "CoinBox", "ClassNameSMG2": "CoinBox", "Name": "Invisible Coin Spot", "Notes": "An invisible spot that will spawn a Coin when using a Spin Attack nearby.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CoinFlower", "ClassNameSMG1": "TreasureSpot", "ClassNameSMG2": "TreasureSpot", "Name": "Coin Flower", "Notes": "A decorative flower that spawns one Coin when hit by a Star Bit.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "CoinInsidePearPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Spin-Dig -- Pear Planet Interior", "Notes": "The interior of the pear planet used in the first mission of Spin-Dig Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CoinInsidePearPlanetCover", "ClassNameSMG1": "AnmModelSwitchSyncBrk", "ClassNameSMG2": "AnmModelSwitchSyncBrk", "Name": "Spin-Dig -- Pear Planet Exterior", "Notes": "The exterior of the pear planet used in the first mission of Spin-Dig Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CoinLinkGroup", "ClassNameSMG1": "CoinLinkGroup", "ClassNameSMG2": "CoinLinkGroup", "Name": "Coin 1-Up Bonus Controller", "Notes": "Rewards the player a 1-Up when all grouped Coins have been collected.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CoinReplica", "ClassNameSMG1": "CoinReplica", "ClassNameSMG2": "CoinReplica", "Name": "Deactivated Coin", "Notes": "A Coin that can only be collected if a specific switch is activated.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CoinRoomBrickBrownPlanet", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Puzzle Plank -- Bonus Room", "Notes": "A generic bonus room with several layers of bricks; used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CoinRoomBrickFlatBrownPlanet", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Flat Bonus Room", "Notes": "The bonus room used in several galaxies.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CoinRoomWoodFlatBrownPlanet", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Wooden Bonus Room", "Notes": "The wooden bonus room used in Rightside Down Galaxy and Upside Dizzy Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CoinSpot", "ClassNameSMG1": "CoinSpot", "ClassNameSMG2": "CoinSpot", "Name": "\"CoinSpot\" [Broken]", "Notes": "A broken object that would have made a single Coin appear when using the Spin Attack nearby.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CollapsePlane", "ClassNameSMG1": "CollapsePlane", "ClassNameSMG2": "CollapsePlane", "Name": "Shrinking Tile", "Notes": "A green tile that slowly disappears once the player touches it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CollectTico", "ClassNameSMG1": "CollectTico", "ClassNameSMG2": "CollectTico", "Name": "Silver Star Controller", "Notes": "A controller that keeps track of Silver Stars the player has collected. See StrayTico for individual Silver Stars.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CollisionArea", "ClassNameSMG1": "CollisionArea", "ClassNameSMG2": "CollisionArea", "Name": "Collision Area [Cube]", "Notes": "An area that contains an invisible collision box. It can be passed through with the Boo power-up.", "Category": "areas", "AreaShape": "CenterOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CollisionBlocker", "ClassNameSMG1": "CollisionBlocker", "ClassNameSMG2": "CollisionBlocker", "Name": "Collision Blocker", "Notes": "An invisible force that pushes the player away from it. Usually used in tight corners and sections that may lead to collision glitches.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ColorPencil", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Toy Time -- Colored Pencil", "Notes": "A colored pencil used in Toy Time Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CometFireDanceArea", "ClassNameSMG1": "CometFireDanceArea", "ClassNameSMG2": "CometFireDanceArea", "Name": "Force Straight Line Running Area", "Notes": "An area that, when entered, forces the player to run in a straight line.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "CometHopperArea", "ClassNameSMG1": "CometHopperArea", "ClassNameSMG2": "CometHopperArea", "Name": "Force Spring Power-Up Area", "Notes": "An area that, when entered, forces the player to use the Spring power-up.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "CometNoSpinArea", "ClassNameSMG1": "CometNoSpinArea", "ClassNameSMG2": "CometNoSpinArea", "Name": "Force No Spinning Area", "Notes": "An area that, when entered, disables the Spin Attack.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "CometRainbowArea", "ClassNameSMG1": "CometRainbowArea", "ClassNameSMG2": "CometRainbowArea", "Name": "Force Rainbow Power-Up Area", "Notes": "An area that, when entered, forces the player to wear the Rainbow Star power-up.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "CompleteEndingDemoObj", "ClassNameSMG1": "CompleteEndingDemoObj", "ClassNameSMG2": "CompleteEndingDemoObj", "Name": "Library Cutscene Object Holder", "Notes": "A holder that creates and registers several objects for the last cutscene in the Library Room.", "Category": "cutscene", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ConcreteBlock", "ClassNameSMG1": "SimpleBreakableObj", "ClassNameSMG2": "SimpleBreakableObj", "Name": "Rolling Gizmo -- Concrete Block", "Notes": "A large destroyable concrete block used in Rolling Gizmo Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ConstructionLight", "ClassNameSMG1": "ConstructionLight", "ClassNameSMG2": "ConstructionLight", "Name": "Construction Light", "Notes": "A destroyable construction light; used in Spin-Dig Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CountFlower", "ClassNameSMG1": "CountFlower", "ClassNameSMG2": "CountFlower", "Name": "Flower Counter Switch", "Notes": "An object that activates a switch once all of its flowers have appeared.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CountFlowerPowerStar", "ClassNameSMG1": "CountFlower", "ClassNameSMG2": "CountFlower", "Name": "Flower Counter Power Star Spawner", "Notes": "An object that activates a switch and spawns a Power Star once all of its flowers have appeared.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "Creeper", "ClassNameSMG1": "Creeper", "ClassNameSMG2": "Creeper", "Name": "Banandelion", "Notes": "A tall flower used in many galaxies, including Honeyhive Galaxy and Honeybloom Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CrescentSeesawPlanet", "ClassNameSMG1": "CrescentSeesawPlanet", "ClassNameSMG2": "CrescentSeesawPlanet", "Name": "Boo Moon -- Rotatable Crescent Moon", "Notes": "The rotatable crescent moon used in Boo Moon Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CrossRingOpaquePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Toy Time -- Opaque Flipswitch Chain", "Notes": "The opaque part of the Flipswitch chain planet located in the Toy Time Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CrossRingTransparentPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Toy Time -- Transparent Flipswitch Chain", "Notes": "The transparent part of the Flipswitch chain planet located in the Toy Time Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CrystalCageL", "ClassNameSMG1": "CrystalCageL", "ClassNameSMG2": "CrystalCageL", "Name": "Large Destroyable Crystal", "Notes": "A large destroyable crystal that requires two spins to destroy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CrystalCageM", "ClassNameSMG1": "CrystalCage", "ClassNameSMG2": "CrystalCage", "Name": "Medium Destroyable Crystal", "Notes": "A medium-sized destroyable crystal.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CrystalCageMoving", "ClassNameSMG1": "CrystalCageMoving", "ClassNameSMG2": "CrystalCageMoving", "Name": "Trapped Luma Crystal", "Notes": "The large moving crystal from Battlerock Galaxy that has Luma trapped inside it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CrystalCageOpa", "ClassNameSMG1": "CrystalCageOpa", "ClassNameSMG2": "CrystalCageOpa", "Name": "Small Opaque Crystal", "Notes": "A small destroyable crystal that is not transparent.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CrystalCageOpaLL", "ClassNameSMG1": "CrystalCageOpa", "ClassNameSMG2": "CrystalCageOpa", "Name": "Large Opaque Crystal", "Notes": "A large destroyable crystal that is not transparent.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CrystalCageS", "ClassNameSMG1": "CrystalCage", "ClassNameSMG2": "CrystalCage", "Name": "Small Destroyable Crystal", "Notes": "A small destroyable crystal.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CrystalSwitch", "ClassNameSMG1": "CrystalSwitch", "ClassNameSMG2": "CrystalSwitch", "Name": "Crystal Switch", "Notes": "A Zelda-like crystal that can activate a switch when touched.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "CubeBubbleExHomeStep", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Bubble Blast -- Launch Star Platform", "Notes": "The star-shaped platform that serves as the starting planet in Bubble Blast Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CubeBubbleExPartsA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Bubble Blast -- Metal Sphere", "Notes": "A multicolored stationary metal sphere that serves as an obstacle in Bubble Blast Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CubeBubbleExRotateWallL", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Bubble Blast -- Green Rotating Platform", "Notes": "A green rotating metal platform that serves as an obstacle in the Bubble Blast Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CubeBubbleExRotateWallS", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "\"CubeBubbleExRotateWallS\" [Unfinished]", "Notes": "An unfinished rotating wall, like the green metal one used in Bubble Blast Galaxy. It has a checkerboard texture.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "CubeBubbleExStartStep", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Bubble Blast -- Green Metal Platform", "Notes": "The green metal platform that serves as the start of each section in Bubble Blast Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CubeCameraBowl", "ClassNameSMG1": "CubeCameraArea", "ClassNameSMG2": "CubeCameraArea", "Name": "Camera Area [Bowl]", "Notes": "An area that causes the camera to change when the player enters it.", "Category": "areas", "AreaShape": "Bowl", "ListSMG1": "CameraCubeInfo", "ListSMG2": "CameraCubeInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CubeCameraBox", "ClassNameSMG1": "CubeCameraArea", "ClassNameSMG2": "CubeCameraArea", "Name": "Camera Area [Cube]", "Notes": "An area that causes the camera to change when the player enters it.", "Category": "areas", "AreaShape": "CenterOriginCube", "ListSMG1": "CameraCubeInfo", "ListSMG2": "CameraCubeInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CubeCameraCylinder", "ClassNameSMG1": "CubeCameraArea", "ClassNameSMG2": "CubeCameraArea", "Name": "Camera Area [Cylinder]", "Notes": "An area that causes the camera to change when the player enters it.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "CameraCubeInfo", "ListSMG2": "CameraCubeInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CubeCameraSphere", "ClassNameSMG1": "CubeCameraArea", "ClassNameSMG2": "CubeCameraArea", "Name": "Camera Area [Sphere]", "Notes": "An area that causes the camera to change when the player enters it.", "Category": "areas", "AreaShape": "Sphere", "ListSMG1": "CameraCubeInfo", "ListSMG2": "CameraCubeInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CumulativeTimerSwitchArea", "ClassNameSMG1": "CumulativeTimerSwitchArea", "ClassNameSMG2": "CumulativeTimerSwitchArea", "Name": "Timer Switch Area", "Notes": "Activates a switch after a defined number of frames have passed while the player stays inside this area. It only functions if the player is Mario and the selected scenario is not a Green Star.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CutBushGroup", "ClassNameSMG1": "PlantGroup", "ClassNameSMG2": "PlantGroup", "Name": "Tall Bushes Group", "Notes": "A set of tall bushes.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CylinderInsidePlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Toy Time -- Cylindrical Bonus Room", "Notes": "The tall cylindrical bonus room from Toy Time Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CylinderLiftMovePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Sky Station -- Rotating Trains Planet", "Notes": "The cylindrical-shaped planet used in the first mission of Sky Station Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CylinderPushDiskPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Puzzle Plank -- Disk Planet", "Notes": "The disk-shaped planet used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CylinderRotateLift", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Sky Station -- Rotating Train Platforms", "Notes": "A set of rotating platforms used on the cylinder planet of Sky Station Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "CymbalsStep", "ClassNameSMG1": "CymbalsStep", "ClassNameSMG2": "CymbalsStep", "Name": "Cloudy Court -- Cymbals Platform", "Notes": "The cymbals used in Cloudy Court Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DanceFlower", "ClassNameSMG1": "DanceFlower", "ClassNameSMG2": "DanceFlower", "Name": "Twirlip", "Notes": "A flower-like enemy whose movement is defined by paths.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DandelionHillPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gusty Garden -- Major Burrows Planet", "Notes": "The planet where Major Burrows is fought; used in both Gusty Garden Galaxy and Boss Blitz Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DangerSignBoard", "ClassNameSMG1": "SimpleMapObjPush", "ClassNameSMG2": "SimpleMapObjPush", "Name": "Danger Sign", "Notes": "A signboard with a skull and red cross, indicating danger.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DarkHopperPlanetA", "ClassNameSMG1": "SimpleClipPartsObj", "ClassNameSMG2": "SimpleClipPartsObj", "Name": "Matter Splatter -- Invisible Starting Planet", "Notes": "The first invisible planet used at the start of Matter Splatter Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DarkHopperPlanetB", "ClassNameSMG1": "SimpleClipPartsObj", "ClassNameSMG2": "SimpleClipPartsObj", "Name": "Matter Splatter -- Invisible Wall-Jumping Planet", "Notes": "The second planet with the Magikoopas used in the Matter Splatter Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DarkHopperPlanetC", "ClassNameSMG1": "SimpleClipPartsObj", "ClassNameSMG2": "SimpleClipPartsObj", "Name": "Matter Splatter -- Invisible Spring Planet", "Notes": "The invisible planet with the Spring mushroom used in Matter Splatter Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DarkHopperPlanetD", "ClassNameSMG1": "SimpleClipPartsObj", "ClassNameSMG2": "SimpleClipPartsObj", "Name": "Matter Splatter -- Invisible Corridor Planet", "Notes": "The invisible planet used at the end of Matter Splatter Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DarkHopperPlanetPartsA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Matter Splatter -- Solid Starting Planet Platforms", "Notes": "The solid platforms used at the start of Matter Splatter Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DarkHopperPlanetPartsC", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Matter Splatter -- Solid Spring Planet Platforms", "Notes": "The solid platforms used in the Spring mushroom section of Matter Splatter Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DarkHopperPlanetPartsD", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Matter Splatter -- Solid Corridor Planet Platforms", "Notes": "The solid platforms used at the end of Matter Splatter Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DarkHopperRotateStepA", "ClassNameSMG1": "SimpleClipPartsObj", "ClassNameSMG2": "SimpleClipPartsObj", "Name": "Matter Splatter -- Swinging Platform", "Notes": "A swinging platform used in Matter Splatter Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DarkMatterArea", "ClassNameSMG1": "DarkMatterArea", "ClassNameSMG2": "DarkMatterArea", "Name": "Dark Matter Area", "Notes": "An area containing Dark Matter.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DarkMatterCube", "ClassNameSMG1": "DarkMatterArea", "ClassNameSMG2": "DarkMatterArea", "Name": "Dark Matter Area [Cube]", "Notes": "An area containing Dark Matter.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DarkMatterCylinder", "ClassNameSMG1": "DarkMatterArea", "ClassNameSMG2": "DarkMatterArea", "Name": "Dark Matter Area [Cylinder]", "Notes": "An area containing Dark Matter.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DarknessRoomAir", "ClassNameSMG1": "Air", "ClassNameSMG2": "Air", "Name": "Green Void Atmosphere", "Notes": "The green void atmosphere used in Ghostly Galaxy and Matter Splatter Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DarknessRoomDoorA", "ClassNameSMG1": "DarknessRoomDoor", "ClassNameSMG2": "DarknessRoomDoor", "Name": "Mansion Door", "Notes": "A mansion door that can be unlocked and opened.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DarknessRoomPlanet", "ClassNameSMG1": "SimpleClipPartsObj", "ClassNameSMG2": "SimpleClipPartsObj", "Name": "Ghostly -- Matter Splatter Planet", "Notes": "The planet used for the secret Star mission of Ghostly Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DarknessRoomPlanetPartsA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Ghostly -- Solid Matter Splatter Planet Platforms", "Notes": "The solid platforms of the Matter Splatter mansion from Ghostly Galaxy's secret Star.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DarkSpaceStormSky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Space Storm Sky", "Notes": "The sky model used in Space Storm Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DashChargeArea", "ClassNameSMG1": "DashChargeArea", "ClassNameSMG2": "DashChargeArea", "Name": "Fast Running Area", "Notes": "An area that, when entered, turns the player yellow and causes them to run faster.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "DashChargeCylinder", "ClassNameSMG1": "DashChargeArea", "ClassNameSMG2": "DashChargeArea", "Name": "Fast Running Area [Cylinder]", "Notes": "An area that, when entered, turns the player yellow and causes them to run faster.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "DashFruit", "ClassNameSMG1": "DashFruit", "ClassNameSMG2": "DashFruit", "Name": "Dash Pepper", "Notes": "The red pepper that Yoshi can eat to obtain the Dash power-up.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DashRing", "ClassNameSMG1": "DashRing", "ClassNameSMG2": "DashRing", "Name": "Boost Ring", "Notes": "A ring that boosts the speed of the player when passed through.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DashRingWallLeftA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Slimy Spring -- Left Moving Wall", "Notes": "A moving wall used in the Underwater Boo section of Slimy Spring Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DashRingWallRightA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Slimy Spring -- Right Moving Wall", "Notes": "A moving wall used in the Underwater Boo section of Slimy Spring Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DashYoshiBridgeSlopeCometPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Hightail Falls -- Destroyed Starting Planet", "Notes": "The starting planet used in the Comet mission of Hightail Falls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DashYoshiBridgeSlopePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Hightail Falls -- Destroyed Starting Planet", "Notes": "The starting planet used in the first mission of Hightail Falls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DashYoshiMoveClimbCometPartsA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Hightail Falls -- Destroyed Moving Wood Platform", "Notes": "A moving platform used in the Comet mission of Hightail Falls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DashYoshiMoveClimbCometPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Hightail Falls -- Destroyed Wide Wall Climb Planet", "Notes": "The planet used at the end of the Comet mission of Hightail Falls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DashYoshiMoveClimbPartsA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Hightail Falls -- Destroyed Moving Wood Platform", "Notes": "A moving platform used in the first mission of Hightail Falls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DashYoshiMoveClimbPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Hightail Falls -- Wide Wall Climb Planet", "Notes": "The planet used at the end of the first mission of Hightail Falls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DashYoshiObstaclePole", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Hightail Falls -- Pole", "Notes": "A pole obstacle used in Hightail Falls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DashYoshiTimerBridgeCometPartsA", "ClassNameSMG1": "RailMoveTimerObj", "ClassNameSMG2": "RailMoveTimerObj", "Name": "Hightail Falls -- Destroyed Small Stone Platform", "Notes": "The falling small stone platforms used in the Comet mission of Hightail Falls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DashYoshiTimerBridgeCometPartsB", "ClassNameSMG1": "RailMoveTimerObj", "ClassNameSMG2": "RailMoveTimerObj", "Name": "Hightail Falls -- Destroyed Large Stone Platform", "Notes": "The falling large stone platforms used in the Comet mission of Hightail Falls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DashYoshiTimerBridgeCometPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Hightail Falls -- Destroyed Stone Platforms Planet", "Notes": "The third planet used in the Comet mission of Hightail Falls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DashYoshiTimerBridgePartsA", "ClassNameSMG1": "RailMoveTimerObj", "ClassNameSMG2": "RailMoveTimerObj", "Name": "Hightail Falls -- Small Stone Platform", "Notes": "The falling small stone platforms used in the first mission of Hightail Falls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DashYoshiTimerBridgePartsB", "ClassNameSMG1": "RailMoveTimerObj", "ClassNameSMG2": "RailMoveTimerObj", "Name": "Hightail Falls -- Large Stone Platform", "Notes": "The falling large stone platforms used in the first mission of Hightail Falls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DashYoshiTimerBridgePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Hightail Falls -- Stone Platforms Planet", "Notes": "The third planet used in the first mission of Hightail Falls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DashYoshiWallClimbCometPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Hightail Falls -- Destroyed Tall Wall Climb Planet", "Notes": "The second planet used in the Comet mission of Hightail Falls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DashYoshiWallClimbPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Hightail Falls -- Tall Wall Climb Planet", "Notes": "The second planet used in the first mission of Hightail Falls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DeadLeaves", "ClassNameSMG1": "DeadLeaves", "ClassNameSMG2": "DeadLeaves", "Name": "Autumn Leaves", "Notes": "A pile of brown leaves that spawn an item when using the Spin Attack on it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DeathArea", "ClassNameSMG1": "DeathArea", "ClassNameSMG2": "DeathArea", "Name": "Death Area", "Notes": "An area that kills the player and several other objects when entered.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DeathCube", "ClassNameSMG1": "DeathArea", "ClassNameSMG2": "DeathArea", "Name": "Death Area [Cube]", "Notes": "An area that kills the player and several other objects when entered.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DeathCylinder", "ClassNameSMG1": "DeathArea", "ClassNameSMG2": "DeathArea", "Name": "Death Area [Cylinder]", "Notes": "An area that kills the player and several other objects when entered.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DeathPromenade2DPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Boo's Boneyard -- Main Planet", "Notes": "The main maze planet from Boo's Boneyard Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DeathPromenadeMovePartsSpuareA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Boo's Boneyard -- Moving Rectangular Block", "Notes": "A moving rectangular stone block used in Boo's Boneyard Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DeathPromenadeRotateCircleL", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Boo's Boneyard -- Large Rotating Bone", "Notes": "A large rotating bone used in Boo's Boneyard Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DeathPromenadeRotateCircleS", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Boo's Boneyard -- Small Rotating Bone", "Notes": "A small rotating bone used in Boo's Boneyard Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DeathSandEnvironmentPyramid", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Dusty Dune -- Background Pyramids", "Notes": "A set of pyramids used in the background of Dusty Dune Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DeathSandEnvironmentRock", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Dusty Dune -- Background Rocks", "Notes": "A set of rocks used in the background of Dusty Dune Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DeathSandEnvironmentSapotenA", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Dusty Dune -- Background Cacti A", "Notes": "A set of cacti used in the background of Dusty Dune Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DeathSandEnvironmentSapotenB", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Dusty Dune -- Background Cacti B", "Notes": "A set of cacti used in the background of Dusty Dune Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DeathSandLandPartsA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dusty Dune -- Starting Planet with Extension", "Notes": "A set of rock platforms used at the start of the first mission of Dusty Dune Galaxy. This consists of additional platforms for the Galactic Tornadoes.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DeathSandLandPartsB", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dusty Dune -- Starting Planet", "Notes": "A set of rock platforms used at the start of the second mission of Dusty Dune Galaxy. This consists of only two platforms.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DeathSandLandPlatformStepA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dusty Dune -- Launch Star Platform", "Notes": "A small platform where a Launch Star is located in the first mission of Dusty Dune Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DeathSphere", "ClassNameSMG1": "DeathArea", "ClassNameSMG2": "DeathArea", "Name": "Death Area [Sphere]", "Notes": "An area that kills the player and several other objects when entered.", "Category": "areas", "AreaShape": "Sphere", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DecorationBigCloud", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Fluffy Bluff -- Background Cloud", "Notes": "A cloud used in the background of Fluffy Bluff Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DemoAstroPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Comet Observatory for Cutscene", "Notes": "A model of the Comet Observatory that appears during the ending cutscene. This standalone version of the object is unused.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "DemoEndingNormalSky", "ClassNameSMG1": "Sky", "ClassNameSMG2": "Sky", "Name": "Peach's Castle Credits Sky Model", "Notes": "The sky model used during the end credits at Peach's Castle.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DemoGroup", "ClassNameSMG1": "DemoExecutor", "ClassNameSMG2": "DemoExecutor", "Name": "Cutscene", "Notes": "A basic in-stage cutscene.", "Category": "cutscene", "AreaShape": "Any", "ListSMG1": "DemoObjInfo", "ListSMG2": "DemoObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DemoKoopaJrShip", "ClassNameSMG1": "DemoKoopaJrShip", "ClassNameSMG2": "DemoKoopaJrShip", "Name": "Bowser Jr.'s Airship for Cutscene", "Notes": "A variant of Bowser Jr.'s Airship that appears during his boss intros.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DemoPlayerForbidUpdateArea", "ClassNameSMG1": "DemoPlayerForbidUpdateArea", "ClassNameSMG2": "DemoPlayerForbidUpdateArea", "Name": "Prevent Player Update Area", "Notes": "An area which prevents various player components from updating during a cutscene.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DemoRabbit", "ClassNameSMG1": "DemoRabbit", "ClassNameSMG2": "DemoRabbit", "Name": "Star Bunny [Gateway Cutscene]", "Notes": "A variant of the Star Bunny NPC that appears at the beginning of Gateway Galaxy before the player has to catch the actual bunnies.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DemoSubGroup", "ClassNameSMG1": "DemoCastSubGroup", "ClassNameSMG2": "DemoCastSubGroup", "Name": "Cutscene Cast", "Notes": "An object used to connect a cutscene across multiple zones.", "Category": "cutscene", "AreaShape": "Any", "ListSMG1": "DemoObjInfo", "ListSMG2": "DemoObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DemoTitleAnim", "ClassNameSMG1": "DemoTitleAnim", "ClassNameSMG2": "DemoTitleAnim", "Name": "Title Screen Animation Controller [Unusable]", "Notes": "A controller that controls the animations used on the Title Screen. It is internally used and does nothing when placed in a stage.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "DemoTitlePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Title Screen Planets", "Notes": "The decorative planets seen on the title screen. They have no collision. This standalone version of the object is unused.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "DepthOfFieldArea", "ClassNameSMG1": "DepthOfFieldArea", "ClassNameSMG2": "DepthOfFieldArea", "Name": "Depth of Field Area", "Notes": "An area that changes the screen depth if the player enters it.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DepthOfFieldCube", "ClassNameSMG1": "DepthOfFieldArea", "ClassNameSMG2": "DepthOfFieldArea", "Name": "Depth of Field Area [Cube]", "Notes": "An area that changes the screen depth if the player enters it.", "Category": "areas", "AreaShape": "CenterOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DepthOfFieldCylinder", "ClassNameSMG1": "DepthOfFieldArea", "ClassNameSMG2": "DepthOfFieldArea", "Name": "Depth of Field Area [Cylinder]", "Notes": "An area that changes the screen depth if the player enters it.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "DepthOfFieldSphere", "ClassNameSMG1": "DepthOfFieldArea", "ClassNameSMG2": "DepthOfFieldArea", "Name": "Depth of Field Area [Sphere]", "Notes": "An area that changes the screen depth if the player enters it.", "Category": "areas", "AreaShape": "Sphere", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "DesertLandDownSwitch", "ClassNameSMG1": "DesertLandMoveSwitch", "ClassNameSMG2": "DesertLandMoveSwitch", "Name": "Ground Pound Down-Switch", "Notes": "A blue Ground Pound switch that has an arrow pointing downwards.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DesertLandUpSwitch", "ClassNameSMG1": "DesertLandMoveSwitch", "ClassNameSMG2": "DesertLandMoveSwitch", "Name": "Ground Pound Up-Switch", "Notes": "A red Ground Pound switch that has an arrow pointing upwards.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DesertMovingLand", "ClassNameSMG1": "DesertMovingLand", "ClassNameSMG2": "DesertMovingLand", "Name": "Dusty Dune -- Large Moving Sand Disk", "Notes": "A large sand disk from Dusty Dune Galaxy that can move.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DesertMovingLandSmall", "ClassNameSMG1": "DesertMovingLand", "ClassNameSMG2": "DesertMovingLand", "Name": "Dusty Dune -- Small Moving Sand Disk", "Notes": "A small sand disk from Dusty Dune Galaxy that can move.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DesertSky", "ClassNameSMG1": "Sky", "ClassNameSMG2": "Sky", "Name": "Dusty Dune Sky", "Notes": "The clear blue sky model used in Dusty Dune Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DharmaSambo", "ClassNameSMG1": "DharmaSambo", "ClassNameSMG2": "DharmaSambo", "Name": "Red Pokey", "Notes": "A red cactus enemy with several segments that is used in Dusty Dune Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DigMineBigStrongBlockStep", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Spin Dig -- Medium Used-Block", "Notes": "A Medium sized Used-Block used in several galaxies (Flip-Swap Galaxy, Spin-Dig Galaxy, etc.).", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DimensionAir", "ClassNameSMG1": "AirFar100m", "ClassNameSMG2": "AirFar100m", "Name": "Purple Void Atmosphere", "Notes": "The purple void atmosphere used in the background of several bonus areas.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DinoPackun", "ClassNameSMG1": "DinoPackunVs1", "ClassNameSMG2": "DinoPackunVs1", "Name": "Dino Piranha [SMG1]", "Notes": "The boss fought at the end of the first mission of Good Egg Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DinoPackunBaby", "ClassNameSMG1": "DinoPackunBaby", "ClassNameSMG2": "DinoPackunBaby", "Name": "Peewee Piranha", "Notes": "The boss fought at the end of the first mission of Sky Station Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DinoPackunBabyBattlePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Sky Station -- Peewee Piranha Planet", "Notes": "The planet where Peewee Piranha is fought at the end of the first mission of Sky Station Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DinoPackunBabyBattlePlanetAir", "ClassNameSMG1": "Air", "ClassNameSMG2": "Air", "Name": "Sky Station -- Eggshell Shards", "Notes": "A set of eggshell shards used around Peewee Piranha's planet in Sky Station Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DinoPackunBattleLv2Planet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Melty Molten -- Fiery Dino Piranha Planet", "Notes": "The planet where Fiery Dino Piranha is fought in the Melty Molten and Boss Blitz Galaxies.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DinoPackunBattlePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Good Egg -- Dino Piranha Planet", "Notes": "The planet where Dino Piranha is fought in the Good Egg and Boss Blitz Galaxies.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DinoPackunVs1", "ClassNameSMG1": "DinoPackunVs1", "ClassNameSMG2": "DinoPackunVs1", "Name": "Dino Piranha [SMG2]", "Notes": "The SMG2 version of Dino Piranha fought at the Boss Blitz Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DinoPackunVs2", "ClassNameSMG1": "DinoPackunVs2", "ClassNameSMG2": "DinoPackunVs2", "Name": "Fiery Dino Piranha", "Notes": "The boss fought in Melty Molten Galaxy and in Boss Blitz Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DiskFlowerPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "E3 Demo -- House Disk Planet", "Notes": "An early version of Good Egg Galaxy's starting planet that can be seen in the E3 2006 demo.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "DiskGardenPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Good Egg -- Starting Planet", "Notes": "The planet used at the start of Good Egg Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Dodoryu", "ClassNameSMG1": "Dodoryu", "ClassNameSMG2": "Dodoryu", "Name": "Major Burrows", "Notes": "The boss fought at the end of the second mission of Gusty Garden Galaxy and in the Boss Blitz Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DodoryuClosedArea", "ClassNameSMG1": "DodoryuClosedArea", "ClassNameSMG2": "DodoryuClosedArea", "Name": "Block Major Burrows Area", "Notes": "An area that blocks Major Burrows from entering it.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DodoryuClosedCylinder", "ClassNameSMG1": "DodoryuClosedArea", "ClassNameSMG2": "DodoryuClosedArea", "Name": "Block Major Burrows Area [Cylinder]", "Notes": "An area that blocks Major Burrows from entering it.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DorayakiFortressPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Good Egg -- Chomp Saucer Planet", "Notes": "The large grass-covered planet with various stone obstacles that is located in Good Egg Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Dossun", "ClassNameSMG1": "Dossun", "ClassNameSMG2": "Dossun", "Name": "Thwomp", "Notes": "A large stone block that falls periodically, trying to land on Mario.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DossunBig", "ClassNameSMG1": "Dossun", "ClassNameSMG2": "Dossun", "Name": "Massive Thwomp", "Notes": "A massive Thwomp used in Supermassive Galaxy that falls periodically.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DotPatternSky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Twisty Trials Sky", "Notes": "The sky model used in Twisty Trials Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DoughnutPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gusty Garden -- Donut Planet", "Notes": "The large donut-shaped planet that is covered in spiny vines. It is located in the Gusty Garden Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DragonHeadFlower", "ClassNameSMG1": "DragonHeadFlower", "ClassNameSMG2": "DragonHeadFlower", "Name": "Dragon Head Flower", "Notes": "An immobile plant that inhales and launches the player if they are riding a Star Ball.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "DrainPipeBubbleA", "ClassNameSMG1": "EffectObjR500F50", "ClassNameSMG2": "EffectObjR500F50", "Name": "Splashing Water Bubbles Effect", "Notes": "An effect that consists of splashing water bubbles.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "DrainPipeBubbleB", "ClassNameSMG1": "EffectObjR500F50", "ClassNameSMG2": "EffectObjR500F50", "Name": "Raising Water Bubbles Effect", "Notes": "An effect that consists of raising water bubbles.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "Dreamer", "ClassNameSMG1": "Dreamer", "ClassNameSMG2": "Dreamer", "Name": "Tip Network", "Notes": "A digital billboard that shows the player how to perform basic actions.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DreamerDeadCountArea", "ClassNameSMG1": "DreamerDeadCountArea", "ClassNameSMG2": "DreamerDeadCountArea", "Name": "Cosmic Spirit Death Counter Area", "Notes": "An area that counts the number of deaths until the Cosmic Spirit appears.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DriftWood", "ClassNameSMG1": "DriftWood", "ClassNameSMG2": "DriftWood", "Name": "Icy Obstacle", "Notes": "An icy obstacle that can destroy the ice platforms created by the player.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Drill2DReflectMazeRoom", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Spin-Dig -- 2D Maze Planet", "Notes": "The interior of the cylindrical-shaped planet used in the second mission of Spin-Dig Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Drill2DTimingPlanet", "ClassNameSMG1": "PlanetMapFarClippable", "ClassNameSMG2": "PlanetMapFarClippable", "Name": "Spin-Dig -- 2D Amp Planet", "Notes": "The planet with Amps used in the second mission of Spin-Dig Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DrillBullet", "ClassNameSMG1": "DrillBullet", "ClassNameSMG2": "DrillBullet", "Name": "Digga", "Notes": "The yellow drill bullet enemy used in Spin-Dig Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DrillHoleHiddenArea", "ClassNameSMG1": "DrillHoleHiddenArea", "ClassNameSMG2": "DrillHoleHiddenArea", "Name": "Hide Drill Holes Area", "Notes": "An area that prevents Spin Drill holes from appearing.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DrillWaterSpringPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Cosmic Cove -- Drill Water Planet", "Notes": "The planet used at the end of the second mission of Cosmic Cove Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DrillWaterSpringPlanetFountain", "ClassNameSMG1": "EffectObjR1500F400", "ClassNameSMG2": "EffectObjR1500F400", "Name": "Cosmic Cove -- Water Jet Effect", "Notes": "The fountain effect used on the drill water planet in Cosmic Cove Galaxy.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DropOfWaterCore", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Good Egg -- Small Water Planet Center", "Notes": "The center of the small water planets used in the background of Good Egg Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DropOfWaterPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Good Egg -- Big Water Planet Center", "Notes": "The center of the big water planets used in the background of Good Egg Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DrumActionPlanetB", "ClassNameSMG1": "PlanetMapAnimLow", "ClassNameSMG2": "PlanetMapAnimLow", "Name": "Sky Station -- Spiky Piranha Plant Planet", "Notes": "The planet used at the end of the second mission of Sky Station Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DrumBegomanHolePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Space Storm -- Long Topman Planet", "Notes": "The tower planet used in the second mission of Space Storm Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DrumSeparateRocketPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Sky Station -- Long House Planet", "Notes": "The long curved planet used in the first mission of Sky Station Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DrumTrampoline", "ClassNameSMG1": "DrumTrampoline", "ClassNameSMG2": "DrumTrampoline", "Name": "Cloudy Court -- Drum Trampoline", "Notes": "A large drum that acts as a trampoline; used in Cloudy Court Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DustCloud", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Clouds Debris", "Notes": "A set of clouds used as space debris.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DustCrystal", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Crystals Debris", "Notes": "A set of crystals used as space debris.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DustFlower", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Flowers Debris", "Notes": "A set of flowers used as space debris.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DustIceCrystal", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Ice Debris", "Notes": "A set of ice crystals used as space debris.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DustKoopaBrick", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Castle Blocks Debris", "Notes": "A set of castle blocks used as space debris.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DustLava", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Lava Particles Debris", "Notes": "A set of lava particles used as space debris.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "DustMetal", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Metal Debris", "Notes": "A set of metal particles used as space debris.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "EarthenPipe", "ClassNameSMG1": "EarthenPipe", "ClassNameSMG2": "EarthenPipe", "Name": "Warp Pipe", "Notes": "The iconic pipe used to warp the player from one place to another.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "EarthenPipeInWater", "ClassNameSMG1": "EarthenPipe", "ClassNameSMG2": "EarthenPipe", "Name": "Underwater Warp Pipe", "Notes": "A Warp Pipe with a vortex that sucks in the player if they are nearby.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "EarthenPipePictureBook", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Decorative Warp Pipe", "Notes": "A decorative Warp Pipe that cannot be entered. Used in the game's intro.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "EffectArea", "ClassNameSMG1": "EffectArea", "ClassNameSMG2": "EffectArea", "Name": "Flower Petals Effect Area", "Notes": "An area that changes the dust cloud effects into flower petals when the player is running or stomping.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "EffectCylinder", "ClassNameSMG1": "EffectArea", "ClassNameSMG2": "EffectArea", "Name": "Flower Petals Effect Area [Cylinder]", "Notes": "An area that changes the dust cloud effects into flower petals when the player is running or stomping.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "EffectObjSample", "ClassNameSMG1": "EffectObjR1000F50", "ClassNameSMG2": "EffectObjR1000F50", "Name": "Vortex Effect", "Notes": "An unused vortex particle effect.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "EffectTeresa", "ClassNameSMG1": "EffectObj50x50x10SyncClipping", "ClassNameSMG2": "EffectObj50x50x10SyncClipping", "Name": "Spooky Boo Effect", "Notes": "A particle effect that depicts several small Boos.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "EffectTicoL", "ClassNameSMG1": "AstroEffectObj", "ClassNameSMG2": "AstroEffectObj", "Name": "Large Luma Sparkles", "Notes": "A sparkling effect that is used in the Comet Observatory.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "EffectTicoS", "ClassNameSMG1": "AstroEffectObj", "ClassNameSMG2": "AstroEffectObj", "Name": "Small Luma Sparkles", "Notes": "A sparkling effect that is used in the Comet Observatory.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ElectricBall", "ClassNameSMG1": "ElectricBall", "ClassNameSMG2": "ElectricBall", "Name": "Rotating Electric Balls", "Notes": "A set of rotating electric balls that are used in Battlerock Galaxy and Dreadnought Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ElectricBazooka", "ClassNameSMG1": "WaterBazooka", "ClassNameSMG2": "WaterBazooka", "Name": "Electric Undergrunt Gunner", "Notes": "The electricity-shooting Undergrunt Gunner fought at the end of Toy Time Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ElectricBazookaPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Toy Time -- Undergrunt Gunner Planet", "Notes": "The Undergrunt Gunner's planet used in Toy Time Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ElectricPressure", "ClassNameSMG1": "ElectricPressure", "ClassNameSMG2": "ElectricPressure", "Name": "Electric Ball Shooter", "Notes": "A yellow nozzle that shoots balls of electricity.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ElectricRail", "ClassNameSMG1": "ElectricRail", "ClassNameSMG2": "ElectricRail", "Name": "Electric Fence", "Notes": "A fence made of electricity.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ElectricRailMoving", "ClassNameSMG1": "ElectricRailMoving", "ClassNameSMG2": "ElectricRailMoving", "Name": "Moving Electric Fence", "Notes": "A moving fence made of electricity.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ElectricRailTwoPoint", "ClassNameSMG1": "ElectricRail2Point", "ClassNameSMG2": "ElectricRail2Point", "Name": "Back-and-Forth Electric Fence", "Notes": "A pair of electric balls connected by an electrical fence that move on separate paths.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "EnforceJumpArea", "ClassNameSMG1": "EnforceJumpArea", "ClassNameSMG2": "EnforceJumpArea", "Name": "Restrict Moving Collision Jump Force Area", "Notes": "When the player jumps off a moving object inside this area, the rate/speed at which they are pushed into the moving direction will be set to a fixed value.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ExterminateMerameraPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "\"ExterminateMerameraPlanet\" [Unused]", "Notes": "An unfinished planet that consists of three joined lava planets.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "ExterminationCheckerKuribo", "ClassNameSMG1": "ExterminationChecker", "ClassNameSMG2": "ExterminationChecker", "Name": "Power Star Spawner [Goombas]", "Notes": "A controller that spawns a Power Star if all assigned ChildKuribo objects have been killed.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ExterminationCheckerWoodBox", "ClassNameSMG1": "ExterminationCheckerWoodBox", "ClassNameSMG2": "ExterminationCheckerWoodBox", "Name": "Destroy Crates Checker", "Notes": "A controller that handles several WoodBox objects to check if all of them are destroyed.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ExterminationKuriboKeySwitch", "ClassNameSMG1": "ExterminationChecker", "ClassNameSMG2": "ExterminationChecker", "Name": "Key Switch Spawner [Goombas]", "Notes": "A controller that spawns a Key Switch if all assigned ChildKuribo objects have been killed.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ExterminationMeramera", "ClassNameSMG1": "ExterminationChecker", "ClassNameSMG2": "ExterminationChecker", "Name": "Power Star Spawner [Li'l Cinders]", "Notes": "A controller that spawns a Power Star if all assigned ChildMeramera objects have been killed.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "ExterminationPowerStar", "ClassNameSMG1": "ExterminationSwitch", "ClassNameSMG2": "ExterminationSwitch", "Name": "Destroy Objects Power Star Spawner", "Notes": "A controller that spawns a Power Star if all objects are destroyed.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ExterminationSkeletalFishBaby", "ClassNameSMG1": "ExterminationChecker", "ClassNameSMG2": "ExterminationChecker", "Name": "Power Star Spawner [Swimming Gringills]", "Notes": "A controller that spawns a Power Star if all assigned ChildSkeletalFishBaby objects have been killed.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ExterminationSwitch", "ClassNameSMG1": "ExterminationSwitch", "ClassNameSMG2": "ExterminationSwitch", "Name": "Destroy Objects Switch", "Notes": "A controller that activates a switch if all objects are destroyed.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ExtraWallCheckArea", "ClassNameSMG1": "ExtraWallCheckArea", "ClassNameSMG2": "ExtraWallCheckArea", "Name": "Wall Shadow Cast Area", "Notes": "An area that when entered creates a blob like shadow to the wall perpendicular to the player. (NOTE: SMG1's AreaShape is BaseOriginCube.)", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ExtraWallCheckCylinder", "ClassNameSMG1": "ExtraWallCheckArea", "ClassNameSMG2": "ExtraWallCheckArea", "Name": "Wall Shadow Cast Area [Cylinder]", "Notes": "An area that when entered creates a blob like shadow to the wall perpendicular to the player.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "EyeBeamer", "ClassNameSMG1": "EyeBeamer", "ClassNameSMG2": "EyeBeamer", "Name": "Eye Beamer", "Notes": "A platform with a large eye that creates a beam that shocks the player upon contact.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "EyeBeamerCubePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dreadnought -- Eye Beamer Cube Planet", "Notes": "The small cube planet that appears on the first star in the Dreadnought Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FallDownBridge", "ClassNameSMG1": "FallDownBridge", "ClassNameSMG2": "FallDownBridge", "Name": "Rolling Gizmo -- Collapsing Bridge", "Notes": "The big collapsing bridge used in Rolling Gizmo Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FallDownBridgeRock", "ClassNameSMG1": "FallDownBridge", "ClassNameSMG2": "FallDownBridge", "Name": "Boulder Bowl -- Large Metal Bridge", "Notes": "A large metal bridge that can be knocked over with Rock Mario; used in Boulder Bowl Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FallDownWall", "ClassNameSMG1": "FallDownWall", "ClassNameSMG2": "FallDownWall", "Name": "Fleet Glide -- Large Metal Door", "Notes": "A large metal door that closes near the end of Fleet Glide Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FallGreenLeaf", "ClassNameSMG1": "EffectObj10x10x10SyncClipping", "ClassNameSMG2": "EffectObj10x10x10SyncClipping", "Name": "Green Falling Leaves", "Notes": "A particle effect that consists of green falling leaves.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FallingSmallRock", "ClassNameSMG1": "FallingSmallRock", "ClassNameSMG2": "FallingSmallRock", "Name": "Falling Rock Dust Effect", "Notes": "A falling rock dust particle effect.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FallOutFieldDraw", "ClassNameSMG1": "FallOutFieldDraw", "ClassNameSMG2": "FallOutFieldDraw", "Name": "Matter Splatter Graphics Controller", "Notes": "Sets up and controls the visual Matter Splatter effect that causes parts of an object to not appear on the screen.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FallRedLeaf", "ClassNameSMG1": "EffectObj10x10x10SyncClipping", "ClassNameSMG2": "EffectObj10x10x10SyncClipping", "Name": "Brown Falling Leaves", "Notes": "A particle effect that consists of brown falling leaves.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FallsArea", "ClassNameSMG1": "FallsArea", "ClassNameSMG2": "FallsArea", "Name": "Waterfall Effect Area", "Notes": "An area that makes waterfall splash effects appear around the player.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "FallsCube", "ClassNameSMG1": "FallsArea", "ClassNameSMG2": "FallsArea", "Name": "Waterfall Effect Area [Cube]", "Notes": "An area that makes waterfall splash effects appear around the player.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FamicomMarioSky", "ClassNameSMG1": "Sky", "ClassNameSMG2": "Sky", "Name": "Flipswitch Sky", "Notes": "The Super Mario Bros. sky model used in Flipswitch Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FileSelector", "ClassNameSMG1": "FileSelector", "ClassNameSMG2": "FileSelector", "Name": "File Select Controller", "Notes": "The title screen and file select controller.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FineAir", "ClassNameSMG1": "ProjectionMapAir", "ClassNameSMG2": "ProjectionMapAir", "Name": "Daytime Atmosphere", "Notes": "The cloudy atmosphere used in Deep Dark Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FineAndStormSky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Throwback Sky", "Notes": "The sky model used in Throwback Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FireBallBeamKameck", "ClassNameSMG1": "Kameck", "ClassNameSMG2": "Kameck", "Name": "Fireball Magikoopa", "Notes": "A Magikoopa that casts fireballs.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FireBar", "ClassNameSMG1": "FireBar", "ClassNameSMG2": "FireBar", "Name": "Fire Bar", "Notes": "A Used Block that connects sticks made up of several fireballs.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FireBarCoverA", "ClassNameSMG1": "PartsModel", "ClassNameSMG2": "PartsModel", "Name": "Large Fire Bar Barrel", "Notes": "A large barrel that is used to hide the Used Block of a Fire Bar. Used in Bowser's Lava Lair.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FireBarCoverMiniA", "ClassNameSMG1": "PartsModel", "ClassNameSMG2": "PartsModel", "Name": "Small Fire Bar Barrel", "Notes": "A small barrel that is used to hide the Used Block of a Fire Bar. Used in Bowser's Lava Lair.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FireBarSpherePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Fiery Flotilla -- Spherical Lava Planet", "Notes": "The spherical lava planet used in Bowser Jr.'s Fiery Flotilla.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FireBarSpherical", "ClassNameSMG1": "FireBar", "ClassNameSMG2": "FireBar", "Name": "Curved Fire Bar", "Notes": "A variant of the Fire Bar whose fireballs are slightly curved.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FireBubble", "ClassNameSMG1": "FireBubble", "ClassNameSMG2": "FireBubble", "Name": "Blue Podoboo", "Notes": "A blue Lava Bubble that can only be defeated by shooting a Star Bit at it.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FirePressure", "ClassNameSMG1": "FirePressure", "ClassNameSMG2": "FirePressure", "Name": "Fireball Shooter", "Notes": "A red nozzle that shoots balls of fire.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FirePressureRadiate", "ClassNameSMG1": "FirePressureRadiate", "ClassNameSMG2": "FirePressureRadiate", "Name": "Flame Shooter", "Notes": "A red nozzle that shoots flames.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FireRing", "ClassNameSMG1": "FireRing", "ClassNameSMG2": "FireRing", "Name": "Fireball Ring", "Notes": "A ring of rotating fireballs.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FireworksA", "ClassNameSMG1": "RandomEffectObj", "ClassNameSMG2": "RandomEffectObj", "Name": "Fireworks Effect", "Notes": "An effect that shows fireworks in a random interval.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FishGroupA", "ClassNameSMG1": "FishGroup", "ClassNameSMG2": "FishGroup", "Name": "Red Fish Group", "Notes": "A group of red fish.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FishGroupB", "ClassNameSMG1": "FishGroup", "ClassNameSMG2": "FishGroup", "Name": "Blue Fish Group", "Notes": "A group of blue fish.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FishGroupC", "ClassNameSMG1": "FishGroup", "ClassNameSMG2": "FishGroup", "Name": "Yellow Fish Group", "Notes": "A group of fish.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FishGroupD", "ClassNameSMG1": "FishGroup", "ClassNameSMG2": "FishGroup", "Name": "Striped Fish Group", "Notes": "A group of striped fish.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "FishGroupE", "ClassNameSMG1": "FishGroup", "ClassNameSMG2": "FishGroup", "Name": "Gray Fish Group", "Notes": "A group of long, gray fish.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "FishGroupF", "ClassNameSMG1": "FishGroup", "ClassNameSMG2": "FishGroup", "Name": "Spiky Fish Group", "Notes": "A group of spiky fish.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "Flag", "ClassNameSMG1": "Flag", "ClassNameSMG2": "Flag", "Name": "Sea Slide Flag", "Notes": "A flag used in both Loopdeeloop Galaxy and Sea Slide Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "FlagDiscPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gusty Garden -- Yellow Disk Planet", "Notes": "A yellow disk planet with a large pole.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlagDiscPlanetB", "ClassNameSMG1": "PlanetMapFarClippable", "ClassNameSMG2": "PlanetMapFarClippable", "Name": "Gusty Garden -- Blue Disk Planet Poles", "Notes": "The set of poles for the blue disk planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlagDiscPlanetC", "ClassNameSMG1": "PlanetMapFarClippable", "ClassNameSMG2": "PlanetMapFarClippable", "Name": "\"FlagDiscPlanetC\" [Unused]", "Notes": "An unused orange disk planet that would have been used in Gusty Garden Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "FlagDiscPlanetD", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Gusty Garden -- Blue Disk Planet", "Notes": "A blue rotating disk planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlagDiscPlanetE", "ClassNameSMG1": "PlanetMapFarClippable", "ClassNameSMG2": "PlanetMapFarClippable", "Name": "Gusty Garden -- Green Disk Planet", "Notes": "A green disk planet with a large pole.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlagKoopaA", "ClassNameSMG1": "Flag", "ClassNameSMG2": "Flag", "Name": "Black Bowser Flag", "Notes": "A black flag with Bowser's symbol on it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlagKoopaB", "ClassNameSMG1": "Flag", "ClassNameSMG2": "Flag", "Name": "Yellow Bowser Flag", "Notes": "A yellow flag with Bowser's symbol on it. Used in airship sections.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "FlagKoopaCastle", "ClassNameSMG1": "Flag", "ClassNameSMG2": "Flag", "Name": "Blue Bowser Flag", "Notes": "A blue flag with Bowser's symbol on it. Used in the background of Bowser's domains.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "FlagPeachCastleA", "ClassNameSMG1": "Flag", "ClassNameSMG2": "Flag", "Name": "Peach's Castle Flag A", "Notes": "A flag used on Peach's Castle. This one has a star icon on it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlagPeachCastleB", "ClassNameSMG1": "Flag", "ClassNameSMG2": "Flag", "Name": "Peach's Castle Flag B", "Notes": "A flag used on Peach's Castle.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlagPeachCastleC", "ClassNameSMG1": "Flag", "ClassNameSMG2": "Flag", "Name": "Peach's Castle Flag C", "Notes": "A flag used on Peach's Castle. Appears to be visually identical with FlagPeachCastleC.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlagRaceA", "ClassNameSMG1": "Flag", "ClassNameSMG2": "Flag", "Name": "Pull Star Flag", "Notes": "A flag with a Pull Star icon on it. Used in Boo's Boneyard Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "FlagSurfing", "ClassNameSMG1": "Flag", "ClassNameSMG2": "Flag", "Name": "Penguin Flag", "Notes": "A flag with a penguin face on it. Seen in the background of Loopdeeloop Galaxy and Loopdeeswoop Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": true, "IsLeftover": true}, {"InternalName": "FlagTamakoro", "ClassNameSMG1": "Flag", "ClassNameSMG2": "Flag", "Name": "Star Ball Flag", "Notes": "A flag that shows a stylized golf course. Used in Rolling Green Galaxy, Rolling Gizmo Galaxy and Melty Molten Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "FlameGun", "ClassNameSMG1": "FlameGun", "ClassNameSMG2": "FlameGun", "Name": "Fire Ball Pig", "Notes": "An unfinished pig statue that shoots invisible fire.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "FlexibleSandPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dusty Dune -- Sand Tide Planet Solids", "Notes": "The solid parts of the sand tide planet used in Dusty Dune Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlexibleSandPlanetPartsA", "ClassNameSMG1": "FlexibleSphere", "ClassNameSMG2": "FlexibleSphere", "Name": "Dusty Dune -- Sand Tide Planet", "Notes": "A spherical sand planet that grows and shrinks in size.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlexibleSphere", "ClassNameSMG1": "FlexibleSphere", "ClassNameSMG2": "FlexibleSphere", "Name": "Generic Scaling Map Object [Unused]", "Notes": "A shrinking and rising object that retrieves a proper model using ShapeModelNo. However, no more models exist for this object.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "FlipPanel", "ClassNameSMG1": "FlipPanel", "ClassNameSMG2": "FlipPanel", "Name": "Flipswitch Panel", "Notes": "A blue panel that changes to yellow if the player steps on it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlipPanelFrame", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Flipswitch -- Metal Frame", "Notes": "A metal frame that is used to connect Flipswitch panels in Flipswitch Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlipPanelInfernoPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Sky Station -- Cosmic Clones Flipswitch Planet", "Notes": "A planet where Flipswitch panels and Cosmic Clones appear in the second mission of Sky Station Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlipPanelKillerPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Sky Station -- Banzai Bills Flipswitch Planet", "Notes": "A planet where Flipswitch panels and Banzai Bills appear in the second mission of Sky Station Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlipPanelObserver", "ClassNameSMG1": "FlipPanelObserver", "ClassNameSMG2": "FlipPanelObserver", "Name": "Flipswitch Panel Controller", "Notes": "A controller used to check if all Flipswitch Panels have been pressed.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlipPanelPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Good Egg -- Flipswitch Planet", "Notes": "The wooden platforms of the Flipswitch planet used in Good Egg Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlipPanelReverse", "ClassNameSMG1": "FlipPanel", "ClassNameSMG2": "FlipPanel", "Name": "Gateway Flipswitch Panel", "Notes": "A yellow panel that changes to blue if the player steps on it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "FlipTurnMoveStep", "ClassNameSMG1": "RailRotateMoveObj", "ClassNameSMG2": "RailRotateMoveObj", "Name": "Throwback -- Moving Wood Platform", "Notes": "A moving and rotating wood platform used near the top of Throwback Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FloaterLandPartsA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "\"FloaterLandPartsA\" [Unfinished]", "Notes": "An unfinished set of models intended to be used in Buoy Base Galaxy.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "FloaterLandPartsFrame", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "\"FloaterLandPartsFrame\" [Unfinished]", "Notes": "An unfinished version of the metal frame used in Buoy Base Galaxy.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "FloaterLandPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Buoy Base -- Main Planet", "Notes": "The large fortress that makes the actual main planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FloaterOtakingFloaterA", "ClassNameSMG1": "LavaFloater", "ClassNameSMG2": "LavaFloater", "Name": "Lava Reactor -- Hexagonal Floater", "Notes": "A hexagonal lava floater.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FloaterOtakingPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Lava Reactor -- Main Planet", "Notes": "The large lava planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlowerBlossomRellayPlanet", "ClassNameSMG1": "FlowerBlossomRellayPlanet", "ClassNameSMG2": "FlowerBlossomRellayPlanet", "Name": "Supermassive -- Flower Planet", "Notes": "The flower planet used for the secret Star mission of Supermassive Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlowerBlueGroup", "ClassNameSMG1": "PlantGroup", "ClassNameSMG2": "PlantGroup", "Name": "Blue Flower Group", "Notes": "A group of decorative blue flowers.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlowerGroup", "ClassNameSMG1": "PlantGroup", "ClassNameSMG2": "PlantGroup", "Name": "Yellow Flower Group", "Notes": "A group of decorative yellow flowers.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlowerHighlandPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Honeybloom -- Starting Planet", "Notes": "The starting planet of Honeybloom Galaxy where the player can find a hidden Star.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlowerHighlandPlanetB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Honeybloom -- Buzz Planet", "Notes": "The second planet of Honeybloom Galaxy where several Buzz can be found.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlowerHighlandPlanetC", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Honeybloom -- Fuzzy Planet", "Notes": "The planet with the Fuzzies from Honeybloom Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlowerHighlandPlanetD", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Honeybloom -- Bee Eater Planet", "Notes": "The long planet with the Bee Eater plants used at the end of Honeybloom Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlowerMimic", "ClassNameSMG1": "FlowerMimic", "ClassNameSMG2": "FlowerMimic", "Name": "Flower Trap", "Notes": "A large flower that tries to eat the player if they step onto it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlowerPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gold Leaf -- Flower Planet", "Notes": "The round planet with two towers that appears in Gold Leaf Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FlowerRoadPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Honeyhive -- Fountain Planet", "Notes": "The planet used in Honeyhive Galaxy that has many floating flower platforms.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Fluff", "ClassNameSMG1": "Fluff", "ClassNameSMG2": "Fluff", "Name": "Floaty Fluff", "Notes": "A large Floaty Fluff used to glide through wind streams.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FluffWind", "ClassNameSMG1": "FluffWind", "ClassNameSMG2": "FluffWind", "Name": "Floaty Fluff Wind", "Notes": "An object that creates a wind stream used to push the Floaty Fluff and the player's cloud platforms.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FollowerDrillDiskPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Spin-Dig -- Dirt Towers Planet", "Notes": "The disk planet with two towers used in the first mission of Spin-Dig Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FollowerDrillDiskPlanetParts", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Spin-Dig -- Ring Planet", "Notes": "The ring planet used in the first mission of Spin-Dig Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FollowerDrillInsidePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Spin-Dig -- Silver Star Planet Interior", "Notes": "The interior section of the planet used at the end of the second mission of Spin-Dig Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FollowerDrillInsidePlanetCover", "ClassNameSMG1": "AnmModelSwitchSyncBrk", "ClassNameSMG2": "AnmModelSwitchSyncBrk", "Name": "Spin-Dig -- Silver Star Planet Exterior", "Notes": "The large metal cover used on the exterior of the Silver Star planet in Spin-Dig Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FollowerDrillPearPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Spin-Dig -- Starting Planet", "Notes": "The planet used at the start of Spin-Dig Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Foomin", "ClassNameSMG1": "Foomin", "ClassNameSMG2": "Foomin", "Name": "Flomp", "Notes": "A gray flipping tile used in Bowser's Lava Lair and Grandmaster Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FoominLavaCrossPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Lava Lair -- Flomp Planet", "Notes": "The planet where the Flomps and Toad Brigade appear in Bowser's Lava Lair.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FoominLavaCrossPlanetProminence", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Lava Lair -- Flomp Planet Rotating Fireballs", "Notes": "A set of three decorative fireballs used in the background of Bowser's Lava Lair.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ForbidJumpCube", "ClassNameSMG1": "ForbidJumpArea", "ClassNameSMG2": "ForbidJumpArea", "Name": "No Shell Jumps Area [Cube]", "Notes": "An area that prevents \"dolphin\" jumps while riding a Koopa Shell.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ForbidSupportTicoArea", "ClassNameSMG1": "ForbidSupportTicoArea", "ClassNameSMG2": "ForbidSupportTicoArea", "Name": "No Co-Star Pointer Area", "Notes": "An area where the function of the Co-Star pointer are disabled.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ForbidTriangleJumpArea", "ClassNameSMG1": "ForbidTriangleJumpArea", "ClassNameSMG2": "ForbidTriangleJumpArea", "Name": "Prevent Angled Wall Jump Area", "Notes": "An area that prevents angled Wall Jumps inside it.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ForbidTriangleJumpCube", "ClassNameSMG1": "ForbidTriangleJumpArea", "ClassNameSMG2": "ForbidTriangleJumpArea", "Name": "Prevent Angled Wall Jump Area [Cube]", "Notes": "An area that prevents angled Wall Jumps inside it.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ForbidWaterSearchCube", "ClassNameSMG1": "ForbidWaterSearchArea", "ClassNameSMG2": "ForbidWaterSearchArea", "Name": "No Edge Dive Area [Cube]", "Notes": "This prevents the player from performing a special dive action when jumping off an edge while above a WaterArea.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ForceDashCube", "ClassNameSMG1": "ForceDashCube", "ClassNameSMG2": "ForceDashCube", "Name": "Rock Mushroom Boost Area", "Notes": "An area that gives the player a speed boost when entered using the Rock Mushroom. Requires special collision.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ForceJumpPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Airship Armada -- Trampoline Planet", "Notes": "A very small bouncy ball planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ForestAppearStepA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Honeyhive -- Wooden Bridge", "Notes": "A wooden bridge used in the second mission of Honeyhive Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ForestBarricadeRockA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Honeyhive -- Giant Boulder", "Notes": "A giant boulder used in Honeyhive Galaxy and Gold Leaf Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ForestBossPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Honeyhive -- Bugaboom Planet", "Notes": "The planet where Bugaboom is fought in Honeyhive Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ForestHomeBridge", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Gold Leaf -- Stone Bridge", "Notes": "A small stone bridge used in Gold Leaf Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ForestHomeGate", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Honeyhive -- Honeycomb Wall", "Notes": "A large honeycomb wall that is used to block off the large tunnel in Honeyhive Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ForestHomePartsTree", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Honeyhive -- Trees", "Notes": "A set of wide trees.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ForestHomePartsTreeTower", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Honeyhive -- Watchtower", "Notes": "The large watchtower section used during the second mission of Honeyhive Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ForestHomePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Honeyhive -- Main Planet", "Notes": "The large main planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ForestNarrowStepA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Gold Leaf -- Large Tower and Platforms", "Notes": "The huge tower section used in the third mission of Gold Leaf Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ForestObstacleWoodA", "ClassNameSMG1": "HipDropDemoMoveObj", "ClassNameSMG2": "HipDropDemoMoveObj", "Name": "Honeyhive -- Ground Pound Platform", "Notes": "The big movable Ground Pound platform.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ForestPoihanaFenceA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Gold Leaf -- Round Cataquack Fences", "Notes": "A decorative set of fences.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ForestPoihanaFenceB", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Gold Leaf -- Oval-shaped Cataquack Fences", "Notes": "A decorative set of fences.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ForestWaterfallL", "ClassNameSMG1": "EffectObjR1000F50", "ClassNameSMG2": "EffectObjR1000F50", "Name": "Large Waterfall Splash Effect", "Notes": "A large waterfall splash effect. Used in Honeyhive Galaxy, Gold Leaf Galaxy and Cosmic Cove Galaxy.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ForestWaterfallS", "ClassNameSMG1": "EffectObjR1000F50", "ClassNameSMG2": "EffectObjR1000F50", "Name": "Small Waterfall Splash Effect", "Notes": "An alternate version of a small waterfall effect.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ForestWoodCover", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Honeyhive -- Hole Wood Cover", "Notes": "A wooden cover that is used to block off the hole to the lower section of Honeyhive Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Fountain", "ClassNameSMG1": "Fountain", "ClassNameSMG2": "Fountain", "Name": "Small Water Fountain", "Notes": "A water fountain effect from Gusty Garden Galaxy. Flings the player upwards if they stand on it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "FountainBig", "ClassNameSMG1": "FountainBig", "ClassNameSMG2": "FountainBig", "Name": "Large Water Fountain", "Notes": "A large water fountain from Gold Leaf Galaxy, Fluffy Bluff Galaxy and other stages.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FreezeVolcanoIce", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Shiverburn -- Frozen Volcano", "Notes": "The frozen volcano used in Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FreezeVolcanoMagma", "ClassNameSMG1": "SimpleMapObjWithEffect", "ClassNameSMG2": "SimpleMapObjWithEffect", "Name": "Shiverburn -- Flaming Volcano", "Notes": "The flaming volcano used in Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FruitPeelPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Good Egg -- Fruit Peel Planet", "Notes": "A planet that looks like fruit peels.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "FullMoonPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Sand Spiral -- Moon Planet", "Notes": "The small and bright moon found at the end of Sand Spiral Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GalaxySky", "ClassNameSMG1": "Sky", "ClassNameSMG2": "Sky", "Name": "Generic Galaxy Sky", "Notes": "A generic sky model used in several galaxies, including Buoy Base Galaxy and Flip-Swap Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Garigari", "ClassNameSMG1": "Garigari", "ClassNameSMG2": "Garigari", "Name": "Large Grinder", "Notes": "A buzz-saw that moves forward when activated, cutting through objects in its path.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutPlanetPartsA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Puzzle Plank -- Wall Jump Shaft", "Notes": "A wooden wall-jump shaft used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutPlanetPartsB", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Puzzle Plank -- Blue Wood Staircase", "Notes": "A blue wood staircase used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutPlanetPartsC", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Puzzle Plank -- Pink Wood Staircase", "Notes": "A pink wood staircase used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutPlanetPartsD", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Puzzle Plank -- Long Oblique Piece of Wood", "Notes": "A long oblique piece of wood used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutStepCircle", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Puzzle Plank -- Circle Piece of Wood", "Notes": "A circular-shaped piece of wood; used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutStepCircleHalfLeftA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Puzzle Plank -- Large Brown Semi-Circle Piece of Wood", "Notes": "A semicircular brown piece of wood used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutStepCircleHalfLeftB", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Puzzle Plank -- Large Green Semi-Circle Piece of Wood", "Notes": "A semicircular green piece of wood used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutStepCircleHalfRightA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Puzzle Plank -- Small Brown Semi-Circle Piece of Wood", "Notes": "A semicircular brown piece of wood used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutStepCircleHalfRightB", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Puzzle Plank -- Small Green Semi-Circle Piece of Wood", "Notes": "A semicircular green piece of wood used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutStepFlatA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Puzzle Plank -- Long Blue Piece of Wood", "Notes": "A long blue piece of wood used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutStepFlatB", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Puzzle Plank -- Long Red Piece of Wood", "Notes": "A long red piece of wood used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutStepFlatC", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Puzzle Plank -- Long Red Piece of Wood with Nail", "Notes": "A long red piece of wood with a single nail; used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutStepFlatHoleA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Puzzle Plank -- Green Piece of Wood with Holes", "Notes": "A green piece of wood with holes used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutStepFlatHoleB", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Puzzle Plank -- Pink Piece of Wood with Holes", "Notes": "A pink piece of wood with holes used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutStepFlatMiniA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Puzzle Plank -- Short Piece of Wood with Nails", "Notes": "A short piece of wood with nails; used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutStepFlatMiniB", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Puzzle Plank -- Short Piece of Wood", "Notes": "A short piece of wood; used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutStepFlatThick", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Puzzle Plank -- Thick Piece of Wood", "Notes": "A thick piece of wood used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutStepFlatThinLeft", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Puzzle Plank -- Left Thin Piece of Wood", "Notes": "A left-sided thin piece of wood used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutStepFlatThinRight", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Puzzle Plank -- Right Thin Piece of Wood", "Notes": "A right-sided thin piece of wood used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutStepFlatThreeCenter", "ClassNameSMG1": "RailAndRotateMoveObj", "ClassNameSMG2": "RailAndRotateMoveObj", "Name": "Puzzle Plank -- Triplet Set of Wood Centerpiece", "Notes": "The centerpiece of a set of three pieces of wood used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutStepFlatThreeLeft", "ClassNameSMG1": "RailAndRotateMoveObj", "ClassNameSMG2": "RailAndRotateMoveObj", "Name": "Puzzle Plank -- Triplet Set of Wood Left Piece", "Notes": "The left piece of a set of three pieces of wood used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutStepFlatThreeRight", "ClassNameSMG1": "RailAndRotateMoveObj", "ClassNameSMG2": "RailAndRotateMoveObj", "Name": "Puzzle Plank -- Triplet Set of Wood Right Piece", "Notes": "The right piece of a set of three pieces of wood used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutStepOblique", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Puzzle Plank -- Long Oblique Piece of Wood with Holes", "Notes": "A long oblique piece of wood with several holes; used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariCutStepWithSwitch", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Puzzle Plank -- Short Piece of Dark Wood", "Notes": "A short piece of dark wood; used in Puzzle Plank Galaxy as the base for the Ground Pound Switch.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GarigariMini", "ClassNameSMG1": "Garigari", "ClassNameSMG2": "Garigari", "Name": "Small Grinder", "Notes": "A small buzz-saw that moves forward when activated, cutting through objects in its path.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GCaptureTarget", "ClassNameSMG1": "GCaptureTarget", "ClassNameSMG2": "GCaptureTarget", "Name": "Pull Star", "Notes": "A small blue Pull Star that can pull the player towards it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GeneralRestartPos", "ClassNameSMG1": "GeneralRestartPos", "ClassNameSMG2": "GeneralRestartPos", "Name": "Star Ball Respawn Position", "Notes": "Can be used to define a Star Ball's respawn position after collecting a Checkpoint Flag.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Gesso", "ClassNameSMG1": "Gesso", "ClassNameSMG2": "Gesso", "Name": "Blooper", "Notes": "A squid-like enemy usually used underwater.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GhostAttackGhost", "ClassNameSMG1": "GhostAttackGhost", "ClassNameSMG2": "GhostAttackGhost", "Name": "Ghost Luigi", "Notes": "A ghost version of Luigi that guides the player through a level.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GhostClipPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Haunty Halls -- Solid Boo Corridor Platforms", "Notes": "The solid platforms used at the start of the second planet in the second mission of Haunty Halls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GhostClipPlanetLiftA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Haunty Halls -- Boo Corridor Platform", "Notes": "A moving platform used on the second planet of the second mission of Haunty Halls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GhostClipPlanetPartsA", "ClassNameSMG1": "SimpleClipPartsObj", "ClassNameSMG2": "SimpleClipPartsObj", "Name": "Haunty Halls -- Boo Corridor Rug", "Notes": "The rugs used on the second planet of the second mission of Haunty Halls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GhostMazePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Boo Moon -- Maze Planet", "Notes": "The planet used at the start of Boo Moon Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GhostMazePlanetMask", "ClassNameSMG1": "GhostMazePlanetMask", "ClassNameSMG2": "GhostMazePlanetMask", "Name": "Boo Moon -- Maze Darkness Mask", "Notes": "The darkness effect mask used on the maze planet of Boo Moon Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GhostMazePushDoor", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Boo Moon -- Disguised Maze Door [Counter-clockwise]", "Notes": "A door disguised as a wall piece of the dark maze planet in Boo Moon Galaxy.\nThis variant opens counter-clockwise.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GhostMazePushDoorB", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Boo Moon -- Disguised Maze Door [Clockwise]", "Notes": "A door disguised as a wall piece of the dark maze planet in Boo Moon Galaxy.\nThis variant opens clockwise.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GhostMazeWall", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Boo Moon -- Maze Planet Blockade", "Notes": "A wall used to block access to the Warp Pipe on the maze planet of Boo Moon Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GhostPlayer", "ClassNameSMG1": "GhostPlayer", "ClassNameSMG2": "GhostPlayer", "Name": "Cosmic Mario", "Notes": "A blue character that resembles the player who must be raced during Cosmic Comets.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GhostShipBrokenHead", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Sand Spiral -- Wrecked Airship", "Notes": "A wrecked half of an airship.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GhostShipCaveClosedRockA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Deep Dark -- Barricade Rocks", "Notes": "A set of large boulders that block the entrance to the ghost ship section in Deep Dark Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GhostShipCaveMoveGroundA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Deep Dark -- Wide Moving Piston", "Notes": "A wide yellow moving piston.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GhostShipCaveMoveGroundB", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Deep Dark -- Tall Moving Piston", "Notes": "A tall yellow moving piston.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GhostShipCavePipeCollision", "ClassNameSMG1": "InvisiblePolygonObj", "ClassNameSMG2": "InvisiblePolygonObj", "Name": "Deep Dark -- Invisible Pipe Collision", "Notes": "A set of invisible collision used for the leaking pipes in Deep Dark Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GhostShipCavePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Deep Dark -- Main Planet", "Notes": "The main planet from Deep Dark Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GhostTower2DPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Boo Moon -- Mansion Planet", "Notes": "The large mansion planet used in the second mission of Boo Moon Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GiantRotationPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Clockwork Ruins -- Starting Planet", "Notes": "The planet used at the start of Clockwork Ruins Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GiantRotationRockA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Clockwork Ruins -- Staircase Gear", "Notes": "A gear with opposite staircases used on the starting planet of Clockwork Ruins Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GiantRotationRockB", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Clockwork Ruins -- L-Blocks Gear", "Notes": "A gear with opposite L-shaped blocks used on the starting planet of Clockwork Ruins Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GiantRotationRockC", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Clockwork Ruins -- Cross Gear", "Notes": "A gear with a \"cross\"-like design of blocks used on the starting planet of Clockwork Ruins Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GiantRotationRockD", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Clockwork Ruins -- Launch Star Gear", "Notes": "A gear used to reach the Launch Star on the starting planet of Clockwork Ruins Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GiantTeresaCircleConveyor", "ClassNameSMG1": "RotateMoveObjClipParts", "ClassNameSMG2": "RotateMoveObjClipParts", "Name": "Haunty Halls -- Starting Planet Rotating Carpet", "Notes": "A rotating circular-shaped carpet used on the starting planet of Haunty Halls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GiantTeresaCirclePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Haunty Halls -- Starting Planet", "Notes": "The solid platforms used on the starting planet of Haunty Halls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GiantTeresaCirclePlanetParts", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Haunty Halls -- Starting Planet Stationary Carpet", "Notes": "An extra carpet with holes used on the starting planet during the second mission of Haunty Halls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GlaringLightArea", "ClassNameSMG1": "GlaringLightArea", "ClassNameSMG2": "GlaringLightArea", "Name": "Glaring Light Area", "Notes": "A shining light area that kills Boos when they enter it.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "GlaringLightAreaCylinder", "ClassNameSMG1": "GlaringLightArea", "ClassNameSMG2": "GlaringLightArea", "Name": "Glaring Light Area [Cylinder]", "Notes": "A shining light area that kills Boos when they enter it.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GlassBottleDishPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Toy Time -- Glass Bottle Plate Planet", "Notes": "A big round plate-like planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GlassBottleTall", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Toy Time -- Glass Bottle", "Notes": "A large glass bottle.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GlassyTwinsPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "E3 Demo -- Moon Twin Planet", "Notes": "An unused moon-like planet that can be seen in the E3 2006 demo.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GlassyTwinsPlanetB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "E3 Demo -- Grass Twin Planet", "Notes": "An unused spherical grass planet that can be seen in the E3 2006 demo.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GliBird", "ClassNameSMG1": "GliBird", "ClassNameSMG2": "GliBird", "Name": "Fluzzard", "Notes": "The colorful bird used for the Gliding mini-games in Wild Glide Galaxy and Fleet Glide Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GliBirdNpc", "ClassNameSMG1": "GliBirdNpc", "ClassNameSMG2": "GliBirdNpc", "Name": "Fluzzard NPC", "Notes": "The NPC version of the colorful bird used in Wild Glide Galaxy and Fleet Glide Galaxy.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GliderBalloon", "ClassNameSMG1": "GliderBalloon", "ClassNameSMG2": "GliderBalloon", "Name": "Balloon", "Notes": "A balloon that gives Star Bits when popped.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GliderBazooka", "ClassNameSMG1": "MogucchiShooter", "ClassNameSMG2": "MogucchiShooter", "Name": "Cannonballs Undergrunt Gunner [Duplicate]", "Notes": "An unused duplicate of GliderShooter, which is an Undergrunt Gunner that shoots cannonballs.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "GliderChangeVisiblePillar", "ClassNameSMG1": "ChangeAlphaObj", "ClassNameSMG2": "ChangeAlphaObj", "Name": "Fleet Glide -- Long Pillar", "Notes": "A long pillar that becomes transparent; used in Fleet Glide Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GliderChangeVisiblePillarB", "ClassNameSMG1": "ChangeAlphaObj", "ClassNameSMG2": "ChangeAlphaObj", "Name": "Fleet Glide -- Short Pillar", "Notes": "A short pillar that becomes transparent; used in Fleet Glide Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GliderCliffCreekPlanet", "ClassNameSMG1": "PlanetMapFarClippable", "ClassNameSMG2": "PlanetMapFarClippable", "Name": "Wild Glide -- Canyon Cliffs Planet", "Notes": "The canyon cliffs section used near the start of Wild Glide Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GliderCometMedalCage", "ClassNameSMG1": "GliderCometMedalCage", "ClassNameSMG2": "GliderCometMedalCage", "Name": "Comet Medal Cage", "Notes": "A locked cage used to hold the Comet Medal in gliding levels.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GliderCylinderPlanet", "ClassNameSMG1": "PlanetMapFarClippable", "ClassNameSMG2": "PlanetMapFarClippable", "Name": "Fleet Glide -- Central Pistons Planet", "Notes": "The center of the large battle station planet used in Fleet Glide Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GliderDossunRoadPlanet", "ClassNameSMG1": "PlanetMapFarClippable", "ClassNameSMG2": "PlanetMapFarClippable", "Name": "Fleet Glide -- Thwomp Tunnel Planet", "Notes": "The long tunnel where Thwomps are found in Fleet Glide Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GliderDownFallOutWardPlanet", "ClassNameSMG1": "PlanetMapFarClippable", "ClassNameSMG2": "PlanetMapFarClippable", "Name": "Fleet Glide -- Lower Battleship Planet", "Notes": "The battleship planet parts used in Fleet Glide Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GliderDownFallPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Fleet Glide -- Collapsing Pillars Planet", "Notes": "The section with the collapsing pillars used in Fleet Glide Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GliderDownPillar", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Fleet Glide -- Large Collapsing Pillar", "Notes": "A large collapsing pillar used in Fleet Glide Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GliderForestPlanet", "ClassNameSMG1": "PlanetMapFarClippable", "ClassNameSMG2": "PlanetMapFarClippable", "Name": "Wild Glide -- Forest Cliffs Planet", "Notes": "The forest cliffs section used in Wild Glide Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GliderForestWaterfallRelayPlanet", "ClassNameSMG1": "PlanetMapFarClippable", "ClassNameSMG2": "PlanetMapFarClippable", "Name": "Wild Glide -- Waterfalls Planet", "Notes": "The section featuring three tunnels and waterfalls used in Wild Glide Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GliderHoleThroughWallA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Fleet Glide -- Hole Tunnel Planet", "Notes": "The tunnel with holes used near the start of Fleet Glide Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GliderPoleWoodPlanet", "ClassNameSMG1": "PlanetMapFarClippable", "ClassNameSMG2": "PlanetMapFarClippable", "Name": "Wild Glide -- Rainbow Forest Planet", "Notes": "The section with trees and a rainbow used in Wild Glide Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GliderShooter", "ClassNameSMG1": "MogucchiShooter", "ClassNameSMG2": "MogucchiShooter", "Name": "Cannonballs Undergrunt Gunner", "Notes": "An Undergrunt Gunner that shoots cannonballs; used in Fleet Glide Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GliderStartWoodPlanet", "ClassNameSMG1": "PlanetMapFarClippable", "ClassNameSMG2": "PlanetMapFarClippable", "Name": "Wild Glide -- Starting Planet", "Notes": "The wooden platform and the section used at the start of Wild Glide Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GliderTreeA", "ClassNameSMG1": "GliderTree", "ClassNameSMG2": "GliderTree", "Name": "Wild Glide -- Palm Tree", "Notes": "A decorative palm tree used in Wild Glide Galaxy that swings if the Fluzzard bonks against it.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GliderWaterfallPlanet", "ClassNameSMG1": "PlanetMapFarClippable", "ClassNameSMG2": "PlanetMapFarClippable", "Name": "Wild Glide -- Cave Tunnels Planet", "Notes": "The triple cave tunnel planet used near the end of Wild Glide Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GlobalBarrelGravity", "ClassNameSMG1": "GlobalBarrelGravity", "ClassNameSMG2": "GlobalBarrelGravity", "Name": "Barrel Gravity", "Notes": "A gravity area that revolves around a barrel-shaped planet.", "Category": "gravity", "AreaShape": "Any", "ListSMG1": "PlanetObjInfo", "ListSMG2": "PlanetObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GlobalConeGravity", "ClassNameSMG1": "GlobalConeGravity", "ClassNameSMG2": "GlobalConeGravity", "Name": "Cone Gravity", "Notes": "A gravity area for a cone-shaped planet.", "Category": "gravity", "AreaShape": "Any", "ListSMG1": "PlanetObjInfo", "ListSMG2": "PlanetObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "GlobalCubeGravity", "ClassNameSMG1": "GlobalCubeGravity", "ClassNameSMG2": "GlobalCubeGravity", "Name": "Cube Gravity", "Notes": "A gravity area for a cube-shaped planet that allows movement on all six faces.", "Category": "gravity", "AreaShape": "Any", "ListSMG1": "PlanetObjInfo", "ListSMG2": "PlanetObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GlobalDiskGravity", "ClassNameSMG1": "GlobalDiskGravity", "ClassNameSMG2": "GlobalDiskGravity", "Name": "Disk Gravity", "Notes": "A gravity area for a disk-shaped planet.", "Category": "gravity", "AreaShape": "Any", "ListSMG1": "PlanetObjInfo", "ListSMG2": "PlanetObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GlobalDiskTorusGravity", "ClassNameSMG1": "GlobalDiskTorusGravity", "ClassNameSMG2": "GlobalDiskTorusGravity", "Name": "Torus Gravity", "Notes": "A gravity area for a torus-shaped planet.", "Category": "gravity", "AreaShape": "Any", "ListSMG1": "PlanetObjInfo", "ListSMG2": "PlanetObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GlobalPlaneGravity", "ClassNameSMG1": "GlobalPlaneGravity", "ClassNameSMG2": "GlobalPlaneGravity", "Name": "Planar Gravity [Sphere Range]", "Notes": "A gravity area that attracts objects parallel to the plane. This one has a spherical range.", "Category": "gravity", "AreaShape": "Any", "ListSMG1": "PlanetObjInfo", "ListSMG2": "PlanetObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "GlobalPlaneGravityInBox", "ClassNameSMG1": "GlobalPlaneGravityInBox", "ClassNameSMG2": "GlobalPlaneGravityInBox", "Name": "Planar Gravity [Box Range]", "Notes": "A gravity area that attracts objects parallel to the plane. This one has a box range.", "Category": "gravity", "AreaShape": "Any", "ListSMG1": "PlanetObjInfo", "ListSMG2": "PlanetObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GlobalPlaneGravityInCylinder", "ClassNameSMG1": "GlobalPlaneGravityInCylinder", "ClassNameSMG2": "GlobalPlaneGravityInCylinder", "Name": "Planar Gravity [Cylinder Range]", "Notes": "A gravity area that attracts objects parallel to the plane. This one has a cylindrical range.", "Category": "gravity", "AreaShape": "Any", "ListSMG1": "PlanetObjInfo", "ListSMG2": "PlanetObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GlobalPointGravity", "ClassNameSMG1": "GlobalPointGravity", "ClassNameSMG2": "GlobalPointGravity", "Name": "Spherical Gravity", "Notes": "A gravity area that attracts objects towards its origin.", "Category": "gravity", "AreaShape": "Any", "ListSMG1": "PlanetObjInfo", "ListSMG2": "PlanetObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GlobalSegmentGravity", "ClassNameSMG1": "GlobalSegmentGravity", "ClassNameSMG2": "GlobalSegmentGravity", "Name": "Cylindrical Gravity", "Notes": "A gravity area that pulls objects towards the lateral surface of the cylinder.", "Category": "gravity", "AreaShape": "Any", "ListSMG1": "PlanetObjInfo", "ListSMG2": "PlanetObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GlobalWireGravity", "ClassNameSMG1": "GlobalWireGravity", "ClassNameSMG2": "GlobalWireGravity", "Name": "Wire Gravity", "Notes": "A gravity area that uses a path to define several points of gravity.", "Category": "gravity", "AreaShape": "Any", "ListSMG1": "PlanetObjInfo", "ListSMG2": "PlanetObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GoldenTurtle", "ClassNameSMG1": "GoldenTurtle", "ClassNameSMG2": "GoldenTurtle", "Name": "Gold Shell", "Notes": "A golden Koopa Shell that can be used to open specific treasure chests.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GoldenWanwanConveyPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Chompworks -- Gold Chomp Planet", "Notes": "The planet with the Gold Chomps used at the end of the first mission of Chompworks Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GoodWeatherSky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Yoshi Star Sky", "Notes": "The sky model used in Yoshi Star Galaxy and Cloudy Court Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Gorogoro", "ClassNameSMG1": "Gorogoro", "ClassNameSMG2": "Gorogoro", "Name": "Rhomp", "Notes": "A cylindrical-shaped rolling stone obstacle used in Slipsand Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GorogoroCylinderRockA", "ClassNameSMG1": "GorogoroCylinderRock", "ClassNameSMG2": "GorogoroCylinderRock", "Name": "Clockwork Ruins -- Thick Rolling Wheel", "Notes": "A thick rolling wheel used on the ending planet of Clockwork Ruins Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GorogoroCylinderRockB", "ClassNameSMG1": "GorogoroCylinderRock", "ClassNameSMG2": "GorogoroCylinderRock", "Name": "Clockwork Ruins -- Thin Rolling Wheel", "Notes": "A thin rolling wheel used on the ending planet of Clockwork Ruins Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GorogoroPair", "ClassNameSMG1": "Gorogoro", "ClassNameSMG2": "Gorogoro", "Name": "Rhomp Pair", "Notes": "A set of two Rhomps attached to each other; used in Slipsand Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GorogoroPyramidPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Slipsand -- Pyramid Slide Planet", "Notes": "The large pyramid planet and slide used in the first mission of Slipsand Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GoroRockBreakFance", "ClassNameSMG1": "SimpleBreakableCollisionObj", "ClassNameSMG2": "SimpleBreakableCollisionObj", "Name": "Boulder Bowl -- Destroyable Fence", "Notes": "A wooden fence that can be broken using the Rock power-up; used in Boulder Bowl Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GoroRockCoverCage", "ClassNameSMG1": "CapsuleCage", "ClassNameSMG2": "CapsuleCage", "Name": "Metal Capsule Cage", "Notes": "A glass cage with a metal frame that can only be opened via a switch. Used in Boulder Bowl Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GoroRockDashPanel", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Decorative Rock Boost Ramp", "Notes": "A decorative ramp used in sections where the Rock power-up's rolling speed is increased. The actual boost is done by ForceDashCube.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GoroRockDashPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Melty Monster -- Rock Mushroom Course First Section", "Notes": "The first section of the Rock Mushroom course in Melty Monster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GoroRockDashPlanetB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Melty Monster -- Rock Mushroom Course Final Section", "Notes": "The final section of the Rock Mushroom course in Melty Monster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GoroRockDashStartStep", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Melty Monster -- Starting Planet Ramp", "Notes": "A purple extension for the starting planet used in the second mission of Melty Monster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GoroRockLaneBaseA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Bowling Challenge -- Pair of Platforms", "Notes": "A pair of platforms used in The Chimp's bowling challenge in Melty Monster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GoroRockLaneBaseB", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Bowling Challenge -- Starting Platform", "Notes": "The starting platform used in The Chimp's bowling challenge in Melty Monster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GoroRockLaneGoalStep", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Bowling Challenge -- Goal Platform", "Notes": "The goal ring platform used in The Chimp's bowling challenge in Melty Monster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GoroRockLanePartsFlatA", "ClassNameSMG1": "GoroRockLaneParts", "ClassNameSMG2": "GoroRockLaneParts", "Name": "Bowling Challenge -- Flat Blue Platform", "Notes": "A flat blue platform used in The Chimp's bowling challenge in Melty Monster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GoroRockLanePartsHole", "ClassNameSMG1": "GoroRockLaneParts", "ClassNameSMG2": "GoroRockLaneParts", "Name": "Bowling Challenge -- Blue Platform with Gap", "Notes": "A flat blue platform with a gap used in The Chimp's bowling challenge in Melty Monster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GoroRockLanePartsMove", "ClassNameSMG1": "GoroRockLaneParts", "ClassNameSMG2": "GoroRockLaneParts", "Name": "Bowling Challenge -- Blue Moving Platform", "Notes": "A flat blue moving platform used in The Chimp's bowling challenge in Melty Monster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GoroRockLanePartsRotate", "ClassNameSMG1": "GoroRockLaneParts", "ClassNameSMG2": "GoroRockLaneParts", "Name": "Bowling Challenge -- Blue Rotating Platform", "Notes": "A rotating blue platform used in The Chimp's bowling challenge in Melty Monster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GoroRockStartPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Boulder Bowl -- Starting Planet", "Notes": "The planet used at the start of Boulder Bowl Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GoroRockSwanpAcrossPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Boulder Bowl -- Mud Planet", "Notes": "The mud planet with boulders used in Boulder Bowl Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GoroRockTakoHeiPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Boulder Bowl -- Octoomba Planet", "Notes": "The planet where several Octoombas are fought; used in Boulder Bowl Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GrandStar", "ClassNameSMG1": "PowerStar", "ClassNameSMG2": "PowerStar", "Name": "Grand Star", "Notes": "The Grand Star that is collected at the end of a major boss level.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GrandStarReturnDemoStarter", "ClassNameSMG1": "GrandStarReturnDemoStarter", "ClassNameSMG2": "GrandStarReturnDemoStarter", "Name": "Grand Star Return Sequence", "Notes": "Sets up the cutscene and path for when the player returns to the HUB after collecting a Grand Star.", "Category": "cutscene", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Grapyon", "ClassNameSMG1": "Grapyon", "ClassNameSMG2": "Grapyon", "Name": "Swaphopper", "Notes": "A blue bug-like enemy with a spike that hops around; intended to be used in 2D sections.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GraveStoneA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Space Junk -- Spoing Gate Planet", "Notes": "The gate entrance planet found before Tarantox's boss fight in Space Junk Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GraveStoneB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Space Junk -- Gray Rectangular Block", "Notes": "A rectangular gray stone block that appears in the section before Tarantox's boss fight in Space Junk Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GraveStoneC", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Space Junk -- Gray L-Shaped Block", "Notes": "An L-shaped gray stone block that appears in the section before Tarantox's boss fight in Space Junk Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GraveStoneD", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "\"GraveStoneD\" [Unfinished]", "Notes": "An unfinished L-shaped block that was meant to be used in Space Junk Galaxy.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "GraveStoneE", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "\"GraveStoneE\" [Unfinished]", "Notes": "A very small unfinished spherical planet that was meant to be used in Space Junk Galaxy.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "GraviryTimerChange2DActionPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Upside Dizzy -- Gravity-Changing Section", "Notes": "The planet used at the end of Upside Dizzy Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GravityArrow", "ClassNameSMG1": "GravityArrow", "ClassNameSMG2": "GravityArrow", "Name": "Gravity Direction Arrow", "Notes": "An arrow used to display the direction of Mario's gravity.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GravityBgmCtrl", "ClassNameSMG1": "GravityBgmCtrl", "ClassNameSMG2": "GravityBgmCtrl", "Name": "Gravity Music Controller", "Notes": "A controller used to change the state of the background music depending on the player's gravity direction.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Sound", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GravityDust", "ClassNameSMG1": "EffectObjGravityDust", "ClassNameSMG2": "EffectObjGravityDust", "Name": "Gravity Dust", "Notes": "An unused particle effect that indicates the gravity direction.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "GravityFallBlock", "ClassNameSMG1": "GravityFallBlock", "ClassNameSMG2": "GravityFallBlock", "Name": "Falling Wooden Crate", "Notes": "A large wooden crate with a frame that can be destroyed with a fireball; used in Rightside Down Galaxy. Always falls down if nothing is below it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GravityFallBlockSnow", "ClassNameSMG1": "GravityFallBlock", "ClassNameSMG2": "GravityFallBlock", "Name": "Falling Snow Block", "Notes": "A snow block that can be destroyed with fireballs; used in Freezy Flake Galaxy. Always falls down if nothing is below it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GravityFollowLift", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Upside Dizzy -- Platform with Gravity Panel", "Notes": "A platform with a gravity display panel.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GravityFollowLift2DPlanet", "ClassNameSMG1": "PlanetMapProjmap", "ClassNameSMG2": "PlanetMapProjmap", "Name": "Upside Dizzy -- Starting Section", "Notes": "The first section of the first planet used in Upside Dizzy Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GravityFollowLiftB", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Upside Dizzy -- Platform with Darker Gravity Panel", "Notes": "A platform with a darker gravity display panel.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GravityFollowLiftBig", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Upside Dizzy -- Thick Platform with Darker Gravity Panel", "Notes": "A thick platform with a darker gravity display panel.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GravityFollowLiftLongPanel", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Upside Dizzy -- Platform with Long Gravity Panel", "Notes": "A platform with a long gravity display panel.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GravityFollowPanel", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Upside Dizzy -- Moving Gravity Panel", "Notes": "A moving gravity display wall used on the first planet of Upside Dizzy Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GravityFollowPanelJumpStandPlanet", "ClassNameSMG1": "PlanetMapProjmap", "ClassNameSMG2": "PlanetMapProjmap", "Name": "Upside Dizzy -- Moving Gravity Panels Section", "Notes": "The second section of the first planet used in Upside Dizzy Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GravityLightA", "ClassNameSMG1": "GravityLight", "ClassNameSMG2": "GravityLight", "Name": "Galaxy Reactor -- Gravity Spotlight", "Notes": "A moving spotlight that is used to indicate a gravity field in Bowser's Galaxy Reactor.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GravityLightRoad", "ClassNameSMG1": "GravityLightRoad", "ClassNameSMG2": "GravityLightRoad", "Name": "Gravity Light Beam", "Notes": "A beam of light used in Bowser galaxies to transport the player between planets.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GravityTimerChangeWall", "ClassNameSMG1": "GravityTimerChangeWall", "ClassNameSMG2": "GravityTimerChangeWall", "Name": "Upside Dizzy -- Gravity-Changing Section Display Wall", "Notes": "The gravity display panel used in the ending section of Upside Dizzy Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GreenPlanetOrbitSky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Gusty Garden Sky", "Notes": "The starry sky model used in Gusty Garden Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GreenStar", "ClassNameSMG1": "PowerStar", "ClassNameSMG2": "PowerStar", "Name": "Green Star", "Notes": "A green Power Star with different twinkling sound effects.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "GroupSwitchWatcher", "ClassNameSMG1": "GroupSwitchWatcher", "ClassNameSMG2": "GroupSwitchWatcher", "Name": "Multi Switch Controller", "Notes": "A controller that activates something if a series of switches are activated.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HalfGalaxySky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Honeyhive Sky", "Notes": "The sky model used in Honeyhive Galaxy, Gold Leaf Galaxy, Sky Station Galaxy and Mario Squared Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HammerBros", "ClassNameSMG1": "HammerBros", "ClassNameSMG2": "HammerBros", "Name": "Hammer Bro", "Notes": "A Koopa Troopa variant that throws hammers at the player.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HammerHeadPackun", "ClassNameSMG1": "HammerHeadPackun", "ClassNameSMG2": "HammerHeadPackun", "Name": "Prickly Piranha Plant", "Notes": "A big purple Piranha Plant with spikes on its base. It can be defeated by jumping on its head.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HammerHeadPackunSpike", "ClassNameSMG1": "HammerHeadPackun", "ClassNameSMG2": "HammerHeadPackun", "Name": "Spiny Piranha Plant", "Notes": "A big black Piranha Plant with spikes on its head and body. It can be defeated with another object, such as a Stretch Plant or a Rainbow Star.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Hanachan", "ClassNameSMG1": "Hanachan", "ClassNameSMG2": "Hanachan", "Name": "Wiggler", "Notes": "A small caterpillar-like enemy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HanachanBig", "ClassNameSMG1": "HanachanBig", "ClassNameSMG2": "HanachanBig", "Name": "Big Wiggler", "Notes": "A bigger version of a Wiggler. May run around aggressively.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HatchWaterPlanet", "ClassNameSMG1": "HatchWaterPlanet", "ClassNameSMG2": "HatchWaterPlanet", "Name": "Buoy Base -- Poké Ball Planet", "Notes": "The large spherical water planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HazeCube", "ClassNameSMG1": "HazeCube", "ClassNameSMG2": "HazeCube", "Name": "Haze Area [Cube]", "Notes": "A haze screen effect used in lava-themed galaxies.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeadLight", "ClassNameSMG1": "HeadLight", "ClassNameSMG2": "HeadLight", "Name": "Spotlight", "Notes": "The spotlight effect used on the starting planet of Boo Moon Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeavenlyBeachPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Beach Bowl -- Main Planet", "Notes": "The titular main planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeavenlyBeachTimerStepA", "ClassNameSMG1": "SimpleTimerObj", "ClassNameSMG2": "SimpleTimerObj", "Name": "Beach Bowl -- Appearing Boardwalk Platforms", "Notes": "A set of boardwalk platforms that appear for a set period of time.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeavenlyBeachTimerStepB", "ClassNameSMG1": "SimpleTimerObj", "ClassNameSMG2": "SimpleTimerObj", "Name": "Beach Bowl -- Appearing Wood Walls", "Notes": "A pair or wood walls that appear for a set period of time.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeavenlyBeachTopRock", "ClassNameSMG1": "AnmModelSwitchMoveEndKill", "ClassNameSMG2": "AnmModelSwitchMoveEndKill", "Name": "Beach Bowl -- Rock Cap", "Notes": "A rock cap that covers the hole into the underwater cave.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeavenlyBeachUnderRock", "ClassNameSMG1": "AnmModelSwitchMove", "ClassNameSMG2": "AnmModelSwitchMove", "Name": "Beach Bowl -- Launch Star Pedestal", "Notes": "A rock pedestal on which the Launch Star to the Cyclone Stone is found.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeavensDoorAppearStepA", "ClassNameSMG1": "HeavensDoorDemoObj", "ClassNameSMG2": "HeavensDoorDemoObj", "Name": "Gateway -- Rosalina's Monument with Glow", "Notes": "A variant of Rosalina's monument that is used for the cutscene when it first appears.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeavensDoorAppearStepAAfter", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Gateway -- Rosalina's Monument", "Notes": "The circular structure found on the starting planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeavensDoorBlackHolePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gateway -- Falling Meteors Planet", "Notes": "The planet with several large holes and grassy portions.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeavensDoorFlowerA", "ClassNameSMG1": "SimpleMapObjNoSilhouetted", "ClassNameSMG2": "SimpleMapObjNoSilhouetted", "Name": "Gateway -- Decorative Flowers", "Notes": "A group of white and yellow flowers seen on the starting planet of Gateway Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeavensDoorHouseDoor", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Gateway -- House Door", "Notes": "A door that blocks the entrance into one of the houses.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeavensDoorInsideCage", "ClassNameSMG1": "HeavensDoorDemoObj", "ClassNameSMG2": "HeavensDoorDemoObj", "Name": "Red Glass Cage", "Notes": "A locked red glass cage.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeavensDoorInsidePlanet", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Gateway -- Metal Sphere Interior", "Notes": "The interior section of the larger metal sphere planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeavensDoorInsidePlanetPartsA", "ClassNameSMG1": "HeavensDoorDemoObj", "ClassNameSMG2": "HeavensDoorDemoObj", "Name": "Gateway -- Grand Star Machine", "Notes": "The unusual machine parts used inside the metal sphere planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeavensDoorInsideRotatePartsA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Gateway -- Upper Red Rotating Platforms", "Notes": "A set of four red curved rotating platforms with electric cables on their sides.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeavensDoorInsideRotatePartsB", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Gateway -- Middle Red Rotating Platforms", "Notes": "A set of four red rotating platforms with electric cables on their sides.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeavensDoorInsideRotatePartsC", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Gateway -- Lower Red Rotating Platforms", "Notes": "A set of four red curved rotating platforms with electric cables on their sides.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeavensDoorMiddlePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gateway -- Large Metal Sphere Planet", "Notes": "The larger metal sphere planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeavensDoorMiddleRotatePartsA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Gateway -- Green Rotating Platforms", "Notes": "A set of four green rotating platforms with electric cables on their sides.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeavensDoorMiddleRotatePartsB", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Gateway -- Rotating Ring", "Notes": "A small rotating ring that is found on the large metal sphere planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeavensDoorMysteriousPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gateway -- Main Planet", "Notes": "The main planet with two houses and several holes.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeavensDoorSmallPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gateway -- Small Metal Sphere Planet", "Notes": "The smaller metal sphere planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HeavySteeringArea", "ClassNameSMG1": "HeavySteeringArea", "ClassNameSMG2": "HeavySteeringArea", "Name": "Hard Turning Controls Area", "Notes": "An area that makes it harder to steer the player around.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "HeavySteeringCube", "ClassNameSMG1": "HeavySteeringArea", "ClassNameSMG2": "HeavySteeringArea", "Name": "Hard Turning Controls Area [Cube]", "Notes": "An area that makes it harder to steer the player around.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HellBallGuidePartsA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Melty Molten -- Star Ball Guide Beam", "Notes": "A long guide beam used in the Star Ball section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HellBallPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Melty Molten -- Star Ball Planet", "Notes": "The set of square-shaped stone platforms used in the Star Ball section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HellBallRotatePartsA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Melty Molten -- Curved Lava Platform", "Notes": "One of the large rotating lava platforms used in the Star Ball section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HellBallRotatePartsB", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Melty Molten -- Curved Lava Platform with Big Hole", "Notes": "One of the large rotating lava platforms used in the Star Ball section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HellBallRotatePartsC", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Melty Molten -- Curved Lava Platform with small Hole", "Notes": "One of the large rotating lava platforms used in the Star Ball section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HellBallRotatePartsD", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Melty Molten -- Curved Lava Platform with Medium Hole", "Notes": "One of the large rotating lava platforms used in the Star Ball section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HellBallRotatePartsE", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Melty Molten -- Curved Lava Platform with Two Holes", "Notes": "One of the large rotating lava platforms used in the Star Ball section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HellBallRotatePartsF", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Melty Molten -- Curved Lava Platform with Long Hole", "Notes": "One of the large rotating lava platforms used in the Star Ball section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HellBallRotatePartsG", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Melty Molten -- Set of Curved Lava Platforms", "Notes": "One of the large rotating lava platforms used in the Star Ball section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HighSpeedLiftRock", "ClassNameSMG1": "RailMoveWithReverseAnimObj", "ClassNameSMG2": "RailMoveWithReverseAnimObj", "Name": "Clockwork Ruins -- Stone Elevator Platform", "Notes": "A stone elevator platform used near the end of the first mission of Clockwork Ruins Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HipDropMoveBlockHShape", "ClassNameSMG1": "HipDropMoveBlock", "ClassNameSMG2": "HipDropMoveBlock", "Name": "Puzzle Plank -- H-Shape Ground Pound Block", "Notes": "An H-shaped ground pound block used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HipDropMoveCylinderBig", "ClassNameSMG1": "HipDropMoveBlock", "ClassNameSMG2": "HipDropMoveBlock", "Name": "Puzzle Plank -- Dual-Sided Long Ground Pound Block", "Notes": "A long dual-sided ground pound block used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HipDropMoveCylinderMiddle", "ClassNameSMG1": "HipDropMoveBlock", "ClassNameSMG2": "HipDropMoveBlock", "Name": "Puzzle Plank -- Dual-Sided Medium Ground Pound Block", "Notes": "A medium dual-sided ground pound block used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HipDropMoveCylinderSmall", "ClassNameSMG1": "HipDropMoveBlock", "ClassNameSMG2": "HipDropMoveBlock", "Name": "Puzzle Plank -- Dual-Sided Small Ground Pound Block", "Notes": "A small dual-sided ground pound block used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HipDropMovePicturePartsA", "ClassNameSMG1": "HipDropMoveBlock", "ClassNameSMG2": "HipDropMoveBlock", "Name": "Puzzle Plank -- Mandibug Puzzle Piece A", "Notes": "A piece of the Mandibug puzzle used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HipDropMovePicturePartsB", "ClassNameSMG1": "HipDropMoveBlock", "ClassNameSMG2": "HipDropMoveBlock", "Name": "Puzzle Plank -- Mandibug Puzzle Piece B", "Notes": "A piece of the Mandibug puzzle used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HipDropMovePicturePartsC", "ClassNameSMG1": "HipDropMoveBlock", "ClassNameSMG2": "HipDropMoveBlock", "Name": "Puzzle Plank -- Mandibug Puzzle Piece C", "Notes": "A piece of the Mandibug puzzle used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HipDropMoveRock", "ClassNameSMG1": "HipDropMoveBlock", "ClassNameSMG2": "HipDropMoveBlock", "Name": "Clockwork Ruins -- Grassy Ground Pound Block", "Notes": "A grass-covered ground pound block used in Clockwork Ruins Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HipDropRock", "ClassNameSMG1": "HipDropRock", "ClassNameSMG2": "HipDropRock", "Name": "Ground Pound Rock", "Notes": "A rock that can be Ground Pounded to drop items.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HipDropSetCylinder", "ClassNameSMG1": "HipDropMoveBlock", "ClassNameSMG2": "HipDropMoveBlock", "Name": "Puzzle Plank -- Starting Planet Ground Pound Block", "Notes": "A square-shaped Ground Pound block used on the first planet of Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HipDropSwitch", "ClassNameSMG1": "HipDropSwitch", "ClassNameSMG2": "HipDropSwitch", "Name": "Ground Pound Switch", "Notes": "A switch that activates something when Ground Pounded.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HipDropTimerSwitch", "ClassNameSMG1": "HipDropTimerSwitch", "ClassNameSMG2": "HipDropTimerSwitch", "Name": "Ground Pound Timer Switch", "Notes": "A switch that activates something for a set amount of time when Ground Pounded.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HiTowerGoalPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "\"Temporary High Model\" [HiTowerGoalPlanet]", "Notes": "An unfinished placeholder model that displays a white cube with the text \"Temporary High Model, Please wait...\" written on it.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "HitWallTimerSwitch", "ClassNameSMG1": "HitWallTimerSwitch", "ClassNameSMG2": "HitWallTimerSwitch", "Name": "Timed Wall Button", "Notes": "A button that activates a switch for a set amount of time when hit.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "HoleBeltConveyerPartsA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Sweet Sweet -- Orange Moving Platform", "Notes": "A moving platform with three round holes.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HoleBeltConveyerPartsB", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Sweet Sweet -- Blue Moving Platform", "Notes": "A moving platform with two round holes and a single triangular hole.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HoleBeltConveyerPartsC", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Sweet Sweet -- Pink Moving Platform", "Notes": "A moving platform with two round holes and a half circle-shaped hole.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HoleBeltConveyerPartsD", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Sweet Sweet -- Dark Brown Moving Platform", "Notes": "A moving platform with one large hole.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HoleBeltConveyerPartsE", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Sweet Sweet -- Brown Moving Platform", "Notes": "A moving platform with a large arrow-shaped hole.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HoleBeltConveyerPartsF", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Sweet Sweet -- Green Moving Platform", "Notes": "A moving platform with two round holes and an arrow-shaped hole.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HoleBeltConveyerPartsG", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Sweet Sweet -- Large Rotating Platform", "Notes": "The large rotating platform with holes of various shapes.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HoleBeltConveyerPartsH", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Sweet Sweet -- Set of Pink Moving Platforms", "Notes": "A set of three pink moving platforms.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HoleBeltConveyerPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Sweet Sweet -- Main Planet", "Notes": "The main planet that consists of several sweets and sweet-like structures.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HoleDeathSandMoveStepA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Dusty Dune -- Red Moving Platform", "Notes": "A small red platform used during the second Star.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HoleDiskDeathSandPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dusty Dune -- Large Sand Disk Planet", "Notes": "The large sand disk planet where Tweesters can be found.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HolePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Robot Reactor -- Starting Planet", "Notes": "The metal planet with holes used at the start of Bowser Jr.'s Robot Reactor.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HolePlanetInsideSky", "ClassNameSMG1": "Sky", "ClassNameSMG2": "Sky", "Name": "Spin-Dig Sky", "Notes": "The sky model used in Spin-Dig Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HomeAir", "ClassNameSMG1": "Air", "ClassNameSMG2": "Air", "Name": "Clear Blue Atmosphere", "Notes": "A clear blue atmosphere that is used in Good Egg Galaxy and Buoy Base Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HomeCenterRellayPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Puzzle Plank -- Spherical Wood Planet", "Notes": "The wooden sphere planet used near the end of the first mission of Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HomePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "E3 Demo -- Starting Planet", "Notes": "An unused planet with egg-shaped structures and large beach that was used in the E3 2006 demo.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "HomingKiller", "ClassNameSMG1": "HomingKillerLauncher", "ClassNameSMG2": "HomingKillerLauncher", "Name": "Bullet Bill Spawner", "Notes": "A bullet-like enemy that may home onto the player if they get in its range.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HoneyBee", "ClassNameSMG1": "HoneyBee", "ClassNameSMG2": "HoneyBee", "Name": "Bee", "Notes": "A bee NPC used in Honeyhive Galaxy, Honeybloom Galaxy and other places.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HoneyBeeWallClimbPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Honeyhop -- Starting Planet", "Notes": "The planet used at the start of Honeyhop Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HoneyQueen", "ClassNameSMG1": "HoneyQueen", "ClassNameSMG2": "HoneyQueen", "Name": "Queen Bee", "Notes": "Her highness, the queen of the bees.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HoneyQueenLeafA", "ClassNameSMG1": "SimpleSeesawObj", "ClassNameSMG2": "SimpleSeesawObj", "Name": "Honeyhive -- Leaf Platform", "Notes": "A seesaw-like leaf platform used on the Queen Bee's planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HoneyQueenPlanet", "ClassNameSMG1": "FurPlanetMap", "ClassNameSMG2": "FurPlanetMap", "Name": "Queen Bee Planet", "Notes": "The planet where the Queen Bee is found. Although this object exists in both games, they have entirely different models in each game.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HopperBeltConveyerMovePartsA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Toy Time -- Conveyor Belt Segment", "Notes": "A straight conveyor belt segment.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HopperBeltConveyerPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Toy Time -- Conveyor Belts Planet", "Notes": "The large planet that consists of several colorful toy blocks.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HopperBeltConveyerRotatePartsA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Toy Time -- Conveyor Belt Ring", "Notes": "The rotating ring-shaped conveyor belt.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HShapeBlockSetPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Puzzle Plank -- Wiggler Planet", "Notes": "The planet where two Wigglers and a large H-shaped hole are found; used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HShapeBlockSetPlanetParts", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Puzzle Plank -- Starting Planet Cubes", "Notes": "The pair of wood cubes used at the start of Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HugeBattleShipPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Battlerock -- Main Planet", "Notes": "The large titular planet that consists of two large rocks connected by metal beams.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HugeBattleShipPlanetEntrance", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Battlerock -- Interior Entrance Platform", "Notes": "A metal platform that contains the entrance into the gravity-changing interior portion.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HugeHammerConveyerDown", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Clockwork Ruins -- Hammers Planet Lower Rotating Platform", "Notes": "A rotating platform used on the hammer planet in Clockwork Ruins Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HugeHammerConveyerUp", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Clockwork Ruins -- Hammers Planet Upper Rotating Platform", "Notes": "A rotating platform used on the hammer planet in Clockwork Ruins Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "HugeHammerPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Clockwork Ruins -- Hammers Planet", "Notes": "The planet with the rotating hammers from Clockwork Ruins Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceBarPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Toy Time -- Ice Pop Planet", "Notes": "A large ice pop-shaped planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceCannonPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Toy Time -- Ice Player Cannon Planet", "Notes": "The ice planet featuring a huge stone structure.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceCreamPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Toy Time -- Ice Cream Planet", "Notes": "The ice cream cone planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceLavaIslandIceMovableStepA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Freezeflame -- Moving Ice Platform", "Notes": "A square-shaped moving ice platform.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceLavaIslandLavaMovableStepA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Freezeflame -- Moving Lava Platform", "Notes": "A square-shaped moving lava platform.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceLavaIslandSnowStepA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Freezeflame -- Small Snow Platform", "Notes": "A small square-shaped snow platform.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceLayerBreak", "ClassNameSMG1": "EffectObjR500F50", "ClassNameSMG2": "EffectObjR500F50", "Name": "Broken Glass Effect", "Notes": "A glass-breaking effect used on Launch Stars that require the player to go through glass.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceMagmaAppearanceStep", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Shiverburn -- Rock Platforms", "Notes": "A set of rocks which rise from lava that are used as a platform on the third planet of Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceMagmaSkatePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Shiverburn -- Skating Planet", "Notes": "The third planet in the first mission of Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceMagmaSkatePlanetIce", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Shiverburn -- Skating Planet Ice Layer", "Notes": "The ice layer used on the skating planet in Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceMeramera", "ClassNameSMG1": "Meramera", "ClassNameSMG2": "Meramera", "Name": "Li'l Brr", "Notes": "A burning rock enemy that floats around and chases after Mario. It will freeze the player upon contact.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceMerameraKing", "ClassNameSMG1": "IceMerameraKing", "ClassNameSMG2": "IceMerameraKing", "Name": "Baron Brrr", "Notes": "The Li'l Brr boss fought at the top of the snow mountain from Freezeflame Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceMeteor", "ClassNameSMG1": "IceMeteor", "ClassNameSMG2": "IceMeteor", "Name": "Falling Ice Crystal", "Notes": "A falling ice crystal that creates an ice platform that can be stood on.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceMountainFloaterA", "ClassNameSMG1": "SimpleFloaterObj", "ClassNameSMG2": "SimpleFloaterObj", "Name": "Freezeflame -- Wood Floater", "Notes": "A sinking wooden floater platform.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceMountainPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Freezeflame -- Snow Mountain Planet", "Notes": "The massive snow mountain with ice lakes and a tall peak.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceMountainSeesawNoSlipA", "ClassNameSMG1": "SimpleSeesawObj", "ClassNameSMG2": "SimpleSeesawObj", "Name": "Freezeflame -- Ice Floe with Wood", "Notes": "A seesaw-like ice floe platform with a wooden surface.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceMountainSeesawSlipA", "ClassNameSMG1": "SimpleSeesawObj", "ClassNameSMG2": "SimpleSeesawObj", "Name": "Freezeflame -- Small Ice Floe", "Notes": "A small seesaw-like ice floe platform.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceMountainSeesawSlipB", "ClassNameSMG1": "SimpleSeesawObj", "ClassNameSMG2": "SimpleSeesawObj", "Name": "Freezeflame -- Long Ice Floe", "Notes": "A long seesaw-like ice floe platform.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceMountainSeesawSlipC", "ClassNameSMG1": "SimpleSeesawObj", "ClassNameSMG2": "SimpleSeesawObj", "Name": "Freezeflame -- Large Ice Floe", "Notes": "A large seesaw-like ice floe platform.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceMountainSeesawSlipD", "ClassNameSMG1": "SimpleSeesawObj", "ClassNameSMG2": "SimpleSeesawObj", "Name": "Freezeflame -- Rectangular Ice Floe", "Notes": "A long rectangular seesaw-like ice floe platform.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IcePlanetLight", "ClassNameSMG1": "EffectObjR100F50SyncClipping", "ClassNameSMG2": "EffectObjR100F50SyncClipping", "Name": "Eerie Light Effect", "Notes": "An eerie light effect used on Space Junk Galaxy's glass maze planet.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceRingBumpyPartsA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Freezeflame -- Small Stone Pedestal", "Notes": "A small circular stone pedestal.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceRingFirePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Freezeflame -- Ice Ring Planet with Lava", "Notes": "The large ice ring planet with lava used in the third mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceRingIcePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Freezeflame -- Ice Ring Planet", "Notes": "The large ice ring planet used during the first two missions.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceSlipRoad", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Toy Time -- Ice Platforms Planet", "Notes": "The two ice planets connected by smaller ice rectangular ice platforms.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceUpDownShutterDoorA", "ClassNameSMG1": "AnmModelSwitchMove", "ClassNameSMG2": "AnmModelSwitchMove", "Name": "Freezeflame -- Large Ice & Lava Planet Gate", "Notes": "The tall gate that blocks the path to the lava section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceVolcanoAppearStepA", "ClassNameSMG1": "AnmModelSwitchMove", "ClassNameSMG2": "AnmModelSwitchMove", "Name": "Freezeflame -- Raising Stone Staircase", "Notes": "A staircase that emerges from the lava in the second mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceVolcanoAppearStepB", "ClassNameSMG1": "AnmModelSwitchMove", "ClassNameSMG2": "AnmModelSwitchMove", "Name": "Freezeflame -- Appearing Stone Bridge", "Notes": "The long stone bridge that appears at the end of the second mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceVolcanoBalanceStepA", "ClassNameSMG1": "SimpleSeesawObj", "ClassNameSMG2": "SimpleSeesawObj", "Name": "Freezeflame -- Rotating Stone with Short Columns", "Notes": "A cylindrical stone platform with short columns that rotates like a seesaw.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceVolcanoBalanceStepB", "ClassNameSMG1": "SimpleSeesawObj", "ClassNameSMG2": "SimpleSeesawObj", "Name": "Freezeflame -- Rotating Stone with Long Columns", "Notes": "A cylindrical stone platform with long columns that rotates like a seesaw.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceVolcanoClimbingWall", "ClassNameSMG1": "AnmModelSwitchMove", "ClassNameSMG2": "AnmModelSwitchMove", "Name": "Freezeflame -- Moving Wall-Jump Wall", "Notes": "The large moving wall that connects the lava planet's two halves.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceVolcanoFloaterA", "ClassNameSMG1": "LavaFloater", "ClassNameSMG2": "LavaFloater", "Name": "Freezeflame -- Small Stone Block Lava Floater", "Notes": "A small stone block that sinks down when stepped on.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceVolcanoFloaterB", "ClassNameSMG1": "LavaFloater", "ClassNameSMG2": "LavaFloater", "Name": "Freezeflame -- Long Stone Block Lava Floater", "Notes": "A long stone block that sinks down when stepped on.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceVolcanoMoveStepA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Freezeflame -- Moving Stone Platform", "Notes": "A square-shaped moving stone platform.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceWaterUpDownParts", "ClassNameSMG1": "IceVolcanoUpDownPlane", "ClassNameSMG2": "IceVolcanoUpDownPlane", "Name": "Freezeflame -- Moving Water Layer", "Notes": "The moving water layer found on the ice and lava planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IceWaterUpDownPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Freezeflame -- Ice & Lava Main Planet", "Notes": "The two-sided planet visited in the third mission. The lava section uses a separate object.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IcicleRock", "ClassNameSMG1": "SimpleBreakableObj", "ClassNameSMG2": "SimpleBreakableObj", "Name": "Stalagmite", "Notes": "A stalagmite that can be destroyed with a Spin Attack", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "IcicleRockLight", "ClassNameSMG1": "EffectObjR100F50SyncClipping", "ClassNameSMG2": "EffectObjR100F50SyncClipping", "Name": "Stalagmite Sparkles Effect", "Notes": "A sparkling effect used for a stalagmite in Ghostly Galaxy.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "InfernoMario", "ClassNameSMG1": "InfernoMario", "ClassNameSMG2": "InfernoMario", "Name": "Neutral Cosmic Clone [Broken]", "Notes": "A broken Cosmic Clone that remains passive until the player approaches it. It does not work because it tries to load the nonexistent \"Manekuri\" model.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "InstantInferno", "ClassNameSMG1": "InfernoMarioGenerator", "ClassNameSMG2": "InfernoMarioGenerator", "Name": "Cosmic Clone Spawner", "Notes": "A spawner that creates Cosmic Clones.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "InvisibleWall10x10", "ClassNameSMG1": "InvisiblePolygonObj", "ClassNameSMG2": "InvisiblePolygonObj", "Name": "Invisible Wall 10x10", "Notes": "An invisible wall of the size 10x10.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "InvisibleWall10x20", "ClassNameSMG1": "InvisiblePolygonObj", "ClassNameSMG2": "InvisiblePolygonObj", "Name": "Invisible Wall 10x20", "Notes": "An invisible wall of the size 10x20.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "InvisibleWallBattleShipA", "ClassNameSMG1": "TransparentWall", "ClassNameSMG2": "TransparentWall", "Name": "Invisible Battlerock Wall", "Notes": "An invisible wall that was most likely meant to be used in Battlerock Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "InvisibleWallGCapture10x10", "ClassNameSMG1": "InvisiblePolygonObjGCapture", "ClassNameSMG2": "InvisiblePolygonObjGCapture", "Name": "Invisible Pull Star Wall 10x10", "Notes": "An invisible wall of the size 10x10 that is used to restrict the player's movement while they are using a Pull Star.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "InvisibleWallGCapture10x20", "ClassNameSMG1": "InvisiblePolygonObjGCapture", "ClassNameSMG2": "InvisiblePolygonObjGCapture", "Name": "Invisible Pull Star Wall 10x20", "Notes": "An invisible wall of the size 10x20 that is used to restrict the player's movement while they are using a Pull Star.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "InvisibleWallJump10x10", "ClassNameSMG1": "InvisiblePolygonObj", "ClassNameSMG2": "InvisiblePolygonObj", "Name": "Invisible Wall-Jumpable Wall 10 x 10", "Notes": "An invisible wall of the size 10x10 that the player can Wall Jump from.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "InvisibleWallJump10x20", "ClassNameSMG1": "InvisiblePolygonObj", "ClassNameSMG2": "InvisiblePolygonObj", "Name": "Invisible Wall-Jumpable Wall 10 x 20", "Notes": "An invisible wall of the size 10x20 that the player can Wall Jump from.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "InvisibleWaterfall", "ClassNameSMG1": "TransparentWall", "ClassNameSMG2": "TransparentWall", "Name": "Invisible Waterfall Walls", "Notes": "An unused set of invisible walls meant to be used in the unused TwinFallLakeZone.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "InvisibleWaterfallTwinFallLake", "ClassNameSMG1": "TransparentWall", "ClassNameSMG2": "TransparentWall", "Name": "Beach Bowl -- Invisible Waterfall Walls", "Notes": "A set of invisible waterfall walls used for Wall Jumping with the Ice power-up.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IronCannonLauncher", "ClassNameSMG1": "IronCannonLauncher", "ClassNameSMG2": "IronCannonLauncher", "Name": "Cannonball Cannon", "Notes": "A cannon that shoots striped cannonballs.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IronCannonLauncherPoint", "ClassNameSMG1": "IronCannonLauncherPoint", "ClassNameSMG2": "IronCannonLauncherPoint", "Name": "Cannonball Spawner", "Notes": "A spawner that generates striped cannonballs. Unlike IronCannonLauncher, it has no actual model.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "IslandFleetDiscPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Sky Station -- Disk Planet", "Notes": "A disk planet used before the Peewee Piranha boss fight at the end of the first mission of Sky Station Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ItemAppearStoneSpinDriver", "ClassNameSMG1": "ItemAppearStone", "ClassNameSMG2": "ItemAppearStone", "Name": "Deep Dark -- Sling Star Platform", "Notes": "The large blue platform whose place is taken over by several Sling Stars.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ItemBlockSwitch", "ClassNameSMG1": "ItemBlock", "ClassNameSMG2": "ItemBlock", "Name": "Switch ? Block", "Notes": "A ? Block that triggers a switch after being hit.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": true, "IsLeftover": true}, {"InternalName": "ItemBubble", "ClassNameSMG1": "ItemBubble", "ClassNameSMG2": "ItemBubble", "Name": "Item Bubble", "Notes": "A bubble that can contain collectible items.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ItemCollectionPlanet", "ClassNameSMG1": "PlanetMapFarClippable", "ClassNameSMG2": "PlanetMapFarClippable", "Name": "Starship Mario -- Power-Up Display Room", "Notes": "The power-up display room used on Starship Mario.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ItemCollectionPlanetWall", "ClassNameSMG1": "ItemCollectionPlanetWall", "ClassNameSMG2": "ItemCollectionPlanetWall", "Name": "Starship Mario -- Power-Up Display Room Wall", "Notes": "A wall used for the power-up display room of Starship Mario.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ItemDice", "ClassNameSMG1": "ItemDice", "ClassNameSMG2": "ItemDice", "Name": "Chance Cube", "Notes": "A die block that can spawn either ten Coins, a Goomba or a 1-Up Mushroom.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ItemDrill", "ClassNameSMG1": "ItemDrill", "ClassNameSMG2": "ItemDrill", "Name": "Spin Drill", "Notes": "A drill power-up that allows the player to dig through certain dirt upon spinning.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ItemRoomDoor", "ClassNameSMG1": "ItemRoomDoor", "ClassNameSMG2": "ItemRoomDoor", "Name": "Starship Mario -- Power-Up Display Room Door", "Notes": "The door that warps the player to the power-up display room on Starship Mario.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ItemRoomItemBase", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Starship Mario -- Power-Up Display Case", "Notes": "A display case for the power-up display room used on Starship Mario.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Jellyfish", "ClassNameSMG1": "Jellyfish", "ClassNameSMG2": "Jellyfish", "Name": "Jammyfish", "Notes": "A small white jellyfish that can be defeated with a spin attack.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "JellyfishElectric", "ClassNameSMG1": "JellyfishElectric", "ClassNameSMG2": "JellyfishElectric", "Name": "Jellyfish", "Notes": "A big blue jellyfish that causes electrical damage to the player if they touch it.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "JetTurtle", "ClassNameSMG1": "JetTurtle", "ClassNameSMG2": "JetTurtle", "Name": "Koopa Shell", "Notes": "A Koopa shell; can be carried around, thrown and ridden underwater.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "JewelRelayPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Boulder Bowl -- Crystal Planet", "Notes": "The small orange crystal planet used near the end of the first mission of Boulder Bowl Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Jiraira", "ClassNameSMG1": "Jiraira", "ClassNameSMG2": "Jiraira", "Name": "Bowser Land Mine", "Notes": "A land mine with Bowser's emblem on the trigger that charges and explodes upon contact. It regenerates after a few seconds.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "JointBallsPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Battlerock -- Colorful Molecule Planet", "Notes": "The multicolored molecule-like planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "JrRobotStep", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Fearsome Fleet -- Megahammer Planet", "Notes": "The planet where Megahammer is fought in Bowser Jr.'s Fearsome Fleet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "JrRobotStepBreakableA", "ClassNameSMG1": "KoopaJrRobotBreakableStep", "ClassNameSMG2": "KoopaJrRobotBreakableStep", "Name": "Fearsome Fleet -- Megahammer Planet Platform", "Notes": "A long yellow platform that can be destroyed if it is hit by Megahammer.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Jugem", "ClassNameSMG1": "Jugem", "ClassNameSMG2": "Jugem", "Name": "Lakitu", "Notes": "A Koopa that sits on a cloud and throws Spinys at the player.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "JumboDeathSandPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dusty Dune -- Large Quicksand Planet", "Notes": "The large quicksand planet seen in the background of Dusty Dune Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "JumpBeamer", "ClassNameSMG1": "JumpBeamer", "ClassNameSMG2": "JumpBeamer", "Name": "Jump Beamer", "Notes": "A robot-like enemy that emits electrical rings. Its head can be used as a spring.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "JumpBeamerRoomPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Battlerock -- Jump Beamer Interior Section", "Notes": "The large interior section with a Jump Beamer that leads outside.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "JumpBranch", "ClassNameSMG1": "JumpBranch", "ClassNameSMG2": "JumpBranch", "Name": "Swing Pole", "Notes": "A pole that can be swung from and jumped off of; used in Deep Dark Galaxy and Clockwork Ruins Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "JumpGuarder", "ClassNameSMG1": "JumpGuarder", "ClassNameSMG2": "JumpGuarder", "Name": "Jump Guarder", "Notes": "A stationary green robot enemy that launches several Topminis when the player comes near it. The head can be bounced off by the player.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "JumpHole", "ClassNameSMG1": "JumpHole", "ClassNameSMG2": "JumpHole", "Name": "Star Ball Launcher", "Notes": "A hole that launches a Star Ball along a path.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "JumpHoleTamakoroA", "ClassNameSMG1": "JumpHole", "ClassNameSMG2": "JumpHole", "Name": "Rolling Masterpiece -- Paintbrush Planet Star Ball Launcher", "Notes": "The Star Ball launcher used on the second planet of Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "JumpHoleTamakoroB", "ClassNameSMG1": "JumpHole", "ClassNameSMG2": "JumpHole", "Name": "Rolling Masterpiece -- Disk Planet Star Ball Launcher", "Notes": "The Star Ball launcher used on the third planet of Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "JumpSpider", "ClassNameSMG1": "JumpSpider", "ClassNameSMG2": "JumpSpider", "Name": "Spoing", "Notes": "A fuzzy jumping spider enemy used in a few galaxies, such as Space Junk Galaxy and Tall Trunks Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "JumpStand", "ClassNameSMG1": "JumpStand", "ClassNameSMG2": "JumpStand", "Name": "Ground Pound Spring", "Notes": "A spring that bounces the player into the air when Ground Pounding it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "JumpStandAuto", "ClassNameSMG1": "JumpStandAuto", "ClassNameSMG2": "JumpStandAuto", "Name": "Jump Spring", "Notes": "A blue spring that bounces the player into the air when jumping on it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Kabokuri", "ClassNameSMG1": "Kabokuri", "ClassNameSMG2": "Kabokuri", "Name": "Jack O' Goomba", "Notes": "A Goomba with a pumpkin mask on its head; used in ghost-themed galaxies, such as Ghostly Galaxy and Flash Black Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Kameck", "ClassNameSMG1": "Kameck", "ClassNameSMG2": "Kameck", "Name": "Fireball Magikoopa", "Notes": "A Magikoopa that casts fireballs.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KameckKuriboMini", "ClassNameSMG1": "Kameck", "ClassNameSMG2": "Kameck", "Name": "Mini Goomba Magikoopa", "Notes": "A Magikoopa that casts Mini Goombas.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KameckMeramera", "ClassNameSMG1": "Kameck", "ClassNameSMG2": "Kameck", "Name": "Li'l Cinder Magikoopa", "Notes": "A Magikoopa that casts Li'l Cinders.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KameckShip", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Deep Dark -- Ghost Ship", "Notes": "The ghost ship seen inside the cave of Deep Dark Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KameckShipLv1", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Space Junk -- Kamella's Airship", "Notes": "The purple airship where Kamella is fought in Space Junk Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Kanina", "ClassNameSMG1": "Kanina", "ClassNameSMG2": "Kanina", "Name": "Blue Crabber", "Notes": "A blue crab enemy that runs away from the player. Drops a 1-Up when defeated.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KaninaRed", "ClassNameSMG1": "Kanina", "ClassNameSMG2": "Kanina", "Name": "Red Crabber", "Notes": "A red crab enemy that runs towards the player. Drops Star Bits when defeated.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Karikari", "ClassNameSMG1": "Karikari", "ClassNameSMG2": "Karikari", "Name": "Slurple", "Notes": "A small blue enemy that will stick onto player if they get near it. If the enemy is not defeated, it will begin to damage the player.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Karon", "ClassNameSMG1": "Karon", "ClassNameSMG2": "Karon", "Name": "Dry Bones", "Notes": "A dead skeleton of a Koopa Troopa.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KeySwitch", "ClassNameSMG1": "KeySwitch", "ClassNameSMG2": "KeySwitch", "Name": "Key", "Notes": "A key that activates a switch when collected.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KickStone", "ClassNameSMG1": "KickStone", "ClassNameSMG2": "KickStone", "Name": "Kick Rock", "Notes": "A small rock that will spawn either a Coin or a Star Bit when kicked.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KillerGunnerDouble", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Double Bullet Bill Blaster", "Notes": "A pair of opposite-facing cannons. The Bullet Bills have to be added as a separate object.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KillerGunnerSingle", "ClassNameSMG1": "KillerGunnerSingle", "ClassNameSMG2": "KillerGunnerSingle", "Name": "Cannon Blaster", "Notes": "A cannon that periodically shoots a force that will damage the player.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KillerGunnerTriple", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Triple Bullet Bill Blaster", "Notes": "An unused set of three cannons that shoot Bullet Bills. Also features a large hole that fits a Chomp. The enemies have to be added as separate objects.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "KillerShooter", "ClassNameSMG1": "MogucchiShooter", "ClassNameSMG2": "MogucchiShooter", "Name": "Bullet Bill Undergrunt Gunner", "Notes": "An Undergrunt Gunner that shoots Bullet Bills.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KingTossin", "ClassNameSMG1": "KingTossin", "ClassNameSMG2": "KingTossin", "Name": "Rollodillo", "Notes": "The armadillo boss fought at the end of Boulder Bowl Galaxy's first mission.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KinokoOneUpPicture", "ClassNameSMG1": "SimpleTextureSwitchChangeObj", "ClassNameSMG2": "SimpleTextureSwitchChangeObj", "Name": "1-Up Mushroom Picture", "Notes": "A picture of a 1-Up Mushroom.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KinokoTwinsPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Honeyhive -- Light Wood Mushroom Planet", "Notes": "A light wood mushroom-shaped planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KinokoTwinsPlanetB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Honeyhive -- Dark Wood Mushroom Planet", "Notes": "A dark wood mushroom-shaped planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Kinopio", "ClassNameSMG1": "Kinopio", "ClassNameSMG2": "Kinopio", "Name": "Toad", "Notes": "A generic Toad NPC.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KinopioAstro", "ClassNameSMG1": "KinopioAstro", "ClassNameSMG2": "KinopioAstro", "Name": "Toad [Comet Observatory]", "Notes": "A special Toad NPC variant for the Comet Observatory. This object is also required for a functional Mailtoad.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KinopioBank", "ClassNameSMG1": "KinopioBank", "ClassNameSMG2": "KinopioBank", "Name": "Banktoad", "Notes": "A special Toad NPC that allows the player to deposit and withdraw Star Bits.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KinopioPostman", "ClassNameSMG1": "KinopioPostman", "ClassNameSMG2": "KinopioPostman", "Name": "Mail Toad", "Notes": "A special Toad NPC that delivers letters to the player.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Kiraira", "ClassNameSMG1": "Kiraira", "ClassNameSMG2": "Kiraira", "Name": "Underwater Mine", "Notes": "A stationary mine used in Deep Dark Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "KirairaRail", "ClassNameSMG1": "KirairaRail", "ClassNameSMG2": "KirairaRail", "Name": "Moving Underwater Mine", "Notes": "A moving underwater mine used in Deep Dark Galaxy and Cosmic Cove Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Koopa", "ClassNameSMG1": "KoopaBattle", "ClassNameSMG2": "KoopaBattle", "Name": "Bowser [Lava Lair]", "Notes": "The Bowser boss fought at the end of Bowser's Lava Lair.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaAssaultFallObj", "ClassNameSMG1": "KoopaAssaultFallObj", "ClassNameSMG2": "KoopaAssaultFallObj", "Name": "Decorative Falling Crystal", "Notes": "A crystal cage that falls from the sky during Bowser's attack in the opening storybook level.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaBackEffect", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Peach's Castle -- Decorative Bowser Portal", "Notes": "The large portal that Bowser disappears through during the intro sequence at Peach's Castle.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaBattleLv1Planet", "ClassNameSMG1": "KoopaBattlePlanet", "ClassNameSMG2": "KoopaBattlePlanet", "Name": "Lava Lair -- Bowser Battle Planet", "Notes": "The planet where Bowser is fought in Bowser's Lava Lair.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaBattleLv2Planet", "ClassNameSMG1": "KoopaBattlePlanet", "ClassNameSMG2": "KoopaBattlePlanet", "Name": "Gravity Gauntlet -- Bowser Battle Planet", "Notes": "The planet where Bowser is fought in Bowser's Gravity Gauntlet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaBattleLv3Planet", "ClassNameSMG1": "KoopaBattlePlanet", "ClassNameSMG2": "KoopaBattlePlanet", "Name": "Galaxy Generator -- Bowser Battle Planet", "Notes": "The planet where Bowser is fought in Bowser's Galaxy Generator.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaBattleMapCoinPlate", "ClassNameSMG1": "KoopaBattleMapCoinPlate", "ClassNameSMG2": "KoopaBattleMapCoinPlate", "Name": "Bowser Battle Green Plate", "Notes": "A standalone version of the green metal plates seen during the boss battles against Bowser. They release a Coin when smashed by Bowser.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "KoopaBattleMapPlate", "ClassNameSMG1": "KoopaBattleMapPlate", "ClassNameSMG2": "KoopaBattleMapPlate", "Name": "Bowser Battle Bronze Plate", "Notes": "A standalone version of the bronze plates seen during the boss battles against Bowser. They release Star Bits when smashed by Bowser.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "KoopaBattleMapStair", "ClassNameSMG1": "KoopaBattleMapStair", "ClassNameSMG2": "KoopaBattleMapStair", "Name": "Bowser Battle Small Stair Platform", "Notes": "A green and white platform that makes up the stairs in Bowser galaxies. It breaks after a set amount of time.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaBattleMapStairBig", "ClassNameSMG1": "KoopaBattleMapStair", "ClassNameSMG2": "KoopaBattleMapStair", "Name": "Bowser Battle Large Stair Platform", "Notes": "A large green and white platform that makes up the stairs in Bowser galaxies. It breaks after a set amount of time.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaBattleMapStairTurn", "ClassNameSMG1": "KoopaBattleMapStair", "ClassNameSMG2": "KoopaBattleMapStair", "Name": "Bowser Battle Curved Stair Platform", "Notes": "A green and white turning platform that makes up the stairs in Bowser galaxies. It breaks after a set amount of time.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaBattleMapStairTurnAppear", "ClassNameSMG1": "TimeAppearObj", "ClassNameSMG2": "TimeAppearObj", "Name": "Bowser Battle Appearing Curved Stair Platform", "Notes": "A green and white turning platform that makes up the stairs in Bowser galaxies. It appears after a set amount of time.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaBattleSky", "ClassNameSMG1": "Sky", "ClassNameSMG2": "Sky", "Name": "Bowser Fight Sky", "Notes": "The sky model used during the fights against Bowser in Bowser's Lava Lair, Bowser's Gravity Gauntlet and Bowser's Galaxy Generator.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "KoopaBattleSunPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Star Reactor -- Lava Sphere", "Notes": "A large decorative sphere of lava.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaCastleFireTowerA", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Lava Lair -- Tower with Torch", "Notes": "A background tower with a torch used in Bowser's Lava Lair.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaDemoChamber", "ClassNameSMG1": "KoopaDemoChamber", "ClassNameSMG2": "KoopaDemoChamber", "Name": "Bowser's Throne", "Notes": "The planet where Bowser waits for the player before battling them. The throne has no actual collision.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaFinalBattlePos", "ClassNameSMG1": "KoopaFinalBattlePos", "ClassNameSMG2": "KoopaFinalBattlePos", "Name": "Final Bowser Battle Position", "Notes": "Marks the position of the final boss fight against Bowser in Bowser's Galaxy Generator that takes place in the sky.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaFinalStarPlanet", "ClassNameSMG1": "KoopaFinalStarPlanet", "ClassNameSMG2": "KoopaFinalStarPlanet", "Name": "Galaxy Generator -- Grand Star Planet", "Notes": "The planet where the player finds both Princess Peach and the final Grand Star; used in Bowser's Galaxy Generator.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaJrCastle", "ClassNameSMG1": "KoopaJrCastle", "ClassNameSMG2": "KoopaJrCastle", "Name": "Boomsday Machine", "Notes": "The large tank boss fought at the end of Bowser Jr.'s Boom Bunker.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaJrCastleCloudStep", "ClassNameSMG1": "KoopaJrCastleCloudStep", "ClassNameSMG2": "KoopaJrCastleCloudStep", "Name": "Boom Bunker -- Dark Cloud Platform", "Notes": "A dark cloud platform used in Bowser Jr.'s Boom Bunker as well as Cloudy Court Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaJrCastleGate", "ClassNameSMG1": "KoopaJrCastleGate", "ClassNameSMG2": "KoopaJrCastleGate", "Name": "Fiery Flotilla -- Castle Gate", "Notes": "The large gate used in Bowser Jr.'s Fiery Flotilla.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaJrCastleGatePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Fiery Flotilla -- Starting Planet", "Notes": "The planet used at the start of Bowser Jr.'s Fiery Flotilla.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaJrCastlePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Boom Bunker -- Boomsday Machine Planet", "Notes": "The planet where the Boomsday Machine is fought in Bowser Jr.'s Boom Bunker.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaJrCastleWindUp", "ClassNameSMG1": "KoopaJrCastleWindUp", "ClassNameSMG2": "KoopaJrCastleWindUp", "Name": "Boomsday Machine Fan", "Notes": "A large metal fan used during the Boomsday Machine battle in Bowser Jr.'s Boom Bunker.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaJrKillerShipA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Airship Armada -- Large Cannon Airship", "Notes": "A large airship with rows of several cannons on the sides.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaJrLv2BossRelayPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Fearsome Fleet -- Launch Star Platforms", "Notes": "The set of platforms where the Launch Star to the Megahammer planet in Bowser Jr.'s Fearsome Fleet is found.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaJrLv2FloatPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Fearsome Fleet -- Asteroid Planet", "Notes": "An asteroid-like planet seen in the background of Bowser Jr.'s Fearsome Fleet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaJrLv2Lift", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Yellow Moving Platform", "Notes": "A striped yellow moving platform used in Bowser Jr.'s Fearsome Fleet.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaJrLv2LiftForGenerator", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Yellow Moving Platform for Generator", "Notes": "A dummy object that represents an individual platform generated by a KoopaJrLv2LiftGenerator.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaJrLv2LiftGenerator", "ClassNameSMG1": "KoopaJrLv2LiftGenerator", "ClassNameSMG2": "KoopaJrLv2LiftGenerator", "Name": "Yellow Moving Platform Generator", "Notes": "An object that generates the yellow platforms used in Bowser Jr.'s Fearsome Fleet.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaJrLv2StartPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Fearsome Fleet -- Starting Platforms", "Notes": "The set of platforms used at the start of Bowser Jr.'s Fearsome Fleet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaJrLv2StartPlanetB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Fearsome Fleet -- Checkpoint Platform", "Notes": "A single platform used near the checkpoint of Bowser Jr.'s Fearsome Fleet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaJrLv3Sky", "ClassNameSMG1": "Sky", "ClassNameSMG2": "Sky", "Name": "Boom Bunker Sky", "Notes": "The sky model used in Bowser Jr.'s Boom Bunker.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaJrNormalShipA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Airship Armada -- Airship", "Notes": "A generic airship with a small wood pedestal on the stern.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaJrRobot", "ClassNameSMG1": "KoopaJrRobot", "ClassNameSMG2": "KoopaJrRobot", "Name": "Megahammer", "Notes": "The boss fought at the end of Bowser Jr.'s Fearsome Fleet.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaJrRobotBreakPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Boom Bunker -- Destroyed Megahammer Planet", "Notes": "The planet used at the start of Bowser Jr.'s Boom Bunker.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaJrShip", "ClassNameSMG1": "KoopaJrShip", "ClassNameSMG2": "KoopaJrShip", "Name": "Bowser Jr.'s Airship", "Notes": "A small airship steered by Bowser Jr. himself, which is the boss of Bowser Jr.'s Airship Armada.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaJrSmallShipA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Airship Armada -- Airship Platform", "Notes": "A small moving airship-styled platform.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaJrSmallShipAGuidePoint", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Airship Armada -- Decorative Path Marker", "Notes": "A line of tiny decorative orange dots that serve as a visual marker of the moving airship platform's path.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaJrStatue", "ClassNameSMG1": "SimpleBreakableDeleteShadowObj", "ClassNameSMG2": "SimpleBreakableDeleteShadowObj", "Name": "Bowser Jr. Statue", "Notes": "A destroyable statue of Bowser Jr.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaLastBattleSky", "ClassNameSMG1": "Sky", "ClassNameSMG2": "Sky", "Name": "Final Bowser Fight Sky", "Notes": "The vortex sky used during the final fight against Bowser in Bowser's Galaxy Generator.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "KoopaLv1LavaFallStep", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Lava Lair -- Moving Wood Platform", "Notes": "A wooden platform where a ground pound switch is found in Bowser's Lava Lair.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaLv1StartStep", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Lava Lair -- Starting Planet", "Notes": "The planet used at the start of Bowser's Lava Lair.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaLv2", "ClassNameSMG1": "KoopaBattle", "ClassNameSMG2": "KoopaBattle", "Name": "Bowser [Gravity Gauntlet]", "Notes": "The boss fought at the end of Bowser's Gravity Gauntlet.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaLv2BattleRelayPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gravity Gauntlet -- Meteors Planet", "Notes": "The planet where some meteors and the large Bowser door are found at the end of Bowser's Gravity Gauntlet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaLv2LavaLift", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Gravity Gauntlet -- Moving Wood Platform", "Notes": "A moving wood platform used near the start of Bowser's Gravity Gauntlet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaLv3", "ClassNameSMG1": "KoopaBattle", "ClassNameSMG2": "KoopaBattle", "Name": "Bowser [Galaxy Generator]", "Notes": "The boss fought at the end of Bowser's Galaxy Generator.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaLv3Seesaw", "ClassNameSMG1": "SimpleSeesawObj", "ClassNameSMG2": "SimpleSeesawObj", "Name": "Galaxy Generator -- Stone Seesaw Platform", "Notes": "A stone seesaw platform used in Bowser's Galaxy Generator.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaNpc", "ClassNameSMG1": "KoopaNpc", "ClassNameSMG2": "KoopaNpc", "Name": "Tiny Bowser", "Notes": "A tiny version of Bowser used in the end credits.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaPowerUpSwitch", "ClassNameSMG1": "KoopaPowerUpSwitch", "ClassNameSMG2": "KoopaPowerUpSwitch", "Name": "Bowser Battle Power-Up Switch Holder", "Notes": "A controller for Bowser battles that activates several switches depending on Bowser's current power-up state.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaRestarterVs3", "ClassNameSMG1": "KoopaRestarterVs3", "ClassNameSMG2": "KoopaRestarterVs3", "Name": "Bowser Battle Reset Appearance Controller", "Notes": "A controller that causes Bowser's model to appear if it's not appeared yet.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaSealField", "ClassNameSMG1": "KoopaSealField", "ClassNameSMG2": "KoopaSealField", "Name": "Red Bowser Door", "Notes": "The large red door with three chained seals that is found at the end of Bowser galaxies.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaSealFieldMiddle", "ClassNameSMG1": "KoopaSealField", "ClassNameSMG2": "KoopaSealField", "Name": "Purple Bowser Door", "Notes": "The large purple door with a large seal that is found midway through Bowser's Lava Lair.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaShipA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Generic Airship", "Notes": "A generic airship that is used in Space Junk Galaxy, Bowser's Airship Armada and Fleet Glide Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaShipB", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Space Junk -- Triple Propeller Airship", "Notes": "A standard airship with three propellers on top.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaShipC", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Space Junk -- Airship with Interior", "Notes": "An airship with an interior room below deck.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaShipD", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Airship Armada -- Bowser Jr. Battle Airship", "Notes": "The airship where the player fights Bowser Jr.'s Airship.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaShipE", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Peach's Castle -- Airship", "Notes": "A decorative airship with rows of cannons on the sides.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaShipManholeCover", "ClassNameSMG1": "ManholeCover", "ClassNameSMG2": "ManholeCover", "Name": "Airship Manhole", "Notes": "A manhole found on certain airships.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "KoopaShipSeesawStep", "ClassNameSMG1": "SimpleSeesawObj", "ClassNameSMG2": "SimpleSeesawObj", "Name": "Space Junk -- Airship Seesaw Bridge", "Notes": "A seesaw-like bridge used on one of the airships in the second mission.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaStatue", "ClassNameSMG1": "SimpleBreakableObj", "ClassNameSMG2": "SimpleBreakableObj", "Name": "Bowser Statue", "Notes": "A destroyable statue of Bowser.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaStatueVomit", "ClassNameSMG1": "KoopaStatueVomit", "ClassNameSMG2": "KoopaStatueVomit", "Name": "Turning Bowser Statue", "Notes": "A statue of Bowser that can turn around. The actual laser is created using an ElectricRail object.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaSwitchKeeper", "ClassNameSMG1": "KoopaSwitchKeeper", "ClassNameSMG2": "KoopaSwitchKeeper", "Name": "Bowser Battle General Switch Holder", "Notes": "A controller for Bowser battles that handles the switch for activating the battle, the switches that get activated during a phase change and the switch that gets activated when defeating Bowser.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaViewSwitchKeeper", "ClassNameSMG1": "KoopaViewSwitchKeeper", "ClassNameSMG2": "KoopaViewSwitchKeeper", "Name": "Bowser Battle Appearance Switch Holder", "Notes": "A controller for Bowser battles that handles the switches that make Bowser appear.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVs1", "ClassNameSMG1": "Koopa", "ClassNameSMG2": "Koopa", "Name": "Bowser [Star Reactor]", "Notes": "The first Bowser battle, which takes place on a glass planet with a green metal frame.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS1PartsBattleStage", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Star Reactor -- Bowser Tower Planet", "Notes": "The tower planet with three smaller towers and several slim ones arranged on a stone brick ring, on which Bowser awaits the player for battle.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS1PartsMoveStepA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Star Reactor -- Moving Red Metal Platform", "Notes": "A small moving red square metal platform.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS1PartsMoveStepB", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Star Reactor -- Moving Stone Platform", "Notes": "A small moving square stone platform.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS1PartsReverseGRoad", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Star Reactor -- Gravity Panel Planet", "Notes": "A castle-styled 2D gravity panel planet with some red carpet platforms.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS1PartsRotateMoveStepA", "ClassNameSMG1": "RailRotateMoveObj", "ClassNameSMG2": "RailRotateMoveObj", "Name": "Star Reactor -- Moving Green Metal Platform", "Notes": "A small moving and rotating green square metal platform.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS1PartsRotateMoveStepB", "ClassNameSMG1": "RailRotateMoveObj", "ClassNameSMG2": "RailRotateMoveObj", "Name": "Star Reactor -- Moving Yellow Gravity Ramp Platform", "Notes": "A small moving and rotating yellow square metal platform with a slight gravity ramp on one edge.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS1PartsSpiralRoad", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Star Reactor -- Spiral Road Pipe Planet", "Notes": "A planet featuring the head of a large green pipe as an archway and a spiraling road of colored blocks.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS1PartsStairRoad", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Star Reactor -- Red Carpet Stairway", "Notes": "A stone stairway with red carpet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS1Sky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Star Reactor Sky", "Notes": "The sky model used in Bowser's Star Reactor, Bowser's Lava Lair and Bowser's Gravity Gauntlet.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVs2", "ClassNameSMG1": "Koopa", "ClassNameSMG2": "Koopa", "Name": "Bowser [Dark Matter Plant]", "Notes": "The second Bowser battle, which takes place on a bronze mesh planet with a stone brick frame.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2Parts2DMoveStepBarA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Dark Matter Plant -- Moving 2D Long Blue Platform", "Notes": "A long metallic moving blue platform with red edges.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2Parts2DMoveStepBarB", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Dark Matter Plant -- Moving 2D Slim Green Platform", "Notes": "A slim metallic moving green platform with blue edges.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2Parts2DMoveStepConvex", "ClassNameSMG1": "RailMoveObjPress", "ClassNameSMG2": "RailMoveObjPress", "Name": "Dark Matter Plant -- Moving 2D T-Shaped Purple Platform", "Notes": "A T-shaped metallic moving purple platform with red edges.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2Parts2DMoveStepCross", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Dark Matter Plant -- Moving 2D Cross-Shaped White Platform", "Notes": "A cross-shaped metallic moving white platform with yellow edges.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2Parts2DMoveStepLShape", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Dark Matter Plant -- Moving 2D L-Shaped Yellow Platform", "Notes": "An L-shaped metallic moving yellow platform with red edges.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2Parts2DMoveStepSBarB", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Dark Matter Plant -- Moving 2D Yellow Platform", "Notes": "A metallic moving yellow platform with red edges.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2Parts2DRailGuideA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dark Matter Plant -- 2D Decorative Path Markers", "Notes": "Several lines of tiny decorative crystals that serve as a visual marker of the moving platform paths.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsClipAreaDisplayA", "ClassNameSMG1": "RailMoveIndirectObj", "ClassNameSMG2": "RailMoveIndirectObj", "Name": "Dark Matter Plant -- Dark Matter Clipping Hole", "Notes": "A small cube that is used to indicate a hole of Dark Matter.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsDarkMatterA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dark Matter Plant -- Dark Matter [Two Cubes]", "Notes": "A pair of cubes of Dark Matter arranged diagonally.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsDarkMatterB", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dark Matter Plant -- Dark Matter [Cylinder]", "Notes": "A large cylinder of Dark Matter with a quarter of its outer circle missing.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsDarkMatterC", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dark Matter Plant -- Dark Matter [Long Rectangle with Cube]", "Notes": "A very long rectangle of Dark Matter with a small cube of dark matter attached diagonally on one end.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsDarkMatterD", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dark Matter Plant -- Dark Matter [Cube]", "Notes": "A large cube of Dark Matter.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsDarkMatterE", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dark Matter Plant -- Dark Matter [Slim Rectangle]", "Notes": "An unused long and slim rectangle of Dark Matter.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsJoinedMoveClip", "ClassNameSMG1": "SimpleClipPartsObj", "ClassNameSMG2": "SimpleClipPartsObj", "Name": "Dark Matter Plant -- Triple Moving Pink Platforms", "Notes": "A set of three long checkered pink moving platforms arranged in an ascending diagonal formation.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsJoinedMoveStep", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Dark Matter Plant -- Triple Moving Bright Dark Matter", "Notes": "A set of three moving long bright Dark Matter rectangles arranged in an ascending diagonal formation.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsRestClipC", "ClassNameSMG1": "SimpleClipPartsObj", "ClassNameSMG2": "SimpleClipPartsObj", "Name": "Dark Matter Plant -- Holed Stone Platform", "Notes": "A big square stone platform with a circular hole in the center.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsRestStepA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dark Matter Plant -- L-Shaped Green Carpet Stone Platform", "Notes": "An L-shaped stone platform with a green carpet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsRestStepB", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dark Matter Plant -- Long Rounded Stone Platform", "Notes": "An unused long stone platform with round edges.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsRestStepC", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dark Matter Plant -- Green Carpet Stone Balcony", "Notes": "A big square stone balcony platform with a dark brick wall and a small green carpet staircase leading up into it.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsRestStepD", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dark Matter Plant -- L-Shaped Green Carpet Ramp Stone Platform", "Notes": "An L-shaped stone platform with green carpet leading to a small gravity ramp.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsRestStepE", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dark Matter Plant -- C-Shaped Green Carpet Stone Platform", "Notes": "An inwards C-shaped stone platform with a green carpet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsRestStepF", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dark Matter Plant -- Green Carpet Step Stone Platform", "Notes": "A stone platform with a step and a green carpet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsRestStepG", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dark Matter Plant -- Bowser Tower Planet", "Notes": "The short tower planet surrounded by four slim towers, on which Bowser awaits the player for battle.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsReverseGRoadA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dark Matter Plant -- Large Gravity Panel Planet", "Notes": "A large castle-styled 2D gravity switching planet with large blobs of dark matter.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsReverseGRoadB", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dark Matter Plant -- Small Gravity Panel Planet", "Notes": "A small castle-styled 2D gravity switching planet with green carpet through the floor.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsRollingStep", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Dark Matter Plant -- Rotating Pink & Yellow Metal Platforms", "Notes": "A set of four curved pink and yellow metal platforms arranged on a circle.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsSquareMoveClipA", "ClassNameSMG1": "SimpleClipPartsObj", "ClassNameSMG2": "SimpleClipPartsObj", "Name": "Dark Matter Plant -- Curved Moving Yellow & Red Metal Platform", "Notes": "A small curved moving yellow square metal platform with red metal edges.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsSquareMoveClipB", "ClassNameSMG1": "SimpleClipPartsObj", "ClassNameSMG2": "SimpleClipPartsObj", "Name": "Dark Matter Plant -- Moving Yellow & Blue Metal Platform", "Notes": "A small moving yellow square metal platform with blue metal edges.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsSquareMoveStepA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Dark Matter Plant -- Moving Curved Dark Matter", "Notes": "A moving curved Dark Matter square.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsSquareMoveStepB", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Dark Matter Plant -- Moving Dark Matter", "Notes": "A moving Dark Matter square.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsStairBig", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dark Matter Plant -- Solid Large Stair Platform", "Notes": "A large green and white platform that makes up the stairs in Bowser galaxies. \n\nUnlike the other Bowser Battle Stair Platform objects this one does not break after a set amount of time.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsStartMoveStepA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Dark Matter Plant -- Revolving Yellow & Green Metal Platform", "Notes": "A small revolving yellow square metal platform with green metal edges.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsStartMoveStepB", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Dark Matter Plant -- Curved Revolving Yellow & Green Metal Platform", "Notes": "A small curved revolving yellow square metal platform with green metal edges.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsStartMoveStepC", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Dark Matter Plant -- Curved Moving Yellow & Green Metal Platform", "Notes": "A small curved moving yellow square metal platform with green metal edges.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2PartsStartRestStep", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dark Matter Plant -- Circular Green Carpet Stone Platform", "Notes": "A circular stone platform with a green carpet going outwards of it.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS2Sky", "ClassNameSMG1": "Sky", "ClassNameSMG2": "Sky", "Name": "Dark Matter Plant Sky", "Notes": "The sky model used in Bowser's Dark Matter Plant.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVs3", "ClassNameSMG1": "Koopa", "ClassNameSMG2": "Koopa", "Name": "Bowser [Galaxy Reactor]", "Notes": "The final Bowser battle, which takes place across three different planets.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS3BattlePlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Galaxy Reactor -- Circular Stair Platform", "Notes": "A large green and white circular platform with a connector platform extending outwards that makes up the beginning of the long stairs. Unlike other stair platforms, this one does not break.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS3BattlePlanetB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Galaxy Reactor -- Bowser Tower Planet", "Notes": "The tower planet with rows of slim towers on the sides, on which Bowser awaits the player for battle.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS3CastleWallPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Galaxy Reactor -- Castle Wall Planet", "Notes": "A planet made out of stone floors and ruined dark brick walls featuring a high tower.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS3CylinderInsidePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Galaxy Reactor -- Lava Tower Planet", "Notes": "A large hollow tower planet with inner walls of lava and many stone platforms, Bullet Bill cannons and Banzai Bill cannons.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS3DryIcePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Galaxy Reactor -- Dry Ice Planet", "Notes": "A planet entirely of deadly dry ice with a large snowy rock column.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS3HoleSunInsidePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Galaxy Reactor -- Colossal Hollow Lava Planet Interior", "Notes": "A standalone variant of the colossal lava planet's interior.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "KoopaVS3HoleSunPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Galaxy Reactor -- Colossal Hollow Lava Planet Exterior", "Notes": "A standalone version of the galaxy-sized hollow spherical lava planet with holes.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "KoopaVS3Parts2DWallA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Galaxy Reactor -- Gravity Panel Wall", "Notes": "A blue and pink gravity panel wall seen in the Space Junk blocks section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS3RotateStepA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Galaxy Reactor -- Small Rotating Sand Brick Circle", "Notes": "A small rotating circle of sand brick blocks.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS3RotateStepB", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Galaxy Reactor -- Large Rotating Sand Brick Circle", "Notes": "A large rotating circle of sand brick blocks arranged in a zigzag-like pattern.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS3RotateStepD", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Galaxy Reactor -- Rotating Molten Tar Disk", "Notes": "A dark rotating disk of molten tar.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS3RotateStepsA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Galaxy Reactor -- Rotating Green Metal Platforms", "Notes": "A set of three bent green metal platforms arranged on a circle facing inwards.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoopaVS3SandPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Galaxy Reactor -- Quicksand Planet", "Notes": "A planet entirely of deadly quicksand featuring a few sandy platforms.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KoteBug", "ClassNameSMG1": "KoteBug", "ClassNameSMG2": "KoteBug", "Name": "Flipbug", "Notes": "A small bug-like enemy that attacks the player in Bee form and runs away from the player under normal conditions.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Kuribo", "ClassNameSMG1": "Kuribo", "ClassNameSMG2": "Kuribo", "Name": "Goomba", "Notes": "The infamous Goomba enemy that appeared in most Mario games since 1985.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KuriboChief", "ClassNameSMG1": "KuriboChief", "ClassNameSMG2": "KuriboChief", "Name": "Big Goomba", "Notes": "A big Goomba that appears in Gateway Galaxy and the Supermassive Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KuriboFence", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Fluffy Bluff -- Circular Fence", "Notes": "A circular fence that is used in The Chimp's challenge in Fluffy Buff Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "KuriboMini", "ClassNameSMG1": "KuriboMini", "ClassNameSMG2": "KuriboMini", "Name": "Mini Goomba", "Notes": "A small round Goomba that drops one Coin when jumped on and a Star Bit if spun (always a Coin in SMG1).", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LargeChain", "ClassNameSMG1": "LargeChain", "ClassNameSMG2": "LargeChain", "Name": "Long Chain", "Notes": "A long chain of configurable length.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaAcrossFloater", "ClassNameSMG1": "RailMoveLavaProjmapObj", "ClassNameSMG2": "RailMoveLavaProjmapObj", "Name": "Galaxy Generator -- Small Sinking Platform ", "Notes": "A small platform that sinks into the lava in Bowser's Galaxy Generator.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaBallRisingPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Melty Molten -- Lava Tide Planet", "Notes": "The planet used for the secret Star mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaBallRisingPlanetLava", "ClassNameSMG1": "LavaBallRisingPlanetLava", "ClassNameSMG2": "LavaBallRisingPlanetLava", "Name": "Melty Molten -- Lava Tide", "Notes": "The lava tide that periodically shrinks and rises.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaBeforeRepeatBlockFloater", "ClassNameSMG1": "RailMoveLavaProjmapObj", "ClassNameSMG2": "RailMoveLavaProjmapObj", "Name": "Galaxy Generator -- Large Sinking Platform ", "Notes": "A large platform that sinks into the lava in Bowser's Galaxy Generator.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaBegomanCubePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dreadnought -- Star Chip Cube Planet", "Notes": "The small cube planet that appears on the third star in the Dreadnought Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaBegomanPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Battlerock -- Topmaniac's Planet", "Notes": "The large UFO planet where Topmaniac is fought in Battlerock Galaxy and Dreadnought Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaBegomanUFOPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dreadnought -- UFO Planet", "Notes": "The UFO planet used at the start of the third mission of Dreadnought Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaBlackUFO", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Melty Molten -- Destroyed UFO", "Notes": "A destroyed UFO used in the background of the first mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaBreakBridge", "ClassNameSMG1": "AnmModelGroundOnMove", "ClassNameSMG2": "AnmModelGroundOnMove", "Name": "Melty Molten -- Lava Spire Bridge Segment", "Notes": "A small bridge segment that collapses when stepped on.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaBreakColumn", "ClassNameSMG1": "LavaBreakColumn", "ClassNameSMG2": "LavaBreakColumn", "Name": "Melty Molten -- Lava Spire Gem Boulder", "Notes": "A large collapsing boulder consisting of many red gems.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaBreakRockA", "ClassNameSMG1": "AnmModelSwitchMoveEndKill", "ClassNameSMG2": "AnmModelSwitchMoveEndKill", "Name": "Melty Molten -- Lava Spire Round Tipping Platform", "Notes": "A round tipping rock platform used at the start of the Lava Spire section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaBreakRockB", "ClassNameSMG1": "AnmModelGroundOnMove", "ClassNameSMG2": "AnmModelGroundOnMove", "Name": "Melty Molten -- Lava Spire Long Tipping Platform", "Notes": "A long tipping rock platform used at the start of the Lava Spire section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaBreakRockC", "ClassNameSMG1": "AnmModelGroundOnMove", "ClassNameSMG2": "AnmModelGroundOnMove", "Name": "Melty Molten -- Lava Spire Tipping Stair Platform", "Notes": "A tipping rock stair platform used at the start of the Lava Spire section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaBreakRockD", "ClassNameSMG1": "AnmModelGroundOnMove", "ClassNameSMG2": "AnmModelGroundOnMove", "Name": "Melty Molten -- Lava Spire Wide Tipping Platform", "Notes": "A wide tipping rock platform used at the start of the Lava Spire section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaBubble", "ClassNameSMG1": "LavaBubble", "ClassNameSMG2": "LavaBubble", "Name": "Lava Bubble", "Notes": "A small bubble of lava that jumps out and back into lava.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaBubble2DPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gravity Gauntlet -- Lava Bubble Planet", "Notes": "The planet where you dodge Lava Bubbles and Cheep Cheeps in Bowser's Gravity Gauntlet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaCShapePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Melty Molten -- C-Shaped Thwomps Planet", "Notes": "The C-shaped planet with several falling meteors and Thwomps.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaDomedPlanet", "ClassNameSMG1": "LavaSunPlanet", "ClassNameSMG2": "LavaSunPlanet", "Name": "Melty Molten -- Star Chip Planet", "Notes": "The spherical planet where the player has to collect five Star Chips or defeat five Li'l Cinders in order to progress.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaDrillKillerPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Galaxy Generator -- Banzai Bill Planet", "Notes": "The planet with Banzai Bills and the Spin Drill used in Bowser's Galaxy Generator.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaFallDownColumnA", "ClassNameSMG1": "AnmModelSwitchMove", "ClassNameSMG2": "AnmModelSwitchMove", "Name": "Melty Molten -- Lava Spire Rock Columns A", "Notes": "A set of columns used on the Lava Spire planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaFallDownColumnB", "ClassNameSMG1": "AnmModelSwitchMove", "ClassNameSMG2": "AnmModelSwitchMove", "Name": "Melty Molten -- Lava Spire Rock Columns B", "Notes": "A set of columns used on the Lava Spire planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaFloaterTrapezoid", "ClassNameSMG1": "LavaFloater", "ClassNameSMG2": "LavaFloater", "Name": "Gravity Gauntlet -- Sinking Trapezoid Platform", "Notes": "A trapezoid-shaped platform that sinks when the player stands on it.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaFloatingStepA", "ClassNameSMG1": "LavaFloater", "ClassNameSMG2": "LavaFloater", "Name": "Tiny Purple/Medium Green Sinking Platform", "Notes": "A sinking platform for lava sections. In SMG1 this is a tiny purple platform, in SMG2 it is a medium green platform.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaFloatingStepB", "ClassNameSMG1": "LavaFloater", "ClassNameSMG2": "LavaFloater", "Name": "Medium Green/Big Blue Sinking Platform", "Notes": "A sinking platform for lava sections. In SMG1 this is a medium green platform, in SMG2 it is a big blue platform.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaFloatingStepC", "ClassNameSMG1": "LavaFloater", "ClassNameSMG2": "LavaFloater", "Name": "Melty Molten -- Tall Blue Sinking Platform", "Notes": "A tall blue platform that sinks when stepped on.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaFloatingStepD", "ClassNameSMG1": "LavaFloater", "ClassNameSMG2": "LavaFloater", "Name": "Melty Molten -- Blue Sinking Platform", "Notes": "A blue platform that sinks when stepped on.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaFluffFallPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Galaxy Generator -- Starting Planet", "Notes": "The first planet of Bowser's Galaxy Generator.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaFluffFallRotateStep", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Galaxy Generator -- Starting Planet Rotating Platform", "Notes": "The rotating platform used on the first planet of Bowser's Galaxy Generator.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaGeyser", "ClassNameSMG1": "LavaGeyser", "ClassNameSMG2": "LavaGeyser", "Name": "Lava Geyser", "Notes": "A lava geyser used in lava-themed galaxies.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaGravityRoadPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gravity Gauntlet -- Starting Planet", "Notes": "The planet used at the start of Bowser's Gravity Gauntlet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaHomeFloaterB", "ClassNameSMG1": "LavaFloater", "ClassNameSMG2": "LavaFloater", "Name": "Melty Molten -- Long Slanted Sinking Platform", "Notes": "The long green sinking platform used on the starting planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaHomePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Melty Molten -- Starting Planet", "Notes": "The planet featuring the tall volcano and several lava ponds.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaHomeSeesaw", "ClassNameSMG1": "LavaHomeSeesaw", "ClassNameSMG2": "LavaHomeSeesaw", "Name": "Melty Molten -- Sinking Seesaw Platform", "Notes": "A pair of two purple sinking platforms that are connected by a huge stone block.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaHomeVolcanoFallingRock", "ClassNameSMG1": "EffectObjR1000F50", "ClassNameSMG2": "EffectObjR1000F50", "Name": "Falling Volcano Rocks Effect", "Notes": "An effect consisting of falling volcano rocks that is used inside Melty Molten Galaxy's volcano.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaHomeVolcanoFlow", "ClassNameSMG1": "LavaHomeVolcanoFlow", "ClassNameSMG2": "LavaHomeVolcanoFlow", "Name": "Melty Molten -- Volcano Eruption", "Notes": "The volcano eruption effect used in Melty Molten Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "LavaHomeVolcanoInnerFlow", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Melty Molten -- Rising Volcano Lava", "Notes": "The rising lava used inside the volcano.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaJamboSunPlanet", "ClassNameSMG1": "LavaJamboSunPlanet", "ClassNameSMG2": "LavaJamboSunPlanet", "Name": "Melty Molten -- Main Planet", "Notes": "The large lava sphere planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaJShapePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Melty Molten -- J-Shaped Planet", "Notes": "The large J-shaped planet that features the Bullet Bill cannons.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaMazeCubePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gusty Garden -- Hedge Maze Planet", "Notes": "The hedge maze planet where the player has to chase a Star Bunny.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaMeteoPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Melty Molten -- Meteors Planet", "Notes": "The long planet that features Star Chips and several falling meteors.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaMiniSunPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Mini Lava Planet", "Notes": "A small spherical lava planet used in the background of lava-themed galaxies or sections, including Melty Molten Galaxy and Freezeflame Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaObservationUFOPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Melty Molten -- UFO Planet", "Notes": "The UFO planet visited during the first and third missions.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaObstacleRockHomeA", "ClassNameSMG1": "HipDropDemoMoveObj", "ClassNameSMG2": "HipDropDemoMoveObj", "Name": "Melty Molten -- Ground Pound Platform", "Notes": "The big movable Ground Pound platform used on the starting planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaObstacleRockHomeB", "ClassNameSMG1": "AnmModelSwitchMove", "ClassNameSMG2": "AnmModelSwitchMove", "Name": "Melty Molten -- Falling Rock Blockade", "Notes": "A falling stone block that blocks the Wall Jump section on the starting planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaObstacleRockShell", "ClassNameSMG1": "HipDropMoveObj", "ClassNameSMG2": "HipDropMoveObj", "Name": "Melty Molten -- Lava Spire Ground Pound Parts", "Notes": "The big movable Ground Pound parts used on the Lava Spire planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaProminence", "ClassNameSMG1": "LavaProminence", "ClassNameSMG2": "LavaProminence", "Name": "Fireball", "Notes": "A fireball used in lava-themed galaxies.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaProminenceEnvironment", "ClassNameSMG1": "LavaProminenceTriple", "ClassNameSMG2": "LavaProminenceTriple", "Name": "Large Fireball", "Notes": "A large rotating fireball with a long trail; used in Melty Molten Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaProminenceTriple", "ClassNameSMG1": "LavaProminenceTriple", "ClassNameSMG2": "LavaProminenceTriple", "Name": "Fireballs [Group of Three]", "Notes": "A group of three rotating fireballs with long trails; used in Melty Molten Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaProminenceWithoutShadow", "ClassNameSMG1": "LavaProminence", "ClassNameSMG2": "LavaProminence", "Name": "Fireball without Shadow", "Notes": "A fireball with no shadow; used in Melty Molten Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "LavaRotatePlanet", "ClassNameSMG1": "LavaSunPlanet", "ClassNameSMG2": "LavaSunPlanet", "Name": "Melty Molten -- Rotating Lava Planet", "Notes": "The large rotating lava planet visited in the third mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaRotatePlanetStartStep", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Melty Molten -- Rotating Lava Planet Fixed Platform", "Notes": "The stationary platform used on the rotating lava planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaRotateStepsPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Melty Molten -- 2D Star Chips Planet", "Notes": "The 2D planet with several colorful rotating platforms and five Star Chips.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaRotateStepsRotatePartsA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Melty Molten -- Set of Red Rotating Platforms", "Notes": "A set of four red rotating platforms used on the 2D planet with the Star Chips.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaRotateStepsRotatePartsB", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Melty Molten -- Pair of Orange Rotating Platforms", "Notes": "A pair of orange rotating platforms used on the 2D planet with the Star Chips.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaRotateStepsRotatePartsC", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Melty Molten -- Set of Green Rotating Platforms", "Notes": "A set of four green rotating platforms used on the 2D planet with the Star Chips.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaRotateStepsRotatePartsD", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Melty Molten -- Pair of Yellow Rotating Platforms", "Notes": "A pair of yellow rotating platforms used on the 2D planet with the Star Chips.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaSeparateWaterfall", "ClassNameSMG1": "LavaSeparateWaterfall", "ClassNameSMG2": "LavaSeparateWaterfall", "Name": "Galaxy Generator -- Crushing Lava Walls", "Notes": "A set of two lava walls that move to crush Mario. Used in Bowser's Galaxy Generator. ", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaShellTower", "ClassNameSMG1": "LavaShellTower", "ClassNameSMG2": "LavaShellTower", "Name": "Melty Molten -- Lava Spire", "Notes": "The large and tall stone spire that is visited in the first mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaShellTowerStep", "ClassNameSMG1": "LavaGalaxyParts", "ClassNameSMG2": "LavaGalaxyParts", "Name": "Melty Molten -- Lava Spire Starting Platform", "Notes": "The small starting platform found right before the actual Lava Spire.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaSnowBallConveyPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Freezy Flake -- Lava Planet", "Notes": "The lava planet used at the end of the first mission of Freezy Flake Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaSpaceStickA", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Melty Molten -- Long Decorative Lava Rock", "Notes": "A long lava rock used in the background of the Pull Star section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaSpaceStickB", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Melty Molten -- Short Decorative Lava Rock", "Notes": "A short lava rock used in the background of the Pull Star section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaSparksL", "ClassNameSMG1": "EffectObj50x50x10SyncClipping", "ClassNameSMG2": "EffectObj50x50x10SyncClipping", "Name": "Large Lava Sparks Effect", "Notes": "A large lava sparks particle effect.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "LavaSparksS", "ClassNameSMG1": "EffectObj20x20x10SyncClipping", "ClassNameSMG2": "EffectObj20x20x10SyncClipping", "Name": "Small Lava Sparks Effect", "Notes": "A small lava sparks particle effect.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaSteam", "ClassNameSMG1": "LavaSteam", "ClassNameSMG2": "LavaSteam", "Name": "Lava Steam", "Notes": "A hole that periodically emits hot steam that burns the player upon contact.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaStepA", "ClassNameSMG1": "LavaGalaxyParts", "ClassNameSMG2": "LavaGalaxyParts", "Name": "Melty Molten -- Small Generic Platform", "Notes": "A small generic rock platform used throughout the level.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaStepB", "ClassNameSMG1": "LavaGalaxyParts", "ClassNameSMG2": "LavaGalaxyParts", "Name": "Melty Molten -- Medium Generic Platform", "Notes": "A medium generic rock platform used throughout the level.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaStepC", "ClassNameSMG1": "LavaGalaxyParts", "ClassNameSMG2": "LavaGalaxyParts", "Name": "Melty Molten -- Large Generic Platform", "Notes": "A large generic rock platform used throughout the level.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaStrangeRock", "ClassNameSMG1": "LavaStrangeRock", "ClassNameSMG2": "LavaStrangeRock", "Name": "Melty Molten -- Small Stalagmite", "Notes": "A small stalagmite seen in the background of some sections.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaStrangeRockL", "ClassNameSMG1": "LavaStrangeRock", "ClassNameSMG2": "LavaStrangeRock", "Name": "Melty Molten -- Large Stalagmite", "Notes": "A large stalagmite seen in the background of some sections.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaStrangeRockTable", "ClassNameSMG1": "LavaStrangeRock", "ClassNameSMG2": "LavaStrangeRock", "Name": "Melty Molten -- Stalagmite Platform", "Notes": "An unused stalagmite platform.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "LavaTransparentPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Melty Molten -- Transparent Planet", "Notes": "A small transparent planet used in Melty Molten Galaxy and Snow Cap Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaUpDownParts", "ClassNameSMG1": "IceVolcanoUpDownPlane", "ClassNameSMG2": "IceVolcanoUpDownPlane", "Name": "Freezeflame -- Moving Lava Layer", "Notes": "The moving lava layer found on the ice and lava planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaUpDownPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Freezeflame -- Ice & Lava Planet Lava Side", "Notes": "The lava side of the ice & lava planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaYoshiActionFloaterA", "ClassNameSMG1": "LavaFloater", "ClassNameSMG2": "LavaFloater", "Name": "Galaxy Generator -- Dash Pepper Planet Sinking Platform", "Notes": "A circular sinking platform used on the Dash Pepper planet in Bowser's Galaxy Generator.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LavaYoshiActionPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Galaxy Generator -- Dash Pepper Planet", "Notes": "The planet where the Dash Pepper is found in Bowser's Galaxy Generator.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LeafBoard", "ClassNameSMG1": "LeafBoard", "ClassNameSMG2": "LeafBoard", "Name": "Leaf Raft", "Notes": "A moving leaf raft used in Starshine Beach Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LeafManholeCover", "ClassNameSMG1": "ManholeCover", "ClassNameSMG2": "ManholeCover", "Name": "Flipsville -- Red Grate", "Notes": "A red grate that can be flipped over; used in Flipsville Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LensFlareArea", "ClassNameSMG1": "LensFlareArea", "ClassNameSMG2": "LensFlareArea", "Name": "Lens Flare Area", "Notes": "An area that causes a lens flare on the camera when entered.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LiftFlower", "ClassNameSMG1": "LiftFlower", "ClassNameSMG2": "LiftFlower", "Name": "Yellow Disappearing Platform", "Notes": "A yellow platform that disappears and reappears periodically.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LightCtrlArea", "ClassNameSMG1": "LightArea", "ClassNameSMG2": "LightArea", "Name": "Light Area", "Notes": "An area that changes lighting when entered.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Design", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LightCtrlCube", "ClassNameSMG1": "LightArea", "ClassNameSMG2": "LightArea", "Name": "Light Area [Cube]", "Notes": "An area that changes lighting when entered.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LightCtrlCylinder", "ClassNameSMG1": "LightArea", "ClassNameSMG2": "LightArea", "Name": "Light Area [Cylinder]", "Notes": "An area that changes lighting when entered.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LightFruit", "ClassNameSMG1": "LightFruit", "ClassNameSMG2": "LightFruit", "Name": "Bulb Berry", "Notes": "A berry that turns Yoshi into Bulb Yoshi who can make parts of the stage appear.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LongCylinderFlowSandPlanet", "ClassNameSMG1": "QuicksandPlanet", "ClassNameSMG2": "QuicksandPlanet", "Name": "Slipsand -- Starting Planet", "Notes": "The flowing sand planet used at the start of Slipsand Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LongCylinderFlowSandRotateStepA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Slipsand -- Metal Arrow Platform", "Notes": "A rotating metal platform shaped like an arrow; used in the second mission of Slipsand Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LongCylinderFlowSandStep", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Slipsand -- Stone Arrow Platforms", "Notes": "A set of stone arrow platforms used in the second mission of Slipsand Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LotusLeaf", "ClassNameSMG1": "LotusLeaf", "ClassNameSMG2": "LotusLeaf", "Name": "Lily Pad", "Notes": "A floating lily pad platform, commonly used in Bee-related galaxies.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LuckyDice", "ClassNameSMG1": "LuckyDice", "ClassNameSMG2": "LuckyDice", "Name": "1-Up Chance Cube", "Notes": "A die cube used in the Luma Shop room of Starship Mario. Can reward the player with a Star Bit, a 1-Up, a 3-Up or a 5-Up.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LuckyRoomPlanet", "ClassNameSMG1": "PlanetMapFarClippable", "ClassNameSMG2": "PlanetMapFarClippable", "Name": "Starship Mario -- Luma Shop Room", "Notes": "The room with two Luma Shops offering Chance Cubes, used on Starship Mario.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LuigiEvent", "ClassNameSMG1": "LuigiNPC", "ClassNameSMG2": "LuigiNPC", "Name": "Luigi [Power Star]", "Notes": "A special Luigi NPC who can be found in some levels to give you a Power Star when talked to.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LuigiIntrusively", "ClassNameSMG1": "LuigiIntrusively", "ClassNameSMG2": "LuigiIntrusively", "Name": "Playable Luigi", "Notes": "Mario's younger brother who offers to play a level in Mario's place when talked to.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LuigiNPC", "ClassNameSMG1": "LuigiNPC", "ClassNameSMG2": "LuigiNPC", "Name": "Luigi NPC", "Notes": "Mario's younger brother who can be talked to.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LuigiOnMarioParts", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Mario Squared -- Yellow Tile", "Notes": "A yellow tile used on the Comet of Mario Squared Galaxy, instead of the Flipswitches.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "LuigiTalkNpc", "ClassNameSMG1": "LuigiTalkNpc", "ClassNameSMG2": "LuigiTalkNpc", "Name": "Luigi NPC", "Notes": "Mario's younger brother who can be talked to.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagicBell", "ClassNameSMG1": "MagicBell", "ClassNameSMG2": "MagicBell", "Name": "Ringing Bell", "Notes": "A shiny bell that can be rung to activate a switch.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaBoatIcePlanet", "ClassNameSMG1": "MagmaBoatPlanetIce", "ClassNameSMG2": "MagmaBoatPlanetIce", "Name": "Shiverburn -- Starting Planet [Frozen]", "Notes": "A frozen version of the planet used at the start of Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaBoatMagmaPlanet", "ClassNameSMG1": "MagmaBoatPlanetMagma", "ClassNameSMG2": "MagmaBoatPlanetMagma", "Name": "Shiverburn -- Starting Planet [Flaming]", "Notes": "A fire version of the planet used at the start of Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaBoatRockA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Shiverburn -- Stone Rock A", "Notes": "A large stone rock used in Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaBoatRockB", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Shiverburn -- Stone Rock B", "Notes": "A large stone rock used in Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaBoatRockC", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Shiverburn -- Stone Rock C", "Notes": "A large stone rock used in Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaBoatRockD", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Shiverburn -- Stone Rock D", "Notes": "A large stone rock used in Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaMeteor", "ClassNameSMG1": "MagmaMeteor", "ClassNameSMG2": "MagmaMeteor", "Name": "Lava Meteor", "Notes": "A lava meteor that creates a lava pond once it lands; used on the skating planet in Shiverburn Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaMonsterBigPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Melty Monster -- Large Lava Planet", "Notes": "A large lava-covered planet used at the start of Melty Monster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaMonsterPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Melty Monster -- Small Lava Planet", "Notes": "A small lava-covered planet used in Melty Monster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaMonsterPole", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Melty Monster -- Blue Pole", "Notes": "A blue pole used on the second planet of the first mission of Melty Monster Galaxy. The actual climbing occurs on an invisible pole object that is placed inside it.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaMonsterRotateSeasaw", "ClassNameSMG1": "SimpleSeesawObj", "ClassNameSMG2": "SimpleSeesawObj", "Name": "Melty Monster -- Rotating Lava Wheel", "Notes": "A rotating wheel used on the second planet of the first mission of Melty Monster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaMonsterSky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Melty Monster Sky", "Notes": "The sky model used in Melty Monster Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaMonsterSmallPlanetStep", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Melty Monster -- Magmaw Planet Small Asteroid", "Notes": "A small rock planet used at the end of the first mission of Melty Monster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaMonsterSmallPlanetStepBig", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Melty Monster -- Magmaw Planet Long Asteroid", "Notes": "A long stone planet used at the end of the first mission of Melty Monster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaMonsterSmallPlanetStepBigBurn", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Melty Monster -- Magmaw Planet Long Burned Asteroid", "Notes": "The burned version of the long stone planet used at the end of the first mission of Melty Monster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaMonsterSmallPlanetStepBurn", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Melty Monster -- Magmaw Planet Small Burned Asteroid", "Notes": "A burned version of the stone planet used at the end of the first mission of Melty Monster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaMonsterStarCaptureStep", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Melty Monster -- Starting Planet", "Notes": "The planet used at the start of Melty Monster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaSeaWave", "ClassNameSMG1": "MagmaSeaWave", "ClassNameSMG2": "MagmaSeaWave", "Name": "Lava Wave", "Notes": "A single lava wave that loops along an assigned path; used in Melty Monster Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaSeaWavePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Melty Monster -- Volcano Planet", "Notes": "The large volcano planet used in the first mission of Melty Monster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaSlicePlanet", "ClassNameSMG1": "PlanetMapPress", "ClassNameSMG2": "PlanetMapPress", "Name": "Shiverburn -- Rotating Platforms Planet", "Notes": "The second planet with the many rotating stone platforms from Shiverburn Galaxy's first mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaSliceRotateStepA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Shiverburn -- Rotating Stone Platforms A", "Notes": "A set of rotating platforms used on the lava platforms planet in Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaSliceRotateStepB", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Shiverburn -- Rotating Stone Platforms B", "Notes": "A set of rotating platforms used on the lava platforms planet in Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaSliceRotateStepC", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Shiverburn -- Rotating Stone Platforms C", "Notes": "A set of rotating platforms used on the lava platforms planet in Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaSliceRotateStepD", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Shiverburn -- Rotating Stone Platforms D", "Notes": "A set of rotating platforms used on the lava platforms planet in Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaSliceRotateStepE", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Shiverburn -- Rotating Stone Platforms E", "Notes": "A set of rotating platforms used on the lava platforms planet in Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaSliceRotateStepF", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Shiverburn -- Rotating Stone Platforms F", "Notes": "A set of rotating platforms used on the lava platforms planet in Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaSliceRotateStepG", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Shiverburn -- Rotating Stone Platforms G", "Notes": "A set of rotating platforms used on the lava platforms planet in Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagmaSliceRotateStepH", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Shiverburn -- Rotating Stone Platforms H", "Notes": "A set of rotating platforms used on the lava platforms planet in Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MagnumKiller", "ClassNameSMG1": "HomingKillerLauncher", "ClassNameSMG2": "HomingKillerLauncher", "Name": "Banzai Bill Spawner", "Notes": "Generates larger versions of Bullet Bills.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MameMuimuiAttackMan", "ClassNameSMG1": "MameMuimuiAttackMan", "ClassNameSMG2": "MameMuimuiAttackMan", "Name": "The Chimp [Skating Challenge]", "Notes": "The Chimp NPC used for the skating challenges in both Freezy Flake Galaxy and Shiverburn Galaxy.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MameMuimuiScorer", "ClassNameSMG1": "MameMuimuiScorer", "ClassNameSMG2": "MameMuimuiScorer", "Name": "Skate Challenge Controller [Freezy Flake]", "Notes": "A controller used to control The Chimp's skating challenge in Freezy Flake Galaxy.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MameMuimuiScorerLv2", "ClassNameSMG1": "MameMuimuiScorer", "ClassNameSMG2": "MameMuimuiScorer", "Name": "Skate Challenge Controller [Shiverburn]", "Notes": "A controller used to control The Chimp's skating challenge in Shiverburn Galaxy.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MarblePlanet", "ClassNameSMG1": "MarblePlanet", "ClassNameSMG2": "MarblePlanet", "Name": "Deep Dark -- Watermelon Glass Cage Planet", "Notes": "A glass planet with orange balls and a watermelon trapped inside. The watermelon grows by smashing these orange balls into it.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MarinePlant", "ClassNameSMG1": "MarinePlant", "ClassNameSMG2": "MarinePlant", "Name": "Underwater Plant", "Notes": "A decorative plant for underwater sections. There is only one shape model, so ShapeModelNo has to be set to 0. The available texture frames are:\n- 0 Lime\n- 1 Red\n- 2 Wavy, green\n- 3 Orange\n- 4 Smooth, green", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Mario", "ClassNameSMG1": "MarioActor", "ClassNameSMG2": "MarioActor", "Name": "Spawn Point", "Notes": "Sets the spawn point for the player at the start of a mission or at Checkpoints in a mission.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "StartInfo", "ListSMG2": "StartInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MarioActor", "ClassNameSMG1": "MarioActor", "ClassNameSMG2": "MarioActor", "Name": "Mario/Luigi", "Notes": "Creates a clone of the player that can be controlled. May also be used as the actual spawn point. Should not be used in actual levels!", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "MarioFaceAfterGrandStarTakeOffDemoObj", "ClassNameSMG1": "MarioFaceAfterGrandStarTakeOffDemoObj", "ClassNameSMG2": "MarioFaceAfterGrandStarTakeOffDemoObj", "Name": "Enter New World Cutscene Object Holder", "Notes": "A holder that creates and registers several objects that are used in the cutscene where Starship Mario takes off to a new world after collecting a Grand Star.", "Category": "cutscene", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MarioFaceEndStartPosCameraSetter", "ClassNameSMG1": "DemoEndStartPosCameraSetter", "ClassNameSMG2": "DemoEndStartPosCameraSetter", "Name": "Starship Mario Intro Cutscene Holder", "Notes": "A holder that registers and stores the cutscenes that are used for entering/accessing the Starship Mario through various means.", "Category": "cutscene", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MarioFaceFruitRellayParts", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Starship Mario -- Fruit Planet", "Notes": "A small disk-shaped planet containing fruit; used on Starship Mario.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MarioFacePlanetPrevious", "ClassNameSMG1": "MarioFacePlanetPrevious", "ClassNameSMG2": "MarioFacePlanetPrevious", "Name": "Starship Mario -- Main Planet before Transformation", "Notes": "The damaged planet that gets transformed into Starship Mario at the beginning of the game.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MarioFacePlanetTakeOffDemoObj", "ClassNameSMG1": "MarioFacePlanetTakeOffDemoObj", "ClassNameSMG2": "MarioFacePlanetTakeOffDemoObj", "Name": "First World Map Entrance Cutscene Object Holder", "Notes": "A holder that creates and registers several objects that are used in the cutscene where Starship Mario takes off to World 1 for the first time.", "Category": "cutscene", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MarioFaceShipChimney", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Starship Mario -- Decorative Chimney", "Notes": "The chimney used on Starship Mario.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MarioFaceShipJet", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Starship Mario -- Rocket Booster", "Notes": "A rocket booster used on the back of Starship Mario.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MarioFaceShipNpcRegister", "ClassNameSMG1": "MarioFaceShipNpcRegister", "ClassNameSMG2": "MarioFaceShipNpcRegister", "Name": "Starship Mario Object Appearance Event Setup", "Notes": "Sets up a short camera sequence for Starship Mario in which Lubba explains a newly appeared object on the Starship, such as items or NPCs.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MarioFaceShipPlanet", "ClassNameSMG1": "MarioFacePlanet", "ClassNameSMG2": "MarioFacePlanet", "Name": "Starship Mario -- Main Planet", "Notes": "The main planet that makes up the Starship Mario.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MarioFaceShipPlanetCore", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Starship Mario -- Blue Core", "Notes": "The blue core used in the power-up display room of Starship Mario.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MarioFaceShipRudder", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Starship Mario Steering Wheel", "Notes": "The steering wheel used on Starship Mario.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MarioLauncher", "ClassNameSMG1": "MarioLauncher", "ClassNameSMG2": "MarioLauncher", "Name": "Player Cannon", "Notes": "A cannon that the player can use to shoot themselves to distant places.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MarioLauncherAttractor", "ClassNameSMG1": "MarioLauncherAttractor", "ClassNameSMG2": "MarioLauncherAttractor", "Name": "Player Cannon Gravity", "Notes": "A gravity area that attracts the player towards its center point while they are being launched from a cannon.", "Category": "gravity", "AreaShape": "Any", "ListSMG1": "PlanetObjInfo", "ListSMG2": "PlanetObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "MarioLauncherRoomPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Battlerock -- Trapped Luma Interior Section", "Notes": "The large interior section where the player has to free a Luma that is trapped inside a crystal.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MarioLauncherTargetA", "ClassNameSMG1": "MarioLauncherTarget", "ClassNameSMG2": "MarioLauncherTarget", "Name": "Boom Bunker -- Hammer Bros. Planet Cannon Target", "Notes": "A target for a cannon used on the Hammer Bros. planet in Bowser Jr.'s Boom Bunker.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MarioLauncherTargetB", "ClassNameSMG1": "MarioLauncherTarget", "ClassNameSMG2": "MarioLauncherTarget", "Name": "Boom Bunker -- Cloud Ferris Wheel Planet Cannon Target", "Notes": "A target for a cannon used on the cloud Ferris wheel planet in Bowser Jr.'s Boom Bunker.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MarioLauncherTargetC", "ClassNameSMG1": "MarioLauncherTarget", "ClassNameSMG2": "MarioLauncherTarget", "Name": "Boom Bunker -- Dark Matter Planet Cannon Target", "Notes": "A target for a cannon used on the Dark Matter planet in Bowser Jr.'s Boom Bunker.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MarioNoCapArea", "ClassNameSMG1": "MarioNoCapArea", "ClassNameSMG2": "MarioNoCapArea", "Name": "Hide Mario's Cap Area", "Notes": "An area that hides Mario's cap when entered.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MechaKoopaPartsArmLeft", "ClassNameSMG1": "MechaKoopaPartsArm", "ClassNameSMG2": "MechaKoopaPartsArm", "Name": "Toy Time -- Left Mecha-Bowser Arm", "Notes": "Mecha-Bowser's left arm that features a claw-like hand.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MechaKoopaPartsArmRight", "ClassNameSMG1": "MechaKoopaPartsArm", "ClassNameSMG2": "MechaKoopaPartsArm", "Name": "Toy Time -- Right Mecha-Bowser Arm", "Notes": "Mecha-Bowser's right arm that features several green panels.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MechaKoopaPartsBody", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Toy Time -- Mecha-Bowser Body", "Notes": "The main body parts, legs and lower platforms that belong to the colossal Mecha-Bowser.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MechaKoopaPartsBreast", "ClassNameSMG1": "RailMoveObjBreakAtEnd", "ClassNameSMG2": "RailMoveObjBreakAtEnd", "Name": "Toy Time -- Mecha-Bowser Panel", "Notes": "A large green panel that covers the inside of the colossal Mecha-Bowser.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MechaKoopaPartsCaterpillar", "ClassNameSMG1": "AnmModelSwitchMove", "ClassNameSMG2": "AnmModelSwitchMove", "Name": "Toy Time -- Mecha-Bowser Conveyor Belt", "Notes": "The moving conveyor belt planet where Mecha-Bowser is located.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MechaKoopaPartsCollar", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Toy Time -- Rotating Mecha-Bowser Collar", "Notes": "The large rotating collar with spikes that belongs to Mecha-Bowser.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MechaKoopaPartsHead", "ClassNameSMG1": "MechaKoopaPartsHead", "ClassNameSMG2": "MechaKoopaPartsHead", "Name": "Toy Time -- Mecha-Bowser Head", "Notes": "The head and upper platforms that belong to the colossal Mecha-Bowser.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MechaKoopaPartsMoveStepA", "ClassNameSMG1": "RailMoveObjSwitchShadow", "ClassNameSMG2": "RailMoveObjSwitchShadow", "Name": "Toy Time -- Moving Mecha-Bowser Platform", "Notes": "A blue moving platform that acts as an elevator on Mecha-Bowser's planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MechaKoopaPartsRollerA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Toy Time -- Mecha-Bowser Foot Wheel", "Notes": "One of Mecha-Bowser's many animated wheels that can crush the player.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MechaKoopaPartsWreckA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Toy Time -- Stationary Left Mecha-Bowser Arm", "Notes": "A non-rotating and metal version of Mecha-Bowser's left arm that is not used in the actual level.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "MechanicKoopaMini", "ClassNameSMG1": "MechanicKoopaMini", "ClassNameSMG2": "MechanicKoopaMini", "Name": "Mecha-Koopa", "Notes": "A small robotic version of a Koopa that can be defeated by Ground Pounding it.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MeetKoopaDemoObj", "ClassNameSMG1": "MeetKoopaDemoObj", "ClassNameSMG2": "MeetKoopaDemoObj", "Name": "Bowser's First Appearance Cutscene Object Holder", "Notes": "A holder that creates and registers several objects that are used in the cutscene where Bowser is encountered for the first time in Peach's Castle.", "Category": "cutscene", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Meister", "ClassNameSMG1": "Meister", "ClassNameSMG2": "Meister", "Name": "Lubba", "Notes": "The large purple Luma that helps the player throughout their adventure in Super Mario Galaxy 2.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MemoryRoadDoor", "ClassNameSMG1": "MemoryRoadDoor", "ClassNameSMG2": "MemoryRoadDoor", "Name": "Flash Black -- Mansion Door", "Notes": "The door of the mansion used at the start of Flash-Black Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MemoryRoadSky", "ClassNameSMG1": "SoundSyncSky", "ClassNameSMG2": "SoundSyncSky", "Name": "Flash Black Sky", "Notes": "The sky model used in Flash Black Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MemoryRoadTicoCollectField", "ClassNameSMG1": "MemoryRoadStep", "ClassNameSMG2": "MemoryRoadStep", "Name": "Flash Black -- Silver Star Platforms", "Notes": "The planet where the Silver Stars are located in the first mission of Flash Black Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MemoryRoadTowerField", "ClassNameSMG1": "MemoryRoadStep", "ClassNameSMG2": "MemoryRoadStep", "Name": "Flash Black -- Mansion Planet", "Notes": "The large mansion planet used at the start of Flash Black Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Menbo", "ClassNameSMG1": "Menbo", "ClassNameSMG2": "Menbo", "Name": "Skeeter", "Notes": "A purple spider that lunges across water.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Meramera", "ClassNameSMG1": "Meramera", "ClassNameSMG2": "Meramera", "Name": "Li'l Cinder", "Notes": "A burning rock enemy that floats around and chases after Mario. It will burn the player upon contact. If attacked with a Fire Ball, it gets reignited.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MercatorCube", "ClassNameSMG1": "MercatorTransformCube", "ClassNameSMG2": "MercatorTransformCube", "Name": "Mercator Projection Area [Cube]", "Notes": "A special area that projects compatible objects inside it around the origin of the zone.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "MercatorFixParts", "ClassNameSMG1": "MercatorFixParts", "ClassNameSMG2": "MercatorFixParts", "Name": "Generic Fixed Mercator Map Object [Unused]", "Notes": "A stationary object that uses Mercator projection for placement. It retrieves a proper model using ShapeModelNo, however, no more models exist for this object.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "MercatorRailMoveParts", "ClassNameSMG1": "MercatorRailMoveParts", "ClassNameSMG2": "MercatorRailMoveParts", "Name": "Generic Moving Mercator Map Object [Unused]", "Notes": "A path-moving object that uses Mercator projection for placement. It retrieves a proper model using ShapeModelNo, however, no more models exist for this object.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "MercatorRotateParts", "ClassNameSMG1": "MercatorRotateParts", "ClassNameSMG2": "MercatorRotateParts", "Name": "Generic Rotating Mercator Map Object [Unused]", "Notes": "A rotating object that uses Mercator projection for placement. It retrieves a proper model using ShapeModelNo, however, no more models exist for this object.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "MessageArea", "ClassNameSMG1": "MessageArea", "ClassNameSMG2": "MessageArea", "Name": "Display Message Area", "Notes": "This area forces to display the linked shouting messages when entered.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MessageAreaCube", "ClassNameSMG1": "MessageArea", "ClassNameSMG2": "MessageArea", "Name": "Display Message Area [Cube]", "Notes": "This area forces to display the linked shouting messages when entered.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MessageAreaCylinder", "ClassNameSMG1": "MessageArea", "ClassNameSMG2": "MessageArea", "Name": "Display Message Area [Cylinder]", "Notes": "This area forces to display the linked shouting messages when entered.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Metbo", "ClassNameSMG1": "Metbo", "ClassNameSMG2": "Metbo", "Name": "Goombeetle", "Notes": "A Goomba with a metal helmet on its head.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MeteoContainer", "ClassNameSMG1": "MeteoContainer", "ClassNameSMG2": "MeteoContainer", "Name": "Destroyable Meteor", "Notes": "An unfinished meteor that can be destroyed by spinning into it while the tornado state is active.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "MeteorCannon", "ClassNameSMG1": "MeteorStrikeLauncher", "ClassNameSMG2": "MeteorStrikeLauncher", "Name": "Gateway Meteor Spawner", "Notes": "A spawner for the small meteors used in Gateway Galaxy. This will cause a quake once it hits the floor.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "MeteorStrike", "ClassNameSMG1": "MeteorStrikeLauncher", "ClassNameSMG2": "MeteorStrikeLauncher", "Name": "Meteor Spawner", "Notes": "A spawner for the falling meteors used in several galaxies, including Melty Molten Galaxy and Hightail Falls Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MeteorStrikeEnvironment", "ClassNameSMG1": "MeteorStrikeLauncher", "ClassNameSMG2": "MeteorStrikeLauncher", "Name": "Decorative Meteor Spawner", "Notes": "A spawner for the decorative falling meteors that appear in Melty Molten Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "MilkyWaySky", "ClassNameSMG1": "Sky", "ClassNameSMG2": "Sky", "Name": "Space Junk Sky", "Notes": "The sky model used in Space Junk Galaxy. The model is slightly different in SMG2.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniBattleShipGalaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Battlerock Galaxy", "Notes": "A selectable Dome warp to Battlerock Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniBreakDownPlanetGalaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Hurry-Scurry Galaxy", "Notes": "A selectable Dome warp to Hurry-Scurry Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniCannonFleetGalaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Dreadnought Galaxy", "Notes": "A selectable Dome warp to Dreadnought Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniCosmosGardenGalaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Gusty Garden Galaxy", "Notes": "A selectable Dome warp to Gusty Garden Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniCubeBubbleExLv1Galaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Bubble Breeze Galaxy", "Notes": "A selectable Dome warp to Bubble Breeze Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniDarkRoomGalaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Matter Splatter Galaxy", "Notes": "A selectable Dome warp to Matter Splatter Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniEggStarGalaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Good Egg Galaxy", "Notes": "A selectable Dome warp to Good Egg Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniFactoryGalaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Toy Time Galaxy", "Notes": "A selectable Dome warp to Toy Time Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniFlipPanelExGalaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Flipswitch Galaxy", "Notes": "A selectable Dome warp to Flipswitch Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniFloaterOtaKingGalaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Bowser Jr.'s Lava Reactor", "Notes": "A selectable Dome warp to Bowser Jr.'s Lava Reactor.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniHeavenlyBeachGalaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Beach Bowl Galaxy", "Notes": "A selectable Dome warp to Beach Bowl Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniHellProminenceGalaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Melty Molten Galaxy", "Notes": "A selectable Dome warp to Melty Molten Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniHoneyBeeExGalaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Honeyclimb Galaxy", "Notes": "A selectable Dome warp to Honeyclimb Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniHoneyBeeKingdomGalaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Honeyhive Galaxy", "Notes": "A selectable Dome warp to Honeyhive Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniIceVolcanoGalaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Freezeflame Galaxy", "Notes": "A selectable Dome warp to Freezeflame Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniKoopaBattleVs1Galaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Bowser's Star Reactor", "Notes": "A selectable Dome warp to Bowser's Star Reactor.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniKoopaBattleVs2Galaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Bowser's Dark Matter Plant", "Notes": "A selectable Dome warp to Bowser's Dark Matter Plant.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniKoopaBattleVs3Galaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Bowser's Galaxy Reactor", "Notes": "An unused yet fully functional selectable Dome warp to Bowser's Galaxy Reactor.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "MiniKoopaJrShipLv1Galaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Bowser Jr.'s Airship Armada", "Notes": "A selectable Dome warp to Bowser Jr.'s Airship Armada.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniMechaKoopaPartsCage", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Toy Time -- Factory Cage", "Notes": "A blue cage used on the factory planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniMechaKoopaPartsFan", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Toy Time -- Factory Fan", "Notes": "An animated fan used on the factory planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniMechaKoopaPartsGear", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Toy Time -- Factory Gear", "Notes": "A rotating gear used on the factory planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniMechaKoopaPartsMoveStepA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Toy Time -- Factory Moving Platform", "Notes": "A blue moving platform with a large arrow that is used on the factory planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniMechaKoopaPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Toy Time -- Factory Planet", "Notes": "A blocky factory-like planet visited during the first mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniOceanFloaterLandGalaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Buoy Base Galaxy", "Notes": "A selectable Dome warp to Buoy Base Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniOceanPhantomCaveGalaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Deep Dark Galaxy", "Notes": "A selectable Dome warp to Deep Dark Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniOceanRingGalaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Sea Slide Galaxy", "Notes": "A selectable Dome warp to Sea Slide Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniPhantomGalaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Ghostly Galaxy", "Notes": "A selectable Dome warp to Ghostly Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniPlanetAcrossPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Yoshi Star -- Grass Bonus Planet", "Notes": "An optional planet used in the second planet of Yoshi Star Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniPlanetAcrossPlanetMistA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Yoshi Star -- Grass Bonus Planet Trails", "Notes": "The planet path trails used on the grass bonus planet in Yoshi Star Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniReverseKingdomGalaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Gold Leaf Galaxy", "Notes": "A selectable Dome warp to Gold Leaf Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniSandClockGalaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Dusty Dune Galaxy", "Notes": "A selectable Dome warp to Dusty Dune Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniSkullSharkGalaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Bonefin Galaxy", "Notes": "A selectable Dome warp to Bonefin Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniStarDustGalaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Space Junk Galaxy", "Notes": "A selectable Dome warp to Space Junk Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniSurfingLv1Galaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Loopdeeloop Galaxy", "Notes": "A selectable Dome warp to Loopdeeloop Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniTamakoroExLv1Galaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Rolling Green Galaxy", "Notes": "A selectable Dome warp to Rolling Green Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MiniTriLegLv1Galaxy", "ClassNameSMG1": "MiniatureGalaxy", "ClassNameSMG2": "MiniatureGalaxy", "Name": "Dome Warp to Bowser Jr.'s Robot Reactor", "Notes": "A selectable Dome warp to Bowser Jr.'s Robot Reactor.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MirrorArea", "ClassNameSMG1": "MirrorArea", "ClassNameSMG2": "MirrorArea", "Name": "Mirror Reflection Area", "Notes": "An object that mirrors some compatible objects onto a compatible surface. This is effectively useless in SMG2 since no objects can reflect mirror models.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "MirrorAreaCube", "ClassNameSMG1": "MirrorArea", "ClassNameSMG2": "MirrorArea", "Name": "Mirror Reflection Area [Cube]", "Notes": "An object that mirrors some compatible objects onto a compatible surface.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MirrorModelPeachCastle", "ClassNameSMG1": "SimpleMirrorReflectionObj", "ClassNameSMG2": "SimpleMirrorReflectionObj", "Name": "Peach's Castle -- Castle Mirror Model", "Notes": "A mirrored model of Peach's Castle that was intended to be used in the prologue stage or Grand Finale Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "MirrorModelTwinFallLake", "ClassNameSMG1": "SimpleMirrorReflectionObj", "ClassNameSMG2": "SimpleMirrorReflectionObj", "Name": "Beach Bowl -- Twin Falls Planet Mirror Model", "Notes": "The mirror model that reflects the icy parts of the twin falls planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MirrorReflectionPeachCastle", "ClassNameSMG1": "SimpleMirrorObj", "ClassNameSMG2": "SimpleMirrorObj", "Name": "Peach's Castle -- Castle Reflection Model", "Notes": "A layer of water that reflects compatible objects when placed in a MirrorArea. It was intended to be used in the prologue stage or Grand Finale Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "MirrorReflectionTwinFallLake", "ClassNameSMG1": "SimpleMirrorObj", "ClassNameSMG2": "SimpleMirrorObj", "Name": "Beach Bowl -- Twin Falls Planet Reflection Model", "Notes": "A layer of water that reflects compatible objects when placed in a MirrorArea.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Moc", "ClassNameSMG1": "Moc", "ClassNameSMG2": "Moc", "Name": "Whittle", "Notes": "A wood NPC who appears in Puzzle Plank Galaxy and Tall Trunk Galaxy.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Mogu", "ClassNameSMG1": "Mogu", "ClassNameSMG2": "Mogu", "Name": "Monty", "Notes": "A mole that resides in a metal hatch and throws wrenches at the player.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Mogucchi", "ClassNameSMG1": "Mogucchi", "ClassNameSMG2": "Mogucchi", "Name": "Undergrunt", "Notes": "A mole enemy with a helmet that moves on a path.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MogucchiRefuseTerritory", "ClassNameSMG1": "MogucchiRefuseTerritory", "ClassNameSMG2": "MogucchiRefuseTerritory", "Name": "\"MogucchiRefuseTerritory\" [Useless]", "Notes": "A useless generic object that serves no actual purpose.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "Monte", "ClassNameSMG1": "Monte", "ClassNameSMG2": "Monte", "Name": "Pianta", "Notes": "An exotic NPC originated from Super Mario Sunshine used in Starshine Beach Galaxy.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MonteStatue", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Starshine Beach -- Pianta Statue", "Notes": "The large Pianta statue used in Starshine Beach Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MoonPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Deep Dark -- Large Moon Planet", "Notes": "A large moon planet with a bright half and a dark half.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MorphItemCollectionBee", "ClassNameSMG1": "MorphItemCollection", "ClassNameSMG2": "MorphItemCollection", "Name": "Decorative Bee Mushroom", "Notes": "A Bee Mushroom used in the power-up display room of Starship Mario.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MorphItemCollectionCloud", "ClassNameSMG1": "MorphItemCollection", "ClassNameSMG2": "MorphItemCollection", "Name": "Decorative Cloud Flower", "Notes": "A Cloud Flower used in the power-up display room of Starship Mario.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MorphItemCollectionDrill", "ClassNameSMG1": "MorphItemCollection", "ClassNameSMG2": "MorphItemCollection", "Name": "Decorative Spin Drill", "Notes": "A Spin Drill used in the power-up display room of Starship Mario.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MorphItemCollectionFire", "ClassNameSMG1": "MorphItemCollection", "ClassNameSMG2": "MorphItemCollection", "Name": "Decorative Fire Flower", "Notes": "A Fire Flower used in the power-up display room of Starship Mario.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MorphItemCollectionHopper", "ClassNameSMG1": "MorphItemCollection", "ClassNameSMG2": "MorphItemCollection", "Name": "Decorative Spring Mushroom", "Notes": "A Spring Mushroom used in the power-up display room of Starship Mario.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MorphItemCollectionRock", "ClassNameSMG1": "MorphItemCollection", "ClassNameSMG2": "MorphItemCollection", "Name": "Decorative Rock Mushroom", "Notes": "A Rock Mushroom used in the power-up display room of Starship Mario.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MorphItemCollectionTeresa", "ClassNameSMG1": "MorphItemCollection", "ClassNameSMG2": "MorphItemCollection", "Name": "Decorative Boo Mushroom", "Notes": "A Boo Mushroom used in the power-up display room of Starship Mario.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MorphItemNeoBee", "ClassNameSMG1": "MorphItemNeoBee", "ClassNameSMG2": "MorphItemNeoBee", "Name": "Bee Mushroom", "Notes": "A Bee Mushroom that transforms the player into a Bee character.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MorphItemNeoFire", "ClassNameSMG1": "MorphItemNeoFire", "ClassNameSMG2": "MorphItemNeoFire", "Name": "Fire Flower", "Notes": "A Fire Flower that transforms the player into a Fire character.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MorphItemNeoFoo", "ClassNameSMG1": "MorphItemNeoFoo", "ClassNameSMG2": "MorphItemNeoFoo", "Name": "Flying Star", "Notes": "A Flying Star that transforms the player into a Flying character.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MorphItemNeoHopper", "ClassNameSMG1": "MorphItemNeoHopper", "ClassNameSMG2": "MorphItemNeoHopper", "Name": "Spring Mushroom", "Notes": "A Spring Mushroom that transforms the player into a Spring character.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MorphItemNeoIce", "ClassNameSMG1": "MorphItemNeoIce", "ClassNameSMG2": "MorphItemNeoIce", "Name": "Ice Flower", "Notes": "An Ice Flower that transforms the player into an Ice character.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MorphItemNeoTeresa", "ClassNameSMG1": "MorphItemNeoTeresa", "ClassNameSMG2": "MorphItemNeoTeresa", "Name": "Boo Mushroom", "Notes": "A Boo Mushroom that transforms the player into a Boo character.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MorphItemRock", "ClassNameSMG1": "MorphItemRock", "ClassNameSMG2": "MorphItemRock", "Name": "Rock Mushroom", "Notes": "A Rock Mushroom that transforms the player into a Rock character.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MorphSwitchArea", "ClassNameSMG1": "MorphSwitchArea", "ClassNameSMG2": "MorphSwitchArea", "Name": "Power-Up Switch Area", "Notes": "Activates a switch if the player enters it while using a specific power-up.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MovieStarter", "ClassNameSMG1": "MovieStarter", "ClassNameSMG2": "MovieStarter", "Name": "Cutscene Video Player", "Notes": "Starts and plays a THP cutscene video which interrupts the current game scene.", "Category": "cutscene", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MShapeRelayPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gold Leaf -- M-Shaped Planet", "Notes": "The M-shaped wood planet visited during the first mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MuimuiAttackPlanet", "ClassNameSMG1": "PlanetMapFarClippable", "ClassNameSMG2": "PlanetMapFarClippable", "Name": "The Chimp's Skating Challenge Room", "Notes": "The planet where The Chimp is located in both Freezy Flake Galaxy and Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MysteryCandyBrightPlanet", "ClassNameSMG1": "SimpleClipPartsObj", "ClassNameSMG2": "SimpleClipPartsObj", "Name": "Sweet Mystery -- Main Platforms [Invisible]", "Notes": "The invisible platforms used in the major portion of Sweet Mystery Galaxy that are set to appear when Bulb Yoshi is nearby.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MysteryCandyBrightPlanetCover", "ClassNameSMG1": "SimpleClipPartsObj", "ClassNameSMG2": "SimpleClipPartsObj", "Name": "Sweet Mystery -- Main Platforms [Visible Candy]", "Notes": "The candy from the major portion of Sweet Mystery Galaxy that becomes visible when using Bulb Yoshi.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MysteryCandyBrightPlanetParts", "ClassNameSMG1": "SimpleClipPartsObj", "ClassNameSMG2": "SimpleClipPartsObj", "Name": "Sweet Mystery -- Invisible Comet Medal Platforms", "Notes": "A set of platforms where the Comet Medal is located in Sweet Mystery Galaxy that are set to appear when Bulb Yoshi is nearby.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MysteryCandyDecorateParts", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Sweet Mystery -- Decorative Donuts, Pancakes, etc.", "Notes": "A set of decorative donuts, pancakes and more used in the background of Sweet Mystery Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MysteryCandyDecoratePartsB", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Sweet Mystery -- Decorative Pretzels, Candy Canes, etc.", "Notes": "A set of candy canes, pretzels and more; used in the background of Sweet Mystery Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MysteryCandyPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Sweet Mystery -- Main Platforms [Wrapped]", "Notes": "The main platforms of Sweet Mystery Galaxy that are wrapped in packaging.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MysteryFlipPanelBrightPlanet", "ClassNameSMG1": "SimpleClipPartsObj", "ClassNameSMG2": "SimpleClipPartsObj", "Name": "Sweet Mystery -- Invisible Flipswitch Platforms", "Notes": "A set of hidden platforms used in the Flipswitch section of Sweet Mystery Galaxy that become visible when using Bulb Yoshi.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MysteryFlipPanelPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Sweet Mystery -- Solid Flipswitch Platforms", "Notes": "The solid platforms used in the Flipswitch section of Sweet Mystery Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MysteryGravityRoomBridgeA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Gravity Bonus Room Bridge", "Notes": "A small wooden bridge that is used to move between different walls in some bonus rooms.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MysteryGravityRoomPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gravity Bonus Room", "Notes": "A large colorful cubic bonus room that is used in several galaxies.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MysteryMountainBrightPlanet", "ClassNameSMG1": "SimpleClipPartsObj", "ClassNameSMG2": "SimpleClipPartsObj", "Name": "Sweet Mystery -- Wrapped Cake Planet [Invisible]", "Notes": "An invisible cake used in Sweet Mystery Galaxy that becomes visible when Bulb Yoshi is nearby.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MysteryMountainPlanet", "ClassNameSMG1": "MysteryMountainPlanet", "ClassNameSMG2": "MysteryMountainPlanet", "Name": "Sweet Mystery -- Wrapped Cake Planet", "Notes": "The wrapped cake planet that \"transforms\" into the hidden cake parts from Sweet Mystery Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MysteryMountainPlanetCover", "ClassNameSMG1": "SimpleClipPartsObj", "ClassNameSMG2": "SimpleClipPartsObj", "Name": "Sweet Mystery -- Wrapped Cake Planet [Candles]", "Notes": "The candles from the wrapped cake planet of Sweet Mystery Galaxy that become visible when using Bulb Yoshi.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MysteryMoveStepA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Sweet Mystery -- Red Moving Present Box", "Notes": "A red present-box platform used in Sweet Mystery Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MysteryMoveStepB", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Sweet Mystery -- Blue Moving Present Box", "Notes": "A blue present-box platform used in Sweet Mystery Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MysteryMoveStepC", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Sweet Mystery -- Yellow Moving Present Box", "Notes": "A yellow present box platform used in Sweet Mystery Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MysteryMoveStepCoverA", "ClassNameSMG1": "RailMoveObjClipParts", "ClassNameSMG2": "RailMoveObjClipParts", "Name": "Sweet Mystery -- Invisible Red Cake Platform", "Notes": "An invisible red cake platform used in Sweet Mystery Galaxy; can appear when Bulb Yoshi is nearby.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MysteryMoveStepCoverB", "ClassNameSMG1": "RailMoveObjClipParts", "ClassNameSMG2": "RailMoveObjClipParts", "Name": "Sweet Mystery -- Invisible Yellow Cake Platform", "Notes": "An invisible yellow cake platform used in Sweet Mystery Galaxy; can appear when Bulb Yoshi is nearby.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "MysteryMoveStepCoverC", "ClassNameSMG1": "RailMoveObjClipParts", "ClassNameSMG2": "RailMoveObjClipParts", "Name": "Sweet Mystery -- Invisible Brown Cake Platform", "Notes": "An invisible brown cake platform used in Sweet Mystery Galaxy; can appear when Bulb Yoshi is nearby.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "NeedlePlant", "ClassNameSMG1": "NeedlePlant", "ClassNameSMG2": "NeedlePlant", "Name": "Spiky Plant", "Notes": "A spiky plant that damages the player when touched.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "NeedlePlantFly", "ClassNameSMG1": "NeedlePlant", "ClassNameSMG2": "NeedlePlant", "Name": "Flying Spiky Plant", "Notes": "A flying spiky plant that damages the player when touched.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "NeedleTrap", "ClassNameSMG1": "NeedleTrap", "ClassNameSMG2": "NeedleTrap", "Name": "Ground Spike Trap", "Notes": "A grounded trap with spikes that pop out periodically.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "NeedleTrapSide", "ClassNameSMG1": "NeedleTrap", "ClassNameSMG2": "NeedleTrap", "Name": "Wall Spike Trap", "Notes": "A wall-connected trap with spikes that pop out periodically.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "NewBossStinkBugPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Puzzle Plank -- Bugaboom Planet", "Notes": "The planet where Bugaboom is fought in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "NewOnimasuPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Stone Cyclone -- Starting Section", "Notes": "The first section of Stone Cyclone Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "NewOnimasuPlanetPartsGoal", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Stone Cyclone -- Ending Section", "Notes": "The second section of Stone Cyclone Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Nigero", "ClassNameSMG1": "Nigero", "ClassNameSMG2": "Nigero", "Name": "Kleptoad", "Notes": "A small blue frog enemy that steals several items; used in Hightail Falls Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "NigeroPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Hightail Falls -- Kleptoad Planet", "Notes": "The Hungry Luma planet of Hightail Falls Galaxy, where the player can find Kleptoads.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "NokonokoLand", "ClassNameSMG1": "NokonokoLand", "ClassNameSMG2": "NokonokoLand", "Name": "Koopa Troopa", "Notes": "A small turtle that drops its Shell when jumped on.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "NokonokoLandBig", "ClassNameSMG1": "NokonokoLandBig", "ClassNameSMG2": "NokonokoLandBig", "Name": "Big Koopa Troopa", "Notes": "A large turtle that can be defeated with the Spin Drill.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "NoMessageArea", "ClassNameSMG1": "NoMessageArea", "ClassNameSMG2": "NoMessageArea", "Name": "Disable Messages Area", "Notes": "An area that prevents talking and reading of NPCs when entered.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "NonSleepArea", "ClassNameSMG1": "NonSleepArea", "ClassNameSMG2": "NonSleepArea", "Name": "No Sleep Area", "Notes": "An area that prevents the player's sleeping animation and changes their idle animation.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "NonSleepCube", "ClassNameSMG1": "NonSleepArea", "ClassNameSMG2": "NonSleepArea", "Name": "No Sleep Area [Cube]", "Notes": "An area that prevents the player's sleeping animation and changes their idle animation.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "NormalEndingDemoObj", "ClassNameSMG1": "NormalEndingDemoObj", "ClassNameSMG2": "NormalEndingDemoObj", "Name": "Ending Cutscene Object Holder", "Notes": "A holder that creates and registers several objects for the ending cutscene where Rosalina visits Starship Mario.", "Category": "cutscene", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "NoteFairy", "ClassNameSMG1": "NoteFairy", "ClassNameSMG2": "NoteFairy", "Name": "Rainbow Notes", "Notes": "A set of Rainbow Notes that can be collected, usually to unlock a bonus.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "NPCSupportRail", "ClassNameSMG1": "NPCSupportRail", "ClassNameSMG2": "NPCSupportRail", "Name": "Penguin Skater Subpath", "Notes": "Specifies an individual subpath that a penguin skater can move on.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "NutShipFleetBridge", "ClassNameSMG1": "PhantomShipBridge", "ClassNameSMG2": "PhantomShipBridge", "Name": "Dreadnought -- Collapsing Metal Bridge", "Notes": "A long metal bridge used on the starting planet of the second mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "NutShipFleetPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dreadnought -- Small Chomps Planet", "Notes": "The starting planet used in the second mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Nyoropon", "ClassNameSMG1": "Nyoropon", "ClassNameSMG2": "Nyoropon", "Name": "Snoodle", "Notes": "A tall tube worm enemy typically found underwater.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OceanBowl", "ClassNameSMG1": "OceanBowl", "ClassNameSMG2": "OceanBowl", "Name": "Water Bowl", "Notes": "A bowl of water used in Beach Bowl Galaxy and Buoy Base Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OceanFloaterTowerRotateStepA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Buoy Base -- Rotating Set of Long Platforms", "Notes": "A set of four long rotating platforms.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OceanFloaterTowerRotateStepB", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Buoy Base -- Rotating Set of Platforms", "Notes": "A set of four rotating platforms.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OceanFloaterTowerRotateStepC", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "\"OceanFloaterTowerRotateStepC\" [Unfinished]", "Notes": "An unused and unfinished rotating platform with checkered textures that was meant to be used in Buoy Base Galaxy.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "OceanFloaterTowerRotateStepD", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Buoy Base -- Rotating Set of Flat Platforms", "Notes": "A set of four flat rotating platforms.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OceanFloaterTypeU", "ClassNameSMG1": "OceanFloaterLandParts", "ClassNameSMG2": "OceanFloaterLandParts", "Name": "Buoy Base -- Rising Parts", "Notes": "The parts and platforms that rise up after destroying the large anchor.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OceanHexagonFloater", "ClassNameSMG1": "OceanWaveFloater", "ClassNameSMG2": "OceanWaveFloater", "Name": "Buoy Base -- Hexagonal Floater", "Notes": "A yellow water floater platform.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OceanJShapePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "\"OceanJShapePlanet\" [Unused]", "Notes": "A near-perfect copy of the J-shaped planet from Melty Molten Galaxy, but with water and different textures.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "OceanPierFloaterA", "ClassNameSMG1": "OceanWaveFloater", "ClassNameSMG2": "OceanWaveFloater", "Name": "Beach Bowl -- Wood Floater", "Notes": "A square-shaped wood floater.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OceanPuddingPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Sea Slide -- Center Planet", "Notes": "The cone-shaped beach planet located in the center of Sea Slide Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OceanRing", "ClassNameSMG1": "OceanRing", "ClassNameSMG2": "OceanRing", "Name": "Water Ring", "Notes": "A dynamic ring of water used in Sea Slide Galaxy and Loopdeeloop Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OceanRingAndFlag", "ClassNameSMG1": "OceanRing", "ClassNameSMG2": "OceanRing", "Name": "Water Ring with Penguin Flags", "Notes": "A dynamic ring of water decorated with penguin flags that is used in Loopdeeloop Galaxy and Loopdeeswoop Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OceanRingPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Sea Slide -- Main Planet", "Notes": "The large ring-shaped main planet that features a light tower, a large tree and underwater tunnels.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OceanRingRuinsBase", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Sea Slide -- Stone Monument Base", "Notes": "The base of the large stone monument.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OceanRingRuinsColumn", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Sea Slide -- Stone Monument Shaft", "Notes": "The large shaft that holds the large rotating stone monument gear.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OceanRingRuinsGearBig", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Sea Slide -- Large Stone Monument Gear", "Notes": "A large rotating gear used by the stone monument.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OceanRingRuinsGearSmall", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Sea Slide -- Small Stone Monument Gear", "Notes": "A small rotating gear used by the stone monument.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OceanRingRuinsMove", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Sea Slide -- Moving Stone Monument Parts", "Notes": "The parts of the stone monument that move up and down.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OceanSmallTurtle", "ClassNameSMG1": "OceanSmallTurtle", "ClassNameSMG2": "OceanSmallTurtle", "Name": "Robotic Mercator Turtle", "Notes": "A robotic turtle that moves on a path that is transformed using Mercator projection.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OceanSphere", "ClassNameSMG1": "OceanSphere", "ClassNameSMG2": "OceanSphere", "Name": "Water Sphere", "Notes": "A sphere of water used in various galaxies.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OctopusTrapPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "\"Temporary High Model\" [OctopusTrapPlanet]", "Notes": "An unfinished placeholder model that displays a white cube with the text \"Temporary High Model, Please wait...\" written on it.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "OldFortressPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Throwback -- Main Planet", "Notes": "The main planet used in Throwback Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OldFortressRotateStep", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Throwback -- Rotating Bridge", "Notes": "A rotating wood bridge used in Throwback Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OldFortressSlideStep", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Throwback -- Moving Stone Platform", "Notes": "A platform that slides in and out of the walls in Throwback Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OldFortressTopCover", "ClassNameSMG1": "OldFortressCover", "ClassNameSMG2": "OldFortressCover", "Name": "Throwback -- Top Fortress Cover", "Notes": "The cover used at the top of Throwback Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OldFortressUnderCover", "ClassNameSMG1": "OldFortressCover", "ClassNameSMG2": "OldFortressCover", "Name": "Throwback -- Bottom Fortress Cover", "Notes": "The cover used at the bottom of Throwback Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OmoteuLandSky", "ClassNameSMG1": "OmoteuLandSky", "ClassNameSMG2": "OmoteuLandSky", "Name": "Flipsville Sky", "Notes": "The cloudy sky model with multiple gravity-indicating arrows from Flipsville Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Onimasu", "ClassNameSMG1": "OnimasuJump", "ClassNameSMG2": "OnimasuJump", "Name": "Tox Box [Jumping]", "Notes": "A large jumping stone box with an open side that the player can hide in.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OnimasuCube", "ClassNameSMG1": "OnimasuArea", "ClassNameSMG2": "OnimasuArea", "Name": "\"Onimasu\" Area [Cube, Useless]", "Notes": "A useless area object that has no actual effect in-game.", "Category": "deprecated", "AreaShape": "CenterOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "OnimasuPivot", "ClassNameSMG1": "OnimasuPivot", "ClassNameSMG2": "OnimasuPivot", "Name": "Tox Box [Pivoting]", "Notes": "A variant of a Tox Box that pivots around every second path point.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OnimasuPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Beach Bowl -- Cyclone Stone Starting Section", "Notes": "The first half of the Cyclone Stone planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OnimasuPlanetObstaclePartsA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Beach Bowl -- Cyclone Stone Wood Triangle", "Notes": "A triangular piece of wood used on the Cyclone Stone planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OnimasuPlanetPartsGoal", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Beach Bowl -- Cyclone Stone Ending Section", "Notes": "The second half of the Cyclone Stone planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OnimasuPlanetRailMovePartsA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Stone Cyclone -- Moving Stone Block", "Notes": "A rectangular stone block that is used in Beach Bowl Galaxy and Stone Cyclone Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OnimasuPlanetRotatePartsA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Stone Cyclone -- Large Rotating Platforms", "Notes": "A pair of rotating stone platforms that is used in Beach Bowl Galaxy and Stone Cyclone Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OnimasuPlanetRotatePartsB", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Stone Cyclone -- Small Rotating Platforms", "Notes": "A set of three small rotating platforms that is used in Beach Bowl Galaxy and Stone Cyclone Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OpeningDemoObj", "ClassNameSMG1": "OpeningDemoObj", "ClassNameSMG2": "OpeningDemoObj", "Name": "Prologue Cutscene Object Holder", "Notes": "A holder that creates and registers several objects for the prologue cutscene.", "Category": "cutscene", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OtaKing", "ClassNameSMG1": "OtaKing", "ClassNameSMG2": "OtaKing", "Name": "King Kaliente", "Notes": "The octopus boss fought in both the third mission of Good Egg Galaxy and all missions of Boss Blitz Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OtaKingBath", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "E3 Demo -- King Kaliente's Planet", "Notes": "The version of King Kaliente's planet used in the E3 2006 demo.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "OtaKingBathPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Good Egg -- King Kaliente's Planet", "Notes": "The planet where King Kaliente is fought; used in Good Egg Galaxy and Boss Blitz Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OtaRock", "ClassNameSMG1": "OtaRock", "ClassNameSMG2": "OtaRock", "Name": "Octopus", "Notes": "A large, gray octopus enemy that shoots both fireballs and coconuts at Mario.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "OtaRockTank", "ClassNameSMG1": "OtaRockTank", "ClassNameSMG2": "OtaRockTank", "Name": "Prince Pikante", "Notes": "The green octopus boss driving in a wheeled barrel that is fought in Shiverburn Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PackunFlowerBig", "ClassNameSMG1": "PackunFlowerBig", "ClassNameSMG2": "PackunFlowerBig", "Name": "Big Piranha Plant", "Notes": "A huge version of a Piranha Plant that appears in the Supermassive Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PackunPetit", "ClassNameSMG1": "PackunPetit", "ClassNameSMG2": "PackunPetit", "Name": "Piranha Plant", "Notes": "The iconic plant enemy that tries to bite the player.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PaipoCrystalBreakPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Yoshi Star -- Spiny Cages Planet", "Notes": "The second planet used in the second mission of Yoshi Star Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PalmIsland", "ClassNameSMG1": "PalmIsland", "ClassNameSMG2": "PalmIsland", "Name": "Floating Palm Island", "Notes": "A small floating island with a palm tree that is used in Loopdeeloop Galaxy and Sea Slide Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Patakuri", "ClassNameSMG1": "Patakuri", "ClassNameSMG2": "Patakuri", "Name": "Paragoomba", "Notes": "A flying Goomba with wings.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PatakuriBig", "ClassNameSMG1": "PatakuriBig", "ClassNameSMG2": "PatakuriBig", "Name": "Big Paragoomba", "Notes": "A huge version of a Paragoomba that appears in Supermassive Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Peach", "ClassNameSMG1": "Peach", "ClassNameSMG2": "Peach", "Name": "Princess Peach", "Notes": "The character in a pink dress that always gets kidnapped by Bowser.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PeachCastleGardenPlanet", "ClassNameSMG1": "PeachCastleGardenPlanet", "ClassNameSMG2": "PeachCastleGardenPlanet", "Name": "Peach's Castle -- Main Model", "Notes": "Peach's Castle and the town where the Star Festival (prologue) takes place.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PeachCastleMeteor", "ClassNameSMG1": "SimpleMapObjWithEffect", "ClassNameSMG2": "SimpleMapObjWithEffect", "Name": "Smoking Meteor", "Notes": "A decorative meteor that creates smoke effects; used in the prologue at Peach's Castle.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PeachCastleNightPlanet", "ClassNameSMG1": "PeachCastleNightPlanet", "ClassNameSMG2": "PeachCastleNightPlanet", "Name": "Ending Credits -- Peach's Castle", "Notes": "A nighttime version of Peach's Castle used in the credits that features fireworks.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PeachCastlePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Prologue -- Peach's Castle", "Notes": "A daytime version of Peach's Castle used in the prologue; contains meteors from Bowser's attack.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PeachCastleTownAfterAttack", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Peach's Castle -- Destroyed Houses", "Notes": "A set of destroyed houses seen after Bowser's attack.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PeachCastleTownBeforeAttack", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Peach's Castle -- Houses", "Notes": "A set of houses seen before Bowser attacked them.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PeachCastleTownGate", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Peach's Castle -- Town Gate", "Notes": "The gate used to block off the entrance behind the start of Peach's Castle.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PeanutMudPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Good Egg -- Peanut Planet", "Notes": "The muddy peanut-shaped planet used in the first mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PeanutPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "E3 Demo -- Peanut Planet", "Notes": "An early version of PeanutMudPlanet that appeared in the E3 2006 demo.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "Penguin", "ClassNameSMG1": "Penguin", "ClassNameSMG2": "Penguin", "Name": "Penguin", "Notes": "A sassy penguin.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PenguinCoach", "ClassNameSMG1": "PenguinCoach", "ClassNameSMG2": "PenguinCoach", "Name": "Coach Penguin", "Notes": "The coach of the penguin class.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PenguinMaster", "ClassNameSMG1": "PenguinMaster", "ClassNameSMG2": "PenguinMaster", "Name": "Penguru", "Notes": "An elderly penguin character used in certain galaxies.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PenguinRacer", "ClassNameSMG1": "PenguinRacer", "ClassNameSMG2": "PenguinRacer", "Name": "Penguin Racer", "Notes": "One of the racing penguins that the player races in Sea Slide Galaxy.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PenguinRacerLeader", "ClassNameSMG1": "PenguinRacerLeader", "ClassNameSMG2": "PenguinRacerLeader", "Name": "Penguin Racer Coach", "Notes": "The coach of the racing penguins from Sea Slide Galaxy who challenges the player for a race.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PenguinSkater", "ClassNameSMG1": "PenguinSkater", "ClassNameSMG2": "PenguinSkater", "Name": "Penguin Skater", "Notes": "A skating penguin that the player has to catch in Freezeflame Galaxy.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PenguinStudent", "ClassNameSMG1": "PenguinStudent", "ClassNameSMG2": "PenguinStudent", "Name": "Penguin Student", "Notes": "One of the swimming penguin students from Beach Bowl Galaxy. It usually carries a Gold Shell.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Petari", "ClassNameSMG1": "Petari", "ClassNameSMG2": "Petari", "Name": "Starbag", "Notes": "A green bag-like enemy that turns invisible and runs away from the player and drops twenty Star Bits once defeated.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PetitPorter", "ClassNameSMG1": "PetitPorter", "ClassNameSMG2": "PetitPorter", "Name": "Bonus Planet Teleporter", "Notes": "A teleporter that can be used to temporarily teleport the player to another place.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PetitPorterExitPoint", "ClassNameSMG1": "PetitPorterExitPoint", "ClassNameSMG2": "PetitPorterExitPoint", "Name": "Bonus Planet Teleporter Exit Point", "Notes": "An optional point that can be used to define the location where the bonus planet teleporter will teleport the player to after the timer ran out.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "PetitPorterPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Grass Bonus Planet", "Notes": "The grass planet used in several bonus sections.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PetitPorterPlanetB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dirt Bonus Planet", "Notes": "The dirt planet used in several bonus sections.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PetitPorterWarpPoint", "ClassNameSMG1": "PetitPorterWarpPoint", "ClassNameSMG2": "PetitPorterWarpPoint", "Name": "Bonus Planet Teleporter Warp Point", "Notes": "A spawn point that is used to define the location where the bonus planet teleporter will teleport the player to.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Peto", "ClassNameSMG1": "Peto", "ClassNameSMG2": "Peto", "Name": "Fizzlit", "Notes": "A purple blob enemy that jumps around and creates fields of electricity from time to time.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PhantomBonfire", "ClassNameSMG1": "PhantomTorch", "ClassNameSMG2": "PhantomTorch", "Name": "Red Flame", "Notes": "A small red flame used on a torch.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PhantomCandlestand", "ClassNameSMG1": "Candlestand", "ClassNameSMG2": "Candlestand", "Name": "Blue Flame Torch", "Notes": "A small torch.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PhantomCaveStepA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Deep Dark -- Red Metal Platform", "Notes": "A red and yellow metal platform that is meant to be attached to a wall.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PhantomDecoratePartsA", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Ghostly -- Decorative Wall Pieces", "Notes": "A set of decorative wall pieces seen in the galaxy's background.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PhantomDecoratePartsB", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Ghostly -- Decorative Trees", "Notes": "A set of decorative trees seen in the galaxy's background.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PhantomDecoratePartsHole", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Ghostly -- Decorative Hole Planet", "Notes": "A decorative planet with many holes in it.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PhantomFirewood", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Deep Dark -- Campfire", "Notes": "A campfire with cooking meat.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PhantomHolePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Ghostly -- Hole Planet", "Notes": "A spherical planet with many large holes.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PhantomShipA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Good Egg -- Ghost Airship", "Notes": "The first ghost airship visited in the third mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PhantomShipB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Good Egg -- Ghost Airship with Balcony", "Notes": "The second ghost airship visited in the third mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PhantomShipBoxFloaterA", "ClassNameSMG1": "PhantomShipBoxFloater", "ClassNameSMG2": "PhantomShipBoxFloater", "Name": "Deep Dark -- Tall Wood Floater", "Notes": "A tall floating wood box seen around Kamella's ship.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PhantomShipBoxFloaterB", "ClassNameSMG1": "PhantomShipBoxFloater", "ClassNameSMG2": "PhantomShipBoxFloater", "Name": "Deep Dark -- Medium Wood Floater", "Notes": "A medium floating wood box seen around Kamella's ship.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PhantomShipBoxFloaterC", "ClassNameSMG1": "PhantomShipBoxFloater", "ClassNameSMG2": "PhantomShipBoxFloater", "Name": "Deep Dark -- Small Wood Floater", "Notes": "A small floating wood box seen around Kamella's ship.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PhantomShipBridge", "ClassNameSMG1": "PhantomShipBridge", "ClassNameSMG2": "PhantomShipBridge", "Name": "Good Egg -- Ghost Airship Bridge", "Notes": "The falling bridge that connects the two ghost airships.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PhantomShipHandle", "ClassNameSMG1": "PhantomShipHandle", "ClassNameSMG2": "PhantomShipHandle", "Name": "Good Egg -- Ghost Airship Steering Wheel", "Notes": "The rotatable steering wheel used on the ghost airships.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PhantomShipPropellerBig", "ClassNameSMG1": "AnmModelSwitchMove", "ClassNameSMG2": "AnmModelSwitchMove", "Name": "Good Egg -- Big Ghost Airship Propeller", "Notes": "A big rotating propeller used on the ghost airships.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PhantomShipPropellerSmall", "ClassNameSMG1": "AnmModelSwitchMove", "ClassNameSMG2": "AnmModelSwitchMove", "Name": "Good Egg -- Small Ghost Airship Propeller", "Notes": "A small rotating propeller used on the ghost airships.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PhantomSky", "ClassNameSMG1": "Sky", "ClassNameSMG2": "Sky", "Name": "Ghostly Sky", "Notes": "The sky model used in Ghostly Galaxy and Boo Moon Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PhantomTorch", "ClassNameSMG1": "PhantomTorch", "ClassNameSMG2": "PhantomTorch", "Name": "Blue Flame", "Notes": "A small blue fire used on a torch.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PhantomTowerMoveStepA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Ghostly -- Moving Stone Platform", "Notes": "A moving stone platform used in the third mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PhantomTowerPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Ghostly -- Double Walls Planet", "Notes": "A pair of tall wall planets visited in the third mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Pichan", "ClassNameSMG1": "Pichan", "ClassNameSMG2": "Pichan", "Name": "Jibberjay", "Notes": "An orange bird NPC that is used in the gliding galaxies.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PichanRacer", "ClassNameSMG1": "PichanRacer", "ClassNameSMG2": "PichanRacer", "Name": "Jibberjay Racer", "Notes": "A bird NPC that triggers the race in gliding galaxies.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PicketSwitch", "ClassNameSMG1": "PicketSwitch", "ClassNameSMG2": "PicketSwitch", "Name": "Small Ground Pound Stump", "Notes": "A small tree stump that can be Ground Pounded to activate something.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PicketSwitchBig", "ClassNameSMG1": "PicketSwitch", "ClassNameSMG2": "PicketSwitch", "Name": "Large Ground Pound Stump", "Notes": "A large tree stump that can be Ground Pounded to activate something.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PictureJoinPlanet", "ClassNameSMG1": "PictureJoinPlanet", "ClassNameSMG2": "PictureJoinPlanet", "Name": "Puzzle Plank -- Mandibug Puzzle Centerpiece", "Notes": "The fixed centerpiece of the Mandibug puzzle used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PictureJoinPlanetFinish", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Puzzle Plank -- Completed Mandibug Puzzle Planet", "Notes": "The completed version of the Mandibug puzzle used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PieFortress", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "E3 Demo -- Chomp Saucer Planet", "Notes": "An unused version of Good Egg Galaxy's chomp saucer planet with a destroyed tower in the center. It appeared in the E3 2006 demo.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "PipeModeCube", "ClassNameSMG1": "PipeModeCube", "ClassNameSMG2": "PipeModeCube", "Name": "Redirect Player Movement Area [Cube]", "Notes": "An area that changes the direction the player is moving to by 90 degrees as soon as entered.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "PlaneCircularModeCube", "ClassNameSMG1": "PlaneCircularModeCube", "ClassNameSMG2": "PlaneCircularModeCube", "Name": "Circular 2D Movement Area [Cube]", "Notes": "An area that restricts movement to a 2D plane when entered. The movement direction is adjusted for moving around a circular center point.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PlaneCollisionArea", "ClassNameSMG1": "PlaneCollisionArea", "ClassNameSMG2": "PlaneCollisionArea", "Name": "Extended Item Sensor Area", "Notes": "An area which extends the sensor range when trying to collect items along the camera's view direction. For example, this allows the player to collect an item while they stand behind or in front of it.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "PlaneCollisionCube", "ClassNameSMG1": "PlaneCollisionArea", "ClassNameSMG2": "PlaneCollisionArea", "Name": "Extended Item Sensor Area [Cube]", "Notes": "An area which extends the sensor range when trying to collect items along the camera's view direction. For example, this allows the player to collect an item while they stand behind or in front of it.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PlaneModeArea", "ClassNameSMG1": "PlaneModeCube", "ClassNameSMG2": "PlaneModeCube", "Name": "2D Movement Area", "Notes": "An area that restricts movement to a 2D plane when entered.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PlaneModeCube", "ClassNameSMG1": "PlaneModeCube", "ClassNameSMG2": "PlaneModeCube", "Name": "2D Movement Area [Cube]", "Notes": "An area that restricts movement to a 2D plane when entered.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PlanetDisk", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "\"PlanetDisk\" [Unused]", "Notes": "An unused and unfinished disk-shaped planet with a large flower field, two realistic trees and a big mushroom.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "PlanetRocket", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Space Junk -- Rocket Planet", "Notes": "The large rocket planet that appears in Space Junk Galaxy and Ghostly Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Plant", "ClassNameSMG1": "Plant", "ClassNameSMG2": "Plant", "Name": "Sproutle Vine", "Notes": "A vine that you spin to grab hold of, and shake the Wii Remote to move on it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PlantA", "ClassNameSMG1": "PlantGroup", "ClassNameSMG2": "PlantGroup", "Name": "Decorative Plant A", "Notes": "A more advanced flower spawner which uses ShapeModelNo for all the different plants. The following shape IDs and colors are available:\n0 Violets\n- 0 Yellow\n- 1 Purple\n- 2 Red\n- 3 White\n1 Short Bush\n2 Mushrooms\n3 Clover\n4 Dead Bush\n5 Red Flower\n- 0 Red\n- 1 White\n6 Bubbly Flower\n7 Yellow Flower\n- 0 Blue\n- 1 Yellow\n8 Tall Bush", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PlantB", "ClassNameSMG1": "PlantGroup", "ClassNameSMG2": "PlantGroup", "Name": "Decorative Plant B", "Notes": "A more advanced flower spawner which uses ShapeModelNo for all the different plants. The following shape IDs and colors are available:\n0 Tulips\n- 0 Pink\n- 1 Yellow\n- 2 Purple\n3 Lily of the Valley", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PlantC", "ClassNameSMG1": "PlantGroup", "ClassNameSMG2": "PlantGroup", "Name": "Decorative Plant C", "Notes": "A more advanced flower spawner which uses ShapeModelNo for all the different plants. The following shape IDs and colors are available:\n0 Cosmos\n1 Round Bush\n- 0 Pink\n- 1 Red\n- 2 White", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PlantD", "ClassNameSMG1": "PlantGroup", "ClassNameSMG2": "PlantGroup", "Name": "Decorative Plant D", "Notes": "A more advanced flower spawner which uses ShapeModelNo for all the different plants. The following shape IDs and colors are available:\n1 Lily\n- 0 Red\n- 1 Pink\n- 2 Yellow\n- 3 White\n2 Sunflower", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PlantSlider", "ClassNameSMG1": "PlantSlider", "ClassNameSMG2": "PlantSlider", "Name": "One-Way Sproutle Vine", "Notes": "A vine that can be used to reach other places in a galaxy. This one leads into one direction only and the player doesn't have to shake the Wiimote.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PlayAttackMan", "ClassNameSMG1": "PlayAttackMan", "ClassNameSMG2": "PlayAttackMan", "Name": "The Chimp", "Notes": "A blue monkey NPC who appears in some galaxies inviting the player to a mini-game challenge.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PlayerMorphLimitArea", "ClassNameSMG1": "PlayerMorphLimitArea", "ClassNameSMG2": "PlayerMorphLimitArea", "Name": "Restrict Power-Up Usage Area", "Notes": "Restricts the use of power-ups inside this area. If the player leaves the area, the effects of the collected power-up wear off.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "PlayerSeCube", "ClassNameSMG1": "PlayerSeArea", "ClassNameSMG2": "PlayerSeArea", "Name": "Player Falling Sound Area [Cube]", "Notes": "Plays the \"long fall\" sound effect while the player is airborne inside this area.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PlayerSeCylinder", "ClassNameSMG1": "PlayerSeArea", "ClassNameSMG2": "PlayerSeArea", "Name": "Player Falling Sound Area [Cylinder]", "Notes": "Plays the \"long fall\" sound effect while the player is airborne inside this area.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PlayerSeSphere", "ClassNameSMG1": "PlayerSeArea", "ClassNameSMG2": "PlayerSeArea", "Name": "Player Falling Sound Area [Sphere]", "Notes": "Plays the \"long fall\" sound effect while the player is airborne inside this area.", "Category": "areas", "AreaShape": "Sphere", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "PlayerSideRetainOffArea", "ClassNameSMG1": "PlayerSideRetainOffArea", "ClassNameSMG2": "PlayerSideRetainOffArea", "Name": "Disable Movement Direction Retention Area", "Notes": "This area adjusts the player's movement direction to the current camera angle instead of keeping the direction the joystick was held in before moving.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Poihana", "ClassNameSMG1": "Poihana", "ClassNameSMG2": "Poihana", "Name": "Cataquack", "Notes": "A blue duck-like enemy that can toss the player high into the air.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PoihanaMazePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gold Leaf -- Cataquack Maze Planet", "Notes": "The grassy maze-like planet visited in the second mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PoihanaRelayPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gold Leaf -- Spherical Cataquack Planet", "Notes": "A small spherical wooden planet with a pond.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PoisonSwanpRailMoveSeesaw", "ClassNameSMG1": "RailAndRotateMoveObj", "ClassNameSMG2": "RailAndRotateMoveObj", "Name": "Boom Bunker -- Tilting Seesaw Platform", "Notes": "A tilting seesaw-like platform used on the Dark Matter planet in Bowser Jr.'s Boom Bunker.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PoisonSwanpSeesawMovePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Boom Bunker -- Dark Matter Planet", "Notes": "The planet filled with Dark Matter used in the Comet mission of Bowser Jr.'s Boom Bunker.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Pole", "ClassNameSMG1": "Pole", "ClassNameSMG2": "Pole", "Name": "Climbable Pole", "Notes": "A standard climbable pole that can be climbed from all directions.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Pole2Way", "ClassNameSMG1": "Pole", "ClassNameSMG2": "Pole", "Name": "Wood Pole [Two-Sided Climbing]", "Notes": "An alternate version of the wooden pole which can be climbed on two sides only.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PoleNoModel", "ClassNameSMG1": "Pole", "ClassNameSMG2": "Pole", "Name": "Invisible Climbable Pole", "Notes": "An invisible version of a pole.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "PoleObstaclePartsA", "ClassNameSMG1": "PoleObstacleParts", "ClassNameSMG2": "PoleObstacleParts", "Name": "Rolling Masterpiece -- Green Paintbrush", "Notes": "A large green paintbrush used in Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PoleObstaclePartsB", "ClassNameSMG1": "PoleObstacleParts", "ClassNameSMG2": "PoleObstacleParts", "Name": "Rolling Masterpiece -- Red Paintbrush", "Notes": "A large red paintbrush used in Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "PoleObstaclePartsC", "ClassNameSMG1": "PoleObstacleParts", "ClassNameSMG2": "PoleObstacleParts", "Name": "Rolling Masterpiece -- Blue Paintbrush", "Notes": "A large blue paintbrush used in Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PoleObstaclePartsD", "ClassNameSMG1": "PoleObstacleParts", "ClassNameSMG2": "PoleObstacleParts", "Name": "Rolling Masterpiece -- Yellow Paintbrush", "Notes": "A large yellow paintbrush used in Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PoleSquare", "ClassNameSMG1": "Pole", "ClassNameSMG2": "Pole", "Name": "Wood Pole", "Notes": "A wooden square pole that can be climbed on four sides.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PoleSquareNoModel", "ClassNameSMG1": "Pole", "ClassNameSMG2": "Pole", "Name": "Invisible Wood Pole", "Notes": "An invisible version of the square-shaped pole.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PoleTreeA", "ClassNameSMG1": "Pole", "ClassNameSMG2": "Pole", "Name": "Bubbly Tree", "Notes": "A round tree used in Throwback Galaxy that can be climbed.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PoleTreeB", "ClassNameSMG1": "Pole", "ClassNameSMG2": "Pole", "Name": "Pine Tree", "Notes": "A pine tree used in Fluffy Bluff Galaxy that can be climbed.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PoleUnizoPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "\"PoleUnizoPlanet\" [Unused]", "Notes": "An unused rocky planet that was intended to be used in Deep Dark Galaxy. The name refers to the Urchin enemies.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Polta", "ClassNameSMG1": "Polta", "ClassNameSMG2": "Polta", "Name": "Bouldergeist", "Notes": "The boss fought at the end of the third mission in Ghostly Galaxy and Boss Blitz Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PoltaBattlePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Ghostly -- Bouldergeist Planet", "Notes": "The planet where Bouldergeist is fought in Ghostly Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PoltaBattlePlanetPartsA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Ghostly -- Bouldergeist Planet Platforms", "Notes": "The stone platforms that lead to Bouldergeist's planet in Ghostly Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PolygonCodeRecoveryBowl", "ClassNameSMG1": "InvisiblePolygonObj", "ClassNameSMG2": "InvisiblePolygonObj", "Name": "Invisible Bowl Collision", "Notes": "An unused bowl-shaped collision object.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "PolygonCodeRecoveryPlate", "ClassNameSMG1": "InvisiblePolygonObj", "ClassNameSMG2": "InvisiblePolygonObj", "Name": "Invisible Plate Collision", "Notes": "An unused plate-shaped collision object.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "Pompon2Plant", "ClassNameSMG1": "PomponPlant", "ClassNameSMG2": "PomponPlant", "Name": "Bubbly Plant", "Notes": "A bubbly plant that releases some items when touched; used in Honeyhive Galaxy and Gold Leaf Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Pompon4Plant", "ClassNameSMG1": "PomponPlant", "ClassNameSMG2": "PomponPlant", "Name": "Bubbly Plant without Effects", "Notes": "A bubbly plant that releases some items when touched; used in Honeyhive Galaxy. It does not emit any particle effects when touched.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Popo", "ClassNameSMG1": "Popo", "ClassNameSMG2": "Popo", "Name": "Smeech", "Notes": "A pink enemy that tries to cling onto Yoshi, but runs away from the player under normal circumstances.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PositiveDice", "ClassNameSMG1": "PositiveDice", "ClassNameSMG2": "PositiveDice", "Name": "Positive Chance Cube", "Notes": "A die block that can reward either a Star Bit or a 1-Up Mushroom.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PostFogArea", "ClassNameSMG1": "PostFogArea", "ClassNameSMG2": "PostFogArea", "Name": "Post Fog Area", "Notes": "An area that renders a fog post effect on the screen when entered.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PostOutlineArea", "ClassNameSMG1": "PostOutlineArea", "ClassNameSMG2": "PostOutlineArea", "Name": "Post Outline Area", "Notes": "An area that renders a thick outline around some edges when entered.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "PowerStar", "ClassNameSMG1": "PowerStar", "ClassNameSMG2": "PowerStar", "Name": "Power Star", "Notes": "A shiny Power Star that acts as the main collectible in most galaxies.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PowerStarAppearPoint", "ClassNameSMG1": "PowerStarAppearPoint", "ClassNameSMG2": "PowerStarAppearPoint", "Name": "Power Star Spawn Point", "Notes": "A spawn point where a grouped Power Star can appear.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PowerStarHalo", "ClassNameSMG1": "PowerStarHalo", "ClassNameSMG2": "PowerStarHalo", "Name": "Power Star Light", "Notes": "The large light given off by a Power Star. The model differs between the two games.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PowerStarKeeperA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Battlerock -- Red Rotating Metal Shields", "Notes": "A pair of red rotating metal shields that are used as an obstacle during the second mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PowerStarKeeperB", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Battlerock -- Yellow Rotating Metal Shields", "Notes": "A pair of yellow rotating metal shields that are used as an obstacle during the second mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PowerStarKeeperC", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Battlerock -- Blue Rotating Metal Shields", "Notes": "A set of four blue rotating metal shields that are used as an obstacle during the second mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PrepareKoopaFinalDemoObj", "ClassNameSMG1": "PrepareKoopaFinalDemoObj", "ClassNameSMG2": "PrepareKoopaFinalDemoObj", "Name": "Before Final Bowser Cutscene Object Holder", "Notes": "A holder that creates and registers the objects used during the cutscene before entering Bowser's Galaxy Generator.", "Category": "cutscene", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PrologueDirector", "ClassNameSMG1": "PrologueDirector", "ClassNameSMG2": "PrologueDirector", "Name": "Star Festival Prologue Controller", "Notes": "A cutscene controller that manages major parts of the prologue sequence. This includes the picture book story, Peach's letter and the short scene where Mario enters the castle town.", "Category": "cutscene", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ProminenceSetA", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Fiery Flotilla -- Decorative Fireballs", "Notes": "A set of fireballs used in the background of Bowser Jr.'s Fiery Flotilla.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PTimerSwitch", "ClassNameSMG1": "PTimerSwitch", "ClassNameSMG2": "PTimerSwitch", "Name": "P-Switch", "Notes": "A blue P-Switch that disappears and activates a switch when stepped on.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "PuffballPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gusty Garden -- Flower Hill Planet", "Notes": "The starting planet with the many flowers.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PuffballPlanetB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gusty Garden -- Stone Blocks Planet", "Notes": "A grassy planet with some ruined stone structures and flowers.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PuffballPlanetC", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gusty Garden -- C-Shaped Stone Blocks Planet", "Notes": "A C-shaped grass planet featuring some stone blocks and flowers.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Pukupuku", "ClassNameSMG1": "Pukupuku", "ClassNameSMG2": "Pukupuku", "Name": "Cheep Cheep", "Notes": "A fish enemy used in underwater levels.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PukupukuGambolPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Deep Dark -- Cheep Cheep Planet", "Notes": "A small spherical planet with water that is visited during the second mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PukupukuWaterSurface", "ClassNameSMG1": "PukupukuWaterSurface", "ClassNameSMG2": "PukupukuWaterSurface", "Name": "Water Surface Cheep Cheep", "Notes": "A fish enemy that is intended to swim on the water's surface.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PullBackArea", "ClassNameSMG1": "PullBackArea", "ClassNameSMG2": "PullBackArea", "Name": "Rescue from Falling Area", "Notes": "An area that, when entered, returns the player to the last safe position they stood on before falling off.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PullBackCube", "ClassNameSMG1": "PullBackArea", "ClassNameSMG2": "PullBackArea", "Name": "Rescue from Falling Area [Cube]", "Notes": "An area that, when entered, returns the player to the last safe position they stood on before falling off.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PullBackCylinder", "ClassNameSMG1": "PullBackArea", "ClassNameSMG2": "PullBackArea", "Name": "Rescue from Falling Area [Cylinder]", "Notes": "An area that, when entered, returns the player to the last safe position they stood on before falling off.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PullTargetBridge", "ClassNameSMG1": "PullTargetBridge", "ClassNameSMG2": "PullTargetBridge", "Name": "\"PullTargetBridge\" [Broken]", "Notes": "Model files have been removed. Therefore, the object is useless.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "PullTargetDrawer", "ClassNameSMG1": "PullTargetDrawer", "ClassNameSMG2": "PullTargetDrawer", "Name": "Wooden Yoshi Pull Block", "Notes": "A large wooden block that can be pulled out of a wall using Yoshi's tongue.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PunchBox", "ClassNameSMG1": "PunchBox", "ClassNameSMG2": "PunchBox", "Name": "Brick Block", "Notes": "A standard Brick Block that can be destroyed.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PunchBox2D", "ClassNameSMG1": "PunchBox", "ClassNameSMG2": "PunchBox", "Name": "Brick Block [2D]", "Notes": "A small Brick Block variant that is used in the prologue.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PunchingKinoko", "ClassNameSMG1": "PunchingKinoko", "ClassNameSMG2": "PunchingKinoko", "Name": "Stretch Plant", "Notes": "A green plant that the player can fling around to damage other objects.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PurpleCoin", "ClassNameSMG1": "Coin", "ClassNameSMG2": "Coin", "Name": "Purple Coin", "Notes": "A Purple Coin from Purple Comet missions that spawns a Power Star once 100 of them are collected.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PurpleCoinCompleteWatcher", "ClassNameSMG1": "PurpleCoinCompleteWatcher", "ClassNameSMG2": "PurpleCoinCompleteWatcher", "Name": "All Purple Coins Collected Switch", "Notes": "A controller that activates a switch when 100 Purple Coins have been collected.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PurpleCoinStarter", "ClassNameSMG1": "PurpleCoinStarter", "ClassNameSMG2": "PurpleCoinStarter", "Name": "Purple Coin Appearance Controller", "Notes": "A controller that will hide all Purple Coins and the UI until it gets activated.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PurpleRailCoin", "ClassNameSMG1": "RailCoin", "ClassNameSMG2": "RailCoin", "Name": "Purple Coin Line", "Notes": "An object that creates a line of Purple Coins.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PusherWall", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Clockwork Ruins -- Pusher Wall [Remaining]", "Notes": "A purple wall that pushes objects; used on the gravity planet in Clockwork Ruins Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PusherWallDisappear", "ClassNameSMG1": "RailMoveDemoActionObj", "ClassNameSMG2": "RailMoveDemoActionObj", "Name": "Clockwork Ruins -- Pusher Wall [Disappearing]", "Notes": "A purple wall that pushes objects and is destroyed after using the gravity-arrow switch on the gravity planet in Clockwork Ruins Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PusherWallPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Clockwork Ruins -- Gravity Planet", "Notes": "The second planet used in the first mission of Clockwork Ruins Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "PusherWallPlanetParts", "ClassNameSMG1": "AnmModelSwitchMoveEndKill", "ClassNameSMG2": "AnmModelSwitchMoveEndKill", "Name": "Clockwork Ruins -- Disappearing Gravity Planet Wall", "Notes": "The back wall of the gravity planet used in Clockwork Ruins Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Pyudon", "ClassNameSMG1": "Pyudon", "ClassNameSMG2": "Pyudon", "Name": "Flaptack", "Notes": "A blue bird-like enemy that smacks onto the player if they walk under it.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "QuakeEffectAreaCube", "ClassNameSMG1": "QuakeEffectArea", "ClassNameSMG2": "QuakeEffectArea", "Name": "Earthquake Area [Cube]", "Notes": "An area that periodically shakes the camera and plays a quaking sound effect while the player is inside it.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "QuarterRollGravityRoomArrow", "ClassNameSMG1": "QuarterRollGravityRoomArrow", "ClassNameSMG2": "QuarterRollGravityRoomArrow", "Name": "Dreadnought -- 2D Interior Gravity Indicator", "Notes": "A pair of arrows that are used to indicate the gravity direction in the 2D interior section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "QuarterRollGravityRoomPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dreadnought -- 2D Interior Section", "Notes": "The large 2D interior section that features several large pistons.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "QuestionBoxMoveStepA", "ClassNameSMG1": "QuestionBoxGalleryObj", "ClassNameSMG2": "QuestionBoxGalleryObj", "Name": "Gusty Garden -- Large Gravity Scramble Block", "Notes": "A large rotating block used in the third mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "QuestionBoxMoveStepB", "ClassNameSMG1": "QuestionBoxGalleryObj", "ClassNameSMG2": "QuestionBoxGalleryObj", "Name": "Gusty Garden -- Small Rotated Gravity Scramble Block", "Notes": "A small moving block used in the third mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "QuestionBoxMoveStepC", "ClassNameSMG1": "QuestionBoxGalleryObj", "ClassNameSMG2": "QuestionBoxGalleryObj", "Name": "Gusty Garden -- Small Gravity Scramble Block", "Notes": "A small moving block used in the third mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "QuestionBoxPlanetA", "ClassNameSMG1": "QuestionBoxGalleryObj", "ClassNameSMG2": "QuestionBoxGalleryObj", "Name": "Gusty Garden -- Gravity Scramble Starting Planet", "Notes": "The first group of large block planets visited during the third mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "QuestionBoxPlanetB", "ClassNameSMG1": "QuestionBoxGalleryObj", "ClassNameSMG2": "QuestionBoxGalleryObj", "Name": "Gusty Garden -- Gravity Scramble Block Pair Planet", "Notes": "A pair of two large block planets visited during the third mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "QuestionBoxPlanetC", "ClassNameSMG1": "QuestionBoxGalleryObj", "ClassNameSMG2": "QuestionBoxGalleryObj", "Name": "Gusty Garden -- Gravity Scramble Long Planet", "Notes": "The long group of large block planets visited during the third mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "QuestionBoxPlanetD", "ClassNameSMG1": "QuestionBoxGalleryObj", "ClassNameSMG2": "QuestionBoxGalleryObj", "Name": "Gusty Garden -- Gravity Scramble Cylinder Planet", "Notes": "A small cylindrical planet segment visited during the third mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "QuestionBoxPlanetE", "ClassNameSMG1": "QuestionBoxGalleryObj", "ClassNameSMG2": "QuestionBoxGalleryObj", "Name": "Gusty Garden -- Gravity Scramble Cannons Planet", "Notes": "The last group of large block planets visited during the third mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "QuestionCoin", "ClassNameSMG1": "QuestionCoin", "ClassNameSMG2": "QuestionCoin", "Name": "? Coin", "Notes": "A large yellow Coin with a question mark symbol on it that activates something when collected.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "QuestionFlowerGardenPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gusty Garden -- Question Planet", "Notes": "The planet shaped like a question mark used in Gusty Garden Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "QuickSand2DMovePartsA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Dusty Dune -- 2D Underground Rotating Gear", "Notes": "A rotating gear used in the underground section of the first mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Quicksand2DPlanet", "ClassNameSMG1": "RailPlanetMap", "ClassNameSMG2": "RailPlanetMap", "Name": "Dusty Dune -- 2D Underground Section", "Notes": "The large 2D underground section visited during the first mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Rabbit", "ClassNameSMG1": "Rabbit", "ClassNameSMG2": "Rabbit", "Name": "Star Bunny", "Notes": "A rabbit that be found in several galaxies, including Gold Leaf Galaxy and Freezy Flake Galaxy.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RaceRail", "ClassNameSMG1": "RaceRail", "ClassNameSMG2": "RaceRail", "Name": "Race Path", "Notes": "An object that is used to set up the route for several racing mini-games such as Ray Surfing and Glide Races.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RailCoin", "ClassNameSMG1": "RailCoin", "ClassNameSMG2": "RailCoin", "Name": "Coin Line", "Notes": "An object that creates a path of Coins.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RailMoveDisappearStep", "ClassNameSMG1": "RailMoveDisappearStep", "ClassNameSMG2": "RailMoveDisappearStep", "Name": "Throwback -- Collapsing Stone Platform", "Notes": "A stone platform that falls when the player steps on it.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RailMoveMiniPlanetObjA", "ClassNameSMG1": "RailMoveShadowDropYObj", "ClassNameSMG2": "RailMoveShadowDropYObj", "Name": "Yoshi Star -- Moving Dirt Planet", "Notes": "A small moving dirt planet from Yoshi Star Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RailMoveMiniPlanetObjB", "ClassNameSMG1": "RailMoveShadowDropYObj", "ClassNameSMG2": "RailMoveShadowDropYObj", "Name": "Yoshi Star -- Moving Stone Planet", "Notes": "A small moving stone planet from Yoshi Star Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RailMoveNormalLift", "ClassNameSMG1": "RailMoveNormalLift", "ClassNameSMG2": "RailMoveNormalLift", "Name": "Flash Black -- Yellow Moving Platform", "Notes": "A simple moving platform that is yellow.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RailMoveWaterAreaPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Cosmic Cove -- Water Cubes Planet", "Notes": "The planet with moving water cubes used in the second mission of Cosmic Cove Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RailMoveWaterObj", "ClassNameSMG1": "RailMoveWithIndirectModelObj", "ClassNameSMG2": "RailMoveWithIndirectModelObj", "Name": "Cosmic Cove -- Moving Water Cube", "Notes": "A cube-shaped body of water from Cosmic Cove Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RailObj", "ClassNameSMG1": "RailObj", "ClassNameSMG2": "RailObj", "Name": "Subpath", "Notes": "This object is required by ElectricRailTwoPoint and LavaSeparateWaterfall. It sets multiple paths for an object to use.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RailPlacementPoleObstacle", "ClassNameSMG1": "RailPlacementPoleObstacle", "ClassNameSMG2": "RailPlacementPoleObstacle", "Name": "Rolling Masterpiece -- Paintbrush Line", "Notes": "An object used to create a line of paintbrushes; used in Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RainCloud", "ClassNameSMG1": "RainCloud", "ClassNameSMG2": "RainCloud", "Name": "Rain Cloud", "Notes": "A cloud that is usually raining. The player can stand on it using the Bee power-up. ", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RasterScrollArea", "ClassNameSMG1": "RasterScrollArea", "ClassNameSMG2": "RasterScrollArea", "Name": "Wobbling Screen Area", "Notes": "An area that, when entered, creates a wobbling screen effect.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "RasterScrollCube", "ClassNameSMG1": "RasterScrollArea", "ClassNameSMG2": "RasterScrollArea", "Name": "Wobbling Screen Area [Cube]", "Notes": "An area that, when entered, creates a wobbling screen effect.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RayGunPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Toy Time -- Large Screw Planet", "Notes": "The planet with the large screw visited during the second mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RayGunPlanetPartsGear", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Toy Time -- Large Screw Planet Gear", "Notes": "A rotating wood gear used on the large screw planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RayGunPlanetPartsScrew", "ClassNameSMG1": "RailRotateMoveObj", "ClassNameSMG2": "RailRotateMoveObj", "Name": "Toy Time -- Large Screw", "Notes": "The large screw used during the second mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RecoveryFloorControlArea", "ClassNameSMG1": "RecoveryFloorControlArea", "ClassNameSMG2": "RecoveryFloorControlArea", "Name": "Enable Ice Collision Rescue Position Area", "Notes": "An area that enables saving the last position on Ice or GlassIce collision as a safe rescuing position.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RedBlueExStepA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Flip-Swap -- Starting Platforms", "Notes": "A set of platforms used as the starting planet of Flip-Swap Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RedBlueExStepB", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Flip-Swap -- Goomba Platform", "Notes": "A rectangular platform where Goombas are located in Flip-Swap Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RedBlueExStepC", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Flip-Swap -- Checkpoint Platform", "Notes": "The staircase platform where the checkpoint is located in Flip-Swap Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RedBlueExStepD", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Flip-Swap -- Cosmic Guide Platform", "Notes": "The platform where the Cosmic Guide appears in Flip-Swap Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RedBlueExStepE", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Flip-Swap -- Small Platform", "Notes": "A pair of two blocks that serve as a platform; used in Flip-Swap Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RedBlueExStepF", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Flip-Swap -- Power Star Platform", "Notes": "The platform where the Power Star is located in Flip-Swap Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RedBlueTurnBlock", "ClassNameSMG1": "RedBlueTurnBlock", "ClassNameSMG2": "RedBlueTurnBlock", "Name": "Flip-Swap Platform", "Notes": "A red and blue flipping platform used mainly in Flip-Swap Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RelayDrill2DPlanet", "ClassNameSMG1": "RelayDrill2DPlanet", "ClassNameSMG2": "RelayDrill2DPlanet", "Name": "Spin-Dig -- Cylinder Planet", "Notes": "The cylindrical-shaped planet used in the second mission of Spin-Dig Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RelayPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Small Asteroid Planet A", "Notes": "A small asteroid used in the background of certain galaxies, such as Space Junk Galaxy and Spin Dig Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RelayPlanetB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Small Asteroid Planet B", "Notes": "The asteroid planet with the Launch Star leading to the Fiery Dino Piranha planet in Boss Blitz Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RelayPlanetC", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "E3 Demo -- Wood Planet", "Notes": "An unused wooden planet that was used in the E3 2006 demo.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "RelayPlanetD", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Bubble Blast -- Blue Asteroid Planet", "Notes": "A small blue asteroid seen in the galaxy's background scenery.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RelayPlanetE", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Deep Dark -- Wood Planet", "Notes": "A small wooden planet where the player encounters many Octoguys.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RelayPlanetF", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Toy Time -- Rusty Metal Planet", "Notes": "A small rusty metal planet seen in the galaxy's background scenery.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RelayPlanetH", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "\"RelayPlanetH\" [Unused]", "Notes": "A planet very similar to the metal planets in Gateway Galaxy. It has a place on one end for a cannon or a similar square-shaped object.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "RelayPlanetI", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gusty Garden -- Spiny Vines Planet", "Notes": "The small planet with spiny vines used before Major Burrows' planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RepeartTimerSwitch", "ClassNameSMG1": "RepeatTimerSwitch", "ClassNameSMG2": "RepeatTimerSwitch", "Name": "Repeating Timer Switch", "Notes": "A timer switch that activates and deactivates something periodically.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RepeatBlock", "ClassNameSMG1": "RepeatBlock", "ClassNameSMG2": "RepeatBlock", "Name": "Snake Block", "Notes": "A set of blocks that move along a set path.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RepeatBlockLavaBoxPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Lava Lair -- Snake Block Planet", "Notes": "The planet where Snake Blocks appear in Bowser's Lava Lair.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RepeatBlockLavaBoxPlanetProminence", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Lava Lair -- Snake Blocks Planet Rotating Fireballs", "Notes": "A set of rotating fireballs used on the snake blocks planet in Bowser's Lava Lair.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RepeatBlockShadowChangeArea", "ClassNameSMG1": "RepeatBlockShadowChangeArea", "ClassNameSMG2": "RepeatBlockShadowChangeArea", "Name": "Snake Block Shadow Direction Area", "Notes": "An area that changes the shadow direction for snake blocks.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RepeatTimerStageNormalStep", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Beat Block -- Large Platform", "Notes": "A set of four solid purple blocks used in Beat Block Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RepeatTimerStageStepA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Beat Block -- Small Platform", "Notes": "A single solid purple block used in Beat Block Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RepeatTimerStageStepB", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Beat Block -- Long Platform", "Notes": "A set of two solid purple blocks used in Beat Block Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RestartCube", "ClassNameSMG1": "RestartCube", "ClassNameSMG2": "RestartCube", "Name": "Checkpoint Area [Cube]", "Notes": "An area that sets the next respawn point.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RestartObj", "ClassNameSMG1": "RestartObj", "ClassNameSMG2": "RestartObj", "Name": "Checkpoint Flag", "Notes": "A checkpoint flag used in several galaxies.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ReverseClipConveyerPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Haunty Halls -- Mattermouth Corridor Planet", "Notes": "The corridor planet used at the end of the second mission of Haunty Halls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ReverseClipConveyorA", "ClassNameSMG1": "RailMoveObjClipParts", "ClassNameSMG2": "RailMoveObjClipParts", "Name": "Haunty Halls -- Moving Carpet A", "Notes": "A segment of a carpet platform used in Haunty Halls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ReverseClipConveyorB", "ClassNameSMG1": "RailMoveObjClipParts", "ClassNameSMG2": "RailMoveObjClipParts", "Name": "Haunty Halls -- Moving Carpet B", "Notes": "A segment of a carpet platform used in Haunty Halls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ReverseClipConveyorC", "ClassNameSMG1": "RailMoveObjClipParts", "ClassNameSMG2": "RailMoveObjClipParts", "Name": "Haunty Halls -- Moving Carpet C", "Notes": "A segment of a carpet platform used in Haunty Halls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ReverseFlowSandMoveStep", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Slipsand -- Metal Block", "Notes": "A metal block platform used in the first mission of Slipsand Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ReverseFlowSandPlanet", "ClassNameSMG1": "QuicksandPlanet", "ClassNameSMG2": "QuicksandPlanet", "Name": "Slipsand -- Cluckboom Planet", "Notes": "The second planet used in the first mission of Slipsand Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ReverseGravity2DDossunPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Rightside Down -- Thwomps Planet", "Notes": "The planet with the Thwomps used in Rightside Down Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ReverseGravity2DLiftPlanet", "ClassNameSMG1": "AnmModelSwitchSwapVisibility", "ClassNameSMG2": "AnmModelSwitchSwapVisibility", "Name": "Rightside Down -- Slide Planet", "Notes": "The section with the long slide from Rightside Down Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ReverseGravity2DRoofActionPlanet", "ClassNameSMG1": "AnmModelSwitchSwapVisibility", "ClassNameSMG2": "AnmModelSwitchSwapVisibility", "Name": "Rightside Down -- Fire Flower Planet", "Notes": "The planet where the Fire Flower is located in Rightside Down Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ReverseGravity2DStartPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Rightside Down -- Starting Section", "Notes": "The first section of Rightside Down Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ReverseGravityRoomPlanet", "ClassNameSMG1": "ReverseGravityRoomPlanet", "ClassNameSMG2": "ReverseGravityRoomPlanet", "Name": "Battlerock -- 2D Interior Section", "Notes": "The large 2D interior section with gravity changing parts that is visited during the third mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ReverseGravityRoomPressGroundA", "ClassNameSMG1": "RailMoveObjPress", "ClassNameSMG2": "RailMoveObjPress", "Name": "Dreadnought -- Long Yellow Moving Piston ", "Notes": "A long yellow moving piston used in the 2D interior section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ReverseGravityRoomPressGroundB", "ClassNameSMG1": "RailMoveObjPress", "ClassNameSMG2": "RailMoveObjPress", "Name": "Dreadnought -- Huge Yellow Moving Piston ", "Notes": "A huge yellow moving piston used in the 2D interior section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ReverseGravityRoomPressGroundC", "ClassNameSMG1": "RailMoveObjPress", "ClassNameSMG2": "RailMoveObjPress", "Name": "Battlerock -- Small Yellow Moving Piston", "Notes": "A small yellow moving piston used in the 2D interior section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ReverseGravityRoomPressGroundD", "ClassNameSMG1": "RailMoveObjPress", "ClassNameSMG2": "RailMoveObjPress", "Name": "Battlerock -- Huge Yellow Moving Piston", "Notes": "A huge yellow moving piston used in the 2D interior section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ReverseGravityRoomPressGroundE", "ClassNameSMG1": "RailMoveObjPress", "ClassNameSMG2": "RailMoveObjPress", "Name": "Battlerock -- Small Red Moving Piston", "Notes": "A small red moving piston used in the 2D interior section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ReverseGravityTowerInside", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Good Egg -- Tower Planet Interior", "Notes": "The inside section of the huge cylindrical tower planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ReverseGravityTowerPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Good Egg -- Tower Planet Exterior", "Notes": "The outside section of the huge cylindrical tower planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ReverseKingdomPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gold Leaf -- Main Planet", "Notes": "The main planet that features some tall trees and a waterfall.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ReverseKingdomTreeA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Gold Leaf -- Decorative Tree", "Notes": "A decorative autumn tree used during the second and third missions.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RevolvingWay", "ClassNameSMG1": "RevolvingWay", "ClassNameSMG2": "RevolvingWay", "Name": "Pointer-Rotatable Cylinder [Unfinished]", "Notes": "An unfinished cylindrical object that the player can go through and rotate using the pointer.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "RGTowerPressGroundA", "ClassNameSMG1": "RailMoveObjPress", "ClassNameSMG2": "RailMoveObjPress", "Name": "Good Egg -- Tower Planet Pusher", "Notes": "A pushing piston that appears inside the cylindrical tower planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RingBeamer", "ClassNameSMG1": "RingBeamer", "ClassNameSMG2": "RingBeamer", "Name": "Ring Beamer", "Notes": "A yellow enemy with spikes on its head that periodically emits rings of electricity.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RingBeamerAreaObj", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Ring Beam Indicator", "Notes": "A ring used to indicate the size of the electric rings that a Sentry Beam fires off.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RingBeamerRushPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dreadnought -- Blue Ring Beamer Planet", "Notes": "A large blue planet with white lines and circles on the ground that indicate the radius of the Ring Beamer beams.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RisePictureBookPlanet", "ClassNameSMG1": "RisePictureBookPlanet", "ClassNameSMG2": "RisePictureBookPlanet", "Name": "Boo Moon -- Picture Book Planet", "Notes": "The folding planet used at the end of the first mission of Boo Moon Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RoboRotateArmStep", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Boom Bunker -- Rotating Robot Arm", "Notes": "A rotating robotic arm used on the starting planet of Bowser Jr.'s Boom Bunker.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RockBreakCage", "ClassNameSMG1": "RockBreakCage", "ClassNameSMG2": "RockBreakCage", "Name": "Small Purple Rock Mushroom Crystal", "Notes": "A small purple rock crystal used in Boulder Bowl Galaxy that can be destroyed with the Rock power-up.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RockBreakCageL", "ClassNameSMG1": "RockBreakCage", "ClassNameSMG2": "RockBreakCage", "Name": "Large Purple Rock Mushroom Crystal", "Notes": "A large purple rock crystal used in Boulder Bowl Galaxy that can be destroyed with the Rock power-up.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RockCageS", "ClassNameSMG1": "GemCageS", "ClassNameSMG2": "GemCageS", "Name": "Tall Stone Rock", "Notes": "A tall stone rock that can be destroyed using the Rock power-up. Used in Boulder Bowl Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RockCreator", "ClassNameSMG1": "RockCreator", "ClassNameSMG2": "RockCreator", "Name": "Large Boulder Spawner", "Notes": "A spawner for large rolling boulders.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RockPlanetOrbitSky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Battlerock Sky", "Notes": "The dark green sky model used in Battlerock Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RockReflector", "ClassNameSMG1": "RockReflector", "ClassNameSMG2": "RockReflector", "Name": "Rock Mushroom Bounce Fence", "Notes": "A yellow fence that causes the player to bounce off from it if they roll into it with the Rock power-up.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RockRoadCircleA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Honeyhive -- Bonus Room Rock Trails", "Notes": "A trail of a rolling rock used in the bonus rooms from Honeyhive Galaxy and Gold Leaf Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RollingDrumPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Clockwork Ruins -- Rolling Wheels Planet", "Notes": "The planet used at the end of the first mission of Clockwork Ruins Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RollingOvalPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Battlerock -- Colorful Cannon Planet Base", "Notes": "The yellow base for the cannon planet that features a hole for a cannon.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RollingOvalPlanetParts", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Battlerock -- Colorful Cannon Planet", "Notes": "The colorful parts of the cannon planet from Battlerock Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RollingWater", "ClassNameSMG1": "RollingWaterCreator", "ClassNameSMG2": "RollingWaterCreator", "Name": "Rolling Water Bubble", "Notes": "A rolling bubble of water; used in both Cosmic Cove Galaxy and Honeyhop Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RollingWaterBreakArea", "ClassNameSMG1": "RollingWaterBreakArea", "ClassNameSMG2": "RollingWaterBreakArea", "Name": "Pop Rolling Water Bubble Area", "Notes": "An area that pops rolling water bubbles when they enter it.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Rosetta", "ClassNameSMG1": "Rosetta_SMG1", "ClassNameSMG2": "Rosetta_SMG2", "Name": "Rosalina", "Notes": "The mother of the Lumas; wears a blue dress.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RosettaChair", "ClassNameSMG1": "RosettaChair", "ClassNameSMG2": "RosettaChair", "Name": "Rosalina's Chair", "Notes": "The chair Rosalina sits on during a cutscene in the Comet Observatory's Library.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RosettaPictureBook", "ClassNameSMG1": "RosettaPictureBook", "ClassNameSMG2": "RosettaPictureBook", "Name": "Rosalina's Storybook", "Notes": "The storybook that the player can read in the Library at the Comet Observatory.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RosettaReading", "ClassNameSMG1": "RosettaReading", "ClassNameSMG2": "RosettaReading", "Name": "Rosalina [Library]", "Notes": "A variant of Rosalina that appears during the cutscenes in the Comet Observatory's Library.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RotateClimbRockTop", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Clockwork Ruins -- Top Rotating Wheel", "Notes": "The top wheel of a pair of wheels used on the rolling wheels planet of Clockwork Ruins Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RotateClimbRockUnder", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Clockwork Ruins -- Bottom Rotating Wheel", "Notes": "The bottom wheel of a pair of wheels used on the rolling wheels planet of Clockwork Ruins Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RotateCrossStep", "ClassNameSMG1": "RailAndRotateMoveObj", "ClassNameSMG2": "RailAndRotateMoveObj", "Name": "Twisty Trials -- Moving Wood Gear", "Notes": "A rotating and moving wood gear used in Twisty Trials Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RotateFireBar2DRotateStep", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Gravity Gauntlet -- Large Rotating Wheel", "Notes": "A large rotating wheel used near the end of Bowser's Gravity Gauntlet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RotateFireBar2DRotateStepParts", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Gravity Gauntlet -- Rotating Platforms", "Notes": "A set of four rotating platforms used on the large rotating wheel in Bowser's Gravity Gauntlet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RotateHammerPressure", "ClassNameSMG1": "RotateHammerPressure", "ClassNameSMG2": "RotateHammerPressure", "Name": "Black Hammer", "Notes": "A large black hammer that can crush the player; used on the hammer planet in Clockwork Ruins Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RotatePrismStepA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Twisty Trials -- Large Rotating Log", "Notes": "A large rotating wooden log used in Twisty Trials Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RotatePrismStepB", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Twisty Trials -- Small Rotating Log", "Notes": "A smaller rotating wooden log used in Twisty Trials Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RotateSeesawTrampoline", "ClassNameSMG1": "RotateSeesawTrampoline", "ClassNameSMG2": "RotateSeesawTrampoline", "Name": "Starshine Beach -- Buoy Trampoline", "Notes": "The large moving buoy trampoline used in Starshine Beach Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RotateStepAthleticPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Twisty Trials -- Wood Platforms", "Notes": "The three solid wood platforms used in Twisty Trials Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RunawayRabbit", "ClassNameSMG1": "RunawayRabbit", "ClassNameSMG2": "RunawayRabbit", "Name": "Escaping Star Bunny [Gateway]", "Notes": "An individual escaping Star Bunny as seen in Gateway Galaxy that is spawned and controlled by a RunawayRabbitCollect object.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ChildObjInfo", "ListSMG2": "ChildObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RunawayRabbitCollect", "ClassNameSMG1": "RunawayRabbitCollect", "ClassNameSMG2": "RunawayRabbitCollect", "Name": "Escaping Star Bunnies Controller [Gateway]", "Notes": "Sets up and controls the sequence where the player has to catch several escaping Star Bunnies (RunawayRabbit) in Gateway Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "RunawayTico", "ClassNameSMG1": "RunawayTico", "ClassNameSMG2": "RunawayTico", "Name": "Luma [Escaping Star Bunny]", "Notes": "A variant of a Luma that appears after catching an escaping Star Bunny in Gateway Galaxy that is spawned and controlled by a RunawayRabbitCollect object.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ChildObjInfo", "ListSMG2": "ChildObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SamboHead", "ClassNameSMG1": "SamboHead", "ClassNameSMG2": "SamboHead", "Name": "Pokey Head", "Notes": "A green Pokey head used in desert-themed galaxies.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandBird", "ClassNameSMG1": "SandBird", "ClassNameSMG2": "SandBird", "Name": "Sand Bird Controller", "Notes": "Assembles several smaller parts to form the Sand Bird creature from Slipsand Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandBirdPartsBlock", "ClassNameSMG1": "SandBirdParts", "ClassNameSMG2": "SandBirdParts", "Name": "Sand Bird Center Block", "Notes": "A standard sand block used for the Sand Bird in Slipsand Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandBirdPartsCorner", "ClassNameSMG1": "SandBirdParts", "ClassNameSMG2": "SandBirdParts", "Name": "Sand Bird Corner Block", "Notes": "A corner piece used for the Sand Bird in Slipsand Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandBirdPartsHeadLeft", "ClassNameSMG1": "SandBirdParts", "ClassNameSMG2": "SandBirdParts", "Name": "Sand Bird Left Head Block", "Notes": "The left piece of the head of the Sand Bird used in Slipsand Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandBirdPartsHeadRight", "ClassNameSMG1": "SandBirdParts", "ClassNameSMG2": "SandBirdParts", "Name": "Sand Bird Right Head Block", "Notes": "The right piece of the head of the Sand Bird used in Slipsand Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandBirdPartsTail", "ClassNameSMG1": "SandBirdParts", "ClassNameSMG2": "SandBirdParts", "Name": "Sand Bird Striped Block", "Notes": "The centerpiece of the tail of the Sand Bird used in Slipsand Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandBirdPartsTailLeft", "ClassNameSMG1": "SandBirdParts", "ClassNameSMG2": "SandBirdParts", "Name": "Sand Bird Left Striped Tail", "Notes": "The left piece of the tail of the Sand Bird used in Slipsand Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandBirdPartsTailRight", "ClassNameSMG1": "SandBirdParts", "ClassNameSMG2": "SandBirdParts", "Name": "Sand Bird Right Striped Tail", "Notes": "The right piece of the tail of the Sand Bird used in Slipsand Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandBreezeL", "ClassNameSMG1": "EffectObj50x50x10SyncClipping", "ClassNameSMG2": "EffectObj50x50x10SyncClipping", "Name": "Large Sand Breeze Effect", "Notes": "A small sand breeze effect used in sand sections.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandBreezeS", "ClassNameSMG1": "EffectObj20x20x10SyncClipping", "ClassNameSMG2": "EffectObj20x20x10SyncClipping", "Name": "Small Sand Breeze Effect", "Notes": "A small sand breeze effect used in sand sections.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandCapsuleInsidePlanet", "ClassNameSMG1": "SandCapsuleInsidePlanet", "ClassNameSMG2": "SandCapsuleInsidePlanet", "Name": "Dusty Dune -- Double-Sided Pyramid Interior", "Notes": "The double-sided pyramid's interior that features moving sand layers.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandCapsuleOutsidePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dusty Dune -- Double-Sided Pyramid Planet", "Notes": "The double-sided pyramid that is visited during the hidden Green Star.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandCapsulePressGround", "ClassNameSMG1": "SandCapsulePressGround", "ClassNameSMG2": "SandCapsulePressGround", "Name": "Dusty Dune -- Double-Sided Pyramid Moving Sand", "Notes": "The two layers of moving sand that make up the main obstacle inside the double-sided pyramid.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandRelayPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dusty Dune -- Generic Sand Disk Platform A", "Notes": "A small generic sand disk planet used in Dusty Dune Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandRelayPlanetB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dusty Dune -- Generic Sand Disk Platform B", "Notes": "A small generic sand disk planet that appears on an unused layer in one of Dusty Dune Galaxy's zones.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandRelayPlanetC", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dusty Dune -- Generic Sand Disk Platform C", "Notes": "A small generic sand disk planet that appears on an unused layer in one of Dusty Dune Galaxy's zones.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandRelayPlanetD", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dusty Dune -- Generic Sand Disk Platform D", "Notes": "A small generic sand disk planet used in Dusty Dune Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandRingRelayPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dusty Dune -- Rock Ring Planet", "Notes": "The ring-shaped planet that features the large rolling boulders.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandRiverLightA", "ClassNameSMG1": "SwingLight", "ClassNameSMG2": "SwingLight", "Name": "Sand Spiral -- Swinging Light", "Notes": "A swinging ceiling lamp which projects a focus light beam.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandStreamHighTowerMoveStepA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Dusty Dune -- Red Moving Block", "Notes": "A red moving block from the huge speedy sand tower planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandStreamHighTowerPlanet", "ClassNameSMG1": "RailPlanetMap", "ClassNameSMG2": "RailPlanetMap", "Name": "Dusty Dune -- Speedy Sand Tower Planet", "Notes": "The large tower featuring fast moving sand and a short Wall Jump section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandStreamJointPlanetA", "ClassNameSMG1": "RailPlanetMap", "ClassNameSMG2": "RailPlanetMap", "Name": "Dusty Dune -- Long Speedy Sand Planet", "Notes": "A pair of two rocky platforms connected by a long stream of fast moving sand.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandStreamJointPlanetB", "ClassNameSMG1": "RailPlanetMap", "ClassNameSMG2": "RailPlanetMap", "Name": "Dusty Dune -- Ring-Shaped Speedy Sand Planet", "Notes": "A rocky planet featuring a ring-like stream of fast moving sand.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandStreamMoveStepsA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Dusty Dune -- Thick Rotating Stones", "Notes": "A set of thick rotating stones from Dusty Dune Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandStreamMoveStepsB", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Dusty Dune -- Thin Rotating Stones", "Notes": "A set of thin rotating stones from Dusty Dune Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandStreamPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dusty Dune -- Spherical Speedy Sand Planet", "Notes": "The spherical planet with fast moving sand and several cacti.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandStreamSmallPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dusty Dune -- Spiky Pokey Planet", "Notes": "The spherical planet with fast moving sand and a large Spiky Pokey.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandUpDownKGBaseEffect", "ClassNameSMG1": "SandUpDownEffectObj", "ClassNameSMG2": "SandUpDownEffectObj", "Name": "Dusty Dune -- Moving Bullet Bill Tower Effect", "Notes": "A particle effect that consists of sand dust. Used when the Bullet Bill tower emerges or sinks in the sand in Dusty Dune Galaxy.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandUpDownKillerGunnerBase", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dusty Dune -- Bullet Bill Tower", "Notes": "The small tower featuring two Bullet Bill blasters and a hidden Power Star.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandUpDownTowerBottom", "ClassNameSMG1": "SimpleMapObjFarMax", "ClassNameSMG2": "SimpleMapObjFarMax", "Name": "Dusty Dune -- Glass Tower", "Notes": "The large glass tower visited during the third mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandUpDownTowerBreakableWallA", "ClassNameSMG1": "SimpleBreakableObj", "ClassNameSMG2": "SimpleBreakableObj", "Name": "Dusty Dune -- Destroyable Crate A", "Notes": "A tall destroyable wood box intended to be used in Dusty Dune Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": true, "IsLeftover": true}, {"InternalName": "SandUpDownTowerBreakableWallB", "ClassNameSMG1": "SimpleBreakableObj", "ClassNameSMG2": "SimpleBreakableObj", "Name": "Dusty Dune -- Destroyable Crate B", "Notes": "A tall destroyable wood box from Dusty Dune Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "SandUpDownTowerMoveStepA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Dusty Dune -- Red Moving Brick Block", "Notes": "A red moving brick block used inside the large glass tower.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandUpDownTowerTop", "ClassNameSMG1": "SimpleMapObjFarMax", "ClassNameSMG2": "SimpleMapObjFarMax", "Name": "Dusty Dune -- Wall Jump Tower", "Notes": "The large sand tower with a long Wall Jump section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandUpDownTowerTopEffect", "ClassNameSMG1": "SandUpDownEffectObj", "ClassNameSMG2": "SandUpDownEffectObj", "Name": "Dusty Dune -- Moving Wall Jump Tower Effect", "Notes": "A particle effect that consists of sand dust. Used when the Wall Jump tower emerges or sinks in the sand in Dusty Dune Galaxy.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandUpDownTriRock", "ClassNameSMG1": "SandUpDownTriRock", "ClassNameSMG2": "SandUpDownTriRock", "Name": "Dusty Dune -- Moving Sand Pillars Trio", "Notes": "The trio of three shifting sand pillars.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandwitchVolcanoPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Freezeflame -- Lava Core Planet", "Notes": "The large sandwich-like lava planet visited during the second mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Sandy", "ClassNameSMG1": "Sandy", "ClassNameSMG2": "Sandy", "Name": "Squizzard", "Notes": "The boss fought at the end of the first mission of Slipsand Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandyFlowSandAfterBattlePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Slipsand -- After Squizzard Battle Planet", "Notes": "The planet without the moving sand that appears after Squizzard is defeated in Slipsand Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SandyFlowSandPlanet", "ClassNameSMG1": "QuicksandPlanet", "ClassNameSMG2": "QuicksandPlanet", "Name": "Slipsand -- Squizzard Planet", "Notes": "The planet where Squizzard is fought in Slipsand Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ScaleDownRelayPlanet", "ClassNameSMG1": "FlexibleSphere", "ClassNameSMG2": "FlexibleSphere", "Name": "Deep Dark -- Gateway Replica Planet", "Notes": "The scaling replica of Gateway Galaxy's main planet that severs as a bonus section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ScenarioStarter", "ClassNameSMG1": "ScenarioStarter", "ClassNameSMG2": "ScenarioStarter", "Name": "Galaxy Fly-In Controller", "Notes": "Sets up the fly-in path sequence for a Star mission.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SceneChangeArea", "ClassNameSMG1": "SceneChangeArea", "ClassNameSMG2": "SceneChangeArea", "Name": "Open Sky Station Star Select Area", "Notes": "An area that, when entered, loads the Star Select screen for Sky Station Galaxy.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ScoreAttackCounter", "ClassNameSMG1": "ScoreAttackCounter", "ClassNameSMG2": "ScoreAttackCounter", "Name": "The Chimp Challenge Score Controller", "Notes": "A controller that sets up the required points and time limit in The Chimp's challenges.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ScoreAttackMan", "ClassNameSMG1": "ScoreAttackMan", "ClassNameSMG2": "ScoreAttackMan", "Name": "The Chimp [Scoring Challenges]", "Notes": "The Chimp used for the scoring challenges, like in Slimy Spring Galaxy.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ScreenBlurCube", "ClassNameSMG1": "ScreenBlurArea", "ClassNameSMG2": "ScreenBlurArea", "Name": "Motion Blur Area [Cube]", "Notes": "An area that blurs the screen when moving the camera around.", "Category": "areas", "AreaShape": "CenterOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "ScreenBlurCylinder", "ClassNameSMG1": "ScreenBlurArea", "ClassNameSMG2": "ScreenBlurArea", "Name": "Motion Blur Area [Cylinder]", "Notes": "An area that blurs the screen when moving the camera around.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "ScreenBlurSphere", "ClassNameSMG1": "ScreenBlurArea", "ClassNameSMG2": "ScreenBlurArea", "Name": "Motion Blur Area [Sphere]", "Notes": "An area that blurs the screen when moving the camera around.", "Category": "areas", "AreaShape": "Sphere", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "ScrewSwitch", "ClassNameSMG1": "ScrewSwitch", "ClassNameSMG2": "ScrewSwitch", "Name": "Blue Screw Switch", "Notes": "A screw that can be activated by using a Spin Attack on it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ScrewSwitchReverse", "ClassNameSMG1": "ScrewSwitchReverse", "ClassNameSMG2": "ScrewSwitchReverse", "Name": "Yellow Screw Switch", "Notes": "A screw that can be removed by using a Spin Attack on it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SeaBottomBigDoorA", "ClassNameSMG1": "RailDemoMoveObj", "ClassNameSMG2": "RailDemoMoveObj", "Name": "Deep Dark -- Rectangular Underwater Gate", "Notes": "One of the two large moving gates found on the way to Kamella's ship.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SeaBottomBigDoorB", "ClassNameSMG1": "RailDemoMoveObj", "ClassNameSMG2": "RailDemoMoveObj", "Name": "Deep Dark -- Circular Underwater Gate", "Notes": "One of the two large moving gates found on the way to Kamella's ship.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SeaBottomBigDoorC", "ClassNameSMG1": "RailDemoMoveObj", "ClassNameSMG2": "RailDemoMoveObj", "Name": "Deep Dark -- Golden Underwater Gate", "Notes": "An unused golden gate that was meant to be used in Deep Dark Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "SeaBottomTriplePropeller", "ClassNameSMG1": "SeaBottomTriplePropeller", "ClassNameSMG2": "SeaBottomTriplePropeller", "Name": "Buoy Base -- Rotating Propellers", "Notes": "A group of three yellow rotating propellers found underwater.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SeaBottomTriplePropellerStand", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Buoy Base -- Propellers Fixation", "Notes": "A fixation for the three propellers.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SeaGullGroup", "ClassNameSMG1": "SeaGullGroup", "ClassNameSMG2": "SeaGullGroup", "Name": "Seagulls", "Notes": "A group of seagulls used in the background of beach-themed galaxies.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SeaGullGroupMarioFace", "ClassNameSMG1": "SeaGullGroup", "ClassNameSMG2": "SeaGullGroup", "Name": "Seagulls [Starship Mario]", "Notes": "A group of seagulls that appear in the background of Starship Mario if the player is currently in World 1.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SearchBeamer", "ClassNameSMG1": "SearchBeamer", "ClassNameSMG2": "SearchBeamer", "Name": "Sentry Beam", "Notes": "A robot enemy that fires a laser at Mario.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SeaStormPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "\"Temporary High Model\" [SeaStormPlanet]", "Notes": "An unfinished placeholder model that displays a white cube with the text \"Temporary High Model, Please wait...\" written on it.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "SecretGate", "ClassNameSMG1": "SecretGate", "ClassNameSMG2": "SecretGate", "Name": "Comet Medal Gate", "Notes": "A red and yellow gate used in gliding levels to unlock the Comet Medal for collection afterwards.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SecretGateCounter", "ClassNameSMG1": "SecretGateCounter", "ClassNameSMG2": "SecretGateCounter", "Name": "Comet Medal Gate Counter", "Notes": "A controller used to count the amount of gates that the player has moved through.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SeesawMoveNutA", "ClassNameSMG1": "SeesawMoveNut", "ClassNameSMG2": "SeesawMoveNut", "Name": "\"SeesawMoveNutA\" [Unfinished]", "Notes": "An unfinished early version of the moving screw nuts from Dreadnought Galaxy.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "SeesawMoveNutB", "ClassNameSMG1": "SeesawMoveNut", "ClassNameSMG2": "SeesawMoveNut", "Name": "Dreadnought -- Moving Screw Nuts", "Notes": "A set of three moving screw nuts.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SeesawMoveNutC", "ClassNameSMG1": "SeesawMoveNut", "ClassNameSMG2": "SeesawMoveNut", "Name": "\"SeesawMoveNutC\" [Unfinished]", "Notes": "An unfinished moving cylindrical screw with checkered textures.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "ShadowColorArea", "ClassNameSMG1": "ShadowColorArea", "ClassNameSMG2": "ShadowColorArea", "Name": "Shadow Color Area", "Notes": "Changes the color of all object shadows when entered by the player.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ShadowFarClipCtrlArea", "ClassNameSMG1": "ShadowFarClipCtrlArea", "ClassNameSMG2": "ShadowFarClipCtrlArea", "Name": "Shadow Far Clipping Area", "Notes": "Controls and updates far clipping of all object shadows when entered by the player.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ShellfishCoin", "ClassNameSMG1": "Shellfish", "ClassNameSMG2": "Shellfish", "Name": "Clampy with Coin", "Notes": "An underwater clam that opens its mouth periodically; contains one Coin inside.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ShellfishYellowChip", "ClassNameSMG1": "Shellfish", "ClassNameSMG2": "Shellfish", "Name": "Clampy with Star Chip", "Notes": "An underwater clam that opens its mouth periodically; contains a Star Chip inside.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "ShockWaveGenerator", "ClassNameSMG1": "ShockWaveGenerator", "ClassNameSMG2": "ShockWaveGenerator", "Name": "Shockwave Generator Prism", "Notes": "A pyramid-like prism that generates a large shockwave that stuns enemies when using a Spin Attack on it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ShootingStar", "ClassNameSMG1": "ShootingStar", "ClassNameSMG2": "ShootingStar", "Name": "Shooting Star", "Notes": "A shooting star that releases Star Bits when it hits the ground.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ShootingStarArea", "ClassNameSMG1": "RandomEffectObj", "ClassNameSMG2": "RandomEffectObj", "Name": "Shooting Star Effect", "Notes": "A particle effect that randomly depicts shooting stars.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "ShutterDoorB", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Battlerock -- Blue Shutter Door", "Notes": "The large blue shutter door that blocks the exit towards Topmaniac's planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ShutterDoorC", "ClassNameSMG1": "AnmModelSwitchMove", "ClassNameSMG2": "AnmModelSwitchMove", "Name": "Freezeflame -- Small Ice & Lava Planet Gate", "Notes": "A stone gate that blocks the Fire Flower in the third mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ShutterDoorD", "ClassNameSMG1": "AnmModelSwitchMove", "ClassNameSMG2": "AnmModelSwitchMove", "Name": "Freezeflame -- Treasure Gate", "Notes": "A large stone gate that blocks the Power Star in the second mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ShutterDoorE", "ClassNameSMG1": "AnmModelSwitchMove", "ClassNameSMG2": "AnmModelSwitchMove", "Name": "Deep Dark -- Stone Gate", "Notes": "The large stone gate that blocks the entrance to the cave section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SideSpikeMoveStepA", "ClassNameSMG1": "SideSpikeMoveStep", "ClassNameSMG2": "SideSpikeMoveStep", "Name": "Flipswitch -- Spiky Moving Platform", "Notes": "A red moving platform featuring spikes. It also appears in Flipswitch Galaxy, Good Egg Galaxy and Toy Time Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SignBoard", "ClassNameSMG1": "SignBoard", "ClassNameSMG2": "SignBoard", "Name": "Signboard", "Notes": "A generic brown signboard that acts as an NPC.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SignBoardTamakoro", "ClassNameSMG1": "TamakoroTutorial", "ClassNameSMG2": "TamakoroTutorial", "Name": "Star Ball Signboard [SMG2]", "Notes": "A special signboard that provides a tutorial about using Star Balls; used in Rolling Masterpiece Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SimpleBloomCube", "ClassNameSMG1": "SimpleBloomArea", "ClassNameSMG2": "SimpleBloomArea", "Name": "Simple Bloom Effect Area [Cube]", "Notes": "An area that creates a simple bloom shader effect that affects any object when entered.", "Category": "areas", "AreaShape": "CenterOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SimpleBloomCylinder", "ClassNameSMG1": "SimpleBloomArea", "ClassNameSMG2": "SimpleBloomArea", "Name": "Simple Bloom Effect Area [Cylinder]", "Notes": "An area that creates a simple bloom shader effect that affects any object when entered.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "SimpleBloomSphere", "ClassNameSMG1": "SimpleBloomArea", "ClassNameSMG2": "SimpleBloomArea", "Name": "Simple Bloom Effect Area [Sphere]", "Notes": "An area that creates a simple bloom shader effect that affects any object when entered.", "Category": "areas", "AreaShape": "Sphere", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "SimpleDemoExecutor", "ClassNameSMG1": "SimpleDemoExecutor", "ClassNameSMG2": "SimpleDemoExecutor", "Name": "Simple Camera Cutscene", "Notes": "This object starts a simple cutscene where a special camera focuses on something specific.", "Category": "cutscene", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SimpleNormalMapObj", "ClassNameSMG1": "SimpleNormalMapObj", "ClassNameSMG2": "SimpleNormalMapObj", "Name": "Generic No Shadow Map Object [Unused]", "Notes": "A generic object that retrieves a proper model using ShapeModelNo. However, no more models exist for this object. No other object shadows will appear on its surface.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "SkateHolePlanet", "ClassNameSMG1": "SwitchFreezePlanet", "ClassNameSMG2": "SwitchFreezePlanet", "Name": "Cosmic Cove -- Star Bunny Planet", "Notes": "The planet where the Star Bunny appears; used in Cosmic Cove Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SkeletalFishBaby", "ClassNameSMG1": "SkeletalFishBaby", "ClassNameSMG2": "SkeletalFishBaby", "Name": "Swimming Gringill", "Notes": "A swimming eel-like enemy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SkeletalFishBabyRail", "ClassNameSMG1": "SkeletalFishBabyRail", "ClassNameSMG2": "SkeletalFishBabyRail", "Name": "\"SkeletalFishBabyRail\" [Useless]", "Notes": "A useless object that has no actual effect in-game.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "SkeletalFishBoss", "ClassNameSMG1": "SkeletalFishBoss", "ClassNameSMG2": "SkeletalFishBoss", "Name": "Kingfin", "Notes": "The skeletal shark boss fought in Bonefin Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SkeletalFishBossRail", "ClassNameSMG1": "SkeletalFishBossRail", "ClassNameSMG2": "SkeletalFishBossRail", "Name": "Kingfin Subpath", "Notes": "Specifies an individual subpath that Kingfin can move on.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SkullPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Boo's Boneyard -- Starting Planet", "Notes": "The skull-shaped planet used at the start.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SkyBeachCorals", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Starshine Beach -- Decorative Water Coral", "Notes": "A set of decorative coral used in Starshine Beach Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SkyBeachFlowers", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Starshine Beach -- Decorative Flowers", "Notes": "A set of decorative flowers used in Starshine Beach Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SkyIslandDecorateParts", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Cloudy Court -- Decorative Flower Petals", "Notes": "A set of decorative flower petals used in Cloudy Court Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SkyIslandPartsA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Cloudy Court -- Starting Planet", "Notes": "The planet used at the start of Cloudy Court Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SkyIslandPartsB", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Cloudy Court -- Pedestal Platform", "Notes": "A planet featuring a wood pedestal; used in Cloudy Court Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SkyIslandPartsC", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Cloudy Court -- Cylindrical Grass Planet", "Notes": "A small grassy planet used in Cloudy Court Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SkyIslandPartsD", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Cloudy Court -- Checkpoint Planet", "Notes": "The planet where a Checkpoint and the Hungry Luma are located in Cloudy Court Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SkyIslandPartsE", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Cloudy Court -- Grass Planet with Ledge", "Notes": "A grassy platform with a raised ledge used in Cloudy Court Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SkyIslandPartsF", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Cloudy Court -- Launch Star Platform", "Notes": "A platform where a Launch Star is located in Cloudy Court Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SkyIslandStepPartsA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Cloudy Court -- Square Platform with Single Flower", "Notes": "A grassy platform with a single flower; used in Cloudy Court Galaxy and Grandmaster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SkyIslandStepPartsB", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Cloudy Court -- Square Platform with Wood Planks", "Notes": "A grassy platform with wood planks; used in Cloudy Court Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SkyIslandStepPartsC", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Cloudy Court -- Square Platform with Flowers", "Notes": "A grassy platform with several flowers; used in Cloudy Court Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SliderBranchZoneSlopeA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Rolling Coaster -- Split Path Planet", "Notes": "The planet with the split path used in the first mission of Rolling Coaster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SliderBranchZoneSlopeB", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Rolling Coaster -- Single Path Planet", "Notes": "The single path planet used in the Comet mission of Rolling Coaster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SliderGoalSlopeA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Rolling Coaster -- Goal Ramp Planet", "Notes": "The long ramp leading to the goal platform; used in Rolling Coaster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SliderPole", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Rolling Coaster -- Pole Obstacle", "Notes": "A purple fence pole used in Rolling Coaster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SliderSnowFrontWall", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Freezy Flake -- Slide Blockade", "Notes": "A blockade used to block the entrance to the slide during the second mission of Freezy Flake Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SliderStartSlopeA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Rolling Coaster -- Starting Planet", "Notes": "The planet used at the start of Rolling Coaster Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SlopeRunningCancelArea", "ClassNameSMG1": "SlopeRunningCancelArea", "ClassNameSMG2": "SlopeRunningCancelArea", "Name": "Stop Steep Slope Running Area", "Notes": "An area that immediately cancels running on a steep surface when entered.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SmallMazePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Space Junk -- Glass Maze Planet", "Notes": "The spherical glass planet that contains a small maze inside.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SmallStone", "ClassNameSMG1": "SmallStone", "ClassNameSMG2": "SmallStone", "Name": "Stone Circle", "Notes": "A circle of stones that spawns Star Bits when the player shakes the Wii Remote nearby.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SmokeEffectColorArea", "ClassNameSMG1": "SmokeEffectColorArea", "ClassNameSMG2": "SmokeEffectColorArea", "Name": "Running Dust Color Area", "Notes": "An area that can be used to change the player's running dust particles color.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "SmokeEffectColorAreaCube", "ClassNameSMG1": "SmokeEffectColorArea", "ClassNameSMG2": "SmokeEffectColorArea", "Name": "Running Dust Color Area [Cube]", "Notes": "An area that can be used to change the running dust particles color.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Snakehead", "ClassNameSMG1": "Snakehead", "ClassNameSMG2": "Snakehead", "Name": "Large Gringill", "Notes": "A large eel that comes out of caves.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SnakeheadSmall", "ClassNameSMG1": "Snakehead", "ClassNameSMG2": "Snakehead", "Name": "Small Gringill", "Notes": "A small eel that comes out of caves.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SnowBall", "ClassNameSMG1": "SnowBall", "ClassNameSMG2": "SnowBall", "Name": "Snowball", "Notes": "A snowball that can be made bigger by rolling it through snow. Can be used to destroy several objects as well.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SnowBlockA", "ClassNameSMG1": "SimpleBreakableObj", "ClassNameSMG2": "SimpleBreakableObj", "Name": "Snow Cap -- Snow Mushroom", "Notes": "A destroyable mushroom which is made of snow; from Snowcap Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "SnowBlockTicoSearchPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Freezy Flake -- Snow Blocks Planet", "Notes": "The planet with snow blocks and Li'l Brrs used in the first mission of Freezy Flake Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SnowCapsulePlanet", "ClassNameSMG1": "SnowCapsulePlanet", "ClassNameSMG2": "SnowCapsulePlanet", "Name": "Snow Cap -- Main Planet", "Notes": "The capsule-like main planet where the player encounters several Star Bunnies.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SnowDiskPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Freezy Flake -- Starting Planet", "Notes": "The planet with the small hut used at the start of Freezy Flake Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SnowDollKoopa", "ClassNameSMG1": "SnowDollKoopa", "ClassNameSMG2": "SnowDollKoopa", "Name": "Snow Bowser Statue", "Notes": "A large destroyable Bowser statue made of snow; used in Freezy Flake Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SnowDollKoopaPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Freezy Flake -- Snow Statues Planet", "Notes": "The planet with snow trees and snow statues used in Freezy Flake Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SnowDollKuribo", "ClassNameSMG1": "SnowMound", "ClassNameSMG2": "SnowMound", "Name": "Snow Goomba Statue", "Notes": "A destroyable statue of a Goomba made from snow; used in Freezy Flake Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SnowFloor", "ClassNameSMG1": "SnowFloor", "ClassNameSMG2": "SnowFloor", "Name": "Snow Overlay", "Notes": "The snow overlay used in Snow Cap Galaxy that can be removed using the pointer.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SnowFloorTile", "ClassNameSMG1": "SnowFloorTile", "ClassNameSMG2": "SnowFloorTile", "Name": "Snow Tile", "Notes": "An unused square snow tile.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "SnowMan", "ClassNameSMG1": "SnowMan", "ClassNameSMG2": "SnowMan", "Name": "Snowman", "Notes": "A large destroyable snowman used in Freeze Flame Galaxy and Snow Cap Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "SnowMoundL", "ClassNameSMG1": "SnowMound", "ClassNameSMG2": "SnowMound", "Name": "Snow Tree", "Notes": "A large destroyable tree made of snow; used in Freezy Flake Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SnowplowSwitch", "ClassNameSMG1": "SnowplowSwitch", "ClassNameSMG2": "SnowplowSwitch", "Name": "Snow Overlay Switch", "Notes": "A point that activates a switch if the snow nearby (SnowFloor) gets removed.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SnowS", "ClassNameSMG1": "EffectObj10x10x10SyncClipping", "ClassNameSMG2": "EffectObj10x10x10SyncClipping", "Name": "Snow Flakes", "Notes": "A decorative snowflakes effect.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SoundEmitter", "ClassNameSMG1": "SoundEmitter", "ClassNameSMG2": "SoundEmitter", "Name": "Sound Emitter Point", "Notes": "A point in space that plays a looping sound effect.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "SoundInfo", "ListSMG2": "SoundInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SoundEmitterCube", "ClassNameSMG1": "SoundEmitterCube", "ClassNameSMG2": "SoundEmitterCube", "Name": "Sound Emitter Area [Cube]", "Notes": "An area that plays a sound effect when the player is close to the area.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Sound", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SoundEmitterPoint", "ClassNameSMG1": "SoundEmitterPoint", "ClassNameSMG2": "SoundEmitterPoint", "Name": "Sound Emitter Point", "Notes": "A point in space that plays a looping sound effect.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Sound", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SoundEmitterSphere", "ClassNameSMG1": "SoundEmitterSphere", "ClassNameSMG2": "SoundEmitterSphere", "Name": "Sound Emitter Area [Sphere]", "Notes": "An area that plays a sound effect when the player is close to the area. This always has a spherical range.", "Category": "areas", "AreaShape": "Sphere", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Sound", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SoundPlayArea", "ClassNameSMG1": "SoundPlayArea", "ClassNameSMG2": "SoundPlayArea", "Name": "Play Sound Area", "Notes": "An area that starts playing a sound effect when entered.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Sound", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SoundSyncBlockA", "ClassNameSMG1": "RepeatTimerSwitchingBlock", "ClassNameSMG2": "RepeatTimerSwitchingBlock", "Name": "Green Beat Block", "Notes": "A green Beat Block from Beat Block Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SoundSyncBlockB", "ClassNameSMG1": "RepeatTimerSwitchingBlock", "ClassNameSMG2": "RepeatTimerSwitchingBlock", "Name": "Yellow Beat Block", "Notes": "A yellow Beat Block from Beat Block Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SoundSyncSwitch", "ClassNameSMG1": "SoundSyncSwitch", "ClassNameSMG2": "SoundSyncSwitch", "Name": "Music Beat Switch", "Notes": "A controller that activates or deactivates a switch depending on the music's beat.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpaceCannonLauncher", "ClassNameSMG1": "SimpleBreakableObj", "ClassNameSMG2": "SimpleBreakableObj", "Name": "Decorative Enemy Cannon", "Notes": "A decorative cannon that is used as a base for things like Bullet Bill launchers.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpaceCocoon", "ClassNameSMG1": "SpaceCocoon", "ClassNameSMG2": "SpaceCocoon", "Name": "Sling Pod", "Notes": "A strange spiderweb-like object which the player can use to be launched in a straight line.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpaceDustL", "ClassNameSMG1": "EffectObj50x50x10SyncClipping", "ClassNameSMG2": "EffectObj50x50x10SyncClipping", "Name": "Large Space Dust Effect", "Notes": "A large space dust effect consisting of round particles.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpaceDustS", "ClassNameSMG1": "EffectObj20x20x10SyncClipping", "ClassNameSMG2": "EffectObj20x20x10SyncClipping", "Name": "Small Space Dust Effect", "Notes": "A small space dust effect consisting of round particles.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "SpaceDustWoodA", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Sand Spiral -- Wood Debris", "Notes": "Debris of broken wood planks and beams.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpaceDustWoodB", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Honeyhive -- Tree Debris", "Notes": "Decorative debris of wood, leaves and some pebbles that are found in the backgrounds of Honeyhive Galaxy and Gold Leaf Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpaceMine", "ClassNameSMG1": "SpaceMine", "ClassNameSMG2": "SpaceMine", "Name": "Space Mine", "Notes": "A space mine that explodes upon contact.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpaceMineRail5m", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Space Mine Line Marker", "Notes": "A red marker that is used to highlight the movement of a Space Mine.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpaceMineRailA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Space Mine Circle Marker", "Notes": "A red marker that is used to highlight the movement of a Space Mine.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpaceSeparatorA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Space Junk -- Decorative Disk-Shaped Rock", "Notes": "A decorative disk-shaped rock from the Pull Stars section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpaceSeparatorB", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Space Junk -- Decorative L-Shaped Rock", "Notes": "A decorative L-shaped rock from the Pull Stars section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpaceShipStep", "ClassNameSMG1": "SpaceShipStep", "ClassNameSMG2": "SpaceShipStep", "Name": "Destroyable Yellow Moving Platform", "Notes": "A thick yellow moving platform from Dreadnought Galaxy and Shiverburn Galaxy. It can break apart after being hit by an enemy's explosion.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpaceStickA", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Space Junk -- Long Decorative Rock", "Notes": "A long decorative rock that is placed around the Pull Stars section in Space Junk Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpaceStickB", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Space Junk -- Short Decorative Rock", "Notes": "A long decorative rock that is placed around the Pull Stars section in Space Junk Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SphereAir", "ClassNameSMG1": "PriorDrawAir", "ClassNameSMG2": "PriorDrawAir", "Name": "Bright Spherical Atmosphere", "Notes": "A bright spherical atmosphere that surrounds planets in Gateway Galaxy and Drip Drop Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SphereCloudMoveRotateStepA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Boom Bunker -- Red Rotating Platforms", "Notes": "A set of red rotating platforms used on the cloud Ferris wheel planet in Bowser Jr.'s Boom Bunker.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SphereCloudMoveRotateStepB", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Boom Bunker -- Blue Rotating Platforms", "Notes": "A set of blue rotating platforms used on the cloud Ferris wheel planet in Bowser Jr.'s Boom Bunker.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SphereInsidePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Spherical Bonus Room", "Notes": "A colorful spherical bonus room.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SphereRailDash", "ClassNameSMG1": "SphereRailDash", "ClassNameSMG2": "SphereRailDash", "Name": "Star Ball Boost Rail", "Notes": "An invisible rail for the Star Ball that boosts its rolling speed. It also causes the player to roll on the Star Ball.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SphereSelectorHandle", "ClassNameSMG1": "SphereSelectorHandle", "ClassNameSMG2": "SphereSelectorHandle", "Name": "Spherical Item Selector", "Notes": "A handler which controls the selection of spherical items, like Dome warps or file select profiles.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpiderAttachPoint", "ClassNameSMG1": "SlingShooter", "ClassNameSMG2": "SlingShooter", "Name": "Tarantox Sling Pod", "Notes": "A variant of the Sling Pod used on Tarantox's planet in Space Junk Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpiderCoin", "ClassNameSMG1": "SpiderCoin", "ClassNameSMG2": "SpiderCoin", "Name": "Tarantox Coin", "Notes": "A Coin trapped in Tarantox's web that can be released by pointing at it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpiderMapBlock", "ClassNameSMG1": "SpiderMapBlock", "ClassNameSMG2": "SpiderMapBlock", "Name": "Tarantox Stone Block", "Notes": "A destroyable stone block that appears on Tarantox's planet as well as the beach in Deep Dark Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpinCloudBlock", "ClassNameSMG1": "SpinCloudBlock", "ClassNameSMG2": "SpinCloudBlock", "Name": "Cloud Flower Platform [Unusable]", "Notes": "A single cloud platform created by the Cloud power-up. Does nothing when placed directly, though.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "SpinCloudFrontDefineArea", "ClassNameSMG1": "SpinCloudFrontDefineArea", "ClassNameSMG2": "SpinCloudFrontDefineArea", "Name": "Cloud Direction Controller Area", "Notes": "This area controls and sets the facing direction of Cloud Flower platforms created inside it.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpinCloudItem", "ClassNameSMG1": "SpinCloudItem", "ClassNameSMG2": "SpinCloudItem", "Name": "Cloud Flower", "Notes": "A Cloud Flower that turns the player into a Cloud character, which allows them to create up to three temporary cloud platforms.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpinCloudMarioItem", "ClassNameSMG1": "SpinCloudItem", "ClassNameSMG2": "SpinCloudItem", "Name": "Cloud Flower [Duplicate]", "Notes": "An unused duplicate of the Cloud Flower object.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "SpinDriver", "ClassNameSMG1": "SpinDriver", "ClassNameSMG2": "SpinDriver", "Name": "Sling Star", "Notes": "A small star-shaped ring that slings the player upwards or from one place to another.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpinDriverEarthenPipePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Supermassive -- Large Pipe Planet", "Notes": "The large green pipe planet used in Supermassive Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpinGuidanceArea", "ClassNameSMG1": "SpinGuidanceArea", "ClassNameSMG2": "SpinGuidanceArea", "Name": "Spin Tutorial Area", "Notes": "An area that tells the player how to use the Spin Attack when entered.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpinGuidanceCube", "ClassNameSMG1": "SpinGuidanceArea", "ClassNameSMG2": "SpinGuidanceArea", "Name": "Spin Tutorial Area [Cube]", "Notes": "An area that tells the player how to use the Spin Attack when entered.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpinLeverSwitch", "ClassNameSMG1": "SpinLeverSwitch", "ClassNameSMG2": "SpinLeverSwitch", "Name": "Lever Switch", "Notes": "A small blue switch that activates a switch when flipped over.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpinLeverSwitchForceAnim", "ClassNameSMG1": "SpinLeverSwitch", "ClassNameSMG2": "SpinLeverSwitch", "Name": "Lockable Lever Switch", "Notes": "A variant of SpinLeverSwitch that automatically flips over and locks irreversibly in the activated position if its SW_B gets activated, making it unusable. See Fiery Flotilla's starting planet for an example use case and setup.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpinningBox", "ClassNameSMG1": "SpinningBox", "ClassNameSMG2": "SpinningBox", "Name": "Spinning ? Box", "Notes": "A colorful flat box that slides on the ground. It releases three Star Bits when destroyed.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpinSwitchArea", "ClassNameSMG1": "SpinSwitchArea", "ClassNameSMG2": "SpinSwitchArea", "Name": "Spin Switch Area", "Notes": "An area that toggles a switch when the player uses the Spin Attack inside this area.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SplashCoinBlock", "ClassNameSMG1": "ItemBlock", "ClassNameSMG2": "ItemBlock", "Name": "Splashing Coins ? Block", "Notes": "A ? Block that drops some Coins when hit.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SplashPieceBlock", "ClassNameSMG1": "ItemBlock", "ClassNameSMG2": "ItemBlock", "Name": "Splashing Star Bits ? Block", "Notes": "A ? Block that drops Star Bits when hit.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpotLightVolumeDraw", "ClassNameSMG1": "SpotLightVolumeDraw", "ClassNameSMG2": "SpotLightVolumeDraw", "Name": "Fill Blue Matter Splatter Surface Controller [Broken]", "Notes": "A broken controller that would have rendered Matter Splatter surfaces with a dark blueish overlay. Does not work because its rendering is not enabled.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "SpringJetWater", "ClassNameSMG1": "SpringJetWater", "ClassNameSMG2": "SpringJetWater", "Name": "Dreadnought -- Water Jet Effect", "Notes": "A water jet effect used on the rising water planet.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpringWaterFloaterA", "ClassNameSMG1": "SpringWaterFloaterSpot", "ClassNameSMG2": "SpringWaterFloaterSpot", "Name": "Dreadnought -- Floating Grass Stairs", "Notes": "A floating grass stairs platform used on the rising water planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpringWaterFloaterB", "ClassNameSMG1": "SpringWaterFloaterSpot", "ClassNameSMG2": "SpringWaterFloaterSpot", "Name": "Dreadnought -- Floating Grass Platform", "Notes": "A floating grass platform used on the rising water planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SpringWaterPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dreadnought -- Rising Water Planet", "Notes": "The spherical metal planet that features several tower-like structures.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StaffRollDecorateComet", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Ending Credits -- Decorative Comet", "Notes": "A comet that appears near the end of the game's ending credits.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StaffRollDecorateFaceShip", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Ending Credits -- Decorative Starship Mario", "Notes": "A decorative image of Starship Mario that appears during the game's ending credits.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StaffRollDemoObj", "ClassNameSMG1": "StaffRollDemoObj", "ClassNameSMG2": "StaffRollDemoObj", "Name": "Credits Sequence Object Holder", "Notes": "A holder that creates and registers several objects that appear during the credits sequence as well as the scrolling text.", "Category": "cutscene", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StaffRollSky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Credits Sky", "Notes": "The sky model used in the credits that consists of several overlapped sky models.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarCreekGalaxySpringHint", "ClassNameSMG1": "EffectObjR1500F400", "ClassNameSMG2": "EffectObjR1500F400", "Name": "Cosmic Cove -- Water Splash Effect", "Notes": "A splashing water effect that appears during the second mission of Cosmic Cove Galaxy.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarCreekPlanet", "ClassNameSMG1": "SwitchFreezePlanet", "ClassNameSMG2": "SwitchFreezePlanet", "Name": "Cosmic Cove -- Main Planet", "Notes": "The main planet used in Cosmic Cove Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarCreekWaterfallL", "ClassNameSMG1": "EffectObjR1000F50", "ClassNameSMG2": "EffectObjR1000F50", "Name": "Cosmic Cove -- Waterfall Splashes Effect [Duplicate]", "Notes": "A standalone duplicate of the waterfall splash effects seen on Cosmic Cove Galaxy's main planet.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "StardustHillPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "\"StardustHillPlanet\"", "Notes": "An unused hemispherical grass planet that can be seen in the level selection model for Good Egg Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "StarDustRollingStepA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Space Junk -- Large Crystal Planet", "Notes": "The big crystal planet found near the start.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarDustStar", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "\"StarDustStar\" [Unused]", "Notes": "A strange unfinished planet with several hills, including a question mark-shaped one.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "StarDustStartPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Space Junk -- Starting Planet", "Notes": "The rectangular disk-shaped planet used at the start of the first mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarDustStepA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Space Junk -- Stone Platform with Pedestal", "Notes": "The stone platform with a small pedestal that is used in the second mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarDustStepB", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Space Junk -- Stone Platform", "Notes": "The small stone platform that is used in the second mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarEggRoadEggPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Good Egg -- Yoshi Egg Planet", "Notes": "The large Yoshi egg-like planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarEggRoadEggPlanetB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Good Egg -- Pear Planet", "Notes": "The green pear-shaped planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarEggRoadEggPlanetC", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Good Egg -- Large Boulders Planet", "Notes": "The red rock planet that features rolling boulders.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarEggRoadEggPlanetD", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Good Egg -- Tall Grass Tower Planet", "Notes": "The tall grass tower planet that is created by the Hungry Luma.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarEggRoadPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Good Egg -- Large Star Planet", "Notes": "The large star-shaped planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarListBoard", "ClassNameSMG1": "StarListBoard", "ClassNameSMG2": "StarListBoard", "Name": "Star List Sign", "Notes": "The sign that displays the Star List on Starship Mario.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarManFort", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "\"StarManFort\" [Unused]", "Notes": "The infamous unused large fortress planet that was scrapped during development.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "StarPeaceSpoutingPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Ghostly -- Decorative Star Bits Planet", "Notes": "A small decorative planet where some Star Bits appear.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarPiece", "ClassNameSMG1": "StarPiece", "ClassNameSMG2": "StarPiece", "Name": "Star Bit", "Notes": "The game's main collectible, aside from Coins.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarPieceCluster", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "StarPieceCluster", "Name": "Blue Star Bit Crystal", "Notes": "A large blue crystal that is used on Launch Star paths. In SMG2, it breaks once the player touches it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarPieceClusterBreak", "ClassNameSMG1": "EffectObjR500F50", "ClassNameSMG2": "EffectObjR500F50", "Name": "Breaking Star Bit Cluster Effect", "Notes": "An effect that consists of many blue crystals particles.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarPieceClusterRock", "ClassNameSMG1": "StarPieceClusterRock", "ClassNameSMG2": "StarPieceClusterRock", "Name": "Rock Mushroom Star Bit Crystal", "Notes": "A small blue crystal that releases some Star Bits or Coins when broken using the Rock power-up; used in Melty Monster Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarPieceFlow", "ClassNameSMG1": "StarPieceFlow", "ClassNameSMG2": "StarPieceFlow", "Name": "Moving Star Bit Group", "Notes": "Creates a group of Star Bits that move on a set path.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarPieceFlower", "ClassNameSMG1": "StarPieceFlower", "ClassNameSMG2": "StarPieceFlower", "Name": "Star Bit Flower", "Notes": "A small flower that reveals its petals and releases a Star Bit when touched.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarPieceFollowGroup", "ClassNameSMG1": "StarPieceFollowGroup", "ClassNameSMG2": "StarPieceFollowGroup", "Name": "Following Star Piece Group", "Notes": "Creates a bunch of Star Bits that will move around the player. Usually used during Launch Star flights.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarPieceGroup", "ClassNameSMG1": "StarPieceGroup", "ClassNameSMG2": "StarPieceGroup", "Name": "Star Bit Group", "Notes": "Creates a group of Star Bits that are placed in a circle or along a set path.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarPieceMother", "ClassNameSMG1": "StarPieceMother", "ClassNameSMG2": "StarPieceMother", "Name": "Rainbow Star Bit", "Notes": "A large rainbow-colored Star Bit which creates a trail of smaller Star Bits while it moves.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "StarPieceSpot", "ClassNameSMG1": "StarPieceSpot", "ClassNameSMG2": "StarPieceSpot", "Name": "Star Bit Spawn Point", "Notes": "An object that spawns several Star Bits when activated.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarPieceSpotEruption", "ClassNameSMG1": "StarPieceSpotEruption", "ClassNameSMG2": "StarPieceSpotEruption", "Name": "Star Bit Volcano Eruption", "Notes": "Spawns a bunch of Star Bits when activated. This also creates a volcanic eruption effect.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarReturnDemoStarter", "ClassNameSMG1": "StarReturnDemoStarter", "ClassNameSMG2": "StarReturnDemoStarter", "Name": "Power Star Return Sequence", "Notes": "Sets up the sequence and path for when the player returns to the HUB after collecting a Power Star.", "Category": "cutscene", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StarrySky", "ClassNameSMG1": "Sky", "ClassNameSMG2": "Sky", "Name": "Starry Sky", "Notes": "A colorful sky model featuring many stars.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "StatusFloor", "ClassNameSMG1": "TransparentWall", "ClassNameSMG2": "TransparentWall", "Name": "Toy Time -- Skating Ice Collision", "Notes": "An invisible ice collision layer that is used to make skating on the many ice platforms smoother.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Steam", "ClassNameSMG1": "SimpleEffectObj", "ClassNameSMG2": "SimpleEffectObj", "Name": "Steam Effect", "Notes": "A decorative steam effect that is used in Gateway Galaxy's interior section.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StinkBugParent", "ClassNameSMG1": "StinkBugParent", "ClassNameSMG2": "StinkBugParent", "Name": "Mandibug Stack", "Notes": "The miniboss fought at the end of the second mission of Honeyhive Galaxy and at the end of the first mission of Puzzle Plank Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StinkBugSmall", "ClassNameSMG1": "StinkBugSmall", "ClassNameSMG2": "StinkBugSmall", "Name": "Mandibug", "Notes": "A purple bug that charges at the player once it spots them.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StoryBookAreaText", "ClassNameSMG1": "StoryBookAreaText", "ClassNameSMG2": "StoryBookAreaText", "Name": "Picture Book Text Area", "Notes": "Displays some text if entered in a picture book stage.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StoryBookAreaWarp", "ClassNameSMG1": "StoryBookAreaWarp", "ClassNameSMG2": "StoryBookAreaWarp", "Name": "Picture Book Warp Area", "Notes": "Warps the player to a specific point if entered in a picture book stage.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StoryBookOpeningPlanet", "ClassNameSMG1": "PlanetMapProjmap", "ClassNameSMG2": "PlanetMapProjmap", "Name": "Prologue -- Starting Planet", "Notes": "The planet used at the start of the prologue.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StoryBookTicoMeetPlanet", "ClassNameSMG1": "PlanetMapProjmap", "ClassNameSMG2": "PlanetMapProjmap", "Name": "Prologue -- Master Luma Planet", "Notes": "The planet where Master Luma is located during the prologue.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StrayTico", "ClassNameSMG1": "StrayTico", "ClassNameSMG2": "StrayTico", "Name": "Silver Star", "Notes": "A Silver Star that is trapped in a bubble. The player usually has to collect five of them to make a Power Star appear.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ChildObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StringSpider", "ClassNameSMG1": "StringSpider", "ClassNameSMG2": "StringSpider", "Name": "Sprangler", "Notes": "A spider-like enemy that hangs from a web.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StrongBlock", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Used Block", "Notes": "A brown Used Block that serves as a platform in several galaxies.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StrongBlock2D", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Used Block [2D]", "Notes": "A small Used Block used during SMG2's prologue.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "StumpObj", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Starship Mario -- Stump Platform", "Notes": "A small tree stump platform used for NPCs that appear on Starship Mario.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SubmarineSteam", "ClassNameSMG1": "SubmarineSteam", "ClassNameSMG2": "SubmarineSteam", "Name": "Underwater Steam Effect", "Notes": "An effect consisting of hot steam that burn the player upon contact.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SubmarineVolcano", "ClassNameSMG1": "SubmarineSteam", "ClassNameSMG2": "SubmarineSteam", "Name": "Underwater Volcano Effect", "Notes": "An effect consisting of hot steam and clouds that burn the player upon contact.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SubmarineVolcanoBigColumn", "ClassNameSMG1": "SubmarineVolcanoBigColumn", "ClassNameSMG2": "SubmarineVolcanoBigColumn", "Name": "Bonefin -- Stone Pillar", "Notes": "A large destroyable stone pillar that connects the shell and core of the main planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SubmarineVolcanoInside", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Bonefin -- Main Planet Core", "Notes": "The spherical core that makes up the actual main planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SubmarineVolcanoPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Bonefin -- Main Planet Shell", "Notes": "The large spiked \"shell\" that surrounds the main planet core.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SubmarineVolcanoSmallColumn", "ClassNameSMG1": "SubmarineVolcanoBigColumn", "ClassNameSMG2": "SubmarineVolcanoBigColumn", "Name": "Bonefin -- Large Shell", "Notes": "An unused large destroyable shell that generates air bubbles when destroyed.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "SummerSky", "ClassNameSMG1": "Sky", "ClassNameSMG2": "Sky", "Name": "Beach Bowl Sky", "Notes": "The sky model used in Beach Bowl Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SunakazeKun", "ClassNameSMG1": "Sandstorm", "ClassNameSMG2": "Sandstorm", "Name": "Tweester", "Notes": "A small tornado enemy with googly eyes and a small attraction range. Can defend itself with two spiky rocks as well.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "SunkenShip", "ClassNameSMG1": "SimpleBreakableObj", "ClassNameSMG2": "SimpleBreakableObj", "Name": "Deep Dark -- Sunken Ship", "Notes": "A sunken ghost ship that appears on Deep Dark Galaxy's seafloor.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "SunLightArea", "ClassNameSMG1": "SunLightArea", "ClassNameSMG2": "SunLightArea", "Name": "Sunlight Area", "Notes": "An unused variant of GlaringLightArea that was meant to work in combination with \"Sunshade\" collision meshes, such as those provided by SunshadeMapParts.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SunLightAreaBox", "ClassNameSMG1": "SunLightArea", "ClassNameSMG2": "SunLightArea", "Name": "Sunlight Area [Cube]", "Notes": "An area of \"invisible light\" that will kill any Boos or remove the Boo power-up from the player when entered.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "SunsetAir", "ClassNameSMG1": "ProjectionMapAir", "ClassNameSMG2": "ProjectionMapAir", "Name": "Sunset Atmosphere", "Notes": "The sunset atmosphere used in Deep Dark Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SunshadeMapParts", "ClassNameSMG1": "SunshadeMapParts", "ClassNameSMG2": "SunshadeMapParts", "Name": "Generic Sunshade Map Object [Unused]", "Notes": "A generic object with a special collision model to protect Boo's and the Boo power-up from sunlight (SunLightArea). It retrieves a proper model using ShapeModelNo, however, no more models exist for this object.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "SuperDreamer", "ClassNameSMG1": "SuperDreamer", "ClassNameSMG2": "SuperDreamer", "Name": "Cosmic Spirit", "Notes": "The dark blue Cosmic Spirit that aids the player if they die several consecutive times in a specific section of a galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SuperSpinDriver", "ClassNameSMG1": "SuperSpinDriver", "ClassNameSMG2": "SuperSpinDriver", "Name": "Launch Star", "Notes": "A large star-shaped ring that launches the player from one point to another.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SuperSpinDriverGreen", "ClassNameSMG1": "SuperSpinDriver", "ClassNameSMG2": "SuperSpinDriver", "Name": "Green Launch Star", "Notes": "A green version of the Launch Star which appears after collecting all Green Stars.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SuperSpinDriverPink", "ClassNameSMG1": "SuperSpinDriver", "ClassNameSMG2": "SuperSpinDriver", "Name": "Pink Launch Star", "Notes": "A pink version of the Launch Star which appears after a Hungry Luma is fed.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SupportFlushPoint", "ClassNameSMG1": "SupportFlushPoint", "ClassNameSMG2": "SupportFlushPoint", "Name": "Co-Star Mode Butterfly", "Notes": "A small orange butterfly that appears in Co-Star Mode only.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SurfingRaceMainGate", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Goal Gate", "Notes": "The large yellow gate used as the goal on the surfing and gliding levels.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SurfingRaceSignBoard", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Surfing Challenge -- Arrow Sign", "Notes": "A blue checkered arrow sign used in Loopdeeloop Galaxy and Loopdeeswoop Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SurfingRaceStep", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Surfing Challenge -- Sand Platform", "Notes": "A circle-shaped sand planet used in Loopdeeloop Galaxy and Loopdeeswoop Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SurfingRaceSubGate", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Surfing Challenge -- Colored Ring", "Notes": "A large colored ring that is used around the main courses from Loopdeeloop Galaxy and Loopdeeswoop Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SurfingRaceTutorialParts", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Loopdeeloop -- Tutorial Planet", "Notes": "The starting planet with the colorful tube segments.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SurfingRaceVictoryStand", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Surfing Challenge -- Winners Podium", "Notes": "The white winnders podium where the Power Star appears on in Loopdeeloop Galaxy and Loopdeeswoop Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SurfRay", "ClassNameSMG1": "SurfRay", "ClassNameSMG2": "SurfRay", "Name": "Manta Ray", "Notes": "The rideable Manta Ray from the surfing challenges in Loopdeeloop Galaxy and Loopdeeswoop Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SurpBeltConveyerExGalaxy", "ClassNameSMG1": "SurprisedGalaxy", "ClassNameSMG2": "SurprisedGalaxy", "Name": "Portal to Sweet Sweet Galaxy", "Notes": "A green portal that opens Sweet Sweet Galaxy's Star select screen when touched during a Launch Star flight.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SurpCocoonExGalaxy", "ClassNameSMG1": "SurprisedGalaxy", "ClassNameSMG2": "SurprisedGalaxy", "Name": "Portal to Sling Pod Galaxy", "Notes": "A green portal that opens Sling Pod Galaxy's Star select screen when touched during a Launch Star flight.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SurpCubeBubbleExLv2Galaxy", "ClassNameSMG1": "SurprisedGalaxy", "ClassNameSMG2": "SurprisedGalaxy", "Name": "Portal to Bubble Blast Galaxy", "Notes": "A green portal that opens Bubble Blast Galaxy's Star select screen when touched during a Launch Star flight.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SurpFishTunnelGalaxy", "ClassNameSMG1": "SurprisedGalaxy", "ClassNameSMG2": "SurprisedGalaxy", "Name": "Portal to Bigmouth Galaxy", "Notes": "A green portal that opens Bigmouth Galaxy's Star select screen when touched during a Launch Star flight.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SurpPeachCastleFinalGalaxy", "ClassNameSMG1": "SurprisedGalaxy", "ClassNameSMG2": "SurprisedGalaxy", "Name": "Portal to Grand Finale Galaxy", "Notes": "A green portal that opens Grand Finale Galaxy's Star select screen when touched during a Launch Star flight.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SurprisedGalaxy", "ClassNameSMG1": "SurprisedGalaxy", "ClassNameSMG2": "SurprisedGalaxy", "Name": "Portal to Loopdeeloop Galaxy", "Notes": "A green portal that opens Loopdeeloop Galaxy's Star select screen when touched during a Launch Star flight.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "SurpSnowCapsuleGalaxy", "ClassNameSMG1": "SurprisedGalaxy", "ClassNameSMG2": "SurprisedGalaxy", "Name": "Portal to Snow Cap Galaxy", "Notes": "A green portal that opens Snow Cap Galaxy's Star select screen when touched during a Launch Star flight.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SurpSurfingLv2Galaxy", "ClassNameSMG1": "SurprisedGalaxy", "ClassNameSMG2": "SurprisedGalaxy", "Name": "Portal to Loopdeeswoop Galaxy", "Notes": "A green portal that opens Loopdeeswoop Galaxy's Star select screen when touched during a Launch Star flight.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SurpTamakoroExLv2Galaxy", "ClassNameSMG1": "SurprisedGalaxy", "ClassNameSMG2": "SurprisedGalaxy", "Name": "Portal to Rolling Gizmo Galaxy", "Notes": "A green portal that opens Rolling Gizmo Galaxy's Star select screen when touched during a Launch Star flight.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SurpTearDropGalaxy", "ClassNameSMG1": "SurprisedGalaxy", "ClassNameSMG2": "SurprisedGalaxy", "Name": "Portal to Drip Drop Galaxy", "Notes": "A green portal that opens Drip Drop Galaxy's Star select screen when touched during a Launch Star flight.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SurpTeresaMario2DGalaxy", "ClassNameSMG1": "SurprisedGalaxy", "ClassNameSMG2": "SurprisedGalaxy", "Name": "Portal to Boo's Boneyard Galaxy", "Notes": "A green portal that opens Boo's Boneyard Galaxy's Star select screen when touched during a Launch Star flight.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SurpTransformationExGalaxy", "ClassNameSMG1": "SurprisedGalaxy", "ClassNameSMG2": "SurprisedGalaxy", "Name": "Portal to Sand Spiral Galaxy", "Notes": "A green portal that opens Sand Spiral Galaxy's Star select screen when touched during a Launch Star flight.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SweetDecoratePartsOrange", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Toy Time -- Decorative Orange", "Notes": "A large decorative orange slice.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SweetsDecoratePartsFork", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Toy Time -- Decorative Fork", "Notes": "A huge fork from Toy Time Galaxy and Sweet Sweet Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SweetsDecoratePartsSpoon", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Toy Time -- Decorative Spoon", "Notes": "A huge spoon from Toy Time Galaxy and Sweet Sweet Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SwingRope", "ClassNameSMG1": "SwingRope", "ClassNameSMG2": "SwingRope", "Name": "Swinging Vine", "Notes": "A hanging vine which the player can hold onto and swing around. Used in Beach Bowl Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SwitchAppearAncientStep", "ClassNameSMG1": "AnmModelSwitchMoveValidateCollision", "ClassNameSMG2": "AnmModelSwitchMoveValidateCollision", "Name": "Clockwork Ruins -- Rolling Wheel Ramp", "Notes": "The ramp used for the rolling wheels at the end of the first mission of Clockwork Ruins Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SwitchArea", "ClassNameSMG1": "SwitchArea", "ClassNameSMG2": "SwitchArea", "Name": "Switch Area", "Notes": "An area that activates a switch once the player enters it.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SwitchBox", "ClassNameSMG1": "SwitchBox", "ClassNameSMG2": "SwitchBox", "Name": "Red ? Block", "Notes": "An unused red and pink ? Block that activates a switch when destroyed.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "SwitchCube", "ClassNameSMG1": "SwitchArea", "ClassNameSMG2": "SwitchArea", "Name": "Switch Area [Cube]", "Notes": "An area that activates a switch once the player enters it.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SwitchCylinder", "ClassNameSMG1": "SwitchArea", "ClassNameSMG2": "SwitchArea", "Name": "Switch Area [Cylinder]", "Notes": "An area that activates a switch once the player enters it.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SwitchGravityBombHeiPlanet", "ClassNameSMG1": "PlanetMapProjmap", "ClassNameSMG2": "PlanetMapProjmap", "Name": "Upside Dizzy -- Timed Gravity Section", "Notes": "The upper portion of the first section in Upside Dizzy Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SwitchingMoveBlockMainPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Flip-Out -- Main Planet", "Notes": "The main planet of Flip-Out Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SwitchingMoveBlockStartPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Flip-Out -- Starting Planet", "Notes": "The planet used at the start of Flip-Out Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SwitchingMoveBuzzAreaBlockBlue", "ClassNameSMG1": "SwitchingMoveBlock", "ClassNameSMG2": "SwitchingMoveBlock", "Name": "Flip-Out -- Chopper Section Blue Walls", "Notes": "A set of blue walls used in the middle section of Flip-Out Galaxy's main planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SwitchingMoveBuzzAreaBlockRed", "ClassNameSMG1": "SwitchingMoveBlock", "ClassNameSMG2": "SwitchingMoveBlock", "Name": "Flip-Out -- Chopper Section Red Walls", "Notes": "A set of red walls used in the middle section of Flip-Out Galaxy's main planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SwitchingMoveStairsAreaBlockBlue", "ClassNameSMG1": "SwitchingMoveBlock", "ClassNameSMG2": "SwitchingMoveBlock", "Name": "Flip-Out -- Stairs Section Blue Walls", "Notes": "A set of blue walls used in the first section of Flip-Out Galaxy's main planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SwitchingMoveStairsAreaBlockRed", "ClassNameSMG1": "SwitchingMoveBlock", "ClassNameSMG2": "SwitchingMoveBlock", "Name": "Flip-Out -- Stairs Section Red Walls", "Notes": "A set of red walls used in the first section of Flip-Out Galaxy's main planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SwitchingMoveStartAreaBlockBlue", "ClassNameSMG1": "SwitchingMoveBlock", "ClassNameSMG2": "SwitchingMoveBlock", "Name": "Flip-Out -- Starting Planet Blue Walls", "Notes": "A set of blue walls used on the starting planet of Flip-Out Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SwitchingMoveStartAreaBlockRed", "ClassNameSMG1": "SwitchingMoveBlock", "ClassNameSMG2": "SwitchingMoveBlock", "Name": "Flip-Out -- Starting Planet Red Walls", "Notes": "A set of red walls used on the starting planet of Flip-Out Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SwitchingMoveWallJumpAreaBlockBlue", "ClassNameSMG1": "SwitchingMoveBlock", "ClassNameSMG2": "SwitchingMoveBlock", "Name": "Flip-Out -- Final Section Blue Walls", "Notes": "A set of blue walls used in the final section of Flip-Out Galaxy's main planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SwitchingMoveWallJumpAreaBlockRed", "ClassNameSMG1": "SwitchingMoveBlock", "ClassNameSMG2": "SwitchingMoveBlock", "Name": "Flip-Out -- Final Section Red Walls", "Notes": "A set of red walls used in the final section of Flip-Out Galaxy's main planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SwitchSphere", "ClassNameSMG1": "SwitchArea", "ClassNameSMG2": "SwitchArea", "Name": "Switch Area [Sphere]", "Notes": "An area that activates a switch once the player enters it.", "Category": "areas", "AreaShape": "Sphere", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "SwitchSynchronizerReverse", "ClassNameSMG1": "SwitchSynchronizer", "ClassNameSMG2": "SwitchSynchronizer", "Name": "Negate Switch Controller", "Notes": "A controller that provides NOT gate logic for switches.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Syati", "ClassNameSMG1": "Syati", "ClassNameSMG2": "Syati", "Name": "Guppy", "Notes": "A shark who races the player through several underwater rings and awards them a Power Star if beaten. Seen in Sea Slide Galaxy and Deep Dark Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TakoBarrelA", "ClassNameSMG1": "SimpleBreakableObj", "ClassNameSMG2": "SimpleBreakableObj", "Name": "Octopus Barrel", "Notes": "A barrel that is used to protect an Octopus.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TakoBarrelB", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Small Octopus Barrel", "Notes": "An unused smaller version of TakoBarrelA.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "Takobo", "ClassNameSMG1": "Takobo", "ClassNameSMG2": "Takobo", "Name": "Octoomba", "Notes": "A blue octopus enemy. In SMG1 it swings its head at the player when they get close. In SMG2 it spits rocks at them.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TakoHei", "ClassNameSMG1": "TakoHei", "ClassNameSMG2": "TakoHei", "Name": "Octoguy", "Notes": "A pink Octoomba that moves away from the player to spit rocks at them from a distance.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TakoHeiRelayPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "\"TakoHeiRelayPlanet\" [Unused]", "Notes": "An unused spherical planet that features several locked metal hatches.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "TakoSho", "ClassNameSMG1": "TakoSho", "ClassNameSMG2": "TakoSho", "Name": "Elite Octoomba", "Notes": "A green Octoomba that spits two rocks instead of one.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TalkSyati", "ClassNameSMG1": "Syati", "ClassNameSMG2": "Syati", "Name": "Guppy NPC", "Notes": "A shark NPC that appears in Sea Slide Galaxy and Deep Dark Galaxy.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Tamakoro", "ClassNameSMG1": "Tamakoro", "ClassNameSMG2": "Tamakoro", "Name": "Star Ball", "Notes": "A ball with a Power Star or Purple Coin inside it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TamakoroFlipPanelAppearStep", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Rolling Masterpiece -- Flipswitch Planet Ruler", "Notes": "A large ruler platform used on the Flipswitch planet in Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TamakoroFlipPanelPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Rolling Masterpiece -- Flipswitch Planet", "Notes": "The planet with Space Junk blocks, Flipswitch panels and colorful disks used in Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TamakoroGarigariCylinderPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Rolling Masterpiece -- Solid Grinder Platform", "Notes": "The last wooden platform from the Grinder section in Rolling Masterpiece Galaxy that does not disappear.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TamakoroGarigariFallStepA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Rolling Masterpiece -- Grinder Platform with Holes", "Notes": "The first section of the Grinder platforms used in Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TamakoroGarigariFallStepB", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Rolling Masterpiece -- Circular Grinder Platform", "Notes": "The wooden platform where the Comet Medal is located in Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TamakoroGarigariFallStepC", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Rolling Masterpiece -- Grinder Staircase Platform", "Notes": "The second section of the Grinder platforms used in Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TamakoroGarigariFallStepD", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Rolling Masterpiece -- Grinder Platform with Large Ledge", "Notes": "A wooden platform with a large ledge that is used in the Grinder section in Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TamakoroGarigariFallStepE", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Rolling Masterpiece -- Grinder Platform with Small Ledge", "Notes": "A wooden platform with a small ledge that is used in the Grinder section in Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TamakoroGoalRelayStep", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Rolling Masterpiece -- Silver Chomp Planet Ruler", "Notes": "A large ruler platform used on the Silver Chomp planet in Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TamakoroHoleBombHeiPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Rolling Masterpiece -- Grassy Bob-omb Planet", "Notes": "The grassy planet with Bob-ombs used in the Comet mission of Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TamakoroJumpGuidanceArea", "ClassNameSMG1": "TamakoroJumpGuidanceArea", "ClassNameSMG2": "TamakoroJumpGuidanceArea", "Name": "Star Ball Jumping Explanation Area", "Notes": "An area which shows the player how to jump with the Star Ball while inside it.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TamakoroJumpGuidanceCube", "ClassNameSMG1": "TamakoroJumpGuidanceArea", "ClassNameSMG2": "TamakoroJumpGuidanceArea", "Name": "Star Ball Jumping Explanation Area [Cube]", "Notes": "An area which shows the player how to jump with the Star Ball while inside it.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TamakoroKuriboLift", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Rolling Masterpiece -- Flipswitch Planet Elevator", "Notes": "A multicolored platform used on the Flipswitch planet in Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TamakoroMoveGuidanceArea", "ClassNameSMG1": "TamakoroMoveGuidanceArea", "ClassNameSMG2": "TamakoroMoveGuidanceArea", "Name": "Star Ball Moving Explanation Area", "Notes": "An area which shows the player how to move with the Star Ball while inside it.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TamakoroMoveGuidanceCube", "ClassNameSMG1": "TamakoroMoveGuidanceArea", "ClassNameSMG2": "TamakoroMoveGuidanceArea", "Name": "Star Ball Moving Explanation Area [Cube]", "Notes": "An area which shows the player how to move with the Star Ball while inside it.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TamakoroPlanetStartPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Rolling Masterpiece -- Starting Planet", "Notes": "The planet used at the start of Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TamakoroPolePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Rolling Masterpiece -- Paintbrush Planet", "Notes": "The second planet used in Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TamakoroRailToSearchWanwan", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Rolling Masterpiece -- Grinder Section Ruler", "Notes": "A large ruler platform used in the Grinder platforms section in Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TamakoroSearchWanwanAppearStep", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Rolling Masterpiece -- Silver Chomp Elevator", "Notes": "The platform that the Silver Chomp appears on that is used in Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TamakoroTutorial", "ClassNameSMG1": "TamakoroTutorial", "ClassNameSMG2": "TamakoroTutorial", "Name": "Star Ball Signboard [SMG1]", "Notes": "A special signboard that provides a tutorial about using Star Balls.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ChildObjInfo", "ListSMG2": "ChildObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TamakoroVsSearchWanwanPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Rolling Masterpiece -- Silver Chomp Planet", "Notes": "The planet where the Silver Chomp is found in Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TamakoroWithTutorial", "ClassNameSMG1": "Tamakoro", "ClassNameSMG2": "Tamakoro", "Name": "Star Ball with Tutorial", "Notes": "A Star Ball which uses a signboard tutorial to explain the Star Ball mechanics.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TearDropPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Drip Drop -- Main Planet", "Notes": "The main planet of Drip Drop Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Terebo", "ClassNameSMG1": "Terebo", "ClassNameSMG2": "Terebo", "Name": "Octoboo", "Notes": "An undead version of an Octoomba.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TereboGroup", "ClassNameSMG1": "TereboGroup", "ClassNameSMG2": "TereboGroup", "Name": "Octoboo Group", "Notes": "A group of Octoboos that move together.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Teresa", "ClassNameSMG1": "Teresa", "ClassNameSMG2": "Teresa", "Name": "Boo", "Notes": "The iconic ghost enemy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaAtomic", "ClassNameSMG1": "TeresaAtomic", "ClassNameSMG2": "TeresaAtomic", "Name": "Big Boo Group", "Notes": "A Big Boo that is followed by four smaller Boos. They move on a set path.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaChief", "ClassNameSMG1": "Teresa", "ClassNameSMG2": "Teresa", "Name": "Boo with Power Star", "Notes": "A variant of a Boo that always spawns a Power Star.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "TeresaMansionBridgeA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Ghostly -- Twisted Haunted Mansion Bridge", "Notes": "A twisted dark stone bridge to the main entrance of the haunted mansion.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaMansionBridgeB", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Ghostly -- Bumpy Haunted Mansion Bridge", "Notes": "A bumpy dark stone bridge to the main entrance of the haunted mansion.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaMansionCandlestand", "ClassNameSMG1": "Candlestand", "ClassNameSMG2": "Candlestand", "Name": "Ghostly Candlestick", "Notes": "A lit candlestick used in Ghostly Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaMansionDoorA", "ClassNameSMG1": "TypicalDoor", "ClassNameSMG2": "TypicalDoor", "Name": "Ghostly -- Haunted Mansion Door", "Notes": "A double door of dark wood with a big gilded lock in the middle.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaMansionDoorB", "ClassNameSMG1": "TypicalDoor", "ClassNameSMG2": "TypicalDoor", "Name": "Ghostly -- Haunted Mansion Backdoor", "Notes": "A double door of dark wood with a small gilded lock in the middle.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaMansionEntranceDoor", "ClassNameSMG1": "TypicalDoorOpen", "ClassNameSMG2": "TypicalDoorOpen", "Name": "Ghostly -- Haunted Mansion Entrance Door", "Notes": "A big double door of dark wood that closes instead of opening.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaMansionGatePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Ghostly -- Starting Planet", "Notes": "A gray planet with dead trees, abandoned stone structures and a hole in the center.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaMansionHoleCover", "ClassNameSMG1": "SimpleBreakableObj", "ClassNameSMG2": "SimpleBreakableObj", "Name": "Ghostly -- Broken Ceiling Part", "Notes": "A circular broken part of the haunted mansion's inner room ceiling that can be destroyed with a Ground Pound.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "TeresaMansionLightA", "ClassNameSMG1": "SwingLight", "ClassNameSMG2": "SwingLight", "Name": "Ghostly -- Large Swinging Light", "Notes": "A large swinging ceiling light which projects a focused light beam.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaMansionLightB", "ClassNameSMG1": "SwingLight", "ClassNameSMG2": "SwingLight", "Name": "Ghostly -- Small Swinging Light", "Notes": "A small swinging ceiling light which projects a focused light beam.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaMansionNoGatePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Ghostly -- Starting Planet Underside", "Notes": "A variant of TeresaMansionGatePlanet where the dead trees are on the underside and there are no stone structures.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaMansionPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Ghostly -- Haunted Mansion Exterior", "Notes": "The exterior of the haunted mansion.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaMansionPlanetB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Ghostly -- Haunted Mansion Interior", "Notes": "The three interior rooms of the haunted mansion, the lobby, the inner room, and the secret attic.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaMansionPlanetC", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Ghostly -- Haunted Mansion Top Floor", "Notes": "The top floor and roof of the haunted mansion.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaMansionPlanetD", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Ghostly -- Haunted Mansion Lobby", "Notes": "A standalone version of the haunted mansion's lobby from TeresaMansionPlanetB but without the staircases.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaPicture", "ClassNameSMG1": "SimpleTextureSwitchChangeObj", "ClassNameSMG2": "SimpleTextureSwitchChangeObj", "Name": "Boo Picture", "Notes": "A picture of a Boo or Bomb Boo. The TexChange frame IDs for the different pictures are:\n0 Boo\n1 Empty\n2 Bomb Boo", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaRaceGoalPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Ghostly -- Spooky Sprint Goal Planet", "Notes": "The gloomy planet with a crystal ring that serves as the goal planet of the Spooky Sprint against the Spooky Speedster on Ghostly Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaRacePartsA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Ghostly -- Spooky Sprint Rotating Bones", "Notes": "A large rotating bone structure.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaRacePartsB", "ClassNameSMG1": "AnmModelBindMove", "ClassNameSMG2": "AnmModelBindMove", "Name": "Ghostly -- Spooky Sprint Meat Bone", "Notes": "The large bone with bouncy meat.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaRacePartsBallA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Ghostly -- Spooky Sprint Skull", "Notes": "A decorative animated skull.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaRacer", "ClassNameSMG1": "TeresaRacer", "ClassNameSMG2": "TeresaRacer", "Name": "Spooky Speedster", "Notes": "A large boo with a distinctive outfit that challenges the player for a race.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaRaceSpaceStickA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Ghostly -- Spooky Sprint Long Bone", "Notes": "A decorative floating bone.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaRaceSpaceStickB", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Ghostly -- Spooky Sprint Rib", "Notes": "A decorative animated rib.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaRaceSpaceStickC", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Ghostly -- Spooky Sprint Spine", "Notes": "A large decorative spine.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaRaceStartPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Ghostly -- Spooky Sprint Starting Planet", "Notes": "The gloomy planet with dead trees where the Spooky Speedster challenges the player.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaRoomDoor", "ClassNameSMG1": "AnmModelSwitchMoveEventCamera", "ClassNameSMG2": "AnmModelSwitchMoveEventCamera", "Name": "Deep Dark -- Boo Box Metal Hatch", "Notes": "The golden metal hatch from the Boo Box Planet in Deep Dark Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaRoomGlaringLight", "ClassNameSMG1": "GlaringLight", "ClassNameSMG2": "GlaringLight", "Name": "Deep Dark -- Boo Box Light Beam", "Notes": "A decorative beam of light that is used in the Boo Box in Deep Dark Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaRoomPlanet", "ClassNameSMG1": "PlanetMapAnimLow", "ClassNameSMG2": "PlanetMapAnimLow", "Name": "Deep Dark -- Boo Box Planet", "Notes": "A large, gilded purple box planet from Deep Dark Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TeresaWater", "ClassNameSMG1": "TeresaWater", "ClassNameSMG2": "TeresaWater", "Name": "Underwater Boo", "Notes": "An underwater variant of a Boo.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ThreeSwingByPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Sky Station -- Three Mini Planets", "Notes": "The three small planets from Sky Station Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Tico", "ClassNameSMG1": "Tico_SMG1", "ClassNameSMG2": "Tico_SMG2", "Name": "Luma", "Notes": "The game's iconic Luma NPC.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TicoAstro", "ClassNameSMG1": "TicoAstro", "ClassNameSMG2": "TicoAstro", "Name": "Luma [Green Stars]", "Notes": "A variant of a Luma that does not appear until collecting a specific amount of Green Stars.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TicoBaby", "ClassNameSMG1": "TicoBaby", "ClassNameSMG2": "TicoBaby", "Name": "Master Luma", "Notes": "The apricot baby Luma that grants the player the spin ability.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TicoBig", "ClassNameSMG1": "TicoBig", "ClassNameSMG2": "TicoBig", "Name": "Big Luma", "Notes": "A huge version of a Luma that appears in Supermassive Galaxy.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TicoCoin", "ClassNameSMG1": "TicoCoin", "ClassNameSMG2": "TicoCoin", "Name": "Comet Medal", "Notes": "A collectable octagonal-shaped medal with a picture of a Comet on it.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TicoComet", "ClassNameSMG1": "TicoComet", "ClassNameSMG2": "TicoComet", "Name": "Prankster Comet Luma", "Notes": "The dark purple Luma holding star-shaped wands who can move Prankster Comets around in exchange for some Star Bits.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TicoDomeLecture", "ClassNameSMG1": "TicoDomeLecture", "ClassNameSMG2": "TicoDomeLecture", "Name": "Dome Pull Star Luma", "Notes": "The blue Luma who transforms into the Terrace's Pull Star during the cutscene when the player first enters the dome.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TicoFat", "ClassNameSMG1": "TicoFat", "ClassNameSMG2": "TicoFat", "Name": "Hungry Luma [Star Bits]", "Notes": "A pink Luma that is hungry for Star Bits.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TicoFatCoin", "ClassNameSMG1": "TicoFatCoin", "ClassNameSMG2": "TicoFatCoin", "Name": "Hungry Luma [Coins]", "Notes": "A pink Luma that is hungry for Coins.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TicoFatStarPiece", "ClassNameSMG1": "TicoFatStarPiece", "ClassNameSMG2": "TicoFatStarPiece", "Name": "Hungry Luma [World Map]", "Notes": "A pink Luma that is hungry for Star Bits. Appears on the Starship Mario when requested on the World Map.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TicoGalaxy", "ClassNameSMG1": "TicoGalaxy", "ClassNameSMG2": "TicoGalaxy", "Name": "Hungry Luma [Galaxies]", "Notes": "A pink Luma that is hungry for Star Bits and transforms into a portal to a galaxy accessible from the Comet Observatory.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TicoRail", "ClassNameSMG1": "TicoRail", "ClassNameSMG2": "TicoRail", "Name": "Moving Luma", "Notes": "A decorative Luma that moves on a path.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TicoReading", "ClassNameSMG1": "TicoReading", "ClassNameSMG2": "TicoReading", "Name": "Decorative Luma", "Notes": "A decorative Luma used in the cutscene of Rosalina reading to the Lumas in the Library.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TicoSeedGuidanceCube", "ClassNameSMG1": "TicoSeedGuidanceCube", "ClassNameSMG2": "TicoSeedGuidanceCube", "Name": "Hungry Luma Feeding Explanation Area [Cube]", "Notes": "An area which shows the player how to feed the Hungry Luma with Star Bits. This is useless in SMG2.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "TicoShop", "ClassNameSMG1": "TicoShop", "ClassNameSMG2": "TicoShop", "Name": "Lumalee Shop [Mushrooms]", "Notes": "A large blue Luma that can transform on the spot into either a Life Mushroom or a 1-Up Mushroom after being paid some Star Bits.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TicoShopDice", "ClassNameSMG1": "TicoShopDice", "ClassNameSMG2": "TicoShopDice", "Name": "Lumalee Shop [Dices]", "Notes": "A blue Luma that can transform on the spot into a 1-Up Chance Cube.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TicoStarRing", "ClassNameSMG1": "TicoStarRing", "ClassNameSMG2": "TicoStarRing", "Name": "Trial Galaxies Guardian Luma", "Notes": "A Green Luma who transforms into a Green Launch Star upon player request.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TimeAttackClock", "ClassNameSMG1": "TimeAttackClock", "ClassNameSMG2": "TimeAttackClock", "Name": "Plus Clock", "Notes": "A stopwatch that adds additional seconds to the Comet timer.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TimerCoinBlock", "ClassNameSMG1": "ItemBlock", "ClassNameSMG2": "ItemBlock", "Name": "Timed Coins ? Block", "Notes": "A ? Block that gives one Coin every time it is hit. Disappears after some hits and seconds.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TimerGravityChangeDrillRoom", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Flipsville -- Gravity-Changing Planet", "Notes": "The gravity-changing planet used in the second mission of Flipsville Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TimerGravityChangeDrillRoomWall", "ClassNameSMG1": "GravityTimerChangeWall", "ClassNameSMG2": "GravityTimerChangeWall", "Name": "Flipsville -- Gravity-Changing Planet Panel", "Notes": "The back wall of the gravity-changing planet used in the second mission of Flipsville Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TimerPieceBlock", "ClassNameSMG1": "ItemBlock", "ClassNameSMG2": "ItemBlock", "Name": "Timed Star Bits ? Block", "Notes": "A ? Block that gives one Star Bit every time it is hit. Disappears after some hits and seconds.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "TimerSwitch", "ClassNameSMG1": "TimerSwitch", "ClassNameSMG2": "TimerSwitch", "Name": "Timer Switch", "Notes": "A switch that appears another switch after the requested number of frames elapsed.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TogeBegomanLauncher", "ClassNameSMG1": "BegomanLauncher", "ClassNameSMG2": "BegomanLauncher", "Name": "Spiky Topman Spawner", "Notes": "A black hole that spawns Spiky Topman. Defeated Spiky Topman will respawn after some time.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Togepin", "ClassNameSMG1": "Togepin", "ClassNameSMG2": "Togepin", "Name": "Pinhead", "Notes": "A bowling pin that can be defeated using the Rock power-up.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TogepinAttackFoulArea", "ClassNameSMG1": "TogepinAttackFoulArea", "ClassNameSMG2": "TogepinAttackFoulArea", "Name": "Bowling Challenge Foul Area", "Notes": "An area that, when entered, results in a foul during The Chimp's bowling challenge.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TogepinAttackMan", "ClassNameSMG1": "TogepinAttackMan", "ClassNameSMG2": "TogepinAttackMan", "Name": "The Chimp [Bowling Challenge]", "Notes": "The Chimp used for the bowling challenge in Melty Monster Galaxy.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TogepinScorer", "ClassNameSMG1": "TogepinScorer", "ClassNameSMG2": "TogepinScorer", "Name": "Bowling Challenge Controller", "Notes": "A controller that sets up bowling challenges and controls the scoring.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Togezo", "ClassNameSMG1": "Togezo", "ClassNameSMG2": "Togezo", "Name": "Spiny", "Notes": "An enemy with a red spiky shell on its back.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TombSpider", "ClassNameSMG1": "TombSpider", "ClassNameSMG2": "TombSpider", "Name": "Tarantox", "Notes": "The giant spider-like boss fought at the end of Space Junk Galaxy's third mission.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Tongari", "ClassNameSMG1": "Tongari", "ClassNameSMG2": "Tongari", "Name": "Spinecone [Underwater]", "Notes": "An undefeatable enemy with a white spiky shell on its back; intended to be used in underwater sections.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Tongari2D", "ClassNameSMG1": "Tongari", "ClassNameSMG2": "Tongari", "Name": "Spinecone [2D]", "Notes": "A variant of a Spinecone for 2D sections.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Torpedo", "ClassNameSMG1": "HomingKillerLauncher", "ClassNameSMG2": "HomingKillerLauncher", "Name": "Torpedo Ted Spawner", "Notes": "A spawner for torpedo-like enemies that may home onto the player if they get in its range.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "TowerModeCylinder", "ClassNameSMG1": "TowerModeCylinder", "ClassNameSMG2": "TowerModeCylinder", "Name": "Cylindrical 2D Movement Area [Cylinder]", "Notes": "An area that enforces 2D movement around a cylinder. Meant to be used for cylindrical-shaped planets.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ToyFactoryDecoratePartsGearA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Toy Time -- Decorative Wood Gear", "Notes": "A decorative rotating wood gear.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TrampleStar", "ClassNameSMG1": "TrampleStar", "ClassNameSMG2": "TrampleStar", "Name": "Pink Bouncy Ball Planet", "Notes": "A small checkered red and pink planet which the player bounces on when stepped. Its primary apparition is in Ghostly Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TransformFaceTicoBabyDemoObj", "ClassNameSMG1": "TransformFaceTicoBabyDemoObj", "ClassNameSMG2": "TransformFaceTicoBabyDemoObj", "Name": "Master Luma [Starship Mario Transformation Cutscene]", "Notes": "A cutscene object holder that creates and registers the cutscene object for Young Master Luma.", "Category": "cutscene", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TrapBaseA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Tiny Gilded Metal Sphere", "Notes": "A tiny dark sphere of gilded metal used as a generic base for other objects such as Air Bubble generators, Bullet Bill launchers, flamethrowers, etc.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Trapeze", "ClassNameSMG1": "Trapeze", "ClassNameSMG2": "Trapeze", "Name": "Vine Swing", "Notes": "A swing made from vines that the player can swing across.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TreasureBoxBlueChip", "ClassNameSMG1": "TreasureBoxCracked", "ClassNameSMG2": "TreasureBoxCracked", "Name": "Treasure Chest with Blue Chip", "Notes": "A brown treasure chest that reveals a Blue Chip when opened.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TreasureBoxCoin", "ClassNameSMG1": "TreasureBoxCracked", "ClassNameSMG2": "TreasureBoxCracked", "Name": "Treasure Chest with Coin", "Notes": "A brown treasure chest that reveals a Coin when opened.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TreasureBoxCrackedAirBubble", "ClassNameSMG1": "TreasureBoxCracked", "ClassNameSMG2": "TreasureBoxCracked", "Name": "Cracked Treasure Chest with Air Bubble", "Notes": "A gray treasure chest that reveals an Air Bubble when opened.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TreasureBoxCrackedBlueChip", "ClassNameSMG1": "TreasureBoxCracked", "ClassNameSMG2": "TreasureBoxCracked", "Name": "Cracked Treasure Chest with Blue Chip", "Notes": "A gray treasure chest that reveals a Blue Chip when opened.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "TreasureBoxCrackedCoin", "ClassNameSMG1": "TreasureBoxCracked", "ClassNameSMG2": "TreasureBoxCracked", "Name": "Cracked Treasure Chest with Coin", "Notes": "A gray treasure chest that reveals a Coin when opened.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "TreasureBoxCrackedEmpty", "ClassNameSMG1": "TreasureBoxCracked", "ClassNameSMG2": "TreasureBoxCracked", "Name": "Empty Cracked Treasure Chest", "Notes": "A gray treasure chest that reveals nothing when opened.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "TreasureBoxCrackedKinokoLifeUp", "ClassNameSMG1": "TreasureBoxCracked", "ClassNameSMG2": "TreasureBoxCracked", "Name": "Cracked Treasure Chest with Life Mushroom", "Notes": "A gray treasure chest that reveals a Life Mushroom when opened.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TreasureBoxCrackedKinokoOneUp", "ClassNameSMG1": "TreasureBoxCracked", "ClassNameSMG2": "TreasureBoxCracked", "Name": "Cracked Treasure Chest with 1-Up Mushroom", "Notes": "A gray treasure chest that reveals a 1-Up Mushroom when opened.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "TreasureBoxCrackedPowerStar", "ClassNameSMG1": "TreasureBoxCracked", "ClassNameSMG2": "TreasureBoxCracked", "Name": "Cracked Treasure Chest with Power Star", "Notes": "A gray treasure chest that reveals a Power Star when opened.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "TreasureBoxCrackedYellowChip", "ClassNameSMG1": "TreasureBoxCracked", "ClassNameSMG2": "TreasureBoxCracked", "Name": "Cracked Treasure Chest with Star Chip", "Notes": "A gray treasure chest that reveals a Star Chip when opened.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "TreasureBoxEmpty", "ClassNameSMG1": "TreasureBoxCracked", "ClassNameSMG2": "TreasureBoxCracked", "Name": "Empty Treasure Chest", "Notes": "A brown treasure chest that reveals nothing when opened.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TreasureBoxGoldEmpty", "ClassNameSMG1": "TreasureBoxCracked", "ClassNameSMG2": "TreasureBoxCracked", "Name": "Empty Golden Treasure Chest", "Notes": "A gold treasure chest that reveals nothing when opened.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "TreasureBoxKinokoLifeUp", "ClassNameSMG1": "TreasureBoxCracked", "ClassNameSMG2": "TreasureBoxCracked", "Name": "Treasure Chest with Life Mushroom", "Notes": "A brown treasure chest that reveals a Life Mushroom when opened.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TreasureBoxKinokoOneUp", "ClassNameSMG1": "TreasureBoxCracked", "ClassNameSMG2": "TreasureBoxCracked", "Name": "Treasure Chest with 1-Up Mushroom", "Notes": "A brown treasure chest that reveals a 1-Up Mushroom when opened.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TreasureBoxYellowChip", "ClassNameSMG1": "TreasureBoxCracked", "ClassNameSMG2": "TreasureBoxCracked", "Name": "Treasure Chest with Star Chip", "Notes": "A brown treasure chest that reveals a Star Chip when opened.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TreasureSpot", "ClassNameSMG1": "TreasureSpot", "ClassNameSMG2": "TreasureSpot", "Name": "Coin Spot", "Notes": "A golden spot on the ground that reveals a Coin when it is hit with a Star Bit.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TreeCube", "ClassNameSMG1": "Pole", "ClassNameSMG2": "Pole", "Name": "Cubic Birch Tree [Broken]", "Notes": "A climbable birch tree with tall cubic leaves. This object usually crashes the game due to missing collision.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "TrialBallPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Rolling Green -- Main Planet", "Notes": "The main and only planet of Rolling Green Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TrialBubbleAPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Bubble Breeze -- Ending Section", "Notes": "The second and final section of Bubble Breeze Galaxy's main planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TrialBubbleMoveWallA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Bubble Breeze -- Moving Wooden Wall", "Notes": "A small moving wood wall.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TrialBubbleRevolvingPartsA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Bubble Breeze -- Rotating Wood Log", "Notes": "A large revolving wood log with two holes carved out of its sides.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TrialBubbleRotateWallA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Bubble Breeze -- Rotating Wooden Wall", "Notes": "A tall rotating wood wall.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TrialBubbleSPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Bubble Breeze -- Starting Section", "Notes": "The colossal poison ocean planet and the first section of Bubble Breeze Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TrialBubbleTimerMoveWallA", "ClassNameSMG1": "TimerMoveWall", "ClassNameSMG2": "TimerMoveWall", "Name": "Bubble Breeze -- Timed Moving Wooden Wall", "Notes": "A wide wooden wall which moves on a timer.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TriangleTowerRailMoveStepSpring", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Chompworks -- Spring Tower Moving Platform", "Notes": "A gray moving platform used on the spring tower planet in Chompworks Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TriangleTowerRotateStep", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Fluffy Bluff -- Cloud Tower Rotating Wood Gear", "Notes": "A rotating wood gear used on the cloud tower planet in Fluffy Bluff Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TriangleTowerRotateStepSpring", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Chompworks -- Spring Tower Rotating Metal Gear", "Notes": "A rotating metal gear used on the spring tower planet in Chompworks Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TriangleTowerSpringPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Chompworks -- Spring Tower Planet", "Notes": "The spring tower planet used in the second mission of Chompworks Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TrickRabbit", "ClassNameSMG1": "TrickRabbit", "ClassNameSMG2": "TrickRabbit", "Name": "Escaping Star Bunny with Paths", "Notes": "The bunny from the mini-games where the player has to catch it.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TrickRabbitFreeRun", "ClassNameSMG1": "TrickRabbitFreeRun", "ClassNameSMG2": "TrickRabbitFreeRun", "Name": "Escaping Star Bunny", "Notes": "An escaping Star Bunny that runs around randomly without a path.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TrickRabbitFreeRunChild", "ClassNameSMG1": "TrickRabbitSnow", "ClassNameSMG2": "TrickRabbitSnow", "Name": "Escaping Star Bunny [Snow Cap]", "Notes": "An individual escaping Star Bunny as seen in Snow Cap Galaxy that is spawned and controlled by a TrickRabbitFreeRunCollect object.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ChildObjInfo", "ListSMG2": "ChildObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TrickRabbitFreeRunCollect", "ClassNameSMG1": "TrickRabbitSnowCollect", "ClassNameSMG2": "TrickRabbitSnowCollect", "Name": "Escaping Star Bunnies Controller", "Notes": "Sets up and controls the mini-game where the player has to catch several escaping Star Bunnies (TrickRabbitFreeRunChild) under a time limit.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TrickRabbitGhost", "ClassNameSMG1": "TrickRabbit", "ClassNameSMG2": "TrickRabbit", "Name": "Invisible Escaping Star Bunny with Paths", "Notes": "An unused variant of the escaping Star Bunny that turns invisible while it moves around. Requires a proper ObjNameTable entry in order to be used.", "Category": "npc", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": true, "IsLeftover": true}, {"InternalName": "TridentPlanet", "ClassNameSMG1": "AstroSimpleObj", "ClassNameSMG2": "AstroSimpleObj", "Name": "Comet Observatory -- Planet of Trials", "Notes": "The colorful trident-shaped planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Tripod2Boss", "ClassNameSMG1": "TripodBoss", "ClassNameSMG2": "TripodBoss", "Name": "Megaleg [Duplicate]", "Notes": "An exact copy of the normal TripodBoss model file. Usually crashes due to a missing file called Tripod2BossLegShadow.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "TripodBoss", "ClassNameSMG1": "TripodBoss", "ClassNameSMG2": "TripodBoss", "Name": "Megaleg", "Notes": "The massive robot boss fought on Bowser Jr.'s Robot Reactor that consists of many objects.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TripodBossBaseJointPosition", "ClassNameSMG1": "TripodBossBaseJointPosition", "ClassNameSMG2": "TripodBossBaseJointPosition", "Name": "Megaleg Joint Position", "Notes": "A marker object that specifies one of Megaleg's joint positions.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TriPodBossBodyA", "ClassNameSMG1": "TripodBossFixParts", "ClassNameSMG2": "TripodBossFixParts", "Name": "Megaleg Head", "Notes": "Megaleg's head, the centerpiece of his body.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TripodBossBodyABloom", "ClassNameSMG1": "TripodBossFixParts", "ClassNameSMG2": "TripodBossFixParts", "Name": "Megaleg Head Glowing Arrows", "Notes": "The green/red glowing arrows on the sides of Megaleg's head.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TripodBossBottomKillerCannon", "ClassNameSMG1": "TripodBossKillerGeneraterCircle", "ClassNameSMG2": "TripodBossKillerGeneraterCircle", "Name": "Megaleg Bottom Bullet Bill Cannons", "Notes": "The set of three Bullet Bill launchers on the underside of Megaleg's head.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TripodBossCoin", "ClassNameSMG1": "TripodBossCoin", "ClassNameSMG2": "TripodBossCoin", "Name": "Megaleg Coin", "Notes": "A regular Coin that was intended to be used on Megaleg.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "TripodBossCore", "ClassNameSMG1": "TripodBossCore", "ClassNameSMG2": "TripodBossCore", "Name": "Megaleg Grand Star Glass Cage", "Notes": "Megaleg's small glowing glass cage containing a Grand Star at the top of his head.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TripodBossEyeLight", "ClassNameSMG1": "TripodBossFixParts", "ClassNameSMG2": "TripodBossFixParts", "Name": "Megaleg Eye Light", "Notes": "The pair of light beams coming out of Megaleg's eyes.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TripodBossEyeLightBloom", "ClassNameSMG1": "TripodBossFixParts", "ClassNameSMG2": "TripodBossFixParts", "Name": "Megaleg Eye Light Bloom", "Notes": "The actual bloom shader models for Megaleg's eye lights.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TripodBossFixParts", "ClassNameSMG1": "TripodBossFixParts", "ClassNameSMG2": "TripodBossFixParts", "Name": "Generic Fixed Megaleg Object [Unused]", "Notes": "A fixed segment for Megaleg that retrieves a proper model using ShapeModelNo. However, no more models exist for this object.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "TripodBossFoot", "ClassNameSMG1": "TripodBossFixParts", "ClassNameSMG2": "TripodBossFixParts", "Name": "Megaleg Foot", "Notes": "A large player-crushing mechanical foot belonging to Megaleg.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TripodBossFootBloom", "ClassNameSMG1": "TripodBossFixParts", "ClassNameSMG2": "TripodBossFixParts", "Name": "Megaleg Foot Glowing Arrows", "Notes": "The green/red glowing arrows on Megaleg's feet.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TriPodBossGearA", "ClassNameSMG1": "TripodBossRotateParts", "ClassNameSMG2": "TripodBossRotateParts", "Name": "Megaleg Black Gear", "Notes": "A black mechanical gear composing part of Megaleg's thighs.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TriPodBossGearB", "ClassNameSMG1": "TripodBossRotateParts", "ClassNameSMG2": "TripodBossRotateParts", "Name": "Megaleg Brown Gear", "Notes": "A brown mechanical gear composing part of Megaleg's thighs.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TriPodBossGearBody", "ClassNameSMG1": "TripodBossRotateParts", "ClassNameSMG2": "TripodBossRotateParts", "Name": "Megaleg Main Gear", "Notes": "A large mechanical gear used at the center of Megaleg's head underside.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TriPodBossGearC", "ClassNameSMG1": "TripodBossRotateParts", "ClassNameSMG2": "TripodBossRotateParts", "Name": "Megaleg Gray Gear", "Notes": "A gray mechanical gear composing part of Megaleg's thighs.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TriPodBossGearSmallA", "ClassNameSMG1": "TripodBossRotateParts", "ClassNameSMG2": "TripodBossRotateParts", "Name": "Megaleg Small Yellow Gear", "Notes": "A small yellow mechanical gear composing part of Megaleg's legs.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TriPodBossGearSmallB", "ClassNameSMG1": "TripodBossRotateParts", "ClassNameSMG2": "TripodBossRotateParts", "Name": "Megaleg Small Gray Gear", "Notes": "A small gray mechanical gear composing part of Megaleg's legs.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TriPodBossGearSmallC", "ClassNameSMG1": "TripodBossRotateParts", "ClassNameSMG2": "TripodBossRotateParts", "Name": "Megaleg Long Brown Gear", "Notes": "A long brown mechanical gear composing part of Megaleg's thighs and legs.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TripodBossGuardWall", "ClassNameSMG1": "TripodBossGuardWall", "ClassNameSMG2": "TripodBossGuardWall", "Name": "Megaleg Grand Star Fence", "Notes": "A circular metal grid fence consisting of breakable and self-regenerating segments which Megaleg activates on phase 2 to defend the Grand Star.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TripodBossKillerGenerater", "ClassNameSMG1": "TripodBossKillerGenerater", "ClassNameSMG2": "TripodBossKillerGenerater", "Name": "Megaleg Bullet Bill Launcher", "Notes": "A temporarily destroyable Bullet Bill launcher that is used on Megaleg's legs.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TripodBossKinokoOneUp", "ClassNameSMG1": "TripodBossKinokoOneUp", "ClassNameSMG2": "TripodBossKinokoOneUp", "Name": "Megaleg 1-Up Mushroom", "Notes": "A special 1-Up Mushroom that is attached to one of Megaleg's body parts.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TriPodBossLeg1A", "ClassNameSMG1": "TripodBossFixParts", "ClassNameSMG2": "TripodBossFixParts", "Name": "Megaleg Hip Joint", "Notes": "The metal cylinder which connects Megaleg's hip joint connectors to his head.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TriPodBossLeg1B", "ClassNameSMG1": "TripodBossFixParts", "ClassNameSMG2": "TripodBossFixParts", "Name": "Megaleg Hip Connector Piece", "Notes": "The small slightly sloped metal piece connecting Megaleg's hip joints to his thigh gears.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TriPodBossLeg1C", "ClassNameSMG1": "TripodBossFixParts", "ClassNameSMG2": "TripodBossFixParts", "Name": "Megaleg Knee Connector Piece", "Notes": "The small metal piece which connects Megaleg's knee joint to his thigh gears.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TriPodBossLeg2A", "ClassNameSMG1": "TripodBossFixParts", "ClassNameSMG2": "TripodBossFixParts", "Name": "Megaleg Shin & Knee", "Notes": "The lower half of Megaleg's leg, up to and including the knee joint.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TriPodBossLeg2ABloom", "ClassNameSMG1": "TripodBossFixParts", "ClassNameSMG2": "TripodBossFixParts", "Name": "Megaleg Shin Glowing Arrows", "Notes": "The green/red glowing arrows on Megaleg's leg parts.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TriPodBossLeg3A", "ClassNameSMG1": "TripodBossFixParts", "ClassNameSMG2": "TripodBossFixParts", "Name": "Megaleg Ankle", "Notes": "The small metal bar which connects Megaleg's feet and leg.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TriPodBossLeg3B", "ClassNameSMG1": "TripodBossFixParts", "ClassNameSMG2": "TripodBossFixParts", "Name": "Megaleg Ankle Connector Piece [Unfinished]", "Notes": "An unfinished segment that would have connected the foot and the short ankle piece.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "TriPodBossLeg3C", "ClassNameSMG1": "TripodBossFixParts", "ClassNameSMG2": "TripodBossFixParts", "Name": "Megaleg Foot [Unfinished]", "Notes": "A textureless unfinished early version of a Megaleg foot.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "TriPodBossLegBottom", "ClassNameSMG1": "TripodBossFixParts", "ClassNameSMG2": "TripodBossFixParts", "Name": "Megaleg Foot Bottom", "Notes": "The bottom side of a Megaleg foot.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TripodBossRailMoveParts", "ClassNameSMG1": "TripodBossRailMoveParts", "ClassNameSMG2": "TripodBossRailMoveParts", "Name": "Generic Moving Megaleg Object [Unused]", "Notes": "A path-moving segment for Megaleg that retrieves a proper model using ShapeModelNo. However, no more models exist for this object.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "TripodBossRotateParts", "ClassNameSMG1": "TripodBossRotateParts", "ClassNameSMG2": "TripodBossRotateParts", "Name": "Generic Rotating Megaleg Object [Unused]", "Notes": "A rotating segment for Megaleg that retrieves a proper model using ShapeModelNo. However, no more models exist for this object.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "TripodBossShell", "ClassNameSMG1": "TripodBossShell", "ClassNameSMG2": "TripodBossShell", "Name": "Megaleg Grand Star Cage", "Notes": "The big metal cage seen at the top of Megaleg's head.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TripodBossStepPoint", "ClassNameSMG1": "TripodBossStepPoint", "ClassNameSMG2": "TripodBossStepPoint", "Name": "Megaleg Stepping Point", "Notes": "A marker object which specifies one of several stepping points for one of Megaleg's legs.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TripodBossStepStartArea", "ClassNameSMG1": "TripodBossStepStartArea", "ClassNameSMG2": "TripodBossStepStartArea", "Name": "Move Megaleg Leg Area [Sphere]", "Notes": "An area that causes Megaleg's specified leg to move once entered.", "Category": "areas", "AreaShape": "Sphere", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TripodBossUnderKillerCannon", "ClassNameSMG1": "TripodBossKillerGeneraterCircle", "ClassNameSMG2": "TripodBossKillerGeneraterCircle", "Name": "Megaleg Lower Head Bullet Bill Cannons", "Notes": "The lower row of six Bullet Bill launchers on Megaleg's head.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TripodBossUpperKillerCannon", "ClassNameSMG1": "TripodBossKillerGeneraterCircle", "ClassNameSMG2": "TripodBossKillerGeneraterCircle", "Name": "Megaleg Upper Head Bullet Bill Cannons", "Notes": "The upper row of seven Bullet Bill launchers on Megaleg's head.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TripodPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Robot Reactor -- Megaleg Planet", "Notes": "The planet where Megaleg is fought in Bowser Jr.'s Robot Reactor.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TropicalCloudTowerPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Starshine Beach -- Main Planet", "Notes": "The sandy beach planet used in Starshine Beach.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TShapePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Space Junk -- T-Shaped Planet", "Notes": "A futuristic-style T-shaped metal planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Tsukidashikun", "ClassNameSMG1": "Tsukidashikun", "ClassNameSMG2": "Tsukidashikun", "Name": "Bomp", "Notes": "A gray rectangular stone with a face that pushes objects in front of it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TsukidashikunBig", "ClassNameSMG1": "RailBlock", "ClassNameSMG2": "RailBlock", "Name": "Large Bomp [Unfinished]", "Notes": "An unfinished large version of the Bomp, but the model is still visually the same size as the regular one, leading to visually weird collision.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "TubeColorsA", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Rolling Masterpiece -- Decorative Paint Tubes A", "Notes": "A set of paint tubes used in the background of Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TubeColorsB", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Rolling Masterpiece -- Decorative Paint Tubes B", "Notes": "A set of paint tubes used in the background of Rolling Masterpiece Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TubedRelayPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Honeyhive -- Tree Trunk Tube Planet", "Notes": "A planet with a cut hollow tree trunk going through the middle.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TubeSlider", "ClassNameSMG1": "TubeSlider", "ClassNameSMG2": "TubeSlider", "Name": "Tube Slide Controller", "Notes": "Sets up the tubular slide sections along a set path. It also creates several special TubeSlider-related objects that are connected to it.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TubeSliderCoinCreator", "ClassNameSMG1": "TubeSliderCoinCreator", "ClassNameSMG2": "TubeSliderCoinCreator", "Name": "Tube Slide Coin Line", "Notes": "A line of Coins that appear during slide sections.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TubeSliderCoinCreatorPurple", "ClassNameSMG1": "TubeSliderCoinCreator", "ClassNameSMG2": "TubeSliderCoinCreator", "Name": "Tube Slide Purple Coin Line", "Notes": "A line of Purple Coins that appear during slide sections.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TubeSliderCourceSnow", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Freezy Flake -- Snow Slide", "Notes": "The snowy slide used in the first mission of Freezy Flake Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TubeSliderCourse", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Tall Trunk -- Wood Slide", "Notes": "The wooden slide used in the second mission of Tall Trunk Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TubeSliderCrystal", "ClassNameSMG1": "TubeSliderCrystal", "ClassNameSMG2": "TubeSliderCrystal", "Name": "Tube Slide Crystal [Broken]", "Notes": "A destroyable crystal intended to be used on slides. Model files have been removed. Therefore, the object is useless.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "TubeSliderDamageObj", "ClassNameSMG1": "TubeSliderDamageObj", "ClassNameSMG2": "TubeSliderDamageObj", "Name": "Tube Slide Spiky Plant Group", "Notes": "A group of Spiky Plants that is used on the wooden slide in Tall Trunk Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TubeSliderEnemy", "ClassNameSMG1": "TubeSliderEnemy", "ClassNameSMG2": "TubeSliderEnemy", "Name": "Tube Slide Spiny", "Notes": "A variant of a Spiny that is used on the wooden slide in Tall Trunk Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TubeSliderGoalPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Tall Trunk -- Slide Goal Planet", "Notes": "The planet used at the end of the slide in Tall Trunk Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TubeSliderHana", "ClassNameSMG1": "HanachanRunaway", "ClassNameSMG2": "HanachanRunaway", "Name": "Tube Slide Wiggler", "Notes": "A variant of a Wiggler that is used on the wooden slide in Tall Trunk Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TubeSliderJumpStep", "ClassNameSMG1": "TubeSliderJumpStep", "ClassNameSMG2": "TubeSliderJumpStep", "Name": "Tube Slide Trampoline [Broken]", "Notes": "An object that causes the player to jump. It was intended to be used on slides. Model files have been removed. Therefore, the object is useless.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "TubeSliderStartPlanet", "ClassNameSMG1": "PlanetMapProjmap", "ClassNameSMG2": "PlanetMapProjmap", "Name": "Tall Trunk -- Slide Start Planet", "Notes": "The planet where the wooden slide starts in Tall Trunk Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TubeSliderTicoCoin", "ClassNameSMG1": "TicoCoin", "ClassNameSMG2": "TicoCoin", "Name": "Tube Slide Comet Medal", "Notes": "A variant of the Comet Medal item that is intended to be used in slide sections.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "TurtleBeamKameck", "ClassNameSMG1": "Kameck", "ClassNameSMG2": "Kameck", "Name": "Koopa Shell Magikoopa", "Notes": "A Magikoopa that casts Koopa Shells.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "TwilightAir", "ClassNameSMG1": "Air", "ClassNameSMG2": "Air", "Name": "Twilight Atmosphere", "Notes": "The unusual red atmosphere used in Bubble Breeze Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TwinFallLakePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Beach Bowl -- Twin Falls Planet", "Notes": "A pair of two planets with big lakes that are connected by a series of waterfalls and grass platforms. The upper planet features some snowy islands surrounded by an icy mountain range.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TwinFallLakeWaterFall", "ClassNameSMG1": "EffectObjR1000F50", "ClassNameSMG2": "EffectObjR1000F50", "Name": "Beach Bowl Twin Falls Waterfall Effect", "Notes": "A waterfall splash effect that is used on the Twin Falls planet in Beach Bowl Galaxy.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TwinPeanutsPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Gusty Garden -- Long Rolling Rocks Planet", "Notes": "A long curved beady planet with dirt trails.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TwinPeanutsPlanetB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "\"PeanutPlanet\" [Duplicate]", "Notes": "An exact duplicate of the unused PeanutPlanet.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "TwisterSan", "ClassNameSMG1": "Sandstorm", "ClassNameSMG2": "Sandstorm", "Name": "Galactic Tornado", "Notes": "A large tornado enemy with a wide attraction range.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "TwisterSanSlim", "ClassNameSMG1": "Sandstorm", "ClassNameSMG2": "Sandstorm", "Name": "Slim Galactic Tornado", "Notes": "A slim tornado enemy with a somewhat wide attraction range.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TwoLegs", "ClassNameSMG1": "TwoLegs", "ClassNameSMG2": "TwoLegs", "Name": "Digga-Leg", "Notes": "The boss fought at the end of the first mission of Spin-Dig Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TwoLegsBullet", "ClassNameSMG1": "TwoLegsBullet", "ClassNameSMG2": "TwoLegsBullet", "Name": "Digga [Digga-Leg]", "Notes": "A variant of the Digga enemy that appears during the fight against Digga-Leg in Spin-Dig Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "TwoLegsPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Spin Dig -- Digga-Leg Planet", "Notes": "The planet where Digga-Leg is fought in Spin-Dig Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UFOBattleStageC", "ClassNameSMG1": "UFOSolid", "ClassNameSMG2": "UFOSolid", "Name": "Battlerock -- UFO with Square Slot", "Notes": "A metallic UFO with a square slot at the center of one side.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UFOBattleStageD", "ClassNameSMG1": "UFOSolid", "ClassNameSMG2": "UFOSolid", "Name": "Battlerock -- UFO with Columns", "Notes": "A big metallic UFO with four small columns on one side.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UFOBattleStageE", "ClassNameSMG1": "UFOSolid", "ClassNameSMG2": "UFOSolid", "Name": "Battlerock -- Big UFO Platform", "Notes": "A big metallic UFO.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UFOBlueStarCupsule", "ClassNameSMG1": "BlueStarCupsulePlanet", "ClassNameSMG2": "BlueStarCupsulePlanet", "Name": "Pull Star UFO Platform", "Notes": "A UFO platform with a usable Pull Star inside the glass capsule on the top side.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "UFOKinoko", "ClassNameSMG1": "UFOKinoko", "ClassNameSMG2": "UFOKinoko", "Name": "Starshroom", "Notes": "A spaceship in the shape of a Toad head.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UFOKinokoLanding", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Landed Starshroom", "Notes": "A landed spaceship in the shape of a Toad head.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UFOKinokoLandingAstro", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Landed Starshroom [No Interior]", "Notes": "A variant of UFOKinokoLanding with no interior and opaque windows that is used in Grand Finale Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UFOKinokoLandingBlackSmoke", "ClassNameSMG1": "EffectObjR500F50", "ClassNameSMG2": "EffectObjR500F50", "Name": "Crashed Starshroom Smoke Effect", "Notes": "An effect for the smoke coming out of a crashed Starshroom.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UFOKinokoUnderConstruction", "ClassNameSMG1": "UFOKinokoUnderConstruction", "ClassNameSMG2": "UFOKinokoUnderConstruction", "Name": "Comet Observatory -- Starshroom", "Notes": "This object represents all the construction stages of the Starshroom seen in the Garage, including the finished one, and picks the stage to load based on the current save file's progress.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UFONormalB", "ClassNameSMG1": "UFOBreakable", "ClassNameSMG2": "UFOBreakable", "Name": "Dreadnought -- Bullet UFO", "Notes": "A metallic bullet-shaped platform which can be broken by an explosion.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UFONormalD", "ClassNameSMG1": "UFOBreakable", "ClassNameSMG2": "UFOBreakable", "Name": "Battlerock -- Breakable UFO Platform", "Notes": "A variant of UFOStrongA that can be destroyed by an explosion.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UFOSandObstacleA", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dusty Dune -- Long Sand Brick Block", "Notes": "A long block of sand bricks.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UFOSandObstacleAEffect", "ClassNameSMG1": "SandUpDownEffectObj", "ClassNameSMG2": "SandUpDownEffectObj", "Name": "Dusty Dune -- Long Sand Brick Block Effect", "Notes": "Dust cloud particles that are used for a tall object sinking into or emerging from sand. Primarily meant for use with UFOSandObstacleA.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UFOSandObstacleB", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dusty Dune -- Sand Brick Block", "Notes": "A cubic block of sand bricks.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UFOSandObstacleBEffect", "ClassNameSMG1": "SandUpDownEffectObj", "ClassNameSMG2": "SandUpDownEffectObj", "Name": "Dusty Dune -- Sand Brick Block Effect", "Notes": "Dust cloud particles that are used for a cubic object sinking into or emerging from sand. Primarily meant for use with UFOSandObstacleB.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UFOSandObstacleC", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Dusty Dune -- Slim Sand Brick Block", "Notes": "A slim block of sand bricks.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UFOSandObstacleCEffect", "ClassNameSMG1": "SandUpDownEffectObj", "ClassNameSMG2": "SandUpDownEffectObj", "Name": "Dusty Dune -- Slim Sand Brick Block Effect", "Notes": "Dust cloud particles that are used for a thin object sinking into or emerging from sand. Primarily meant for use with UFOSandObstacleC.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UFOShapePassThroughPlanet", "ClassNameSMG1": "UFOShapePassThroughPlanet", "ClassNameSMG2": "UFOShapePassThroughPlanet", "Name": "Sky Station -- Starting Planet", "Notes": "The planet used at the start of Sky Station Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UFOShapePassThroughPlanetParts", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Sky Station -- Starting Planet Log Cover", "Notes": "A log that covers the holes of the starting planet in Sky Station Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UFOShapePlanetWanwanRoute", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Sky Station -- Starting Planet Chomp Trails", "Notes": "The Chain Chomps trails used on the starting planet of Sky Station Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UFOStrongA", "ClassNameSMG1": "UFOSolid", "ClassNameSMG2": "UFOSolid", "Name": "Battlerock -- Generic UFO Platform", "Notes": "A metallic UFO platform that is used in Battlerock Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Unbaba", "ClassNameSMG1": "Unbaba", "ClassNameSMG2": "Unbaba", "Name": "Magmaargh", "Notes": "A large lava enemy that tries to eat the player.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UnbabaSlim", "ClassNameSMG1": "UnbabaSlim", "ClassNameSMG2": "UnbabaSlim", "Name": "Magmaw", "Notes": "A smaller version of a Magmaargh.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UnderGroundDangeonPlanetA", "ClassNameSMG1": "PlanetMapProjmap", "ClassNameSMG2": "PlanetMapProjmap", "Name": "Slimy Spring -- Snoodle Section", "Notes": "The first half of Slimy Spring Galaxy that consists of the starting cave and the underwater tunnels with Snoodles.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UnderGroundDangeonPlanetB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Slimy Spring -- Underwater Boo Planet", "Notes": "The second half of Slimy Spring Galaxy that features a lot of Underwater Boos and the goal section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UnderseaTunnelPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Bigmouth -- Main Planet", "Notes": "The massive fish-shaped main planet from Bigmouth Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UniverseAir", "ClassNameSMG1": "Air", "ClassNameSMG2": "Air", "Name": "Starry Atmosphere", "Notes": "A starry atmosphere that appears during Bowser Jr.'s Fiery Flotilla's boss fight.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Unizo", "ClassNameSMG1": "Unizo", "ClassNameSMG2": "Unizo", "Name": "Sea Urchin", "Notes": "A purple Urchin with spikes on its body; intended for water areas.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UnizoLand", "ClassNameSMG1": "Unizo", "ClassNameSMG2": "Unizo", "Name": "Land Urchin", "Notes": "A red furry Urchin with spikes on its body; intended for land areas.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UnizoLauncher", "ClassNameSMG1": "UnizoLauncher", "ClassNameSMG2": "UnizoLauncher", "Name": "Land Urchin Spawner", "Notes": "A point that periodically spawns several Land Urchins.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "UnizoShoal", "ClassNameSMG1": "Unizo", "ClassNameSMG2": "Unizo", "Name": "Shoal Urchin", "Notes": "A purple Urchin with spikes on its body. It doesn't create any water splash particles when it moves.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "ValveSwitch", "ClassNameSMG1": "ValveSwitch", "ClassNameSMG2": "ValveSwitch", "Name": "Valve Switch", "Notes": "A screw-like green valve that the player can spin on top of to bring it up or down to activate a switch.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ViewGroupCtrlArea", "ClassNameSMG1": "ViewGroupCtrlArea", "ClassNameSMG2": "ViewGroupCtrlArea", "Name": "View Group Area", "Notes": "When entered by the player, compatible objects in the same ViewGroup will render/update if they are in the camera's view.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ViewGroupCtrlCube", "ClassNameSMG1": "ViewGroupCtrlArea", "ClassNameSMG2": "ViewGroupCtrlArea", "Name": "View Group Area [Cube]", "Notes": "When entered by the player, compatible objects in the same ViewGroup will render/update if they are in the camera's view.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "VR_GrandGalaxy", "ClassNameSMG1": "Air", "ClassNameSMG2": "Air", "Name": "Grand World Map Atmosphere", "Notes": "The atmosphere used on the Grand World Map.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "VRDarkSpace", "ClassNameSMG1": "Sky", "ClassNameSMG2": "Sky", "Name": "Boss Blitz Sky", "Notes": "The sky model used in Sling Pod Galaxy, Bowser Jr.'s Lava Reactor and Boss Blitz Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "VROrbit", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Good Egg Sky", "Notes": "The iconic sky model from Super Mario Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "VRSandwichSun", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Melty Molten Sky", "Notes": "The sky model used in Melty Molten Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "VsBegomanSpikePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Dreadnought -- Trapped Luma Planet", "Notes": "A planet from Dreadnought Galaxy with lots of colored patches and small towers.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "VsBoomerangBrosPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Boom Bunker -- Hammer Bros. Planet", "Notes": "The second planet used in Bowser Jr.'s Boom Bunker.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "VsBossJugemAir", "ClassNameSMG1": "ProjectionMapAir", "ClassNameSMG2": "ProjectionMapAir", "Name": "Thunderstorm Atmosphere", "Notes": "The thunderstorm atmosphere used during the Giga Lakitu battle in Yoshi Star Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "VsKingTossinPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Boulder Bowl -- Rollodillo Planet", "Notes": "The planet where Rollodillo is fought in Boulder Bowl Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "VsKoopaLv3Sky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "Galaxy Generator Sky", "Notes": "The sky model used in Bowser's Galaxy Generator.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "VsOtaRockTankIcePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Shiverburn -- Prince Pikante Planet", "Notes": "The planet where Prince Pikante is fought in Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "VsOtaRockTankIcePlanetFence", "ClassNameSMG1": "VsOtaRockTankIcePlanetFence", "ClassNameSMG2": "VsOtaRockTankIcePlanetFence", "Name": "Shiverburn -- Prince Pikante Planet Fence", "Notes": "The fence that surrounds the Prince Pikante planet in Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "VsOtaRockTankIcePlanetIce", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Shiverburn -- Prince Pikante Planet Ice Layer", "Notes": "The ice layer used on the Prince Pikante planet in Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "VsOtaRockTankIcePlanetLava", "ClassNameSMG1": "SimpleClipPartsObj", "ClassNameSMG2": "SimpleClipPartsObj", "Name": "Shiverburn -- Prince Pikante Planet Lava Layer", "Notes": "The lava layer used on the Prince Pikante planet in Shiverburn Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WanwanConveyPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Chompworks -- Starting Planet", "Notes": "The planet used at the start of Chompworks Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WanwanConveySeesaw", "ClassNameSMG1": "SimpleSeesawObj", "ClassNameSMG2": "SimpleSeesawObj", "Name": "Chompworks -- Green Seesaw Platform", "Notes": "The green seesaw-like platform used on the Flip-Swap planet in Chompworks Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WanwanEscapePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Chompworks -- Lava Chomps Planet", "Notes": "The second planet used that features a long bridge Chompworks Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WanwanEscapePlanetParts", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Chompworks -- Lava Chomps Planet Side Platforms", "Notes": "The solid blue platforms used on the lava Chomps planet in Chompworks Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WanwanGoal", "ClassNameSMG1": "WanwanGoal", "ClassNameSMG2": "WanwanGoal", "Name": "Chomp Goal", "Notes": "The hole used as the goal for Chomps in Chompworks Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WanwanLiftUpStepA", "ClassNameSMG1": "WanwanLiftUpStep", "ClassNameSMG2": "WanwanLiftUpStep", "Name": "Chompworks -- Uplift Platform", "Notes": "A blue platform that follows the assigned path once a switch has been activated. If the switch is deactivated again, it will move backwards.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WanwanObstacleFloaterA", "ClassNameSMG1": "SimpleFloaterObj", "ClassNameSMG2": "SimpleFloaterObj", "Name": "Chompworks -- Square Sinking Platform", "Notes": "A single blue sinking platform that is used on the starting planet of Chompworks Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WanwanObstacleFloaterB", "ClassNameSMG1": "SimpleFloaterObj", "ClassNameSMG2": "SimpleFloaterObj", "Name": "Chompworks -- Double Sinking Platform", "Notes": "A pair of blue sinking platforms that is used on the starting planet of Chompworks Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WanwanObstacleFloaterC", "ClassNameSMG1": "SimpleFloaterObj", "ClassNameSMG2": "SimpleFloaterObj", "Name": "Chompworks -- Narrow Sinking Platform", "Notes": "A narrow blue and green sinking platform that is used on the Golden Chomp planet in Chompworks Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WanwanObstaclePile", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Chompworks -- Moving Metal Blockade", "Notes": "A blue metal platform used to block Chomps on the starting planet in Chompworks Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WanwanRedBluePanelPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Chompworks -- Flip-Swap Planet", "Notes": "The planet featuring Flip-Swap panels in the first mission of Chompworks Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WanwanRolling", "ClassNameSMG1": "WanwanCreator", "ClassNameSMG2": "WanwanCreator", "Name": "Chomp", "Notes": "A rolling Chomp that moves along a set path.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WanwanRollingGold", "ClassNameSMG1": "WanwanCreator", "ClassNameSMG2": "WanwanCreator", "Name": "Gold Chomp", "Notes": "A rolling golden Chomp that moves along a set path and spawns a Power Star when defeated.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WanwanRollingMini", "ClassNameSMG1": "WanwanCreator", "ClassNameSMG2": "WanwanCreator", "Name": "Small Chomp", "Notes": "A small rolling Chomp that moves along a set path.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WanwanRollingPartsA", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Chompworks -- Decorative Chomps Planet", "Notes": "A planet filled with Chomp heads used in the background of Chompworks Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WanwanSearch", "ClassNameSMG1": "WanwanSearch", "ClassNameSMG2": "WanwanSearch", "Name": "Silver Chomp", "Notes": "An aggressive version of a Chomp that moves around freely.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WanwanSearchBig", "ClassNameSMG1": "WanwanSearch", "ClassNameSMG2": "WanwanSearch", "Name": "Large Silver Chomp [Broken]", "Notes": "A more aggressive version of a Silver Chomp. Model files have been removed. Therefore, the object is useless.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "WarpCube", "ClassNameSMG1": "WarpCube", "ClassNameSMG2": "WarpCube", "Name": "Warp Area [Cube]", "Notes": "An area that draws a green sphere at its position. It warps the player to a grouped WarpCube if entered.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "WarpPod", "ClassNameSMG1": "WarpPod", "ClassNameSMG2": "WarpPod", "Name": "Warp Pad", "Notes": "A warp pad that warps the player from one place to another. May also be invisible depending on the setup.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WatchTowerRotateStep", "ClassNameSMG1": "WatchTowerRotateStep", "ClassNameSMG2": "WatchTowerRotateStep", "Name": "Honeyhive -- Giant Wood Windmill", "Notes": "A giant wood windmill with four platforms that move along with the rotating frame.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterAcrossSpherePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Fluffy Bluff -- Spherical Pond Planet", "Notes": "A small pond planet used in the first mission of Fluffy Bluff Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterArea", "ClassNameSMG1": "WaterArea", "ClassNameSMG2": "WaterArea", "Name": "Water Area", "Notes": "An area that consists of an invisible body of water.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterBazooka", "ClassNameSMG1": "WaterBazooka", "ClassNameSMG2": "WaterBazooka", "Name": "Bubbles Undergrunt Gunner", "Notes": "A water bubble-shooting Undergrunt Gunner that appears in Gold Leaf Galaxy and Deep Dark Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterBazookaTowerMoveStepA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Gold Leaf -- Grassy Tower Platforms", "Notes": "A pair of moving grass platforms found on top of Gold Leaf Galaxy's tower.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterBazookaTowerMoveStepB", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Gold Leaf -- High Tower Stair", "Notes": "A pair of high stair blocks from the Undergrunt Gunner arena at the top of Gold Leaf Galaxy's tower.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterBazookaTowerMoveStepC", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Gold Leaf -- Low Tower Stair", "Notes": "A pair of low stair blocks from the Undergrunt Gunner arena at the top of Gold Leaf Galaxy's tower.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterCaveWall", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Starshine Beach -- Water Tower Blockade", "Notes": "A small round door used to block the water tower entrance during the first mission of Starshine Beach Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterCube", "ClassNameSMG1": "WaterArea", "ClassNameSMG2": "WaterArea", "Name": "Water Area [Cube]", "Notes": "An area that consists of an invisible body of water.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterCylinder", "ClassNameSMG1": "WaterArea", "ClassNameSMG2": "WaterArea", "Name": "Water Area [Cylinder]", "Notes": "An area that consists of an invisible body of water.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterDropBottom", "ClassNameSMG1": "EffectObjR1000F50", "ClassNameSMG2": "EffectObjR1000F50", "Name": "Rippling Water Droplets Effect ", "Notes": "A dripping water effect from Deep Dark Galaxy's Boo Box planet that shows the droplets creating ripples.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterDropMiddle", "ClassNameSMG1": "EffectObjR1000F50", "ClassNameSMG2": "EffectObjR1000F50", "Name": "Long Water Droplets Effect", "Notes": "A dripping water effect from Deep Dark Galaxy's Boo Box planet that shows many long droplets.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterDropTop", "ClassNameSMG1": "EffectObjR1000F50", "ClassNameSMG2": "EffectObjR1000F50", "Name": "Small Water Droplets Effect", "Notes": "A dripping water effect from Deep Dark Galaxy's Boo Box planet that shows many small droplets.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterfallCaveCover", "ClassNameSMG1": "WaterfallCaveCover", "ClassNameSMG2": "WaterfallCaveCover", "Name": "Beach Bowl -- Breakable Rock Wall", "Notes": "A breakable rock wall which covers the entrance to Beach Bowl Galaxy's underwater cave.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterfallCaveNoBreakCover", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Beach Bowl -- Rock Wall", "Notes": "An unbreakable rock wall which covers the entrance to Beach Bowl Galaxy's underwater cave.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterfallL", "ClassNameSMG1": "EffectObjR1000F50", "ClassNameSMG2": "EffectObjR1000F50", "Name": "Large Beach Bowl Waterfall Effect", "Notes": "A large and wide waterfall effect used in Beach Bowl Galaxy.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterfallS", "ClassNameSMG1": "EffectObjR1000F50", "ClassNameSMG2": "EffectObjR1000F50", "Name": "Small Beach Bowl Waterfall Effect", "Notes": "A small waterfall effect used in Beach Bowl Galaxy.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterFortressConveyerA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Space Storm -- Rotating Wood Platform A", "Notes": "One of the rotating wood platforms from Space Storm Galaxy's second mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterFortressConveyerB", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Space Storm -- Rotating Wood Platform B", "Notes": "One of the rotating wood platforms from Space Storm Galaxy's second mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterFortressConveyerC", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Space Storm -- Rotating Wood Platform C", "Notes": "One of the rotating wood platforms from Space Storm Galaxy's second mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterFortressConveyerD", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Space Storm -- Rotating Wood Platform D", "Notes": "One of the rotating wood platforms from Space Storm Galaxy's second mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterFortressDoor", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Space Storm -- Large Metal Gate", "Notes": "A large metal gate from Space Storm Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterFortressPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Space Storm -- Tower Planet", "Notes": "The tower planet from Space Storm Galaxy's second mission.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterFortressRain", "ClassNameSMG1": "WaterFortressRain", "ClassNameSMG2": "WaterFortressRain", "Name": "Space Storm Rain", "Notes": "The rain effect from Space Storm Galaxy. This will crash the game without a specific setup.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterFortressRotateStepA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Space Storm -- Red Rotating Metal Platforms", "Notes": "A set of red rotating metal platforms from Space Storm Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterFortressRotateStepB", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Space Storm -- Blue Rotating Metal Platforms", "Notes": "A set of blue rotating metal platforms from Space Storm Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterFortressRotateStepD", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Space Storm -- Thin Rotating Metal Platforms", "Notes": "A set of thin red rotating metal platforms from Space Storm Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterFortressTopFence", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Space Storm -- Circular Tower Fence", "Notes": "The red fence from Space Storm Galaxy's tower planet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterLayerBreak", "ClassNameSMG1": "EffectObjR500F50", "ClassNameSMG2": "EffectObjR500F50", "Name": "Water Splash Effect", "Notes": "An effect that consists of a large water splash.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterLeakPipe", "ClassNameSMG1": "WaterLeakPipe", "ClassNameSMG2": "WaterLeakPipe", "Name": "Leaking Pipe", "Notes": "A blue pipe with some visual water leaking out of it. Can be used to create ice platforms when touched while using the Ice power-up.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterPlant", "ClassNameSMG1": "WaterPlant", "ClassNameSMG2": "WaterPlant", "Name": "Seaweed", "Notes": "Decorative seaweed which can be found in ocean-themed galaxies like Beach Bowl Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterPressure", "ClassNameSMG1": "WaterPressure", "ClassNameSMG2": "WaterPressure", "Name": "Bubble Shooter", "Notes": "This object shoots bubbles that the player can ride to get to other places. But it can be also function as a deadly trap.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterRoad", "ClassNameSMG1": "WaterRoad", "ClassNameSMG2": "WaterRoad", "Name": "Water Stream", "Notes": "A massive stream of water the player can ride to be transported. Used in Sea Slide Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterRoadCavePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Sand Spiral -- Main Planet", "Notes": "The main planet of Sand Spiral Galaxy, with the long tunnel and sand flowing outwards.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterRoadCaveRotateGround", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Sand Spiral -- Rotating Stone Spiral Platform", "Notes": "The large rotating stone spiral platform used at the end of Sand Spiral Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterRoadCaveStepA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Sand Spiral -- Green Metal Platform", "Notes": "A metal mesh platform with a green frame used in Sand Spiral Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterRoadCaveStepB", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Sand Spiral -- Blue Metal Platform", "Notes": "A metal mesh platform with a blue frame used in Sand Spiral Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterSphere", "ClassNameSMG1": "WaterArea", "ClassNameSMG2": "WaterArea", "Name": "Water Area [Sphere]", "Notes": "An area that consists of an invisible body of water.", "Category": "areas", "AreaShape": "Sphere", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterSphereCoralPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Starshine Beach -- Starting Planet", "Notes": "The starting planet from Starshine Beach Galaxy. It has a lot of corals.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterStream", "ClassNameSMG1": "WaterStream", "ClassNameSMG2": "WaterStream", "Name": "Water Current", "Notes": "A water current that pushes the player away.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WaterTransparentPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "\"Temporary High Model\" [WaterTransparentPlanet]", "Notes": "An unfinished placeholder model that displays a white cube with the text \"Temporary High Model, Please wait...\" written on it.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "WeatherVane", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Gusty Garden -- Miniature Windmill", "Notes": "A tiny decorative windmill.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WhirlPool", "ClassNameSMG1": "WhirlPool", "ClassNameSMG2": "WhirlPool", "Name": "Decorative Whirlpool", "Notes": "A decorative whirlpool that is meant to connect the water surface to an actual WhirlPoolAccelerator.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "WhirlPoolAccelerator", "ClassNameSMG1": "WhirlPoolAccelerator", "ClassNameSMG2": "WhirlPoolAccelerator", "Name": "Whirlpool", "Notes": "A whirlpool of configurable size that spins the player around upon contact underwater.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WhiteOutPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Freezy Flake -- Blizzard Planet", "Notes": "The blizzard planet from Freezy Flake Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WhiteRoom", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Epilogue Background Model", "Notes": "The background model used during SMG1's epilogue.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WhiteSnowTree", "ClassNameSMG1": "WhiteSnowTree", "ClassNameSMG2": "WhiteSnowTree", "Name": "Freezy Flake -- Dead Snow Tree", "Notes": "A decorative dead snow tree from Freezy Flake Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WindMillPropeller", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Rolling Green -- Windmill Propeller", "Notes": "The big windmill propeller found at the end of Rolling Green Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WindMillPropellerMini", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Rolling Gizmo -- Windmill Propeller", "Notes": "The toy windmill propeller found at the end of Rolling Gizmo Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WingBlockCoin", "ClassNameSMG1": "WingBlock", "ClassNameSMG2": "WingBlock", "Name": "Winged Coin ? Block", "Notes": "A winged ? Block which drops a Coin after being hit.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "WingBlockStarPiece", "ClassNameSMG1": "WingBlock", "ClassNameSMG2": "WingBlock", "Name": "Winged Star Bits ? Block", "Notes": "A winged ? Block which drops some Star Bits after being hit.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WireCoverCage", "ClassNameSMG1": "WireCoverCage", "ClassNameSMG2": "WireCoverCage", "Name": "Red Metal Cage", "Notes": "A red metal cage that appears in Spin-Dig Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WoodBox", "ClassNameSMG1": "WoodBox", "ClassNameSMG2": "WoodBox", "Name": "Crate", "Notes": "A wooden box that can be destroyed through most attacks. It can spawn various different items.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WoodCircleCutPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Tall Trunk -- Circular Log Planet", "Notes": "The final planet from Tall Trunk Galaxy's first star.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WoodDrumPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Tall Trunk -- Cylinder Log Planet", "Notes": "The cylindrical tree planet from Tall Trunk Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WoodDrumRailLiftA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Tall Trunk -- Moving Log Platforms", "Notes": "A set of moving logs from the cylindrical tree planet from Tall Trunk Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WoodLogBridge", "ClassNameSMG1": "WoodLogBridge", "ClassNameSMG2": "WoodLogBridge", "Name": "Wide Wood Bridge", "Notes": "Creates a suspension bridge consisting of long logs.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WoodLogBridgeShort", "ClassNameSMG1": "WoodLogBridge", "ClassNameSMG2": "WoodLogBridge", "Name": "Narrow Wood Bridge", "Notes": "Creates a suspension bridge consisting of short logs.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WoodWallDownFall", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Puzzle Plank -- Thick Falling Wood Piece", "Notes": "A thick piece of wood which falls on a set path; used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WoodWallDownRotate", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Puzzle Plank -- Thin Falling Wood Piece", "Notes": "A thin piece of wood which collapses down; used in Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WoodyDecoratePartsA", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Puzzle Plank -- Decorative Wood Debris with Tools", "Notes": "Decorative wood debris from Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WoodyDecoratePartsB", "ClassNameSMG1": "AutoMakeMapObj", "ClassNameSMG2": "AutoMakeMapObj", "Name": "Puzzle Plank -- Decorative Wood Debris with Nails", "Notes": "Decorative wood debris from Puzzle Plank Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WorldMap01Model", "ClassNameSMG1": "WorldMapModel", "ClassNameSMG2": "WorldMapModel", "Name": "World 1 Background Model", "Notes": "The background model from World 1.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WorldMap01Sky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "World 1 Sky", "Notes": "The sky model from World 1.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "WorldMap02Model", "ClassNameSMG1": "WorldMapModel", "ClassNameSMG2": "WorldMapModel", "Name": "World 2 Background Model", "Notes": "The background model from World 2.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WorldMap02Sky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "World 2 Sky", "Notes": "The sky model from World 2.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "WorldMap03Model", "ClassNameSMG1": "WorldMapModel", "ClassNameSMG2": "WorldMapModel", "Name": "World 3 Background Model", "Notes": "The background model from World 3.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WorldMap03Sky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "World 3 Sky", "Notes": "The sky model from World 3.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "WorldMap04Model", "ClassNameSMG1": "WorldMapModel", "ClassNameSMG2": "WorldMapModel", "Name": "World 4 Background Model", "Notes": "The background model from World 4.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WorldMap04Sky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "World 4 Sky", "Notes": "The sky model from World 4.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "WorldMap05Model", "ClassNameSMG1": "WorldMapModel", "ClassNameSMG2": "WorldMapModel", "Name": "World 5 Background Model", "Notes": "The background model from World 5.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WorldMap05Sky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "World 5 Sky", "Notes": "The sky model from World 5.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "WorldMap06Model", "ClassNameSMG1": "WorldMapModel", "ClassNameSMG2": "WorldMapModel", "Name": "World 6 Background Model", "Notes": "The background model from World 6.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WorldMap06Sky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "World 6 Sky", "Notes": "The sky model from World 6.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "WorldMap07Model", "ClassNameSMG1": "WorldMapModel", "ClassNameSMG2": "WorldMapModel", "Name": "World S Background Model", "Notes": "The background model from World S.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WorldMap07Sky", "ClassNameSMG1": "ProjectionMapSky", "ClassNameSMG2": "ProjectionMapSky", "Name": "World S Sky", "Notes": "The sky model from World S.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "WorldMapAccessPanel", "ClassNameSMG1": "WorldMapAccessPanel", "ClassNameSMG2": "WorldMapAccessPanel", "Name": "Starship Panel", "Notes": "Pressing on the switch will open the world screen.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WorldMapSyncSky", "ClassNameSMG1": "WorldMapSky", "ClassNameSMG2": "WorldMapSky", "Name": "Starship Sky", "Notes": "The sky controller used on Starship Mario that uses a different model depending on the currently selected world.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WorldMapSyncSoundEmitterCube", "ClassNameSMG1": "SoundEmitterCubeWorldMapSync", "ClassNameSMG2": "SoundEmitterCubeWorldMapSync", "Name": "World Sound Emitter Area [Cube]", "Notes": "An area that plays a sound effect if the currently selected world matches the specified world.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Sound", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WorldWarpPointEntrance", "ClassNameSMG1": "WorldWarpPoint", "ClassNameSMG2": "WorldWarpPoint", "Name": "Decorative World Map Entry Portal", "Notes": "A decorative portal from the World Map that appears if the player is close to the currently selected world's entry portal.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WorldWarpPointExit", "ClassNameSMG1": "WorldWarpPoint", "ClassNameSMG2": "WorldWarpPoint", "Name": "Decorative World Map Exit Portal", "Notes": "A decorative portal from the World Map that appears if the player is close to the currently selected world's exit portal.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "WormEatenPlanet", "ClassNameSMG1": "WormEatenPlanet", "ClassNameSMG2": "WormEatenPlanet", "Name": "Gusty Garden -- Apple Planets", "Notes": "A group of giant apples that house a giant caterpillar from Gusty Garden Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YellowChip", "ClassNameSMG1": "YellowChip", "ClassNameSMG2": "YellowChip", "Name": "Star Chip", "Notes": "A collectable yellow chip. Usually, five of them have to be collected.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YellowChipGroup", "ClassNameSMG1": "YellowChipGroup", "ClassNameSMG2": "YellowChipGroup", "Name": "Star Chip Group", "Notes": "Controls a collection of Star Chips and activates something once all are collected.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YoshiBlock", "ClassNameSMG1": "YoshiBlock", "ClassNameSMG2": "YoshiBlock", "Name": "Dash Yoshi Block [Broken]", "Notes": "A block that can be dashed into with Dash Yoshi. Model files have been removed. Therefore, the object is useless.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "YoshiBoxBreakPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Yoshi Star -- Small Dirt Planet", "Notes": "A small spherical dirt planet with some decorative rocks.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YoshiCapture", "ClassNameSMG1": "YoshiCapture", "ClassNameSMG2": "YoshiCapture", "Name": "Grapple Flower", "Notes": "A flower which Yoshi can grab with his tongue to swing himself in its direction.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YoshiCaptureClimbPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Yoshi Star -- Climbing Planet", "Notes": "The final planet from Yoshi Star Galaxy's first star.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YoshiCaptureGuidanceArea", "ClassNameSMG1": "YoshiCaptureGuidanceArea", "ClassNameSMG2": "YoshiCaptureGuidanceArea", "Name": "Yoshi Grapple Explanation Area", "Notes": "An area which shows the player how to use Yoshi Grapple Flowers.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YoshiCaptureRelayPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Yoshi Star -- Tiny Dirt Planet", "Notes": "A tiny spherical dirt planet with a small decorative fossil.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YoshiCaughtPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Yoshi Star -- Main Planet", "Notes": "The main planet of Yoshi Star Galaxy, featuring the huge volcano.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YoshiClimbMountainPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Yoshi Star -- Stepped Mountain Planet", "Notes": "A tall stepped mountain planet. A similar version of this can be found in Good Egg Galaxy from SMG1.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YoshiClipGhostRoomPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Haunty Halls -- Bulb Berry Planet Solids", "Notes": "The solid platforms of Haunty Halls Galaxy's bulb berry section.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YoshiClipGhostRoomPlanetClipParts", "ClassNameSMG1": "SimpleClipPartsObj", "ClassNameSMG2": "SimpleClipPartsObj", "Name": "Haunty Halls -- Bulb Berry Planet Platforms", "Notes": "The invisible parts of the bulb berry planet from Haunty Halls Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YoshiEatGuidanceArea", "ClassNameSMG1": "YoshiEatGuidanceArea", "ClassNameSMG2": "YoshiEatGuidanceArea", "Name": "Yoshi Tongue Explanation Area", "Notes": "An area which shows the player how to use Yoshi's tongue.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YoshiEgg", "ClassNameSMG1": "YoshiEgg", "ClassNameSMG2": "YoshiEgg", "Name": "Yoshi Egg", "Notes": "An egg that hatches into Yoshi if destroyed.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YoshiEggCapsuleCage", "ClassNameSMG1": "AnmModelSwitchMoveEndKillAnyAnim", "ClassNameSMG2": "AnmModelSwitchMoveEndKillAnyAnim", "Name": "Magic Cage", "Notes": "A magical cage created by a Magikoopa. It holds the Yoshi Egg in Yoshi Star Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YoshiEggStep", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Yoshi Star -- Stone Platform", "Notes": "The small stone platform where the player finds the Yoshi Egg in Yoshi Star Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YoshiFruit", "ClassNameSMG1": "YoshiFruit", "ClassNameSMG2": "YoshiFruit", "Name": "Pink Fruit", "Notes": "A pink fruit which can be eaten by Yoshi.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YoshiFruitBig", "ClassNameSMG1": "YoshiFruitBig", "ClassNameSMG2": "YoshiFruitBig", "Name": "Big Orange Fruit", "Notes": "A big orange fruit which can be eaten by Yoshi with a strong pull.", "Category": "item", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YoshiHeadPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Space Junk -- Yoshi Head Planet", "Notes": "The wooden Yoshi head planet from Space Junk Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YoshiHomeLift", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Yoshi Star -- Moving Wood Platform", "Notes": "A moving wood platform from Yoshi Star Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YoshiKillerThrowPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Fearsome Fleet -- First Checkpoint Planet", "Notes": "A set of two blue platforms which contain the first checkpoint before the Megahammer boss fight in Bowser Jr.'s Fearsome Fleet.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YoshiPullStepPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Yoshi Star -- Bridge-Pulling Planet", "Notes": "The planet where Yoshi has to pull a small set of bridges with his tongue.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YoshiSendOffArea", "ClassNameSMG1": "YoshiSendOffArea", "ClassNameSMG2": "YoshiSendOffArea", "Name": "Waving Yoshi Area", "Notes": "When the player dismounts Yoshi in this area, Yoshi waves them goodbye.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "Yukkina", "ClassNameSMG1": "Yukkina", "ClassNameSMG2": "Yukkina", "Name": "Sorbetti", "Notes": "The rolling snow ball boss from Freezy Flake Galaxy.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YukkinaBodyPlanet", "ClassNameSMG1": "PlanetMapStrongLight", "ClassNameSMG2": "PlanetMapStrongLight", "Name": "Freezy Flake -- Sorbetti Battle Planet", "Notes": "The planet where the boss fight against Sorbetti takes place.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YukkinaGroundSnow", "ClassNameSMG1": "YukkinaGroundSnow", "ClassNameSMG2": "YukkinaGroundSnow", "Name": "Sorbetti Snow Spike", "Notes": "A destroyable snow spike seen during Sorbetti's boss fight in Freezy Flake Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YukkinaRellayPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Freezy Flake -- Sorbetti-shaped Planet", "Notes": "A planet with the shape of the Sorbetti boss.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "YukkinaTree", "ClassNameSMG1": "SimpleBreakableStrongLightObj", "ClassNameSMG2": "SimpleBreakableStrongLightObj", "Name": "Leafless Snowy Tree", "Notes": "A leafless snowy tree as seen on Sorbetti's battle planet in Freezy Flake Galaxy.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ZeroGravityBox", "ClassNameSMG1": "ZeroGravityBox", "ClassNameSMG2": "ZeroGravityBox", "Name": "Zero Gravity [Box Range]", "Notes": "A gravity area that attracts objects towards collision triangles. This one has a box range.", "Category": "gravity", "AreaShape": "Any", "ListSMG1": "PlanetObjInfo", "ListSMG2": "PlanetObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ZeroGravityCylinder", "ClassNameSMG1": "ZeroGravityCylinder", "ClassNameSMG2": "ZeroGravityCylinder", "Name": "Zero Gravity [Cylinder Range]", "Notes": "A gravity area that attracts objects towards collision triangles. This one has a cylindrical range.", "Category": "gravity", "AreaShape": "Any", "ListSMG1": "PlanetObjInfo", "ListSMG2": "PlanetObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ZeroGravityRoomPlanet", "ClassNameSMG1": "PlanetMapFarClippable", "ClassNameSMG2": "PlanetMapFarClippable", "Name": "Slipsand -- 2D Underground Room", "Notes": "The 2D underground section from Slipsand Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ZeroGravityRoomRotateStep", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Slipsand -- 2D Underground Rotating Stone", "Notes": "A rotating stone from the 2D underground section in Slipsand Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ZeroGravitySphere", "ClassNameSMG1": "ZeroGravitySphere", "ClassNameSMG2": "ZeroGravitySphere", "Name": "Zero Gravity [Sphere Range]", "Notes": "A gravity area that attracts objects towards collision triangles. This one has a spherical range.", "Category": "gravity", "AreaShape": "Any", "ListSMG1": "PlanetObjInfo", "ListSMG2": "PlanetObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "ZigZagCrushBlockA", "ClassNameSMG1": "RailMoveObjStopEffectEnd", "ClassNameSMG2": "RailMoveObjStopEffectEnd", "Name": "Cloudy Court -- Left Crushing Wall", "Notes": "The left half of a crushing wall from Cloudy Court Galaxy. The model has no back side.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ZigZagCrushBlockB", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Cloudy Court -- Right Crushing Wall", "Notes": "The right half of a crushing wall from Cloudy Court Galaxy. The model has no back side.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ZoneHalo", "ClassNameSMG1": "Halo", "ClassNameSMG2": "Halo", "Name": "Blue Shine of Light", "Notes": "A decorative bright blue light, similar to the light used around Power Stars (PowerStarHalo).", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}], "Categories": [{"Key": "stagepart", "Description": "Stage Parts"}, {"Key": "levelfeature", "Description": "Level Features"}, {"Key": "background", "Description": "Backgrounds"}, {"Key": "enemy", "Description": "Enemies"}, {"Key": "boss", "Description": "Bosses"}, {"Key": "npc", "Description": "NPCs"}, {"Key": "item", "Description": "Items"}, {"Key": "particle", "Description": "Particles"}, {"Key": "areas", "Description": "Areas"}, {"Key": "gravity", "Description": "Gravities"}, {"Key": "cutscene", "Description": "Cutscenes"}, {"Key": "controller", "Description": "Controllers"}, {"Key": "deprecated", "Description": "Deprecated"}]}